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/vr/ - Retro Games


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2602082 No.2602082 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2596070
(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

Image database
http://vrdoom.booru.org/?page=post&s=list

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

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

So You Want To Play Some Fucking Doom? (v5)
https://data.archive.moe/board/vr/image/1408/04/1408049162719.png

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 2013-11-25; 12GB): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

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

>> No.2602083

===NEWS===

[08-10] Sunlust final version, on /idgames
http://www.doomworld.com/vb/post/1406804
http://www.doomworld.com/idgames/?id=18168

[08-10] Anon asks: Any interest in a /vr/ doom deathmatch tournament?
https://archive.moe/vr/post/2600318
http://strawpoll.me/5167719

[08-09] GLOOME's launch project "Nocturne In Yellow" entered into the 2015 Indie Game Maker Contest
http://contest.gamedevfort.com/submission/657

[08-07] Monument, E2 style mapset (Chris Hansen tuning up his old maps)
http://www.doomworld.com/vb/post/1401888

[08-07] Swift Death beta 3̶ 4, with new map12.
http://www.doomworld.com/vb/post/1405538

[08-05] Anon map release: Quirk.wad (v2 with three maps)
https://archive.moe/vr/post/2589084
http://temp-host.com/download.php?file=zi62qc

[08-04] Feb. 1993 Doom alpha (between 0.2 and 0.4) found
http://www.doomworld.com/vb/doomworld-news/73984-doom-v0-3-resurfaces/

[08-03] Doom Will Not Get Mod Support In Addition To Snapmap
https://youtu.be/lgUB8aH9eZI?t=11m5s
http://www.pcgamer.com/doom-will-not-get-mod-support-in-addition-to-snapmap/

[08-03] One of the people who worked on the 3DO port of Doom discusses its development cycle
https://youtu.be/rBbIil2HPSU
[ Additional info regarding the plan for new weapons and monsters:
http://users.polytech.unice.fr/~buffa/videogames/Doom3DO.html ]

[08-02] RetroJam3DLC released
http://www.celephais.net/board/view_thread.php?id=61216

[08-02] DOOM RETRO v1.8, apparently with Boom compatibility (update: now 1.8.1)
http://www.doomworld.com/vb/doomworld-news/73944-

[08-02] Yahtzee Judges Doom By The Cover:
http://www.escapistmagazine.com/videos/view/judging-by-the-cover/10295-Doom-Cover-Box-Art-Review

[08-01] Summer Games Done Quick: the videos
https://youtu.be/90A3WdbKP2c Unreal
https://youtu.be/8JYyqUU3Hq0 Scythe.wad
https://youtu.be/yN2JzwBmS8A Spear of Destiny
https://youtu.be/6xpJoI42tsQ Super Noah's Ark 3D
https://youtu.be/RSc1U-ii1Qk Doom 64

===

Please reply to this post with news.

>> No.2602086

reposting from old one
someone make a map out of this
https://www.youtube.com/watch?v=NM1HmnzGIPs

>> No.2602093

glad you're using youtu.be urls, op :)

>> No.2602108
File: 25 KB, 300x225, 5.jpg [View same] [iqdb] [saucenao] [google]
2602108

>>2602094

FUND IT

>> No.2602112
File: 1.54 MB, 2200x1342, Metroid-Screen-Shot[1].jpg [View same] [iqdb] [saucenao] [google]
2602112

What are some mappacks that play well with Metroid Dreadnought ?

>> No.2602119
File: 2.19 MB, 1366x768, acrobatics.webm [View same] [iqdb] [saucenao] [google]
2602119

>>2602112
Back To Saturn X goes pretty well with it, especially episode 2.

>> No.2602124

>>2602093
gotta save characters, my man.

>> No.2602137
File: 21 KB, 800x247, drla demon shotty.png [View same] [iqdb] [saucenao] [google]
2602137

Had an idea for fleshing out for a potential demonic shotgun weapon to submit for yholl's consideration. Potentially a form of "Demonic Wildlife"? Sort of eldritch/insect in design with blatant demonic nature primarily in it's design. The weapon would, when in hand, be mainly composed of aimlessly biting smaller mouths and a series of deep "pit" glowing eyes on either side, whilst a major main "eye" on the front stares at the player. Creature behavior is to be decided, although it shouldn't be a major "enemy" unless the player -really- wants it.

>> No.2602149

>>2602137
Fairly sure yholl's up to the neck with work already.
Being an idea guy doesn't help. You should program a prototype yourself

>> No.2602156
File: 1.75 MB, 1920x1080, dat ass.png [View same] [iqdb] [saucenao] [google]
2602156

We still don't have a solid theme for the next /vr/ community wad. Suggestions so far:
>Different countries/cities/monuments
>SKELETONS! lame
>Retro videogame levels
>Remaking maps we hate into something we love

I like the remaking hated maps into loved maps and the one about doing different countries. Anyone else down with some of these or have other suggestions? I hope we can reach a consensus by the end of the thread; hopefully before.

>> No.2602157

>>2601945
The P38 would have made much more sense in the later years of the war, especially for average personnel, in the later years the Luger was more typically showing up in the holsters of higher ranking officers as they were viewed as having more 'status' to them.

The Luger would eventually become more visible in media tough as it has a more iconic look, style, and name to it. It's more recognizable.

>> No.2602158

>>2602149
That's why it's a concept. It's nowhere near ready yet, and I lack the skills to do as such. Not asking for any form of credit. Everything is subject to change and that's also why everyone in here has their say in it.

A community-made weapon to be put into a mod.

>> No.2602165

>>2602158
The thing is it's actually fairly easy to make your own weapon. The only hard part is making all the sprites for the weapon.

Most of your idea post can be made in an afternoon, and that's with zero experience in decorate, which is why the other anon said to make a prototype. Even if you were to make a brand new weapon, with no inheritance, it'd still be as simple as copy-pasting and then re-doing the parts to make the gun do what you want it to do.

Think of it this way: there's a lot of people here working on their own stuff. Most of it takes up their free time inbetween balancing other things, so for your weapon to see any light you'd need to do some of it yourself.

>> No.2602170

Can anyone else who played Nocturne in Yellow tell their opinions about it? Finished it today and was left satisfied with it, although last level visuals were migraine inducing and bow power ups could be tweaked a bit, otherwise it was a pretty fun ride, as a slav I feel kinda glad to see the use of slavic folklore ( especially how bro the domovoi was ) although it would be nice to know what creatures were used as an inspiration for the enemies, while zombie looking Upyr and Vodyanoi were pretty easy to guess the rest is kinda confusing, especially one eyed black spiders. As it is I really enjoyed it and sincerely hope that Term won't drop this and at some point will continue working on this mod.

>> No.2602175

Looking for a megawads to play with Shut up and Bleed. Something with a dark atmosphere and ambient soundtrack. Any advice?

>> No.2602183

>>2602165
Well, first of all we need to find out the question of if the weapon can also be a monster.

Maybe we should have a "So you want to make a fucking WAD?" guide that covers some of the basics and shows you the mucking around of some basic stuff (like, for instance, making a pistol that fires fireballs in a SSG-like spread and what variables to fuck around with and shit, then showing off something a little more fancy and how that was made (but not going in-depth about it). basically i'm a fucking idiot who needs a visual explanation too.

>> No.2602187

>>2602170
not bad for a month's work.
there's some really glaring issues though so I hope they pick it up later down the line. the maps are especially the weakest point imo but the bow and spear are sick as shit to use. the enemies are really neat, the bosses are king of spongey, especially on higher diffs

according to the pk3, the enemies used were the nezhit (zombie dudes), likho (one eye spider), bauk (shadow dog), nocnitsa (screaming ghost), ala (female head ice spirit thing), vodyanoy (frogman), drekavac (AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA), upyr (vampire with gun), morena (death lady), zmey gorynych (three-headed dragon), domovoi (oven monster), and koschei the deathless (dick-ass wizard)

the king in yellow and yog-sothoth are also in, but aren't from slavlore. interestingly enough, there's also two files in but unfilled, for "ovinnik" and "hound"

>> No.2602195
File: 3 KB, 640x396, berzerk.png [View same] [iqdb] [saucenao] [google]
2602195

>>2602156
Retro video game levels. I was actually going to make some Berserk sprites that rotate and it would be rad to have something to use them in.

>> No.2602207

>>2602195
>I was actually going to make some Berserk sprites
Berzerk inspired wad sounds pretty radical.

>> No.2602221

>>2602195
CHICKEN, FIGHT LIKE A ROBOT
THE HUMANOID MUST NOT ESCAPE

>> No.2602235
File: 12 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google]
2602235

>>2602207
I actually wanted to make a whole series of wads based on every generation of console, starting with second gen, so it would be all atari, colecovision, and intellivision monsters and level themes. I'll probably end up just making the sprites though, my levels never get finished.

>> No.2602257

>>2602156
that picture is gross

>> No.2602289

>>2602175
demons of the problematique

>> No.2602327

>>2602156
Could just say fuck it and do speedmaps again. 202 minutes or something silly like that.

>> No.2602349

>>2602175
The mod actually works well with PSXDoom TC.

>> No.2602354

>>2602289
This doesn't work with stuff that replaces items very well.

A lot of scripts break.

>> No.2602386

>playing Wolfenstein: Blade of Agony
>second mission: Rescue captured Pvt. James Ryan in France
>Saving Private Ryan

Okay.

What do you guys think of the mod?
Pretty buggy, but it is still a WIP.
Hate the base camp after every mission, having to wait for briefing, but I'm impatient.

IMO, would've been better if it were just released as a mission pack for ww-nazis-v2.

The maps themselves are awesome, though.

>> No.2602410
File: 365 KB, 1024x1279, Broken Scuba Gear.png [View same] [iqdb] [saucenao] [google]
2602410

>>2602386
>Buggy
Maybe i'm not that experimentive but I never ecountered any bugs or if I did they weren't noticeable.

The only real thing i'd call a bug is by the way this is a warning.

See this scubagear pickup? DO NOT TAKE IT. it's broken when you do this happens, your screen is just totally blue.

>> No.2602414

>>2602386
I fucking love the base camp. It's amazing.

Honestly I only miss a little personality during the levels, I'd like to overhear nazis talking (as text subtitles maybe), have the option to read documents for flavor deus ex style and little bits like that. Also I think the cartoony wolf3d sprite art style fits weirdly in nice and detailed maps like this, bosses in particular.

>> No.2602424

>>2602386
I feel the level design is pretty but kind of poor in telling you where to go.
I spent a good 20 minutes trying to figure out where to go in the first level because I didn't know that fire extinguishers blew up portions of the level like Duke 3D. I also spent about half an hour on the level where you had to blow up artillery, just because I couldn't find the last cannon, but I may just be retarded.

It's still a very good mod, though.

>> No.2602426

>>2602424
This.

All I can say is I like the idea of no hand-holding but there needs to be atleast SOME kind of indication of where to go.

Maybe not as far as waypoints but atleast some kind of indication of where to fucking go.

>> No.2602440

>>2602410
>See this scubagear pickup? DO NOT TAKE IT. it's broken when you do this happens, your screen is just totally blue.
Fucking finally, I thought I was the only one. Can I get rid of the fucker with a ccmd or do I have to restart the level?

>> No.2602452

>>2602386
It's pretty fun and very engrossing, can't wait to see the finished product

>> No.2602493

>>2602440
Sorry. you're fucked bro.

I had the luxury of having saved m =y game before taking it so i just reloaded.

And shit like this is why i save scum.

>> No.2602509

>>2602493
What specifically causes the blue shit anyway?

>> No.2602519

Hey guys. I'm looking for a very specific Doom mod. It was trying to do the dark and spooky shit of Doom 3 in the style of Doom and Doom 2, but I can't remember the name for the life of me. I remember it featured lots of spooky sigils and shit.

>> No.2602526

Yo guys, I'm playing the Plutonia Experiment on my virgin playthrough, UV right off the bat and with no saving during the level. I die like 4-5 times per level on average, already at Map 10.

I'm curious, can you actually beat the "haha not really the exit lol" segment in Map 9: Abattoire without hogging and snagging the Invulnerability from the Revenant/Imp room beforehand?

>> No.2602536

>>2602519

Legacy of Suffering?

>> No.2602551

>>2602536
That would be it. Many thanks.

>> No.2602557

>>2602526
>already at Map 10.
oh ho ho, you're in for a treat after this one

>> No.2602567

>>2602557
Oh, I can imagine, I managed to lose the Cyberdemon battle in Baron's Lair four times - and start off the level from scratch like that. I have all the patience - and agility - of a roguelike player. This will be fun.

>> No.2602678

>>2602156

>skeletons
>lame

Take that back. Fleshie

>> No.2602717

>>2602567
>agility of a roguelike player

>> No.2602729

>>2602717
That was the joke, I'm assuming.

>> No.2602738

>>2602509
I'm not a mapper so all I can say.

It's a shitty broken custom powerup.

>> No.2602781
File: 38 KB, 819x424, SS Officer.png [View same] [iqdb] [saucenao] [google]
2602781

Man the mission packs were ass, but they atleast had more proper Schutzstaffel designs.

>> No.2602784

>>2602781
What map is that? Has kind of a Blake Stone vibe to it.

>> No.2602798

>>2602784
it is map 16 of return to danger.

One of the spear of destiny mission packs, specifically the one where you fight "The Axe" boss, the guy with the skull mask.

>> No.2602840

What are the best Wolfenstein or Wolfenstein-inspired mods?

>> No.2602846
File: 136 KB, 756x960, reloading the super shotgun in doom.jpg [View same] [iqdb] [saucenao] [google]
2602846

Mini poll: Do you use 640x480 ratio or 640x400 ratio?

>> No.2602847

>>2602840
Las Rojas' WolfenDoom (Rerelease: http://forum.zdoom.org/viewtopic.php?f=19&t=48518))
WildWeasel's Nazi's V2 (gameplay, no maps. Recommended to play alongside Epic 2)
Brutal Wolfenstein (not by SgtMarkIV)

And of course the Wolfenstein TC, which includes all the Spear of Destiny missions(http://www.afadoomer.com/wolf3d/about.html))

>> No.2602853
File: 53 KB, 512x1024, 512px-Filmaspectratios_svg.svg.png [View same] [iqdb] [saucenao] [google]
2602853

>>2602846
I only use 640x480 when im using a 4:3 display or when I need to play in that aspect ratio to test something.

Otherwise, 640x400. My main desktop monitor is a 16:10 display. 640x400 is a 16:10 resolution.

If I'm playing on my TV, which is 16:9, I'm playing in 1920x1080, letter/pillarboxed if I really have to.

>> No.2602857

>>2602846
640x400 at 4:3. Doom looks wrong without the non-square pixel ratio.

>> No.2602860

>>2602857
>640x400 at 4:3
What does this mean? 640x400 is not 4:3.

>> No.2602863

>>2602853
You know running 640x400 on a 16:10 display will use square pixels and squash everything, right? Doom was designed with non-square pixels. It's meant to be 640x400 stretched to a 4:3 (640x480) screen.

To each their own, but figured I'd let you know.

>> No.2602872

>>2602860
back in the 90's, it was used on 4:3 VGA monitors. Likewise with 320x200. This is why aspect ratio correction is even a thing with doom...

>> No.2602926
File: 41 KB, 517x384, Untitled.png [View same] [iqdb] [saucenao] [google]
2602926

Gettin' this error when trying to play Hideous Destructor, gib helb plz

>> No.2602930

>>2602926
You need a later version of GZDoom. Sorry, but if your graphics card ain't up to par for it, no HD for you. I can't remember the last version that supported 1.8.10, but that's your only bet in that case.

http://devbuilds.drdteam.org/gzdoom/

>> No.2602934

>>2602930
well it said it needed 1.8.02, which is what I've got. Anyway, downloaded a newest from that link and it seems to work, thanks anon, dunno why it's not working with the stable version.

>> No.2602956

>>2602934
>dunno why it's not working with the stable version.

because it has been explicitly designed to NOT work on stable versions.

I really wonder how did you got HD because the zdoom thread made for it has "GET THE NEWEST GZDOOM FIRST BEFORE COMPLAINING ABOUT FAILURE TO START" as the first line in the OP

>> No.2603024

...you grabbed it from the moddb page, right?

>> No.2603075
File: 747 KB, 1280x720, Screenshot_Nocturne in Yellow_20150810_212739.png [View same] [iqdb] [saucenao] [google]
2603075

So I just played Nocturne in Yellow, and got to the end. What the fuck is with the last boss? Can't shoot it. Shot the fuck out of it's eyes, nothing doing... Got teleported to a red room that kills me. Hopped on the platform with the big purple whatever-the-fuck-it-is, and sat there til I got bored and jumped off to die.

Game was pretty fun up until that point though.

>> No.2603076

>>2602108

I would, but is it even possible for ACS scripting to sneak out of the game environment itself?

I also have two maps (super inexperienced mapper here; one is the second level for a zDoom duo, and the other is a vanilla speedmap attempt) I need to finish first.

>> No.2603079

>>2603075
Shoot the thing in the red room, rinse and repeat.

>> No.2603087

>>2603079
I shot the hell out of it. My arrows just flew through it.

>> No.2603096

>>2603087

You either missed or didn't shoot it enough.

>> No.2603103

>>2603096
... Alright. Either way it's kinda a weak boss. The mage was a fun fight, and so was Death... White fireplace guy probably would've been more fun if he weren't stuck in a fireplace. Either way it's damn decent for a months work.

>> No.2603105

>>2603103

It's kind of a disappointing final boss, yeah, which is weird considering how strong and crazy MAP07 was before then. Maybe a deadline crunch?
Whatever, yeah, it's decent for a month's work, but I really hope these guys pick it up again and polish up some of the rougher bits.

>> No.2603134

>>2603105
>>2603096
Nah. I just tried again and there's no way I'm not hitting it enough. Grenades just sank into it like a black hole. Homing arrows circle around infinitely and never hit it. I just can't hit it.

>> No.2603165
File: 48 KB, 300x340, 1398473105890.jpg [View same] [iqdb] [saucenao] [google]
2603165

Back from clearing Plutonia and TNT back again for the 5th time today and I just noticed how lackluster and underwhelming both MAP30s played out compared to the rest of the levels.

TNT's was actually kinda memorable in some areas, but that's about it. Fuck that insta-death platforming at the very beginning though. Can't really say why, but I'd say Plutonia still doesn't quite click on me like TNT does.i think the ost might have something to do with it

>> No.2603171

>>2603165
>insta-death platforming
*terribly shoehorned platforming section. Fuck.

>> No.2603182

>>2603165
I actually prefer the boss shooter layout in Plutonia over TNT's. Plutonia made it challenging by throwing a Cyberdemon in the mix, where as TNT's was piss easy as long as you knew which step to stand on.

Though I do like that TNT's was a proper level before the boss shooter. I actually liked the platform maze, and even have it memorised.

>> No.2603217

>>2603134
You have to kill the eyes when they're very close to the boss. You only have to kill like one.

Then you get teleported ton the dimension of pain and assfucking where you have to reach the middle and hurt the thing directly. Rinse and repeat, easier than Death by far if you figure out the eye thing.

>> No.2603246

>>2603217
>Final boss easier than Death
>Death being the second final boss
Oh Terminus...

>> No.2603257

>>2603246
But the only way to figure out how to kill the final boss is by chance and repetition or by looking through it's decorate..

Death was a hard but fair fight though.

>> No.2603278

>>2603105

Yeah, this is correct. The final boss was made, like, two days before the end deadline.

>>2603217
>>2603246
>>2603257

I agree, it's not really a good boss.
The aim I was going for was a boss that you can't defeat by conventional means--you can't just sink attack after attack into it, you have to go deeper inside and find an opportunity which ended up being sinking attacks into it MAN I'M SMART to emphasize the otherworldly nature.
It didn't work well.

If we do pick this up again, the bosses will probably be the first thing I adjust.

>> No.2603281

Huh. So theres a midi in BTSX E2 that was actually was used in Interception before E2 was even released.

And all this time I thought every Midi was new to BTSX.

>> No.2603307

>>2603278
>If we do pick this up again, the bosses will probably be the first thing I adjust.
Paradoxically the bossfights are the best thing about it. If I were you I'd have cut everything that /isn't/ a bossfight, and instead made every fight more dynamic with several stages and minion spawns and whatnot, and perhaps more exploration/flavour/etc inbetween them. Keeping in mind the 1 hour play time required by judges with this suggestion mind you.

>The aim I was going for was a boss that you can't defeat by conventional means
It's an amiable goal, but I've rarely if ever seen it done well really.

>> No.2603328

>>2603307
>amiable
itym admirable

>> No.2603340

>>2602386
>second mission: Rescue captured Pvt. James Ryan in France
>Saving Private Ryan

>Okay.

T667 has no sense of subtlety.

>> No.2603345

>>2603307
>Keeping in mind the 1 hour play time required by judges with this suggestion mind you.

If we pick this up again in the future, we can safely disregard the one-hour playtime and basically can go all out.
I think we can use this to our advantage especially in regards to maps, spreading them out a little more and making them a little more intricate.

Multi-stage bosses would be the shit, though, so I'd be down with that.

>> No.2603347

>>2603328
yes.

>> No.2603365

>>2603345
I think super-intricate boss fights and "talking about feelings" in between them could work out well, like Shadow of the Colossus. Would make for an interesting arcade mode too.
>If we pick this up again in the future, we can safely disregard the one-hour playtime and basically can go all out.
Yes of course. But discussing in relation to the constraints of the contest is interesting because it relates to the limitations in time and resources of "real" commercial game development.

>> No.2603370

>>2602846
4:3, with 5:6 pixels

>> No.2603386

>>2602557
the archvile maze is not difficult. you basically just camp corners. there are no other monsters around so you only need focus on defending against one kind of attack.

it's very tense though since you don't know when the next one is going to appear (and they are usually in pairs). it's a relief when you actually see a monster.

at least they didn't disable the automap. automap-invisible mazes instantly make for "the worst map ever" award.

>> No.2603393

>>2602567
did you notice a conspicuous lack of something in that map? :)

>> No.2603415
File: 558 KB, 1600x900, Screenshot_Doom_20150810_204337.png [View same] [iqdb] [saucenao] [google]
2603415

Heh.

>> No.2603423

>>2602526
>I'm curious, can you actually beat the "haha not really the exit lol" segment in Map 9: Abattoire without hogging and snagging the Invulnerability from the Revenant/Imp room beforehand?
yes, with luck. i will try to record this.

however, you might as well save it, it's not needed in the room it's placed in. however you waste half of it getting it out of the area and to the teleporter so it is of limited usefulness. i find the partial invisibility more important to stop myself being perforated by the far row of chaingunners opposite the real exit.

>> No.2603446

>>2603386
>automap-invisible mazes instantly make for "the worst map ever" award.

I remember the megawad Cleimos 2 was among the worst offenders in this regard.

>> No.2603467

>>2603446
yes, i remember making liberal use of iddt there.

>> No.2603469

>>2603415

what the fuck is that

>> No.2603473

>>2603469
Things and stuff.

>> No.2603489

>>2603473
is it the black goat of the woods?

>> No.2603492
File: 2.86 MB, 320x240, pl09-516.webm [View same] [iqdb] [saucenao] [google]
2603492

>>2602526
>>2603423 (me)
>i will try to record this
all right here we go.

http://a.uguu.se/uvbwdh_pl09-516.lmp

this isn't a full max run. you didn't say if you were going for 100%, so i skipped several rooms of monsters, including the imp/revenant teleporter (which can be totally avoided if you stay quiet at the right time), and the exit antechamber.

the latter is more annoying with invis, but as i stated before i find the invis essential for not getting perforated by the chaingunner array. however i took the time to clear out the exit ring with plasma spam. this is probably key: save as much plasma for the end of the map as you can. rockets tend toward self-harm and the ssg is too slow / doesn't do enough damage at the ranges you will want to use it.

sadly you can't reopen the door to the antechamber. or reuse the teleporter. i guess the author decided the map wasn't hard enough and stuck that bit on the end as a quick afterthought, never bothering to consider the possibility to backtrack.

also, that teleporting cacodemon corpse didn't half make me jump, i thought it was alive. and the humorous moment where i turn round in an alcove and get smacked by a cloud of homing missiles, not sure how i survived that.

>> No.2603495

How do you guys identify Terry modifications?

>> No.2603496

>>2603489
>is it the black goat of the woods?
i thought it was the whomping willow

>> No.2603497

>>2603495
By reading the comments about it.

>> No.2603502

>>2603495

If it's on idgames, it'll always be in /terrywads/ section.
If you open up the wad, it'll always have crazy bullshit in it, most frequently SOMEMONG or variations of it.
If you listen to the comments around it, it'll be a lot of people deriding it as shit and a few nerds thinking they're clever talking about how it's the greatest.

>> No.2603504

>>2603495
don't answer this, he's making a terrywad that will obfuscate the common signs and be harder to spot

>> No.2603512

>>2603504

Why, do you know him?

If he thinks he's being smart by subverting modding quality or whatever, then let him. It's not like he can do anything about his upload being in the /terrywad/ section on idgames or the obvious indications in the wad file itself. If he's just asking an honest question, then we've got honest answers.

>> No.2603519

>>2603489
>>2603496
No. the sprites were done by Bloax for a player class in a GvH thing. I used them for an alternate monster spawn for bosses in Swab(SUaB)

>> No.2603541

>>2603495
I don't identify them. I tend to avoid anything for zdoom ports unless I've specifically heard of it, and know for sure that its a legitimate serious mod. These are also the only times I ever use zdoom.

All of my random downloading is strictly vanilla/limit removing/boom wads, and AFAIK, you can't do terry bullshit in those formats without specifically hacking the executable, or implementing zdoom only stuff that won't work in non-zdoom ports.

>> No.2603542

>>2603519
modding a project like this seems funny to me, but i'm interested in seeing what you make

i guess it was inevitable to have doom and gloome

>> No.2603563

>>2603541

How do you spot them without comments or something similar?

>> No.2603564

>>2603542
Not really modding anything. It started more as an experiment that turned into something really fun (if not fucking brutally difficult.) And became a valid excuse to finish what I had started a while ago.

It's me, Spook, by the way.

>> No.2603568

>>2603563
Text files are useful for finding out if something is vanilla/limit removing/boom.

In regards to zdoom stuff that I've heard of, I mean big name stuff thats talked about everywhere from here, to doomworld, to zdoom forums, past and present.

>> No.2603583

I just beat TNT.

Why the fuck do people complain about the maze, there's candles at the beginning that tell you how to beat it. I figured it out in under a minute

>> No.2603594
File: 2.03 MB, 720x360, getting into the swing of things.webm [View same] [iqdb] [saucenao] [google]
2603594

I forgot to add a more violent effect when you hit shit with the bat melee, but I'll be working on that soon.

I just like the normal baseballs

>> No.2603601

>>2603594
can you hit back fireballs?

>> No.2603602

>>2603583
I think its mainly that a lot of players nowadays don't like puzzles in their doom. Particularly since everyone is more used to the purely action gameplay of the Scythe series, and Alien Vendetta now.

I kinda miss the more puzzly maps we sometimes got in the 90's, like in Eternal Doom, a couple of maps in Icarus, and just about anything by Jim Flynn and Bob Evans. AFAIK, Reverie is the only fairly recent mapset that has puzzly maps.

>> No.2603603

>>2603601

Man I'd like to do that, but I think the best I'd be able to pull off is being able to just destroy incoming projectiles.

>> No.2603610

>>2603603
Just give the player the REFLECTIVE and AIMREFLECT flags for a few frames.

>> No.2603617

>>2603610

wouldn't that make the player immune from projectiles at -ALL- angles?

>> No.2603625

>>2603617
right, you need the SHIELDREFLECT flag in addition to those two. Makes it worky only on the front of the actor.

>> No.2603627
File: 70 KB, 810x479, PLACEYOURFUCKINGBETS.jpg [View same] [iqdb] [saucenao] [google]
2603627

go

>> No.2603631

>>2603617
>>2603625
Correction, front-only reflection precludes aimed reflection. Still, random 45 reflection is cooler than just destroying the projectile right?

>> No.2603637

>>2603631

I'll consider that, but I'm not sure if I want to be giving the flag to the player himself, unless that's a fairly safe and reliable means of switching it back and forth.

>> No.2603645

>>2603637
Try this:
XXXX Y 0 A_ChangeFlag("reflective", TRUE)
XXXX Y 0 A_ChangeFlag("shieldreflect", TRUE)
(swinging frames here)
XXXX Y 0 A_ChangeFlag("reflective", FALSE)
XXXX Y 0 A_ChangeFlag("shieldreflect", FALSE)

>> No.2603648

>>2603645

That's what I figured I could do, it's been fucking ages since I last did something like that.

Specifically with the old warding shield in GMOTA.


Let me hammer that in, I'll add the reflective properties to all forms of the swing, both melee and ranged, and regardless if you have cells or not. It'll make the Daibatana a very defensive weapon. Which I think will be fine, given how powerful melee weapons are in this mod anyway, and the Daibatana being the BFG weapon.

>> No.2603661

>>2603627
HWD has perma-crits

>> No.2603719

>>2603648
oh boy you're actually going with that name??

>> No.2603746

>>2603719

Yes. Shivers helped make the sprites and he was the one who offered the suggestion after the Boulder Firing Gun didn't pan out very well.

Besides I like it.

>> No.2603752

Did the original setup.exe allow you to rebind your weapon keys?

>> No.2603759

>>2603752
no the weapon keys were hardcoded as number keys. see linuxdoom-1.10/g_game.c:343

for (i=0 ; i<NUMWEAPONS-1 ; i++)
if (gamekeydown['1'+i])
{
cmd->buttons |= BT_CHANGE;
cmd->buttons |= i<<BT_WEAPONSHIFT;
break;
}

>> No.2603773

Has anyone heard anything from Kaiser? He hasn't posted anything since Powerslave EX got taken down.

>> No.2603779
File: 1.33 MB, 1920x1080, gzdoom 2015-08-11 14-30-30.png [View same] [iqdb] [saucenao] [google]
2603779

shit sure does get messy in smooth doom with SSG gibs

Damn satisfying

>> No.2603786

>>2603773
>Has anyone heard anything from Kaiser? He hasn't posted anything since Powerslave EX got taken down.

What happened? Did the publishers get mad?

>> No.2603791

>>2603773
>He hasn't posted anything since Powerslave EX got taken down.
that was may, i think in july he posted a request not to get up a petition to put d64ex on steam

>> No.2603793

>>2603786
slapped with a CAD
Since he's worked with the rights holders before on strifeEX he might actually be hired in a super best case scenario but that's just speculation.

>> No.2603796

>>2603793
Yeah, if they can use his engine and get a non-Dosbox release of it on Steam they stand to make some decent dollarydoos for almost no effort

>> No.2603821

>>2603793
>CAD

when will people learn...

>> No.2603828
File: 5 KB, 264x264, Blazkowicz.png [View same] [iqdb] [saucenao] [google]
2603828

I finished Wolfenstein 3D today. okay it was the TC but it's so fucking accurate it may as well be.

Unfortunately though I only beat the original episodes.
Escape from castle wolfenstein
Operation Eisenfast
and
Die Fuhrer Die

Now the question is what should I do next? Should I do Spear of Destiny or Nocturnal missions first?

I'm going to do the mission packs last since I know they're essentially just mods of spear of destiny but y'know officially released by the devs.

>> No.2603832

>>2603793
Someone should make a "CEASE AND DESIST" Rip and Tear edit.

"CEASE AND DESIST! CEASE AND DESIST!" but then I'm not sure what it would say after

>> No.2603836

>>2603828
Meh. You pretty much got the full Wolf3D experience. There's no new enemies or anything in the later episodes or Spear besides the bosses. Play them if you just want more, I guess.

>> No.2603847

>>2602082
>RETRO FPS THREAD

I'm playing star wars dark forces now.it's pretty cool imo, not boring for today standards. what's /vr/'s opinions about it?

>> No.2603859

>>2603828
>Now the question is what should I do next?
Play RTCW if you haven't already. It's a fucking good game and straddles the line between modern and classic FPS games. Then play Blade of Agony for gzdoom.

>> No.2603862

>>2603779

Mod?

>> No.2603867

>>2603862
He says the mod's name in his post.

If you're talking about the map, that's Back to Saturn X, I think.

>> No.2603870

>>2603862
Smooth doom and the BTSX e1 mapset. Unlike brutal doom it doesn't affect gameplay at all, just visuals.

>> No.2603871

>>2603828
Totenkopf SDL is great and you should try it sometime.

>> No.2603976

>>2603627
That's clearly a long-lost relative.

Someone should make a Chaingunguy chaingun for the heavy for the DOOM remake. Maybe the stats would be "No spin-up, increased move speed, but slower fire rate and less damage"

Also, how would I create a compatibility patch for Colorful Hell to use it alongside DRPG+RLA?

>> No.2604062

any other maps like this one?

http://www.arrakis.es/~ferb/XMANGA3.HTM

>> No.2604080

>>2603821
it's his own fault

he should have made his engine rip the assets from the ps1 rom like doom64 ex did

he was pretty much distributing the game for free, which is a big no-no

>> No.2604084

>>2604062
get the fuck out lol

>> No.2604090

>>2604080
PS1 games were all on ISOs. You likely cant just rip the assets that easily and make a game file.

>> No.2604094

>>2604062
there's a whole section in idgames called /x-rated/

mind telling us how did you find that one? the page reads 1997! (and it shows)

>> No.2604121

>>2604094
I miss 90s websites

>> No.2604136
File: 244 KB, 1026x640, Floating men.png [View same] [iqdb] [saucenao] [google]
2604136

>Fucking corpses hanging from the sky

>In an official level made by Id.

ISHYGDDS

>> No.2604139

>>2604136
Things like this always bothered me unless specifically intended to show otherworldlyness. Like... make them hand from blocks, or bob up and down or something...

>> No.2604145

>>2604136
Maybe it's the corpse of a giant hanging off the mountain in the skybox

>> No.2604146

>>2604136
IDHYGDDS

>> No.2604167

these don't look too bad

http://qdhd.tumblr.com/

>> No.2604170

>>2604167
Doomguy's face is kind of too wide
Other than that I like them

>> No.2604172

>>2604136
It was a Hall level edited by Sandy. They can't all be E2M2.

>> No.2604174

>>2604136
that had a ceiling once
it was part of a hangar, the originally envisaged e1m1

>> No.2604175

>>2604167

Last thing I knew was that all of that was going to be a Doom 3 mod. Now he's aiming for UE4 support for the old games.

I feel sorry for those who thought this was going to be a mod for any current sourceport.

>> No.2604184

>>2604167
They're pretty okay (I like the texturing on the pinky in particular). The anatomy is kinda wrong...

I should finish my cyberdemon... Been sitting on my hard drive receiving minor edits over 2 years. I finished his low poly version the other day (9085 tris so far)... After I bake his high poly and rig him he'll be good for animation... He'll still need a tongue and eyeballs and some wires though... He'll be pretty lightweight overall in the end... something like 11000 tris... usable in just about any game engine since 2003

>> No.2604187
File: 107 KB, 624x540, temp.png [View same] [iqdb] [saucenao] [google]
2604187

>>2604184
forgot pic. He has arms and legs and shit now...

>> No.2604226

>>2604136
The Deimos base was already transformed by Hell. It doesn't have to make sense.

>> No.2604280

I'm considering making a very light gameplay mod built on smooth doom with these features:

>no pre-fire delay, post-fire delay increased same amount
>much smaller rocket and plasma hitbox
>slightly increased rocket and plasma projectile speed

Basically giving it a quake-esque feel. Would anyone be interested in this?

>> No.2604293

>>2604280
I was thinking about something similar the other day.
I would be interested. Some minor suggestions, if you don't mind:
>making weapon switch quicker/instant
>making the chaingun fire faster, increment ammo max, also make bullet pickups be worth more (think Valiant)

>> No.2604294
File: 36 KB, 800x600, Screenshot_Doom_20150811_130811.png [View same] [iqdb] [saucenao] [google]
2604294

I give this mod the best titlepic ever award

>> No.2604307

>>2604293
>making weapon switch quicker/instant
That would be okay for deathmatch, but it removes some important tactical considerations for close quarters combat. Don't want it to end up like serious sam 2 where the best "weapon" was using both shotguns, one after the other continuously.

Slightly tweaking the chaingun to bring it in line with the buffed rocket launcher and the OP-as-always SSG might be a good idea though.

>> No.2604339

>>2603627
heavy's a cyberdemon replacement in AEOD

>> No.2604356

>>2604307
It works fine in Beautiful Doom

>> No.2604453
File: 76 KB, 1920x1080, how to beat the maze.png [View same] [iqdb] [saucenao] [google]
2604453

>>2603583
I just realized that in Gzdoom if you label teleport sectors it maps out the path.

>> No.2604501

Don't you think Crushers are underused in nowadays mapmaking?
I love the suspense of entering a room having a crusher trap not a sexual fetish, I swear but lately I haven't seen many.

Any suggestion on wads, old or new?

>> No.2604531

>>2604501
I recall they were sometimes used rather cheaply in the iwads

>> No.2604761

>>2604339
AEOD is shit.

>> No.2604775

>>2604501
I feel like I associate crushers with Hexen and Heretic more than with Doom,

>> No.2604778

>>2602082
What do people think of Odamex? Was looking for something a little more classic than Zandronum to play some co-op with a friend and it seemed like a nice alternative. Certainly less of a hassle than setting up Chocolate Doom for multiplayer.

>> No.2604783

>>2604778

Odamex is decent for super-classic vanilla play, but the problem is nobody fucking plays it.
Unless you have friends that already play it, you're not really going to find anyone.

>> No.2604785

>>2604778
There isn't much in the way of "find a server and play", but if you're accustomed to setting up chocolate doom then the step of gathering people first isn't alien to you. There's always people in the odamex irc willing to play, as far as I know.

>> No.2604787

I wish doomseeker supported G/ZDoom Servers.

>> No.2604793

>>2604501
>Don't you think Crushers are underused in nowadays mapmaking?
they are certainly less common than in 1994 pwads.

unseen slow crushers are basically death traps. if the thing touches your head you cannot escape, you just have to sit there and watch yourself die helplessly, and restart the level. going from "fine" to "dead" without any way to save yourself is very frustrating. contrast falling into a lava lake and having to scramble to find an exit teleporter - you take a lot of damage but you have a chance to survive.

unseen fast crushers are a little better as they are a punishment for inattention but you can at least survive them if you have a decent amount of health to begin with.

on the other hand, known crushers, ones you can see moving already, these break up your flow of movement and as such i find them annoying. these type of crushers are making something of a comeback in high-level slaughter maps that love platforming sections - a horribly long pillar jumping sequence isn't hard enough for you? well lets make the pillars have crushing ceilings!

>> No.2604794

>>2604787
>G/ZDoom servers
>Implying there's at least somebody (that isn't ednerd) that plays ZDoom on multiplayer

Kek

>> No.2604796

>>2604783
>>2604785
Glad to hear it's good for vanilla play. I mainly just play with friends so gathering people isn't much of a concern for me.

>> No.2604798

>>2604793
anyway the point is there's not many ways to put in a crusher without it being at best irritating or at worst a guaranteed death moment on your first attempt of a map and pointless thereafter. so they fell out of fashion.

>> No.2604807

>>2604787
>G/ZDoom Servers

hey now.

>> No.2604812
File: 24 KB, 491x171, ednerd-gets-btfo.png [View same] [iqdb] [saucenao] [google]
2604812

>>2604787
>ZDoom
>actual functioning multiplayer support
Allow me to laugh, comrade.

>> No.2604815

>>2604812

>pic

Ralphis on suicide watch.

>> No.2604819
File: 16 KB, 500x558, whot.jpg [View same] [iqdb] [saucenao] [google]
2604819

>Getting around to checking out DOOM RPG again
>Decide to see what the UAC outpost is
>Talk to guy at counter
>YOU CAN'T ACCEPT ANY MISSIONS UNTIL RANK 1
>Okay then
>Run around the whole building
>Nothing to do
>Go to the arena
>Play wave after wave to build up to rank 1
>Been in the arena for almost 20 god damn minutes
>Still not rank 1
Can this shit please stop.
Am I doing something wrong or what? I feel like it shouldn't take this long.

>> No.2604824

>>2604819
Think you need to actually start playing levels first and not head to the Outpost right away. Which that is accessible from the New Game menu since you can save/load characters I believe.

>> No.2604830

>>2604819
doom rpg or doom 2 rpg better?
also how do you emulate the first one

>> No.2604832

>>2604830
He's not talking about the phone games

>> No.2604834
File: 200 KB, 1366x768, Screenshot_Doom_20150811_195831.png [View same] [iqdb] [saucenao] [google]
2604834

How do I make it so ZDoom will always load a particular mod file? Dragging and dropping sucks because my mouse is double-clicking like an asshole.

>> No.2604836

>>2604834
Ya need to get a new mouse, m8.

I had a mouse which started doing that, and it's really more trouble than it's worth, you're experiencing this right now so you get what I mean.

>> No.2604838

>>2604834
Can't you just write some batch files?

>> No.2604843

>>2604834
use zdl and just never remove that wad from the list.

>> No.2604846

>>2604834

What mod is that?

>> No.2604847

>>2604834

If your mouse is double-clicking, that's going to be a real pain in the ass for actual playing.
Either way, either edit your .ini to stick it in the Autoload section, write some batch files, or use a launcher to never remove the file.

>> No.2604848

>>2604846

If I had to guess, that's Smooth Doom

>> No.2604864
File: 359 KB, 1920x1080, Screenshot_Hexen_20150812_002332.png [View same] [iqdb] [saucenao] [google]
2604864

wow. I actually did something on the combat mod today.

Basic placeholder HUD for the time being but basically, special moves now consume energy.

>> No.2604865

>>2604187
dat looks bretty good, id like to see some more bulk on the arms and legs though

>> No.2604870

>>2604846
Smooth Doom, breh

>> No.2604875

>>2603024

Judging by the lack of response I'm going to assume that you did.

This is important, for a mod as niche and specific as Hideous Destructor, it is imperative to obtain it from the source itself. Given how often the author updates that thing, you may have downloaded an outdated, or even a bugged version.

And of course we should also consider how there's this idiot who just grabs everything from the zdoom forums and reuploads it without asking for permission to the authors first.

>> No.2604885
File: 71 KB, 464x523, 11outta10.jpg [View same] [iqdb] [saucenao] [google]
2604885

>decide to do a test run of BTSX on Doomretro
>weapon change on the mousewheel is inverted and can't be changed

man, I can't express my love enough to you guys about how much I love this.

I always wanted be it so that, whenever I'm about to fight a hell knight that lurks around a corner and instinctively change to the SSG, I end up taking out the rocket launcher and blow myself up in a single shot, or dying to the bunch of agitated skeletals at the end of map06 because I can't whip out the plasma rifle. It was a feature I always wanted in Doom and now I can finally see it in action. Thanks!

It helps that the music stutters, too. Ugh, how I hate BTSX's music, like you don't even know. Seriously guys, I really am not one to say this kind of stuff, but man, I always hated music in Doom to begin with.

>> No.2604892

>>2604864
I was wondering what had happened to this mod. It looks really cool.

>> No.2604893
File: 2.86 MB, 768x432, Blue is for magic Red is for BLOOOOD.webm [View same] [iqdb] [saucenao] [google]
2604893

>>2604864
.webm version of HUD in action

>> No.2604897
File: 85 KB, 1366x768, Screenshot_Doom_20150812_004417.png [View same] [iqdb] [saucenao] [google]
2604897

Hell Revealed (UV) playthrough continues.

>that map 24
damn son

Anyway niggas I was on map 26 I believe and there are these see through imps that I can't shoot. What's the deal? Ignore the niggas?

>> No.2604937
File: 74 KB, 367x451, AH HAHAHA FAGGOT.jpg [View same] [iqdb] [saucenao] [google]
2604937

>Security breach at Wikia

>>2604787
>GZDoom "multiplayer" ever working so long as Edward still lives

>> No.2604950

>>2604937
>>Security breach at Wikia
I wonder what those who didn't bail look like now :^)

>> No.2604959

>>2604937
>>Security breach at Wikia
Brought up the main page and didn't see anything out of place, guessing something like a user/pass db leak?

>> No.2604975

>>2604959
Seems that way, I was browsing the proper wiki when I saw a site notice regarding passwords.

>> No.2604991

Is there any Doom WAD in the same vein as Hexen, with hubs and interconected maps with switches, keys and stuff that affect other maps?

>> No.2604993

>>2604885
the best part of doom retro is that the guy has anti-taste. his "fixes" and half-assed new features just end up making things worse.

>> No.2605000

>>2604885
>using mousewheel to change weapons

AYYYYYYYYYYYYYYYYYYYYY

>> No.2605002

>>2605000

>not using mousewheel to change weapons

right back at ya.

>> No.2605004
File: 93 KB, 329x235, danny.png [View same] [iqdb] [saucenao] [google]
2605004

>>2604885

>having mwheel reversed at all in any game

I feel you anon.

>> No.2605007 [DELETED] 

>>2605002
yeah I got my keys mapped around esdf because I'm not a fucking retard.

I want the chainsaw? I immediately select the chainsaw, don't scroll through a bunch of weapons first.

Fucking retarded doom baby

>> No.2605010

>>2605004

>gems: not even once.jpg

>> No.2605015

>>2605007

Out of all of the things in the world to care about, throwing a fit over something as inconsequential as using a mouse wheel is pointing you more the baby.
But hey, whatever makes you feel better, more power to you.

>> No.2605017 [DELETED] 

>>2605015
lmao. stay bad at video games loser.

>> No.2605020

>>2605010

On that note, what if there was a Hexen-style gameplay mod based on SU? Like, there'd be classes for the Gems and Steven and they'd have their Gem weapons n shit.

>> No.2605024

>>2605020

When it comes to gameplay mods, what's more important is the gameplay, not the theme.

>> No.2605027

>>2604897
pls respond niggas

>> No.2605032

>>2605027

Screenshot the area? "Map26 i believe" isn't a lot to go off.

>> No.2605035

>>2605024

Well I suppose a gameplay mod couldn't work, unless it was a arena based TC which had a large enemy/multiple small enemies on each level?

>> No.2605038 [DELETED] 

>>2605015

his argument became completely invalid the moment he said "doom baby"

>> No.2605046

can anyone recommend a good sound mod? I find some sound effects like pistol, machinegun and some monster noises to be somewhat annoying.

>> No.2605049

>>2605046
Perkristian's sounds is the only real "sound mod", I know of.
Making your own would be piss-easy, though.

>> No.2605050 [DELETED] 

>>2605038
>literally too retarded to see the advantage of selecting the weapon you want immediately rather than scroll through a bunch with the mouse wheel
ayyy

>> No.2605054
File: 349 KB, 1366x768, Screenshot_Doom_20150812_054934.png [View same] [iqdb] [saucenao] [google]
2605054

>>2605032
Check dese niggas. Bullets go through 'em, bfg cain't fuck wit 'em. gonna try rocket aight but i know shit aint gonna work smh.

not a big deal though. just a bunch of dumb niggas fo real

>> No.2605064

>>2605054

I want to say those are +GHOST like Heretic does, but Hell Revealed came out before modding that stuff in was feasible.
It is a mystery.

>> No.2605065
File: 51 KB, 846x846, StraightOuttaSomewhere.jpg [View same] [iqdb] [saucenao] [google]
2605065

Hey guys I'm trying to make some good Doom themed versions of pic related but I think you could do better than me.

http://www.straightouttasomewhere.com/?skip=1

>> No.2605073
File: 109 KB, 846x846, StraightOuttaSomewhere(1).jpg [View same] [iqdb] [saucenao] [google]
2605073

>>2605065
Heh, this is fun actually.

>> No.2605086
File: 138 KB, 846x846, StraightOuttaSomewhere(2).jpg [View same] [iqdb] [saucenao] [google]
2605086

>>2605065

>> No.2605087

>>2605065
>>2605073

here are some others

http://banish-me-to-mars.tumblr.com/post/126361766266/imx-doomer-posting-a-doom-version-before-this
http://acrispyhobo.tumblr.com/post/126310530211

>> No.2605105
File: 54 KB, 846x846, StraightOuttaSomewhere.jpg [View same] [iqdb] [saucenao] [google]
2605105

>>2605065
Here's my contribution

>> No.2605110
File: 70 KB, 846x846, StraightOuttaSomewhere.jpg [View same] [iqdb] [saucenao] [google]
2605110

>>2605065

>> No.2605114

>>2605110
Keep an eye out for these badasses.

>> No.2605120
File: 84 KB, 846x846, StraightOuttaSomewhere(3).jpg [View same] [iqdb] [saucenao] [google]
2605120

>>2605065
Marathon themed one I made for a lol.

If anybody doesn't get the reference, it's the "Marathon" colony ship which is the Deimos moon hollowed out.

>> No.2605149

>>2605120
heh, clever

>> No.2605161

>>2605073
is it explained how his brain got conveniently exposed?

>> No.2605171

>>2603779
how did you load it without any graphical glitches?

>> No.2605174
File: 66 KB, 249x318, DAMN USSO WHERE&#039;D YA FIND THIS.png [View same] [iqdb] [saucenao] [google]
2605174

>>2602083
DOOM II NEW WR COURTESY OF ZERO-MASTER
19:59

https://www.youtube.com/watch?v=1-7Ig-1FTiE

>> No.2605178

>>2605174
Neat

>> No.2605179
File: 48 KB, 577x462, 1315798279872.jpg [View same] [iqdb] [saucenao] [google]
2605179

>>2605161
It's hell we aint gotta splain' shit.

It needs to be open to spit out the demons.

So maybe what happened was they had to do it in a hurry, like half an hour before Doomguy rocked up they were like "Holy shit he's coming here, fuck what do we do?"

So the Icon is like "I can spit demons from my brain!" so they opened it up and tied it there with the chains but they didn't have time to get a more foolproof plan so Doomguy rocked up and blasted everybody before they could get a better idea.

>> No.2605183

>>2605179
then why did they leave a moving platform that went up high enough for him to shoot the brain?

>> No.2605186

>>2605183

How do you think he gets fed?

>> No.2605191

wow this perkristian dude needs to remake every pc game ost

>> No.2605194

>>2605174
Holy shit. Thats like, the fourth new record in the past 10 months.

>> No.2605196

>>2605183
Because magic, silly billy.

>> No.2605197

http://www.perkristian.net/music/perkristian_descent-level01.mp3

amazing

>> No.2605215
File: 67 KB, 846x846, StraightOuttaSomewhere.jpg [View same] [iqdb] [saucenao] [google]
2605215

>>2605065

>> No.2605219

>>2605054
Splash damage near walls still hurts them.

>> No.2605223 [DELETED] 
File: 199 KB, 391x274, lol.gif [View same] [iqdb] [saucenao] [google]
2605223

lmao guys

smh

map 28 of hell revealed is called 'top hell' ahaha

kinda like top lel huh? kek

>> No.2605225

>>2604991
One of the /vr/ mappers is making a wad with secondary objectives that change a lot of things in subsequent levels.

Don't know how far along it is but it sound like it'd be what you're looking for minus the hubs.

>> No.2605231

>>2605191
>>2605197

Yeah, Perkristian's music is rad as fuck.

>> No.2605256

>>2605007
>esdf
MY MAN.

>> No.2605258

What is the hardest level in the iwads, that isn't in E4 or Final Doom?

>> No.2605262

>>2605007
or just remap the chainsaw to any key

>> No.2605273

So I've recently started playing Doom 2 withe the Smooth Doom mod and my Super Shotgun's firing sound is missing.

Any ideas? I've got the mod file from the official forum post.

>> No.2605275

>>2605223
map 29 is my fav

>> No.2605282

>>2605275
of all time or just hr?

>> No.2605283

>>2605273
It works fine without the mod, just tested it.

>> No.2605306

How do you guys stay so confident mapping on a 45 degree angle? Don't you ever run into a situation where it's not cooperating with the grid and nasty unit math shits over everything and things become crooked?

>> No.2605328

>>2605306
If it doesn't fit what I want then I'll edit the vertex by 1 unit at a time until it looks the way I want. It also gets easier after mapping for hellish areas since hell doesn't require as hard of angles as tech bases.

I'd say it comes from experience.

>> No.2605332

>>2605258
Barrels o' Fun is pretty tricky, IIRC

>> No.2605351

>>2602082
retro doom has single handedly made me drop all other source ports. it looks better than the most glammed up GZdoom bullshit ever has and with boom compatibility pretty much every worthy megawad is playable
so fucking based

>> No.2605357

>>2605064
>>2605054
It's the ghost monster big. Archviles ressurecting crushed corpses makes bugged monsters that can only be hit with splash damage or hitting them directly along their middle Y axis. Also they go through walls.

MAP26 of HR exploits this.

>> No.2605365

>>2605357
A few more examples would be Icarus MAP24 (even has instructions at the beginning), Requiem MAP23, and Reverie MAP18.

>> No.2605375

>>2605351
Without being too technically, how is this different than Chocolate Doom?

>> No.2605380

>>2605351
From what I've played, Doom Retro is just a mod that runs it own source port. Too many pointless changes that can't even be disabled.

Crispy Doom is the better chocolate doom fork.

>> No.2605469

>>2604834
>my mouse is double-clicking like an asshole
put a small amount of WD40 on the offending microswitch.

>> No.2605508
File: 2.85 MB, 960x540, i made a thing.webm [View same] [iqdb] [saucenao] [google]
2605508

fun with 3d floors

>> No.2605530
File: 28 KB, 500x491, bender-neat.jpg [View same] [iqdb] [saucenao] [google]
2605530

>>2605508
Nice.

Amazing Doom can do this. I remember seeing WADs that faked room-over-room for multi-story buildings by placing teleporters to different sectors in sets of stairs and thinking that was some clever shit.

>> No.2605535

>>2602082
Hey! DOOM THREAD

I am looking for DOOM 1 Model packs so that i can generate voxel models from.

>> No.2605539

>>2605530
Yeah, I've been looking for that Webm.

>> No.2605548
File: 98 KB, 330x253, 1433799560363.png [View same] [iqdb] [saucenao] [google]
2605548

>>2605508
I NEED it.

>> No.2605590
File: 370 KB, 1024x518, snap_home.png [View same] [iqdb] [saucenao] [google]
2605590

>>2605535
>voxels from models
Don't do this.

Do this: http://forum.zdoom.org/viewtopic.php?f=39&t=45680

>> No.2605610 [DELETED] 

>>2605375
absolutely fucking nothing.

>> No.2605612

hey nerds, what was the first doom slaughterwad?

>> No.2605640
File: 164 KB, 565x444, 1402180927000.png [View same] [iqdb] [saucenao] [google]
2605640

>>2605612

>> No.2605642

>>2605590
It loses the details on being turn to 3D.

>> No.2605648

>>2605535
why not make 3D models from scratch in blender and take shots of all 8 rotations, it's easier that way and I don't think anyone has made it before

Doom 64 did it as well and it looked breddy gud for 1997 standards, I'd like to believe there's no reason at all for you not to do the same almost 15 years later and end up looking shitty

>> No.2605663
File: 69 KB, 577x471, 1368643829371.jpg [View same] [iqdb] [saucenao] [google]
2605663

>>2605648
>I don't think anyone has made it before

>> No.2605667

>>2605612
hard to say, many people's first map edit was to take e1m1 and add hundreds of monsters to it

early ones i know of: 1squares, 1fifwar

>> No.2605681

>>2605663
I just recalled a mancubus-like monster on R667 a long time ago that was actually based off a 3D model. Welp.

Anywho, thanks for the free pic.

>> No.2605683
File: 32 KB, 615x456, 1406255954928.jpg [View same] [iqdb] [saucenao] [google]
2605683

>>2605110
DALLAS?
?SALLAD

>> No.2605731

I need some recommendations for good jump maps to play with friends, not the rocket jump kind but the sorta ones on that void lightmaze server

>>2605683
SUNDAYSUNDAYSUNDAY

>> No.2605735
File: 483 KB, 1600x900, Screenshot_Doom_20150812_034105.png [View same] [iqdb] [saucenao] [google]
2605735

So, I'm waiting on this video I've uploaded to youtube to finish, and then I'll release v0.3 of "Shut up and Die: iSpook Edition".

>> No.2605740

>>2605735
Hell yes. Can't wait to get boned as shit by all those Famines!

>> No.2605742

>>2605667
there's also DMINATOR, which is a modified E1 with early slaughterfest gameplay. the later levels tend to have far less modifications than the earlier levels though (obviously not on /idgames, I could upload it if there's interest)

>> No.2605743

>>2605740
Those Famines may get replaced (rarely) by enemies who'll curse you to take double damage!

>> No.2605746

>>2605648
I don't really have the time i was just going to do a quick convert to save myself from doing that.

>> No.2605752

>>2605743
u fkin wot m8

That's Terminus-level dickery,

>> No.2605760
File: 285 KB, 1026x684, voodoo.png [View same] [iqdb] [saucenao] [google]
2605760

ok guys need some help.
so player walks over a linedef, and inside of room with pinkies, door open and reveal player voodoo doll. then pinkies walk over linedefs and are teleported into one of 4 possible positions depending on which linedef they pass.

there is one problem

for some reason pinkies ignore a voodoo doll. is it normal behavior for voodoo dolls?

>> No.2605762

>>2605752
They don't ONLY use that attack, but it is one of their attacks. And it's a rare spawn.

>> No.2605792
File: 9 KB, 219x219, 1405377719006.jpg [View same] [iqdb] [saucenao] [google]
2605792

so uh

why are there voodoo dolls all over community chest MAP01

>> No.2605803

so somehow I ended up reading this
http://www.doomworld.com/vb/wads-mods/72007-joe-ilya-tune-up-community-project/5/

its both funny and terrible at the same time

>> No.2605878

>>2605283
Try changing the glove color or alternate skin in different combinations. Might be a bug.

>> No.2605910

>>2605792
Not quite sure.

>> No.2605940

>>2605612
plutonia's super secret level

>> No.2605947

>>2605940
Punisher, and MM map23 predate it. And I believe there was a map called 1squares or something from 1995

>> No.2605963

>>2605940
>>2605947

there's also a direct go2it predecessor on idgames by the same author, I forgot the name of it but I'm sure it was reviewed by awadaday's tumblr

>> No.2605975

>>2605742
how the hell did i forget dminator, i was only playing it yesterday!
>I could upload it if there's interest
it's on dsda
http://doomedsda.us/wad466.html

>> No.2605978

>>2605963
That would be Punisher.

>> No.2605979

>>2605978

oh, oops.

>> No.2605985

>>2605963
and here on /vr/ !
https://archive.moe/vr/thread/2489409/#2494657

>> No.2606027

Could anyone recommend me a relatively easy mapset with nice architecture? I'm playing the SUAB/dark doom/ambient music combo suggested here before.

>> No.2606030
File: 73 KB, 462x252, Blade of Agony Icon.png [View same] [iqdb] [saucenao] [google]
2606030

I found a trick to make wolfenstein blade of agony easier to handle.

You know if you unzip the folder you just get a folder with all the content and you have to drag it over to the gzdoom to play?

I found a neat little trick, all you have to do is change the zipped folder's extension to .wad or .pk3 and it works fine. No muss no fuss. plus it makes copying it and moving it around less aggravating since it's all compressed and really cuts down on time.

>> No.2606040

>>2606030
You can just drag and drop the zip, you know.

>> No.2606049

>>2605530
>>2605539

This is one of the easiest things as long as whatever editor has silent teleporters.

You just fade the stairs in the "in-between" area and have it teleport to the other "floor."

Incredibly easy.

>> No.2606070

>>2603393
A Baron? I don't know what you might mean.

I actually managed to get through Hatred on my first try, but I took the wrong exit and now I'm at 1% HP. Whoops!

>> No.2606078

>>2606070
>A Baron? I don't know what you might mean.
yes. it's not a trick question. there are no barons in baron's lair. this amuses me to no end.

>> No.2606080

>>2606070
>Hatred
you mean E4M2? i thought we were talking about plutonia

>> No.2606083

Does anyone know of any good hefty blunt weapon sounds? I want the Daibatana to have some real impact when you're bashing shit with it.

>> No.2606089

>>2606040
Yeah but converting it to a wad or pk3 makes it even more convenient.

>> No.2606182

>>2606083
Do you want a meaty impact or a percussive *TOCK*?

>> No.2606186

>>2606182

Both preferably. Because while the bat is metal, there's also the balls themselves

>> No.2606250

>>2606186
Try this:
http://s000.tinyupload.com/?file_id=10269849501378787205
Should serve as placeholder if nothing else. I'm not very experienced with sound manipulation.

>> No.2606275

>>2606083
Have a whooshing sound while swinging the weapon. That usually helps.

>> No.2606315

I've finally finished the first hub of Hexen, secret level included.
Please tell me the other hubs don't have that insane switch hunt, or at least not that bullshit. Guardian of Steel was really stupid in that regard.

>> No.2606418

Yo, guys. Spook here

https://www.youtube.com/watch?v=UkrG3U5TWRY

Have fun.

>> No.2606449

>>2606418
Cool beans.

Still think something like a lever-action rifle without a scope would be fun for combat.

>> No.2606451

>>2606449
It'd conflict with the rifle, though.

>> No.2606461
File: 445 KB, 1021x638, Blade of Agony Mission 5.png [View same] [iqdb] [saucenao] [google]
2606461

This mod is good enough to be it's on standalone game.

As a wolfenstein fan I am loving the shit out of this mod, i'd pay fucking money for it if it were a legit game.

Hell it's a demo and I love it, and the cliffhanger it ends on just makes me fucking hungry for more I absolutely hope this project is finished and doesn't go belly up like most of this caliber do.

>> No.2606487

>>2603495
Well, first of all if the map's to good to be true(like Tormentor quality) then it's probably a terry wad. The second indicator is the author's name. Terrywad mappers mostly use full names like John Smith or James Wilson in order not to be detected.

>> No.2606495
File: 347 KB, 1024x512, doom3phobos.png [View same] [iqdb] [saucenao] [google]
2606495

>Hear that the fellas over at Doom 3 Phobos actually posted some info on the mod
>Check it out
>It's just a screenshot
>The only new stuff in over a year
>tfw other older posts are detailing their "improvements"
>tfw they absolutely destroyed the beautiful dark rooms with shining lights
>no more atmosphere
>they blame the lack of updates on "constant effort with the mod, and putting all concentration on finishing it"
They must be really fucking concentrated if they can't respond to two sentence questions in the length of two fucking years.

>> No.2606595

Not sure if this has been asked before but is there any way to disable the intro song in Project Brutality? I've tried opening the PK3 in SLADE but can't locate the offending reference or whatever, I'm not exactly a pro at modding

>> No.2606708

>>2605803
What the fuck? Goddamn I hate doomworld sometimes.

>> No.2606742
File: 1.15 MB, 1366x768, Screenshot_Doom_20150811_161018.png [View same] [iqdb] [saucenao] [google]
2606742

>>2604294
A new challenger appears!

>> No.2606762 [DELETED] 

Sup nigs. New to Doom sourceports and using the zDoom but the music doesn't sound quite right.
e1m1 music plays flawlessly but e1m5 is probably the most noticeable, the "violin" parts are cutting out constantly.
Any help?

>> No.2606763

>>2606708
Why?

>> No.2606778
File: 84 KB, 768x1024, ou1qbd.jpg [View same] [iqdb] [saucenao] [google]
2606778

>>2606451
I wouldn't even complain if you replaced the rifle with one which is faster and holds some more rounds.

It's just me personally, but I never much cared for scopes, there's rarely an engagement in Doom where you'd be calling for a scoped rifle. At the most slight magnification without obfuscating your view would be much more comfortable, kind of like the holographic sight on the rifle in AtM (though obviously not with such a big magazine or with automatic fire).

But I guess it's just how I feel about it, I never liked optics or scopes on guns, and I always liked a rifle which can be shot fast when needed.

>> No.2606782

>>2605803
I stopped taking Doomworld seriously when Scuba Steve shat on AEOD. Completely missed the point of that wad.

>> No.2606789

>>2606315
The switch hunting only gets worse, I'm afraid. The next hub has 6 switches hidden behind doors that require keys, and getting those keys can get VERY cryptic or just dumb luck to get. The one after that requires 9 switches, after 2 levels of looking for tiny gems to put into a wall. The one after that doesn't require a switch hunt, but instead a gear hunt, which is a royal pain in the ass. I've pretty much memorized the game, so it's not so bad for me, but if you want to finish the game, I suggest a guide.

>> No.2606797

>>2606782

No, I'd say he got exactly what the point of the wad is.
Some people just happen to like nonsensical mashups with no reason, consistency, or direction. Some people don't. He was one that didn't. So am I. You probably do like it.

>> No.2606801

>>2606763
Because at this point they're a bunch of autists who hate change. Then again they always have, since that cacowards with the worst wad being 'any wad with more detail than a wad made in the 90's'

>> No.2606804

>>2606789
I didn't think that Shadow Wood was as bad as the Seven Portals. Except for Caves of Circe. Heresiarch's Seminary was probably my favorite set of levels in the game. It was cut into two portions that made it more manageable. Castle of Grief can suck a dick.

>> No.2606806

Is there any way to fix the fucked up mouse movement in Duke Megaton Edition or am I just gonna have to stick with using eduke?

>> No.2606812

>>2606801
"what a bunch of autists," says the 4channer

>> No.2606817

>>2606804
Yeah, my biggest problem with shadow wood is getting the cave key, which requires you to fall through a hole in the floor that is easily skipped which opens the doors all throughout the level. Otherwise, it's just "get key, go to other 2 levels and pull switches."

>> No.2606837

>>2606801
>the worst wad being 'any wad with more detail than a wad made in the 90's'
i think you've misunderstood that.

tormentors detail guide describes how to prettify a map. it doesn't describe how to make a map that plays well. the author being a thought leader amongst a subset of the community resulted in a plethora of maps that were effectively boring mazes with super detailed walls.

>> No.2606839

>>2606782
But AEOD isn't good.

>> No.2606852

>>2606801
>Because at this point they're a bunch of autists who hate change
I don't see what that has to do with the thread that started this discussion, which is more about a clown being subtlely bullied and it backfiring as he revels in the attention.

>> No.2606857

>>2606837
Those maps would've been boring with or without the detail, we all know that not everyone can make good maps. Even those who do aren't exactly consistent.

>>2606852
I was talking about the posts on the page that was link of the thread.

>> No.2606902

>>2603594
There is not enough weight behind that bat swinging animation.

>> No.2606943

wolfen doom blade of destiny (tormentor's 667 and friends mod) has weird graphical glitches for me. Enemy sometimes not appearing, stuff "following" my camera... using gzdoom last version. Any help? Kinda fun though

>> No.2606956

>>2606852
Just so you know the full story, joe has already been banned from doomworld, so he's not reveling in anything now.

>> No.2606967

>>2606943
not really. Something on your pc or gzdoom must be borked. Never had this ever.


You didn't modify anything did you?

>> No.2606975

>>2606956
no he's not. he got unbanned by the hosting move (he was banned after the backup was taken). unless he's been rebanned again since.

>> No.2606993

>>2606782
I think we all get the point of it, it's just that AEOD isn't good.

>> No.2606994

>>2606967
no, nothing

maybe I just have to change my pc?

>> No.2607004

>>2606994
Remember not to make the most common mistake.

Are you absolutely sure you aren't runnin 2 mods at once? Blade of Agony is the one and only it needs nothing else to run.

>> No.2607021

>>2606782
>>2606993
>>2606839
Yep, it's just not very fun. I mean, it does what it tried to do well- a random mashup of random shit... But by that aspect, terrywads are 'good' in that they do what they try to do. Comfydoom is good at what it tries to do. But that doesn't mean they're fun.

>> No.2607057
File: 103 KB, 1366x768, Screenshot_Doom_20150629_214840.png [View same] [iqdb] [saucenao] [google]
2607057

>>2604294
>>2606742
ahahahahaha
maybe

>> No.2607081

>>2606742
what titlepics that from? those levels look great

>> No.2607101

What are some of the best atmospheric, tense, or horror-filled WADs out there that aren't Unloved or Ghoul's Forest?

>> No.2607109

:: [BE] Montreal :: /vr/ Super Slick Samsara Showdown

come get sum fuccbois

>> No.2607112

>>2607101
>Atmospheric
I like Winter Fury's asthetics.
Same for Whitemare 2.
Cheogsh 2 and 3.

There was some russian levels that were fucking awesome but I can't recall their name.

>> No.2607116
File: 961 KB, 1366x768, Screenshot_Doom_20150802_174320.png [View same] [iqdb] [saucenao] [google]
2607116

>>2607081
bloody steel

>> No.2607126

>>2607021
Now now, let's not be unfair, actual work was put into making AEOD work.

Now, it's an incoherent mess and uneven as shit, but there were people who worked to achieve their goals in that project, you can't take that away from them.

>> No.2607131

>>2607101
Anything by Lainos.

>> No.2607152

>>2607131
>>2607112
Thanks. Cheogsh seems very promising.

>> No.2607153

>>2606801
>Then again they always have, since that cacowards with the worst wad being 'any wad with more detail than a wad made in the 90's'

Sunlust, made by Ribbiks (who also has one Cacoward for Whales) is one of this year's shoe-ins, and not a single level from there has "90's detail". Nice shitpost, though.

>> No.2607169

>>2607153
>shoe-in
shoo-in

>> No.2607170

>>2606956
>>2606975

He hasn't been banned (at all), he's only been -losered- (which means they sent him to a special subforum in DW made for morons who don't know better)

And while we're at it, I still have no idea why is it taking so long for them to actually give him the boot, when there have been cases in which they've given the banhammer to other morons for something smaller than what he has done and said. This is how you know they're just playing with him.

>> No.2607172

>>2606495
some mod devs are just in denial I guess. There's a bunch of unreal mods which the developers said "it's almost done" about literally 4 fucking years ago.

I know people do this shit for free but you shouldn't rope people along with bullshit if you can't finish the project.

>> No.2607204

>>2607153
Okay? It's just whenever I see DW complaining about something, it's about 'ultra-detail'. I understand with the all detail and no substance maps, but that doesn't mean every map with detailing is bad.

>> No.2607225

>>2607204

I haven't seen a lot of complaints about ultra-detail. Details generally seems to be generally liked, as long as it doesn't get in the way of the gameplay and trip players up.
If anything, the majority of complaints as of late (not specific to Doomworld) seem to be focused around maps requiring ZDoom without "justifying" it.

>> No.2607229

>>2607126
>actual work was put into making AEOD work.
When was this ever a relevant criterion? So they should get a gold star for participation? Fucking millennials and their "I expended effort so I deserve kudos" entitlement.

>> No.2607234

>>2604062
>>2604121
That web 1.0 html website, absolutely gorgeous

>> No.2607238

>>2607126
Yeah, that's what I tried to say. They put a colossal amount of hard work into it, they knew what they wanted, and they did what they wanted.

Only problem is that what they wanted was shit.

>> No.2607260

>>2604062
That's hilarious.

>> No.2607269

>>2607229
I'm just saying that someone cared about making something they thought would actually be good.

That it actually really isn't, that's true, but it's LEAGUES beyond what goes into a terrywad, you can't take that from them.

>> No.2607270

>>2605508
Holy fucking shit. Has this always been in ZDoom or did it only recently become a thing?

Does this mean we can finally make multiple-story buildings without having to use teleporters that just teleport you to a different part of the map now? Because that would be the fucking tits.

>> No.2607272

>>2607270
That's been a thing for like, several years, m8.

You shouldn't use way too many at once though, it'll quickly start to eat memory.

>> No.2607273

>>2604062
Hahaha, I remember my brother sharing his copy of Quake with me and the only custom maps he had were one half-baked DM map and like 10 other porn maps just like these. Apparently they were multiplayer, too.

Imagine going on a server and just seeing like seven other players staring at softcore 90s internet porn on the walls.

>> No.2607280

>>2607272
Wait a second, does it just use the one floor that lets players jump on it instantly when holding the jump button, unlike normal floors which have a bit of a delay before jumping again? Because if that's the case then yeah I've already played maps with this before.

I still long for the day that we'll be able to properly have floors over floors. Here's to ZDoom and DoomBuilder finding a way to implement that someday.

>> No.2607284

>>2604121
>>2607234
I recently made a web 1.0 site for another /vr/ game, hosted on Geocities resurrection host too. I kind of cheated though, I used a couple lines of CSS and used some MP4s.

>> No.2607289

>>2607280
But they already do.
Maps like Putrefer make us of it.

>> No.2607292

>>2604090
Well, at least he's working with NightDive studios in order to bring it to Steam instead.

>> No.2607301

>>2607289
Well then, I'll be damned. Just watched a video of it. Are they really THAT badly optimized though? In that case, here's to them having better optimization in the future.

>> No.2607306

>>2607301
I've never had any problem with maps that make use of it. Not even in my crappy laptop.

>> No.2607339

Agitating skeletons are assholes and I hate them.

>> No.2607343

>>2607339
I love to hate them

>> No.2607372
File: 1016 KB, 1920x1080, gzdoom 2015-06-03 14-39-31.png [View same] [iqdb] [saucenao] [google]
2607372

>>2607301
It's just that if you use a ton of them along with dynamic lights, that's a lot of shit to render. As long as you use single sided linedefs so as not to render every single 3dfloor on the entire map at once you should be okay.

This is an example of "too much" of them in a wad.

>> No.2607379

>>2607372
That's The Island, isn't it?
It slowed my computer in the first area but ran fine in the cavern with many 3D floors (your screeshot) and the dream segments with lots of enemies and effects.

>> No.2607382
File: 121 KB, 1152x720, skelly.webm [View same] [iqdb] [saucenao] [google]
2607382

>>2607339
bullshit. who could hate this cutie?

>> No.2607383

>>2607280
>I still long for the day that we'll be able to properly have floors over floors.
They DO, it's called 3D Floors.

>>2607301
They're not a nightmare to even have a few, but if you start using a lot of them, it'll add up, GZDoom was never well optimized.

>> No.2607386

>>2607339
Then you must love the Famine.

>> No.2607387

>>2607382
Do not trust anything this poster says, he is a skeleton.

>> No.2607389
File: 3.54 MB, 1920x1080, gzdoom 2015-08-12 14-50-00.png [View same] [iqdb] [saucenao] [google]
2607389

>>2607379
The entire map ran fine for me, but it's very taxing for how good it actually looks relative to the performance cost.

Anyway, anyone else tried hunters moon? I finally did today. The quake 3-ness is almost surreal. There's something really odd about the monsters though, they're smudgy and hard to see for some reason.

>> No.2607417
File: 211 KB, 640x480, Screenshot_Doom_20150812_185704_01.png [View same] [iqdb] [saucenao] [google]
2607417

has anyone here played LA worlds before?

been playing it sporadically throughout the entire week, am at MAP16 so far.

I feel like pissing down into my fucking face.

>> No.2607430

>>2607417

A little bit of it.

I enjoy its crazy ass skyboxes.

>> No.2607438

>>2607417

From what I've seen it looks coolio. Is there a link anywhere? Google doesn't do shit yo.

>> No.2607487

>>2607172
Yep, almost all Unreal projects get hyped up by the devs and then abandoned and left to rot in like a year.

>> No.2607497

why does doom 2 have so many open empty spaces?

>> No.2607501

>>2607438
I don't have any official links so i uploaded the wad to MEGA: https://mega.co.nz/#!KkYmHRJJ!JLFEJEUvGjbQ6OtbLeolIrnDAc0i4VA3u2vwgJyOos0

>> No.2607508

Is there any way to see and modify the scripts embedded in Hexen maps?

>> No.2607515

>>2607497
To show off the engine capabilities

>> No.2607549

>>2607508
You can use an ACS decompiler, but there won't be comments or the original variable names

>> No.2607807
File: 365 KB, 1680x1050, Screenshot_Doom_20150812_214432.png [View same] [iqdb] [saucenao] [google]
2607807

>>2607515
You are probably right.

I've been playing the PSX Doom TC a lot recently.
The Doom I maps are scaled down due to them being based on the Jaguar port, which needed them to be due to system performance constraints.

But even the Doom II levels are scaled down. I especially noticed this in MAP09 (MAP39): The Pit.

Although the PSX is much more powerful than the Jag, I guess they had to compensate for added features such as colored sectors, etc.

>> No.2607828

>>2606801
>since that cacowards with the worst wad being 'any wad with more detail than a wad made in the 90's'

It was more specifically going off at ultra detailing of the excessive and pointless kind that involves a lot of cut+paste. It can result in goofier than intended aesthetics, and even nooks and crannies that are detrimental to gameplay. Tormentor's guide unfortunately actually encouraged this in some of the categories, hence why it was given the award.

>> No.2607860
File: 32 KB, 500x440, 3bXGY0y.jpg [View same] [iqdb] [saucenao] [google]
2607860

>download project brutality to do a test run because reasons
>load it up in vanilla doom 2 as I always do
>that DM2TTL

>> No.2608012

>>2605731
HEDGERS AND CLIPPERS AND HEDGERS AND CLIPPERS AND HEDGERS CLIPPERS

>> No.2608013
File: 1.31 MB, 1280x640, valiant1.png [View same] [iqdb] [saucenao] [google]
2608013

beat valiant for the first time. episodes one and two seemed okay and almost boring at times but everything after that was fucking phenomenal. I know I'm late to the party because I was putting off this wad for a long time, but what did you guys think of it?

>> No.2608063

>>2608013
I actually quite liked E1 and E2 myself. Though nothing tops E5.

>> No.2608064

HEY GMOTA GUY:

I just beat the first 29 levels (and the two secret stages) of speed-of-doom in GMOTA. It was GLORIOUS, thank you for the fun.

I'm using 0.9.9 and the new cyberdemon is great. also I appreciate that no enemies hitscan, it lets me be as close range as possible.

(Didn't play level 30 because I'm in gzdoom and my laptop chokes, lols.)

thanks!

>> No.2608076

>>2608064

The best part is level 28; there are tons of white crystals around, and you can just annihilate the whole level flying around with the super-sword (specifically using the "leap" which replaces the grapple, and the holding down the charge which replaces the subweapon... so much fun just flying through the level...)

>> No.2608137

>>2608013
The ending was pretty underwhelming, other than that it's really good. Definitely something that we'll see on cacoward page.

>> No.2608161

>>2608137
>The ending was pretty underwhelming

It was still better than the usual boss shooter.

>> No.2608176 [DELETED] 
File: 77 KB, 774x690, 1418388954608.gif [View same] [iqdb] [saucenao] [google]
2608176

>>>/mlp/24247469

>> No.2608183

>>2608176
Slimer?

>> No.2608216
File: 375 KB, 512x368, 1406159922042.png [View same] [iqdb] [saucenao] [google]
2608216

so I took the liberty of editing d64mus.wad and rewrite/replace most mp3 files in there with the original OST released by aubrey hodges in OGG format, and renamed all of them in order to have the songs play exactly as vanilla Doom 64's midi sequence order, and it's totally compatible with vanilla Doom or any levelpack or megawad.

https://drive.google.com/file/d/0By8mA3D0CACmR3FUSzNkWWNaeWM/view?pli=1

also have the playstation sound effects as well cause I'm feeling dandy as fuck tonight

https://drive.google.com/file/d/0By8mA3D0CACmQzZOa0RaMXd2YzA/view?pli=1

>> No.2608217

When BTSX E3 comes out, I wonder if it'll start like Plutonia, and have Arch-viles in map01

>> No.2608220

Fuck Doom 2 is nothing like Doom 1, this is really weird.

Loving it though, loved Doom 1 too.

>> No.2608328

>>2608217
I'm more interested in how they do map30. Would be great if they do it like in Eternal Doom and Scythe, and make it a full fledged level thats both big and difficult.

>> No.2608343

>>2602082
With Megaman Deathmatch and Metroid Dreadnought, are there any more WADS based on video games? I want some Castlevania doom!

>> No.2608345

>>2608217
Will E3 continue from where E2 has left (being only 3 maps) or is it going to be an another megawad?

>> No.2608348

>>2608343

GMOTA's got a Magic sword/Ghosts n Goblins/Dungeons and Dragons beat em up aesthetic.

>> No.2608375

>>2608343

There's a really old Super Mario mod
There's two Contra mods, one based on the NES games, the other one based on C3

>> No.2608383

>>2608345
BTSX Episode 3 is supposed to be a full 32 levels. And I imagine it'll be harder than Episode 2.

>> No.2608391

Greetings, mortal. Are you ready to die?

>> No.2608393
File: 716 KB, 512x512, AAAAAAAAAAAAAAA.gif [View same] [iqdb] [saucenao] [google]
2608393

Is this guy for real?

>>>/v/306309608

>> No.2608396

>>2608393

Who know, I mean, I've never touched Q3 in my life, and I don't recall anyone on the current QLive "elite" playing as him

>> No.2608397 [DELETED] 

>>2608393
Fuck off.

>> No.2608398

>>2608393
I have a feeling thats the wrong pic.

>> No.2608405 [DELETED] 

What do you think about those Tumblr Doom communities? How are those underage brats have interest in Doom?

>> No.2608406

>>2608397

Did you even bothered to check what that thread was about?

>> No.2608407

>>2608405

>he doesn't know

>> No.2608412 [DELETED] 

>>2608406
Yes.
>>2608405
Lots of people in the community have tumblrs.

>> No.2608418

>>2608393

>can't hit shit with him

That doesn't even make any sense. Doomguy has uncanny accuracy

>> No.2608426 [DELETED] 

>>2608405
Exclusive home of "columbine doomers" and generally just the worst memespouters in the overarching community. The whole site ought to be purged.

>> No.2608431

can't wait for someone to bite the bigget bait of this week

>> No.2608435

>>2608426
>The whole site ought to be purged.
Fuck you I like the porn

>> No.2608437
File: 569 KB, 500x669, just-getting-a-snack.png [View same] [iqdb] [saucenao] [google]
2608437

>>2608405
Lot's of people have tumblrs where they post Doom content, there's blogs such as It Runs Doom, where various ports (official or not) are showcased. Some more notable names in the community have a tumblr.

Lot's of people on there like Doom (because Doom appeals to really just all kinds of people).
Now, there's all kinds of shit and human waste on there, but overall, tumblr works as a decent system for putting out content. Not perfect, not at all, staff are a bunch of self-absorbed pillocks and they regularly fuck up stuff, but it works decent enough.

Just stay away from SJWs and the piece of shit Columbine Doomers (tumblr is where they gather), and you'll be fine.

>> No.2608441

>>2608437
>Columbine Doomers

wut

>> No.2608443

>>2608435

See this nigga right here? He's one of the only few who still remember why 4chan knew about tumblr in the first place.

Get this man a goddamn beer.

>>2608437

The one thing about tumblr is that they recommend you most of the stuff you might like according to what posts you "like". You spend an entire evening looking at guns? The next day they recommend you 3 gun blogs.

I mean, sure, they're letting you know you they're keeping track of what you're doing, but still.

>> No.2608449 [DELETED] 

>>2608441

the kind of assholes who only pretend to like doom because of the 4/20/99 incident. they don't bother playing the game in the first place and they're latching on whatever place doom discussion might show up to be edgy idiots

the community might hate or like brutal doom fans or terryfags, but at least they do play doom to an extent. nobody likes those idiots.

>> No.2608450 [DELETED] 
File: 12 KB, 415x387, 1400939541319.jpg [View same] [iqdb] [saucenao] [google]
2608450

>>2608449
That is the most pathetic thing I've ever heard.

>> No.2608457 [DELETED] 
File: 64 KB, 248x287, ahahaha faggot.png [View same] [iqdb] [saucenao] [google]
2608457

>>2608441
EXACTLY what it sounds like.

Edgy dipshit teens who really only care about Doom at all because Eric and Dylan liked it. They're the kind of faggots who idolize people like them.

They don't really care about the gameplay, they don't care about the the style or atmosphere of the game, about the fun of the game, about the people behind the game and their history, they don't care about any custom content besides the stuff which those two put out before they went and killed people, as well as the rumored 'Columbine levels' which have never been proved to exist.

They're ALL ignorant about that shit. Eric and Dylan liked Doom, Doom was violent and it was controversial for a time in relation to Columbine, they like it for that. It's an incredibly edgy, superficial and annoying little subset of the Doom Community and everyone else hates them.

>> No.2608463 [DELETED] 

>>2608450
Yeah, it's as if Brutal kiddies didn't actually play Doom, even Brutal Doom, or really any videogames, and were edgier and self-important.

They're pariahs for a reason.

>> No.2608465 [DELETED] 

>>2608450
And yet it's real, and tumblr Doomers are apparently so equally pathetic that rather than actually doing anything to get rid of them, they just bitch and moan about them on other sites. Seriously, this is the sort of shit I could've gone my whole life not knowing about.

>> No.2608468 [DELETED] 

>>2608465
>and tumblr Doomers are apparently so equally pathetic that rather than actually doing anything to get rid of them

You...truly have absolutely no idea of ANYTHING, do you?

>> No.2608469 [DELETED] 

>>2608465
>and tumblr Doomers are apparently so equally pathetic that rather than actually doing anything to get rid of them, they just bitch and moan about them on other sites
You are one dumb motherfucker.

>> No.2608478
File: 290 KB, 480x480, cyberass.png [View same] [iqdb] [saucenao] [google]
2608478

>>2608443
Their recommend system is just plain fucked.
Smack talk some communist dipshits, and what do you know, tumblr recommends you like four different blogs about "muh marxist struggle".

And I like gun content, and all that wonderful porn, but I do frequently get recommended blogs which just don't interest me at all
>here's some pleb who will legit argue the M16 always jams and the AK never breaks or fails, he legit believes stopping power is a real thing
>here's some weird neocon who listens to Alex Jones and ignores any foreign made weapons because HURR BUY AMERICAN
>here's a bunch of furry porn blogs
>do you want to subscribe to this 12 year old vegan otherkin?
>here's a gay porn blog
>you liked and reblogged some anal sex pics, here's a blog about anal stretching and fisting, look, their icon is a stretched out anus!
>here's a neo nazi blog

I really wish you could turn off the recommend 'feature', most people on tumblr seem to hate it.

>> No.2608480 [DELETED] 

>>2608468
>>2608469
Weak. You're seriously so scared of a bunch of edgy teens that you'll just let them take over your home site while you crash here and cry about it? You've got a goddamn infestation, go take care of it. Every time you complain about columbine doomers elsewhere, you're giving them the exact attention and exposure they're looking for. I guess it's too much to expect tumblr to do anything right.

>> No.2608482 [DELETED] 

>>2608480

>You've got a goddamn infestation, go take care of it.

Yes, you have one hundred percent no idea of anything at all.

>> No.2608483 [DELETED] 

>>2608465
>rather than actually doing anything to get rid of them
You can't just 'get rid off' someone on tumblr.

A while back, some edgy fag had planned his own tribute to the Columbine Massacre, posted about it on his blog, so of course someone called the cops.
Nigga put his shotgun in his mouth as he heard the cops pull up in his driveway, good riddance.

These people either grow out of this phase, kill themselves, get killed trying to hurt others, or keep shitposting about their sad fixation on tumblr.

>> No.2608484 [DELETED] 

>>2608480

the more you post, the more it sounds like you actually own one of those blogs.

>> No.2608485 [DELETED] 

>>2608480
You really are clueless, damn.

>> No.2608487 [DELETED] 

>>2608483
>>A while back, some edgy fag had planned his own tribute to the Columbine Massacre, posted about it on his blog, so of course someone called the cops.
>Nigga put his shotgun in his mouth as he heard the cops pull up in his driveway, good riddance.

Source, what a twat

>> No.2608490 [DELETED] 

he wasn't the only one who disappeared the day before the anniversary. ever wondered why there was no trace of them in this year's anniversary? but HEY, we only just bitch and moan, rite?

>> No.2608491 [DELETED] 
File: 1.47 MB, 235x132, wailord-used-self-destruct.gif [View same] [iqdb] [saucenao] [google]
2608491

>>2608480
>scared
Good one, m8.

People dislike them because they're pretentious faggots. I'm not even afraid of the odd one who decides to hurt people, they never practice with their weapons, I can draw and shoot faster than all of them. Hell, their idols tried to build bombs which did not even fucking work, I ain't afraid of them.

>> No.2608492 [DELETED] 

>>2608482
No, I don't, and ideally I would keep it that way but you failures keep coming here to complain about them and I've had enough of it. Enlighten me to the tactical situation, if you know so much about it. Have the columbine doomers taken hostages? Are they making demands? Did they figure out how to make pipe bombs that actually work?

>> No.2608498 [DELETED] 

>>2608487
Oh I can't even remember, it was several months ago, but it was funny as hell to see other Columbine fags bawling about it.

>> No.2608501 [DELETED] 

>>2608492
>but you failures keep coming here to complain about them and I've had enough of it.

lol, good job exposing yourself. go get medical help, columbiner scum.

>> No.2608503 [DELETED] 

>>2608492
kek, go jerk off to Elephant you bitter faggot.

>> No.2608505 [DELETED] 

>>2608492
>but you failures keep coming here to complain
An anon asked about the tumblr community. It wasn't a random comment.
>Enlighten me to the tactical situation, if you know so much about it. Have the columbine doomers taken hostages? Are they making demands? Did they figure out how to make pipe bombs that actually work?
What does this have to do with anything? People are calling you retarded because you can't "get rid" of the columbine idiots, the same way you can't get rid of the shitposting on /v/ or whatever.

>> No.2608507

>>2608491
I presume that whale blows up due to carbon dioxide from bacteria and shit inside?

>> No.2608512 [DELETED] 

>>2608501
>>2608484
I don't even browse tumblr or have one and again, wouldn't even know that these people existed if you dickless shits didn't come here and bitch about them on a regular basis. Look at yourselves. You're this fucking paranoid and all because of some stupid kids that use the same blog site as you. Go home, tumblr doomers. Go back to reposting stale memes for the 50th time this week.

>> No.2608515 [DELETED] 

>>2608505
>People are calling you retarded because you can't "get rid" of the columbine idiots

don't take my comment in bad light but you also seem to not know anything about the current situation.

this will be my final comment; it seems that someone got angry and worked up about the anti-columbiners movement to come here to bitch and moan about it, and i'd rather not risk anything.

>> No.2608518
File: 50 KB, 526x148, 0093.png [View same] [iqdb] [saucenao] [google]
2608518

>>2608507
Yeah, it was a dead whale which had stranded, I think it had washed up somewhere during a hurricane or storm or something.

They were gonna move it or something, before it burst, but the pressure of decomposing gasses reached the bursting point before that.

Shit stank like HELL, people complained for days I recall.
Reminds me of that time something like that happened in America, someone got the bright idea to get rid of the carcass with TNT. That didn't work, chunks of rotting whale blubber raining down in the general area, people running for cover, I think someone's car got wrecked by a particularly large chunk. Their plan was that with the whale blown into tiny bits, seagulls and other scavengers would pick away the remains efficienty, of course, the loud fucking boom scared away all the birds in the area, they didn't come back for a long while.

>> No.2608520 [DELETED] 

>>2608505
>An anon asked about the tumblr community.

It was him. The comment was so specific he had no room to maneuver or backpedal his shitty bait. Had he just posted "What do you think about those Tumblr Doom communities?" it could've worked perfectly.

>> No.2608527

>>2608520
I was thinking that too, yeah. Happens rather frequently.

>> No.2608529

>one or two guys argue with themselves over something no one gives two shits about

>>2608405
followed by
>>2608426

Should've been a massive red flag that a whole lotta dumb was about to be posted.

>> No.2608531

>>2608529
>red flag

you keep using those words. the intention is correct, but niggas need to read a dictionary every now and then.

>> No.2608532

>>2608518
lel, not quite sure how you would get rid of them efficiently though.

>> No.2608535

>>2608515
I'm just an anon that's tired of the other Doom communities using these threads as their drama dump. That includes Doomworld, Zandronum, ZDoom, and Tumblr communities. They're all guilty of this shit and they all need to fuck off back to their homes if they're not actually going to meaningfully participate in this community.

>anti-columbiners movement
There's an actual resistance movement? The situation isn't as hopeless as I'd feared. I wish you the best of luck in purging those tumors.

>> No.2608536

>>2608535
>and they all need to fuck off back to their homes if they're not actually going to meaningfully participate in this community.

just like you're doing it right now, right? :^)

>> No.2608546
File: 250 KB, 724x1024, chaingunnardonefornow.png [View same] [iqdb] [saucenao] [google]
2608546

>>2603627
The chaingunner in Doom is already dead.

>> No.2608548 [DELETED] 

>>2608536
No, right now I'm dedicating full resources to the removal of drama crossposters. There's a new DM mapset coming out either tonight or tomorrow, I'll definitely get a server up for it when it hits. The usual crowd of Dynamite, UDMX, and 32in24-13 has been getting a bit stale, eager to have something new to play with my good friends here.

>> No.2608549

>>2603828
You should play with Nocturnal emissions,

>>2603859
I need to replay that some time. It is so good.

>> No.2608551

>>2608548
>No, right now I'm dedicating full resources to the removal of drama crossposters.

What ha noble quest, I tip my hat off to you good sir.

>> No.2608552 [DELETED] 

>>2608412
>>2608407
>>2608437
I don't think anon mean actual developer blogs and useful content but stupid meme shit like doom monsters.

>> No.2608553

>>2608552

now go ahead and pull the brony card.

>> No.2608556

>>2608552
I think the Doom Monsters blog is shit so I avoid it. That's all there is to that.

>> No.2608574 [DELETED] 

>>2608551
You can be euphoric all you like, but do you really care so little for these threads that you're content with them just being the dump for all the retarded drama that comes from those communities? Just a few days ago there was a huge shitfest because Tarnsman and some other people from Doomworld had different opinions but couldn't keep to their own site. Ruined some good level design discussion. When we found out that Ty Halderman had been hospitalized, Terryshits ran some ridiculous smear campaign (if you can even call it that) against Bloodshedder here. A while back, some idiot on Zandronum got banned and came here to gather support for how he'd been wronged, only to find that, surprise, nobody here cares about what goes on in Zandronum. Before that, the idiot behind Classic Rivalry and Rootpain blatantly shilled his garbage here when ZDoom forums wasn't exactly impressed. And I shouldn't even have to get into how Mark immediately showed up here after getting banned from ZDoom and Zandronum forums and how badly he sticks out. You got drama in your community, settle it in your community. Don't come here just because you're anonymous and can get away with saying whatever you want. Stick to PMs if you're afraid of getting banned, every single site has them.

>> No.2608582
File: 25 KB, 188x240, 3508439399_fab030ceed_m.jpg [View same] [iqdb] [saucenao] [google]
2608582

>>2608574

All I'll say is that if you don't like what you're reading you should feel one hundred percent free to middle-click that tab and leave.

You were talking minutes ago about how "tumblr Doomers" bitch and moan, when you're doing the exact same right here, right now.

>> No.2608593 [DELETED] 

You're all equally faggots and should piss off. Bitch about it elsewhere insteading of shitting up the thread.

>> No.2608595
File: 2.08 MB, 360x270, butwhy.gif [View same] [iqdb] [saucenao] [google]
2608595

>>2608552
>Doom Monsters
>Meme shit
[citation needed]

>> No.2608597 [DELETED] 
File: 327 KB, 1366x768, Screenshot_Doom_20150812_113832.png [View same] [iqdb] [saucenao] [google]
2608597

>>2608582
I'm not leaving. I've been here from day 1 and stayed here through all the hard times. I love this community and believe it can be more than a drama pit for outsiders to shit in whenever they don't want to besmirch their home sites. Tumblr Doomers can bitch and moan all they want on their blogs. That's half the point of blogging in the first place. All I'm asking is that outsiders keep their shit to themselves. This is a house of Doom, not a house of drama.

Now post some fucking Doom wads.

Been playing Bloody Steel lately myself. These have to be the best-looking Boom maps I've ever seen, and they're not bad to play either. Very difficult though, and sadly no support for co-op. 2014 Cacoward runner-up, should've been a winner.

http://www.doomworld.com/idgames/index.php?file=levels/doom2/Ports/a-c/bldstlp.zip

>> No.2608610
File: 415 KB, 1279x959, flickering.png [View same] [iqdb] [saucenao] [google]
2608610

Is anyone else having some problems with the beta versions of GZDoom? The sprites tend to stick to camera ( rendering error ) and there's occasional flickers. Geometry is rendered properly, though.
Or maybe my graphic card is just dying, no idea...

>> No.2608617

>>2608597
I feel some levels in Bloody Steel borders on "ugly nooks and crannies" detailing. Though I have seen worse

>> No.2608619

>>2608597
Woah that looks amazing

>> No.2608621

>>2608610
You're probably going to need a newer Graphics card. I had the same issue (even when everything was up to date), and the only things to fix it was either to swap to Software mode or get a newer card.

>> No.2608625 [DELETED] 

>>2608595
It's pure, unadulterated cancer. Need i say more?

>> No.2608632
File: 62 KB, 233x192, totalindifference.png [View same] [iqdb] [saucenao] [google]
2608632

>>2608625
ci·ta·tion
sīˈtāSH(ə)n/
noun
noun: citation; plural noun: citations; noun: cit.

1. a quotation from or reference to a book, paper, or author, especially in a scholarly work.
"there were dozens of citations from the works of Byron"

I'd like some actual proof, not LELEL, ITS CANCUR XDXDD

>> No.2608649 [DELETED] 

>>2608632
It's a subjective opinon not a scientific evidence mr internet arguer. About proofs, well you can go and fuck yourself for all i care.

>> No.2608653
File: 677 KB, 1920x1080, Screenshot_Doom_20150813_124811.png [View same] [iqdb] [saucenao] [google]
2608653

Had this for a while and didn't quite know what to do with it, since the guy who was making it freaked the fuck out and quit everything doom-related.

But apparently, upon further research, it appears it was already canceled and the person in question was planning to release what was done anyways before his freakout, but never got around to it. Fortunately, I helped him with a couple of the graphics back in the day and he sent me a bunch of builds of it, enough for somebody to work with if they wanted to, and I figured it'd be better to just release it now so it doesn't disappear forever.

So, without further ado, here's what's left of TheFunktasm's X-Com Mod:
https://www.dropbox.com/s/d0tq6vv6f71q2pm/XComModStuff.rar?dl=0

-Mike12

>> No.2608656

>>2608625
yes.

from what i've seen (what's posted here, i don't follow the site) it is some dude drawing doom monsters in silly situations. the jokes can be a bit lame but it's about as inoffensive as that old sprite comic Planet of the Imps.

>> No.2608678

>>2608649
And judging by the way you type, your opinion ain't worth all that much.

>> No.2608693

>>2605073
>>2605086
these feel like genuine covers

>> No.2608705 [DELETED] 

>>2608678
You speak like i give a fuck about that. I think you're that douche who make all those shitty comics.

>> No.2608707

>>2608625
I think it's incredibly unfunny and I hate the art, but I wouldn't call it cancer.

>> No.2608708

>>2608653
cool, hope somebody can use this stuff

>> No.2608709

>>2608435
>Fuck you I like the porn
I'd like to direct you to Bill Hicks's rant about Sharon Stone's vagina.

>> No.2608726

even compiling gzdoom on my own doesn't make it stop crashing (immediately quitting, no hangs) as soon as I hit an enemy.

zandronum works fine strangely. The lack of logs doesn't help, too.

>> No.2608732
File: 16 KB, 470x336, 796.jpg [View same] [iqdb] [saucenao] [google]
2608732

>downloaded a Return to Castle Wolfenstein GOTY iso
>installed it
>it's on russian and cannot be changed

>> No.2608758 [DELETED] 

>>2608732
You deserve nothing more, piratefag cocksucker

>> No.2608759

>>2608732
>it's on russian and cannot be changed

found your problem

>> No.2608763

>>2606461
>i'd pay fucking money for it if it were a legit game.

whoa there.

>> No.2608774
File: 1.43 MB, 1920x1080, Screencast 2015-08-13 19:51:32.webm [View same] [iqdb] [saucenao] [google]
2608774

>>2608726
this happens

>> No.2608782

>>2608774
What's the release version of your gzdoom?

>> No.2608783 [DELETED] 

>>2608597

>allow me to disrupt the thread with my shitty opinions
>ah wait, you're replying to me now? wahhh fuck you. now let's get back to fucking doom

Fuck you and every inch of land you're standing in

>> No.2608784
File: 1.97 MB, 1280x720, doomfail.webm [View same] [iqdb] [saucenao] [google]
2608784

>>2608782
I-I actually messed up the recording
Here's a well done one. It's the latest git, self-compiled. I also tried the stable 2.0.5 or w/e it is, same result.

>> No.2608793

>>2608784
Have you tried the official release(1.8.02)?

>> No.2608795

>>2608782
>>2608793

I should also point out, it's the blood droplets mod, game runs fine without it. Same thing happens with BD

Also, my video card is capable of GL3 but no, I didn't try the legacy release. BD works fine in zandronum, while the droplets mod gives a crash on start due to it being incompatible with it.

>> No.2608801 [DELETED] 

>>2608783
>allow me to resurrect this hours-dead argument by replying with a shitpost and ebin memetext
Right back at ya m80

>> No.2608871
File: 7 KB, 509x120, dialsketch2.png [View same] [iqdb] [saucenao] [google]
2608871

How does this template for writing npc dialogues look? There's the npc's line at the top, then 3 options and an action for each option. This wouldn't be too bothersome to write for right?

Also GMOTA-guy if you're here, I made and uploaded a sound file for you but you never responded :(

>> No.2608876

>>2608546

Oh, well, huh, yeah. That makes sense. Heavy wins as a default then.

>> No.2608881
File: 353 KB, 1600x900, Screenshot_Doom_20150813_145507.png [View same] [iqdb] [saucenao] [google]
2608881

It feels sorta weird to play non-hell based map packs with this combination, but it's fun to ponder on how book nerd would react to seeing such... modern surroundings.

>> No.2608882

>>2608653
>since the guy who was making it freaked the fuck out and quit everything doom-related.

And BOY, what a breakdown that was. Anyway, thanks for the resources, I guess.

>> No.2608892

>>2608881
dat fucking wall hit effect HNNG

>> No.2608896

>>2608892
Yes. It is HNNG-worthy. Unfortunately the decal doesn't match the sprite itself.

>> No.2608936

Honestly the Dark Woods hub in Hexen wasn't that bad.
The gimmick was actually cool and not confusing like the first hub. Three levels (also the secret level and the final level) and six switches. Each level has a key and two switches, and to access each switch you need the keys from the other two levels.
Also I didn't expect a boss battle.

>> No.2608939
File: 140 KB, 500x500, doom.jpg [View same] [iqdb] [saucenao] [google]
2608939

Found this on another board

>> No.2608943

>>2608939
Doomguy doesn't go item-searching. The items come to HIM.

Also, in a fight, who would win, Classic (VANILLA) Cyber or (VANILLA) NuCyber?

>> No.2608945

>>2608939
I like it
despite the exposed-stomach-by-design armor

>> No.2608948

>>2608943
What if the new cyber isn't the new cyber?

What if the one we see is functionally akin to the old cyberdemon, but is acctually a lesser demon than the cyber, and the real cyber burst-fires not rockets, but BFG9000 balls+rays?

>> No.2608956

>>2608943
>or (VANILLA) NuCyber?

We have no clue what NuCyber is capable of.
Unless you mean Doom 3 Cyber, which wins by virtue of being indestructable to everything except the Soul Cube.

>> No.2609120

>>2608216
how the fuck did no one notice this post

>> No.2609127
File: 27 KB, 664x390, qualityreviews.png [View same] [iqdb] [saucenao] [google]
2609127

I see that the /idgames archive has some high quality reviews as always.

>> No.2609137

>>2609120
..I have no idea. I was reading the thread at the time even.

>>2608216
Thank you based anon!

>> No.2609140

>>2609127
i see you spammed the frontend then came here to brag about it

>> No.2609160

>>2607101
Hideous Destructor with the ambient music pack, maybe throw in Dark Doom

>> No.2609175

>>2607101
Asylum of the Wretched is like Unloved with less action and much spoopier atmosphere.

>> No.2609301

>>2608726
I'm on Linux as well (Arch x86_64, proprietary NVIDIA drivers), works fine here.

It looks like you are using a compositor with your WM. Try killing it?

I just noticed you are on Arch as well, judging from the icon on your panel. Are you using the PKGBUILD in the AUR or did clone the git repo yourself?

If the former, the SDL on POSIX video packages provided with the PKGBUILD are no longer necessary, and in fact can break shit now that a fix for it was committed upstream.

>> No.2609312

>>2609301
Ok, killing the compositor didn't change a thing, but I remember changing the sprite clipping adjust from smart to always.

Changing it back to smart make gzdoom hang indefinitely and use up a whole core.

Also yes, I'm on arch using a pkgbuild to which I added -DCMAKE_BUILD_TYPE=Release for the cmake

I'll now try your solution and report back

>> No.2609320

>>2609301
it's compiling right now, I removed the stack-exec patch, couldn't find any reference of SDL on POSIX video packages.

After this I'll play with sprite clipping adjusting.

>> No.2609326

>>2609301
nothing, same result. I'm also using the nvidia blob and the sprite clipping thing was a red herring, it hanged by chance.

could you upload your binaries to see if it's a compile problem or if it's libraries/driver related?

>> No.2609330

>>2609320
By packages, I meant patches, sorry. Maybe they removed them? I dunno. Personally I don't use any Doom-related PKGBUILDs. I have a directory, /home/wilson/doom, that I exported as an environment variable, DOOMWADDIR, in my .bashrc. I compile all my shit from git repos in ~/gitrepos/nameofclonedrepo/build and copy the binaries into DOOMWADDIR, which also contains all my WADs.

In addition, using the -j switch or --pipe with make may actually cause problems. Not that it should have anything to do with your issue, you can use OpenAL instead of FMOD Ex if you use -DNO_FMOD='TRUE'.

Also, something simple, and you probably already know this, but just in case, make sure you are using the gzdoom.pk3 from your build instead of an old one.

>>2609326
Sure, hold on. Let me know if they don't start, because I don't remember if I used '-march=native' or not.

>> No.2609334

>>2609326
Here you go.
https://www.dropbox.com/s/a55zkcmyyidfwvf/gzdoom-20150813-x86_64.tar.gz?dl=0

Just built this a few minutes ago.
I wasn't aware by default it had compiled with static linking, meaning all required external library routines are built in, so its kinda big.

Want me to do a dynamic-link build to see if its your libraries. (even though I'm sure we have the exact same ones, unless you have the 'testing' repository enabled in pacman)

>> No.2609343

>>2609330
I'm already using OpenAL since fmod kind of craps itself out.

If you look at the pkgbuild, there's really nothing different from building it yourself, aside from said patch

>>2609334
>it works
I'm crying, I don't understand why the pkgbuild fucks everything up, but it really works. Maybe it's because it specifies a different path for gzdoom's pk3 files?

Time to set this up for manual building.

>> No.2609357

>>2609343
>Maybe it's because it specifies a different path for gzdoom's pk3 files?

Could be, and that is one of the reasons the PKGBUILD pisses me off. I also like to use prboom-plus from the svn sometimes, and some maintainers like to change the default DOOMWADDIR, fucking things up for other source ports.

I was actually thinking of setting up a pacman repository for Doom source ports and related stuff, including tools like SLADE, ACC, zdbsp, etc., keeping shit consistent and current.

>> No.2609363

>>2608936
Shadow Woods is probably the best hub in the base game.

>> No.2609367
File: 465 KB, 1920x1080, 2015-08-14-013758_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
2609367

>>2609357
>it's really the path
really nice job specifying the wrong path!

You should really apply for maintainer, this is a stupid and easy fix, you can see from my image what clearly went wrong.

I'll try recompiling now with a FIXED path and report back.

>> No.2609442

>>2608871
It would be pretty bothersome to write by hand, hopefully someone would write a tool to auto-generate the required script file from something more GUI oriented. Like a Twine interface or something.

>> No.2609605
File: 29 KB, 178x202, 1436327622093.jpg [View same] [iqdb] [saucenao] [google]
2609605

Hey guys.
What type of Hell ambient you like more, bizzare and weird, or more organized with marble hallways and rooms?
Wanting to know because i don't know what style pick

>> No.2609614

>>2609605
Why not both?

>> No.2609615

>>2609614
I was trying that but for some reason i can't get it to look good and "natural".

>> No.2609658

>>2602083

/newstuff #478.

http://www.doomworld.com/php/topstory.php?id=4471

Nothing to write home about, but still.

>> No.2609664
File: 372 KB, 854x859, 1425861072405.jpg [View same] [iqdb] [saucenao] [google]
2609664

>>2609605
Definitely weird; make it seem "otherworldly."
But not too over the top. Be a bit subtle.

>> No.2609698

>>2609605
A mix of marble and gothic architecture with more bizzare, lovecraftian elements.

>> No.2609710

>>2609658
>conveniently all the WADs that got good coverage are by people popular on Doomworld

If they're going to critique WADs this way then they should stick to only reviewing Doomworld's list of pre-approved grade A+ WADs made by local neighborhood man. If it was already "don't bother with this one" status then why the fuck even bother reviewing it in the first place? Seems like they press random most recent and go with wtf ever.

I know I'm ranting here, but god damn it's dumb.

>> No.2609715

>>2609605
I kinda wish there were more "surreal" hell themes. Lava, Redrock, and Castles aren't bad, but I often more feel like I'm in a Volcano rather than actually in hell.

>> No.2609719
File: 741 KB, 1280x1662, the-circles-of-hell-in-the-divine-comedy-by-dante-alighiery.jpg [View same] [iqdb] [saucenao] [google]
2609719

>>2609715
This.
Hell has been described in a multitude of different ways across history and across cultures.

Sure, "fire and brimstone" is popular, but gets old, and just isn't that disturbing at all.

>> No.2609721

>>2609719
>Divine Comedy inspired doom maps
God, is there something like this?

>> No.2609723

>>2609658
>>2609710
I don't like their volunteer system for reviewing. It has lead to dumb situations like negative reviews to slaughterwads by people who don't even like slaughterwads in the first place.

>> No.2609730

>>2609719
>doesn't list the very center of hell with the main betrayers being endlessly consumed, over and over again, as Satan cries icy tears from his three heads as he beats his wings, trying to escape from his own glacial prison, only to whip up a frozen fury that only further fastens himself in the center of hell
Shit infographic.

Seriously though, I liked that the center of hell in the Divine Comedy was completely frozen. Even now it's still a different interpretation than the usual "fire and da brimstone."

>> No.2609736

>>2609723
>I don't like their volunteer system for reviewing.
what's the alternative? no reviews at all? Because obviously no one wants the job of reviewing them all.

>> No.2609740

>>2609721
Surprisingly, not many.
Dr. Sleep's Inferno WADs are the only ones that come to mind. He only got up to the 7th Canto.

The eighth canto became E4M7 in Ultimate Doom because he was hired by id.

>> No.2609765

>>2609740
>because he was hired by id.

He wasn't hired by id. More contracted by id. It was among his master levels submissions, and id liked it enough that they put it in E4.

Tim Willits also wasn't hired for full-time yet until after Master Levels was finalised.

This is why in Ultimate Doom, Willits and Anderson are given special thanks in the credits, rather than being listed as actual members of the team.

>> No.2609770

>>2609765
>This is why in Ultimate Doom, Willits and Anderson are given special thanks in the credits, rather than being listed as actual members of the team.

Note that I am referring to the endoom screen, here.

>> No.2609773

>>2609605
I like bizarre and weird (like floating hanging bodies / buildings) but also like the marble rooms and stuff. My favorite Hell levels were things like e3m7, e3m4, and the second half of episode 2, especially Tower of Babel.

What I really enjoy is when they have otherworldly or brooding music that really makes you feel isolated and alone, like you shouldn't be there. Tracks like Sinister, Demons on the Prey, or They're Going to Get You. Those really filled me with dread.

>> No.2609805

>>2609765
>Tim Willits also wasn't hired for full-time yet until after Master Levels was finalised.
I like that Romero has stated many times that he hates symmetry in maps and thinks it's lazy, and E4M9 (the one map Willits made by himself) is practically 100% symmetrical

>> No.2609814
File: 835 KB, 1920x1080, gHAzCJ.png [View same] [iqdb] [saucenao] [google]
2609814

>>2609721

My.. second unfinished map is loosely based on it, but I only have a start.

And all it means is, you come in via a spoopy teleporter sequence, into nice green land. I want it to slowly degrade and get more perverse through a cave - icy plain - desert - watery area - rocky and sandy again - surreal grass and lava again - then the ice lake in the center. I want to avoid all the "red and black hell lava rock" we see all day.

But yeah, not a lot of progress, and I'm hamming out a vanilla map to take a break from babby's first zDoomisms and over-reliance on CC4Tex/ACS Scripting.

>> No.2609843

Tried out/beat Nocturne. Not too shabby, even if the land of broken sectors in sector 7 was annoying.

But I'm still not sure what the Burial Belt was supposed to do. Could someone please tell me?

>> No.2609864

>>2609843

It's a shield. As long as your arrow is drawn, it blocks attacks in front of you.

>> No.2609893

>>2609367
out of interest please tell me the name of your window manager.
>>2609664
you mean like the much-maligned final third of doom2...? :)
>>2609715
to be fair fire lava and stone castles are the easiest hellish map styles to which the iwad texture sets lend themselves.
i am not sure if a convincing ice&snow style is possible with them.

>> No.2609952

>>2609658
Nuclear Halls is very good.

Illicit Engineering is kind of "mid-nineties with nice lighting" but worth playing. it's from /vr/doom; i did test demos of it as it was made. support your local map designer :)

finally there is a "my house in doom" map that i shall probably look at because i like that kind of mid-nineties crap ;)

the rest, apart from the latest in a speedmap series i've not been following, is a bunch of zdoom stuff i'm not interested in.

>> No.2609965

>>2609805
E4M9 feels like it was designed as a deathmatch map, and then had single player stuff added afterwards.

>> No.2609980

>>2609965
that's what i thought too. it's far too easy to avoid half the map. perhaps the exit should require a second key that is located in the baron cage in the north of the map.

>> No.2609990

>>2609980
I reckon its more the location of the yellow key thats the issue. Way too easy to grab.

>> No.2610060

Just made myself a mod the replaces Barons with Hell Knights.

>> No.2610084

>>2609367
It seems "fixing" the path didn't make a difference.

>>2609893
i3 using compton as the composer.

>> No.2610089
File: 1.69 MB, 315x287, 1406924272573.gif [View same] [iqdb] [saucenao] [google]
2610089

is the Doom shotgun OP?

>> No.2610093

>>2610089

>> No.2610094

>>2610089
Regular shotgun? Not at all. In fact, its often considered tedious for using against stronger enemies, especially barons.

SSG however can be. But only if its spoonfed to the player, the map is flooded with ammo for it, and the opposition is trivial with it. This is why I believe adding it to Doom 1 would break the game.

>> No.2610114
File: 68 KB, 524x234, dial3.png [View same] [iqdb] [saucenao] [google]
2610114

>>2609442
Thanks for the input.
>hopefully someone would write a tool to auto-generate the required script file from something more GUI oriented
Yes, I'll eventually need help with creating something like that.

Anyway I managed to make ACS parse the LANGUAGE lump entries at the top here and print them as a single string with automatic color codes and line breaks so I'm definitely making progress at least.

>> No.2610149

>>2610089
Every game has its workhorse weapon, anon. Doom has shotguns, Quake has rockets, everything else has assault rifles of some kind.

That said, it's only "overpowered" if it's given too much ammo and scenarios set up all cater to the gun's range, thus have no reason to switch off of it. You know, just like the BFG and plasma rifle would.

>> No.2610167

>>2610149
I don't think it's ever overpowered relative to anything but the ordinary shotgun. The chaingun has some key advantages over it and rl/plasma/bfg wreck face. I guess the plasma is relatively obsolete once you get the bfg though.

>> No.2610189

>>2610167
Actually, yeah, in the big picture I agree. SSG only bridges the gap between the chaingun and rocket launcher/plasma in terms of damage. Still, maps that give it way too many shells are a personal pet peeve.

>> No.2610194

>>2610167
There are some advantages to using the SSG over the RL. Don't have to worry about splash damage hurting you, making it the far better choice for close quarters situations, and its more effective against Cybers/Masterminds.

>> No.2610207

>>2610194
Naturally it has several strategic advantages, but you wouldn't say it's overpowered compared to the RL though right?

>> No.2610221

>>2610207
As a weapon, I generally put it in the same tier as the RL/PG. The overpowered problem is less the weapon itself, but how maps place it and its resources. If its as easy to find as a regular shotgun, ammo is everywhere, and the opposition doesn't justify it, then yes its overpowered, and unfortunately many maps make this mistake.

>> No.2610230

>>2610221
blame underhalls

>> No.2610241

>>2610230
Yeah, I never liked how Doom 2 introduced it. Considering how slow it introduces the monsters, It should've been secret only until map06.

>> No.2610296

>>2610241
behind the crusher with the spiderdemon on it, instead of the plasma

i'll tell you what else makes a huge difference - getting a backpack on map03. in v1.666 you didn't get double ammo capacity until map06

>> No.2610298

Could someone please recommend me a wad with large, open maps with few mazes and corridors? No slaughterwads preferrably.

>> No.2610312

>>2610298
Blastem2
http://www.doomworld.com/idgames/?id=10908

there's a bit of poking around in corners looking for keens (you have to kill 10 to open the exit) but it's mostly running around in the open getting shot at

>> No.2610369

according to some people, the area in underhalls was added at the last minute.

>> No.2610439

>>2610369
The SSG area? I could believe that. It does feel a bit tacked on.

>> No.2610464

>>2610312
Thanks. It was a neat map but the gameplay mod I was using broke it. The idea is to kill all monsters to open the exit right?

>> No.2610485

>>2610439


Doom 2 kinda shits the bed on arming you up to max in only a few short levels. You're not even 1/3rd of the way through the game when you can potentially own it all.

>> No.2610487

>>2610485
Considering they did that as well in Doom 3, I suspect we just figured out why they stripped the player of their weapons - twice - in it.

>> No.2610497

>>2609605
i'm thinking of a sort of mix; a bizarre hellish landscape with floating bits of landscape and shit like that, with demonic temples and ruins situated on the bigger chunks. i think it was sunder map05, that kind of style really stuck with me.

>> No.2610510

>>2610497
"sunder"? Link plz?

>> No.2610517

>>2610510
https://www.youtube.com/watch?v=fdkv8NFZejE

>> No.2610519

The Pit was fun.

Games getting quite tricky now though tbh

>> No.2610537

>>2610519
>actually liking The Pit

>> No.2610539

>>2610537
What's wrong with it?

>> No.2610562

>>2610537
shhh
let him enjoy it
he didnt get to chasm yet, maybe he will like bloodfalls too

>> No.2610595

>>2610539
It's my least favorite map out of all of them. From both games. Including all of E4.

>> No.2610628
File: 41 KB, 640x480, 1439571000.png [View same] [iqdb] [saucenao] [google]
2610628

>>2610464
>The idea is to kill all monsters to open the exit right?
not all monsters, just the ten Commander Keens. if you're using a gameplay mod it might have changed Keen into something else, which would break the level. either that or you just missed one, some of them are very well hidden

>> No.2610642

>>2610628
Nah, they were keens alright. We (playing coop) found most of them but sadly tired of it eventually, since there were no monsters left really.

>> No.2610686

>>2610539
it's a slow exploratory map that is tedious to redo. the seasoned player can pretty much blast through maps 1-6 at high pace, and map07 is always fun. most of map08 can be skipped (and the mandatory parts are blast zones and Infight Central). then you reach map09, a large map, most of it nonoptional (you need the yellow key, and that means visiting most of it), full of fat, high-health enemies or crowds of small monsters, that block narrow passages and can't be swatted out the way like in the first few maps, or skipped entirely. it slows you right down and has gained an annoying reputation as a result.

>> No.2610696

>>2610595
>>2610686
Fair enough

>> No.2610719
File: 272 KB, 250x250, 1418162486530.gif [View same] [iqdb] [saucenao] [google]
2610719

FRRRRRRRIDAY NIGHT MOTHERFUCKER

So. What are you guys playing?

I'm playing this really interesting mod called "Voodoo Guns"
http://www.moddb.com/games/doom/addons/voodoo-guns

It's only 2 levels but they remind me of those old games where it's a bitch to figure out what to do. Luckily though there's shit ti kill in-between trying to find where you need to be.

I also find it intriguing since there's little context on what's going on.

>> No.2610727

>>2610719
Monument (in the news post)
still doing Plutonia demos

new thread in a minute, you might like to delete/repost your question

>> No.2610732

NEW THREAD

>>2610729
>>2610729
>>2610729