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/vr/ - Retro Games


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2263782 No.2263782 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2257516
(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
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
Push: http://zandronum.com/forum/showthread.php?tid=5423
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
Shut Up And Bleed: http://forum.zdoom.org/viewtopic.php?t=47302

>> No.2263786

===NEWS===

[03-01] Romero on CNN: http://www.doomworld.com/vb/doomworld-news/71883-john-romero-talks-doom-on-cnn/

[02-26] Unloved is back, but not as a Doom mod: http://www.doomworld.com/vb/post/1347196

[02-24] Uplink, a four-map Boom set themed around technology: http://www.doomworld.com/vb/wads-mods/71350-uplink-boom-mapset-3-maps-and-a-half-so-far-huge-update/

[02-18] Just GZDoom, a GZDoom-focused community mapset: http://forum.zdoom.org/viewtopic.php?f=19&t=47895

[02-14] Instagram/#Selfie Doom: http://www.doomworld.com/vb/post/1344760

[02-07] Valiant, a 32-map megawad for MBF-compatible ports, by skillsaw: http://www.doomworld.com/vb/post/1342825

[02-01] 50 monsters E1: http://www.doomworld.com/vb/wads-mods/71625-50-monsters-e1/

[01-30] Hocus Doom update: https://dl.dropboxusercontent.com/u/18675596/Doomstuff/hocusdoom-01-24-15.pk3

[01-29] Eriance retires, releases all remaining Demon Eclipse resources: http://forum.zdoom.org/viewtopic.php?p=809621#p809621 https://www.dropbox.com/s/5cyq8ainn1knnd7/DEHEv01.rar?dl=0 https://www.dropbox.com/s/oh965ifww68270z/DEHE-RES.rar?dl=0

[01-26] You can finally upload stuff to /idgames again, seems like Ty took care of the issue.

[01-26] Devs Play feat. Romero http://www.doomworld.com/vb/doomworld-news/71519-devs-play-doom/

[01-26] Mythbusters does Doom http://www.doomworld.com/vb/doomworld-news/71568-have-you-seen-my-chainsaw/

[01-26] /newstuff Chronicles 472: http://www.doomworld.com/php/topstory.php?id=4329

[01-23] Russian Overkill v2.3 update: http://forum.zdoom.org/viewtopic.php?p=809099#p809099

[01-22] 3 heures d'agonie 3 has been launched a few days ago, no information on how many maps have been done so far. This time rules are a little more strict and a certain quality standart is required to improvave the wad's global quality.

===

Please reply to this post with news.

>> No.2263814
File: 337 KB, 1360x768, Screenshot_Doom_20150301_145729.png [View same] [iqdb] [saucenao] [google]
2263814

So what maps are you guys playing through right now? I'm playing Hell Revealed for the first time and I'm enjoying it so far.

>> No.2263818

>>2263814
Playing through Speed of doom with smooth doom for the first time, it's pretty good except for some bullshit traps from time to time.

>> No.2263824
File: 332 KB, 1600x1200, $_57.jpg [View same] [iqdb] [saucenao] [google]
2263824

>>2263814
CC4 Map 28.

>> No.2263825

>>2263814
i redownloaded requiem because of the dw megawad club inspired me to try to finish it. it's kind of annoying and i may well stop again.

>> No.2263826
File: 39 KB, 549x685, Blem.png [View same] [iqdb] [saucenao] [google]
2263826

BLEM

>> No.2263831

>>2263814
After beating AV, HR, the 1024 series, and the all vanilla IWADS, I start up a bit of pl2, going down, 3 hours of agony and atm I am on map08 of speed of doom. Oh yeah I almost beat resurgence but it got pretty difficult and I just decided to take a break I never came back from, I may come back if I get bored. gave up that one on map26

>> No.2263860
File: 601 KB, 1920x1080, Screenshot_Doom_20150301_203952.png [View same] [iqdb] [saucenao] [google]
2263860

>this fucking place

Had to use godmode there just to look around, found a room I used to hide and restarted.

>> No.2263876

>>2263860
Which wad?

>> No.2263878

>>2263876
Unloved
Just finished it, if it didn't have those ridiculous slaughterfests, then it would be 10/10 for me.

>> No.2263880

>>2263876

Unloved.

>> No.2263881

>>2263878
Honestly I look fondly back on Unloved because of the atmosphere. I liked where Unloved II was going more, it was even more atmosphereic and it had clever enemy placement instead of slaughtermap hell. They're still some of my favorite maps ever, though.

>> No.2263884

>>2263878
>>2263880
Oh man, I just got back to trying Unloved.

Any recommended weapon sets? The trailer for Unloved 2 shows a bit of Unloved gameplay with a super-shotty that has altfire on it, but I can't remember if that's in Smooth Doom or one of the other vanilla-enhanced weapon mods.

>> No.2263887

>>2263884
I think the author usually played with Beautiful Doom, if I recall correctly. I would be a jerk and say TSP, but I also played through with Diaz. I had to make some adjustments since Unloved has a new playerclass defined through keyconf and Unloved II starts you out with no pistol.

>> No.2263893

>>2263881
I have read something about the author abandoning Unloved 2 when I was looking through the archive, is that still the case?

>> No.2263896

>>2263893

Yeah, he received criticism and threw a fit about it, then decided to make Unloved 2 its own indie thing.
http://www.best-ever.org/download?file=unloved2beta1.pk3

Here's the last beta.

>> No.2263901

>>2263893
Yup, he's working on Unloved as a standalone game using Unreal Engine 4 (I think).

But Unloved 2 was turning out to be super cool. :c

>> No.2263907
File: 22 KB, 567x622, oh, right.jpg [View same] [iqdb] [saucenao] [google]
2263907

>>2263887
Thanks.

>> No.2263915

>>2263901
>>2263896
What a shame.
Not sure what am I supposed to think about the standalone one.
>procedurally generated

>> No.2263925

>>2263915
That alone makes it uninteresting.

Solid level design will ALWAYS beat out randomly piecing maps together whether it's completely random like roguelikes or with preset pieces like Diablo.

>> No.2263929

>>2263925
I think it could be fun if there's enough variety. To be honest I'm quite shit at rougelikes but I do enjoy playing them here and there.

>> No.2263946

How does one go about learning to speedrun a doom game?

>> No.2263948

>>2263925
in his doomworld thread he claims it's not entirely randomly generated but a random arrangement of premade pieces.

>>2263896
>Yeah, he received criticism and threw a fit about it
that's not how he tells it. from the aforementioned thread:
>But while I was working on U2, something didn't feel right. The idea wasn't fresh anymore and it felt like warming up an old can of soup
i wonder what really happened.

>> No.2263960

>>2263948
I did mention that after completely random.
Oblige does that too you know.

And it's just really boring with no real potential for interesting encounters.

>> No.2263967

>>2263960
oh, my apologies, i misread your post.

>> No.2263969
File: 666 KB, 1264x1496, propainnightmares.png [View same] [iqdb] [saucenao] [google]
2263969

so I accidently made something cool:
I was giving cybie a melee attack, gave it a knock back effect and figured "hey maybe ill make it fire immidiatly afterwards for extra pressure", it had bit too much knock back that send me to air, but then I noticed that it shot me in the air sometimes.

After tweaking the knockbacks a bit I managed to make this cybie airshot combo the player almost everytime if its allowed to surprise the player with its melee.

I really need to get this on a vid somehow

>> No.2263974

>>2263969
Nice

>> No.2263976

>>2263969
You could give allow his attack some projectile intercept to make him hit the player even more often. I could help you with that if you get on irc.

>> No.2263981

>>2263948
>that's not how he tells it.

Of course it's not how he tells it, but that's what happened.
>Not everyone wants to use the original Doom textures because maybe they don't want to make the 546345234th military base! And why the hell do people think everyone has the time to spend to make all new textures and resources by themselves for a Doom project? Fucking morons.
>And if you didn't enjoy Unloved then thx for your opinion but plz go elsewhere
>I've heard your wine, but I don't care and now move along quietly and let me do my thing kthxbye
>Must... Win... Internet!

>> No.2263987

>>2263969
>I really need to get this on a vid somehow
indeed a screenshot of an almost solid red rectangle is not a great showcase :p

>> No.2263993

>>2263981
To be fair, there's not really anything wrong with using other people's textures and then crediting them in the text file. There's plenty of projects that use Community Chest textures, but none of them get massive amounts of flak for it, because the authors of those maps don't make a huge fuss about it.
It is kind of a dick move to say "yeah if you didn't like it I don't care what your reasons are". And (again, to be fair) there's several moments in Unloved that are kind of ridiculous for the atmosphere the rest of the wad is going for.

>> No.2263994
File: 362 KB, 1280x960, Screenshot_Doom_20150302_000020.png [View same] [iqdb] [saucenao] [google]
2263994

>>2263976

I was considering that, but it could be bit too easy tho, and maybe bit unfair.
I might give it to some other variant tho.

I decided to test it with a more durable zombie to get a better screenie in the meantime but lawd, seems the mass changes really fuck this up.

Still pretty fun to play around with

>> No.2264019

>>2263981
What did he actually say?
That is plainly an exaggeration.

>> No.2264030

>>2264019

Those are actual quotes.

>> No.2264039

>>2264019
http://lmgtfy.com/?q=%22And+if+you+didn%27t+enjoy+Unloved+then+thx+for+your+opinion+but+plz+go+elsewhere%22

just google the quote, leads you right to the thread

>> No.2264048

>>2264039
>english is not his first language
>but his shit-sense is tingling
Someone hire a translator and explain that not everyone is just trying to annoy you.

>> No.2264065

>>2264048
>>2264039
>>2263948

What a huge misunderstanding that led to a partial hissy fit. Also, the whole, "someone said something bad about my critically acclaimed wad so my butt is mega hurt," thing is pretty dumb too; however...

>I'd pick a screenshot from the OP and slap "LEVEL DESIGN, somewhat intelligent" all demotivational like but the Internet as a whole has established that stuff was lame back in 1998.

Was fucking hilarious.

>> No.2264116

What are you guys's favourite gameplay mods?Super Skulltag's pretty good if you're looking for one

>> No.2264129

>>2264116
Right now it's OBLIGE + DoomRL weapons and monsters.

>> No.2264136

>>2264116
Mine is GMOTA and Demonsteele.

I really like fighting with a melee focus in Doom and both of those mods make up close and personal feel great.

I also like Project MSX a lot just for the pacing but the weapons and enemies are pretty great too.

After that I mostly just play a bit of Shut up and Bleed and Brutal Doom, then I try out any other gameplay mod that catches my attention.
Which isn't too many unfortunately

>> No.2264147

>>2264116
I like Demonsteele, Project MSX UPDATE FUCKING WHEN and Brutal Doom all about the same.

>> No.2264151

>>2264136
Also I should add that TSP is also something that has my attention but I'm waiting for a bit more of the mod to be done.

I played what there currently is to death but I want more. It feels a tad incomplete even with the Plasma/BFG slots being filled.

When it's more cmoplete though I plan on playing through everything I can with it.
Again.

>> No.2264181

>>2264116
Brutal Doom is great, no doubt.

>> No.2264217

http://forum.zdoom.org/viewtopic.php?f=19&t=48006

This is it. The Doom mod we were all missing.

>> No.2264237

>>2264151
Have you tried with the projectile intercept stuff that's in now? We're actively seeking feedback on that.

>> No.2264249

>>2264217
Lowtax and Shmorky haven't done a Let's Play of it so I'm not downloading it sorry

>> No.2264258

>>2264116

Project MSX.

>Dat mobility
>dose weapons
>dem animations
>Dat mega punch and grenade

And finally dat gameplay in general. It's one of my biggest inspirations, next to samsara

>> No.2264261

>>2264217
I don't get it. Is it supposed to be fun?

>> No.2264271
File: 250 KB, 800x600, Screenshot_Doom_20141225_133703.png [View same] [iqdb] [saucenao] [google]
2264271

>>2264116
Accessories to Murder.

>> No.2264283

>>2264116
shut up and bleed + dark doom + no music = doom but scare

>> No.2264285

>>2264271
What map?

>> No.2264286

>>2264271
What map is that again?

>> No.2264287

is there any way to do last man standing-style coop in zdoom multiplayer? like survival in zandronum?

>> No.2264304

>>2264287

Nope.

>> No.2264306

>>2264304
shit

>> No.2264307

>>2264287
>>2264306
zdoom multiplayer doesn't even have sv_unblockplayers

pretty much the extent of zdoom's multiplayer is "it exists"

>> No.2264310

>>2263720

>he returns after years and years, with no explanation, as if he had never been gone

Well I mean, he's not entitled to tell people where he had been, right?

Also you forgot to mention he actually discovered a new bug in the original Doom exe that will only happen after letting the game run for over 90 years. It basically involves IoS spawner cubes and shit; and sorry for the wall of text explaining it, I forgot the link to his post and can't find it anymore.

>>2263896

he said in the new Unloved thread that he will get back to Un2 after he's done with the indie project.

>> No.2264312

>>2264310
>he said in the new Unloved thread that he will get back to Un2 after he's done with the indie project.

To be perfectly blunt, I'll believe it when I see it.

>> No.2264315

>>2264310 (me)
>>2264312
>>2263896

his actual words

> PS: Yes, Unloved2 might still get finished one day, but it has to be remastered in a major fashion ;)

sage for doublepost.

>> No.2264316

>>2264116
Usually Demonsteele, Metroid:Dreadnought, Samsara, QStuff or Hunter's Moon
Still waiting for a Quake 2 monster and weapon replacement for Doom.

>> No.2264362

>>2264286
>>2264285
5till L1 Complex
Also check out Deneb Colony and Doxylamine Moon: Overdose

>> No.2264373
File: 480 KB, 499x320, 1387418549367.gif [View same] [iqdb] [saucenao] [google]
2264373

>>2264310
>Also you forgot to mention he actually discovered a new bug in the original Doom exe that will only happen after letting the game run for over 90 years. It basically involves IoS spawner cubes and shit

You're gonna have to give me an elaborate explanation on what the fuck that is.

>> No.2264465

>>2264310
>Also you forgot to mention he actually discovered a new bug in the original Doom exe that will only happen after letting the game run for over 90 years.

You say this like it matters in any capacity, or that it was even possible. How can he know the bug only happens after letting the game run for over 90 years if the game hasn't existed for 90 years? Am I being baited hard or is this some serious shit?

>> No.2264493

>>2264465
>Am I being baited hard or is this some serious shit?

It's legit. I saw his post in Doomworld. For some reason he was messing up with Doom's source code and one thing led to another, and then one day he found it out.

I would look it up again in the "Things about Doom you just found out" thread, which is where I saw it, but then again >>2264373 missed the part where I said I completely forgot about bookmarking his post, and I'm not risking my time if he's not going to comprehend the whole thing if his previous post is any indication to go by.

If you want to know you should look it up.

>> No.2264510

>>2264373
>>2264465

http://doomwiki.org/wiki/Spawn_cubes_miss_east_and_west_targets#Time_limit
http://www.doomworld.com/vb/post/1301401

It wasn't actually 90 years apparently, just 11.67.
Assuming this is the right bug, obviously.

>> No.2264572

So I think I have a fairly interesting idea for GMOTA's lance item crash:

It's still the rocket lance with piercing qualities, but the lance itself isn't the main damager. That'll be the constant lightning bolts it sprays everywhere and the lighting strikes following in its wake. And if hits something immune to pierce, then a huge lighting bolt fries their fat ass

>> No.2264667

>>2264147
>update fucking when
Nigga, its MagSigmaX. He disappears from the world to go to his ultra-dimensional plane to make something that has lots of polish and awesomeness and then delivers it when its fully ready.

>> No.2264761

>>2263825
dw megawad club pretty much all unanimously agreed that Requiem is a mixed bag. This included Adam Windsor, who made 6 maps for it.

>> No.2264769

>>2263831
>I almost beat resurgence
>gave up that one on map26

Heh. Map28 and Map30 are apparently the hardest maps Joshy has ever made. So you might have dodged a bullet, there.

>> No.2264802

DoomRL Beta 8 when?

>> No.2264807

>>2264802
Not soon that's for sure.

>> No.2264816

>>2264761
The only good maps in Requiem came mostly from people who actually contributed to the MMs. I would even argue that these maps are the very reason it gets compared to the MMs, as Adelusion's and Iikka Keranen's maps felt nothing like MM to me.

>> No.2264828
File: 41 KB, 500x472, 1347218295105.jpg [View same] [iqdb] [saucenao] [google]
2264828

>>2264802
what's with that sequel? do they want to get rid of the trademark-setting so they can make some money off their work?

got to level 58 today on angel of 100 challenge, underestimated a situation and got killed by a nightmare arachnotron.

>> No.2264838

>>2264802
>DoomRL
I thought you meant Doom Real Life. Now there's a game idea. The imp's like "dude where am I gonna store my car keys when I don't wear clothes" and you just know he's gonna have a hard time.

>> No.2264885
File: 615 KB, 773x1136, samsara pickups.png [View same] [iqdb] [saucenao] [google]
2264885

Annoyed me how the pickups looked kinda dull and how big the font was, so I created new ones on my own.
Every class specific weapon now uses the icon of the game it originates from as a background.
What do you guys think? Is it too hard to distinguish Hexens ult. from the other slots (red colors too similiar)?

>> No.2264912

>>2264885

Damn son

>> No.2264932

>>2264885
Doom : incredibly weird sliced weapons
Heretic : gauntlets would be better with just one normal hand instead of two miniature custom ones imo
Hexen : that low quality X is more distracting than the color similarity
Everything else : glorious

>> No.2264934

>>2264885

Too similar a color for Hexen's ult and Chex's unique. Will these colors even show up in Software? Will they still show up as hollow pickups if you get them?
Will there still be the skull pickups for those that have been around since the ST days and prefer those?

>> No.2264939

>>2264934
>playing Samsara in Software mode
Who the fuck does this.

>> No.2264945
File: 29 KB, 320x200, hexen-ss1.gif [View same] [iqdb] [saucenao] [google]
2264945

>>2264932
>Doom : incredibly weird sliced weapons
I did it just like Samsara. The weapons are sliced just like this.

>Heretic : gauntlets would be better with just one normal hand instead of two miniature custom ones imo
Aight.

>Hexen : that low quality X is more distracting than the color similarity
Pic related. I tried to make the X look exactly like the one in the title screen. It's not a perfect X and the edges are all drawn awkardly.
Eh, guess I'll just retry.

>> No.2264946

>>2264939
A ton of fucking people.

>> No.2264952

>>2264939
lol
if you have no clue how people play the mod, maybe you shouldn't be trying to revamp it

>> No.2264974

>>2264945
>>2264885
I wouldn't be afraid of some anti-aliasing there. The rest of the Samsara powerups use translucent pixels, it wouldn't look out of place. Maybe even some texturing/shading/contrast/black outlining on the icons to make them look less mspaint-ish?

>> No.2264976

>>2264885
Make hexen icon even darker shade of red, that would be enough

>> No.2264987

>>2264976

this.

>> No.2265013
File: 2 KB, 100x100, ammobox.gif [View same] [iqdb] [saucenao] [google]
2265013

If I put up a passworded prophunt server, would /vr/ be game to play?

>> No.2265059

>>2265013
hells yeah

>> No.2265081

>>2264939
>complaining about people using software mode

I only use OpenGL if a mod actually requires it.

GZDoom forces me to have curved skies. I don't like that, and I doubt Graf Zahl even cares.
GLBoom doesnt have any fixes for software tricks. Making plenty of Vanilla maps look a bit fucked in such situations. Hopefully future versions will doing something about this.

I am happy that there are software/shaders sector lighting modes nowadays for opengl to emulate the diminishing lighting over distance, though. It used to be another turn off for me from OpenGL mode for making the lighting flat and lifeless.

>> No.2265090

>>2265013

really appreciate the offer, but i pass.

>> No.2265140

When is the full /g/.wad coming out?

>> No.2265142

>>2265140
It did, as Archie.

>> No.2265143

>>2264939
Wow, you really are a faggot.

>> No.2265146

>>2265140
>>2265142
What the heck is that?

>> No.2265148

>>2265146
>>2265146
>What the heck is that?

It's EWISOT

>> No.2265150
File: 490 KB, 230x230, 1423377943028.gif [View same] [iqdb] [saucenao] [google]
2265150

Prophunt on Reverie. Come chase tech pillars with us!

Server: :: [BE] Montreal :: /vr/ talks to inanimate objects!
Password: vrtroopers

>> No.2265162

Guys, can you please recommend me
1. Some short medieval-themed WADs?
2. Some WADs with short levels, like Scythe/Scythe2?

GMOTA is fun and all, but I don't want to start a big WAD with it until it reaches some kind of 1.0 version, so I'm playing small wads such as Epic right now.

>> No.2265170
File: 6 KB, 389x371, doomguy_peek.png [View same] [iqdb] [saucenao] [google]
2265170

>>2265162
1024.wad (32-map megawad with EXTREMELY small levels), thunpeak.wad, sunder.wad, dbzone_v7rmk_k.wad

I also have a .cfg file here for a wad I don't recognize off the top of my head, but its initials are DoP and it apparently only has 5 maps.

>> No.2265174
File: 860 KB, 351x495, doomstar.png [View same] [iqdb] [saucenao] [google]
2265174

>>2265162
>I don't want to start a big WAD with it until it reaches some kind of 1.0 version,


GREAT. NO PRESSURE OR ANYTHING

>> No.2265178

>>2265162
Crusades
Courtyard Escape

>> No.2265184

>>2265162
xcalib11

>> No.2265190
File: 25 KB, 195x234, doomguy looks for secrets behind an unicorn.png [View same] [iqdb] [saucenao] [google]
2265190

What are the best ways to hide a secret in doom?

>> No.2265192

>>2265174

Don't worry, you'll take another year to reach there. :^)

>> No.2265198

>>2265178
>>2265184
Please tell me these are all vanilla map packs

>> No.2265201
File: 400 KB, 488x519, Decaf is for faggots.gif [View same] [iqdb] [saucenao] [google]
2265201

>>2265192

Challenge accepted. Buttlicker.

>> No.2265203
File: 76 KB, 500x552, 1373859574508.jpg [View same] [iqdb] [saucenao] [google]
2265203

>>2265201
>inb4 you get self conscious about everything because of this and actually wind up taking a year due to waffling

>> No.2265212
File: 32 KB, 509x369, 1362380094230.jpg [View same] [iqdb] [saucenao] [google]
2265212

>>2265178
I just loaded crusades.wad. What the hell is with the gun sound?

>> No.2265213
File: 586 KB, 1856x1316, romero_and_his_computer_station.jpg [View same] [iqdb] [saucenao] [google]
2265213

>>2265190
High, attention-to-detail tier:
>can see a small opening or item if you look from the right angle/position
>clearly visible item from a far away location, have to remember where it is when you get to that location later (and then drop off a blind ledge or similar)
>inconspicuous platforms you can jump to with effort
>inconspicuous shootable switches

Mid tier:
>sound clues
>tiny staircases or ledges

Low tier:
>misaligned texture
>arrow made of items or lines on the automap
>sticking a random flashing light on it

>> No.2265217

>>2265213
I've seen this picture a bunch of times but only just noticed there's a drawing of what looks like E1M9 on the left side of his desk.

>> No.2265218

>>2265217

Nice catch

>> No.2265221

>>2265198
yes.

http://www.doomworld.com/idgames/?file=/levels/doom/v-z/xcalib11.zip
http://www.doomworld.com/idgames/?file=/levels/doom/a-c/crusades.zip
http://www.doomworld.com/idgames/?file=/levels/doom2/a-c/courtesc.zip

the last one needs gothictx:

http://www.doomworld.com/idgames/?file=/graphics/gothictx.zip

>> No.2265225

>>2265213
I read your post, nice, but all I could think of was

that glorious hair

utterly glorious

>> No.2265226

>>2265212
who knows, maybe the author thought it works better as a chaingun sound?

delete it from the wad if you don't like it, that's what i'd do. since it's only deleting one lump, it won't break anything.

>> No.2265234

>>2265217
my word, you're right!
>>2265225
the lion's mane, anon.

>> No.2265243

>>2265212
Just open up SLADE, and delete the sounds. Crusades and SlayeR had new sounds for no real reason.

>> No.2265249
File: 166 KB, 250x360, e1m9printout.png [View same] [iqdb] [saucenao] [google]
2265249

>>2265213
you are right.

sadly i can't make out the writing. my imagemagick skills lack in the area of such enhancement.

>> No.2265250

>>2265249
Looks like "Level 1-9" to me.

>> No.2265251

>>2265249
replied to the wrong post sorry. >>2265217
>>2265250
i am fairly sure the bold text on the top left says E1M9.
the top middle word, i thought was "Secret" but it could be "Level".

>> No.2265257
File: 2.87 MB, 600x338, zandronum 2015-03-02 05-39-26-97.webm [View same] [iqdb] [saucenao] [google]
2265257

A while back, someone brought up that the Spider Mastermind was a lot more dynamic, and it seemed disappointing that the Cyberdemon was so boring in comparison.

So here's the DevilDriver. He's a wee bit more difficult.

>> No.2265258

>>2265257
I hit it with swords and bullets and it was cross and emitted many explosions.

10/10 would fear again

>> No.2265259

>>2265257

You're an asshole, and this guy's an asshole.

>> No.2265260

>>2265257
He doesn't look quite as imposing as the Cyberdemon. Maybe scale him up a little bit?

>> No.2265268

>>2265260

I can scale him up a little, sure. He's actually taller than the default Cyberdemon sprite, but I scaled up the DemonSteele Cyber anyway sooooooooooooooooooo.

>>2265259

He heals himself.

>> No.2265270
File: 538 KB, 640x360, ded.webm [View same] [iqdb] [saucenao] [google]
2265270

>>2265257

>> No.2265271
File: 55 KB, 351x351, 1422911946052.jpg [View same] [iqdb] [saucenao] [google]
2265271

>>2265268

>> No.2265272
File: 2.57 MB, 640x360, Hwee.webm [View same] [iqdb] [saucenao] [google]
2265272

>>2265257
>>2265270

He's not too hard to kill if you like having no health afterwards.

>> No.2265273
File: 1004 KB, 630x360, gzdoom 2015-02-11 18-08-34-97.webm [View same] [iqdb] [saucenao] [google]
2265273

>>2265270

>> No.2265275

>>2265257
>download git
>map map32
>fight through yakuza to get to him
>i can take this asshole
>NOPE
>homing missiles
>fast missiles
>air strike missiles
>spread missiles
>bitch missiles
>rape missiles
>fuck your shit missiles
>heals himself just to laugh at you
>electric field when you get in close just for an extra fuck you

we have officially reached niggerly-hitler levels

>> No.2265314

>>2265140
/g/.wad got renamed Back to Saturn X: Episode 1.

>> No.2265325

>>2265257

Castlevania skull, TSR rip

>> No.2265345
File: 2.93 MB, 640x360, gzdoom 2015-03-02 07-18-43-391.avi.webm [View same] [iqdb] [saucenao] [google]
2265345

>term in charge of making tough bosses
:^)

>> No.2265348

>>2265226
>since it's only deleting one lump, it won't break anything.
Deleting custom sounds from a pwad has no possibility to break anything, if they're used on things that are otherwise unmodified.

>> No.2265374

>>2262549
Love that tortured Caco
Can I have him?

>> No.2265379

>>2265273
Wait what?

>> No.2265390

>>2265374
Christ man, this isn't /d/.
...unless I really, really mistook that and you want the texture. It's in cc4tex.wad (which is included with community chest 4).

>> No.2265392

2GMOTA guy. In previous thread you talked about chosing a mace. How about an ebony mace from Morrowind? It's my most favourite mace of all times - the closer analogue is a mace ripped from Warrior Within for Skyrim, and later reskinned to Emfy - it's just a large steel ball with pointy spikes, placed upon a stick, instead of six-feather clubs that usually go under the guise of "maces" in games nowadays.

>> No.2265393
File: 10 KB, 429x410, 1264948761516.png [View same] [iqdb] [saucenao] [google]
2265393

>use vrdoom pack
>open Zanundrum
>have iwads ready to go
>click server
>Authentication Failed!

look all I wanna do is play coop with a friend of mine, I need this shit quick and dirty. any tips?

>> No.2265417

>>2265392
You had me at Morrowind.

>> No.2265425

Speaking of GMOTA. Are you planning to replace the sprites for exploding barrels? Something like a gunpowder keg, or a wooden keg with green goo inside.

>> No.2265548
File: 326 KB, 500x281, shining.png [View same] [iqdb] [saucenao] [google]
2265548

has pic related been done in doom, or do i need to turn it into a mod for tf2 first so it can get done in doom?

>> No.2265587

>>2265272
i won't know for sure until i play it, but it looks nearly impossible to beat this thing when you have no hp tokens left. using melee attacks and not taking a scratch is what i shoot for in demonseteelel, and this thing looks tough

>> No.2265594 [SPOILER] 
File: 3 KB, 62x102, 1425314002879.png [View same] [iqdb] [saucenao] [google]
2265594

>>2265275
>niggerly-hitler level
>you can just strafe around and one shot him
DevilDriver looks cool as hell, but he aint no nigger-hitler tier.

>> No.2265604

>>2265594
whaaat, one shot? i'll just go get the latest version and try the dang thing myself

>> No.2265609

Is Thy flesh consumed really so difficult or do I just need to git gud?

>> No.2265616

>>2265609

The first two levels are considered among the hardest ever made from the id team. After that the whole episode lowers the difficulty but then it picks again at E4M6

people love to argue about how hard it is to pistol start E4M2 but I am a total scrub and I could pistol start it after 5 mins. E4M6 is way harder

>> No.2265625

>>2265609
E4M1 is pretty tough because resources are very strict.
E4M2 punishes mistakes HARD and there's also limited resources.

>> No.2265626

>>2265616
Do you do the early bfg grab trick? That trick alone changed people perspective on pistol starting E4M2, that it's possible. people were also scrubs back then too.

>> No.2265632

>>2265625
I just completed E4M2 after days of trying. I completed E4M1 without too much trouble.
>>2265626
There's a bfg in there? If I knew about that it would have been way easier...

>> No.2265639

>>2265626

I pistol started it *GASP!* on zdoom so no BFG trick for me

>> No.2265670

>>2265604

>>2265345

>> No.2265701

>>2265632
fucking lol. Yeah, you are supposed to kill the cyberdemon first, but watch this and you see him grab it through a wall around 0:18

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

Your character moves so fast that technically the computer thinks you are a couple spaces ahead when you stop, so when it calculates you colliding into shit, it sums that you can clip through the wall and pick up items behind it, or just simply grab stuff that is above you. I am not sure if its strictly the speed of your character that determines this, but the game does have problems figuring out what side of a wall you are on sometimes, as there is also an early red key grab in E4M1 but it involves kind of sliding and clipping against the fence.

>> No.2265703

>>2265548
i think there's been giant mazes for as long as it's been possible for people to make new maps. they tend to be boring to play.

>> No.2265704

>>2265548
OUWB did it.

>> No.2265707

>>2265701
the strange thing i heard about the e4m2 bfg grab is that it is not possible to do when straferunning. you have to run normally, straight on.

>> No.2265748

>>2265670
that's presuming you have the omen, and enough room to run in circles around the thing. i was trying to beat it with sword+sheath only, 2 life tokens w/o armor, in a variety of areas. i couldn't do it.
i thought by one shot you meant a sword special, my mistake though

>> No.2265750 [SPOILER] 
File: 337 KB, 1360x768, 1425319831197.png [View same] [iqdb] [saucenao] [google]
2265750

My first time in doombuilder.

>> No.2265758

>>2264838
I spit out my drink, good sir. Kudos to you, but you do owe me a new keyboard.

>> No.2265760

>playing Epic+GMOTA
>UV/no save run
>Map04, the motherfucking train
>"Ooh boy, I finally made it to the locomotive, I wonder what's inside"
>look into the cab
>skellington pops out and shoves me off the train

>> No.2265764

>>2265750
you got a bright future son

>> No.2265770

>>2265758
go back to GBS

>> No.2265831

>>2265594
omen overcharged can one-shot anything, so using that ain't really impressive

>> No.2265837

>>2265750

you're using texture walls as texture walls and flats as flats. it's a good start.

>> No.2265848
File: 43 KB, 480x500, cacodemon.jpg [View same] [iqdb] [saucenao] [google]
2265848

>>2265837
Oh golly, anon thanks

>> No.2265849

>>2265750
/pol/2.wad when?

>> No.2265856

>>2265849
Better call it /pol/2 - THE HAPPENING or something like that.

>> No.2265878
File: 250 KB, 1917x1049, 987123662.jpg [View same] [iqdb] [saucenao] [google]
2265878

I have finished a 3-hour speedmap for a BrDoom contest, but 2/3 of mappers were not able to deliver their finished products and one participant ragequit'ed the community, and the contest kinda flopped, so I am releasing the map separately.

The map is called Roots Bloody Roots, it's a simple hellish map. Requires Zdoom/GZdoom/Zandronum, jumping/crouching is not required but won't break the map. Don't expect top quality, it was made and tested in just 3 hours.

http://www.mediafire.com/download/rkcjbiu28cmc5i5/rbr.zip

It's a MAP07 replacement because it uses the sector 666 trick. (I know I could have made the map vanilla-compatible, but the contest required the map to be in Doom In Hexen Format)

>> No.2265889

>playing doom on anything other than my CRT tv at 320x200
It just doesn't feel right.

>> No.2265894
File: 1.29 MB, 1280x720, the proper way to play doom.png [View same] [iqdb] [saucenao] [google]
2265894

>>2265889

>> No.2265895
File: 7 KB, 180x129, 1276579193334.jpg [View same] [iqdb] [saucenao] [google]
2265895

friend of mine and I want to play Doom 2 together, but neither of us are capable of forwarding our ports

is there a vanilla Doom 2 server out there for people just jump in and play the original campaign or no? And where would I find it?

>> No.2265901

>>2265895
Best Ever.
http://best-ever.org/

>> No.2265915

>>2265901

how obnoxious it keeps saying my email is invalid

it's not

>> No.2265919
File: 8 KB, 409x258, MFFF.png [View same] [iqdb] [saucenao] [google]
2265919

>>2265894
> The proper way

>> No.2265921

>>2265878
nice map. vaguely reminds me of NRFTL in theming. also your 200minvr map. didn't spot any bugs.

i went the wrong way at first and cleared the spiders at the blue door with shells and 200 bullets but no chaingun. then i died to the huge crowd of mancubi by the red key.

zdoom demo: http://temp-host.com/download.php?file=ar42tl

>> No.2265923

>>2265919
that image is and always has been meant as a joke. please don't be trolled by it.

>> No.2265924
File: 26 KB, 510x546, 1344798209143.png [View same] [iqdb] [saucenao] [google]
2265924

>>2265894
Ugly.
What do you use for this?

>> No.2265945
File: 431 KB, 1297x911, doom.jpg [View same] [iqdb] [saucenao] [google]
2265945

>>2265894
I tried to make it look as much as the original doom as possible.

>> No.2265968

>>2265923
>that image is and always has been meant as a joke

you know too damn well /doom/ can't into jokes and that there's a decent chance they might backfire, right?

remember when that very image was used as op and it got like 8 people unironically asking what mods they were?

>> No.2266001

>>2265393

If you're playing Zandro, it should give you a list of all the files and their hashtags. Compare hashtags to see what's different.

>>2265895

[FATE] Chicago | COOP Mission #001 | THE ULTIMATE DOOM | by id Software 1995
[FATE] Chicago | COOP Mission #003 | DOOM II | by id Software 1994

Or I could set you up a server.

>> No.2266020

hey /vr/oom
I recently rediscovered DoomRPG after playing it once, my PC BSoDing and then never playing it again and I'm having a blast, currently shooting my way through Epic 2 with it and DRL Arsenal.
One small problem though: whenever I try to upgrade skills, regardless of what skill I have selected when I press mouse2 to upgrade it always upgrades Strength. Is there a way I can fix this? I'm using the latest gzdoom from the DRDteam website.

>> No.2266047

>>2265831
I dont think anyone is calling it an impressive feat, quite the opposite.
The chainsaw replacement can one shot everything, so it should at the very least be hard to charge it in front of a boss, but nope.
Not a single atk where you have to jump/dash under a projectile or slice them/find cover, just running in circles is perfectly safe.
Its a massive improvement over normal cybie, but its not a Niggly Hitler since you're Hae-Lin the donut of destruction.

>> No.2266063

>>2265968
>you know too damn well /doom/ can't into jokes and that there's a decent chance they might backfire, right?
yes. hence my pointing it out.
i think it's more the case that there are several persistent trolls who perfectly well "can into" jokes, but "won't into" them, in order to stir up trouble.
>remember when that very image was used as op and it got like 8 people unironically asking what mods they were?
vaguely. you don't know how many of those were - i believe the usual phrase is "pretending to be retarded"

>> No.2266382

>projects where the author claims he's retiring afterwards
>doesnt actually retire, or returns very shortly afterwards.

I still remember when Pcorf said he was retiring from mapping after Whispers of Satan. And yet, he's made plenty of maps for various community projects since, and is even currently leading a 2048 community project.

>> No.2266443

>>2266382

You never really leave Doom.
Even when you claim you're leaving, you'll always be back.

>> No.2266462

>>2265273
OKAY OKAY I FINALLY FOUND IT OUT

I was wondering what the fuck this mod was for weeks, and after some searching, it appears to be a doom/quake 3 weapons mod called "Hunter's Moon" with a bunch of fully modeled 3-d enemies and such. Not sure how I have not heard of it. The wad appears to be some sort of test map.

http://forum.zdoom.org/viewtopic.php?f=19&t=30942&sid=8372439c12a5b86f7e6c28b8ea3d58f2

>> No.2266463

https://www.youtube.com/watch?v=wGaTaLsRO48

yfw :59

>> No.2266472

>>2266463
I wasn't expecting that, this song was used in Nuts 2.

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

>> No.2266475

>>2266463
So this is where that song originates.

>> No.2266479

>>2265945
Makes the shotty look beautiful.

>> No.2266493

>>2266443
tell that to eric harris

>> No.2266506
File: 122 KB, 525x725, hellknight2.png [View same] [iqdb] [saucenao] [google]
2266506

So, HDoom's VN mode is gonna have a second Hellknight character (to compliment Jesselwood's more milfy version)

This one is being done by the guy who did the original Doom: Resserection of Evil picture (the one I based the Hellknight sprite off of in the first place).

>> No.2266509

>>2266506
Dear god.

Now there's a Hell Knight girl I would waifu.

>> No.2266536
File: 44 KB, 276x261, fuck yes.png [View same] [iqdb] [saucenao] [google]
2266536

>>2266382
My guess that was his departure from big projects of his own in favor of smaller level packs or managing projects. Or what >>2266443 said.

>>2266463
So that's where that came from.

>>2266506
DAYUM

>> No.2266541

>>2266506
You commissioned it or something?

I really want to see the finished version of this picture when it's done.

>> No.2266543

>>2266541
Nope, he's followed me for a while now. Finally got around to asking him if he wanted to help out, he said sure

>> No.2266554

>>2266543
That's nice of him.
I'd like to see more of their art.

>> No.2266607
File: 1.74 MB, 640x320, rocket thunder lance, bitches.webm [View same] [iqdb] [saucenao] [google]
2266607

Okay, I think the new lance item crash is getting there.

>> No.2266615

>>2266607
That looks really fucking cool.
At first I was thinking it wasn't too powerful since enemies were still coming at you.
Then I watched the kills counter.

Seems pretty good

>> No.2266619

>>2266615

Just needs something cool when it hits walls and enemies too fat to pierce with ripper projectiles

>> No.2266621

>>2266607
That's pretty nice. You said you'd make it so that it'd land a giant thunderbolt on enemies that don't allow the piercing effect, the word for which escapes me, right? How's work on that aspect?

>> No.2266631

>>2266621

Monsters that have ripper immunity cause projectiles to die when they hit them, most likely the xdeath state for the projectile

so it'll be a case of calling a big ass lightning bolt during the X-death state.

based realm667 for the lightning resources I totally ganked

>> No.2266634

So I'm trying to play Hunter's Moon, the Q3 TC.
I keep getting a segmentation fault when I try to play the game.
Any idea how to fix this? I'm building the latest version of SLADE as we speak, in case I gotta go in and remove something.

>> No.2266641

>>2266554
Yeah, he's a cool dude. Says to give him any feedback it might get from the threads.

>> No.2266647

>>2265548

>spoiler

http://vocaroo.com/i/s0hwPStzqnmo

>> No.2266665

>>2266634
Are you using an older version of gzdoom/zandronum?

>> No.2266669

>>2266665
Maybe if GZDoom updated in the past couple days. I updated to the latest git build for another mod a couple days ago.

>> No.2266789
File: 124 KB, 848x960, 1264972524347.jpg [View same] [iqdb] [saucenao] [google]
2266789

>>2266607

what is this and where can I get it?

>> No.2266817

>>2266669
Oh really? I am using an older version (1.9) because of the new ones being unoptimized. Maybe it isn't compatible with the newest versions?

>> No.2266818

>>2266789

It's GMOTA. I'm currently in the process of overhauling the item crashes.

>> No.2266824

>>2266817
I...have no idea. And I swear to god if I have to juggle versions to play this and DemonSteele...

>> No.2266825

>>2266818
Do you have a github for the new things you are doing? I've been seeing a lot of new things that are very out of date with the newest doomworld thread release

>> No.2266830

>>2266825

One of these days I need to figure out github and stop being a lazy cunt. in the mean time, here

https://www.dropbox.com/s/nv89chh7ecfge3o/GMOTA_V0.9.8%20%28WIP%202-27-2015%29.pk3?dl=0

>> No.2266841

>>2266830
>One of these days I need to figure out github and stop being a lazy cunt.
You could get something like SourceTree it can make using github a bit easier.

>> No.2266842

>>2265142
Was it a FULL release or a beta release? Because that's what I thought it said it was when I had downloaded it.
I loved the art style in that wad though though the gameplay was very confusing.

>> No.2266848
File: 1.93 MB, 245x179, 1419471107807.gif [View same] [iqdb] [saucenao] [google]
2266848

>>2266841

I'll look into that in the future

>> No.2266864

noob Demonsteele player here,

I watched the trailer for it, and i was wondering if those were maps specifically for DS, or were they other wads?

>> No.2266873

>>2266864

Did you read the description of the video?

>> No.2266886

>>2266873

sadly, i did not...

>> No.2266891

>>2265945
ive thought about getting a crt like this. is there any way to get them to work w/ modern computers or are the monitor ports different now?

>> No.2266905

>>2266891
Should work so long as your graphics card has a VGA port, and if not I believe there's converters you can get.

>> No.2266909

>>2266886
No worries, anon, it's easy to forget at times.

>> No.2266946

>>2266864
Gonna guess you're pretty new to Doom modding in general.
One of the neat things about gameplay mods is that they're compatible with nearly any vanilla mapset. As long as the wad doesn't use custom monsters/actors, it should work flawlessly.

>> No.2266949

>>2266905
The DVI-I output on 90% of graphics cards support VGA.

>> No.2266963
File: 1.49 MB, 1920x1080, DOOMcontrasy.png [View same] [iqdb] [saucenao] [google]
2266963

>> No.2266979

Is there a way to check in ACS what kind of IWAD is currently being used?
Could use the return value of Spawn, but pointless since all actors are global.

>> No.2266987

>>2266864
While we're asking obvious questions here, is there a point to using the sheathe aside from amusement/not triggering a soul harvest?

>> No.2266998

>>2266382
i'm glad he didn't, pe3_inci was one of my favourite wads from last year

>> No.2267000

>>2266987
Scabbard pros and cons:
>Faster sword
>Sword is better
>100% chance of causing flinches in everything up to Masterminds and Cyberdemons
>The flinches last longer than a normal one
>Feels like 60%-ish success on Cyberdemons and the guy that replaces Masterminds
>Defense against projectiles is much better than the sword(Larger radius to block projectiles, can block multiple with ease, meter on block)
>Slashes go right into scabbard hits, scabbard hit can go straight into the launcher
It's a wonderful weapon and I use it 99% of the time just because of the playstyle when you use just it.

>> No.2267003

>>2267000
The lack of cons listed is intentional by the way.

You could say the lack of ranged attacks is a thing but considering how fast you can get in I don't view it as too relevant.
Really you can use whatever weapon you want too, it's all really good except for maybe the Frosthammer(I think that's the name) right now and that's just a personal thought.

>> No.2267015

>>2267000
>Faster sword
only three tics on the initial strike
>Sword is better
damage is exactly the same

>> No.2267019 [DELETED] 

>>2267015

Faster = better. Fartknocker.

>> No.2267034

>>2267015
The sword is better on offense because now you have a good defense option and normally you can't really cancel your sword slashes into the launcher since it has this forced pause on it.

The three ticks is kinda irrelevant after you start swinging I guess.

I feel that it does make the sword better for all the reasons I listed there.
Baron of Hell keeps dashing backwards? Hit him with the scabbard, holds him in place for another slash.
Wave of projectiles coming at you? Baff it away with your scabbard.
Arachnotron replacements moving too much? Baff them in the face and they are stuck standing still so you can slash them without resistance.

Now if we talk about just the ability to flinch enemies then the SMG also offers this.
But the SMG offers no defense outside of that.

I still stand by my statement of sword is better with scabbard.

>> No.2267037
File: 1.01 MB, 1600x900, Screenshot_Doom_20150303_013354.png [View same] [iqdb] [saucenao] [google]
2267037

Oh god, these jump puzzles.

>> No.2267059
File: 220 KB, 640x960, 1425365864.png [View same] [iqdb] [saucenao] [google]
2267059

to the person from previous threads looking for infighting maps: SoD 16 is good for infighting, if you can stay quiet for long enough.

>> No.2267069

>>2267037
Which WAD?

>> No.2267071

>>2267069
Looks like that super doom bros or whatever its called. Mario doom style thing.

>> No.2267075

>>2267071
Golden Souls 2.

>> No.2267078

>>2267075
that's the one.

>> No.2267080

>>2266607
that setting looks unfamiliar. have you started making your own test maps?
https://archive.moe/vr/thread/1636127/#1639442

>> No.2267084

>>2267080

No, I'm using a test map shivers made for fucking around purposes

>> No.2267086

>>2267069
The demo for GS2 was released, this is one of the maps in said demo.

>> No.2267120

>>2267086
"Golden Souls 2: This Time I'll _Definitely_ Get A Caco" ?

>> No.2267124

>>2267059
I really want Darkwave0000 to make a megawad to compliment Joshy's Resurgence.

>> No.2267165

>>2265081
>I am happy that there are software/shaders sector lighting modes nowadays for opengl to emulate the diminishing lighting over distance, though. It used to be another turn off for me from OpenGL mode for making the lighting flat and lifeless.
Agreed so hard. I find software lightning charming.

>> No.2267170
File: 121 KB, 640x480, 1425372908.png [View same] [iqdb] [saucenao] [google]
2267170

the end of sod map10. bit pointless really. you are given an invulnerability and have to rocket 18 archviles in a tiny space, but they all die before the invulnerability wears off. i was on hntr though, it's probably got more bite on higher skills.

also the archvile corpse sprite is not one of the game's best. it vaguely reminds me of the wolfenstein dog corpse sprite.

>>2267124
i wouldn't ask for a whole megawad, it's too much work. but i do like his mapping style and it would be great to have more of it.

>> No.2267172

>>2265170
>1024.wad
How's Claustrophobia 1024?

>> No.2267173

>>2267170
They don't really get more bite even on UV.
It's a pretty pointless trap that mostly tests if you have saved enough rockets

>> No.2267183

>>2267173
yes, it seems to be a kill-you-once-if-you-are-not-expecting-it situation.

>> No.2267205

>>2267172
congestion 1024 was all right, there were a couple of good maps. but i didn't spend that much time on it, because i think the idea is inherently flawed. (i.e. miniturisation is all very well for a design/artistry point of view, but leads to utterly frustrating levels of crampedness and unmanoevrability, which for me removes a lot of the reason why doom is a fun game.)

claustrophobia had a bad case of modern mapping syndrome. it is extremely detailed and retextured, so ends up not looking much like doom at all. again as with congestion there is occasionally a slightly fun map, but the inherent problem with constricting the player to a 1024 square unavoidably remain.

claus2 was made of rejects from claus. it has a few more weird, gimmicky maps. i don't remember much about it.

there have been other 1024 projects since, but i have pretty much ignored them.

>> No.2267217

>>2265945
That looks kinda neat.

>> No.2267248

>>2267170
>i wouldn't ask for a whole megawad, it's too much work.

Doesn't change the fact that it'd be cool. Besides, I don't see how it'd be too hard for him, considering all of his SoD maps were each made within two weeks.

>> No.2267254

>>2267205
I will agree that the Claustrophobia megawads suffered from overdetailing in a number of maps. Though there were still plenty of good maps too.

>> No.2267256

>>2267205
I reckon 2048 works a lot better. Allows for more breathing space, while still being small.

>> No.2267265

WE'RE BACK FOLKS

>> No.2267291
File: 157 KB, 1920x1080, zandronum 2015-03-03 10-46-42-82.jpg [View same] [iqdb] [saucenao] [google]
2267291

So I'm making my first wad, getting the hang of the map editor and such and I have one real problem. I can not get the hang of textures. Obviously here I dont want the door texture to go the roof, but when you set the door you have to make the ceiling the the floor size. So how do you set how high the door goes? Also is it possible to set a texture in the middle of a wall, and have a lower and higher texture? Any and all texture tips are appreciated.

>> No.2267296
File: 168 KB, 1042x701, layout.png [View same] [iqdb] [saucenao] [google]
2267296

>>2267291
Heres the layout if anyone is interested, the rest doesnt look that shit for the record.

>> No.2267316

>>2267291
>>2267296
Go into Visual Mode (W? maybe Q? I don't remember) and use the arrow keys to realign textures.

>> No.2267328

>>2267316
Goddamn that helps so much. Thanks mate, any idea of making it so the texture doesnt stretch all the way up?

>> No.2267348

>>2267328
For that you'll have to lower the ceiling of the whole room, or if you want the room to be that tall make a small sector in front of the door that spans the door's length and lower that sector's ceiling down to the desired height.

>> No.2267357
File: 159 KB, 1920x1080, zandronum 2015-03-03 11-26-46-03.jpg [View same] [iqdb] [saucenao] [google]
2267357

>>2267348
ty anon, slowly coming along

>> No.2267390
File: 93 KB, 288x296, Caco.png [View same] [iqdb] [saucenao] [google]
2267390

>>2267357
May I ask which configuration(vanilla doom, Zdoom, etc...) you used?

>> No.2267406
File: 182 KB, 1920x1080, zandronum 2015-03-03 12-02-22-38.jpg [View same] [iqdb] [saucenao] [google]
2267406

>>2267390
I picked Doom 2

>> No.2267608
File: 1.60 MB, 1889x1606, sky.png [View same] [iqdb] [saucenao] [google]
2267608

>>2267406
Sorry it took so long to respond. You probably already know this, but if you don't, you can use this trick to make platforms appear bigger than wall height. Hope this helps.

>> No.2267698

>>2267296
You don't know it anon, but you've given me the idea I've needed for the final room in my wad. I thank you anon.

>> No.2267713

>>2266607
aren't those the Lords of the Land from Dungeon Keeper? if so baller

>> No.2267727
File: 1.02 MB, 3250x2438, HellKnight 2 Standing CG - Christian Image Board Edition .png [View same] [iqdb] [saucenao] [google]
2267727

>>2266506
He got her standing CG finished. Says he's free to help out with more stuff as needs/ideas arise

>> No.2267735

>>2267727
Sweeeeeeeeeeet.

>> No.2267738
File: 73 KB, 803x790, questionloli.jpg [View same] [iqdb] [saucenao] [google]
2267738

Hey, /vr/! Whatcha got on your autoload?

>> No.2267742
File: 8 KB, 250x250, 1377918905370s.jpg [View same] [iqdb] [saucenao] [google]
2267742

>>2267727

>> No.2267747

>>2267738
iwad brightmaps, the demonsteele jukebox
that's about it

>> No.2267758

>>2267727
Uncensored where?
Artist's page where?

>> No.2267760

>>2267758
http://hdoomguy.tumblr.com/post/112629691857/meganemausu-standing-cg-of-the-hellknight-for

>> No.2267765

>>2267738
For Doom 1 I autoload a pk3 containing Doom 2's sprites and sounds, mainly for Hideous Destructor but also for any other mod that expects those resources to be available, and for Hexen I autoload a simple HUD mod that adds Armor Class to the fullscreen HUD.

>> No.2267773

>>2267760
Thank you very much.

Hell Knight girls and Baronesses of Hell are my waifus
Also Cyberdemon girls

>> No.2267783

Are there any Ultimate Doom wads with Doom II monsters?

>> No.2267794

>>2267783
Like, the original Doom levels but with Doom 2 monsters? Not that I know of.

>> No.2267796

>>2267783
not really, since it's much easier to make doom2 maps with imported doom1 textures

>> No.2267801

>>2267254
>>2267256
Congestion 384 is the best size restriction wad.

>> No.2267809

>>2267794
>>2267783
I just remembered, there's this Recurring Nightmare mod (http://www.moddb.com/mods/recurring-nightmare)) that remakes the Doom 1 levels and adds Doom 2 monsters and the Super Shotgun.

>> No.2267828
File: 90 KB, 748x720, 1393375791262.jpg [View same] [iqdb] [saucenao] [google]
2267828

>>2267809
>Brootal bloom

>> No.2267848
File: 92 KB, 1200x800, imthebatter.png [View same] [iqdb] [saucenao] [google]
2267848

>>2267738
oh fug, which one you interested in?

>> No.2267849

>>2267713
so

>> No.2267852

wat do if have linux and want to play doom mods?

>> No.2267857

>>2267852
You're gonna have to compile G/ZDoom yourself.

http://zdoom.org/wiki/Compile_ZDoom_on_Linux

Good luck, anon.

>> No.2267869
File: 149 KB, 1920x1080, thislookssafe.jpg [View same] [iqdb] [saucenao] [google]
2267869

>>2267608
I did not, thanks mate.

>>2267698
You are welcome anon.

>> No.2267886
File: 16 KB, 584x443, vga2euro.gif [View same] [iqdb] [saucenao] [google]
2267886

>>2266891
>is there any way to get them to work w/ modern computers or are the monitor ports different now?
Well, the crt I used is an ordinary crt tv with an rgb-scart input. All I really did was cut up a scart cable and stuck the wires in the corresponding holes in a vga port. I used a vga to dvi adapter too so that's no problem.
I followed this guide to get it to work,
http://www.geocities(dot)ws/podernixie/htpc/cables-en.html
4chan thinks it's spam for some reason.

>> No.2267925

>>2267738

# WAD files to always load. These are loaded after the IWAD but before
# any files added with -file. Place each file on its own line, preceded
# by Path=
[Global.Autoload]

# Wad files to automatically load depending on the game and IWAD you are
# playing. You may have have files that are loaded for all similar IWADs
# (the game) and files that are only loaded for particular IWADs. For example,
# any files listed under Doom.Autoload will be loaded for any version of Doom,
# but files listed under Doom2.Autoload will only load when you are
# playing Doom 2.

[Doom.Autoload]

[Doom1.Autoload]

[Doom2.Autoload]

[TNT.Autoload]

[Plutonia.Autoload]

[Freedoom.Autoload]

[Freedoom1.Autoload]

[FreeDM.Autoload]

[Heretic.Autoload]

[Hexen.Autoload]

[HexenDK.Autoload]

[HexenDemo.Autoload]

[Strife.Autoload]

[Chex.Autoload]

[Chex3.Autoload]

[UrbanBrawl.Autoload]

[Harmony.Autoload]

[LastRun]
Version=210
...

>> No.2267928

>>2267925
So, fuckall?

>> No.2267954

What's the best soundfont besides the Roland SC-55 soundfont?

>> No.2267958

>>2267954

Arachno works for me. The instruments sound good and the guitars are not a damn joke like in SGM-V2.01

If there's a soundfont out there with better guitars fucking hook me up

>> No.2267960
File: 743 KB, 600x473, Rip_and_tear.png [View same] [iqdb] [saucenao] [google]
2267960

I literally cannot stop playing this game lads. I completed Doom 1 and I'm playing 2 now with the smoothdoom mod. It's so much more fun now than it was when I was younger for some reason. Maybe it's because I don't savescum anymore.

>> No.2267961

>>2267958
I thought the guitars were out of tune on arachno, or is that just timidity fucking up?

>> No.2267979

>>2267961

it has to be your timidity, because they sound fine to me

>> No.2267992

>>2264362
>>2264271
Kills my FPS in GZDoom with AtM.
Playing it with PrBoom+ at the moment (stealth pun unintended) and while it has some frame drop it's interesting.

>> No.2268020

>>2267960

Doom is cool, imo.

>> No.2268027

>>2268020
>>2267960
I agree, Doom is pretty neat.

>> No.2268042
File: 68 KB, 640x480, 255135_224792297533009_4992481_n.jpg [View same] [iqdb] [saucenao] [google]
2268042

>>2267738
Widescreen HUD fixes from the zdoom forums and a crosshair pack. Except the widescreen fixes break on Zandronum. That's about it.

Used to load PSX sounds but they clashed with mods and mapsets unless I played my own tunes.

>> No.2268062

>>2267165
>>2265081
Spectres, too. They are scary in software mode, laughable in GL

>> No.2268114

>>2267958
Arachno is a good soundfont. Though like with most non-emulating HQ soundfonts, it does have its moments where a midi will sound very off with it. A few of MM1's midis sound a bit weird to me with it, for example.

I usually stick to Roland SC type soundfonts (scc1t2.sf2, SC-55.sf2), since most midi composers in the Doom community optimise their midis for that, meaning I'm far less likely to run into issues.

>> No.2268118

>>2267857
It's easy. There's also the woefully out-of-date-because-reasons drdteam PPA, which is much easier and includes a ton of source ports.

>> No.2268130

>>2267738
Sprite fixes (lost soul sprite removed) and Dehacked fixes from Revenant. A fix I made myself that removes translucency on all projectiles through Decorate. And a modified E1M4 that reverts the swastika from older versions of DOOM.

>> No.2268142

>>2268062
Shader based fuzz effects make them less stupid on GZDoom. though nothing beats the software fuzz.

>> No.2268154

>>2268130
>and Dehacked fixes from Revenant.
What do they fix?
>A fix I made myself that removes translucency on all projectiles through Decorate.
Did you ever post it online? I have one that does that too, I think I got it off Doomworld.

>> No.2268169

>>2264116

QStyleZX, still.

>> No.2268175

>>2268169
I tried that a while ago. What do you like about it? It seemed rather lackluster to me.

>> No.2268201

>>2267828
guys look how special i am for not like le br00tal dumb xD

realtalk brutal doom's fun and sgt mark isnt even a dick anymore. why is it still a thing we hate

>> No.2268213

>>2268154
>What do they fix?

The dehacked mainly fixes minor things, like arachnotrons and spidermasterminds no longer prematurely going fullbright, and making pistol guys and cyberdemons go fullbright when they fire a shot.

>> No.2268216

>>2268154
>Did you ever post it online?
Haven't before, but here is exactly what I put in the DECORATE

actor DoomImpBallNoAlpha : DoomImpBall replaces DoomImpBall
{
RenderStyle Normal
}

actor CacodemonBallNoAlpha : CacodemonBall replaces CacodemonBall
{
RenderStyle Normal
}

actor BaronBallNoAlpha : BaronBall replaces BaronBall
{
RenderStyle Normal
}

actor FatShotNoAlpha : FatShot replaces FatShot
{
RenderStyle Normal
}

actor RevenantTracerNoAlpha : RevenantTracer replaces RevenantTracer
{
RenderStyle Normal
}

actor ArchvileFireNoAlpha : ArchvileFire replaces ArchvileFire
{
RenderStyle Normal
}

actor ArachnotronPlasmaNoAlpha : ArachnotronPlasma replaces ArachnotronPlasma
{
RenderStyle Normal
}

actor RocketNoAlpha : Rocket replaces Rocket
{
-DEHEXPLOSION
RenderStyle Normal
}

actor PlasmaBallNoAlpha : PlasmaBall replaces PlasmaBall
{
RenderStyle Normal
}

actor BFGBallNoAlpha : BFGBall replaces BFGBall
{
RenderStyle Normal
}

actor BlurSphereNoAlpha : BlurSphere replaces BlurSphere
{
RenderStyle Normal
}

>> No.2268220
File: 52 KB, 1074x280, BasedModsEtc.png [View same] [iqdb] [saucenao] [google]
2268220

>>2268201

>> No.2268225

>>2268220
if there wasnt a stigma then this would've been posted for his post too

>> No.2268229

>>2268225

He made a comment about bloom. You're a faggot for trying to hijack it into that dumbass old "why do you all hate Brutal Doom?????" bullshit.

>> No.2268236

a bit slow there, mods.

>> No.2268240

>>2268229
ah i didnt notice the bloom in the screenshots. still kinda trivial considering the maps are designed around it and it actually looks ok-ish

>> No.2268246

is there any way to make your zdoom crosshair transparent?

>> No.2268248

>>2268201
Realtalk Sgt Mark is just as much of a dick as he was before, he's just cut off from the communities where he was a Big Deal and can't act the same way he did before and have people put up with his bullshit. If he was unbanned from zand and zdf tomorrow he would be back to his old ways immediately.

People that are dicks are consistently dicks whenever the opportunity presents itself until the day they die in 99% of cases.

>> No.2268253

>>2268248
he seems fine on here, a place where he could get away with a lot more if he wanted to. and w/e the zdoom forum mods are mad spergs so i almost dont blame him there

>> No.2268283

>>2268253
>he seems fine on here

When he first came here, he was a massive shitter. Unbelievable cunt. "Your community is completely irrelevant to me", whining about how Mike totally stole sprites from him (he didn't), intentionally trying to start fights, etc, etc.
He hammered out another half-hearted apology on April Fool's of last year and has simmered down, but I'm pretty sure it's only because this is the only place he really has left for actual input and feedback.
BDfans are retards, and he's sure as hell not gonna be getting a lot of feedback or resources off ModDB or Facebook, just a whole lot of cockgargling.

Personally, I'm fine with leaving him be as long as he isn't a cuntmongler. Which he hasn't been (much) since, to his credit.
But I think he's only "fine" on here because this is pretty much the only place where he can actually do anything.

But hey, maybe I'm wrong. Maybe I'm just speculating. Maybe he is actually genuinely sorry for all the shit he's done. Maybe, for once, it was an actual apology.
We'll find out down the line, huh?

>and w/e the zdoom forum mods are mad spergs
Heh, what, did you get b&?

>> No.2268290

>>2268283
yeah i remember all that mike12 drama, i'm talking about now

and no, i'm not even a member. just talking from the shit ive seen.

>> No.2268295

>>2268290

My mistake, then. Sorry.
We've had people get banned from stuff like BE and ZDoom before and then come here to whine about how they're "spergs".

>> No.2268302

>>2268253
>he could get away with a lot more if he wanted to

Not really. He doesn't get the hero worship from /vr/ that he gets from other places.

When he came in with the tank, people pointed out that it had both been done before and the way he was coding it was retarded (he still somehow doesn't have a great grasp of acs) rather than hail him as the best thing to happen to Doom since Romero.

When the Doom 4 trailer was shown at Quakecon and he started whining (based on the info from a couple tweets) that the Doom-Comic-esque elements in the Doom 4 trailer were clearly ripping off his mod (which was inspired by the Doom Comic), we made fun of his whining that his "golden goose" had been taken from him rather than nod in agreement.

>> No.2268304

>>2267256

Mayhem2048 exists.

>> No.2268308

>>2268295
https://archive.moe/vr/thread/2014334/#2016992

this is probably my favorite

>> No.2268309

>>2268302
i'm referring to what he could get away with whatever controversial shit he was saying without being banned. i mean i'm not sure why he was banned from zdf or the z& forums so whatever, maybe he was being a shitposter

>> No.2268313

>>2268309
But that's not even correct, because he's been banned here before for shitposting too.

>> No.2268317
File: 57 KB, 294x364, 1349993428.png [View same] [iqdb] [saucenao] [google]
2268317

>>2268309
without getting into too many irrelevant details, there is a reason "it's a shame to see someone like you board the jelly train" is a popular phrase here

>> No.2268319

>>2268295
and i mean literally aspergers. like they can't just answer a question someone asks without getting all smug and angry just because its obvious to them. wouldnt be so bad if it were just some members but that edward guy does this shit all the time

>> No.2268325
File: 106 KB, 554x439, 1366522298148.jpg [View same] [iqdb] [saucenao] [google]
2268325

>>2268319
If your complaint is Ednerd, thenhe isn't a mod, is too drama-happy to ever be a mod, and thank god for that.

>> No.2268330

>>2268325
why is his name colored then? im not a member so i cant actually look at his account

>> No.2268334

>>2268330

Because he's a developer and he works on the netcode of ZDoom/GZDoom.

Yeah.

>> No.2268337

>>2268334
pssh, somebody needs to tell him to make multiplayer more than obnoxious cmd commands

>> No.2268340

jesus fucking cocksucking christ, it is true, they fucking nuked every pre 2.0 GZDoom svn

http://devbuilds.drdteam.org/gzdoom/gzdoom-G1.9pre-828-g60ff6c5.7z

WHY
H
Y

>> No.2268341

On Quake 3, is anyone else having trouble loading up server lists? Tries to load from master.quake3world.com, but comes up with nothing.

>> No.2268346

>>2268340
there are two--the latest 1.X release (1.8x rather than 1.9x, but it's the latest even though the number is smaller) and an even earlier one--on the TSP git

>> No.2268348

>>2268340
Why not go to the zdoom fourms and complain there?

>> No.2268353

>>2268283
If you didn't noticed yet, that apology on April Fool's, was... actually an Aprils Fool's. You guys successfully made me feel bad for the stuff I did a few times, but from the very deep, I think I don't regret anything I did on the forums. People started a witchhunt against me for making a racist joke and telling a random cunt to kill himself. Ok, I can apologize for being a dick with Eric and Ijon, but I really can't apologize for Binary and the Plasma Nigger. If my attitude offends them, they better never go out on the internet, because the stuff they will find on youtube comments, non-sfw 4chan boards, and tumblr will probably make them have a heart attack. I was banned, and I didn't tried to ban evade, neither ever asked any mod to lift my ban, because I really don't actually care about going back.

>whining about how Mike totally stole sprites from him (he didn't)

Didn't I already apologized to him?

>but I'm pretty sure it's only because this is the only place he really has left for actual input and feedback.
>BDfans are retards, and he's sure as hell not gonna be getting a lot of feedback or resources off ModDB or Facebook, just a whole lot of cockgargling.

Actually I COULD get input solely based on Moddb and Facebook, but it's a more complicated process. I would require to keep PM'ing people, and reading their bug reports individually, constantly stumbling on bugs that already have been reported 5 or 6 times (since the testers usually don't have communication between each other). I just stick around here because this is the only place I can hear about new Doom stuff without being stuck in Doomworld's Vanilla/Boom-only Dictatorship.

But I always use my tripcode when I am talking about my mods/myself for a good reason: Anyone that feels uncomfortable with my presence here is free to filter out my posts at any moment.

>> No.2268354

>>2268348

i don't have an account. you guys do; and you guys are more critical to the (g)zdoom dev team than me and many of us

some of you fucking even go to the irc channel in zdoom

you guys started this a few days ago

>> No.2268356

>>2268353
How is the new Brutal Doom coming along?
I haven't heard anything on it other than v20 exists.

>> No.2268358

>>2268353
>People started a witchhunt against me for making a racist joke and telling a random cunt to kill himself.

It's more the fact that you are constantly an abrasive cunt and every time you apologize for your behavior it amounts to "I'm sorry you're all such whiny faggots."

>> No.2268363

>>2268353
You sound like mad kiddo.

>People started a witchhunt against me for making a racist joke and telling a random cunt to kill himself.
>random cunt
Calling someone who gives legit feedback a racist slur and telling him to kill himself? Yes, you still are a massive faggot.

> I would require to keep PM'ing people, and reading their bug reports individually, constantly stumbling on bugs that already have been reported 5 or 6 times
Ayy, never heard of git / svn / mdb before? And you call yourself a fucking developer? Hell, your code looks like a pile of shit, and there are still tons of bugs.

>> No.2268365

>MOD SLOWNESS INTENSIFIES

>> No.2268369

>>2268356
I posted a lot of stuff on Youtube, Moddb and Facebook lately. Go check it out.

>>2268358

And how can I blame myself? People DEMANDED me to make a "public apology" because "I hurt their feelings... awwwwnnn". What would you expect?

>>2268363
No, you are the only "mad kiddo" around here, having to call me a faggot just to make yourself confortable.
Binary was not even a BD player, I didn't called anyone a nigger, it was an in-joke code. What the hell are you talking about? I bet you were not even there when it happened.

>> No.2268371

>>2268369
>in-code joke.
Derp.

>> No.2268374

Do not respond to the post above.

Remember:
Report and ignore.

>> No.2268375

>>2268353
sgt mark PLEASE fix that bug where gibs telefrag you. its the worst shit ever

>> No.2268378

>>2268369
im starting to feel bad for defending you

>> No.2268379

>>2268375
You mean the bug that explodes you when you jump-kick an enemy?

>> No.2268380
File: 35 KB, 270x350, 1347075220961.jpg [View same] [iqdb] [saucenao] [google]
2268380

>>2268201
It's not being associated with BD, it's the hideous-ass effects that bother me.

>> No.2268381

>>2268379
yep, iirc it happens sometimes with the normal kick too

>> No.2268384

>>2268369
Theres a difference between calling someone on 4chan a faggot and telling someone (who still might be a "fragile" kid) on a serious business forum to kill himself.
And who the fuck writes "nigger" in their code? Are you retarded?
There are people out there who think this is extremely offensive and are not edge lords like you. They cant expect something like this just by taking a peak in your code.

>> No.2268386

>>2268381
It was not the "gibs telefraging the player". It was a bug with headshot system. It was only happening to berserk kicks, because they caused enough damage to activate the headshot actor's xdeath animation, which ignores damage type and causes a non-categorized damage type which the player is not immune to, exploding the enemy and the player at the same time. This was fixed since the first v20 beta.

>> No.2268389

>>2268386
wtf i played the v20 beta and it happened to me once. i cant remember the circumstances exactly but i dont think i was berserked

>> No.2268390

So yeah, I wanted to make a webm with sound for the Rocket Thunder Lance

https://dl.dropboxusercontent.com/u/8380892/WEbms/bring%20down%20the%20thunder.webm

I think this is gonna turn some heads

>> No.2268394

>>2268389
I'm pretty sure I fixed it completely. I haven't found this bug again for a long time. Are you able to reproduce it and record a webm maybe?

>>2268384
>opinions.

>> No.2268404
File: 807 KB, 800x556, 1415847106145.png [View same] [iqdb] [saucenao] [google]
2268404

>>2268369
>And how can I blame myself? People DEMANDED me to make a "public apology" because "I hurt their feelings... awwwwnnn". What would you expect?

>act like an abrasive cunt
>continue to act like an abrasive cunt
>when in danger of being banned--and only because of this--make a half-assed insincere apology which mocks the people you purport to be apologizing to
>get banned
>continue to act like an abrasive cunt
>maintain that you are completely blameless, any action you took was only due to actions against you
>whine about your "unfair treatment" and the "witch hunt" that's after you
>act completely mystified why anyone would think you're an abrasive cunt

>> No.2268407

>>2268353

Welp, I take back anything I ever said about you trying to be a better person.
You're a shitmonger extraordinaire.

>> No.2268409

>>2268394
trying right now and i can't. if it helps i'm using a beta of zdoom which mightve re-introduced it somehow

>> No.2268410

>>2268369
>>2268394
>>2268353
"Brutal Doom was a mistake......SIGHT! Fuck you jelly niggers."
- Sgt. Mark IV

>> No.2268415

>>2268369
I just watched the most recent video.
How do you go about doing so much with enemy corpses like that?

It's pretty impressive.

>>2268390
Although I was hoping for Super Ghouls and Ghosts lightning and thunder sound effects, this is also very very good and I can't wait to use these lances.

>> No.2268419

>>2268390
do want

>> No.2268421

>>2268410

*Psych. Fartknocker.

>> No.2268424

>>2268308
Hah, I like the ghost reply at the end.

>> No.2268431

>>2268409
I really doubt that this is the case, but I will try anyway.

>>2268415
LOTS of decorate. So far the zombieman is the only one that has these super dynamic bodies, and I am too lazy to start the work on other bodies.

>>2268410
>>2268407
>>2268404
http://lmgtfy.com/?q=how+to+filter+4chan+tripfags

You're welcome.

>> No.2268434

>>2268415
>Although I was hoping for Super Ghouls and Ghosts lightning and thunder sound effects

I love the lightning sounds in Super GnG, but Yholl recently gave me the library of sounds from mischief makers, which have some of the PUNCHIEST sounds man. Goddamn,

>> No.2268438

>>2268415
>How do you go about doing so much with enemy corpses like that?
>It's pretty impressive.

It's pretty basic decorate.

I still don't know why he hasn't reduced the radius and height of all the gibs to 2 and given them vulnerability to an explosion that will only affect corpses instead of the wacky system he has now, as people have been telling him to do this for almost 2 years and it would fix a great deal of the issues with them that seem to keep popping up.

>> No.2268442

>>2268438
>reduce the radius and height of all the gibs to 2

What would this accomplish exactly?

>> No.2268443

>>2268438
i think its moreso the spritework thats impressive

>> No.2268445

>>2268394
>opinions

Are you for fucking real? Are you fucking retarded? Do you legitimately think "if I can say faggot on 4chan then I should be allowed to say faggot anywhere"?

Are you autistic? Do you have no idea of how social cues work? Of how different forums have different rules about saying different things? Do you think that just because you can say "lol kill yourself" with your friends that every other forum should be perfectly fine and happy with your shitty "jokes"?

And now your only response is >opinions or "how to filter tripfags".
You are such an unbelievable nigger it's not even funny.
Oh shit, I called you a nigger. Maybe if you decide to post on ModDB again, you can get away with calling people niggers because posting on 4chan is the same as that, right?

Get fucked.

>> No.2268449

>>2268434
I personally feel that Super Ghouls and Ghosts has the best sound effects in videogames of all time next to God Hand.

Like god damn I love everything.

Now that Lances in GMOTA are good and laser lances look godlike, what's in store for Axes ?
I have been using Axes pretty heavily with the newest test version of GMOTA.
They are damn great.

>>2268438
Even if it's basic decorate I still feel that it's pretty impressive.
I also like the spritework.

>>2268431
What other enemies do you plan on giving those kinds of dynamics to?

>> No.2268450
File: 2 KB, 125x78, 1413801829533s.jpg [View same] [iqdb] [saucenao] [google]
2268450

Timidity++ is being a bitch.

Can someone explain to me why it keeps saying that it can't access the directory timidity.exe is contained in?
I set the CVAR to the correct place, but I keep getting the same
"could not access c:\blah\blah\[folder timidity.exe is in]"
"could not open midi out device"

I've spent hours googling, can someone help?
Using the latest GZDoom.

>> No.2268451

>>2266946

Oh im aware of that, I just thought for some reason they were specific to DS. I have never seen the maps in the trailer before. Ive been gone from doom a while.

>> No.2268453

>>2268449

I'm sure you've noticed the Axe buffs I've applied in the test versions I've uploaded and shared with you guys.

The axe's item crash is going to be a big ass axe that bounces around, spraying out smaller rebounding axes, effectively making the room uninhabitable due to all of the blades and skill filling the place.

>> No.2268459

>>2268369
>>2268353
Holy shit no wonder people hate you, I thought they were exaggerating
No one person could actually do this shit
Especially not someone who relied so much on the community

Guess the rumors were true
Fagulon Prime has risen from his slumber

>> No.2268464

>>2268442
They are less likely to overlap and cause issues with elevators (though you really need to make them +MOVEWITHSECTOR and +THRUACTORS anyway) because it's caused by solid actors overlapping (even if they actually could pass through each other, the elevator disregards this unless they have +THRUACTORS--not any of the other flags like +THRUSPECIES or +THRUGHOST.) The reason it's 2 and not 1 or 0 is because if the gibs are bouncing around, with radii and heights below 2 they can sometimes bounce through walls and into the nether between linedefs. If you keep them shootable and solid this would still give them a smaller hitbox to block player shots at monsters with and it would also make it less likely for autoaim (if the player happens to be playing with autoaim) to aim at the gibs rather than monsters.

Remember that you can also have actors that are nonsolid still be affected by explosions so you could, as I said, add an explosion that only affects gibs/corpses to every shot so that they wouldn't block normal fire but could still be destroyed by the player. You can also simulate zdoom's fulldamageradius parameter in a_explode in zandronum 1.3 by having a series of explosions that are 2 damage and have a radius that is twice the size of your intended radius--for instance to have an explosion that deals 2 damage to anything within 20 map units you'd have 2 explosions that deal 2 damage and each have a radius of 40. This is useful because it means that in the current version of zandronum you can have a low value explosion that won't move anything but will still reliably deal damage to things within its intended effective radius, which is what you want for an explosion that only affects gibs.

Honestly you should know all this already; you've been modding for ZDoom for 7 years now.

>> No.2268465

>>2268445
It was the Zdoom forums, not my workplace, not my grandmother's funeral. Yes, I did what I wanted, and the mods also did what they wanted too. Everyone seems happy now. Stop taking things too seriously, just take a chill pill.

>>2268449
Every monster will have a destroyable body, but only the zombies and the imp will get the more advanced treatment.

>> No.2268469

>>2268464
>Honestly you should know all this already; you've been modding for ZDoom for 7 years now.
Problem being now he can't have anyone to piggyback on.

>> No.2268470

>>2268453
Yeah I've noticed the buffs.

Axe went from "God get me away from these bad subweapons" tier to "Give me more axes I want to fill every room with hatchets" tier.
Just to clarify the old axe was the only one I really had a problem with. I don't use the shield at all though.

>New item crash is exactly what I want
Fantastic.

Do you plan on changing the Torch crash too?
It sounds like there would be overlap with the current bouncing flames.

>> No.2268472

>>2268465
I really like how rockets affect the zombies and imps.
When the single barrel shotgun started launching zombies I really dug that too.
I pretty much play Brutal Doom for the shotguns and rockets and jump kicks.

Will the new stuff for zombies and imps mean more ways to launch them even when alive?

>> No.2268473

>>2268464
>Honestly you should know all this already; you've been modding for ZDoom for 7 years now.
This is stuff you should know from the very beginning, the irst time you work with bouncing and especially collision detection of projectiles.

>> No.2268474

>>2268470
>Do you plan on changing the Torch crash too?

You know that big ass pillar of flame one of the archviles can do in DRLA?

Picture that but with a blue pillar of flame.

I'm still stumped on a shield crash though. Sadly.

>> No.2268478
File: 75 KB, 790x847, 83577280.jpg [View same] [iqdb] [saucenao] [google]
2268478

>>2268465
>Stop taking things too seriously, just take a chill pill.
>s-s-s-stop being so s-s-serious!
You're adorable.
I'm done.

>> No.2268479

>>2268474
That sounds really really good.

>Stumped on a shield crash
No ideas in mind whatsoever?

Do you have any sort of limitations in mind for it?
Like say
>No damage dealing
>No direct attacking with the crash
Or things like that?

>> No.2268480
File: 890 KB, 640x360, zandronum 2015-03-04 00-25-42-57.webm [View same] [iqdb] [saucenao] [google]
2268480

>>2268464
I already figured it out by removing the SOLID flag. They can have big hitboxes and be shootable, without causing problems with elevators and doors. The only problem is now is these bodies and gibs can't be crushed, but I think it's worth removing a rarely seen feature to fix a game-breaking bug.

>> No.2268481

>>2268479

It just has to be something ridiculous and bombastic. I don't really have any restrictions other than I want it to be offensively defensive, as in capable of eating projectiles/pushing monsters away while it lays out the pain.

>> No.2268482

>>2268480
>completely missing the point despite having it explained right to you
Unbelievable

>> No.2268486

>>2268482
Stop antagonizing him.
It only leads to more shitposting and drama.

Let's talk about why Going Down is such a disappointment from MAP15 onwards.

>> No.2268491

>>2268481
Maybe keep the dash that it has currently, but surround the player in a wall of things that eat projectiles and deal extra damage to monsters around them?

>> No.2268492

>>2268481
Why not have it give you a shield with shit spinning around you so it blocks X amount of damage (or blocks damage for X amount of time) while having the spinning shit tearing shit up?

What's the spinning shit? I dunno, multiple SPIRIT shields or shield shards or something else, but it'll give you everything you just asked.

>> No.2268494

>>2268465
>It was the Zdoom forums, not my workplace, not my grandmother's funeral. Yes, I did what I wanted, and the mods also did what they wanted too. Everyone seems happy now.

I hope you're aware that, had you not acted the way you did, you probably would have broken into the indy gaming market by now. Even though you're terribad at coding and mediocre-to-good at spriting you could have found someone or someones to do most of the work for you since despite your incompetence BD does carry a lot of hype.

But instead you not only casually threw around "nigger" but doubled down on your using "nigger" and told everyone to go fuck themselves and continued to act like a piece of shit. This is over the line according to any mainstream metric and has made your name toxic to the point that you will not be able to successfully do anything commercial in the public sphere under the Sgt. Mark IV name. You can get away with that kind of shit if you're already famous and well-renown, or are talented, but you are neither. You're just a guy that bumbled his way into making a Doom mod.

>> No.2268496

>>2268481
Shield satellites.

Maybe make them shoot out a small projectile here and there that deals okayish damage but also protects the player from damage when hit for awhile.

To balance it you can have each rotating shield have X amount of HP and have it disappear after awhile.

This would let people get in easier and stuff.

>> No.2268503

>>2268491

The problem with this idea that it'd either be too expensive using crash charges, or too cheap just using mana.

>>2268492
>>2268496

That might potentially cause issues when your own projectiles get eaten, I mean yeah I could use +thruspecies and all that shit but I think I actually have a few different species on my projectiles right now.

>> No.2268504

>>2268353
don't let the circlejerkers around here get into your head. i know you have been here before and i see them saying this stupid shit all the time but still. you are responsible for the most hilarious things i have read here, from the nigger scandle to doomkart whiplash on that private demo. i swear they only talk shit about your mod for politics, but i love you man. keep up the good work.

>> No.2268508

>>2268504
>i swear they only talk shit about your mod for politics

I plan on running for President of Doomworld based solely around the campaign of "Sergeant Mark IV? More like SERGEANT FART FUCK".
Our politics will be very successful.

>> No.2268509

>>2268384
>serious business forum
>kids on a DOOM FORUM

>> No.2268512

>>2268482
No, I didn't miss >2268464's point. On v19 I reduced the size of gib size to 1x1 as an attempt to prevent teleports from being blocked by gibs, and it caused colision bugs, I am aware of it, and I already fixed it, and I mentioned why I don't wouldn't need to use this 2x2 projectiles system anymore. You would have guessed it if you could stop trying with your "omg! mark is so dumb" shit for 5 seconds and actually tried to understand my point.

>>2268478
Yeah, yeah, sure. I know I'm going see you crying on my next video/Kotaku's next article trying to warn everyone how I am such a terriiiiiiible person anyway.

>>2268494
>and has made your name toxic to the point that you will not be able to successfully do anything commercial in the public sphere under the Sgt. Mark IV name.
Not really. I have seen a lot of people trying to stir up shit on PC Gamer articles about BD, just to be received with "Nobody cares about your forum drama, go back to tumblr" answers.

>>2268504
Thanks dude.

>> No.2268520

>>2268503
How about something like Charging Star?

But instead of like how Shining Knight handles it(Lots of knockback) it goes out a set distance and you leave like a firetrail behind you and you smash hard into everyone in front of you?
You could have like an AOE effect to give it power against groups or maybe make it so the player can dash through enemies with it on so it deals one really good heavy hit to everything?

Maybe for added bonus it gives a teeny bit of armor at the end of the charge?
Maybe for sounds you could have thunderous stomping to show how heavy Blaz becomes when ramming enemies with it.
Probably not an original idea.

It's actually pretty hard coming up with shield things that isn't throwing it or putting a barrier down.

>> No.2268521
File: 10 KB, 544x379, hitboxes.png [View same] [iqdb] [saucenao] [google]
2268521

>>2268480
>They can have big hitboxes and be shootable

There is no effective difference between a big hitbox and a small area of damage and a large area of damage and a small hitbox. Pic related.

If you're worried about a larger area of damage hitting two hitboxes, remember--because the hitboxes are smaller they are farther apart than they would otherwise be.

>> No.2268524
File: 9 KB, 376x118, 986123612384.jpg [View same] [iqdb] [saucenao] [google]
2268524

>>2268384

>> No.2268530

>>2268512
>I know I'm going see you crying on my next video/Kotaku's next article trying to warn everyone how I am such a terriiiiiiible person anyway.

Yeah, yeah, sure. I don't even watch your videos or read Kotaku's articles. But I'm sure you'll desperately hammer that F5 key the moment you get another upload, carefully monitoring for every dissenter who dares to enter your domain, wondering "who was that guy that talked shit about me on an anonymous message board! I'll show him!".

>> No.2268532

>>2268512
>Not really. I have seen a lot of people trying to stir up shit on PC Gamer articles about BD, just to be received with "Nobody cares about your forum drama, go back to tumblr" answers.
The scrutiny applied to the subject of a fluff article about a for-free mod for Doom by people posting in the comments is not the same as the scrutiny applied by investors or potential project partners for a commercial project.

>> No.2268534

>>2268521
But anon, I want to have these gibs and bodies shootable by everything, not just explosions.

>> No.2268535
File: 52 KB, 344x326, 1351975946090.jpg [View same] [iqdb] [saucenao] [google]
2268535

>>2268520
>It's actually pretty hard coming up with shield things that isn't throwing it or putting a barrier down.

you're fuckin tellin me.

>> No.2268539
File: 140 KB, 1688x518, 1419356247202.jpg [View same] [iqdb] [saucenao] [google]
2268539

>>2268534
>But anon, I want to have these gibs and bodies shootable by everything, not just explosions.
see
>>2268464
>add an explosion that only affects gibs/corpses to every shot so that they wouldn't block normal fire but could still be destroyed by the player.

>> No.2268540

>>2268532
This anon is right. Anyone remembers Hatred? Remember how the allegations of one of it's devs having actual connections to nazis completely destroyed the game and nobody is wanting to buy it anymore? Oh wait, this never happened.

>> No.2268541
File: 3.43 MB, 3648x2736, DSCN0731.jpg [View same] [iqdb] [saucenao] [google]
2268541

I leave this here.

>> No.2268543

>>2268535
what about breaking it over your head for armor bonus

or ripping a hole in the middle to insert weapon

or using it to skate around on and down slopes

or toss in front of you as a floating platform to jump higher (if it isn't vanilla)

>> No.2268545

>>2268512
Are you even disagreeing that you are a terrible person? Why the fuck do you care if other people say it too? If you're just going for the edgelord shit it shouldn't matter to you but it clearly does.

>> No.2268547

>>2268545
Nigger.

>> No.2268550

>>2268535
The shield is a utility/support role right?

How about turning the Shield crash into a pure utility thing?
Like a heavy DEF UP but it cuts Blaz's speed for a little while.

Or maybe you can throw out a shield and the shield floats in place before it lets out a barrier and projectiles that fly into the barrier get reflected?

It wouldn't be like a powerhouse thing but you can set up a defensive field.

And if you wanted it to hurt too maybe every few seconds it will pulse out a light damaging attack of some kind(Laser, bullets, whatever visual effect you want) that deals okayish damage to enemies within the shield.

This probably overlaps with the torch too much though.

You can also just do something like the crash making the shield go up and then you shoot out like a big knockback attack for a whole group of enemies but this wouldn't be very impressive compared to all the other crashes that I'm aware of.

>> No.2268552
File: 23 KB, 288x499, Kornheiser_Why.jpg [View same] [iqdb] [saucenao] [google]
2268552

>>2268539
But why, if I can make the gibs actually be shootable without breaking stuff?

>> No.2268556

>>2268540
>Remember how the allegations of one of it's devs
>allegations

There's a huge difference between allegations proven to be false and statements made by someone which are confirmed to have been made. It also happened to a project which was already in development with an existing team.

If instead of being false allegations, the dev had actually been a neo-nazi whose response to the hullabaloo was "Wow, so what? I'm a Nazi. I believe in the principles of National Socialism, which you appear to be ignorant of as you seem to think that just because I'm a Nazi I necessarily wish for the extermination of all the mongrel races. This couldn't be further from the truth as I firmly believe in the right of every mongrel race to create their own mongrel nations once they are forcibly expelled from all nations. You guys are being too sensitive." then the outcome would have been different.

>> No.2268559

>>2268541
your legs are gonna get tired

>> No.2268560

>>2268550

>Or maybe you can throw out a shield and the shield floats in place before it lets out a barrier and projectiles that fly into the barrier get reflected?
>And if you wanted it to hurt too maybe every few seconds it will pulse out a light damaging attack of some kind(Laser, bullets, whatever visual effect you want) that deals okayish damage to enemies within the shield.

Say now, that might be something

>> No.2268561

>>2268552
Because it's a single line of code per weapon that prevents the hitboxes from absorbing shots and fucking with autoaim for players that don't want to play with the mouse.

Also it's funny that you had to google up a maymay reaction image.

>> No.2268565 [DELETED] 

>>2268552
Because it's a single line of code per weapon that prevents the corpses/gibs from absorbing shots at monsters and fixes the issues with autoaim for players that want to play without mouselook.

>> No.2268567

>>2268561
Even by having 2x2 colision, they still attract autoaim. BD is really not meant to be played with autoaim.

I deleted my reactions folder ages ago.

>> No.2268569

>>2268561
not him but who actually keeps maymay pictures on their fucking hard drives?

>> No.2268570

>>2268567
>Even by having 2x2 colision, they still attract autoaim

But far, far less than they would otherwise, and the issue with absorbing shots still stands even if you completely disregard autoaim.

>> No.2268571

>>2268569
I wouldn't know, I'm not the one that posted a maymay :^)

>> No.2268572

>>2268556
Surely his attitudes on the forums are much worse and nobody will ever want to work with him for having an edgy sense of humor.

>> No.2268576

>>2268570
I have checked it right now, autoaim still forces the player to hit the gibs, doesn't matters which collision size it has.
Anyway, even if I could fix it, it would still make hitboxes useless. BD is not meant to be played with autoaim, hence why it's disabled on weapon's code by default. Period.

>> No.2268578

>>2268541
Someone should totally code an arcade doom sourceport.

>> No.2268580

>>2268572
>Surely his attitudes on the forums are much worse
This isn't coherent English.
>and nobody will ever want to work with him
Yeap.
>for having an edgy sense of humor.
No; they won't want to work with him because his behavior--not his sense of humor--is a liability. Not even just because of past behavior, but because you don't want your game dev partner to get a bug up his ass because of something some anonymous commented on a youtube video said a week before release and start ranting about niggers and how everyone is on a witchhunt for him.

>> No.2268585

>>2268576
>autoaim still forces the player to hit the gibs, doesn't matters which collision size it has.
Then how come FD (Zand and ZDoom versions) got around this in the exact way I described to you?

Come on man, you've been modding for ZDoom longer than it takes most people to get a PhD. The fact that there were still persistent elevator blocking bugs up until the latest v20 test version is fucking ridiculous.

>> No.2268592

>>2268585
>The fact that there were still persistent elevator blocking bugs up until the latest v20 test version is fucking ridiculous.

Can you provide a .webm of it when you get the chance? I must know if there is a specific gib causing it, because I have made a lot of tests with elevators, and I couldn't reproduce this bug anymore. I'm sure I fixed it.

>>2268580
>you don't want your game dev partner to get a bug up his ass because of something some anonymous commented on a youtube video said a week before release
>ranting about niggers

Welp, I had enough laughs for a week.

>> No.2268594

>>2268592
There were anons reporting the bug in the version that used to be in the OP.

>> No.2268597

>>2268592

Let it be known that even Mark laughs at this theoretical version of himself.

>> No.2268619

>>2268486
It went full slaughterwad, as many other wads do.

>> No.2268631

>>2268619
>It went full slaughterwad
Play it on HMP then.
I don't understand this mentality where everyone wants their own particular skill level/playstyle/preferences to be the default, and fuck having to press extra buttons.

>> No.2268632

>>2268541

Are you taking the one from that movie as base?

>> No.2268636

>>2268580
Unrelated to everything but you reminded me of that dev that sent death threaths to Gabe fucking Newell because the game didn't get to Steam or some shit. I feel for his bussiness partner.

>> No.2268640

>>2268541
10/10

>> No.2268645
File: 253 KB, 786x715, 1417965591696.png [View same] [iqdb] [saucenao] [google]
2268645

>>2268569
I save the ones that make me laugh.
Pic related.

>> No.2268648

>>2265894
>>2265919

>that feel when the day after that image was used as OP the anon who was doing the map for Metroid told us he had a HDD crash

that's some sick karma right there.

>> No.2268652

>>2268631
HMP still has 300+ monsters on the same, tiny levels.
It's a shame, really.

>> No.2268653

>>2268631
Those are some hot assumptions.
I played on HNTR.

>> No.2268660

>>2268619
I like slaughter maps, what do you say now?

>> No.2268662

>>2268653
Did you try dropping one below that?
>>2268652
Then play on HNTR or ITYTD

>> No.2268668

>>2268662
>Did you try dropping one below that?
I did, shit was still tedious.
It was just some maps though, I'm alright with it.
>>2268660
That I hope you have fun with it

>> No.2268696

>>2268304
I'm well aware of this, hence why I reckon it works better.

>> No.2268752

>>2268619
>>2268652
>it went full slaughterwad
I think you just need to "git gud" as they say. Its mostly pretty manageable by slaughtermap standards.

>> No.2268782

>>2268752
I think you just need to "stop being a fag".
It's easy as shit, even on UV, but it's tedious as fuck.

>> No.2268876

>>2268782
>but it's tedious as fuck.

If you find Going Down tedious, then I honestly can't imagine you finding any megawad that wasn't.

>> No.2268894
File: 2.63 MB, 640x320, axes are beyond MLG.webm [View same] [iqdb] [saucenao] [google]
2268894

Brace yourself this might be too skill based

>> No.2268902

>>2268668
>>2268782
>going down
>tedious

Huh? Did we play the same wad? Most GD fights are pretty quick to deal with, and most levels don't even take that long to finish. I just don't see how it can be considered tedious.

>> No.2268925

Guys what was the name of that frontend that downloaded wads for you?

>> No.2268927

>>2268925

Doom Injector.

>> No.2268928

>>2268450
Did you actually type in the executable itself or just the folder it was in? IIRC it's supposed to point to the .exe itself.

>> No.2268938

>>2268925
Found it: http://www.doomworld.com/vb/doom-general/69346-doom-launcher-doom-frontend-database/
>>2268927
Wasn't it, but googling that lead me to the right result, thanks!

>> No.2268942

>>2268928
I tried this.
It told me to point to the location of the .exe.

>> No.2268957
File: 2.86 MB, 640x480, Marathon recoil and zap.webm [View same] [iqdb] [saucenao] [google]
2268957

Minor walking enemies (Humans and Imps) now fly away from their killer if killed by Marathon weapons (save for the flamethrower).

Flying enemies look like they're being zapped when being hit / killed by Marathon weapons. This is a reference to the Sph't enemy in Marathon.
I'm not sure if I should apply this to all flying enemies or only the Wizard / Bishop in Heretic / Hexen, since they look more like the original Sph't and act similiar to him.
(This uses only ACS, no recolored sprites, because Samsara has to be compatible with custom sprites / sprite replacement mods like Christmas Doom).

>> No.2268959

>>2268942
Well, that's unfortunate. Maybe it has issues with it having spaces? When entering the cvar, if the path has spaces, put it in quotes. As in:

timidity_exe "C:\Timidity\A Folder\timidity.exe"

Alternatively, just use underscores instead of spaces and see if that works. Says on the Zandronum and ZDoom wikis that it needs to be the full path with the exe included.

Failing all of that, if you're on Windows there are alternatives (BASSMIDI System Driver, VirtualMIDISynth). Cheers.

>> No.2268961

>>2268957
That is fucking cool.

>> No.2268964
File: 1.26 MB, 2200x1800, compiler.lg.jpg [View same] [iqdb] [saucenao] [google]
2268964

>>2268957
Good stuff, but besides "it looks cool", what makes everything flying a Compiler? There were other flying enemies that didn't do that in Marathon.

>> No.2268967

>>2268957
>Flying enemies look like they're being zapped when being hit / killed by Marathon weapons. This is a reference to the Sph't enemy in Marathon.

The Sph't were cyborgs. Other flying enemies didn't zap or error.

>> No.2268973

>>2268964
That's why I said I'll probably make only the Wizards (Heretic) and Bishops (Hexen) behave like this.
The way they fly / look like / shoot is very close to the Sph't.

And I made this because I want to make each class feel like if you were playing the actual game (of course the monsters and maps are vastly different, but if certain monsters resemble the original ones of their respective games, why not?).

>> No.2268974
File: 336 KB, 500x667, 88k1Mmu.png [View same] [iqdb] [saucenao] [google]
2268974

>>2268973
>The way they fly / look like / shoot is very close to the Sph't.
>Wizards are very close to flying cyborgs
Siiiiiiiiiiiiiiiiiiiiiigh

>> No.2268982

>>2268974
Then what should I apply it to? Strife robots?

>> No.2268990

>>2268982
Logically, yes.

>> No.2269003

>>2268957
Is that testmap one you got from somewhere or a homebrew? If the latter, would you mind uploading it?

>> No.2269008

>>2268631
What if you're already 20 levels in and don't want to restart from level 1? You can only change skill levels halfway if you pistol start.

>> No.2269020

>>2269003
http://www.best-ever.org/download?file=samsara_testmap_v0.1.wad

>> No.2269023

>>2269020
Thanks a bunch

>> No.2269054

>>2268569
I have hundreds, as I'm sure many people who frequent a popular internet imageboard do.

>> No.2269102

>>2269008
idclev

>> No.2269104

>>2269102
That's what he's saying, if you idclev you pistol start the level you warped to

>> No.2269108

>>2269104
Going Down was designed with pistol starts in mind.

If he really wants to keep everything then he can give himself the weapons and ammo manually

>> No.2269113 [DELETED] 

>>2268592
Keep up the good work man. It looks like people care more about your personality than Brutal Doom itself. Like those two things are connected or something. And I can't believe there are people on fucking 4chan that worry about offending someone. I guess all that talk about SJW mods and other stuff is true after all.

>> No.2269114

http://www.doomworld.com/vb/wads-mods/70859-lost-maps-2-more/

everyone's favourite insufferable mapping clown is back out of the sin bin

>> No.2269116

can someone give me a cute caco pic pls
it's important
thanks

>> No.2269118

>>2269104
I REALLY don't see whats wrong with pistol starting. Most later maps usually have access to most or all weapons. AND most maps in general are balanced with pistol starts in mind.

If you were playing a really huge map (ie, Deus Vult huge) that took you 45 mins to realise it was too hard, sure. I can understand not wanting to restart from the beginning. But when the map is doable in 2-10 minutes, I just don't see what the fuss is.

>> No.2269119

>>2269116
http://rockmanzxadvent.deviantart.com/art/Hissy-480770647

>> No.2269120
File: 115 KB, 472x297, yay_evil.jpg [View same] [iqdb] [saucenao] [google]
2269120

>>2269116

>> No.2269121

>>2269114
Oh goody.

I wonder if I have to shoot 12 switches while being attacked by barons in all directions again.

>> No.2269124
File: 13 KB, 159x160, th_giant_rolleyes.gif [View same] [iqdb] [saucenao] [google]
2269124

>>2269113

>> No.2269132

Which MIDI player is the best?

>> No.2269136

>>2269132

Windows Media Player.
:^)

>> No.2269138

>>2269132
foobar2000 with the foo_midi plugin
or XMPlay

>> No.2269139

>>2269136
>>2269138
I mean, in-game

>> No.2269140

>>2269139
bassmidi with a soundfont

>> No.2269141

>>2269139

I just stick with the usual default FMOD. Everything else has given me trouble.

>> No.2269148

>>2269132
FluidSynth

>> No.2269150

>>2269140
>>2269141
don't have either of those
>>2269148
I have that, but it sounds kinda weird

fucking prboom+ man
also, do sound channels matter? how many are good?

>> No.2269151

>Slaughterfest 2012 with Project MSX
I just came here to say, SF2012 can be legitimally beaten with MSX, LEGIT.
Main points of secured death:Idled imp crowds or as simple as it is, a massive crowd of monsters that are gonna rape you
How to win:Punches, a single right click punch one shots an imp and a small charge fist doesn't trigger anything so try to rely on these with major enemies
How to legitimally beat Map 27?
PUNCH EVERYTHING, BECOME THE PUNCH-OUT KING AS ITS THE ONLY WAY TO NOT TRIGGER THE OTHER 8001 MONSTERS THAT APPEAR AT THE VERY MINIMAL SHOT. If you beat this map legitimally with only punches, you won't even need to play anything else because NOTHING will be harder and more satisfying to beat than this. And if you 100% killed everything, you either had tons of spare shield boosters or you are a god

>> No.2269152

>>2269150
>don't have either of those

Download it, then.

>> No.2269154

>>2269150
>>2269152
And to explain things a bit more. After you set up Bassmidi and set it as the default midi player, you have to select portmidi in prboom+

>> No.2269158

>>2269151
stream it faget

>> No.2269159

>>2269150
>also, do sound channels matter? how many are good?

Just set it to 32.

>> No.2269164

>>2269151
>Beat a level by not making a sound
>Have to do it in the most tedious way possible
No sir, I like playing MSX and don't want to sour it with the most awful way to play it.

I also believe that any charged punch is supposed to make a sound

>> No.2269169

>>2269158
>"Stream it faget"
>Can barely hold framerate in some nasty situations
>Implying my PC won't die by that sole fact
>Implying someone would watch a very boring stream of MSX
I think i am better by doing a series of pictures or webm's, that and I DO NOT WANT TO REPEAT SF2012 MAP 20-30[Except for 24 and 25, these are the best maps]

>>2269164
If you charge it at only one point, it doesn't trigger anyone, now charging at two points does and you are done if you do that.

>> No.2269171
File: 2.30 MB, 800x450, zandronum 2015-03-04 04-40-07-00.webm [View same] [iqdb] [saucenao] [google]
2269171

Someone on 8ch asked me to have a hookshot to pull enemies in.

Sure.

>> No.2269182

>>2269169
Okay now put in a four punch combo for Iron Maiden or even without Iron Maiden like how GMOTA has it set up.

And then GMOTA guy can put in sword specials like Demonsteele.

>> No.2269183

>>2269113
Totally connected. Dunno how about now, but back in the day when drama was fresh, the players thought BD to be an over-the-top tongue-in-cheek gorefest, while Mark's poker-faced delivery was that the mod was supposed to be taken as "serious realism". He even made a mod that featured a real gore edited out of photos of bombing victims (or something gruesome like that), which rubbed most people against the fur (figuratively).

It looks that Mark finally accepted that his mod is not taken seriously, and that's better for the mod itself.

>> No.2269184

>>2269169
>If you charge it at only one point, it doesn't trigger anyone, now charging at two points does and you are done if you do that.
I meant that I think it was an oversight by MagSigmaX.

>>2269182
was meant for >>2269171

>> No.2269186

>>2269171
Cooooool

>> No.2269187
File: 39 KB, 640x400, DOOM00.png [View same] [iqdb] [saucenao] [google]
2269187

Making a Doom snow map
Very early stages

>> No.2269189

>>2269159
That's what I did, yeah. Came set to 8.
>>2269169
>I think i am better by doing a series of pictures or webm's
That's acceptable too.
i watched Term's Vrack + MSX videos and enjoyed them a lot
>>2269171
Really neat.

>> No.2269191

>>2269171
8ch /vr/ is still kicking? Last time I was there it was dead-silent with 1 post a day maybe.


I have an idea for a metroid-like gameplay style hub, in terms of "you have to get ability X to get into an area Y, where you were before but could not reach a crucial point", but the semi-openes of it makes ammo/health balancing a serious issue.
My idea of tackling it - By the plot, UAC military already tried to keep old on the facility, and they set up the temporary outposts throughout the area. Eventually they got ovverrun and slaughtered, but demons have no use for ammo, and so the ammo boxes and FirstAid kits are still there at the outposts. The outposts would serve the role of SavePoints of metroid, where player can replenish their HP and ammo for free, while boxes and kits scattered across the area would be of limited use.

THere are separate crates for each kind of ammo.
Regular crates of ammo will have several boxes in them, each box replenish a certain ammount of ammunition. When all boxes are used, crate becomes uuseable. Same thing with first-aid kits (1-4 uses, heal 50 HP each).
The Outpost crates behave the same, except when used up completely, they'll still have one box left, that will replenish player's resources up to a certain limit (HP up to 50, Ammo up to 25% of maximum capacity).

What do you think?

>> No.2269247
File: 348 KB, 1280x960, yourbleedinpotions.png [View same] [iqdb] [saucenao] [google]
2269247

So I'm thinking, considering the potential enemy power and few mechanic changes with some enemies being more nastier than before, think it could be fair to make rare enemies and up to drop few health potions when killed, considering for the possibility of multiple rares spawning making the damages bit too hard sometimes?

I'm just afraid it might make some things too easy tho, so dunno.

too merciful?

>> No.2269249

>>2269247
Play without it first in a mapset made to be challenging.

Then decide after that.

>> No.2269274
File: 317 KB, 1080x700, 35687355.jpg [View same] [iqdb] [saucenao] [google]
2269274

>>2269247
this is what you have created

>> No.2269285

>>2269020
this map is cool

i'm adding the horizon line effect to the list of things i wish vanilla had.

>> No.2269302

>2012
>play Surge
>kinda like scythe 1, in that it has short n sweet levels all around. pretty cool
>sad that joshy abandons it afteer 17 levels (18 was unfinished)

>2014
>happy to find that joshy decided to revive Surge into Resurge
>play Resurge
>no longer has that scythe 1/small maps vibe, since most maps from Surge were extended or merged together.
>All the new maps are actually pretty huge, in fact.
>still enjoy it, because it now feels like a SoD spiritual successor.

>> No.2269312

>>2269302
A lot of the E3 maps felt like Joshy was attempting to emulate the styles of Darkwave0000 and Skillsaw. Alongside map31 being a tribute to Xaser's maps from Plutonia Revisted.

>> No.2269319
File: 278 KB, 1280x960, IREGRETEVERYTHING.png [View same] [iqdb] [saucenao] [google]
2269319

>>2269249
Well I have been testing it with scytche 2
So far it has been like, 50/50 on the feel of "fair or too easy" so I'll see how it turns out.

I also have some deep regrets on giving this guy revenant summoning ability.

>> No.2269365
File: 124 KB, 700x1980, 1425475032.jpg [View same] [iqdb] [saucenao] [google]
2269365

http://www.doomworld.com/vb/post/1348999

>> No.2269369

>>2269365
Looks cool, but what with the ceiling being full of unnecessary detail? Just looks a bit overcrowded up there.

>> No.2269370

>>2268474
>I'm still stumped on a shield crash though
Isn't it obvious? Slamming into your enemy with it, for massive knockback and damage!

Or maybe some kind of boringtemporary force field

>> No.2269374

>>2268541
>not Super Turbo Turkey Puncher

>> No.2269376

>>2269374
>not Super Turbo Turkey Puncher 3

>> No.2269381

>>2269365
A bit overdetailed for my liking, to be honest. Layout looks fine, though

>> No.2269386

http://www.doomworld.com/vb/doom-general/71949-rip-newdoom-com-has-been-hijacked-by-heretic-hexen/

Seems like newdoom.com has died.

(Anyone remember newdoom.com?)

>> No.2269390

>>2269386
The community for it already died by 2009.

>> No.2269393

>>2269370
>Slamming into your enemy with it, for massive knockback and damage

That's nowhere near close to being as dramatic and bombastic to warrant the new scarce ammo supply item crashes use. Same thing regarding a barrier.

>> No.2269396

>>2269390
IIRC, it was because the admin was a cunt.

>> No.2269403

>>2269393
Barrier that absorbs the enemy damage for some time then releases it back into enemy, either as several projectiles or as thrown shield?

>> No.2269435
File: 20 KB, 128x96, William "Phoebus" Mull tells you to blow up a stargate.webm [View same] [iqdb] [saucenao] [google]
2269435

>>2269396

>> No.2269461

>>2268957
So how does the static noise effect work anyway? Is it like the fuzz shader?

>> No.2269469
File: 2.96 MB, 1312x986, GigaWang.webm [View same] [iqdb] [saucenao] [google]
2269469

>>2269403
Comes to mind.

>> No.2269472

>>2269187

>DOOM00

Holy shit YES thank you

>> No.2269473

>>2269386
>(Anyone remember newdoom.com?)

you just made me feel old, thank you very much

>> No.2269498

>>2269469
>Filename
https://www.youtube.com/watch?v=F9vD-wHluug

>> No.2269679

>>2269187
We need more snow maps

>> No.2269720

>>2269171
/r/ing "get over here!" sound clip

>> No.2269732

Is it me or is Doom 2 much more difficult than Doom 1?

>> No.2269748

>>2269732
it's not you, doom2 is harder. how much harder is up for debate, though. not much of doom2 is harder than some of the maps from ultimate doom e4.

>> No.2269753
File: 1.67 MB, 1280x800, DRPG 3D Health Bars.webm [View same] [iqdb] [saucenao] [google]
2269753

So I did a thing for doorpeg I'm pretty sure has never been done before.

>> No.2269763

>>2269171
I like it
But
What sort of scabbard has a hookshot inside??

>> No.2269767

>>2269753
DoomRPG did it--wait, shit.

>> No.2269770

>>2269753
That bobbing seems kind of obnoxious. Does it scale according to the player's movebob setting?

>> No.2269771

>>2269753
That's pretty cool, but seems like it could trigger motion sickness.

>> No.2269775

>>2269753
>doorpeg
okay i thought this was going to be about texture alignment,.

>> No.2269776

>>2269770
>>2269771

Yeah I know :/

it's a bitch because GetActorViewHeight() doesn't take your bob value into account. I'm in the process of bitchslapping Edward or one of the other devs into adding that in for me.

>> No.2269793
File: 176 KB, 1280x960, goodluckimbehind7000revenants.png [View same] [iqdb] [saucenao] [google]
2269793

i have learned the hard way why spawn limits are a good thing for summoning monsters

>> No.2269838

>>2269150
You can change the Fluidsynth soundfont quite easily, if you know how

>> No.2270037

>>2269838
i don't
prboom+ has portmidi, fluidsynth, opl2 and sdl
portmidi is the one that sounds the most like zdoom but the volume is pretty low

>> No.2270059
File: 49 KB, 1024x768, B_IpOLVXEAAWim3.jpg large.jpg [View same] [iqdb] [saucenao] [google]
2270059

Heh.

>> No.2270071

>>2270059
>unavoidable ill fortune
What is Duke Nukem

>> No.2270105

mike is TOTALLY NOT WAITING for the new thread to post the wip animation

>> No.2270114

>>2270105
okay just a few moments

>> No.2270118

NEW THREAD

>>2270116
>>2270116
>>2270116

>> No.2270138

>>2269763

A badass one.

>> No.2270141

>>2270105
>mike is TOTALLY NOT WAITING for the new thread to post the wip animation
evidently this was a lie.

>> No.2272336

I actually did it on purpose

:)

>> No.2272429

>>2272336

Nice try.