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2026630 No.2026630 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2020529
(We mainly talk Doom, but Unreal/Duke/Quake/Marathon/whatever are also welcome! Let's post like gentlemen)

====WEBSITE/COMMUNITY====

http://doomwiki.org/
The OFFICIAL Doom Wiki, actively maintained and supported by the Doom community. Want to learn more about Doom? Check this site first!

FAQ/Pastebin, updated semi-frequently
http://pastebin.com/vPbiw4NR

IRC (Password is in the FAQ.)
irc.zandronum.com
Channel: #vr

##Our WADs can be found here!##
http://pastebin.com/5sKRiJzS

TUTORIALS/UTILITIES
http://pastebin.com/7vKYWYp0

===WHERE DO I GET WADS?===

Vanilla/Boom: http://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: http://www.doomworld.com/idgames/
/idgames torrent (as of 11/25/2013; 12GB): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

>> No.2026632

===NEWS===

[10-25] 2014 edition of the popular "Best Wads of 2013" image: https://i.4cdn.org/vr/1414194522695.jpg

[10-24] 3 Heures D'Agonie 2 RC1: http://forums.zdaemon.org/viewtopic.php?t=16144

[10-21] Doom II endboss made by a professional sculptor: http://hitestudios.com/icons-of-doom/

[10-21] Insanity's Requiem v3.0: http://forum.zdoom.org/viewtopic.php?f=19&t=37130&start=150#p789753

[10-18] Switcheroom final release: http://www.doomworld.com/vb/post/1314506

[10-14] Freedoom 0.9 released, with many improved sprites: https://github.com/freedoom/freedoom/releases/tag/v0.9

[10-12] Cyberdillo 2 has a new dev blog: http://cyberdillo2dev.tumblr.com

[10-12] Realm667 returns: http://realm667.com/

[10-10] HDoom techdemo 6 released with all episode 1 monsters replaced.

[10-08] Subject_119 is still soliciting for an E1M9 replacement; see below for details

[10-07] Smooth Doom updates: http://forum.zdoom.org/viewtopic.php?f=19&t=45550

Some dork's been working on a site for us to replace the old, shitty one! Will this one thrive or will it flop as well? http://万板.縮.jp/

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

===POPULAR MODS===

/vr/:
200 Minutes of /vr/: http://www.doomworld.com/idgames/?id=17781
Cyberpunk Shootdown: https://dl.dropboxusercontent.com/u/48332341/cyberpunkshootdown-v4.2.pk3
Demonsteele: http://zandronum.com/forum/showthread.php?tid=5302
GMOTA: http://forum.zdoom.org/viewtopic.php?p=742401
HDoom: http://hdoomguy.tumblr.com/
Metroid Dreadnought: http://zandronum.com/forum/showthread.php?tid=4561
The Space Pirate: http://forum.zdoom.org/viewtopic.php?f=19&t=37064

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

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

>> No.2026646

Rip and/or Tear.

>> No.2026656
File: 1.83 MB, 400x232, 1410483090392.gif [View same] [iqdb] [saucenao] [google]
2026656

>>2026646

AAAAAAAAAAAAAAAAAAAA etc

>> No.2026661 [DELETED] 

>>2026632
For mappers of /vr/ that use zdoom features:
http://www.doomworld.com/vb/showthread.php?postid=1315756

>> No.2026662

>>2026630
For mappers of /vr/:
http://www.doomworld.com/vb/showthread.php?postid=1315756

>> No.2026668

>replacing DemonSteele's katana sounds with Half-Zatoichi's from Team Fortress 2

/doom/ is going to hate me for this but...

It sounds so delicious

>> No.2026669

>>2026668
I don't really have any problems with the Kharon's sound effects after the wall hitting sound stopped sounding like a padded bat hitting a cork wall.

Personally I am really interested in seeing what the sheathe that's getting added in will be like.

>> No.2026674

Joking aside Terminus, I guess Hae-Lin is supposed to be a farmer, who wield a demon steel blade blessed by God; but why I can't see her wield a pitchfork or a scythe? Compared to hammer I think it would be more fitting.
I'm not saying that you should remodel the lightning hammer in anyway, but I'd really like to see a pitchfork and/or a scythe as alternatives. Mine is just a wishful thinking or you consider that?

>> No.2026675

>>2026674

That's actually a really good idea.
If I ever do anything involving her before she was blessed and conscripted to fight the demons, expect using a pitchfork to stab fuckers.

>> No.2026678

>>2026669

Me neither, I like the cartoon/anime style it haves (specially when hitting flesh and dismembering), but I wanted to give it a try to this set of sounds, they fit really well tbh.

iirc term is going to make the katana a separate weapon, hence the sheating and new draw spriting.

>> No.2026681

>>2026668
I wouldn't mind checking those out, just for a different change of pace.

>> No.2026682

>>2026681

https://www.youtube.com/watch?v=Au6WnK5ggzY

>> No.2026684

What would you give to become a cacodemon?

>> No.2026690

>>2026684
My legs.

>> No.2026697

>>2026684
Who would want to BECOME a cacodemon? Like, seriously, a giant mouth that shoots lightning, with no arms or legs? Sure, you could fly, but that doesn't really make up for the fact that you won't be able to play doom any more. Also you'll probably be killed by marines or something.

>> No.2026701

>>2026684
HDoom Baron of Hell master race.

>> No.2026710

>>2026697
Why would you want to play Doom when you could live it?

>> No.2026729

>>2026710
I could understand that if you were Doomguy.

But if you're forced to be something fighting Doomguy then aren't you just doomed?

>> No.2026738

>>2026275
He is Russian though. It's mentioned he's a guest in that project.

>> No.2026747

>>2026729
Well, you wouldn't necessarily have to fight him (if you didn't want to for some reason).

>> No.2026753

>>2026656
Spoiler that shit son

>> No.2026756

>>2026747
I'm pretty sure you're stuck fighting him.

So he battles out of Hell in Doom 1, you're likely to meet there.
Then he takes on every demon on the entire earth.
Then he goes into space to take on demons once more in Doom 64 and stays in hell to make sure everything stays dead.

I think if you're a demon, you're quaked

>> No.2026762

>>2026756
Well, you could just sit in a corner and not attack, or float out of bounds where he can't shoot you if you're really too much of a coward to take his rockets like a man.

>> No.2026782

>>2026762
It's implied that Doomguy killed all the demons in every place he visited, not most of them.

>> No.2026795

>>2026656
http://vocaroo.com/i/s1sCTubbBbcJ

>> No.2026804

>>2026795

http://vocaroo.com/i/s0Nz3jJp8pUA

>> No.2026834
File: 23 KB, 333x424, 1409574287767.png [View same] [iqdb] [saucenao] [google]
2026834

Best Wads of 2014 is out. But where's the pastebin with all the download links? I tried the link on the very bottom of the image itself, but it has appearantly been removed.

>> No.2026836

>>2026834

Wouldn't Beavis make a better archvile? He's spastic and loves fire.

His idle sounds could be Cornholio rants

>> No.2026936

>>2026834
http://pastebin.com/f76J7N9u

>> No.2026938

>>2026936
Many thanks, fellow Doomer!

>> No.2026949

>>2026684
>being a cacodemon
>not embracing your inner revenant

>> No.2026973

I'm trying to play through Wolfenstein 3D, but I'm just having so much trouble getting into it. The general gameplay is fun, but it just starts feeling like a chore after a few levels.
Any suggestions on what I can do to help get more enjoyment out of it?

>> No.2026976

>>2026684
Nothing really.
I'd give just about anything to become a Baron though.

>> No.2026979

>>2026756
>Many years ago
>Playing Doom a shitton
>Have dream
>I'm in Doom, and in the Hell portions of the game. (E3)
>Oh shit son, I'm a fucking Baron of Hell, not Doomdude
>Chillin' with other demons
>All of a sudden, the door is fucking busted down
>Tons of UAC marines pour out
>All of my friends are being pumped full of bullets
>I'm desperately throwing those green fireball things from my hands at the assholes
>mfw all of the marines suddenly rush out the door, leaving me barely alive, surrounded by my dead friends

Fuck man, after that dream I'd never want to be any of the Demons. After "living out" what an average day is for them, no fucking thanks.

>> No.2026984

>>2026973
There really isn't anything you can do than tolerate it.

It's really really dated and there's not enough enemy variety to keep your attention if it hasn't already.

You could just go straight to Wolf3D mods, some of them are interesting.

>> No.2027017

>>2026684
You get the chance to be sent to hell and to be turned into ANY demon from Doom. BUT, the transformation process is grueling and incredibly painful. Which do you turn into and why?

>> No.2027027

>>2026979

official topest kek of the day

>> No.2027036

>>2027017
Probably Cyberdemon.
I know that it would be painful as shit, but you'd be massive, strong as hell, and you'd get to be naked all the time, with an amazing ass.
Also, I have a transformation fetish, so that would help.

>> No.2027038

>>2027017
Vanilla Doom only or do mods count?
If Vanilla, Baron of Hell.

If mods, Hell Knight or Baroness of Hell from HDoom.

>> No.2027045

>>2027017
Only vanilla or also custom shit from Real667/mods?

If the former probably Mancubus, poor fatso just looks like the one you'd like to hang out with. The first thing I'd do would be learning to shoot straight. And in longer bursts. The second would be trying to impress some sweet HDoom Womancubus with my marksmanship skill.

If the latter, one of those ridiculous Cyberdemon variants that shoot more bullets than a Touhou boss, because if I have to be killed by an asshole in green armor at least I'll go down swinging.

>> No.2027050

repeating my question from previous thread


how many vertices can I have on my map before GZdoom shits itself?

>> No.2027054

>>2027017

revenant. Because of the bitchin armor, heatseeking rockets made of pure malice, the best walking animation ever and the ability to throw sick ass haymakers.

oh and yelling at things.

>> No.2027056

>>2027038
>Wanting to turn into a girl
What are you

>> No.2027058

>>2027056
Ideally a demon girl.

>> No.2027091

>>2027036
Fuck man, I thought I was the only one with a transformation fetish.
Shit, now I really want some storytime where someone gets sent to hell, and has a really sensual transformation into a Cyberdemon or Baron.

>> No.2027160

>>2027050
Why not try it out and see for yourself?

if you're playing GZDoom on a potato, then a few of them will suffice.

>> No.2027169
File: 322 KB, 450x375, 1352760661139.png [View same] [iqdb] [saucenao] [google]
2027169

Mark made some jungle map a while back, I want to check that out.

Anybody got a link to it?

>> No.2027172

>>2027160
well I am just mapping for map02 now, and its quite big, I am not sure if maps further in my wad will run properly because on paper, they are fucking huge, I am just not sure because I have never made retarded big map, and from what I have noticed, monsters lag maps more than geometry, and since its not going to be a slaughterwad, I can put as much detail as I want, or up to the point where it stops running well

I am just dont know anything about limits of the engine apart from max texture height being 128, btw, is it good idea to have higher textures than that? say 512x1024 for a tall building?

>> No.2027175

>>2027050
>how many vertices can I have on my map before GZdoom shits itself?

Well that Zmap Pack 2 had like.......a fucking gajillion.....so you should be aiight.

Seriously though, that map was fucking gigantic.

>> No.2027181

>>2027169
http://www.mediafire.com/download/d4f78bb0fl2pzjz/kdij.zip

found at https://www.youtube.com/watch?v=k5Ja7a9ULQs

>> No.2027194

>>2027181
Just watched that video, damn, that's looking fucking good.......I want to check out those waterfalls especially.

Plus there are not very many maps that are the "bright day outside" setting that are done well.

>> No.2027251

>>2026984
>You could just go straight to Wolf3D mods, some of them are interesting.
I'd second this.

Here's one of my personal favorites: https://www.youtube.com/watch?v=RZtkK8mJnkI

Always thought everything was pretty goddamn cool in this mod, very detailed. Also very challenging, especially on higher difficulties, it'll genuinely run you ragged. Make sure to find all the secret levels if you want a good chance of beating the final boss!

>> No.2027253

>>2026984
>It's really really dated and there's not enough enemy variety to keep your attention if it hasn't already.
It's not aged perfectly, not nearly as much as Doom, but I'll say it's fun to break it out to play through an episode or two sometimes, good timesink if you have absolutely nothing else to do.

>> No.2027268

how do I into making doom music?

>> No.2027273
File: 22 KB, 320x200, tumblr_inline_ne0arw5uIR1qh5kvy.png [View same] [iqdb] [saucenao] [google]
2027273

>> No.2027276

>>2027253
Yeah but if he isn't interested after a couple of levels I doubt a whole episode is going to work.

>> No.2027278

>>2027268
You mean MIDIs?

No idea man, guess hit up google with some questions.

>> No.2027281

>>2027273
Source? That gun looks cool.

>> No.2027284

>>2027281
http://hdoomguy.tumblr.com/post/100913861502/hades-ablex-rar

>> No.2027289

>>2027284
>>2027273
so what is it? another chinese doom ripoff/unofficial game?

>> No.2027292

>>2027289
Doomclone from Korea so, pretty much.

>> No.2027304

>>2027284
Does anyone have a rip of the sprites and texturess?

>> No.2027307
File: 2 KB, 101x140, 1321802135712.png [View same] [iqdb] [saucenao] [google]
2027307

>>2027181
>>2027194
Just played it then, can't go too far I'm afraid as my computer is a toaster and the waterfalls seem to kill my framerate.

It's a good effect though. That said I'd refine it but I don't know how I'd refine it or what I'd fix but something about it.... Mark should submit it to R667.

>> No.2027313

>tactical readiness doesn't affect the mother-in-law's explosion (in doomRL A)
well, fuck, if that is on purpose it really sucks

>> No.2027315

>>2027313
you can never be tactically ready for the mother-in-law

>> No.2027320

so I have downloaded Rain Simple from Realm 667
http://realm667.com/index.php/repository/sfx-shoppe-mainmenu-139/698-rain-simple#preview
I have copied all files over to my wad, and I have copied decorate script, how do I get to show this up in editor? cant see it on sector effects

>> No.2027328

>>2027320
Stuff like that is in decorate items I think.

You can try searching the filter too.

>> No.2027345

>>2027284

Whoever runs the HDoom tumblr really needs to get his own personal blog.
I mean, seriously.

>> No.2027363

>>2027313
DoomRLA has varios weird things that may or may not be bugs, like the Nightmare Elemental making a shitton of lost souls if active and not seeing you, the Plasma Rifle MK2 not being affected by the Marine's Ammochain and the Xaser armor not affecting the nuclear plasma rifle and assemblies with the nuclear plasma rifle

>> No.2027364

>HDoom is going to have imp footjobs
Dear god.

>> No.2027365

I cant get rain to work, anyone know a quick and dirty way of getting something like rain? particles falling from ceiling would be enough

>> No.2027372

>>2027345
Agreed. It kinda bothers me too, having to scroll past 70% personal content just to find the 30% that is actually related to the mod.

Yes, I'm aware there are tags and stuff, but that's just a hacky workaround which only hides the problem.

>> No.2027390 [DELETED] 

>>2027345
>>2027372
Yes.

Come on, Mike, this isn't hard. Official project blogs should have official content on them, not tattoos and mustaches.

>> No.2027394

>>2027390
little does anon know... it's all relevant

>> No.2027405

>>2027394

How is it relevant?

>> No.2027412

>>2027345
>tfw his own personal+project blog is not his own personal blog

>> No.2027418

>>2027364

okay so...

loli isn't in
and foot fetishes got ok'd?

not even into hdoom, but peeps are going to be mad
better be leaving for the rest of the day
i don't like where this is going

>> No.2027421

>>2027418
i too am feeling the outrage, fellow /vr/oomers

>> No.2027428

>>2027412

But he made it with the express intent of a project blog, not a personal blog.
It's a blog supposed to be about HDoom progress.

A project blog is not a personal blog. Is this hard to understand?

>> No.2027430

>>2027418
Archvile-sensei is going to shotaize doomguy if he loses to her

>> No.2027436 [DELETED] 

>>2027418

Unlike foot stuff, underage is kind of fucking illegal to depi

>>2027430

Oh.
Nevermind.

>> No.2027440 [DELETED] 

>>2027430
so we can have porn of little boys but not little girls

that's sexist

>> No.2027448 [DELETED] 

>>2027440
tumblr feminist-chan pls

>> No.2027450

I liked the impgirl footjob.

>> No.2027454

https://www.youtube.com/watch?feature=player_embedded&v=dfNBQU2xjAI

>> No.2027470 [DELETED] 

>>2027418
One is weird;
the other is very weird and very illegal in many places outside of Japan and bannable on tumblr.

It's not worth the risk.

>> No.2027480

>>2027470

lesser evil(?)

>> No.2027492

>>2027418
which monster do you envisage becoming a loli

>> No.2027497 [DELETED] 

>>2027418

>one can be practiced with consenting adults
>one is drawings of nude children

Sorry bub but anyone who isn't into the stuff has a real negative view on pedo porn, drawn or not.

Life's a bitch like that, huh diddler?

>> No.2027504 [DELETED] 

>>2027497
>saying these things
great now the people into lolicon with victim complexes are gonna turn this thread into a huge pedo argument, hope you're proud

>> No.2027505

>>2027492

the fuck would i know

see
>not even into hdoom

but i guess people can't even read

>> No.2027510

>>2027504

the worst thing is that he wrote that trying to coax me into his snafu, but i'm not even into that kind of thing

i'm into vore

the only thing he did was to stir up the fire even further among the REAL lolicon fans.

also the dick is not even well drawn, it's almost a horsedick, what the hell?

>> No.2027513
File: 101 KB, 700x2000, armed and deadly.png [View same] [iqdb] [saucenao] [google]
2027513

Is there any way to alter an actor's relative z-position in DECORATE?

>> No.2027515

>>2027513

ThrustThingZ?

>> No.2027539 [DELETED] 

>>2027436
It's not illegal to depict underage girls in the US if the persons in question are of legal age or fictional.

>> No.2027551
File: 9 KB, 128x128, okOm7.png [View same] [iqdb] [saucenao] [google]
2027551

>>2026836
I agree but it makes more sense considering pic related.

>> No.2027552 [DELETED] 

>>2027539
Actually, isn't there an old bill that was passed by Bush when he was in power that said that owning drawn depictions of minors engaging in sexual activity was illegal as well?

>> No.2027557 [DELETED] 

damn you bush! quit ruining the universe!

>> No.2027578

>>2027313
Tactical readiness doesn't affect the mother-in-law because it'd make it even stronger than it already is; effectively making the mother-in-law a "standard" on Marines. It's for balance.

Scout master race anyway.

>> No.2027581

anyone got a spare mapinfo that I could use as a template for my wad?

>> No.2027583

>>2027581
Use the one in the (g)zdoom.pk3 file?

>> No.2027587

>>2027552
i think this was outruled as unconstitutional or something

>>2027578
>marines
engineers are better

>> No.2027591

>>2027583
I had a goldmine right under my nose all this time
thanks anon

>> No.2027593

>>2027591
That file is a template for pretty much anything. Just don't modify it.

>> No.2027604

>>2027587
>engineers

The only cool thing about them is being able to hold more mods and the blue moon disassembly.

I'd take combat upgrades all day over the ability to MAYBE get something cool.

We know all the weapons are going to disassemble into agility mods anyway.

>> No.2027606

>>2027604
>spoiler
unless, of course, if you actually need agility mods

>> No.2027607 [DELETED] 

>>2027606
I didn't want to trigger anyone.

>> No.2027608

>>2027513
Maybe A_Warp. Keep in mind that only works in GZDoom.

>> No.2027610

>>2027606
>implying there are useful assemblies(besides greanade launcher) with agility mods

>> No.2027631

>>2027307
>implying Ghastly wouldn't ban him on sight

>> No.2027636

>>2027631
>implying implications

>> No.2027708

>>2027181
This needs to be heavily optimized, this map chokes on my 700$ computer. When a map chokes on my rig i know it isn't optimized properly, there's either too many effects going on at once or not enough of the map is being blinded by the level design.

>> No.2027709

Any mods/wads that are successful at replicating the Doom Bible or Alpha? I'm really craving something more story driven right now.

>> No.2027720

>>2027709
There always seem to be several projects that try to replicate them, but I don't know if any of them actually were completed.

>> No.2027726
File: 46 KB, 641x347, chex2[1].jpg [View same] [iqdb] [saucenao] [google]
2027726

My name is not important... what is important is what I'm going to do. I just freaking hate this planet and the flem worms feasting on it's carcass. My whole life is just burnt, bitter cereal and I always wanted to be slimed. This is time of vengeance and no flem is worth saving; and I will teleport as many as I can. It's time for me to zorch and it's time to for me to get slimed.

>> No.2027732

>>2027709
Fucking none. for some reason all attempt ends in a failure why? well it's bad communication between the people or it ends way to big to handle for a small group, but if you want a retro fps that is heavy on story try marathon.

>> No.2027734

>>2027273

Is that Abobo?

>> No.2027738

>>2027734
Looks like a Hulk version of Bighead.

>> No.2027762

alright lads, maybe someone working with weapons can help me

for my wad, I would like to have "upgraded" versions of weapons you can find, for example you could find a better pistol that is not actually shit and its overall stats are better (accuracy, firerate, damage etc), thing is, I would like this freshly collected upgraded weapon to replace old weapon, so when you pick up an upgraded shotgun, you have no access to old shotgun unless you do a pistol start
anyone has any idea how this could be achieved?

>> No.2027764
File: 42 KB, 365x274, cs_beta_4.jpg [View same] [iqdb] [saucenao] [google]
2027764

Reading through http://joliesjunk.wordpress.com/2012/10/11/the-history-of-counter-strike/ put me in a somewhat nostalgic mood. Is Counter-Strike or Half-Life DM as we played it around the year 2000 /vr/ yet?

Would you guys be interested in a server running Counter-Strike Beta or, say, 1.1?

>> No.2027776
File: 275 KB, 1366x768, Screenshot_Doom_ur_final.png [View same] [iqdb] [saucenao] [google]
2027776

>> No.2027778

>>2027776
That map annoyed so god damn much.

>> No.2027804

>>2027762

Make the weapon pickup take the old weapon using a_take inventory. GMOTA does that with subweapon pick ups

>> No.2027808

>>2027804
ok, so new shotgun replaces my old shotgun, but what happens when I pick up a shotgun from dead sergeant? it becomes ammo or does player get an old shotgun

>> No.2027814

can't find some pk3 file called Mlastwep to connect to Ukito's servers. Anyone got it uploaded to mediafire or a link to where I can download it?

>> No.2027819

http://www.doomworld.com/php/topstory.php?id=4249

newstuff #467.

>> No.2027840

>>2027604
Technician actually got a cool starting upgrade in Beta 8. All classes start with a weapon that works with their perks, but Technician now starts with a random basic assembly and a random modpack.

It's pretty cool.

>> No.2027875
File: 742 KB, 1667x849, doom.png [View same] [iqdb] [saucenao] [google]
2027875

how the flying fuck do I align textures on windows? its fucking annoying because whenever I get top one to line up, bottom one gets misaligned, and vice versa

>> No.2027880

>>2027840
sounds neat.

oh yeah, about that mother-in-law/tactical readiness issue, can you confirm if it's a bug or a feature?

>> No.2027887

Is there a function in ACS or DECORATE that checks if the player has been hit by a monster or not?

>> No.2027897

>>2027778
Why?

>> No.2027898

>>2027875
Use lower/upper unpegged on the line.

>> No.2027902

>>2027898
that worked, thanks

>> No.2027905
File: 212 KB, 898x600, 1352422727766.jpg [View same] [iqdb] [saucenao] [google]
2027905

>>2027898
>mfw I had no idea this worked on windows
>I have so many shitty windows in my wads because of this problem

>> No.2027908

>>2027897
Archvile placement.

>> No.2027929

>>2027880
I guess feature, because there's nothing I can do about it.

>> No.2027974
File: 39 KB, 640x480, doom00.png [View same] [iqdb] [saucenao] [google]
2027974

>> No.2027983

>>2027974

What an inspiring poster. I dare say that it's got a


KEEN notion!

>> No.2027985
File: 873 KB, 866x478, giornogha.png [View same] [iqdb] [saucenao] [google]
2027985

>>2027983

>> No.2027986

>>2027983
I'm not very FOND of your puns young man.

>> No.2027990

>>2027986

I dont get it.

>> No.2027996

>>2027990
You really don't have a GOOD sense of observation, do you?

>> No.2027998

>>2027608
Nigga what? A_Warp works in ZDoom.

>> No.2028010

>>2027986
>>2027983

I'm having an extremely strong feeling of déjà vu right now.

>> No.2028061

>>2027017

Arch Vile. Incredibly powerful magic and healing powers, with the additional perk of no demon ever wanting to mess with you.

>> No.2028078

>>2027808

Make the old shotgun pickup have a a_jumpifinventory check to see if the player has the new shotgun. If they do make it skip into a new state that gives the player some shells

>> No.2028134
File: 240 KB, 1600x900, duke.png [View same] [iqdb] [saucenao] [google]
2028134

Ok so I'm trying to build a map with the Build engine that comes with the steam Megaton edition of Duke 3d. But the list of sprites/textures I have access to seems to only be the demo list. See pic related.

How does one make it access the actual game's sprites?

>> No.2028147
File: 96 KB, 613x583, duke2.png [View same] [iqdb] [saucenao] [google]
2028147

>>2028134
Although, I do like this cool demo sprite. If only he was a real enemy...

>> No.2028157
File: 1.21 MB, 1920x1080, Screenshot_Hexen_20141026_010159.png [View same] [iqdb] [saucenao] [google]
2028157

Hexen Combat guy here:
I updated the debug to be more descriptive. Instead of being just numbers there's actual information now.

>> No.2028178

>>2028157

Ooh, useful.
I dunno why, but I like debug info a lot.

>> No.2028208
File: 670 KB, 1920x1080, Screenshot_Hexen_20141026_012756.png [View same] [iqdb] [saucenao] [google]
2028208

>>2028178
Me too, that's why I'm writing so much debug info instead of working on my damned mod. but it's soooo useful.

Added more stuff regarding the Hyper Punch.

>> No.2028241

>>2026690
underrated post.

>> No.2028252

Hey /doom/ is there a doom mod with "counter-operative mode" in which one player spawns as a monster (example: revenant).

that would be cool.

>> No.2028257

>>2028252
monstermod

>> No.2028262

>>2028252

Master of Puppets, Internal Conflict, Monstermod, Possess Me...

>> No.2028269

>>2028134
>the demo list

Those are sprites from the official Build release on Ken's site, many tiles are taken from Ken's Labyrinth. You should try it if you're fond of the style, it's pretty good for a Wolf3D clone.

>> No.2028307
File: 191 KB, 1360x768, Coop-20141026-021134.png [View same] [iqdb] [saucenao] [google]
2028307

Hey, here are some screenshots of what I've been doing today, I'm not so sure about how the map will be so I don't think it will actually be in the episode I plan to do, maybe I'll realease it separately like Enforcer which was supposed to be a training map that led me to Uplift.

Pic-related : I don't think I've posted a scrren of the spawn yet, so I do it.

1/3

>> No.2028308
File: 284 KB, 1360x768, Coop-20141026-021300.png [View same] [iqdb] [saucenao] [google]
2028308

Some new area that will lead to the part of the map where you'll get blue key

2/3

>> No.2028315
File: 24 KB, 360x270, DooM.jpg [View same] [iqdb] [saucenao] [google]
2028315

>> No.2028318

And some pointless part that will be in the main "hub", just here to make the outdoor less flat.

>> No.2028325
File: 266 KB, 1360x768, Coop-20141026-021316.png [View same] [iqdb] [saucenao] [google]
2028325

>>2028318

forgot the picture >.<

3/3

>> No.2028380

>>2028315
more like doomworld

>> No.2028397

>>2028380

Their "gameplay mods are bad and whoever makes them can get fucked" topic is especially hilarious.

>> No.2028431

>>2028397
What topic?

>> No.2028436
File: 32 KB, 1328x188, HDoom.png [View same] [iqdb] [saucenao] [google]
2028436

>>2028397

>> No.2028453

>>2028431

http://www.doomworld.com/vb/doom-general/70603-gameplay-mods-and-doomworld/

>If Doomworld is a bastion against mods packed with ridiculous, ultra-killy weapons which make an already easy game stupidly easier, then I'm with Doomworld.

>Personally I don't care about gameplay mods much and the rare times I try one I generally don't even finish MAP01 with them.

>I find gameplay mods boring. Period. I don't want to search for maps that may play well with them. I'm more interested in newly made maps than newly made weapons.

>And yes that means that there are many modders whose output, by default, does not interest me, independently of their quality.

>By definition all gameplay mods are unbalanced because they modify gameplay.

>> No.2028456

>>2028397

Yeah well they can go fuck themselves. That's some backwards ass thinking.

>>2028436

This is also incredibly gay

>> No.2028471
File: 7 KB, 1377x224, salty.png [View same] [iqdb] [saucenao] [google]
2028471

>>2028453
>>2028436
Haha this guy is mad as fuck

>> No.2028476

>>2028471
>Thinking he's serious

>> No.2028483

>>2028476
http://en.wikipedia.org/wiki/Poe's_law

>Poe's law, named after its author Nathan Poe, is an Internet adage reflecting the idea that, without a clear indication of the author's intent, it is difficult or impossible to tell the difference between an expression of sincere extremism and a parody of extremism.

>> No.2028484

I challenge you faggots to make a map based on this

also greetings from /x/

watch with subtitles, and no, its not about drugs, probably not

>> No.2028493

>>2028484
forgot link
https://www.youtube.com/watch?v=D_h2G6QMMjA&index=7&list=UUtNSf-WBK1HJug8ti1Y1tgQ

>> No.2028506

>>2028476

Have you seen some of the autists within the community?

>> No.2028512

>>2028483
>>2028506
that guys image cropped his name, but that guy's a modder himself, he's having a giggle
http://www.doomworld.com/vb/showthread.php?s=&postid=1316688#post1316688

>> No.2028516
File: 25 KB, 340x321, haciendo prueba.png [View same] [iqdb] [saucenao] [google]
2028516

>>2028493
Wat

>> No.2028518

>>2028516
mister, there are 3 core episodes, "smile guides"
each of them gets more fucked up and creepy
last one, is literally nightmare fuel by the end

>> No.2028529

>>2028512

Scroton you motherfucker

>> No.2028559
File: 34 KB, 450x330, 2899_ryder[1].jpg [View same] [iqdb] [saucenao] [google]
2028559

>>2028471
>>2028512

busta, straight busta

>> No.2028610

>>2028325
>>2028308
>>2028307
This shit is seriously tight looking.
I can't wait to play it. Are you planning on doing an episode 2 replacement? Ep2 is my favorite and I'd love to see your take on it.

>> No.2028736

>>2028518
>>2028516
>>2028484
>>2028493
Found this: http://www.reddit.com/r/UnresolvedMysteries/comments/20wyni/mushroomland/

Someone probably put it together because they wanted to make something explicitly creepy. Good job, but it's all made up.

>> No.2028750

Ok, I'm about to start Hexen and I have 2 questions:

I know it had mouselook on release, but what about jumping/crouching? I want to play the game the way it was meant to be played.

Which class should my first time be with?

>> No.2028758

>>2028750
It had jumping, don't think it had crouching. As for class, I usually go mage because all of its weapons are ranged, but fighter's pretty good, too. Its punch if really satisfying, and the axe kills stuff quick. I find the cleric kinda eh, but it has the best 4th weapon

>> No.2028763

>>2028736
of course its all made up
because these videos were made less than 5 years ago, all of these videos are part of one huge fucking riddle that is incredibly hard to crack, been following this topic for a long time, and its not your regular /x/ shit, in the end nothing may come out of this, but right now, its a series of creative and creepy videos that got people to think.
I am polish, and I remember when our low budget tv programs were in similar visual style back in the 80s-90s, some of the themes in videos reflect society a bit from that time, and I am hoping that there will be conclusion sometime soon. then we will know if it was worth sticking around for so long

but as I said before, I would like to see someone attempt to make a wad inspired by this, something that is creepy, surrealistic, and somehow makes you shiver, but you have no idea why.

maybe its not doable, but then again, we have seen people do all sorts of things in doom engine, maybe someone will be creative enough to make something with similar atmosphere

>> No.2028770

>>2028750

Jumping is native to hexen, not sure about crouching though, didn't play hexen enough to see anywhere where I needed to crouch.

But jumping is definitely necessary for some puzzles.

fighter is a lot more faster paced, but cleric is more balanced. I'd say fighter if your coming from doom.

>> No.2028801

>>2028610

Right now I'm only working on E1. My plan was to finish this and to move on to another game (just focusing on something else but doom, not stopping). But I think mapping style will be both E1 & E2 themed :)

>> No.2028882

>>2028763

Yes, everyone wants to make a wad inspired by their idea.

Unless you specifically want creepy wads, in which case go play Buttpain on Zandronum.

>> No.2029000

>>2026630
What the fuck is Marathon?

>> No.2029006
File: 7 KB, 241x255, 1413601081428.jpg [View same] [iqdb] [saucenao] [google]
2029006

>>2029000

>> No.2029012

>>2029006
I've heard of all the others but "Marathon" doesn't even sound like something you'd call a real game. More like a weird parody of mobile platformer shovelware.

Is it a weird parody of mobile platformer shovelware?

>> No.2029016
File: 17 KB, 470x376, 1407816515455.jpg [View same] [iqdb] [saucenao] [google]
2029016

>>2029012

>> No.2029018
File: 52 KB, 480x269, _480_poster.jpg [View same] [iqdb] [saucenao] [google]
2029018

>>2029000

>> No.2029028
File: 11 KB, 264x200, 1365287930888.jpg [View same] [iqdb] [saucenao] [google]
2029028

>>2029000

http://lmgtfy.com/?q=marathon+game

>> No.2029030
File: 46 KB, 400x458, im melting.jpg [View same] [iqdb] [saucenao] [google]
2029030

>>2029012
>not knowing the game Halo was a (shitty) spiritual successor to

>> No.2029035
File: 1.80 MB, 250x188, 1412746249872.gif [View same] [iqdb] [saucenao] [google]
2029035

>>2029000
>mfw your post

>> No.2029037

>>2029000
Wow

No, really

Wow

This is like going into /mu/ and asking WHAT THE FUCK IS A MEGADETH???? Is it a parody of metallica???

>> No.2029071
File: 1.26 MB, 2200x1800, compiler.lg.jpg [View same] [iqdb] [saucenao] [google]
2029071

>>2029012
Pretty good sci-fi games that were way ahead of their time in many ways, but had the downside of only being released to the audience of Mac users in '94-'96.

The rest of you, come on.

>> No.2029079

>>2029037
>This is like going into /mu/ and asking WHAT THE FUCK IS A MEGADETH????
Whoa buddy. He's obviously too dumb to just search his question in Google but you're just overplaying its importance and now you BOTH look like fools. I mean, it's got as much nostalgia value as whatever, but let's be honest: It was just a worse System Shock for a computer nobody used.

>> No.2029081

>>2029079
>It was just a worse System Shock

Get out.

>> No.2029084

>>2029037
nah /mu/ wouldn't listen to heavy metal. they're not tasteful enough really

>> No.2029086

>>2029079
>a worse System Shock
No

>> No.2029090

>>2029079
>System Shock
It played anything like System Shock. It was more like Doom with storytelling and better graphics.

>> No.2029095

>>2029084
Anytime I've spoken to a /mu/tant they've got some odd knee-jerk dislike towards any metal or rock music.

They're basically elitist faggots. I heard that they have a huge amount of tripfags and that the tripfags all filter out Anonymous so that they only see tripfags, never anons, so they can have massive circlejerks on there.

>> No.2029096
File: 60 KB, 600x450, 1413486338401.jpg [View same] [iqdb] [saucenao] [google]
2029096

>>2029079
>it was just a worse System Shock
Yeah, im out

>> No.2029107

>>2029084
Same people who call Black Sabbath "terrible dad rock that needs to be buried in the ground and has no influence on real music"

>> No.2029113
File: 77 KB, 1439x751, 1409437625065.jpg [View same] [iqdb] [saucenao] [google]
2029113

>>2029107
no fucking way, literally one of the best bands of all time too. i'm telling you they wouldn't know real talent if it was right in front of them.

>> No.2029124
File: 385 KB, 1600x860, mapo2.jpg [View same] [iqdb] [saucenao] [google]
2029124

Responding to obvious bait with lots of reaction images and blank posts? C'mon guys.

Like the last anon to post maps, here's a screenshot from one map of my wad. I like to design fights around using more than just architecture to block shots and break LoS. There's a lot you can do with something that is "Blocking=Completely" when planning encounters.

>> No.2029152

>>2029113
They shit on Queen too, apparently just because Reddit likes them.
You have to be messed up motherfucker to outright hate Queen, I tell you.

>> No.2029153

>>2029124
I like the architecture so far, but the texturing looks a bit bland, and I honestly don't think it fits with the large marble face.

>> No.2029179

>>2029153
Everything for a reason anon.

>> No.2029182

Has anyone gotten Freedoom to work on a source port that doesn't 100% suck?

>> No.2029197

>>2029182

Freedoom is just a free iwad replacement for Doom, anon.
Name it doom.wad and load it in whatever.

>> No.2029201

>>2029197
It doesn't work in Chocolate or Retro...

>> No.2029203

>>2029201
Try Z or GZDoom

>> No.2029205

>>2029201

I thought the goal was for source ports that don't 100% suck.

Chocolate is specifically for Doom, not Freedoom.

>> No.2029206

>>2029201
It doesn't work with chocolate because it uses (ironically enough) Boom enhancements.

>> No.2029207

>>2029203
I've just always heard bad thinga bout them, since they aren't Free software... and

>> No.2029209

>>2029207

What? ZDoom and GZDoom are most certainly free software.
I mean it's one thing if you heard that "GZDoom stole build engine code!!!!!!" rumor which has been debunked several times, but "not free" is a new one.

>> No.2029210

>>2029201
Try Boom, PrBoom, ZDoom, or GZDoom.
Might work in Edge, I don't know if that had Boom support. Never liked Edge that much tho

>> No.2029212

>>2027273
>>2027284
>>2027292

http://www.youtube.com/watch?feature=player_embedded&v=noeGH-WRbiY

>> No.2029214
File: 23 KB, 600x600, fdc.png [View same] [iqdb] [saucenao] [google]
2029214

>>2029212

Wait... is Torrid and Marphyblack the same person?

>> No.2029217

>>2029214
Dunno what you're thinking, I just reposted Marphy Black's video.

>> No.2029218

>>2029217

Just a random thought, that's all.

>> No.2029221

>>2029212
>PEW PEW PEW PEW PEW

>> No.2029230

>>2029212
Gameplay looks like shit, but I would love if someone could rip the sprites and sounds.

>> No.2029236 [DELETED] 

>>2029230
Doom modding mentality at it's finest again
>New game/mod ? I don't really care for it but I'd love to steal it for my patchwork mod, though I want someone to do all the work for me.

>> No.2029237

>>2029236
yeah, so

>> No.2029238

>>2029236
That's just a certain portion of the modding community, one that seems to have become more prevalent since 2010 or so.

>> No.2029239

>>2029236
>New game
>New
It's a shitty dime a dozen shovelware game made in the 90's in a desperate attempt to make a quick buck on Doom's success, but it has nice sprites that I could use/cut-up to make something neat with.

This has always been done, what's the problem with it now?

>> No.2029240

>>2029239
>dime a dozen
anon i wish these games were that popular

>> No.2029247

>>2029240
>level design is shit and bland, nothing really looks like anything and there's like maybe a literal dozen of used textures, there's no atmosphere to speak of
>there's about one enemy for most of the game, they come in hordes from everywhere, and keep doing the same thing throughout the levels
>the only goal in each level is to step on a sphere which unceremoniously boots you to the next level in an instant, there's very little incentive to explore or to behold the surroundings, because they all look the same
Nigga it's boring as fuck, it literally only has nice sprites going for it, might as well nick them and see if they can be butchered for some mod project down the line. The pistol and that PEW PEW PEW gun could work as a Pistol and Plasmarifle replacement, or be the basis for one.

>> No.2029253

i like that as soon as Dan comes back the shitposting starts in earnest again

>> No.2029254 [DELETED] 

>>2029239
It's new because it was very obscure and it's only been rediscovered and shared just now.
There isn't that many retro FPS games we aren't aware of and that aren't easily available online.
You're assuming it's shit without having played it, probably based on watching a couple seconds of the video. Also, the game being good or not, or old or not, doesn't give you an excuse to want to steal stuff from it. It's also very ironical to say it's shit and to want to steal it, unless you make shit stuff yourself.

>> No.2029260

>>2029254

Bro it looks like shit, sounds like shit, and the way the camera lurches when you turn is shit.

It's probably shit.

>> No.2029261

>>2029247
Honestly the game seems to be a very interesting mix between Doom and Terminal Velocity, something which has never been done. Also the open world and the terrain itself is amazing.

>> No.2029267

>>2029261
>mix between Doom and Terminal Velocity
Which does sound interesting in concept, but execution just does not appear to be that good.
It's functional, but the gameplay has preciously little variation.

>> No.2029320

>>2029254
It looks like crap, but there's a few nice things about it, like that pistol sprite.

>implying you can't judge a game without playing it once
I beg to differ.

>> No.2029345

>>2029254
>You're assuming it's shit without having played it, probably based on watching a couple seconds of the video.
Now you're making assumptions on your own, how do you know I haven't played it?

>Also, the game being good or not, or old or not, doesn't give you an excuse to want to steal stuff from it.
So why don't you hold the same mentality to resources from Duke Nukem 3D, Half-Life and other games that are frequently borrowed in Doom modding?

>It's also very ironical to say it's shit and to want to steal it, unless you make shit stuff yourself.
No, no it's not, you don't comprehend the meaning of the word irony here either.
I never said the sprites was shit, I said the sprites were the good part of the game, hence why I wanted them. The game being shit doesn't make the sprites shit. Some games are genuinely fucking terrible but they have amazing graphics.

>>2029320
Indeed, it would for instance be unfair to make people play such golden classics such as Atari E.T, and one would surely be justified in decrying masterpieces such as Colonial Marines and Duke Nukem Forever as Not Very Good and hence not worth spending time and money on, and most would not fault you.

>> No.2029358

>>2029182
>a source port that doesn't 100% suck?
You'll have to define "a source port that doesn't 100% suck", please.

>>2029206
>It doesn't work with chocolate because it uses (ironically enough) Boom enhancements.
Why ironically? Freedoom was never intended to be vanilla compatible. (It also predates Chocolate Doom by 4 or 5 years - when Freedoom began there was no such thing as a bug-compatible vanilla source port)

>> No.2029368

>>2028307
>>2028308
>>2028325

What source port is this? I've always wondered what that "subject_119 #xyz" means, or where that radar-looking thing came from.

>> No.2029369 [DELETED] 

>>2029345
- Because you said "it looks like" shit and "it's probably shit". Don't pretend that wasn't you now.

- I do.

- Then it's not shit. There is nothing good in shit, unless you're a shit eating fly.

- If you played DNF you might actually enjoy it, tons of people did. If you want to make yourself an opinion on a game you have to play it, not follow some bandwagon opinion which by definition can neither be right or wrong .

>> No.2029370

What are your favorite iwad maps?

>> No.2029378

>>2029368
It's ZDaemon. [insert obligatory gamma joke here]
The numbers after '#' is the sector number where player is located.

>> No.2029397
File: 2.05 MB, 640x320, damn.webm [View same] [iqdb] [saucenao] [google]
2029397

I think I should probably tone this one back a little.

>> No.2029405

>>2029397
AHAHAHAHAH THATS FUCKING AWESOME

>> No.2029408
File: 66 KB, 536x611, 1395101271220.jpg [View same] [iqdb] [saucenao] [google]
2029408

>>2029397
bueno

>> No.2029429
File: 41 KB, 712x472, 1407003682691.jpg [View same] [iqdb] [saucenao] [google]
2029429

>>2029397
this looks amazing

>> No.2029435

>>2029397
MEDIEVAL OVERKILL

>> No.2029462

>>2029378

I just use Zdaemon to take the screenshots.

>> No.2029470
File: 30 KB, 515x310, 1409809600833.jpg [View same] [iqdb] [saucenao] [google]
2029470

So it looks like due to the slightly slap-dash and retarded method of coding Lord Blaz's HUD, I don't think I can use the default inventory thing that pops up for items.

Unless someone knows how to make it work.

>> No.2029487

>>2029378
>>2029462
Thanks, guys!
I haven't touched ZDaemon since 2009

>> No.2029489

>>2029095
>I've spoken to a /mu/tant they've got some odd knee-jerk dislike towards any metal or rock music

We only have a dislike towards 15 year olds who listen nothing but shitty dadrock and metal like Opeth and Dream Theater. Other than that, rock music is always welcome.

>> No.2029503
File: 162 KB, 410x413, 1341451473214.jpg [View same] [iqdb] [saucenao] [google]
2029503

>>2029489
>n-n-not all /mu/tants!

>> No.2029507

>>2029503
Not him, but the whole "at what age did you grow out of metal" thing is just a horribly milked-out meme.

Still a garbage board, though.

>> No.2029517 [DELETED] 

>>2029503
It's not /mu/'s fault when you're an insufferable plebeian. See, that's your problem. If you come /mu/ to start threads like how great AC/DC is or how Led Zeppelin rocks, we politely deny and say it's plain bad. So it's natural for Jack Black wannabes to get frustrated and annoyed.

>> No.2029520

>>2029517
>AC/DC and Led Zeppelin is plain bad
See, there you go, that's why nobody likes /mu/.

>> No.2029524 [DELETED] 

>>2029503

>>>/mu/50923821/

>> No.2029526

>>2029524

Well I fucked that all up

>> No.2029528
File: 1.06 MB, 640x360, 1410659881659.gif [View same] [iqdb] [saucenao] [google]
2029528

>>2029517
>>2029520
woah hey okay doom

>> No.2029530

>>2029520
I just gave them as examples. The point that i'm tying to make is don't come to /mu/ as a band promoter, of course you can always ask for opinions, discussions, recommendations and we can gladly help you about that. Being progressive towards music and helping other users towards that goal is the main objective of our board policy.

>> No.2029531

>>2029530
>The point that i'm tying to make is don't come to /mu/ as a band promoter
Who the fuck is going to /mu/ and asking for their opinion? It's always some faggot showing up on some other board to say "/mu/ here..." and then to start incessant arguments regarding how everyone had shit taste for not having their taste.

>> No.2029547

>>2029531
> It's always some faggot showing up on some other board to say "/mu/ here..." and then to start incessant arguments regarding how everyone had shit taste for not having their taste

Everyone has a shit taste before showing up on /mu/, but we help those people and make them patricians. Don't you want to be a patrician? We create your subconciousness from scratch and make you one of us, someone who appreciates higher tastes of life. Just think about it, it's like Magdalene laundry without nuns and without laundry. It's all free and there are no limits.

>> No.2029564

>>2029547
>patrician
Do not listen to this man, his tongue is silver!

>> No.2029578

>>2029547
Even the Magdalene Laundries would look like a five star spa resort when compared to that shithole called as /mu/.

>> No.2029634
File: 473 KB, 1366x696, newad.png [View same] [iqdb] [saucenao] [google]
2029634

Working on a new wad. Only done about 10 minutes worth of work in each room so far.

>> No.2029635
File: 404 KB, 1366x728, newad2.png [View same] [iqdb] [saucenao] [google]
2029635

>>2029634
Here's another

>> No.2029638

>>2029635
>>2029634
Doesn't look too bad, I especially like that computer console, keep working.
Walls can be made a bit more interesting, if you plan to do further things with them, such as playing around with other similar textures to vary them, or build posts or extensions or further computer console.

>> No.2029649

>>2029635
I seriously dig that mainframe, though the screens and buttons on the sides look kind of out of place, they don't seem like they'd be naturally reachable with that column on the side, try making the sides just plain steel and a plain panel.

>> No.2029668

>>2029634
>>2029635
you have a mid nineties theme clash going on. is it tech? is it hell? we just don't know!

>> No.2029674

>>2029635
FLATS ON WALL ALERT

>> No.2029678

>>2029674
Not a problem with modern sourceports nigga.

>> No.2029682

>>2029674
Calm down, he uses ZDoom map format anyways.

>> No.2029690

>>2029634
kind of reminds me of momento mori

>> No.2029691

>>2029649
As I said, I'm not nearly done. I like to get a base idea/design for everything in a room, then I spruce it up.
>>2029668
It's supposed to be a UAC base that's being taken over by hell. Did you even play E2 of Doom 1?

>> No.2029694

>>2029668
https://www.youtube.com/watch?v=Kh0Y2hVe_bw

>> No.2029707 [DELETED] 

>>2029691
You are making a bad job of implementing that then. Check out Back To Basics.

>> No.2029709

>>2029691
You are making a bad job of implementing that then. Check out Back To Basics.

>>2029694
captain america got that reference dot gif.

>> No.2029715 [DELETED] 

>>2029678
"..."

>>2029682
Pity.

>> No.2029718

>>2029715
What's wrong with ZDoom?

>> No.2029720

>>2029718
The best maps are portable to any engine. ZDoom is for gameplay mods.

>> No.2029723
File: 441 KB, 1366x728, compnew.png [View same] [iqdb] [saucenao] [google]
2029723

>>2029649
Took your advice when I was fixing up that room. Hope it looks better now. That red light on top is going to be blinking as well.

>> No.2029725

>>2029720
It has mapping features as well.

>> No.2029728
File: 6 KB, 380x210, 1414113529349.png [View same] [iqdb] [saucenao] [google]
2029728

>>2029720

>> No.2029730

>>2029720
>The best maps are portable to any engine.
Well when you put it like that, I can see your point, however, ZDoom might be able to do things that he wants to do in particular, that older ports are simply unable to do.

>>2029723
That looks much better already, I really like the recessed, carpeted floor. The blinking light is a nice touch, are you gonna have the light pulse or flicker?

>> No.2029743

>>2029725
Advanced port mapping features largely do nothing but get in the player's way.

There is far more potential in having a large collection of portable maps, and an orthogonal large collection of engines and engine gameplay mods (for those engines that support them). This maximises the number of ways a player has to enjoy the game. (number of maps × number of mods).

>> No.2029756

>>2029743
>Advanced port mapping features largely do nothing but get in the player's way.
I don't agree.

>There is far more potential in having a large collection of portable maps, and an orthogonal large collection of engines and engine gameplay mods (for those engines that support them). This maximises the number of ways a player has to enjoy the game.
I can very much see your point, but I still don't think one should abandon advanced sourceport mapping for that reason, you can still make good things with it.
Hell, just ACS scripting alone is a great incentive for mapping in ZDoom if you have very specific things in mind.

>> No.2029760

>>2029730
Gonna have it pulse. I feel like that actually conveys the "Oh shit, it's happening" feeling much better than the flicker.

>> No.2029772
File: 259 KB, 600x400, tpwd.png [View same] [iqdb] [saucenao] [google]
2029772

>tfw no System Shock source port
>tfw the source code is gone forever
>tfw there will never be an engine that can run it ever again

>> No.2029773

>>2029760
Quick tip, to make the ceiling of the light not pulse as well, to merely make it look like the lamp itself is pulsing, raise the ceiling of the pulsing sector by just 1 pixel, and leave the upper linedefs untextured, the surrounding ceiling flat will bleed over the ceiling, and the pulsing won't show in the ceiling.

>> No.2029832

>>2029772
>No System Shock port
System Shock Portable would like to have a word with you

https://www.systemshock.org/index.php?topic=211.0

>> No.2029852

>>2029720
>>2029730

Am I actually fucking reading this?

>> No.2029872

question to other mapfags
I got two pinkies in a room, I want another door in this room to open when both pinkies are dead, problem is that doors open when either of them dies, how do I have doom check if both pinkies are dead?

>> No.2029889
File: 390 KB, 1366x768, Screenshot_Doom_ur_final.png [View same] [iqdb] [saucenao] [google]
2029889

>> No.2029897

The reason why anon jumped on the other anon because he was mapping on ZDoom was that, in general, people who create maps for the first time end up using ZDoom formats and not using ZDoom features at all, while the entire geometry could still be done in Boom, for example

Don't act as if this wasn't a thing.


>>2029872
>how do I have doom check if both pinkies are dead

In THIS case you'll want to use either ZDoom in Hexen or UDMF because you'll end up using ACS, which is non-vanilla as fuck

(Note to >>2029720, these are the kind of situations where one would choose ZDoom mapping over vanilla)

>> No.2029912

>>2029832
That isn't even a port. It's a custom made DOSBox configuration and some binary patches injected into the original .exe file. They never had the source code.

>> No.2029921

>>2029897
yes I am already mapping in Hexen format for ZDoom, I posted progress here a few times. you start in a lift, you lower it and you can see cacodemon, killing it lowers one of the walls that reveals a new room, now if you do a pistol start, you gotta move fast because room with cacodemon is small, yet inside of it there is a shotgun, backpack, ammo and an imp that is out of sight, point of the map is to move fast and kill fast because new things are constantly being revealed by killing monsters and collecting items. so in room after caco, there are two pinkies guarding a chaingun, having one die and doors open can pass for now, but later on the level there is a section where you fight multiple barons and revenants, problem here is that in that section player must kill all (8, 12, 16)of them, number depends on difficulty, after killing number of these enemies in this arena, a lift will be lowered, so yeah, do you know how to make checks for player killing monsters? do I use tags on monsters for that?


also I am sorta in the middle of argument of Zdoom being good only for gameplay mods.
to clarify, I sorta agree with >>2029720 that a good map can be played on any engine, on the other hand, being a full vanila fag is not worth it because many features present in modern sourceports such as Zdoom are VERY useful, for example already mentioned ACS scripting which can make some very interesting gameplay elements, another useful thing is removal of flat restriction, as in, you can use any texture on wall or flat without problems, this helps when you want to break monotonous looking map or want to add more detail, same goes for things like slopes, dynamic lights, voxels etc.
dont get me wrong, I fucking love vanila doom, but many features of modern sourceports can make doom better if used the right way, so why not go with it?

>> No.2029931

>>2029772
Well they could go about reverse engineering it, sure it wouldn't be the original source code but something could be done with it. Heck they did that with Starcraft and now there's a port of it to that OpenPandora device
http://boards.openpandora.org/topic/15820-starcraft/

Though yes I know RE can be quite a tough thing to do, and could take quite a long while to do.

>> No.2029990

please /doom/ tell me you don't play doom with step sounds.

>> No.2029995

>>2029990
I play it with the step sounds from TES: Arena
>doomugy now wears bass drums on his feet and has SIX FOOT LEGS to take fuckhuge steps with

>> No.2030001

>>2029990

I play Doom with dubstep sounds.

>> No.2030006

>>2029990

>cardboards with big ass boots

>> No.2030008

>>2030001
WAIT! THERE'S SOMETHING MESSED UP ABOUT THAT SQUIRREL!

>> No.2030010

>>2029921
>I am already mapping in Hexen format for ZDoom

Make the switch to UDMF. It pretty much is better in every way than Hexen format since there are less janky workarounds to have stuff done. For instance rather than setting a dummy sector with lighting and transferring that lighting to the floor of another sector you can just set the floor lighting in a sector directly. You can even convert your hexen map to udmf with one of the udmf converting tools floating around.

>> No.2030015

>>2030010
problem may be with fact that currently I have 4 maps in my wad, custom music, textures and decorate, I dont want my maps to be really script heavy, so I dont think this change of format is a good thing
I will possibly use it for my next wad

>> No.2030020

Hey /doom/ how can I make zDoom more like Chocolate Doom?

>> No.2030023

>>2030020
You won't get 100%, but use the Compatibility: Strict options.

>> No.2030035

>>2030015
that won't affect wad2udmf

http://www.atomicgamer.com/directory.php?id=63930

Run that, and it should move the decorate and custom music over. If not just add those back in. If you give me the maps I can even do it for you.

>> No.2030040

http://youtu.be/etQK3aMZsCY

>> No.2030061

quickly, did Hexe had jump feature or am I just stuck in the first hub?

>> No.2030067

>>2030061
it did

>> No.2030070

What does /doom/ think of doom 3? is it good? is it shit?

>> No.2030071

>>2030067
cool

>> No.2030076

>>2030070
It's shit, but pretty comfy to play.

They made an action game with the monster count and placement of a survival horror game.

>> No.2030089

>>2030076
some praise the graphics, and while they're impressive, the level design is what makes this game so fucking pretty. Top notch world building in my opinion.

Pretty hard to match for an amateur mapper since the levels have to be professionally made to make them a tiny bit credible to play.

>> No.2030101

>>2030076
>>2030089
Is the BFG edition any better?
>tfw can't deal with Doom 4 hype

>> No.2030107

>>2030070

It's an okay game, it's a terrible Doom game.

>>2030101

No. BFG edition is far worse.

>> No.2030108

>>2030101
I haven't finish it yet, but now you have a shoulder mounted flashlight that makes the game considerably easier. Aside from that, I couldn't tell the difference.

A little brighter maps, perhaps.

>> No.2030120

>>2030108
>shoulder mounted flashlight
That pissed me off so much. They already had a solution from the Xbox port of RoE.

>> No.2030123

Is there any good doom forum?

>> No.2030130

>>2030120
>They already had a solution from the Xbox port of RoE.

A solution? What, like good lighting?

Seriously I missed it completely. What was it?

>> No.2030136

>>2030123
you're posting in it.

more like thread, but still.

>> No.2030142

>>2030123
vr is perfect but is there any FORUM which is good?

Is doomworld good?

>> No.2030145

>>2030123

Depends on what you're looking for.
If you want vanilla experiences, head to the Doomworld. If you want gameplay mods, head to the ZDoom forums. If you want multiplayer shit, head to the Zandro forums. If you want a bunch of people calling each other faggots and getting upset over irrelevant shit, here's /vr/.

>> No.2030149

>>2030142
All are pretty okay if you stick to the on topic sections.

>> No.2030158
File: 122 KB, 400x378, 1383205066305.png [View same] [iqdb] [saucenao] [google]
2030158

>>2030145
shut up faggot.

/Agitation General/

>> No.2030159

>>2029358
If it's an iwad replacement, it should at least be vanilla/chocolate compatible.

>> No.2030169

>However, Chocolate Doom can still be made to run with Freedoom. The only incompatibility between the two is that the levels distributed with Freedoom do not run. Because of this, Freedoom will run without problems provided that replacement levels are always loaded.

Well, it works for what it's supposed to be, then, a replacement for a "*legal*" copy of the real thing.

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

>> No.2030171

>>2030159
The textures and patches and so forth actually do work in Chocolate. It's the single player maps that fuck things up by ignoring visplane limits or using Boom features. The deathmatch maps are fine though.

>> No.2030185

>>2029990
I don't have a problem with footstep sounds in gameplay mods. I think they can be neat.

>> No.2030203

>there will never be a gameplay mod that turns Doom into System Shock

>> No.2030218

>>2030203
Not with that attitude.
Get working on Decorate and ACS bro

>> No.2030228

Hexen combat guy here once again (as always heh) just a few questions:
For context I'm not going to be leaving this mod as a standalone weapon-set/combat rebalance - I'm actually planning on making a level set, with a hub-town with multiple levels, dungeons to be precise. The mod itself will be heavily focused on survival and exploration. So with that in mind here I go:

Would potion brewing be a good idea? Basically, you would have glass bottles which you use near water to collect Essence which would be a base of a potion, then using a special item (brewing kit/mortal & pestle) you could combine the Essence with herbs, mushrooms and other items you find in the world. Potions that you brew could be basic stuff like Health, Mana, Speed, and other such buffs, or an offensive throw-able weapon like the Flechettes you see in the original Hexen. Maybe Potion brewing can only be done at certain places. Perhaps a Dark Souls-like Bonfire?
Herbs could also be purchased from Merchants.

On Inventory: I'm thinking of over-hauling the inventory system to be more RPG-like, perhaps being sorted into Usable, Puzzle and Keys (Puzzle and Keys could be a Special Items section while usable has its own?) and the Hot-bar. The hot-bar would be like Hexen's current inventory, but with limited spaces. You could customise the hot-bar's contents to be whatever you like, you could stick your potions and throwing knives or bombs or whatever utility items the player has. What do you guys think?

And how about Hunger? I'm not too serious about this, and quite frankly it seems like a pain-in-the-ass in most games, but if I were to implement it, how would it work? Maybe it could be a hard-mode only feature? Being hungry could reduce attack damage or slow your evasion or stamina recovery. Maybe the player takes slightly more damage while hungry?

Anyways, input is always appreciated

>> No.2030270

>>2030228
alright Hexenbro, looks like we are thinking on similar level.

hunger can work like in MGS3
simply put, if snake does not eat in MGS3, he will get tired faster, his weapons will be harder to hold etc. so its a good idea

now for potions, I had an idea that I am going to use in game I am making, potion brewing starts like this
first you pick a bottle, this will be the size of potion, so maybe bigger bottle = stronger potion, or longer effect of it

second thing you do is pick the base of your potion, water is ok for some thing, for defensive potions alcohol or wine would be good, but its bad for arcane stuff, juice could be good for magic but bad for combat related stuff.

third thing you do are ingredients, maybe three max, so these would be mushrooms, plants, parts of monsters and all sorts of different shit you collect

and if you need maps or textures, I am sure many anons here can help, I dont think there is anyone who would shittalk your mod right now

>> No.2030278

>>2030203
what are you looking for? the the archaic point and click controls of the first one, or the annoying rpg elements of the second?

>> No.2030283

>>2030228

Hunger as a hard-only feature seems good--in fact, since Hexen's difficulty systems really do shit all, it'd probably be better to have the difficulty act as a slider in regards to how realistic you want things. Bottom difficulty has flying punches and splattering dudes on ceiling, top difficulty has you managing your weariness, wounds, and hunger.

>> No.2030284
File: 233 KB, 1280x1707, tumblr_mzh2r6vxht1syrjl3o1_1280.jpg [View same] [iqdb] [saucenao] [google]
2030284

>>2030228
>Would potion brewing be a good idea?

That sounds good. As for the potions, do you think you could make throwable ones? Like a Potion of Slowness or something, making it do a splash ''damage'' area and nerfing the enemies with a Slow status for a limited time?

>On Inventory what do you guys think?

This sounds great too, especially if you consider making dungeons and stuff like that. Maybe you could have equipment too? If not better weapons, maybe passive stuff, like amulets and pendants and bracelets?

>And how about Hunger?

I played a game called One Way Heroics, and its hunger system is pretty simple. When your Energy goes to 0, you get a -25% to your strength and agility, along with regeneration decreased by half. It sound like what you said, and I think it would work alright in a fast paced combat game like Hexen.

>> No.2030287

>>2030228
>The mod itself will be heavily focused on survival and exploration.
Shit, I'm down with this. A lot of Doom and Doom mods is heavily focused on tons of close-quarters combat, so something different is a good change of pace.

Potion brewing would be interesting but would multiply work exponentially--you'd have to keep track of ingredients, essence, and etc. Still, Wrath of Cronos was good with it and people like that.

>> No.2030304

>>2030070
It tried to be a System Shock game.
And failed.
It can still be fun

>> No.2030310

>>2030228
You could go the Monster Hunter route, where max stamina depletes over time and eating food restores it.

>> No.2030318

>>2030310
Seconding this.

>> No.2030319

>>2030228
please don't go for muh realism on the doom engine, please.

>> No.2030323

>>2030228
hexenbro, do you have a blog where you keep track of progress or is there a way to contact you outside of /vr/?

>> No.2030352 [SPOILER]  [DELETED] 
File: 4 KB, 87x88, 1414354998455.jpg [View same] [iqdb] [saucenao] [google]
2030352

>>2027418
are you serious? Pedophilia should be treated the same as the fetish everyone has?

>> No.2030359

>>2030228
>Inventory
You don't need inventory in a video game. For fuck's sake, where do you think you are?

>> No.2030361

>>2030270
Good idea, I was thinking about having other Essences as different bases. Hm, quicker stamina depletion would work when the player is hungry.

>>2030283
Hm, maybe for easy mode you have all your specials at level 1 but if you're on normal you have to unlock your specials and on hard you have 0 specials?

>>2030284
Throwable potions are already an idea, just need some de-buffs and maybe some odd occurrences where potions do the opposite if it hits an enemy? Like damage potions healing skeletons maybe.
Equipment might be possible, but maybe limited to stuff like bracers, pendants and rings.
On hunger: a good thing to consider, maybe if you're too hungry the player can't dodge as far/quickly

>>2030287
Yeah, I always thought Hexen was suitable for exploration but instead we were laden with awful key/switch hunts, this mod aims to mix that up. Potion Brewing adds an extra layer of thought to otherwise simple gameplay, along side the new combat and inventory you'd have to manage yourself and prepare before taking any risks.

>>2030310
Maybe, but at the same time - I quite like the Dark Souls like stamina, where it regenerates over time - and a lot of actions are tied to stamina like Dodging and Blocking - it would be tiresome to have to eat after every encounter with a mildly difficult enemy.

>>2030319
I'm not going to, realism is dreadful. If you have seen some of the goofy shit that's in this mod already, you would know that realism isn't my goal - hunger was only an idea on paper.

>>2030323
I don't have a blog, no but I'm on the ZDOOM Forums (as Mikk-). I'll also post regularly here and on the WIP thread over on the forums.

>> No.2030363

>>2030359
Doom has an inventory in the most basic sense. Where do you think all those guns and ammo you pick up go? What is the backpack if not an inventory expansion?

>> No.2030365
File: 285 KB, 600x480, 3rAHfe7.png [View same] [iqdb] [saucenao] [google]
2030365

>>2028493
http://www.doomworld.com/idgames/?file=levels/doom2/s-u/skyewood.zip

>> No.2030367

>>2030363
It's not really an inventory if you never take stuff out of it.

>> No.2030369

>>2030367
but anon, you do take stuff out your inventory
when you shoot your gun

>> No.2030370

>>2030142

Doomfrance is nice but as you can expect we don't have many members who don't speak french, we still have some though

>> No.2030379

>>2030361
>Maybe, but at the same time - I quite like the Dark Souls like stamina, where it regenerates over time - and a lot of actions are tied to stamina like Dodging and Blocking - it would be tiresome to have to eat after every encounter with a mildly difficult enemy.

Max stamina, not current stamina. The upper limits of stamina you can have at one time. Stamina would still regenerate, just to a lower limit over time. It just means you can do less dodging and blocking in quick succession until you eat, the frequency of which can be entirely determined by you.

>> No.2030381

>>2030361
>Maybe, but at the same time - I quite like the Dark Souls like stamina, where it regenerates over time - and a lot of actions are tied to stamina like Dodging and Blocking - it would be tiresome to have to eat after every encounter with a mildly difficult enemy.

Not the guy you replied to, but in MonHun, the max stamina doesn't deplete each time you take an action, it's over time. I think it decrease by 25 each 5 minutes, but I could be wrong. The normal amount of stamina is 100 and you can go up to 150 if you eat.

>> No.2030384

>>2030379
Oh, okay, that makes more sense,

>> No.2030395

>>2030367
You take out one gun at a time and put the other in, don't you? You remove ammo to fire, don't you? Even not counting Doom, both Hexen and Heretic have inventories for your items.

>> No.2030428

I just want a daikatana mod for Hexen.

>> No.2030446 [SPOILER] 
File: 1.80 MB, 1920x1080, 1414358021250.png [View same] [iqdb] [saucenao] [google]
2030446

Potential pic for new thread OP.

inb4 >modern

>> No.2030449

>>2030446
too modern, I prefer shitty artwork with clever titles.

>> No.2030451

>>2030446
pretty good actually

>> No.2030454
File: 230 KB, 404x600, Clipped Doom.jpg [View same] [iqdb] [saucenao] [google]
2030454

>>2030446

Wut bout this? I spent 1000 hours in an anti gravity chamber to make this.

>> No.2030461

>>2030454
Is this the FreeDoom box art?

>> No.2030469

>>2030461
Yes,

>> No.2030474

>>2030451

Thanks, for the record I didn't make it, I just thought it seemed like it could fit with a thread title relating to Doom and hats.

>> No.2030483

>>2030461
Clip-art Doom

>> No.2030492
File: 24 KB, 686x504, Nah.jpg [View same] [iqdb] [saucenao] [google]
2030492

>>2030446
Its pretty good, but no

>> No.2030497
File: 2.87 MB, 768x432, my potions are too strong for you traveller.webm [View same] [iqdb] [saucenao] [google]
2030497

So I've got obtaining the Essence for potions in. works simply by using the empty bottle aimed at a pool of water.

>> No.2030502

>>2030365
t-thanks doc

>> No.2030513

>>2030497

Nice. This is gonna open up a whole ton of possibilities.

>> No.2030520

>>2030449
>>2030492
finding good thread starter images is a pain in the arse

>> No.2030523
File: 294 KB, 1280x720, Screenshot_Doom_20141026_200459.png [View same] [iqdb] [saucenao] [google]
2030523

NOT TODAY

>> No.2030525
File: 671 KB, 800x450, zandronum 2014-10-26 18-04-29-85.webm [View same] [iqdb] [saucenao] [google]
2030525

Kamehamesomething.

>> No.2030536
File: 2.84 MB, 768x432, vital essences... does that mean guts.webm [View same] [iqdb] [saucenao] [google]
2030536

>>2030497
>>2030513
So now you can collect 2 kinds of Essence - Water and Fire.

Water, the giver of life will be the base of all potions set to aid the player, healing, restoring, and buffing.

Fire, the destructor will be the base of all potions set to damage or kill those who stand before the player.

>> No.2030537

>>2030525
That's pretty cool, just saiyan.

>> No.2030540

>>2030536
That's neat. Also, what happens if you use them like that? The ones that already contain water or fire.

>> No.2030543

>>2030525
I want to gohan and use this.

>> No.2030549

>>2030540
Nothing, I hadn't planned anything. In reality I hadn't really gotten that far, hah.

>> No.2030550

>>2030549
maybe water heals a little HP, and fire restores a little MP

>> No.2030553

>>2030549
I was just asking, don't worry.
I can't think of anything you can do with only fire or water. Maybe some kind of puzzle? I don't think you can make water appear, right?

>> No.2030556

>>2030553
>>2030550
Now that I was thinking about it - I was kinda just gonna make using them discard the essence and give the player an empty bottle.

>> No.2030570

>>2030130
Pistol mounted flashlight.

>> No.2030583

>>2030525
what mod this

>> No.2030590

>>2030583
Donutsteele

>> No.2030595

>>2030525
Why the lag?

>> No.2030598

>>2030101
BFG Edition is only better in the sense that it can run on toasters with a relatively smoother FPS, but the graphics looked blurry as hell to me. The extra Doom 3 mission is pretty much a CTRL-C CTRL-V of existing levels, and while some parts of it were pretty fun (I liked Hell), it was mostly boring to me and I didn't feel like it was introducing anything new.
Also, modding goes right down the shitter with BFG, which is pretty much the only reason why I hate it. The settings also suck compared to Doom 3, and the classic Doom ports are awful too. (The randomized sound pitches are REALLY annoying, and I couldn't even find a way to turn it off.)

If you have an old computer that can't run Doom 3 without suffering from FPS drop, then try the BFG Edition. However, if you don't want to trade tweakability + mod support for performance, then you're probably better off sticking to the original version. I personally side with the original.

>> No.2030610

>>2030595

Because I play on a several-year-old craptop.

>> No.2030621

>>2030525
Those flying particles during the charging phase look freaking awesome. Great job, dude.

>> No.2030627

>>2030525
What exactly is the thing in the upper right supposed to tell you?

>> No.2030630

>>2030627
it's a combo meter

>> No.2030643
File: 1.64 MB, 1366x2181, comp1.png [View same] [iqdb] [saucenao] [google]
2030643

Same mapfag as earlier. Just got back and did some more work.

>> No.2030726
File: 110 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
2030726

Is it just me or is the aim in the ZDoom version of Metrood a little off? Beams seem to go slightly below and to the left of the crosshair and it's a real pain when trying to snipe hitscanners on ledges.

>> No.2030751

>>2030726

That's a thing with all angled projectile shots.
It's not just Metrood that has it, you'd see it in Psychic, Terrorists, and GMOTA as well.

>> No.2030763
File: 186 KB, 1920x1080, Screenshot_Hexen_20141027_001553.png [View same] [iqdb] [saucenao] [google]
2030763

Okay so for a quick test I've made up a quick UI for brewing, only available at cauldrons, it brings up the UI, the first three boxes will be to select your base (middle one is a placeholder for now), then the next 6 boxes will be your ingredients (again, 6 is a placeholder, might bump that to 8/9 base ingredients), then after selecting your potions you'll brew the ingredients. I plan on having a tooltip appear at the bottom when the cursor is over an ingredient/base.

>> No.2030807

>>2030763
Man, you're getting this done quick. You're pretty good! Also this looks nice, I like how simple it is.

>> No.2030821

>>2030726
MY EYES

>> No.2030826

>>2030821

https://www.youtube.com/watch?v=XJrl3iUG9dc

>> No.2030871
File: 25 KB, 271x206, 1413678582716.png [View same] [iqdb] [saucenao] [google]
2030871

Anyone want to draw over this with a revenant as Romero and Doomguy as Carmack?

>> No.2030942

Okay seriously how the fuck are you supposed to beat Map30 on Scythe 2?

I feel like I must be missing an obvious invuln trick or some shit, there's just too much.

>> No.2030964

>>2030942
You practice.
It's a bit tricky but basically you have to be good with a BFG.

Watch an UV-Max video for any secrets that would help.

>> No.2030978

>>2030523
what mod?

>> No.2031027

>>2030978
Wrath of Chronos.

>> No.2031125

Hello Doomthread! I've played Doom pretty regularly for the last twenty years but I am just now getting into playing non-official wads. I'm wondering what people do about saving; I normally play with no saving at all because the id wads are pretty easy, and this worked for Scythe and DTWID, which were not substantially harder.

However, I'm playing through Speed of Doom right now and the large number of severe traps and, like, popup archvilles has led me to wonder how many people are actually playing this on UV with no mid episode saves, let alone midlevel. I'm plodding along through the wad at a decent speed without saves but getting killed by a silly trap at the end of the level is starting to become a frustrating norm.

What do you guys do?

>> No.2031128

>>2031125
I uh, save.

>> No.2031129

>>2031125
I have a mod that eliminates medkits and blue souls and calculates the number of hitpoints i need to pass the level based on the enemy count.

>> No.2031137

>>2031125
Personally I play a level from beginning to end in one sitting.

If I die I turn the game off for a little bit, do something else then go right back into it from the start.

Or if I'm having a ton of fun I just hop right into it again after death.

I do each level on it's own as best as I can because I prefer to not worry about resource management since I am a hoarder first

I have a lot of fun this way, I can also just pick any level I want at the start because I do it all fresh.

With gameplay mods though I change up how I play and usually do everything in a sequence then load autosaves or whatever.

>> No.2031161

>>2031125

If you want to get better and become a more skilled Doomer, then don't save.
If you just want to kick back, relax, and have a time-waster, then save.

>> No.2031165

>>2031125
>What do you guys do?

Play co-op

>> No.2031170

>>2031128
Duly noted.

>>2031129
What's the point?

>>2031137
I do something like this, although I tend to play episodic things as episodes.

>>2031161
I realize that, but I'm wondering what others do in the case that not saving doesn't make you any better, it just makes you more frustrated. I play through official levels on nightmare when I want to get better.

To be honest, I'm really not sold on the idea of dropping six revenants in a shoebox-sized room as a means of increasing difficulty. Maybe that's the real problem.

>> No.2031203

Where do the HDoom sounds come from?
Are they soundbites from anime or does someone voice act for it?

>> No.2031227

>>2031170
>in the case that not saving doesn't make you any better, it just makes you more frustrated
I either stop playing or save.
This is a game. The goal is to have fun.
If it's just making you mad, the goal is lost.

>> No.2031237

>>2031227
just adding to this anons post

frustration can be a very good thing in the game, but only if you know that you have failed because of yourself, not bullshit in game, an example would be player constantly failing to dodge cyberdemon rockets, if its a one cyberdemon in a big corridor or two in a spacious area, this is relatively fair, but if its 50 of the in Doom 2 entryway type of map, then frustration and anger is justified by a shitty wad

so what can be good in "fair" frustration? ability to overcome your weakness, in this case cyberdemon rocket dodging mentioned earlier, beating a section/enemy/level that kicked your ass but was fair about it can bring great satisfaction, this is why proper enemy placement is a hard thing to do at times, and this is why so many wads can go down the shitter really fast

>> No.2031261

I save all the time like a bitch nigga.

>> No.2031312 [DELETED] 

Just downloaded Brutal Doom after watching the Total Biscuit Let's Play and holy shit. It's sick, violent, and twisted. Just like me. I love it. I never got into Doom before but now it's awesome

>> No.2031387

>>2031170
> I'm really not sold on the idea of dropping six revenants in a shoebox-sized room as a means of increasing difficulty.
I think it depends on the weapons available.

Using your example, six revenants aren't that deadly if you have a Plasma Rifle or BFG.
Rockets if you have room to work with(Not compatible with shoebox rooms)

I prefer smaller scale maps that are tough and challenging rather than revenant spam or slaughtermaps.

But I am fine with the latter.

>> No.2031445
File: 177 KB, 555x563, gotta be kidding me.png [View same] [iqdb] [saucenao] [google]
2031445

>>2031312
please be a troll

>> No.2031467
File: 29 KB, 700x525, i saw the demons.jpg [View same] [iqdb] [saucenao] [google]
2031467

>>2030070
It's flawed, quite so, but I still think it's pretty good in it's own way even when compared to it's much superior predecessors.
The gameplay is actually rather fun, if you get used to the darkness. Flashlight mod is recommended, but not required.
The chainsaw is fun as fuck, I think it's better than the original chainsaw.

If you know what you're doing, you can basically use the chainsaw for most of the game once you have it, it's viable in near all but some of the later, harder horde encounters in the hell levels. You can even snuff Cacos with it if you get up in their grill.
Tentacle commandos? No worry, they charge at you, you take their challenge, spring towards them so you're literally touching them, duck down to avoid their tentacle lash, and then at the same time split them upwards through their groin.

Chaingun commandos and Revenants at a distance are really what'll remain hard. Mancubi are also hard to saw, since they fire volleys of fire, and they're surprisingly fast at turning, so you can't just circlestrafe and then saw them in the back, they'll wheel around in an instant and bonk you in the head with their arm cannons (they're harder than the Hell Knights in this regard).
Archviles are perfectly viable for the chainsaw if you just sprint up to them and saw them until they die, they won't have a chance to retaliate if done right.

>> No.2031487

>>2030726
hr2 map07?

>>2031125
- reduce the skill level. SoD is pretty good on HNTR
or
- save a lot until the map is learned. maps are much easier when known. once sufficient foreknowledge is achieved, play without saves

>> No.2031489

>>2031487
Yes it is.
You can even see the secret in that screenshot.

>> No.2031491

Doing my first (and overdue) play through of the plutonia experiment, holy shit I'm only on map 06 and goddamn they don't hold back with the revenants and chaingunners, this wad is hell

>> No.2031493
File: 3 KB, 50x50, 3268751438[1].gif [View same] [iqdb] [saucenao] [google]
2031493

>>2031312
>Just like me.
dat edge tho

>> No.2031495

>>2031491
Plutonia went overboard on Revenants and Chaingunners and Archviles because by all means they are probably the most dangerous enemies Doom has to offer.

I only play Plutonia for the challenge, I have more fun and more challenge with other wads.

>> No.2031502

>>2031495
Plutonia is pretty fun to me, I'm playing through FEAR also and plutonia feels like vacation compared to fear AI on Hard

>> No.2031518

>>2031502
FEAR on max difficulty is actually the way it's meant to be played, it's not challenging at all.

>> No.2031519

>>2030643
Lookin' good

>> No.2031545

>>2031502
I just don't find Plutonia's level design to be particularly interesting.

Why is there no FEAR mod for Doom?

>> No.2031554

>>2031545
I don't think FEAR would really work well with Doom.

>> No.2031568
File: 1.67 MB, 640x320, lil ol inventory bar.webm [View same] [iqdb] [saucenao] [google]
2031568

okay so I kinda got an inventory bar thing working, but it's pretty fucking tiny. Please note that I'm not gonna be using these elemental gems in GMOTA, not as they are at least, they'll most likely become flasks for Samson in the future. I'm just fucking around with inventory items right now

>> No.2031579

>>2031312
Project MSX is better

>> No.2031587

>>2031554
I don't see why not.

MSX works.
GMOTA works.
Demonsteele works.
Hideous Destructor works a fair amount of the time.

I don't see why FEAR wouldn't work.
It's weaponry is pretty much set for everything but the heaviest of Slaughtermaps.

>> No.2031604
File: 1.90 MB, 987x1200, legit_doomed.png [View same] [iqdb] [saucenao] [google]
2031604

>>2030454

>> No.2031614
File: 183 KB, 1280x768, bI0I7CJ.png [View same] [iqdb] [saucenao] [google]
2031614

doom is just touhou for boys

<3

>> No.2031632

>>2031604
hahah

>> No.2031653 [DELETED] 

>>2031614
touhou is not for boys??

>> No.2031678
File: 228 KB, 1264x896, tumblr_ne2ggqnhhw1u1d99wo1_1280.png [View same] [iqdb] [saucenao] [google]
2031678

So how about them Imp girls?

>> No.2031680

>>2031678
>egregious lack of nipplethorns
dropped

>> No.2031685

>>2031678
Playable Impgirl mod with unique hand sprites for Doomguy's weaponry when?

>> No.2031693

>>2031685
I am really disappointed that there isn't a set of high-detail Blender models so people can make stuff like this on a whim with the barest minimum of effort.

>> No.2031767

>>2031693
Someone's bound to do it eventually.

>> No.2031794

>>2031767
yeah right

>> No.2031803
File: 70 KB, 640x960, 1411680417402.jpg [View same] [iqdb] [saucenao] [google]
2031803

GUYS

https://www.youtube.com/watch?v=9eBVa38PgP8

THERE'S A PART THREE OF THE MANCUBUS SERIES

>> No.2031805

>>2031803
>Happy ending for Doomguy and Mancubus
This brightened my day.

>> No.2031825
File: 316 KB, 653x969, barlowe_sargatanas.jpg [View same] [iqdb] [saucenao] [google]
2031825

Is there a mod that replaces the standard guns and sounds to something a little cooler without any other changes?

>> No.2031831

>>2031825
PSX sounds.

Or you can make your own.
Replacing sounds is very very easy.

>> No.2031842
File: 100 KB, 96x96, 1414067822995.gif [View same] [iqdb] [saucenao] [google]
2031842

>imp girls their toes wiggle in the hdoom mod

excellent

>> No.2031845

>>2031825
Any idea where I can download a PSX Sound pack?
Can't find one anywhere.

>> No.2031848

>>2031845
Just get the PSX Doom TC and use those sounds.
Or get Threshold of Pain and use those sounds.

>> No.2031856

>>2029723

Looks neat

>> No.2031861

>>2031803

lel :)

>> No.2031895

>>2031848

I'm sorry for being so retarded but how exactly do you take sounds from wads and use them with other wads?

>> No.2031914

>>2031895
Take sounds you want and put it in a wad.
Rename them so they match the original Doom sound name
Enjoy your new sounds.

>> No.2031918

>>2031914

can't be easier, this is why in the 90s a lot of wads had new sounds (often crappy)

>> No.2031925 [DELETED] 
File: 42 KB, 242x251, me and my biatch.jpg [View same] [iqdb] [saucenao] [google]
2031925

Hey Doomfaggots,

My name is John, and I hate every single one of you. All of you are fat, retarded, no-lifes who spend every second of their day making shitty as mods. You are everything bad in the world. Honestly, have any of you ever gotten any pussy? I mean, I guess it’s fun playing a shitty old casual game because of your own lack of skill, but you all take to a whole new level. This is even worse than when you fags were playing Halo 3 all day on XBL.

Don’t be a stranger. Just hit me with your best shot. I’m pretty much perfect. I was captain of the football team, and starter on my basketball team. What sports do you play, other than “jack off to naked drawn Doomguy pics”? I also get straight A’s, and have a banging hot girlfriend (She just blew me; Shit was SO cash). You are all faggots who should just kill yourselves. Thanks for listening.

Pic Related: It’s me and my bitch

>> No.2031929
File: 30 KB, 320x320, whyhellothere.gif [View same] [iqdb] [saucenao] [google]
2031929

>> No.2031932 [DELETED] 
File: 89 KB, 1331x379, shit-was-knee-deep-in-the-cash.png [View same] [iqdb] [saucenao] [google]
2031932

>>2031925
Did you know the guy in that picture died? Shit was so crash!

>> No.2031935 [DELETED] 
File: 48 KB, 350x345, 1263232606995_Reaction_faces_part_1-s350x345-151481-580.jpg [View same] [iqdb] [saucenao] [google]
2031935

>>2031932
No I didn't know that as it's my first week on 4chan. Please tell me more.

>> No.2031938 [DELETED] 
File: 37 KB, 605x454, 345345.jpg [View same] [iqdb] [saucenao] [google]
2031938

>>2031935

I didn't know he died

>> No.2031939 [DELETED] 

>>2031938
yes, because you're here fresh from reddit like the vast majority of the queers itt are. colour me unsurprised.

>> No.2031941
File: 2.14 MB, 3264x2448, somephoto.jpg [View same] [iqdb] [saucenao] [google]
2031941

Had no idea 'til yesterday about how would be my E1M4 replacement, now I pretty much know how it's going to be I can start mapping for real :)

Pic-related : some area I drawn yesterday

>> No.2031942 [DELETED] 

>>2031939

Oh it's you again. Do you ever get bored of this stuff? You seem to either hate these threads with a passion or you love them so much you just can't stay away from us.

>> No.2031946

>>2029152

Without any joking I felt sad after going on /mu/ for the first time, I was new to 4chan at that time and gosh I almost fucking cried when I saw so many hipsters and their shitty /mu/core

>> No.2031949
File: 395 KB, 800x600, Screenshot_Doom_20141023_171342.png [View same] [iqdb] [saucenao] [google]
2031949

The progression in this is just really cool.
Archvile level was 2spooky tho

>>2031946
Yeah, they're pretty awful.

>> No.2031951 [DELETED] 

>>2031942
somebody has called you out as being the redditors that you are before? colour me unsurprised.

>> No.2031982

>>2029095
We should be doing that. It will finally become the /doom/ board we always wanted.

>> No.2031993

>>2031982
.. So it'd become ZDoom?

>> No.2031998

>>2031982
No, then we might basically just go sign up for Doomworld, ZDoom forums, or Newdoom.
Newdoom is still thing, right? That's still a website kids go to these days, isn't it?

>>2031993
More or less.
I kinda like the default anonymity on here, I mean, I don't have a kneejerk against tripfags, but I don't like the idea of everyone here being tripfags.

And not that the ZDoom forums are a specifically bad place, it's just that I can't stand the ego of some of the members, and I feel there's a bunch of liberals there I couldn't get along with.

>> No.2032008

>>2029095
Not to mention they're hipsters.

>> No.2032010

So what was with the end of RTSX ep 2? I beat "Beneath a Festering Moon," (not nearly as fucking hard as unstable journey, jesus fucking christ.), went through a portal, and the level after was a small room with a white abyss, not even a "on the next exciting episosde" text blib? the fuck?

>> No.2032012

>>2032008
I thought they would have died out by now?

>> No.2032014

I'm currently almost done with Plutonia, on MAP30 right now.

I have mixed opinions about this mapset. Level design gravitates from good to confusing/shit from level to level (GODDAMN MONSTER CLOSETS, and one map where archviles were hidden inside some sort of pole, with enemies all around it, so the fuckers would revive the enemies nonstop and I couldn't kill them), but MAP29 was pretty fucking cool. I wish they went for an original soundtrack like TNT did instead of recycling MIDIs from Doom 1 and 2, though. I wonder what TNT will be like when I get to it.

>> No.2032037

>>2032012

the only thing we are sure about on /mu/ is that hipsters got total control of hit, you'd better listen to london fucktard or they r8 you 2/10 (I've found a thread where they rate their families' musical taste), metal or even good ol' rock n' roll must be too violent for 'em

>> No.2032039

>>2032014

good luck for you playthrough of the Iwads then :)
I think Plutonia is better than TNT

>> No.2032041

>>2032037
Well, if they just filter out Anons why not just make rock/metal threads and just block all the tripfags? It would be like reclaiming the board in the name of fun.

>> No.2032048

>>2032041

Definitely something to do.

>> No.2032049

Could anyone help me?
I was trying to make a Impball that pushes the hit actor and it should take damage if it hits a wall because of the thrust.
But If the Imp shoots at me, I only take the projectile damage.

Actor DoomImpBall2 : DoomImpBall replaces DoomImpBall
{
states
{
Death:
TNT1 A 0 A_RadiusThrust(30000,64,1)
goto Super::Death
}
}

I use Zandronum btw.

>> No.2032057

>>2032049

>Zandronum

Sry I can't help you, maybe some people will be able to in the evening.

>> No.2032065

>>2032008
Define hipster.

There are so many new retarded definitions out there that I can't even keep up anymore.

>> No.2032069

>>2032065
I thought hipsters were "I was only pretending to be retarded" the lifestyle while being pompous.

>> No.2032071

>>2032065
People who stay away from what's currently mainstream as much as possible.

>> No.2032075

>>2032065
>>2032071

And waht makes them retarded is that so many retardeds want to be an hipster they get to be mainstream, waht's more most of them think they are part of the elite because they lurk /mu/ sometimes.

>> No.2032076

>>2032071
What if I just don't like listening to new music but still enjoy new other things?

>> No.2032078

Jesus, fuck off to /v/ or /mu/ already

>> No.2032079
File: 2.72 MB, 1920x3102, B1o.jpg [View same] [iqdb] [saucenao] [google]
2032079

>>2032071
You see, there's the problem. Going by that definition when calling /mu/ a bunch of hipsters doesn't make any sense because the community listens to SHITLOADS of mainstream music.

>>2032076
>What if I just don't like listening to new music

What the fuck I don't get this part

>> No.2032080

>>2032076

You're not claiming that it's theworst crap on earth and that everybody not listening to /mu/core should be shot, yes, hipsters are also edgy

>> No.2032082

Okay, back on topic.

Do you guys think it'll ever be possible to play Doom RPG on Zandronum, whenever Zandronum reaches a more updated version of (G)ZDoom? Or is it forever doomed to using an outdated version of it?

>> No.2032085

>>2032082
Yes it will, just wait 5 more years

>> No.2032089

>>2032049
Try setting "Damage" to 0. It worked for me that way.

>> No.2032093

>>2032085
assuming the developers stops working on it immediately.

>> No.2032098

>>2032089
Tested, but it doesn't work.
This sucks.
Are you using a build of 2.0?

>> No.2032102
File: 281 KB, 1024x1280, 20140214062925!Kenny_Loggins.jpg [View same] [iqdb] [saucenao] [google]
2032102

>>2026630
Did anny of yall vidggers like chex quest as much as i did i loved part 3 the maps felt really nice!

>> No.2032109

>>2032010
Pls respond. I feel like return to saturn X fucked me just to the point before climax, then pull out and jumped out the window.

>> No.2032110

>>2031825
Smooth Doom.
It has other changes but you can turn them off.

>> No.2032125

>>2031949
What's this map set?

>> No.2032132
File: 59 KB, 800x800, plush-doom-marine-angleleft[1].jpg [View same] [iqdb] [saucenao] [google]
2032132

Wow.

>> No.2032140

What do you guys think of DoomRL arsenal? Personally i find it can make the game way too fucking easy. Play scout, find/build a good pistol and GG, unstobbale cyberdemon pew pewing erryday

>> No.2032145

>>2032140
Then don't play Scout. duuuuuuuuh

>> No.2032146

>>2032098
I've tested it in 1.3 and 2.0 by summoning it from the console, and it worked. It pushed me and the monsters away as expected.

>> No.2032153
File: 1.99 MB, 320x240, 1369032526350.gif [View same] [iqdb] [saucenao] [google]
2032153

>>2032146
Oh, then you didn't get what I meant.
I want a monster to shoot a projectile at me, and it uses A_RadiusThrust. Now, it pushes me away as expected, but I should take damage from it too! How? If a monster gets pushed a way and it hits a wall, it gets hurt. I expected this to happen to the player too, but it doesnt work.
That's what I meant.

>> No.2032160

>>2032153
I apologize for misreading your original post, I'm an idiot. After a few seconds of poking around for info about the ArtiBlastRadius item, I found these.
http://zdoom.org/wiki/Classes:ArtiBlastRadius
http://zdoom.org/wiki/A_Blast
I hope this is what you were looking for.

>> No.2032181

>>2031803
Ridable Mancubus when?

>> No.2032194
File: 44 KB, 640x480, 1414429849.png [View same] [iqdb] [saucenao] [google]
2032194

>>2032010
the last map is a teaser for episode 3. there is not a great deal more to say.

honestly, i found the plot hard to follow. the flowery language on the intermission texts was unhelpful.

>> No.2032196

>>2032140
i always play technician but there are never enough modpacks to experiment with

>> No.2032220

>>2032153

What you're looking for isn't possible, be it in ZDoom or Zandronum.

>> No.2032226

>>2032194
I'm fairly certain the plot is meant to be vague on purpose.

Honestly, I just see it as me, as the player, trying to survive, moving from one area to the next.

>> No.2032242

I wonder if you guys know about those geniuine wads that are so jaw dropping and have excellent detail and thrilling gameplay like Terry wads. Now that's a fucking gem.

>> No.2032249

>>2032242

shut up canofbacon

>> No.2032251
File: 442 KB, 1024x768, Screenshot_Doom_20140921_111558.png [View same] [iqdb] [saucenao] [google]
2032251

>> No.2032254

>>2032226
>THE DARK COLONY OF SATURN X REMAINS - AN ERRATIC BACKWATER CONSTELLATION OF CRUMBLING RUINS AND VANISHING TECHNOLOGY. YET HERE IN THE COLD AND FILTHY CHASM, WHERE LIGHT-REVEALING HOLY GRAILS STILL WAR WITH THE GOD OF SHADOWS, A HIDDEN TOWER IS SEALED BENEATH A STILL AND FESTERING MOON. THE STUDDED CROWN ON A DYING PLANET. THE THIEF OF SOULS. THIS GAME WE PLAY. I DON'T KNOW IF IT'S A MIRACLE OR A CURSE.

>I HAD ALMOST FORGOTTEN THE MALICE, BUT IT HAD NOT FORGOTTEN ME. WHAT IS THIS CONTRAPTION? THE FOG OF NIGHTMARE DISSIPATES TO REVEAL A HORRIBLE REALITY, WHERE STREAKS OF MOCKING LIGHT IMPALE THE SKY, AND BROKEN CITIES SWOLLEN WITH THE CRAWL OF EVIL LURK. THE DEMONS ARE REAL NOW. THEY HAD MOVED AROUND AS VESTIGES UNDER THE VEIL OF SHADOW, BUT NOW THEY WILL SCRATCH AND CLAW AND HATE UNTIL THE END, WITH ME AS THEIR WITNESS. IT'S TIME TO DRAW A LINE. AHEAD IS ANOTHER PATH - A LONELY MILE - TAKING ME DEEPER INTO THE LABYRINTH OF THE TWISTED MECHANISM. THE FOUNTAIN OF FIRE LIES DORMANT, WAITING FOR THE SPARK.

>IT IS AN INCINERATION. THE PLANET IS PRIMED TO BURN BENEATH THE LOOM, AND THE PORTAL IS THE ONLY WAY OFF IT. BUT STARING OUT FROM OTHERWORLDLY WINDOWS, THE TASK THAT LIES BEFORE ME IS NOW MORE REAL THAN DEATH, AND I KNOW THERE IS NO TURNING BACK. THE WAY IS NOW OPEN. THE GHOSTS OF A DIFFERENT DREAM ARE WAITING.

i mean you tell me what the heck any of this means. it seems more like "player is slowly descending to madness and all of this is happening inside his head" to me.

>> No.2032264

>>2032242
lel?

>> No.2032268

>>2030964
Will do - was afk for a whole grip. Shit's insane though

>> No.2032282
File: 327 KB, 1024x768, Screenshot_Doom_20140919_174752.png [View same] [iqdb] [saucenao] [google]
2032282

>>2032251

>> No.2032343

>>2032268
watched a UVMAX video of it, there were 2 invuln orbs I wasn't aware of - that makes a big big difference

>> No.2032372

>>2032343

every
single
fucking
time

"things you WERE supposed to know"

fucking mappers sometimes, I swear

>> No.2032378

>>2032343

...Let me guess, they were in secret rooms.

>> No.2032380

>>2032378
>>2032372
Yep, in non-marked walls.

Most of the secrets in Scythe 2 were pretty obscure, but most of them were like, unneeded bonuses, I feel like the invulns are absolutely necessary, so I don't like it either.

>> No.2032387

>>2032380
A moot point considering Scythe 2 was fucking tripe

>> No.2032407

>>2032387
I like tripe

>> No.2032410

>>2032387
>considering Scythe 2 was fucking tripe

Point and laugh at this man for being so wrong.

>> No.2032430

>>2032378
one needs an archvile jump to reach, the height of obnoxivity

>> No.2032443

Is there any way to get that Wolfenstein secret door effect in ZDoom?

>> No.2032447

>>2032443
The doors will need to be 3D models that slowly move to the side.
This will render it in GZDoom, but not so much in ZDoom, which I assume you were aiming for.

In which case, basically no.

>> No.2032450

>>2032443
Polyobjects?

>> No.2032469

>>2032443
http://www.best-ever.org/download?file=stwolf3dv4.pk3

Try looking at how this one works. Works online and in software mode and is smooth.

>> No.2032476

>>2032387
>megawad that is huge staple of quality in the community
>hurr it's bad cause reasons

>> No.2032485

>>2032447
yeah pretty sure you can use polyobjects dude

>> No.2032494
File: 43 KB, 320x240, Hacx.gif [View same] [iqdb] [saucenao] [google]
2032494

What is Hacx and how come nobody ever talks about it?

>> No.2032507
File: 60 KB, 477x350, 1384895082799.jpg [View same] [iqdb] [saucenao] [google]
2032507

>>2032494

Hacx was an iwad in the vein of Strife, Hexen, etc.
It was released early because development was protracted way too long, and by the time it came out 3D engines like Quake were storming the scene. So they ended up rushing the product and released a buggy, unfinished, and unpolished product that had promise but not much else.

So in comes a group of fans hoping to fix things up and rehaul it to be the game it should have been with Hacx 2.0, but development is...slow.
Very slow.
Very, very slow.
Like "Marty Kirra's development speed seems like F-Zero GX racing" slow.
Like, we'll probably get good ZDoom netplay, Zandro caught up with GZDoom, Demon Eclipse 2, Mordeth 4, and the cure for cancer before it's finished slow.

>> No.2032509

>>2032485
I stand corrected, then. My mistake.

>> No.2032519

>>2032507
>Mordeth

Let's not exaggerate here.

>> No.2032528

>>2032476
original poster of question here... I liked everything except the "well you were supposed to magically know about the unmarked secrets" in map30, and the reliance on archvile traps after slaughters.

Other than that it's an extremely good megawad. Yeah, Scythe 1 was better, but that doesn't mean it's bad.

>> No.2032596
File: 352 KB, 1600x860, mapoIdunno.jpg [View same] [iqdb] [saucenao] [google]
2032596

Finished another level and already off to a quick start with the second one.

Just a simple interior to a building. I plan on having a compound-like area, with several inter-connected buildings, instead of running around one large specific area.

>> No.2032654
File: 48 KB, 288x334, Quake1_paket.gif [View same] [iqdb] [saucenao] [google]
2032654

Is there a fan-made Quake mod designed to (almost) perfectly emulate John Romero's initial vision for the game?

That would be cool as shit.

>> No.2032680

>>2032654

You mean a medieval-fantasy mod?

>> No.2032687

>>2032476
i think everyone has at least one community-lauded "staple of quality" the appeal of which is a complete mystery to them.

>> No.2032694

>>2032654
>John Romero's initial vision for the game

Care to explain?

>> No.2032708

>>2032694
It was suppose to me 100% dark fantasy or something. It also had RPG elements

>> No.2032716
File: 22 KB, 600x400, 1353509648191.jpg [View same] [iqdb] [saucenao] [google]
2032716

>can into graphics
>cant into code
>cant do anything in doom code
>tfw doom could be a base for my dream vidya
>tfw I will never make it because I cant code
why live

>> No.2032723

>>2032145
But Anon, how else will i gottagofast

Speaking of, already played both scythe and return to saturn X thingies, reccomend good megawads? Preferably ones with default weapons and monsters, but i am not against branching out

>> No.2032724

>>2032716
*hitches up pants*
I reckon I can code a little. Try and convince me your idea is worth the effort, and we'll talk.

>> No.2032729

>>2032716
DECORATE and ACS are easy-peasy man! Just start with something small like a new weapon or monster and work from there! That's how I got started! My first monster was a semi-transparent gray Baron of Hell that had three different attacks, I was proud as fuck when I first made that, I was 13 then.

>> No.2032745

>>2032716
>>2032729

Listen to this bro, he knows his shit.
You might not be able to do anything in Doom code now, but if you crack open a simple (and early) decorate mod and start adjusting with values to see what changes do what, you'll start getting the hang of things in no time.
And if all else fails, we're available to help.

Hell, GMOTA was a guy's first mod and it's become really cool.
Or if all else fails, you can hitch a ride on an existing project and cater some favors with some art and then get them to help with code.

>> No.2032747

>>2032251
>>2032282
Wait, what?

Is this real?

>> No.2032760 [DELETED] 

>>2032251
>>2032282
>vertical looking
dropped like a baby out of scotland

>> No.2032767

>>2032528
You don't need the invulnerability spheres to beat the map without saving, it just makes it substantially easier.

>reliance on archvile traps after slaughters.

I agree but only to an extent, i don't see the point in a final map not being challenging and just another icon of sin clone, they're almost never good.

>> No.2032768 [DELETED] 

>>2032760
When will the purists leave?

>> No.2032772 [DELETED] 

>>2032768
Don't give him attention.

>> No.2032773 [DELETED] 
File: 25 KB, 480x360, 1400457192433.jpg [View same] [iqdb] [saucenao] [google]
2032773

>>2032760
>He doesn't mouselook

>> No.2032784
File: 67 KB, 500x325, lmyzklQlle1qd1egho1_500.jpg [View same] [iqdb] [saucenao] [google]
2032784

If you gents have some time free, I'd like to ask for a little bit of feedback.

One thing people have been asking for in DemonSteele is the ability to wield the sword by itself--a lot of people have also been asking for a way to do sword attacks that aren't just rapid-fire atatatatatatatatatatatata.

So what I did is make the Kharon a weapon by itself, and the alt-fire is a charge-up that unleashes a powerful strike with the blade--mechanically, it fires five different rippers in a wide spread that die off after three tics, tearing through enemies right in front of you. Each level of charge increases each rippers' damage by 1, which means while it's not incredibly powerful, it's still capable of clearing out crowds of mooks quite easily.

https://www.dropbox.com/s/rvi5xn0rh5ovu61/te13-DemonSteele.pk3

It's unpolished, simplistic, and basic, but the functionality is there for the purposes of checking out.

Simply put, I don't like it. At all.

This completely negates the need for both special attacks and the Omen--it's a crowd-clearing attack done completely for free with very little drawback aside from "it must be manually charged", which can be done easily when hopping from mob to mob.

While having a more powerful attack might be a good idea, I don't think this is the proper avenue to pursue it with, and I wanted to check and see what you guys thought before either dumping it and going with another idea or trying to see if it can be refined.

>> No.2032786

>>2032724
its fps game where you are a convict in the place called "Outland", you know how in purgatory you can atone your sins? its sorta like that in outland, except instead of atoning sins you can only make your situation worse, people who were complete scum end up there as a punishment, this way they can make their sin worse, and go to worse part of hell, it sorta makes outland a waiting room for hell.

the easiest way to imagine what it looks like, is to mix S.t.a.l.k.e.r., old fallout games, and art of this guy http://art.vniz.net/en/beksinski/

now here is something, everyone is a criminal, worst of the scum, and they come from different dimensions and reality planes, this means that personalities you meet range from mass murderers up to villains with super-powers, you are a criminal being sent for some crime, and you try to survive in a hostile environment, much like stalker, but with much more hostility from side of other humans. on top of that there are monsters roaming outside of human settlements, and to make it worse, super-villains mentioned earlier, sometimes they get bored of the super secretive business they are running in their domains, and they come out of there to have some target practice.

whole world of the game is willing to destroy you, and you gotta try to survive.

in terms of gameplay its more of fps-rpg game, you would have an inventory system and a hotbar like in many games, for example deus ex. there is no crafting, and everyone trades with good or gold, as this is understood everywhere easily, if you are too poor or you want to buy something VERY expensive, you may have to trade some of your flesh, but you may not always survive the trade.

TL;DR
features I would like to have in this game
>inventory and hotbar in style of Deus Ex
>dialogues like in Strife
>factions that fight eachother

>> No.2032789

are there any sprite packs for doom not models i just want higher quality sprites

>> No.2032808

>>2032789
all high res sprite projects look like total ass

>> No.2032813

>>2032808
i just found one for monsters that look pretty nice its called 8x sprites

>> No.2032818

>>2032784
So I was thinking about the charge mechanic for it and I had an idea.

How about leave the charging to the Omen and turn Kharon and sheathe into the combo weapon?

Like having the sheathe out strengthens the sword and the alt-fire gives you different combo finishers or something. Maybe one or two directional attacks with very very small AoEs if you felt that it shouldn't be dealing with hordes at once like a special can.

This would mean that you could specialize in in the Kharon like how I normally play and if you want to do well with it then you'd have to do well at dodging and stuff while taking out enemies one at a time, even if you can do it really fast it won't really replace Omen's groups at once capability or stunlocking.

This would make it so you don't have to overlap with the Omen at all and specials would still be dominant.

>> No.2032827
File: 28 KB, 320x200, IZ6gnaK.png [View same] [iqdb] [saucenao] [google]
2032827

>>2032254
It's an amalgam of various GBV lyrics. Essel has a mad crush on Robert Pollard, so it's less pretentious bullshit and more just fitting GBV stuff wherever possible. Or maybe that's just extra pretentious. I think Alfonzo assembled the text, because let's be honest, essel is such a hack and needs cronies to do his work for him.

>>2028471
Bitches I'm plugging you on dw and I get contempt? Whatever, I'm going back to my purist sexy doom stuff.

>> No.2032828

>>2032784
>>2032818
also take note that the kharon is your main form of defense at the moment
you can cut down projectiles, which is a great way to block attacks and protect yourself, along with dodging

if primary fire is going to stay the same rapid-fire chopping, what if secondary fire accentuated the defense? use the sheath to bat at projectiles, blocking them or deflecting them back at enemies with a much wider berth than the sword

>> No.2032832

>>2032827
>Bitches I'm plugging you on dw and I get contempt?

Scroton posted that pictured message on DW as a joke.

Unless you're Scroton.

>> No.2032838

>>2032828
>>2032818
Also just by the way Kharon works you'll get a lot of special naturally so you don't need to tweak that.

Even right now I'm swimming in special meter because I focus almost entirely on the Kharon.

>> No.2032860

>>2032818
Or you can make the primary fire into rapid swings and alt-fire into timed swings.

It doesn't sound like it should have the charge mechanic at all if all it really amounts to is just replacing the Omen's first hammer hit.

Omen would probably beat it clean thanks to it's lightning fields but more importantly the Omen is already kind of doing what your charge mechanic for Kharon does. But more rapidly thanks to the energy meter

>> No.2032884
File: 157 KB, 383x469, The Gang&#039;s All Here.png [View same] [iqdb] [saucenao] [google]
2032884

>>2032784
You could try a sorta Elder Scrolls approach where depending on which direction you're going, when you hold the attack, it changes what kind of attack you're doing; i.e. stabbing/slashing/overhead strike/etc.

It would be a way to increase the moveset of the sword itself, giving the players more options and different ways to wield the sword.

Just an idea.

>> No.2032889

>>2032818
>>2032784
After testing it quite a bit just now I have come to a conclusion:

It's really weak and doesn't belong
Now let me explain.

Although you shoot a projectile out in front of you(I guess?) it doesn't really deal much damage.
It works on weak hordes but honestly you can just tear through them manually with your sword while building meter and souls.

And you do it faster and faster.
To be honest Kharon already does so well against lesser enemies without the charge mechanic that it feels unnecessary.

Even moreso if you have the Omen.
Go with timed combos or heavy hits on alt-fire, it would fit the weapon's pacing much more.

>> No.2032897

>>2032884
dunno about the rest of people but I always hated that kind of control. Chivalry, for example, does it a lot better.

Or Shadow Warrior for a simplified way to roll it out that makes a little sense, given that Chiv's system would be borderline impossible in Doom.

>> No.2032913

>>2032884
I feel if such a change was done then it would have to provide more bonuses than just an animation change.

I don't think Doom would support that kind of thing very well because ultimately there will be one much better way to swing than the other so there's no reason not to swing that way.

>> No.2032930

>>2032889
In fact I think I might submit that unlike all the other weapons the charge attack has no use whatsoever.

I don't know how long it has to be charged, but with about 10-15 tics I can kill a small group of Pinkies.

If I just went in slashing at them, I'd not only clear the same amount in about the same amount of time, but I would kill much more because of the ranking meter. Also soul meter.

I tested this on Sunder.
All it would ever really be good for is the opening for a fight.

Feels about as useful as Omen's big 200% charge attack but without nearly any of the payoff considering how much time has to be put into it.

In short, this is definitely not the route you want to take but for different reasons than you posted.

>> No.2032936

>>2032930
And by tics I meant the sound that the charge up was making, not 10-15 tics of Doom time.

>> No.2032957

>>2032930
>>2032936
Also to note I don't use Omen's big full charge attack because it takes so long.

But I can see why some people might find it useful.

I would greatly prefer something like combos or heavy attacks for Kharon, it fits with the playstyle that Kharon currently has(Fast paced rapid movements and cutting down hordes) and the charge mechanics go completely against that.
It probably doesn't help that with the fear of invalidating the Omen it ends up being really weak.

I think if you did combos with it you could make one of the finishers into a quick wave slash that works like the charge attack right now and it wouldn't even be remotely imbalanced.

Because this charge attack is poopy doo

>> No.2032964
File: 2.87 MB, 768x432, mushroom collector simulator 2015.webm [View same] [iqdb] [saucenao] [google]
2032964

So I've added the first ingredient, the Locap Mushroom (really, it's a placeholder, but ya know -work in progress and all)

>> No.2032971
File: 63 KB, 400x286, m6puoxp0Os1qcw8qwo1_r2_400.jpg [View same] [iqdb] [saucenao] [google]
2032971

>>2032818
>>2032860
>>2032889
>>2032930
>>2032957

Hmmm. All right, glad to hear my gut instinct on this was right. It was a nice experiment, but sometimes experiments don't really pan out that well.
Thanks very much for your feedback, all.

I'll experiment with combo-style heavy attacks next. Though for clarification, when you say combo do you guys mean retro style beat-'em-up combos where the attacks chain into each other, or input-based Tekken/Devil May Cry style attacks where you push buttons in sequence to activate chains?

>> No.2032987

>>2032971
>All my posts being linked
Wow dang I wasn't expecting that.

Anyways for combos both DMC and Tekken both have very different ways of handling them.

Tekken is purely about a chain so it's a sequence.
DMC is about timing.
Some beat-em-ups have a light/heavy combo system like Sengoku 3.

I think if you do combos it should be like Sengoku 3, but this might mean you'd have to overhaul rapid attacks when the sheathe is out.

>> No.2032991

>>2032832
He's not me.

>> No.2033002

>>2032964
I really like what you're doing with all of this.

I thought you were new to modding when you were first showing things for your mod(Mostly because it came out of nowhere, not that you did anything low quality) but you seem to be a real badass at it.

>> No.2033024

>>2033002

Thanks.
Like I said in this post >>2032729 I've been modding since I was thirteen, 6 years ago I picked up Skulltag, Doom Builder and SLumpED - I've been practising for a long time!

>> No.2033034
File: 450 KB, 1920x1080, Screenshot_Hexen_20141028_001537.png [View same] [iqdb] [saucenao] [google]
2033034

>>2033024
Added the mushroom to the Brewing UI - still the UI has no actual use at the moment, but currently it itemises any ingredients (if any)

>> No.2033036
File: 155 KB, 856x442, word_count.jpg [View same] [iqdb] [saucenao] [google]
2033036

>>2032786
First of all, I have to admit straight up that I haven't played any of the games you mention.

Second: You've obviously given this a lot of thought, but only a fraction of what you said addresses actual gameplay. On the one hand, to make this work as a game, you need to be a lot more specific about that, and be prepared to change things based on what turns out not to work as you start to implement it. On the other hand, the assets are where most of the effort would go, and you seem equipped for that: You can make your own textures, build your own maps, write your own NPC dialogue (samples, at least, if not an entire storyline) and animate your own sprites. You can put together elaborate in-engine mockups, exactly the way you want them to look, using (in large part) only the skills you already have.

My strong suggestion, and my only one for the moment, is that you do exactly this. Draw NPCs and weapons in the style you want. Make a level or two, showcasing the kind of architecture you want. You might need help patching textures into the game but in the meantime make as much progress as you can and post it here.

>> No.2033049
File: 1.33 MB, 320x200, Nazis alter Spider Masterminds chassis.webm [View same] [iqdb] [saucenao] [google]
2033049

>>2032153
>>2032160
>>2032220
Thanks, guys. I'll add you to the credits.txt.
I decided to remake the thrust beam, so it uses A_Fire to be infront of its target, call A_Explode and then use A_RadiusThrust with a small radius (sounds silly, but I guess it's the best way to emulate it without using ACS).
At least the tractor beam works properly, just need to find a way to make the player stop infront of the monster so it can perforate him with the chaingun.

>> No.2033054

>>2033049
>just need to find a way to make the player stop infront of the monster so it can perforate him with the chaingun.

Constant A_JumpIfCloser check that does A_GiveToTarget when he's within range to hand the player an +AUTOACTIVATE custominventory item that calls A_Stop?

>> No.2033071

>>2033054
How does A_JumpIfCloser actually work?
Like, imagine I had a fat Caco with Radius 100.
If he'd call A_JumpIfCloser(200,"RunAway"), does it mean 200 or closer from the outer edge of the Cacodemon (300 units or closer from the Caco's centre), or 200 or closer from the centre of the Caco?

>> No.2033074

>>2032964

I love how you manage to work in one swift uppercut to an Ettin's taint before the webm ends.

>> No.2033091

>>2033071
I dunno, but you could test by setting a monsters radius to something ridiculous like 900 and doing a close a_jumpifcloser

>> No.2033121

Just played Doom episode 4 for the first time, I thought it would be really tough based on the first couple of levels but then it was easy-peasy.

How sore is my ass going to be after TNT and Plutonia?

>> No.2033127

>>2033121
4 is honestly harder than plutonia

>> No.2033139
File: 95 KB, 1024x768, Screenshot_Doom_20140227_133238.png [View same] [iqdb] [saucenao] [google]
2033139

>>2033121
TNT, not so much. Plutonia might give you some trouble but it's not as hard as ep 4's first few maps, just watch for the skellies and chaingunners and you'll be fine.

>> No.2033140

>>2033121
Thy Flesh Consumed is hard at the start but really trickles down afterwards until E4M6, which is a nuisance if you don't know the order to do things.

Plutonia is pretty tough because it loves Revenants and Chaingunners.
TNT is pretty easy.

>> No.2033165

>>2033036
>but only a fraction of what you said addresses actual gameplay
because this is not supposed to be the actual game
the game I would like to make money on, the proper outlander game, is about these "super-villains" who are sorta like cowboy-bebop from hell, I cant make a game about them not only because I cant code, but also because I have no money to spend on production of such game, and to get crowdfunding or publisher contract, I would like to have a name at least in modding scene.

the game that can be done in doom is sorta an introduction to the outland, and game I have mentioned, Stalker, is the biggest inspiration. I am really surprised that you did not play classic Fallout or any Deus Ex games, this would quite fast paint you the picture of what I want to achieve.

in terms of sprites, I dont want to use them for everything, since you can use model formats of Quake 2 and 3 in GZdoom, I think this would be the way to go for many things, mostly weapons, enemies and some decorations.

and in terms of gameplay and mechanics, these are quite basic, even for fps-rpg type of game

>> No.2033181

>>2033165

You have very big ideas.
It would probably be best to start small, with something you can be guarantee can be finished within a reasonable timeframe.

>> No.2033189

>>2033181
yes, thats why I want to do that doom total conversion

for the big games, I have UE4 and GDD

>> No.2033210

>>2033189
>start small
>that's why I want to do that doom total conversion

I don't think you understand what "small" means, anon.

>> No.2033213

>>2033139
>>2033140
Great, I hate chaingunners.

>> No.2033218

>>2033210
I have been doing small for many years now, making texture mods, maps, models, configs, you fucking name it, doom mapping is a fucking kids coloring book compared to UE4 and Source that I am used to work with. so as long as someone can handle the code for me, this total conversion is entirely possible.

>> No.2033224

>>2033218
Then you should start doing things and showing it off to get some coders interested in helping.

Nobody really likes joining in on a project unless there is a foundation to begin with.

>> No.2033231

>>2033224
well fuck, see you in a week then, should have hub, textures and some models ready then

>> No.2033279

>>2033231
Models?

>> No.2033281

>>2033279
yeah, GZdoom supports these, right?

>> No.2033313

>>2033281
http://zdoom.org/wiki/MODELDEF

>> No.2033346

>>2032784
Hey terminus, if you're still here I have a question for you

I'd like to make an addon for Demonsteele that changes all of the midi music to higher res ogg versions.
Would you be all right with that?

Last time I tried this with GMOTA Kegan bitched me out for filesize, something about "it'd take too long to download" or something, despite that this is 2014 and nobody cares about filesizes

>> No.2033347

>>2033346
>this is 2014 and nobody cares about filesizes
i have dialup you talentless hack

>> No.2033353

So what ever happened to Unreal's Prisoner 849 being in Samsara?

>> No.2033359

>>2033353
the community cares more about the addons than the official builds of samsara, iirc
the general response to her announcement was "whatever, lol"
they've never updated to 0.31, so why even bother with continuing on it

>> No.2033451

>>2033346

Generally for any of the mods I do, you can make whatever add-on you like, as long as you don't modify the base .pk3 for it.

>>2033353

Samsara is officially on the backburner while I pursue other things.
Basically, don't expect her anytime soon.

>> No.2033490

>>2033451
Hey, I've been meaning to ask you something. While you were doing research for Demonsteele, did you take a look at Mazinkaiser SKL? It's basically super robot anime and metal combined.

>> No.2033541

>Project MSX is dead
I still can't handle this.

>> No.2033574

>>2033490

I didn't. At the time I didn't have any mecha influences or features planned. Now that the Iron Maiden is basically turning into a human-sized mecha, though, I might as well check it out. Thanks.

>> No.2033580

>>2033574
Be warned, I have no idea how good it is, if you watch it. I've never watched it myself.

>> No.2033593

>>2033574
>Human sized mecha
We call those power armor.

You might want to check out Vanquish a bit if you like seeing power armor doing cool things.

>> No.2033596
File: 582 KB, 2560x1895, Devil-may-cry-scan-devil-may-cry-anime-12864362-2560-1895.jpg [View same] [iqdb] [saucenao] [google]
2033596

>>2033580

I am a fervent admirer of incredibly bad things, so even if it ends up terrible that's still a good time for me.

>> No.2033625

>>2033541
>dead
Are you sure about that?

>> No.2033626
File: 16 KB, 640x360, 1379904163461.jpg [View same] [iqdb] [saucenao] [google]
2033626

>>2033596
Is it bad that I enjoyed the anime but have never played the games?

>> No.2033629

>>2033626
Kinda.

>> No.2033637

>>2033626

Nope. I'm in the same boat.
I only checked out DMC4 after people insisted DemonSteele was inspired by DMC.

Pretty fun game.

>> No.2033642

>>2033625
No news in almost two years now.

>>2033626
>>2033637
Yes it is.
Anime Dante doesn't really match any personality he had in the games except for the episode with that really catchy song.

>> No.2033651

>>2033642
>No news in almost two years now.

http://forum.zdoom.org/viewtopic.php?p=712025#p712025
>Mon Sep 23, 2013
>Honestly, I don't know when I'm going to release v0.3, I haven't worked that much on it.
>Hopefully it won't be another year and a half of wait :P

http://forum.zdoom.org/viewtopic.php?p=776688#p776688
>Wed Aug 06, 2014
>The whole point of the mod is mixing some modern FPS gameplay features with Doom's fast paced combat. If you don't like that, I can't do anything about it.

So the good news is: Strictly speaking, he's not behind schedule at all, and he was still posting in the thread a couple months ago.

>> No.2033652

>>2033642
https://www.youtube.com/watch?v=8SOm82nXdr0

This really catchy song?

>> No.2033654

>>2033642

Honestly, GARO is kind of a better take on DMC than the anime did, anyway.

https://www.youtube.com/watch?v=2_UWTnjmzL4

>> No.2033656

>>2033652
Yes that's the one.
It was also a pretty cool episode

Seriously though if you liked the anime then chances are you'd like the games since most people see the anime as inferior to the games with how it handled everything.

Also no little girl in the games.

>> No.2033661

>>2033654
>Open this while listening to >>2033652
That synced up prett well.

Too bad the scene wasn't longer.

>> No.2033668

>>2033656
I've only played the games. I just know the song from that one truestyle video.

>> No.2033670

>>2033651
Despite knowing that it hasn't been almost two years now it's still not really reassuring.

I just assume the worst when I don't hear anything, I'm sorry.

>> No.2033672

>>2031587
Maybe because no slo-mo feature that doesn't fuck up coop

>> No.2033679

>>2033654
Context? This looks interesting.

>> No.2033680

>>2033672
Then don't have slo-mo unless it's single player.

It's not like that EYE mod got shit for a lack of clones you could summon.

>> No.2033706

>>2033680
>Then don't have slo-mo unless it's single player.
Well, it will stay single player anyway, since the only thing that i've seen that controls the time is ZDoom only[Russian Overkill], that and making F.E.A.R. AI on Doom will be a big pain in the ass

>> No.2033708

>>2033679

Guy's a monster hunter who hunts monsters that feed on human sins.
This monster can turn people into zombies.
Zombies with guns.

https://www.youtube.com/watch?v=QP7V532f19c

GARO was basically the big inspiration for Iron Maiden, and you can see it all here. The ability to ignore all damage, the timer ticking down, extra mobility, etc.

>> No.2033745

>>2033708
That looks really cool, I'm gonna check it out later
When you get sprites for the Iron Maiden, will it look like that?

>> No.2033751

>>2033706
>making F.E.A.R. AI on Doom will be a big pain in the ass

More like impossible without custom maps, because the F.E.A.R. AI is map-based.

>> No.2033768

>>2033751
And if you have to resort to completely custom maps that would be more difficult than normal to make, there's really no reason to make a Doom mod for it instead of just playing the original game.

>> No.2033842
File: 178 KB, 1920x1080, UTD4fGc.jpg [View same] [iqdb] [saucenao] [google]
2033842

I'll just leave this here
https://github.com/hankmorgan/UnderworldExporter

>> No.2033875

>>2032747
This is real, but author is not going to finish that mod.

>> No.2033882

>>2032827
thanks for the explanation.
>I think Alfonzo assembled the text
that explains the purpleness of the prose. i remember his newstuff reviews...

>> No.2033949
File: 706 KB, 1024x768, Screenshot_Doom_20141028_121404.png [View same] [iqdb] [saucenao] [google]
2033949

>>2032747
...I was wrong, he's still working on this mod.

>> No.2033985

>>2033875
why are there so many projects that will never ever in a million years be finished in doom community
>Mordeth, Demon Eclipse, Any Doom Bible Project, Any Doom GoKart Project, TSP...

>> No.2033986

NEW THREAD

>>2033983
>>2033983
>>2033983

>> No.2033993

>>2033985
Lazy authors, duh.

>> No.2034006

>>2033071
As far as I know, 99% of the time, stuff's measured from the center of an entity.

>> No.2034364
File: 199 KB, 385x349, YEAH NIGGA YEAH.png [View same] [iqdb] [saucenao] [google]
2034364

>>2033842
>oh, looks like some Doom3 mod
>see light gem

AWWWWW SHIIIIIT NIGGA