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/vr/ - Retro Games


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File: 168 KB, 736x1085, doom_by_sidharthchaturvedi-d8tf8m6.jpg [View same] [iqdb] [saucenao] [google]
2415451 No.2415451 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2410184
(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
Colourful Hell: http://forum.zdoom.org/viewtopic.php?t=47980
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?t=37064

Other:
Doom RPG: http://forum.zdoom.org/viewtopic.php?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://zandronum.com/forum/showthread.php?tid=5530

>> No.2415452

===NEWS===

[05-18] Doom 4 trailer released, sadly /vr/ can't ignore its existence
https://www.youtube.com/watch?v=ca1cHfu1cso

[05-17] Canned Doom 4 footage found, if you want a laugh I suppose
http://www.doomworld.com/vb/doom-4-general/72791-i-found-gameplay-footage-of-the-canned-version-of-doom-4/

[05-16] Zandronum 3.0 will support ZDoom 2.7.1
>>2406654 >>2406746 >>2406750

[05-16] GBA DOOM PLUS update
http://www.best-ever.org/download?file=gbadmplusv1c.wad

[05-08] Another SUAB update, v0.2c
>>2391928

[05-04] Interview with Kaiser regarding Powerslave EX
https://powerslaveex.wordpress.com/2015/05/04/techraptor-interview/

[05-01] Endless Survival (Invasion with continuous spawns) v0.4
http://zandronum.com/forum/showthread.php?tid=5811#pid80814

[04-30] OMG Weapons and Monsters! V3 - THE REBIRTH
http://forum.zdoom.org/viewtopic.php?t=48463

[04-30] Source model for BFG/TEKWALL/EXITDOOR/etc found
http://www.doomworld.com/vb/doom-general/72599-

[04-29] Retro Jam 3 for Quake has been released
http://www.celephais.net/board/view_thread.php?id=61203
https://www.quaddicted.com/reviews/retrojam3.html

[04-29] GMOTA Zandronum port in preliminary stages
>>2373546

[04-29] Deterministic Doom (effects of constant RNG) now with video
http://jmtd.net/log/deterministic_doom/
https://www.youtube.com/watch?v=SvfJoy1rjmo

[04-27] Marathon Skins v0.8
http://zandronum.com/forum/showthread.php?tid=5897

[04-26] HDoom techdemo 7 released
http://hdoomguy.tumblr.com/post/117443743997

[04-26] Doom / Mario crossovers
https://www.youtube.com/watch?v=eTXXOG6u3M8
https://www.youtube.com/watch?v=cPQ9kRevYUU

[04-24] The /newstuff Chronicles #475
http://www.doomworld.com/php/topstory.php?id=4402

[04-22] Romero's spring-cleaning: DoomEd source, unused maps, graphics
http://www.doomworld.com/vb/doom-general/72509-
http://www.doomworld.com/vb/doomworld-news/72504-

===

Please reply to this post with news.

>> No.2415457
File: 27 KB, 810x496, 2tQR2A9.jpg [View same] [iqdb] [saucenao] [google]
2415457

>>2415431
I dunno, I saw Baron's face more like this.

>> No.2415470
File: 163 KB, 1198x786, adrian_baron_01.jpg [View same] [iqdb] [saucenao] [google]
2415470

>>2415431

Yeah, nothing to worry about. It's not that freaky or skeletal.

>> No.2415481
File: 51 KB, 500x647, 685468548.jpg [View same] [iqdb] [saucenao] [google]
2415481

>>2415431
The barons have always been my favourite design because I can never figure out what animal the head is meant to look like.
The also have horse legs because the hooves aren't cloven. Though the leg anatomy is wrong.

>> No.2415485

>>2415481
>>2415470
>>2415457
In my opinion. the best part of the Baron of hell is how easy to modify it is. Just look at R667, they made a gorillon of Baron variants. It's a shame that the one with Wings doesn't fly

>> No.2415495

>>2413906

These aren't bad, and someone offered me the name of "Combined Arms" as well

I kinda like the Combined Arms name personally

>> No.2415515

>>2415495
It was suggested by multiple anons, right?
Anonhilation.

>> No.2415519
File: 302 KB, 290x705, terminal agitaiton.gif [View same] [iqdb] [saucenao] [google]
2415519

John Mulkey was the lead designer of Call of Doom. Guess what other project he worked on?
Aliens: Colonial Marines

>> No.2415526

>>2415519
guess we dodged a bullet there

>> No.2415552
File: 162 KB, 820x636, my-first-wad.png [View same] [iqdb] [saucenao] [google]
2415552

working on my first WAD, I don't want to post this somewhere with a name
Doom 1 based, tested entirely in Chocolate Doom and with The Ultimate Doom as my IWAD

E1M1 is literally the first map I made.
screenshot from E1M2
E1M3 is the first remotely decent map of the lot.
E1M4 is unfinished but the first room looks cool

http://a.pomf.se/qylmqb.wad
what do you guys think?

it's also incredibly easy, some tips on making it harder?

>> No.2415570

>>2415552
These are quite fun, anon. I think you should work on adding a bit more verticality to the levels, but they're quite fun anyhow.
They -look- kinda shitty though, you really want to work on the texture alignment (doombuilder's visual mode allows you to auto-align by looking at a wall and pressing "a") and detailing (add lights and shit to the walls and ceilings, maybe add more things to make it feel more like it's connected to some kind of world).
Good shit for a first wad.

>> No.2415586

>>2415552
that was pretty good actually, try not give 50 shells at once! and for more difficulty, make the enemies come from 2 directions, not just the front, you can use monster closets for this! for example the shotguys at the start of e1m2, you can make it trigger when the player is in front of it

>> No.2415589
File: 2.65 MB, 400x225, jonmetal.gif [View same] [iqdb] [saucenao] [google]
2415589

>>2415451

>> No.2415594

>>2415570
>>2415586
ah, thanks for the advice!
surprised to hear other people liking it

I do need to add more detail, don't I?
Auto-align was helping sometimes, and doing absolutely dick-all others though, and there are some really awful spots on E1M1/2 that are really obvious and I need to fix.

was giving out so much ammo because I originally ended up with issues of outright running out of ammo from a fresh start when testing
but I guess I should scale it back a bit

>> No.2415610

>have been waiting for Operation Serpent for ECWolf for about two years now
>it could have been released several months ago
>the only thing holding back the release is the music not being done yet

I rarely even listen to game music, fuck.

>> No.2415660

https://www.youtube.com/watch?v=t01dYTecfS8
someone make a map to this music

its a voluntary challenge

>> No.2415670

>>2415481
>I can never figure out what animal the head is meant to look like
Bull, since Baron is obviously a mix between Satyr and Minotaur.

>> No.2415705

>>2415470
Alright, Doomguys and girls.

If we were to ask id software to allow us or them to scan the original doom assets for the creation of 3d models would they allow it? more and importantly should we..

>> No.2415706

>>2415495
Who all is working on it?

>> No.2415707

>>2415705
>girls
Are there girls here? Are they cool. Do they want to date.
>Theses are the things this board of dicks needs to know.

>> No.2415709

>>2415670
>>2415481
I'd say the horns and upper skull are bull, the rest of the facial structure is a mix between human and goat, and the teeth are all sharp fangs like a canine's incisors.

>> No.2415710

>>2415706

I've been doing the brunt of the programming, Shivers has provided sprites for several weapons, and Eric donated code for the shotgun, and I figured out how to do a smoother charging function basing it off of Eriance's nice soul caster... railgun thing.

But again, the whole gimmick of this mod is I get ideas from a bunch of other dudes and then make said ideas a reality.

That one anon who started me down the buster rifle path should be given a fucking medal, I'm beyond pleased with that gun

>> No.2415712

>>2415710
Are you aiming for Zand compat or ZDoom compat? And do you want any help code wise?

>> No.2415713

>>2415710
Tell me, Is Doom modding still c++?

>> No.2415717

>>2415713

What? Doom modding has never been c++.
It's ACS + Decorate.

>> No.2415718

>>2415712

Zandybam compatibility, and this shit runs in Zandy right now so far.

>>2415713

I think you can use c++, I just use DECORATE script using the SLADE editor, shit's limited, but easy

>> No.2415720

>>2415713
Not him, but it's C (ACS) and "Decorate" which is it's own janky language.

ACS is close enough to C that there exist things like GDCC

The ports themselves (ZDoom, Skulltag, Zandronum, GZDoom) are all mostly written in C++ though.

>>2415718
What about the help?

>> No.2415723

>>2415720

I'm good on help at the moment, but what I could -really- do with it is a set of Timon's axe sprites clenched in Doomguy hands, and with a red aura instead of a blue aura

and a set of the same axe frames with no aura.

>> No.2415727

>>2415705
Based Romero would probably do it in a heartbeat. Just sayin'.

>> No.2415730

>>2415705
>>2415727
I think we should email them then.

>> No.2415734

>>2415730
Or twitter. He's very active there.

>> No.2415737

>>2415734
Twitter may be a better option, however who here actually would support the post if someone did suggest the idea to Romero on twitter?

>> No.2415738

>>2415713
>Tell me, Is Doom modding still c++?
I'm >>2415720, forgot to mention that all that is only for ZDoom and it's child ports. The rest of the stuff I'm less familiar with, but most don't have their own scripting language; Vanilla/Chocolate have Dehacked, (and all other major ports support that too), Boom has BEX Dehacked (Dehacked extended). I'd assume stuff like Eternity, 3DGE, and Risen would have their own scripting languages but I don't know off the top of my head.

>>2415723
I'm not gonna be able to help with that, since I have very limited artistic capabilities. Best of luck on the project.

>> No.2415743

>>2415730
I think we should do both, but i don't want to have to post it.

>> No.2415746

>>2415738
>Best of luck on the project.

Thanks man, it's appreciated. I'm hoping everyone'll enjoy this online, as I've said before, we need more multiplayer bro-op mods

>> No.2415752

>>2415738
Eternity has EDF which is actually pretty damn good, it also supports DECORATE in EDF.
3DGE has DDF which is like hell put into a scripting format.
Risen has.. nothing. Not even DeHackEd. The port isn't even BOOM compatible.

>> No.2415787

>>2415737
I'd throw it a star or two

>> No.2415790
File: 2.80 MB, 320x240, qylmqb1.webm [View same] [iqdb] [saucenao] [google]
2415790

>>2415552
first attempts
http://a.uguu.se/jdncfj_qylmqb1.lmp

>> No.2415791
File: 2.39 MB, 320x240, qylmqb2.webm [View same] [iqdb] [saucenao] [google]
2415791

>>2415552
>>2415790
http://a.uguu.se/ioyvhv_qylmqb2.lmp

>> No.2415792
File: 2.74 MB, 320x240, qylmqb3.webm [View same] [iqdb] [saucenao] [google]
2415792

>>2415552
>>2415791
http://a.uguu.se/aphnys_qylmqb3.lmp

>> No.2415793

>>2415752
>Risen has.. nothing.
>The port isn't even BOOM compatible.
I'm guessing this is entirely different to Risen3D? Whats Risen?

>Not even DeHackEd
Wait, what?

>> No.2415794

>>2415787
Post his twitter i'll step up and do it.

>> No.2415795

>>2415752
>Risen has.. nothing. Not even DeHackEd. The port isn't even BOOM compatible.
i think you're thinking of doomsday
>>2415793
i think he's thinking of doomsday

>> No.2415801

>>2415795
Ah Yeah. That'd make sense.

I was confused because the original point behind Risen3D was to add boom support to Doomsday. Though the two engines are very different to eachother now.

>> No.2415802

>>2415794
twitter DOT com SLASH romero

>> No.2415805

>>2415752
>3DGE has DDF which is like hell put into a scripting format.
Is it the typical "scripting language made by non-coders" or is there something uniquely terrible about it?

>most don't have their own scripting language;
>Vanilla/Chocolate have Dehacked, (and all other major ports support that too), Boom has BEX Dehacked (Dehacked extended).
Aren't those scripting languages though or am I misinterpreting?

>> No.2415807

>>2415802
You mean like this?
>twitter.com/romero

>> No.2415809

>>2415805
>Aren't those scripting languages though or am I misinterpreting?
Dehacked and BEX aren't scripting languages, they're basically patches to Doom.exe that allow you to move around existing functions within existing frames and unused frames. I'm not terribly familiar with BEX but I believe it removes those limits.

For instance, have an imp shoot a baron ball instead of an imp ball, or have a baron shoot like a shotgunner instead of shooting a baron ball, but you couldn't have anything that wasn't already done in the vanilla Doom.exe. I think you could have a mishmash of things (like a baron ball that homes like a revenant missile) but I'm not certain.

>> No.2415815

>>2415809
>>2415805
Forgot to add that the closest thing to "scripting" in Boom is having a voodoo doll go over a bunch of linedefs that do different things. So you replace delay functions with more room between linedefs and IF statements with doors opening or walls going up and down and switch statements with having copies of "scripting corridors."

>> No.2415816

>>2415552
>>2415594
thoughts

i love the chaotic mid nineties style map so this was right up my street.

first of all i love that you vary the lighting, the contrast of light and dark is great.

yes they are pretty easy. just add more monsters ;)

the first two maps seem to be just default editor texture choices, fair enough, the third is better. but i'm not sure about the way you used FIREWALA as a normal wall texture, it's better for decorative insets or in an area completely textured in fire and lava, not mixed with regular doors and stuff. don't just choose textures at random but think about themes a bit. (but not too much or you end up with boring ultra-sanitized modern maps)

>Auto-align was helping sometimes, and doing absolutely dick-all others though

in my experience if you can't get a wall to align it's probably because you need to either set or clear one of the unpegging flags.

>> No.2415818

>>2415805
It is very uniquely terrible.
I don't want to bother finding something to show because it's so BAD.

>> No.2415821

>>2415809
IIRC with DEHACKED you can alter how stuff behaves, but you have to use vanilla functions only (meaning it is possible to make baron ball home like revenent missile)

There's also a limited space for adding in stuff - you can't "add" sprites - only replace the existing ones, but you can combine existing ones in new ways. So the way to add new monster would actually be - replace some vanilla sprites (unused decorations or another monster, usually nazis), arrange those replacements in the right way

I don't know if BEX removes that limitation.

>> No.2415827

>>2415807
>>2415802
How does this sound?
>@romero Hey! Would ever consider allowing Modders the chance to 3D Scan the DOOM sculptures that were used for the original sprites?

>> No.2415828

>>2415818
>>2415752
>3DGE has DDF which is like hell put into a scripting format.
>It is very uniquely terrible.
>I don't want to bother finding something to show because it's so BAD.
If this is the case why are all the 3DGE people on ZDF always such smug superior cunts about everything? Is it the whole "if it takes longer/is harder to do a thing, that means it's better/makes me smarter" or is it something else?

>> No.2415859

>>2415827
Please reply.

>> No.2415862

>>2415827
Better say "hello" than "hey". Being polite doesen't hurt.
Also you missed "you" in "would you ever"

>> No.2415870

>>2415862
So.
>@romero Hello! Would you ever consider allowing the modders the chance to 3D Scan the DOOM sculptures that were used for the original sprites?

>> No.2415887

>>2415870
Basically yes, but does he actually still has access to the sculptures/models? And have anyone from the Doom community has the equipment necessary to scan them?

>> No.2415895

>>2415887
If he allows it, they will come forward.

>> No.2415909

>>2415887
>>2415895
https://twitter.com/Sims_Doc/status/600998956387074048

>> No.2415938

>>2415909
Wow, I didn't think someone would do it.

>> No.2415956

>>2415887
I do have access to one, however i'm not in the US.

>> No.2416039

>>2415787
>>2415909
It's up.

>> No.2416046

>>2415909
>https://twitter.com/Sims_Doc/status/600998956387074048
I hope Romero will help us out.

>> No.2416053

>>2415887
i'm pretty sure he still has the doomguy model, but it's slightly falling apart (like, missing a hand)

these things weren't really meant to last forever, i think

>> No.2416070

>>2416053
I think it should be pretty easy to take the other hand and just scan it and then reattach it back in Maya.

>> No.2416101
File: 2.21 MB, 720x360, bring it in.webm [View same] [iqdb] [saucenao] [google]
2416101

Is kicking shit still cool?

>> No.2416107

>>2416101
Try knee-strikes, like Marty(class) does in Russian Overcool

>> No.2416110

>>2416107

I was gonna keep it simple with a douk style mighty boot. At least while on the ground.

If you kick in the air, that's when shit starts changing up, then you'll be able to bounce off monsters and walljump.

>> No.2416113

>>2416110
Walljump via kicks is always cool.
Do it Megaman X style.
Also should add the ability to do 2 kind of wallkiks
1) Wallkick that sends you higher but allows to wallkik further
2) Wallkick that rotates you 180 degrees for wall-to-wall kicks.

>> No.2416116

>>2416113

Funny you should mention that, I'm gonna do two different wallkicks, but the one that springs you straight up will only happen if you plant your foot against a monster, otherwise you'll turn around and fly outwards

Remember being able to spam divekicks on monsters in some of the castlevania games? That's what I want.

>> No.2416120
File: 520 KB, 1280x1920, help im trapped how will i ever join the skeletonwar now.jpg [View same] [iqdb] [saucenao] [google]
2416120

>>2415730
I doubt Bethesda would do it. Knowing them they'll probably release recreations of the original models as merchandise.

>> No.2416145
File: 1.66 MB, 1013x1494, doom.jpg [View same] [iqdb] [saucenao] [google]
2416145

>>2415451
Made a fun little edit

>> No.2416148

>>2416120
Might serve the same purpose though

>> No.2416152
File: 10 KB, 333x246, 1431959423107.png [View same] [iqdb] [saucenao] [google]
2416152

>>2416145
metal as fuck

>> No.2416163
File: 807 KB, 400x249, 67536734.gif [View same] [iqdb] [saucenao] [google]
2416163

>>2416145
metal

>> No.2416182

Doombuilder question: I want to make a cage at the bottom of a tall room. How to do it? The middle sidedefs line up with the ceiling of the sector instead of the floor.

>> No.2416190

Is Duke Nukem 3D: Megaton Edition worth buying?
>inb4 not retro

>> No.2416193

>>2416182
use 3d mode (q) and select the wall while using the arrow keys to align the texture

>> No.2416202

>>2416182
>>2416193
if you're lucky, i think (i need to check this admittedly) you can just set the lower unpegging flag, but that might change the alignment of the side's upper and lower textures too

>> No.2416207

>>2416193
This worked, thanks a bunch

>> No.2416214
File: 69 KB, 640x480, Screenshot_Doom_20150520_180817.png [View same] [iqdb] [saucenao] [google]
2416214

Oh, and one more thing. This texture is bugging me. It's supposed to be a transparent wall concealing a secret passageway towards the chaingunners corpse. Is there a way to fix it or will it just keep sticking out like that?

>> No.2416220

>>2416214
its probably not textured, check yer linedefs

>> No.2416228
File: 93 KB, 794x502, linedef.png [View same] [iqdb] [saucenao] [google]
2416228

>>2416220
This is the linedef, apart from not having "impassable" and having "double sided" it's identical to the one beside it. The rear middle sidedef is supposed to be see-through so it's blank.

>> No.2416231

>>2415792
Dat speed.
You using a speed hack or faster display?

>> No.2416236

>>2416231
He's just cut frames to make the webms fit the size limit.

>> No.2416241

>>2416190
No. Shitty 3D renderer worse than eDuke32, brings in a whole lot of bugs

>> No.2416247

>>2416231
Is there a speedhack that works with (G)ZDoom?
I tried using Cheatengine but it didn't work.

>> No.2416250

>>2416236
Wasn't there a Doom source port that can increase/decrease the engine speed? I know it's not any of the ZDoom variants or legacy,

>> No.2416259

>>2416231
>>2416236
yes, my avconv (ffmpeg) command line has input -r 105 and output -r 35 and the video comes out 3x faster than normal.

>>2416250
yes, everything based on Boom can do it, by changing realtic_clock_rate in the config file. in PrBoom+ you can just press numeric keypad +/- , and * to reset to normal (these are configurable if you don't have a keypad)

>> No.2416282

>>2416228
short version: change the floor inside the secret passage. either the flat (texture) on it, its floor height, or its light level, so that it differs from the sector in front of the secret passage.

__________________

okay so what you have is a middle texture on a two-sided line, like the fake wall on doom2 map28. and your choice of middle texture is taller than the height of the gap you want it to fill, so it ends up bleeding into the floor.

two-sided middle textures are drawn differently from one-sided textures - the engine treats them more like sprites, drawn on top of everything else at the end of the render cycle. they need something to clip against.

however, the sectors in front of and behind your fake wall have identical properties. that means the engine has nothing to clip against.

what you need to do is force a visplane split there. this means you need to change one of

- the floor flat (texture)
- the floor height
- the light level

of either one of the two sectors adjoining the line (in front of it, or the secret passage behind it).

the most imperceptable is to make the light levels differ by 1. the engine doesn't distinguish more than 32 brightnesses (there may be 256 light levels but groups of 8 are identical).

>> No.2416310

Why hasn't somebody made a mod that allows you to change the speed of things with a menu?
Stock maps feel a bit too easy with modern controls, I think increasing projectile speeds could help.

>> No.2416318

>>2416310

play on -fast

>> No.2416328

>>2416318
That also makes enemies constantly fire at you.

>> No.2416340
File: 72 KB, 640x480, Screenshot_Doom_20150520_185241.png [View same] [iqdb] [saucenao] [google]
2416340

>>2416282
Changing the light level worked wonders. Thanks for the help anon.

>> No.2416341

>>2416310
ZDoom->increase proj. speed via mod of files included.
10 minutes in notepad

>> No.2416403
File: 102 KB, 800x567, dai.jpg [View same] [iqdb] [saucenao] [google]
2416403

Are there any mods for Daikatana that remove the NPC companions, or ditch the mandatory "Wait for companions to proceed" shit?

>> No.2416410

>>2415816
I'd chosen FIREWALA for those walls since those sections were supposed to be recent additions by the invading demons or whatever, but maybe I should change them+work that texture in differently.

Yeah, first two maps are very much me getting to grips with using Doom Builder at all. They need work, and I'll get to it.

>>2415790
>>2415791
>>2415792
aww, sweet
very useful and interesting to see someone else going through the levels

>> No.2416436

>>2416403

Nope.

Start a local server, though, and join it by yourself. NPC companions will be gone, since they're supposed to be controlled by other players.

>> No.2416459

>>2416436
But will I see the cutscenes?

>> No.2416498

>>2416459

I don't know. I've heard yes, but they might also have been lying to me.

>> No.2416529

http://www.doomworld.com/vb/wads-mods/72811-beautiful-doom-is-coming-back-need-your-opinions/
Apparently Beautiful Doom's making a return.
Someone should tell him to have "Smooth Doom-like options", love how easy it is to just change things on the fly.

>> No.2416552

>>2416529
Great news, I liked that mod.
Yeah, options would be great.
Also, he should check the volume of the blood splashin on water sound, it's really loud

>> No.2416557

>>2416552
The problem with the water-blood-splash thing is that the volume increases with each droplet that hits the water.
So if you kill something in the water, it creates a fuckin' sound shockwave--unless you turn the volume way down, in which case you can barely hear it if something's dripping slowly into the water.

The solution is probably to have a cutoff of some sort--make it automatically lower the volume if a bunch of droplets are hitting the water at once.

>> No.2416598

>>2415451
I would not call that artwork "Frazetta style" but it's very cool and well done.

>> No.2416604
File: 2.99 MB, 1366x768, zandronum 2015-05-20 15-27-06-062.avi.webm [View same] [iqdb] [saucenao] [google]
2416604

Term confirmed for Doom's biggest hack 2015

>> No.2416618

>>2416604

Sprites look cool. New Iron Maiden mode?

>> No.2416620

>>2416618
New character, chinese cyborg grill with more of an emphasis on guns

>> No.2416626

>>2416618

Nah, making a second character for DemonSteele.
Eric somehow figured out how to punch through walls, which simply isn't possible and yet somehow he does it anywayyyyyyyyyy aaaaaaaaaaaa

>> No.2416645

>>2416626
Does it work on the same principle as Brootal's over-penetration?

>> No.2416646

Doomguy dies at the end of Kneedeep in Hell?

>> No.2416652

>>2416646

no, he only ends up knee-deep in the death

>> No.2416658

>>2416646
I always thought it was just meant to be a hook to be people to buy the full game. I don't think it's ever really explained.

>> No.2416660

>>2416658
>a hook to be people to buy the full game
to get people to buy the full game

>> No.2416665

>>2416658
>>2416652
>>2416646
He dies in order to go to Hell.

Then he kicks the ass of everything in Hell and walks right back out.

>> No.2416671

>>2416645

No. This is a glitch. One I intend to fix, but the big question is what's causing it.
This doesn't make any sense.

The short of the matter is that in Zandronum, at some walls, at some angles, in some maps, when you hug up against them, fastprojectiles ignore collision detection and fly straight through walls, hitting what's on the other end.
There is no indication as to why this is happening. It doesn't happen in GZDoom/ZDoom, though, so I assume it's a collision bug.

>> No.2416678

>>2416658
>>2416660
yes. it's a cutscene, in a certain sense.

>>2416665
i think it's meant to simulate the transporter accidents mentioned in the manual/readme, where test subjects went through the gateway only to come out the other side as enraged bloodthirsty monsters.

only because you're you, the indomitable Doomguy - not some weakminded test subject - you pass through hell and arrive on the deimos base with your sanity intact (if not your weapons and armour).

>> No.2416690

>>2416665
How did he die for sure? That pentagram you step on might just be a teleporter. Maybe the rules are different if you die than if you teleport.

>> No.2416696

>>2416690
>How did he die for sure?

I would assume getting ripped into by dozens of demons and then spawning next on the shores of Hell would be a good indicator.

>> No.2416697
File: 2.62 MB, 1366x768, zandronum 2015-05-20 16-04-42-882.avi.webm [View same] [iqdb] [saucenao] [google]
2416697

>>2416645
Eat your heart out, Mark! Every mod has overpenetration!

>> No.2416703

>>2416671
Wait, if this is due to fastprojectiles, then doesn't that mean every mod that uses fastprojectile bullets is affected by it?

>> No.2416710

>>2416690
>>2416696
see >>2416678 for an alternate theory.

>> No.2416713

>>2416620
>chinese cyborg grill
Why is the main character korean anyway, when the mod is having a laugh at anime donutsteel stuff? Is it a reference to something?

Not getting the joke makes me feel like an idiot.

>> No.2416715
File: 56 KB, 1280x720, 1408919099776.jpg [View same] [iqdb] [saucenao] [google]
2416715

>>2416703

Yes. We ran tests with a few other mods, like Samsara and sink's Aliens mod, and those were affected by it as well.
It's looking more and more like it's a Zandronum bug, though. Z3.0 doesn't have it, ZDoom and GZDoom doesn't have it. So whatever's going on, it'll fix itself soon enough.

In the meantime, uh, enjoy your noclipping bullets.

>> No.2416723

>>2416696
Shit, I forgot that little bit afterwards.

So the teleporter was really a trap to kill you.

>>2416710
So DG dies, like any other human, just dies. And when you die you, you end up in hell, and hell is just a test of your sanity?

Makes me wonder if Doom lore allows for a Heaven and why DG didn't go there.

>> No.2416730

>>2416713

You're not really missing a joke, don't worry. A lot of deviantart anime OCs are Japanese or part-Japanese, but that in particular is more a result of the Shadow Warrior side of heritage--it was also laughing at anime stuff, despite Lo Wang being Chinese.

>> No.2416736

>>2416723
no i don't think he dies. the test subjects didn't die, they just come out the other side of the gateway wrong.

also, technically, he doesn't die - the level exits when your health drops to <11. it is in fact impossible to die in an exit damage sector.

>> No.2416738

>>2416723
>And when you die you, you end up in hell, and hell is just a test of your sanity? Makes me wonder if Doom lore allows for a Heaven and why DG didn't go there.

If there's a Hell, there's probably a Heaven as well. Either way, Doomguy was likely forcibly drug down.
And then he decided to fight his way out again.

>> No.2416748

>>2416738
Sorta like Sun-Ukun (Son-Goku in japan), the king of monkeys in the Chineese folklore (also base for Goku from Dragonball)

When he died, he went to hell for all the sins and debauchery. Enraged at that fact, he brawled his way through the demons, and eventually Demons begged Heaven to take him.
later, he got bored with Heaven, where nothing interesting ever happens, so he caused a ruckus there and got sent back to earth (because Heaven learned that sending him to Hell is useless). And that's how he became immortal.

>> No.2416765

>>2416646
>>2416665
technically, in-game you don't die
you get to sub-10% hp then you get the intermission screen

>> No.2416771

>>2416765
>>2416736
how long do you honestly think he'll last at under 10% HP in a cramped room surrounded by demons

>> No.2416774

>>2416771
i'm not sure it was suppossed to be taken as a cramped room with demons
just the experience of teleporting through hell to deimos

>> No.2416775

>>2416765
That's a technicality. It was made to look like he got ripped by demons

>> No.2416776

>>2416771
stop taking that part literally, it's a hack to simulate a cutscene that saved a lot of programming effort, nothing more.

>> No.2416778

>>2416765
>you get to sub-10% hp then you get the intermission screen

you can even reach 9-1 HP but the game itself resets your health back to 10

>> No.2416782

>>2416776
and what in the world do you think the cutscene was saying

doomguy was kill by demons, go2hell
it even says in the text it's not supposed to end this way

stop trying to dance around saying it's something it's not

>> No.2416783

>>2416782
I hope marine dies and goes to hell in NewDewm

>> No.2416792

>download DoomMetalVol4.wad to play with accessories to murder
>reach map18 of doom2.wad
>expect a sweet remix of 'waiting for romero to play' or even an instrumental version of 'this love' by pantera
>get 'adrian's asleep' from MAP25 instead

what? even that same mistake is done twice in the slot where d_romero repeats itself in the original soundtrack (map27)

'adrian's asleep' is on its correct slot with a different remix, but 'waiting for romero to play' is not

>> No.2416793

>>2416792
Well, at least in my opinion, the remix is still fucking awesome.
http://www.youtube.com/watch?v=EyUPtlXjYEk

>> No.2416801

>>2416792
Waiting for Romero to Play is literally just Adrian's Asleep without a guitar.

>> No.2416806

>>2416801

you mean, the remixes?

>> No.2416810

>>2416697
oh shit whats the name of this mod? can't see the name in the thread

>> No.2416813

>>2416782
i can see i'm not going to be able to convince you that you have misinterpreted the scene. so i take my leave of this discussion, and you with the following thought: if doomguy/you just died, then who is it thinking "it's not supposed to end this way"?

>> No.2416815

>>2416810
Donut Steal

>> No.2416820

>>2416792
>even that same mistake is done twice in the slot where d_romero repeats itself in the original soundtrack (map27)

will that ever be fixed?

I mean, does Mark hate Pantera or something?

>>2416810

Swoosh-a-Whoosh: Electric Ramengaloo

>> No.2416831

>>2416813
>if doomguy/you just died, then who is it thinking "it's not supposed to end this way"?

Him, in Hell.
It's not really that hard, dude.

>> No.2416832

>>2416806
A remix would sound like it.

The original mids are basically the same riff based on Angry Chair being played with different instruments.

>> No.2416840

>>2416810
DemonSteele.

>> No.2416843

>>2416832
>The original mids are basically the same riff based on Angry Chair being played with different instruments.

d_romero and d_adrian do NOT sound anything alike. they're based on two completely different songs from the 90s.

>> No.2416951
File: 126 KB, 800x600, Screenshot_Doom_20150521_001630.png [View same] [iqdb] [saucenao] [google]
2416951

uh, that's not a weapon

>> No.2416958
File: 1.83 MB, 400x232, 1410535263167.gif [View same] [iqdb] [saucenao] [google]
2416958

>>2416951
We all scream for ice cream!
>ice cream captcha
pfft

>> No.2416974

>>2415526
>>2415519
Holy shit, really?

We didn't dodge a bullet here, we dodged a fucking artillery barrage.

Doom 4, as it is now, may or may not turn out to be a good game, but if Carmack hadn't shitcanned the Cowwadoody variant, with the Colonial Marines dev, Doom 4 could very well have turned into one of those legendary terrible games we'll all remember, like the aforementioned Colonial Marines, or Duke Nukem Forever.

I have a little bit more hope now.

>> No.2416975

>>2416951

It's probably better than a weapon, though.

>> No.2416982

http://www.doomworld.com/vb/doom-general/72821-looking-for-a-new-idgames-maintainer/

With Ty being missing for over a month and a half, idgames is looking for a new maintainer.

Backlinking to >>2415452 for posterity.

>> No.2416994

>>2416982
Ty is missing?

>> No.2416995

>>2416982
>Ty being missing for over a month and a half
What happened? Is he really missing?

>> No.2416997

>>2416994
>>2416995

Yes. idgames hasn't been updated since April 4th, and all attempts at trying to reach him have been met with silence.
Since Ty is about 69 years old, it might not be unreasonable to assume something has happened to him.

>> No.2416998

>>2416995
He's apparently pretty old, so people are speculating health troubles.

>> No.2417002

>>2416994
>>2416995
>>2416982

yes, nobody knows where he is and they don't have any way to keep in contact with him.

names are being thrown, and the strongest candidates are bloodshedder and fraggle

>>2416997
>>2416998

>Since Ty is about 69 years old

no fucking way this is true

>> No.2417007

>>2417002
>and the strongest candidates are bloodshedder and fraggle

Of course these guys would be considered.
Doomworld would like nothing more than to spread their claws across everything Doom-related and shut out all of those evil, evil, evil modern ZDoom mods and mapsets.

If those guys get elected, we can basically say goodbye to any progress the community has ever made in the past ten years. Only Boom-compatible megawads from now on.

I am being completely facetious.

>> No.2417014
File: 651 KB, 1600x900, Screenshot_Doom_20150520_184536.png [View same] [iqdb] [saucenao] [google]
2417014

Turns out the HUD I made last night wasn't playing nice with Sink's Aliens mod, so I decided to modify another HUD, and it seems to look nice.

>> No.2417024

>>2416145

We've got our reboot box art.

>> No.2417027

>>2416145

>fixed logo

thank you so much for that

>> No.2417029

What does /doom/ think of Freedoom? Good enough to play pwads?

>> No.2417035

>>2417029

Sure; the sprites used to be shit but now they're being revamped by some talented spriters.

>> No.2417041

>>2416831
>>2416782
>>2416771
He got into the lost Deimos moon base at the end of Episode 1, and the demons around him were either there during the transition through the portal or there waiting to spring a trap on him when he got there.

Between then and the start of E2 he either kills the demons or escapes them.

Then at the end of E2 he finds out that Deimos is orbiting Hell itself and rappels down to Hell.

If he died at the end of E1 it removes the reveal of the end of Episode 2, and also doesn't make sense since why would be, if he died, end up right at the other end of the portal (Phobos Anomaly --> Deimos Anomaly) with a pistol and bullets and not anywhere else in Hell.

If he "just happened" to wake up there of all places after being killed (and isn't just another Lost Soul, or a zombie, or a bodyless damned soul) it's a hell of a coincidence.

>> No.2417047

>>2417014
Is this available for download? It seems like a nice interesting Aliens wad

>> No.2417048

>>2417041
Or maybe he killed the demons that attempted to spawn camp him (because it is possible to kill the demons) and wasted all his ammo and was left with nothing but a pistol with 50 bullets.

>> No.2417052

>>2417048
Yeah that's possible too.

Either way, the fact that he ends up on the other side of the portal, doesn't die in game, and it isn't mentioned that he died in the intermission (it even mentions that the Deimos moon base stinks, but doesn't mention him dying) point to the player not dying at the end of E1.

>> No.2417053

Old video of id Software interviews shortly before DOOM II's release. Is this some kind of orchestrated version of MAP09's music in the early part of the video during interviews, and at the very end starting at 1:00?

https://www.youtube.com/watch?v=yy7aYWIeHCU

>> No.2417054

>>2417047
The wad itself should be on BE, the hud is personal use.

>> No.2417059 [DELETED] 

>>2417002
>and the strongest candidates are bloodshedder and fraggle
If this happens all Terry wads are kill.

>> No.2417061 [DELETED] 

>>2417059
And nothing of value was lost.

>> No.2417067 [DELETED] 

>>2417061
They're part of our history.

You will click on UACMN from the Cacowards and not be able to see it. That sucks.

>> No.2417068 [DELETED] 

>>2417067
And nothing of value was lost.

>> No.2417070

>>2416997
Fuck, I hope he's alive.
I still remember when Jason went missing.

>> No.2417072 [DELETED] 
File: 80 KB, 850x400, Bloodshedder.jpg [View same] [iqdb] [saucenao] [google]
2417072

>>2417007

>> No.2417074 [DELETED] 
File: 3.71 MB, 309x265, 1432050247763.gif [View same] [iqdb] [saucenao] [google]
2417074

>>2417059
Good.

>>2417067
Good.

>> No.2417079 [DELETED] 

>>2417072
Is this a real quote?

>> No.2417080 [DELETED] 

>>2417072
Why do people hate ZDoom?

>> No.2417083

>>2417054
Hmm, sorry for the dumb question, but what's BE? (Im still kinda new in some Doom sites, i only know sites like /idgames and some other, more mainstream ones).

>> No.2417084 [DELETED] 

>>2417074
>dat gif

my dic/k/ just got hard.

>> No.2417095

>>2417083
Best-ever, an automated hosting service for Zandronum.

http://www.best-ever.org/

>> No.2417096 [DELETED] 

>>2417080

because some people think that every zdoom mapset is KDIZD or Doom: Rampage Edition

and that every zdoom gameplay mod is Aeons of Death or a generic R667 randomizer

>> No.2417101 [DELETED] 

>>2417079

No.

>> No.2417106 [DELETED] 

>>2417101
Do you have a source?
If we can't confirm that he didn't say this, he should be out of the running.

>> No.2417107

>>2417084
Very early repeating shotgun, from back when the notion of a pump-action shotgun was a radically new concept, it pumped by pulling back a part of the stock, rather than by pumping the fore-end, both were very new ideas at the time so both were very weird to people then.

Obviously, the pump-action that worked with a sliding fore-end was the one that would prevail. The gun in the .gif was a special variant that could be folded in half and stored in a holster, the guy who invented it pitched to Theodor Roosevelt (back when he was a NY police chief) by making an appointment, then out of nowhere whipping it out (in a manner like the .gif) and fired off a magazine of blanks into the air. Teddy thought it was impressive and bought a bunch.

>> No.2417110 [DELETED] 

>>2417074
nah.
it's like "let's censor everything related to nazism so that people won't get the idea to do it again" kind of bad/stupid

>> No.2417118 [DELETED] 

>>2417067
>our history
>our

stop doing drugs, kemosabe

>> No.2417121 [DELETED] 

>>2417106

Do you have a source that he did say it?
If we can't confirm that he did say it, then you're a retard.

Hint: You can't, because he never did.

>> No.2417124 [DELETED] 

>>2417110
UACMN is acceptable out of historical relevance.

We really don't need more examples of the retarded bait and switch bullshit that is terrywads, it's literally .wad shitposting

>> No.2417125 [DELETED] 

>>2417121
>Do you have a source that he did say it?
see>>2417072

>> No.2417126 [DELETED] 

>>2417125

A slapped-together banner in MSPaint is not a source.

>> No.2417128 [DELETED] 

>>2417126
It's not a very good source, granted, but it's more of a source than "nothing."

I don't feel comfortable with Bloodshedder taking over idgames until this can be sorted out.

I support fraggle.

>> No.2417131

What's up with all of the good stuff I keep hearing about Sunderer. I just tried it, and it's honestly the first WAD I've played that made me not want to play Doom at all. I love a challenge, but this WAD is just fucking ridiculous.

>> No.2417132
File: 43 KB, 332x396, 1432058016626.jpg [View same] [iqdb] [saucenao] [google]
2417132

Try this:

script 101 enter
{
while(true)
{
int x= 0;
delay(1);
x= GetPlayerInput (-1, INPUT_yaw);
setactorroll(0, fixedmul(x,0.1));
}
}

>> No.2417134 [DELETED] 

>terryfags getting all pissy that their shit is potentially getting cockblocked from the archives

delicious.

in that case i'm all up for either blood or fraggle to be in

>> No.2417137 [DELETED] 

>>2417128
>It's not a very good source, granted, but it's more of a source than "nothing."

duly noted, an anonymous poster believes that bloodshedder hates zdoom
this will factor deeply into our consideration, thank you for your concern

>> No.2417141

>>2417131

Strokes and folks. There's plenty of wads that fill some people's needs.

In that case Sunder completely appeals to slaughtertards and speedrunners in general. You're not necessarily required to play those wads, and if you do and you end up not liking them, nothing will happen.

>> No.2417145
File: 117 KB, 976x611, impcorp.jpg [View same] [iqdb] [saucenao] [google]
2417145

Soo...
For the Borderlands-like Doom, what should be the manufacturer names? Preferably something hellish.

My guesses:
Tediore (cheap and disposable) ->ImpCorp : "Disposable munitions for disposable infantry!"
Bandit (more ammo and power at cost of accuracy/reliability and reload speed)-> DAKKA
Maliwan (elemental damage, for when you definitely need to light shit on fire) -> Lucifer
Hyperion (Accuracy before everything, gimmicky, HighTech)-> UAC
Jakobs (power and accuracy at cost of recoil and low mag, no elements)-> ???
DAHL (overall moderate/ urban military theme) -> ???
Torgue (EXPLOSIONS. Explosive gyrojets) -> ???
Vladof (Power to people, high rate of fire, big magazine, less power and accuracy)-> ???
Anshin (Makes additional munition that is hightech, fast but weak) -> ???
Pangolin (Makes additional munition that is lowtech, heavy but powerful) -> ???

>> No.2417161 [DELETED] 

>>2417134
Don't forget ZDoom too.

A vote for Bloodshedder is a vote to purge anything that isn't Vanilla, Chocolate or Boom.

Bloodshedder will round up all the ZDoom, GZdoom, Eternity, Risen3D, Legacy, and 3DGE uploads and put them to the wall.

You've been warned.

"If I were in charge of idgames I would delete everything that contained anything that wasn't a Vanilla or Boom compatible .wad file, a .deh or .bex file or a .txt file. Everything else that's been uploaded will be deleted and their uploader's ips will be forwarded to the National Center for Missing and Exploited Children, reported as having been the origin of child pornography uploaded to the idgames archive. I cannot be disuaded from this mindset, even if I later delete this post and claim I never said this and do not harbor these intentions."
--Bloodshedder, January 22, 2009, Doomworld.com forum post

>> No.2417162

>>2417145
>Jakobs
Baron's High-Class Arms?
>DAHL
UAAF of course
>Torgue
TORGUE
>Vladof
I don't know how this would translate at all.
>The Rest
I haven't even heard of these ingame.

>> No.2417172 [DELETED] 
File: 19 KB, 233x423, orson lul.jpg [View same] [iqdb] [saucenao] [google]
2417172

>>2417161
>THIS BUTTWRENCH

>> No.2417173 [DELETED] 
File: 246 KB, 250x188, 1421285984755.gif [View same] [iqdb] [saucenao] [google]
2417173

>>2417161
Fucking Christ. I think I actually have some wads up there that aren't Vanilla compatible. This is a little fucking scary.
Not to mention that doing that would effectively kill off /idgames, and probably end up ruining the Doom community as a whole, I'm pretty scared about the whole child pron thing.
He seems insane enough to actually pull that.

>> No.2417180 [DELETED] 

>>2417172
>>2417173
Yes, it's truly scary that someone that has gone on record officially saying such things is now being considered for such a position.

I would say this is surprising but really it comes as no surprise; the head honchos at Doomworld have always had it out for anything that wasn't vanilla or boom and it looks like this will be the chance they have to finally pull it off, with Ty Halderman now out of the way. As far as Doomworld and idgames is concrened, anything non-vanilla or boom will never have existed.

It's also worth noting that Linguica has been involved in some Ted Kennedy esque scandals in the past so I would seriously consider what his or his cohorts roles were in the disappearance of Ty Halderman.

>> No.2417181 [DELETED] 

The amount of samefaggotry is stunning.

>> No.2417183 [DELETED] 
File: 260 KB, 424x508, 1388602119556.png [View same] [iqdb] [saucenao] [google]
2417183

>>2417181
He actually thought I was agreeing with him.

I hope Germany reforms it's mental health care system, it clearly fucking needs it.

>> No.2417184 [DELETED] 

>>2417072
>>2417125
>>2417128
>>2417161
>>2417173
自作自演

>> No.2417185 [DELETED] 

>>2417180
>It's also worth noting that Linguica has been involved in some Ted Kennedy esque scandals in the past
Details?

>> No.2417187 [DELETED] 

>>2417185
Hold on, let me make something up real quick and then reply to myse--er, I mean you

>> No.2417189 [DELETED] 

>>2417185
3 of Linguica's ex-girlfriends are now "missing persons" and most recently his Father in Law got into a car accident and died, leaving him with a sizeable inheritance. What is suspicious is that this occurred shortly after he posted on the Doomworld forums that he had a sizeable amount of gambling debt.

>> No.2417194 [DELETED] 

>>2417161
Aw, poor kid's mad that Romero doesn't use his source port?

>> No.2417195

>>2417162
>UAAF
Thanks, woul never thought of that.
>Jakobs
I need something short that would fit into the weapon description card

"Vladof" is just a generic "russian-sounding" family name.

Anshin and Pangolin only make grenades, shields and class mods - they aren't talked about in-game as other companies, but they are still there.

Also
TORGUE -> BOMBUE

>> No.2417203

>>2417180
>>2417173
>>2417161


Are there any way to mass-download stuff from /idgames? AKA make a dump?

I have the idgames torrent that got posted hee some long time ago, but it's actual date is 2013.

>> No.2417205

>>2415707
At least two of the doomgirls around town are highly respected artists, each famous for their sprite and art work respectively.

I doubt either is up for dating.

>> No.2417207 [DELETED] 
File: 50 KB, 800x533, 2161012-portrait-of-a-scared-man-with-hands-on-head.jpg [View same] [iqdb] [saucenao] [google]
2417207

Holy shit
>Doomworld higher-ups have wanted non-purist stuff dead
>Ty Halderman dissapears
>Not seeing any higher-ups hoping that he's ok, just want to find someone new
>Two candidates are purists
>One of which I'm concerned may be legitimately mentally ill
>Some of the greatest WADs and gameplay mods may be erased from existence entirely
>All of the cool guys that worked on these get in trouble after being accused for child pron

Jesus fuck. I never thought the community would die, but it looks like it's coming up pretty soon.
Also take note on how mysterious the Doomworld Higher-Ups are being. What the fuck is even happening.

>> No.2417213

Alright, I'm trying to play DoomRPG but the newest version of GZDoom (g2.1.pre-1134-ga59824c) auto-crashes as soon as I start it up (through the DoomRPG launcher or just regularly)

Any idea why this is happening?

>> No.2417218 [DELETED] 
File: 57 KB, 450x304, 7c1.jpg [View same] [iqdb] [saucenao] [google]
2417218

GUYS, what happened to all the posts about Bloodshedder?

>> No.2417220 [DELETED] 

>>2417218
Your posts got deleted, idiot.

>> No.2417467

>>2417203
its an ftp server, so I'd say you could probably find some sort of tool to automate ftp downloads.

>> No.2417474
File: 373 KB, 1600x900, Screenshot_Doom_20150520_221301.png [View same] [iqdb] [saucenao] [google]
2417474

I told the guy at the counter that these were just placeholder sprites, but he wouldn't believe me

>> No.2417490
File: 319 KB, 600x821, inferno_purgatory_paradise_map.jpg [View same] [iqdb] [saucenao] [google]
2417490

Has there ever been a DOOM WAD based upon Hell as depicted in the Divine Comedy?

If not, is that something that would interest you?

>> No.2417497

>>2417467
Yup.
I recommend FileZilla.
Best graphical FTP client imo.
Runs on Windows, OS X, Linux, BSD, whatever.

I'd get it from FOSSHub, the Sourceforge mirror is adware ridden.

>> No.2417498

>>2415552 here
started making a new map based on the feedback I got (still working on the others and will probably merge this map into the other WAD, but I think this one is already a lot better already)
no exit yet, it's about 40-60% done, E1M1, Ultimate Doom IWAD

it's harder, it looks better, height's more important, etc
here's the link:
http://a.pomf.se/wfbwjg.wad

>> No.2417517
File: 524 KB, 500x620, 1347659821156.gif [View same] [iqdb] [saucenao] [google]
2417517

>>2417474
I find this funnier than I have any right to

>> No.2417537

>>2417145

Name the Jakob manufacturer Caleb, name the Torgue one Duke.

>> No.2417543

>>2417474
Name of wad?

>> No.2417613

>>2417543
iogw.wad
It Only Gets Worse, its a jokewad.

>> No.2417617

>>2417543
http://www.best-ever.org/download?file=iogw.wad

Gameplay mod is Demonsteele with the new class.

>> No.2417770
File: 187 KB, 1600x900, Screenshot_Doom_20150521_021339.png [View same] [iqdb] [saucenao] [google]
2417770

Guys. Guys send help please.

>> No.2417773

>>2417490
I absolutely want to see this, if you could toss in some Inferno inspired monsters like the Trees, the Harpies or the snake men of Dis, I will be happy

>> No.2417776
File: 817 KB, 1920x1440, 1432102489.png [View same] [iqdb] [saucenao] [google]
2417776

ambush.wad - http://www.doomworld.com/idgames/?id=130

another puzzle wad that grew on me once i worked out how it was meant to be played (by, er, watching a demo. oh well.)

its main feature is a cyberdemon, and two large crowds, firstly of cacodemons, then of barons. the intention is to induce the former to wipe out the latter. you can't do this yourself; although the map is replete with ammunition it is only in the form of bullets (and a handful of dropped shotguns). on that subject, you absolutely cannot miss the jump at the start, or you will miss the only chaingun on the map, and it will be much more annoying to do with just a pistol.

aside from the final setpiece chamber, the remainder of the map consists mostly of tunnels and secret doors. considerable attention has been paid to light sources, which is nice to see in a wad this old. once having the knowing of the wad, its most irritating aspect was its use of those very slow perpetual lifts.

a satisfying wad to beat (even if i did have to cheat by watching someone else do it first), frustrating up until then. i couldn't recommend it to the typical player who just wants to run and gun, but i enjoyed it, eventually.

>> No.2417787
File: 2.98 MB, 320x240, wfbwjg.webm [View same] [iqdb] [saucenao] [google]
2417787

>>2417498
i was disappointed that there wasn't anything cool on that throne thing as a reward for strafejumping onto it. :)

perhaps an excess of gore on sticks, they get in the way a bit. otherwise i think you are doing very well.

map is incomplete, but i recorded it anyway:

http://a.uguu.se/nfsglj_wfbwjg.lmp

>> No.2417860

>>2417002
>no fucking way this is true

Its not as unbelievable as you'd think. It would mean he was in his 40's when Doom was new.

>> No.2417862

>>2417787
>i was disappointed that there wasn't anything cool on that throne thing as a reward for strafejumping onto it. :)
I didn't ever try to go onto it, so I didn't think to put anything there. Wasn't really a throne either, I put the "chair" backing onto it to stop the imps from infighting with the sergeants
...but that does give me an idea, so thanks!

The dead guys on sticks were indeed meant to hinder movement a bit, but I guess I should cut back on them.

>> No.2417869

>>2417787
ok now this is actually difficult, nice work!
replace the impaled marines with barrels! I would also make the path for the yellow skull open once you see the actual door

>> No.2417878

Is there a way to limit what colors of enemies Colourful Hell spawns?

>> No.2417932

Would anyone be interested in a mouse-driven menu you can plug into anything that gives you options to increase your FOV, adjust camera height from chest to eye height, and minor things like that?

>> No.2417934

>>2417932
Yes.

>> No.2417942
File: 2.78 MB, 320x240, ambush.webm [View same] [iqdb] [saucenao] [google]
2417942

>>2417776 (me)
unfortunately, if you try to record this one, most of the infighting happens off-camera, so the video isn't very interesting. UV speed first exit, 3:01
http://a.uguu.se/jolesr_ambush.lmp

>> No.2417958
File: 732 KB, 541x814, 1430459985483.png [View same] [iqdb] [saucenao] [google]
2417958

Holy shit, Trailblazer is just too much fun.

>> No.2417961
File: 54 KB, 970x783, plumber18n-6-print2-web.jpg [View same] [iqdb] [saucenao] [google]
2417961

What's the weirdest platform that Doom has ever been ported to?

>> No.2417979

>>2417961
An office printer.

>> No.2417982
File: 52 KB, 480x320, Gba1.gif [View same] [iqdb] [saucenao] [google]
2417982

>>2417961
gba doom

>> No.2417987

>>2417961
RISC

>> No.2418006
File: 40 KB, 1110x688, dup.png [View same] [iqdb] [saucenao] [google]
2418006

Why does Mark uses duplicated frames in his weapons? By dupe frames I mean actual dupe files that look exactly the same, only incremented by letter.
For a shotgun:
SHTGB=SHTGC
D=E
I=J=K=L=M

They are EXACTLY the same
And all of them are used in DECORATE.

Is there any practical reason to this that I don't see? Is this some kind of trickery?

>> No.2418012

>>2418006
Offsets, presumably. Why? Because he's a hack that's too lazy to do DECORATE offsets with a single sprite for each frame.

>> No.2418017

>>2417961
Ipods.
like those old ones with the wheels. its on rockbox and it can load up pretty much any wad provided its not designed with GZDOOM in mind.

>> No.2418018

>>2418017
Does any device with screen and Rockbox is capable of this?

>> No.2418021

>>2418018
provided its a color LCD, youd just have to check in rockbox's game list on your device.

im sure its in most.

was kind of a pain but ive had it running on an ipod nano 2nd gen.

>> No.2418024

>>2418018
heres the wiki page for it

http://www.rockbox.org/wiki/PluginDoom

>> No.2418026 [SPOILER] 
File: 1.55 MB, 1018x1952, 1432204232213.png [View same] [iqdb] [saucenao] [google]
2418026

don't ban me

>> No.2418032
File: 2.69 MB, 340x360, Isaac Freaks Out 2.gif [View same] [iqdb] [saucenao] [google]
2418032

>>2418026
God Damn It Caco-Bro stop doing this to me.

>> No.2418036

>>2418026
if it were up to me we'd be allowed to post on-topic non-hardcore lewds under spoiler tags. the rules are stupidly inflexible

>> No.2418045

Has Romero replied to our tweet yet?

>> No.2418052

>>2418045
Nah, He did mention something about his students which makes me wonder how do i get into his course?

However nothing so far about scanning their models.

>> No.2418054

>>2418006
I don't really think that's a huge issue considering it's not hundreds of frames.

I'm a lazy old fag myself, fuck bothering with setting offset in Decorate.

>> No.2418061
File: 82 KB, 896x504, 1343963899593.jpg [View same] [iqdb] [saucenao] [google]
2418061

Time for some late-night Wrath of Cronos action on Whitemare 2!

Server: :: [BE] Montreal :: /vr/ plays Dungeons & Dragons: Meatbread edition!
Password: vrtroopers

>> No.2418071
File: 23 KB, 246x370, 1404659655399.jpg [View same] [iqdb] [saucenao] [google]
2418071

>>2418061
>the meatbread god forgot

>> No.2418102

>>2418061
No players on server
Probbably because WHITE2.wad server uses does not match WHITE2.wad that gets auto-downloaded by WADSEEKER

>> No.2418104

>>2418102
>>2418061
Whitemare from idgames does not fit the bill either

>> No.2418105

>>2418104

we're gonna play Samsara instead.

Like.

Samsara with no bullshit addons other than monsters, no extra classes, no gameplay "enhancements"

just good old samsara with those extra monsters

>> No.2418109

>>2418105

Private SMM, password is vrtoopers again.

Let's beat up things

>> No.2418126

>>2418026
I'd worship THAT darkness.

>> No.2418130

>>2418006
So, Why did they change the normal shotgun sprites for brutal doom? I like the default sprites to be honest.

I mean they could of change them to fit the animations but beyond that.

>> No.2418145

>>2418130
By they you must mean Mark.
And mark isnt they but him
and him wanted testicles swinging under the shotgun

>> No.2418146

>>2418026
SWEET
DELICIOUS
HERESY

>> No.2418150

>>2418026
I'd let her ride my serpent, if you know what I mean

>> No.2418158
File: 216 KB, 1339x901, lighning.png [View same] [iqdb] [saucenao] [google]
2418158

Trying lighting effects in decorate. Getting kinda neat now - looks much better in motion.

>> No.2418216

https://www.youtube.com/watch?v=1p3x4YnxuDA

>> No.2418220

>i'm sharing sensitive info. regarding a scrapped project from a big name in gaming
>but i'm not telling how/when/who handed said info. to me

and this is how you know

a) a person has been gagged
b) is doing it for profit (profit can be anything; currency, rep, favors)

>> No.2418223

>>2418220
Wat r u talking about?
ElaBorat

>> No.2418304

>>2416792
>>2416806
>>2416832
>>2416843

DoomMetalVol5.wad when?

>> No.2418317

What is the best way to play doom multiplayer now?

>> No.2418320

>>2418317

Online? Zandronum.

LAN? Doomsday I guess; Romero used it a year ago for a LAN party.

>> No.2418328
File: 5 KB, 224x221, 1425734058593.gif [View same] [iqdb] [saucenao] [google]
2418328

>>2418320
Thank you amigo

>> No.2418345

>>2418006
>Is there any practical reason to this that I don't see?

Offsets.
Frankly, fuck doing Offsets in Decorate/Textures.

>> No.2418362

>>2417145

>Not having a demonic-themed weapon set

oh please doctor what are you doing.

>> No.2418381

>>2418006
>>2418012
>Because he's a hack that's too lazy to do DECORATE offsets with a single sprite for each frame.
>>2418054
>I'm a lazy old fag myself, fuck bothering with setting offset in Decorate.
>>2418345
>Offsets.
>Frankly, fuck doing Offsets in Decorate/Textures.

There are issues with doing offsets in DECORATE because of the way it handles weapon bob and a couple of other things, but for most it's okay.

TEXTURES however sidesteps all of these issues and gives you greater control over the graphics as well.

On top of that it takes a couple of minutes at most to do it; it should be about 15 minutes to do fifty frames and save 15mb or more (for pngs) if you're not brain dead.

If 15mb doesn't sound like a lot, then consider the amount you save overall and that you can put that extra space into higher quality sounds or higher quality images; a 2x image with less jagged edges looks better and is less noticeable than a 1x image with anti-aliasing.

>> No.2418382
File: 311 KB, 1360x768, Screenshot_Doom_20150521_105933.png [View same] [iqdb] [saucenao] [google]
2418382

Here's a quick update

http://www.best-ever.org/download?file=gbadmplusv1e.wad

Map01 is giving some slight touches it is now fully complete

map 02 is still getting worked on

posting some screenshots of the new areas

>> No.2418386
File: 312 KB, 1360x768, Screenshot_Doom_20150521_105945.png [View same] [iqdb] [saucenao] [google]
2418386

The music that will be playing

https://www.youtube.com/watch?v=aTQg3f6vk9

Was gonna used this

https://www.youtube.com/watch?v=2NuKshN6t-0

But 3DO Doom music doesn't get that much love

>> No.2418389
File: 284 KB, 1360x768, Screenshot_Doom_20150521_105949.png [View same] [iqdb] [saucenao] [google]
2418389

>> No.2418391
File: 392 KB, 1360x768, Screenshot_Doom_20150521_105957.png [View same] [iqdb] [saucenao] [google]
2418391

>> No.2418395

>>2418381
>On top of that it takes a couple of minutes at most to do it

Bruh, I played with Textures offsets to my sprites a few days ago and it took me half an hour just to do five sprites. Manually editing positioning in a text file and then going in-game to check it, then repeating as needed? Fuck that noise. FUCK that noise.
And even then it still gives me an error on start-up about how a patch is missing, despite how the original sprite is clearly there.

No, fuck offsets in Decorate, fuck offsets in Textures.

>> No.2418405
File: 318 KB, 1360x768, Screenshot_Doom_20150521_110022.png [View same] [iqdb] [saucenao] [google]
2418405

and here's some areas from 0.4 alpha doom recreated

>> No.2418407
File: 213 KB, 1360x768, Screenshot_Doom_20150521_110031.png [View same] [iqdb] [saucenao] [google]
2418407

>> No.2418414
File: 198 KB, 1360x768, Screenshot_Doom_20150521_110038.png [View same] [iqdb] [saucenao] [google]
2418414

>> No.2418424

>>2418382 >>2418386 (...etc.)
may i suggest it would save you a lot of time to make screenshot montages. the one-minute post delay can be quite bothersome.

>> No.2418459

>>2418395
>Manually editing positioning in a text file and then going in-game to check it, then repeating as needed? Fuck that noise. FUCK that noise.
You should be calculating the offsets from the offsets in the images you're replacing. If you're doing it incrementally to recreate existing offsets rather than just calculating the offsets from existing offsets then I have no idea why.
If you're doing it correctly it's a matter of simple addition and subtraction.

>> No.2418471

Anyone have that .gif with the revenant that runs out at you?

>> No.2418482 [DELETED] 

>>2418459

Or you can just
drag and drop an image.

It's that simple.

I'm all for giving Mark shit but this is THE most reaching thing to grasp at to criticize him for.

>> No.2418489

Finally finished BTSX E2M31. Pretty fun. But because of its length and slaughter gameplay, and after a LOT of failed pistol start attempts, I had no choice but to use saves, as otherwise I would never have finished it. Took me over an hour of in-game time to finish it, not counting deaths/reloads. I imagine E3's secret maps will be even more insane.

Also finished E2M17. Very fun arena map, especially once the Cyberdemon is out to infight everything.

>> No.2418493

>>2418381
>>2418395
Can't TEXTURES lump create duplicate frames within itself with applied offsets?
It can. And it is done EXACTLY the way you shift any other sprite - you just change the letter of the output.
Change one letter in the file (the input file to be the same) - BOOM, no need for the extra file in the archive.

>> No.2418502 [DELETED] 

>>2418493
>And it is done EXACTLY the way you shift any other sprite - you just change the letter of the output.
how 2 shift sprite with textures: change letter, go in game to check, see if it's right or wrong, exit game, fix

how 2 shift sprite without textures: drag and drop image, compare with other frames, kick back and have a coffee

advantages of using textures: maybe 1 or 2 less megabytes in an era where people are downloading 20 gigabyte games
advantages of not using textures: pissing off autists

>> No.2418609 [DELETED] 

>>2418482
You can just
drag and drop an image
in the texture editor (and be done with)
or normally (and then place into textures)
and save mbs worth of duplicate data

It's that simple

I like that you're bringing up Mark into this when I never mentioned him and was criticizing ALL mod authors that don't do this
real classy

>> No.2418613 [DELETED] 

>>2418609
Or you can just drag and drop an image
and be done with it like that.
And never have to bother with the monstrous bullshit that is textures. And dismiss anyone (like you) that complains about a whole extra 2mb of filesize as a sperg (like you).

>I like that you're bringing up Mark into this when I never mentioned him
>>2418006
>>2418012
>Why does Mark uses duplicated frames in his weapons?
>Because he's a hack

>> No.2418615

>>2418502
>how 2 shift sprite with textures: change letter, go in game to check, see if it's right or wrong, exit game, fix
Nope.
If you're doing that, you're doing it in the most retarded way possible.
Either create the textures in the built in texture editor in SLADE, or animate normally and then when done with animation put the frames into TEXTURES
It's simple math. Like "what is 72 minus 43" level math.
>advantages of using textures: maybe 1 or 2 less megabytes in an era where people are downloading 20 gigabyte games
If you have any amount of animation at all, it can be 10mb for a single weapon. More if you have things like multiple ammo types being loaded into a gun, because you can chop up and reassemble sprites with the same parts not repeated.
>advantages of not using textures: pissing off autists
So you're one of those types. Real classy.

>> No.2418617
File: 974 KB, 750x600, screenshot.gif [View same] [iqdb] [saucenao] [google]
2418617

>> No.2418620

>>2418615
>If you have any amount of animation at all, it can be 10mb for a single weapon.
Hah hah hah hah hah bullshit. I just went through a pk3 I had open and counted 35 different frames of animation for a single weapon, which doesn't even add up to 3/4s of a megabyte.

If you have a gun that uses 10mb worth of sprites, you have a different problem entirely.

>> No.2418625

>>2418617
Is there a version of this without the zdaemon gamma?

>> No.2418628

>>2418615
>it can be 10mb for a single weapon.

what the fuck kind of mod are YOU fucking working on?

>> No.2418635

>>2418613
These are my only posts in this discussion:
>>2418381
>>2418459
>>2418609
I made no mention of Mark until this post >>2418609 which was in response to you bringing him up.

>Or you can just drag and drop an image
>and be done with it like that.
You can do that in the texture editor.
Or use simple math after dragging and dropping in the normal sprite viewer if for some reason you don't like the texture editor which is nearly identical to the sprite viewer.
>And dismiss anyone (like you) that complains about a whole extra 2mb of filesize
It's not 2mb of file size unless you're using 4 frames of animation total, in which case your entire mod is likely to be under 10mb in total anyway.
For a mod that is using about 1 frame of animation per tic (like most popular mods do; the only ones I can think of that aren't animation intensive are DRLA and DRPG) the filesize gain is much larger.
>as a sperg (like you).
Beautiful.

>>2418620
>>2418628
Anything that uses .png instead of a palleted .lmp

>> No.2418646 [DELETED] 

>>2418635
>>2418615
>>2418609
>>2418493
>>2418459
>>2418381
>>2418006

Shut the fuck up, you gibbering autist.

>> No.2418647

>>2418635

Those 35 frames I mentioned were .pngs.
Sorry, you are vastly overestimating the amount the amount of gain your twice-the-work-for-zero-benefit textures nonsense is going to do for modding and are just throwing a fit because modders aren't doing something you like.

I'm not going to rewrite every single frame offset in a text file just because you think it'll save 10 megabytes (it won't, it'll save maybe 500k at most).
If that upsets you, then get over it. No skin off my back.

>> No.2418651
File: 78 KB, 798x596, background.jpg [View same] [iqdb] [saucenao] [google]
2418651

>>2418625
not him but this is the background, you can try to remove it if you want. but it's been messed with too much for it to be an easy job, so i didn't bother.

the source is arenas2 before i forget it again.

>> No.2418652
File: 56 KB, 791x396, they grow up so fast.jpg [View same] [iqdb] [saucenao] [google]
2418652

Is it possible to add the new movement mechanics of Doom 4 into zdoom? I'm really interested into seeing how climbing, vaulting and rocket boosting could change the gameplay.

>> No.2418659

>>2418652

Rocketjumping has been possible for a while.
Climbing and vaulting could be replicated with a parkour mod.

>> No.2418663

>>2418652
>they grow up so fast.jpg
heh.

when all's said and done i am sure i will still prefer the original, but, opinions.

>> No.2418681
File: 737 KB, 798x596, fixed.png [View same] [iqdb] [saucenao] [google]
2418681

>>2418651
That was extremely easy, just so you know.

>> No.2418690

>>2418659
I meant the double jumping, people said it was done with a jetpack.
>>2418663
I'm actually excited, I doubt it will take over the originals, but I think that the stuff they're adding will work fine while staying in theme with doom 2.
I just really REALLY hope it will have good mod tools, RAGE's were shit. I'm sure everyone at id and Bethesda knows that doom has lasted so long because of fantastic mods. I just fear that Jewthesda will add paid mods and ruin everything all over again

>> No.2418693

>>2418681
you completely misunderstood my post.

he wants the revenant gif without an eye-searing background.

so i looked up the background, intending to use it as a difference mask, so i could extract the revenant animation on a transparent background. but it's been messed with (cropped, slightly resized, and is a jpeg) making it difficult.

never mind.

>> No.2418698

>>2418651
>>2418681
What map is this?

Judging from the hud, I'm guessing its from the 90's.

>> No.2418701

>>2418698
And I'm retarded for not reading...

>> No.2418702

>>2418698
http://webwonderland.com/arenas2/
arenas2, like i said.

>> No.2418705 [SPOILER] 
File: 121 KB, 467x682, 1432236150115.jpg [View same] [iqdb] [saucenao] [google]
2418705

>>2418663

I'll always be fond of the original, too.

>> No.2418706

>>2418693
I see. Sorry for the misunderstanding.
I'd fire up Fireworks and make that if I weren't busy.

>> No.2418708
File: 57 KB, 640x400, 2353243.jpg [View same] [iqdb] [saucenao] [google]
2418708

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

The MUSIC!!!!

I hope this will be brutalized someday!

I mean:

Seriously!

you can destroy mirrors and everything.

Now this needs just more gore from Brutal Wolfenstein

and this will be the best mod ever created for Doom!

https://www.youtube.com/watch?v=us3svc52VX0

>> No.2418709
File: 678 KB, 1918x1009, hd boner.jpg [View same] [iqdb] [saucenao] [google]
2418709

>>2418705
I think the new design was inspired by this one, with all of the torn, blood meat. However the body still has some skin.

>> No.2418728

>>2418706
no problem.

thinking about it, it'd probably be easier to recreate the animation from the monster sprites than faff around extract them from an existing background.

but i too have other things i would rather be doing right now.

>> No.2418731 [DELETED] 

Finish the job, mods, deleting only half the conversation is stupid

>> No.2418735

where the doom arcade guy? is it almost done? wanna see that shit

>> No.2418745

>>2418489
>Also finished E2M17. Very fun arena map, especially once the Cyberdemon is out to infight everything.
i've yet to find the trick of this one. i let everything out, but the archviles annoyingly refuse to get distracted, and blow me up. or i fall foul of chaingunners or something while trying to hide from said archviles' attacks. it is extremely frustrating.

>> No.2418815

Has anybody got so insane he tried to put Meridian 59 sprites into ZDoom?

>> No.2418819

>>2418745
In my run, I let out the arch-viles first, and killed them with my fist/plasma before letting anything else out.

>> No.2418838
File: 698 KB, 650x960, reboot.jpg [View same] [iqdb] [saucenao] [google]
2418838

>>2417024
You said it. Thought I'd give it a more convincing look

>> No.2418856
File: 534 KB, 832x1119, what.png [View same] [iqdb] [saucenao] [google]
2418856

MFW trying to find my way around the "Hunted" map in Plutonia.

>> No.2418864
File: 880 KB, 500x282, click clack clock.gif [View same] [iqdb] [saucenao] [google]
2418864

>>2418838
14th June can't come soon enough for me.

>> No.2418873

>>2418856
Just use the automap

>> No.2418874

>>2418864
>Pre-order now for exclusive access to the series' famous double-barreled shotgun!

>> No.2418880 [SPOILER] 
File: 326 KB, 558x691, 1432242259328.png [View same] [iqdb] [saucenao] [google]
2418880

>>2418874
>Pre-order for Fallout 4 Early Access

>> No.2418886

>>2418874
Don't tempt me.

I might add it in later if I get bored again

>> No.2418889
File: 457 KB, 934x464, 1414569366332.png [View same] [iqdb] [saucenao] [google]
2418889

>>2418874

Don't even joke about that, anon.

>> No.2418894

>>2418874
>>2418880
>>2418889
as expected, allowing doom 4 discussion here is causing /v/-style cynicism about the modern game industry's pernicious practices to seep into /vr/. please, take it elsewhere, it is not welcome here.

>> No.2418896
File: 6 KB, 80x91, 1429721842405.jpg [View same] [iqdb] [saucenao] [google]
2418896

>>2418874
>double-barreled shotgun!
It's the Super Shotgun. It will always be the Super Shotgun!

>> No.2418903
File: 209 KB, 1920x1080, trying too hard.jpg [View same] [iqdb] [saucenao] [google]
2418903

>>2418894

>> No.2418908
File: 58 KB, 400x425, 1395832408317.jpg [View same] [iqdb] [saucenao] [google]
2418908

>>2418894

I don't go on /v/ but I can't help but be cynical.

I want it to be good, and it very well may be an okay game, I have hope after the new Wolfenstein games. But I know there wont be any mod support for it and probably not even a map editor. Mods and an endless sea of maps are what has made Doom so great for so long

There will probably be pre order exlusives, there will probably be DLC and that DLC will probably be the reason they wont want mods or a map editor.

I hope I end up being wrong, I really do.

>> No.2418909
File: 223 KB, 540x786, 633387417080723b8Rb5s44c.jpg [View same] [iqdb] [saucenao] [google]
2418909

>>2418894
Are you saying that criticism of greedy corporate business tactics in the games industry is not valid just because you don't like to talk about it?

>> No.2418913
File: 13 KB, 226x225, 7734754.jpg [View same] [iqdb] [saucenao] [google]
2418913

>>2418908
>But I know there wont be any mod support for it and probably not even a map editor.
Don't say that, please. Please no...

>> No.2418914
File: 11 KB, 134x109, 1389556098841.jpg [View same] [iqdb] [saucenao] [google]
2418914

>>2418894
As expected /vr/ can't take a joke

>> No.2418916

>>2418909
this comic got me thinking
since someone managed to port doom to sansa clip through rockbox, would anyone have enough balls and skill to have doom work on in-car digital display? like some cars have proper big digital displays nowadays with good resolution, maybe it could be given a try?

>> No.2418920

>>2418913

I expect we'll be told it's just "Too complicated" which will be a huge crock of shit when Bethesda's own main IP practically survives on PC with mod support.

Developers like to blame that and licensing issues with 3rd party software they use as the reasons they don't use mod tools. I'm pretty sure they don't want people doing a better job of expanding the game than they do with their own DLC.

>> No.2418925

>>2418916
In-car digital displays are sometimes Android with a wrap app. Doom runs on Android in several different flavours.

>> No.2418930

>>2418920
There's modding tools for rage.
There's exactly one mod for Rage, and that's mostly changing around configs.

>> No.2418931
File: 2.26 MB, 1920x1080, Screenshot_Doom_20150521_195139.png [View same] [iqdb] [saucenao] [google]
2418931

Uknown to me, a sort of official doom map pack had come at last, as the only good thing that came with Doom 3 BFG.

"No rest for the living" or Nerve.wad.
I am impressed, is quite good, I am finding it better than say, Plutonia, it feels more polished, something that doesnt just throw a buttload of enemies for no reason in a large area and give you the guns only gradually.

Playing at Ultra Violence and is quite hard indeed, to save up ammo I had to rely on in-fighting a whole lot but that made it just more fun and sort of strategic too, althought I am kinda worried at PIC related.

Throwing me the friggin spiderdemon and an archvile and various barons, how do I deal with it?
I got rockets the chaingun the supershotgun, few plasma shots and no backpack.

>> No.2418932

>>2418920
Then they're missing the golden opportunity:
Modtools are free.
The ability to USE the mods is DLC.
Play custom maps? $9.99!
Load custom monsters? $4.99!
Load custom weapons? $6.99!
Play custom soundtracks? $2.99!
Load alternate HUDS? 1.49!

>> No.2418940

>>2418931
Jump down there, get the mastermind to shoot the barons in the ass or vice versa. While they're keeping themselves busy, kill the archvile. Then mop up whatever's left.

>> No.2418942

>>2418931
old-old news. there was a re-port of it to boom compatibility iirc several days after it came out.

>>2418932
dont forget ability to monetize modding with 75% profit going to Beth.

>> No.2418949

>>2418931
That mapset gives me at least some hope for Doom 4's level design. Who made the levels?

>> No.2418952

>>2418949
>>2418931

There's a set of videos on youtube that details the making of some of the levels

https://www.youtube.com/playlist?list=PLZmVk4US70oh1wBUhL9SSRWalmIQwA-BE

>> No.2418957

>>2418920
I bet that without Carmack nobody will care to release the Source Code for RAGE, Wolfenstein or Doom 4.
>>2418940
>>2418942
Well I did not expect any different.
alright, I will try that, thanks.

>> No.2418970
File: 460 KB, 500x277, 5c1fc4a4f6b7a02b235c6b75fa1552f6_400x1000.gif [View same] [iqdb] [saucenao] [google]
2418970

>>2418931
Nigga turn your gamma down

>> No.2418974 [DELETED] 
File: 329 KB, 705x680, huge.png [View same] [iqdb] [saucenao] [google]
2418974

RIP AND TEAR!

>> No.2418976

>>2418864

Ay-fuckin'-men brother.

>> No.2418978

>>2418949
this guy, http://doom.wikia.com/wiki/Category:Russell_Meakim_levels
apparently he posts on Doomworld or was it the zdoom forums, oh well he post there too, but he works at Nerve software, I would not expect this guy to work on Doom 4.
>>2418952
oh, thanks.
And it worked, circle around them, cause some friendly fire, lure the archvile and kill him, then go over the platform and massacre the mastermind with the plasmagun and thanks to the pain chance and the high rate of fire I came out fine.

>>2418970
I know, done.

>> No.2418979

https://youtu.be/HQPXtV0_9gQ?t=2m53s
UE4 mapdesign.

3rd minute.
I want Doom4 level building to be like this. With both brushes and models It would be literally DoomBuilder2+TesConstructionSet

>> No.2418980
File: 546 KB, 1920x1080, Screenshot_Doom_20150521_131331.png [View same] [iqdb] [saucenao] [google]
2418980

>>2418970
How does this look?

>> No.2418981

>>2418864
>I got you now agitating skeleton, click clack get into my flak.

>> No.2418984

>>2418980

>191 fps

Damn skippy! What beastly rig do you have to run it that high?! I bet you could get fuckin 90 frames in a non retro game!

>> No.2418991

>>2418984

Not him, but I can't be the only one.

>Spend $2000 on a new rig.
>Play Doom all day.

>> No.2418994

>>2418991

Just curious, how many frames do you get in doom?

>> No.2418996

>>2418991
>>Spend $2000 on a new rig.
>>Play Doom all day.

Such is life in the GZDoom 2.0 zone

>> No.2418997
File: 1.32 MB, 1920x1080, Screenshot_Doom_20150522_001718.png [View same] [iqdb] [saucenao] [google]
2418997

>>2418980
why doesnt mine look like that? I am using GZdoom for reference.

>> No.2419000
File: 407 KB, 1280x720, Screenshot_Doom_20150522_022027.png [View same] [iqdb] [saucenao] [google]
2419000

Some russian guy is retouching vanilla Doom 2 maps giving them all sorts of GZDoomy things. Looks nice IMO.
Also here's me playing them with demonsteele (I kno I suck)

https://www.youtube.com/watch?v=7YsqR5rDRmo
https://www.youtube.com/watch?v=FJIo7kZ_s9I

>>2418984
Dont loose your head. look at picrelated. top right corner

>> No.2419002

>>2418997
Because you forgot to add "lights" pk3 to autoload

>> No.2419003

>>2418997
a) I'm using ReShade to add levels adjustment and some bloom
b) you have texture and sprite filtering on - look at how the lamps to the right are smoothly shaded in your pick. Personally I don't like that.
c)I have the standard Lights.pk3 and Brightmaps.pk3 loaded, you don't

>> No.2419005

>>2418980
>>2418997
>>2419000
What map?

>> No.2419006
File: 314 KB, 1600x900, 2015-05-22_00001.jpg [View same] [iqdb] [saucenao] [google]
2419006

>>2418994

>> No.2419007

>>2418991
$1000 rig here (i7/660Ti) >>2419000
2000+fps vanilla
700-800 fps with mods
400-500 fps Turdal Boom
300-400 fps GZDoom feature-heavy maps.

>> No.2419008

>>2419005
...
e1m1

>> No.2419010

>>2419005
You kiddin me right?

>> No.2419012
File: 1.92 MB, 400x258, 1400640644331.gif [View same] [iqdb] [saucenao] [google]
2419012

>>2419005

>> No.2419013 [DELETED] 

>>2419005

Boku no Hangar.

>> No.2419016

>>2418979
An automatic wad to level conversion would be great. It would save a lot of time for porting existing maps, all you'd need to do is add in the more detailed art and it should be okay.

>> No.2419017

>>2419003
ops, I took out the filtering now, gee, how, disgusting, say thought, how do I set them to autoload, I am quite surprised that Gzdoom does not seem to have a sort of launcher or manager, I mean, doesnt your Doom folder end up looking a mess of pk, wads and png? Heck, not even a screenshot folder.

>> No.2419019

>>2419016
There's something like that for Quake long time ago
There's also something like that for GMod and therefore Source engine. Might be dead now though.

>> No.2419021

>>2419005
heh. i too have completely failed to recognise original game maps when they are smothered in the glitz and bling of the modern source port. although the screenshots in question were slightly more glitzed than that...

>> No.2419024

>>2419017
>I am quite surprised that Gzdoom does not seem to have a sort of launcher or manager
Download ZDL, it's exactly what you want.
> I mean, doesnt your Doom folder end up looking a mess of pk, wads and png?
You can have a separate wad folder if you use ZDL instead of drag-and-drop.

>> No.2419026

I am sure somebody must have mapped this, imagine a labyrinth, with the Cyberdemon, various traps in it and some monsters too, walls to open and walls that would trigger every X minutes.

>> No.2419031

>>2419026
well there's the last map of nerve.wad, except you have to trigger the walls yourself. but you're right, cyberdemon labyrinth has been done. hell revealed map27, too.

as for timed triggers all i can think of is cchest2 map15 (or was it cchest3? argh, i forget) which triggers a massive monster teleporter every 15 minutes

>> No.2419037

>>2419031
Noice, then I am close to 2 of them.

>a massive monster teleporter every 15 minutes
I am slow myself, but isnt that quite a long time for a Doom level?

>> No.2419047

>>2419037
well, it's a very big map. like playing 10 small maps at once (seriously you have to find 10 numbered switches all in their own section of the level, or 10 numbered hidden switches to get the secret exit)

also, maybe the timer is more like 10 minutes each? i forget, i've only played the map fully a couple of times years ago. to be frank i didn't like it at all, and have no desire to ever play it again.

>> No.2419096
File: 504 KB, 1600x900, Screenshot_Doom_20150521_192143.png [View same] [iqdb] [saucenao] [google]
2419096

With this combination of mods, holy shit it scares me at times.

Also this: https://www.youtube.com/watch?v=-p0sTrnxa1k

>> No.2419102

>>2419096
Was there a new version put up or something?

I see your version has ammo boxes but my version just has bags.
Lots of bags.

>> No.2419104

>>2419102
The bags is part of an addon I made for personal use. There is a new version up on BE, though.

>> No.2419120

>>2418708
isn´t that the same voice as in COD W@W?

>> No.2419123

>>2419104
Boxes*

>> No.2419183

If I'm gonna be a shitter and play Brutal Doom, what else should I do to v19? First time, no bully pls

>> No.2419194
File: 1.00 MB, 625x790, 1424971163365.jpg [View same] [iqdb] [saucenao] [google]
2419194

>>2419120
Those nazi voices have been used in pretty much every CoD since the first one.

>> No.2419204

>>2419183

get best version, /vr/ edition

>> No.2419205
File: 434 KB, 1280x1556, chair of agitation.jpg [View same] [iqdb] [saucenao] [google]
2419205

>>2419183
Get Sperglord Edition.

>> No.2419214

>>2419183
golden rule: fist time playing be as vanilla as possible. Pick a mapset without fancy stuff and load with v19

>> No.2419218

>>2419183
Get Johnny's Brutal Doom

http://forum.zdoom.org/viewtopic.php?f=19&t=47229

>> No.2419225

>>2419194
>bum tickley

gets me every time

>> No.2419229
File: 29 KB, 256x352, 01230142536.jpg [View same] [iqdb] [saucenao] [google]
2419229

>>2419218

>that title screen intro for that fucking mod

Johnny seems like an okay guy to me

>> No.2419232

Any mods that alter the character movement?
As in the weapon not rock to left and right making me nauseous, and the walking and running speed being more reasonable, with limited sprinting?
I know there's a variable to turn off the weapon movement, but I thought that maybe someone already made a mod that does that includes a more realistic motion for the weapons and maybe even more.

>> No.2419236

>>2419232

Look into hideous destructor, it's hard as fuck though, but it adds movement options you're looking for, it also adds a neat bit of TECHNOLOGY and realism in that you can't turn in tight corridors when wielding longer rifles

>> No.2419250

Finished playing a TC called Ocean that some people mentioned a few days ago. Good fun, I liked it.

>> No.2419303 [DELETED] 

why dose /vr/ hate brutal doom?

and why i am banned from irc channel?

>> No.2419304 [DELETED] 

>>2419303
Because you're a fag

>> No.2419305 [DELETED] 

>>2419303
1. Read the FAQ
2. Total shot in the dark here, but it might be because of your intense homosexuality.

>> No.2419310 [DELETED] 
File: 48 KB, 525x525, FU.jpg [View same] [iqdb] [saucenao] [google]
2419310

>>2419304
>>2419305

wwww

your a bunch of fucking wanking clopping tossers!

>> No.2419313 [DELETED] 
File: 157 KB, 854x479, doom!1393159248334.png [View same] [iqdb] [saucenao] [google]
2419313

1v1 me in rust who hate me!
wwww

>> No.2419315

>>2419250

How on earth did you like it? It's REALLY rough around the edges

>> No.2419316 [DELETED] 

>>2419310
>>2419313
See, this is what I was talking about, you flagrant cock monger.
As a very slightly more serious answer, what IRC client are you using? I know Mibbit is mass-banned due to other similarly homosexual individuals using it to spam IRC.

>> No.2419330 [DELETED] 

Don't enable. Just report and move on.

>> No.2419345 [DELETED] 

>>2419330
>Just report

Report to WHO exactly? The only chimpanzees in charge have left.

>> No.2419401

>>2419315
>>2419315
>It's REALLY rough around the edges

Not sure what are you trying to mean with that.

>> No.2419404

>>2419401

The character art, gameplay, map design, and general pacing is pretty bad.

>> No.2419406

>>2419404

Compared to modern day standards, right?

>> No.2419408

>>2419406

Compared to anything, map design isn't very good, gameplay flows like shit, the mod is stingy with ammo, there's a fair share of hitscanners, character art is hideous, and some of the weapons look like shit

>> No.2419424
File: 1.35 MB, 200x150, 66f32477fe8cf6a8b734e08c2b4cbd32.gif [View same] [iqdb] [saucenao] [google]
2419424

>>2419408

And? It was that guy's first doom mod, that's pretty much expected to happen.

I mean, if he's not an asshole irl and a prima-donna to criticism compared to other people who also started doing zdoom TCs as newbies then why should I care?

I had fun with his zdoom mod and I expect him to keep going and improve, that's all

>> No.2419431

>>2419424
Sir, you are being entirely too reasonable for an internet argument, I'm going to have to ask you to include at least one ad-hominem per post.

>> No.2419437

>>2419424

Have you seen the wiki he made for his own mod?

>> No.2419447

>>2419437

>A doom modder did a website for his own mod

Is there an article attacking a minority or advocating for hate crime? If so, then he deserves to get shit on. If there isn't, then there's that.

>> No.2419453

>>2419424
The fact that it's "first mod" doesen't make it less hideous. Or less pretentious.

>> No.2419469

>>2419453

again, if he's not forcing people to like his mod and give him a Cacoward then I don't have any problems with his work.

That guy who unironically did a CoD-inspired campaign for Doom used modified IWAD maps, he also did a wiki(a), but instead of improving and taking (constructive) criticism, he insulted everyone, got losered, then he did another account and suggested his mod to be included for a Cacoward (forgot what year it was)

I don't see Ocean's author doing the same, so why should I bother with him?

>> No.2419474

>>2419469
Nobody said that anybody should be bothered with the author.
Just judging wads by objective merit, independant of whether it's first work, second, or 9001.

>> No.2419481 [DELETED] 

ban test

>> No.2419485

>>2419474
>Nobody said that anybody should be bothered with the author.

I know, it's just that I've seen similar cases happen over the years where the author's first work uses zdoom as port of choice, and they all seem to start in a similar way

-author posts doom content with questionable quality
-gets constructive criticism
-mental breakdown from the author
-thread closed/losered/banned/etc.

Trust me, I have played Doom: Rampage, Regular Day and Swan Fox, and I can tell you that I genuinely had fun playing Ocean compared to the first three. I truly wasn't expecting that at all, and I'm honestly curious about what else the guy has to offer.

>> No.2419609

Some explain to me like I'm a complete retard, how to enable GUS playback in zDoom.

>> No.2419642

>>2418381
>If 15mb doesn't sound like a lot, then consider the amount you save overall and that you can put that extra space into higher quality sounds or higher quality images
I'm not allotted a certain filesize, I honestly don't give a fuck if my .wad ends up being 15mb larger than it could have been because that's still fucking peanuts.

You're making it sound like there's a cake I can't have and eat it too.

>> No.2419657

>>2419485
It's so pretentious, author outright states that it's not a mod, its an "indie FPS, powered by GZDoom and Deviantart", with plot "so deep it's literally underwater", bad mapping, horrible textures and wikimedia stock images.

Basically it's someone trying to promote "babbys first mod" as a fullfledged game.

Also try PRODOOMER. It's basically the same thing (guy trying to make a game on it's own out of doom/retro resources, completely redoing most mehanics), but much more competently made, and could be actually good, if gameplay wasn't completely relied on keyhunting and copypaste.

>> No.2419660
File: 84 KB, 466x492, 1430505378042.png [View same] [iqdb] [saucenao] [google]
2419660

>>2418615
>it can be 10mb for a single weapon
Bruh, what the fuck are you even doing?
How many animation frames do you think people work with on average?

>> No.2419665

>>2419657
>with plot "so deep it's literally underwater"
are you sure it's not meant to be humorous?
a line like that suggests "parody" to me.
(disclaimer: i have not visited the site in question)

>> No.2419673

>>2419660
I never understood these eye things, the fuck are they?

>> No.2419684

>>2419673
My only presumption would be that they're like hell cameras, magic eyes staring into and observing the world perhaps. But who knows?

>> No.2419689
File: 327 KB, 800x600, Screenshot_Doom_20150522_023826.png [View same] [iqdb] [saucenao] [google]
2419689

More crypt goodness. Not entirely sure on what I can add, I feel as if I can cram more detail into the room, but I am not exactly sure where.

>> No.2419690

>>2419673
A representation of the "evil eye," a bad omen in many cultures throughout the world.

https://en.wikipedia.org/wiki/Evil_eye

>> No.2419691

>guy makes dehacked mod to have your guns switch instantly, quake style

>another guy says he made that same mod years ago but never bothered releasing it

how many cool things do you think are lost forever because whoever made them didn't bother showing it to anyone?

>> No.2419693
File: 491 KB, 640x480, Screenshot_Doom_20150522_001228.png [View same] [iqdb] [saucenao] [google]
2419693

>>2419000
Sweet mapset, however it's a bit dark too dark in the shadows. Like Doom 3 level dark.

>> No.2419698
File: 48 KB, 159x171, aab2f0c3e1b9eabdc174009c04bea211.png [View same] [iqdb] [saucenao] [google]
2419698

>>2419693

I see this HUD a lot. What's the name of it if it's a separate thing?

>> No.2419703

>>2419698
that's NCHud i think

>> No.2419704

>>2417014
Police for health and armor is from duke nuke 3D?

>> No.2419708

>>2418405
>>2418407
>>2418414
Did you did this?
that's really cool

>> No.2419719

>>2419665
>"so deep it's literally underwater"
part is an abridged version by me.

Actual plot is straight and serious.
A dark broody animeish man, tormented by visions of his past SUDDENLY gets underwater, where the girl of his visions (presumably dead Wife) still exists in some shape or form, but everybody died and EDGY ANGST and SUFFERING follows, as well as ridiculously cheesy stuff straight from 80s delivered with a total pokerface, and constant hints that its all has a deeper meaning (while it does not).
The plot's delivery is pretty nonsensical though and to make any sense at all, of what is going on and who this people are, you have to read the wikia, maintained by exactly single person - it's author. And writing and everything is pretentious and hyper oh-so-deep edgy.


While
>"indie FPS, powered by GZDoom and Deviantart"
is an honest quote

>>2419673
I always thought it was Icon of Sin watching your progress and overseeing the demons

>> No.2419720

>>2419691
>still waiting for that Rainbow Squad mod
also
>LWM stuff you would never see

>> No.2419728
File: 496 KB, 640x480, Screenshot_Doom_20150522_080606.png [View same] [iqdb] [saucenao] [google]
2419728

>>2419693
I really like now they add context to the maps, the crushers in the focus actually make sense because it's a production line factory.

>> No.2419731

>>2419691
without evidence to the contrary, i have no reason to believe my ideas and work are anything but worthless crap. however, hearing that someone else came up with the same thing, can be that evidence to the contrary. "that person is clever and he had the same idea" might give me the confidence to speak up. but otherwise i rather keep to myself, than risk the humiliation. better to say nothing than be thought a fool, after all.

that's how it is for me. can't speak for the particular case you're referencing as i know nothing about it, but it's one possible explanation why what you call "cool things" never see the light of day.

>> No.2419734
File: 23 KB, 189x198, Nice-glasses.png [View same] [iqdb] [saucenao] [google]
2419734

>>2419693
link to mapset pls

>> No.2419735

>>2419728
I already suggested to the author to raise ambient light levels in places where there are several "static" light sources.

>> No.2419738

>>2419734
>>2419693
>>2419000

Mapset in question
https://yadi.sk/d/uPki8Bc3gAR2j

>> No.2419739

>>2419734
http://iddqd.ru/levels?find=HontE%20remastered
This is the only link I could find. Was the designer russian?

>> No.2419743

>>2419739
>Was the designer russian?
>>2419000
>Some russian guy

DUH.

Also here's devthread: http://i.iddqd.ru/viewtopic.php?t=7838

>> No.2419750

>>2419719
>part is an abridged version by me.
oh. well, it was funny, well played :)

>> No.2419758
File: 18 KB, 100x100, 16685075835537cbca82791.jpg [View same] [iqdb] [saucenao] [google]
2419758

>>2419743
this is a pretty good avatar

>> No.2419769

If project msx had ever become fully developed, it'd been absolutely fucking spectacular going by how good the "beta" is.

>> No.2419806

Alright, Modders.
>Your task.
RE-create a level from Doom 3 in DOOM 2 with the same weapons and game mechanics, I.E flash lights for darkness and so on..

It's just a test of talent.

>> No.2419807
File: 9 KB, 298x279, 1411272566698.png [View same] [iqdb] [saucenao] [google]
2419807

>>2419205
Look forward to BDSM.

>> No.2419820

>>2419806
I think that has already been done, I doubt anyone will put time and effort into that.. its not something you come out with in a night, you rather grab a spooky techbase, the doom3 weapons and enemies from other wads and done

>> No.2419828

>>2419806
in order to do this you would have to play a level of Doom 3 until you knew it well enough to recreate it. i claim no-one has done this.

>> No.2419830

>>2418652
cyberrunner did vaulting and walljumping and general crazy movement mechanics. It was also 2fast 4u

>> No.2419841 [DELETED] 

>>2419820
>the doom3 weapons and enemies from other wads
Ah, Yes but then you don't get hired.
>Because that's stealing..

>> No.2419857 [DELETED] 

>>2419841
Wait? is this an art test?

>> No.2419898
File: 347 KB, 1908x768, marsu.jpg [View same] [iqdb] [saucenao] [google]
2419898

>>2419828
I mean I made a doom 2 version of Mars City Underground with minimum detail. The layout is pretty spot on though. Does that count?

>> No.2419907

>>2419898
>Does that count?
i guess so. i mean, i get that people played the game, i've seen walkthroughs. but to have played it sufficiently carefully and for long enough to memorise the layout in order to recreate it... you must be a proper masochist.

>> No.2419909

[05-16] GBA DOOM PLUS update
http://www.best-ever.org/download?file=gbadmplusv1c.wad

What is this?

>> No.2419919

>>2419909
i dunno but the guy posted another update here >>2418382

>> No.2419986

>>2419703
Not him but I looked it up and it looks all flat

Did the anon in >>2419693 use filters or something?

>> No.2419995

>>2419898
That's what i'm talking about! This would be a easy pass seeing as you've kept to the doom 2 style but incorporated parts of the doom 3.

>> No.2420003 [DELETED] 

>>2418617
2 spooki

>> No.2420028
File: 34 KB, 540x720, 10407295_953020494731140_2254263832713321895_n.jpg [View same] [iqdb] [saucenao] [google]
2420028

http://i.4cdn.org/wsg/1431455513330.webm

>> No.2420059

>>2420028
Looks
sad

>> No.2420162

So, i've been trying to play wolf 3D, went and dug up my old RTCW disc, tried installing from that but for whatever reason it refused to install. So I tried ecwolf but couldn't find the files link in the pastebin is fucked, and i'm too lazy to search for a torrent

So I guess i'll try the total conversion. Anything I should know before booting it up? I know it says some iwads have funky coloration, so I assume I should just be using doom2.wad? I know it's in the doom engine so it won't be a 1:1 experience, but it seems to be pretty lovingly made.

>> No.2420180

>>2419657
>>2419719

i don't get it...

>> No.2420187

>>2420180

It's a bad mod.

>> No.2420193

>>2420187

and why should i think its a bad mod when i have never played it at all myself?

why cant i form my own opinion?

>> No.2420196
File: 15 KB, 500x500, Pick me a winner.gif [View same] [iqdb] [saucenao] [google]
2420196

>>2420193

Go play it then, fartknocker, we're not stopping you.

>> No.2420203

>>2420196

average_moderator.gif

>> No.2420221

so does /vr/ actively play this? I'm guessing you're all on zandronum?

>> No.2420224

>>2420221

Zandybam for online shenanigans, GZDoom/ZDoom for solo play.

>> No.2420226

>>2420224
but how many of you are actively playing? do you have daily ffas or something?

>> No.2420229

>>2420226
Not him, but it's pretty much whenever someone throws up a server versus a set time.

>> No.2420230

>>2420226

Good question, we used to play Samsara quite often, there's one guy that tries to host multiplayer WoC from time to time, and Term likes pulling us in for Push or Demonsteele when he's working on shit.

One of these days I need to get off my ass and figure out how to host shit, I'd pull up Samsara frequently

>> No.2420238
File: 2.51 MB, 720x360, makin my way downtown.webm [View same] [iqdb] [saucenao] [google]
2420238

I still need to figure out a different visual and audio effect for the railgun attack, but this weapon is nearly done

Thanks Term for the lightning gun code

>> No.2420241

>>2420238
is the lightning gun the prickly sprite one?
it doesn't really look like lightning
if that's the final version I would suggest a name change

>> No.2420245

>>2420241

It's just the lightning beam, yeah. The weapon itself is the Buster Rifle which has quickly become the swiss army knife of cell-based weaponry.

and just roll with it, making convincing lightning beams within Zandronum isn't easy.

>> No.2420259

>>2420245
Does zandy have the offset parameter that makes the beam zigzag?

>> No.2420271

>>2420162
Here is ecwolf + all the episodes

run start.bat to keep it portable

http://s000.tinyupload.com/index.php?file_id=23152730467204732282

>> No.2420282

>>2419986
It's the lens distortion from reshade.

>> No.2420298
File: 6 KB, 63x66, 1394977872286.png [View same] [iqdb] [saucenao] [google]
2420298

>>2418395
>Manually editing positioning in a text file and then going in-game to check it, then repeating as needed? Fuck that noise. FUCK that noise.
There's a visual editor built into Slade you retard.

>> No.2420305

https://twitter.com/Mick_Gordon/status/601637415833444352
Teaser of some music for doom 4? Will it have some drum and bass?

>> No.2420319

>>2419691
England would have been 30 years ahead back in the 1700 if some crazy guy had released all his discoveries.

>> No.2420326

i want to learn spriting
but i suck at it
shading is the worst
how do

>> No.2420342

you know you really fucked up
when your custom title reads
"I really should think before I post."

>>2420305

>@lolzdude118
>@Mick_Gordon what soundtrack is this for? If buy in a heartbeat!

>Mick Gordon @Mick_Gordon
>@lolzdude118 be sure to check out E3 ;)

OH SHI---

>> No.2420360

>>2419758
What is this?

A doomguy for ants?

>> No.2420368

>>2420305

...are we really going to hear djent versions of the doom soundtrack?

>> No.2420373

>>2420368
Doom 4: Now Featuring Skrillex!™

>> No.2420374

>>2420342
>episode format confirmed

let's hope they don't do it like TTG and release the game in parts

>> No.2420383
File: 86 KB, 433x650, IMG_0778b.jpg [View same] [iqdb] [saucenao] [google]
2420383

>>2420368
Doom soundtrack by Meshuggah

>> No.2420407

>>2420374
How are episodes confirmed?

>> No.2420413

Where's the official site/forum post for Complex Doom?

>> No.2420416

>>2420413
It doesn't exist. You should be able to figure out why.

>> No.2420419
File: 122 KB, 466x492, 1410968598375.png [View same] [iqdb] [saucenao] [google]
2420419

Some time ago I saw people talking about making doom a more atmospheric experience. There was some kind of "dark doom" and flashlight mod, does someone have those around? I want to mix it with the aliens mod.

>> No.2420420

>>2420419
http://forum.zdoom.org/viewtopic.php?f=19&t=46174&sid=0db9e11e3a0ecd9d6fdd11fbee8bedd0

>> No.2420421

>>2420413
>Bethesda going after Complex Doom

>> No.2420425

>>2420374
He means E3 the convention

>> No.2420426

>>2420425
... oh

>> No.2420428

>>2420416
not him and not familiar with complex doom, but intrigued. please explain?

>> No.2420429
File: 36 KB, 500x370, 1405698573595.jpg [View same] [iqdb] [saucenao] [google]
2420429

>>2420420
Thank you very much anon! You are a cool dude

>> No.2420430

>>2420426
Holy shit, you're illiterate.

>> No.2420439

Are demonsteele and gmota similar? Which is better?

>> No.2420443

>>2420238

Black Mesa's HEV battery & Health kit pick up sound would work perfectly for it (The deeper the firemode de higher the pitch it plays). You can download the non-steam version at their website.

>> No.2420463
File: 93 KB, 680x384, Escape.webm [View same] [iqdb] [saucenao] [google]
2420463

http://www.best-ever.org/download?file=gbadmplusv1f.wad

here's a small update

>> No.2420498

>>2420439
Demonsteele.
GMOTA came like 6 months afterwards and is very derivative of DS

>> No.2420509

>>2420439

Try both. They are pretty different.

>> No.2420520

>>2419693
>http://i.iddqd.ru/viewtopic.php?t=7838

Played this with the Aliens TC, its a nice combination.

I remember i saw a pic of it with a Flashlight, anyone knows what WAD he used for the flashlight?

>> No.2420560

>>2420439
I find GMOTA more fun, but Donut Steel is good too.

>> No.2420589

>>2420439
They are only similar in the sense that there's a sword.

How both mods play and what they focus on is very different.
I love both equally

>> No.2420674

>>2420428
Complex Doom is filled to the brim with stolen assets. If it had a forum topic, people would be able to point this out, which would likely get the mod and its author banned hard.

>> No.2420679

>>2420674
>Complex Doom is filled to the brim with stolen assets.


Someone must pay.

>> No.2420680

>>2417490
Has this really not been done yet?

Well fuck me, looks like I'm learning how to make wads.

That version of hell is ripe for gameplay picking. You could have gluttony be filled mancubuses and have violence be packed with tons of imps and chaingunners.

I would have to make a satan enemy for the final boss.

Fuck if nobody else has done it, I'm starting today.

>> No.2420683

>>2420674
oh, thanks.

maybe he should come here; /doom/ apparently being the refuge of all those whose manner and work has them excluded from all other doom forums...

>> No.2420689

>>2420674

Huh, I used this to coop with a friend and now I feel kind of bad for using it.

What would be a better coop WAD to use?

>> No.2420692
File: 450 KB, 640x480, gzdoom 2015-05-22 16-56-43.png [View same] [iqdb] [saucenao] [google]
2420692

I'm trying to play the refinery with smoothdoom.
It has its issues, but the new enemies are really OP. Or rather, they are introduced way too early on, they keep killing me in one hit.

>> No.2420703

>>2420692
But Smooth Doom not supposed to add new enemies, or alter gameplay in any way...
Unless you mean something else

>> No.2420705

>>2420680
>Fuck if nobody else has done it, I'm starting today.
Bitchin'.
Best of luck to you, cause that sounds awesome.

>> No.2420706

is there anything between zDoom anf BrutalDoom?
I liked Brutal at first but it fucks up balance and makes me use only the shotgun most of the time.

What is the next step aftet zDoom?

>> No.2420707

>>2420689
>Huh, I used this to coop with a friend and now I feel kind of bad for using it.
don't see why. if you had fun who cares?

>> No.2420712
File: 381 KB, 640x480, gzdoom 2015-05-22 21-21-23.png [View same] [iqdb] [saucenao] [google]
2420712

>>2420703
the refinery adds them. there's quad shotgun and machine gun zombies in the first level.

>> No.2420721

>>2420680
>Has this really not been done yet?
well there's doctor sleep's inferno series
http://doomwiki.org/wiki/John_Anderson_%28Dr._Sleep%29

>Well fuck me, looks like I'm learning how to make wads.
seems like an ambitious project for a first timer...

>> No.2420728

>>2420706
ZDoom is a source port.
Brutal Doom is an actual mod.
But I think I understand your question.

Try one of these:
Weapons of Saturn
Modes of Destruction
BURL TUMD

>> No.2420732

>>2420674
>Complex Doom is filled to the brim with stolen assets
>would likely get the mod and its author banned hard.
IIRC It uses Realm667 stuff, with some major modifications to the behaviour code, and sprites from ZDoom's spriting carnival with the authors credited.

It's on Zandro forum and author isn't banned there or anything.

>> No.2420741

>>2420728
thanx.
you are right I meant zDoom wirh vanilla wads.

do you know Doom Enhanced?
looks interesting. has some nuce blood effects too.

>> No.2420750

>>2420721
I wouldn't disagree it's over-ambitious, but I am going to at least try.
If it's too difficult and I can't get it to work how I want, I'll go to someone with more experience and get their help or give them my work.

My absolute favorite depiction of Hell is that of Inferno. I'm already penning concepts as we speak.

I can't believe this hasn't been done yet. Half the work is already done with the assets in Doom 1 & 2 already.

I need to at least start something, if only to get the idea out there that it needs to be done. The gameplay possibilities are astronomical with this kind of setup.

>> No.2420780

just to let you guys know, the author has a higher quality version of his doom fan art on his website

you can easily find it by googling his name

>> No.2420786

>>2420342
Doom 4 better not have this generic bullshit as part of it's soundtrack.

If anything two things in this universe go hand in hand, it's Hell and Metal.

Jesus at least make it industrial "Fear Factory" type metal to fit the "cyborg demon" shit.

No. Just fucking no. No.

>> No.2420790

>>2420439

The only way they're similar is that "protagonist uses a sword". DemonSteele is more anime OC, GMOTA is more SNES brawler.
I like both.

>> No.2420801
File: 313 KB, 600x480, url.png [View same] [iqdb] [saucenao] [google]
2420801

>>2420674
LOL!
"stolen assets" ... are you serious?
The Doom-Community can be a bunch of whiny butthurts.
Mods are free.
the substances and assets the mods are filled with should allways be free and for every modder to use!
That's what made modding so great!
Using existing stuff and making it better or changing it the way you like it!

>> No.2420806

>>2420692
how'd you get that warped effect on the NC hud?

>> No.2420807

>>2420801
Well to be fair, one of it's latest version it was using assets from DRLA without Yholl's permission.

>> No.2420809
File: 187 KB, 600x480, CYN81.png [View same] [iqdb] [saucenao] [google]
2420809

>>2418708
holy... shit!
The Wolfenstein and Medal of Honor OST!

and yes:
this definitely needs more gore!

>> No.2420812

>>2420807
Look at that post again. Do you seriously believe it's sincere?

>> No.2420817

>>2420732
>>2420807
The original incarnation was just Accessories to Murder's sprites with Hard Doom's enemies, both of which were custom.

Not that it matters to the "LOL MOD CONTENT BEING STOLEN" crowd.

>> No.2420837

>>2420817
>Not that it matters to the "LOL MOD CONTENT BEING STOLEN" crowd.
A recent addon called complex master of puppets is basically stealing the concept of mop [for those who don't know, Master of Puppets is a mod for zandronum that lets you play as a ghost that acts like a dungeon master, that means you control the enemies and place them in different areas] and pasted it on complex.

I am unaware if the author authorized that addon to exist so i am not sure if its stolen content or not.

>> No.2420840

>>2420837

If it's an add-on, then it isn't.

>> No.2420841

>>2420271
Hey man, know it's been a couple hours since this post but I just wanted to say thank you, The files worked excellently, and I feel like a teenager again murdering the fuck out of nazis.

>> No.2420849

>>2420837
>>2420840

iirc MOP was dead and up for grabs by anyone for a long time now
Glad somebody made something new out of it.

>> No.2420859
File: 647 KB, 1280x1440, 1432331580.png [View same] [iqdb] [saucenao] [google]
2420859

NEVEREST.WAD - http://www.doomworld.com/idgames/?id=164

second map by author of ambush.wad (>>2417776). a little more conventional, more killing the monsters yourself, although it starts off with another cyberdemon puzzle, this time involving catching it between two doors then crushing it. no necessary infighting although one rather entertaining mad fight in light and darkness and a crowd that comes out the walls, but for which you get a BFG which largely trivialises it.

architecture is also more conventional with fewer slow lifts (there are still quite a lot, but none really get in your way much). doesn't seem to have such a degree of fancy lighting but makes up for it with fewer flat square featureless corridors - the author appears to have sussed out making curves and staircases. still some essential secrets and unmarked doors, sadly.

>> No.2420863

>>2420817
ethical question: if you use someone else's work and they turn round and tell you to stop, should you? (cf. >>2420807)

>> No.2420865

>>2420849
Really, i didn't tought that mod was that dead
>ModDB page says last update was on September 2013
Welp

>> No.2420872

>>2420863
I would, at least I would after I asked why they changed their mind.

>> No.2420874

>>2418708
do I hear it right? Voices from Cod Wow, glass smashes from Hexen, button switch reminds me of Unreal Tournament menus and the music is return to castle Wolfenstein It looks nice.

>> No.2420890
File: 680 KB, 1920x1080, Screenshot_Doom_20150523_000707.png [View same] [iqdb] [saucenao] [google]
2420890

This needs a fuckton of more work, but still pretty happy so far. The explosion sprite I threw together in PS came out neat for the little effort spent.

Now I need projectile trails, spriting, minor animation and some dynamic lights. And sounds.

>> No.2420892
File: 427 KB, 1366x768, Screenshot_Doom_20150523_000457.png [View same] [iqdb] [saucenao] [google]
2420892

>>2420841
It's a pleasure m8.

>> No.2420893

>>2420865
It was posthumously modded y some russian modders for their servers (it's originally russian community mod), then some versions of that floated up in several WAD archives, but never met any other official release. Also russian community is much more lenient about borrowed resources due to mentality.

>> No.2420897

>>2420872
fair enough, thank you.
>after I asked why they changed their mind.
that implies you would have asked in the first place, which of course one should but which i'm not sure happened in the case of complex doom and doomrla (please correct me if i have this wrong).

>> No.2420934

>>2420863
Ethically? Yes. It's only polite to do what the creator wished, even if they're being a dumbass about it.
It's what I've done for all my projects, and if they say no then I make my own variation.

There's no need to make a fuss over something as small as a mod for a 21-year-old game. If they don't want me to use it, then I shrug, say "Okay", and use something else.

>> No.2420938
File: 215 KB, 540x764, tumblr_nnzu400WRI1r0cipdo4_540.png [View same] [iqdb] [saucenao] [google]
2420938

>> No.2420991
File: 17 KB, 287x267, biotifull.jpg [View same] [iqdb] [saucenao] [google]
2420991

>>2420938
OMG! A crossover between condorito and doom, awesome!
Are you from Chile anon?

>> No.2421004

>>2420991

No, sorry; I found it on tumblr and the source was a request done in /co/, as mentioned by the author.

>> No.2421029

What gamma does /vr/ play ZDoom in?
Just wonder what most people use, because I keep seeing either pictures that are washed out, or really dark.

>> No.2421030

>>2421029
Somewhere in between, obviously.

>> No.2421036

>>2421004
I see, very cool and obscure reference nevertheless

>> No.2421050

>>2421029

0.0

if they're really dark, it must be because of the OpenGL port

>> No.2421058

>>2415451
Is doom legit a good game to get and participate in the modding community, or is it one of those things hampered by an awful fanbase like LoL?

I don't mean to offend, I'm just curious because I might be grabbing Doom II. Or I. Dunno, both seem alright.

>> No.2421073

>>2421058

Doom is cool and so is the fanbase. Sure, there might be shitters every now and then but they can be ignored so easily.

Play Ultimate Doom first, the first episode kicks ass.

>> No.2421076

>>2421058
Local modding community looks pretty damn RAD to me. People are mostly helpful and are willing to share their code sometimes if you ask nicely.

>> No.2421083

>>2421058
Modding is very active and modders are helpful. Hiding one's source codes or whatever is almost unheard of, and there's a metric fuckton of documentation on almost every single little thing you can edit. It's a good community even without comparing to the cesspool that is MOBA's (speaking as someone with 6k games or so played in them).

>I might be grabbing Doom II. Or I. Dunno, both seem alright.
Doom 1 has prettier and more fun maps. Doom 2 is virtually required to play mods though.

>> No.2421084

>>2421076
>>2421073


>>2421058
Here. I agree. Everything looks pretty good, it's a step above Mount and Blade, but not nearly as cancer as Doter. I think I like it here.

>> No.2421113

>>2421029
I use GZDoom, so 0.0 so the rest of my desktop ain't brighter than it's supposed to be.

>> No.2421114

Anyone know why ZDaemon is so damn jittery?
It's really annoying sometimes.

>> No.2421120

>>2421083
>Doom 1 has prettier and more fun maps.

I'll give you E1 and E2, but E3 was worse than Doom 2.

>> No.2421123

>>2421058
Doom 1 has better gameplay and levels, but Doom 2 has way more content and most mapsets are made for it in mind due to this. Doom 2 isn't bad, but the quality starts to kind of drop a bit by the half-way mark, still playable, and still fun, but it's definitively noticeable.

I suggest you go download Ultimate Doom, Doom 2, and Final Doom for free, because really nobody who actually worked on the original games are actually paid for it now, the last guy (master coder and all around badass genius John Carmack) quit the company a year or so ago so buying it now you're really just putting money in the pocket of the publishers.

Modding is quite free, and pretty damn active for 20+ year old game, the secret is the simple but fun gameplay, and the cool design. It's not very hard to get into modding, from mapping (which there are great programs for), to making your own gameplay mod, or even if you were to make your own entire game from scratch, which a few people/groups have actually done before (some of them are actually really fucking good too).

With a sourceport like ZDoom/GZDoom, you can make some pretty spiffy maps with a lot of cool features, with new monsters, weapons, graphics, items, everything basically.

If you want to make something for multiplayer, use Zandronum, it's a multiplayer dedicated sourceport based on GZDoom, because ZDoom has absolutely goddamn atrocious multiplayer support on it's own. Zandronum can do most (though not all) of what ZDoom can do, with the addition of multiplayer that actually works for real.

>> No.2421125

>>2421120
>I'll give you E1 and E2, but E3 was worse than Doom 2.
Eh, they're about on par with each other I think. I just hate the early parts of D2.

Also E4 beats them both despite how unforgiving it is.

>> No.2421136
File: 24 KB, 500x372, abstract kind of hell.jpg [View same] [iqdb] [saucenao] [google]
2421136

>>2421125
Really? Map 01 to Map 11 I think are the best parts of Doom 2, it really starts to suck at Map 12 in my opinion, I mean, there's still some good levels after that, but how unfun Map 12 is kind of sets the tone for how the rest of the maps aren't going to be quite as fun as the previous ones.

And also, while I genuinely like Sandy Petersen (both as a person and as a mapper), they shouldn't have let him do so many of the maps, especially not in a row, they should definitively have dragged in Romero at gunpoint and made him do more maps, as well as maybe let American alter and redo some of his maps, if only for variations sake.

And then let some people just touch up the maps because even if his maps are fun in controlled doses, they could be really fucking ugly at the same time.

>> No.2421137

>>2421058
>or is it one of those things hampered by an awful fanbase like LoL?

If you're looking for a game with a good fanbase, you'll never find it. Every community has a dedicated corner of shitters that mingle about with the normals, and everyone's got some edges that inevitable grind up against someone else.
No matter what fandom it is, there's going to be dumbshittery everywhere you look. The trick is to find a group of people you enjoy being with and working with and focus on them.

That being said, Doom modding is still relatively niche enough that the signal to noise ratio is fairly acceptable. And there's always the availability of good feedback for mods.

>> No.2421145

>>2421137
Yeah, I've noticed. I know a bit about Doom modding, and it seems all the shitters like Glassyman have fucked away.

>> No.2421147

>>2420892
dood

>> No.2421154

>>2421136
You're probably right and I have no rational explanation for disliking early d2. Those levels just never clicked with me at all.

Sandy is cool. He does seem like the kind of guy who needs a co-mapper to pretty up his levels sometimes though.

>> No.2421156

>>2417537
Thanks for the suggestion
so, Jakobs->Calebs. Or maybe "Cabal's", idk.
And Torgue-> Nukem (methink that would be more appropriate and referencive)


>>2417145 (me)
Alright heres some other ideas
Vladof -> DAKKA (more firerate/mag)

Bandit (more ammo and power at cost of accuracy/reliability and reload speed)-> SATAN - same, but with a gimmick - it can fire with an empty mag, using player's blood(hp) as ammunition. "Blood ammo" are a bit more powerful, and/or behave differently depending on gun type. So you have to watch your ammo and reload manually or you start losing health. OR stack up on healing skills/medkits and fire away!

In Borderlands 2, they use decals textures sometimes, that I think I can change into blood/gore covering the gun. Gonna give it a try to make a more demonic-looking guns.

Also i wanted to give some wooden textured a charred/burned look, but my artistry skills are honestly lacking. Would be really glad if somebody decided to help me out in this (logos/textures), but I'm not even sure this is going to fly anywhere yet, so it'd be a waste of effort.

In the least we could do a Doom-themed TexMod pack for BDL2 :p

>> No.2421157

>>2421156
I also have some class/story, and ideas if anybody interested i can post them here.

Short version:
Impgirl as the Hellgirl (Siren analogue, but with wilder, demonic powers and soul stealing, Yandere.) Can melt faces with elements/buff/debuff, and proficient with pistols and SMGs

Nonahmed and Fanny as the Marine and his Lost Soul Waifu. (Soldier, Went to hell to get his waifu. Found her as a lost soul. Happily demonslaughter ever after. Fanny can act as a summon/distraction or as a turret/protection. ) Can ass-rifles, shotguns and rocketlaunchers.

Lex as the Agent (A tall DFC elven girl from another dimension, with gentlemanly posture, pseudo-British accent and posh attitude. Wears Tuxedo and uses a cane-sword, demeans demons in a brittish manner, has a weird sense of humour. Can stealth, sword, Revolvers and sniper rifles, basically a Zer0 redux)

Krieg as STRIP THE FLESH//SALT THE WOUNDS (He died, and obviously gone to hell to SMOTHER HIS PECS IN SOME RIBCAGE SLAUGHTER)
Conductor of the PAIN TRAIN.

>> No.2421159

>>2420892
>two pistols
>two eyes on a caco
>two of those skulls on both sides of the cacodemon
Looking at that picture somehow made me feel really nauseous. It's almost like it's mirrored but still off and that's fucking my mind up.

>> No.2421163
File: 621 KB, 1364x768, fuckyouanon.png [View same] [iqdb] [saucenao] [google]
2421163

>>2421159
You're welcome.

>> No.2421164

>>2421136
Later doom 2 levels I like include 14, 15, 17-20, 22, 23, 26-29.

>> No.2421183
File: 57 KB, 300x225, dishafter_sm.jpg [View same] [iqdb] [saucenao] [google]
2421183

What's the best control scheme for someone using keyboard only controls? Original controls feel so dated but I don't wanna use a mouse.

I'm thinking about WASD for forward/back/strafe and left/right arrow keys to turn and up to fire and down to unf.

>> No.2421186

>>2419000
>me videos
>TFW bad at doom but still wanna put up video on Tube to showcase some mods and awesome features.

wat do

>> No.2421187

>>2421183
Why don't you want to use a mouse?

>> No.2421191

>>2421183
In such cases I use WASD for move and Numpad 4568 for looks, with thumb on 0/ins. for fire and pinky on NumEnter for stuff. More keys around the hand than with arrow keys.

>> No.2421192

>>2421183
>but I don't wanna use a mouse.
No reason you can't.
Doom was made with mouse compatibility from the get go.

You couldn't look up or down, but you could use a mouse to turn, which makes the game infinitely more appealing to play, because it makes it easier to strafe and to move, and to aim your gun.

Or you can use the mouse for movement, if you're one of THOSE people.

>> No.2421195

>>2421183
You can turn off vertical mouse look, and moving with the mouse if you want to.

>> No.2421203
File: 597 KB, 816x612, 1386963981275.png [View same] [iqdb] [saucenao] [google]
2421203

>>2421187
Never use a mouse on my laptop and I'm not about to attempt touchpad contols. Also I got pretty good at Doom on handheld controls using L & R to strafe.

>>2421191
no numpad but I'm with you on that more keys the better idea. Might move from the arrows to PL:" keys.

>>2421192
>Or you can use the mouse for movement, if you're one of THOSE people.
That's just fucking weird. Like rolling your doomguy across a table.

>> No.2421209

>>2421203
>GCWZero
aww shit nigga

>> No.2421213

>>2421183
>I'm thinking about WASD for forward/back/strafe and left/right arrow keys to turn and up to fire and down to unf.
Yes, that's the best way. Used spacebar to fire though.

>> No.2421219
File: 176 KB, 520x678, 1430676144764.jpg [View same] [iqdb] [saucenao] [google]
2421219

"Doom 4 is being built on id Software's id Tech 6 game engine. John Carmack has stated that the game will have better graphics than Rage, but is targeted to run at a lower framerate of 30 frames per second "

>> No.2421221

>>2421219
and how many years ago was that? Even if true, is their funeral anyway.
------------------------
I remember years ago downloading a mod a clean soundtrack for Doom, unless I am confused with Doom 3, anyone knows what I might be talking about?

>> No.2421226

>>2421186

Record videos anyway. You don't need to be good to be entertaining.

Terminus, Renegade002, and Medicris are turbobad at playing video games, but they're fun to watch anyway because you don't know what's going to happen next and how they're going to get out of scenarios. And half the time, their mistakes are actually pretty fun.
Eric is good at video games but is boring as hell to watch because he either does the same thing every time or does one strategy and sticks with it.

>> No.2421227

>>2421183
I recall using RTYG and arrow keys back in the day, it wasn't until Quake that I discovered the wonders of using a mouse.
I kept using RTYG even with a mouse for a while, up until WASD became the standard, then I grew lazy and adapted to it just so I didn't have to rebind every game.

>> No.2421247

>>2421213
I always use spacebar as the use key

>> No.2421253

>No one ever makes barrel variations
I'm still waiting for an oil tank that causes massive explosions.

>> No.2421261

>>2421253
What could be the point in making them anyway?

Sure, you could make a barrel do something like HeXen's poison mushrooms but besides that, what else, bigger/smaller explosions?

>> No.2421280

>>2421253
>bigger explosions
Hardcore Doom Wars

>> No.2421291
File: 1.64 MB, 3264x1836, IMG_20140717_180055.jpg [View same] [iqdb] [saucenao] [google]
2421291

>>2421219
That was Call of Doom. The new DOOM is aiming for 1080p 60fps

>> No.2421298

Can you bunnyhop in Zandronum? Doesn't have to be a default setting or anything, I just want to know if it's possible.

>> No.2421303

>>2421253
>>2421261
I am pretty sure there are a couple of mods that have made barrel variations.

I think that SM HQ mod has a explosive barrel that shoots fireballs into the air and they fall back down into an explosion.

SG Trogun had a floating BFG ball thing that upon being shot by the player would cause the player to do the BFG tracer fire like they just shot a bfg.

there are also plenty of ideas you could use to make various explosive barrels. like :

Co2 barrels
Barrels full of guts and blood
Barrel full of bullets
Barrel of souls

Only problem with barrel variations would be that they could potentially break any barrel explosion chains.

>> No.2421305

>>2421291
Das Q, not D
why.

>>2421298
You can emulate it with a mod. DIY though.

>> No.2421312

>>2421253
I've seen (and done) varying barrels.

Look at Wild Weasel's old The Stranger, it had random barrel spawners, some would be regular barrels, some would be gas tubes, some would be crates of explosives, others would be canisters of liquefied petroleum gas

>> No.2421313

>>2421305
What mod and where can I get it? Or do you mean that I would have to build it from scratch?

>> No.2421315

>>2421298

Sort of?
By jumping repeatedly in a line you pick up speed significantly, but it's nowhere near as intricate as Quake's.

>> No.2421326
File: 554 KB, 956x535, TporQuS.png [View same] [iqdb] [saucenao] [google]
2421326

vid .dot. me /slash/ 70wz
The Call of Doom footage got taken down.

>> No.2421340

>>2421303
To prevent barrelchains they could be made to trigger 2 explosions at once - one with intended effect, the other one with regular effect and radus, but 1 damage of specific type, other barrels have 2000% vulnerability to - this would cause other barrels in vicinity to explode like they normally would.

>> No.2421342

>>2421313
yes.

>> No.2421349
File: 233 KB, 1280x960, on the internet, no one knows you&#039;re a skeleton.png [View same] [iqdb] [saucenao] [google]
2421349

>>2420498

Do you think someone would do that?

Just get on the internet, and tell lies?

>> No.2421351

>>2420680
>Well fuck me, looks like I'm learning how to make wads.
best of luck, keep us posted

>>2421183
shortly before switching to mouse+keyboard, I used
>wasd move
>arrowkeys turn
>space shoot
>e use
>shift run (always run is a better option 90% of the time, but that last 10% makes me have run bound to a key)

what you're doing sounds perfectly fine

>>2421203
>That's just fucking weird. Like rolling your doomguy across a table.
Pretty sure mouse for movement was designed with trackballs in mind from what I've heard, so that's not an entirely inaccurate description.

>> No.2421352

>>2421058

By "grab" I hope you mean pirate.

For the love of pete don't buy Doom on steam or anything like that

>> No.2421360

>>2421326

I've been looking for an alternate link of the second video they posted in the doomworld thread, but with all the secrecy going on that >>2418220 mentioned, I'm afraid we're out of luck

>> No.2421395
File: 110 KB, 466x492, 1424380444295.png [View same] [iqdb] [saucenao] [google]
2421395

>>2420419

>using that image with the wrong background color

you ding dong

>> No.2421435 [SPOILER] 
File: 2 KB, 160x176, 1432349979319.png [View same] [iqdb] [saucenao] [google]
2421435

>>2421395
>Calling someone a ding dong

You [poiler]bonehead[/spoiler].

>> No.2421436

>>2421435
>poiler

>> No.2421437
File: 967 KB, 500x281, soisoisoisoiSOISOISOISOIAAAAAAAAAAAAAAAAAAAAAAAAA.gif [View same] [iqdb] [saucenao] [google]
2421437

>>2421435

>fucking up spoilers

YOU DONGUS

>> No.2421441

>>2421435

you double revenant

>> No.2421447

I noticed that activating "smooth doom" deactivates Gzdoom's dynamic lights, anyone knows more about this error?

>> No.2421465

>>2421447
It could just be that the replacements don't have attached dynamic lights. Many projects just don't pay attention to them as their authors only play in Software mode or keep dynlights off.

Could bring it up in the forum thread.

>> No.2421467
File: 78 KB, 232x245, sincara_bio.png [View same] [iqdb] [saucenao] [google]
2421467

>>2421435
>Poiler

>> No.2421482
File: 1.20 MB, 720x360, kick gravity in the face.webm [View same] [iqdb] [saucenao] [google]
2421482

On this episode of "I make a simple mistake that results in hilarious shit", Doomguy realizes gravity means nothing if you just kick hard enough

>> No.2421485
File: 381 KB, 1600x900, Screenshot_Doom_20150522_233054.png [View same] [iqdb] [saucenao] [google]
2421485

Oh Jesus Christ.

>> No.2421505
File: 85 KB, 540x786, smbc_computer_science_engineering.gif [View same] [iqdb] [saucenao] [google]
2421505

>>2421183
Think I got a scheme that works for me. WASD typical movement Q previous and E next weapon. Spacebar to unf(thumb). So that didn't change.

What I found out is that my index finger wants to be in charge of firing over my middle finger. So the arrow keys were a bust. Went with the < > ? keys. < to fire(index), > strafe left(middle), ? strafe right(ring), and both pinkies on shift for run. Feels pretty good.

>> No.2421520

>>2421485
what mod?

>> No.2421532

>>2421437

We need a video series of the adventures of the agitating skeleton.

>> No.2421537

>>2421505

In reality, wouldn't this technically be a good thing?

If we can port doom to something, we can understand it.

>> No.2421543

>>2421537
or it understands doom

>> No.2421559

>>2421543
What if the demons in Doom were aliens?
What if those aliens are the demons from Doom?

>> No.2421572

>>2421559
then I am gettin' me a Baroness waifu

>> No.2421573

>>2421559
>Aliens
This isn't Duke Nukem.

>> No.2421579

>>2421203
>That's just fucking weird. Like rolling your doomguy across a table.
Same guy here, I'll have to admit though, when playing a Wolf 3D mod, it's actually pretty useful, given how there's no actual reason to look up/down in Wolfenstein, it's usually cut out, so being able to make limited, but rapid and precise burst-like moves with the mouse is pretty damn handy.

Especially in something like Totenkopf where you can escape a storm of lead by the extra little speed you get.

>> No.2421580

>>2421573
Remind me, what did Doom start off as?

>> No.2421583

>>2421579
Surprised no one has tried to make an analog movement system for keyboard and mouse users when it comes to FPSes. You think that would be a big advantage.

>> No.2421586

>>2421580
As a build? Entirely it's own thing.
Though it was initially considered that they'd get an Aliens license, as they loved that movie.

Ultimately, they decided to do something different, partially because they wanted more creative freedom. Doom was conceptualized as Aliens meets Evil Dead, roughly. This all happened way before any real work was done on Doom what so ever.

>> No.2421591

>>2421573

>yfw we're living in the Doom novel

>> No.2421592

>>2421583
I wouldn't mind a small, clickable analog on a mouse for some tasks, like maybe finer-aiming, as in, the little stick is really slow to move, takes a bit of effort, but it's really really precise and you'd move it with your thumb.

Would be niche as hell but I could see it used.

>> No.2421595

Does anyone have a good guide for setting up Duke3D? Is there a preferred port, launcher, etc? It'd be nice to have something like ZDL and be able to easily launch mods.

>> No.2421601

>>2421595
EDuke32

>> No.2421612

>>2421592
I was thinking of having like, the 3ds' slide pad on the side of the mouse. That way your thumb wouldn't be stretching further out than it's used to. Would mean you couldn't click it though.

>> No.2421649

Is H-Doom gonna have texture replacements?
Replace the torn up Baron texture with a BDSM Baroness Slave.

>> No.2421652
File: 780 KB, 720x360, kick the walls too.webm [View same] [iqdb] [saucenao] [google]
2421652

>>2421482

walljumps?

walljumps.

>> No.2421656

>>2421652
The kick looks alright.

Did you do anything to make the punches look better?
Last I saw it looked like you just brush your fist over enemies.

>> No.2421689
File: 1.43 MB, 720x360, the long forgotten martial art of asswhup.webm [View same] [iqdb] [saucenao] [google]
2421689

>>2421656

This looks like brushing to you? I'll see what I can do about this

>> No.2421698

>>2421689
That's different from what I saw. It didn't really look snappy with punches like right there.

It went out kind of slow and weak before pulling his fists back.

I do need to hear what this sounds like though, a good sound would carry this easily

>> No.2421709

>>2421689
Bring the fists closer together. Maybe put a slight quake on successful hits, too.

>> No.2421715

>>2421689

That doesn't seem to have a lot of impact. Like you just kind of nudge them and pull back.

>> No.2421716

>>2421709
And make the fists sweep a bit after a hit maybe? Like you're just straight up decking them?

>> No.2421732

>>2421698

sound you say?

>>>/wsg/642781

>>2421709

There IS quakes on hit, it's just subtle right now.

>>2421715

I originally had more frames after the fists hit monsters, but I was told it was TOO impactful for how fairly low damage the fists are

>>2421716

I'd prefer the fists bounce back after punching monsters though

>> No.2421738

>>2421732
>but I was told it was TOO impactful for how fairly low damage the fists are

There's a happy medium. At the moment it looks less like a punch and more like...well, you're giving them a noogie.

>> No.2421745

>>2421738

Should I have more snap and pullback after the fists hit?

>> No.2421780
File: 1.92 MB, 720x360, new animations.webm [View same] [iqdb] [saucenao] [google]
2421780

>>2421745

How about this?

>> No.2421803

>>2421780
Will there be combos like GMOTA?

>> No.2421804

>>2421803

No combos sadly, just a simple punch and kick thing.

>> No.2421816

>>2421804
Well they look pretty nice.
I just really like GMOTA's combos.

They're my favorite punches in all of Doom mods.
Yes even above MSX's overcharged punch and Demonsteele's Iron Maiden

>> No.2421819

>>2421183
i recall hex11 on doomworld said he used wasd and ijkl, with thumbs on alt and space - or something like that, i don't remember the entire post.

>> No.2421821

>>2421780
IMO you should make punches slide to side a bit more,
and about that kick - the upward going in the beginning looks really awkward, the only momentum that can be there and not look that way is forward (like the airial kick in arcade beatemups).
One way to make kick look better is make it push you upwards AFTER the impact, as if you just stepped on the monster you kick. OR to make it look more impactful - add some push back (and upwards) to the player when it connects,

>> No.2421835

NEW THREAD

>>2421829
>>2421829
>>2421829

>> No.2421837
File: 20 KB, 200x200, w-well.png [View same] [iqdb] [saucenao] [google]
2421837

>>2421816

>that spoiler

Jesus.

>>2421821

I'll remove the upward thrust when you do the jumpkick, but whaddya mean exactly by "slide to side"

and right now kicking monsters isn't set, I was toying with the idea making it so when you kick monsters, you bounce straight up

>> No.2421906

>>2421837
punches. fists slide to side a wee bit like Baratus's power punch in Hexen. My ayyngleesh aint that good sorry. its not my native.

>> No.2422339

>>2421465
I probably should do that, I find it odd nobody else did so I thought maybe it was my fault somehow.

>> No.2423016
File: 35 KB, 960x540, 63443534.jpg [View same] [iqdb] [saucenao] [google]
2423016

>>2419000
holy shit!!!

played it without demonsteel but with Brutal Doom of course...
fantastic!

is there another source for this?
can't post .ru-links in forums.

>> No.2423053
File: 155 KB, 1920x1080, 5234435.jpg [View same] [iqdb] [saucenao] [google]
2423053

>>2418708
why the fuck isn't this brutalized already?
oh... wait.
it isn't out yet! ^^

But for the love of Doom:
Brutalize this already!

Wasn't there a Wolfenstein mod where you could murder nazis in gory ways?
How hard would it be to add these enemies into Wolfendoom?

>> No.2423060

>>2423053

Fuck off, sparky.

>> No.2423781

So, I haven't played Doom online in a year or two so I decided to download Zandronum. I joined a Deathmatch server and got IP Banned a minute after I joined. The fuck did I do wrong exactly? I didn't chat, I only fragged two guys and I thought that was the point of the game. I didn't even have a particularly offensive name or anything. Then, I joined a server running some Dodgeball mod and I got IP banned there too.

So anyone know what am I doing wrong? Am I just joining the wrong servers?

>> No.2423818

>>2423781

If you're joining BE servers and getting auto-banned, then it's probably recognizing your IP as either being a shitter's IP (in which case either you moved in to a shitter's house) or you're caught in a range ban (in which case there's a shitter near you that's particularly potent at being a shitter).
Talk to Watakid or Jenova on #bestever.

>> No.2424104

>>2418220

someone should leak his shitty doom bible project and then they should ask him how it feels like

>> No.2424104,1 [INTERNAL] 

https://www.youtube.com/watch?v=r0XO-KOw33k

>> No.2424104,2 [INTERNAL] 

Epic Sperglord Edition

https://www.youtube.com/watch?v=QE2Gr6kn5ac

DO you know any good sound-mod?