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/vr/ - Retro Games


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File: 77 KB, 500x700, tumblr_n5l1q3SGMp1r2inbto1_500[1].gif [View same] [iqdb] [saucenao] [google]
1641450 No.1641450 [Reply] [Original]

Doom thread (Last thread >>1636127)
(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.1641452

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

-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! Now it's in ver.6, and things surely have improved; go check it here! http://oblige.sourceforge.net/i_download.html

-Also The Space Pirate 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

-A bunch of anons are doing a 200 minute speedmapping challenge; vanilla compatible (Doom in Doom format, if that menas something to you), no custom textures and MUST be done in 200 mins and have an exit; ask in the thread for more details!

-John Romero was present at GDC and a kind anon set him up a LAN in Zandronum (yes, you read that right). 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

-Metroid Dreadnought now has a release date! MAY 27TH! (Go check it here - 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.1641454

>Metroid Dreadnought now has a release date! MAY 27TH!

oh shit four days

>> No.1641459

>>1641389
>>all pending tsp updates cancelled for the foreseeable future
><Scroton> martykirra when are we gonna zand1.2
><torridGristle> https://31.media.tumblr.com/76f0cca286191bbce42245362789a38d/tumblr_n61l1vdIug1qiokc3o1_500.jpg Wrap a plastic bag around your flash to soften the light without paying money.
><MartyKirra> blarrrrrrrrrrrrrrgghhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
><MartyKirra> the toolbox muzzleflash is giving me a pain in the nuts

>trying to pin this all on marty

I'm sure the muzzleflash isn't the only thing holding up tsp zand

>> No.1641469

>>1641459
Haha it actually is, no joke. I'm actually working on v0.1.3 ZDoom stuff since it's a big update. Everything is up and running right now in 1.2 zand, there's just some junk I need to do to make it look ~pretty~.

>> No.1641478

To the guy who was looking for dorner's last stand try

>>1641471

>> No.1641480
File: 587 KB, 700x480, 1400641828330.png [View same] [iqdb] [saucenao] [google]
1641480

>>1641469
>Haha it actually is

>> No.1641487

>>1641480
Art is hard! :(

also my attention span/work ethic is terrible

>> No.1641491

>>1641478

Good boy DornerWADGuy, rips a fuckton of videogame sprites with zero credit but makes sure the thing works with FreeDoom.

>> No.1641492

>>1641459
>>1641480
How about I make the promise that I'll be out tonight, and if it isn't, you guys can give me hell forever.

>> No.1641509
File: 43 KB, 535x800, Memento Marty.jpg [View same] [iqdb] [saucenao] [google]
1641509

>>1641492
>How about I make the promise

>> No.1641517

Is there a program that randomizes the levels in an IWAD and forces pistol start? I already asked this a couple of threads ago, but I got no response.

>> No.1641524

>>1641517
Oblige with pistol start.pk3

>> No.1641527

>>1641524
Much... obliged.
Does it work with the vanilla maps?

>> No.1641534

There's some wads i cannot open, because they weirdly are not in the wad format.

The infamous wads list: you extract the files and the wads are .exe, how do you play them?

>> No.1641556

>>1641527
... No. He meant it makes randomized levels.

You could always just roll dice and idclev.

>> No.1641576
File: 63 KB, 360x270, bfg.jpg [View same] [iqdb] [saucenao] [google]
1641576

>>1641492
Dawg i dont want to hurry you but i need That gun

>> No.1641629

>>1641556
It wouldn't be too hard to write a simple program that generates a working MAPINFO with a random seed

I'm not gonna say I can do it because I'm a shit coder but

>> No.1641634

>>1641576
Wats going on i like guns? what is it about?

>> No.1641639

OKAY. Onslaught Six again with another 200 minute challenge. Think I ran slightly over but I got stuck on this tutti-frutti that's in the very first screen; I still can't get rid of it either

Also I didn't test this too much re: actual playtesting so it might need some buffs or nerfs in some areas. I took an idea someone had a few months back about giving a pistol start player a plasmagun with limited ammo to start with, and it actually makes the level kind of interesting.

If it needs more ammo, let me know, and if anyone can tell me how to fix the tutti-frutti then I'd appreciate it. Any sky will work but this will probably work best as an earlier map (it's basically just a techbase), and maybe D_BETWEE or D_E1M6 is what's in my head regarding music.

https://www.dropbox.com/s/03n6gvjar9ujjzk/Computer%20Array.wad

>> No.1641643

okay so repeating a request for help from the last thread that went unanswered; I'm using ZDL(have ZDoom, GZDoom, and Zandrounum installed), and while the WADs are working fine(except for NERVE.wad for No Rest For The Living, which doesn't work right), I can't get any external files to work even the ones that come with ZDoom/GZDoom/Zandronum, so what the hell do I do?

>> No.1641645

>>1641534
Some of the oldest mods came with actually modified EXEs or some shit, which is weird and not how it's supposed to be?

Just find the WAD and probably DEH and load that.

>> No.1641652

>>1641643
>WADs are working fine
>can't get any external files to work

You're...gonna need to re-explain things, please.

>> No.1641672

>>1641652
.pk3 files are what I mean, like zdoom.pk3 for example doesn't load properly

>> No.1641673
File: 146 KB, 1280x800, Screenshot_Doom_20140523_154833.png [View same] [iqdb] [saucenao] [google]
1641673

>>1641639
Nice map. Like a mini Doom 1 level. I got stuck in pic related though.

>> No.1641676

>>1641673
> lift has blue key indicators
> "I'm stuck"
> look at statusbar
> does not fucking have the blue key

I think we figured out the problem

>> No.1641679

>>1641672

You...don't load zdoom.pk3.

>> No.1641680

>>1641673
oh wait fuck I just realized, that doesn't even need the blue key, you mean you physically got stuck

>> No.1641683
File: 2.39 MB, 500x313, TermEric.webm [View same] [iqdb] [saucenao] [google]
1641683

Playing with webms filesize, quality and length.

Term vs Eric. The last 2 minutes or so anyway...

>> No.1641686

>>1641676
>>1641680
Curb your judgement. Damn.

Yeah though. No blue key needed. Just got stuck.

>> No.1641691

>>1641639
I fucking love PG.
>>1641680
Looks pretty bad tbh.

>> No.1641694

>>1641683
>left-click
>options
>max player speed
>it almost looks the same
I can't fucking play Deathmatch in games like Doom, it's WAY too fast for me.

>> No.1641708

>>1641679
I'll admit I don't have any idea what I'm doing(started doing this on a whim when I found out my copy of Doom 3 BFG Edition had the WADs for Doom I & II and decided to finally get around to doing Doom emulation), so for example say I wanted to run Aeons of Death which came as a .pk3 file, what do I do?

>> No.1641717

>>1641686
Yeah, sorry, I've had too much Mountain Dew Voltage today, so I'm a bit snippy.

>>1641691
I'm reworking the area a bit.

>> No.1641718

>>1641708
Well first you want to get the proper old Doom IWADs in the OP.

Then you want to get ZDL and set up those core Doom files in your IWADs.

Then you set your source port in the port(ZDoom, GZDoom, etc.)

Then you put mods and levels in PWADs and you're good to go.

>> No.1641720

>>1641708
>emulation

>> No.1641725

>>1641718
okay I got the first three steps already taken care of, how do I make a PWAD?

>> No.1641739

>>1641725
PWADs are your mods.

You download the mod or level set or whatever in question and load it there.

Example:
I got TSP's super latest version with all the guns complete and I'm ready to play it in Doom.
I load that file in the PWAD section.

Bam, done.

>> No.1641740

>>1641683
How do you record g/zdoom?

>> No.1641741

I installed and started playing Ultimate Doom in a sudden burst of nostalgia for the game that popped the cherry of my unending gore-boner back then.
I really didn't remember it was that good. damn, I'm tempted to say that its actually better than any fps that came after it, save a couple exceptions. my only issue is the difficulty curve between episodes, and the fact that you have to restart without any item, but probably its just me not being used anymore with keyboard controls. and the music is great also. what a blast

>> No.1641743

>>1641717
>I'm reworking the area a bit.
Uh, I meant the quality of that webm I linked to, not any map out of posted ITT.

>> No.1641749

>>1641741
I like the difficulty ramping up because you're going into more dangerous areas.

After all, you start off at the outskirts of the demon invasion and work your way to the center.

The progression makes sense.

>> No.1641758
File: 60 KB, 640x480, Screenshot_Doom_20140524_021928.png [View same] [iqdb] [saucenao] [google]
1641758

What is happening in doomguys hair?

>> No.1641760
File: 58 KB, 512x512, DxTory_Vids512.png [View same] [iqdb] [saucenao] [google]
1641760

>>1641740
Uh. Damn near any screen recorder? Dxtory, Bandicam or Fraps.

At least, for Windows. Kinda SOL if you're on something else.

>> No.1641761

>>1641758
Everybody's dead so he had to cut his own hair.
And the only thing close to a cutting instrument he has is a chainsaw.

>> No.1641763
File: 435 KB, 671x499, notalineanymore.png [View same] [iqdb] [saucenao] [google]
1641763

>>1641138

https://drive.google.com/file/d/0Bx-OZG3OqlkwRmZsOUFvV2k2SjQ/edit?usp=sharing

Added "Secret" to sectors, moar monster closets etc.

Also demos of other players are awesome to observe what you did right/wrong.

Serious spoilers for dudes who already tested;
I'll keep the random teleport in "offices" right before BFG. I still think ending up inside a barrel while running towards a BFG is funny. Also removed BFG from guard room, so it is the only one now.

Both ends of library passage now need yellow key. That passage was intended to bypass going back to "real world" to remove bars. But the trip back is pretty dull if you missed the key.

However I'll probably replace that passage to somewhere else and force players to use the switch in "real world" and give a shot at BFG, after all it is a single map and if you love that thing you should be able use it. Also if players didn't get the idea "button with colored bars next to it opens same colored bars" and forgot about it so quickly, that's players problem"

>> No.1641767

>>1641743
You linked to my post about my map so I assumed that's what you were talking about, but it's cool.

Anyway, I redesigned the area but now I can't get the fucking blue door things to work. What's the deal? Everything's tagged right and I think I'm using the right line special.
https://www.dropbox.com/s/03n6gvjar9ujjzk/Computer%20Array.wad

>> No.1641770

>>1641767
>You linked to my post about my map so I assumed that's what you were talking about, but it's cool.
Oh right, I sure did! I'm sorry man.

>> No.1641772

>>1641739
I'm not seeing how to do that with ZDL(there's the External Files section, but .pk3 files don't seem to work, and doing it through the IWAD section just makes the game load the default Doom 1 & 2 IWADs on launch)

>> No.1641774

>>1641758

Yeah, I always thought it looked like a kinder egg was emerging from the back of doomguy's head in that image

>> No.1641776

>>1641758
it looks like he has some kind of starfish on his face

>> No.1641780

>>1641758
That hair was probably rad back in the day.

>> No.1641782

>>1641776
>>1641774
>>1641761
>>1641758
It's a legit haircut.
I just can't remember what it's called.

>> No.1641786

>>1641782
"chocolate starfish"?

>> No.1641790

>>1641767
Oh and I STILL can't figure out what the fuck to do to fix that problem I have with the tutti frutti on the opening steps. Normally this only happens on vertical textures that are only 92 pixels and they don't tile properly. It's only happening on 2 of the steps so I don't know what the fuck I'm doing wrong.

>> No.1641796

>>1641772

I'm thinking there's a breakdown in communication somewhere going on here.

Can you give us screenshots as to your process?

>> No.1641797

>>1641740
Was using fraps. It's not amazing, but it works and is easy to find a crack for.

>> No.1641802

>>1641517
>>1641527
>>1641629
>Is there a program that randomizes the levels in an IWAD

Here, I made this just now for you:

http://www.mediafire.com/download/04xuieupuax2yj5/Map_Randomizer.wad

From the about.txt in the file:

Map_Randomizer.wad is a singleplayer (g)zdoom-only mod which randomizes map order for players. At the start of each level it will warp the player to a random level.
It is compatible with all iwad maps, all pwad mapsets using either E#M# or MAP## naming format that have the full 36 or 32 levels, as well as Pistol_Start_Options.wad

>and forces pistol start? I already asked this a couple of threads ago, but I got no response.

Pistol_Start_Options.wad will cover that for you, as well as a couple of other options.

For more info and download link:
http://www.doomworld.com/vb/wads-mods/67715-zdoom-pistol-start-options/

>> No.1641805

>>1641802
This is awesome, I'm actually going to go ahead and use this. I'm not the guy who asked for it but this could totally add new blood to some old WADs.

>> No.1641809

>>1641802
Thank you! You are a wonderful person and I hope you have a happy day!

>> No.1641812

>>1641805
Glad it will see some use.

>>1641809
You have a great day too! Hope you enjoy it!

>> No.1641814
File: 44 KB, 1419x768, ZDL Layout.png [View same] [iqdb] [saucenao] [google]
1641814

>>1641796
okay here's what I'm using

>> No.1641820

I played some sample levels to something that was supposed to act as a sequel to TNT: Evilution, much like Plutonia 2, has that been finished yet?

>> No.1641830

>>1641814

What happens if you put something like unloved-1c.pk3 in the External Files selection, select Doom2 as the iwad, then hit Launch?

>> No.1641836

>>1641814
NERVE isn't an IWAD from what I remember, neither is the Action Doom 2 bonus content. Just sayin!

>> No.1641838

>>1641814
External files are your PWADs
Put your mods there.

>> No.1641840

>>1641814
>NERVE
>Action Dooms
>Harmony
>Strain
These are PWADs.

>> No.1641845

>>1641840
Harmony's an IWAD, actually.

>> No.1641851

>>1641840
Urban Brawl and Harmony are IWADs.

>> No.1641858

>>1641836
>>1641840

NERVE is NRFTL.wad, or No Rest For the Living, the xbox episode

>> No.1641859

>>1641836
>>1641838
>>1641840
>>1641845
>>1641851
I told you guys I had no idea what to do(at least I'm able to play the games, Heretic's been pretty cool so far, love the Lightning Gloves)

>> No.1641868

>>1641859
You got either ZDL or IDE, so if you cannot work either, you can always do the manual way of either drag n drop, or making .bat files

>> No.1641880

>>1641859
You may want to consider using the manual method--instead of using ZDL, take the wad/pk3 and drag-and-drop it onto ZDoom.exe

>> No.1641885
File: 48 KB, 1419x768, ZDL Layout 2.png [View same] [iqdb] [saucenao] [google]
1641885

>>1641868
okay so I figured out how to load No Rest For The Living and Strain, how would I go about loading a .pk3 like Aeons of Death(or making a .bat or PWAD from it)

>>1641880
I tried doing that, it just got a bunch of errors and wouldn't execute

>> No.1641886
File: 2.74 MB, 640x400, physics.webm [View same] [iqdb] [saucenao] [google]
1641886

not sure if lasers actually do this

in fact I'm pretty sure they don't

>> No.1641887 [DELETED] 

>>1641450
>>>/vg/

>> No.1641892

>>1641885
You load a pk3 just like you would a pwad. I do not use ZDL so I could not tell you on that.

>> No.1641893
File: 62 KB, 1419x768, ZDoom Error.png [View same] [iqdb] [saucenao] [google]
1641893

>>1641885
here's the error log for when I tried loading Aeons of Death by sticking the .pk3 for it on ZDoom's .exe

>> No.1641894 [DELETED] 

>>1641887
You are literally gay

>> No.1641895

>>1641886
>Note: Cyberdemon died on his way back to his home circle of Hell

>> No.1641903

>>1641893
Is AEOD updated to work with the latest ZDoom?

>> No.1641904

>>1641893

Did you load both AEoD.pk3 and AEoDdat.pk3?

>> No.1641909

https://soundcloud.com/bluevertigo/battle-for-the-soul-cube-demo-1

SPOILERZ

>> No.1641916

>>1641909
Do you need help with music? Serious offer.
http://onslaughtsix.bandcamp.com (check out both Peace Through Tyranny and John Carpenter EP)
http://reapers.bandcamp.com

>> No.1641917
File: 2.88 MB, 640x400, morephysics.webm [View same] [iqdb] [saucenao] [google]
1641917

>>1641895
this one fared better

>> No.1641918

>>1641916
Fuckin Altoona man? My cousins live there. I'm from Williamsport.

Wouldn't kill ya to smile in a picture.

>> No.1641921

>>1641904
I actually didn't have AEoD.pk3, only AEoDdat.pk3, so I'm downloading the file now

>> No.1641926

>>1641918
The last time I smiled in a picture, someone photoshopped me into Harry Potter.

>> No.1641928

>>1641926
That is something to frown about... Forever.

Anyway. John Carpenter EP sounds bretty gud honestly, for old FPS music (doom in this case). Dig it.

>> No.1641930

>>1641916
Wow, nice! I'll definitely send you an email or something, we gotta collab at some point.

>> No.1641942

>>1641917
That's hilarious.

>> No.1641957

Could someone explain me why thre is a little hole that goes to the imp in the cage in the first level of Doom II?
It is in that little room with too imps and a stimpack.

>> No.1641961

>>1641957
It's to make sure that the imps in the hidden room can hear you when you shoot your gun.

>> No.1641965

>>1641957
I think it's so the imps in that room can "hear" when you shoot.

>> No.1641968

>>1641961
Is there any way to get that armour on E1M2?

>> No.1641969

>>1641965
>>1641961
Nailed it.

For another example of this, check out the pentagram teleporter in E1M9.

>> No.1641972

>>1641968
What armour? ...The green armour dead ahead?

>> No.1641973

>>1641972
Yes.

>> No.1641974

>>1641961
>>1641965
Couldn't they just make a special wall that doesn 't block sound or something?
I had wondered about the reason of that little hole for years now.

>> No.1641979

>>1641974
>just

Likely not.

>> No.1641985

>>1641974
>Couldn't they just make a special wall that doesn 't block sound or something?
Yes.

>>1641979
>Likely not.
Ehhnk! Wrong. Romero could have done anything he wanted if he did it right. When he thought of something he wanted to happen in the level, he would literally code out a new line special for it to happen.

That said, there IS a way to do it without the hole but I'm not sure any vanilla id map actually does it this way. You can join the sectors (different from merging them--joining them) so that the monsters in the hidden sector wake up. I've used it in two of my 200minute maps so far to wake up teleporter monsters.

So, it's possible, but back in the day it was probably just easier to throw them in a thing

>> No.1641986

>>1641973
...You just go grab it, it's near enough to the edge that you can pick it up.

>> No.1641990

>>1641986
holy fuck man

>> No.1641991

>>1641921
man this download is taking forever, I was able to beat several levels in Chex Quest(which is pretty awesome so far), and it's only a little over a third done

>> No.1641992

>>1641985
They have the same ceiling heights then.

I usually just make a hole small enough that you can barely see it. Simple.

>> No.1641994

>>1641990
Yeah...have you just been missing it this entire time?

>> No.1641995

>>1641994
Yeah.

>> No.1641996

Is it possible to have ZDL start on the title screen?

>> No.1641998

>>1641991
Yeah dude, AEOD is huge as fuck. Why do you even want to play it? it sucks, it's overloaded with bullshit, it's literally a "throw everything into this wad" wad. You'll enjoy it for about ten minutes and then want to delete it.

>> No.1642000

>>1641992
>They have the same ceiling heights then.
I don't see why this is a problem.

>> No.1642003

>>1641998
it sounded neat(and I'll admit I'm a sucker for games/mods with tons of content)

>> No.1642004

>>1641994
HOLY SHIT YOU WERE NOT KIDDING

>> No.1642030

>>1641961
All this time I seriously thought it was a mistake/error from the first game and the z&/gzdoom guys left it there for nostalgia.

No, no, seriously, I've played Doom since I was a kid/it was new, and I never knew this.

>> No.1642032
File: 23 KB, 204x222, 1398113562601.jpg [View same] [iqdb] [saucenao] [google]
1642032

>>1641774
will never unsee. well played, sir.

>> No.1642038
File: 188 KB, 1920x1200, 1400786390714.jpg [View same] [iqdb] [saucenao] [google]
1642038

How to cause monster infight,the.jpg

>> No.1642050

I know the chances are low, but is there anyone that tried to mod models into gzdoom?

>> No.1642052

>>1642050
The only thing i remember are those quake-like 3D models that look like shit

But Voxel made models? nop

>> No.1642062

>>1642052
Shit, I meant "anyone here that tried ..."

I managed to convert a voxel to a 3d model but I can't seem to convert it into a gzdoom compatible one

>> No.1642067
File: 893 KB, 1280x720, Screenshot_Doom_20140523_215303.png [View same] [iqdb] [saucenao] [google]
1642067

Phew.

>> No.1642069

>>1642067

You haven't been authorized to deathmatch yet Samus.

>> No.1642082

>>1642000
In MAP01 it'd look funny i mean.

>> No.1642091

>>1642030
GZDoom guys didn't change the levels at all. Why would they?

>> No.1642101

>>1641996

Set it to start on map 0, I think that's how I did it.

>> No.1642103

>>1641996
>>1642101

Wait, I made a mistake. Set the skill level to "none" for it to go to the title screen.

>> No.1642146

>>1641802
>>1641805
>>1641809
>>1641517
>>1641527
>>1641629

Went ahead and integrated Map_Randomizer.wad into Pistol Start Options, as well as updating it to the new Space Pirate.

Rather than a separate file, level randomization is now handled through a cvar:

random_level_order -- setting this to "true" or 1 causes the player to be warped to a random level at the start of each level. This works with all iwad maps and all pwad mapsets using either E#M# or MAP## naming format that have the full 36 or 32 levels. Whether the player is given a pistol start reset is up to their cvar settings.

There is also a new function which immediately warps the player to a random level, this can be bound to a key and is by default unbound. Whether the player is given a pistol start reset is up to their cvar settings.

Full info can be found in the about.txt in the file itself or here:

http://www.doomworld.com/vb/wads-mods/67715-zdoom-pistol-start-options/

Download:

http://www.mediafire.com/download/q8ia32e6o4g9sn7/pistol_start_options.wad

>> No.1642190
File: 2.93 MB, 640x360, tank.webm [View same] [iqdb] [saucenao] [google]
1642190

Nearly finishing my tank. Finished the HUD, movement, and damage detection systems.
Soon I will be able to release a demo, I just need to finish the demo map.

>> No.1642234

>>1642190
had no idea you could do vehicles in Doom's engine(kinda makes me want to see a full on Battlefield-esque IWAD/PWAD for Doom now)

>> No.1642250

>>1642190
Getting flashbacks of Battletanx global assault. This has alot of potential; Do you plan on adding more types of vehicles?

>> No.1642252

>>1642234
>>1642250

There's been millions of attempts, including Mark's previous motorcycle--just about every attempt to get it working right has been horribly clunky.
Even if you look at the webm, you can see the tank body lagging behind the turret a whole ton, and you can bet there'll be absolutely nothing hampering manual aiming so that you can swing the turret left and right willy nilly without any weight.

>> No.1642279
File: 1.12 MB, 640x360, zandronum 2014-05-24 00-22-43-02.webm [View same] [iqdb] [saucenao] [google]
1642279

>>1642250
Yes. I do have plans of making a Helicopter and a modified version of my motorcycle that allows the player to carry a shotgun Terminator 2 style.

>>1642252
Actually the tank body only lags on the driver's point of view. Somebody seeing the tank from outside woudln't notice it. Adding height to the aim is not possible on Zdoom. (as far as I know)

>> No.1642283

>>1642279
>Adding height to the aim is not possible on Zdoom. (as far as I know)
? what exactly do you mean by that

>> No.1642291

>>1642283
*weight

Excuse me.

>> No.1642297

>>1642291

Make the turret a separate actor and make it a_warp to follow the player with a maximum difference that the new position can be from the previous position each tic. Have it fire by giving the player an item that it checks for.

>> No.1642328

Did Unloved 2 ever get finished? I know it was in beta a few years back

>> No.1642334

>>1642297
I don't even think this is possible on Zandronum, and if it is, it would generate an atrocious delay during online play.

>> No.1642336
File: 201 KB, 734x455, 1367198468047.png [View same] [iqdb] [saucenao] [google]
1642336

>>1642279
>Adding weight to the aim is not possible on Zdoom. (as far as I know)

And this is why all attempts at getting vehicles working have been horribly clunky and the concept is inherently doomed to fail.
Vehicles simply don't behave and move the way people do, and unless someone is willing to code an entirely new aiming system, the only options are either to remove aiming entirely (which results in incredibly stiff and unfun vehicles like the motorcycle) or to make a brand new ACS-based aiming system (which is a fuckton of work for something that might not even work and is guaranteed to not handle netplay well).

>> No.1642341

>>1642328
>Did Unloved 2 ever get finished?
Nop.

>> No.1642349

>>1642336
Only if you aim at ultra-realistic vehicles. Arcade-ish and unrealistic vehicles are the best option to go with Doom.

>> No.1642350

>>1642334
This isn't THE sergeant mark, is it?

>> No.1642357

>>1642334
a_warp isn't zandronum compatible but you could have them call a_fire and set their angle each tic compared to their old one with a script, shouldn't be too laggy.

>> No.1642358

>>1642349

We're not even talking about "ultra-realistic", we're talking about the most basic gameplay behavior--not turning 180 on a dime.

>> No.1642368

>>1642030
>and the z&/gzdoom guys left it there for nostalgia.
Neither Zandronum nor GZDoom edit the IWAD maps or any of the content; they merely play it. This is why, for example, when you play Doom 2 in GZDoom there aren't 3D floors and slopes everywhere

>> No.1642372

>>1642358
The most basic gameplay behavior is to make the tank's base to not move in the same direction as the player's camera, and allow the player to drive the tank's base into different directions. These are the basics. They were not even able to do this on Quake 4's tanks, so, I think I am one step ahead already. Everything else, like the turret turning speed, are just details.

>> No.1642376

>>1642350
Yes, it is.

>> No.1642385

>>1642372

I don't even think that there's a function in Zdoom yet that lets you force sensitivity. I know there's a function in Zan that forces you to move forward without stopping

>> No.1642387

>>1642372
>make player slower and have different sprites/weapons
>I am one step ahead already

can't wait for the inevitable article about how this revolutionizes doom and has never been done before

>> No.1642389

>>1642372
>The most basic gameplay behavior is to make the tank's base to not move in the same direction as the player's camera, and allow the player to drive the tank's base into different directions. These are the basics.

No, this is "doomguy with a different player skin".

>> No.1642398

How many Doom mods have their own site? Moddb page doesn't count

Off the top of my head comes Reelism, Action Doom 2 and some (if not all) the pre-2004 Doom TCs

>> No.1642401

>>1642372
So you... thrust the player based on an angle that isn't GetActorAngle(0).

Yeah, that really is basic.

>> No.1642428

>>1641683
i asked if someone was recording this so thank you

also, laughingimps.jpg at the part where you start playing Chainsaw Warrior: Taste My Blade, and the ensuing pistol kill

>> No.1642439

>>1642334

I'm >>1642357 >>1642297 and I think you can add weight to the turret aiming in zandronum (not zdoom) by using ConsoleCommand and mouse_sensitivity.

Try storing the player's mouse sensitivity by

int m_sensitivity_playernumber = (GetCVar("mouse_sensitivity"))

and then every tic while the player is in the tank

ConsoleCommand("mouse_sensitivity 0.5");

or whatever reduced sensitivity you end up thinking feels correct, either more or less than 0.5

and then when the player exits the tank turn their mouse sensitivity back to whatever it was before

also imma repost my earlier post about cvars that you missed so that you can stop HUEing about with mutators and use cvars instead

>> No.1642440

>>1641694
yes same, my reactions are too slow or something

>> No.1642446

>>1642439
Well in case you're still here, or for anyone else reading, here is a basic rundown on cvars. Most of this post is copied from one of TerminusEst13's posts (https://archive.foolz.us/vr/thread/1296087/#1299775)) but there are a couple additions of my own (most of which are a result of having knowledge I gained by looking at samsara .31's code.) I didn't >quote Term's bits because it would make it harder to read.

To put it very very very simply, cvars are basically numbers registered into the player's .ini file detailing the exact nature of their personal settings--and each setting all comes down to a number. It can be as simple as sv_nojump 1, which disables jumping, or dmflags3 16 which allows friendly players to pass through each other.
Think of it as your own personal board of switches where you can enable or disable options as you please.

They've actually been in ever since the console was introduced to ZDWhatever, but only recently did ZDoom give modders the ability to make their own. With Zandronum, though, cvars can only be manipulated and adjusted through ACS, thanks to ConsoleCommand.
Making your own cvar is easy enough, as it's just basically one simple script:

script 550 OPEN { if (!GetCVar("my_cvar")) { ConsoleCommand("set my_cvar 0"); ConsoleCommand("archivecvar my_cvar"); }}

What this does is when the level opens (OPEN), it checks to see if the cvar exist (!GetCvar), and if not it creates it (set metroid_noaircontrol) and then saves it in the player's .ini (archivecvar metroid_noaircontrol).
Simple!

From there, the server can adjust and set the number of the cvar to whatever they want in the server's console. Determining behavior based off the cvar's setting, however, is up to what the modder wants to do in ACS.

>> No.1642447

>>1642446
Consider this simple script:

script 551 ENTER { if (GetCVar("my_cvar") == 1) { GiveInventory("SuperShotgun",1); SetWeapon("SuperShotgun"); }}

This is a (very primitive) recreation of Zandronum's Buckshot mode, as whenever the player first enters the map (ENTER), it checks to see if my_cvar is set (GetCvar == 1), and if so it does a simple GiveInventory to give them the SSG right from the start and then sets it to their active weapon.

For zand's cvars created as above, they're whatever value the player sets them too, so there is no distinction for a boolean or a floating cvar. This is not so in zdoom, where there are different varieties of cvars and they are set in CVARINFO rather than through acs as above. See http://zdoom.org/wiki/CVARINFO for more info.

It's also important to note that you have to make sure in zandronum that you're correctly assigning a cvar as a clientside or serverside cvar. I don't know that much about serverside cvars (for those talk to term directly), but for display things that only one player will see, like a different hud, more or less or different gore effects, you would use a clientside cvar, which would have to be declared in a clientside script. Declaring such a cvar, which will be used in clientside scripts, in a non-clientside script will cause desync issues.

>> No.1642450

>>1642447
These can be used pretty easily in decorate, here are the two easiest ways:

First you'd have the following scripts:

script 998 (void) clientside
{
SetResultValue(GetCVar("cvar_mycvar"));
}

script 999 (void) clientside
{
if(GetCvar("cvar_mycvar") == 0) { SetActorState(0,"StateName1"); }
if(GetCvar("cvar_mycvar") == 1) { SetActorState(0,"StateName2"); }
}

Then in your decorate you could use

TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(998) == 1,"StateName")

Which would cause a jump or not depending upon the value of cvar_mycvar

You could also use

TNT1 A 0 ACS_ExecuteAlways(999)

Anywhere in the actor and it would force the actor to either the state "StateName1" or "StateName2" depending upon its value.

You could also do stuff with scripts giving inventory items or not depending upon cvars, or other similar things, but all of that should be easy to extrapolate from everything so far.

>> No.1642460

>>1642291
Hideous Destructor does it - if I had to guess, it gets your mouse input and shifts your angle back depending on how large the change in angle/pitch is.

Setting angle and pitch for the console player in clientside scripts works perfectly fine (see Parkmore), so online lag is not an issue. However, I imagine it'd be jerky with uncapped framerate, since once a tic isn't enough when you have more than 36fps. Still better than SUPERFAST SWIVELING TANK BARRELS.

If the tank barrel actor is +CLIENTSIDEONLY, with some trickery getting the barrel placement to be clientside is doable. I think I gave Term some stripped-down ACS from HATS!!! to do that with Samus' gunship. Basically, you have to refresh it every second or two to make sure newly-connecting clients get the memo, but otherwise it's fine. Keep in mind you only get player pitch when you start F12'ing someone, but you will always get player angle.

>> No.1642467

>>1641763
good morning, thanks for the new version, i will look at it when i am more awake

>Also if players didn't get the idea "button with colored bars next to it opens same colored bars" and forgot about it so quickly, that's players problem"

haha, yes, guilty as charged, i completely failed to notice there was a yellow switch in the "real world" part in the original release, before watching anachronismfda.lmp

>> No.1642480

>>1641820
i think you mean tnt:devolution and i think it's still unfinished.

there was some drama involving one mapper pulling all his maps from the project and starting a rival one

plus there's now "final doom the way id (or at least, teamtnt) did"

so the good news is, you have not one but _three_ upcoming tnt remakes to look forward to.

>> No.1642487

>>1641886
am i mistaken or are you using nuts3.wad as a test arena?

>> No.1642489

>>1642487
>>1641917
oh, you are indeed. i should have scrolled down further...

>> No.1642496

>>1642489
Lelweps demands no less than nuts.wad.

(it can kill every monster in it in one shot, too)

>> No.1642497

>>1642480
>you have not one but _three_ upcoming tnt remakes to look forward to.
i dont want to cause drama so just tell me yes or no to the next question

Is Final Doom TWID made by the same idiot that made D2TWID?
>if yes
It's going to be shit

>> No.1642525 [DELETED] 

>>1642497
Nice try faggot

Remember:
Report and ignore.

>> No.1642534

>>1642525

Would you mind going back to work on your dead projects instead of acting like a total ass on the internet? Or have you finally accepted being a total failure at life?

>I'm not sure how to feel knowing the fact that the above sentence fits the profile of the handful of people in the community who have been fully acknowledged as acting completely hostile in our threads.

>> No.1642540

>>1642497
>Final Doom The Way id Did

>> No.1642548

>>1642540
I was about to say the exact same thing.

>> No.1642551

>>1642497
>Is Final Doom TWID made by the same idiot that made D2TWID?

they're both made by a team of people, neither of which is a subset of the other, as far as i am aware

>> No.1642554 [DELETED] 

>>1642534
I can tell who it is and said person happens to be German and associated with Donald Duck.

>> No.1642558 [DELETED] 

>>1642554
You mean the dude who said he's on vacation?

>> No.1642561 [DELETED] 

>>1642554

I can also tell that the one person that immediately thinks and openly states it is that one dude, is the same person that happens to radicate in Russia and feels like hot shit for knowing how to use gradients in GIMP

>> No.1642562 [DELETED] 

>>1642558
I'm very, very sure he's returned from vacation.

>>1642561
wat

>> No.1642565

>>1642540
>>1642548
http://www.doomworld.com/vb/wads-mods/67447-final-doom-the-way-id-did/
>Final Doom The Way id Did will look to create two 32-level PWADs based on TNT: Evilution (Evilution The Way Team TNT Did) and The Plutonia Experiment (Plutonia The Way The Casalis Did).

>> No.1642567
File: 68 KB, 683x484, ss (2014-04-22 at 05.55.16).png [View same] [iqdb] [saucenao] [google]
1642567

>>1642558
He's been back for a long time.

>> No.1642568

>Final Doom
>id

>> No.1642570

>>1642568
see >>1642565

>> No.1642573

>>1642497

well, the TWID wads were made not by a single person but rather a team (Team TWID in this case); it should be noted that this new project being TNT + Plutonia, should obviously deviate from the style that D2TWID followed, so we can rest assure that whatever gets released should be as fun (and hard) as the original work

There's also an Ultimate Doom project going on too, but in this case it's invitational only, and also it's currently being worked on with no public releases that have been posted yet

>> No.1642575

>>1642573
>>1642565
Well,i just hope it's not as bad as D2TWID

>> No.1642579

>>1642575

trust me, you're not the only one

>> No.1642582

>>1642575
D2TWID is only bad because Doom 2 is bad.

>> No.1642590

>>1642575
>>1642579
you make it sound like the whole thing was garbage, which is obviously false.

>> No.1642591

>>1642590
Nonono,i mean that i hope the level design is not as bad as D2TWID because said .wad felt like Doom 2 without romero maps

>> No.1642596

>>1642591
>like Doom 2 without romero maps
Yeah, all six of 'em

captcha: imbittered reBeiro

>> No.1642597

I'm trying to play BrutalDoom online with Zandronum but everytime I choose browse servers the game crashes.

>> No.1642602

>>1642582
>D2TWID is only bad because Doom 2 is bad.

You know, this is sad but true, D2TWID over exaggerated some mapping "tropes" (for a lack of a better term, pls no bully) from the people that worked for Doom 2 (MAP09 being a HUGE turnoff just like the original); it was E1M5 all over again, you saw some stuff that either Romero/Hall/Petersen/McGee wouldn't had put in their maps

>>1642590

You're right, the sekrit levels were actually the best part of it (even Hexsoil which was supposed to be a mock of the Xbox Doom levels)

>> No.1642603

>>1642582
Clearly the project we actually want is Doom 2 the way id Didn't, which I would be excited to play.

>> No.1642613

>>1642597
Go download IDE

Doomseeker comes with it but IDE is superior

>> No.1642619

Thanks to someone on Zdoom forums I was able to figure out why my blue things weren't working and the tutti-frutti problem I was having, so new version:
https://www.dropbox.com/s/03n6gvjar9ujjzk/Computer%20Array.wad

I think this might be my last one until sometime next week; I'm going to chill this weekend and maybe work on music or something.

>> No.1642631
File: 54 KB, 250x248, RaymanTheHedgehog.jpg [View same] [iqdb] [saucenao] [google]
1642631

>>1642567
Filenames aren't proof of anything. We have multiple people that pretend to be different people (sometimes several different people at the same time) to stir up shit, all it takes is a five second search on the archive.

>> No.1642636 [DELETED] 

>>1642631
Fuck off Donald

>> No.1642637

>>1642631
I'm not jumping into this discussion, but I do actually steal filenames when saving images. Not for pretending to be someone else, but to further become anonymous. If we all have the same filenames, I you can't tell us apart!

Now like I said, I don't use this to start shit, just to make it harder to tell me apart.

I might even do it here in the Doom general with your agitating filenames. Watch out.

>> No.1642638 [DELETED] 

>>1642636
I'm not donald you dimwit.

>> No.1642639

>>1642631

But WHO is that much of a DUMB FUCK to pretend to be A SHITPOSTER?

>> No.1642643
File: 199 KB, 500x586, 1400374309785.png [View same] [iqdb] [saucenao] [google]
1642643

>>1642637

Did someone say agitating

>> No.1642646

Wow, the Doom/Myst 20 years talk got me thinking...
Has someone attempted to recreate Myst in a Doom engine? Maybe even complete with some working puzzles and/or monsters?

>> No.1642648

>>1642643
Yes I did.

>> No.1642649

>>1642646
Phocas Island 2?

>> No.1642653
File: 25 KB, 195x234, doomguy looks for secrets behind an unicorn.png [View same] [iqdb] [saucenao] [google]
1642653

filename thread?

>> No.1642657

>>1642653

what the hell is going on with this image anyway, dare I ask

>> No.1642658

>>1642639
Someone that wants to get a rise out of people and has realized that they can get a rise by simply posting an image with a particular filename.

>> No.1642664

>>1642657
>what the hell is going on with this image anyway, dare I ask

Read the filename.

>> No.1642665

>>1642653
>Marigold

why am I okay with this

>> No.1642673

>>1642653
lets get the obligatory out of the way here
>I want to fuck that unicorn

>> No.1642676

>>1642657

Doomguy finding out the difference between the words secret and secrete

>> No.1642683
File: 7 KB, 183x208, Shin has become Bo Dallas.png [View same] [iqdb] [saucenao] [google]
1642683

>>1642676
10/10

>> No.1642685

>>1642653
I google image searched this and found nothing. From where does it originate?

>> No.1642686
File: 16 KB, 666x666, tmp_1325028016908-1237141966.jpg [View same] [iqdb] [saucenao] [google]
1642686

>>1642631
But why would you do that?

>> No.1642694

>>1642686
I just posted that image to reinforce the point I made in that post, for why others might do it see >>1642658

>> No.1642706 [DELETED] 

"Look, I can be a retard on the internet too!"

-A bigger retard; May 2014

>> No.1642712

>>1642619
if the lift goes back up (sector 19) while you're in the soulsphere secret you get stuck in there and can't get back out.

otherwise a rather nice map. you may be interested in nilla.wad, which also has the plasma gun as the first weapon it gives the player.

http://www.doomworld.com/idgames/?id=12669

>> No.1642717

>>1642685
if i were you i would try searching "unicorn" (part of the filename) and "marigold" (from >>1642665)

>> No.1642731 [DELETED] 

Enough.
Report and ignore.

>> No.1642736
File: 30 KB, 544x400, Doom weapon creation 101.jpg [View same] [iqdb] [saucenao] [google]
1642736

>>1642653

>> No.1642748
File: 1.86 MB, 349x306, twin shot.gif [View same] [iqdb] [saucenao] [google]
1642748

This needs to be a thing, why isn't this a thing

>> No.1642753

>>1642712
The lift shouldn't go back up; it's a floor lower special, not a lift.

Oh shit you mean the initial one. Yeah I guess I hadn't considered that, but a simple line special on the back should fix. I'll do it tomorrow

How's the ammo/health balance?

>> No.1642759

Do you pronounce UAC like an acronym? If so, how do you do it?

I've always said it like "ooh-ack" but just realized "you-ack" is a much better pronunciation

>> No.1642769

>>1642759
yuu-a-cunt

>> No.1642795

>>1642753
>How's the ammo/health balance?

fine more or less. i suppose you could leave yourself short of plasma at the very beginning if you use it on troopers and then leave yourself having to pistol demons.

i admit i was a bit spoiled by reading a comment about plasma gun with limited ammo, so at first, i was deliberately conserving it and using the pistol more than i usually would bother.

then, playing it again, i knew where to go to get lots of plasma to start off.

>> No.1642806

>>1642753
>a simple line special on the back should fix
that's the obvious fix but i'm afraid it won't work in vanilla - the new special line will eat keypresses before they reach the bars, so you won't be able to get in there at all...

>> No.1642821
File: 2.81 MB, 320x240, Computer_Array.webm [View same] [iqdb] [saucenao] [google]
1642821

>>1642795 (me)
>then, playing it again, i knew where to go to get lots of plasma to start off.
thus the inevitable webm, 1:51. i found a workaround to get the soulsphere by carefully not lowering its platform. (around 1:00)

>> No.1642840

>>1642190
Looks neat. Turret looks a little too responsive though.

>> No.1642843

>>1642591
Only thing that bothers me about D2TWID is some elevator puzzles and oddly hidden shit. Ultimately though it's pretty close to on par with D2 so far (I'm at ~MAP25).

The keen levels were great though.

>> No.1642847

>>1642821
Is there an update for this? To not get stuck.

>> No.1642850

>>1642847
Shoulda read the reply thread. Tomorrow apparently.

>> No.1642857

>>1642387
>>1642389
>>1642401
Maybe it was not possible to notice in the webms, but the tank's base is acting exactly like in Battlefield games, something never done before in Doom. Just wait and you will see.

>>1642460
I'll check HD and see if I can find something.

>> No.1642858

>>1642847
>>1642850
here is my suggested fix, let's see if i can get it past the spam filter...

https://anonfiles…com/file/89f5319e80b4c5ef627c82a0bf0c1a00

not sure what's more annoying for users, having to copypaste a url and edit it, or having to go to pastebin or whatever to get a url to copy

>> No.1642861

>>1642857
>but the tank's base is acting exactly like in Battlefield games, something never done before in Doom.

An actor following the player's movement has been done before in Doom.
Numerous times.

Like, seriously, numerous times.

>> No.1642864

>>1642821

When I watch the video out of the corner of my eye the gun looks like Hank Hill.

>> No.1642903

IDE or Doomseeker? Which one is better?

>> No.1642909

Can you adjust brightness on Heretic Dosbox? Game is dark as fuck.

>> No.1642914 [DELETED] 

>PSX Doom looks like this

>> No.1642916
File: 74 KB, 1024x768, DqSDLMk[1].png [View same] [iqdb] [saucenao] [google]
1642916

>PSX Doom looks like this...

>> No.1642919
File: 183 KB, 960x720, jTMT64i[1].png [View same] [iqdb] [saucenao] [google]
1642919

>>1642916

>PSX Doom TC looks like this.

Can't see shit captain. Some places too dark. Some too bright.

>> No.1642928 [DELETED] 

Reminder:

>the game is balanced around being beatable with just a keyboard
>mouse controls is cheating
>auto-run is cheating
>free look is cheating

>> No.1642930
File: 223 KB, 777x1300, 1378166329476.png [View same] [iqdb] [saucenao] [google]
1642930

>> No.1642931

>>1642903
I prefer IDE, but Doomseeker is bundled with Zandronum, so it might be more convenient to use. IDE automatically records demos, can be set up to play singleplayer wads with whichever settings, has a built in IRC chat, and does a lot of little things that I appreciate.

>> No.1642963

Report and ignore....I guess.

>> No.1642969

>>1642931
>IDE
kill yourself

>> No.1642973
File: 126 KB, 1280x1024, f.png [View same] [iqdb] [saucenao] [google]
1642973

>>1642969
k, done

>> No.1643009
File: 250 KB, 548x864, revenantfinaltrans.png [View same] [iqdb] [saucenao] [google]
1643009

Those of you who have made/are making maps, how have you conceptualized your map?

Like how did you think it up and how do you think about what to add and what to change?

Do you draw it all up somewhere, do it as you go, think about maps you like, something like that?

>> No.1643016 [DELETED] 

why havent you faggots gone to /vg/ where you belong?

nothing more cancerous than /vr/ doom bandwaggon jumping faggots

>> No.1643048

Action Doom is one of the worst wads, how can you guys like that?

>> No.1643053

>>1643048
I thought it had some fun fights in there.

Didn't like Action Doom 2 at all though.

>> No.1643057

Has there been any mention of the Berserk mod?

>> No.1643067

>>1643048
>Action Doom is one of the worst wads

may I ask why?

>> No.1643069

>>1643053
I'm with this guy. AD1 was great, AD2 was... I mean it wasn't "shit", but it was shit

>> No.1643080

>>1643067
It doesn't feel good, the weapons have no impact. The fact that some enemies take like 1000 hits to die and that you die with one bullet is annoying at best. I know it tries to be like Contra or Metal Slug, but it doesn't fit with Doom that much IMO.

>> No.1643081

test

>> No.1643103
File: 98 KB, 789x960, doomguys chair.jpg [View same] [iqdb] [saucenao] [google]
1643103

I've just recenley beat the /pol/ wad, and I was wondering, are there any other /boads/ themed wads out there? I've also played the /tg/ and /g/ wads, but have not beaten them yet.

>> No.1643128

>>1643103
Chris Dorner's Last Stand is arguably /b/ wad.

>> No.1643141

>>1643128
/pol/ cared far more about Dorner than /b/ but that slots taken...i see what you mean though

>> No.1643142

>>1642067
Looks awesome.

>> No.1643152

>>1642603
Doom 2 Reloaded?

>> No.1643193

Does anyone know how to get Doom 2 Xtreme to work properly? I've been trying to get it to work for like 2 years now. The problem is that the weapons don't behave like they should Tried the latest SVN build of GZDoom, Zandronum and PrBoom+, without success. What should I do? Is there something I have to tweak in one of them?

>> No.1643196

>>1642821
I actually hadn't considered the player could grab the plasma ammo in the green room first off! Huh.

Also I wish I'd watched that before I fixed the map because it turns out your solution is a much cooler secret because then it requires the player to think more about how to "get up" there.

>>1642858
I think your fix changes the intended behaviour a little bit. I managed to fix everything just by adding a little more space between the blue bars and the lift, and adding a simple walkover trigger to lower the lift when the player approaches it. Simple and effective.

Also, get dropbox, dude. No one will know it's being downloaded from your dropbox. And...you don't need to edit urls to paste them, I just paste urls literally all the time. You don't even need to do a web upload, you can just drag and drop it into the folder on your hard drive and then right click and get the URL. Could not be easier.

Anyway, here's my finished version with the secret fixed:
https://www.dropbox.com/s/03n6gvjar9ujjzk/Computer%20Array.wad

>> No.1643201

>>1643009
Usually I don't start building with anything at all, except maybe a map name that can roughly inform things. The other thing is I usually start off by picking what texture theme I'm going to go with--techbase, hellbase, psycho hell, Doom 2 hell--and go from there.

I try to keep in mind that architecture and rooms should be interesting and varied, so I usually build a large room to start with and come up with some windows into other areas or build a big interesting structure. Romero said that it was good to give the player something cool to look at in the first screen of a level (if the first screen isn't a doorway, anyway, like E1M3 or E1M4) and if you look at his levels, this is generally true. Build something with steps or some kind of raised platform or something, and make it a weird polygonal shape that isn't just a rectangle or octagon. Make it a weird shape that doesn't have the "right" amount of sides.

Then I just build out from there, making a series of small, cramped hallways that lead into bigger, interesting rooms. I also usually plan for big "fights" throughout the level, and then tailor the map's weapon and ammo loadout to that.

The best way I think of what to add and what to change is to just stare at the map or play through it, and think, "There should be something cool happening here." I usually tend to draw a room and go, "There's gonna be a door here and an exit to a hallway here," even before I know what's behind the door and where the hallway leads. This way you always kind of have an idea of what you should do next--"I have to build that room where the yellow key door leads."

>> No.1643213

>Join jumpmaze server with two people in it
>Get votekicked out by those two people for literally no reason after about a minute of playing in it

Zandronum community, ladies and gentlemen.

>> No.1643220

Is there a list of /vr/ approved mods? I just finished Unloved it really opened my eyes as to whats possible with a Doom mod. Id love to play more games that have such a brooding sense of atmosphere.

>> No.1643221

>>1643213
Never happend to me. Bad luck to stumble into trolls on jm.

>> No.1643226

>>1642919
Lower your brightness, crank the gamma.

>> No.1643227

>>1643220
If you liked Unloved, you'll probably like Hellbound.

>> No.1643234
File: 118 KB, 400x500, GvH_Jitter_ride_by_Eriance.png [View same] [iqdb] [saucenao] [google]
1643234

>>1643220
We approve of a whole ton of mods, really.

You'll need to be a little bit more specific.

>> No.1643241
File: 766 KB, 1543x2717, SO YOU WANT TO PLAY SOME FUCKING DOOM.jpg [View same] [iqdb] [saucenao] [google]
1643241

>>1643220
The "So you want to play fucking Doom" pics I guess.
Posting the older one first.

>> No.1643242

>>1643234
Well I don't really have any specifics, other than doom campaigns with exceptional level design (Back To Saturn X), or dripping with a foreboding atmosphere (Unloved). Unloved felt like I was playing an early silent hill game, it was very good.

Anyways I was hoping there would be a huge list of "vr approved" mods in the sticky pastebin

>> No.1643248

>>1643241
Latest one is in the last thread: >>1638113

>> No.1643275

>>1643242
>>1643220
see
>>1638113

>> No.1643280

What are some good level wads to play with Russian Overkill? I wanna see the full extent of the destruction I cause.

>> No.1643287

>>1643275
And you see >>1643248


>>1643280
Chillax, Sunder.

>> No.1643289
File: 54 KB, 640x480, letsrock.jpg [View same] [iqdb] [saucenao] [google]
1643289

>>1643193
Did you load the dehacked file? I have D2XGOLD.WAD and D2XGOLDF.DEH and I need to load them both.

>> No.1643290

>>1643220
I'm playing Threshold of Pain: Special Edition right now.
It's pretty damn good.

http://forum.zdoom.org/viewtopic.php?f=19&t=45877

Has a dark creepy atmosphere but it's different to Unloved. T.O.P has a more lost techbasey feel to it instead of Unloved's silent hilly feel. It also is a bit less detailed and with more combat so the creepy factor is not the main thing.
You could also try the Unloved II beta.

>> No.1643301

>>1643287
I'll give them a look. Thanks for the suggestions.

>> No.1643302

>>1643280
Deus Vult 2

>> No.1643314

>>1643302
Thank you too, anon.

>> No.1643379

Back to Saturn X + The Space Pirate is a nice combination.

>> No.1643387
File: 4 KB, 712x185, 1400954690.png [View same] [iqdb] [saucenao] [google]
1643387

>>1641763
>>1642467 (me)
okay played this now.

1. with vanilla game physics (doom2 complevel in prboom-plus) the six pillars in the final room are blocked from lowering by the monsters inside them. it would be great if you could move them inward so they don't overlap the walls. (pictured, two of the pillars, note how the red boxes overlap the lines). it is a shame to require boom physics in a map that is otherwise purely limit-removing.

2. it's unclear to me why sector 70 is now secret. there's nothing in it that suggests it's a secret or that i should enter it.

otherwise, and apart from the two places where the level prevents backtracking (which may well be intentional), i have no more complaints. great job.

>> No.1643474

Trying to run PRBoom in RetroArch. It crashes whenever I try to load a level in Ultimate Doom (able to get to the main menu). Doom 2 can't even get to the main menu, I get the message

"R_TextureNumForName: AV3 not found
P_InitPicAnims: bad cycle from FIREMAG3 to AV3"

in the command line.

>> No.1643489
File: 2 KB, 646x26, wfds.png [View same] [iqdb] [saucenao] [google]
1643489

>> No.1643504

>>1643474
no idea, do you have a corrupt iwad, or the bfg edition, or something?

>> No.1643512

Yo, I requested this picture to be done in the /v/ drawthreads; if you're planning to play Wolf:New Order anytime soon, DON'T look at it since it contains actual spoilers, but to be fair I'm pretty sure almost everyone knows by now the story and how it develops.

>>>/v/244877621

>> No.1643514

>>1643289
I'm not playing Gold, just regular D2xtreme.

>> No.1643523

>>1643474
>RetroArch
i also have no idea what that is and how it might interfere

>> No.1643524

>>1643387
How can I see proper borders on Doom Builder? It only shows the circle icon with arrow and doesn't throw such warning on map analysis.

Also yeah, you won't be able to go back to the "invaded world" but already made the library passage exit to last section in "hell world" incase players wanna loop back... for whatever reason.

>> No.1643525

>>1643512

>It contains actual spoilers

I don't get it. What's the spoiler?

>> No.1643543

>>1643525

Again, actual spoilers

The picture is based on a photography of metal guitarist Zakk Wylde holding a portrait of his former friend Dimebag Darrell, which got shot and killed on-stage

>> No.1643565

>>1643524
>How can I see proper borders on Doom Builder?
dunno, that picture is from yadex

>> No.1643569

WELL, I GUESS I KILLED YET ANOTHER DUDE ON THE INTERNET DUE TO AN ANEURYSM

gg, anon, gg

>> No.1643593

Why is Doom in every sourceport filtered by default? It's like the worst thing.

>> No.1643598

>>1643593

Doom ain't filtered in ZDoom or PrBoom+

>> No.1643621

>>1642909

Ah, I found usegamma setting in HERETIC.CFG file, that fixed it.

>> No.1643629

>>1643598
Yea but still, how can you make that a default feature? It looks like shit.

>> No.1643645

>>1643593
>>1643629

filtered how? not sure what you mean

>> No.1643649

>>1643645
Texture filtering. You know, that thing that makes Doom textures look less pixelated and more like somebody puked on your monitor.

>> No.1643652

>>1643649
Yep, totally this.

>> No.1643654 [DELETED] 

Remember:
Report and ignore everyone, who's using filters.

>> No.1643658 [DELETED] 

>>1643654

Stop trying to force this into a meme.

>> No.1643659 [DELETED] 

>>1643658

Don't reply to him, buttmunch.

>> No.1643661 [DELETED] 
File: 781 KB, 1280x720, Screenshot_Doom_20140524_160017.png [View same] [iqdb] [saucenao] [google]
1643661

LLLLLLLLLLADIES AND GENTLEMEN, TONIGHT WE HAVE A SPECIAL TREAT FOR YOU HERE IN THE OCTAGON

Think the caged deathmatch look is better, or go back to the open platform of before?

>> No.1643662 [DELETED] 
File: 622 KB, 500x363, final_fight.gif [View same] [iqdb] [saucenao] [google]
1643662

>>1643654
What, like coffee filters?

>> No.1643663 [DELETED] 

Mods, can you just IP block Germany already?

>> No.1643664 [DELETED] 

>>1643663

and Russia, while we're at it

>> No.1643665 [DELETED] 

>>1643661
Open platform pls

>> No.1643668

>I couldn't create a deathmatch map in 24 hours
>niggas expecting me to do a regular map in 3hrs 20 mins

stahp

>> No.1643674 [DELETED] 

>>>/vg/
Fuck off

>> No.1643678

>>1643523
Retro arch is a multi-console emulator most known for having a pretty decent home brew Wii port

I'm not that guy but I had the same problem just trying to run Doom 2. I'm guessing the functionality is borked

>> No.1643680 [DELETED] 

Report, hide and ignore.
Filterfags are the cancer

>> No.1643682 [DELETED] 

>>1643664
janitor confirmed russian
>>1643674
no :^)

>> No.1643687

>>1643682
i'd be willing to try it

>> No.1643707

>>1643687
i guess it's too fast moving a board or something? idk

>> No.1643715

>>1643668
It's not that hard. I don't think any of mine have had more than 2 keys.

>> No.1643718

>>1643707
All kinds of shitposters would jump aboard if we moved the thread to /vg/.

>> No.1643720

>>1643707
Moot says doom is retro so it goes here. Suck it.

>> No.1643725

>>1643720
did he say general threads are allowed on /vr/ ?

sorry for playing devils advocate but i am curious

>> No.1643728

>>1643718
that is true, this is definitely a more quiet corner of the website

>> No.1643730

>>1643725

People have bitched to Moot about doom generals many times over in the past, Moot laid the dumb argument to rest by saying Doom is Retro and it's fine here on /vr/

Why people get their titties in a bind over this stupid shit is beyond me. That being said I shudder to think what would happen to the quality of these threads if they were moved back to /vg/

>> No.1643734

>>1643730
The one time I made a Doom general thread on /vg/ about a year or two ago, there were barely any people actually contributing. Everyone else was like "reported" and "makes this thread on /v/ first".

>> No.1643735
File: 33 KB, 225x220, 1398958208624.png [View same] [iqdb] [saucenao] [google]
1643735

>>1643734

>Taking the Doom threads back to /v/

>> No.1643736
File: 29 KB, 417x107, MootOnDoom.png [View same] [iqdb] [saucenao] [google]
1643736

>>1643725

>> No.1643738
File: 373 KB, 1024x768, 1399026684648.png [View same] [iqdb] [saucenao] [google]
1643738

>> No.1643745

>>1643736
https://archive.foolz.us/vr/thread/505557/#512538
?

>> No.1643747

I'm starting to learn how to use the doom builder. It seems the information is readily available to learn that, but what about information on how to design a good map? Aside from just analyzing good maps, and thinking about what you personally enjoy about a map, is there any resources that can give information on this?

>> No.1643748

>>1643745
This was on /q/
RIP

>> No.1643751

>>1643748
https://archive.foolz.us/q/thread/512531/#512538
??

>> No.1643752

>>1643745
He didn't reply on /vr/.

>> No.1643757

>>1642685
Heavenly Nostrils?

>> No.1643761

>>1643751
/q/ has been purged numerous times.

>> No.1643765 [DELETED] 

>>1643738
>viral marketing Samsara
Kill your motherfucking self.
I bet you'd suck Terminus cock, to make him add your special-snowflake syndrome shit to Metroid too.
You sicken me, fucking Zandronigger.
GTFO

Reported your post.

>> No.1643767

Would anyone be interested in an ultra violent brutal doom stream?

>> No.1643770 [DELETED] 
File: 39 KB, 485x323, 1347665095445.jpg [View same] [iqdb] [saucenao] [google]
1643770

>>1643765

Who shit in your cornflakes this morning, princess?

>> No.1643772 [DELETED] 
File: 92 KB, 300x300, 1298165999646.jpg [View same] [iqdb] [saucenao] [google]
1643772

>>1643765
>this guy

>> No.1643774 [DELETED] 

>>1643770
>>1643772
Do not reply to the ass-assaulted /v/irgin German named Donald.

>> No.1643775

What are your favorite wads? I'll start by saying that Pirate Doom is probably in my top 3 wads, it's incredible.

>> No.1643779 [DELETED] 

>>1643774
don't you mean
ass-aulted

>> No.1643780 [DELETED] 
File: 95 KB, 960x720, 1400553061213.jpg [View same] [iqdb] [saucenao] [google]
1643780

>>1643765

>> No.1643783

>>1643775

I love pirate doom, project MSX, and wild weasel's style mod

>> No.1643784

>>1643775

I tend to like mapsets.

1: Scythe/Scythe 2
2: Dissolution
3: Crucified Dreams

>> No.1643785

What's the story behind Donald? Why did he suddenly start shitposting in the thread? Is that the game guy that got banned from IRC and then started shitposting in the thread afterwards?

>> No.1643789
File: 781 KB, 1280x720, Screenshot_Doom_20140524_160017.png [View same] [iqdb] [saucenao] [google]
1643789

LLLLLLLLLLADIES AND GENTLEMEN, TONIGHT WE HAVE A SPECIAL TREAT FOR YOU HERE IN THE OCTAGON

Think the caged deathmatch look is better, or go back to the open platform of before?

>> No.1643791

>>1643789
Open platform pls

>> No.1643792

>>1643785
That's SArais

>> No.1643794

>>1643789
Caged if you can jump over it

>> No.1643801

>>1643193
>>1643289
>>1643514
I just tested D2XGOLD.WAD and D2XGOLD.DEH.

In zdoom 2.7.1 I am getting graphical errors with some of the weapons (pistol, chaingun),

however, with zdoom 2.5.0 , the weapons use their graphics properly.

I suggest you keep a copy of zdoom 2.5.0; I am finding more and more older mods having conflicts with newer versions of zdoom in some way or another.

>> No.1643803

>>1643789
Open platform I think.

>> No.1643820

>>1643794

You can. It's just a hop and a skip.
The majority of people seem to be leaning towards "no cage", though, so I'll just lower the damage of the lava and make it easier to swim out of.

>> No.1643831

>>1641858
It still isn't an IWAD. NERVE.wad only had like 9 levels IIRC.

>> No.1643886

>>1643831

>NERVE.wad only had like 9 levels
Doesn't matter, since it still gets loaded like an iwad rather than a pwad. Like shareware Doom.

>> No.1643902

i posted my 200m map a few threads ago, but ill post it here again for fun.

http://www.mediafire.com/download/20gkhjjuhhd1xra/vanillalvl.wad

>> No.1643909
File: 7 KB, 298x111, agony.jpg [View same] [iqdb] [saucenao] [google]
1643909

I'm trying to get chocolate doom to run The Sky May Be wad.

I extracted everything into the chocolate doom folder and made a file called Doom 2.cmd with the follow chocolate-doom -merge _smb417.wad -deh blessed.deh.

But when i try to run the command i get this error.

>> No.1643919 [DELETED] 

>>1643909
>chocolate doom
fuck off
Only a dead chocolate faggot is a good faggot

>> No.1643920

>>1643919
Well this is my first time ever using it and i read that it is the only one that will support this wad

>> No.1643921

>>1643909

Is Sky May Be even chocolate-compatible?

>>1643920

Ignore the shitposter. We've had an influx of them today, for some reason.

>> No.1643928

>>1643921
>Is Sky May Be even chocolate-compatible?

http://www.chocolate-doom.org/wiki/index.php/The_Sky_May_Be

This article wouldn't exist if it wasn't

>> No.1643930

>>1643928
http://forum.zdoom.org/viewtopic.php?f=19&t=45757

You may want to consider the ZDoom conversion.

>> No.1643932

>>1643930

-not the dude asking how to play Sky May Be
-One-man job? I'll eat my left nut if he gets it done

>> No.1643953 [DELETED] 

http://www.twitch DOT tv/oneandonlyhats

streaming some edgy brutal doom

>> No.1643967

>>1643784
I really like Crucified Dreams, it's fucking gorgeous, but the thing is, I don't play DM.
Is there anything similar to Crucified Dreams that's single-player?

>> No.1643980

Just finished Doom 64 for the first time.

Well, that was beautiful.

>> No.1643989

>>1643967
Ultimate Torment n' Torture.

>> No.1644038

>>1643930
>>1643932

Download Slade, put the Dehacked file in a wad, load the wad(s).

The Sky May Be is now ZDoom compatible.
It's really not that hard.

>> No.1644074

>>1644038
I don't get why the dehacked files weren't put inside the .wad file already in the first place. Did that happen often in the 90s? I know doom 2 xtreme did that too which is why it puzzled me for so goddamn long as to how to get it to work right.

>> No.1644094

>>1644074

Vanilla DOOM can't load .deh files inside WADs, because .deh files aren't a thing that it looks for or applies.

You had to use DeHackEd or some other utility to apply and remove the patch to the ,exe directly IIRC.

>> No.1644161

>>1643275
>>1643287

Does anyone else have this image, I just came back to read the thread for doom mod suggestions and that thread is no longer alive.

>> No.1644165

>>1643290
Is the unloved 2 beta abandoned basically? In other words, this is the closes we are going to get to unloved 2?

>> No.1644174

>>1644165
Unfortunately it looks that way. The author is doing independent games now, last I saw.

>> No.1644176
File: 2.58 MB, 1543x2898, so you want to play some fucking doom v2.png [View same] [iqdb] [saucenao] [google]
1644176

>>1644161
If you have 4chanx you get redirected to the archive. But anyways, here it is.

>> No.1644201 [DELETED] 

>>1644176
>viral marketing over 9000 WADs at once
Maximum shilling
Reported

>> No.1644204 [DELETED] 

Remember:
Report and ignore.

>>>/vg/

>> No.1644206

>>1644176
When's The Space Pirate gonna get on there huh?

Also hey! The Space Pirate Neo for Zandronum 1.2 is out! GRAB IT AND PLAY IT! http://www.mediafire.com/download/85p2jpzeea837lr/MK-TheSpacePirateNeo%28v012aAlpha%29.zip

>> No.1644209

>>1644206
I dunno, I didn't make it.
>TSP release
Aw yiss

>> No.1644214

>>1644206
>When's The Space Pirate gonna get on there huh?

Well you said you wanted to talk to me about it and never did so NOW IT WILL NEVER BE INCLUDED MWAHAHAHAHAHAHAHA

>> No.1644221

>>1644206
What does Neo 1.2 have?

>> No.1644225

>>1644221
It's pretty much identical to GZDoom's 0.1.2 version! The only thing it doesn't have is Mag Sling, everything else is in proper working order. But the short list of new stuff is the Dahlia Crossbow, the Toolbox, and the multiple shell types for Zeke. Plus a bunch of other stuff I forgot!

>> No.1644242

Am I one of the only doom enthusiasts here that really just does not enjoy Doom 2 overall? Doom 2s level design is all over the place, many of the levels feel poorly constructed to me. In addition, the color palette is pretty terrible, its green and brown textures everywhere. All the zones feel very identical as a result.

Don't get me wrong I love the additional enemies and weapons Doom 2 brings to the table, but the actual campaign itself I have always found lackluster.

>> No.1644251

>>1644242

A lot of people here dislike DOOM II's level design.

>> No.1644263

>>1644242
You're not alone in not liking Doom 2's levels.

Bloodfalls and the Chasm are shining examples of really unfun levels.

The enemies added are great though and were totally what Doom 1 needed.

>> No.1644273

>>1644242
>>1644251 pretty much nailed it. Doom II may have had cooler monsters and the super shotgun, but the level design was just atrocious in the later areas.

>> No.1644297

>>1644242
No, that's a really common opinion.

I think The Living End is a great level, though.

>> No.1644301

>>1644242
Did Doom 2 have some sort of development problems that might explain this?

>> No.1644306

>>1644301
do you consider Romero playing deathmatch almost 24/7 a "development problem"?

>> No.1644309

>>1644301
Quite a lot of internal conflict.

>> No.1644310

anyone know how to find out mod controls? I want to.. cuddle girls in HDoom

>> No.1644313

>>1644301
Romero (arguably the best mapper of them all), was seldom around, and didn't do much work.
The fame got to his head, and would peak with Dai-Katana, where he would crash and burn.

>> No.1644336

>>1644306
It would have been nice if he made deathmatch levels.

I think he'd know how to make a great deathmatch level.

>> No.1644340

>>1644310

Hit F1

>> No.1644345

>>1644313
Also, it kinda seems like the Earth setting restricted their creativity. They had to make levels with a semblance of "realism", instead of just making fun levels with good flow.

>> No.1644348
File: 41 KB, 240x348, the bfg.jpg [View same] [iqdb] [saucenao] [google]
1644348

>> No.1644349

>>1644345
Hellbound had a pretty good variety in levels.

I think Doom 2's earth setting could have had more progressively demonic levels after each of those intermissions.

>> No.1644354

>>1644348
needs additional shopping

id software needs to be at the top and the illustrations should be by adrian carmack or something

>> No.1644419

>>1643009
Is that the David Caruso "Fuck you" pose?

>> No.1644431

>>1644348
okay I legitimately kek'd

>> No.1644440
File: 17 KB, 250x250, 1365907434973.jpg [View same] [iqdb] [saucenao] [google]
1644440

>>1642919
Software lighting, son. Assuming you're using GZDoom, make sure gl_fog_shader is 1 and gl_lightmode is 8, or at least 2 with Zandronum.

// Sector lighting mode. 2 and 8 fall back to 3 if shaders are not supported.
// 0 = Standard: Uses a standard OpenGL formula.
// 1 = Bright: Uses a weak fading keeping sectors relatively bright.
// 2 = Doom: Approximation of software renderer, with GLSL lighting.
// 3 = Dark: Same as 2 but without proximity brightening.
// 4 = Legacy: Emulates the Legacy 1.42 OpenGL renderer.
// 8 = Software (GZDoom only): A GLSL emulation of the equations used by Id to generate the colormaps and distance lighting.

OR just use the software renderer to get the look of the PSX screenshot.

>> No.1644472
File: 1.83 MB, 162x149, 1387151800187.gif [View same] [iqdb] [saucenao] [google]
1644472

>Reading the The Doom Confessional Booth on Doomworld forums

>> No.1644541

>>1644472
>-I vastly prefer the SNES port to the PC version and dislike all Doom1 maps that didn't get into it
what
WHAT

>> No.1644568
File: 54 KB, 323x454, 1380838052984[1].jpg [View same] [iqdb] [saucenao] [google]
1644568

https://www.indiegogo.com/projects/doom-evil-unleashed-in-game-art/

I can't even begin to imagine how much of a baaad idea this is going to be in the long run.

>> No.1644571

>>1644568
Micro rant, but this pisses me off. Rant over.

But seriously, I hate people trying to raise money for fan projects. It's completely dumb.

>> No.1644573

>>1644571
You weren't kidding when you said micro rant.

I can see why they'd want to get paid for it but at the same time it's not the right way to go about it.

They should do what that Metroid 2 guy is doing and just making an entirely new thing.
I'm assuming the Doom fan project is just going to be a standard mod.

>> No.1644575

>>1644354
The horn should be changed to a shotgun, and the suitcase maybe a berserk pack. I'd do it, but I don't think I have the shopping skills to really pull it off.

>> No.1644576
File: 232 KB, 1052x736, batgitation (2).png [View same] [iqdb] [saucenao] [google]
1644576

>>1644568

>asking for money
>for a fucking fan project

ARE YOU FUCKING SHITTING ME.

>> No.1644579
File: 9 KB, 243x367, 1393449884012.jpg [View same] [iqdb] [saucenao] [google]
1644579

>>1644568
>$2000 to mod a game

>> No.1644580

>>1644541
The worst I am at was that I enjoyed AEoD for a year of my dooming career and that I played way too much OBLIGE when I could have been optimizing actual PWAD runs.

>> No.1644581

>>1644573
From the very little I read, he's wanting to raise money to pay someone else to do his art. The artist is pretty okay, but what the hell is he going to be using $2000 for? How much art does he need?

>> No.1644584

>>1644581
Chances are he's going to ask for some spritework or textures on a wall and then pocket the rest.

>> No.1644587

Rollan4oblige

>> No.1644596

>>1644568
>asking for funding
>for a fan project
Sorry but that nigga is just gonna have to pay the artist out of his own pocket, cut back spending, save up his own money.

If he really thinks that's necessary, that is.
But shit, 2000 dollars isn't a tiny amount of money.

>> No.1644607
File: 2.84 MB, 320x240, vanillalvl.webm [View same] [iqdb] [saucenao] [google]
1644607

>>1643902
reposting webm of it for similar reasons

>> No.1644615

>>1644607

You can save like 7 secs by not killing any Lost Souls, they don't count towards kill%

>> No.1644629

>>1644615
yeah i know. i'm not doing competitive recordings, though. i think it's a rush to see someone else play through your map so i'm doing these as thanks/encouragement to the authors (because god knows i keep failing to make a contribution of my own, 200 minutes is no time at all in yadex)

>> No.1644656

Metroid Dreadnaught to be updated in 2 days

get hype

>> No.1644659

>>1644336
All the original Doom levels were intended to flow just as easily in SP as in deathmatch. Yeah, seriously.

>> No.1644660

>>1644656
i dont give a shit about the update,i want to know the time when we are going to do a deathmatch or VeloCTF or coop

>> No.1644663

>>1644568
/vr/, let's make a game out of this. How much money do you think he'll end up with, OR at what point will he cancel the campaign? PLACE BETS NOW!

>> No.1644664

>>1644659
I can kind of see it in something like E1M1 or E3M2.

But some levels I'm not so sure on.
Is E2M4 a good deathmatch level? Nah.
E3M9 probably wouldn't flow well either.

E4 sucks period.

>> No.1644665

>>1644301
sandy petersen had to make most of the levels in a few weeks

romero was a slacker and only made a handful of levels, leaving petersen to pick up the slack

>> No.1644668

>>1644663
the $2000[or more]

>> No.1644675
File: 222 KB, 449x401, 1366784659756.png [View same] [iqdb] [saucenao] [google]
1644675

>>1644660
We did deathmatching just today and yesterday. And I think the day before that, too.

>> No.1644679

>>1644675
Oh bullshit,i browse these damn threads expecting someone to post the server name and join immediately because i dont want to use the irc

>> No.1644681

>>1644679
>because i dont want to use the irc
No wonder you've been missing out on the servers we've been frequently doing for the past week.

>> No.1644684
File: 37 KB, 400x267, 1398518174846.jpg [View same] [iqdb] [saucenao] [google]
1644684

Well I think Romero can redeem himself by coming back and making maps for the next community project.

Doom the way ID didn't

>> No.1644686

>>1644684
I beat you to the punch! If only. :(
>>1642603

>> No.1644689

>>1644686
I'll be honest, I got that joke from you so guys, Marty takes full credit.

I was just not going to add that to the post because as Shakespeare said, brevity is the soul of wit and adding a disclaimer to a joke somebody else recently said anyway looks kind of naff.

>I thought that joke was last thread though, whoops

>> No.1644690

>>1644684
Romero coming back to the Doom community would be so awesome.

>> No.1644692

>>1644689
Nah I was just joking around. Let's high five it out.

>> No.1644695

>>1644684
>Well I think Romero can redeem himself by coming back and making maps for the next community project.
Romero can redeem himself if he.....


1)Made his own megawad[non slaughterfest]
2)Custom wad with Custom made EVERYTHING[Enemies,decorates,textures,skyboxes and maybe music]
3)His Slaughterfest wad
4)His own gameplay mod

>> No.1644698
File: 37 KB, 476x272, 5b65d.jpg [View same] [iqdb] [saucenao] [google]
1644698

>>1644695

>> No.1644702

>>1644698
So he can make everyone his bitch by surpassing them in all the classes

>> No.1644772

>>1644663
I'll bet anywhere from $500-600

>> No.1644807
File: 150 KB, 1680x1050, 92ahXb4.jpg [View same] [iqdb] [saucenao] [google]
1644807

DO YOU EVEN PRAISE THE SUN?!

>> No.1644812

>>1644581
>>1644584
For ingame cutscenes like Strife, according to the page.

Is it just 2000$ or more though? Has he actually put any of his own money into that thing, or is he literally asking everybody else to do it?

>> No.1644815

>>1644807
It's like Russian Overkill

>> No.1644821
File: 826 KB, 699x405, you wanna see somethin REALLY cool.gif [View same] [iqdb] [saucenao] [google]
1644821

>>1644807

>> No.1644835

>>1644812

Well, let's see.
Starting price among artists I know is about $50, going up depending on the detail/intensity/extra characters/backgrounds/etc.
Let's be generous and say that it's only about $100 for a fully inked, shaded, detailed, backgrounded cutscene with about two or three characters in each shot. Which is extremely generous, but whatever.
Strife has 18 cutscene slides, so that would come to $1800, which seems about right.

If DoomEU is planning on doing even more cutscenes than Strife or more slides, or the price is above $100 per scene...well, there's a whole lot of variables here. Point being, $2000, does seem like a pretty realistic price. But the thing is, since you're working on a fan-game, you should be asking for $0000 from people and fronting the cash yourself.
It's a good way to get sued.

inb4 someone cries waahhh that's too much artists should work for cheeap waahhh

>> No.1644849
File: 645 KB, 800x1008, 1373719461471.jpg [View same] [iqdb] [saucenao] [google]
1644849

Is it possible to have a 3d sector that damages monsters as well as the player?

Eg: Acid fills a room, everybody in it dies.

I'd like to do this without ACS bullshit as it would be applying to lots of sectors dynamically. Is there perhaps anything in UDMF?

>> No.1644853

>>1644849
>Is it possible to have a 3d sector that damages monsters as well as the player?
Yes.
>I'd like to do this without ACS bullshit
In that case, no.

>> No.1644859

>>1644835
I have no doubt that if we consider her commission price to be about 50 dollars that it'd add up real quick like that. My two issues are...

1) Cutscenes? I guess I don't remember the Doom Bible that well but I didn't think it called for cutscenes, and even then, I feel like unless these are fully voice-acted (like Urban Brawl's), they're going to be pretty lame, even if the artwork is great. The typical ACS cutscene seems like a better fit.

2) Just because you hypothetically can spend 2000 dollars on an artist to do cutscenes for your project doesn't mean you should. I would never vouch for someone shelling out that kind of money on an unoriginal project. If this was something that was original, I could see how it would be different. But at the end of the day, we're the ones "paying" for it, all for a fan project. If he got that money out of his own pocket, while questionable, I wouldn't really care.

Point is, dumb.

>> No.1644876

>>1644859
>2) Just because you hypothetically can spend 2000 dollars on an artist to do cutscenes for your project doesn't mean you should. I would never vouch for someone shelling out that kind of money on an unoriginal project. If this was something that was original, I could see how it would be different. But at the end of the day, we're the ones "paying" for it, all for a fan project. If he got that money out of his own pocket, while questionable, I wouldn't really care.

I've actually thought about commissioning a for real voxel artist to make voxels of all the doom monsters for community use. I probably will in about 2 years or so.

>> No.1644878

>>1644849
>I'd like to do this without ACS bullshit as it would be applying to lots of sectors dynamically.

You can't do this without acs, but all you gotta do is write one script and then use map things to activate the script whenever an actor walks in it, which is pretty easy to do.

>> No.1644881

>>1644876
Do you think that will catch on though? That the investment will be worth the end result? I mean I'm sure the voxels will be nice (I would hope!), but there'd have to be some huge voxel revolution for it to be viable. Sure, anybody could use them and I think that's cool, but it's the same thing with the existing Doom models.

Like I said, it's questionable, and it's your money and I'm sure there are people who would appreciate your service (and cash). It just seems like it could be put to better use somewhere else.

>> No.1644885

>>1644876
Find a AAA voxel artist, start a kickstarter, I got your back.

>reasonable prices plz
>destroyable environments plz
>free to everyone else too plz

>> No.1644886

>>1644878
So you mean put map things inside every sector that this would apply to?

>> No.1644893

>>1644876
No, don't. Voxel monsters would look terrible (3DR experimented with them for Duke AND Shadow Warrior. there's a reason they never pursued it)

>>1644859
Yeah he should stick with ingame cutscenes. I loved the clunky machima of older Zdoom wads, apart from Winter's Fury I can't really think of many other recent wads that have featured them. Apart from somewhat shitty gameplay Massmouth 2 was alot of fun (and Super Sonic Doom is still awesome)

>> No.1644903

>>1644881
Voxels work right now in zdoom though. They render really well.

>>1644885
It would be my own cash, not anybody else's.

>>1644893
I would have one or two done first to assess and then go from there. If they end up not looking that great I'd probably abandon it.

There's also the possibility of doing 3d models of the doom monsters which actually look good, and which will actually render as better than sprites in gzdoom (and I think zandronum but I'm not sure.)

>>1644886
Yes, you can pass arguments to the script it will activate to so that it knows the sector tag. Once you have the acs script the rest is cake.

>> No.1644906

>>1644903
Put as much towards it as you want, take all the credit, I just want it to happen, sooner and better rather than later.

>imagine
>realtime dismemberment
>full 3d hitboxes
>maintaining that great sprite detail look

My dick

>> No.1644907

>>1644903
Hmmm, that would be a good solution if I'm using a few sectors, but the number of sectors I'm doing this with would be in the triple digits.

Is there like, a line sector tag I can make that calls on an ACS argument?

>> No.1644909

>>1644907
Just tag all the sectors the same and put an item in each sector that you copy and paste.

For the second part you can have a linedef call a script but you'll still have to do the same thing with sectors since the script will need to check if the actor is still in the sector.

>> No.1644915

>>1644903
Spend that money to get a guy to make high-quality NEW monsters that match the originals more, that would open up new gameplay possibilites and stuff rather than endless reskins of barons and imps.

>> No.1644919

>>1644909
Actually I just thought about it and you could have the script check what sector they're in first so you shouldn't have to pass arguments to the script at all actually.

>>1644915
This might be a possibility.

>>1644906
>I just want it to happen, sooner and better rather than later.

If you want to start a kickstarter yourself go ahead, there's nothing special about me that makes me better at kickstarters or finding voxel artists, I'm just a mapper/modder that will have some cash sometime in the future.

>> No.1644923

>>1644919
well, having a frontload of cash would help, I'm poor, $50ish is what I'd be putting up

>> No.1644928
File: 69 KB, 500x500, 1333290301378.jpg [View same] [iqdb] [saucenao] [google]
1644928

For level making, do you ever wonder how the player came to be there?

I normally never care about this at all but since I'm making a 1 level WAD and it's in a pretty weird place (get outta here before the level blows up), I think I have to make at least a token effort to explain somehow how the player came to be there but I'm kind of at a loss.

I think writing in the readme "You are a dude, gtfo before level is kill" is a bit of a copout.

>> No.1644937

>>1644928
Marine base, shit hits the fan, keep falling back, everyone's dying, say fuck it, bolt to UAC facility seeking help, see shit's all FUBAR there too.

Later on, have guilt for abandoning your something something morals something something then redeem it by something something archvile something bossfight icon souls released somethingsomething.

>I should be a game writer

Don't forget to insert an impossibly perfect love interest that narrowly escapes certain death repeatedly to only be taken away at the denouement at the end.

>> No.1644939

>>1644928
>I think writing in the readme "You are a dude, gtfo before level is kill" is a bit of a copout.

I agree.
I don't care if it's omega-level nerdy, I care about making something that a person can reasonably think "I made it here because of X".

>> No.1644940

>>1644937
Don't sell yourself short bro, that's still a better story than Fallout 3.

>> No.1644941

>>1644940
What a low standard to hold myself to though. I can write a better love story than twilight too.

>> No.1644942

>>1644928

Usually, doom levels arent known for making an y kind of sense.

You could write a bit of fiction to explain why doomguy is in this situation, but I dont think many would care especially for a single level wad.

>> No.1644945

>>1644942
I would, though I know I'm in the minority.

>> No.1644950
File: 102 KB, 1024x768, 1313645671293.jpg [View same] [iqdb] [saucenao] [google]
1644950

>>1644942
I agree in 99% of cases, but if you use a bit more detail so the player can start to see something they might recognize as something that exists in reality, their brain would just naturally start to wonder.

Not asking for a full on novel but just something that can be explained somewhere, preferably in the level somehow.

>> No.1644979

>>1644945
I agree with you, I prefer Doom wads with at least some story/motivation behind it. I can get more immersed and interested if there's a plot behind the level rather than just a 'KILL THE DEMONS'

>> No.1645004

>>1644942
>>1644979

"You wake up with a pistol in your hand, 50 bullets and suddenly you appear to have visible health and armor. Apparently you were sent into an invaded lab experimenting in jumpgates by two mad WAD creators. Your mission is to go through the jumpgate and find out what your mission is, and, in addition, to finish all levels and send a letter of complaint to the madmen who sent you here."

"The moon's orbit was slowed due to a headon collision with a giant ball of demons.
Escape the moon before it crashes into the Earth!"

>> No.1645008

>>1645004
Meh, plus the first one is from Hell Revealed.

Nobody is asking for "War and Peace", just something remotely plausible as window dressing.

>> No.1645019

>>1641786
KEEP ON ROLLING BABY

>> No.1645021

Demons invade.

Your shell-shocked, cowardly C.O. screams "WE'RE ALL DONE FOR!", activates the self-destruct, and shoots himself.

He was the only one who knew the deactivation code.

So now you have to fight your way out before the whole place goes up.

>> No.1645027
File: 12 KB, 131x239, error.jpg [View same] [iqdb] [saucenao] [google]
1645027

>>1644263
I've literally had nightmares as a kid about falling into the nukage pits in Chasm.

>> No.1645046

>>1644928
I would put a door behind the player and let the player decide how they got there.

I play Doom while pretending my own OCs are doing their own story after all.

>> No.1645061

>>1644263

I still dream of someone making a doom 1 overhaul where they'd tastefully add doom 2 monsters in the levels to up the challenge a bit.

>> No.1645063

>>1645061
The PSX Doom TC has it

>> No.1645073

>>1645061
PSX Doom does it very well.

>> No.1645154

now that i think about it, couldn't that SCUMM/point and click looking project be used for a vehicle?
like, you can only turn and accelerate using some default keybinds and aim freely in the limits of your FOV?

>> No.1645158 [DELETED] 

Do sugh thing as AAA voxel artists even exist?

>> No.1645159

Do such thing as AAA voxel artists even exist?

>> No.1645169

>>1645159
those who have successfully created voxelized revenants are known as AAAAAAAAAA voxel artists

>> No.1645172
File: 184 KB, 393x391, felines.png [View same] [iqdb] [saucenao] [google]
1645172

>>1645169
heh

>> No.1645185

I'm looking to get into mapping. What are the best tutorials out there?

>> No.1645198
File: 1.07 MB, 970x4000, 1379905303856.png [View same] [iqdb] [saucenao] [google]
1645198

>>1645185
chubdozer's video tutorials are usually a good reference
as far as i know, we're lacking image/pdf tutorials

>> No.1645217

>>1645185
I did all of these tutorials.
>http://www.doombuilder.com/index.php?p=tutorials

They're actually pretty good.

>> No.1645309

Pirate Doom should be in that "SO YOU WANT TO PLAY SOME FUCKING DOOM" image. It's one of the best wads I've ever played.
Who makes these images anyways?

>> No.1645326

>>1644568
I'll be honest, the idea of a fan project which adds more story to everything that goes down could be an entertaining aspect if the writing quality is good. But -- and I mean no offense to this guy -- I think due to how many times he said 'uh' or otherwise hesitated, I'm not quick to apply faith in the integrity of this at all.

I don't even have to comment on the 2k shit.

>> No.1645336
File: 12 KB, 476x411, doomguy arms crossed.png [View same] [iqdb] [saucenao] [google]
1645336

I CAN'T FIND A GOOD QUAKE ISO FUCK
Every single one leaves me without the pack files so I can't use darkplaces, or comes with modded levels, or doesn't have the original music. Goddamn it.

>> No.1645342

>>1645336
> or doesn't have the original music
Just find MP3s of "Quake OST" and burn them to a CD.

>> No.1645346
File: 1.33 MB, 320x240, theblessingcannon.webm [View same] [iqdb] [saucenao] [google]
1645346

>>1643909
>>1643921
It works like a charm on Chocolate Doom, just load it with Ultimate Doom, not Doom 2, not Plutonia, not TNT.
>>1644074
Long time ago most people played everything on their copy of Vanilla Doom. It can't process and apply changes from .deh files by itself, so you had to hack engine to make these changes work. Some people still provide external .deh files for people who're still playing Doom via vanilla .exe so they can hack intended changes into the engine themselves.

>> No.1645349

>>1645336
>http://bitsnoop.com/quake-1-full-with-music-darkplaces-q1624064.html

21 seeders, no leechers.

>> No.1645353

>>1645349
I downloaded that one, levels are modded to give you a shitton of ammo and wepaons at the start.

>> No.1645358

>>1645353
Really?
That one has music at least.

I don't remember starting with ammo when I played but fair enough. At a pinch can't you just unload all your extra ammo into a wall somewhere?

>> No.1645365

>>1645358
Yeah, but I don't remember which weapon pickups are modded and which ones aren't.

>> No.1645379

>>1645365
Ah....

Man. Why the fuck would somebody even mod it like that anyway....so lame.

>> No.1645397

>>1645336
http://www.legendsworld.net/shooter/year/1996#1833

>> No.1645401

>>1645336
http://dk.toastednet.org/FPS_Legends/
Note: the audio iso is just the the music

>> No.1645405
File: 104 KB, 198x223, 1396639072550.png [View same] [iqdb] [saucenao] [google]
1645405

>>1645336
>wanting to use darkplaces
Bro, do you even Quakespasm?

>> No.1645413

Is Zdoom supposed to be this shitty out of the box? There is no mouse look by default and I can't seem to find any options to tighten up the graphics at all.

>> No.1645415
File: 40 KB, 244x248, Doomguy in love.png [View same] [iqdb] [saucenao] [google]
1645415

>>1645342
>>1645349
>>1645397
>>1645401
Thanks!
>>1645405
What does it offer over Darkplaces?

>> No.1645417

>>1645415
It doesn't completely butcher the experience, it's pretty easy to make it look like vanilla quake AND it has no map limits as far as I know.

>> No.1645423

>>1645417
>It doesn't completely butcher the experience
Exception that reveals the rule, huh. How does Darkplaces ruin the experience?

>> No.1645424

>>1645417
And Quakespasm also doesn't fuck with protocols and makes some map completely unplayable, unlike DP. I can't understand why people play Quake with Darkplaces.

>> No.1645425

>>1645415
Darkplaces is more moddable but it also fucks up the game's physics and aesthetics.
Quakespasm is more stable and faithful to the original game. It also has expanded engine limits, so you can play all the fancy new SP maps on Quaddicted.com.

>> No.1645431

does anyone know how i can get a 360 controller to work with the 1st quake? tried pinnacle profiler but it won't work on win7 ultimate for some reason. Doom works perfectly with my controller but i'd really like to get into Quake as i never got the chance to play it when i was younger

Inb4 hurr use keyboard and mouse. my hands are fucked and get extremely painful after using kb/m for more than 5 minutes plus i grew up on consoles lol

>> No.1645432

>>1645424
>playing quake online
>on anything other than quakeworld
>with anything other than ezquake or proquake
I tried netquake dm once, even my movement was lagging
never again

>> No.1645434

>>1645425
Darkplaces likes to cause geometry to disappear as well, for no apparent reason.

>> No.1645447

>>1645397
that page made me cry...

why can't we get cool new gaems anymore... WHY? WHERE IS THE FUTURE I WAS PROMISED?

>> No.1645448

>>1645434
>>1645405
>>1645417
>>1645424

I knew darkplaces is a different experience from quake but damm

>> No.1645449

>>1645413
You'll have to tinker with the settings to get them to your liking but if you want graphic options you'll want GZDoom.

>> No.1645450

>>1645431
use JoyToKey?

>> No.1645453

>>1645309
Terminus and Medicris, as far as I know.

>> No.1645458

>>1643930
how to play this in gzdoom? which of these wads in what order to drag-and-drop, and which iwad do i use?

>> No.1645461 [DELETED] 
File: 1.01 MB, 2560x1440, 2014-05-23_00006.jpg [View same] [iqdb] [saucenao] [google]
1645461

Quakespasm is where it's at m8

>> No.1645464
File: 1.01 MB, 2560x1440, 2014-05-23_00006.jpg [View same] [iqdb] [saucenao] [google]
1645464

>>1645448
Quakespasm is where it's at m8

>> No.1645465
File: 40 KB, 409x400, dark_heresy.jpg [View same] [iqdb] [saucenao] [google]
1645465

Are there any marble textures that feature the face of Korax?

>> No.1645472

>>1645464
>tfw started replaying Quake 1 because of this thread few days ago

I'm having such a blast it should be illegal. Holy shit I haven't played this in like 15 years.

>> No.1645473 [DELETED] 

I just beat Quake on Hard yesterday—only missed the secret map in E2, oh well. Looks like I'll be trying Quakespasm instead of DarkPlaces soon.

>> No.1645475
File: 1.56 MB, 2560x1440, 2014-05-23_00002.jpg [View same] [iqdb] [saucenao] [google]
1645475

>>1645472
I only played Quake for the first time a few months ago, but the first thing that struck me was how insanely good the level design and fluidity is compared to modern shooters. It honestly felt like I had been eating shit for years.
Makes you wonder what the fuck happened to FPS development.

>> No.1645480

>>1645198
Protip for making 3d bridges: just do whats in this guide, only make the highth of the dummy sector the highth of the bridge and tag the sector that you want the bridge to be.

>> No.1645481

>>1645475
Consoles, more specifically their controllers which suck shit for FPS.

>> No.1645492

>>1645475
Quake is still my favorite FPS by far, even before Doom, and I adore Doom. It's just that fucking good.

>> No.1645529

>>1645475
>Makes you wonder what the fuck happened to FPS development
Laziness, money and replacing innovation with plaigarism of successful titles.


I may get hate for this but with the success of games like half-life, the industry realised people enjoy a story driven game - which went hand in hand with its linearity.
That linearity was great because it meant time spent on good level design and game mechanics could be spent on graphics and big set pieces.

Then with the success of games like Halo, the industry realised, "hey, we don't even need to pace health/armour items in the game because we can just use regenerative health!" now this had been used in other game genres, but it's now a STAPLE of modern fps.
That mechanic was great because it meant time spent playtesting the game and pacing items for the player could be spent on graphics and big set pieces.

Then with the success of games like Call of Duty, the industry realised gamers want to play a faux-realistic-fuck-yeahh-military simulator with limited weapons and mobility.
This style was great because it meant time spent balancing weapons could b- oh fuck it you get the picture

>> No.1645537

>>1645529
Indeed... But Wolfenstein: The New Order seems like a first step in the right direction.

>> No.1645540

>>1645529
I'd just say that the success of the console FPS killed FPS development. FPS on the consoles required simpler mechanics in order to achieve the fluidity that they had on the PC, and that meant cutting a lot of the "old-school" features seen in traditional 90 FPS games.

Hopefully the new Wolf game shows developers that FPS can keep the features that made games so good can be translated onto a console platform.

>> No.1645549
File: 126 KB, 400x599, 1351877888977.jpg [View same] [iqdb] [saucenao] [google]
1645549

>>1645529
I'd agree, though I'd say the market for what you mention is bigger than the market for actual decent shooters.

>>1645540
>console controllers

My god it annoys me when I mention near console gamers that FPS is shit on consoles. They have better controllers for fighting games, racing games and arguably RPG's but for FPS and *especially* RTS keyboard + mouse is far better.

>hurrr well I do pretty well

Yeah, because you're only playing with other plebs who are also using controllers. Autoaim is even on when you turn it off. Plug that shit into Quaklive and see how long you last.

>> No.1645559
File: 236 KB, 400x600, Felix is going to kill you.jpg [View same] [iqdb] [saucenao] [google]
1645559

>>1645549

>> No.1645561

>>1645537
Yeah, one can only hope man
I've played a game called Painkiller and it's pretty fun, not amazing but has some nice old school elements too it. There's also that remake of Rise of the Triad so hopefully older game mechanics are making a comeback
>>1645540
Never looked at it that way but yeah you could be right.
I've enjoyed console fps games but none of them really compare to the pc, I definitely agree that it could be done on consoles though
>>1645549
yeah, that's unfortunately what I meant by successful, CoD4 was such a huge success it pretty much opened up this huge audience - now you have a myriad of cod clones trying to get in on that ocean of money

>> No.1645562

>>1645549
>Plug that shit into Quaklive and see how long you last.
Heh. You reminded me of that video where a kb + m player dueled a controller player. Obviously the kb + m player won, and iirc most of his frags were done with the gauntlet.

>> No.1645565

>>1645562
HUMILIATION

>> No.1645567

>>1645562
I'd love to see it, I should have saved another video I saw ages ago on /v/ where there was a product advertised.

Basically a keyboard and mouse plugged into the console, the dev then posts videos of him going around wasting console players and they're talking on mic like "who the hell is this guy?".

>> No.1645570

Speaking of old school shooters still popping up in modern times, that new shadow warrior game looked pretty fucking great because of all the cool stuff you can do with the katana

Plus infinite shurikens is badass

>> No.1645571

>>1645567
Dust 514 on PS3 allows using kb+m instead of the DS3. You'll be the top player on server when you do that.

>> No.1645578

>>1645570
SW was pretty neeto. I like how the tried to blend modern elements with old-school elements. (Medkits + HealthRegen Spell)

>> No.1645581
File: 64 KB, 480x360, Untitled-6.png [View same] [iqdb] [saucenao] [google]
1645581

>>1645570

The new Shadow Warrior was +55 good.
It's so good it ascended into the Elemental Plane of Good and became its avatar.
It's so good it could commit chaotic evil acts for twelve campaigns straight and still be on the good axis.
It's so good that Paladins look up to it for guidance.
It's so good that you look on its character sheet and instead of Lawful 85 Good 34 you get GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOD YES

What I'm saying is that I liked it a lot.

>> No.1645583

>>1645581

Whenever I get a proper tower, it'll be one of the first games I get, along with RoTT, and Wolfenstein, and JC2 because I miss that game.

>> No.1645595

>>1645540
On top of this, games as big business also ruined a lot of things. People started copying game mechanics from successful games without taking into consideration how those games took in factors like pacing. Things like HP regen aren't bad if the game paces itself to match the change in user tactics. But when developers through in bad level design and a poor understanding of pacing, then you get games that feel sloppy and cheap.

>> No.1645617

How many of you have played through SKYMAYBE?

>> No.1645673

hey everyone, i love doom but i only ever played the official stuff id like to get into the custom wad playing scene but idk where to start, could anyone help me out?

>> No.1645676 [DELETED] 

I'm so sick and tired or doom being admired that I wish that doom would just die or get fired

>> No.1645691

>>1645673
the cacowards?
that picture: >>1644176 ?

>> No.1645698

>>1645676
How can you fire Doomguy? He would rather fire you.

>> No.1645710

Maybe unrelated, but how do I install the trasparent water on Quake? I have no idea how to use Vispatch.

>> No.1645715
File: 24 KB, 214x240, vile.gif [View same] [iqdb] [saucenao] [google]
1645715

>>1645698
>How can you fire Doomguy?

>> No.1645720

>>1645698

Episode 1: Knee-Deep in the PROMOTIONS

>> No.1645725
File: 1007 KB, 320x240, PROMOTIONS.gif [View same] [iqdb] [saucenao] [google]
1645725

>>1645720

>> No.1645728

>>1645720
someone post that baron in a suit

>> No.1645736 [DELETED] 

>viral marketing a bad Quake port
Report and ignore immediately.
Teach them a lesson.

>> No.1645737 [DELETED] 

Remember:
Report and ignore.

Terminus is samefag, basically everywhere.

>> No.1645743 [DELETED] 

>>1645736
>>1645737
Report and ignore.

>> No.1645747 [DELETED] 

These shitposters make me go bananas.
Report and hide.

>> No.1645763

any wads similar to Hell Grounds in terms of textures?

>> No.1645878

Hey guys I was wondering if any of you know what this imp wad is?
https://www.youtube.com/watch?v=_8MRXN_203M
And is it possible to play Russian Overkill in multiplayer?

>> No.1645904

Wait, how did Darkplaces change the physics?
>>1645878
No idea, but I think there's a wad called Empathy that let's you play as most monsters.

>> No.1645934

>>1645878

Looks like one of Daniel's Arsenal mods.

>> No.1646039

>>1645934
This is going to be a dumb question, but Daniel's Arsenal like, those really old wads like Dan's Quest or whatever? The one for EDGE where you could drink whiskey to replenish armor? I played the fuck out of that when it came out; That shit was cash.

>> No.1646038

Anyone have a good guide for learning to design good maps? Like, I understand the tools and everything, I'm just not sure how to make anything interesting with them.

>> No.1646153
File: 205 KB, 961x915, classt barron.jpg [View same] [iqdb] [saucenao] [google]
1646153

>>1645728
This one?

>> No.1646183

http://forum.zdoom.org/viewtopic.php?p=763062#p763062

Hey dude, just a reminder, the captain ALWAYS goes down with the ship :^)

>> No.1646196
File: 2.00 MB, 400x259, 1399999020494.gif [View same] [iqdb] [saucenao] [google]
1646196

http://forum.zdoom.org/viewtopic.php?f=19&t=29466&start=645

welp.

>> No.1646197

>>1646183
Oh for fucks sake

>> No.1646203
File: 14 KB, 192x171, 1531.jpg [View same] [iqdb] [saucenao] [google]
1646203

>>1646183
>>1646196

>> No.1646206

>>1646197
>>1646203

it's what someone should sort of expect to see after rejecting the best code in the market

>> No.1646215

>>1645878
the bonus pack in 99weap, maybe?

>> No.1646216

>>1646153
nope, anon, that's a baron in a (classy) robe

i was talking about a baron (sprite) in a business suit

>> No.1646218

>>1646206
scroton wanted to help with EU?

>> No.1646223

>>1646218

he offered himself to help, but he got unjustifiably rejected for whatever the fuck reason; it was actually in our threads, lemme look for it

>> No.1646234

>>1646223
>but he got unjustifiably rejected for whatever the fuck reason

Because Scroton kind of acted like a huge cock on the forums.
Not really surprising he got rejected.

>> No.1646238

>>1646234

Nnnnnope, what you're thinking about happened BEFORE he offered himself to help

>> No.1646242

>>1646238

Yes, exactly. If you act like a huge cock on the forums and then offer to help after, people are going to turn you down.
Even by his own admission, Scroton was a gigantic dick. He's trying to climb his way back to being a decent dude, but he still has a long long way to go for the ZDoom crowd.

>> No.1646246

>>1646238
>>1646242

FUCK, I meant to say AFTER he offered himself.

Whoever came from the EU Team in our threads looking for mappers, he posted BEFORE the Cacowards

>> No.1646260

HERE, evidence. Thank you based Foolz, etc.

http://archive.foolz.us/vr/thread/1245428/#1247048

>"We don't have any creative direction and all of our mappers are inactive because there hasn't been any inspiration to work on it. If anyone's interested in helping us out you can PM hfc2x on ZDF or Marnetmar on ZDF/Doomworld. "

http://archive.foolz.us/vr/thread/1245428/#1247174
(More likely Scroton)

>sent a pm to hfc2x
>hopefully he don't think me 2silly for project

http://archive.foolz.us/vr/thread/1245428/#1247282

>Wait a minute you're that fucking fractal doom asshole

The request for mappers from the EU Team came BEFORE the Cacowards, during the Fractal Doom ZDF thread (when it hadn't download link yet) and way before any "oopsie" from Scroton's part

>> No.1646262

>>1646223
>>1646234
>>1646238
>>1646218
>>1646206
Yeah, I offered to help when someone asked on /vr/ for help with mapping for the project. The person that I replied to said "oh wait you're that fractal doom asshole" or something like that but they weren't hfc2x or marnetmar, but some other person involved with the project. I have no idea who.

I got a message from hfc2x on zdf that was polite and said "your mapping stuff really isn't what we're looking for, we're looking more for vanilla doom looking stuff" and that was it. At that point (and still today, actually) my only released maps are pol.wad and Pepper Your Angus from the last 32in24.

Marnetmar even went so far as to apologize to me on irc even though I didn't think an apology was needed, I don't know exactly what he heard went down or from who.

This took place after shoot&boot and the Fractal Doom thread on zandronum being deleted by mods but before my piccolo stunt and leaving forever meltdown.

I have no ill will towards anyone on the project and don't feel wronged in any way.

>> No.1646269

>>1646262
This was also after fractal doom was released on ZDF/Zand/Doomworld and it got the big 0.2.2 updated.

>> No.1646276
File: 657 KB, 1280x720, Screenshot_Doom_20140525_194849.png [View same] [iqdb] [saucenao] [google]
1646276

>>1646262
>>1646269

If you get a mapping urge again, would you be interested in contributing a DM map or two to Metroid?
I really liked Pepper Your Angus in 32-in-24; between that and TSP, having your name attached to projects like that might get some people thinking of you less as "that one asshole" and more as "Hey he's a neat modder".

>> No.1646286
File: 38 KB, 640x400, onedoomedspacemarine.png [View same] [iqdb] [saucenao] [google]
1646286

>>1646196
Goddammit, why did he have to go and do that?
Someone tell him to cancel the funding program on the spot, or Bethesda can just waltz in and tell him to pack his shit and get out, he would be forced to abandon the entire thing, cease and desist orders.

He should really have talked this over with his team members before going ahead with it.

>> No.1646290

>>1646276
Sure. I'm actually mapping as part of a Super Secret Project with another /vr/doomer but I can do a DM map or two as well.

Any particular texture set you're using?

>> No.1646352

>>1646196
>http://forum.zdoom.org/viewtopic.php?f=19&t=29466&start=645


I hope he fucking dies. People begging for free money are the fucking worst. Kickstarter has enough of this shit with garbage indie games, now people are trying to do it with Doom wads?

>> No.1646361

>>1646352

well, the poor project is dying a horrible death, so that kind of makes up for it

>> No.1646362

>>1646352

This really does need to be nipped in the bud. If this guy gets his money then every asswipe is gonna be asking for handouts for every little fucking thing.

>> No.1646367

Zandronum 1.2.1 out, fixes a bunch of security issues.

http://zandronum.com/forum/showthread.php?tid=4785

UPDATE FAGS

>> No.1646381

>>1646367
1.3 when

>> No.1646402

>>1646367

This is the kind of stuff that deserves a place in the News section

>> No.1646441

>>1645464
>>1645475

Download link for this?

>> No.1646445

>>1646441
Just google it holy shit

>> No.1646451
File: 905 KB, 2560x1440, 2014-05-22_00008.jpg [View same] [iqdb] [saucenao] [google]
1646451

>>1646441
Screenshots are from the mission pack Dissolution of Eternity.

>> No.1646472

Reposting this for anyone who needs the DoomRLA assemblies

http://pastebin.com/mG7F9ktg

>> No.1646483

>>1646472
>DoomRLA doesnt have the Dragonslayer
sad shit

>> No.1646485

>>1646483
Mike12 has to finish his Dragonslayer sprites first.

Then the guy behind DoomRLA has to take it for his own mod afterwards.

>> No.1646590

NEW THREAD

>>1646582
>>1646582
>>1646582