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/vr/ - Retro Games


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File: 95 KB, 640x504, poppy_edition.jpg [View same] [iqdb] [saucenao] [google]
2060226 No.2060226 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2054502
(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

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

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

===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/tagged/hdoom
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

>> No.2060227

===NEWS===

[11-10] Terminus is soliciting for mappers for Push, a new "legitimized co-op push-griefing" Last-Man-Standing mod: >>2059028

[11-10] From the "mapsets for unusual sourceports" department - Complexe16, for Doom64Ex: http://www.doomworld.com/vb/post/1320832

[11-09] Jurassic Rift returns: http://www.doomworld.com/vb/post/1320654

[11-09] Adventures of Square v1.0 released: http://forum.zdoom.org/viewtopic.php?p=793049#p793049

[11-09] Battle of the Bits does Doom II: http://www.doomworld.com/vb/post/1318693

[11-06] Going Down final release: http://www.doomworld.com/idgames/?file=levels/doom2/Ports/megawads/gd.zip

[11-06] Thy Flesh Turned Into A Draft-Excluder final release: http://doomworld.com/idgames/?file=levels/doom/Ports/d-f/draftex.zip

[11-06] ZDoom Pistol Start Options updated again: http://www.doomworld.com/vb/post/1320003

[11-05] Scroton Code™ is pleased to announce DOOM NEO: https://github.com/SCROTON-CODE/Doom-Neo

[11-05] Nightmare Gore is back (pre-alpha, GZ/Z&2.0 only): https://www.dropbox.com/s/jmzf4zyb4v637r7/m12-nightmaregore_1142014.pk3?dl=0

[11-03] RageCTF, 19 maps from the makers of Velocity CTF: http://zandronum.com/forum/showthread.php?tid=3753

[11-02] Two new Heretic maps at once: The Reservoir http://www.doomworld.com/vb/post/1318869 and SSSK http://www.doomworld.com/vb/post/1318817

[10-31] Demonsteele update: http://forum.zdoom.org/viewtopic.php?f=19&t=46787

[10-31] GMOTA v0.9.6 released: http://forum.zdoom.org/viewtopic.php?f=19&t=45115

[10-30] Crispy Doom v2.0: http://www.doomworld.com/vb/post/1317326

[10-29] Zandronum v2.0 needs testers for release: http://zandronum.com/forum/showthread.php?tid=5380

Some dork's been working on a site for us to replace the old, shitty one! http://万板.縮.jp/ Although it seems abandoned.

Here's a music stream that only plays Doom music, 24/7: http://liquiddoom.net/

===

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

>> No.2060230

Good thread, mate!

>> No.2060231

>>2060230
I apologise in advance if anyone thinks it is tasteless.

>> No.2060235

Did Doom scare you, /vr/? I was maybe 6 when I played it for the first time and there was only one thing that scared me. It was doomguys face which you can see in OP pic. It seems kinda silly now but back then I couldn't look at it and preferred not looking at the screen when someone else was playing.

>> No.2060236

>>2060235

Doom 64 scared the shit out of me as a kid

>> No.2060239
File: 1.22 MB, 1920x1080, CONBACK.png [View same] [iqdb] [saucenao] [google]
2060239

Who needs some "spice"?

>> No.2060243

>>2060235
to this day i still jump when something loud (audibly or visually) and unexpected happens. for example, turning around and there's a demon right next to me that i didn't know was there, or getting smacked by a projectile i didn't see coming. or the memorable example of the huge field of popup revenants in ndcp map09, i wasn't expecting that at all and the noise of ~50 AAAAs at once was so loud.

i will also admit, when i was a new player, to severe balking at the dark part of E2M6, due to its proclivity to foist sudden barons onto me at wholly unexpected moments (until i learned where all the trigger lines were).

>> No.2060252
File: 19 KB, 999x1512, E2M6_map.png [View same] [iqdb] [saucenao] [google]
2060252

Is that a cat?

>> No.2060280

>>2060239
What is the current status of H-Doom, btw?
The last time I checked it, it had, like, 5 custom monsters.

>> No.2060282

>>2055840
What ungodly dark magic was used to create this?

How is that even possible? I wanted to ask about something like that, searched for existing threads and somebody else had asked and was told by numerous people that something like that would be impossible.

So, how?

>> No.2060283

Duke Shotgun > Doom Shotgun

>> No.2060284

>>2060280
Looks like nothing have changed.

>> No.2060286

>>2060283
Good thing we have SSG.

>> No.2060290

>>2060267
>Are you seriously playing keyboard only?
no...?

mouse horizontal axis: turning left/right
mouse vertical axis: walking forwards/backwards
mouse buttons: fire/run forwards
keys: strafe left/right, run backwards, use

are you one of those confused people who thinks mouselook means turning?

>> No.2060291

>>2060290
>mouse vertical axis: walking forwards/backwards
Oh god why.

>> No.2060292

>>2060291
not being able to make small but fast moves back and forth with the mouse robs me of most of my manoeuvrability. i can't understand how people play well when they can only move with keys. i guess my left hand doesn't have enough manual dexterity to control both left/right and forwards/backwards movement at once.

(obviously if i'm going to run a larger distance i use the run forwards mouse button, i only use mouse walking when fighting monsters or if i have to do some shitty pillar jumping sequence.)

>> No.2060296

>>2060235
I was scared fucking shitless of most of the games my dad played when I was younger.

Coincidentally, they're all in my Top 5 now.

>> No.2060302

>>2060296
Oh shit, I just remembered how dad was playing Quake and it was the scariest shit ever.

>> No.2060306

>>2060235
Doom did not scare me when I first played it on it's first day of release.
I was 7.

The music was too rad for me to get into a tense feeling and I learned how to dodge very well very quickly.

Didn't really get scared of games until RE1 came along.
It's hokey now but back then that music that played along with the sounds just gave me the jibblies.

>> No.2060319

>>2060306
To add to this though Doom did actually make me sad a lot.

My dad looked like Doomguy and when Doomguy got hurt I felt sad so I made sure to minimize damage taken all the time

>> No.2060320

>>2060319
Doom is the saddest game ever. Doomguy is all alone and demons killed his pet bunny. Poor guy must be going insane.

>> No.2060332

>>2060320
I'd give Doomguy a hug.

>> No.2060342

>>2060332
We all should.

>> No.2060351
File: 1.22 MB, 1920x1080, CONBACK.png [View same] [iqdb] [saucenao] [google]
2060351

>>2060239
I wonder how lewd I can make this picture before it gets deleted. I guess I should use blur rather than black bars.

>> No.2060358

>>2060351
it's already obviously Not Safe For Work. the rules are stupid. you can be almost completely naked but as soon as a nipple becomes visible - *banned*.

>> No.2060363

>>2060358
Well, will see you in 3 days, guys. If I get unlucky.

>> No.2060365

>>2060351
That's not where the nipples should go on breasts like that

>> No.2060368

>>2060365
How it should be then?

>> No.2060370

>>2060365
To me the breasts themselves resemble balloons that have been taped on. Sorry Mystical but it's not your best work.

>> No.2060371

>>2060368
Torpedos.

>> No.2060372
File: 86 KB, 900x300, PBF131-Lord_Gloom.jpg [View same] [iqdb] [saucenao] [google]
2060372

>>2060370
Moreover, if you look at them as if they were eyes that guts thingy (how is it named anyway?) starts looking like mouth.
Better exlpained by that comic than by me.

>> No.2060375
File: 29 KB, 256x352, 01230142536.jpg [View same] [iqdb] [saucenao] [google]
2060375

>>2060372

>> No.2060390

1. Go to http://www.doomworld.com/idgames/
2. Click "Random File".
3. Play it.
4. Post a review here!

>> No.2060398

>>2060282
Mathematics, son.

>> No.2060415

>>2060342
He's been through an awful lot, I'm sure he'll greatly appreciate a lovely hug

>> No.2060418

>>2060415
What if, during the hug, i lowered my hand down his pants and started caressing.... you know... his hipbones

>> No.2060419

>>2060390
Got MBF. I just found out you can summon helper dogs in (G)ZDoom. Going to replay Doom with them.

>> No.2060420

>>2060415
There's a mod for that!

>> No.2060449
File: 528 KB, 1920x1080, zandronum 2014-11-11 17-25-15-79.png [View same] [iqdb] [saucenao] [google]
2060449

>>2060390
CW_nifty.wad
A DM map with some... unique design

>> No.2060452
File: 570 KB, 1920x1080, zandronum 2014-11-11 17-27-35-39.png [View same] [iqdb] [saucenao] [google]
2060452

>>2060449
Pistol sound is kinda bad which makes it sound funny with chaingun.
"I WILL DESTROY YOU" respawn sound is fucking atrocious.

>> No.2060453
File: 311 KB, 1920x1080, zandronum 2014-11-11 17-26-55-56.png [View same] [iqdb] [saucenao] [google]
2060453

>>2060452
Detail and item placement is kinda ok.

>> No.2060454
File: 416 KB, 1920x1080, zandronum 2014-11-11 17-28-51-61.png [View same] [iqdb] [saucenao] [google]
2060454

>>2060453
Overall I give it 2 onions.

>> No.2060476

>>2060454
More like 2 * 20 pounds of ass and pussy

>> No.2060479

>>2060235
Doom 2 spooked me when I first played it. That was until I discovered that it had cheats, and as I grew older, the spookiness eventually wore off.

>> No.2060482
File: 142 KB, 640x480, 1t1bw7ih.vichan.png [View same] [iqdb] [saucenao] [google]
2060482

From Poland with love

>> No.2060483

>>2060292
its also the default controls if u get doom from steam, with WASD. It also lets u use the original controls as well, thank god

>> No.2060484
File: 2.66 MB, 2560x1440, pal.jpg [View same] [iqdb] [saucenao] [google]
2060484

>>2060454
Are those butts?

http://www.doomworld.com/idgames/index.php?file=levels/doom2/Ports/p-r/palenque.zip
Plutonia themed replacement for MAP01. It's pretty hard and there was not enough ammo for me to finish it without cheating. Visually it's very nice and certainly has Plutonia vibe but it lacks texture variation. Also, there were a few a bit unfair chaingunner traps but that's what you get for playing with no sound.
Go and play it you have 15 minutes. 3/5

>> No.2060487

New joe-ilya map! Rejoice!

http://www.doomworld.com/vb/wads-mods/70811-first-attempt-at-an-urban-map/

>> No.2060502

>>2060420
no way!

do share, do share!

>> No.2060505

>>2060482
Ja pierdole

>> No.2060506

>>2060502
impse.wad

>> No.2060509
File: 53 KB, 225x225, jeh.jpg [View same] [iqdb] [saucenao] [google]
2060509

>>2060482
zgniłem

>> No.2060512

I know wolf was ported to Doom but there isn't any versions with 3d models.

anyone know any?

>> No.2060516

>>2060487
Well, that wasn't bad. Was't good either. Not worth checking out unless you like joe as much as I do.

>> No.2060524

>>2060512
there are models for wolfenstein 3d? unless your asking for a model wad? in which case good luck not even doom has them.

>> No.2060528

>>2060487
i played that this morning when i found it in Post Hell and was pleasantly surprised

>> No.2060652
File: 17 KB, 256x271, pb disgust.jpg [View same] [iqdb] [saucenao] [google]
2060652

>>2060512
>wanting to play with 3D models instead of glorious Adrian Carmack sprites

>> No.2060656

>>2060652
3D models based on glorious Adrian Carmack sprites.
But what about voxels then: http://voxelstein3d.sourceforge.net/?

>> No.2060691

>>2060482
Jebnij gifem jeśli możesz

>> No.2060714

>>2060282
It's a bezier curve:
http://www.jasondavies.com/animated-bezier/
actual equations here:
http://en.wikipedia.org/wiki/B%C3%A9zier_curve
The ones used are the linear, quadratic and cubic bezier curves, the ones in the post you linked are all cubic bezier curves.
here's the code for the beam spawning itself if you wanna try and implement it:
https://github.com/BlueVertigo/indigoskyline/blob/master/tsp%20pk3/acs/TSPACS.c
Go to the "tspbeamspawn" script.
The trick is the projectile is actually following the straight path contained in tsp_beamstyle 1, not the curved paths, and the curved paths are just spawned as decoration. If you wanna get on irc I can answer any questions you might have.

Also I swear I'm not bringing this up to try and post about it again, dunno why but I just feel paranoid people might think I'm doing that. The only times I posted about it last thread were >>2055793 >>2055840 >>2055870 and I didn't make the video or post ITT. I promise I'm not spamming shit. I'll probably hold off on sharing new stuff from the rest of the update work so people don't get spammed with stuff from an update they can't play yet and there's some new stuff that is contained when the next update comes about. Sorry this is getting spammed so much already.

>> No.2060717

>>2060227
Whoever makes the next thread could you please remove the DOOM NEO blurb, or at least the "Scroton Code™"part? It's a joke and I've not contributed anything code wise so far, it's all been Marrub. In fact Marrub is the only reason there is a compiled downloadable version that exists at all.

>> No.2060721

>>2060717
i know it's a joke, that's why i left it in, to show that it's not a serious item :)

but sure i'll take it out if i make the next thread

>> No.2060743

>>2060351
>deleted
Aw shucks.

>> No.2060759

>>2060292
>2014
>still not using mouselook

It's time to git modern and git gud, mate. We're living in the era of mouse look, after all. You should learn to gently tap on the W/S buttons while you hold shift to walk (or not, if you're not an user of the "Always Run" feature.)

Tho I don't even understand your definition of "maneuverability". Instead of sloooowly walking TOWARDS the enemy, why not simply strafe around them? It's a lot more efficient.

>> No.2060768

>>2060759
>Tho I don't even understand your definition of "maneuverability".

i combine left+right strafing with small forward/backward movement, and weave and dodge around in a crowd of monsters in figures of eight.

i run right up to a monster, fire ssg point blank, then back out again very quickly while strafing to one side.

i cannot play like this with keyboard movement only - i need the mouse's vertical axis for it. without mouse walking i feel rooted to the spot, and take far more damage.

>> No.2060770

>>2060227
>[11-10] From the "mapsets for unusual sourceports" department - Complexe16, for Doom64Ex: http://www.doomworld.com/vb/post/1320832

If my memory serves me right, this has become the first pwad ever released for Doom64Ex

>> No.2060778

>>2060768
That makes a lot more sense now. Well uh... maybe it's just one of those things that take some time to get accustomed to? My friend (who never played FPS games) learned how to play with WASD in a few days/weeks. Perhaps you'd get used to WASD-Mouselook after a while?

>> No.2060818

>>2060236
Ditto and spoopy Mexican Catholic parents didn't help.

>> No.2060867
File: 232 KB, 1280x720, Screenshot_Doom_20141111_150823.png [View same] [iqdb] [saucenao] [google]
2060867

a new push map
nothing fancy, just a circle with some 3d platforms

o no

>> No.2060870

>>2060867
Can you post a few maps? I want to have a feel for it.

>> No.2060882
File: 1005 KB, 351x263, 1291731377558.gif [View same] [iqdb] [saucenao] [google]
2060882

>>2060867
Term, is this you?
How about you finish your other 300 mods? Samsara is still missing the final update, Demonsteele still needs bugfixing and more content. We dont need a second Cyberrunner.

>> No.2060889

>>2060882
nope
glad you think my mapping is good enough to take up his time, tho

>> No.2060894

>>2060882
did you not read his long post explaining the status of his various mods in the previous thread?

>> No.2060896

>>2060882
>We dont need a second Cyberrunner.
It's already too late by virtue of people actually mapping for this.

>> No.2060908

>>2060487
It looks like a slight improvement over list previous maps.

>> No.2060914

>>2060908
It's funny how he made everyone lower their expectations so they will praise mediocre 90s map.

>> No.2060916

>>2060914
not in my case. i like mediocre 90s maps already.

>> No.2060948
File: 1.63 MB, 1280x1080, Untitled-5.png [View same] [iqdb] [saucenao] [google]
2060948

>>2060867

Huhhhhh, interesting. Send it on over on the IRC and I'll put it in, thanks a bunch.

>>2060870

There's the image I posted yesterday at >>2059028, but here's a few more maps.

>> No.2060952

>>2060948
Cool stuff dude you should totally make an image with all the maps on it

>> No.2060954

>>2060948
the purple one is good

>> No.2060961
File: 41 KB, 712x472, 1407003682691.jpg [View same] [iqdb] [saucenao] [google]
2060961

>>2060487


Does that faggot seriously play with a my little pony hud? jesus christ.

>> No.2060964

>>2060954
It looks cool, but functionally, it's really easy to hide in the upper middle area, and only die if you get dunked.

It does look fuckin' cool though.

>> No.2060968

>>2060482
>you gain brozouf

>> No.2060976

>>2060968

My lens are okay

>> No.2060978

>>2060976

Legs LEGS.

shitting ass autocorrect

>> No.2060985
File: 1.64 MB, 738x1009, caleb2.png [View same] [iqdb] [saucenao] [google]
2060985

Found this shit on tumblr
how dope is it?

>> No.2060993

>>2060985
Needs some red contacts if possible.

Also, this is just my personal headcanon, but I always picture him with Blood smeared all over his face.

9/10 cosplay, if you ask me.

>> No.2060994

>>2060985

too bad you can't properly pull off a cosplay like that without bmouse

>> No.2060996
File: 367 KB, 731x1225, caleb.jpg [View same] [iqdb] [saucenao] [google]
2060996

>>2060993
Red contacts coming up

>> No.2061003
File: 481 KB, 141x141, THUMBS UP.gif [View same] [iqdb] [saucenao] [google]
2061003

>>2060996

>> No.2061005

>>2060524
There are 3D models for Doom, but they all look like shit, suddenly the Cacodemon isn't round, it's instead orthogonal.

>> No.2061019
File: 10 KB, 64x91, Imp rider.png [View same] [iqdb] [saucenao] [google]
2061019

>>2060291
I do it for Wolfenstein 3D, because there's literally no reason to look up and down anyway.
For instance, it can be a life-saver in something like Castle Totenkopf, where you can gain that extra bit of speed from the mouse-moving, it can be the difference between life and death, throwing yourself back through a door and slamming it shut while enemy troops shower the area you were just in, with machinegun fire.

But in Doom, floors and ceilings can vary in height, and there can be things up on ledges or down pits. There's an actual reason to look up and down in Doom, even though the original levels weren't designed for it, it makes sense to look down ledges and take shots at monsters down there, it makes sense to look up in the air and shoot at cacodemons.

>>2060768
Well when you put it like that, it makes a lot of sense. Not how I'd play Doom myself, but I see your reasoning. If you don't like the recoil and stuff in Weasels mods, you can open up the .pk3 and edit the decorate files with Slade, and comment out all the SetPitch lines with //, it should eliminate all the recoil altogether.

>> No.2061030
File: 176 KB, 228x253, 1366235740412.png [View same] [iqdb] [saucenao] [google]
2061030

>>2060083
Just checked this and oh shit you're right
ds_cl_norecoil

Why don't more gameplay mods do this?

>> No.2061034

>>2061030
>Why don't more gameplay mods do this?
Because most people play ZDoom with mouselook?

And those that don't like recoil can remove it by commenting out some lines of code.

>> No.2061064

Anyone wanna play Push now? I'm in da sever

>> No.2061085

>>2061064

I'll be there in a bit.

>> No.2061095
File: 172 KB, 1024x768, Doomguy in THPS3.jpg [View same] [iqdb] [saucenao] [google]
2061095

>>2060226
Make this the OP image of the next thread with the text "DOOM THREAD: DARK DISASTER". I know THPS3 isn't /vr/ but being a playable character in THPS3 is one of the best Doom cameos ever. It's just a port of his Quake 3 model anyway.

>> No.2061117

>>2061095
counterargument: i prefer to be surprised by the next thread image, not have it be something posted in the previous thread (notwithstanding using alice's caco halloween image, which was predictable but inevitable, and i was fine with it)

thus, to the new thread guy: please at least wait two or three threads before using this image, if at all.

>> No.2061127

>>2061095
>I know THPS3 isn't /vr/

by /vr/ standards, it is. It was released for the PS1 and the N64

http://en.wikipedia.org/wiki/Tony_Hawk%27s_Pro_Skater_3

>> No.2061197

That push mod reminds me a lot of a smash bros mod for TF2, except you don't have %s in push

How do I crit in push?

>> No.2061206

>>2061197

Hit someone with a direct secondary shot, in the air or on the ground.

>> No.2061235

>>2061206
>>2061197

It's only in the air.

The alt fire is just really effective when you get a direct hit.

Dunks are alt fire hits when your target is in the air.

>> No.2061245

>>2061235

last time I played, getting hit with an alt shot on the ground catapulted you away at mach 20

>> No.2061260

>>2061245
Also depends on the level. Even if you're barely off the ground, and get hit with an alt fire, you'll get dunked.

So if you're running off a ledge, or over a bump, or you barely jumped, then an alt fire will dunk ya ass. Again, a normal direct hit from an alt fire shot will also launch you, just not dunk you.

>source: OG dunkster

>> No.2061261

>>2060226
I had a cool idea for a wad, but I'm not very good at decorate.

I'm a big fan of Dungeon Keeper, and what I did was I got all the sprites and sounds ripped for this wad where you're doom guy going through a huge dungeon crawl killing monsters and shit.

But you lose most of your high tech weapons and have to adapt by stealing spells from the Dungeon Keepers library, and other weapons based off the monsters skills like shooting screaming lizards.

There would be hero enemies too, and sometimes they'd help you or hinder you, but basically the feel I want to have is kind of like espionage and shoot em up, where you can steal a possession spell and use it to possess an imp to open a door for you to get in and stuff like that.

Do you think that would be very difficult? I'm thinking I'd probably have to use a lot of ACS, I'm interested to hear your thoughts.

>> No.2061394

Playing Plutonia for the first time. at map3

is it this shit for the whole game?

>> No.2061398
File: 2.42 MB, 159x114, plutonia.gif [View same] [iqdb] [saucenao] [google]
2061398

>>2061394
Plutonia does not play easy.

>> No.2061404

>>2061394
What shit?

>> No.2061406

>>2061394
It's not really shit it's just the focus is entirely on the challenge.

If you don't like the challenge then I'd recommend playing TNT.

>> No.2061421

>>2061394
>It's shit?
If you consider trillion of chaingunners and revenants shit, then yes.

>> No.2061437

>>2061398
>>2061404
>>2061406
>>2061421
i dont think i like the "challenge" it's going for. right now it feels really claustrophobic, amd more about remembering where enemies will show up

I'll keep pushing through until i can take no more.

>> No.2061441

>>2061437
I wouldn't really put challenge in quotes for it.

It's map design is about tough sturdy enemies in small spaces.

>> No.2061458

Have tried push. It's overwhelming for me plus I'm not very used to mouse but it looks like good fun. Should practice RJ though.

>> No.2061482

Pls send help every time I use beautiful doom the bar at the bottom vanishes, I've tried several resolution changes and running it in a window but it's still not showing up.

>> No.2061496

>>2061117
Yeah, I better wait now that I posted it.

>> No.2061518
File: 121 KB, 953x953, ALL I HAVE TO GIVE YOU IS A LOVE THAT NEVER DIES.jpg [View same] [iqdb] [saucenao] [google]
2061518

What are you fellas dooming to tonight?

>> No.2061520

>>2061518
I am 300% black.

>> No.2061529

>>2061518
https://www.youtube.com/watch?v=RD5xrOU6Gic
Played all of Sunder's Hag's Finger to this song.

It works really good if you imagine it as a heroic ascent to kill all the demons.

>> No.2061539
File: 138 KB, 850x1031, Head2Humong.jpg [View same] [iqdb] [saucenao] [google]
2061539

Time to red pill the fuck out of you guys.

It seems to be a widely shared opinion on /vr/ that Omegalore and Terry are one and the same, but speaking as someone who's had extensive communications with Terry and his crew I can confirm that this couldn't be farther from the truth.

For starters, Omegalore didn't show up until 2 years after UACMN was released and didn't even touch Doom Builder until nearly 3 years after Terry had already established his mapping skills. Also, compare King Ralphis' voice in UACMN to Omegalore's voice in just about anything. Completely different.

https://www.youtube.com/user/UltimateAVGN
https://www.youtube.com/user/chekwob
These two guys are the real deal. The one on top is the one most widely thought of as "Terry", and the one on the bottom is his partner-in-crime who sometimes makes similar wads and is working with him on UACWN.wad.

These two aside, the Grapevine Elites (or [GE]) seems to be the largest congregation of Terrywad makers. Among its ranks are DrewPicklesOgre, Bioshipcoccinellidae, Kyle Hudak, BOB BOBOS, AverageSpaghetti, Nambona890, and a couple of other confirmed terrywad makers.

Oh, and did you know that Jack101/Darsycho was once JoeyDoomer, formerly the single largest source of terrywads besides Terry himself and the first one who started the trend of fan-made terrywads? It's true, ya know: http://www.doomworld.com/vb/post-hell/67503-jack101-was-joeydoomer-this-whole-time/

>> No.2061540

>>2061539

So what?

>> No.2061543

>>2061539
>It seems to be a widely shared opinion on /vr/ that Omegalore and Terry are one and the same
ayy

Get the fuck out.

>> No.2061545

>>2061518
https://www.youtube.com/watch?v=DuYOMvTLoJo
Not metal-y or rock-y, but pretty good.

>> No.2061547

>>2061539
Who cares? Is this some sort of boogeymans?

>> No.2061552
File: 335 KB, 1280x960, dead.png [View same] [iqdb] [saucenao] [google]
2061552

>>2061518
I decided to try Going Down awhile ago and I'm getting killed a lot. I do like that the stages are smaller set pieces as opposed to huge marathons, so I don't feel too bad dying and (pistol) restarting the stage.

Oh wait, you meant music wise. I think the only time recently that I had something not doom music on track was when I tuned on Run Past Through the Plains and alt tabbed back to game. Pretty neat.

>> No.2061553

>>2061518
Depending on what your definition of Dooming is, my answer could be "Dooming" to my waifu.

>> No.2061558
File: 14 KB, 250x250, 1412450754000.jpg [View same] [iqdb] [saucenao] [google]
2061558

>>2061553
what tunes are you "boning" you're waifu to friend

>> No.2061560

Multiplayer Doom map editing. As in, multiple users editing a map at the same time.

Has it ever been done? Because it should be.

>> No.2061604

>>2061560
you mean like those multi user text editors?

>> No.2061623

>>2061539
>Oh, and did you know that Jack101/Darsycho was once JoeyDoomer

jameshetfield_sofuckingwhat.wav

also fuck off, terryfags are NOT welcome here.

>> No.2061647 [DELETED] 

Anybody know a good torrent/download for Unreal 1?

>> No.2061656
File: 1014 KB, 500x281, look at me.gif [View same] [iqdb] [saucenao] [google]
2061656

Anybody know a good torrent/download for Unreal 1?

>> No.2061669

>>2061539
who fucking cares

>> No.2061674

>>2061604
Yeah, like multiple people get a .wad editor with basic 2D/3D functionality, connect to a "Server" hosting a map file and any resource packs and then edit it with a realtime view of what everyone's doing. I've heard Reflex is doing something like that with it's level editor.

>> No.2061681

Is there a mod like risk of rain for doom? With progressively harder enemies and random pickups from chests that cost $?

>> No.2061690

>>2061681
You could play Reelism.

>> No.2061709

>>2060484
Is this multiplayer on a single computer?

>> No.2061717

>>2061709
I'm pretty sure it's just a bunch of screenshots stitched together.

>> No.2061761
File: 397 KB, 500x267, groovy.gif [View same] [iqdb] [saucenao] [google]
2061761

>Just found out that kicking while jumping in Brutal Doom deals more damage

F.E.A.R. crossover mod when?

>> No.2061768

>>2061761
>He didn't know one of the best things about Brutal Doom
Jump kicks, the shotguns and the rocket launcher is the only reason I ever dust off Brutal Doom.

Just feels great to use them.

>> No.2061805

>>2061761
>>2061768
/r/ing Term to include jumpkicks in DemonSteele

>> No.2061840

>>2061805
No.

What Demonsteele needs is a strong swinging mode to go with the rapid one.

There's no reason for jump kicks if there's power slashes.

>> No.2061849

>>2061437
>claustrophobic
try map29, the city map, it's anything but.

>> No.2061872

>>2061840
what about jump kick slashes

>> No.2061882
File: 100 KB, 300x300, bueno.png [View same] [iqdb] [saucenao] [google]
2061882

>>2058440

>> No.2061889

>>2061539
>widely shared opinion on /vr/ that Omegalore and Terry are one and the same

No. There is a widely-held opinion that the former makes wads in the latter's style. Also, it's not an opinion. It's truth, evidenced by the contents of his YouTube channel.

I Personally believe he has fallen in with a bunch of trolls, who don't make Terrywads because they like them, but to annoy and upset others. However he has not, and never will, realise this, because of his lack of self- and social awareness.

Instead, simply making him feel accepted in their group - a powerful psychological effect, as it's likely acceptance is something he's never had in his life before - has encouraged him to make more of the dreadful wads in a genuine belief that he's doing good and makeing friends, when in fact he's being milked for as much comedy as possible.

>> No.2061894
File: 23 KB, 600x600, fdc.png [View same] [iqdb] [saucenao] [google]
2061894

>>2061805

Would uh... Would you be okay with a jumpkick for Kuros in GMOTA when I get around to him?

>> No.2061901

>>2061894
Any satisfying heavy kicks is a-okay

>> No.2061903
File: 93 KB, 768x1024, B2OKYUJCYAA09jK.jpg [View same] [iqdb] [saucenao] [google]
2061903

i think doom bro has lost his mind.

he just tweeted this.

>> No.2061907

>>2061894

That'd be pretty awesome. Please do it.

>> No.2061913 [DELETED] 

>>2061903
who? who cares what some tripfag does on a forced tripfag site.

>> No.2061915 [DELETED] 

>>2061913
>tripfag
lurk more, idiot.

>> No.2061918 [DELETED] 

>>2061894
are u gonna use the whip u fgt

>> No.2061920

>>2061552
Why is your player sprite some chick in high heels?

>> No.2061928 [DELETED] 

>>2061915
well you explain to me who this guy is and why he's so important that we need to be given play-by-play updates of what he's posting on other sites?

>> No.2061929 [DELETED] 
File: 617 KB, 1019x881, 1414684420205.png [View same] [iqdb] [saucenao] [google]
2061929

>>2061918

Maybe later. I've decided to just go with what I have right now, and refine it.

Sorry Scroton

Don't hate me or refuse to ever help me in the future, please

>> No.2061930 [DELETED] 

>>2061928
>explain to me
i said lurk more.

as far as my post goes, i was only fucking around. i will admit that it qualifies as off-topic but i was just bumping the thread.

>> No.2061934 [DELETED] 

>>2061929
u just gta lrn 2 code it its not hrd then u can use it for uther stff n acs will rlly hlp ur mods in d futr

>> No.2061936

Holy fucking shit Push is the goddamn best, I wish people would play Blazing Death more though.

>> No.2061947 [DELETED] 

>>2061936
the head mod of the server is mondo homo gaylord tho

>> No.2061960 [DELETED] 

>>2061918
>are u gonna use the whip u fgt
>>2061934
>u just gta lrn 2 code it its not hrd then u can use it for uther stff n acs will rlly hlp ur mods in d futr

I hope this is intended to be ironic.

>> No.2061962 [DELETED] 

>>2061960
i hp ur intded 2b g3hy

>> No.2061963

>>2061920
Purgatori makes infrequent, but regular, appearances here. I think it/she is the player model used by one of our drawfags (charcola?)

>> No.2061967

Is there a way to make a floor/ceiling texture transparent with a skybox behind it in GZDoom/UDMF? Does it involve portals? I fucking hate using portals.

>> No.2061978

>>2061936
I don't think the author is popular enough for people to play that wad

>> No.2062026
File: 682 KB, 1920x1080, transslope.png [View same] [iqdb] [saucenao] [google]
2062026

>>2061967
Well, today I learned that sloped anything can't be transparent. Unless it's being rendered in the gzdoombuilder 3D mode, then it's totally fine.

>> No.2062042

>>2061539
hang on, are you chekwob?

>> No.2062056

>>2060968
>>2060691
>>2060509
>>2060505
Shit, forgot download link.

https://mega.co.nz/#!3wgTjBqR!yorLM7moy7T2riHWfTRAJoRzsGFocJatLIjz07mNkxc

Enjoy it, papierożki.

>> No.2062104

puu.sh/cNBrQ/77e5d75b70.mp4
>tfw not even close to alpha stage

>> No.2062110

>>2061539
Right, I have no fucking idea why somebody would be a fan of Terrywads. Is it some sort of ironic thing? Or that they just can't make decent maps?

>> No.2062113

>>2062104
Interesting work Anon. I'd play it.

>> No.2062121

>>2062104
After seeing this I have to say I'm interested.

A few questions though:
1) Is the overhead slash supposed to be really powerful compared to the rest? It looked like it did the heaviest damage bar non.
2) Will stamina regeneration be increased in a later date? Or will fights just be spread out a bit more?
3) Will this have a map set or is it just for plain old Hexen?

>> No.2062124

>>2062121
1. For now everything is placeholder, including damage. All weapons will have access to 3 damagetypes, slash, crush, and pierce, mobs will have varying defenses to all these damagetypes. I think right now claymore overhead slash uses slashmedium damagetype, so it does considerable damage and hitstun time to enemies.

2. Stamina at base won't be increased, wearing any type of armor reduces stamina regen, the second wind item increases stamina regen by 50%, and I plan to make a ring that increases stamina regen.
3. I plan to have 3 tiers of dungeons, 3 dungeons per tier, 3 hubs to connect those dungeon tiers, and maybe a final boss. Down the line if I manage to release this and know how to make better maps, I might make an elite postgame dungeon tier

>> No.2062168

> nearly 3 years after Terry had already established his mapping skills
At what moment would you say that Terry established his mapping skills?

>> No.2062223
File: 2.86 MB, 768x432, POWER UP.webm [View same] [iqdb] [saucenao] [google]
2062223

A late-game ability, essentially a mega-powerup - you draw energy and use that energy to give yourself a boost of power, each weapon is affected differently. It's the ultimate special ability for the fighter.

>> No.2062225

>>2062223
So it's a tome of power kind of deal?

>> No.2062226

>>2062225
Yeah, exactly but on a per-weapon basis.

>> No.2062229

>>2062226
Oh, cool! Badass job, man.

>> No.2062235

>>2060252
I remember that map had a dickish trap involving a fake exit.

>> No.2062276

What's the max level in Doom RPG?

I'm at level 63 right about now.

>> No.2062284

>>2062235
yes, it is at the top right of the picture you replied to.

>> No.2062352

>>2060759
I personally don't consider looking up or down in doom necessary.

>> No.2062353

mouselook turns the chaingun into an insanely OP sniper rifle

>> No.2062360

>>2062276
If you ask me, I doubt there is one.

>> No.2062374

>>2060487
Looks like actual thought was put into the layout this time. Its not amazing, but its adequate. Not something I'd expect out of him.

Still feels amateurish with the monster/item placements, though. Super shotgun and Rocket Launcher shouldn't be obtainable that early, IMO. Gameplay is overall pretty easy.

He's left 1994 tier, and joined 1995 tier.

>> No.2062387
File: 1.04 MB, 3316x3133, MAP05.jpg [View same] [iqdb] [saucenao] [google]
2062387

What Doom/Doom 2 maps do you dislike?
I always hated E1M9. Never understood why it was made secret level. The most boring map in episode. The worst of whole Doom is Limbo. If you've played it you know why.
Then there is MAP05. I hate this map and consider it worst amongst official maps. I don't think I have never finished it lately without skipping it. Second worst is Inmost Dens which is just plain boring and looks like shit.

>> No.2062391

>>2062387
that's the whole point, why save your A-material for a map that <10% of the playerbase will see (at first, anyway, until the spoilers hit the internet)

>> No.2062393

>>2062391
I would agree with you if there were not maps 31/32 in D2. It looks like a lot of effort went into them (though I don't like MAP31 but it's a novelty map anyway).

>> No.2062394 [DELETED] 

>>2060961
My Little Pony is pure awesomeness so I don't see the problem with putting it in Doom

>> No.2062396 [DELETED] 

>>2062394
Nice blog :)

>> No.2062410

>>2062393
31/32 are not original maps, they're recreations of maps in Wolfenstein 3D.

>> No.2062417 [DELETED] 

>>2062394
>My Little Pony is pure awesomeness

I used to watch it a few years back, and to be honest, I don't understand the hype that surrounds it. It has its moments, but I've seen better cartoons.

>> No.2062426 [DELETED] 

>>2062417
>actually responding to shitposters
Dont do this mate
sage for offtopic

>> No.2062427 [DELETED] 

>>2062426
My apologies. Deleted now.

>> No.2062454

Is there a way to make a sprite have 0,0 graphic offset but the sprite offset being different?

>> No.2062467

>>2062454
What?

>> No.2062470

>>2062410
I bet it took a little more time to recreate them and do some additional coding than creating levels like E1M9.

>> No.2062473

>>2062467
I have an inventory item, if I set the offset to 0,0 in graphic mode, it makes it so on spawn it doesn't show up in the world. If I set the sprite offset to visually show up in spawn, then it looks goofy in the inventory bar since its no longer set to 0,0

>> No.2062474

>>2062454
use offset() if it's a weapon

>> No.2062478

>>2062473
Dude, just use "TNT1 A" and your sprite...
TNT1 A is an invisible sprite, it's basically nothing.

>> No.2062479

>>2062478
Yeah but I want to see the item spawn on the world, and when you pick it up it shows up properly in your inventory bar

>> No.2062481
File: 483 KB, 145x150, 1415679933887.gif [View same] [iqdb] [saucenao] [google]
2062481

>>2062478
I just.....what? the fuck are you talking? It doesnt make any sense

>> No.2062483

>>2062481
meant to reply to:
>>2062479

>> No.2062497

>>2062454
you'd need two graphics, the world sprites and the inventory sprite, use inventory.icon for the inventory sprite and the world sprite in the Spawn: state.

>> No.2062517

>>2060235
>Did Doom scare you, /vr/?
Yes.
I played it for the first time when I was 17

>> No.2062572

http://www.doomworld.com/vb/wads-mods/70815-areyouserious-wad/
admin sanctioned shitposting thread

>> No.2062578
File: 98 KB, 600x756, 1PUSF1r6bhllo11280.jpg [View same] [iqdb] [saucenao] [google]
2062578

:: [BE] Montreal :: push it for me one more time

push server is hopping again

>> No.2062610

>>2062572
>admin sanctioned

yeah, happens from time to time in doomworld. last threads from people who are about to be banned get plenty of activity too.

>>2062578

cool, might hop in for a minute

>>2060235
>Did Doom scare you, /vr/?

Pinky bites can get pretty spoopy

>> No.2062617

What skill do you play on? I've played on UV for years, but it's starting to get boring, so I'm thinking about upgrading to UV -fast.

>> No.2062629

>>2062617
HMP. Casual and proud.

>> No.2062676 [DELETED] 
File: 490 KB, 2000x1272, BrutalDoomLogo-2.jpg [View same] [iqdb] [saucenao] [google]
2062676

>>2060226
How about some BD!

>> No.2062708 [DELETED] 

>>2062676
It's ok.
I'm hoping maybe v20 can fix some things that always bothered me with it.

>> No.2062720

Best wad to play DoomRPG+DoomRL Arsenal/Monsters with?
Oblige settings?

>> No.2062773

Is there a way to make an item in decorate or ACS that the player can use that makes him survive a fatal hit, so like if he has 100 hp, and he gets hit by damage over 100, he will survive with 1 hp, but the next hit will kill him.

>> No.2062791

>>2062773
russian overkill has a thing that will save your life if you take a small damage that kills you but only if it's not too big a damage. maybe you can copy it

>> No.2062808

>>2062617
Can't wait to see you come back crying even after playing a vanilla IWAD.

>> No.2062836

>>2062617
>>2062808
-fast is pretty annoying, it turns all the monsters into gun turrets and the game becomes more about popping out from behind walls than weaving and dodging within a crowd. that said it can be easier to get infights started and once going they are more vicious.

>> No.2062882

>>2062836
>>2062617
Yeah, this annoys me too, turrets-like monsters are not difficult, unless they have hitscan attacks.
There should be a mod that makes monsters behave like in Brutal Doom, they tend to evade attacks. But I dont think only using A_FastChase will do it.

>> No.2062883

>>2062836
One good thing about -Fast is that enemies are very very predictable.

Doom episodes 1-3 are all very simple.
Then E4 goes full bullshit right at the start because of all the shotgunners, then even moreso at E4M6.

Then any map with revenant snipers becomes ridiculously annoying, along with Archviles of any kind.

>> No.2062903

>>2062836
>it turns all the monsters into gun turrets and the game becomes more about popping out from behind walls than weaving and dodging within a crowd

acquire gud

>> No.2062906 [DELETED] 
File: 81 KB, 531x471, 1409940006422.jpg [View same] [iqdb] [saucenao] [google]
2062906

>>2060648
>>2060648
>>2060648

>Because vanilla doom is boring to tears
>it was only popular in the 90s because of nostalgia

>no, you can't
>mark also added dynamic lights and 1080p to Doom, something he never gets enough credit for

>no, doom without brutal doom is 100% unplayable

>>Any other good doom mods out there that can life up to this one?
>no
>the only tolerable ones like demonsteele and accessories to murder are only good because they steal tons of shit directly from brutal doom without crediting mark

>Doomguy: UGnHh Umphh
>Brutal Doom Guy: FUck YEah!!! Rip And Tear Mother FUCKER!!! DIE!!! DIE@!!!! HAHAAHAHA!!! CHAOS!!! FUCK YEAH!!! IM AWESOME!!! FUCK YOURSELF!!!! DIE ALIENS!!! BANG BANG!!! DIE!!! AHAHAHA AHAAHAHAH!!! IM FUCKING AWEOMSE YOU FUCKERS!!! IM GOING TO RAPE YOU WITH MY AWESOME!

>>dem awesome fatalities
>>dat full mouselook
>>DOSE FUCKEN GIBS!!!!!
>This mod actually makes Doom playable which is why retro nostalgia tards don't like it....Its like Chuck Norris kicked Doom in the nuts...

>/vr/oom is mad jelly of brutal doom. their mods can't compete and they know it.

>why would I play a mod made by a guy that calls himself a sperglord lmao
>I bet its full of gay shit like bazinga shooting at the player

>this, /doom/ is excstatics over demonsteele when the only thing originally made or coded by the guy that makes it is the weaboo stuff, everything else is ripped straight from Brutal Doom

>I have to agree. I mean the original doom was a rough diamond that was fine for its time but now its 2014 and Brutal doom improves on the original in all aspects. Its a real gem

>brutal doom is the end all be all of doom and doom modding
>doom peaked in 2009 when it won the cacowards, all these turbo nerds are just mad that they aren't Mark and that Mark is more creative and better at modding then Romero and Alex Mack combined and that the only thing keeping their community together is Brutal Doom

>> No.2062907 [DELETED] 

Do NOT reply to the post above.
Just report and ignore him.

>> No.2062909

>>2062882
I think that's something like A_CheckLOF and then jump to a state with A_ThrustThing either left or right.

>> No.2062914 [DELETED] 

>>2062906


it is pretty much whoever replied the OP trying to start some BD discussion

the funniest thing is, the poster counter hasn't gone up, proving once again someone is samefagging pretty goddamn hard

>> No.2062915 [DELETED] 
File: 97 KB, 500x596, 33798925.jpg [View same] [iqdb] [saucenao] [google]
2062915

>>2062906
Do I have to give you a lecture on shitposters, anon?

>> No.2062925 [DELETED] 

>>2062906
>>2062907

>47 secs

however, I THINK I know who did that thread and just gave up

>> No.2062929

>>2062909
Think about Zandronum users, mate.

>> No.2062931

>>2062929

I would personally rather help for 2.0 bugtesting, thanks.

>> No.2062937 [DELETED] 

>>2062925
Tell us more.
Who did it? Does his appearance resemble a certain Disney character?

>> No.2062978

>>2062235
I like that trap. If you're paying attention you'll remember that you already saw where the key needed to be used a fair way back in the map, making this one a trap.

>> No.2063028

Fuck, argh - I was building a map for Push (got some spare time, felt like taking a break from Combat thing) and GzDOOM builder crashed like a bitch. Serves me right for not saving.

>> No.2063037
File: 33 KB, 379x379, 25d.jpg [View same] [iqdb] [saucenao] [google]
2063037

>>2063028

Well.
Shit.

>> No.2063040

>>2063037
It's fine though, the layout wasn't too difficult to recreate, in fact - I recreated it in a matter of minutes now that I know what I want to do.

>> No.2063087
File: 68 KB, 539x838, imp.jpg [View same] [iqdb] [saucenao] [google]
2063087

>> No.2063094

>>2063087
kawaii~

>> No.2063098

>>2063087
what she's holding?

>> No.2063101
File: 130 KB, 1203x906, push scr.png [View same] [iqdb] [saucenao] [google]
2063101

Do you ever think you should stop but you keep going?

>> No.2063104

>>2063098
A cookie.

>> No.2063109

>>2063101
stopping is overrated

>> No.2063115

>>2063101

There is clearly a line where one should stop and it has clearly been passed.
BUT LET'S KEEP GOING AND SEE WHAT HAPPENS

>> No.2063128

http://hdoomguy.tumblr.com/post/102471354547/integrated-the-baroness-cgs-into-the-main-pk3-did

This was fun to do (after figuring out how to work with what Stapler currently has done on the VN system)

>> No.2063132
File: 16 KB, 247x248, 1350857581710.jpg [View same] [iqdb] [saucenao] [google]
2063132

>>2063128
>*unf insinuating a positive response*
>*unf insinuating a vast knowledge of anatomy and sexual technique*
my sides left this material plane

>> No.2063134
File: 3.51 MB, 1920x1080, Screenshot_Doom_20141113_012537.png [View same] [iqdb] [saucenao] [google]
2063134

>>2063101
I.. I hope you guys like curves.

>> No.2063139 [SPOILER] 
File: 85 KB, 640x480, 1415842299722.jpg [View same] [iqdb] [saucenao] [google]
2063139

>>2063134

I love curves.

>> No.2063143
File: 76 KB, 642x361, jerry-lawler.jpg [View same] [iqdb] [saucenao] [google]
2063143

>>2063134
I'm lovin' this map, Cole! It's got more curves than a race track!

>> No.2063151
File: 496 KB, 851x468, Oh My.png [View same] [iqdb] [saucenao] [google]
2063151

>>2063139

>> No.2063171 [DELETED] 
File: 6 KB, 640x400, ascii sevenleaf.png [View same] [iqdb] [saucenao] [google]
2063171

>>2063139
What about ASCII curves?

>> No.2063178

Ok, so in /pol/.wad I can find 4 of the 5 secrets but I can;t find the last one. I can find:

1.The one in the room you start in with a rocket launcher
2. The one in the Golden Dawn/blue room where you have to hit two switches in two rooms that reveals a door with a plasma gun in it
3. In the Jew/Caco room a secret door in one of the cubbyholes you can walk into that transports you to a mega armor
4. Another one in the cacodemon room where you shoot a switch from the pyramid that leads to the cacodemon corpse hiding a mega health

Where's the fifth?

>> No.2063189

>>2063178
There's another shooty one in the caco room, facing directly away from the pyramid while you back up it.

>> No.2063194

>>2063171

That strikes me as less curvy and more blocky, but I guess I'll take it.

>> No.2063221

how do I do multiplayer for zandro and gzdoom if I got them from archives?

>> No.2063236

Has anyone played the wad made by Eric Harris. And if so is it any good or just bland?

>> No.2063237

>>2063236
It's shit. Even for a 90's map

>> No.2063238

>>2063221
>multiplayer for zandro
Open up Doomseeker.exe, enter server, done.
>multiplayer for GZDoom
Sacrifice your firstborn to a dark god.

>>2063236
UAC Labs is pretty good, everything else is meh to shit.

>> No.2063239

>>2061903
I'd like to grab onto Blaze's tits as well...

>> No.2063242

>>2063189
Yeah I think that's the one I'm talking about in #4

>> No.2063247

>>2063242
There's two shooty ones.

Do you currently have a bfg? If not then it's not the right one.

>> No.2063289

>>2063247
Found it finally thank you

>> No.2063295

>>2063237
>Even for a 90's map

Is this what modern Doomers have become? Having the opinion that most 90's maps are shit? Not just 1994/1995?

>> No.2063298

>>2063238
I am playing it from a zip. how do I play it from a zip?

>> No.2063305

>>2063298
why dont you just unzip it?

>> No.2063307

>>2063298

You don't, anon. You unzip it.

>> No.2063308

>>2063305
I did, but there's no doomseeker.

>> No.2063313

>>2062882
BD makes the player fires some invisible projectiles that deals no damage and causes the monster to go to a special pain state, which by use of A_Recoil makes them evade the projectiles.

>> No.2063314

>>2063308

http://doomseeker.drdteam.org/

>> No.2063319

>>2063295
I'm just a bit tired, so I might of posted that without thinking first there are a lot of great maps made in the 90's. UAClabs ain't one of 'em

>> No.2063326
File: 162 KB, 865x684, jesus christ.jpg [View same] [iqdb] [saucenao] [google]
2063326

>>2063314

>> No.2063327

>>2063319
Thats alright. And yeah, UACLabs was a bit messy.

>> No.2063356

>>2063326
>Ping is at 8.5 million or more
Holy shit the fuck did you do?

>> No.2063365

>>2063356
I have no idea, I just opened it, and that happened.

>> No.2063383
File: 20 KB, 640x400, shotty3.png [View same] [iqdb] [saucenao] [google]
2063383

rendered my shotty, trying to get a good perspective
feedback appreciated
plz no bully

>> No.2063404

>>2063383
>wooden pistol grip
u wot

>> No.2063413

>>2063404
whats wrong with wood grip on a shotgun? its stockless version

>> No.2063419

>>2063383

Looks interesting, though you'll need to up the contrast dramatically.

>> No.2063437
File: 67 KB, 640x400, shotty4.png [View same] [iqdb] [saucenao] [google]
2063437

>>2063419
pick your poison

>> No.2063443

>>2063437
fuck it, strawpoll
http://strawpoll.me/2981697

>> No.2063468
File: 6 KB, 282x101, moss500-sm.jpg [View same] [iqdb] [saucenao] [google]
2063468

>>2063413
The curve should look more natural, in that case. Right now it looks like a wooden pistol grip.

>> No.2063470

>>2063468
I was going for this shotgun here, except with wood and a bit of inspiration from mossberg
http://www.imfdb.org/wiki/Doom#Benelli_M3_Super_90_.28modified.29
dont worry, I am not happy with the grip either, I will change that shape, not much tho

>> No.2063486

>>2060484
Beat it first run in 9:59

>> No.2063528

>>2063470
I really hated how the guns looked in that movie.

>> No.2063573

>>2061967
Still looking for an answer to this if anyone knows. Tried using an eternity style skybox portal but it doesn't have a middle texture like a regular zdoom portal. About to give up and just shove 3D floors in front of every skylight.

>> No.2063656

So I've heard that Romero and Carmack may be teaming up again anyone know about this?

Also is there something like Zdoom or some sort of ported or better resign/mouselook version of Wolfenstein 3D?

>> No.2063674
File: 624 KB, 1920x1080, shotty5.png [View same] [iqdb] [saucenao] [google]
2063674

So I have tested the shotty, looks decent, except I need to fix the perspective, add hands, animations, etc.

question, does anyone know how I can get rid of these jaggies around the shotty?

>> No.2063678

>>2063656
>So I've heard that Romero and Carmack may be teaming up again anyone know about this?
I haven't heard anything about this, but I do know Romero's working on a new FPS. As far as I know Carmack is totally done with vidya and just wants to do Oculus.

>Also is there something like Zdoom or some sort of ported or better resign/mouselook version of Wolfenstein 3D?
ECWolf is what you're looking for.

>> No.2063716

>>2063678
Damn guess it was a rumor maybe tied into the Doom Reboot rumor which if neither of them are involved will likely suck ass from a straw.

ECWolf I will check out thanks. Hopefully I can the old game data because fuck me its been a long time since it came out and I last played.

>> No.2063743

>>2060226
Not a DoomGuy but I just wanna say I love the thread pics you use in the Doom threads. Keep up the Doom love guys.

>> No.2063748
File: 40 KB, 79x80, caco-twirl.gif [View same] [iqdb] [saucenao] [google]
2063748

>>2063743
>Not a DoomGuy
You sssshould give it a try.
Join ussssss.

>> No.2063757

Anyone else play Armageddon2v5? Found it while randomly netgaming and love it. Really sucks solo, though. And I wish it'd randomize your start spot so you don't die 100 times in a row when everyone in the level converge around your spawn point.

>> No.2063761

I think that I have found animations for muh shotty from here >>2063674
https://www.youtube.com/watch?v=pBEwKR9Tb-Y

>> No.2063775

I don't normally come here, but I just wanted to say that Demonsteele is amazing. I'd love to see a full campaign, or at least a half assed megawad comprised of various sci-fi maps.

>>2060512
I've always wondered myself why nobody has made a total conversion mod for another game, like Painkiller or Serious Sam. Morrowind fanboys have remade their game once, and they're trying to do it again in the Skyrim engine.

>> No.2063792

>>2061894
make it dark messiah styled

>> No.2063794

>>2062168
i think the proper way to say its "Nearly 3 years after Terry had already estabilished his terrywad mapping skills"

>> No.2063813

>>2063295
you seem to be suggesting that all maps from 1994/1995 are shit. i hope i am misunderstanding.

>> No.2063817

>>2063775
>I'd love to see a full campaign

Echoing this.
Get to work, Term!

>> No.2063845

I wish I knew how to make great maps and do sprite art
puu.sh/cOPqP/cf6c0b2511.mp4

>> No.2063850

>>2063845
What's wrong with the arm sprite?

You could probably ask some people to draw some simple things for you.

I know there's a lot of people that are quick to help in the Doom community.

>> No.2063853

>>2063850
99% of things you see are just placeholders, the arm is a placeholder texture, all of those art assets are placeholders. The only thing that aren't placeholders are those condition icons

>> No.2063862

>>2063853
I was just wondering since it looked like the arm itself was messed up.

I'm sure it will get replaced but I was also checking to see if there was something special going on with it.

Like how the first time I saw Guncaster I thought the player was a mutant instead of a dragon.

>> No.2063864

>>2063862
I wanted to focus on adding the whole moveset for the claymore, the rolling attack, the jump attack, the block, and the running attack, and then add on top the 2 handed moveset variations of the same thing. It's going to be a nightmare making a ton of weapons like this, but I think it'll be worth it.

>> No.2063867

>>2063845
https://www.youtube.com/watch?v=JTBGXle2dYU
have some inspiration anon

if you want, I can rip some models from dark souls for you and make them sprites
I can also make maps if you want, but in that case this would be gzdoom only, easy 3d floors and slopes have spoiled me

>> No.2063868

>>2063864
Woah nigga, try starting small.

>> No.2063871

>>2063867
I'm making original 3d models for the weapons, and they are using non interpolated animations right now. I could use some maps though, there's a specific design feature that I would request from them if you are actually up for it.

>> No.2063873

>>2063871
what would that feature be?

>> No.2063875

>>2063873
I was planning for 9 dungeons, and 3 hub maps. Each hub map would connect 3 dungeons. Each dungeon would have a key at the end, get all 3 and it unlocks the next tier, and you do the same thing again.

So basically each dungeon should be connected to its appropriate hub, and at the end of the dungeon there should be only a key, and then you leave the dungeon where you came from.

>> No.2063882

>>2063875
so something sorta like Nexus in Demon Souls, except you get 3 of them? absolutely doable, I am guessing you want them to be themed like in Souls games?

>> No.2063889

>>2063882
They don't have to be, they just have to feel medieval dungeoney I guess. I was planning to make a normal Hell level. I guess as long it's medieval and non high tech it's passable

>> No.2063892

>>2063889
yeah its all fine.
whats your Iwad? Hexen?
also custom graphics are ok? I like to have a bit higher res textures

>> No.2063893

>>2063892
It's Doom 2, but I ported a bunch of hexen texture/mobs so I could still use Doom 2

>> No.2063901

>>2063892
Also yeah, I don't see any problem with using custom textures

>> No.2063902

>>2063893
I may cook something up in free time, just how big are these dungeons? compare them to doom 2 maps

>> No.2063904

>>2063757
It's pretty fun until you get to some of the bosses. Fuck that Hellsmith one that turns invisible for 90% of the fight.

At least with Samsara I can just be SOfficer and fustol the fuck out of it.

>> No.2063906

>>2063864
>Dark Souls anon is giving melee weapons a moveset with lots of different moves
That's pretty awesome.
That sounds really hard though.

>> No.2063912

>>2063902
Dunno, I was planning to have the tiers scale to their length and difficulty.

Tier 1 would be simple, fairly short, and can be completed quick if you rushed it. Ex: MAP02

Tier 2 would be somewhat more lengthy, a lot more backtracking and more complex navigations and would take some effort and time to complete them. Ex : MAP13


Tier 3 would I was thinking would be huge, difficult, but high reward. Ex: can't think of any stock maps, if you've used Obligue and set it to extreme I'm talking about that kind of size, I was planning to use Olibgue for those kind of maps as well

>> No.2063915

Am looking for a specific one of the millions of 90s doom clone kind of games.

I'm not completely sure about all of the details but i remember that there's a lady with shades involved and that most of the maps were using mostly photo textures. Also something with one of the earlier levels being a subway of some sort?

That's the best i can do, please help me relive one of my earliest memories plz /vr/

>> No.2063923

>>2063912
I am going soon to work soon, may create some base before that. hub and dungeons are separate maps, right? it would be good if hub map and dungeons had a common theme, in dark souls example it would be Undead Parish, Upper and Lower Burg etc.
and if I really get stubborn, I may just recreate maps from dark souls, there are blueprints online

>> No.2063926

>>2063923
That would be actually really cool if you remade some souls levels. Yes the hubs and dungeons are seperate maps, hub 1 connects dungeon123 and to hub 2, hub2 connects 456 Also the hubs don't have to have the same theme, the point of the hub is so that you can do whatever the fuck you want with the dungeon design

>> No.2063930

>>2063926
oh and how does the player move between the levels? fog gate? bonfire? telepad? ideally there should be a boss enemy at the end of the dungeon or something, in doom terms for example bruiser brothers or mancubi from doom 2, later on they are common enemies, but at beginning they are bosses

>> No.2063931

>>2063930
I didn't think that far ahead, I was just gonna do a door or a button or something and it sends you to the next level. I haven't programmed any fog gates or bonfires. I do have bosses programmed though, 6 are ready to go, each for each dungeon. I was planning to use elite versions of normal mobs I made for the tier 1 dungeons too.

>> No.2063934

>>2063915
Tekwar?

http://www.youtube.com/watch?v=vho7k1qON_w

>> No.2063935

>>2063931
fog gates should be piss easy, basically you get a white texture that is halfway deep on doorway, then at the base of it you put a thing that will emit white smoke particles upwards, this way you can fake fog walls, I dont think this should be really hard, I have made something similar in source engine this way

>> No.2063941

>>2063934

Boom, headshot.

Thank you very much dear friend. If i can repay you somehow let me know

>> No.2063986
File: 90 KB, 425x276, no-gods-or-kings-only-duke.jpg [View same] [iqdb] [saucenao] [google]
2063986

So I was fucking around in Saint's Row 3, driving around a tank, with a homie manning the machinegun, and I wondered, would this be something that's easily done in ZDoom?

I know Mark did a (rather impressive) demo of a functioning, drivable tank, and I figure, making a simple friendly machinegun attached to the moving tank should be relatively trivial, right? It remains attached to the tank and it'll fire off bursts of hot lead towards visible enemies.

>> No.2064004

>>2063986

Play DemonSteele.
Summon Allmap.
Enjoy.

>> No.2064018
File: 1.06 MB, 1920x1080, Screenshot_Doom_20141113_171631.png [View same] [iqdb] [saucenao] [google]
2064018

Looking to offer my mapping skills to any currently-running project that needs mappers so I can stop making directionless SP maps that I get bored of within a week's time.

I've made an imgur album with some shots of my work so I can just post that instead of filling the thread. https://imgur.com/a/hgVlE#1

>> No.2064029

>>2064018
Coincidentally, it looks like there's a project that could use you:
>>2059028

>> No.2064031

>>2064029
I can't really effectively test multiplayer maps/mods due to being in Australia. It sounds cool and I've already got an idea sort of cooked up but even just getting a feel for how the mod works could be difficult.

>> No.2064047

https://www.youtube.com/watch?v=txcpbEpXIl0

>dat plot twist

>> No.2064048

>>2063813
There are exceptions, but Its been the common consensus for nearly 2 decades that 1994 maps are mostly terrible. 1995 is more mostly mediocre, though.

Doom mapping didn't hit its stride until 1996.

>> No.2064064

Trying to find an old .wad that I played back in the Skulltag days.
Let me know if this rings any bells:
2007-ish, may not have been the year of release but it was semi-popular on Skulltag co-op servers at the time. Had a Heretic/Hexen theme to it but used default doom items/monsters with the possible exception of healthpacks which may have been switched with Heretic vials (I could be getting mods mixed up here however) and it was reasonably detailed at the time. I'd like to play through it again as I remember it being fairly enjoyable.

>> No.2064094
File: 2.93 MB, 320x240, palenque-1.webm [View same] [iqdb] [saucenao] [google]
2064094

>>2060484
>>2063486
i can't beat this, i died the first time. but my second attempt completed in 6:52, and i got it, as it were, on tape.

>> No.2064096
File: 2.91 MB, 320x240, palenque-2.webm [View same] [iqdb] [saucenao] [google]
2064096

>>2064094

>> No.2064102
File: 2.93 MB, 320x240, palenque-3.webm [View same] [iqdb] [saucenao] [google]
2064102

>>2064096

>> No.2064103
File: 1.40 MB, 320x240, palenque-4.webm [View same] [iqdb] [saucenao] [google]
2064103

>>2064102
http://temp-host.com/download.php?file=an75oy

the demo, for anyone who wants it. -complevel boom (thus the lack of movebob), -iwad plutonia.

>> No.2064183

>>2060226
>http://www.doomworld.com/vb/wads-mods/70826-some-of-my-first-maps/
>Needs to be run in Doom Builder

>> No.2064190

>>2063748
>Join ussssss.
we system shock 2 nao?

>> No.2064196

>>2064183
>I have a few maps Demo or alpha. Needs to be run in Doom Builder and utilizes Brutal Doom and is formated in Hexen.
>over 30 unfinished maps
fucking why

>> No.2064224

>>2064183
Thread was originally titled "New demos: some of my first maps" and posted in the Speed Demos subforum.

>> No.2064226

>>2064224
Toppest of the keks. Somehow those maps are better than most shit from j-i.

>> No.2064260
File: 77 KB, 504x470, 1379709426206.jpg [View same] [iqdb] [saucenao] [google]
2064260

>>2064183
>Brutal Doom
>Hexen instead of UDMF

>> No.2064261

my first map was a 5000-side square box containing a large number of cyberdemons, spiderdemons, spawners, and spawn spots

i am suspicious of those who claim "this is my first map", when "this" is something actually well-rounded and playable.

>> No.2064279

>>2064261
Jokes on you. I've got my first map in a one episode wad, and it isn't a 5000-side square box (dunno how that works) with regular enemies with regular enemy placement.

>> No.2064282

>>2064261
>>2064279
general rule is that you dont release your first maps

>> No.2064286

>>2064282

and if you do, do not EVER mention that it's your first map ever, because if you do, you're just asking for trouble

>> No.2064287

>>2064282
First Doom map. I've been making maps for all sorts of games for years.

Plus, it's already out. It's been out for the past 2 years. No one sperg'd over it, so I guess it's not horrible, but now that I've done more I should go back and re-work some parts of it.

>> No.2064294

>>2064279
then it probably wasn't your real first map, what about all the little experiments you did beforehand, putting two rectangles down and a door between them?

>> No.2064297

>>2064287
link it please?

>> No.2064303

Any of you guys tried Doom RL? If so, what'd you think?

I actually enjoy it a great deal, as I'm pretty big into roguelikes in general, and I can't get enough of the doom aesthetic.

>> No.2064307
File: 126 KB, 640x480, Have Fun.png [View same] [iqdb] [saucenao] [google]
2064307

>>2064297
>http://static.best-ever.org/wads/sm_v03.wad
There's some changes to it that I don't remember making, but that might've been me bumping up the difficulty for hard mode. No changes have been made since 2 years ago though. This might actually be good for a fresh run-through to see what I need to change.

>> No.2064312

>>2064303
I still play Doom RL from time to time. Shotguns are easy mode, and I often die trying to do a dual pistol run.

For some reason it's all very satisfying, the combat, the progress, the modpacks and everything.

>> No.2064321

>>2064307
oh, i've played that before. in fact i remember doing a screenshot commentary for it. i don't think it can be 2 years old because this board isn't yet 2 years old.

>I've got my first map in a one episode wad
i read this as "there is a one-episode wad that was released 2 years ago, and my first map is in it", that's what i was asking for a link to.

>> No.2064332

>>2064321
The wad is almost done, and I'll release it here first before anything else.

>> No.2064338

>>2064332
yes, i completely misunderstood, i thought it was out already.

looking forward to it, then!

>> No.2064340

>>2064190

nah

>> No.2064467

Anyone here played Swift Death?

Its a recent megawad. Nearly every map is short enough to be done in less than a minute. But its very difficult, with maps often starting with opposition already engaging you from the get go.

>> No.2064475

This is a good read

http://terminusest13.tumblr.com/post/66124890153/what-was-the-hardest-thing-during-samsara-naraka

>> No.2064505

>>2064475
That was pretty good.

>> No.2064546

>>2060996
is this grill or man

>> No.2064550

>>2064546
grill

>> No.2064554

>>2064550
are u telling me the truth

>> No.2064734

there's a new call of duty, right?

will chubz do another call of dooty?

>> No.2064743

>>2064734

press Y to agitate

>> No.2064843

>>2064734

He said no.
We'll see if he actually doesn't.

>> No.2064997

Why is mapping so damn hard for me? I have no idea how or where to start, or how to build interesting rooms. Any tips guys?

>> No.2065009
File: 509 KB, 1600x1200, Doom Battlefield.png [View same] [iqdb] [saucenao] [google]
2065009

>>2064997
Think of a room, any room, and then try to replicate it.

An open room with a side-staircase leading up to another set of room, with the walkway being visible from the bottom floor.

A porch-like area that overlooks an outdoor area with windows on 3 sides of the "porch."

An apartment complex with stairs leading upwards, with "apartments" on each floor. (This one would be a bit harder).

All it takes is a bit of inspiration or gettin' high to come up with a brand new room. Expand on previous rooms by thinking what would come next, what would be connected to these rooms, and what is a great way to connect them all.

The rest is practice.

>> No.2065014

>>2065009
this picture is badass af.

>> No.2065026

Uhhh, can anybody here recommend me some (preferably free) software to make midi music? Because I want to help my friend out with his WAD project and see if I can compose a few tracks...

>> No.2065038

>>2064997
>How to start
Come up with a theme for a level.

>Where to start
Outside of the entrance to the level.

>How to build interesting rooms
Make the enemy fights the spotlight, take inspiration from your favorite battles in Doom levels, try to see what makes the fights fun.

>> No.2065053

>>2065026

REAPER is what I use for working around with MIDIs, OpenMPT for tracker music.

>> No.2065059

>>2065038
>>2065009
Thank's guys, guess I just need to put my head down and get to fuckin' work

>> No.2065068

Is there any way to make a custom death screen?

>> No.2065135

>>2064475
Simpler version:

--Sometimes you have idea
--Are these good idea?
--Yes --> Take amphetamine to make good idea real
--No -->Take amphetamine to come up with good idea

Sometimes your idea need things you don't know to do
--> Take amphetamine to know to do

>> No.2065162

>>2065068
Depends on what you want to do. You might use "script 1337 DEATH".

>> No.2065182

>>2065162
I just want to display a picture on the players death

>> No.2065183

https://www.youtube.com/watch?v=sJu997jwBcA

>> No.2065196

>>2065135
I could go on and on about amphetamines, and their by-products, but I'll just say that it's not worth it to burn the candle by both ends just so your brain can work in overdrive for X amount of hours.

Just smoke weed and think about crazy architecture.

>> No.2065209

>>2064475

>But here’s a harsh truth.

>Stephanie Meyer’s Twilight is inherently better than any of your book ideas because it actually exists and people read it. An EZBoard Naruto RP is better than your homebrew modern-fantasy campaign idea because it actually exists and people play it. Doomguy’s Warzone 2000 is better than your super-fantastic Devil May Cry-esque class mod featuring magic, swords, and guns because it actually exists and people play it. Super Mario Bros. Z is better than your super cool crossover fighting flash because it actually exists and people watch it.

Ouch

>> No.2065214
File: 544 KB, 450x252, 1415741554899.gif [View same] [iqdb] [saucenao] [google]
2065214

>>2065209

somehow, someway, forgot mfw

>> No.2065219

>>2065196
I'm party joking, and take amphetamine by prescription.

Also tried weed a bunch of times, because it's supposed to be an alternative treatment but it reliably makes me unreasonably paranoid.

>> No.2065229

>Look at Term's tumblr
>Hae Lin sprite holding Kharon with both hands
>No two handed power mode for the sword
>Have to always swing like a baka gaijin
It hurts.

>> No.2065248

I'm hungry for Doom 1 WADS to go with Project MSX. Any suggestions?

>> No.2065265

>>2065196
>Just smoke weed and think about crazy architecture.
What about smoking weed and then watching Event Horizon for inspiration?

>> No.2065267

>>2065248
base ganymede?

>> No.2065272

>>2065265
If you get inspiration from Event Horizon, then by all means go for it. Personally, I get inspiration from gettin' faded and nodding off to Real Housewives of Beverly Hills/Atlanta.

Ya know. Whatever does it for you.

>> No.2065273

>>2064103
damn...
What a time to be alive!

>> No.2065276

>>2065248
3Tricks
Baron
La ciudad sin nombre
Elements
I am very weird
Openplan
Opost21
Reactor Core
Deimos Subway
Paranoia
Pet Killer
Mars
Castle of Dragon
Oxygen
Moon Base
Jackinbx
Pentagram
Into the Pit
Invasion: Contamination
Invasion: Upper Decks
Never
Io Anomaly
Room 101
Extra
666 Mini Episode
Arachna
Basilica
Underground Military Bunker
Wasteland: Dead Base
DOA - The Conspiracy (Part 1)
DOA - The Conspiracy (Part 2)
Feudal
My Home
Honey, I'm home!
Lodge of the Undead
The house of Doom
The good, the bad & the architectural
The graveyard and beyond
Jeff's Hell
Vampire 5
Voidship
The Killer episode
The Wastelands
Where? The Warehouse!
Warhouse
Wedge
Ziggurat
Xinophobia - The trilogy
The temple of Spam
Warehouse
Suicide
E1M1SAS
Elfstomp!
Sapidusb
Slaughter Canyon
Scarves
Cue Maze
Cybokill
Rogues 2
Redrum
Research Lab
Quagmire
Reunion 01
Reunion 02
Quad
Rage_12
Downtown
Nuclear Research
Polar Station
Down town
Laitos
A Lonely Place to Die
Toxin Refinery
Galilean Moons
Dead Man Walking
Dead Zone
Not another E1 wad
Want wad
Waste Processing
Wolf Mountain
Woody18
Waste Treatment Center #911
Ying, no Yang
The Cyberdemon's Realm
A Beautiful Day in the Neighborhood?
Do DOOM Marines Dream of Electric Imps?
Scum of the Earth
"Shoots" -N- Ladders
Site459
UniDoom
Unko Yarou
An E1M3 Level
Ask Questions Later
The Imp Fiesta
The Apocalypse Part 1-2-3-4-5
Skull
Industrial Techware Doom - Part 1
DIIE!
JOUST1

>> No.2065279

>>2065276
Pure Evil
Yakworld
Skycity
Undersea
Bilbo11
Supprsn
Urbnbeta
Spritzoo
Scorpio1
Acastle2
Tree3
Pie
Kansam's Trial (Special Edition)
The Sappire Map
A rush of blood to the head
Utopia
Lost Base
Her Belisha Beacon Erased Till Forwards
The Abandoned Base
The Lost Wad
The Red Skull Key
Pe4m_se: Death Tormantion
Planet wad's
Pretty Hate Marine: Entryway
Phobos Outpost
Phobos Control Center
CANYON
Phobos Power Station
DBASE
GARDEN
Tricky Little Wad
The Infiltrator
Big Mac
Aarrghh!
The Anomaly: Part II
Prower's Gate to Hell
Ander 2.0
A Nukage River Runs Through It
The Mystery of the Marie Celeste
Anthill
Perdition's Anteroom
The Ascent
BALLLOCK
CAS86
NIMBLE
Home Sweet Home
Nuke Mine (Come Get Some)
STAIRWAR
El Castillo del Misterio
3 Entradas
Loser
Deathday
Prison
Towers
Purpose
B21
ZRat
Revisiting Phobos
OFFICE
ELEMENTS - The Four Elements of DOOM?
Gloom of Doom
NewCity
White
STJOHNS
The Spider Trap
DEEPS
Garden of the Imps
Hangar Remake
Fábrica UAC CA
Deimos Chronology
MAZE1
Trilogy
Oficina UAC CA
3WAYS
The all singing, all dancing God-disco road show
The Abandoned Base of Hellspawn
PLEASURE
Mil veinticuatro
Excalibur
BARREL2
Cleimos
Dethe1m1

>> No.2065302

>>2060996
I love the pitchfork.

>> No.2065313

For whatever reason I feel like playing through TNT. What are the hip and happening gun mods these days?

>> No.2065317

>>2064475
Pretty inspiring.

>> No.2065337

>>2065313

well, the flavor of the month is Demonsteele for sure, you can also try GMOTA too

>> No.2065340

>>2065337
How is it flavor of the month if it's had attention for longer than that?

>> No.2065358

>>2060227
http://forum.zdoom.org/viewtopic.php?f=19&t=46481
Looks like /g/.wad got a new release.

>> No.2065379

>>2065337
>Demonsteele

*looks up a video*
https://www.youtube.com/watch?v=d9S8rHM47dY
IS THAT THE SHOTGUN FROM MARATHON?????????

>> No.2065381

>>2065379
yus

>> No.2065383
File: 23 KB, 599x486, I can&#039;t even reach the fucking keyboard, what am I doing.png [View same] [iqdb] [saucenao] [google]
2065383

So I'm working on the upgrades for the whip subitem, and my original idea isn't panning out the way I want as it's crashing the game.

How I want it to work is like this:

You pick up the first whip and get the shitty leather whip, then when you pick up another whip icon, it checks to see what you have, then jumps to a state where it takes your old whip and replaces it with the new one, that way the icon in your inventory will change. Any ideas what I'm doing wrong?

http://pastebin.com/Nz3Md342

I got a bad feeling I'm missing something stupidly obvious.

>> No.2065387

>>2065379
>>2065381
Why the heckie hasn't Marathon been ported to the Doom engine family? It's a crime that people should have to use the awful Aleph One engine to make it work.

>> No.2065389

>>2065383
Just use acs.

Also use the math whip

Or at least put up a math whip poll for people to vote on.

>> No.2065390

>>2065389
also to elaborate on poll, just do a webbum of each and then put it 2 poll

>> No.2065394

>>2065389

I'm not using the math whip. That shit confuses me, I'm not going to implement mechanics that are far beyond my comprehension. That will bite me in the ass and will ultimately grind GMOTA to a standstill at some point in the future. I'm putting my foot down on this. I just want to figure out the best way to work an upgrade system now.

that said, ACS isn't a bad idea for that.

>> No.2065398

>>2065394
>I'm not using the math whip. That shit confuses me, I'm not going to implement mechanics that are far beyond my comprehension.

Its easy and its set up so you can change everything you want about it easy, I don't understand how it will grind gmota to a standstill. It just spawns the chain actors in a curve that looks like a whip instead of a straight line. If you want I can even go back and comment it more than it already is.

>> No.2065405

>>2065398

Scroton. I've said no. I appreciate you wanting to help me out with this, but it's far beyond my skill level, and no matter what you do with it, it's still gonna be beyond my skill level for now. It's gonna be a long time before I can get into in depth ACS trickery.

>> No.2065410

>>2065405
Trust me this isn't that in depth it just looks complicated but it's just a loop. Anyway moving to pm so we don't spam thread.

>> No.2065413

>>2065405
>Scroton. I've said no.

That doesn't stop him.
Believe me.

>> No.2065420

>>2065413
what does he do? is he a sperg or something?

>> No.2065423

>>2065420
No he's just very convincing and he will do it for you because he's a swell guy.

>> No.2065431

>>2065423

Scroton pls.

>> No.2065436

>>2065431
Hey I'm not that handsome man.

Seriously though I'm not

>> No.2065467
File: 993 KB, 1920x1080, Screenshot_Doom_20141114_115155.png [View same] [iqdb] [saucenao] [google]
2065467

>>2064018
I'm making a pretty balls map for Push but aside from that, still looking for a project.

>> No.2065468

>>2065467

Fucking hell that is gorgeous.

>> No.2065479

>>2064554
I think he is

>> No.2065545 [DELETED] 

>>2065467
>>2063845
I;m these, you could try making a dungeon for my dungeon crawler mod. I've posted above the only things I ask for about them.

>> No.2065556

>>2065467

>>2063926
>>2063912
>>2063889
>>2063845

I'm these, if you want you could try making a dungeon for my mod.

>> No.2065565

>>2065556
anon from yesterday here, remaking undead asylum from dark souls, may be a good first dungeon or something

>> No.2065593
File: 414 KB, 1366x768, Screenshot_Doom_20141113_204440.png [View same] [iqdb] [saucenao] [google]
2065593

>>2065565
Sounds cool, any previews?

>> No.2065596
File: 199 KB, 385x349, YEAH NIGGA YEAH.png [View same] [iqdb] [saucenao] [google]
2065596

I'm just throwin' this out there that Demonsteele is the most fun I've had in awhile.

>all dat wombo combo
>all dem special attacks
>straight up Iron Maiden

I'm surprised it hasn't gotten more "publicity" as taking melee combat in Doom to a whole 'nother level. Also, mixing it with OBLIGE and vince's (still a WIP) bossifyer is, like, the cherry on top.

>> No.2065602
File: 511 KB, 1702x932, img01.png [View same] [iqdb] [saucenao] [google]
2065602

>>2065593
muh arches
muh autism

>> No.2065608

>>2065596
>Taking melee combat to a whole 'nother level
Demonsteele needs to have a bit more than flailing wildly to do that though.

It's a great mod and slashing is fun but melee combat is basically just mashing the sword and hammer at the moment.

Especially since the sheathe is completely pointless and useless

>> No.2065623

>>2065608
>the sheathe is completely pointless and useless
You couldn't be more wrong if you tried.

>> No.2065625

>>2065602
Already looks better than anything I could ever pull off.

>> No.2065629

>>2065625
thats placeholder textures and no decorations, I make maps and have dark souls at taskbar, so I just alt-tab back and forth

>> No.2065632

>>2065623
Let's break it down anon.

1) Higher stun chance is kind of pointless when the hammer exists. Not to mention the SMG and it's absolute stunlocking capability.
2) It's defensive use is outshined by the grenade launcher and hammer and dashes. Not to mention back special.
3) It's got a lot of ending lag on it's swings so you can't really do anything suddenly if you needed to
4) It doesn't hurt very much on hit and the enemies that would be useful to force a stun on(Barons, Cultists and the bosses) simply don't get held in place for very long and Barons will even dash back once you hit them after their stun.

It's just not that useful and doesn't even add much to Kharon.
Hae Lin already has lots of defensive options as is, and by all means the sheathe is a very lackluster one.

I have tested it out with 90 levels of varying difficulties using just the Kharon and maybe the pistol for hitting switches.

It's really lackluster on any type of level.

>> No.2065642
File: 669 KB, 1920x1080, funbutton.png [View same] [iqdb] [saucenao] [google]
2065642

>>2065556
Sounds neat. I'll have a go at it after I'm done with this push map.

>> No.2065643

>>2065632
>It's defensive use is outshined by the grenade launcher and hammer and dashes. Not to mention back special.

>grenade launcher's repulsion is unpredictable
>hammer defense???????????????
>dashes are on a cooldown
>back special requires meter that could be better used for other attacks
>sheathe is costless, defense lasts longer, defends against everything, gives you meter on block, and defense lasts as long as the animation so spam-clicking it makes you effectively invulnerable and fills your meter fast

The sheathe is a great defense with no downside. I can understand "I am so good with other defenses that I don't need to use it", but saying it's pointless is completely wrong when the most glaring advantage is right there in comparison to everything else.

>> No.2065647
File: 679 KB, 499x275, Surrounded by skeletons.gif [View same] [iqdb] [saucenao] [google]
2065647

There has been an attempt at making whips.

There's still the need to find a satisfying whip crack sound, and maybe some other slight visual tweaks, and the final stage of the whip which I need to make.

Linking it rather than posting because the sounds are fun for this one

https://dl.dropboxusercontent.com/u/8380892/WEbms/when%20a%20demon%20comes%20along%2C%20you%20must%20whip%20it.webm

>> No.2065650

>>2065642

This button seems completely trustworthy.

>> No.2065661

>>2065643
>grenade launcher's repulsion is unpredictable
Hit the floor, the shots will all harmlessly fly above you.
Always. And without fail.

>hammer defense
Locking a group of enemies at once with the lightning fields.
Dashing in also lets you do this for free and you get about 8 energy charged up for the duration of one lightning hit.
You can effectively keep a very large group of enemies under control for a really long time.

>dashes are on a cooldown
Not a very long one and you also have manual dodging with just your movement. You can also shoot and attack while doing this.

>back special requires meter that could be better used for other attacks
If you're using only Kharon you will hit a fully white bar very quickly
Meter is a nonfactor if you go full sword.
It's not even much of a factor if you use the sword most of the time.

>sheathe is costless, defense lasts longer, defends against everything, gives you meter on block, and defense lasts as long as the animation so spam-clicking it makes you effectively invulnerable and fills your meter fast

>Costless
Yes
>Defense lasts longer
A fair amount
>Defends against everything
Rockets still hit you
>Gives meter on block
Playing offensively gives you more meter AND ranking so you can kill faster and get more meter
>Click spamming makes you effectively invulnerable
So does running behind a back special and you get to actually kill enemies while the wave is out.

I view the sheathe right now as only a viable alternative to the pistol.
It is outshined very quickly by every other weapon and since it doesn't actually make the Kharon noticeably better by having the sheath out, there is no real reason to use it unless you simply don't have any other alternative.

This applies twice as hard if you have a hammer, the defacto support melee weapon.

Only guns I ever really use is the SMG for the Wraiths and grenade launcher for defense/bombarding Archviles.

I use Omen and Kharon exclusively outside of that.

>> No.2065664

>>2065647
what was>>2065389 talking about? is it the one in the video or something different?

>> No.2065671

>>2065661
The sheathe should really boost Kharon's power in some way, there's just no reason to have it out when everything else is so much better.

And if you need to deflect projectiles then you aren't exactly moving around much because enemies do not exactly predict and intercept you, they aim where you are and nothing more.

>> No.2065684

>>2065661
>>2065671
>since it doesn't actually make the Kharon noticeably better by having the sheath out
>The sheathe should really boost Kharon's power in some way

Oh, so that's what you want.
So why not say that instead of cherry-picking for reasons as to why more defense isn't good?

>> No.2065718

What are some things you can do in decorate that you can't do in ACS, as well as doing things in ACS you can't do in decorate

>> No.2065719

>>2065684
There's a couple of reasons I bring up offensive power when talking about the sheathe.

The first one is the Omen and Grenade launcher and even the SMG will dish out damage while able to help out defensively.
Omen controls enemies and hurts them, the grenade launcher deflects projectiles with ease.
The SMG controls one enemy without having to even get close.

The sheathe only offers defense and it does it in a way that's very rigid and not particularly useful, since enemies do not really aim at where you're going to be and you get a dash so you can't exactly get boxed in.
Not to mention you have specials.

The second reason is that I can not really think of a suggestion that would improve the sheathe defensively.
As already been stated it basically makes a projectile invulnerable wall in front of you while you're mashing.
But this only matters if you're running straight at an enemy and when you're moving forward you actually get holes in your guard no matter how fast you're swinging.
This is probably because you can outrun the defensive shield the sheathe is putting up.

So ultimately it only has a real defensive use if you're moving slowly or if you're standing still swinging it.

It's not that more defense isn't good, it's more about how the sheathe's defense doesn't really make up for it's flaws and how Hae Lin already has the means to defend herself in ways that are better and more absolute.

So that's why I suggested giving the sheath some offensive bonuses, it would make it more enticing to use considering what you're giving up.
If you could think of a better defensive boost to it then I would be fine with it too, but as is I can't think of anything.

>> No.2065742

>>2065719
Although if you find two chaingunners you can get a full white bar of meter without any real effort and just zigzagging back and forth since standing still will result in lasers getting through

>> No.2065784

>>2065719
Thinking about all this, I have a question.

Is it possible to make the player immune to projectiles while dashing forward?

>> No.2065794

that push thing looks interesting

has anyone thought of making a map that uses these moving platforms for it? sounds like a perfect match, no?

>> No.2065797

>>2065794
Can Doom support moving platforms?

>> No.2065803

>>2065719
>>2065684
>>2065671
>>2065661
>>2065643
>>2065632
>>2065608

You guys do realize that pure Kharon swings faster and has more reach? Right?

>> No.2065804

>>2065794
There's a map with conveyor belts that will launch you off if you stand on them.

There's several maps with moving platforms, actually.

>> No.2065807

>>2065797
Only up and down afaik.

>> No.2065809

>>2065797
some guy made them work

>> No.2065812

>>2065803
The difference between swings is really negligable.
It probably doesn't help that it's based on the player timing so you can't exactly maximize it.

More reach is news to me.
This does absolutely nothing to put it on Omen's level

>> No.2065814

>>2065807
>>2065809
Does it work in vanilla? That would be really awesome

>> No.2065815

>>2065814
not at all

>> No.2065816

>>2065815
Well even so that's still pretty awesome.

>> No.2065896

Question: Is there a way to make a switch activatable/non-activatable through an ACS command?

>> No.2065897

>>2065797
>>2065807
>>2065809
>>2065814
>>2065815
>>2065816
Everyone is free to use them, even encouraged.

They go up to 128x128 at standard doom resolution, but can be made larger with less resolution. Smaller is possible for any size. They're also pretty easy to work with in terms of scripting, the only thing is term would have to include some pain states in the actor of the push guy, and they only display looking like map architecture in opengl mode, in software in zand they only have sprite versions (though voxels could be used in zdoom.) If you have any questions ask away in irc.

>> No.2065898

>>2065896
write a simple script that checks a variable before doing what you want.

>> No.2065912
File: 1.08 MB, 1920x1080, Screenshot_Doom_20141114_154900.png [View same] [iqdb] [saucenao] [google]
2065912

Does raising a 3D floor in Zandronum smoosh people that are standing on it or was it only GZDoom that did that?

>> No.2065916

>>2065467 >>2065642 >>2065912
What's with that emblem in the bottom left corner?

>> No.2065924

>>2065912

Raising? Only GZDoom does that.
And fucking hell, mate, that looks so gorgeous.

>> No.2065948

>>2065916
It means you can do an airjump, it's part of Push.

>> No.2065958

>>2065948
Oh fair enough. I thought somebody was watermarking their screenshots.

>> No.2065967
File: 244 KB, 1200x900, 1380213313788.jpg [View same] [iqdb] [saucenao] [google]
2065967

>>2065958
>I thought somebody was watermarking their screenshots.

>> No.2065972
File: 736 KB, 640x320, Simon&#039;s quest is still a pretty bad game.webm [View same] [iqdb] [saucenao] [google]
2065972

Well this is fucking cool

>> No.2065976

>>2065972
Whip it good.

Looks really nice.

>> No.2065985

>>2065898
I tried making an if/else and it completely ignores it and still lets me activate the switch through the floor anyway.

>> No.2065987

>>2065985
nvm there was a ; where there shouldn't have been a ; oops.

>> No.2065989

>>2065985
>>2065987
If it ends up still not working pastebin the scripts

>> No.2066037
File: 1.05 MB, 1920x1080, Screenshot_Doom_20141114_173042.png [View same] [iqdb] [saucenao] [google]
2066037

Done, for a version 1 anyway. The outer ring is just a bunch of boxes, rocks and towers slapped together and I might change it to something better if I get any ideas. Don't have any right now.

>> No.2066046

>>2066037
I dig it. Looks brutal.

>> No.2066051
File: 19 KB, 490x275, doggie-490x275.jpg [View same] [iqdb] [saucenao] [google]
2066051

>>2066037
hory shet
yes, please

>> No.2066121

>>2066037
Here's the raw map: http://www.mediafire.com/download/0z772i114jcaozb/push_crucible.rar
Needs cc4-tex.wad currently if you want the platforms to have textures because SLADE is being a bitch and I can't package them into the .wad: http://static.best-ever.org/wads/cc4-tex.wad

>> No.2066159

>>2065972
Should get that Cystitis treated.

>> No.2066241
File: 18 KB, 422x347, 1410786267221.jpg [View same] [iqdb] [saucenao] [google]
2066241

So here's another question for you guys:

What should the player get if they happen to pick up a fifth whip powerup?

Should they get nothing?
Should they not be able to pick it up?
Something else?

I can't imagine this sorta scenario happening often but I want to be prepared when it does.

>> No.2066243

>>2066241
do it the same way nes games handled duped powerups
give player 1000 points

>> No.2066249
File: 315 KB, 1024x640, Screenshot_Doom_20141114_060702.png [View same] [iqdb] [saucenao] [google]
2066249

>>2066243

a score system would be fun but I'm not sure where the hell I'd put it. The top portion of the screen is pretty much off limits due to messages that pop up. and as you can see on the lower half, I got that shit pretty full.

>> No.2066252

>>2066249
Don't actually put in a score system, just make it pop up 1000 like the old games.

It's not like score matters.

>> No.2066254
File: 15 KB, 730x413, but-.png [View same] [iqdb] [saucenao] [google]
2066254

>>2066252

...huh. That's not a bad idea.

>> No.2066256

>>2066249
I was joking with 1000 points, but if you want, here is how I would do it
>when enemy dies, points you get for kill briefly display above the enemy
>full score is displayed on intermission screen

>> No.2066262

>>2066256

That would be cool but I'd need to figure out how to do that, and I feel it'd be pretty complex.

>> No.2066272

>>2066262
In WoC, damage dealt to enemies is displayed kind of like that. Might be worth checking out how that works.

>> No.2066276

>>2066272

well I meant a tally thing at the end of a stage. Having points float up out of dead enemies would be easy peasy.

>> No.2066279

>>2066254
>>2066252
>>2066249
I guess that's one way to do it.
Optionally, you can make the score a separate .wad or .pk3 that you load with GMOTA if you want it to keep track of score.

>> No.2066281

>>2066279

I'd sooner not bother with separate extra addons, that's such a pain in the ass having to load multiple .pk3s and shit. It's nice to be able to just doubleclick on the file and play the damn mod.

>> No.2066283

>>2066279
But points mean nothing.
There is no reason to toss in a score system unless there's something to make it relevant.

Even old games would give a 1up.

>> No.2066287

Has anybody seen StalkerAnon?

>> No.2066290

I pirated Shadow Warrior Classic Redux. For some reason every time i kill an enemy with the katana the game freezes for half a second.
Is there a way to fix this?

>> No.2066294

>>2066287
I am here, just have not made enough progress to post here, also I am busy doing other things.
dont worry, project aint dead yet

>> No.2066305

>>2066294
Will there be a grenade launcher in the mod?
Or will just some rifles have the grenade launcher attachment?

Genuinely curious because I have such a boner for anything STALKER related.

>> No.2066306

>>2066283
>But points mean nothing.
I know, but even in Wolfenstein 3D, where the extra-lives system was inherently crippled by the Save feature, it just felt so right collecting treasure, killing enemies and finding secrets, and seeing that all build up to a score.

There really is very little reason, I agree, but it would be just neat, in my opinion.
How about whenever you rack up 25000 or 50000 points, or whatever, you get a health or armor boost, like maybe 25 or 50 points? Probably dramatically changes balance (depending on how you calculate points), but it's the only thing I can think of.

>> No.2066312

>>2066306
A point system would like that would help out in slaughtermaps.

But I feel that Blaz is already quite powerful and able to take on everything as is.
It's quite a hefty bonus, not sure if it would be balanced depending on how much enemies would actually give.

It might actually make Blaz into a sort of Dynasty Warriors guy that can just slash through everything relatively simple.

>> No.2066320

>>2066305
not sure about nade launchers, overall I dont like them in fps games, and in stalker they are more of a novelty item since they are used rarely and weight too much to be used more commonly.
then again, if it gets put into this mod, there are two outcomes:
1. there is little ammo around so it does not break the balance, but it can frustrate the player since they dont get to use it too much
2. ammo is more common, but balance goes out of the window
I would rather focus on normal weapons first, and their purposes, wish there was a way to make monsters weaker to certain types of ammunition or weapon, this way it would be even more like stalker since I could have different types of ammo that affect different enemies in various ways, so monsters die easier by buckshot, which in turn does barely anything against armor etc.

>> No.2066324

>>2066320
Will the Toz-34 be in?
Or is it just going to be sawed off Toz-66 unfun times?

Also I think a grenade launcher attachment should be there for one of the rifles.
If there's a weight system you could make it like one of those special named ones that come with a scope and launcher.

>> No.2066330
File: 867 KB, 307x294, SocMakarov.gif [View same] [iqdb] [saucenao] [google]
2066330

>>2066294
It's the gun ripping guy. Took me a while to strip SoC off the horrible bloom and shaders, but now I've got it and will rip the Makarov and AK in 1-2 days.

<-Here, have a sample. What do you think?

>> No.2066334

>>2066324
why not both? seriously, in the end it should be a matter of preference, personally I LOVED toz34 in clear sky since with upgrades it was a very cheap rifle that could OHKO low to mid tier stalkers.
if I was to do both toz shotguns, I would probably have them work a bit different, so toz66 is more like doom SSG, except you have a choice to fire a single barrel at a time like in some mods, then toz34 would be unable to shoot two at the same time, but it would have less spread since its barrels are in different position, irl it does not make that much difference, but its a video game so logic does not apply here.

in terms of weapons, they could simply be more of a role fitting, think of them as "upgrade tree" that is split by caliber.
guns have alt fire that depends on their attachments, so for example lowest tier weapon in 5.56 would be L85, it comes with susat scope, but overall its a shitty weapon. its direct upgrade would be TRs 300, which is less shit, but does not have a scope, you slowly climb "upgrade tree" by finding or buying weapons, maybe there could be some variant with nade launcher, but it would have to seriously wait because things such as ammo types working properly would be much more important

>>2066330
I am intending to try getting actual models from stalker to 3ds max, reason for this is that many animations and models in stalker are just plain wrong and can be improved with little effort. so hold onto your horses.

>> No.2066335

>>2066330
>Makarov
Eugh.

Seriously though fantastic work gun ripper guy.
Nice choice of gloved hands too.

>> No.2066338

>>2066334
I just didn't really see a reason for both since the TOZ-34 kind of did everything the TOZ-66 could do but better.

Dat accuracy, man.
It was just too good.

>> No.2066339

>>2066338
sometimes you dont want accuracy, at times 34 was too accurate, and that is not what you want when there is a WOOFTRAIN coming at you

also you just reminded me that I need to get saiga there

>> No.2066341

>>2066339
>Saiga
Awesome.

And to be honest I never really found a reason not to go for accuracy.
I just used the TOZ-34 for basically everything, but this is partially because I really love the over-under design.

It was just a really reliable gun and I loved the ranges it worked atl.

>> No.2066343

>>2066341
my general rule in stalker games is that you should ALWAYS carry any shotgun with you with some buckshot for mutants, thats the best way to remove them. I love using slugs on 34, but buckshot makes things much easier when it comers to mutants or even if you have to CQB with shotgun

>> No.2066345

>>2065009
Has anyone ever tried an invasion map like this?

>> No.2066351

>>2066334
>getting actual models from stalker
Good luck fucking with MD2/MD3 animations then.
While you sure can rip/transform a model, the animations will suck, and i dunno if there's a way to translate them in MD3 to begin with, so that'll make more handiwork.

Also there are lots of model/animation improvement projects that fix most issues. I'm using one with Sigerous mod - it uses "lefty" mode -gun model is mirrored, so moving parts are visible to the player - unrealistic,but eyecandy. Besides same stuff is done to weapons in most games these days.

Ammo types aren't that hard to make, just some damagefactors and branching Fire states on weapons.

>> No.2066354

>>2066343
I always carry a shotgun because they're shotguns god damn it.

It also helped that the TOZ-34 is basically one of THE BEST shotguns I've seen in most FPS just due to how reliable and efficient it is.
And dat range.

I have pretty high standards when it comes to shotguns in videogames.
It's why those sawed off TOZ-66 shotguns upset me so much.

>> No.2066359

>>2066351
I am not intending to make weapons you see on screen actual models, I am thinking of animating them all in 3ds max and then rendering all these animations at like 4x scale of doom weapons and then using them. rigging aint hard mate

>> No.2066380

>>2066359
Okay
Hit me with PM on ZDoom forums if my input would actualy be needed.

>> No.2066435

Hello /doom/ I am a new mapper and I'd like some help from you

Making a visually pleasing map with only the doom2 textures is difficult so I would like to use custom textures to make better looking maps however I have no idea where to find them aside from realm667 ugh

Also this kind of ties in with the first question, I was planning on making an ice/winter themed map and I see the same snow and ice textures on every level with that theme but it's not part of the default textures as far as I am concerned so...where do I get those? (And maybe more)

>> No.2066467

>>2066435
if you want to make your own textures
http://cgtextures.com/
just scale them down accordingly

and for winter textures just find some old game with winter level and get textures from it

>> No.2066492
File: 19 KB, 262x700, ss+(2014-11-14+at+05.43.29).png [View same] [iqdb] [saucenao] [google]
2066492

has anybody here tried to play Master Levels using the Master Levels Menu Interface? (http://www.doomworld.com/idgames/?file=utils/frontends/zdmlmenu.zip))

I can't get it to work, for some reason. I follow the instructions: put all the wads and other stuff from the master levels directory into a folder named "maps" which I then .zip together with ZDMLMENU.pk3. So after opening the .zip there's that pk3 file and a "maps" folder with master levels wads inside it.

When I drag and drop the .zip onto ZDoom.exe, though... it doesn't work. Pls help.

Pic related: the contents of my Master Levels directory (and the "maps" folder in the .zip)

>> No.2066606

Niggas, is there a Quake 2 source port that doesn't have wobbly jelly model vertices?

>> No.2066670

>>2066037
I don't know how big you're making the platforms, but I'll wait to see when it comes out.

Although, if you haven't played push yet, you should play a couple rounds so you can gauge just how high/far you're able to go with a rocket jump + double jump; that way you'll have a good idea of how big to make your platforms.

>> No.2066708

>>2066330
I can see gross moire effect on the lines on the side. I hope you're going to resample the graphics to minimize that.

>> No.2066710

>>2060227
http://www.doomworld.com/vb/wads-mods/70845-mayan-mishap-close-to-actual-release/
5 maps for MBF by Tango. New monsters, new palette, etc.

>> No.2066731

>>2066037
>>2066121

This looks rad as hell, thank you. I'll include it in the next Push build.
Is there a name you'd prefer to be credited by?

>> No.2066746

>>2066710

>Mayan Mishap

what a cheesy name

anyway, map01 is kicking my ass already, love the new palette

>> No.2066760

>>2066746
i don't mind silly names for wads. but it's also a namespace collision with memento mori.

>> No.2066816

>>2066708
Removing the noire would require me to use antialiasing when ripping, which will produce a pink/grey/white/red tint on the gun's edges, depending on which background I'm going to rip the gun, so no.

It won't be noticable after downscaling with IM anyway.

>> No.2066862

Is there a way to make a decoration, like a barrel, to be used by the player by pressing use on it, and in return the barrel gives an item to the player?

>> No.2066875

>>2066862
in vanilla you put a line in front of it, which has say a lower lift action, and the target sector lowers a voodoo doll onto the item you want to give.

in boom you do the same thing but you can rig something up with conveyor floors and silent teleporter lines to make the item appear as if by magic.

in zdoom you can probably use scripting, i'll leave that for someone else to explain.

>> No.2066881

>>2066875
addendum: DoomRLA chests, you shoot them and items pop out

>> No.2066887

>>2066862
yes.
Check H-Doom's monster code - it does exactly that for it's interaction with downed demonesses by cheking if the player is pressing the key (via adding a key-item to player when he presses it)

>> No.2066893

>>2066887
>>2066862
Basically put there are 2 checks for distance and for an item in players inventory - later is present only when player is pressing the use button, and is removed instantly otherwise

>> No.2066937 [SPOILER] 
File: 132 KB, 1024x576, 1416003059531.jpg [View same] [iqdb] [saucenao] [google]
2066937

guys

guys

what if stands for demonsteele

>> No.2066948
File: 210 KB, 1366x768, Screenshot_Doom_20141114_191257.png [View same] [iqdb] [saucenao] [google]
2066948

Cute.

>> No.2066965

>>2066937
STANDalone mod would do too

>> No.2066969

>>2066948
is that from the first Whitemare?

>> No.2066973
File: 463 KB, 1366x768, Screenshot_Doom_20141114_192922.png [View same] [iqdb] [saucenao] [google]
2066973

>>2066969
Yup.
Loving it so far.
Map design is great. This part with the two archviles, for example.

Is the second one as good?

>> No.2066984

>>2066893
>>2066887
>>2066875
Another thing, is there a way to make the decoration also respawn all the monsters you killed the map again everytime you use it?

>> No.2067005 [DELETED] 

>>2066973
i hope the second one is better. i haven't played it yet but i didn't care for the first one. some maps tiny, ~half a dozen monsters, over in half a minute, then others which went on forever, gave you no health/ammo/weapons for pistol starters, easy to get lost in, tedious to traverse (miss your jump and you have to spend 2 minutes running half way round a giant obstacle course again), hard to shoot monsters, getting bored and forgetting to save game running through giant labyrinth then die suddenly to unexpected trap... i tried to like the wad but it just really got on my nerves for some reason.

>> No.2067007

>>2066984
I can think of a way, but the way I think would require to modify all mobs on a level give'em a check that will resurrect them every time player has an item, then remove the item from player on the next tic after that (so that all monsters would pass the check)

Probably not the optimal one though.

>> No.2067018

>>2067005
It's a russian community project (mostly from IDDQD.ru) made from aftermarketed speedmaps.

>> No.2067069

is there a way to play msx in zandronum?

>> No.2067116

>>2067069

Nope.
It's ZDoom/GZDoom-only.

>> No.2067118

>>2067116
fug

>> No.2067130
File: 167 KB, 400x359, doomguy with megasphere.png [View same] [iqdb] [saucenao] [google]
2067130

holy shit playing /pol/wad with msx is fucking fun.

>> No.2067220
File: 75 KB, 500x416, tumblr_inline_neoor6Q8bM1r95fgm.png [View same] [iqdb] [saucenao] [google]
2067220

>>2066710

>dat palette
>dem new monsters

i swear i've heard that music somewhere else

>> No.2067482

>>2067130
Try some of the great Boom megawads with it if you haven't. Or one of the individual levels like The Eye or Fuel Devourer

>> No.2067497

:: [BE] Montreal :: I'm running out of Push puns.

New build of Push out, featuring anon's map and another.

>> No.2067519
File: 36 KB, 460x215, header.jpg [View same] [iqdb] [saucenao] [google]
2067519

>>2060226
Can someone help me figure out how to install Dark Forces levels? I've tried all I know, and what it says in the instructions, but never works. It keeps saying something about being incompatible.

>> No.2067583

So, I'm trying to get an effect in my map where things vanish into the earth. I want trees to lower completely below the ground and leave a continuous, walkable floor where they were.

I got almost there with sector 3D floors (action 160 in UDMF), but it's as though there's an invisible wall stopping me from walking over the lowered sector with the 3D floor. I made sure the linedefs are set to passable and that the control sector height is the difference between the lowered floor and the normal one.

Wat do?

>> No.2067603

>>2067583
>I made sure the linedefs are set to passable and that the control sector height is the difference between the lowered floor and the normal one.
I don't get what you did. Just set control sector height as 0 and raise its floor and ceiling below/above normal sector.

>> No.2067668

>>2067603
The original floor lowers from 0 to -224, and the control sector had a floor at 0 and a ceiling at 224.

After reading your post, I tried setting the control sector floor to -224 and the ceiling to 0, and now the invisible wall is gone, but the trees don't lower with the original floor anymore.

>> No.2067670

where can I find servers that don't run any wads and just play default doom 2?

>> No.2067676

>>2067670
make your own

>> No.2067678

>>2067670

Sacrifice your firstborn to a dark god.

>> No.2067694

>>2067670

By looking for them?
Just with a passing glance on Doomseeker there's more than a handful.

If you're really having trouble finding a vanilla-only server, then you need to look harder.

>> No.2067695 [DELETED] 

>>2067676
Fine, I will.
192.168.1.71:10666
password is faggot. get in here.

>> No.2067710
File: 75 KB, 790x847, 83577280.jpg [View same] [iqdb] [saucenao] [google]
2067710

>>2067695
>192.168.1.71

Nobody tell him, let's see how long it takes.

>> No.2067713
File: 17 KB, 913x913, implying.png [View same] [iqdb] [saucenao] [google]
2067713

>>2067695
>192.168.1.71:10666
>192.168

>> No.2067724

>>2067710
>>2067713
I don't get it.

>> No.2067727

>>2067724
private network

>> No.2067731

>>2067668
I have a hard time visualizing it as a I don't have access to computer plus I don't know a few details but I would do it like this

script 1 (void) {
Floor_LowerByValue(stem tag, other vars); //I don't know how your trees look like so I assume blocky stem/leaves structure
FloorAndCeiling_LowerByValue(control sector tag, other vars);
TagWait(cs tag);
Ceiling_LowerByValue(cs tag, other vars);
}

Should work fine as I did something similar.

>> No.2067735

>>2067727
kek

>> No.2067767

>>2067731
I greatly appreciate the help, but this is my first mao (ACS is a little over my head at the moment), and I'm trying to avoid scripts so that my map won't break gameplay mods. Is there really no way to do this with linedef actions?

My trees are just sprites. I'm trying to lower a section of the floor to hide the trees, and I'm trying to use 3D floors to make a walkable path over the now-sunken trees.

>> No.2067773

>>2066731
idk, Butt Ghost (lol) is my zdoom forum name so that I guess.

>> No.2067802

How possible is it to make basically your own game with the Doom engine rather than just huge level packs or shit that depends on using the doom iwad for half the content?

>> No.2067809

>>2067802
ask freedoom

>> No.2067820

>>2067767
Wait, by sprites you mean things? Just use Thing_Remove remove then.

>> No.2067836

>>2067809
This looks promising. Wonder if Doom Builder can be used or if has to be totally from scratch.

>> No.2067837

>>2067767
Alternatively set your 3d floor ceiling at the same height as your normal sector and lower normal sector only if you want visual sunking effect.

>> No.2067839

>>2067836
You can use whatever you like. Since you don't use any resources from Doom oy can even sell that shit (I mean WAD itself, adding engine to package would be a little tricky but doable).

>> No.2067857

>>2067839
different anon here

are you saying that you can make a game on doom engine and then sell it? I though that whatever you make on this engine has to be released as a freeware

>> No.2067860

>>2067839
>>2067857
Well aren't things lor Prboom+ etc basically engine replacements that work similar or add features.

>> No.2067862

>>2067857
Doom engine and its forks are GPL, which does not permit commercial use. Additionally, you don't have to sell engine, only WAD. Finally, you can sell it only in physical form bundled with goodies. AFAIK, Action Doom did exactly that.
You can look it up on DW, there was a topic about this recently.

>> No.2067868

>>2067860
Replacement is a wrong word, anon.

>> No.2067870 [DELETED] 
File: 3.29 MB, 2084x2400, GNU stickers swastika rms signed paper.jpg [View same] [iqdb] [saucenao] [google]
2067870

>>2067857
it's free software you fucking kike

>> No.2067872

>>2067870
I just want to make a vidya gaem in a simple engine
if I cant sell it, its only a hobby for me
guess I better stick to UE4

>> No.2067875

>>2067872
You can sell it, anon. If you bundle it with some engine, let's say ZDooM, you must provide source and that's it.
You can see a lot of commercial products that use GPL code and sold commercially. Good example would be Android.

>> No.2067892

>>2067862
>GPL, which does not permit commercial use
no you can sell GPL programs but you must provide full source to buyers who ask for it. the "free" in "free software" does not mean "free of charge", it means "free to study, modify, and share modifications with others". it is a shame that english overloads two meanings onto the word, hence the rise of the use of the term "libre" (as opposed to "gratis")

note this does not apply to your game data, assuming your game data is completely separate. doom is sold this way - you are really paying for the iwads.

>> No.2067908

>>2066670
Yeah, after playing the map in the server (and getting gently nudged off one of the too-low platforms into the lava) I feel like making a do-over with basically everything gone aside from the fun button.

>> No.2067918

>>2067820
>>2067837
Thanks! Thing_remove did the trick, though I couldn't get the things to lower under the top of the 3D floor.

>> No.2067936

>>2067892
Kinda wanted to make a fantasy maze game to be honest. There is a lot of ways to do that, but I like the Doom feel of Doom games so I thought hey why not build it off Doom.

I know Hexen but I had different ideas. But no idea if that would be a problem.

>> No.2067947
File: 1.18 MB, 640x320, this guy is gonna suck.webm [View same] [iqdb] [saucenao] [google]
2067947

He still needs work, but I feel this shithead is going to make a fine Spectre replacement

>> No.2067962

>>2067947
looks like he is just as retarded as pinky, cant walk and attack at the same time
what about making it so his attack is sorta like with lost soul, as in he moves forward when attacking? I am imagining that this would fix pinky, this guy probably too

>> No.2067969

>>2067962

That'd certainly make them a lot more dangerous, but infinitely more annoying seeing as you lose 40 mana per stab.

>> No.2067976

>>2067969
Not the guy you are talking to but I just noticed the meter drain and I hate this guy already.

>> No.2067978

>>2067976

good. He's a dick ass thief and that's his job

>> No.2067979

>>2067978
>>2067947

It's good to see he goes down like a thief ought to as well. Though, seeing as to how it replaces the spectre, maybe a SLIGHT bump to its hp might be fine, considering the kind of role they and regular demons have in maps.

>> No.2067982

>>2067979

He's got enough HP to take two swings from Blaz's sword, about 150 HP.

The other heroes won't have Blaz's raw power, so I'd better leave that alone. I need to figure out a way to make this guy slide forward with a stab.

>> No.2067983

>>2067947
looks like his attack is pointing a wiimote at you

>> No.2067992

>>2067983
>wagglan gimmicks

>> No.2068008
File: 1.73 MB, 640x320, this hurts me more than it hurts you.webm [View same] [iqdb] [saucenao] [google]
2068008

I predict there will be some salt over this decision. But it's one I had to make.

>> No.2068012

>>2068008
Penetrating snowballs don't make me salty, they make me very confused.

>> No.2068013

>>2068012

They're lances, shut up. You try making a lance look like a lance from behind.

>> No.2068015
File: 36 KB, 960x540, nail&#039;d it.jpg [View same] [iqdb] [saucenao] [google]
2068015

>>2068013

>> No.2068016

>>2068015

Nice donut anon

>> No.2068018

>>2068015
>>2068013
#REKT

>> No.2068019

>>2068016
It's the new push it map.

>> No.2068021

>>2067969
how about making it UV/Nightmare exclusive?

>> No.2068023

>>2068019

No, that's a hairy nipple

>> No.2068024

>>2068023
Tastiest looking nipple I've seen in awhile.

>> No.2068025

>>2068016
>>2068018
>>2068019
>>2068023
>>2068024

Guise, stahp. I spent all night on that.

>> No.2068029

>>2068025

You spent all night drawing a lifesaver?

>> No.2068035

>>2068029
Fuck you guise. You're all just jealous of my super popular lifesaver, even id wants my input of lifesavers for Doom 4.

>> No.2068063

http://forum.zdoom.org/viewtopic.php?f=19&t=47076&p=794230

it's out
prepare for the influx of pubbies

>> No.2068136

>>2060227
see >>2068063 or http://zandronum.com/forum/showthread.php?tid=5423 (surely it is better to link to a zandronum forums announcement thread for a zandronum mod? or do you expect the replies on the zdoom forums will be better?)

>> No.2068162

http://www.doomworld.com/php/topstory.php?id=4264

newstuff #468.

>> No.2068171

NEW THREAD

>>2068168
>>2068168
>>2068168

>> No.2069047

Is there a list of DoomRL Arsenal Assemblies somewhere?

>> No.2070904
File: 73 KB, 388x390, madz.png [View same] [iqdb] [saucenao] [google]
2070904

>>2062387
>slough of despair
>downtown
>the factory
>fucking REFUELING BASE