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/vr/ - Retro Games


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[SPOILER] No.2625430[SPOILER]  [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2617847
(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.2625431

===NEWS===

[08-19] Don't Be A Bitch Remastered: 33 T/LMS maps updated for better DM play. Designed for Eon Weapons
http://www.doomworld.com/idgames/?id=18189

[08-19] Discovering The Essence Of Doom
http://bethesda.net/#en/events/game/discovering-the-essence-of-doom/2015/08/19/13

[08-19] Demonsteele: Sun Shihong beta test
https://archive.moe/vr/post/2624117
https://www.dropbox.com/s/fo9nh88xs48xv7u/te13-DemonSteele.pk3
https://www.dropbox.com/s/xi94i3p550grunh/ssh.pk3 (load both, plus mapset)

[08-18] /vr/doom community wad: Famous monuments, landmarks, or places of interest
https://archive.moe/vr/post/2619435 - Announcement
https://archive.moe/vr/post/2619669 - Rules

[08-16] RIP: Ty Halderman, /idgames maintainer, Boom co-author, TeamTNT leader
http://www.doomworld.com/vb/post/1409629
http://www.doomworld.com/vb/doomworld-news/74184-idgames-maintainer-ty-halderman-passes-away-at-69/

[08-16] Torr Samaho: "I merged Zandronum with GZDoom's head"
http://forum.zdoom.org/viewtopic.php?p=854551#p854551
https://bitbucket.org/Torr_Samaho/zandronum-zdoom-sync/

[08-14] The /newstuff Chronicles #478
http://www.doomworld.com/php/topstory.php?id=4471

[08-13] X-Com mod released (unfinished, for modders)
https://archive.moe/vr/post/2608653
https://www.dropbox.com/s/d0tq6vv6f71q2pm/XComModStuff.rar?dl=0

[08-13] Anon wad release: D64MUS with Aubrey Hodges' original oggs; PSX sound effects
https://archive.moe/vr/post/2608216

[08-12] SUAB Sp. Ed. 0.3
https://youtu.be/UkrG3U5TWRY

[08-12] Doom II new WR, courtesy of Zero-master: 19:59
https://youtu.be/1-7Ig-1FTiE

[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] Nocturne In Yellow (GLOOME) released
http://contest.gamedevfort.com/submission/657

===

Please reply to this post with news.

>> No.2625440

>>2625065
I do too.

>> No.2625460

>>2625430
Why is the OP image spoilered?
Is it because it looks like Doomguy just shat his pants so hard it bloodied his nose?

>> No.2625520

>>2619371

the slap in the face that /vr/ so desperately needed. thanks!

>> No.2625531

>>2625460
>Why is the OP image spoilered?
apologies, it was a mistake. i was going for something else, then changed my mind, but forgot to untick the box.

>> No.2625627
File: 582 KB, 660x614, 1432547617911.png [View same] [iqdb] [saucenao] [google]
2625627

FUCKING DID IT

DID PERFECT HATRED

FUCK THAT MAP

>> No.2625643

>>2625627
Now play Plutonia

>> No.2625645

>>2625643
Let me finish Thy Anus Consumed first, then I'll do TNT and Plutonia afterwards.

>> No.2625648

>>2625645
E4 gets easier after E4M2. E4M6 will be the only next tricky level.

>> No.2625650

>>2625648
Just did E4 and it was easy, will do the rest later.

>> No.2625651

>>2625627
Congrats, bro. Don't listen to the haters, I'm sure most of us can't pull that off.

>> No.2625658

>>2625651
It was on hurt me plenty m8, my first time with plenty of savescumming.

>I'm sure most of us can't pull that off.

No need to be a twat tbh

>> No.2625679
File: 634 KB, 1600x900, Screenshot_Doom_20150819_212526.png [View same] [iqdb] [saucenao] [google]
2625679

Are there any more multi-actor monsters/bosses out there like the Harbinger and giant squid?

>> No.2625693

>>2625679

what the fuck is that and why do you only have a chaingun to kill it?

>> No.2625719

>>2625693
It is the Harbinger. It is a boss made up of a bunch of smaller monsters programming wise. The feet, turrets, and body all move independently.

There are other weapons on the map if you can avoid getting hit by the lost soul homing missile.

http://www.wad-archive.com/wad/5cd6a315bf3c8e30807b6057efcdbdc9

>> No.2625767

>>2625648
>>2625650
Just did E4M6

Most of it was fine just the cyberdemon at the end confused me until I worked out how to do it.

>> No.2625771

Playing through Quake on normal for the first time ever, complete virgin to it. Pn e2m6 right now, lots of save scumming involved.

I definitely regret having not played this before, but holy shit the monsters are a lot more annoying than anything else I've encountered in id's games, and the combinations of enemies on some of these maps requires a ton of prioritizing. Also doesn't seem like there are any throwaway enemies either, all of them can fuck your day up fast.

My only regret is not having played this sooner.

>> No.2625782

Anyone played Unreal here? Is it good?

Got the Unreal Anthology but never actually played Unreal.

>> No.2625804

>>2625771
Practice some strafe/circle jumping in open areas. It's really fun.

>> No.2625817

>>2625782
I've recently played through Unreal and Return to Na Pali after over a decade. It was a joy and the game looks surprisingly good with the 227 patch from oldunreal.com that lets you pick fullhd res with opengl rendering.

Unreal shines when you fight the skaarj and sucks whenever you run into titans. Luckily you only meet a few of the latter and mostly enjoy little deathmatch fights with the former.

>> No.2625823

>>2625817
Noice thanks mate

>> No.2625824

>>2625782
>>2625817
Unreal holds up really really well, much better than quake 2 for example. "Detail textures" and the art style are big reasons for it. Unreal has an epic exploratory feel, and surprisingly hard combat at higher difficulties where the skaarj will absolutely fuck you up and dodge everything you throw at them short of a fully charged 8-ball salvo.

>> No.2625937

>>2625679
jesus fuck what is that thing

brb downloading it so I can fucking nuke it into orbit myself

>> No.2625953

Curious, how feasible would an open world game in GZDoom be? Would it kill performance?

>> No.2625957

>>2625953
You'd need to divide it in several maps using Hexen and Strife's hub tricks, I suppose.

>> No.2625959

>>2625953
not really, depends how open your game is.
hubs are supported, so moving between levels is not a problem, something among lines of VtmB is possible, but I would doubt you could recreate modern gta map

>> No.2625960

>>2625957
grezzo 2 did that

>> No.2625967

>>2625960
Grezzo 2 doesn't use the Doom engine.

>> No.2625994

>>2625953
As long as you use zone boundaries you can, absolutely. To keep track of monsters following you across maps, do some trickery with custom inventory counters and shit.

>> No.2625995

>>2625782
It's my favorite single player FPS of all time. Nothing beats it in terms of atmosphere or graphics. It just has something magical.

Also best game OST of all time.

>> No.2626005

>>2625995
>Also best game OST of all time.
It's definitely one of those games that make a big deal of it's soundtrack. I can't decide whether unreal or morrowind has the more nostalgic and comfy OST.

>> No.2626006

>>2625967
It uses freedoom. I don't think that's much different.

>> No.2626008

>>2625658
Imagine doing it without making checkpoints, and on Ultra-violence with a pistol-only start.

It was very annoying to say the least, and to top it all off, on the next map I didn't have my bearings and died instantly.

>> No.2626009

>>2626008
How did you get past the barons?

>> No.2626012

>>2626008
The Plasma gun is your lord and saviour.

>> No.2626025

>>2626012
Meant for
>>2626009

>> No.2626071

>>2625967
>Grezzo 2 doesn't use the Doom engine.
pretty sure it uses GzDOOM?

>> No.2626092

>>2626071
Skulltag, actually. And no, I don't mean Zandronum.

>> No.2626098

>>2626092
Oh right. I never actually played Grezzo 2, just assumed it used GzDOOM, I guess I was close enough, what with ST being a sister port and all.

>> No.2626142

Completed Thy Flesh Consumed lads.

TNT next yeah?

Should I leave it on hurt me plenty or bump it up to ultra violence?

>> No.2626157

>>2626142
HMP, TNT is harder than TFC and plutonia is harder than TNT

I hope you like revenants, chaingunners and monster closets

>> No.2626159

>>2626157
>revenants
They're alright tbh
>chaingunners
no
>monster closets
no ;_;

>> No.2626163
File: 595 KB, 914x784, plutonia wads.png [View same] [iqdb] [saucenao] [google]
2626163

>>2626142
>>2626157

>> No.2626227

Someone should host a Zandro server for Harbinger. Survival particularly.

>> No.2626231 [SPOILER] 
File: 57 KB, 300x322, 1440085531022.jpg [View same] [iqdb] [saucenao] [google]
2626231

>>2626157
>mfw i beat plutonia on UV with savescumming

>> No.2626284

>>2626231
You know, saves in Doom are kind of genius.
They allow any one to get through the game as long as they try hard enough, without making MOST feel like they're cheating, but still leaves room for people looking for a full-on challenge to get their kicks in the game without having to severely limit them selves.

>> No.2626290

>>2625679
I had an idea for a boss who has 3 or more claws that shoot out at the player, grappling the head to the first one, then the in-between of the first and second claw, then between all 3 for the rest of the fight.
If you've played Terraria, think Plantera.

>> No.2626295

>>2626284
Agreed. You can make it as difficult as you want to, whilst still having a 'base' difficulty.

>> No.2626334

>>2625782
Fucking yes.
>>2626005
It's gotta be a tie for me. I also like FF6 and FF7's soundtracks a lot though. Un-midified.

>> No.2626345

>>2626231
I literally CANNOT not savescum

its like a fucking compulsion after playing Bethesda rpgs for so many years and living in constant fear of the game locking up or crashing

>> No.2626350
File: 73 KB, 590x390, 1398409609013.jpg [View same] [iqdb] [saucenao] [google]
2626350

>>2626157
>monster closets

I will forever be salty at the doom community for accepting this as standard practice

>> No.2626359

>>2626350
well its really a "pick your poison" situation,
either you get monster closets. or you get monsters teleporting in.

>> No.2626361

How the hell do I make pistol start option work with gzdoom?

I just want always pistolstart, but neither that or any other option seems to do anything.

wtf?

>> No.2626362

>>2626359
or in invisible pits in the floor which pop up instantly on approach

>> No.2626363

>>2626362
or just plain hordes

>> No.2626368

>>2626359
>>2626362
Or you could just place the monsters on the map without any gimmicks?

>> No.2626374

>>2626363
or monsters in general

>> No.2626378

>>2626157
>TNT is harder than TFC

A lot of people seem to have this belief that Final Doom as a whole is hard compared to Ultimate Doom and Doom 2. But TNT is only slightly harder than Doom 2.

>> No.2626383

>>2626378
in TNT its consistent difficulty, while TFC has only 3 hard maps, rest is easy

>> No.2626387

>fighting Korax
>he summons THIRTY TWO CENTAURS
I am so glad Wraithverge exists and I have mana. How can the fighter and mage deal with them?

Also, I was told that Heretic II plays more like Jedi Academy.
Turns out the creators of Heretic and Hexen also made Jedi Academy, Prey and Singularity. Hot damn.

>> No.2626389

>>2626374
Fuck monsters in general, I want levels without monsters.

>> No.2626391
File: 201 KB, 320x289, 1439464937562.png [View same] [iqdb] [saucenao] [google]
2626391

>>2626389
>I want levels

>> No.2626395

>>2626368
Traps, no matter how cliche and overused, are important to spice up the gameplay. If every level didn't use them, gameplay would be too easy and monotonous.

>> No.2626401
File: 18 KB, 720x420, 13d0f36f308cd9ec.jpg [View same] [iqdb] [saucenao] [google]
2626401

>>2626391
>wanting gameplay and interactivity

>> No.2626403

>>2626383
TNT's maps are generally on-par with Doom 2's E2/E3 maps. Only a couple of them ever exceed that, and none of them reach the same tier as TFC's hard maps.

>> No.2626406

>>2626359
>>2626359
The only time traps bother me is when I'm in an "arena" style area and I'm dodging away from fireballs only to have a door full of hitscanners pop up next to me and fuck up my entire strategy.

>> No.2626446

How can I get rid of the hideous stretching in gzdoom?

>> No.2626449

>>2626446
what stretching?

>> No.2626451

>>2626449
Sorry I meant wobbling.

Someone on doomworld suggested vsync and that seems to have fixed it

>> No.2626459

>>2626451
The issue you were getting was screen tearing. This happens when you're getting a framerate much higher than your monitor's refresh rate. Turning on VSync caps your framerate to whatever your monitor's refresh rate is (i think) so that screen tearing stops happening.

>> No.2626461

>>2626459
It was unlike any screen tearing I've experience before. Rather than a visible 'tear' the textures appeared to wobble from side to side if I moved.

>> No.2626464

>>2626461
That's because you're playing on a modern PC and are getting hundreds of frames per second. I personally never turn vsync on and get between 200 and 500 FPS.

>> No.2626485
File: 327 KB, 1110x684, 1427259394399.jpg [View same] [iqdb] [saucenao] [google]
2626485

Okay I've been playing with Shi-hong for about a day so far
Here's my first impressions

-Attacking guys for meter is a better change of pace than souls from killing, and def more reliable in coop play (i bro-d it up with a friend online for a bit)
-Jumpkicking is really satisfying but needs a less sensitive input. falling down three feet and kicking someone you wanted to punch is frustrating
-Punching people with grenades is really cool
-Ghost of Perdition's specials are actually pretty op. Cloaking device thing making you immune to projectiles for 30 seconds definitely deserves much more than just one notch of special meter
-Picking up Doritos for power meter is hilarious
-This might be a side effect of no bfg but currently Shi-hong has no way to reliably fight cybers or masterminds. with Hae-Lin would could use gun specials at a distance or supercharge Omen, but with Shi-hong they're more costly and no Omen.
-What's the point of the Tiger sword? With the Omen it seemed to be AOE melee, with Tiger it's.....slower melee?
-The pistols are really really cool
-Strength of Aeons swing punch special is pic related. spin kick and uppercut just don't match is sheer boner-y

>> No.2626490

Yet Another anon playing through Thy Flesh Consumed here. Im at E4M6 now and I've not finished it yet, but I wouldn't say it is as unfair as Perfect hatred (or as hard as others have said), all that matters is that you go through the teleporters in the correct order. The cyberdemon will be a pain but atleast you have more space to fight it (and it isn't hiding the bfg behind it).

>> No.2626508 [DELETED] 

>>2626485
I think I'm retarded, I've got the test and I can't even figure out how to pick Shi-hong

>> No.2626517

>>2626490
Grab the invun+bfg and tele to him is what I did

>> No.2626585
File: 78 KB, 577x618, 1406741695933.jpg [View same] [iqdb] [saucenao] [google]
2626585

>>2626350
>>2626359
>>2626362
>>2626363
>>2626374
>>2626391
>>2626401
>Doom

>> No.2626608

>>2626508
You're loading both files, right?
And selecting Shihong?

>> No.2626615

>>2626608
No, I wasn't. Turns out I'm retarded.

>> No.2626623
File: 25 KB, 387x512, image.jpg [View same] [iqdb] [saucenao] [google]
2626623

Swan Fox is making an RPG "parody" of the Zandro community

https://zandronum.com/forum/showthread.php?tid=6323

>> No.2626626
File: 39 KB, 256x276, 1363909026475.jpg [View same] [iqdb] [saucenao] [google]
2626626

>>2626623

This has been around for months and I'm honestly surprised people are only just now noticing.

>> No.2626631

>>2626626
>been around for months
>post date: 8/19/2015

Is there something I'm missing

>> No.2626652

>>2626631
http://forum.zdoom.org/viewtopic.php?f=12&t=48939

Yes.

>> No.2626653

>>2626631

Wait, no. He just did the Zandronum thread, then.

Yeah, he posted it first on the zDoom forums

>> No.2626664

Should nominate 5 rooms of Doom for a cacoward.

>> No.2626671

>>2626623
>of the Zandro community
Nnnnnnnope, it isn't.

>> No.2626717 [DELETED] 
File: 112 KB, 499x477, 1391202317293.png [View same] [iqdb] [saucenao] [google]
2626717

>>2626623
>le MLG epeen mamy

>> No.2626730

>>2626717

the actual fuck are you talking about?

>> No.2626743

>>2626730
No idea what he's talking about either, and judging from the picture he posted, he's also one of those retards who don't keep their fetish to themselves, which would explain his idiocy.

>> No.2626745

>>2626368
>>2626395
yes, if all the monsters were already "out" you would simply fight them from the door to the room.

>> No.2626765

>>2626743
Reminder it's only bad when they do it meanwhile H-Doom is okay.

>> No.2626767
File: 272 KB, 640x480, ycgRp28.png [View same] [iqdb] [saucenao] [google]
2626767

>>2626730
>>2626743
I was referring to this in particular.

also, great job at deleting my post for no reason whatsoever.

>> No.2626768

>>2626765

Well, yes.
Is there a problem with that?

>> No.2626773

>>2626767
>I was referring to this in particular.

gimme a break.

>> No.2626775

>>2626768
>He took it seriously

I was talking about your retarded double standards. I'm not against H-Doom but still.

>> No.2626776 [DELETED] 

>>2626767
>great job at deleting my post for no reason whatsoever.

Global rule 3, motherfucker. http://www.4chan.org/rules

>> No.2626784

>>2626775

Again, yes. It's a double-standard.
It's there for a reason. I don't understand why liking a good fetish means we also have to like a bad fetish.

I like boobs and demons. I don't like furries. That's a double-standard, and one I am perfectly content to have.

>> No.2626789 [DELETED] 

>>2626784
>I like boobs and demons. I don't like furries. That's a double-standard, and one I am perfectly content to have.
RT @doom_txt

>> No.2626793

What are some single levels or mapsets with lots of exploration and relatively low amounts of monsters? I really want some more of what Monster hunter limited offered.

>> No.2626798 [DELETED] 
File: 10 KB, 165x175, 1405968773061.jpg [View same] [iqdb] [saucenao] [google]
2626798

>>2626773
>>2626776
>>2626784
>being this triggered over some fag on an image board picking a random image that perchance turned out to be of an anthropomorphic character even when said pic doesn't even endorse furry shitposting at all in the first place
>still getting mad over furries

>> No.2626803

>>2626798

Kinda glad you transitioned from being the backseat moderator to full blown shitposter.

>> No.2626808

>>2626798

>>2626776

Rules are rules, whether you like it or not.

>>still getting mad over furries
>furries still not keeping their shitty fetish to themselves

>> No.2626823

>>2626803
not him tbh but ok

>> No.2626870

>>2626009
The ones on the walk way after you get the plasma and the yellow key card? You don't deal with them. You don't need to venture back into that room once you get both items so leave the other two barons of hell alive and book it.

>>2626008
I almost did that. Did it without saving/check points on Ultra Violence. I never did pistol starts yet. I should get back to playing TNT on UV without saving. Just that some of those levels get LONG and it gets annoying when you die on a long level.

>> No.2626878
File: 137 KB, 640x480, Screenshot_Doom_20150819_054104.png [View same] [iqdb] [saucenao] [google]
2626878

>all this mouth-breathing, wall-staring levels of autistic shitposting over a guy posting a single reaction image
>"da rules say so"
^post of the week.

fuckery aside
>decide to do a run of UAC ultra with SUAB and Dark Doom's Creatures last week because my life was seriously lacking spook
>actually getting pretty spooked throughout the entirety of almost 2 minutes in
>encounter with my very first zombies, namely, in the room with the chainsaw and the two lowering platforms
>first guy dies
>drops a matilda and some spare ammo
>second guy dies
>drops this
>it kept happening every time that zombie in particular died throughout the entire playthrough

it was like entering fucking silent hill and seeing ainsey harriot's face on your wrist watch everytime you wonder what time it is.

>> No.2626882 [DELETED] 

>>2626878

you're no better than them for doing snarky remarks before your original post.

>> No.2626892 [DELETED] 

>>2626878
>>2626798
>people aren't agreeing with me
>sh-shitposting! a-autism! s-still getting mad in 2015!!!

lol smh tbh fam

>> No.2626923

>>2626892
>>2626882
what in the hell are you guys on about

>> No.2626936 [DELETED] 

>>2626882
>>2626892
Let it go already.

>> No.2626941
File: 196 KB, 1366x768, Screenshot_Doom_20150820_165446.png [View same] [iqdb] [saucenao] [google]
2626941

>>2626878
>SUAB with UAC Ultra
>get to Map02
>this guy immediately teleports into the starting room
o-okay

>> No.2626947 [DELETED] 
File: 10 KB, 816x239, nice try.png [View same] [iqdb] [saucenao] [google]
2626947

>>2626882
>>2626892
top notch deduction skills.

>> No.2626951 [DELETED] 

>>2626947

nobody even suggested you were samefagging. drop that shit and move the fuck on.

>> No.2627045
File: 2.88 MB, 320x240, e4m2-uv-0236.webm [View same] [iqdb] [saucenao] [google]
2627045

>>2626008
>Imagine doing it without making checkpoints, and on Ultra-violence with a pistol-only start.
http://a.uguu.se/vgswdl_e4m2-uv-0236.lmp

>> No.2627060
File: 3 KB, 320x120, hex-mii.png [View same] [iqdb] [saucenao] [google]
2627060

>>2627045
That's rather impressive anon!

>> No.2627067
File: 186 KB, 1519x900, example.jpg [View same] [iqdb] [saucenao] [google]
2627067

>>2626947
That won't hold up in court of law.

Anyway I'm considering makeing a quake 1/hexen 2 styled gzdoom wad with 3d models ported from the games (there's already a complete monster+weapon set from quake 1 out there) about dungeon crawling as a side project. Mostly melee weapons, many gadgets and trap items. Is that a good idea?

>> No.2627071

>>2627045

Very nicely done.

>> No.2627075

>>2627045
breddy gud.

what does the switch at 1:34 do, though?

>> No.2627105

>>2627045
Nicely done though I went for Completionism rather than Par time. Didn't do the bfg exploit either.

>> No.2627176

>>2627060
>>2627071
thanks, i like to redo this map every so often, for practice, and as a reminder of progress ("remember how hard you thought this was at first? now look at it")

>>2627075
it enlarges the platform at the start, the first one you jump to. i didn't really need to press it, i hadn't decided if i was going to do the whole map or not.

>>2627105
>Nicely done though I went for Completionism rather than Par time.
then you may be interested in last year's run :)
https://archive.moe/vr/thread/1699607/#1702962
as i said, i like to redo it every so often.
>Didn't do the bfg exploit either.
yeah i haven't done it without the BFG for ages. it makes the map a lot easier obviously. i should try to do it the old way again just to see if i can. maybe next time.

>> No.2627260

>>2626361
either warp to the map using console or cheats or

http://www.doomworld.com/vb/wads-mods/67715-zdoom-pistol-start-options/

>> No.2627521
File: 35 KB, 339x620, Holy Vampire Slaying Stake.jpg [View same] [iqdb] [saucenao] [google]
2627521

Hey guys.

I was thinking about making a wad at some point.
It'll be my very first but I figure it'd be a nice first try.
Essentially the plot is this, you play as an Evangelist Exorcist who hears about a supposed gate leading to hell near an old abandoned town at the foot of a mountain surrounded by forest.

Our Hero begins his trek into the forest searching for the town armed with his Wooden Stake and trusty double barrel.

All of my inspirations for this come from this particular song
https://www.youtube.com/watch?v=fXlqjWCcw4Q

What do you guys think?

>> No.2627563
File: 13 KB, 333x250, Holy Water.jpg [View same] [iqdb] [saucenao] [google]
2627563

>>2627521
If anything i'll change up the weps but otherwise that's it.
The enemies will be the same except no cybernetics.
I'll also reskin the zombies to be possessed pistol wielding villagers but that;s about it.

the cyberdemon will essentially be the harbinger. Also ever wanted to see an organic spiderdemon? welp i'm gonna do it.

While the enemies will just be reskins the environment and weapons will most likely be original.

That's really all I have to say i'm gonna make a wad where you play as an exorcist who exercises people by shooting them in the fucking head.
Opinion?

>> No.2627569

>>2627521
>>2627563
Could be fun.

>> No.2627725

If I can see slopes in GZDoombuilder, but not not in game - what do?

>> No.2627757

>>2625430
JUST DOOM IT

LET YOUR WADS BE WADS

>> No.2627765

>>2627563

Sounds fun, but ideas are dime a dozen. You should work on it and show screenshots.

>> No.2627786
File: 10 KB, 208x199, 1304047281161.jpg [View same] [iqdb] [saucenao] [google]
2627786

I just started Plutonia after beating TNT yesterday and I've died more on the first two maps of Plutonia than I did in the entirety of TNT. Was this made with quicksaving and quickloading in mind? I can't see how anybody can beat it on first try without prior knowledge of it.

>> No.2627797
File: 349 KB, 640x480, Screenshot_Doom_20150820_225345.png [View same] [iqdb] [saucenao] [google]
2627797

>BTSX + Dark Doom Lite + Doom64 monsters/weapons/music + Playstation SFX

smexy.

>> No.2627839
File: 551 KB, 1600x900, Screenshot_Doom_20150821_002132.png [View same] [iqdb] [saucenao] [google]
2627839

I am loving these grenades

Also bug report
Blackened melee soul drain doesn't seem to do anything to Shihong
I'm okay with this

>> No.2627841

>>2627797
ooh what's that hud

>> No.2627846

>>2627839
>Shihong still boils down to grenade spam
Can't deal with it.

>> No.2627852

>>2627846
I actually use the shotgun more than grenades since it only uses one shell instead of two
If anything I would call shotgun the dominant weapon

Grenades are just fun

>> No.2627876
File: 1.62 MB, 1920x2160, icecomp.jpg [View same] [iqdb] [saucenao] [google]
2627876

I've been working on a snowmap for vanilla Doom for a while, I'm going to post it within the next week most likely.
Hope it's good

>> No.2627960

>>2627876
Neat. Is it going to win a golden boner?

>> No.2627976

>>2627260
Yeah, that's what I've been doing, but it's pretty annoying, would like it to just happen automatically.

I tried that wad and I couldn't get it to work. What I want is when I finish a level I start the next level with just a pistol.

I thought that's what the always_pistolstart cvar did, but it doesn't seem to work.

>> No.2628215

>>2627045
Fucking nice one mate but where did the BFG come from?

>> No.2628220

>>2628215
http://doomwiki.org/wiki/E4M2:_Perfect_Hatred_(Doom)#Strategy

>> No.2628227

>>2628220
Is that a secret? Seems a bit weird tbh, putting a BFG behind a wall like that.

>> No.2628231

>>2628227
Normally you'd get the BFG when you take the secret teleporter to telefrag the cyberdemon, but the wall is so thin you can grab the BFG through the wall with a little bit of bumping.

>> No.2628234

>>2628231
Ah right, cheers

>> No.2628286

>>2627841
>http://forum.zdoom.org/viewtopic.php?f=37&t=16545&start=105[\spoiler]

>> No.2628287

Loving TNT so far, music is great.

>> No.2628436

Why are doom threads ded in non-burger time?

>> No.2628497

>>2628436
Guess most euros are at work
Being unemployed, I've spent hours trying to port shit from hexen 2 to gzdoom. I fucking hate modeldef.

>> No.2628504

>>2628436

I'm in the US and I'm still awake. Even though I got work later today.

I'm just an idiot who stays up too late.

Not necessarily retro but Serious Sam 3 was pretty bad. It's kinda sad the series hit its peak at like, the second encounter.

>> No.2628515

>>2628504
>Not necessarily retro but Serious Sam 3 was pretty bad.
Indeed it was. The first halway decent fight was many hours into the game, nearing the end. The way development went it's kind of to be expected I guess.

>> No.2628521

>>2628515

The weapon selection is what left me the saltiest, there was such an emphasis on conventional weapons that require reloading, and that just felt dirty.

The only weapons that should be required to reload in Serious Sam are the Schofields.

Why the fuck did they remove the Schofields.

>> No.2628604

>>2628521
Because it was supposed to be a CoD clone.

>> No.2628605

>>2628521
Also all the cool guns were pretty much secret-only. The reason there was so much emphasis on "real" guns and boring maps is because it wasn't even meant to be a serious sam game in the first place.

The best part about ss:bfe was the first boss fight with a biomechanoid .That fucker was tough, in a fair way.

>> No.2628608

>>2628604

This is so depressing and it shows in the game as you go through it. God damn it, who the fuck thought that was a good idea?

It got even worse when you fought the witches that lock your movement and aiming up, that's just not fair or fun.

>>2628605

My salt levels were through the roof when I found out the laser gun was a rare secret weapon only.

In fact the only thing I thought was really cool was the mutilator weapon, but even that was kinda shit because of the wind up time it took to kill monsters.

>> No.2628626

>>2628286
oops lol, accidentally screwed that spoiler at the end.

that said, that combo caves up INCREDIBLY well. Totally makes BTSX look fresh anew and somewhat spooky at the same time.

>> No.2628646

>>2628504
>>2628515
>>2628605
>>2628608
SS3 definitely was pretty weak, particularly in the first half. I did enjoy the DLC episode, though.

Hopefully SS4 is closer to TSE.

>> No.2628663
File: 2.93 MB, 720x360, hopefully there's a little more weight here.webm [View same] [iqdb] [saucenao] [google]
2628663

Okay, let's take a break from the first level of Doom 2 and fuck around with this weapon in another map.

I still need to find a good wooshy sound for when you're firing off the charged up balls, and implement the SMASH sound effect when you club fuckers with a charged swing.

>> No.2628672
File: 28 KB, 500x313, tumblr_lso7wtqRCk1qdjt2eo1_500.jpg [View same] [iqdb] [saucenao] [google]
2628672

>reach btsx map06
>save on the middle of a fight with a mancubus and a bunch of zombies down a staicase with some cacodemons
>tl;dr make it out with 14 HP
>instinctively quicksave at the end of the aforementioned staircase
>recall that one time in Scythe 2 MAP29 where I saved game in front of a window as a shotgunguy was shooting at me
>he kept killing me every single time I tried loading the game back again and attempted strafing around the pillar to no avail
>"godammit, I sure hope a shotgunguy doesn't show up this time or it'll be THAT time all over ag-"
>THERE'S A FUCKER RIGHT THERE
>POINTBLANK SHOT
>QUICKLOAD
>IT'S FUCKING MAP29 ALL OVER AGAIN
>tl;dr battle ensues in a passageway with a current of water right in the middle
>wreck down some chaingunners, 14 HP still
>strafe behind a pillar
>FUCKING SHOTGUNGUY TURNS AROUND THE CORNER AND HITS ME

I'm legitimately starting to hate those little fuckers. Fuck.

>> No.2628676
File: 2.93 MB, 683x384, zdoom 2015-08-21 01-54-58-686.avi.webm [View same] [iqdb] [saucenao] [google]
2628676

>>2627846
>>2627852
sword is master race

uncontrollable fists and wimpy guns go home

>> No.2628687

Currently at Map 23 of WOS with Corvus. I never realized how fun Corvus is to play with his weapons and tomed shots. Helps that Heretic's honestly lack luster enemies aren't there.

>> No.2628689

>>2628676
>>2628672 (me)

that was so fucking satisfying to watch. Thank you.

>> No.2628694

Should I use Doom Wiki or Doom Wikia?

>> No.2628697

>>2628676
what map?

>> No.2628701

>>2628687
The only good Heretic enemies are disciples and the bosses, imo. Everything else is... easy and almost harmless.

>> No.2628704

>>2628694

Are you kidding me?
http://doomwiki.org/wiki/Doom_Wiki:Departure_from_Wikia

>> No.2628727

>>2628694
doomwiki.org. All of the people who started the wikia moved Doom Wiki to its own domain in 2011 because of wikia's shitty decisions. Most people familar with the community prefer this one, as it has good quality control, and is much more organised.

doom wikia still exists because Doomguy 2000 decided he wanted to be main admin of it now, under the alias Justice Infinity. It also appears at the top of google searches because wikia like ad revenue. I'd generally avoid using it, as since the original team moved to doomwiki.org, the quality has dipped significantly, and its a bit of an unorganised mess in some areas.

>> No.2628731
File: 2.92 MB, 683x384, zdoom 2015-08-21 11-29-12-712.avi.webm [View same] [iqdb] [saucenao] [google]
2628731

>>2628697
eviltech map06

>>2628689
i aim to please

>> No.2628735

>>2626793
Daedalus but it's a lot of scripted puzzles rather than just a low monster count.

>> No.2628736

>>2628727
http://doomwiki.org/wiki/User:Justice_Infinity
>Most of you guys probably figured out that I'm actually Doomguy 2000 the whole time.

>> No.2628738

>>2628701
They do seem to have a lot of fuckups in the heretic beastiry. You already have two melee monsters (golems and Sabreclaws), an oddly durable basic unit that flys (red imps), two projectile shooters with the beast one having an oddly low HP for its looks.

The Disciples at least have a nice spreadshot, and the naga monsters had a unique projectile shot. But the boss monsters actually had some uniqueness to them with multiple wide hitting attacks.

>> No.2628741

>>2628738
Oh, right, I forgot about ophidians. Those were cool.
And for being the first enemy you encounter and one of the most common, gargoyles are durable as fuck.

>> No.2628742

>>2628735
I always saw Daedalus as "Doom the way Hexen did"

I was always disappointed by it, since Its supposed to be a sequel to Icarus, but plays nothing like it, and has a completely different feel and atmosphere to it.

>> No.2628745

>>2628663
It still looks kind of weightless when swinging it.

Try speeding up the animation a little part way through
Also don't make it swing back and forth, it never looks right in first person unless it's a sword

>> No.2628746

>>2627521
sounds a little ambitious for your very first wad. but I've seen some impressive first levels so go for it.

>> No.2628747

>>2628701
Sabreclaws can fuck up your shit too if they get to corner you and you don't have the right weapon to deal with them. They're not Doom 3 pinky levels of annoying, but they can most certainly become a fucking nuisance in numbers most of the time. I can tell because I played Curse of D'Sparil last week and fuckers kept rushing on my ass in E3M2 of all places. Their attack rate is just fucking insane.

>> No.2628749

>>2628745

I'll see what I can do.

>> No.2628750
File: 184 KB, 569x771, wiki.jpg [View same] [iqdb] [saucenao] [google]
2628750

>>2628704
No I'm not kidding, for some reason Doom wikia is always the top of searches and I'd heard about the split but was confused.
>>2628727
Right thanks m8

>> No.2628751

>>2628747
They never pose a challenge in the official levels, though. They are even more harmless than golems.

>> No.2628758
File: 2.63 MB, 683x384, zdoom 2015-08-21 11-48-30-173.avi.webm [View same] [iqdb] [saucenao] [google]
2628758

>>2628689
another one just 4 u

>> No.2628759
File: 35 KB, 640x640, 1439673888656.jpg [View same] [iqdb] [saucenao] [google]
2628759

>>2628750
>DOTA 2 has a hero named Doom as well
>he's literally a demon
>he resembles D4's cyberdemon slightly

huh

no, I don't play dota or any mobas for that matter

>> No.2628761

>>2628759
while on the topic, D4 cyberdemon looks really bad.
its like they tried WAY too hard in making him evil and edgy while forgetting that he also should be practical.
its like these jrpg designs with shitload of belts and zippers

>> No.2628764

>>2628759
I expected them to put a Doom reference, but they didn't unless I missed it.

>> No.2628767

>>2628759
He's based on a WC3 unit called "doomguard" so there's really no connection.

>> No.2628774
File: 1.33 MB, 720x360, Swing it harder you slut.webm [View same] [iqdb] [saucenao] [google]
2628774

>>2628745

Christ I've been out of the loop too long, I've forgotten some one of the more important rules of conveying speed on a frame by frame basis:

less = faster

>> No.2628838

>>2628731
you seem to be oneshotting everything. this strikes me as overpowered?

>> No.2628840

>>2628838
I thought it was too but then I ran the same segments as Hae-lin and actually had an easier time doing perfect play and getting higher ranks, so I dunno.

>> No.2628853

>>2628738
The golems eventually get a homing blast attack so they are not melee 100% of the time

>> No.2628857

>>2628840
that might be to be expected; you've been playing Hae-Lin for a year or more now, and are very practised.

>> No.2628858

>>2628761
It looks awful. It looks like a fantasy ogre with a mechanical arm.

>> No.2628871
File: 1.30 MB, 1920x1080, gzdoom 2015-08-21 18-47-34.png [View same] [iqdb] [saucenao] [google]
2628871

Finally got the hexen 2 crossbow into the game and am in the process of reskinning it now.

>> No.2628874

>>2625430
any mapping projects/contests/requests for half-life/counter-strike 1.x?

>> No.2628879

>>2628871

Do some of the melee weapons like the paladin's axe and hammer next

>> No.2628891

>>2628879
That's the idea. I probably won't reskin those initially though. I might also do a monster instead, like the archer knight.

>> No.2628908 [DELETED] 
File: 28 KB, 510x546, 1342110659689.png [View same] [iqdb] [saucenao] [google]
2628908

>>2628874
you came to the wrong neighborhood motherfucker

>> No.2628912

>>2628908

Oh stop. Those games are retro and should be welcomed here as well. Gordon Freeman is just as important as Doomguy

>> No.2628915

>>2628912
>Gordon Freeman

Who?

>> No.2628917 [DELETED] 

>>2628915
XD

>> No.2628919 [DELETED] 

>>2628917

top notch response

>> No.2628934

>>2628774
Now that looks much much better.

>> No.2628935

The most played server on Zandronum is always that one with Alien Vendetta and Complex Doom.

Is AV good for singleplayer? Does Complex Doom ruin the game's flow?

>> No.2628936

>>2628915

The mute guy who wages a one man war against monsters who teleport into a military facility.

>> No.2628953 [DELETED] 

>>2628912
>Those games are retro and should be welcomed here as well.
If they don't take over the thread. This is the DOOM thread.

I don't know why there isn't a Half Life general, and I still don't know why the Quake general didn't take off, I mean, Quake still has an active player and mapping community doesn't it?

>> No.2628962 [DELETED] 

>>2628953
>this is the doom thread

>>2625430
>RETRO FPS THREAD

Uh...

>> No.2628981 [DELETED] 

>>2628962
>>RETRO FPS THREAD
>Uh...

>>2625430
>DOOM THREAD
>We mainly talk Doom,

Uhh...

>> No.2628990 [DELETED] 

Doom is the only game you'll ever need.

>> No.2628991

>>2628672
that's what you get for save scumming.

>> No.2628993

>>2626485
>Jumpkicking is really satisfying but needs a less sensitive input. falling down three feet and kicking someone you wanted to punch is frustrating
Yeah, this seems to be the most common complaint so far. I'll need to finetune it up, thank you.

>What's the point of the Tiger sword? With the Omen it seemed to be AOE melee, with Tiger it's.....slower melee?
Tiger is AoE as well, though not quite as obvious. Every blow you land deals a little explosion that goes through multiple enemies.
The radius is slightly too high and will likely be reduced by a whole 8 units later on, but for now enjoy it for all it's worth.

>>2627839
>Blackened melee soul drain doesn't seem to do anything to Shihong
This is definitely an oversight, thank you. To be honest, though, I'm not sure if I want to fix it. Shihong doesn't have the reliable rapid-fire grenades or spammy rapid-fire SMG that Hae-Lin has, so taking it down might be a little more difficult--so giving her a way to go against it may be good.

>>2628838

It seems slightly overpowered so far because of the aforementioned massive radius, though he also seems to be at Annihilator so the massive damage boost that comes with it is also helping.

>> No.2628998 [DELETED] 

>>2628981
>We mainly talk Doom,

>>2625430
>but Unreal/Duke/Quake/Marathon/whatever are also welcome!

Uhhh...

>> No.2629006 [DELETED] 

>>2628998
>>but Unreal/Duke/Quake/Marathon/whatever are also welcome!

>>2628953
>If they don't take over the thread.

>> No.2629020

>>2628853
It's kind of a pathetic attack though. The homing is hardly even there and it moves pretty slow. Not helping that the projectile variants of the gargoyles and golems have no visual differentiation and the fact they for some reason they're even MORE durable.

>> No.2629021 [DELETED] 

>>2629006

Are you a moderator? Why do you care what people discuss and what percentage of the topic they are?

>> No.2629024

Wow, the gimmick on Menelkir's Tomb was really cool.
Shame the bosses are so easy, and the other tombs aren't as cool.

Is it bad that I havent used any artifact in Hexen besides flechettes and quartz flasks?

>> No.2629027 [DELETED] 

MODS
O
D
S

>> No.2629028 [DELETED] 

>>2629021
because this is a DooM thread, other games taking over are not welcome

>> No.2629032

>>2629024
It's not bad at all.
The other artifacts are too specialized.

Flechettes and Quartz Flasks are the consistently useful artifacts.

>> No.2629034

>>2629028
But you are wrong! It's primarily Doom. Quake and other retro FPS are still allowed.

>> No.2629035

>>2629028
don't be a douche anon, doom is by far the most talked-about game on the board

>> No.2629041

>>2629028

Fuck off, a few other posts talking about their game isn't "taking over", especially when we explicitly say they're allowed in the first place.
That's the entire point of allowing other-game discussion here in the first place, their generals don't last too long so we can share ours.

>> No.2629043

Guys is there a chart like the "So you wanna play Doom" one but listing all the notable old school FPS games?

>> No.2629045

>>2629043

No, unfortunately. For a lot of other older games (like Shadow Warrior or Blood), the ways to play them are limited and mods are even more limited.

>> No.2629049
File: 1.79 MB, 1400x3900, 1394080159290.jpg [View same] [iqdb] [saucenao] [google]
2629049

>>2629043
There's a Quake one, and (though not an FPS per se) a Thief one.

>> No.2629052
File: 1.43 MB, 800x450, EnvMapsAreFun.webm [View same] [iqdb] [saucenao] [google]
2629052

>>2629049
Though I'll say I don't agree with the tfix/tafferpatcher thing unless you turn off the new shitty models. They look like crap and out of place.

>> No.2629056

>>2628858
Honestly, he looks like something Blizzard came up with

>> No.2629059
File: 1.65 MB, 800x3848, 1438195988462.png [View same] [iqdb] [saucenao] [google]
2629059

>>2629045
Oh. And a Duke one (though I don't have it). Srry for triple post.

>> No.2629070

Question: I love the color scheme of retro doom. Is it possible to translate the same look into zdoom? I already tried loading the retro doom wad but it didn't work

>> No.2629097
File: 37 KB, 640x480, 1440181707.png [View same] [iqdb] [saucenao] [google]
2629097

>>2629059
>Srry for triple post.
it's okay, it's not like there's an edit function

>> No.2629135

>>2629045
>>2629049
>>2629059
:/ oh well
I know Duke, Quake and Doom. Tried Blood but didn't like it.
Do you have any other games like these to recommend?

>> No.2629147 [DELETED] 
File: 78 KB, 499x460, 1422319755329.jpg [View same] [iqdb] [saucenao] [google]
2629147

>>2628991
lmao I wasn't even saving

>> No.2629162

>>2629147
you literally said you where

>> No.2629165

>>2629147
>lmao I wasn't even saving

>>2628672
>reach btsx map06
>save on the middle of a fight with a mancubus and a bunch of zombies down a staicase with some cacodemons
>tl;dr make it out with 14 HP
>instinctively quicksave at the end of the aforementioned staircase

Lies make the nonexistent baby Jesus cry, Anon.

>> No.2629184
File: 1.04 MB, 480x360, source is junkboy.webm [View same] [iqdb] [saucenao] [google]
2629184

Thought you guys might like this

>> No.2629190 [DELETED] 
File: 7 KB, 128x128, 1407374061466.jpg [View same] [iqdb] [saucenao] [google]
2629190

>>2628991
why don't you tell us how you really feel?

>> No.2629196

>>2629184
Hahaha

>> No.2629201

>>2629165
>>2629162
I meant to say that guy seemed to imply I was savescumming. That was actually my first save in three maps worth of plowing through everything

deleted because i have the dumbs today

>> No.2629204

>>2629184
the pain flash is a nice touch

>> No.2629209

>>2629201
oh, all right. i guess once per level or less frequently is hardly scumming. i wonder where the threshold is? i imagine it's subjective, probably everyone has their own opinion of how much save/loading is "too much".

>> No.2629234

>>2629209
pistol starts, no mid-level saves.

>> No.2629236

>>2629209
I'm save scumming loads on my first run through of doom 1, 2,TNT etc on hurt me plenty.

Still having loads of fun tbh.

Will probably only save once per level + UV when I git gud

>> No.2629245

>>2629209
I never save, unless I have to leave.
I don't pistol start levels though.

>> No.2629273

>>2629209
Depends entirely on the scale of the level. Short maps I won't bother to manually save at all, long maps I'll save after each major encounter. Mid-sized maps I save once either after killing at least half the enemies or finding a key, whichever happens first.

>> No.2629282

>>2629209
I always have a habit of saving in PWADs before grabbing a key. It's easier to count the times that maps don't toss a sudden army at you when you grab a key.

>> No.2629292

Savescumming should be tolerated on user maps, specially when they expect the player to be a demo-maker veteran

>> No.2629295

>>2629273
>>2629201 (me)
>Short maps I won't bother to manually save at all, long maps I'll save after each major encounter.

I thought that was the most common basis around here.

Saving before and after every relatively big skirmish is what I think is most acceptable, correct me if I'm wrong. Shit, I'm actually down with whatever makes the level not become a fucking chore to replay on the long run if I die. Especially if I do die right at the end.

I don't really bother saving at all when replaying wads I already beat before, though. Such as BTSX as I mentioned earlier. >>2627797 (me as well)

>> No.2629298

Are there any slots left in the new /vr/ mapping project?

>> No.2629301

>>2629298

as far as i'm concerned, the current philosophy behind the project is >>2627757

>> No.2629304

>>2629301
so no longer we make stuff based on landmarks? regular maps are on?
if thats so I may actually do something

>> No.2629309

>>2629304

Just do a map. JUST.

>> No.2629312

>>2629298
it's for gzdoom so slots aren't limited

>> No.2629315

I hope FNF continues to stay active when summer ends. I don't know any other games that produces a similar feeling as DOOM deathmatch.

>> No.2629316

>>2629304
>so no longer we make stuff based on landmarks? regular maps are on?
that i can't confirm. i've heard nothing to that effect.

>> No.2629331

>>2629298
/vr/ mapping projects almost never actually happen. I did my part a handful of times, but then nobody else did anything. I got soured to the idea.

>> No.2629334
File: 3.00 MB, 683x384, zdoom 2015-08-21 16-07-13-872.avi.webm [View same] [iqdb] [saucenao] [google]
2629334

Gotta love silent weapons on enemies with no painchance.

>> No.2629336

>>2629334
It's a backscratcher.

>> No.2629337

>>2629331
i assume this is not referring to 200minvr, but cyberpunk showdown? or something else?

>> No.2629353

>>2628935
pls respond

>> No.2629354

>>2629298
ofc

>> No.2629356

>>2629353
You're not me! Why would you bump my post?
I still appreciate it, though.

>> No.2629361

>>2629356
It's clearly relevant to him, doesn't mean he wants to suck you or anything, business as usual.

>> No.2629368

>>2628935
>Is AV good for singleplayer?
Yes
>Does Complex Doom ruin the game's flow?
No idea

>> No.2629382

>>2629361
I only wanted to make a witty comment.
But I fear machines or people replacing me...

>> No.2629384

>>2629382
it's gonna happen one day, we're all obsolescent meatbags

>> No.2629391
File: 672 KB, 1920x1080, Screenshot_Doom_20150821_221010.png [View same] [iqdb] [saucenao] [google]
2629391

There we go, only needs sounds effects now. I actually had to learn how to animate these things just to get an excuse for a reload animation that somewhat makes sense. I hate when bolts/arrows magically appear on otherwise non-magical weapons.

>> No.2629412

>>2629391
those two poor troopers at the start of map01
they must be so sick of being test subjects

>> No.2629463

>>2629412
heh

>> No.2629464

>>2629412
someone should make a mod where you play as them and execute revenge for all this testing modders did over the years

>> No.2629482

>>2629464
A co-op mod where various marines spawn with outlandish and often malfunctioning weapons? neat

>> No.2629492

>>2629482
so a proper SUAB?

>> No.2629524
File: 440 KB, 1500x1222, 586345623.jpg [View same] [iqdb] [saucenao] [google]
2629524

>>2629024
>not using Discs of Repulsion to cause infighting or pushing monsters off cliffs

>> No.2629551

are there any good wads that have monsters, weapons, textures from other games like hexen?

>> No.2629584

>>2629551
GMOTA

>> No.2629604

>No working version of GLOOME for Mac

I am not trying to stir anything, but I'm afraid I must say that this is going to be a huuuuuge problem in the long run.

>> No.2629607

>>2629492
what does that even have to do with anything he said?

>> No.2629625

>>2629604
I'm betting it's one of the things they (he) is going to fix at some point. He's got an enormous todo list.

>> No.2629653

>Brutal Doom J's chainsaw revving sound

why the fuck am I laughing

>> No.2629680

didn't see it in the faqs soooo ...

what's the best Quake 2 sourceport?

>> No.2629709 [DELETED] 

>>2629680
yamagi

also I hope you die tonight

>> No.2629727

I just got an idea for a mod that's really just for fun.

I'd love to see a sort of Dark Souls type mod for zandronum where you can invade other peoples worlds.

Essentially the basic outline is this.

You start off as fine perfectly alive doomguy.
If you die though you become a zombie and you have to invade another person's game to kill them and restore your humanity.

This is impossible however.
Which is sad I think it'd be fun to purposfully invade noob faggots with a BFG and blow their asses away.

>> No.2629731

>>2628746
It's gonna be my first try so I figure i'd do something good.
Plus I have all the time in the world to work on it in-between work. it's not like i have any kind of deadline perfection comes with time.

>> No.2629736

>>2629727
I can see it being possible with a custom source port.

>> No.2629737

Has anyone ever made a thing that combined all of the maps in the Master Levels for D2? Seems annoying to have to load them one at a time to play them.

>> No.2629742

>>2629680

Quake 2 doesn't need a source port, it's native to Windows.

>> No.2629743

>>2629709
That appears to not have any graphical enhancements.

So no cool lighting like in darkplaces?

>> No.2629746

>>2629727
Impossible without an active playerbase, and Zandronum is already almost dead.

>> No.2629752

>>2629746
>and Zandronum is already almost dead.

You're a dumbass.

>> No.2629762
File: 546 KB, 256x192, 1420938288950.gif [View same] [iqdb] [saucenao] [google]
2629762

>>2629727
>on my way through phobos anomaly.
>Slay the pinkies and proceed to the elevator to the barons of hell
>Barons of hell put up a fight but are put down easily.
>Suddenly
>[Undead Marine Steven27 has invaded your world]
>begin sweating.
>immediately rush to the button to raise the stairs to the exit.
>Heart pounding as stairs raise slowly.
>Suddenly hear the elevator being used back at the boss area
>Panic run up to stairs as they are nearly at the top.
>Turn to see zombie marine standing on edge of boss platform.
>OHGODNO.jpg
>just before I can touch the portal a giant green blast blows my anus off.

>Steven27: What are you so kind of casul?

>> No.2629767

>>2629762
>>2629727
What would be the Doom Giantdad weapon?

I assume either the super shotgun or the BFG

>> No.2629806

>>2629584

Anon the only thing I really extensively use from hexen are the fighter's fists

>> No.2629821

>>2629806
That's all that's needed too.

Let me try again.

Samsara

>> No.2629830

>>2629806
>zombieman, shotgunner, and chaingunner replacements are hexen playersprite edits
>imp is borrowing hexen ettin's mace
>baron and arachnotron replacements are heretic edits
come now m8

>> No.2629853

>>2629607
everything

>> No.2629861

>>2629830
Most of those are from realm667

>> No.2629864 [DELETED] 

>>2629861
they're still heretic and hexen edits fuccboi

>> No.2629871

>>2629830

...oh yeah. I forgot about those

>> No.2629936
File: 24 KB, 491x171, ednerd-gets-btfo.png [View same] [iqdb] [saucenao] [google]
2629936

>>2629746
>Zandronum is already almost dead
Ednerd, pls

>> No.2630037

>>2629746

Someone give me the image of the green dead imp with a > next to him

>> No.2630042
File: 8 KB, 913x913, imp lying.png [View same] [iqdb] [saucenao] [google]
2630042

>>2630037
roger

>> No.2630120

>>2630042

Thanks pal.

In other news, looks like Term is trying to figure out a reload function for the tiger saber.

He mentioned a power up mode like how GMOTA does it. GEEZ TERM, JUST GOTTA COPY ME SOME MORE HUH?

I'm just being a smartass, and I'm leaving this here in case someone takes me seriously

>> No.2630169

So I made a quick idea for a story for a potential DOOMRPGRLA-specific mapset that also served to give a slight bit more of a story to DOOM (also an excuse plot)

Think of the mapset inspired by DTS:T

In the year 2177, Humanity is in a poor state, just barely recovering from the inevitable WWIII, which saw the re-emergence of nuclear weapons, and the start of prototype weaponry. One mega-corporation that had arose from the ruins was the veritable United Aerospace Corporation, responsible for the reconstruction of pockets of humanity, cleaning up the debris and reclaiming the wastelands, even trying to regrow plantlife in the seemingly-endless deserts created in the aftermath. Due to the wide-spread praise, the UAC quickly begins expanding to the stars in search of resources, High-security facilities are placed on other worlds, and the UAC is required to deploy military forces in order to defend these locations, and also to ensure the safety of civilians.

(I've wrote down more, but I just want to see where to change it up a little. I can post the whole thing if people like)

>> No.2630176

>>2630169
>story
>in doom game

>> No.2630208

>>2630169
>Think of the mapset inspired by DTS:T

I'm not getting good feelings out of this.

>> No.2630218

>>2630176
meh, i don't mind story in PWADs
the amount of story there is in the IWADs is just perfect, not too much but just enough to keep you motivated

>> No.2630231

>>2630218
Loose story is good, since you don't have to pay attention to it, and still understand whats happening. Its why I love arcade games.

>> No.2630236

>>2630208

IIRC, DTS:T didn't have any major problems that interrupted the flow of typical DOOM gameplay. Just had some voicework added and that's about it. You can easilly skip the first map of the game after you skip the first cutscene if you just want to get straight into it.

>>2630176
It's less of a story and more of an excuse plot.

>> No.2630241

>>2630231
>>2630176
>>2630218

For funsies, here's the rest

During the scans of Mars and its moons, an unusual energy reading seems to flicker on the screen. The UAC, naturally curious, sets its sights upon the "anomaly", and builds facilities right on top of them for study. (Hence the Phobos and Deimos Anomaly) Using and studying these unusual objects reveals the potential of something entirely out of humanity's grasp for the past countless centurys. As we all now know however, these objects were demonic in origin, and released a tide that would rock the last fragments of humanity several times over until the fateful day in which the Mother-Demon was destroyed, and the unknown elite marine known only as the "DoomGuy" remained within the bowels of Hell itself, and fought the demons to ensure that none ever rose again.

Or so was to be believed. The wake- and later lack thereof- of the Demonic Incursions (Known in official UAC documents as the D.O.O.M. incidents) caused a major restructuring of the UAC's forces from battling fellow man to focusing efforts into better armor and weaponry to aid D.O.O.M. Marines in fights against hellspawn. When these never came, the UAC set its sights back onto the teleporters, A dreadful mistake, What the UAC was unaware of was the fact that nobody had seen the true capabilities of Hell itself, however Hell knew that the UAC's continued experiments would continue to make it ever more powerful. Slowly, the most powerful of demons arose. Those that could slaughter millions in a single blow. The UAC belived to be crossing dimensions. What they didn't realize is the fact that they were cracking into The Veil.

Twenty Two years later, the cracks had grown large enough that the first foyers of the Veil's forces arrived: Hellstorm Elementals. the fateful Doomguy is unable to keep combating them, and meets his end after being sucked into one of their vortexes. Without anything to stand in their way, Hell begins its invasion once again.

1/2

>> No.2630248

>>2630241

2/2


But Hell is not the only one to have taken notice. Unknown lifeforms have began to crop up and feast upon demonic and human flesh alike with seemingly endless parasitic hunger. And there are rumors of powerful objects deep within the molten underworld, and inexplicable powers of the Veil. Absurdly powerful and rare generals of hell itself manifested out of the Seven Deadly Sins. Some even claim to have seen magnificent ornate armors that seem to be so masterfully crafted that only a divine entity could have created them.

Hell is restless. They say true evil never dies. That Hell will win in the end.

We'd sure love to see them try."

>> No.2630252

>>2630236
Still, the voicework was annoying.

And DTS:T did have problems outside of story, but thats another topic.

>> No.2630292

Is Crispy Doom a good source port?

>> No.2630305

>>2630252

I never ran into any. Do tell?

>> No.2630312

>>2625430
>filename isn't JUST DOOM IT
Missing the mark

>> No.2630318
File: 73 KB, 404x476, tmp_10118-terminuschan-615574515.png [View same] [iqdb] [saucenao] [google]
2630318

This is your home now, Termhu.

>> No.2630325

>>2625430
>>2630312
I like GO 2 IT better

>> No.2630328

A few years ago I played a Duke game, I think.
It involved some sort of portals and was fantasy based, with dark knights, and demons and shit. I think it was Duke because it had a shotgun that could aim down sights to shoot a slug instead.

Does anyone know what I'm talking about, and how I could play it again?

>> No.2630336
File: 248 KB, 960x1280, IMG_20150821_215322793.jpg [View same] [iqdb] [saucenao] [google]
2630336

How do I get this stupid value village sticker of my doom 2 box?

>> No.2630346

>>2630305
You might not agree, but I found the level design promoted monotonous gameplay.

>> No.2630364

>>2630328
Witcheaven?

>> No.2630367

>>2630120
>GEEZ TERM, JUST GOTTA COPY ME SOME MORE HUH?

Yes. :^)

>> No.2630369

>>2630364
No, it actually looked and played like Duke. Boots and all.
It wasn't some ho-hum player made mod, either, I think. Took me a week of solidly playing it at every opportunity to beat it.

>> No.2630370

>>2630367
if thats you term, whats a reliable way of contacting you?

>> No.2630374

>>2630336
I've heard using something like a hairdryer can help heat up the adhesive, of course be careful with the heat from the hairdryer.

>> No.2630376

>>2630364
Speaking of Witchaven, does anyone know where I can find it?

>> No.2630385

>>2630369
Ok let me back the fuck up. It might not be Duke.
What old FPS had a shotgun that turned into an incredibly accurate single pellet when you aimed down sights?

>> No.2630389

>>2630370

You can yell at me on Skype, IRC, or Steam. No points for guessing what my username is.
You can also just post stuff here, though.

>> No.2630415

>>2630385

Sounds like WG realms 2

>> No.2630420
File: 1.06 MB, 640x360, 1414744566209.gif [View same] [iqdb] [saucenao] [google]
2630420

>>2630415
Holy fuck anon, that's it exactly. I've been wondering what the fuck it was for years

>> No.2630427

>>2630420

Go play it anon. It's pretty quality stuff. Even if the second playable character is leagues better than Duke

>> No.2630586

Sector light mode Doom is the 'faithful' setting I presume?

>> No.2630625

>>2629742
Correct. There are also official Windows binaries for Doom and Quake, so I don't understand why there are unofficial source ports for them.

It's not like ZDoom or Darkplaces really add or change anything.

>> No.2630637

>>2630586
Software lighting mode is the closest.

Though IMO, Software rendering is the most faithful way.

>> No.2630739

Just beaten doom I with Hideous Destructor. I want more, but I don't fancy playing Doom II levels.

Could you recommend some PWADs playable with hideous destructor? Featuring nice military or city based interiors.

Hellbound apartments are kinda nice, but exterior zones are so massive that I can't keep track of all the threats.

Also, having to leap from a 2nd floor is no good for feet

>> No.2630743

>>2630739
TNT?

>> No.2630752

>>2630743

Maybe, buy played it like 2 months ago with complex doom. Similar with plutonia. Also, difficulty in plutonia and plutonia II is ridiculous if you throw hideous destructor into the mix.

>> No.2630753

>>2630752
Well the first load of levels in TNT are basey, and not too difficult

>> No.2630756

>>2630739
DTWID
The Classic Episode (class_ep)
Fava Beans (01fava)
CH_Retro episode (retroeps)
Wonderful Doom
Crusades (did you do E4 with HD?)

>> No.2630786
File: 123 KB, 572x303, 1431392644396.jpg [View same] [iqdb] [saucenao] [google]
2630786

>>2630625
>It's not like ZDoom or Darkplaces really add or change anything.

>> No.2630808

>http://forum.zdoom.org/viewtopic.php?f=34&t=49391
why did this of all thing have to be graf'd
i want it so bad for a proper fucking laser/lightning gun

a-at least g-gloome might have it some day right?

>> No.2630823

>>2630756

Thanks!!!

>did you do E4 with HD?

No. Not gud enough for perfect hatred.
Also I'm not a big fan of the overall theme of that episode.

>> No.2630828

>>2630808
gloome is open source, you can implement it yourself.

pretty much you should

>> No.2630881

>>2630808
"because it makes it hard to merge master into some out-of-tree development branch" is a really lame reason not to merge, i hope he's ashamed of himself

>> No.2630890

>>2630881
> "Of all the features this one makes the most problems when merging because it's 6 or 7 merge conflicts each time..."
>"6 or 7 merge conflicts"
Hope this guy doesn't try to get into any real programming jobs.

>>2630881
Supposedly this has happened multiple times now. At this point the guy should just send the code over to the Gloome guy where it might actually see some use.

>> No.2630894

>>2630890
first quote was meant for
>>2630808

>> No.2630898

Looks like Going Down has a new update.

>> No.2630906

>>2630890
>Supposedly this has happened multiple times now. At this point the guy should just send the code over to the Gloome guy where it might actually see some use.
Well he can, and has, looked at and used stuff from the suggestions and code submission forums IIRC so there's no need for anyone to send him anything.

If you're reading this gloomeguy, know that you're pretty much my patron saint right now. Your project is amazing.

>> No.2630924

>>2629936
This reminds me, are there any recent news of Romero's new FPS?

>> No.2630930

>>2630924
Don't think so.

Would be really awesome if it were either Daikatana remade into a good game, or the original vision Romero had for Quake.

>> No.2630951

>>2630930
Someone should badger him about it on twitter.

>> No.2630958

>>2630930
>>2630924
Romero has a new FPS out?

>> No.2630960

>>2630924
>>2630951
Speaking of romero this was mentioned on his feed:
>http://www.strafe1996.com/about.html
A upcoming doom/quake homage game. The website is fucking hilarious.

>> No.2630985
File: 599 KB, 2028x1576, 1422665152792.png [View same] [iqdb] [saucenao] [google]
2630985

>>2627521
Sounds neat, but I think this should be the main character.

>> No.2631048

>>2630960
yes i believe that has been discussed before. points against it include being entirely unmoddable, unlike any of the games it seeks to emulate, and despite being "straight from 1996" still requires 2015-era hardware to run properly.

>> No.2631058

Does anyone know any HD Monster sprite packs?

the ones I know only replace the front facing sprite. Are there any that make the monsters entirely HD?

The vanilla doom monsters look so out of place with my HD texture pack.

>> No.2631062

>>2631048
>still requires 2015-era hardware to run properly.

This is a given, though. High-level graphics programmers are borderline extinct. When was the last time someone actually built an efficient FPS from the ground up? It's always going to be existing tech.

>> No.2631074

any way to disable ammo-draining auras from monsters from DooMRPG + RL?

I am finding that later on in the game that they drain so much damn ammo that I have to fight them and any bosses with a nanomatic weapon (which get old after a while).

>> No.2631082

>>2630960
Not too excited considering
>unmoddable
>single player only
>randomly generated levels

>> No.2631093

>>2631058
this.

HD texture pack and vanilla doom monsters just look so bizzare.

>> No.2631115

>>2631058

have you considered dropping the HD texture pack or dealing with the fact that not every doom modder is going to focus on giving HD treatment to their projects?

>> No.2631120

>>2631115
???

Have you ever considered i'm just looking for a pack to put WITH this texture pack?

So you're just saying you're lazy? Okay then I just wanted a mosnter pack to go with my texture pack. Whatever I guess, have any spare cheetohs?

>> No.2631130

>>2631058
>>2631093

There aren't any good and/or finished ones.
HD monsters almost universally look stupid anyway.

>> No.2631137
File: 189 KB, 976x1264, anon on hd doom sprites.png [View same] [iqdb] [saucenao] [google]
2631137

>>2631058

>> No.2631150

perhaps people will never learn

>> No.2631161
File: 1.00 MB, 1920x1080, Screenshot_Doom_20150817_024209.png [View same] [iqdb] [saucenao] [google]
2631161

>>2631137
Hey now, I like "GL effects out of the ass" on my pixelized doom monsters

>> No.2631173

>>2631120
how are they lazy?
why dont you just make HD texture packs Mr Lazy Man

>> No.2631225

I guess it'd be possible making a decent HD texture pack by scaling every sprite 2x, applying some levels adjustment, color correction, noise/texture layers etc.

>> No.2631237
File: 1.96 MB, 200x190, 1378185311346.gif [View same] [iqdb] [saucenao] [google]
2631237

>>2631225
>scaling every sprite 2x

>> No.2631247
File: 860 KB, 909x894, 25634636.gif [View same] [iqdb] [saucenao] [google]
2631247

>>2631237

>> No.2631254

>>2631225
Problem is that it'll look really weird.

Though you could actually create more frames of animation and make a custom Decorate variant of a monster, it still only has 8 rotations at the most, furthermore, this will not necessarily blend in with a regular Doom environment itself, you would have to design a map around these monsters, high detail and lots of linedefs, hi-res textures, etc, or it's going to look REALLY inconsistent and out of place.

The original Doom monsters work because of their low resolution, along with limited rotations and frames, this is consistent enough with their environment.

That said, if you wanted to make high res monsters, I think 2x is enough.

I'll never fucking understand why all these retarded projects insist on 6x or 8x res sprites, that takes EXPONENTIALLY more time and work, forcing you to take in more help (creating visual inconsistencies), or just cancelling your project because once again you tried to bite off more than you could chew.

>> No.2631262

>>2631254
not only its retarded to do these high quality sprites. but also you can get a much better quality by simply making a 3d model, you solve rotation and animation problems this way.

too bad doom community is 2 shit to make good models

>> No.2631268

>>2631120
>Whatever I guess, have any spare cheetohs?

what kind of insult is this?

>> No.2631279
File: 51 KB, 640x480, XdixhRRl.jpg [View same] [iqdb] [saucenao] [google]
2631279

>>2631262
>but also you can get a much better quality by simply making a 3d model, you solve rotation and animation problems this way.

No, you don't. If anything, 3D models only make things worse because of how blatant the lack of animation interpolation in Doom is, especially when it comes to angles. Nothing more jarring than having a model suddenly spin 180 degrees and then walk away with a too-smooth walking animation.

Model packs are even worse than hi res sprites.

>> No.2631294
File: 336 KB, 1024x768, NUTS.WAD_2.png [View same] [iqdb] [saucenao] [google]
2631294

I wonder if modern graphics cards would choke if you loaded nuts.wad with 3d model enemies.

>> No.2631305
File: 111 KB, 386x257, kusf9Sl.jpg [View same] [iqdb] [saucenao] [google]
2631305

Carmack himself toyed with HD sprites for Doom on iOS, he even went as far as to have artists do a couple frames as a test. Turned out it didn't look great and didn't really add anything for what would have ended up being a lot of work.

And if you look at the retouched sprites in Doom 2 RPG, you can thank your lucky stars id never did a whole sprite set like that, because they look silly as hell.

>> No.2631318

>>2631294
3d models are cheaper than sprites in gzdoom, some anon did a test a while ago

>> No.2631319

>>2631318
That sounds dubious. I would be extremely interested in seeing this.

>> No.2631325

>>2631319
thats probably because sprites are being rendered through cpu, while models use gpu

>> No.2631327

>>2631137
>Doom purist the post

>> No.2631338

>>2631327

>i feel uncomfortable with what he said because most of it is actually true

>> No.2631341

>>2631325
Wait, why the fuck aren't sprites rendered through GPU instead? Is this why ZDoom goes to shit when there's billions of enemies onscreen?

>> No.2631345

>>2631327
Purism has absolutely nothing to do with what he says.
Sounds like you're just mad he's right and are grasping for completely irrelevant straws.

>> No.2631358

>>2631305
Doom monsters already look silly as it is.

Making them HD just makes them even sillier.

>> No.2631359

>>2631279
you could always make the sprites from the models and tinker with them a bit

>> No.2631379

>>2631341
yes, thats exactly the reason.

in case you forgot, people behind sourceports are doing them in free time. optimizing takes time.

>> No.2631403

>>2631237
You do realize that by itself it wouldn't actually change the appearance of the monster at all if the right resize mode is used?
>>2631254
>The original Doom monsters work because of their low resolution, along with limited rotations and frames, this is consistent enough with their environment.
Well they might not be consistent with a HD environment, like anon was talking about.
>Though you could actually create more frames of animation and make a custom Decorate variant of a monster,
This is what Smooth Doom does.
>That said, if you wanted to make high res monsters, I think 2x is enough.
>I'll never fucking understand why all these retarded projects insist on 6x or 8x res sprites, that takes EXPONENTIALLY more time and work
Well the point of using photoshop batch editing to upscale and add some contrast and whatnot is that it It'd only take like 45 minutes to 'fix' the whole roster of monsters, even smooth doom ones.

Agreed that super-high res sprites look like fucking ass with low numbers of rotations/frames. Scratch that, they always look like shit.

>> No.2631407

>>2631279
I think anon meant this
>>2631359

Duke 3d sprites where all modeled and animated in 3d then "screencapped" or whatever into sprites. I'm sure it's possible to set up a 3d program to automatically export every frame of animation as 8/16 images from different angles with some work.

>> No.2631416
File: 435 KB, 1776x1000, Screenshot_Doom_20150816_235528.png [View same] [iqdb] [saucenao] [google]
2631416

more detail, more problems

>> No.2631426

>>2631416
I see no problem beyond the fugly wings.

Having recently started dabbling in .md3 for gzdoom, do you have any suggestions for how to organize shit with 200+ frames?

>> No.2631479 [DELETED] 
File: 117 KB, 636x603, I'm UAC.jpg [View same] [iqdb] [saucenao] [google]
2631479

Dr.Pavel?

I'm UAC.

>> No.2631494

>>2631479
Wasn't supposed to laugh but I did anyway, god damn it.

>> No.2631517

Stardate or Swim with the Whales?
inb4 neither
>>2631479
I'm a slow fucker and just finished waching TDKR a few hours ago. I had seen a webm of the initial scene before, but I thought it was edited. Goddamn it was really awkward, and what the fuck was up with Bane's voice

>> No.2631518
File: 84 KB, 1280x720, You're a big demon.jpg [View same] [iqdb] [saucenao] [google]
2631518

>>2631479
You're a big guy.

THAT MEANS YOU HAVE HUGE GUTS! RIP AND TEAR!

>> No.2631520

>>2631416
I still contend that a rip of a Q2 era model doesn't look good when used as a sprite.

Seriously, there has to be someone who would be willing to make a proper 2D spriteset for a semendemon as a playerskin.

>> No.2631525

>>2631517
You wanna know what was wrong with bane's voice?

The reason why he sounds so different from everyone else is because barely anyone could hear him mumbling out of that fucking mask so they recorded all his lines post filming and just layered them over his scenes.

So yeah his voicework was done in post hence why it sounds so weird compared to everyone else.

>> No.2631527
File: 24 KB, 492x475, 1431072910749.png [View same] [iqdb] [saucenao] [google]
2631527

>tfw don't like playing with the standard doom HUD thing at the bottom up

Much prefer the health+armour in lower left, ammo in lower right.

Also on level 11 on TNT, love it so far, is it all base-levels like it has been so far, or does it get more hellish as you go on?

I prefer tech base tbh

>> No.2631530
File: 290 KB, 680x489, 1285364184700.png [View same] [iqdb] [saucenao] [google]
2631530

>>2631518

>> No.2631537

>>2631525
He sounds awful imo, it's so obvious it's dubbed.

>> No.2631543

>>2631479
>>2631518
Was getting caught part of your plan?

>> No.2631545

>>2631543
That's a BFG

>> No.2631546

>>2631525
Yeah I read about that when I googled about his voice. I legit thought I downloaded a prank torrent or something.
>>2631537
It's not just the dubbing, the actual voice sounds terrible and is acted terribly bad too

>> No.2631550

>>2631543
OF COURSE

>> No.2631551

>>2631546
I know mate, it's a comical voice. What the fuck were they thinking?

>> No.2631554

>>2631545
>>2631550

Then what's the next step of your master plan?

>> No.2631556
File: 24 KB, 320x200, Deimos Above Hell.png [View same] [iqdb] [saucenao] [google]
2631556

>>2631554
Crashing this moon WITH NO SURVIVORS

>> No.2631562

whales is a bit prettier, having a more distinct architectural theme of its own, as opposed to stardate's "later sunder maps with purple replacing orange", and has fewer horrible pillar jumping sequences, especially if you play on a skill below UV, stardate map06 had a particularly bad offender

however stardate is more substantial, having seven full maps. whales is only one large map, another about half the size, a tiny bunch-of-hard-situations secret map, and a monsterless intro.

just play them both.

>> No.2631587
File: 167 KB, 800x600, Screenshot_Doom_20140914_195422.png [View same] [iqdb] [saucenao] [google]
2631587

>>2631527
>Much prefer the health+armour in lower left, ammo in lower right.

You might like NC Hud in that case.
It has that, with a clean and easily readable appearance, as well as displaying the little Doomguy face next to the healthbar.

>> No.2631590

>>2631587
Did you make it?

>> No.2631596

>>2631587
Seconding this

>> No.2631602

>>2631587
can you tell me what map you're playing there?

>> No.2631610

>>2631556
That's friendly fire you asshole. Those are your own troops. You stupid fuck.

>> No.2631619

>>2631610
They expect many of us in the wreckage brother.

>> No.2631632

>>2631619
So you're crashing this moon into the surface of hell to kill your own forces for no discernible reason?

WHO THE FUCK LET THIS IDIOT BE IN CHARGE?!

>> No.2631636

>>2631590
No.

>>2631602
Plutonia 2, don't remember which map, it was late in the mapset.

>> No.2631648

>>2631636
>Plutonia 2
thanks.

hmm. then i should have recognised it. my powers are failing me

>> No.2631663

So playing with Shi-hong is really fun, but here's a lore question.
How come you can't throw grenades when you pick them up? You have to wait until the weapon pickup allows you to throw grenades, but the weapon pickup is....grenades?

>> No.2631676
File: 8 KB, 196x239, Embarrassing....png [View same] [iqdb] [saucenao] [google]
2631676

>>2631663
Metal Gear Solid 4 weaponlock, maybe? Can't arm them unless you get the key-code thingamashit to use them?

>> No.2631680

>>2631663

Magic.

>> No.2631682

>>2631680
but she's a cybutt

>> No.2631707

>>2631682

Nanomachines.

>> No.2631754

>>2631663
>>2631682
can't use the hardware without drivers man

>> No.2631780

>>2631663
The weapon pickup includes the textbook 'HOW 2 USE GRENADES'.

Shi-hong only reads the first page. The second is the one that warns you not to hold it in your hand when it's exploding.

>> No.2631821

>>2631520
I'm fairly certain thats an actual model.

>> No.2631826

>>2631663

She's THAT lazy

>> No.2631832
File: 1.04 MB, 878x1530, 4U.jpg [View same] [iqdb] [saucenao] [google]
2631832

For those who hate Hitscan enemies this is for you

For those who wish to avoid agitation this mod is for you

Want an extra challenge? it is also for you

http://www.moddb.com/games/doom/addons/simple-mutators

Seriously though holy shit thank the lord whoever made this mod hitscan enemies were so bullshit.

>> No.2631881

>>2631832

Better use this link instead
http://forum.zdoom.org/viewtopic.php?f=19&t=48978

>> No.2631958

>>2630808
it can already be done with acs though

>> No.2631968

>>2631958
How? Railgun-spawned actors don't have pointers to anything, so there's no way for them to align with whatever fired them AFAIK

>> No.2631971

>>2631968
you don't spawn them via the railgun function, you spawn them in an acs loop with the "spawn" or "forcespawn" function, then you can give them whatever pointers you want

>> No.2631987

>>2631958

"It can already be done" is not a valid excuse against "it can be made infinitely easier".
You CAN replicate almost all of the modern ZDoom functions with both GCSS and Decorate/ACS hacks in Zandronum, but that doesn't mean it shouldn't upgrade.

>> No.2631990

>>2631971
How would I best measure the distance from the the shooting actor to whatever point in the game world it's facing?

>> No.2632007

>>2631971
>>2631968
Here:
http://forum.zdoom.org/viewtopic.php?f=3&t=32072
http://forum.zdoom.org/viewtopic.php?f=3&t=28358
http://forum.zdoom.org/viewtopic.php?p=833698
And if you want to keep some of them with the player, aka the laser or whatever moves to stay with the players gun and where it hit, then do a variation of this:
http://forum.zdoom.org/viewtopic.php?p=833697
all of those either use straight lines or randomized offsets, but you can do looping railgun curves pretty easy with a bit of math
here is ones that use bezier curves
https://github.com/BlueVertigo/indigoskyline/blob/master/tsp%20pk3/acs/ZTSPACS.c#L1218
bezier curves may sound complex but they're really simple, wikipedia has good article on them

>>2631990
with a 0 damage bullet puff that calls a script, I think there may be an acs function that does that from the player side without the bulletpuff needed
however if you're wanting to then spawn things right after at the point that the player is facing though just go with the bulletpuff and have it spawn things from there

>>2631990
the thing is though that it would only apply to things spawned via
http://zdoom.org/wiki/A_RailAttack
so it would be severely limited, and for anything that needed a different pattern than the one with slight variation provided by A_RailAttack would be easier to do in acs entirely instead of having it bounce back and forth from decorate to acs

>> No.2632029

>>2632007
Thanks dude! The "lightningdemo" one seems the most convenient to adapt for various purposes.

I'll save the rest as bookmarks for later.

>> No.2632049
File: 35 KB, 540x389, 540px-Pascal_s_triangle_5_svg_copy_detail_em[1].jpg [View same] [iqdb] [saucenao] [google]
2632049

>>2632007
>bezier curves may sound complex
https://en.wikipedia.org/wiki/B%C3%A9zier_curve
Also what I mean by this is when the article shows the not yet simplified formula it can look daunting, and there are plenty of sites that have articles that explain them in math jargon, but they're pretty fucking simple.
pic related is a pascal's triangle, one of these is all you need to construct an nth degree bezier curve
so you have point_1 and point_2, and t
t is clamped between 0 and 1.0
so for instance a 2nd degree or linear bezier curve [a straight line] is
[1 - t]*[point_1] + t*[point_2]
which is just taking the difference between the two values and adding them to the thing as t progresses from 0 to 1
like at 0 you can see that point_1 is times 1, and point_2 is not affecting it because it's being multiplied by 0
NOW
with added degrees all you're doing is adding in another control point, which is a point that the curve will approach but not reach
for an nth level curve you don't even need to do simplification of the formulas, you can just follow this trick
arrange your points from least to greatest aka
p0, p1, p2, p3
for 4 points, then
from p0 to p3, add in t^x where x is from 0 increasing by 1 until you're at the end
so
t^0, t^1, t^2, t^3, note that t^0 = 1
then do [1 - t]^x in reverse, so
[1 - t]^3, [1 - t]^2, [1 - t]^1, [1 - t]^0
and then for the coefficients you pull from the row of pascal's triangle that has the same number of numbers as your polynomial, so for this from row 3, getting
1, 3, 3, 1
each term is multiplied by the terms in the same position in the list, so for each listed is say A, B, C, D, you'd multiply all the A's with the A's, B's with the B's, etc, with all added together
so in the end, working from above it's

p0, p1, p2, p3
t^0, t^1, t^2, t^3
[1 - t]^3, [1 - t]^2, [1 - t]^1, [1 - t]^0
1, 3, 3, 1

so

( [1 - t]^3*[p0] ) + ( t^1*[1 - t]^2*[p1]*3 ) + ( t^2*[1 - t]^1*[p2]*3 ) +( t^3*[p3] )

>> No.2632078

>>2632049

Scroton?

>> No.2632107

>>2632049
>but they're pretty fucking simple.

Nnnnah.

>> No.2632117

so what's the latest, stable version of prboom+ and where do i get it?

>> No.2632119

>>2632117
>PrBoom+
>stable
uh...

>> No.2632123

>>2632117
http://prboom-plus.sourceforge.net/history.html

>> No.2632125

>>2632119

it doesn't tremble when playing valiant or any other slaughtermap like zdoom does, so yes, it is stable.

>> No.2632139

>>2632119
>implying Boom and Boom derivative ports aren't stable and smooth as fuck
Nigga, Boom ports can run nuts.wad without breaking a sweat.

>> No.2632143

>>2632125
>>2632139
I don't know then, my system has just always had problems with PrB+. Sometimes it will run just fine for hours on end, other times it will randomly crash for literally no reason. It makes me sad.

>> No.2632147

>>2632049
It's really to late for me to wrap my head around that right now, but I'll actually make sure to try and do so tomorrow. I've already learned more math modding doom than I ever did during all of HS. Guess that it's easier to learn when there's a promise of all these numbers actually doing something fun in the end, like turning a demon into a sizzling corpse.

>> No.2632171

>>2631479
TELL ME ABOUT DUKE! WHY DOES HE WEAR THE GLASSES?

>> No.2632187
File: 475 KB, 500x500, 1422215418429.png [View same] [iqdb] [saucenao] [google]
2632187

>>2631479
>That UAC logo poorly photoshopped onto the plane.

>> No.2632190
File: 44 KB, 307x239, Spider Demon Mastermind.gif [View same] [iqdb] [saucenao] [google]
2632190

>>2631632

>> No.2632192
File: 342 KB, 1280x720, Screenshot_Doom_20150822_203010.png [View same] [iqdb] [saucenao] [google]
2632192

I finally finished my first complete map. It's not too long and I had a lot of fun making it.

https://www.dropbox.com/s/hn911ts1b9pyfj7/Toxic%20Base.wad?dl=0

I appreciate and feedback or criticisms.

>> No.2632212
File: 117 KB, 636x603, I'm UAC.jpg [View same] [iqdb] [saucenao] [google]
2632212

>>2631479
Dr.Bertruger?

I'm UAC.

Enjoy the improved version.

>> No.2632214

>>2632212
>improved

Nah, it's even worse than the original.

>> No.2632217

>>2632212
I like it but fix the damn uac logo

>> No.2632223

>>2632192
alright since its your first map I will spare you regular talk about poor detailing and bad texture choice.
here are some major points
>berserk trap is really obvious
>pinkies cant walk on stairs properly, they are stuck and result in being harmless
>supershotgun is available too early, makes everything a joke in terms of difficulty
>two archvilles at the end dont have ambush flag
I am guessing you wanted type of encounter where player would have to dodge them in final room. well they heard me shoot imps from other room and rushed at me. since maps are empty, I had nothing to hide behind and got my ass kicked
>invisibility secret counted as two for me
I did not bother looking for other secrets so have that.

other than that, for a first attempt at a finished map I can rate it 6/10, mostly because you managed to replace music.

also whats the target sourceport? I have tested it in zdoom, but it looks and plays like something that does not even need a limit removing port.

>> No.2632226

>>2632223
I only tested it in gzdoom.

>> No.2632235

>>2632078
>formula widely used in computer graphics and related fields
>you probably use it when you use PS or GIMP without knowing it
>someone brings it up, it **must** be the same person that has mentioned it before
not even the guy you're replying to, but come on son

>> No.2632236

>>2632226
Try to test it in at least chocolate doom. PrBoom if it's a pretty damn big map.

>> No.2632238

>>2632235

you couldn't have missed that joke as hard as you just did

>> No.2632240

>>2632238
whats the joke?

>> No.2632251

>>2632238
I don't think there is any joke, and you're just being a faggot about this for no reason.

>> No.2632256

>>2632251

you are the one that is being fully confrontational right now

>> No.2632259

>>2632256
how about you just explain the joke?

>> No.2632262

>>2632236
Alright, i'll remember that for next time.

>> No.2632271

>>2632259
>>2632240
scroton regularly passed off super-complex and intricate code as "it's really easy m8s honest" and kept pushing people to use them

>> No.2632275

>>2632271
>super-complex and intricate
top kek
if you think his shit was complex on any level ur prolly a moron tbh
smh

>> No.2632276

>>2632262
Welp I just tested my map in chocolate doom and it's fucked beyond belief. I have no clue what I did wrong.

>> No.2632279

>>2632275
sup

>> No.2632282

>>2632275
>smh

WORLDSTAR

>> No.2632285

>>2632279
>sup
u go around using this word you sound like a herb, fam

>> No.2632287
File: 22 KB, 990x413, BThilcW[1].png [View same] [iqdb] [saucenao] [google]
2632287

It's a silly reference to a post Scroton did back when extra gore was added to Samsara and a brutalkiddie appeared to utter some really stupid shit.

http://forum.zdoom.org/viewtopic.php?p=722543#p722543

also, what >>2632271 said

>> No.2632292

>>2632287
wow he really laid the smackdown w/ that college-algebra level math fam
smh

>> No.2632295

>>2632285
>herb
?

>> No.2632298

>>2632295
http://www.urbandictionary.com/define.php?term=herb
smh

>> No.2632309

>>2632295

It's nerd-talk for "someone I don't like".

>> No.2632323

>>2632212
Layer modes, son.

>> No.2632330

>>2632309
It's not nerd slang, I only hear dumb chicks from the east coast/NE use that.

>> No.2632334

>>2632309
>nerd-talk
smh tbh fam

>> No.2632343

>>2632330

I've only heard it from nerds trying to act like someone cool.
Whether it's nerd-talk or bitch-slang, though, it's as funny to hear either way.

>> No.2632371

>>2632292
>>2632334
Why am I able to see these posts
Filter why have you forsaken me

>> No.2632450

>>2632275

Shut the fuck up Scroton. Don't resort to shitposting like this. You're better than that

>> No.2632590

Does anyone remember the name of the Evil Dead mod for Hexen that had an inventory system and stuff?

>> No.2632795

>>2630898
linking to >>2625431

>> No.2632812

Not much to go by, but I've been looking for a particular DOOM wad. All I remember was the final battle takes place in a circle of fire and at some point you fight the Yurei from Ghouls Forest 3 and if you get killed it flashes a whole lot of screamer pics quickly.

Does it ring any bells to anyone?

>> No.2632832

>>2632450
It's funny to me that you think I'm him.
I'm not, I'm just someone that ACTUALLY programs for a living.
Protip: all doom mod "code" is babby code.

>> No.2632836

>>2632590

http://forum.zdoom.org/viewtopic.php?f=19&t=48679

>> No.2632857

Weak Gameplay + Weak Visuals = Horrible map
Weak Gameplay + Strong Visuals = Mediocre map
Strong Gameplay + Weak Visuals = Decent map
Strong Gameplay + Strong Visuals = Great map

>> No.2632890 [DELETED] 

>>2632832

That's even worse in some ways. You're still shitposting.

>> No.2632956

>>2632276
for one thing all these linedefs:
50 67 85 88 199 206 228 232 486 489 560 563 657 660 673 676 725 728 741 746
need to have the same nonzero tag number as their backsector. you must not rely on implicit manuals.

>> No.2632967
File: 917 KB, 1680x1050, Screenshot_Doom_20150823_004949_02.png [View same] [iqdb] [saucenao] [google]
2632967

I'm bored, so I'm trying my hand at mapping.
Using the latest SLADE.

Making a DN3D-esque stripclub. In this screenshot, I'm standing on the catwalk. Need to write some DECORATE for the dancers still.

How does one place a texture on top of another texture on a linedef, like an overlay?
I need to place a sign for the mens room I am facing the entrance of. Also wouldnt mind adding a neon sign above the main stage.

>> No.2632983

Wow TNT really is fucking great, love the level designs.

>> No.2632991

>>2632967
create a special texture. a copy of the wall/door texture with the mens room sign overlaid on it.

for a real example see SLADWALL/SLADPOIS/SLADSKUL in slades texture editor

alternatively you can superimpose linedefs and use transparent textures but it is trickier to edit that way and i don't know off the top of my head of any ready-made examples to point to you towards.

>> No.2632994
File: 340 KB, 1280x800, Screenshot_Doom_20150823_010407.png [View same] [iqdb] [saucenao] [google]
2632994

>for a real example see SLADWALL/SLADPOIS/SLADSKUL in slades texture editor

That is pretty helpful; thanks!

>> No.2633114

I don't find jump maze fun.

>> No.2633137

>>2633114
If this is TNT 30 you're talking about, look at the torches in the starting room, and memorise the order.

>> No.2633138

>>2633137
Nah I meant that server on zandy that's always up.

>> No.2633145

>>2633138
Ah, okay then.

>> No.2633213

>>2633114
hmm, i've never played it, but generally, platforming in doom isn't my thing either.

that said, plenty of people seem to like it, hence all the rocket jumping maps and such. not to mention arch-vile jump (the megawad), and pillar jumping sequences in slundermaps (to coin a phrase).

>> No.2633223

>>2633137
I don't think i've ever played this in an engine that didn't draw teleporter lines in a different colour...

>> No.2633262

>>2633223 (me)
Thinking about it this is probably the TNT equivalent of using freelook to kill the spawner

>> No.2633296
File: 357 KB, 1680x1050, Screenshot_Doom_20150823_073212.png [View same] [iqdb] [saucenao] [google]
2633296

>>2625065
>>2625440

I got to working on the MBF AltHUD for ZDoom.

Now the trick is to make the bar counters, and the weapon number counter. I might need to write some ACS for that. NC_HUD has bars, but they are filled gradients instead of line marks. Still, looking at the code for that might help.

>> No.2633310

>>2633296
Pfft, overlooked the wiki entry again.
There is an SBARINFO function called "DrawBar."

>> No.2633315

>>2633223
>>2633262
Yeah. I personally disable the teleporter line coloring in my automap settings for all source ports.

>> No.2633363

>>2633315
for me that is too drastic. in most cases it's obvious where a teleporter is (teleporter pads with recognisable flats and so forth), so having it shown is not spoiler information but in fact improves the automap's usability. thus, i think having the lines visible is generally sufficiently useful that it outweighs those rare times when it subverts the map design. but i acknowledge it's a subject over which reasonable people can disagree.

the best solution is probably for the engine to detect it is on a known map that requires disabling teleporter line display (as zdoom does for many existing maps requiring special cased behaviour), and also - although it won't help existing maps - for new mappers to use the linedef flags appropriately (secret/invisible lines)

>> No.2633376

>>2633363
My reasoning is because there are a few cases in vanilla maps that used teleporter lines as traps, that unfortunately become obvious if I can see them in the automap before triggering them. And even with most cases being that it isnt spoilery, its not really information I've ever felt I needed in the first place.

>> No.2633389
File: 610 KB, 1680x1050, Screenshot_Doom_20150823_081839.png [View same] [iqdb] [saucenao] [google]
2633389

>>2633310
Apparently for an Actor's Health and Armor, it needs to call some sort of Inventory item, unlike DrawNumber which just werks. Ammo1 works fine.

Also, until I figure out how to do the weapons numbers, I decided to use weapontag to display the name, which I think actually looks nice.
In addition, it makes it compatible with other mods. Loading up ww-nazis-v2 gives correct weapon names. Although weapon replacements have their original names still, like the D64 weapons in Smooth Doom.

Modding is fun.

>> No.2633397

>>2633376
you are right of course, i should really wean myself off the feature

>> No.2633413

>>2633389
nice, i opened the screenshot and briefly wondered how you'd got all that fancy stuff into pr+ until i realised it was the other way round

>> No.2633421

>>2633296

This looks fucking sweet. I've been waiting for someone to do this for a looooong time. Are you going to have multiple configuration options like in Pr+ ?

>> No.2633441

>>2633421
Quite possibly. Still honing my modding skills.
This is my first status bar mod.

>> No.2633498

>>2633421
Here is what I have done if you want to try it:
https://www.dropbox.com/s/svntk74s5ypn229/mbfhud-20150823.pk3?dl=0

In HUD Options>Alternative HUD, "Enable Alternative Hud" needs to be set to "OFF".
And in HUD Options, you might want to stretch status bar.

>> No.2633524

>>2633498

Awesome, thanks. Already started checking it out with various mods and stuff just to see what kind of names they give the weapons. even AEOD for shits and giggles

It's pretty much the groundwork for everything someone could want (in relation to the original hud). Kudos to you.

Do you know what else you want to do with it?

>> No.2633535

>>2633524
>Do you know what else you want to do with it?

Well first, to finish the bars for Health and Armor.
After that, probably the multiple configurations like you said, which should be easy once I figure out the former.

Support for the Inventory bar, maybe. The original didn't support it, so I hadn't thought of it. Also maybe a Heretic version.

We'll see, I guess.

>> No.2633625

>>2633535

Cool. Are you going to keep the ammo red // health green // armor blue permanently so they can easily be distinguished at first glance? Or, make it so they align with some sort of defined parameters (100%, 50%, 25% or whatever). I just couldn't tell at this stage.

P.s: Two things I noticed (which you might not care at all about is) 1) when weapon names are too long, they overwrite the WEAPON tab instead of doing some sort of [...] or clipping and 2) any mods that use a clip system just show ammo for the clip, and don't give a total amount. Both of which don't matter in vanilla at all but eh, I didn't know if you were aware.

>> No.2633735

>>2632190
Was him crashing the moon into Hell part of your plan?

>> No.2633980

>>2625430
Just so you know, the picture and title in the OP is very bad. Couldn't tell this was the Doom thread from a glance.

>> No.2634021

>>2633980
yes, i am sorry.

i thought the idea was sound; there was that one post from the last thread that compelled people to come to a decision and start working, and the thread before had the rather appropriate gif edit, so it all seemed like fate.

but i absolutely screwed up the execution of the idea and basically ruined it, for which i can only apologise and try my hardest that it doesn't happen again.

most importantly, the thread picture must not be spoilered. never, not ever.

>> No.2634029

>>2631610

they are expecting to find demons in the wreckage

>> No.2634078
File: 2.91 MB, 320x240, ToxicBaseFixed.webm [View same] [iqdb] [saucenao] [google]
2634078

>>2632192
>>2632956 (me)
all right i looked at this again. all those linedefs turned out to be doors: either type 63 SR open/close or type 114 SR blazing open/close.

so they don't need tags, they need changing to manual door types, 63 -> 1 and 114 -> 117.

i've done this here. i also flipped around the inner side of the yellow key door, which was facing the wrong way, and rebuilt the nodes, and gave the two archviles the ambush flag as noted by >>2632223 .

then i recorded a demo of it which is included in the zip. obviously having edited the map i knew what was coming so this is hardly a first try (unseen). anyway the map should be playable in any limit removing port. possibly vanilla too, i didn't check.

http://temp-host.com/download.php?file=ax65yu

>> No.2634080

A nice little mod for you guys.

Although I think it's dead since the last update was 2 years ago it's still pretty solid

http://www.moddb.com/mods/doomone

The modmaker recommends the trash that is brutal doom but thankfully it isn't required. Not sure why he even recommends it since the wad also comes with a pistol zombie reskin and he claims this makes BD glitch out. it's like why even have it then?

>> No.2634087

Is it me or is map 6 of TNT one of the most boring maps of all doom games?

>> No.2634091
File: 1.02 MB, 1916x790, MAP01 (4).png [View same] [iqdb] [saucenao] [google]
2634091

Some needless hot leaks from a dumb vanilla Doom-in-Doom format map I'm working on. Doing it to break up zDoomisms and learn how to obsess less over detail.

Despite DnD format, I can't get it to work in ChocoDoom because of what I assume is an visplane overflow in one area, but I'll worry about it later since it works in anything that handles Boom+ (ala Doom Retro for example.)

>> No.2634096

>>2634087
I never really liked the layout of it. Too much running around after hitting some random switch.

>> No.2634097

>>2634091
>DnD format

Welp, I've been on /tg/ for far too long.

>> No.2634105
File: 59 KB, 544x980, Eiserne Handgranate, 30j.Krieg, m. Holunder-Zünder.1 kl.jpg [View same] [iqdb] [saucenao] [google]
2634105

Hey, anyone have cool any ideas for new artifacts for hexen/heretic? Go wild!

>> No.2634115

>>2632857

I'd say the balance is 1:1 rather than relying on gameplay, but that they're multiplicative and not additive. Wherein, I would call what ID does for Doom/Doom 2 a baseline value for Visuals.


Visuals can carry shitty balance about as well excellent gameplay can carry poor visuals, but neither can survive if one is a value that's approaching 0 because they just drag it down far too much. So if you have fuckin' ace-tier gameplay and ace-tier graphics, it makes an insanely good auto-Cacoaward map in a sense.

>> No.2634136

>>2634115
I agree. Mods with relatively shitty maps but glorious architecture are great in my book, because the visual experience is simply enjoyable by itself.
> So if you have fuckin' ace-tier gameplay and ace-tier graphics, it makes an insanely good auto-Cacoaward map in a sense.
Example: Monster hunter limited. Looks fucking gorgeous and has great gameplay.

I guess gameplay can be divided into the meticulously choreographed combat aspect and e1 style exploration anyway. There's more than one definition for it.

>> No.2634148

>>2634136

Well gameplay is far more opinionated than visuals most of the time. Some people don't mind sniper platforms, some people hate them. Some people get hard-ons for slaughter sections, other people find it lazy difficulty. Some people love exploration and backtracking, and some people want simple linear romps. Etc, etc.

Visuals are almost universally agreed on (that I've seen here and a few other places at least) as long as needless over-detailing and shitty tropes are avoided; and imitation of iD (while getting a bit overdone at this point imo) can be a treat in itself.

Even when the rest of the map is solid, something about needless wall and floor cut-outs get on my nerves. Especially those with hex floors. We get it, you can draw a hexagon in Doombuilder, congrats. Neato that you think a random singular hexagonal tile is missing is realistic or whatever. (And then they don't add some kind of border to the wall, so they're all half-cut off and lazy looking after that meticulous detail in the middle of the room. aaaaaa)

>> No.2634214

>>2634105
Heretic doesn't really need new things
and about Hexen
>Icon of Defender has different effects depending on the class, cleric goes invulnerable, fighter gets quad damage, mage gets infinite mana. Activating it gives you 30 A.C. too. Can't stockpile it though
>Dark Servant is infinite but can be killed faster and there is a different monster depending on the class
>If a boss is at low health you can morph it with Porkalator and causes a humiliating end for said boss [Death wyvern becomes a rooster, Heresiarch becomes a puppy with his robes, Korax is reducted to a small size and makes high pitched noises]
>Mystic ambit incant has different effects from different classes that give and take the incant. for example, a fighter gives strength to another fighter but if it gives it to a different class it gives him more resistence.
>If there are new classes for hexen from a mod, they should have a special flechette that aren't similar to the other classes flechettes
>Armor classes have extra defensive effects. Magical pendant shields you more from non-fire projectiles, chainmail armor protects you a lot more from melee attacks, shield shields you more from fire projectiles and platinum helmet makes the other armor classes last longer

>> No.2634272
File: 4 KB, 486x69, reminder.png [View same] [iqdb] [saucenao] [google]
2634272

>> No.2634294

>>2634148
>Well gameplay is far more opinionated than visuals most of the time. Some people don't mind sniper platforms, some people hate them. Some people get hard-ons for slaughter sections, other people find it lazy difficulty. Some people love exploration and backtracking, and some people want simple linear romps. Etc, etc.
Yeah, it's impossible to be objective about. Even such a thing as level length divides people. For example I like huge single levels, but much prefer megawads with small levels of great variation like Scythe 1/2.
>Even when the rest of the map is solid, something about needless wall and floor cut-outs get on my nerves.
Agreed, but bad design is bad design whether it's simple or detailed. Those floor cut outs and similar detailing usually like like shit because the they're inconsistent with the rest of the environment. The whole level should have a roughly similar level of architectural detail, if that criteria is fulfilled it's up to simple quality of design and taste.
>>2634214
>Heretic doesn't really need new things
Well it's for a TC.

I really like the armor idea, and a shrinking artifact might be a ton of fun.

>> No.2634298
File: 52 KB, 590x351, 1423953955314.png [View same] [iqdb] [saucenao] [google]
2634298

>>2634272

>> No.2634323

>>2634298

and for those willing to look it up, Romero also favorited those tweets.

>> No.2634346

>>2634298
its funny that developers who give a shit about games are not butthurt about piracy, while those on a publishers leash claim its the worst thing in the industry

>> No.2634350

>>2634346
Because devs make games because they love games and they want people to play their games.

Publishers publish games because they want money. They couldn't give a shit about anything else.

>> No.2634362

>>2634346
This is a dumb rationalization for piracy that is also a generalization -- developers also deserve and want to get paid for their efforts.

>> No.2634384

>>2634362

but both John and Carmack -and the id originals- agreed on never ever taking a dime out of anything done by id in the case of being fired/quitting the company; it's on Masters of Doom

>> No.2634392

>>2634346

Honestly, it generally boils down to two issues.

1: Developers want people to play what they made.
2: Developers also want to make a living off of it to create more.

It's a bit of a seesaw. Ideally, you'd want both, but sometimes a scenario comes where you have to prioritize one over the other.
Which is more important to you?

>> No.2634397

>>2634298

S-SHUT UP
IT'S NOT TRUE!
C-CARMACK STILL CARES!
I MUST BUY ON STEAMMM!!!

>> No.2634452

>>2634091
that looks good

>> No.2634465

>>2634214

>infinite use dark servant
>varies by class

Neat. What would each class get though?

>> No.2634483

>>2632836
thnx bruh

>> No.2634490

>>2634465
Fighter still gets Maulotaur, Mage gets Iron Lich, Cleric gets dismounted D`Sparil? Rebalanced accordingly so that they're all more or less the same power level, of course, just with different specialties.

Now, what happens when you collect more than one? Maps for hexen are rare enough already, maps designed around a hexen gameplay mod are a pipe dream. Should additional pickups allow you to have more than one servant active at a time? Maybe just buffs to the individual? Reduced cooldown, assuming there'd be cooldown to keep you from just instantly respawning your servant as soon as it dies?

>> No.2634515

>>2632795
>>2630898
thank you but please in future supply a link if possible, on this occasion the announcement was easy to find, but please remember that in future, thank you for your help in making the news post easy to maintain.

>> No.2634550

>>2634490
In the mod I'm working on I won't there won't be different classes at all, the player will be a generalist adventurer. I'm going for heavy focus on usable items that encourage strategy and emergent gameplay, like mines, things that place debuffs (like the standard blind/stun/silence etc effects common in RPGs) and such.
Some ideas I have:

>item that raises a dead monster for a limited amount of time and makes it friendly to the player.

>throwable oil flask that covers an enemy or spot on the ground in oil, can be ignited by other means

>smoke bomb that gives partial invisibility effect in a radius

>> No.2634615

>>2625430
Is piratedoom any good? I wanna buckle some motherfucking swashes.

>> No.2634618

>>2634615
Yes xir.

>> No.2634626
File: 12 KB, 320x200, Screenshot_Doom_20150823_172947.png [View same] [iqdb] [saucenao] [google]
2634626

THIS WAS CERTAINLY PLAYTESTED WELL

>> No.2634727

>>2634550
If you are going with an utility-oriented gameplay then try to balance your items on 5 routes
1)Suppression, the things that basically hurt or do whatever to the enemies to give you an advantage
2)Summon, summon things to help you
3)Support, obviously healing or boosting stats or mobility[i.e. higher jumps or flight]
4)Special, think tome of power but for more stuff, or with different effects
5)Hazard, if you can code it, you could make items that can rely on props or hazards[i.e. if you throw an item to a lava pit, a lava monster will aid you]

>> No.2634735

>>2634452

Well good news, it's almost done. I'm trying to finish it tonight. All that's left is touching up an outdoor area, assigning door flats (my one weakness) and some balance passes.

>> No.2634769

>>2634626
Wait there's a blake stone tc?
>>2634727
That's a really good set of guidelines anon, I'll be sure to save it.
>1)Suppression
Gonna be a ton of these.
>5)Hazard, if you can code it, you could make items that can rely on props or hazards
This is one of the things I really want to implement and do a lot with. I've always loved setting up elaborate rube-goldberg kills in games, like placing a mine outside a window in F.E.A.R and chucking a grenade inside so the dude throws himself out the window and on top of the mine.

>> No.2634823
File: 450 KB, 250x141, SRSLY.gif [View same] [iqdb] [saucenao] [google]
2634823

>>2634080
>Get to flight planning.

>music begins
>it's a fucking instrumental of nightwish's cover of phantom of the opera.

>> No.2634842
File: 153 KB, 1025x641, Physics have been defied.png [View same] [iqdb] [saucenao] [google]
2634842

>>2634823
>tfw I know the lyrics so well I can hear them in my head as I play the level.

>> No.2634879

>>2634842

I fucking love that glitch. I loved it in Duke 3D and I love that it's in Samsara.

>> No.2634884
File: 79 KB, 320x200, titlepic.png [View same] [iqdb] [saucenao] [google]
2634884

>>2634735
>>2634452
>>2634091

Alright, it's done.

Known Issues:
>Balance can be wonky, ammo is tight.
>Too many armors on the map.
>Doesn't run in Chocolate Doom/has probably major issues with 1:1 Doom emulation.
>Lift in the box room has to be humped instead of booped with a switch. Not really an issues though.
>Added a key for cooperative support in case of player death, but then added no cooperative player starts because I am not a clever man.
>I should add more enemy warp-ins after "that one room" but I ran out of steam.
>Ending goes all kinds of wack depending on the right port. Gives you a bugged life in Map02 with Retro Doom, or ends instantly in gzDoom.

It's Doom-in-Doom format, but it will likely only run on ports that support Boom. Let's just call the Par Time 2:30. Difficulty doesn't ramp up very high. No RL and no BFG9000, Plasma Gun has little ammo if you bother to find it, and it will only be good for a few fights.

The port I tested it with most was Doom Retro (and honestly had a lot of fun doing so, I need to play other stuff with that), but it also works with gzDoom. I think I blocked the only places jumping could cheat the level.

Enjoy! I hope. Maybe. It's kinda short.
https://mega.co.nz/#!RxBCiRCT!b1MnUJGE9FB8kvCbnONszDiuaaEdZcNqrRTqeMT2PhA

>> No.2634887

>>2634879
IIRC people begged Term to add that in since it wasnt there at first.

>> No.2634914

I'm mapping for the first time and trying to make a vanilla compatible map. Since Chocolate Doom and PrBoom both have screwed up colours on my computer I'm using PrBoom+. Am I right in thinking that setting up PrBoom+ in DoomBuilder 2 as the Testing Application and adding -complevel 2 to the Parameters will make PrBoom+ act like vanilla Doom? At least for compatibility purposes.

Also, when I type in -complevel 2 with a space beforehand it adds in an extra space. Here's what it says in Result:
-iwad "C:\PROGRA~2\Steam\STEAMA~1\common\DOOM2~1\base\DOOM2.WAD" -skill "4" -file "C:\PRBOOM~1.3-W\PRBOOM~1.3\moonbase.wad" "C:\Users\asus\AppData\Local\Temp\4ag5cizj\jtj47e9e.wad" -warp 1 -complevel 2

Should I be concerned about the extra space before -complevel?

And yes, I know,
>buying Doom on Steam

>> No.2634926

>>2634887

It was in the first "release" build, but it wasn't in the alphas.

>> No.2634938

>>2629059
/r/ing that Douk one.

>> No.2635194

>>2634914
PrBoom+ with -complevel 2 is good for making "Limit Removing" maps. But you'll have to go with vanilla or chocolate if you actually want it to be within vanilla's static limits.

>> No.2635286

>>2634914
>Should I be concerned about the extra space before -complevel?
no, it's fine, spaces outside quotation marks are ignored (not a pr+ specific thing, all C programs get their arguments as an array of words)

>> No.2635303

>>2634914
You can also edit prboom-plus.cfg and set default_compatibility to 2

>> No.2635307

NEW THREAD

>>2635305
>>2635305
>>2635305

>> No.2635753

>>2631082
>single player only
Nothing wrong with that.

>> No.2636628
File: 51 KB, 131x131, vrdoom1508.png [View same] [iqdb] [saucenao] [google]
2636628

backup in the cloud

>> No.2636658

>>2636628
that's some cool static, bruh

>> No.2636883

>>2636628

I dun gettid