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2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


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1614552 No.1614552[DELETED]  [Reply] [Original]

Doom thread (Last thread >>1609314)
(other retro FPS games also welcome, 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 for mod compatibility?
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 (as of November 25, 2013; 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.1614553

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

-DOOM X IS BACK EHRMAGEHRD!!! http://www.doomx.net/

-Have you ever wanted to play as a dog in Doom? No? Well, whatever, here's DogDoom! https://copy.com/o4kYFNMdcwoFqYO6

-Guess who received a STABLE update? OBLIGE, motherfucker! Now it's in version number 6, and things surely have improved; go check it here! http://oblige.sourceforge.net/i_download.html

-On top of that, The Space Pirate also got an update! Now features a mugface and the best code on the market! Go check the latest version here! https://drive.google.com/file/d/0BxbbtKR5bll_anFPaVhUQVZqcnM/edit?usp=sharing Also be sure to check this nifty tutorial https://www.youtube.com/watch?v=mrFF8LCZw5Y

-John Romero was present at GDC and a kind anon set him up a LAN in Zandronum (yes, you read that right). Here are the demos https://dl.dropboxusercontent.com/u/88787354/MADE%20at%20GDC%20Zandronum%20demos.zip and these are some of the matches! http://www.youtube.com/playlist?list=PLXkipPv0b4KMKE7z3WwlYYUCDLACNoYfE

-Romero was also present at the NYU Game Center to discuss, along with Rand Miller (MYST) about their games, their legacies, and the current status of game developing. You can rewatch said event here http://vimeo.com/92838909

-The past Awesome Games Done Quick featured Plutonia (Go 2 It included) and a Doom 2 race. To rewatch the Doom speedruns, go follow this link http://www.youtube.com/playlist?list=PLQcxg3SUqlYBoSYrpNJVu58GsoCXMREa1

-HDoom has its fourth techdemo! happy now? http://static.best-ever.org/wads/m12-hdoom-techdemo4.pk3

-Help us test this new mod by Terminus: Metroid Dreadnought (http://zandronum.com/forum/showthread.php?tid=4561&pid=61847#pid61847))

-Dakka by ijon tichy is also getting tons of updated. Get it here ijontichy.lostsig.com/wads/dakka-0.051.pk3

ATTENTION! If you know about something news-worthy, reply to this post and mention it so everyone can see it

>> No.1614565
File: 18 KB, 400x400, Cacomack.jpg [View same] [iqdb] [saucenao] [google]
1614565

>> No.1614568
File: 302 KB, 290x705, No John, you are the agitation.gif [View same] [iqdb] [saucenao] [google]
1614568

>> No.1614572

Today I learned that all the problems in the world can be solved by just crouching. Is the map shit? Worry not, just crouch!

How cool is that?

>> No.1614576 [DELETED] 

awe :). what a great pic for the OP on mothers day.

>> No.1614587

Does anyone still have a link to that Doom images folder someone hosted on mega.co.nz and posted here about a week or two ago, maybe more?

>> No.1614593

>>1614587
2nd post on last thread.

>> No.1614594

>>1614587
>about a week or two ago

My leg anon, dun pull et

/doom/ Image Folder (189MB)
https://mega.co.nz/#!8ZMFRARS!dOsicyVywm1kEmPGYEx9l-T_ILWXsq-B59xRKvG1EMI

also

The Top 100 WADs Of All Time. 102 handpicked WADs from 1994 to 2003 (+300MB)
https://mega.co.nz/#!4AUG2RjD!M5NuNMnugzM4sp9i9CzE2mt5xnB51yEEiUEPqjcBBVA

>> No.1614624

So I'm the guy who just started playing Doom in the last thread (thanks for recommending a sourceport btw, the Dos version was the freeware version that only had episode one) and I was curious about something.

Is everyone hyped for Doom 4 or are you guys kind of cautious since Carmack left? I'm sort of hyped for it and wish I would have preordered Wolfenstien for the beta instead of buying other things since I don't really hold too much nostalgia, etc for the original Doom games.

>> No.1614630

>>1614572
I like to crouch down behind objects and walls to dodge volleys of enemy fire, or to sometimes duck a rocket, but I don't like breaking sequence on maps not designed for it.

>> No.1614636

>>1614624
>hyped for Doom 4 or kind of cautious since Carmack left

I'm both. It's killing me.

On one hand, I really really want to think that Doom 4 will be good, but on another, I don't trust these strangers calling themselves id.

>> No.1614638

>>1614624
I was cautious since Romero left, but yeah, Carmack was a great asset too. Doom 3 proved me right, it was a nice game, but not a Doom game.
Anyways, I don't know. I want to be hyped, but I really feel like I shouldn't.
I felt the same way about the new UT but they seem to be doing things right though, so I don't know.

>> No.1614640

>>1614630
>but I don't like breaking sequence on maps not designed for it.

do you even metrood son?

>> No.1614646
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1614646

I wanted to make sure it was cool to post this, but here's a WIP of what Blaz's new sword is gonna look like.

Shit's hype.

>> No.1614648

>>1614646
bretty gud
work a bit on the shadow and perspective though, it looks like you're swinging a block of ice if you look at it for a bit

>> No.1614651

>>1614648

It's a WIP, Mike's fiddling with it when he can. But I'm sure he'll see the feedback.

>> No.1614663

>>1614640
Metroid is different though.

I'm talking about vanilla style maps.

I'll jump around and crawl into tight spaces to avoid enemy fire (though I'll also go out in the open and dance around streams of projectile like it was fucking Touhou all of a sudden), but unless the map is really really boring, or made for crouching, I'll avoid it.

>> No.1614665

>>1614594
Thanks.

>> No.1614669
File: 464 KB, 704x528, vlcsnap-2014-05-11-16h05m18s138.png [View same] [iqdb] [saucenao] [google]
1614669

cacodemonomania
cacodemonomania
cacodemonomania
cacodemonomania
cacodemonomania

>> No.1614684
File: 9 KB, 300x225, 1399242546475.jpg [View same] [iqdb] [saucenao] [google]
1614684

>never been on /pol/, but at least know their reputation
>give the /wad/ a try
>having fun shooting nazis, niggas, and Shrek
>Jews blow me to pieces
Okay.

>> No.1614692

>>1614684
why is Alucard cross-eyed?

>> No.1614694
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1614694

>>1614692
I dunno anon, you tell me.

>> No.1614720

>>1614694
>>1614684
Is there any mod with Hellsing's weaponry?

I remember there being some really cool fucking guns.

>> No.1614723

>>1614624
I have high hopes and low expectations.

>> No.1614728

>>1614624
I do not have very many hopes for Doom 4.
All of my favorite videogame franchises have been ruined or killed this past generation.

If it turns out to be good I would be genuinely surprised and happy.
But I just can't count on it.

>> No.1614729
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1614729

>>1614720
Alucard's handcannons were pretty fucking awesome. I highly doubt that there is a mod for them, though.

>> No.1614734

>>1614720
DoomRLA has Anti-Freak Jackal - good luck finding it, though!

>> No.1614736

>>1614646
Proptip:
Use Witchaven weapons as a reference.
Tons of axes, swords, bows and maces.

>> No.1614743
File: 167 KB, 400x359, 1399345478421.png [View same] [iqdb] [saucenao] [google]
1614743

How do I fuck anything in the H-mod?

>> No.1614747

>>1614743
When there's hearts around the monster, bigger hearts that is, press the use button near said monster.

>> No.1614749

>>1614743

Hit "Use" whenever you "kill" a demon, like you were hitting a switch

sometimes it doesn't work, you have a better chance when big large pink hearts start flowing out of them.

>> No.1614763

>>1614747
>>1614749
thanks m80s

>> No.1614767
File: 123 KB, 640x480, Screenshot_Doom_20140511_183503.png [View same] [iqdb] [saucenao] [google]
1614767

>go to /idgames
>press random file
>take a screenshot/webm

>> No.1614769

>>1614729
I would love to use them in Doom.
Or Sera's weapons, those were nice too.

>>1614734
That's pretty neat.
Is it as powerful as it should be?

>> No.1614803

>>1614769
IIRC it's one of the most powerful guns a Scout (class that does 8x damage with all pistols) can get.

>> No.1614807
File: 524 KB, 1920x1080, Screenshot_Doom_20140511_190134.png [View same] [iqdb] [saucenao] [google]
1614807

>>1614767

>> No.1614824
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1614824

>> No.1614830

>>1614824
Skyroads Doom when?

>> No.1614831 [DELETED] 

>>1614807
>>1614824
>>1614767
Nice viral marketing.
Report and hide

>> No.1614840 [DELETED] 
File: 85 KB, 713x1280, 1365496286.op2_get_out.jpg [View same] [iqdb] [saucenao] [google]
1614840

>>1614831

>> No.1614842 [DELETED] 

>>1614831

ahahah nigga u still mad you couldnt get to create new threads anymore

>> No.1614843

>>1614729
It's also of very questionable mechanical design, it would appear to be straight blowback because the barrel remains fixed when firing, and I don't see any gas-tube or gas-piston. Recoil would be quite harsh, and the slide would have to be actually pretty goddamn heavy to safely hold the pressure until it drops to safe levels.

I'm not saying he couldn't wield it, he's stronk as fuck, but it's got me wondering.

Though I guess there could be like a big set of rollers inside the slide or something.

>> No.1614850

>>1614646
It looks nice, but what will happen with the old sword?

>>1614736
Witchhaven was ugly as fuck though.

>> No.1614853

>>1614843
I don't think he's going to care if some human weakling guy couldn't use it.

Dante has the better guns

Why isn't there any good DMC weaponry mods?
Psychic only dabbles very slightly in it and all that feels right is the shotgun.

>> No.1614859 [DELETED] 

>>1614840
>>1614842
Don't give it attention

>> No.1614867 [DELETED] 
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1614867

>>1614831

>> No.1614875

Can I ask about RtCW here? I know it's 2001 but it's a Wolfenstein sequel and it plays like older shooters etc.
Either way, I haven't played it before but is there any must have mods/graphical updates I should be looking at?

>> No.1614882

>>1614875
It's fun as is.

>> No.1614959
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1614959

>>1614875
I never had the urge to mod RTCW. It looked pretty good as it was. Can't find many mods now that I look, either.

http://wolfenstein4ever.de/index.php/news/return-to-castle-wolfenstein/rtcw-mods

http://rtcw.gamebanana.com/skins

There's this, I guess. Not much on moddb.

>> No.1614972
File: 104 KB, 640x480, Screenshot_Doom_20140511_190335.png [View same] [iqdb] [saucenao] [google]
1614972

>>1614767
http://www.doomworld.com/idgames/index.php?file=levels/doom2/deathmatch/v-z/wazdm.zip

The mapper said this maps (15) are for deathmarch but are worth to look at,
Also, a lot of them have no exit.

>mfw map 13 starts with chaingunners facin you

>> No.1614973

>>1614959
I think there's more mods for Enemy Territory

>> No.1615029

I played through /pol/.wad, and I thought it was great, any other good 4chan related wads?

>> No.1615032

Hey any more gimmick wads like 1024 or that one enemy type per map wad?

>> No.1615047 [DELETED] 

do any of you have trouble getting KDIZD to run?
i tried both gzdoom and zdoom.

>> No.1615050

>>1615029

CIF3, I guess?

>> No.1615079

>>1615029
/g/.wad and /tg/.wad, both in the pastebin at the top

>> No.1615085
File: 20 KB, 320x320, Ah[1].jpg [View same] [iqdb] [saucenao] [google]
1615085

I just realized something.

Yeah, we're one of the oldest communities out there, probably THE oldest, yet still active and flourishing with more content than any other community in the history of this form of entertainment, but...it doesn't really show sometimes. We have the biggest talents but it feels like something's lacking.

Go look at the stuff that's in Wolf:New Order, for example. IMO people should've tried their best at mimicking the weapons and the enemies shown in game to the Doom engine. The combat dogs (not the robotic ones) look great and they are a neat concept for a Doom enemy. Has anyone besides me noticed this and got their asses to put the idea in work? Nope. Then those ideas are forgotten and, at best, they're saved by someone else that "might use them later on".

And then people complain about the rest of the Doom community spectrum (and the other part which just play the game for nostalgia sake and three weeks later go back to play modern day stuff) about "they don't play anything else other than this thing and that other thing". Motherfucker work on your shit first and then do the talking, they won't precisely switch to something else if you don't promote your/their/someone else's mods. Don't wait for Slowtaku and/or Gamefront to pick on your work

>> No.1615092

>>1615085
>if you don't promote your/their/someone else's mods

But promoting your own work is faggotry in the highest, and I feel terrible and guilty if I mention anything that isn't an update.

>> No.1615097
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1615097

Anyway, enough babbling; let's get2it

>> No.1615129

>>1615085
I think the problem when it comes to something like mimicking modern game weapons is that spriting is pretty tough work compared to modeling.

To give an example I have seen lots of weapon mods and models for HL1 weaponry, because modeling is easier than spriting.

Like earlier some guys were talking about Hellsing's weaponry, but HL1 had that for years.

>> No.1615164

>>1615085
>IMO people should've tried their best at mimicking the weapons and the enemies shown in game to the Doom engine.

Um.
No.
It's much better to create your own original stuff than just create X In Doom.

>> No.1615175

>>1615164
Personally I don't mind X recreated in Doom if it gets a twist on it that makes it fun.

Like Crossfire, that shit is pretty rad even though it's trying to get modern game mechanics in there.

Something like FEAR in Doom would be pretty neat.
Bulletstorm in Doom in particular was handled really well.

>> No.1615220

>>1615085
> we're one of the oldest communities out there, probably THE oldest

You're babies compared to the usenet community.

>> No.1615259

>>1615220
Pretty sure Anon meant game communities.

>> No.1615263

>>1615259
Not him but roguelikes were on usenet and they still have communities to this day.

>> No.1615298

where are the /tg/ amd /g/ wads?

>> No.1615317
File: 65 KB, 1366x768, Screenshot_Doom_20140511_225134.png [View same] [iqdb] [saucenao] [google]
1615317

>> No.1615327

>>1615317
This was a fun little bonus map.
I liked the level set too even if it was a slaughterfest.

>> No.1615328

>>1615317

http://www.youtube.com/watch?v=i_6jMweQlOc

>Doomguy plays the role of Little Mac
>BJ Blazkowicz is his trainer
>opponents are the doom monsters personified as boxers
>Final opponent is a hellish cross between Mike Tyson and a Cyberdemon

>> No.1615337

>>1615328
>Cyber Mike Tyson
Kinda hype.

>> No.1615342

>>1615164
>It's much better to create your own original stuff than just create X In Doom.

Dude who posted that, I agree. No matter what it is, the point is to *CREATE* something instead of just slacking around and acting ironically smug and pessimistic over the current status of what gets played.

Which brings me to something I wanted to talk about for the past weeks. For all of you out there that often go around saying:

>Would you guys be okay with...
>Would you guys play a mod based on *things*...

Stop; for crying out, loud get this in your heads: IF IT'S GOOD, PEOPLE WILL PLAY IT. Period.

I don't even care if it's based on your OC/imaginary friend/waifu that you've been elaborating since you were on the womb, I don't even care if it's about a TV show/ideology/music band/fruit that I don't like. I don't care if you force me to use a dead sourceport to play it.

Put actual effort to it and it will pay.

>>1615317
>>1615327
>>1615328
>>1615337

I'm not even sure if they left enough unused sprites to create Mike Tyson, but the truth is, Mike Tyson could be pretty much possible to be inserted in DeHackEd, all you need is...what, 14 frames? And then you just add him the Revenant punch and voila!

>> No.1615348

>>1615298
>>1615079
>both in the pastebin at the top

>> No.1615353

>>1615342
>IF IT'S GOOD, PEOPLE WILL PLAY IT.
>Put actual effort to it and it will pay.

If only this were true. There are plenty of projects that people have put tremendous amounts of effort into that have fallen completely by the wayside.

>> No.1615357

>>1615353
Soulcrusher comes to mind.

>> No.1615373

>>1615298
http://www.mediafire.com/download/1ndfk840pitd0db/tg.wad

https://dl.dropboxusercontent.com/u/263088376/archives/ARCHIE_BETA.wad

with the g mod (archie_beta) be careful when you hit one of the skull switches because I ended up going to the last 3 levels and spoiled the ending before I understood what was happening.

>> No.1615379
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1615379

>>1614875
I honestly thought the game was just about right as it was.

If I could overhaul some things, I'd probably make the submachineguns actually open-bolt, as they historically were, I guess just generally remodel and reanimate the weapons to look more than the actual things, animate like the actual things, while keeping a similar poly-count and texture size. Maybe clean up some textures so they're less blurry and murky.

The gameplay as it is, is pretty great, I probably wouldn't change the performance of the weapons very much (besides maybe remove the heat-meter from the Sten, and make the Mauser more common in enemy hands, and not utterly utterly useless without the scope)

>> No.1615383

>>1615353
>There are plenty of projects that people have put tremendous amounts of effort into that have fallen completely by the wayside.
Phobia: The Age

>> No.1615390

>>1615373
We seriously need to put our collective efforts into a /vr/ wad. I think a medley of classic gaming themed levels would melt faces.

>> No.1615397

>>1615353
>>1615357
>>1615383
Better to make a fantastic wad that noone plays, than a shitty and popular one.

>> No.1615404

>>1615397

Not necessarily, when it takes a couple of months to throw together a shitty popular wad and several years to make a fantastic wad that nobody plays.

The purpose of maps and mods are to be played by the community. If something is being played by nobody then it has failed, even if it was actually fantastic.

>> No.1615416

>>1615404
>The purpose of maps and mods are to be played by the community.

Uh, maybe if you only want popularity.

>> No.1615428
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1615428

>> No.1615429

>>1615416
Its not about popularity. It's about people enjoying what you've made. Playing what you've created. If you cared about popularity you wouldn't make a doom map or mod. If you make something and nobody plays it then it has failed its purpose as a doom map or mod.

>> No.1615443
File: 29 KB, 383x592, punchout_miketyson_sheet.png [View same] [iqdb] [saucenao] [google]
1615443

>>1615317
>>1615327
>>1615337
>>1615342

I just checked the WAD contents....what the fuck!? There's not a single trace of a custom monster in the DeHackEd file, they could've inserted Mike Tyson easily while still being vanilla! Also it's not like the WAD was made in the early days, it's from 2011, people had already made terrific things with .deh files even before the 2000s

For those that may not know how custom DeHackEd monsters work, in short, instead of ADDING custom sprites/sounds/code for each monster, you REPLACE somebody else's assets with your own set; the one enemy that in 99.3% of the cases gets removed is the SS Nazi, thus making it so that when you play a Boom-compat wad in ZDoom the obituary will read "Player met a Nazi" (a good example of this is the Dopefish from D2TWID. Yes, you can fight Dopefish in a WAD)

And like I said, you don't even need to use ALL the frames from the NES game, just pick the first 4 for movement, then the 2 frames that get used for the uppercut, a single frame for its Pain state and then the last 3 would be its "death" animation. Add some speed to it, and the Revenant punch attack with a small and proper buff. Replace the Keen sounds with some Punch Out effects...And you're fucking set!

What a wasted opportunity. It almost makes me want to contact the creators of Vanguard and create a small "fix" to the bonus map

>> No.1615450

>>1615337
>melee fatality has him picking up the player and biting off his ear

>> No.1615584

Does Star Wars Dark Forces have a source port or am I stuck using Dosbox?

>> No.1615601

>>1615584
There was one being made but it's not going anywhere.

>> No.1615676

Anyone know how the Pinky progress is on hmod? I'm dying to know how they turn out.

>> No.1615693

>>1615079
I'm guessing /g/ wad is traps, furries, freedom, stallman and technology

>> No.1615702

>>1615353
>There are plenty of projects that people have put tremendous amounts of effort into that have fallen completely by the wayside.

Dude whom you're replying to here, allow me to explain myself further in that aspect. For starters, let's analyze some of the works that were mentioned while trying to find a reason why aren't they acknowledged; for all intents and purposes let's group 'em into [unfortunate decisions] and [dumb decisions]

>>1615357
>Soulcrusher

At first glance I thought it wasn't the one work I thought it was, but after doing a double check I could confirm it *was* the one I was thinking. I could describe Soulcrusher as the kind of work that had unfortunate decisions, one of them being the soundtrack; MP3 files.

If there's one little thing that can generate such dividing opinions on the subject is the use of MP3 files for *anything*, and sadly, while SC's intentions were honest-to-good, it is almost generally panned for using such kind of files. It also doesn't help that apparently it has half of the stuff it was supposed to have

There's an unjustifiably harsh review of SC in a /newstuff post, and a much more forgiving one in OneManDoom's blog by kmexxixixeixiixi or whatev, for those that haven't played that WAD. Soulcrusher got a runner-up status in the most recent (and quite turbulent) Cacowards

(Cont. on next post)

>> No.1615713
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1615713

>>1614552

>> No.1615714 [SPOILER] 
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1615714

>>1615702

(Cont.)

And like I said, there's unfortunate decisions, and there's just plain dumb ones.

Someone just mentioned KDIZD not too long ago in this thread (not directly related to this subject at hand, however), and I guess the majority of us need no explanation on the subject of "dumb decisions"...ANYWAY, for those that *do*, well

-Tormentor had the thing done already, and he had the greatest idea to promote the release: to create DAILY posts while doing countdowns to the release date (I need confirmation on whether he did daily posts or actual daily threads)
-The pointers...oh man. Turns out he wasn't that sure if you needed help to access a door when pressing a switch, so he put a few floating arrows here and there..Those same pointers were so infamous they're currently being used for the Call of Dooty series.

I'm not sure myself about the general consensus on the use of non-Episode 1 weaponry/bestiary on an Episode 1 remake but I wouldn't be okay with it.

Oh, and I forgot about that one bomb that you need to grab for whatever damn reason to blow up a section of Z1M1
Oh, and this other little jolly fellow that is SO universally loved

>> No.1615715
File: 2.86 MB, 512x384, dakkaminsweebums2.webm [View same] [iqdb] [saucenao] [google]
1615715

>>1615713

>> No.1615723

>>1615715

W-why did those archviles get back up

>> No.1615734

>>1615723
bind q "summon archvilehorde"

I actually just summoned more.

>> No.1615743

>>1615714

Why does everyone hate shadows? There just faster imps

>> No.1615749
File: 372 KB, 720x720, doom.png [View same] [iqdb] [saucenao] [google]
1615749

>> No.1615752

>>1615693
nope, its about the spiral of one fat turbo autist (expect to see that word very frequently) into insanity and waifuism as he goes 1337 h@XX0r with arch linux. It pretty much bashes arch linux like it was worse than Hitler.

>> No.1615785

>>1615749
Do you have the original?

>> No.1615795

>>1615734

https://www.copy.com/s/TWjp4DEqfjIti4io

And now for the actual link! If anyone would like to test dakkamons for me be my guest! Many of the monsters are still in a very early stage and I plan to continue tweaking and adding to each and every one as time goes on. The goal of this mod is quite simply to create monsters capable of matching or even outmatching the firepower of the Dakkaguy.

Monsters who have just had "quick" buffs (I.e., only been sped up and maybe given extra attacks): lost soul, revenant, cyberdemon, spider master mind.

Everything else is in the beginning stages of the full-featured behaviors I intend to implement, some far more complete than others (the chaingunner and doomimp are very likely finished or close to). The aforementioned "dirtybuffed" monsters don't have complex movesets yet because I haven't thought if what I want to do with them, yet they still attack with as much force as can be expected.

What I'd LOVE are suggestions. I want this to be a monster mod to remember!

(currently not playable without dakka. Keep in mind, though, you can play certain other mods on top of dakka and still access the classes. Like samsara, and metroid. Others, too, but not sure what.)

>> No.1615813

I don't feel like starting my own thread for this but could someone please explain to me why Duke Nukem 3D had such a strange way of looking up and down?
When you look up the perspective on everything just looks wrong.
I recently pulled out my DOS laptop to play it and I noticed that when I plugged up my mouse and turned on mouse aiming.
Looking up or down past ~30 degrees creates that weird perspective.

>> No.1615818 [DELETED] 

>>1615813
I'm not sure WHY it is, but that's just the way FPS games were back then. Doom 1 and 2 are the same way. What you can do is download Duke Nukem 3D, and get a source port that has OpenGL Graphics rendering, which removes that weird distortion when looking up and down entirely.

>> No.1615824

>>1615813
I'm not sure WHY it is, but that's just the way FPS games were back then. Doom 1 and 2 are the same way. What you can do is download Duke Nukem 3D, and get a source port that has OpenGL Graphics rendering, which removes that weird distortion when looking up and down entirely.

>> No.1615825

>>1615342
>Dude who posted that, I agree. No matter what it is, the point is to *CREATE* something instead of just slacking around and acting ironically smug and pessimistic over the current status of what gets played.
I'm making an entire video game in Doom :3

>> No.1615827
File: 91 KB, 1600x900, Screenshot_Doom_20140512_014311.png [View same] [iqdb] [saucenao] [google]
1615827

halp

>> No.1615828

>>1615824
Shame because this laptop does not have a 3D accelerator in it.
I wonder if there's a patch that fixes that issue in the software renderer, or if it's possible to make one?
Also, why did you remove your trip?

>> No.1615838
File: 70 KB, 1600x900, Screenshot_Doom_20140512_014548.png [View same] [iqdb] [saucenao] [google]
1615838

>> No.1615839

>>1615828
I can't say, but maybe some of the guys here know.

As for the trip, it's my trip on another board, which I have open in another tab, and somehow it keeps on showing up in the name field of the tab I have open for /vr/.

>> No.1615846

>>1615839
Well the good news is the source code is easily available and I know C and C++ fluently.
The bad news is I'm far too lazy to read thousands of lines of cryptic and commentless code to figure out what every little variable, struct, and pointer does as well as figuring out the purpose and implementation of all the functions pertaining to them.

>> No.1615868
File: 318 KB, 516x811, 1398644779980.png [View same] [iqdb] [saucenao] [google]
1615868

>>1615785

>> No.1615889

>>1615702
>unjustifiably harsh review of SC in a /newstuff post
Quoting: "One thing is for sure, this zip file is huge as dinosaur balls. 117 megabytes? SURPRISE! It's from that 77 megabyte music file! "
Well yes, that is a joke. /idgames is not an mp3 hosting service.

>> No.1615897
File: 83 KB, 720x576, Screenshot_Doom_20140512_021248.png [View same] [iqdb] [saucenao] [google]
1615897

>>1614767
http://www.doomworld.com/idgames/index.php?file=levels/doom/Ports/g-i/ggid2.zip

>Giulio Galassi Is Dead II

I was already scared when I saw the stars, but then I got like 2 minutes into it. Read the comments and it turns out it's literally a giant cut scene with no game play that some buttmad kid made.

Can I try again :|

>> No.1615908
File: 10 KB, 492x328, 766.png [View same] [iqdb] [saucenao] [google]
1615908

>>1615868

>> No.1615910

>>1614767
>>1614807
wad names? the second one looks like uacultra but i don't remember that sky texture being in it

>>1614824
dbimpact's lighting is glorious, i love it

>> No.1615915

>>1615868
Thank you very much anon, I greatly appreciate it.

>> No.1615921

>>1615910
the uacUltra guy looks like he's playing in software mode or something,the skybox in my game is not like that

>> No.1615923

>>1615908
they are not that big,but the balance its pretty good

>> No.1615926

>>1615868
Who drew this?
Because holy shit that's perfection

>> No.1615930

>>1615926
i don't know, it doesn't seem to exist anywhere online except for /vr/ archives.

[i got it from foolz
http://archive.foolz.us/vr/thread/1576807/#1578614
and fed it into google which turned up the other archive, warosu.]

>> No.1615931
File: 41 KB, 973x273, garandtake3.png [View same] [iqdb] [saucenao] [google]
1615931

I'm not haveing a grand time editing.
Is this adequate?
Animation is not final its just a testing it.

>> No.1615941 [SPOILER] 
File: 42 KB, 670x1049, 1399876621245.jpg [View same] [iqdb] [saucenao] [google]
1615941

>>1615930
(as shown)

>> No.1615946

>>1615923

Hence the reaction image. Because LOOK AT THEM MAN.

>> No.1615960

>>1615926
The artist is Mystical

>> No.1615987

>>1615960
does he have a website?

it seems some of his work is on paheal but not all

>> No.1615989
File: 750 KB, 1152x648, tspscreen13.png [View same] [iqdb] [saucenao] [google]
1615989

Hmm...

>> No.1615990

>>1615989
Sexy. Reminds me of the revolver from Crysis 2 and 3.

>> No.1615991

>>1615989
nice shade of blue

>> No.1615992

>>1615989
>Revolver
Fucking gimme

>> No.1615993

>>1615987
He got two tumblrs
http://plantswithnopants.tumblr.com/ for sfw stuff and
plantpenetrator.tumblr.com/ for nsfw stuff

>> No.1615994

>>1615989
Is that revolver from Crysis 2?

>> No.1615995

>>1615990
>>1615994
Totally is!

>> No.1615996
File: 289 KB, 1600x900, Screenshot_Doom_20140512_022732.png [View same] [iqdb] [saucenao] [google]
1615996

>> No.1615997

>>1615995
So what will it be replacing?
Or is it a random find that's a sidegrade to the auto pistol?
Will it get to do cool shot or be the standard badass magnum?

Will it be in standard TSP or is it in the Zandronum one?

>> No.1616004

>>1615993
thank you

>> No.1616037

>>1615989
>angled guns
>Doom

Why?

Those just do not go together. Makes playing without cross hairs a bitch too.

>> No.1616039

>>1616037
Angled guns are fine.

It's when there is a mix of angled and centered guns that things get awkward.

>> No.1616041

>>1616037
>Makes playing without cross hairs a bitch too.
Use the HUD face as your point of reference for the center

>> No.1616049

>>1616037
>>1616039

I think one issue with angled guns is that the gun perspectives and angles are always different from one mod/artist to another. So even if you did get used to one set, you have to adjust to another mod.

I wish they would do the angled, but centered way they did in the first unreal tournament game. I would play every single fps that way if I could.

>> No.1616067

>>1616039
>Angled guns are fine.
if you play with a crosshair, but, a crosshair is a gameplay enhancement the original game didn't have, like freelook, jumping, etc. such enhancements may be considered cheating* thus some players would refuse to use one.

__________
* references:
http://www.doom2.net/doom2/reddot.html
http://www.doom2.net/doom2/cheating.html

>> No.1616070

>>1616067
I use angled guns fine without a crosshair.
For a point of reference you can do what >>1616041 said.

Or get used to where the center of the screen is since it's not that hard to tell where the center is for Doom.

>> No.1616074

>>1616067
>Red dot
>Cheating effectiveness
>Low or None
It's fucking nothing


Why would you even care if it's true to the Doom experience if it's a mod on a source port anyways?

>> No.1616075

I need a little help. Long time ago I posted here my map, but then my HDD died and I had no backup. Does anyone still have it? I would apreciate if anyone could upload it for me. It was called MFM.WAD. There could be some numbers at the end depending on the version. Thanks in advance.

>> No.1616078

>>1616075
check the pastebin in the OP, that has pretty much everything that was posted here as the creator scoured the /vr/ archive for it

>> No.1616082

>>1616075
http://archive.foolz.us/vr/thread/65441/#69393
i suppose this was your original post.
i can't help you i'm afraid. i wasn't even here until a month or two later.
the map looks pretty good from the thumbnail so i hope it can be unearthed.

>> No.1616090

>>1616082
>>1616078
My dropbox got wiped, so It cant be downloaded from that old link anymore. Im going to look some more, but I doubt someone uploaded it again.

>> No.1616094

>>1615997
In order!
- Nothing. ;)
- Nope!
- Probably standard for right now, we'll see!
- Both! Not until vaguely v.0.1.3 though...

>> No.1616096

>>1616094
when is the zand version coming out?

>> No.1616098

>>1616096
Scroton's doing the heavy lifting right now for the Zand 1.2 version, so pretty soon. Lot's of bugs are cropping up so it's been tough, though the Zand 2.0 version is out right now: http://www.mediafire.com/download/zrfg65x8iic7kns/MK-TheSpacePirateNeo%28V.0.1.2aAlpha%29.zip

>> No.1616105

>>1616098
well tell him to hurry his ass up

>the Zand 2.0 version

useless as tits on a bull, since no servers use 2.0 yet

>> No.1616126

How do you get more fuel for the jetpack in Samsara?

>> No.1616152

>>1616126

haven't you heard? All you need to do is crouch!

>> No.1616214
File: 504 KB, 1280x1024, dukehardposterht.jpg [View same] [iqdb] [saucenao] [google]
1616214

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

Community episode for Duke Nukem 3D involving more than 15 mappers; to be released end of this month/beginning of next month.
Will require eduke32 to play solely due to the number of map per episode.

https://www.youtube.com/watch?v=i37ihICFVNY

www.moddb.com/mods/duke-hard

Shameless self whoring.

>>1615813
Well it's because the engine is not true 3D, so they created that distortion effect to make you feel like you're looking up or down; otherwise it would feel like you're in front of what you're looking at, rather than below or above it.

>> No.1616362

>>1614553
im new and im a faggot
is HDoom worth playing for fun or is it just still only good for testing?
can i play it with brutal doom?

>> No.1616367

>>1616362
For the best experience, it is reccomended you play it with brutal doom

>> No.1616393

>>1616367
well let me be a little more clear; i did play doom as a kid and again as a teen on a shitty psp port but recently ive only gotten into the source port scene through brutal doom
does HDoom just make the graphics better? because that with brutal doom gameplay would make my dick hard

>> No.1616397

>>1616393
uhh hdoom is a mod where the demons turn into fuckable animu girls anon. it's not a graphics improvement.

>> No.1616401

>>1616393

H stands for HENTAI Anon...

>> No.1616404

>>1616393
>does HDoom just make the graphics better?
Aww...

>> No.1616405

>>1616401
>>1616397
oh oops im definitely even more retarded than i thought

well with that then, are there any good texture/hd sprite packs for the games?

>> No.1616406

>>1616405
http://dhtp.freelanzer.com/
though i wouldnt personally recommend it since it clashes with the hud and weapons and afaik there's no improvement mod for those.

>> No.1616407

>>1616405
also use gzdoom

>> No.1616409

>>1616405
>textures
there's a great HD texture pack
>sprites
nope, sorry nothing
you do have a few voxel packs here and there, but no monsters yet

>> No.1616413

>>1616409
thanks, is this the one you'e referring to?>>1616406
>>1616407
i use zandronum so basically that's the same with the opengl rendering, right?

>> No.1616416

>>1616413
yep, same one
and i don't think andorum has dynamic lights, does it?

>> No.1616417

>>1616413
yeah kinda. zandronum's a bit outdated but it will still work w/ most things

>> No.1616418

>>1616416
yeah it does.

>> No.1616419

>>1616416
im fairly certain it does
>>1616417
i use it for single player stuff because the only big mod i use (brutal doom) is compatible and id rather have a single client to play with rather than a separate one for single and multiplayer

>> No.1616450

>>1615989
Gun looks too blurry

>> No.1616456

>>1614553
Hey, who ever is making DogDoom, your shit is using Skulltag exclusive actor flags like "+USESTBOUNCESOUND" which makes it incombatible with anything else.
Use "BounceSound" property instead.
See here for ZDoom's grenade class:
http://zdoom.org/wiki/Classes:Grenade

>> No.1616463

>>1616456
No, bouncesound is a zdoom 2.5 thing.

Until zambino 2.0 comes out, he should be using seesound.

>> No.1616468

>>1614553
There's going to be a Doom speedrun at the upcoming Speedrunning General marathon, as well as runs of Shadow Warrior Classic Redux, Spear of Destiny, Blood and Quake 2.

Schedule: http://bombch.us/ho4

>> No.1616831

>>1614743
need this shop with "megasphere" on bottom

>> No.1616835

>>1616456
Dogdoom uses a large number of clientsided actors and no small amount of client side scripts. When I feel that it is nearing completion, I will release a zdoom compatible version, but for right now it is intended to be a dirty, low-power coop mod.

I can try seesound, though. I didn't know that worked. It still will be zandronum only.

>> No.1616864

>>1616831
>not upper left

>> No.1616878
File: 565 KB, 1280x720, 04.png [View same] [iqdb] [saucenao] [google]
1616878

fresh off the press

>> No.1616886

>>1616878
>forgot to link to the news
http://wadaholic.wordpress.com/2014/05/11/teaser-almost-here/

>> No.1616948

So I seem to recall someone here mentionned it was possible to play through multiple iwads with the same character with doomRPG. How do you do such a thing ? I'd love to put a character through the entire doom saga and then take the uberleveled motherfucker through stuff like hell revealed.

>> No.1616963

>>1616948
Keep your doomRPG stuff either out of date or up to date and...
>go to the main base
>save
>exit
>load up whatever other map pack you want to play
>load the save file that's in the main base
>it will think that you've done some of the previous maps even if you have or have not done so
>choose whichever map you want to play
have fun hopefully nothing has changed about this, will check right quick as well

>> No.1616974

>>1616948
>>1616963
just checked it out and yes it works, just follow the thing and you should be good to go, have fun

>> No.1617005
File: 285 KB, 1366x768, dp000002.jpg [View same] [iqdb] [saucenao] [google]
1617005

Man, Horde of Zendar can be pretty comfy.

>> No.1617010

>>1616405
>well with that then, are there any good texture/hd sprite packs for the games?

you've been covered in that aspect already, but would you mind telling me the reason why you're looking for HD textures/sprites?

>> No.1617015

>>1616948
>How do you do such a thing ?

First of all, you crouch. Then you do >>1616963

>> No.1617050

>>1617015
>First of all, you crouch
kindly stop trying to force this stupid meme.

>> No.1617067

>>1615960
yeah, it's something Mystical is doing for HDoom.
it's for a gameplay feature, but that's all I can tell you

>> No.1617075

>>1616409
>you do have a few voxel packs here and there, but no monsters yet

A shame, because there's a voxel player pack already out there; some may say it looks like shit (comes straight from a Quake skin, what the hell were you expecting?), but people don't seem to realize it's such a big step that it doesn't really matter in the end how it looks

The one monster that could get done in voxels pretty easily is the SS Nazi.

>> No.1617089

>>1616963

I got this to work with wads, but not iwads. oh well. thanks anyway !

>> No.1617094

>>1617075
agreed.

>The one monster that could get done in voxels pretty easily is the SS Nazi.
or ripped from that voxelstein game?

>> No.1617138

>>1617067
thanks, that explains why it hasn't been posted anywhere else...

>> No.1617175

>>1616963
Wait, are you saying that in theory, I could keep a character going through an infinite amount of maps? That combine with oblige...

>> No.1617223
File: 106 KB, 320x645, Y-shearing.png [View same] [iqdb] [saucenao] [google]
1617223

>>1615813
>>1615824
>>1615828
It's because freelook is an illusion taking advantage of how the raycasting engine renders. You know the Windows 95 maze screensaver? Basically, same method. "When first published, Doom was revolutionary and almost unique in its ability to provide a fast texture-mapped 3D environment on contemporary hardware — late-model 386 and early 486 PCs, without specialised 3D graphics hardware, running at clock speeds of around 25-33MHz."

"Like the Doom engine, the Build engine represents its world on a two-dimensional grid using closed 2D shapes called sectors, and uses simple flat objects called sprites to populate the world geometry with objects."

>> No.1617279
File: 41 KB, 240x348, 1365480332502.jpg [View same] [iqdb] [saucenao] [google]
1617279

:: [BE] New York :: TSP Neo Testing Server

Please test and report bugs guys

>> No.1617336

>>1617067
>it's for a gameplay feature

I'm guessing it's for some kind of VN-esque dialogue sequence?

>> No.1617346
File: 1.01 MB, 1150x916, removing wonkifyer.gif [View same] [iqdb] [saucenao] [google]
1617346

GMOTAscripting.gif

>> No.1617368
File: 54 KB, 180x172, lolbaron.png [View same] [iqdb] [saucenao] [google]
1617368

>>1616393
>that would make my dick hard

>> No.1617373

>>1617346
what are you even doing

>> No.1617375

>>1617373
Removing wonkifyer and focusing entirely on monsters.

GMOTA_Guy has decided to do replacements :D

>> No.1617431
File: 118 KB, 685x600, Thou Requirest A Key.jpg [View same] [iqdb] [saucenao] [google]
1617431

When will blox quit making everything he shades look like a lump of plastic

>> No.1617435

https://www.youtube.com/watch?v=EQtVXEA8axI

>> No.1617453
File: 499 KB, 476x468, MOOOOM Phineas and Ferb are minions of satan!.png [View same] [iqdb] [saucenao] [google]
1617453

>>1614552

>> No.1617462

>>1617435
https://www.youtube.com/watch?v=EQtVXEA8axI


fuck me that's great

>> No.1617464

>>1617005
>Only 274 frames

>> No.1617468

>>1614552
>>1617453
>bi id

>> No.1617479

>>1617464
Hey man, I'm running on an outdated low-end graphics card meant for CAD work. Cut me some slack, Jack.

>> No.1617496

>>1617468
i've got the gay for romero

>> No.1617497

>>1617005
nice hud, where can i get one?

>> No.1617515

>>1617005
Never palyed any Quake that wasn't 3.
This is 2, right?

>> No.1617549
File: 42 KB, 397x765, snap0007.png [View same] [iqdb] [saucenao] [google]
1617549

So, what you think? Is the blood grading ok? the color id choose is messed up

>> No.1617552

>>1617549
Does blood get brighter as it gets more thin?

Looks good either way.

>> No.1617558

>>1616041
b-but i play on minimised HUD

>> No.1617559

>>1617515
Quake 1 on the DarkPlaces sourceport with mods.

>> No.1617563
File: 7 KB, 189x198, Nice-eyebrows.png [View same] [iqdb] [saucenao] [google]
1617563

>>1617558
>play with mouselook
>minimized hud
>red dot croshair
>no auto-aim

Come at me purists!

>> No.1617564

>>1617552
Not really. If anything, it'd get greener as it got thinner, as the olive stone would be visible through it. But blood generally isn't portrayed as translucent, so it should just be either a solid red, or bright red liquid blood with dark red dried blood on the edges.

>> No.1617568

>>1617559
Looks pretty.
What mods?

>> No.1617570

>>1617563
i only put crosshair on if the gun is slanted, or if its BJ's minigun in samsara (because of precise aiming)

>> No.1617575

http://store.steampowered.com/app/227780/
Thoughts?

>> No.1617583

>>1617375

for the record if this change of plans is going to be a huge hassle I'm going to feel like the biggest shitbiscuit.

I still want those crazy fucking buffwizards though

>> No.1617589
File: 3 KB, 140x180, COL5A0exp.png [View same] [iqdb] [saucenao] [google]
1617589

>>1617552
>Does blood get brighter as it gets more thin?
The original sprite implies that. dunno why tho

>> No.1617596

>>1617589
Well either way it looks fine and since you're matching the sprite that really makes yours look better instead of worrying about the realism of blood pools.

>> No.1617639
File: 24 KB, 665x652, Katawa Doomu.png [View same] [iqdb] [saucenao] [google]
1617639

>>1614624
I'll wait to see when it comes out to really care about Doom 4. As another anon said, a lot of franchises have been burned in the last few years, and the revival of old, popular video game franchises is all the rage among the AAA companies; which isn't a good sign for the development of Doom 4.

I'll wait to see what it's like when it's released, or play a demo or something; until then I'll stick with Doom 2, and I'll probably stick to Doom 2 after Doom 4 comes out. That's just a probablity because Doom 2 just has so much to offer. Also, I really don't think Doom 4 will have near the modability, and access, that Doom 2 has already established. I'd play it as an experience of the franchise, but I'm not expecting anything special.

>> No.1617643

>tfw you forget the name of that one wad you really liked
This is the worst kind of hell, but maybe you guys can help. One thing I specifically remember is in the end you fight off waves of demons that stream down a hill, in a sort of desert looking area, with bases and stuff loaded with ammo and weapons.

>> No.1617659

>>1617589
I had a huge post that showed that blood maintains its colour evenly, but it got fucking eaten. The point is that the blood should be all the same uniform colour, and much darker than pictured since it's venous.

>> No.1617661

>>1617643
ArmageDoom.

https://www.youtube.com/watch?v=okuPQo4D_J4

>> No.1617665

>>1617643
Armagedoom

>> No.1617668

>>1617661
>>1617665
Aha, thanks. Is there a vanilla-fied version of it at all?

>> No.1617672

>>1617668
>vanilla-fied version
What?

>> No.1617675

>>1617668
No, you need a source port due to all the scripting.

>> No.1617678

>>1617672
Armagedoom but vanilla, none of the custom enemies, weapons, etc. Wanted to play through it again with Project MSX or something.

>>1617675
Ah lame, oh well.

>> No.1617692

>>1617583
Not a huge hassle at all.

I'm keeping my older builds of gmota_DCG (stands for dynamic content generator) because it's the best build of Wonkifyer I've ever done.

Even if I never actually finish Wonkifyer.

>> No.1617705

>>1617678
Wait if you are playing with Project MSX then why would it matter if it was vanilla or not?

>> No.1617731

>>1617705
Gameplay mods don't generally play well together if they're not specifically built that way. Especially older mods, since any mod that uses KEYCONF to define weapon slots and replace playerclasses will not work with other mods by default.

>> No.1617736

>>1617731
Could always get rid of KEYCONF

>> No.1617738

>>1617705
Because MSX would have compatibility issues with it otherwise. I don't mean vanilla in the sense of "Muh Purism", playing without OpenGL or mouselook or whatever, I mean vanilla as in just default doom weapons and enemies so that I can play it with mods.

>> No.1617749

>>1617496
I'm not the only one who wants to imagine what Romero would look like if he shaved his beard, took off his glasses and wore a maid outfit... right?

>> No.1617756

>>1617738
Oh I see what you mean now.

I always figure Vanilla refers to the purist experience of Doom since that's what the purist Doomers do.

>> No.1617757

>>1617756
Right, I probably should have specified to begin with. I am far from Vanilla when it comes to doom.

>> No.1617865

>>1617589
is it weir that i see this as having a small crater under the heart to collect the blood, and a broken side where it flows from?

>> No.1617896

>>1617749
romero-tan for hmod when?

>> No.1617906

>>1617896
"Oremor Nhoj, em kcuf tsum uoy emag eht niw ot"

>> No.1617919

>>1617865
At first I though of a crater too but I didn't though of a broken side so the flowing there would be strange.
Also, the original voxel pillar had the surface smooth so I decided to keep it like that

>> No.1617942

>>1617896
This idea[in case Romero lurks here] might make Romero butthurt but,for H-mod,use the head of Romero's wife

>> No.1617957

>>1617942
Nah don't do that, that's just rude.

>> No.1617967

>>1617957
It's either that or make romero a girl

that or remake the Icon of sin

>> No.1617970

>>1617967
It's probably going to be a remade Icon of Sin.

>> No.1617973

>>1617970
oh well

>> No.1618010
File: 20 KB, 320x240, 1364178692994.jpg [View same] [iqdb] [saucenao] [google]
1618010

>>1617967
>make romero a girl

I dunno about that, but Romero made Carmack a girl.

>> No.1618027

>>1618010
And Carmack made Romero a man.

>> No.1618035

Hey, about 10 to 15 years ago I remember there was this internet joke everyone knew, and had something to do with Romero or Daikatana. I just remember everyone knew it back then, and the repeated joke/reference contained very poor English and said something about computers. Does anyone remember it?

>> No.1618060

Fact:Thunder Force IV music would fit doom perfectly

>> No.1618076

>>1618010
And they're making my dick hard.

>> No.1618098

>>1618060
All Thunder Force music does.
So does something like Cho Ren Sha 68k.

But not shit like Ikaruga.

>> No.1618163
File: 282 KB, 800x600, Screenshot_Doom_20140512_171020.png [View same] [iqdb] [saucenao] [google]
1618163

welp

>> No.1618169

>>1618163
You have lava armor and boots with an infinite firing super shotgun.

You're fine.

>> No.1618176
File: 349 KB, 800x600, Screenshot_Doom_20140419_195138.png [View same] [iqdb] [saucenao] [google]
1618176

>>1618169
what about this?

>> No.1618186

>>1618176
wow that seems really agitating.

>> No.1618187

>>1618176
It's.. It's fine.

Honestly.
It's fine!

>> No.1618190

>>1618163
How did you make a nano super shotgun? I tried a bunch of shotgun type modifications on my supershotgun and it never turns into anything. Could doom rpg cause this problem?

>> No.1618191

>>1618190
im not going to tell you how to assemble it and NOBODY SHOULD TELL HIM before you answer me this
What modpacks did you used?

>> No.1618192

>>1618190
Like most assemblies you need a specific combination.

>> No.1618196

>>1618191
>>1618192
PPN
BBBN
bbf
PS
these combinations work on other shotguns like the single and double shotgun, but the super seems to be unable to be modified into any other weapons. I am also finding that pistols have stopped dropping altogether once I started using doom rpg with doomrl.

>> No.1618203

>>1618176
is that the last map of sf2012

>> No.1618204

>>1618196
>PPN
yep,this is Nano shotgun,then you have a problem
also,BBBN is only for minigun

>> No.1618205

>>1618203
yes,slaughterfest 2012 is my favorite with shotguns,shame that BFG doesnt do something massive with shotguns

>> No.1618208

>>1618204
Alright so I got the nano shotgun working on a new game, went to a save game and tried it there and it did not work, but I think I found the issue.

Even though you lose your mods when you drop a weapon, I think the game still thinks there are some on there when it comes to modding new weapons.

So if you plan on modding a weapon to something new, you cannot mod it with something, dump it, and then try modding it to something else.

>> No.1618213

>>1618208
That might be the problem but as you said,it might be linked to using doom RPG along with Doom RLA[pointless thing imo,you only need Doom RLA] but i need to know something
Do you have the lastest version of everything[mod,hud and monster pack]?

>> No.1618226

>>1618213

doom rpg launcher v0.7.2.1
got the doomrpg files on 5 - 7 - 2014

DoomRL Arsenal Beta6HF13
DoomRL Monsters Beta 3.6
DoomRLHUD got this on 3 18 2014

gzdoom-G1.9pre-584-ga4076ff.7z May 04 2014 03:21:13
http://devbuilds.drdteam.org/gzdoom/

>> No.1618237

>>1618226
Then your save's skeleton popped out and fucked up the assembles

>> No.1618242

>>1618226
>>1618237
Ya its weird, I just tried both with and without doom rpg making a nano supershotgun after I put two bulk mods on it and dropping it. The only difference from before was that I was using an oblige map I made (using limit removing settings). So I guess my game in that save just got bad or something.

>> No.1618251

I'm curious about DoomRPG. Anything I should know?

>> No.1618253

>>1618251
Adds some nice fluff to the gameplay, but it turns all the medpacks into use items. This means you gotta use the medpacks to heal, which depending on what map mods your playing could mean it will make some situations easier because you can carry alot of healing items, or harder because now you have to manually heal in a firefight.

>> No.1618258

>>1618253
So, something like Heretic and Hexen's flasks. I also notice the HUD looks really cluttered in the screenshots, I don't suppose there's a way around it or something more elegant?

And save map wads, do any other noteworthy mods make a good combination with it?

>> No.1618264

>>1618258
I think without scaling the hud is small, but I haven't looked at any screenshots closely.

with the mod launcher, there are compatability patches for doomrl and brutal doom.

>> No.1618267

>>1618264
>DoomRL Arsenal

Now that you mention it, I'm not sure what to run with

>> No.1618269
File: 214 KB, 800x600, Screenshot_Doom_20140512_232751.png [View same] [iqdb] [saucenao] [google]
1618269

>>1618258
What about this?

>> No.1618273

>>1618269
Look tidier

>> No.1618278

>>1618267
DooMRL is nice, but there are no stats to build up as you play. So once you made that rocket launcher with infinite ammo, you will find there is not much more to build up afterwards. Doom RPG has a lot of stat building that helps fill in the gaps between making your weaponry. However, I am finding it very difficult finding pistols using doom rpg so playing scout is gonna be painful.

>> No.1618283

>>1618273
That's how I play, although in truth I wish I could adjust the size of the text there somewhat, as keeping track of my health on-the-move is wearing on my eyes.

Also, personally, I like using the RL monster pack regardless of what I'm running with RPG; it adds to the 'random encounter' feel that you get with the attribute-buffed enemies. I also like running Samsara with it (would kill for coop but my net is eh atm) 'cause multiple chars and DOUK runs

>> No.1618284

>>1618278
So what about using a combination of the two?

>> No.1618285

>>1618269
what on earth is going on there??

that giant yellow.... i don't even know what it is

>> No.1618289
File: 100 KB, 96x96, doomguygrin.gif [View same] [iqdb] [saucenao] [google]
1618289

>>1618285
Yellow Aura. Multiplies luck. Luck a stronk.

>> No.1618297

>>1618289
hmm, okay, i don't know what that means to be honest, i'll just assume it's part of the gameplay mod.

>>1618269
another question: what is the name of the map being used in the screenshot? if it's not part of the mod itself.

>> No.1618301

>>1618297
Looks like something generated by Oblige.

>> No.1618316

>>1618297
Oh, you have skills in the game bro. You get points for them on levelup and invest them in shit you set to hotkeys. As for the second q, what >>1618301 said. I'm still trying to strike a balance between becoming the goddamn Juggernaut by MAP10 and constantly having my asshole ripped & torn.

>> No.1618318

>>1618284
Using the combination of the two seems to work well, DooMRL has weapon building for the medium/long term while doom rpg adds constant small upgrades to your character stats.

Combine this with oblige, and you got the closest thing to a fps roguelike

>> No.1618320
File: 1.33 MB, 400x256, 1393971811155.gif [View same] [iqdb] [saucenao] [google]
1618320

>mfw assembling the ripper
Shame that for some reason,the thing doesnt make a sound but whatever,i can imagine the sounds

>> No.1618325
File: 359 KB, 1920x1080, Screenshot_Doom_20140513_015050.png [View same] [iqdb] [saucenao] [google]
1618325

>> No.1618327

>>1618318
Alright, I'll give that a try

>> No.1618369

>>1618301
>>1618316
oh, thanks. wow, fooled by oblige again. number of times i think "hey the kind of oldschool wad i like" and it turns out to just be oblige...

>> No.1618405

>>1618204
>BBBN is only for minigun
It actually works on way more things. Rocket launchers, for example. Doesn't work on BFGs though, or at least not supposed to.

>> No.1618413

>>1618405
>rocket launchers
D-does napalm launcher can be BBBN'd?

>> No.1618414

>>1618413
Napalm Launcher is classified as a rocket launcher

>> No.1618415

>>1618413
I think so, yeah.

>> No.1618416
File: 1.95 MB, 300x227, 1355835803920.gif [View same] [iqdb] [saucenao] [google]
1618416

I tried to replay Doom 2 today but while I enjoyed the game itself after about one hour of play I became nauseous and had to stop.
What the hell.

>> No.1618418

>>1618415
>>1618414
Cool,i bet i will be invincible by the time i assemble it since its already powerful with 1 single agility mod

>> No.1618419

>>1618416
Type "movebob 0" in the console.
That might help.

>> No.1618420

>>1618416
Try changing resolutions or screensize

>> No.1618423

>>1618420
>autist
>>1618419
don't forget about changing the FoV as well.
fov 90 for default I think

>> No.1618424

>>1618423
What?
Why'd you call me an autist?

>> No.1618427

>>1618423
what the? How did I end up green texting autist? I did not type that in at all.

>> No.1618428

Got a question. My friends and I played some doom a few weeks back everything worked fine. We decide to play again tonight only to find that he can't run it all. We all use zandronum and he just can't get it to run. Tried a different doom2.wad, reinstalling zandronum completely, trying a different program, and updating all of his shit. Me and another friend spent hours trying to figure out what went wrong but we couldn't. It's like his pc just refuses to play doom.

>> No.1618430

>>1618424
see
>>1618427

I do not know how that was there, I noticed sometimes when quoting people a bit of extra text pops up every now and then.

>> No.1618436

>>1618428
it smells like your friend's pc is agitated

>> No.1618438

>>1618428
>he just can't get it to run
What do you mean by that? does it crash,does it not connect?

>> No.1618440

>>1618430
if you have any text selected when you click reply, it quotes it. it can be anywhere on the page.

>> No.1618441

>>1618436
I have no idea what happened. He says he hasn't installed or removed anything, so the only thing we could think of was that his pc just decided to refuse opengl.

>>1618438
It just doesn't load up the iwad from what he was telling me. We tried having him run as an adim, but it still wouldn't work. So we had him reinstall it all completely and when that didn't work we had him use a different doom program. Want to say it was zdaemon, which didn't work either. So we had him update drivers, flash player, java, etc. Still couldn't get it to work. Which surprises me because we just played it a few weeks ago.

>> No.1618448

>>1618440
Oh that might be what happened, I was looking at an earlier post if it had a reply.

>> No.1618451

>>1618441
1.Are you Windows,Linux or OS X?
2.Where exactly is iwad located?

>> No.1618456

>>1618451
He uses windows. His iwad was in a folder on his desktop called stuff with the zandronum folder inside of there. When he reinstalled it, we put in the documents folder and then tried it the program files folder. the iwad being in the zandronum folder the entire time.

>> No.1618457

>>1618448
number of times i've quoted a post only to get a completely unrelated youtube url in it (previously selected -> open in new tab; apparently 4chan thinks making links clickable will be the end of the world...)

>> No.1618458 [DELETED] 

>>1618457
errr, s/quotes/replied to/

>> No.1618459

>>1618283
>I wish I could adjust the size of the text there somewhat

Anyone know of a fix for this?

>> No.1618460

>>1618457
errrrrrrr, s/quoted/replied to/

>> No.1618462

>>1618456
Have you tried del the INI files

>> No.1618464

>>1618462
Yeah had him do that as well. Still no progress. Tried replacing the iwad, since we thought it might be corrupt or some shit.

>> No.1618470

>>1618464
Check the iwad filename?
restart the pc?
i'm geting out of ideas

>> No.1618472

>>1618470
Did all that shit too. I honestly have no idea what he did, if he even did anything.

>> No.1618474

>>1618459
for text
Options->hud options ->message options->scale text in hi rez

for the hud
Options->hud options->stretch fullscreen hud
and
Options->hud options->stretch status bar

>> No.1618476

>>1618472
Can you show me the zandronum folder?

>> No.1618479

>>1618476
No he went to bed about an hour ago. Mine works just fine, I just got done playing myself. Figured I'd look here for advice on how to get his working again.

>> No.1618480

>>1618428
Normally when things like this happen it's because your friend doesn't actually want to play Doom so he makes things up. I went through this exact thing a few years back where a game 'mysteriously' stopped working for a friend and then I found it he wasn't even trying, just didn't want to play it anymore.

>> No.1618481

>>1618474
oshitson, thanks

>> No.1618482

>>1618480
i thought that at first until he shared his screen and we could watch him do what we said to try. That and he usually just says if he doesn't want to play something.

>> No.1618486

>>1618479
Shit mane i have no clue what to now try posting towmorow

>> No.1618487

>>1618486
We'll probably work on it more tomorrow. My friend thinks that opengl just decided to no longer work on his laptop. I'm sure we'll figure it out sooner or later.

>> No.1618490
File: 16 KB, 250x325, Alien_vs._Predator_%282004%29_-_Alien[1].jpg [View same] [iqdb] [saucenao] [google]
1618490

WELL

I think we should know by now what will get played a lot for the next two weeks

Are both TCs co-op friendly?

>> No.1618496

Some trivia about doom i never seen posted here:

In 1997 the italian rap band Frankie hi-nrg relased a single called ''quelli che benpensano'', this song is still very famous in italy and it's labeled as one of the best italian rap songs of history.

Well, why doom? here's a piece of the lyrics:

''..Nasi bianchi come Fruit of the Loom che diventano più rossi d'un livello di Doom...''

traslated

''...white noses like fruit of the loom that become redder then a level of doom...''

yeah nobody gives a fuck but hey it's doom related

>> No.1618506

>>1618496
very nice

here's an old jungle record that has doom samples throughout most of it:

https://www.youtube.com/watch?v=TDBn7zRVElY

>> No.1618514

>>1618506

>1995

cool

>> No.1618517

>>1618496
Last time I was in Italy I saw some really cringeworthy Italian rap on tv, so I watched this apprehensively but it was actually really good.
I am jealous of how there's so much more opportunities to rhyme in Italian.
>>1618506
>>1618514
rip, jungle

>> No.1618519

>>1618506
>>1618496
Smashing Pumpkins sampled the doom rocket launcher in "Where Boys Fear to Tread" as an homage to the SPISPOPD joke

>> No.1618681
File: 123 KB, 917x658, brutal.png [View same] [iqdb] [saucenao] [google]
1618681

How do you get brutal doom to run with other wads such as Back to Saturn X? I have done it before in the past.

How I remember getting it to work before is simply by dragging brutal doom icon onto the back to saturn x wad icon.

Any help would me much appreciated.

>> No.1618684

>>1618681
Grab ZDL and never drag shit onto exe's again.

>> No.1618695

Does anyone have links to the Quake 2, Ground Zero, and Recokining files? Preferably not installers.

>> No.1618882

I've never done scripting before, Is that a hard thing to do with ACS? What kind of scripts can I make?

>> No.1618948
File: 2.57 MB, 1920x1080, Screenshot_Doom_20140513_185405.png [View same] [iqdb] [saucenao] [google]
1618948

>>1618882
You can make something as simple as a button that turns on a light while bringing the elevator down, or you can make entirely new video games. It's how I got interested in coding in the first place.

Speaking of which: Finally got my HUD working in truecolor. Gonna look slick as shit once I make actual buttons and stuff for it. There'll be little brass nails and borders in the wood.

>> No.1618972

>>1618325
YOU'RE HUGE

>> No.1618975

I friggin love DOOM

>> No.1619003
File: 91 KB, 620x151, Pinky_Deamon_Render_02.png [View same] [iqdb] [saucenao] [google]
1619003

http://www.moddb.com/mods/docs-doom-mod

>> No.1619008
File: 27 KB, 376x440, 1387477996437.png [View same] [iqdb] [saucenao] [google]
1619008

Mike12! FINISH THIS

>> No.1619015

>>1618490
somebody ported avp to doom?

>> No.1619031

>>1619008
Uh, no.

>> No.1619053 [DELETED] 

>>1619003
>viral marketing
Report and ignore.

>> No.1619063

Who's making this H-doom thing, do they want help for sprites and who's doing the voices?

>> No.1619068

>>1619053
what? it's a mod not a retail game

or am I being trolled

>>1619063
staplersan

>> No.1619078

>>1619063
Mike12 is spriteart/design, Stapler-San is coder and PR guy, and Mystical is the digital artist (titlescreen, intermission, and more coming soon). Three-man team at the moment.

>> No.1619080

>>1619063
>do they want help for sprites
mite b cool
report to mike12 in the #vr irc
we're trying to be professional about it, so bring some previous work
dressing nice is optional
dressing nude is a bonus

>> No.1619089

>>1619008
I'd like to at some point - but i'm gonna have to do the H-Doom cyberdemoness in the near future, which is probably gonna be the most screwing around with the Cyberdemon that I wanna do for a while.

Still definitely want to finish it at some point though.

>>1619063
Yeah, some spriting assistance would be nice. Shit's a lot of work.

>> No.1619092

>>1619080

What's the progress on the next demo?

>> No.1619097

>>1619092
I'm working on the Pinky-Demoness sprite, Stapler and Mystical are working on a whole new feature. Can't say much more than that at the moment, still in early stages of progress for the next build - it'll probably be out when either the new feature or the pinky-demoness are finished (or both if the timing is close enough)

>> No.1619098 [DELETED] 

>>1619089
>the H-Doom cyberdemoness
>screwing
hurr hurr hurr

>> No.1619104

>>1619092
since everyone voted for new monsters over new poses, mike's working on girl versions of the demons
mystical's getting familiar with coding since he wants to learn how to keep up with us
and i'm sitting back doing shit all

though last i checked with mike he sent me a self-portrait of him screaming and clawing his face off
so we might have to figure out a way how to make that fuckable instead

>> No.1619112

>>1619104
>shit all
"shit all" in this case meaning "WORKING ON AMAZING NEW FEATURE"

ISN'T THAT RIGHT, STAPLER-SAN?

>> No.1619117
File: 569 KB, 1024x768, fug.png [View same] [iqdb] [saucenao] [google]
1619117

>>1619112
>>1619104
oh, and here's the picture in question:

>> No.1619121

>>1619117
I wonder if doing that was cathartic
very skilled though

>> No.1619125

>>1619121
I actually drew it when i had a mad tooth infection, so it was kinda "artistic venting"

Thanks, though.

>> No.1619126

>>1619117
shit all > kak al > kry wit > ffraethineb rrwry > verstand > protas > 仕事 > working

according to google translate, yes

>> No.1619128

>>1619117
AAAAAAAAAAAAAAAAAAAAAA

>> No.1619195

>>1618681
>>1618684
You can also grab Internet Doom Explorer (ide) and then setup zdoom under the singleplayer tab.

>> No.1619213

could someone post a link to chillax.wad?

>> No.1619224

>>1619213
>chillax.wad
http://www.wad-archive.com/wad/ee0df7f9025520e070c8128313f9f429

>> No.1619227

>>1619015
Theres an AVP mod named alienscm.pk3. Last I check though, the flashlight was busted due to gzdoom changing stuff.

>> No.1619298

>>1615946
Look but don't touch, mortal.

>> No.1619323

Anyone have links to download Heretic, Hexen, Strife and Final Doom?

>> No.1619324

>>1619323
Check the pasta.

>> No.1619369

>>1619323
Literally the first link within the first link. Be a little more clueful, please.

>> No.1619416

>>1619324
>>1619369
So those doom threads openly advertise illegal pirate downloads of 6 games ?

and you call yourself doom fans?

>> No.1619420
File: 176 KB, 480x421, lostsoulgrill-concept.png [View same] [iqdb] [saucenao] [google]
1619420

New HDoom demon concept, courtesy of our digital artist.

>> No.1619427

>>1619416
I hope you're joking or at the very least baiting.

>> No.1619437

>>1619416
Nobody who was involved in the development of any of these games receives money when you buy them, and getting a legitimate copy of Strife is nigh impossible anyway.

>> No.1619439

>>1619420
Bwaha, this is silly but I dig it. Awesome work.

>> No.1619442

>>1619427
>>1619437
>literally giving it attention

>> No.1619445
File: 754 KB, 1152x648, v013tease1.png [View same] [iqdb] [saucenao] [google]
1619445

It begins...

>> No.1619448

>>1619442
As opposed to what, figuratively?
Metaphorically?

>> No.1619450

>>1619420
Dat tongue

>> No.1619456

>>1619445
Grappler character cofnirmed?

>> No.1619501

>>1617010

AH
OH NOW I GET IT!
THANK YOU MAN, NOW YOU REALLY GOT ME COVERED UP IN THAT ASPECT!

A FUCKTON OF THANKS BRO! I LITERALLY OWE YOU ONE

>> No.1619506

>>1616406
Not that dude but I downloaded the GZDoom version and it crashes the game everytime I try to use it. Anyone know what's up with that?

>> No.1619524

Is there a chance of any incompatibilities if I make a map with GZDoom builder and then try to play it on Zandronum? I've heard the latter uses an outdated version of ZDoom.

>> No.1619531

>>1619506
Are you using a stable release of gzdoom?
You could try a dev build here and see if it works
http://devbuilds.drdteam.org/gzdoom/

>> No.1619540

>>1619531
Dev build, actually.

>> No.1619545 [DELETED] 

Remember:
Report and ignore.

>> No.1619556 [DELETED] 

>>1619545

Report and ignore WHAT?

>> No.1619569

>>1619420
Female Bowser?

>> No.1619578

id doesn't get money from doom on steam?

>> No.1619579

>>1619578
Not a single person who works at id now worked on Doom. id gets money, but not the id that made the game.

>> No.1619586

um do they own stock at id?

>> No.1619590

>>1619586

They swore back when they formed id software after they left Softdisk (the company they were working for before even being labeled as id software, for the new *gig*) not to touch a single penny of id software if they ever left the company

It's all on Masters of Doom

>> No.1619595

what about raven?

>> No.1619601

>>1619445
To continue the sneak peak of 1.3, here's a new monster I've been working on that will make it's official premiere in 1.3.

Works in either zand or zdoom, load after TSP if testing it with it, but it doesn't need TSP to run.

https://drive.google.com/file/d/0BxbbtKR5bll_TVJUT2oxdU1jWDQ/edit?usp=sharing

>> No.1619603

So I'm about to do a playthrough of TNT with DoomRLA+Monster Pack. What's different about Technophobia difficulty?

>> No.1619618 [DELETED] 

>>1619420
I...
I trough I was on /mlp/ for a second, and that isn't a joke.
Not as a insult. I really thinked that.

>> No.1619624
File: 1.85 MB, 320x214, steve-harvey-whats-up-o[1].gif [View same] [iqdb] [saucenao] [google]
1619624

...Okay, let's just...get this out of the way.

Those who just joined us because of the sale, holla at us. Let's....let's see how many of you are out there. This also goes for the lurkers.

>> No.1619626 [DELETED] 

>>1619618
She looks like a human Spitfire

>> No.1619628

>>1619624
I was here before the sales but I got Doom 3 and started asking about it. I didn't even bought it though, they gifted it to me. So I don't know if that counts.

>> No.1619630 [DELETED] 

>>1619618
>thinked
average brony

>> No.1619632 [DELETED] 

report and ignore

>> No.1619637 [DELETED] 

>>1619632
I made a critique. The general neck-head relation can be interpreted as that of a equine.
Fuck you with your entitled "Repor and ignore" shit.

>> No.1619639 [DELETED] 

>>1619632
you're talking about your post, right? :^)

>> No.1619643 [DELETED] 
File: 127 KB, 294x286, ThalRcg.png [View same] [iqdb] [saucenao] [google]
1619643

>>1619618
>thinked

>> No.1619647

>>1619603
Nevermind, answered my own question when I went to try it. Apparently it spawns only cybernetic enemies and doesn't work yet.

>> No.1619651 [DELETED] 

>>1619643
Trough, wathever.

>> No.1619653 [DELETED] 
File: 135 KB, 315x310, zerg-nope.png [View same] [iqdb] [saucenao] [google]
1619653

>>1619651
That makes even less sense.

>> No.1619654 [DELETED] 

>more shitposting ponyfags
Not this shit again.

>> No.1619662 [DELETED] 

>>1619637
except there is no neck. not sure where you're getting this 'equine' shit from

>> No.1619668 [DELETED] 

>>1619651
you're digging a trough here m8

I assume english isn't your first language.

either way that ain't no horse, the baroness of hell maybe, though she has fucking goat legs.

>> No.1619674 [DELETED] 

The people that goes all >Lol he said ponie xDD are way more anoying than horsefag themselves.
Seriously guys. Get over your epic meme.

>> No.1619675 [DELETED] 

>>1619668
Nah. There are no horses in HDoom, just monster-girls.

>> No.1619676 [DELETED] 

>>1619674
There is no 'epic meme'. We simply don't want ponyfags coming in here relating everything to ponies - and we don't want ponyfag apologists either.

>> No.1619678 [DELETED] 

Remember:
Report, Hide and ignore

>> No.1619679

>>1619456

Considering grappling is pretty much physically impossible in Doom, probably not.

>> No.1619682 [DELETED] 
File: 916 KB, 490x367, shitposting_loudly.gif [View same] [iqdb] [saucenao] [google]
1619682

>this thread

>> No.1619685 [DELETED] 

>>1619678
reporting automatically hides
also stop with this shitty meme thing

>> No.1619687 [DELETED] 

>>1619685
>guys self-moderation is bad :(((
>>>/v/

>> No.1619693 [DELETED] 

>>1619685
It's not a meme. It's advice. >>1619687 however is shitposting.

>> No.1619695

>>1619687
We don't need you reminding us of the rules everytime someone breaks them. Follow your own advice and just report the rulebreaking posts and move on.

>> No.1619703

anyone happen to have this cave story mod?
http://www.youtube.com/watch?v=uvaCLl4yLyI

or did the guy never release it?

>> No.1619704 [DELETED] 

>>1619695
Apparently, people need to be told to ignore trolls. That makes me fucking sad.

And people just shrug off the advice. Those people can drink my manjuice. It's their fault for causing the thread to collapse.

>> No.1619705

>>1619679
It could play out like M. Grapplers in DFO did.

You did a quick grab that held them in place for a second and then your move came out rapidly for whatever throw you went for.

>> No.1619775

Ya I think I can confirm that if you play DoomRL with Doom RPG, then the 10mm ammo on maps will never have a chance to spawn a pistol in its place. This means for scout characters your only source of new pistols will be those weapon crates.

>> No.1619780

>>1619775
Good thing nobody plays Scouts then.

>> No.1619786

>>1619775
Scout is pretty meh anyways.
Also,
>10mm ammo
We don't know what kinda shit is Doomguy firing as bullets.

>> No.1619789

>>1619786
The roguelike says 10mm.

>> No.1619791

This question must've been answered a billion times already, but where can I get Doom RPG? Sounds very interesting and fun.

>> No.1619793

>>1619786
I haven't tried Doom RPG, but when I played Roguelike Arsenal, Scout was OP as fuck. Just upgrade the handcannon for with damage mods and you're set, anything goes down in a couple shots.

>> No.1619805

>>1619789
It's also a fan game.

>> No.1619809

Is this the Doom RPG you guys keep talking about? https://www.youtube.com/watch?v=Jb3ehwncypo

>> No.1619818

>>1619809
>https://www.youtube.com/watch?v=Jb3ehwncypo
Yes thats the one.

>> No.1619823

>>1619809
>>1619818
Oh and I should note that vid is a bit outdate. Menu looks much better than that.

>> No.1619824

>>1619805
And someone ported it back to Doom, and that's what the anon was playing.

>> No.1619830

>>1619818
Thank you very much.

>> No.1619859

>Doom RL with Doom RPG

>Play marine
>only ever find chainguns and no miniguns

>play scout
>find super shotgun on first level
>never find hand cannons
>encountering bug I mentioned earlier >>1619775

>play tech
>mods come by easier, but the faster upgraded weapons will always be weaker on this class compared to others.

>play renegade
>find miniguns and rocket launchers
>never find supershotguns

Always with the worst of luck.

>try scout again on new map
>first weapon I find is a super shotgun again

>> No.1619890
File: 82 KB, 301x250, shovedownmythroat.png [View same] [iqdb] [saucenao] [google]
1619890

>>1614624
>freeware version
It' not freeware, it's shareware.
>Shareware (also termed trialware or demoware) is proprietary software that is provided to users on a limited basis and only for a certain limited trial basis and pursuant to a license which restricts any commercial benefit, use or exploitation of the software.
>Freeware (portmanteau of "free" and "software") is software that is available for use at no monetary cost or for an optional fee, but usually (although not necessarily) closed source with one or more restricted usage rights.
id released part of the game, minus a few features (enemies and weapons and a few power-ups) as "try-before-you-buy". That's shareware. I hate to be pedantic, but there is a difference, and as someone who grew up playing shareware games, I can't not be anal about it. I'm probably one of two people in this entire thread who cares about it, I know. But you were mistaken, and now you know.

>> No.1619938
File: 2.86 MB, 1280x720, gzdoom 2014-05-13 20-17-42-265.webm [View same] [iqdb] [saucenao] [google]
1619938

So uh, I tried playing Action Doom 1 with Doom RPG, and this is the result.

>> No.1619943
File: 55 KB, 400x300, 1231888799866.png [View same] [iqdb] [saucenao] [google]
1619943

>Oh hey, I remember a really hard map at Plutonia Experiment
>let's try it!
>Set the difficulty to the ultra-violence
>jump to level20: Death's Dominion
>mfw at the first room

>> No.1619953

>>1619938
What the hell did you expect.

>> No.1619960

Is there a program that randomizes the play order of a series of maps, ideally with pistol starts? I keep getting a hankering for doom II but I get burned out after tricks & traps. Bonus points if it can mix maps between IWADS.

>> No.1619964

>>1619953
I know, but curiosity got the best of me. Just thought it was interesting

>> No.1619967

>>1619938
Comedy gold

>> No.1619974
File: 876 KB, 410x428, mk1_scorpion_animations_by_gabe687-d5582a3[1].gif [View same] [iqdb] [saucenao] [google]
1619974

Listen up, kids.

For those that (literally) crave for "HD sprites" for Doom, here's to ya.

*THIS* is HOW you do it. THIS is a good way (if not THE way) to create "high definition" frames for a sprite-based videogame which is that old. THIS, if it didn't gave it away, is an actual fan-made high-poly model of Mortal Kombat's Scorpion.

http://gabe687.deviantart.com/art/MK1-Scorpion-animations-311105163
http://gabe687.deviantart.com/art/MK1-scorpion-with-textures-264158281
http://gabe687.deviantart.com/art/Scorpion-Test-Your-Might-291822641

Go take a look at the smoothness and detail of the thing. All this effort made by this single dude...and you know for what purpose? MUGEN

http://www.youtube.com/watch?v=jxsWrHwdQTQ&list=UUhDa7-LeLEDuk7xkf7wHCbg&index=1&feature=plcp

Not only he did MK1's Scorp, he also did UMK3's Scorpion. If my memory serves me right; he's singlehandedly doing a MK fangame in MUGEN; since the latest (but not so recent) version of MUGEN there was support for HD sprites and scenery, and let me tell you, people saw this as a blessing from the sky, not only because it was an actual, "official" update of the engine after fucking EONS, but because there was a fuckton of works that weren't able to be enjoyed because of these limitations.

We do have, thanks to ZDoom, support for sprites which double the original size of the vanilla ones for a while now, but this doesn't make people go wild to create "HD sprites" for Doom, wanna know why?

Okay, here it is why: Because there's no actual NEED for hi-res sprites. Period.

Doom wasn't based on aesthetics, it never was. If it ever was, Carmack would've released an actual update of the engine to support looking up and down and he would've expanded the palette's limitations; I think you get the idea. Doom's core is how it plays.

>> No.1619978
File: 85 KB, 640x480, voxels_in_doom[1].png [View same] [iqdb] [saucenao] [google]
1619978

>>1619974

As for me, my 'dooming' experience is not determined by how the graphics look after 20 years. I can deal (and at some point I would be more than interested) in a graphic revamp of the game textures if they stick to the original palette (or even an optimized one, since not too long ago someone discovered there's like 10 duplicates). Why would I even want to play Doom while loading a 90MB pack which in the end is going to force the game to load more stuff and thus forcing loading times? All there is is just a banal, lacklusting desire to play a retro FPS with "updated" graphics. Come on now, what's there to update about Doom? After all these years the way Doom plays and FEELS is unmatched.

And let's face it, if people knew about Beautiful Doom the same way they know about BD, the last one wouldn't be as popular as it is (and if it wasn't for Mark borrowing *kegh* the assets from BeautyDoom he would have less downloads); because, for whatever god-danged reason, people just can't stand pixels. What's there that people just can't tolerate about how the demons look? And why would you even care about how they *look*, just kill 'em and go on with your journey.

What's even the point of arguing about how retro games are better than "modern day crap", if you're going to force the game to play with 1024px textures and GL effects out of the ass?

And you know, the same kind of goes with voxels too. In the end it's just a novelty, and it's arguably the flavour of the year. Truth be told, all this time I've been pushing for people to get on voxelized enemies so they could realize how in the end it doesn't matter how it looks but how it feels. When Mark released his own take of the IoS, people (predictably) complained about the fight going from being a 1v1 against "just a wall" to "just a cardboard acting as a sponge" and went pulling straws at a theoretical voxelized IoS (being honest, it'll be cool to see the result, but do not expect everyone to be happy with it)

>> No.1619981
File: 59 KB, 196x298, 1398835772873[1].png [View same] [iqdb] [saucenao] [google]
1619981

And like I've been saying all the time, something's quality equals the overall need of it. Here's how some (if not all) the "HD sprites" project threads went, go take a look by yourselves

http://forum.zdoom.org/viewtopic.php?f=19&t=37373
http://forum.zdoom.org/viewtopic.php?f=19&t=35557
http://forum.zdoom.org/viewtopic.php?f=19&t=30879
http://www.doomworld.com/vb/wads-mods/53440-baron-of-hell-high-definition-still-working/

Any questions? Okay, here's some from me, are you still looking forward for HD sprites for Doom? I can understand getting updated edits of some of the monsters which had actual detail attached to them (See: Archvile, probably the Mastermind), but what about the rest of the cast which pretty much had no further detail and the original sprites can display all the detail it ever had? And what would even be the point of creating HD sprites if no-one outside of those who use ZDoom will enjoy it? Why not create 3 new original projects that can be played by everyone instead of just picking the same, old and already repeated to death one?

I rest my case.

tl;dr: come on, read it all. It doesn't take more than 5 mins

>> No.1620012

Hands down, the best mod I have ever played for Doom is Back to Saturn X. The levels are so well designed, and the new color palette is fantastic. Anyone else agree?

>> No.1620017

>>1620012

due to the sole fact it plays on the original exe alone, it is a great accomplishment in the community. Literally can't wait for Ep2

>> No.1620034

>>1620017
Wait what, they are planning on an EP 2? I think the original Back to Saturn X came out like 2 years ago, so hopefully the new episode will come out soon.

Is there a dev blog or news or anything on the new episode?

>> No.1620040

>>1620012
>>1620034
I could never beat Back To Saturn X, I'd get around 20-ish maps in before becoming bored to death, the maps all start to run together, and a lot of them are way too long.

>> No.1620048

>>1620040
The levels flow so well though. In the original Doom maps many of the levels can feel a bit clunky. In back to Saturn X the maps are still sophisticated, bu the flow is so well engineered it keeps the map entertaining from start to finish.

Enemy placement is good as well, not sure how you could get bored of it if you enjoy doom.

>> No.1620051
File: 248 KB, 1280x1024, Screenshot_Doom_20101030_202009.png [View same] [iqdb] [saucenao] [google]
1620051

>>1619981
HD sprites or models or voxels, just to replace existing items and monsters does sound like a ton of trouble for not much reward.

Still love running around with a high res demon chick though. I love custom characters, what can I say.

>> No.1620054

>>1619420
So long gay bowser

>> No.1620057

>>1620051
>I love custom characters, what can I say.

Well, I love the demon chick, so.

>> No.1620061

>>1620051
Wasn't there a mod on the skulltag forums where some guy used artificial girl 2(or whatever the porn game was called) and made a bunch of player skins with them?

>> No.1620078

>>1619420

Make it a monster/seekermissile

It goes straight for your dick.

>> No.1620083

>>1620078
>Make it a monster
You don't say?

>> No.1620150

Is it okay if I ask a question related to modding a wad or is there a better place I can take this? I just was wondering something about editing a custom wad.

>> No.1620154

>>1620150
There's the IRC.

>> No.1620156

>>1619974
>Carmack would've released an actual update of the engine to support looking up and down and he would've expanded the palette's limitations

He did, it was called Quake.

>> No.1620158

>>1620154
Alright thanks

>> No.1620164

>>1620012
I'm playing it now with Accessories To Murder, and I'll have to say, it's fucking amazing.

>> No.1620172

>>1620156
Also, to add, when he released the source-code for Doom, he suggested people toy around with it, add jumping and crouching, adding freelook, hell, he was toying with the idea of adding slopes during development, so told modders "Heck, why don't you guys do it?"

>> No.1620197

>>1620150
You can ask it here, but it's better to ask in the IRC, since people are regularly active there and there's less of a chance it'll get passed over.

>> No.1620214

>>1620197
I actually figured it out. Next time I have a stumbling block I'll head to IRC.

>> No.1620230

>>1619981
all those links prove is that people suck at making sprites. I mean most of those you can even do automatically by applying a filter in zdoom so I don't even know why they bothered.

>> No.1620235

>>1619978
Brutal Doom combat is superior to BeDoom imo. Better sounds, better sprites, and all around it's more satisying.
Only thing BeDoom has over it is easy to use CVARs really.

>> No.1620238

>>1620156
>and he would've expanded the palette's limitations
Didn't look like it.

>> No.1620239

>>1619978
why not add voxels? At least it's something different. Do you really want wad #10000000 recycling the same old shit again cuz that's what you'll get instead.

>> No.1620243
File: 153 KB, 868x730, 200MinutesIsMoreThanEnough.png [View same] [iqdb] [saucenao] [google]
1620243

200 MINUTE MEGAWAD MAPPING CHALLENGE

Simple idea: Make a single player map in 200 minutes or less, and post a link to it in the thread by Friday. They will then be compiled into a megawad.

Rules:
-200 minutes or less
-Doom 2 iwad
-Levels should be in Doom format.
-No new resources (textures, sprites, or whatever).
-Levels must have an accessible exit. So if you run out of time just throw one in somewhere.

That's it. Who's up for it?

>> No.1620247

Does anyone know the name of the song that plays in MAP02 of wooo.wad?

>> No.1620252

>>1620061
This might not be what you're looking for (not player skins and not from Skulltag), but I figured we could have a laugh at the very least

http://forum.zdoom.org/viewtopic.php?f=19&t=30774

>> No.1620258
File: 33 KB, 508x572, Samus Player Sprites 2.png [View same] [iqdb] [saucenao] [google]
1620258

Samus finally has an outline and base for all her player sprites.

They look terrible unshaded and unpolished, but hey, this is still a monumental step forward and one step closer to release.
Now I just need to recruit an artist to help with some final stuff, and then we can ship this fucker out.

>> No.1620268

>>1620243
See you fuckers Friday.

>> No.1620275

>>1620258
You BETTER not intend to mirror those for the remaining three rotations.

>> No.1620276

>>1620252
pfahahah
I am not 100% if its the same mod author but that sure looks a hell lot like it.

I did in fact find some of these old skulltag skin mods from my old doom stuff. pic related

>> No.1620282
File: 529 KB, 1600x900, Screenshot_Doom_20140513_225856.png [View same] [iqdb] [saucenao] [google]
1620282

>>1620276
forgot pic

>> No.1620290

>>1620275
Or else what, nerd

>> No.1620291

>>1620275

I guess it depends entirely on whoever I get to help me finish them and how they feel.
Considering the amount of effort that it'd take (21 extra sprites) for the amount of benefit it'd give (very little), though, don't expect it.

>> No.1620302

>>1620268
Good... Good...

>> No.1620303

Are Quake 1 and 2 worth playing?

>> No.1620320

>>1620303
Of course

>> No.1620324

>>1620303
Quake 1 is super-atmospheric.
Quake 2 is ugly as shit and very orange but rockin'.

>> No.1620340

>>1620324
I thought Quake 2 looked really cool when it was new.

Also, I don't know why, but a lot of people shit on Quake 2, I thought the game was a fucking riot to play.

>> No.1620343

>>1620320
>>1620324
>>1620340
Cool, thanks. Should I use the DarkPlaces sourceport for Q1? Is there a similar thing for Q2?

>> No.1620347

>>1620343
Depends, really.
Quakenet if you want multiplayer (and/or want to get your ass kicked because these fuckers have been playing for years), Dark Places if you want pretty, Engoo if you want relatively vanilla.

>> No.1620349

>>1620243
Alright. So one guy. Lets do this then.

>> No.1620356

>>1620243
I'm up

>> No.1620362
File: 17 KB, 200x125, mng.gif [View same] [iqdb] [saucenao] [google]
1620362

budda budda budda budda budda budda budda

>> No.1620368

>>1620343
KMQuake2 is the Quack Too equivalent to Darkplaces.

>> No.1620407

>>1620356
2. Moving on up.

>> No.1620413

>>1620362
Hoy, hoy, I'm the boy

>> No.1620416

>>1620413
With 80 pounds of heavenly joy!

>> No.1620420
File: 98 KB, 1032x795, stim.jpg [View same] [iqdb] [saucenao] [google]
1620420

>>1620061
Yeah.

Also see http://www.youtube.com/watch?v=-2ySHToUHWY

>> No.1620441

>>1619420
too similar to the imp girl
i like the tongue though

>> No.1620478

>>1619859
You could always take two ranks in Summon Chaingunner, enough Energy to summon one or two, and farm those for miniguns on a marine

>> No.1620487

Anyone know how to reduce toxicity in doom rpg? I made one stimpack randomly and about 5 mins later my toxic levels are in the 70s, then I made a stimpack of purifier and that brought it up to 80s.

>> No.1620561

>>1620243
i wish you'd said "please test in choco or pr+ to avoid unintentional zdoom dependence"

>> No.1620563

>>1619420

Mancubus for submissive chubby, plz

Is there anywhere besides these threads to keep up with how this is going

>> No.1620569

>>1620561

Why? He didn't say "levels must be vanilla compatible".

>> No.1620571

>>1620561
>muh purity

>> No.1620596

>>1620569
>>1620571
Not him, but if they're in doom format and require zdoom to play that's pretty dumb. If you're gonna do vanilla format make it limit-removing only.

>> No.1620601

>>1620569
>levels should be in Doom format

>> No.1620612

>>1620569
i just don't want /vr/ to make a wad full of bugs.

the description suggests the intention is to make simple maps that don't use port features and will work in any engine.

however i know from long experience that maps only tested in zdoom tend to be broken in all other engines.

i'd like to avoid that. it makes /vr/'s mappers look like they have no idea what they're doing.

>> No.1620613

>>1620596
>>1620601
That doesn't mean "only vanilla Doom", that assumedly also means "ZDoom in Doom format", "Zandronum in Doom format", "Boom in Doom format", and more.

>> No.1620618

>>1620612
Yes, that is the intention.

>>1620561
>>1620569
>>1620571
>>1620613

Doom 2 in Doom format. Test in Chocolate Doom if'n you want.

>> No.1620624

>>1620612
Its a god damn 200 min map making megawad. I don't think that everyone should spend 100 of those mins testing it on every single port.

>> No.1620632

>>1620624
well i rather hoped it was "make a map in 200 minutes but you're allowed to fix bugs in it afterwards"...

>> No.1620642 [DELETED] 

>>1620624
>I don't think that everyone should spend 100 of those mins testing it on every single port.
don't exaggerate - it's enough to test in one "common denominator" port, chocolate-doom if you care about vanilla limits, or prboom-plus if you don't or are using boom features, etc.

>> No.1620652 [DELETED] 

>>1620642
>boom features
* which work on pretty much every port except chocolate-doom

>> No.1620662

>>1620356
is done
I hope it isn't shit
http://puu.sh/8LFfX.wad

>> No.1620664

>>1620624
>I don't think that everyone should spend 100 of those mins testing it on every single port.
don't exaggerate - it's enough to test in one "common denominator" port, chocolate-doom if you care about vanilla limits, or prboom-plus if you don't.
>>1620618
>Doom 2 in Doom format
[deleting comments about boom features - sorry...]

>> No.1620672
File: 20 KB, 640x480, 1400048331.png [View same] [iqdb] [saucenao] [google]
1620672

>>1620662
nice
i got chewed to death by demons, will keep trying

>> No.1620680

>>1620672
I enjoy smashing demons into tight spaces, sorry
It's what gets me killed the most in testing too
I just like doing it

>> No.1620687

>>1620680
if you care about zdoomisms: sector 9 has an unknown flat (SUPPORT3) on its ceiling

>> No.1620702

>>1620687
Aw shit I didn't even notice cause I disabled freelook on prboom when fixing the incompatibility
GOOD THING I STILL HAVE LIKE 4 MINUTES LEFT BEFORE I'M OFFICIALLY OUT OF TIME

>> No.1620705

>>1620702
http://puu.sh/8LFR6.wad fixed
sorry for doubleposting with such a small fix

>> No.1620734
File: 2.81 MB, 320x240, v1.webm [View same] [iqdb] [saucenao] [google]
1620734

>>1620672
i apologise in advance for the quality of this webm

>> No.1620748

>>1620705
that's golden now, thank you!

>> No.1620756

>>1620632
I'd only bugfix if it's literally gamebreaking (getting stuck/game crashing/noexit)

>> No.1620765

>>1620243
Mine: http://www.mediafire.com/download/db45l70awhinri5/200mins.wad

>> No.1620780
File: 318 KB, 176x213, Lydia idle animation.gif [View same] [iqdb] [saucenao] [google]
1620780

Scrapped together this "boredom" animation for when you stand around too long. I've been mucking with Samsara's dukewait to see if I can get it to work in my mod, but it's hard to figure out, so who knows how long it will be until I actually see this animation ingame. Once I get it working, I'll probably make two more; one where she lights up a smoke and another where she takes a swig from a flask. Silly little touches keep distracting me from finishing the damn enemy sprites. Time for sleep.

>> No.1620783

>>1620780
The reflection moving with the mirror being stable is a little off, but otherwise, looks nice!

>> No.1620785

>>1620780
Haha that's awesome! Really clever.

>> No.1620789

>>1620783
Yea, I had individual hands for each frame originally, but it made it made it look like she had parkinson's. To compensate, I'll move the sprite around within slade when it comes time to put it in the game.

>> No.1620790

>>1620780
Really cool, but as the other anon said the mirror should sway just a bit whilst doing it, but that's a really fuckin neat idea, nice work!

>> No.1620794

>>1620789
That'll do well.

>> No.1620797

>>1620780
>I've been mucking with Samsara's dukewait to see if I can get it to work in my mod, but it's hard to figure out, so who knows how long it will be until I actually see this animation ingame.

The method used in the earlier versions will probably be much easier for you, then.
In the Spawn state of the character, give 1 of an inventory item every loop, taking it all away on the See/Missile/Pain state. and a constant check in the weapon's Ready state for X of the inventory item.
If you have X, jump to the weapon.

>> No.1620802

>>1620785
Thanks man, I always really look forward to your input!
>>1620790
>>1620794
Yea, I've already got the positions planned out. Hopefully it will look good ingame.
>>1620797
Oh my god, that's insanely helpful information. What version had that idle? I'm gonna have to try this out after I get some sleep.

>> No.1620804
File: 38 KB, 640x480, 1400053511.png [View same] [iqdb] [saucenao] [google]
1620804

>>1620765
very good!

>> No.1620805

>>1620802

I can't remember, unfortunately, I'd have to look through them. DRDTeam hosting had all the pre-0.26 files, before ijon redid all the ACS, though, so I'd probably hand you either an ancient build or a fresh build.
I'll see if I can find it in any of the builds I have, and then I'll hit you up in the IRC.

>> No.1620816

>>1620805
Thanks man, I really do appreciate that.

>> No.1620818
File: 1.91 MB, 202x158, 200MinutesSuperFunTime.webm [View same] [iqdb] [saucenao] [google]
1620818

>>1620804
Thanks. I just made my first WebM out of it too.

>> No.1620828

>>1620818
cool. i have to go now but i will try to make one later.

>> No.1620831

>>1620828
It's a lot of fun. I assure you. Scrambling at the end to make sure nothing is broken/there's enough health and ammo. Good times.

>> No.1620837
File: 261 KB, 1600x900, Screenshot_Doom_20140514_041258.png [View same] [iqdb] [saucenao] [google]
1620837

anyone know what this is? I cannot figure out how to pick it up.

>> No.1620841
File: 86 KB, 460x215, Eye.jpg [View same] [iqdb] [saucenao] [google]
1620841

Completely forgot about this, looks like I still won't be able to work on it for the time being.

https://drive.google.com/file/d/0Bx-OZG3OqlkwTGl0WEtyVFRob3M

It has some really awkward design decisions/testing stuff in there so it is more of a resource pack/code snippet thing then a proper wad.

What's in it?
>GZDoom
only tested in there, probably works in others too
>Loadsa E.Y.E. weapons
reload button preforms alternate attack (kick with dual pistols, back/forward dash, slugs instead of pellets... etc), secondary fire toggles AWESOME mode. You can figure out what is what.
>Explosions without GFX/SFX
...but then Excidium has a mushroom cloud.
>No E.Y.E monsters
Looks like I lost the two I made...
>Transmute menu weapon thing
A transmute (hold fire to cast secondary fire for next) thingy to convert ammo to energy or energy to ammo.
>Another Transmute menu weapon thing
This is pretty pointless as you start with all weapons (you should edit that if you wanna actually play it), idea is you have one weapon per slot but can transmute it into another one (or create a new one if that slot is empty). All weapon pick ups are replaced with a resource used to transmute weapons.

>> No.1620857

>>1620841
Why did you remove so much?
https://dl.dropboxusercontent.com/u/27048651/TDC_Initiation.zip

>> No.1620858

>>1620857
>https://dl.dropboxusercontent.com/u/27048651/TDC_Initiation.zip
Because I lost that file, thank you so much.

>> No.1620863
File: 122 KB, 1600x900, RobocopAndSpongeBob.jpg [View same] [iqdb] [saucenao] [google]
1620863

>>1620858
I really gotta start using all that cloud shenanigans for this stuff. I feel so fucking stupid, it is all over in the archives, thanks again.

>> No.1620874

Does anybody have good wave sprites? I know Earth.wad had some but they're fairly dated and low detail. It's for a level set on an oil rig where you have to dodge waves whilst running around the bottom part of it. Cheers.

>> No.1620929

>>1620243

I made one. It's supposed to be a level 1-ish kind of level, I guess. Hope it's not too terrible!

http://www.mediafire.com/download/3fe98kkf2cjpv6n/challenge+200+mins.wad

>> No.1620997

>>1619974
>That Scorpion

Muh dick

>> No.1621025

>>1620929
i haven't played this yet but i got a bunch of errors about unknown texture STARTAN1

>> No.1621060

>>1621025

Thanks, I think I've found the problem. It has to do with side textures of walls that were basically sunk into the floor. Also caught an undefined texture, so there's that. http://www.mediafire.com/download/4447cfa668kqk4a/challenge+200+mins+fixed.wad

>> No.1621065
File: 291 KB, 640x645, 1376288843862.jpg [View same] [iqdb] [saucenao] [google]
1621065

What sector lighting mode do you use?

I use "doom" but there are so many different kinds it's made me wonder that for the map I'm making if I should specify in the readme that it is meant to use one mode over another.

>> No.1621069

>>1621065
"dark" is the best for modern maps. "Doom" and "dark" mess the least with the maps as they were made, but "doom" makes everything right near you brighter, like you were carrying a torch.

>> No.1621071
File: 2.60 MB, 320x240, 200mins.webm [View same] [iqdb] [saucenao] [google]
1621071

>>1620765 >>1620818 >>1620828
as promised here's a crappy webm. it's sped up to 60 tics/second to get the length under the 4chan 2min limit.

>> No.1621075

>>1621069
I don't actually mind that much myself, it helps you focus on things right in front of you while not being that much brighter.

>> No.1621079
File: 38 KB, 640x480, 1400072618.png [View same] [iqdb] [saucenao] [google]
1621079

>>1621060
great job, seems fixed now. a nice little map, albeit pretty cramped in a few places. i went the secret way round.

>> No.1621081

I can create the new thread already if you guys want

>> No.1621114

NEW THREAD

>>1621109

>> No.1621328

>>1621060
Nice. Good shit.

I also went the secret way round

The STARTAN1 thing comes from the editor assigning the wrong default texture to untextured lines. Should be STARTAN2. there is no STARTAN1...

>> No.1621360

>>1620780
Would probably look better at a lower res. Also, if it was less steady.

>> No.1621627

>>1619960
And if there's not, is there a bored anon willing to write one?

>> No.1621627,1 [INTERNAL] 

More HDoom. DO IT NOW!