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/vr/ - Retro Games


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1843564 No.1843564 [Reply] [Original]

Doom thread, (Last thread >>1839221)
(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...

More about Doom? Check the OFFICIAL Doom Wiki!
http://doomwiki.org/wiki/Entryway

To create maps?
http://www.doombuilder.com/index.php?p=tutorials

To open/Edit WADs/PK3/etc for mod compatibility?
http://slade.mancubus.net/index.php?page=downloads (download 3.1.0)
http://zdoom.org/wiki

How to load multiple WADS and mods at the same time? - ZDL (v3.2.2.2)
http://www.mediafire.com/?eq4zyb6k8c0o6nc

===WADS===
/idgames torrent (as of Nov.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.1843567

===NEWS===

Doomhack! It's... well, it's something alright. It's also legal now! http://pastebin.com/X5dddz3F

Doom 4 reveal! Well, kinda. Only those actually at Quakecon got to see it firsthand, but here's a basic rundown of what happened there. http://pastebin.com/W8P7fdq3

The rumor mill/Tarnsman says Back to Saturn X's second episode will come out on August 31st (a day earlier!).

hobomaster22 is making a mod manager for Doom in the vein of Quake Injector, and has built-in /idgames support! http://www.doomworld.com/vb/doom-general/69346-doom-frontend-development-beta/

Here's a music stream that only plays Doom music, 24/7; feel free to listen if you're interested http://liquiddoom.net/ (direct link 403s)

John Romero will be deathmatching at Revival '14, on August 9th. Do you dare become his bitch? Details: http://www.doomworld.com/vb/post/1283115
(previously at GDC: http://www.youtube.com/playlist?list=PLXkipPv0b4KMKE7z3WwlYYUCDLACNoYfE))

===POPULAR MODS===

/vr/:
200 Minutes of /vr/: http://www.doomworld.com/idgames/?id=17781
GMOTA: http://forum.zdoom.org/viewtopic.php?p=742401
HDoom: http://www.best-ever.org/download?file=m12-hdoom-techdemo5.pk3
Metroid Dreadnought: http://zandronum.com/forum/showthread.php?tid=4561
The Space Pirate: https://drive.google.com/file/d/0BxbbtKR5bll_anFPaVhUQVZqcnM/edit?usp=sharing (tutorial: http://youtu.be/mrFF8LCZw5Y))

Other:
Doom RPG: http://forum.zdoom.org/viewtopic.php?f=19&t=33292
DoomRL Arsenal: http://forum.zdoom.org/viewtopic.php?t=37044
Hideous Destructor: http://forum.zdoom.org/viewtopic.php?t=12973
Pirate Doom: http://forum.zdoom.org/viewtopic.php?t=32674

Got something news-worthy? Reply to this post, or it'll likely be missed.

>> No.1843575
File: 3.73 MB, 192x131, nwnXTzH.gif [View same] [iqdb] [saucenao] [google]
1843575

Finally. A thread where we can talk about Doom.

Anyone mapping?

>> No.1843590

>>1843575
there was an anon last night posting WiP pictures of his first map and being really open to suggestions

>> No.1843596

>>1843575
Got a few years of mapping experience with Quake 3 and some of its mods. About to try my hand at Doom. Downloading doom builder as I'm typing this.

[excitement intensifies]

>> No.1843613

>>1843596
It's more fun than mapping in a 3D editor imo - or at least it has quicker turn-around.

>> No.1843623
File: 44 KB, 551x455, FontGenerator.png [View same] [iqdb] [saucenao] [google]
1843623

Found a tool set called DoomCrap.
Can generate ZDoom Console and "Big" message custom font lumps from TrueType and OpenType fonts.
Also comes with a palette editor and image conversion tool.

Written in Lua with wxWidgets, so you can run it on gahnoo loonix systems.
http://baghead.drdteam.org/tools.xml

>> No.1843632

I want a mod where you play as Doomguy's pet rabbit, Daisy.. Including eery, inquietude inducing foreshadowing of Daisy's inevitable fate

>> No.1843652
File: 15 KB, 506x404, 1299102933921.jpg [View same] [iqdb] [saucenao] [google]
1843652

You guys will probably laugh at me, but whats your opinion on Ghouls vs Humans?
Have ever played it before? Did you like it? What did you like/dislike the most?
Would like to see an addon made by anons from /v/ and/or /vr/?

>> No.1843658

>>1843652
>whats your opinion on Ghouls vs Humans?
It was okay. It's imbalanced though.

>Have ever played it before?
For two weeks.
>Did you like it?
Sort of.
>What did you like/dislike the most?
The last ghoul on the enemy team being a Creeper.

>> No.1843661

>>1843652
I recently just tried it out for the first time and was confused as fuck. Seems kinda cool but unbalanced maybe? Man is it fun being weird ghouls too bad they look like ICP rejects. I can see it becoming boring very very fast however.

Honestly I don't think DOOM multiplayer is that great to begin with and would rather stick with singleplayer mods.

>> No.1843663

>>1843338
Looks pretty cool.

>> No.1843669

>>1843652
>whats your opinion on Ghouls vs Humans?
It's okay, the community is shit, the add-ons ruined it.

>Have ever [sic] played it before?
Yes, a good few years.

>Did you like it? What did you like/dislike the most?
It was okay. It was something new and different, it was pretty much the first major class-based DM mod, where everyone had their own unique roles and purposes.
I despise the shitty sprites for the ghouls. The burrower guy in the new Legacy of Darkness is okay for the most part but suffers from pretty much everything Bloax does in that the shading is plastic.

>Would like to see an addon made by anons from /v/ and/or /vr/?
No. The add-ons are shit. The latest iteration is complete shit. And at this point, the only way to really make a good GvH would be to start from the beginning and make something new.

>> No.1843679
File: 16 KB, 150x150, bunny doom.jpg [View same] [iqdb] [saucenao] [google]
1843679

>>1843632
me too

>> No.1843694
File: 62 KB, 1135x1017, 3e1dce23-9126-41e6-b68a-37c89a066.jpg [View same] [iqdb] [saucenao] [google]
1843694

>>1843652
I followed GvH back during the glory days back when Cutmanmike was still working on it and everything wasn't a clusterfuck.

>4 classes per side
>No ranged ghouls or melee humans
>Some maps favored one side over another but for the most part, they balanced each other out

Then Ivan came along after Cutty stopped working on it, and everything went to hell

>ranged ghoul
>berserker
>League of Legends sound effects
>bad map design

It's sad, really

>> No.1843695

>>1843679
HIP AND HOP!
YOU ARE BIG! THAT MEANS I CAN HOP ON YOU!
HIP AND HOP!
>Daisy stomps on demon heads

>> No.1843696

>>1843694
>League of Legends sound effects
Oh my god, really?
That's depressing.

>> No.1843697

>>1843696

Ivan/Watermelon/Catastrophe/company are not good designers, at all.

>> No.1843702

Does anyone here map for wolfenstein 3D?

>> No.1843717
File: 669 KB, 1360x768, Screenshot_Doom_20140807_164406.png [View same] [iqdb] [saucenao] [google]
1843717

3 pain elemental on this map. Literally 150+ lost souls. Why did you do this Term ;-;

>> No.1843718
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1843718

>>1843696

What about using OoT and Twilight Princess sound effects?

>> No.1843727

>>1843718
My basic consensus is if you're going to use any sounds from a well-known product at all, make sure they're ones that don't stand out as obviously from the product in question.

That's why I keep a folder full of stuff I rip.

>> No.1843736

>>1843694

I was there on the old skulltag servers. Cutman was a pretty cool guy. Remember killing him a few times as the marine. Now the community is full of starstruck little shits, and cocky egotistical basement warriors who think they're coding gods (speaking of most of the Zandrorum DooM community, not everyone). Sgt Mike was alright also. Played tested a few of his maps with him before.

>> No.1843739
File: 31 KB, 1360x768, Screenshot_Doom_20140807_165150.png [View same] [iqdb] [saucenao] [google]
1843739

>>1843717
Nevermind, more than that actually. The map has about 170 monsters normally. This is about 40 seconds after the pain elementals are released.

>> No.1843742

>>1843739
>Not limiting lost souls

>> No.1843748
File: 36 KB, 221x246, 1249203912221.jpg [View same] [iqdb] [saucenao] [google]
1843748

>>1843669
>And at this point, the only way to really make a good GvH would be to start from the beginning and make something new.
That's what we had in mind. There are currently millions of GvH mods, and they all do the same: add new (unbalanced) classes, but no new maps or music.
Thus, we had the idea to create a completely new project. New, interesting and (most importantly) original classes (here should be max. 7 Ghouls and 7 Human classes). Every class would have an unique HUD, similiar to Samsara. Original maps, no retarded 3D floors, new decoration etc.

I dont know how this idea sounds, but thats we had in mind.

>> No.1843754

Can anyone explain to me what exactly Doomhack is?

>> No.1843761

>>1843754
In 2010 a dude made a modified IWAD full of Internet memes and overpowered DeHackEd stuff. It got bashed to hell because it was a modified Doom 2 IWAD with some sprites and levels still intact.

So recently I got in touch with TCT and I'm trying to see if I can fix it up and make it a "better mod". Or, at the very least, bleach its underpants.

I'm almost done with weapons. When they're finished I'll do a Deathmatch bot match and record the results to a webm.

>> No.1843769
File: 236 KB, 1024x768, Screenshot_Doom_20140807_200344.png [View same] [iqdb] [saucenao] [google]
1843769

>>1843727
I tend to use shit from obscure or otherwise unpopular games.
pic related is a good example of it, and no, it's not from the game you're thinking of.

>> No.1843779

>>1843769
I swear I've seen that wall texture before.

>> No.1843792

>>1843695
This is a great idea, Doomguys rabbit was of the same type that menaced king arthure, she went down fighting, Doomguy would still probably have doted on her in a silly manner

>> No.1843802

>>1843779
>>1843769
Yeah, seconded.

>> No.1843804

>>1843769
Prey

>> No.1843805

>>1843717
>>1843739
>Why did you do this Term ;-;

Because side, side attack reaches really far and will clear every single one of those fuckers out.
The Revenant and the Pain Elemental are strange in that they're the only enemies that actually got easier when I put the basic system in. Revenant missiles were stupidly easy to cut down, and Pains were just giant targets.

So I made them harder.
Pain Elemental will probably be replaced in the future with a new enemy, though.

>> No.1843812
File: 7 KB, 473x454, 1401526707619.png [View same] [iqdb] [saucenao] [google]
1843812

What does vrDOOM think of Sonic Robo Blast 2?

>> No.1843814
File: 82 KB, 320x200, Duke-Pistol-REload.gif [View same] [iqdb] [saucenao] [google]
1843814

Groovy.

>> No.1843816

>>1843804
Nope, think late 90s

>> No.1843818

>>1843816
Blood 2

>> No.1843828
File: 609 KB, 1360x768, Screenshot_Doom_20140807_165138.png [View same] [iqdb] [saucenao] [google]
1843828

>>1843805
Really? The side slashes didn't seem to do shit when I tried fighting em. Plus very little vertical range. You should consider adding some sort of special aerial attack for takin out those pesky cacos and PEs.

Also what the hell is the back special supposed to do? Is it some sort of counter? I tried messing around with it but it looks like it doesn't do anything half the time.

>> No.1843829

>>1843814
looks like he's putting an empty clip back in.

or maybe that's just me

but yeah, groovy

>> No.1843832
File: 129 KB, 1338x523, dewm.png [View same] [iqdb] [saucenao] [google]
1843832

Just got done with my doombuilder tutorials!

I wanted to show /vr/ what the beginning of my first really shitty map is. The sectors to the right are fucked, I'm sorry, but they're a secret room that leads into the main first big room. Going to this path grants you health boosts, a green armor, and the shotgun!

Basically it took me thirty minutes to learn how to make a secret.

Cheers, maybe I'll do great things some day.

>> No.1843839

>>1843828
I think back special is supposed to be a guard but it doesn't block diddly.

>> No.1843842

>>1843818
Nope, it's from a game based on a comic book.

>> No.1843845

>>1843829
It is an empty clip, no bullets on top of the magazine.

>> No.1843846

>>1843818
System Shock 2?

>> No.1843847
File: 72 KB, 500x738, anger7.jpg [View same] [iqdb] [saucenao] [google]
1843847

>>1843829
>>1843845
>clip

>> No.1843848

>>1843828
>>1843839

Yeah, back special is completely broken at the moment. It was an interesting idea (hey, wouldn't it be cool if you could counter ranged attacks and teleport to their location for a massive strike?) but it ended up completely not working.
Funny you should mention special aerial attack, though--after I finish importing a few new sprites, I'm going to try to turn it into firing off a stream of razor wind, a long-range wide-area ripping projectile which should be perfect for telling massive hordes of enemies to fuck right off.

>> No.1843856

Hey guys what's the console command to change maps in GZdoom? hxvisit doesn't work.

>> No.1843860

>>1843847
ok, let's call it a bulletbank

a bulletbank is everything you feed to a firearm to give it things to shoot

>> No.1843861

>>1843856

nextmap or idclev

>> No.1843862

>>1843856
Map or changemap

>> No.1843863

>>1843860

The term is magazine

>> No.1843864

>>1843847
Nigga you know what I mean.

And I mean magazine. The entire point was that it is an empty bulletammo

>> No.1843867

>>1843842
Is it for DOS or Windows?

>> No.1843869

>>1843856
did you try 'map'

>> No.1843871

>>1843848
> I'm going to try to turn it into firing off a stream of razor wind, a long-range wide-area ripping projectile which should be perfect for telling massive hordes of enemies to fuck right off.
Forward special?

Back special could be a cool long range vertical slash or something. I'd dig that.

For groups of air enemies I just jump side special.

I love the specials, seriously

>> No.1843879
File: 193 KB, 559x466, temp.png [View same] [iqdb] [saucenao] [google]
1843879

>>1843832
Yeah, man. Go for broke.

Shit get get pretty detailed pretty quick when you start getting used to it. It become second nature, and relaxing as shit.

>> No.1843881

>>1843842
Is it that X-Men themed commercial Quake TC?

>> No.1843885

>>1843879
doom maps are my fetish
post more

>> No.1843890

>>1843879
I Jizzed a little bit. Thanks for the encouragement.

Now, to make them "smoother than my hands on my sister's waists" rooms and such, that just requires a metric asston of vectors and shit? Fun fun fun.

My first shitty themed map when I get down more basics will probably be shrek's swamp.

>> No.1843892

>>1843867
It was on a lot of platforms back in the day.
>>1843881
and no, it is not based on any property of the "Big 2"

>> No.1843895

>>1843842
Random guess, Judge Dredd?

>> No.1843901

>>1843895
Nope
Hint: The protag is black.

>> No.1843902
File: 135 KB, 1024x687, 5040-p.jpg [View same] [iqdb] [saucenao] [google]
1843902

>>1843847
>>1843860
>>1843863
MAGAZINES looked pretty cool when they were made like this.

>> No.1843903

>>1843901
Blade?

>> No.1843904

>>1843901
Shadow Man

>> No.1843905

>>1843901

Oh, Shaft.

>> No.1843906

>>1843901
spawn?

>> No.1843907

>>1843901
Ned's declassified KKK survival guide.

>> No.1843910

>>1843904
Yep, you are correct and
>>1843906
is correct for the source of the floor textures

>> No.1843912

>>1843812
Heard it was fun to play single-player and terrible on multi-player. Fair enough, knowing what the playerbase is obviously going to be.

>> No.1843913

>>1843907

Wait whaaaaaaaaaa?

>> No.1843916

>>1843913
I was just shitting around.

I Already failed a guess. Thought I could maybe be funny for a second.

>> No.1843918
File: 130 KB, 1024x768, Screenshot_Doom_20130312_023013.png [View same] [iqdb] [saucenao] [google]
1843918

>>1843860
Related

>> No.1843920
File: 92 KB, 640x637, 7468_front.jpg [View same] [iqdb] [saucenao] [google]
1843920

>>1843910
on a side note: peak into the gamedata on the disk and prepare to shit a brick

>> No.1843924

>>1843901
Blade?

>> No.1843929

>>1843920
I'm curious, but not enough to track it down and look on the disk. What's the surprise?

>> No.1843930

>>1843920
what? why?

>> No.1843940

>>1843929
Just DL an ISO and mount it

>> No.1843949
File: 47 KB, 331x217, 331x217-1.gif [View same] [iqdb] [saucenao] [google]
1843949

Ok troopers, I'm running a server for tonight for whoever might be interested in playing

/vr/ argues about gamemodes - Samsara Duel32 (small FragLimit)

IP: 24.202.208.3
Password: asdf

>> No.1843953
File: 467 KB, 913x520, Super-Street-Fighter-IV-Arcade-Edition-2012.jpg [View same] [iqdb] [saucenao] [google]
1843953

>>1843871
>Forward special?

Nah, that's the dash attack--which is really useful, but has limited range and obviously no vertical movement. This should theoretically be good for vertical battles.
Theoretically, of course, it depends on how it works once it's implemented.

And glad to hear you like them. How would you feel about super moves?

>> No.1843960

>>1843953
I like doing inputs as I focus on dodging.

Sometimes I do side special on accident but it usually pays off in the end since you can't go wrong with a decapitating spinslash.

I am all for super moves.

>> No.1843972

>>1843949
Your password ain't workin there, bub.

>> No.1843979
File: 52 KB, 550x540, 435252346.jpg [View same] [iqdb] [saucenao] [google]
1843979

>>1843949

>doesn't work

>> No.1843980

>>1843972
Using IDE
I put the password in Server Password box, was I supposed to put it somewhere else?

>> No.1843982

>>1843575
I am mapping. Recently I had some other mapper (Marcaek) Finish up my second entry for Plutinya 1024 because I was burned out of ideas to finish it myself.

>> No.1843987

>>1843953
I'm sure all of the slashes are super moves.
However, if you want to implement even stronger moves, maybe you should consider giving something to the bosses too.
I can clean Scythe's Fear in UV using only the forward slash and the thunder hammer, with not much effort and with almost no forced infighting, and the Cyberdemons were completely avoidable. The thing is, no monster is really threatening with Demonsteele, and groups of them are really trivial with the infighting.

What about turning back-back slash into an uppercut? For jumping and slashing things in mid-air.

>> No.1843989
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1843989

>>1843885

>> No.1843990

>>1843902
That's not a magazine. It's a clip.

>> No.1843996

>>1843987
I think changed enemies are on the to-do list.

We are playing a pre-pre-pre-pre alpha after all.

>> No.1844002
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1844002

>>1843885

>> No.1844009

>>1843987
>>1843996

Changed enemies are on the to-do list, yeah, but I still like hearing input on people's playstyle and whether they feel it's too hard/easy. A lot of the balance so far is knee-jerk guesswork.
It's better to try and address things now rather than try and steer course down the road--especially for ground like this, where there hasn't been a lot of in-depth melee-work done before, so I don't have a lot of references to use.

>> No.1844012
File: 131 KB, 1037x501, wip.png [View same] [iqdb] [saucenao] [google]
1844012

>>1843885

>> No.1844024

>>1844009
I feel it is relatively easy as is because Doom's enemies are basically made to be brutalized by Fighter from Hexen pretty good.
Then when big groups show up you have the special moves which all work really good.
The toughest enemies right now would be.. Revenants(Because of the firing rate) and Zombie types(Because fastest bullets)

And the girl from Demonsteele is way stronger than Baratus. She has slower movement speed I guess.

Archviles need a resistance to the special moves. I haven't actually dealt with one normally yet because a wave or two ends it.

Special moves should also take more energy, they're kinda spammable. I think the idea should be that you are forced to melee more often to take advantage of the Style meter.
And if you go with Super moves they should take A LOT of energy.

>> No.1844026

>>1844009
I'm digging the balance so far. Hitscanners (well, not anymore but you know what I mean) are still deadly. Some of the big enemies like archviles feel a little too easy since they're basically done if you get within slashing range. Also, their new attack makes infighting very easy.

I think giving some enemies movement abilities so they can disengage from melee range might be a good choice - I notice you already did something like this for the cacodemon.

Guns feel a little imbalanced at the moment. The shotgun is alright, but the uzi is worthless and the grenade launcher is hilariously spammable.

>> No.1844027

>>1844024
Also I really have fun with the mod even with these things I posted.
It's really involving and fun and I love having to dodge bullets to get in.
I also like Ys a lot and I get some vibes of that with Demonsteele.

I play on Nightmare.

>> No.1844028

>>1844012
There we go. I like theorizing how other peoples maps look from top down perspectives.

>> No.1844036

>>1843940
That's quite a bit of effort for something that I don't even know about.

Any hints as to what the surprise is?

>> No.1844040
File: 119 KB, 735x538, temp.png [View same] [iqdb] [saucenao] [google]
1844040

>>1843885

>> No.1844045

>>1844024
>>1844026
>>1844027

Hmm, interesting. All right, I'll give the higher-up enemies some resistance, and less of a painchance to the sword. I'll also take a look at the Archvile's infighting, I had thought I gave the enemies immunity to it, but it looks like not. Damn.

I'll also up the cost of the specials and buff the uzi/nerf the launcher.

>>1844009
>>1843987
>What about turning back-back slash into an uppercut? For jumping and slashing things in mid-air.

Oh, sorry, missed this.
I'm...generally not too fond of the idea of single-target special moves, since the idea of special moves is to deal with groups of enemies rather than the usual single-target of a normal attack.
That being said, the idea of sending an entire group of foes flying into the air might have some promise--and it would be a great way to scatter some formations and cause a momentary reprieve.

>> No.1844051

>>1843695
that's not Daisy, it's Ruby

>> No.1844065

>>1844045
Would it be possible to make the special meter charge faster with higher style meter?

DMC1 and 3 let you do Crazy combos faster with less inputs when you had more style meter. They'd also last longer too.

I think it's good that style meter gives a damage boost, but as is melee doesn't shine as often as it could because of the power of the guns at times. Like the Grenade Launcher.

>> No.1844068

>>1844040

Sexy fucking map. Only shitty part is that Doom wasn't meant for outside maps.

>> No.1844072

>>1844009
In retrospective, everything from Pinky tier and below was more annoying than everything above. Most of the times I died was because of a stray bullet from a hitscanner, and not because of the Cyberdemon shooting things at me.
In my opinion, the attack from the Arch-Vile should be restored, but it should be dodge-able, maybe with a special move that reflects the fire back to the demon. *hint hint*
Also, the cost of the specials is perfectly fine. Stronger demons should have some kind of immunity to them.
It would be awesome if you implemented some kind of "conservation of ninjutsu" when using techniques against monsters. For example, when you use the forward slash it does damage related to the number of things it hits, the more enemies it hits, the more damage it does, but if you use it against a lone monster (like a Cyberdemon, Spider Mastermind, Mancubus, or Arch-Viles), it does almost no damage.
Or maybe with the cost of the slashes. Slashes cost a lot of energy, but get energy back related to the number of monsters you hit with it. Hit a lot of monsters, get a lot of energy. Hit a single monster, get no energy.

>> No.1844076
File: 2.30 MB, 319x238, strifewalker.gif [View same] [iqdb] [saucenao] [google]
1844076

>>1844068
It was made for a one-off multiplayer session like a year ago, using a mech-walking-shooting mod.

pic related

>> No.1844079

Does anyone have that discussion of the head-canon where Doomguy is the WH40k Emperor?

>> No.1844080
File: 396 KB, 1260x525, temp.png [View same] [iqdb] [saucenao] [google]
1844080

>>1844068
>>1844076

>> No.1844091

>>1844072
>Also, the cost of the specials is perfectly fine
You have 10 waves per bar, 30 waves if you get to full.

That's seriously spammable considering it's firepower.
It's not too hard to stock up on meter either.

>> No.1844105

>>1844076
>>1844080

Holy fuck that's even sexier. Outside isn't bad per se, just that a good outside map is much harder and most people don't have that much time/skill

>> No.1844106
File: 11 KB, 250x181, Doom Emperor.jpg [View same] [iqdb] [saucenao] [google]
1844106

>>1844079
Not only have I never heard of it but it sounds terribly heretical.

>> No.1844107
File: 130 KB, 536x471, doom_guy_gets_lucky_by_da_bacon_master-d30ve2f.jpg [View same] [iqdb] [saucenao] [google]
1844107

Just a question. Is there a wad for Ultimate Doom or Doom 2 that has all of the Doom 64 Levels? So you can play them in the original Engine. Or even better: Is there a Mod for Doom 64 that imports all the Original Doom 1 / 2 Levels into that Game? I think the lighting there is really cool, so that would be interesting. Do these things or at least one of them exist?

>> No.1844113
File: 2.24 MB, 640x480, doom 64 e4m2.webm [View same] [iqdb] [saucenao] [google]
1844113

>>1844107
wip

>> No.1844114

>>1844107
Doom 64 can not run on the original engine.
Nor can it pretend to.

If you want to play Doom 64, get Doom64 EX.
If you want colored lighting for Doom, get PSXDoom.

It is impossible to just take the maps of Doom and put them into 64.

>> No.1844121

So an Anon from the previous thread posted pic related and I made a revenant-replacer using the skelly rocket.

I updated it slightly, as now the buggers can be killed.

http://www27.zippyshare.com/v/49785682/file.html

>> No.1844127
File: 231 KB, 673x1133, 1407361606520.png [View same] [iqdb] [saucenao] [google]
1844127

>>1844114
I know. I tried and I obviously didn't succeed. But I thought maybe some Doom Mapper with devotion would have soon something like this. Rebuilding the maps.

>> No.1844131

>>1844114
and just remaking the levels in classic Doom is also out of the question?

>> No.1844145

>>1844131
That's kinda iffy from a legal standpoint. If they're a 1:1 remake of the classic levels with texture swaps then yes it's a problem.

>> No.1844152
File: 4 KB, 195x193, 1345928982356.png [View same] [iqdb] [saucenao] [google]
1844152

>>1844113
Oh my god

Please continue

>> No.1844160

>>1844113
Does anyone have that sendspace link to the e3m5 demo video?
I also remember a vid with a retooled Unmaker

>> No.1844168

>>1844065
>Would it be possible to make the special meter charge faster with higher style meter?

Possible, yes, but it would be require rehauling the special system to do so--every time you'd get special you'd need to do a check to see how much style you have and then do a curved percentage based off that.
I'll give it a (minor) test later on, though. Who knows, maybe this'll be perfect.

>>1844072
>It would be awesome if you implemented some kind of "conservation of ninjutsu" when using techniques against monsters.

This is a very interesting idea, and would really accentuate the idea that they're supposed to be used against hordes. I'm not sure at all how to detect how many enemies were hit with a single attack, but if I can figure it out this will be the very first thing I do.

>>1844091

I agree, they're very spammable at the moment. I'll increase the cost to maybe two or three bars at the moment, so that should give a total max usage of 15 or 10.
Still spammable, but not ungodly so.

>> No.1844176

>>1844168
I do not think being able to stock waves is a bad idea.
15 sounds good.

My issue would be more that a lot of stuff outshines the melee combat, which I am assuming is the focus of the mod still.

I feel that a mod focused on melee combat should make.. Well.. Melee the optimal choice until you earn the range options.

It is why I originally brought up the Grenade Launcher issue with how it is basically spammable endlessly.

This was days ago though.

>> No.1844178

>>1844113
[Consuming Thy Flesh Intensifies]

>> No.1844180
File: 35 KB, 606x404, morgan-webb-gets-a-doom-ii-spider-mastermind-cake-from-id-software (1).jpg [View same] [iqdb] [saucenao] [google]
1844180

>>1844113
Yes

>> No.1844182

>>1844180
Nice.

>> No.1844183

>>1844180
What the hell is she doing

Is that Mastermind gonna be alright

Stop hurting demons. They are beautiful creatures

>> No.1844184

>>1844168
Are you making a new Devil May Cry?
Because this is becoming Devil May Cry

>> No.1844185 [DELETED] 

>>1844180
I remember when G4 was good.

>> No.1844190

>>1844183

>This kills the spider.jpg

>> No.1844191

in HDoom "A Lady's Chambers" or whatever is there anything more to do other than the two rooms? i cant see anyway to go anywhere else or am i just retarded

>> No.1844194

>>1844185
G4 was never good.

>> No.1844214

>>1844191
both

>> No.1844216
File: 27 KB, 409x182, newcyberette1_zps7991288e.png [View same] [iqdb] [saucenao] [google]
1844216

BEEG SIXTEE FOR CYBER TEETEES!

>> No.1844225

>>1844216
>arm cannon isn't a massive dildo
what's the point?

>> No.1844227

>>1844216
Go to bed, Roman.

>> No.1844231
File: 81 KB, 450x450, evil-cover-red.jpg [View same] [iqdb] [saucenao] [google]
1844231

>>1844176

It's still definitely the focus of the mod--the four guns are probably going to be the only ranged options available, and I'm working on a few other systems for the sword to help it counter a few areas it's weak in. (See: Aerial enemies, Cyberdemons, etc)
Not sure whether the Lyre will be ranged, melee, or both, but that's a ways off--I'm gonna be polishing up the existing weapons and tweaking enemies first before including another.
I've toned down the spammability of the grenade launcher and will give it a damage nerf later.

>>1844184

A lot of people keep suggesting Devil May Cry mechanics/tactics to me and how it would be great to use for inspiration/reference. For me, I've only played 4 and it's not even my main game for inspiration, so for the most part it's sheer coincidence.
Like the Lyre of St. Judas I suggested was a play on how angels played harps and how electric guitars are mandatory in a metal mod, but then someone linked me
http://www.youtube.com/watch?v=IwHPKPeksXk
and I'm basically WELP

>> No.1844235

>>1844231
make all the music MIDIs of DMC
>MIDI Taste the Blood
>MIDI The Time Has Come and So Have I

>> No.1844238

>>1844231
Well I like the four guns for what they are but I prefer to hover around the shotgun because it's a shotgun.

Will it still be a one handed sawed off shotgun when you do get new sprites for it? Or do you plan to do something else with it?

>> No.1844245
File: 42 KB, 100x178, an_spinning_flaming_skull.gif [View same] [iqdb] [saucenao] [google]
1844245

>>1844235

The forum release post will have geocities gifs of flaming skulls interspersed through the post and a link to a midi metal pack.
No, seriously, it will.

>>1844238

It'll still be a one-handed sawed-off. All the guns are one-handed, to help with dual-wielding between sword and gun.
Also a few lads want to dual-wield guns down the line and I thought that might be cool, but, again, that comes after swordbuffs.

>> No.1844248

>>1843816
I was gonna say the shit level from Conker.

>> No.1844250

>>1844245
I am glad to hear that about the sawed off.

Would really like the DMC reload for it too

>> No.1844251

>>1844225
If it's for hdoom I feel like that would be a little awkward.

>> No.1844253

>>1844251
It's not. There's no animu face.

>> No.1844272
File: 107 KB, 320x320, tumblr_inline_ms5tzysO1D1qz4rgp.png [View same] [iqdb] [saucenao] [google]
1844272

Hey guys what are the coolest weapon mods?

>> No.1844280

>>1844272
My top favorite is Project MSX.

GMOTA has a special place in this anon's heart too.
Demonsteele is working it's way to sit alongside GMOTA.

I'm still waiting on Trailblazer.

>> No.1844281

>>1844145
well I was talking about 64's architecture being done in classic

>> No.1844283

>>1844281
You'd still have to recreate whole sections of levels which would not get you brownie points with Id.

>> No.1844286

>>1844283
>>1844281
hmmm... so it would need to be more a spiritual remake

>> No.1844298

>>1844280
What even the fuck happened to trailblazer? Haven't really heard a thing about it since the trailer for it ages ago.

>> No.1844303

>>1844298
I have no idea.
That's why I'm still waiting on it.

I am hoping it is not dead.

>> No.1844313

>>1844298
>>1844303

The OP image and video link for the topic are dead.
News does not bode well.

>> No.1844323

>>1844313
There was talk of activity back in.. March.

But nothing since then.

>> No.1844334
File: 80 KB, 320x200, sick ass punch.gif [View same] [iqdb] [saucenao] [google]
1844334

that spriter guy is at it again. I love his work

>> No.1844335

>>1844334
>Punching your gun to reload it
Nah I'm just kidding, looks nice.

>> No.1844337

>>1844113
wow awsome sprites!

>> No.1844348

>>1844334
>>1844335
Quick, somebody make a mod with projectile-reversing punch ability

>> No.1844353

>>1844334
That looks so much better than his old version.

>> No.1844356

>>1844353

This guy is gonna go places, he's mentioned he may lurk here every so often. So I've taken it upon myself to share what he does with you guys. He's fucking great.

>> No.1844361

>>1844356
Neat.
To be fair, I'm not dissing the old version. This is just a huge improvement. All he needs to fix is the noodlearm between the last two frames and it's golden.

>> No.1844380

Any jungle-themed/Vietnam-like wads?

>> No.1844394

>>1844380
Mark did "Knee Deep In Jungle", or kdij.wad, which is pretty good.

>> No.1844405
File: 521 KB, 780x3120, Ih9Up3x.jpg [View same] [iqdb] [saucenao] [google]
1844405

Need a doom version of this

>> No.1844406
File: 74 KB, 236x333, 1368857364903.jpg [View same] [iqdb] [saucenao] [google]
1844406

>>1843940
Just tell us m8.

>> No.1844407

>>1844380
>>1844394
He also said he was eventually going to work on a Vietnam wad in the last thread: >>1842606

>> No.1844412

>>1844380
Twilight Warrior

>> No.1844413

>>1844405
>Malk
>Skull Trumpet
My inner Tumblr is laughing his ass off.

>> No.1844417

>>1843742
limiting lost souls is for babies

>> No.1844419

>>1843920
Are you talking about the hidden interview on the CD?

>> No.1844440

http://zandronum.com/forum/showthread.php?tid=5117

So apparently a Samsara tourney is going to be happening.

>> No.1844460

>>1844412
Will that even run on any modern sourceport?

>> No.1844464
File: 738 KB, 1920x1036, muh first sewer like thing.png [View same] [iqdb] [saucenao] [google]
1844464

I've been working about 2 weeks not on my freaking first map. And it's not even a big one, at least the rooms are not.

I guess it might be because, right now, it's not as abstract as Doom levels tend to be at times, I actually make rooms that I think have had a purpose in their context. That and the detailing, trying to find appropriate textures, and juts not being satisfied with the slightest perceived imperfection.

Which is weird, because,playing through Doom again, there are plenty of times where Romero and co didn't care about misaligned textures and stuff.

Anyway, this portion is less detailed than what I did before (the corridor with all those lights). And I haven't really thought about enemy placement yet. Or ambushes and the like.

>> No.1844469

>>1844464
>start first map
>never finish because I'm unhappy with my lighting job

FUCK

>> No.1844494

>>1844469
Lightning is actually something I decided to save up for last.

>> No.1844503

>>1844494
I worked for two hours on five lights in a single room before.

I may need help.

>> No.1844510
File: 826 KB, 300x450, YLmNup0.gif [View same] [iqdb] [saucenao] [google]
1844510

honestly tempted to copy/paste an erotic roleplay between myself and a sexy Impette

>> No.1844525
File: 1.03 MB, 699x699, 1381938527715.png [View same] [iqdb] [saucenao] [google]
1844525

>>1844464
>I've been working about 2 weeks not on my freaking first map
I've been working on my third map for two years, and it's still barely 10% finished.
Just because i'm lazy though

>> No.1844536
File: 40 KB, 500x375, yes, i'm listening.jpg [View same] [iqdb] [saucenao] [google]
1844536

>>1844510

>> No.1844539

>>1844510
Go ahead, weirdo

>> No.1844582
File: 853 KB, 799x600, soldieringamexu6.png [View same] [iqdb] [saucenao] [google]
1844582

>>1844380
If you like Duke Nukem 3D, you should check out Platoon TC, and NAM.

>> No.1844615

>>1844464
looks pretty cool but a little barren. Very atmospheric though, reminds me of the sewers from Silent Hill games.

>> No.1844619
File: 68 KB, 640x374, trilogy.early.screen.jpg [View same] [iqdb] [saucenao] [google]
1844619

http://forum.zdoom.org/viewtopic.php?f=19&t=33219&start=900#p694943

So when do we get fanart of this gr8 ending

>> No.1844620

>>1844394
>Knee Deep in the Jungle
>waterfall sound is the first few buzzes of the chainsaw sped up
what the actual fuck is with Mark and obnoxious ass noise in his mods?

>> No.1844642

>>1844334
Why exactly is he punching the pistol?

>> No.1844645

>>1844620
To be fair real life chainsaws and gatling guns are pure ear rape, he is actually getting them closer to what they sound like, I don't favor the sounds but the reasoning makes sense. He's not out to kill our ears, not deliberatly anyway

>> No.1844648

>>1844620
>>1844645
>waterfall sound is the first few buzzes of the chainsaw sped up
>he is actually getting them closer to what they sound like
what

>> No.1844649 [SPOILER] 
File: 16 KB, 78x49, 1407481334905.gif [View same] [iqdb] [saucenao] [google]
1844649

Hey Hdoom guy(s), I've been working on that monster-on-monster animation that I posted about a while ago. I've gotten it into an okay state, but I'm still not satisfied with it. Any advice? If you want to take a look at the raw .pngs just let me know.

>> No.1844651 [DELETED] 

>>1844510
>>1844536

http://pastebin.com/EFCC7y03

>> No.1844657
File: 602 KB, 2448x3264, 1403371205946.jpg [View same] [iqdb] [saucenao] [google]
1844657

>>1844649
maybe add horizontal movement and so, a bit of jigglebones?
Im liking it

>> No.1844659 [DELETED] 

>>1843842
Comix Zone?

>> No.1844660

Any way to make dooms levels with different overlaying levels like Douk/Quack/Whatever?
Yes I know its not possible with the doom engine but you can do it with Hexen so I was wondering if there was a way to use that.

>> No.1844662
File: 116 KB, 244x245, 1365108160839.jpg (JPEG Image, 251 × 251 pixels)_20130404-155432.png [View same] [iqdb] [saucenao] [google]
1844662

>mfw playing through The Warrens trick for the first time
Holy shit
Inferno is Mr. Bone's Wild Ride
And I never want it to end

>> No.1844668

>>1844660
pirate doom had room-over-room i think with the use of teleporters. not sure, might want to check it out.

>> No.1844670

>>1844394
>>1844582
>>1844412
Thanks

>> No.1844671

>>1843769
Operation Body Count or Corridor 7

>> No.1844674

>>1844660
You canNOT do it with Hexen.

>> No.1844701

>>1844642
Fixing a jam I imagine

>> No.1844705

>>1844536
>>1844539

http://pastebin.com/EFCC7y03

>> No.1844718

>>1844649

If there aren't gonna be multiple angles eventually, i'm going to be upset.

>> No.1844724

>>1844660
Can't ZDoom and derivatives do this yet? I totally thought they could.

Actually doesn't the Gone Homo map have this?

>> No.1844731
File: 80 KB, 800x600, 3dfloors.jpg [View same] [iqdb] [saucenao] [google]
1844731

>>1844724
ZDoom and derivatives can use 3D floors to simulate room-over-room.
Doom Legacy can do it, too.
I know PrBoom+ cannot do it.
Don't know about other source ports

>> No.1844739
File: 113 KB, 998x787, 90minuteAlphabet.png [View same] [iqdb] [saucenao] [google]
1844739

>>1843885

>> No.1844745

>>1844739
How do you promappers usually go about doing a map? Do you draw it out first for a general idea? Do you do room-by-room, or get the whole skeleton down first? Do you populate the rooms first or leave that until the end?

TEACH ME YOUR SECRETS

>> No.1844752
File: 19 KB, 75x75, 1382936074379.gif [View same] [iqdb] [saucenao] [google]
1844752

Would you say that Doom is the easiest and to mod and most customizable FPS of all time? I actually want to hear your opinions.

>> No.1844754

>>1844752
Why is caco such a cutie?

>> No.1844776

>>1844745

I dunno. I plotted stuff on paper in boring classes for the first year or two. Then I started speedmapping and learning the necessary parts of maps.

This map, and a few others in a similar vein, will be released in some project in the near-ish future.

It mostly comes down to repetition and practice.

>> No.1844780

>>1844752
Until good map making programs came out, not really. Carmack made the game easily moddable, but he also made an engine that was stupidly far ahead of its time when it first came out.
But that FPS was also basically the first huge FPS... so I guess yes? Doom modding has a weird history.

>> No.1844797

>>1844752
Doom simply has had the benefit of having technically adept fans that have helped the modding community sustain for over 20 years, thanks to being a famous piece of work as both a game and a piece of technology.

>> No.1844882
File: 1.49 MB, 640x320, fancy sword work.webm [View same] [iqdb] [saucenao] [google]
1844882

To the anon that was saddened that the sword combo was all punches and no additional sword strikes.

This is for you.

>> No.1844884

>>1844882
Not that anon but I'm pretty happy.
I like sword and punch combos.

>> No.1844885
File: 38 KB, 400x266, Stack of clips.jpg [View same] [iqdb] [saucenao] [google]
1844885

>>1843902
These are referred to as clips.

>> No.1844891
File: 1.77 MB, 3264x2448, assaultnugget.jpg [View same] [iqdb] [saucenao] [google]
1844891

>>1843847
>>1843902
>>1844885

>> No.1844919

How do I host on grandvoid? Is the process automated or do I have to message someone?

>> No.1844924

So guys, when you play with a gameplay mod do you slap music on top of it?

If you do, do you try to fit the tone of the gameplay mod or do you just put on your favorite songs?

>> No.1844926

Hi guys, I finally got Zdoom and GZdoom working on linux (Linux Mint 17), but I don't know how to play with wads on it (since I cannot drag and drop them on the ".exe" like you usually do on windows, It only opens with the iwad selection)

I just want to go medieval on some imps asses, and the Zdoom wiki doesn't help

Also, thanks for your hard work supporting the community, making lists and still creating maps and mods. You guys are great.

>> No.1844930

>>1844924
>when you play with a gameplay mod do you slap music on top of it
Rarely. Often, if a mapset doesn't have a custom set of music, I'll grab a bunch of tracks from my collection of midis and insert them with Slade.

>> No.1844932

and now those same improvements to the sword, set to Actraiser music.

http://youtu.be/tYAeUpGuEu8

>> No.1844935

>>1844924
Doom's soundtrack is good enough as it is, a good synth and soundfont help make the Doom experience feel more fresh.

>> No.1844941

>>1844932
I like it.

>>1844935
I do play vanilla levels with default music but if I'm playing a custom map set and it has bad music I switch to something good in the mapset or play music over it.

Never really found a way to get new soundfonts to work.

>> No.1844949

>>1844926
Sorry, I figured it out already, I'm a stupid man.

>> No.1844979

>>1844941
>Never found a way to get soundfonts to work

type into console "Fluid_Patchset" then type in the path and file name. "C:/Doom2/Soundfonts/weedsgm3.sf2" for example

>> No.1844984

>>1844941
If I start a single-level map and it plays an unmodified D_RUNNIN, I usually just IDMUSXX it with two random letters.

>> No.1844986
File: 270 KB, 410x510, 1402913475553.png [View same] [iqdb] [saucenao] [google]
1844986

>>1844984
>IDMUS15
Shit.

>> No.1845007

There's always talk about good maps and bad maps. but are there any that you think stuck out because of how generic and mediocre they were to you?

>> No.1845016
File: 89 KB, 200x230, gsfgsdgd.png [View same] [iqdb] [saucenao] [google]
1845016

>First time playing folded1000times or whatever
>Can't get combo even to first rank because not enough meat to kill
>Need a slaughterwad
>Fucki it! Go with Chillax
>Few rooms in, good going
>Open a wall to a shitload of revenants and a caged archville
>HOLYFUCK pissed of martians can multiply and immolate now!
>Somehow survived that, get the red key, go back to starting room
>There are 10X more cacos than it should be
>Run into dark corridor full of rockets to take cover
>mfw there's already cloned archvile
>WHOOPS

>> No.1845021

>>1844882
>>1844932
Seems fun.

>> No.1845024

>>1844882
Horay

>> No.1845035

>>1843564
This epic https://www.youtube.com/watch?v=NWH_d7oMs-s

>> No.1845045

>>1843564

OP used the shitty shoop I made. Today is a good and jolly day ;___;

>> No.1845050

>>1845035
The cool part is that does seem like a better boss fight than the standard IoS.

The uncool part is that it requires things like jumping and it's just a meat boss.

Also, >dat player death scream
If anything is more annoying I'd like to see it.

Is the BFG10K even in Brutal Doom standard? Or is this guy just a faggot and still using Skulltag?

>> No.1845057

>>1845050
>jumping
Wait I dont see how thats a negative.

>> No.1845063

>>1845057
Serious question, modding being what it is, why do people get so mad at jumping and crouching?

>> No.1845064

>>1845063
Usually because you can break maps with it, but no idea would someone dislike jumping in a map designed for it.

>> No.1845065

>>1845016 Where do you even get that folded1000times mod?

>> No.1845068

>>1845064
I don't see that as an issue since you could clip through walls from the beginning if you wanted to.

>> No.1845069 [DELETED] 

>>1845035

> bullet hell
> jumping
> brutal doom

vomitingdoomguy.gif

>> No.1845075 [DELETED] 

>>1845035
>jumping
omg I've been triggered

>> No.1845080

>>1845057
My problem with it is that this is a MAP30 replacement, and this would either do one of several things
- If the map or megawad doesnt have a MAP30, then this will almost always be the only map that requires jumping, which causes flow problems.
- If it does have a MAP30, then this may terribly horribly break that fight.

>> No.1845085 [DELETED] 
File: 400 KB, 488x519, goddamn.gif [View same] [iqdb] [saucenao] [google]
1845085

>>1845035
>jumping

>> No.1845089

>>1845085
I don't see how that's a problem, if the map was designed for it in the first place.

>> No.1845091

>>1845085
Do you hate Quake and Duke3D too?

>> No.1845092
File: 46 KB, 637x358, 1399192033102.jpg [View same] [iqdb] [saucenao] [google]
1845092

>>1845089
Remember:
If you jump, crouch, use mouselook, have a crosshair, play any resolution but 320x200, use filters, play Brutal Doom, use OpenGL, dont use the default Doom Dos key binds, you are nothin but a worthless piece of shit.

>> No.1845101

>>1845091
>>1845089
And my explanation went unnoticed.
Good job 4chan.
>>1845080

>> No.1845105

>>1845091
>hating a game that has jumping by default
oh yea super mario must be a piece of shit game

>> No.1845107

>>1845101
It's the first sign of HI/v/. Rationality is completly ignored.

>> No.1845115

has anyone finished/organized the megamanX soundfont? i heard it existed but was unusable yet

>> No.1845120

>>1844460
Yep.

>> No.1845137
File: 233 KB, 1366x768, Screenshot_Doom_WhisperInTime.png [View same] [iqdb] [saucenao] [google]
1845137

>> No.1845140

>>1845080
You realize that its an optional mutator made for D2/plutonia?

>> No.1845156

>>1845140
And neither of those include jumping.

>> No.1845159

>>1844620
what

>> No.1845170

>>1845156
So?

>> No.1845178

>>1845170
It breaks the flow.

If a server is using it and sv_nojump to enforce people to go through a whole level rather than just beating Dead Simple in 4 seconds, then this map will be practically unwinnable, or at least very very not fun.

Additionally someone may not have bound jump for that very same reason. They're likewise fucked.

>> No.1845186

Can someone post the big RIP AND TEAR compilation image

>> No.1845208

>>1845065
https://github.com/TerminusEst13/Folded1000Times

>> No.1845213

>>1845178
So dont use the optional mutator?
I play with jumping and crouching but I almost always 100% the level even if I can skip it.

>> No.1845216

>>1845213
"If you don't like it, don't play it" is always a terrible response to discussing the design flaws of a mod.

>> No.1845226

>>1845213
A mutator that's not meant to be used? Oh frabjous day!

>> No.1845265

>>1845216
But its not a flaw its a personal prefference

>> No.1845272
File: 254 KB, 1366x768, Screenshot_Doom_LostWay.png [View same] [iqdb] [saucenao] [google]
1845272

>> No.1845281

Might I ask what the hell was up with old .wads and having to shoot secrets to open them?

Or even doors?

>> No.1845285
File: 132 KB, 1366x768, Screenshot_Doom_20140808_124057.png [View same] [iqdb] [saucenao] [google]
1845285

>> No.1845291

>>1845281
Whats the problem?

>> No.1845295

>>1845281
Some maps do it so that you're forced to alert enemies.

>> No.1845298

>>1845265

No, it is a flaw.
A personal prefference [sic] is "I think the new Icon of Sin is fucking stupid". It is based off personal opinion.
A flaw is "a mod which is designed to replace the Icon of Sin maps, is not compatible with wads it's designed to supplement because of how it forces the player to use jumping, and many wads break with jumping or manually turn off jumping in the mapinfo". It is based off a design problem because it's not doing what it's supposed to be doing properly.

>> No.1845319

>>1845285
https://www.youtube.com/watch?v=QEzhxP-pdos

>> No.1845324

>>1843564
ANOTHER ONE OF THE GREATEST DOOM WADS EVER MADE https://www.youtube.com/watch?v=29TYZQWaz7g

>> No.1845332

>>1844348
TSP already has this

>> No.1845337

>>1845298
>many wads
This thing is just marks (pretty shite) attempt at recreating TIOS for lvl 30 of D2 and plut. Those wads dont disable jumping. Also you can just not jump in maps 1-29 and jump in map30.

>> No.1845343

>>1845291
Nothing. I was just playing some mid nineties wads and I was like "wat"

I was just wonderifn if it was easier for map builders back in the day.

>>1845295
maybe

>> No.1845346

>>1845337
>Those wads dont disable jumping.

If it's on a server with just Doom 2 and Plutonia, it's a high chance jumping is disabled.

>> No.1845347

>>1844660
room over room
portals
silent teleporters
somebody was working on 3d platforms that move

>> No.1845357

>want to use some pin up posters for the barracks section in muh first map
>it's just vanilla Doom2 with no additional Zdoom features aside from custom flavor textures
>am torn between resizing the images to something pixelated or using Zdoom's HR texture scaling function

>> No.1845368

>>1845332
correction: I just loaded it up again and it has a push with open palm that does this

>> No.1845389

>>1845291
It's hardly intuitive.

>> No.1845398

>>1845343
No. It's just a different way to hide a secret.

>> No.1845403

>>1845324
>9:32
INFINITE_DOOMGUY_GRIN.GIF

>> No.1845410
File: 52 KB, 495x700, 1407003685674.jpg [View same] [iqdb] [saucenao] [google]
1845410

>>1845085
Now, I can't view the video in question, due to my connection, but I'm going to guess you're being a reactionary goose over something trivial.

Please stop, neither you, him, me, or anyone else has anything to gain by this behavior.

>> No.1845414
File: 252 KB, 800x600, Screenshot_Doom_20140808_103624.png [View same] [iqdb] [saucenao] [google]
1845414

Hey /vroom/, I'm the guy who made the helloworld.wad a couple of weeks ago and I made a new map. It currently occupies MAP02 in the wad. I just want to know what you guys think of it.

Thanks!

http://www.mediafire.com/download/2ds31bp7cayww25/helloworld+0.2.wad

>> No.1845427

>>1843748
Just curious; what's so bad about 3D floors and new decorations in a mod like GvH?

>> No.1845429

>>1845414
Decent, though a little linear.

The door with the demons in it next to the baron is too small for the demons to be a threat though.

>> No.1845432

>>1844745
I usually have a concept and blindly map it out til I think it's fun.

>> No.1845435

>>1844932
Now we need are powered sword combos.

>> No.1845436

>>1845410
>responding to a deleted two hour old shitpost

>> No.1845438

>>1845272
Hey hey hey....
Whuzzat? What is it from? Is it a creepy level wad or something? I love it!!

>> No.1845445

>>1843739
>>1843717
What mod is that?

Sorry for the dumb question but it sounds awesome and I really don't know.

>> No.1845461

>>1843842
SHADOWMAN

>> No.1845465

>>1845445
DemonSteele, a wip mod about being a heavy metal chinese cartoon
Pre alpha but fun as hell

https://github.com/TerminusEst13/Folded1000Times

>> No.1845473

>>1843940
>>1844036
>I have this game; I'll have a look-see.

>OH FUCK SPAWN.WAD. TRYING RIGHT NOW.

Changes nothing when I load it as a PWAD on any of the Doom IWADS, won't load in Slade, and Doombuilder tells me it has no maps in any format.

Give me another hint!

>> No.1845476

>>1845389
Im doing a map right now where there are doors that open by shooting them. They all use tje corpse on a wall texture. And to make it easier to get I added a hallway at the start with 4 lost souls that are easy to miss and have you open the door. Thats fair roght?

>> No.1845478

>>1844107
Fuck everyone who replied to this; this is actually in development.
http://www.doomworld.com/vb/wads-mods/64353-doom-64-for-doom-ii/

>> No.1845484

>>1844283
Actually, it wouldn't get you brownie points with Midway, who created Doom64. Id had almost nothing to do with it.

Either way, some people are doing it, so it's obviously not that big of a problem.

>> No.1845491

>>1845445
Mod is DemonSteele, map is MAP19 of BTSX.

>> No.1845493

>>1844469
>>1844494
>>1844503
You know, I've been thinking, this project could probably deal with some collaboration. I am a master of lighting. Post your damn maps and let me light them.

>> No.1845496

>>1845465
>>1845491
Awesome, thanks. I knew I recognized that HUD but the sword threw me off lol.

>> No.1845553

>>1845346
Who the fuck would run a server with Doom 2 alongside this WAD and disable jumping? Think hard before you answer

>> No.1845559

>>1845357
Rescale it. Not doing so will make it look like shit.

Also maybe don't fucking use custom textures on your first map, Jesus Christ, learn to use the tools that are there effectively first

>> No.1845564

>>1845414
You don't...legitimately test your maps with Brutal Doom, do you?

>> No.1845568
File: 40 KB, 79x80, 1384477001903.gif [View same] [iqdb] [saucenao] [google]
1845568

>>1844754

>> No.1845570

>>1845564
i dont, i just took this screenshot with it because of the fire effects

>> No.1845572

>>1845432

When I speedmap (which is what >>1844739 is) That is pretty much the path, though there is slightly less time to make the architechture as fun when there is a timer on the line, so the usage of weapons and monsters also comes into play.

For instance, you dont get a shotgun until over halfway through the map, so it is a chaingunfest, which are tragically uncommon in Doom2 maps.

>> No.1845573

>tfw I decided to make my first map have sections that require jumping/squatting

>> No.1845580

>>1845493
How mastery are you? examples plox

>> No.1845581

>>1845559
Why not? I found it to be rather simple to learn.

My only issue with scaling Hires Pin Up is that they clash with the otherwise low res textures.

>> No.1845584

>>1845572
I usually give you a shotgun (by killing a seargent) and a chaingun at the same time. But set up situations where the shotgun would be less useful, and more ammo costly.

>> No.1845598

HEY
my cousin wants to play a "spooky" wad with me

recommendations?

Also, I feel like the instant respawn with no penalties is kind of cheap, is there a better way?

>> No.1845617

>>1845598
Buttpain and Lasting Light, play them with some larger maps like Neighborhood from Hell or After the Holocaust. Also Ghoul's Forest 3 and Happy Time Circus 2.

>> No.1845623

>>1845476
I'd recommend having a shotswitch in an early room that's clearly a shotswitch, just to make sure the player is thinking "This map uses shot triggers".

>> No.1845635
File: 982 KB, 1024x1280, w12316402.png [View same] [iqdb] [saucenao] [google]
1845635

>>1843632
Fund it

>> No.1845653

>>1845473
Intradesting, this calls for further investigation.

>> No.1845654

>>1845635
What ever happened to that series, anyway?
They put the first episode up on YouTube and then it just seemed to disappear.

>> No.1845656
File: 184 KB, 1024x768, Screenshot_Doom_20140808_150008.png [View same] [iqdb] [saucenao] [google]
1845656

>>1845580

>> No.1845659

>>1845598
Lose keys, lose weapons, etc.

>> No.1845661
File: 145 KB, 511x511, 1392395759219.png [View same] [iqdb] [saucenao] [google]
1845661

>>1845654
First episode was made to look for investors.

They couldn't secure funding to go on.

In the bright side, /ak/might get Cat Shit One 80 translated... within this decade... maybe.

>> No.1845667
File: 151 KB, 1024x768, Screenshot_Doom_20140808_150027.png [View same] [iqdb] [saucenao] [google]
1845667

>>1845580
More

>> No.1845671

>>1845598
unloved, its not just spooky, it has some pretty good battles

>> No.1845672
File: 146 KB, 1024x768, Screenshot_Doom_20140808_151304.png [View same] [iqdb] [saucenao] [google]
1845672

>>1845580
I think this shot came out bad.

>> No.1845676

>>1845598
>Also, I feel like the instant respawn with no penalties is kind of cheap, is there a better way?
Use Vanilla rules: When you die, you have to pistol start.

This is what made early Coop Doom fun and challenging and it's what everyone forgets to turn on when they do Coop.

Which is why people say Coop is boring now.

Alternatively, if you're using Zandro, use Survival so you only get x amount of lives.

>> No.1845678
File: 297 KB, 1024x768, Screenshot_Doom_20140808_151618.png [View same] [iqdb] [saucenao] [google]
1845678

>>1845580
I should point out that doing flickering/phasing is a great idea

>> No.1845679
File: 30 KB, 668x316, for fucks sake.jpg [View same] [iqdb] [saucenao] [google]
1845679

>>1845672
>>1845667
>>1845656
>that gamma

>> No.1845684 [DELETED] 

>>1845656
God dammit anon, I trusted you.

>> No.1845692

How do I play the demonsteele alpha, I have to convert the file to pk3?

>> No.1845696

>>1845414
This is pretty good! I feel like there could be slightly more height variation--for example, you could move that entire outside section (and the rest of the map) down by 128-256 and add a lift instead of a door to initially access it.

>> No.1845703

>>1845676
>>1845659
yeah, that's what I'm talking about. You just pop right back in

>> No.1845705
File: 20 KB, 611x243, icon of shame.png [View same] [iqdb] [saucenao] [google]
1845705

>>1845553

Who? Well, I don't know them personally so I can't really ask them why in the fuck they'd do that, but they certainly exist and they exist in droves.

>> No.1845706
File: 295 KB, 1600x900, ok.png [View same] [iqdb] [saucenao] [google]
1845706

>>1845678
Good vanilla-style lighting. I like doing shadow stuff myself. It's fun.

>> No.1845712

>>1845706
Are those wolfenstein bricks?

>> No.1845713
File: 153 KB, 1024x768, Screenshot_Doom_20140808_153925.png [View same] [iqdb] [saucenao] [google]
1845713

>>1845679
The gamma isn't turned up, it's the brightness. And I realize that traditionally, you shouldn't play at that kind of brightness, but unfortunately my computer is set up between 3 different windows surrounding it, plus 2 more elsewhere in the room. What I'm saying is, this room is overlit. It makes it difficult to discern shapes in darker ranges, particularly in Doom. So I have the brightness at 1.4 so I can actually see in the dark when I'm playing.

This screenshot has been taken with 1.0 brightness and I actually cannot see into the left room from here at all. This makes it harder to play than it would be otherwise, and I suck ass, so I need all the help I can get.

>> No.1845717

>>1845705
They clearly are running Brutal Doom. What kind of retard is playing Brutal Doom but thinks jumping is a sin? Get the fuck out of here

>> No.1845719

>>1845706
I enjoy it too. It's so fulfilling to make something that looks really nice.

>> No.1845721

>>1845712
No, there is a brick texture that looks similar though

>> No.1845723

>>1845706
My maps always just end up looking like ugly mish mashes. Though I guess its because I focus so much on setting up specifics it becomes impossible to make it look not-shit.

>> No.1845724

>>1845713
>>1845679
Similarly, in >>1845706's screenshot, I can see pretty much that there are windows to the right, a distant medkit and some beams on the ceiling?

Which, again, I know is a problem with MY setup, so I'm not about to say anyone else should play this way.

>> No.1845725
File: 75 KB, 790x847, 83577280.jpg [View same] [iqdb] [saucenao] [google]
1845725

>>1845717

Did you just kind of jump in at the tail end of the discussion and didn't bother to read anything?

>> No.1845749

>>1845725
Nah, I think he just jumped to conclusions

>> No.1845750

>>1845692
I am having the same problem, how do you make the file playable?

>> No.1845753

>>1845750
>>1845692
Download files
Make a zip
Put files in zip
Call zip PK3

Should work.
If it doesn't then:
Copy some other mod
Open up PK3
Delete everything inside
Put Demonsteele files in there
Rename it
Works

Did the latter for Metroid, did the former for Demonsteele

>> No.1845763

>>1845750
>>1845692
open up zip
extract folder named pk3
go inside newly extracted folder
zip up everything inside
viola

or use _zip.bat
but kyle's a smart nigger so he'd need to talk about how that works

>> No.1845779
File: 93 KB, 1280x800, Screenshot_Doom_20140808_130441.png [View same] [iqdb] [saucenao] [google]
1845779

>> No.1845804

>>1845779
Damn, what wad?

>> No.1845826

>>1845050
>>1845050
>that does seem like a better boss fight than the standard IoS.

any custom maps made in modern times have figured out better fighting sequences in IoS fights

See: Hell Ground, Hellbound, fuck, even our very own 200 Minutes

>>1845057
>>1845063

the thing being promoted as the ULTIMATE IoS fight, it has a lot of flaws: forced jumping sequences, unskippable damage, backpack at the end of the corridor, etc.

The megasphere at the corner? Unreachable without jumping. The soulspheres at the pillars? Unreachable without resorting to jump

>>1845478

Too bad whoever got in charge of the project allegedly said "I can't compile what we have so far because i'm extremely lazy at the moment"

>>1845598

anything on -fast

see how much scared you get of everything now

>> No.1845850

So have any of you played Beast Incarnation on Zandronum? I thought it was a fun gameplay mode.

>> No.1845862

So no one was able to nab a shitty quality photo from the Doom announcement?
NOT A SINGLE FUCKING PERSON?

>> No.1845867

What's the best way to import textures into doom ? Xwe doesn"t seem to work properly on my pc

>> No.1845870

>>1845862

They were fucking patting people down for phones and keeping an eye out for cameras and other shit.
Are you really that surprised?

>> No.1845873

>>1845870
I expected people to be more creative, I guess I was wrong. Now the Dorito Pope gets to know exactly what it looked like.

>> No.1845945
File: 1000 KB, 275x275, 1391230329969.gif [View same] [iqdb] [saucenao] [google]
1845945

>>1845661
I blame cat lovers for it not getting funded.

>> No.1845983

>>1843918
On the subject of this is there a mod that changes the dialog from clips to magizines?

>> No.1846002

>>1845804
It's not done. I'd work more on it, but it's hard to do things sometimes.

>> No.1846142
File: 183 KB, 400x566, 1407015456705.png [View same] [iqdb] [saucenao] [google]
1846142

>>1844216
I love it!

>> No.1846147

UT99 or Quake 3?
don't do the third option shiz

>> No.1846165

>>1846147
UT for fun with friends. Q3A for competitiveness.

>> No.1846169

>>1845272
source please

>> No.1846174
File: 83 KB, 299x288, 1405486438920.png [View same] [iqdb] [saucenao] [google]
1846174

>>1846169
Filename.

>> No.1846181
File: 5 KB, 217x233, supergun.jpg [View same] [iqdb] [saucenao] [google]
1846181

No one is playing anything interesting on Zandronum as usual, so I'm gonna host a private vanilla duel32 server

/v/r/ Duel 32 (24.202.208.3) Password: trooping

Please join :(

>> No.1846218

So I just watched The Thing

Any wads that feature putting things on fire?

>> No.1846241

>>1846218
Brutal Doom Sperglord's Edition
The Space Pirate, I think

>> No.1846250

>>1846218
Hideous Destructor's enemies can be set on fire, but they're more likely to do it to you.

>> No.1846253
File: 277 KB, 456x442, nope.png [View same] [iqdb] [saucenao] [google]
1846253

>>1846181
sick of playing megaman doom, shitgun frenzy, ponies and other nigger tier mods?

Stop wasting your worthless life with zandronum and play some fucking zdaemon you faggot.

>> No.1846261
File: 223 KB, 777x1300, 1378166329476.png [View same] [iqdb] [saucenao] [google]
1846261

>> No.1846265

>>1846181

I might join later on, if nobody else has bitten.

>> No.1846270

>>1846253

l1t we see you

>> No.1846276

>>1846253
ZDaemon has issues with my computer for some reason. I used to play on it all the time way back

>> No.1846279

>>1846270
>>1846276
>actually responding

Consider suicide.

>> No.1846285
File: 2.94 MB, 960x540, zandronum 2014-08-08 20-30-27-65.webm [View same] [iqdb] [saucenao] [google]
1846285

>>1846218
on ArmageDoom you can set almost everything on fire.

>> No.1846286

>>1846261
tl;dr

>> No.1846291

>>1846218
After the first upgrade the taser in wildweasel's Terrorists! will light enemies on fire, making their death states much more comical. The level 3 grenades and grenade launcher both gain additional incendiary projectiles as well. Reelism uses the same effects (and is actually the source) for its fire-based weapons.

>> No.1846309 [DELETED] 
File: 1.63 MB, 238x178, 1386776942857.gif [View same] [iqdb] [saucenao] [google]
1846309

>>1846270

>> No.1846310

>>1845435

I thought about that but I figured the powered sword would be more straightforward in fucking shit up

>> No.1846315

>>1846276
You need to buy a better graphics card.

>> No.1846320

>>1846315
>Older engine base than ZDoom or Zandronum
>Requires a later graphics card.
Holy shit, ZDaemon Devs confirmed for having no clue what they're doing.

>> No.1846336

>>1845763
it's simple batch magic really

I did just send termederp a PR though to fix it up a bit and include the command-line tool itself so you guys can actually use it if you don't have 7-zip installed and/or you aren't running 64-bit.

>> No.1846339
File: 3.73 MB, 2872x2419, Rip & Tear.png [View same] [iqdb] [saucenao] [google]
1846339

>>1845186

>> No.1846354

>>1846320
>falling for his troll
Idiot.

>> No.1846357

>>1846339 (Me)
Is this showing up for anyone? It says it contains errors.. for me anyways.

>> No.1846358

>>1846354
Well, its still true the ZDaemon devs have no clue what they're doing...

>> No.1846360

>>1846357
Thanks e-non.

>> No.1846381
File: 37 KB, 325x325, 1376946940454.jpg [View same] [iqdb] [saucenao] [google]
1846381

>>1846339
>Gutsman.EXE
Does he rip and tear with Z-Punch?

>> No.1846405

>>1846339
Hey guys, this is the person, who made the Marathon RIP N TEAR (or RUN AND PUNCH) at the bottom right of the compilation image, speaking.

Feel free to edit it and/or replace the text with something that's more clever and/or references Marathon/Bungie better.

>> No.1846425

>>1846147
>>1846165
UT every time. It's just more fun imo. Q3 is fun and all, but it just doesn't have the unique custom maps of UT99, and I guess I'm a sucker for slow rocket bullet hells, and bouncing flak.

Q3 has a more competitive scene, but that's mostly because of bunny hopping and Quakecon.

It's different strokes though.

>> No.1846428

is hdoom getting an update?
anyone knows something similar to that?

>> No.1846438
File: 94 KB, 640x400, Screenshot_Doom_20140808_181101.png [View same] [iqdb] [saucenao] [google]
1846438

>>1846218
Ultimate Torment and Torture is the first WAD I recall that had a good flamethrower.

And iirc, there is this edgy/angsty school-themed wad for Doom2 from like 1996, came with a DeHacked patch, had a flamethrower.

>> No.1846453 [DELETED] 

Anyone got the mediafire DL link for the base .wad files?
You know for D1, D2 etc.
I first saw it on a picture ages ago.

>> No.1846472

>>1846405
Some kind of Pfhor pun would work fine.

You're much more lenient, I made the Chex Quest one and the only one people ever post is the edit in that image, that I personally don't like.

>> No.1846474

>>1846438
>there is this edgy/angsty school-themed wad for Doom2 from like 1996

was it the same one made by the Columbine kids?

>> No.1846484

>>1846474
The Columbine wad consisted of a BFG 9000 and a load of Cyberdemons I think

Very basic. But what to expect from retards?

>> No.1846486
File: 318 KB, 569x310, 1365384107714.png [View same] [iqdb] [saucenao] [google]
1846486

>>1846474
Just went full retard.

>> No.1846487

>>1846310

So I've been mulling it over considering what sorta cool shit a combo for the powered sword would do. I could always bring back that crazy sword beam and fire it off as a powered combo finisher

>> No.1846491
File: 293 KB, 1366x768, Screenshot_Doom_Sacrament.png [View same] [iqdb] [saucenao] [google]
1846491

>> No.1846494

Hey /vr/, any suggestions for big atmospheric levels? Unloved left me hungry for more. Bonus points for exploration based stuff.

>> No.1846496

>>1846484
One of them made a fairly decent wad called UACHALLS. Don't think either actually made wads based on their school.

>> No.1846497

>>1846496
You sure you don't mean UACLABS.WAD?

>> No.1846505

>>1846497
He does.

It's not total shit, actually. All the other Eric Harris wads I've seen are trash and a half though.

>> No.1846518

What are some good wads with cool architecture? Stuff like fortresses or modern buildings, just anything cool. Space bases and Hell are getting overplayed. Bonus points if the maps are fun.

>> No.1846536

>>1846505
>Not total shit
>Ducking and dodging a cyberdemon's rocket's trough a window
>Claustrophobic corridors with mancubus monster closets
>Final fight against ALL THE LOST SOULS!!!

It was pretty bad.

>> No.1846539

>>1846518
Check out Return of the Triad. It's a ZDoom TC of Rise of the Triad with a set of really great, original maps. The 2013 remake could've learned a thing or two from it.

>> No.1846549

How the hell do weapon replacements work in Zandro?

I made a new playerclass and followed the ZDoom instructions but I still spawn with a Doom Marine pistol.

>> No.1846565

>>1846549
Did you define the new player in KEYCONF? Zandronum doesn't support the MAPINFO method yet.

>> No.1846574

>>1846474
>1996
>shooting took place in 1999

>> No.1846585
File: 15 KB, 480x272, I GOT IT COVERED.png [View same] [iqdb] [saucenao] [google]
1846585

>>1846339
>Gutsman
>Not I'VE GOT THE GUTS

Nigga play Mega Man Powered Up

>> No.1846590

>>1846565
Ah. I wish there was something that comprehensively listed what Zandro was lacking.

>> No.1846591

>>1846339

Ugh, so many of those are fucking awful.

>> No.1846613

>>1846438
schoold2.wad?

>> No.1846621

>>1846590
If it's convenient or useful, you can almost guarantee that Zandronum doesn't have it.

>> No.1846625

>>1846590
>>1846621

zdoom.org/wiki/Version_history#2.4.0

Anything past this isn't in.

>> No.1846653
File: 26 KB, 198x128, dude_like_why.png [View same] [iqdb] [saucenao] [google]
1846653

so, two threads back or so, people were discussing how centered weapons were a dying breed these days

i agree. but you know what bugs me even more? the weapons might look great, but man...the fucking hands.

THEY ALWAYS USE THE SAME ONES. GODDAMN. pic so related.

they aren't even properly scaled to match the size of the weapon. and don't get me started on that batch of resprited Blood hands. we are 7 billion fucks in this planet, i shouldn't be the only one sick of seeing them.

>> No.1846654

>>1846539
I tried it out and it just feels uninteresting from the first few levels.

Is there anything like a Judge Dredd Megacity map set?

>> No.1846658

>>1846625
So is it based on 2.4.0 or 2.3.1?

>> No.1846661

>>1846658
It's based on 2.3.1, with a select few things backported from future versions: eg. StrParam.

>> No.1846690

>>1846653
>Hands without gloves
Into the trash it goes every time.

>> No.1846695

>>1846690
You might want to get your eyes checked, anon.

>> No.1846697

>>1846147
Tribes

>> No.1846703

>>1846695
It was referring to the Blood hands, I'm sorry.

>> No.1846704

>>1846147
UT99...but I prefer Nerf Arena Blast.

>> No.1846747
File: 558 KB, 1920x1080, Screenshot_Doom_20140522_033259.png [View same] [iqdb] [saucenao] [google]
1846747

Any cool city-based wads? I'd especially love some that take place in skyscrapers.

>> No.1846759

>>1846747
There was one where you play as Cammy and shoot up a bunch of chicks and mechs in a slum-like urban environment. Can't remember the name though.

>> No.1846769

>>1845272
Is this it?

http://www.doomworld.com/idgames/index.php?file=levels/doom2/Ports/j-l/lostway.zip

>> No.1846770

>>1846759
I might remember that.
It was 3D third-person perspective, right?

>> No.1846771
File: 554 KB, 800x600, 8534523285_7d82b5818f_o.png [View same] [iqdb] [saucenao] [google]
1846771

>>1846759
oh wait, it was called Cammy
http://forum.zdoom.org/viewtopic.php?f=19&t=35654

>> No.1846792

>>1846747
Batman Doom
Super Sonic Doom
Urban Brawl: Dead of Winter
Vanilla Sky
NeoDoom Gold Edition
Dawn of Reality
Planisphere 2

>> No.1846796

>>1846474
No. Most of the Harris WADs are shit, with the exception of UACLABS.WAD, which is only just okay.

>>1846613
Think so.
The one where the doomguy mug is replaced with the drunk smiley?
I always liked that WAD, not because of the school-shooting theme though. Interesting level design, and liked how the author faked room-over-room with the use of teleporters at the top of staircases. Impressive at the time.

>> No.1846817

>>1846747
Going Down is pretty great, each map is a single floor on a skyscraper.

>> No.1846818

>>1846796
https://www.youtube.com/watch?v=X078Q_Q0LxA

>> No.1846823

>>1846494
Try Putrefier if you haven't already. Not sure what the threshold is.

>> No.1846830

>>1845867
SLADE3. Never use XWE, it's old as fuck and will crash your shit and ruin your wads

>> No.1846834

>>1846830
>>1845867
Listen to this guy. SLADE3 is easy and won't fuck shit up.

>> No.1846836

>>1846494
Caverns of Darkness
Void
RTC-3057
Space Station Omega
Phocas Island 2
Phobia: The Age
Foreverhood v1.0
Realm of Cheogsh
Knee Deep in ZDoom
Cold as Hell
Paranoid
5till L1 Complex
The City of the Damned Apocalypse
Dawn of Reality

>> No.1846848

Just started playing duke today for the first time, and damn this game is awesome, it's also difficult, even on the lowest difficulty. Brilliant level design though, and of course I love dukes one liners.

>> No.1846850

>>1846830
Not to mention that the creator released the source and nobody will touch it because it's written in DELPHI of all things.

>> No.1846854

Someone posted a "So you want to play some mother fucking Quake" image some threads ago. Anyone have that saved and can share?

>> No.1846856
File: 1.93 MB, 1280x1024, 1407231412285.png [View same] [iqdb] [saucenao] [google]
1846856

whodunnit? Whodunnit.

:: [BE] Montreal Stabby staby staby WDI Whodunnit

pass vrtroopers

>> No.1846858

>>1846856
Is it alright if I'm completely new to Whodunnit?

>> No.1846859

>>1846858

Of course, friend. Just don't be a cock, don't mind a little ribbing, and you'll be fine.

>> No.1846860

>>1846858
Duh. Anyone can play it.

>> No.1846867

>>1846854
Of course I do. I made the damn thing. Currently it's in the Quake thread here
>>1807045

>> No.1846874

>>1846867
Many thanks Anon!

>> No.1846876

>>1846771
Gee, I wonder why they choose that camera angle...

>> No.1846887
File: 375 KB, 1366x768, Screenshot_Doom_20140809_020706.png [View same] [iqdb] [saucenao] [google]
1846887

>>1846491

>> No.1846910

http://action.mancubus.net/actiondoom/ads.htm
Why are there references to a "Doom Kart" on Action Doom's ads page?

>> No.1846914

>>1846910

the very very first attempt at a kart racing game. in development at the time scuba was doing AD.

>> No.1846938

>>1846910
>>1846914
Heh, thought they were talkin' about that faggot who caused a shitton of drama

>> No.1846945

>>1846938

...DKG's faggotry took place loooooooooooooooooooooooooong after the release of Action Doom.

>> No.1846954

>>1846285
That's real cool.

Though I think it could look a bit smoother if you had flash of fire or used a small explosion sprite to display just as the trees burst into fire.

>> No.1846958

>>1846945
>>1846938
Care to explain?

>> No.1846959

>>1846876
Why would you wonder that?

>> No.1846960

>>1846959

It's sarcasm.

>> No.1846961

What mods does Doom RL Arsenal go well with?

>> No.1846962

>>1846958

Drama doesn't need to be rekindled, especially long-passed drama.

>> No.1846971
File: 1.41 MB, 280x210, 0.gif [View same] [iqdb] [saucenao] [google]
1846971

>>1846958
Imagine the doom community is lacking a good racing mod.
Now a random guy raises his hand, says: "I'll do it!" and starts doing his job.
Then (for no reason), he "accidently" releases an alpha version of his mod, "encrypted" and not playable. He starts shitposting, talking to himself to create drama and this goes on for the next 10 months.
Then he decides to change his name to a Disney character, tries to create another mod (Samsara addon), drops it because "its too difficult" (he claimed to be a professional programmer and failed to create a simple addon).
Now he "leaves" /vr/ (roughly 3 months), shitposts anonymously, evades his ban every single fucking time and keeps shitposting by posting stuff like "Report and ignore" or "Fuck off DKG / Ronald McDonald / Zyzz / random name #23837". He even tried to dox people on this board.

To this day he hasn't stopped shitposting, he just does it anonymously.
Moot did not react to my mail, I suggested he banned all german IP's, but I guess that is not possible.

tl;dr
DKG is worse than Kimmo

>> No.1846972

>>1846960
But it's not funny or insightful sarcasm, it's blasé at best.

And it's fucking Cammy, why WOULDN'T you want to look at her ass? That's one of her great features.

>> No.1846980
File: 85 KB, 640x480, 1389241849380.jpg [View same] [iqdb] [saucenao] [google]
1846980

>>1846972

I'm more a breast man.

>> No.1846981

>>1846972
Why would Cammy be using guns when she is an unarmed combatant in everything?

Why is there mechs?

>> No.1846985

>>1846980
Too big.
I like breasts, but small.

>>1846981
I take it you're not fully familiar with her then?

>> No.1846987

>>1846981
They had to spend those Bison Bucks on something.

>> No.1846994

>>1846985
We have to go bigger.

>> No.1847000
File: 26 KB, 324x239, bison gets it on with his own clone.jpg [View same] [iqdb] [saucenao] [google]
1847000

>>1846987
M. Bison mod when?

>> No.1847007
File: 68 KB, 1000x1000, 1403042547028.png [View same] [iqdb] [saucenao] [google]
1847007

If anyone out there enjoys playing Brutal Doom SE with the standard sounds, could you give this shotgun firing sound revision a try to see if it's any better? I want a second opinion. Also, I prefer to keep weapons sounds mono because reasons. I find stereo and mono sounds really clash together when it comes to weapons. Powerups are fine since it's supposed to punctuate the otherworldly-ness of them.

http://www.mediafire.com/download/m933y76j73xh7ws/BDSE_regular_SG_Test.pk3

>> No.1847010 [DELETED] 

>>1847007
>Brutal Doom
stopped reading there, kill yourself autistic faggot of a manchild, delusional casual

>> No.1847018

>>1847010
Oh, okay.

>> No.1847023

>>1846856
This server is still up. Come play some WDI with us before the night is over.

>> No.1847032
File: 2.26 MB, 640x361, output.webm [View same] [iqdb] [saucenao] [google]
1847032

>> No.1847038

>>1847032
>Good morning, and welcome to the Black Mesa transit system.

>> No.1847046

>>1847032
wad?

>> No.1847057
File: 71 KB, 600x450, Potato shampoo in my anus.jpg [View same] [iqdb] [saucenao] [google]
1847057

>Mandatory secrets

>> No.1847060

>>1847046
Doxylamine Moon: Overdose

>> No.1847061

>>1847060
Thanks

>> No.1847156

>>1847057
>unmarked exit

>> No.1847161
File: 176 KB, 800x800, 6e66.jpg [View same] [iqdb] [saucenao] [google]
1847161

>>1847057
>>1847156

>exit door is fake and drops you into a fucking monster closet

>> No.1847162

>>1847156
>Chaingunner ambushes at low health

>> No.1847163

>>1847162
>innocent-looking health pickup in corner
>triggers chaingunner trap when grabbed

>> No.1847169

>>1847163
>Innocent looking health pickup
>Triggers Revenant ambush

>> No.1847171

>>1847156
>ordinary-looking exit to a quiet, atmospheric map
>actually a suicide exit
>fucking DSBOSDTH

>> No.1847172

>>1847169
>>1847163
>>1847162
>>1847161
>>1847156
>>1847057

http://www.best-ever.org/download?file=halp.wad

>> No.1847182 [DELETED] 

>>1846339
>sony fan
>Why wont /vr/ watch my ponyshit
wut

>> No.1847192
File: 34 KB, 690x656, 1401128389869.png [View same] [iqdb] [saucenao] [google]
1847192

>>1847172

>> No.1847207 [DELETED] 

>>1847182
It's brony, not Sony.

>> No.1847220
File: 6 KB, 448x96, get-psyched.png [View same] [iqdb] [saucenao] [google]
1847220

>>1847161
I'm thinking about that Get with those Revenants hiding unsubtly around the corners. But I can't find that screencap.

>> No.1847223

Hey sexy guys, pls tell me some good TC's for Doom

I just played Action Doom 2, I got the shit ending and I got real mad

but I still can't get enough of doom

>> No.1847226

>>1847223
>I got the shit ending and I got real mad
So try harder, beat up more thugs, look for more loot and swag, don't die. Look for alternate paths.

>> No.1847229

>>1847226
>imblying I'm great at doom

>> No.1847232

>>1847229
With a bit of practice you can get the good end for Action Doom 2.

>> No.1847237
File: 171 KB, 1200x900, 1406251661244.jpg [View same] [iqdb] [saucenao] [google]
1847237

>>1847229
So cheat then, nothing stops you, that's what I used to do, but I got gud.

Otherwise, if you're not good at Doom, try learning these following things:

1; Learn how to strafe, this is vitally important, plain turning around in the direction you need to go will take too much time (especially if you play with keyboard only), this will kill you, you need to know how to side-step properly.

2; Know when to run. You don't have to have Always Run on, but you need to recognize which situations call for you hauling ass. Circlestrafing a cyberdemon is one of those, dodging a crusher is another.

3; You don't need to play with freelook, some just don't like it, but mouse-turning can be hideously goddamn useful for moving around and maneuvering. Optional of course, some people can keyboard their way through Alien Vendetta and never die.

Further curriculum: www.youtube.com/watch?v=HJcf0aOwmiA
This shit looks goofy, and it is, but the guy knows what he's talking about, watch and learn.

>> No.1847239

>>1847237
I've watched the MONSTER STRATS several times by now and I play with freelook + Crosshair

Weird thing is, I've been playing Doom for yeears but I still can't get past BTSX on UV.

>> No.1847243

Ok, I just re installed Doom and used GZdoom to run it after switching from 32bit os to a 64 bit one , why is everything so damn dark and why does using mouselook make me want to vomit

>> No.1847245

>>1847237

/r/ing that agitating skeleton webm

>> No.1847247

>>1847239
BTSX is not that easy as you go further.

It has some pretty tough fights in there. Like a lot of them.
All I can really recommend is to practice.

>> No.1847251
File: 186 KB, 640x480, dontgiveafuck.gif [View same] [iqdb] [saucenao] [google]
1847251

Okay guys, I think I have an idea how to make the dagger balanced:

What if I give it some more range and little more damage.

BUT

It's the only subweapon that doesn't autofire.

>> No.1847260

>>1847251
The imbalance of the dagger comes from the Item Crash.

>> No.1847261 [DELETED] 

butt sauc

>> No.1847262

>>1847172
You know what this needs? Buttpain.

>> No.1847267
File: 62 KB, 637x481, Capture.png [View same] [iqdb] [saucenao] [google]
1847267

>>1847243
please help Im getting a headache

>> No.1847270

>>1847267
If you want mouselook switch from Software to OpenGL

>> No.1847282

>>1847270
There doesnt appear to be an option to change rendering mode in the options

>> No.1847285 [SPOILER] 
File: 121 KB, 1152x720, 1407583573427.webm [View same] [iqdb] [saucenao] [google]
1847285

>>1847245
It's just not the same without the music.

>> No.1847286

>>1847282
It's in video options where you choose your resolutions.

>> No.1847291
File: 106 KB, 320x645, Y-shearing.png [View same] [iqdb] [saucenao] [google]
1847291

>>1847282
vid_renderer 1 = GL renderer
vid_renderer 0 = Software ZDoom renderer

Freelook in the software renderer's only possible as a trick inherited from Heretic, pic related

Also, see if the latest devbuild treats you better, since every mod needs a devbuild these days anyway.
http://devbuilds.drdteam.org/gzdoom/

>> No.1847295

>>1847291
Well shit

>> No.1847296
File: 39 KB, 626x528, Capture.png [View same] [iqdb] [saucenao] [google]
1847296

>>1847295
forgot pic

>> No.1847297

>>1847291
>since every mod needs a devbuild these days anyway
It doesn't have to be like this, modders. Don't they know we don't like downloading a 20-year-old game twice a month?

>> No.1847301

>>1847297
I question why you have to be downloading the iwads twice a month, versus a bunch of very small executables and archives.. :P

>> No.1847303
File: 45 KB, 677x342, clip+(2014-08-09+at+04.51.06).jpg [View same] [iqdb] [saucenao] [google]
1847303

>>1847297
Well, no. A single devbuild will keep you until a mod you just downloaded doesn't work. I only meant that it's better to grab the port from there instead of the gzdoom frontpage. You can just unzip it into your existing gzdoom folder to update, too, it's not that hard.

>>1847295
>>1847296
Well, shit. Is this plain Doom, no mods? What video card do you have? Try launching it with vid_renderer 0 and see if that crashes? Might have to be a bug report.

>> No.1847343
File: 7 KB, 247x281, 1364209053876.png [View same] [iqdb] [saucenao] [google]
1847343

>want to do something productive with my time
>write as a major hobby
>don't want to write the stuff I need to like upcoming assignments
>want to write shit that I want to write
>I don't even know what that is
>first thing that comes to mind is to get on /vr/ and find the Doom thread

Am I just off-topic posting cancer, or is this a sign?
Should I just play Doom or can someone fix me up with something that sounds interesting to write about?

>> No.1847353 [DELETED] 

>>1847343
>off-topic posting cancer
yes

>> No.1847367

>>1845016
>folded1000times

Search for folded1000times doom.
Get this

https://www.youtube.com/watch?v=yPcEIGO0wr4

>> No.1847389

Do you think secrets that you have only one chance to get are ok?
I put one in my map. Its obvious that its a secret but difficult to get to. And if you screw up once you cant retry (unless you load I guess)

>> No.1847395

>>1847389
They're fine and fair, but it seems almost purposeless. Most people are going to reload as soon as they realise, or will plan to reload if they miss it at any point of replaying in the future.

But that's their problem, just as long as you give (probably) more than enough time to spark that connection that they have to get to it fast, then there's no problem there.

>> No.1847420 [DELETED] 

>>1847343
Go found a blog.

>> No.1847446

>>1847367
The one thing I want to see with this.. is a special move you can do with a pistol and the sword. You put the sword between your pistol and whoever you're firing at, and you shoot. The sword splits the bullet in two and kills two dudes

>> No.1847448

>>1847446
https://www.youtube.com/watch?v=mraK-zRfWL0

>> No.1847450

Anyone know how to apply the skybox to walls? Or whatever trick this is? When I try it all I get are error textures.

>> No.1847452
File: 88 KB, 625x469, Capture.png [View same] [iqdb] [saucenao] [google]
1847452

>>1847450
I always get this

>> No.1847453

>>1847452
You can't. A workaround is to just leave the wall untextured and apply Line_Horizon to it.

>> No.1847456

Are you a bad enough Doomguy to attack the peaceful Revenant realm?

http://www.mediafire.com/download/34vjuwwwecbn31l/peacefulrevenantrealm.wad

I'd upload it to /idgames, but the uploading process seems complicated.

>> No.1847459

>>1847456
Forgot to mention, play with ZDoom/GZDoom or Zandronum for the music to work properly.

>> No.1847461
File: 101 KB, 635x475, Capture.png [View same] [iqdb] [saucenao] [google]
1847461

>>1847453
I just did.

>> No.1847462

>>1846980
Damnit everytime I see this chick I need to masturbate everytime can she be in H-Doom?

>> No.1847467

How do you do the action from MAP07 in Doombuilder? Where when you kill all the mancubi the door is lowered?

>> No.1847472

>>1847446
>>1847448
lol this please

>> No.1847473

>>1847446
That's the most retarded thing I've ever read. Put it in!

>> No.1847474

Is there any way to turn on textures automap in zandorum? its the only thing stopping me getting rid of gzdoom.

>> No.1847479

>>1847343
make a map with an original story without overusing scripted sequences?

>> No.1847501

test

>> No.1847546 [SPOILER] 
File: 604 KB, 1024x1024, 1407602358593.png [View same] [iqdb] [saucenao] [google]
1847546

>>1847462

You can only have Lilitu.

>> No.1847565
File: 188 KB, 601x489, Capture.png [View same] [iqdb] [saucenao] [google]
1847565

>>1847467
Anyone? Ive analyzed the map in DB2 but cant find anything.

>> No.1847572

Is there a mod to play as a gun wizard with both doom and hertic/hexen weapons? Like the wad was built around it?

>> No.1847578

>>1847565
It's basically hardcoded into that map slot that when all Mancubi are dead, sectors tagged 666 are lowered.

>> No.1847583

>>1847578
Well shit. Should I switch to GZdoombuilder?

>> No.1847593

>>1847583
Won't really make a difference in this case. The only other way to make walls that lower when all monsters are dead is with scripting. If you switch to Hexen format you can have individual monsters cause an effect when they die, but that's about it.

>> No.1847620

>>1847239
>I've been playing Doom for yeears but I still can't get past BTSX on UV.
Back To Saturn X actually gets pretty rough and hairy at parts, quite challenging a lot of the time, but it's also one of my favorite mapsets in years, everything looks really excellent, and the maps are all really fun to play.

Freelook/Mouseturn + Crosshair I think allows for better freedom in placing your shots, at least if you turn off auto-aim.
I use a little red point as a reticle, that's as unobtrusive as possible

>> No.1847623

>>1847620
Does BTSX really go through all four of those starports? In the FIRST EPISODE? Jeez, I really am hyped for episode 2.
Even though I'm focusing so hard on not savescumming that I forget to save for entire levels at a time. Not fun on UV

>> No.1847637
File: 84 KB, 492x700, 1407004206547.jpg [View same] [iqdb] [saucenao] [google]
1847637

>>1847623
>Does BTSX really go through all four of those starports? In the FIRST EPISODE?
Yeah, the first episode is pretty much all gorgeous tech-bases. Real goddamn fun to play too.

>>1847623
>Jeez, I really am hyped for episode 2.
You and me both!

>> No.1847675
File: 52 KB, 640x480, Hurr.jpg [View same] [iqdb] [saucenao] [google]
1847675

>> No.1847687

>>1847572

That's a very specific request.
You're not going to find many mapsets that were built around gameplay mods.

>> No.1847689 [DELETED] 

>>1847675
This looks is freaking awesome o.o Clever usage of distortion filters, am I right?

>> No.1847717

>>1847689

This is what /vr/ has devolved to.

It's an ugly 3D model with the sprite slapped on as a texture.

>> No.1847718

>>1847565
It's in mapinfo called "map07special" I think

>> No.1847723 [DELETED] 
File: 95 KB, 500x616, KOUNOSUKE WELLES.png [View same] [iqdb] [saucenao] [google]
1847723

>>1847717
>HE TOOK THE BAIT

>> No.1847726

>>1847675
I think I'd rather see it as a flat wall personally.

>> No.1847732

>>1847467
Any sectors tagged 666 will lower to the nearest floor when the last Mancubus is killed. Any sectors tagged 667 will raise by the height of their wall texture when the last Arachnotron is killed. This can only be used on Map07, unless you use MAPINFO.

>> No.1847747

Is there a list of wads that are compatible with brutal doom?

>> No.1847771

Is final doom worth buying?

>> No.1847786

>>1847007
I like it. Has a good punch to it, which is all that really matters to me.

>> No.1847792

Has anyone here used the alpha weapons in their wads?

>> No.1847817

>>1847786
I finally figured out how to achieve that BA-DOOSH effect I was searching for. It's funny how that sound is now made up of several different sounds I MacGyver'd together. I'm not sure what to feel about that.

>> No.1847880

How do you guys go about getting the MIDI files for maps? Or do you just use straight audio rips, since I assume ZDoom and the like are compatible with regular soundfiles?

I really wanted to MIDIfy Hybrid Song
https://www.youtube.com/watch?v=LsjonkxV40Y

>> No.1847890

>>1847038
Why has nobody remade as much of Half Life as possible in Doom? ZDoom can do 3D architecture now, right?

>> No.1847905
File: 38 KB, 320x240, 02.gif [View same] [iqdb] [saucenao] [google]
1847905

>>1847890
They have.

I forget what it's called though

>> No.1847906

>>1847880

I mostly prowl vgmusic.com

>> No.1847939

Rule 63 wad when?

>> No.1847946

>>1847890
http://zdoom.org/wiki/Paranoid

>> No.1847958

>>1847946
oh cool

>> No.1847965

>>1847456
>>1847459
Updated it, Music should work properly on any source port of your choice.

http://www.mediafire.com/download/gqbs4x3rsnd72fx/peacefulrevenantrealm.wad

>> No.1847993

>>1847946
Any working links? the one at Doom Nexus is dead.

>> No.1848003

>>1847993
The one at the top of the wiki page goes to the doomworld download

>> No.1848069

God, why is Plutonia so shit?

>> No.1848104

>>1848069
Exists just to be hard, doesn't have interesting level design on top of that.

>> No.1848105

you guys didn't even get 35 posts in before hitting page 6 are you even true doom fans

anyway thread

>>1848093
>>1848093
>>1848093

>> No.1848709

So I've only ever played regular original Doom. Wasn't there an infographic or guide on how to use wads and custom versions of Doom and recommended some?