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/vr/ - Retro Games


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File: 64 KB, 500x267, revenant_eyeballs.png [View same] [iqdb] [saucenao] [google]
3044204 No.3044204 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3039749

DOOM/II/ULTIMATE/FINAL/64
Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~

FAQ/PASTEBIN
http://pastebin.com/vPbiw4NR

SO YOU WANT TO PLAY SOME...
Doom: https://data.desustorage.org/vr/image/1448/27/1448271860636.png
Doom download: https://yadi.sk/d/469ydBaLndVCJ
Quake: https://data.desustorage.org/vr/image/1405/27/1405272990521.png
Duke: https://data.desustorage.org/vr/image/1403/19/1403195896088.jpg
Thief: https://data.desustorage.org/vr/image/1456/09/1456095399293.jpg

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: http://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: http://www.doomworld.com/idgames/
BT (2016-02-01): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

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

== /VR/DOOM COMMUNITY ==

IRC
irc.zandronum.com #vr (key in faq)

THREAD ARCHIVES
https://desustorage.org/vr/search/text/%22doom%20thread%22/type/op/

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K

COMMUNITY PROJECT
Make a Boom-compatible E1-themed Ultimate Doom map.
Status: https://desustorage.org/vr/post/3019509

>> No.3044206

===NEWS===

[03-04] Anon map release: Dark and Dreary final edition
>>3042602
https://www.dropbox.com/s/ry4x8qijhqcjqk5/Dark%20and%20Dreary%20Final.wad

[03-04] Anon mod release: Spellcross Arena V1.0 + 32 Monster Pack
>>3041983
http://www.mediafire.com/download/4ta6poh3gh066fb/Spellcross+Arena+V1.0.zip

[03-04] Anon map release: helltour.wad
>>3041418
https://drive.google.com/file/d/0B4mwJRa7e5VpRElIeVdzRDNkckU/view?usp=sharing

[03-02] Anon mod update: d64_wmi_alt.pk3
>>3037951
https://mega.nz/#!yhIgVBAR!bTBnJbAH5exrjVu_uN9qrQpZuGtdYEnYr5naNKXiAoU

[03-02] Miasma, by tourniquet
https://www.doomworld.com/vb/wads-mods/86466-miasma/

[03-02] Pepper, by Ribbiks
>>3036229
https://www.doomworld.com/vb/wads-mods/86452-

[03-01] DUMP (Doom Upstart Mapping Project) part 2
http://forum.zdoom.org/viewtopic.php?f=19&t=51072
https://www.doomworld.com/vb/post/1567594

[03-01] Anon map release: Skyscraper Speedmap
>>3034557
https://www.dropbox.com/s/p7ws00ra123vnq8/skyscraper%20speedmap.wad

[03-01] Reminder: 64K ZDoom mod contest
http://forum.zdoom.org/viewtopic.php?t=50859

[02-29] Combined Arms v1.0 released
>>3033406
http://forum.zdoom.org/viewtopic.php?t=51066
https://dl.dropboxusercontent.com/u/8380892/Combined_Arms%20releases/Combined_Arms_V1.0.pk3

[02-29] Anon map release: A Dumb Sewer In Two Hours (2hr speedmap)
>>3032907 >>3032953
https://www.dropbox.com/s/v04va9b87tgkln7/A%20Dumb%20Sewer%20in%202%20hours.wad

[02-29] Anon map release: complab.wad (WIP)
>>3032276
https://mega.nz/#!fg1ihKaK!0-QoHYwRTKsMFtv9AiZWMxffPpmdzpdEI60e2YdqXas

[02-29] A Morte (Hexen mod) updated
>>3031476
http://forum.zdoom.org/viewtopic.php?t=50891
http://www.mediafire.com/download/gru0p464m87y25z/A+Morte_195.rar

[02-28] Guncaster promo for future update
https://youtu.be/b-ksjibpbyQ

[02-28] Zero Tolerance 2016 released
http://forum.zdoom.org/viewtopic.php?t=51000

[02-27] Anon map release: BSSnew1.wad
>>3025293
http://pastebin.com/z8wCn5u4

===

To submit news, please reply to this post.

>> No.3044225

Re: Altern DOOM cover

Option A has 31%, Option B has 69%.

>> No.3044228

Hello. I am looking for a source porte for Doom on Android. I have got alll of the IWAD. Thanks ;)

>> No.3044229
File: 28 KB, 522x637, EE6Bwho.png [View same] [iqdb] [saucenao] [google]
3044229

third for cacodemon

>> No.3044234

>>3044225
Good

>> No.3044235

>>3044228
the only one i know about is Doom Touch and you have to pay for it unfortunately

>> No.3044236
File: 2.86 MB, 1280x720, mancuclimb.webm [View same] [iqdb] [saucenao] [google]
3044236

I think this is my favourite part about the Mancubus demon rune. It's too fat to use the gravlift or whatever those are, so it has to climb over them :'^) And in other unrelated things

ARE YOU LOOKING FOR A WAD MADE BY OBLIGE? DO YOU THINK 100% IS BULLSHIT, AND YOU SHOULD HAVE TO RUN PAST CYBERDEMONS AND SPIDER MASTERMINDS AND HOPE THEY DON'T KILL YOU BEFORE HITTING EXIT BUTTONS? AMMO A LUXURY? MOBS SHOULD BE SPAMMED?
TRY https://mega.nz/#!0hlXgYLJ!7ZgjyTkWGj5cEznjyjbvnHaotVK9AePMOAZ82LpRAiY
Build game was doom 2, and zDoom if that matters for oblige.
You might not think Ammo is scarce at points, but trust me, it's very varying. Also, by map 11 I still haven't found a chainsaw if there is one by that point

>> No.3044251

>>3044235
I actually have tried doom touch, it was version 4.0.4, and i have placed Iwad files where i was supposed to. When I tried to play the game, app wanted to download an update, but it looked like it couldnt connect to the server

>> No.3044256
File: 827 KB, 942x530, Spellcap.png [View same] [iqdb] [saucenao] [google]
3044256

I still need some more to try out my new custom DOOM monsters in Spellcross Arena.

I didn't get many replies last thread and would love to share this with you guys. There's 32 new custom monsters for wads to use, but for now you can fight them in this randomly generated arena.

More info here: http://forum.zdoom.org/viewtopic.php?f=19&t=49873
Download here: mediafire.com/download/4ta6poh3gh066fb/Spellcross+Arena+V1.0.zip
Wad Requires HARDWARE (OPENGL) and a semi-modern source port (Zandronum etc)

>> No.3044260

>>3044236
Acrobatic mancubi... The thought horrifies me.

Imagine having a player run out of ammo against a lone mancubus and start running for a distant cache, only to see the mancubus chasing him with a similar level of agility... and keeping up. (For a while. Then it has to 'cool down'.)

>> No.3044290

>>3044236
>that bouncing at the end
adorable

I want a friendlies server in Doom 4 so so bad

I'd imagine jumping on top of a revenant and flying around with him, or mancubus walking around while aiming upwards

>> No.3044292

>>3044236
I found something really neat in the multiplayer Alpha.
You may not be able to rocket jump anymore, but you can in fact Gauss Jump.

>> No.3044303

>>3044292
you'd think how they decreased self rocket damage would actually encourage rocket jumping , kind of like in quake 3. maybe there's a command somewhere in the files dug out.

what you can do though is enable bunnyhopping through a console argument, and fucking suprise, it actually makes the game play at least 50% less of a fucking slideshow in result.

>> No.3044314
File: 202 KB, 758x342, crap.png [View same] [iqdb] [saucenao] [google]
3044314

>finished inferno
>start thy flesh consumed
>hurt me plenty
>mfw they do

Now I hope Doom 2 doesn't have this many teleporting enemies.

>> No.3044325

>[03-04] Anon map release: helltour.wad
A suggestion for the author: please avoid grids of slow moving perpetual floors, they are most irritating to navigate

Curses to E2M3 for unleashing them on the world I guess

>> No.3044339

>>3044314
there's a few, but not like every level. one of my favourites is the blue key trap on doom2 map16, it's a big crowd but there's lots of room, and no hitscanners, so if your dodging is good, it should not be a problem.

>> No.3044340
File: 2.86 MB, 1280x720, strafejumping.webm [View same] [iqdb] [saucenao] [google]
3044340

>>3044303
This one you mean?

>> No.3044345

>>3044314
You should play Doom 2 before Thy Flesh Consumed. That's the order they were made in.

>> No.3044348

>>3044314
you might actually be better off doing doom2 then come back to doom e4 afterwards

>> No.3044364

>>3044340
I will never understand people's obsession with that feature. I would prefer player max speed to be higher than to be pressing jump everytime

>> No.3044365
File: 32 KB, 300x372, Power_Slave_cover_art.jpg [View same] [iqdb] [saucenao] [google]
3044365

>platforming
>insta-death pits
>no saving of any description

Holy shit fuck this game. Why did they make the game so fun and then ruin it by having this fucking bullshit. Having to start a level all over again just because I didn't make a jump is so fucking infuriating.

>> No.3044373

>>3044340
Why don't they just have Doom engine style strafe running?
Strafejumping is far more of a Quake thing.

>> No.3044374

Anybody tried gz3doom? I thought it was pretty cool though some maps were too hard to beat with it (or maybe I was just a chump, either way couldn't clear E4M2)

It was really easy. To dodge cybie rockets in 3D

>> No.3044385

>>3044365
yeah there's a limit to the number of unsuccessful tries, and replaying the same thing over and over again, before it stops being worth it. patience is a virtue i lack
>>3044374
gz3doom? can't say i've ever heard of it

>> No.3044386

>>3044314
thy flesh consumed is nothing to write home about, in my honest opinion.

the levels feel rushed with either
a: claustrophobic, convoluted landscapes (i.e. E4M2)
b: open, blank space with a larger monster count than most doom 1 maps

>> No.3044393

>>3044365
git gud desu

In all seriousness, Powerslave is probably one of my favourite games of all time precisely for the reasons you mentioned. Then again I'm prepared to acknowledge that I'm weird in loving insanely difficult first person platforming.

>> No.3044398

>>3044385
There's also a few other things that really annoy me, like how every time you re-enter an area you somehow forget the map layout. Respawning enemies is fine, but I was just fucking there. It makes no sense. Hell even Hexen remembered where you went.

>>3044393
I can tolerate first person platforming to a degree, but losing 20 minutes of progress just because I didn't jump properly in a first person SHOOTER is just unacceptable for me.

I am really hoping Night Dive studio didn't pussy out of releasing a remaster which will hopefully have a save system of some description.

>> No.3044407
File: 389 KB, 1920x1440, 101_0448.jpg [View same] [iqdb] [saucenao] [google]
3044407

>> No.3044413 [DELETED] 

>>3044407
DO

>> No.3044416 [DELETED] 

>>3044407
NOT

>> No.3044418 [DELETED] 

>>3044413
YOU

>> No.3044419 [DELETED] 

>>3044407
WE

>> No.3044421

>>3044407
lol
the horse doesn't look very happy about it

>> No.3044423 [DELETED] 

>>3044419
BUILT

>> No.3044424

>>3044413 >>3044416 >>3044418 >>3044419 >>3044423
can you stop please, this isn't /b/

>> No.3044427 [DELETED] 

>>3044424
NO

>> No.3044430

>>3044407
Do not rock the cacodemon

>> No.3044434

I wish this shitty meme would die

>> No.3044435 [DELETED] 

>>3044407
JUST

>> No.3044436

>>3044365
Duke and Shadow Warrior are full of bullshit platforming too. 3D platforming when you can't see your feet and the controls feel like every surface is made of ice. No thanks.

Come to think of it now Shadow Warrior isalso filled with tons of retarded insta-death bullshit. Fuck you, 3D realms.

>> No.3044442

>>3044436
Perhaps, but at least those games allowed you to quicksave.

>> No.3044447

>>3044434
if it inspires original content i don't mind it, but not if it just produces low content /v/ meme spamming

>> No.3044452

so this is why z& is littered with complex doom

https://www.reddit.com/r/Doom/comments/45j2mu/i_can_honestly_say_that_complex_doom_is_the_best/

>> No.3044454

>>3044436
Honestly now, Shadow Warrior would have been a much better game if it wasn't for the awful platforming sections that broke up the flow of things.

Also what is it with 3D realms and their love of suicide enemies? Duke had those fucking drones, and Shadow Warrior has those assholes that run into you with a box of dynamite.

>> No.3044457

>>3044424
>>3044434

s-stop liking what I don't like p-pls

>> No.3044459

>>3044454
the idea is sound - melee opponents that are truly dangerous in melee range. contrast doom's demons, whose bites are embarrassingly easy to avoid because they stand still while attacking. a suicide bomber has a large radius of effect to be concerned about.

>> No.3044460

>>3044434
I wish there would be some variety to it, not just "DO", "NOT" etc etc.
At least be creative with your repetitive joke.

>> No.3044462

>>3044457
if you like every thread to be full of low-content shitposting i suggest this isn't the board for you, one of the faster-moving ones might be more to your tastes.

>> No.3044463

>>3044457
Listen, it was fine the first few times you guys posted it, but now it's starting to get on my nerves. Just let it die.

>> No.3044464

>>3044459
Pinkies are fucking scary with -fast

>> No.3044472

>>3044454
I hate those drone thngs, worst enemy in the game but at least those dick ass drones aren't instakill, they hurt but it's less than 50 dmg pretty sure. Those assholes with dynamite do 80+

>> No.3044480

>>3044454
I love Shadow Warrior but the platforming never really bothered me (although I wouldn't miss it). Off the top of my head, my biggest issues with the game were:

-Grey/Orange ninjas could insta-kill you with their rocket bullshit
-Coolie ghosts were annoying to fight
-The shotgun was pathetic.
-Regular ninjas could down you way too quickly. It's
not as bad as Blood's cultists, but still really annoying

>> No.3044490

>>3044225
Noice.

Would still prefer B with A as a reversible, than current with B or A as a reversible.

>> No.3044494
File: 3 KB, 253x307, demon.gif [View same] [iqdb] [saucenao] [google]
3044494

>> No.3044495

>>3044490
I'd rather B be the reversible. A would be incredibly easy enough to get all the crap off of, like publisher logo, specs, and all that. B would be harder.

>> No.3044509

>>3044495
Can anyone help me out with some dehacked editing? i'm trying to load out a dehacked on a wad into whacked but it gives me a "list index out of range" error.

>> No.3044513

>>3044509

Can you describe in detail what you're trying to do, and give us the actual files you are using?

>> No.3044518

Did anyone else hate TNT as much as I did? Let me sum up what I remember TNT as being

>narrow corrider
>DOOR OPENS BEHIND YOU
>narrow corridor
>DOOR OPENS BEHIND YOU
>narrow corridor
>DOOR OPENS BEHIND YOU
>turn around
>DOOR OPENS BEHIND YOU
>Look left
>DOOR OPENS BEHIND YOU

The whole megawad REEKED of poor craftmanship and unoriginality. Seriously, who thought it would be a genius idea to force the player to shoot rockets BELOW the opening of the Icon of Sin? And the beginning of the level? I forgot I loved Doom because of all the gimmicky platform puzzles.

>> No.3044519

>>3044494
>DUUUUHHHHHH

>> No.3044528

>>3044518
no, there were quite a few maps in tnt.wad i really like. i agree the last level was pretty bad though. i don't like puzzle maps or boss spawner maps and it was both.

>> No.3044530

Can we talk about how fucking cringe Zandronum community has gotten

https://dl.dropboxusercontent.com/u/70834999/Videos/Zandronum.mp4

>> No.3044531

>>3044494
like it, good shading

>> No.3044535

>>3044528
It wasn't devoid of good maps, but every good map was sandwiched in between 15 shitty ones.

For comparison, I played Master Levels back to back and I was absolutely blown away by ML. It felt like the creators were inside my head, knew what I was going to do next and had accounted for it

>> No.3044541

>>3044530
>has gotten
Is it really especially shitty now? I thought it was always bad even back in the Skulltag days.

>> No.3044545

>>3044530
not sure if i'm supposed to be sneering with the creator of that video, or at him

>> No.3044548
File: 1.94 MB, 2411x2751, doomguy edit.jpg [View same] [iqdb] [saucenao] [google]
3044548

damn if I'm loving the B cover

how's this though

>> No.3044553

>>3044548
I like it, except for one thing. Doomguy's helmet looks a little blue. I don't know if that's intentional or not so don't take offense to it.

>> No.3044554

>>3044518
I don't hate TNT for that but I do hate TNT for having really fucking ugly maps.

>> No.3044560

>>3044554
it's okay for the time it was made (which i think was late 1994 / early 1995).

what do you think of its contemporaries? do you find all maps from that era too ugly?

>> No.3044563
File: 48 KB, 349x311, Aamx2Vu.jpg [View same] [iqdb] [saucenao] [google]
3044563

>>3044530

It's fucking awful.
The server list is nothing but the same things.
The forums are dominated by either dumbasses or shitheads who think they're funnier than they are.
The most popular server cluster is administrated by a fucking retard who doesn't play Doom, doesn't care about Doom, and doesn't care to keep his servers updated or address any issues popping up.

Why does the best multiplayer source port have the worst community?

>> No.3044570

>>3044560
TNT came out in 1996, and one year later GothicDM came out, so they could have done a lot better and chose not to.

>> No.3044571

>>3044553
actually the purpose of the pic is just me wondering how it'd look showing off the arms

i realized a few seconds after posting it that the helmet looked like absolute shit so please disregard that. point is it should look black/a slight tonality of grey to counter all the green from the chest and legs, it just didn't come across as such because i literally tweaked the helmet at the very last second as an afterthought and didn't give a single shit about how it actually looked like.

>> No.3044572

>>3044563
which server cluster are you talking about? the only one i've heard of is best-ever

>> No.3044575

>>3044572

That would be it.

>> No.3044576

>>3044518
No, I love TNT.

>>3044554
I think it looks fine.

>>3044570
GothicDM and Gothic99 also ran like complete shit on most machines at the time because there were like over a hundred linedefs/secors in every room.

>> No.3044579

>>3044571
Oh, okay. Thanks for the explanation, anon.

>> No.3044586

>>3044570
you are not wrong, but please remember it was made a long time before it came out. it was completed in november 1995 and was about to be released when id swooped in at the final moment and offered to release it commercially. that they accepted the deal caused quite the controversy at the time.

>> No.3044587

anyone know where I can find a copy of newgothic movement 2 at its latest version? Last I saw it was the first 6 maps I think

>> No.3044592

>>3044576
My computer ran it fine and it was slightly above average AT BEST. Don't hate GothicDM just cause people don't like TNT

>> No.3044596

>>3044513
Sure thing.

I downloaded a copy of "the crafty titan's doom hack" which some of you must have already played before. I'm trying to modify the dehacked file inside a bit to ake it compatible for zdoom 2.8.1. But the file crashes out whackED when i try to load it, again it gives out a "list index out of range" error

http://pastebin.com/NgMnNXqp
here's the pastebin of the file if that helps.

>> No.3044601

>>3044518
I like the layouts themselves if that accounts for anything??

shitscanners never posed that much threat for me first time playing it either t.b.h, didn't even really notice or mind them either until i saw people complaining about them years later if im completely honest

it was mostly imps who carelessly chipped away at my hp because i was young and dumb, i do recall plutonia seeming pretty fucking insane when i was way younger and cursing at the mapmakers for putting archviles revenants and mancubi on the very first level and thinking 'just what the fuck, who could ever find this even remotely fun'. i'd still take TNT over plutonia any day of the year imho though.

>> No.3044602

>>3044592
I don't hate GothicDM, I think it's fucking beautiful, but there's a reason people weren't going insane with detail at the time.

Remember, this was a commercial release, and it should ideally be able to run on even a dated machine.

I honestly think the visuals in TNT are fine though.

>> No.3044603

>>3044592
i'd also like to add there's quite a difference between the state of the art of mapping in 1995, and in 1997, when lots more techniques to exploit the software renderer had been discovered, in particular "as much fake 3D trickery as possible" was expected.

>> No.3044605

>>3044325
Hah, I'll keep that in mind, but I wanted to try everything at least once.
At least it's an optional area.

>> No.3044607

>>3044256

Anyone? bump.
I was waiting to see /vr/'s opinion over them. Please try them if you like new monsters.

>> No.3044616

>>3044518
TNT is mostly great. Only map08 and map22 were bad for me. And while I'm not the biggest fan of its map30, I can at least appreciate it for having some shit to do before the boss.

>> No.3044617

>>3044602
I don't hate the visuals, I just don't think the level design is good. I've been designing Doom levels for 8 years and you very quickly discover what works and what doesn't. I'm not saying there's no place for tight levels, but a megawad full of them?

They made some bold choices, and for me, most of them didn't pay off. My high water mark of good level design is Master Levels. Interesting, memorable levels, perfect distribution/ratios of enemies, perfect ammo placement/distribution. And again, not all of them were 100% great, but almost all of the Master Levels were excellent or very close to it

>> No.3044620

>>3044576
Pretty sure it was only gothic99 that had performance issues. Unlike the first 2, it was limit removing.

>> No.3044631

>>3044530
>Odamex and ZDaemon will never have a lively community
>ZDoom and GZDoom will never have good netcode
>Zandronum will continue to be the only option for DOOM Multiplayer
What the fuck is even the point

>> No.3044645

>>3044631
Just play singleplayer exclusively. I have no friends and I've never been happier.

>> No.3044646

>>3044256
>Wad Requires HARDWARE (OPENGL) and a semi-modern source port (Zandronum etc)
sorry, i don't want you to think you're being ignored, but i'm not really into this kind of thing at all

i hope someone tries out your stuff

>> No.3044650

>>3044596
one thing i forgot to mention, yukkuri doom hack is in itself a modified doom2 wad. IT comes with an old build of zdoom, thats why i wanted to adapt it to a newer build.

>> No.3044653

>>3044596

i am one hundred percent sure the author himself posted a iwad-less version in our threads months ago

>> No.3044660

>>3044653
ill find out in the archives, thanks.

>> No.3044665

>>3044256
Pretty neat. The monster being isometric plays with my head a bit, but it's clearly a labor of love and is a neat little playground.

I set up a server called "Spellcross Arena" (because I'm original like that), and it seems to work fine multiplayer, though I'm the only one in here right now.

>> No.3044672
File: 2.96 MB, 1600x1024, Screenshot_Doom_20151015_190812.png [View same] [iqdb] [saucenao] [google]
3044672

Seriously, how good you can be at making levels look as good but play so fucking bad?? This might be one of the most potentially good mods ever made, but it falls so fucking hard it's hilarious.

>Atrocious writing
>Shallow gameplay
>Infuriating level design

It's like the most show-off-y thing I've ever seen, but I just wanted so much to like it

>> No.3044703

>Playing Scythe 1 on UV-Fast with the Smartmons.wad
I made a mistake.
>Can't circlestrafe most of the big encounters.
>Barons in map 17 are nearly unkillable unless you somehow make them not get alerted and then pick the yellow skull.
>Map 19 in general.
I am not sure if i will beat this thing but god damn, i made a nice progress.

>> No.3044712

>>3044617
> I'm not saying there's no place for tight levels, but a megawad full of them?

Thats a contradictory statement.

>> No.3044724

>>3044646

There was no way I could create new monsters without being re-skins for older ports. Majority of them use new code to create new gameplay options, but still limited as to be played on Zandronum for multiplayer reasons instead of what GZdoom offers

>>3044665

Thanks. I looked at various games to adapt. Dungeon Keeper came close to bring into DOOM, but I didn't have all the files and some DK monsters have been created. Spellcross was all new, some monsters work better than others.

also LINK ME, I love to play multiplayer with you! is it on doomseeker??

>> No.3044729

>>3044703
>Smartmons.wad
link?

>> No.3044735

>>3044724
>also LINK ME, I love to play multiplayer with you! is it on doomseeker??
Yeah it's up there. I'm shitposting on /pol/ atm but I can hop back in.

just look up spellcross arena in the search, it should pop up

>> No.3044745

>>3044735

Nope can't see it. I cant host due to port forwarding, are you certain its there? Ip search?

>> No.3044747

>>3044712
You want to explain further or just keep being a dumbass?

>> No.3044760

>>3044745
you might have to wait for it to refresh again.


76.103.113.209:10667

>> No.3044768

>>3044760

I tried IP in Zandronum console, it wont connect.
Just because the server appears your side doesn't mean others can see it. It must be blocked (port forwarding?)

>> No.3044773

>>3044768
I know I'm connectable. I had a few people in another server yesterday. Ports are all forwarded.
Not sure why you're not able it.

>> No.3044786

>>3044768
Actually... try now. I had 2 servers up and that may have been messing with it? i dunno

>> No.3044789

>>3044747
My point is, you can't say "I'm not saying there's no place for thing" and then backtrack on that immediately with "but a megawad full of them?". It makes you sound like a tool who's trying but failing to sugarcoat.

>> No.3044791
File: 34 KB, 640x400, operation_body_count.png [View same] [iqdb] [saucenao] [google]
3044791

Somebody else remember playing this?

>> No.3044804

>>3044786

nope no good.
I have latest Zandronum and Doomseeker works fine (top server is complex alien vendetta)
is this correct?

Also while i'm here are your Spellcross monsters affected by Adjust Spirit Clipping? This if fixed if "never" but how can I make this work for everyone?

>> No.3044820

>>3044804
Yeah. I'm running Z& 2.1.2.
complex alien vendetta is top server

Not sure why it's not showing up.

>> No.3044826

>>3044480
Those ninjas with grenade/rocket launcher are awful. Just like with the dynamite guys and the shitty platforming it's another hard-to-avoid instakil mechanic that removes fun.
Also in one of the expansions there are these beeping landmines that can also instakill you, you can't shoot them and they only spawn when you get close enoughtodie to them. The only real way to avoid them is to know where they are so you can tread just into the trigger zone and run away. Without quick saving I'd have quit at that part.

>> No.3044830

>>3044820

I fiddled around with my Doomseeker settings in the past, and while I see most servers (sometimes even /vr/ servers) is there any other engines or unfilters I need to find yours?

>> No.3044834

hey, can we confirm that ijon tichy actually lurks here? Because I would sure as hell love to know if Dakka will ever be complete or not. I can't stop fucking playing it

>> No.3044839

Hey, to the anon who was looking for a link to smartmons.wad

here is the zdoom link and the mediafire as well

http://forum.zdoom.org/viewtopic.php?f=19&t=50517

http://www.mediafire.com/download/v8317enif4cnf82/smartmons.wad

>> No.3044847

>>3044830
I wouldn't think so. just uncheck your filter entirely.

>> No.3044860

>>3044847

Oh well I wont be able to join. If no one else has then something is clearly blocking it (did your IP get changed since last used?)
I try and solve Port Forwarding tomorrow so I will host in future

>> No.3044878

>>3044860
My IP is dynamic, but I redirect it through a url anyway, and I also just joined by ip myself and it worked fine.

>> No.3044885
File: 130 KB, 640x1272, 2014-07-18-doom-4-revenants.png [View same] [iqdb] [saucenao] [google]
3044885

>>3044256
Don't take this the wrong way anon, but I don't really see the isometric perspective of the monsters working "normal" doom gameplay.

Now for a top-down perspective RPG or strategy game in the engine (it has been done and it works well!) it would be an amazing resource. Something akin to a TC based on the gameplay of Nox(2000) would be even easier to implement for a modder, and could be a really cool game. I'm just too tied up in other ambitious projects to even think about starting a new one. If you or anyone else feels up to the task I'd really encourage trying that out.

>> No.3044887

>>3044878
>>3044860
Look one more time. I may have done something dumb.

>> No.3044890

>>3044878

I think I just connected
I dropped 10667 port and it seems like i'm in. "old games and shit" right?

>> No.3044913

>>3044480
There is literally nothing wrong with blood cultists. They're enemies with realistic reactions and firearms. If you treat them as such and not as doom shotgun guys, you will have no problem.

>> No.3044947
File: 1.08 MB, 1920x1080, Screenshot_Doom_20160304_233737.png [View same] [iqdb] [saucenao] [google]
3044947

>>3044890

well servers up now if people on here want to play Spellcross Arena online

76.103.113.209:10667
doomseeker

>> No.3044952

>>3044947

also the server link fails on download
download here (update server with it please)

http://www.mediafire.com/download/4ta6poh3gh066fb/Spellcross+Arena+V1.0.zip

>> No.3044957

>>3044952

or type "76.103.113.209" drop the port works too.
sorry for spam

>> No.3044987
File: 234 KB, 800x600, Screenshot_Doom_20160227_042549.png [View same] [iqdb] [saucenao] [google]
3044987

oh

>> No.3044998
File: 181 KB, 1152x864, 0.jpg [View same] [iqdb] [saucenao] [google]
3044998

>this is supposedly life size

>> No.3045000

>>3044987
you have a lot of fucking health

>> No.3045001

>>3044987
what's this

>> No.3045008

>>3044987
>>3045000
>>3045001

RO. But the level set itself, I have no idea.

>> No.3045012

>>3045000
>>3045001
The mod he's playing is Russian Overkill.

>> No.3045014

>>3044998
>It plays a sound when you go near it
>WRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR

>> No.3045015

>>3045014
>instinctively try to get a nearby chaingunner to shoot it

>> No.3045025

>>3044791
>ellosnuncaloharian.com
i didn't even use to go there back then but holy shit this brought a considerate amount of nostalgia on for me

>> No.3045027
File: 33 KB, 716x537, 1455471291685.jpg [View same] [iqdb] [saucenao] [google]
3045027

so how's your map coming along, anon

you /are/ working on a map, aren't you?

>> No.3045032
File: 326 KB, 800x600, Screenshot_Doom_20160227_042311.png [View same] [iqdb] [saucenao] [google]
3045032

>>3045008
DUMP episode 1.

>> No.3045054

>>3045027
no, I'm waiting until march 9 when people are supposed to actually start DUMPing

>> No.3045057
File: 1.80 MB, 3264x1836, 1457235339202-44346510.jpg [View same] [iqdb] [saucenao] [google]
3045057

>Finally found a right retro pc at a right price
>P4 2.66
>1gb of RAM
>Radeon 7000
>Sound Blaster PCI 3000
>$10
>Been fucking around all day getting all the drivers for 98se installed
>Finally finished
>Installing Quake Gold
What am I in for, Guys? Will I enjoy single player? Never played any of these golden age PC FPS because the hardware was always too expensive.

>> No.3045064
File: 484 KB, 1920x1080, admissionE1M8-2.png [View same] [iqdb] [saucenao] [google]
3045064

>>3045027
It's slow going, but it's at least happening.

>> No.3045067

>>3045057
Don't start with Quake. Start somewhere else. Not Quake.

>> No.3045078
File: 73 KB, 218x214, Vandora.png [View same] [iqdb] [saucenao] [google]
3045078

>>3045057
>Quake Gold

But yes I enjoyed it a lot, just watch for self damage, it's very easy to kill yourself in Unreal.

>> No.3045092

>>3044672
After few initial levels author just gives up and starts shamelesly copy-pasting the whole sections of the levels - in one case you had to run around a huge facility (mirrored) and press same buttons in the same 8 huge rooms. Also - pointless switches galore - most of the time there should be one switch in a room theres two, or sometimes even three that had to be flipped. Most of the time they are even directly near each other, so what's even the point?

>> No.3045108

>>3045014
>when you touch it it folds up and plays its death sound
>ERRWRRWRWRRRRR

>> No.3045116

>>3045067
I started with quake and I'm perfectly fine here and now

don't know what the fuck you might be on about tbph

>> No.3045134

>>3045116
Good for you, faggot. Why dont' you suck my dick?

>> No.3045135

>>3045027

I've been downloading music I think would fit in a doom map from the mod archive. Now just have to actually sit down and build that map...

>> No.3045136

Why the fuck does changing resolution for One Whole Pint Blood in steam destroy everything? If I differentiate from 800x600 it turns into black or into tiny little square boxes. This garbage is starting to annoy me.. cfg doesn't work, options don't work, setup.exe doesn't work...

>> No.3045138

>>3045134
wow rude

>> No.3045141

>>3045134
you seem pretty un-fine

did you start with quake (^:

>> No.3045153

>>3045027
Released one just yesterday dingus.
Also
>seeing someone stream your map
This is great. Makes me want to make more maps.

>> No.3045159

>>3045078
Shit my bad I also have Quake II here.

Unreal was alright but the graphics weren't as silky smooth as some captures I've seen. Do I need to get a Voodoo card?

Also why can't I get it to go full screen?

>> No.3045160

>>3045134
>I have no dignity but autism is there to fill up that hole!
lmao

>> No.3045164

>>3045057
>aspect ratio

>> No.3045167

>>3044729
http://forum.zdoom.org/viewtopic.php?f=19&t=50517

It makes projectile monsters more fun to fight but god damn, it makes everything extremely hard in UV-Fast

>> No.3045176

>>3045167
>that cybie aim
damn son, this looks fucking great

>> No.3045184

>>3045136

NVM I just used the Doom settings to fix everything in DOS. No issues for that, but now I get retardedly high FPS and I'm not tryin to play Blood like its 2016. Is there a way to manually cap the frames?

>> No.3045185

>>3045164
Yes I agree that's another problem I'm having but my display doesn't want to recognize any 16:9 resolutions the Radeon wants to output.

>> No.3045204

>>3045159
It might depend what Driver you're using in the advanced options. Software mode is quite pixelly (and doesn't work correctly on newer computers).

No idea on the fullscreen part.

>> No.3045232

>>3045027
I'm trying to come up with a new idea for a map right now actually.

>> No.3045237 [SPOILER] 
File: 5 KB, 100x117, 1457241189322.gif [View same] [iqdb] [saucenao] [google]
3045237

>>3045232
make a map that's actually the mona lisa when viewed from above

the hardest part will be the smile

>> No.3045240

>>3045237
>spoiler image
Doesn't work on /vr/ and doesn't work with mouseover.

>> No.3045242

>>3045000
That's nothing, I've gotten up into the millions before.

Then I usually manage to kill myself right after.

>> No.3045243

>>3045237
I'd like to do some kind of image that would slowly reveal itself to the player on the map, I'm just not sure what yet. I did letters before and you guys didn't like it.

>> No.3045245

>>3045153
Who was streaming?

>> No.3045247

>>3045240

an idea: someone blowing the cart

>> No.3045254

>>3045247
Wouldn't work because you occasionally get an aeris spoiler.

>> No.3045262

>>3045254

I still don't fucking know how THAT got accepted. Fuckin' overhyped trash.

(the moment, not the game)

>> No.3045268
File: 408 KB, 1366x768, Screenshot_Doom_20160305_212733.png [View same] [iqdb] [saucenao] [google]
3045268

How do you guys even see in Doom when it's so dark? I have to use the infra red goggles to navigate

>> No.3045271

>>3045268
I always play at 1.5 gamma on ZDoom.

>> No.3045272
File: 508 KB, 1366x768, Screenshot_Doom_20160305_213045.png [View same] [iqdb] [saucenao] [google]
3045272

>>3045268
the occasional light is nice

>> No.3045281

>>3045262
>(the moment, not the game)
What? You mean how Aeris's death got accepted as a spoiler image?

How old are you? (not in a condescending way, just curious about your hype-meter)

>> No.3045289

>>3045268
>>3045272
if gzdoom try using the flashlight mod, otherwise just mess with the gamma

>> No.3045292

>>3045184
I remember having no issues with GOG version of Blood, but some stuff gets broken at FPS higher than 50-60, like hand choking tics are fps bound so you cant take them off and die in a matter of moments if your FPS is too high.

>> No.3045301

>>3045254
Is THAT what that fucking is? I've been confused at it every time I've seen it.

>> No.3045303
File: 2.89 MB, 1024x640, zandronum-24253-1.webm [View same] [iqdb] [saucenao] [google]
3045303

I'm finally doing the score rewards, and this time instead of a full heal, you'll either get ammo regen + damage reduction (on every odd reward) or an extra life for that map (on every even reward)

this is the extra life after some basic effects applied

>> No.3045307

>>3045303
whatisthis

>> No.3045314

>>3045281
>How old are you?

may I ask what does that have to do with anything¿

>> No.3045323

>>3045307
it's a dumb weapon mod that makes most maps easy and slaughtermaps actually kinda fun

http://git.jinotra.in/ijon/dakka

>> No.3045324

>>3045303
Oh, neat.

>> No.3045329

>>3045254

Occasionally? I've never seen the spoiler be anything other than the Aeris dies one.

>> No.3045334

>>3045301
Yeah, it's not well cropped. It's one of those "Oh, I see it now!" things...
>>3045314
Well if you were of age when FF7 was new the spoiler tag image makes sense. The internet was new and it was one of the first big widely spread spoilers on the net. Vidya-wise at least. To the point were it becamse a joke. "AERIS DIES!", "BRUCE WILLIS WAS DEAD THE WHOLE TIME"... that sort of thing.

Which makes it fitting for a spoiler tag on /vr/. It's directly related to /vr/ and was a huge spoiler during the time.

>>3045329
It's also an NES cartridge sometimes.

>> No.3045339

>>3045334

Personally, I've never seen the NES cartridge one.

>> No.3045342
File: 26 KB, 480x720, cassandra.jpg [View same] [iqdb] [saucenao] [google]
3045342

>>3045339
Weird.

>> No.3045350
File: 79 KB, 640x480, Screenshot_Hexen_20160303_232115.png [View same] [iqdb] [saucenao] [google]
3045350

>>3045027
>What am I going to put in this part of the house?
>Fuck it, the entire section is destroyed and full of spiders

Is there a way to change an actors property in decorate using action functions?
want to have an actor change height when it crouches. I fooled around with A_SetUserVar but I couldn't work out how to set the height to my user var.

Supposedly height is a variable in decorate, I'm just not sure how to manipulate it from the states.

Also behold my latest enemy, the arachnosferati. moves fucking fast and melees your ass with poison damage. Also makes creepy sounds. this abomination is a direct result of spider-demigod fuckery. (you hear the voice in your head "These fools are not my servants... yet..." then nosferati hosts are teleported in in extreme pain, and immediately explode into this new creature)
please ignore the pink pixels on the wall though. haven't fixed that quite yet, as easy a fix as it is.

>> No.3045352

>>3045350
actors can't change height in zdoom because graf is too pissy to let modders take responsibility for enemies resizing

>> No.3045390

I like slaughtermaps

>> No.3045391

>>3045352
going off of that

I ran into the 128-map-variable ACS limit, and guess what graf's attitude on that is

hint: pissy as always

>> No.3045393

>>3045391
Could you try using a dummy map to run more scripts?

>> No.3045394

>>3045393
nope, this is global ACS

(I have a shitton of subsystems running together, and the "use arrays you faggot" thing doesn't work because 90% of them are already arrays)

>> No.3045397

>>3044789
You know, being unable to figure out people's meaning is a sign of autism. Or have you never heard the phrase, "Good in small doses?"

>> No.3045398

Hello, /DooM/, what are some good bright (preferably sunny) maps to play on a cold gloomy evening? Preferably no slaughter.

>> No.3045402

>>3045397
You're on 4chan in a thread about a 22 year old video game. Expect some autism, anon

>> No.3045408
File: 19 KB, 389x295, 1454147809479.gif [View same] [iqdb] [saucenao] [google]
3045408

>>3045027
I finished it and released it yesterday, it's at the top of the second part of the news post.

I got so wrapped up in making the map I paid no attention to the fact that DUMP maps should still be in the planning phase.

>> No.3045413

>>3045390

cool. you like doom maps and that's fine by me.

>> No.3045414

>>3045394
okay yeah I've gotten it down to 117 map variables, spread out over 69 files

a whopping five of them are not arrays, and two of those keep track of how many entries are in other map arrays

>> No.3045423

>>3045350
Think that would have to be done in ACS.
Maybe this?:
http://pastebin.com/nwNNjyFH

>> No.3045426

>>3045423
>http://pastebin.com/nwNNjyFH
fuck line 21 is supposed to be SetActorProperty my bad

>> No.3045427

>>3045423
>>3045426
won't work, you can't set APROP_Height through SetActorProperty

>> No.3045437

>>3045423
I thought I would be able to dot his in ACS, but I dont see "APROP_Height" in the list of properties you can change. I'll try it anyway, but It sounds like changing height on the fly is not a thing in zdoom yet. Supposedly the problems lay in what would happen if an actor got too high for a sector.

>> No.3045443

>>3044653
>>3044660

just in case anyone was wondering, the pastebin that contained the links is alive, but the links are not.

whoever owns a copy of those links, please reupload them somewhere else

http://pastebin.com/X5dddz3F

>> No.3045450

>>3044436
Platforming in Build3D cannot be done any other way but shitty, it is the engine. Still, shame on them for relying on it in the first place.

>> No.3045451

>>3044447
I suppose both came as a pack. [Sign]

>> No.3045475

>>3044256
Wow. I missed the previous thread, but your mod is great anon, really great, and even the isometric view on the original sprites do some good work adding some perspective to them (sadly, that only works well for humanoids, and balloons are just suffering from the wrong perspective). I liked the teleporting ones, and especially the visual effect of Death Rider. Great work anon, great work indeed.

>> No.3045481

>>3045390
I like slaughtermaps, to a degree. I enjoy the ones in stuff like HR, AV, KS, Scythe, SoD, Resurgence, etc.

Not a fan of Sunder, Newgothic, Combat Shock, Sunlust, etc though.

>> No.3045547

i might actually be making a watered down slaughter map for dump

minigun versus zombiemen
imknow the rules said 'no new weapons', but i have the power of ACS!

>> No.3045561

Been forever since I caught up with the status of Doom wads. Has anyone managed to successfully incorporate multiplayer with Reelism?

>> No.3045562

>>3045561
Zandronum 3.0 I think supports it with ease now.

>> No.3045563
File: 1.64 MB, 720x360, streamlined and way better.webm [View same] [iqdb] [saucenao] [google]
3045563

Okay so I ditched the chainsaw thing.

So if you hold secondary, you whip out the laser pistol and start shooting an- HOLY FUCK LOOK AT THOSE ANIMATIONS, IT LOOKS LIKE IT WAS MADE BY SOMEONE COMPETENT

>> No.3045564
File: 72 KB, 498x449, 1379379823943.png [View same] [iqdb] [saucenao] [google]
3045564

>>3045562
That's exactly what I wanted to hear. Thanks.

>> No.3045567

>>3045272
Wad?

>> No.3045569

>>3045027
I tried to get into it, but I just can't get into it, alas. I hope they'll release proper mod tools with D44M and a Hammer-like mapmaker though. Hammer's the shit. At least, when I last used it which was when HL2 was still unreleased.

>> No.3045573

What are some not that hard wads?

Something more or less like Doom II or even Plutonia.

I started to play Scythe, but the last levels kicked my ass badly.

I'm not that good playing I guess.

>> No.3045576

>>3045563
Looks pretty good so far, are you planning to make more weapons?

>> No.3045581

>>3045573
Well there is always the master level pack for doom 2 which can be found at the OP, i thought sycthe 2 was easier to be honest but it could be just me, valiant is also fine

>> No.3045582

>>3045576

for Bomberguy? Yes and no. The bomb gun and pistol are your only weapons but you'll be able to upgrade the shit out of the bombgun and one upgrade is for the pistol, so you'll have different bomb types to switch between.

>> No.3045593
File: 459 KB, 1600x900, Everything about this has been fun so far.png [View same] [iqdb] [saucenao] [google]
3045593

>> No.3045596
File: 238 KB, 1284x980, 1450222433564.jpg [View same] [iqdb] [saucenao] [google]
3045596

>>3045593

MODS ARE FRAGS

>> No.3045614

>>3045398
Gravity
Dawn of the Dead E1M9

>> No.3045632

>>3045573
Revolution! aka TVR
NERVE.WAD aka No Rest For The Living
Memento Mori and Memento Mori 2
any kind of episode 1 replacement e.g. Fava Beans
Monument
Incineration (pe3_inci)

>> No.3045658

>>3045581
>>3045632

Thank you guys. I'm gonna give them a try.

>> No.3045679

>zombiemen
>generic cannon fodder
>shotgun guys
>slightly higher ranked cannon fodder
>imp
>demoic cannon fodder
>pinky demon
>demon sergeant
>heavy weapon dude
>mid ranking cannon fodder
>lost soul
>annoying skull that's also on fire
>cacodemon
>mid ranked soldiers used for air support
>baron of hell
>barons that boss around hell knights and everything below them
>cyberdemon
>general
>spider mastermind
>general that also plans pretty much everything
>hell knight
>colonels that boss around the lower ranks
>revenant
>rocketeer
>mancubus
>heavy weapons, will eat all of the enemy's rations
>arachnotron
>heavy energy support
>pain elemental
>support, lifts a lot also "that guy"
>arch-vile
>beloved medic

Am i right in assuming this?

>> No.3045680
File: 27 KB, 200x200, 1450083125429.gif [View same] [iqdb] [saucenao] [google]
3045680

>hear about reelism
>"oh cool, what's it about?"
>see trailer
>sounds like the doom wad equivalent of a TF2 server
>k
>actually try it
shieeEEEEEEEEEEEEEEEEEET

>> No.3045681

>>3045679
its easier to make a graph to be honest, but i like the pigmask army ish organization

Fuck now i wish there was a mother 3 doom

>> No.3045682
File: 313 KB, 827x700, 1451866855130.jpg [View same] [iqdb] [saucenao] [google]
3045682

>>3045681
>mother 3 doom

fuck that, i'd rather not cry while i gib

>> No.3045683

>>3045350
What Hexen wad is that?

>> No.3045692
File: 1.49 MB, 1680x1050, Screenshot_Doom_20160306_042835.png [View same] [iqdb] [saucenao] [google]
3045692

Hey, to whatever guy was waiting for score rewards to get added back into Dakka: they're back in now

>> No.3045693
File: 162 KB, 640x480, Screenshot_Hexen_20160220_234632.png [View same] [iqdb] [saucenao] [google]
3045693

>>3045683
The one I'm building!

http://forum.zdoom.org/viewtopic.php?f=19&t=50891

Its taken 2 months so far, I have 10 maps. Still a lot of work to do before the second hub is finished though.

>> No.3045697

>>3045693
Are the 3 classes still in with all their weapons or are there gonna be just guns?

>> No.3045698

>>3045693
kind-of looks like Blood

that's a very, very good thing

>> No.3045702

>>3045682
Just replace Hinawa with Daisy and done, maybe Duke and the other guys could also be party members, would be pretty silly to be honest

>agitated skeleton attacks!
>Duke tried to provoke the agitated skeleton
>agitated skeleton is distracted
>doomguy uses berserk pack
>doom guy's attack was increased
>Duke attacks
>12 damage
>agitated skeleton is distracted
>doomguy attacks
>SMAAAAAAAAAAASH
>agitated skeleton was tamed
>You Won!

>> No.3045705
File: 49 KB, 230x192, catodemon.png [View same] [iqdb] [saucenao] [google]
3045705

>>3045692
Whoa what, when did you do this cool TITLEMAP? it's really sweet!

>> No.3045708

>>3045697
All 3 classes are retained, all hexen weapons and items are retained. The mod is about the combination of hexen items and weapons and ww2 firearms.

I really love the balance of shooting shit and throwing flechettes, freezing a guy, then popping a health potion and firing a panzerfaust. Adds some nice dynamics and gunplay to hexen. There are a few puzzles and wtf did that switch do moments though

>>3045698
I used a lot of blood textures, as well as the cultists audio for an enemy, and I have a caleb winchester sniper as an enemy too, complete with voice acting.
Also used some textures from Outlaws and Realms of the Haunting.

I just uploaded the latest version to the zdoom forums, if you want to try it out make sure you have "a_morte_255.rar"

>> No.3045713
File: 872 KB, 1366x768, Screenshot_Doom_20160306_134443.png [View same] [iqdb] [saucenao] [google]
3045713

Lookin' kinda cool.

>> No.3045714

>>3045708
Alright, you got me interested.

Also
>cultists audio for an enemy
GERO SHAY CRUOOOOOO

>> No.3045718

>>3045693
I like it anon, i really do, keep up the good work!

>> No.3045719
File: 273 KB, 691x603, ugh.png [View same] [iqdb] [saucenao] [google]
3045719

Am I the only one that thinks that soft lighting in Doom looks disgusting?

Soft edges clash with the pixels.

>> No.3045721

>>3045705
a few days ago

it has absolutely nothing to do with anything in the mod, but it gave me an excuse to add dumb quips

which means it was necessary

>> No.3045728

>>3045714
crudux cruo!
yeah I couldn't resist.
Here's an early clip of my cultists, a frost magic and a revolver variant. Also some caleb in there, but with the old sprites, new sprites are much better and aren't bright green. Winchester reloading hasn't been implemented here either
https://www.youtube.com/watch?v=HYsNWq7DKuk

>>3045718
Thanks! hopefully should finish sometime in the next 2 months.

>> No.3045729

>>3045719
You're not.

I absolutely hate soft lighting because it won't work with shadows.

>> No.3045732

>>3045719
I think any form of opengl lighting effects is bad with doom. Game simply was not made with it in mind, and looks out of place.

I also am of the opinion that unless you use Shaders/Software lighting mode, OpenGL makes doom's sector light levels in maps way too apparent, resulting in an unnatural look. And even then, OpenGL has true color lighting, which takes away a lot of the neat effects from doom's colormap gradients.

So honestly, I prefer Software renderer for playing Doom.

>> No.3045736

>>3045728
Looks good.
I hope there's the "IT BURNS! IT BURNS!" line in there.

>> No.3045742

>>3045693
>Пpoтивник зaмeчeн, пoлтopa килoмeтpa!
Agent in couple of steps from you shouldn't really use the line about enemy 1.5 kilometers away.

>> No.3045753

>>3044236
How do you enable the other demons anyway? I cant figure it out for the life of me

>> No.3045759

>>3045753
On a certain plebbit/r/doomleaks you can find a demon rune selector thread. Or so I've heard

>> No.3045760
File: 485 KB, 1600x900, Screenshot_Doom_20160306_043229.png [View same] [iqdb] [saucenao] [google]
3045760

Working on a HUD, I fucking hate this part, so I may as well get this over with now before I start working on the bomb types

>> No.3045771

>>3045742
heh I have no idea what the Russian means, thanks for translating. All I knew is it was combat info given by a squad leader before an engagement. Its still keep-able though? she could be referring to another enemy further ahead?

>>3045736
Sadly I dont have burning sprites for any of my enemies, and I cut the flaregun in favor of the revolver. Flaregun just wasn't the same without enemies burning to death. Revolver is great though, very hard hitting at close range.

>> No.3045781
File: 418 KB, 1077x623, pic.png [View same] [iqdb] [saucenao] [google]
3045781

>no dynamic stat leveling
apart from vitality and energy, plus maybe capacity for 5 levels if you start at 1, they're all fucking useless, I love how they make a sound and spin around on the monitor just to tell you that you have +1% extra damage

>you can't buy 3 pages of DoomRL weapons, 1 page of armors and 1/4 of the boots
what's the point of compatibility then, might as well rename the "shop" to "battle rifle -> shield converter"

>augments
>level 1 - 2x max health
>level 2 - 2x health regen
>level 3 - 5% status effect resist

>the dev room that lets you dupe your money
???
>the FUCKING turret system
??????????

>> No.3045794

>>3045771
Yeah, it is totally keepable, least in my opinion.

>> No.3045798

>>3045771
I'd chop the audio file and use just "Пpoтивник зaмeчeн!" part though.

>> No.3045801
File: 729 KB, 1366x768, Screenshot_Doom_20160306_151028.png [View same] [iqdb] [saucenao] [google]
3045801

Pilot seat.

>> No.3045803 [DELETED] 
File: 2.05 MB, 500x391, 1450972782498.gif [View same] [iqdb] [saucenao] [google]
3045803

>warned for a two letter post over 12 hours after the fact

are you fucking kidding me hot-pockets?

if you're going to act so offended over nothing, at least attend to your board

>> No.3045807

>>3045702

the lighthearted tone of the Mother series just doesn't fit the Doom universe in my mind

a Doom RPG mod that's not Doom RPG would be interesting though

>> No.3045815

>>3045272
Nigga you have MasterEffect running with bloom and some crazy darkening filter

>> No.3045818 [DELETED] 

>>3045391
>I ran into the 128-map-variable ACS limit,
Use an array with named constants to refer to your indices

>> No.3045827

>>3044256
I kinda like it, although as other anons said the perspective for some units looks really odd, also how did you come up with the stats for units? Based on their performance in the original game or by yourself? Fortress of Terror is fucking mental, same goes for Archers, the elite ones shoot for 80+ worth of damage, just want to be sure that it was intentional design choice.

>> No.3045834

>>3045781
Doom rpg is extremely impressive in how it handles, stores and uses data.
Unfortunately it's a bad and ridiculously bloated system in actual gameplay.

>> No.3045840

>>3045268
i can't play doom without a flashlight mod anymore

>> No.3045897
File: 611 KB, 1920x1080, Screenshot_Doom_20160306_145135.png [View same] [iqdb] [saucenao] [google]
3045897

what the fuck is this

>> No.3045908

>>3045897

It's a TV, silly. Whack it with your sword

>> No.3045910

>>3045897
A television with legs. That is what the real Hardcore Doomers play Doom on.

>> No.3045926

>>3045897
what mod is that

>> No.3045951
File: 2.02 MB, 1920x1080, DOOM.jpg [View same] [iqdb] [saucenao] [google]
3045951

Quickly whipped this together if anybody wants it because reasons

>> No.3045956

>>3045951
thanks

>> No.3045958

>>3044885

I'm just making certain, is your OPENGL option got "Adjust Spirit Clipping" set to never? it looks wrong without it.

I wanted to create new sprites for new monsters for a fake DOOM II expansion, I had some really great new ideas to the game in which some of them was implemented into the Spellcross Monstrs (see teleporting etc)
But I dont intend to stay overlong with DOOM with a long project so I needed smaller. When I got ahold of Spellcross sound and graphics these enemies have 8 directions, movement and attack animations... and with the theme of what they are they can be wonderul additions to the custom database of DOOM monsters (realm 667). Not every custom monster is perfectly adapted to fit the DOOM style but I did as close as I could with what I had and I fully believe they work.

>>3045475

Some monsters work better than others. With vehicles, Knights of Death and Dragons I had to make them more interesting with the lack of movement animation. Some look a bit off like Balloon, but just treat it as a sentry-flying machine than a big zeppelin.

>>3045827

Just making certain was your OPENGL Adjust Spirit Clipping set to "never", it will look wrong if it isn't.
Yes the stats are new, a lot of the monsters have new features to make them more interesting for a DOOM wad. It can't be slower missile like the old DOOM monsters since the difficulty of the game has changed now with freelook, jumping and general better control. So they have to be more difficult. Fortress is a deadly boss that needs open space and the Archers are all damage, no defense.

I'm happy so many people are enjoying my wad. There's a server online on Doomseeker, but the guy hosting it doesn't have a smooth connection and there are a fewe new bug issues I've discovered because of it.
I hope that these Spellcross monsters live on through other wads with lots of custom monsters, as was my intent.

>> No.3045973

Not the guy you're replying to but...

Noting is going to make isometric sprites work in doom. That's probably hard to hear, but honestly, it's not going to matter how good your design is if you've got those sprites making it look like ass.

So you need a ton of new sprites. Your best bet is to learn how convert 3D models into sprites. Doesn't really matter if you don't know 3D modelling, there are tons of 3D models you can download or rip from other games.

I can make a guide for you're clueless on how to do this.

>> No.3045976

just finished the second episode of valiant
is it just waay too hard (just run and hope you have an opening) or am I just so bad that I couldn't finish the episodes last level in 5 tries or less
because fuck if I want to kill all of those overpopulated maps

>> No.3045978
File: 678 KB, 1920x1080, Screenshot_Doom_20160306_163108.png [View same] [iqdb] [saucenao] [google]
3045978

...

>> No.3045984

>>3045976
valiant maps are stuffed with health resources, encouraging aggressive play but giving players a large margin of error/ability to soak up lots of damage.

bump it down to a lower difficulty level if you're struggling.

>> No.3045985

>>3045978
i hope that's a soulsphere

>> No.3045990

>>3045973

oh sorry didn't see the no reply.

If you meant my Spellcross wad only a few vehicles have a few odd-turns, and I've tested enough times to make battles feel right for them. 5 monsters never made it into the pack since there was no way I could make them work without heavy editing (and could be a later edition once solved). Kamikaze Birds and Dragons had to have their front and back worked a bit too.
I think with custom monsters nothing is ever going to come close to how the DOOM monsters look, but if you can get an illusion of how they can work for FPS perspective, then I fully believe it will work for new monsters for the game.

>> No.3045991

>>3045984
yeah but first time playing you have no idea where the health pickups are
also no I simply refuse to go from HMP to a lower difficulty. that is insulting

>> No.3045997

>>3045991
being aggressive means pushing out into the unknown. you put yourself at risk of death, but the more you play, the better your gamesense & ability to read and adapt to situations will be too.

if you're not willing to bump down the difficulty, keep grinding away at the maps until you improve or move on to something else.

>> No.3045998
File: 367 KB, 720x360, the magazine is agitated because people calling it a clip.webm [View same] [iqdb] [saucenao] [google]
3045998

Guess who took too much time making cool looking but potentially unfitting ammo pickups?

This guy

>> No.3046004

>>3045985
Nah, it's a key.

>> No.3046006

>>3045998
that poor clip wants out

>> No.3046008

>>3046006

Well I'm calling the bullet-based bombs ballistic shells, so I felt like it'd be appropriate for the clip to be going apeshit.

>> No.3046010
File: 5 KB, 100x100, CAMMC1 (2).png [View same] [iqdb] [saucenao] [google]
3046010

>>3045990
>oh sorry didn't see the no reply.

My fault.

>I think with custom monsters nothing is ever going to come close to how the DOOM monsters look

You can get decent results from 3D models. Here's one done with Street Fighter 4's Cammy model.

>> No.3046014

>>3046008
can you tint the things inside the spheres to match the sphere colour? or is that not something you can do in a texturedef

>> No.3046018
File: 14 KB, 420x300, 1410200843033.jpg [View same] [iqdb] [saucenao] [google]
3046018

>>3046014

Tinting and blending is really inconsistent and tempermental within TEXTURES, like it'll look nice in the editor, but in actual gameplay the results vary WILDLY.

I could probably try using translation but just the very thought of attempting to recolor that clip in the ballistic ammo sphere is giving me anxiety

I should probably make the Blast mod pickup nicer looking, and start working on making this shit actually -work-

>> No.3046025

Ayyylmao
http://youtubedoubler.com/?video1=BkaC1-QoraY&start1=0&video2=3SAFSz8yxrE&start2=0&authorName=

>> No.3046038
File: 208 KB, 1600x900, Screenshot_Doom_20160306_092551.png [View same] [iqdb] [saucenao] [google]
3046038

>>3046018

okay I made the pickup for the blast mod nicer looking, and now it floats.

I don't think this mod could get any more abstract or thematically mismatched, but it's okay because I'm making this based off more old ass video games, so it fits that theme

>> No.3046040
File: 429 KB, 1920x1080, 22mzYPo.png [View same] [iqdb] [saucenao] [google]
3046040

Iam so hyped for this

>> No.3046046

>>3044364
>>3044348

It elevates the multiplayer competition allowing for skillfull players to do skillfull moves. Strafe-jumping and rocket-jumping is hard, but once mastered it becomes a game of both elegance and gore, its a beautifull thing to see.

>> No.3046047

>>3046040

LegendDoom is gonna be one of the better co-op mods to come out in 2016 from the looks of things.

Christ I hope it works in Zandy 3.0

>> No.3046050

>>3045997
killing everything just seems to take forever
same with sunlust but with that I just cannot finish some without saving during the level which feels extra scummy

>> No.3046079

>>3046040
two words:
explosive. chainsaw.

>> No.3046082

>>3046047
>Zandy

Sounds like a bizzare version of Tandy computers.

>> No.3046084
File: 187 KB, 720x720, 34953651.jpg [View same] [iqdb] [saucenao] [google]
3046084

>>3045807
What if it was about Kurashiki's Doom demons?

>> No.3046096

>>3046046
No problem with rocket-jumping, I only hate it in Rocket/Clan Arena because it lose the risk-reward factor that originally it had and it becomes an all purpose panic button

I'm just saying strafe-jumping shouldn't have that much focus as to immediately hate a game if it doesn't have the feature or even if it's slightly changed to be easier or whatever

IMO a FPS game should be about shooting not about jumping.

>> No.3046115

>>3046050
then you're doing something wrong. monster density in valiant isn't much different from other pwads and enemy health values are unchanged. maps are of a short to average length too, there's nothing that stands out as particularly arduous or grindy

come to think of it, it should take a shorter time to kill stuff on average because you have more powerful weapons like the upgraded chaingun available to you.

don't forget, you always have the option to leave things alive if need be.

>> No.3046137

>>3046010

I think about it, but i'm personally quite happy as they are, and I don't think it needs to be adapted like this. I could believe that system is needed for SF4 models and other more complicated conversions.

>> No.3046164

>>3045951
that looks nothing like the nobody fag from Doom 3.

>> No.3046176

>>3046115
I always try to let them fight themselves and never bother going back if I don't need to backtrack
just strolling around and bam there is an archvile or two with some hitscanners that finish you off and it's back to the start
taking my time in a level just feels a waste when I die so I scout and hope for the best
how many tries did it take for you to complete some of the harder levels for the first time and do you not use saves
I want to compare how bad I am

>> No.3046178

>>3046164
Looks like the doomguy that was in quake 3

>> No.3046183
File: 41 KB, 375x248, habitat3.jpg [View same] [iqdb] [saucenao] [google]
3046183

>>3045027

Finished one for a group project, ran out of steam and it's a little short/shitty. (Tex Extra)
Other one is WiP (for another group project, 64 x 64)
Haven't even gotten back to my own project, but I compiled the files for it.

Pic related to the nightmare I'm about to incur to myself over spring break.

ps. I love this general and you all are very swell people.

>> No.3046189

Is there any other game like Hexen? Where you go around in a dark fantasy setting wielding huge axes and shoting magic, etc.

Hexen is the only one I know but I'd like to play others, if any.

>> No.3046192

>>3046183
>64x64

As in, mapsize? How would that work?

>> No.3046201
File: 590 KB, 1260x820, aaaaaaa.jpg [View same] [iqdb] [saucenao] [google]
3046201

>>3046192
64 x 64 grid size. Vertexes are only allowed on 64x squares. You can have them at any angle and thing placement is also up to user discretion.

>> No.3046214

>>3046189
dark messiah is similar
dunno about big axes though

>> No.3046216

Is it possible to bind two actions for one linedef? Like that: the button lowers the floor and unlocks the door at the same time?

>> No.3046227

>>3046216
Can be done easily with the right functions in ACS. If you want vanilla, you will need some voodoo doll coding.

>> No.3046228

>>3046047
>Christ I hope it works in Zandy 3.0

It doesn't.

>> No.3046234

>>3046216
Depends on your map format:

Vanilla: not possible.
Boom compatible: voodoo trickery via moving floors.
UDMF: No problem with ACS.

>> No.3046239

Hey /vr/, what mods would you recommend for enhancing animations, sounds, and textures in Doom? I know about Smooth Doom but that causes problems for me in BTSX, so I'm looking for an alternative.

>> No.3046242

>>3046239
Beautiful Doom

>> No.3046247

>>3046242
I was just checking that out, since I remembered someone suggesting it to me, but I don't really like the way it looks.

>> No.3046257

>>3046239
There are none compatible with BTSX.

>> No.3046261

>>3046257
Ah, I see. Well, doesn't really matter, since I can play the game normally anyways. Are there still good alternatives to Smooth Doom though?

>> No.3046265
File: 266 KB, 1280x720, 1405136110013.png [View same] [iqdb] [saucenao] [google]
3046265

fucking arch shitters rendering a map nearly unplayable in Hideous Destructor I swear to fucking god

>> No.3046267
File: 341 KB, 1366x768, Screenshot_Doom_LowBlow.png [View same] [iqdb] [saucenao] [google]
3046267

>> No.3046272
File: 26 KB, 540x960, CShr4VeWoAAgR3R.jpg [View same] [iqdb] [saucenao] [google]
3046272

>>3045732
>I prefer Software renderer for playing Doom

>> No.3046279

>>3046234
>>3046227
Thanks. It is a script language i believe, can i find a manual somewhere?

>> No.3046281

>>3046272
please turn off RGBA8 in your reaction picture

>> No.3046284

>>3046272
i prefer the software renderer for most early 3d games, looks better aesthetically

>> No.3046285

>>3046281
Might as well ask, I never really understood the texture formats when messing with them in Zandronum. Which one should I use?

>> No.3046307

>>3046279
Check out the ACS page on the zdoom wiki. It's extremely well documented and has a lot of examples.

Just an FYI: you can kind of do it in vanilla doom, if one of the effects is opening a door with an awakened monster behind by setting a bunch of monster trigger lines "inside" the door sector I believe. The player triggers only the the door opening, while the monster(s) trigger all the other effects.

>> No.3046308
File: 59 KB, 500x293, autism.gif [View same] [iqdb] [saucenao] [google]
3046308

>>3046006
>>3046008

> clip

>> No.3046316
File: 121 KB, 640x640, bullet-bill-9mm.jpg [View same] [iqdb] [saucenao] [google]
3046316

>>3046308

>> No.3046328

>>3046164
the middle one is fanart. not official

>> No.3046349

>>3046272
Call me back when OpenGL gets the colors right.

Until then, software mode looks better.

>> No.3046372
File: 287 KB, 774x516, eifUMS3.png [View same] [iqdb] [saucenao] [google]
3046372

Since Doom 4 is all but confirmed to have a modding kit as well as the Snapmap thing, do you think you'll be spending any time learning to make maps for it?

>> No.3046376

>>3046372
I cannot wait for the fucking flood of e1m1
I love map editors so yes but I want to try and make something different
maybe doom 2 levels from map1 and forward

>> No.3046379

>>3046372
No because my PC is too old to handle it.

>> No.3046380

>>3046372
Probably.
I have literally no experience making maps that aren't for the original DOOMs, so maybe if I learn how to do modern day mapping on a really advanced, difficult, and fucky system, I'll be much better at mapping in stuff like Source and GoldSrc.

>> No.3046387

>>3046372
I want to make a puritan mod for people who believe that anything after Doom 64 is heresy

>> No.3046392

>>3046387
>No mouselook
>No jump
>No verticality
>Snapmaps specifically made with this in mind
Uh... I kinda like the sound of this.

>> No.3046397

>>3046372
nuts.wad

>> No.3046416

>>3046372
I've only seen it in E3 presentation video, and honestly it looked like editors from TrackMania or Crashday. But it is Bethesda, so something like GECK may actually happen.

>> No.3046421

>>3046397
it has to be done. but something tells me there is going to be some kind of limit to prevent cpus from melting.

>> No.3046424

>>3046416
>I've only seen it in E3 presentation video
no you haven't

>> No.3046427

>>3046421
yeah not thousands but something like nuts-lite

>> No.3046452

>>3046328
the monsters are doom 3's but the ''''doomguy'''' (if you could call the doom 3 fucker anything close to that) isn't is what I'm getting to

>> No.3046457

>That horrible feel when games will never return to an animated face on the status bar/HUD.

That' seriously the thing my dad/granddad loved about it. The look of "oh no, he's all fucked up, but he still smiles when he gets a gun" was what they recall fondly.

>> No.3046490
File: 2 KB, 100x124, rounderhair.png [View same] [iqdb] [saucenao] [google]
3046490

>>3046010
Cammy anon, your stuff is pretty neat. Have you done a full spritesheet?

>> No.3046491

>>3046424
He meant snapmap, not the modding tools. As far as I know, the only real clue we have to modding tools is references to it from the cracked/datamined alpha and a "maybe" from them after the community backlash when they said "no modding tools, just snapmap"

>> No.3046492

>>3046457
I'm not really a fan of it in FPS games because it's slightly immersion breaking, but it's *great* for anything with a bird's eye perspective like rpgs and strategy games.

>> No.3046493

>>3046492
What about face reflection in helmet instead of just random bloodsplats on hit.

>> No.3046495

>>3046492

I don't mind if it's a toggleable option, but I felt it was more immersive to me.

Even now, when I play other shootbangs and I'm low on health, I have a major disconnect of "oh no i get hit and gameover, reload save, wowee", but in Doom, it's "holy shit there's blood coming from all of my orifices won't anyone PLEASE find me a medkit"

>> No.3046503

>>3046492
how does it break immersion? you're playing a character not yourself.

>> No.3046504

>>3046491
>He meant snapmap, not the modding tools.
i know, that's why i said he didn't see the tools at e3
i was being, you know, an ass

>> No.3046509

>>3046493
Reflections are fine, as is lens/visor dirt in the right kind of game. Can really add to the immersion.

>>3046495
Don't get me wrong I like it in doom and it's part of the charm, but I really can't see it working out in a modern shooter.

> "holy shit there's blood coming from all of my orifices won't anyone PLEASE find me a medkit"
This could be represented on the players arms (and body if it's one of those games where you can see your legs) instead though.

>> No.3046515
File: 19 KB, 100x100, output_AyKmei.gif [View same] [iqdb] [saucenao] [google]
3046515

>>3046490
Evenin' Lydianon.

I did all the default doom animations for her, yes. Here's a gif of xDeath

>> No.3046535
File: 14 KB, 100x85, samusRunLowLeft.gif [View same] [iqdb] [saucenao] [google]
3046535

So in dehacked, I'm trying to make an object that's pushable. I tried doing this with a negative speed, and using "chase" as a melee attack on the object, but it won't trigger the melee without having a chase state occuring before it. So I'm not suuure if there's a way to do it. I tried lowering it's mass and having a damageless explosive projectile as melee attack as well, but apparently things are pushed based on damage done, so that didn't work at all.

Anyway. Curious if this has been done in vanilla or not. I'm just about out of ideas.

>> No.3046537
File: 9 KB, 72x96, abom_eat.gif [View same] [iqdb] [saucenao] [google]
3046537

>>3046515
Freakin' neat. Those are always fun to make.

>> No.3046542

>>3046509

I guess I can agree. I found Far Cry 2 (and I guess 3? I stopped after it/Blood Dragon) did it pretty well, with healing at a certain low point of health meant resetting bones, pulling out shrapnel, etc.

>> No.3046546
File: 217 KB, 925x572, confused.jpg [View same] [iqdb] [saucenao] [google]
3046546

>>3046509
>medkit
>modern FPS

>> No.3046551

>>3046115
just started the third episode
and the first level holy fuck I must be bad
after 10 tries I get to the part with a freaking archvile and suiciders
FUCK people cannot be this good at adapting
I simply refuse to be the worst and neglect all proof that I am a failure and others are better

>> No.3046553

>>3046537
OMNOMNOM

>> No.3046554

>>3046535

I remember these sprites. Aahh, that was so long ago.
Did you end up making a full sheet of them? I could probably use/edit them for a thing.

>> No.3046563

>>3046546
>wolfenstein: new order

>> No.3046590

>>3046563
Ah, but that game is modeled after classic FPS games, and is a reboot to a series of classic FPS games.

>> No.3046594

>>3046554
I have a full sheet rendered out, but only a a few rotations are detailed at all.

Not sure I have a death animation knocked out either. I'll check sometime today.

>> No.3046602

>>3046546
Far Cry comes to mind.

>> No.3046605
File: 22 KB, 720x540, 1447644159474.jpg [View same] [iqdb] [saucenao] [google]
3046605

>>3045998
>dat filename

>> No.3046638

>>3044452
is there anything particularly bad about complex doom other than its oversaturation? I tried it once in singleplayer and it feels like a decent weapon and monster mixup

>> No.3046639

>>3044791
I was more fond of Corridor 7

>> No.3046642

>>3044672

This is how I feel with half of the slaughtermaps out there.

Beautiful architecture, atrocious circle-strafe-for-20-minutes segments, usually with no chance to cause infighting. But maybe I'm just weird, because I enjoyed Sunder a lot more than I enjoyed Sunlust.

>> No.3046645

>>3044452
>take another look at that sub
>they legitimately play brutal doom with everything

why

>> No.3046652

>>3046645
Did you honestly expect redditors to be anything but a bunch of bandwagoners?

>> No.3046653

>>3046452
You seem quite angry at the Doom 3 main character, what did he do?

>> No.3046656

>>3046653
Have a face and be kinda blank... OH WAIT A MINUTE

>> No.3046658

>>3046594

Even if it's not detailed, I could still very easily make use of it, if you don't mind.
Thanks for checking.

>> No.3046662

>>3046176
i play on uv and don't use saves. a good few maps managed on the first attempt, the majority took 2-3 and a few took a bit more effort (map9 and map20 come to mind).

i didn't find valiant too difficult compared to most of the modern pwads i like (scythe2, sod, sunlust, pl2 etc).

i've been playing for years though.

>> No.3046665
File: 35 KB, 330x170, Heh.jpg [View same] [iqdb] [saucenao] [google]
3046665

>>3046645
>>they legitimately play brutal doom with everything
>reddit
>expecting anything different

>> No.3046669

>Slade randomly eats a map that took me a week
>It didn't make a backup before doing so
>Backups are only from when I first started
>oh fuck oh fuck
>Realize I uploaded it here to let people test it
>Only progress lost was messing with a few linedefs and some grammar on a message

Holy fuck I love you faggots

>> No.3046674

>>3046669
We love you too, anon. What map was it by the way?

>> No.3046678

>>3046653
I'm just not quite fond of him 's all. I get he's supposed to be an empty canvas for the player to fill just like classic doomguy, but he, for starters a) doesn't even look like doomguy, b)is scrawny as shit, and c)besides not having an actual personality, that
look of perpetual tedium upon spotting a new enemy and his permanent 'goddamn no restrooms here either' face, I really can't bring myself to seeing him as doomguy perse. he doesn't even begin to look as particularly scared or as determined to kick demon ass, he's just some random soldier dude with a set of really weak guns and ridiculously slow movement who for some reason didn't die when the demons kicked the door off and slapped everyone's shit.

>>3046656
nah.

>> No.3046682

>>3046674

First actual map for Brutalist, a dumb project I'm working on that's going slow because college/horrible financial situation/other vidya games/other mapping projects I got myself into.

I went "Yeah I don't feel like mapping, but I'll add a titlecard and music" and next thing I knew, Map03's definition went kaput.

>> No.3046685

>>3046662
me too, guess this is just somehow fucking with my human brain because scythe2 was way easier in my opinion
you get to blast with bfg 247 and it wasn't really too pleasant of a wad
sunlust has more claustrofobic spaces and I am way behind in that
plutonia2 was not too hard
but 2 to 3 tries? jesus I just might break

>> No.3046686

>>3046682
Can I see the link for the test version? I'd love to try it out.

>> No.3046691
File: 24 KB, 80x80, danceAwayThePain.gif [View same] [iqdb] [saucenao] [google]
3046691

>>3046658
http://www.mediafire.com/download/rfgo0rt29tw525g/Samus%282%29.zip
There ye'are. Dead animation included. It's only detailed until the 3rd or 4th rotation or some-such.

>> No.3046697

>>3046686
https://mega.nz/#!18AFnT5S!elQBvTQLCyEF7nucYyu0ELyHdltrHSKdTbCYz0SmqmA

All that's partially done is Map 01/03. 02 is a placeholder hub only.

>> No.3046698

>>3046697
Ok, I'll tell you what I think when I'm finished.

>> No.3046702

>>3046691

Beautiful. Thank you very much, mate.

>> No.3046704
File: 13 KB, 247x243, end times.jpg [View same] [iqdb] [saucenao] [google]
3046704

>Playing through Going Down for the first time
>Having a blast
>Getting a little stuck here and there, but moving through the wad pretty quickly
>Suddenly get to Vivisection
>Not too bad
>Using crushers to kill demons
>Place is emptied out
>Go to the skull switch
>Flip it
>mfw that fucking Cyberdemon that rises out of the ground and brings a shitton of fuckfriends with him
>Been stuck here for almost 40 minutes

How the hell do I kill these guys?
I'm low on rockets by now, and I keep getting my ass handed to me.

>> No.3046705

>>3046698

Oh, wasn't expecting more testing. gzDoom only btw.

>> No.3046710

>>3046702
np.

>> No.3046716

>>3046691
>that sexy hipswaying
god dammit, boner
i shouldn't have a thing for women in armor being sultry

>> No.3046723

>>3046704
It's only the beginning.
Save the invulnerability sphere for activating the cybie, then lowering the lift to activate the yellow key trap with revenants, grab the key and make a break for the elevator all while invulnerable. Cheesy strategy but it works.

>> No.3046730
File: 322 KB, 1920x1080, Screenshot_Doom_20160306_170948.png [View same] [iqdb] [saucenao] [google]
3046730

>>3046705
Oh, ok. Just wondering, have you encountered this glitch? It occurs when you run down the hallway with music.

>> No.3046731

>>3046682
>college/horrible financial situation
Fuck man, that's a horrible fucking comination.

I had a close call with slade once as well. Somehow it's temp folder didn't erase itself, so it overwrote the first X entries in my mod with some garbage from another mod I'd been looking through before I figured out the reason.

>> No.3046738
File: 125 KB, 216x216, DanceMotherfuckerMore.gif [View same] [iqdb] [saucenao] [google]
3046738

>>3046716

>> No.3046739

>>3046730
Ok, now it's happening whenever I walk down that hall.

>> No.3046740

>>3046691
Why is this sprite more obviously a 3d model than >>3046535 ?

I'm guessing you did some work on other by hand?

>> No.3046741
File: 37 KB, 269x307, DSP_goes_to_Luthors_house.png [View same] [iqdb] [saucenao] [google]
3046741

>>3046738
yes please

>> No.3046743

>>3046730
No, it might be due to a misplaced teleporter function. I had the issue before that release, but no one reported it afterwards.

It is an old version I likely need to re-check for bugs. It uses a really sloppy teleport-to-linedef in triplicate in that hallway because I had issues with it in singular. I'll check it again when I start to work on it.

>>3046731
It's not ~that~ horrible, it's more I just can't really go anywhere/do anything with my current loans. Can't get a decent job due to the college commute/hours needed so my loans pile up higher while my euro friends get all access paid to their upper education. Thankfully, I'm in the last year and the loan repayment is extremely cheap/low interest.

>> No.3046751

>>3046740
Yah. That and the higher fps probably helps. The running animation is the same frames as the SNES samus, in almost the same position.

>> No.3046752
File: 23 KB, 667x416, 1.png [View same] [iqdb] [saucenao] [google]
3046752

>open darkwar.wad
>this
what

>> No.3046754

>>3046662
no wait I was thinking of plutonia 1

>> No.3046762

>>3046751
Makes sense.

Also goes to show how much good a few manual alterations to the render output can benefit your sprite.

>> No.3046765

>>3046752
There's a map in ROTT titled "This causes an error!". When you start the map, a pushwall makes its way across the room and out of the map, crashing the game when it escapes. You're presented with that image and then booted to DOS.

>> No.3046767

>>3046752
Go into RoTT, when ingame, type DIPSTICK, then GOTO, go through the menus until you see a level called "This causes an error", warp to it, then watch the magic happ--

>>3046765
FUG

>> No.3046778
File: 30 KB, 212x261, Capture.png [View same] [iqdb] [saucenao] [google]
3046778

>>3046704
>Playing through Going Down for the second time, this time with Demonsteele
>Get to the part you described
>Hadn't played in several months, only new additions I know about are gun special moves
>This motherfucker pops out of the ground instead of the cyberdemon and yells some shit at me in a demonic robot voice

I was quite frightened and excited at the same time, and then he blew me up with homing missiles

>> No.3046791

>>3046716
avoid Warframe. You'll never be the same.

>> No.3046794
File: 1.35 MB, 1514x734, swordsnshit.png [View same] [iqdb] [saucenao] [google]
3046794

So, demons have encountered swordsmen before, but decided that the technology to integrate was guns? (Cyberdemon, revenant, mancubus).

What about an imp with a fireball hand and a sword-arm? Baron of hell with a pinkie-chariot? Other things?

>> No.3046802

>>3046794
maybe its a hint for demonsteele 2

>> No.3046809

>>3046794
>Baron of hell with a pinkie-chariot
>DOOM that takes place in medieval times
I never knew I wanted this

>> No.3046817

>>3046665
>>3046652

Wait didn't they used to hate Brutal Doom?

>> No.3046818

>>3046662
okay I started plutonia 2 also and I gotta say I found myself taking my time now and didn't die
what play style do you use? rushing or does it depend?

>> No.3046820

>>3046794
Probably in the past they integrated those.

>> No.3046825
File: 383 KB, 800x600, Screenshot_Doom_20160307_010841.png [View same] [iqdb] [saucenao] [google]
3046825

oh god it's too much fun doing detailing I cant stop
send help

>> No.3046826

The mega link in the "So you want to play some fucking Quake" image is dead, just so you guys know. It's pretty easy to find Quake elsewhere so I suppose it's no big deal.

>> No.3046828
File: 782 KB, 2139x1669, OxlM0v6.jpg [View same] [iqdb] [saucenao] [google]
3046828

>>3046791

Or do, it's really fun.

>> No.3046834
File: 278 KB, 1280x720, DEUS VULT.jpg [View same] [iqdb] [saucenao] [google]
3046834

>>3046794
Ooh that's pretty interesting. Perhaps the story might involve the demons attacking during the early middle ages at some point?
I hope that there's going to be the Martian stuff from Doom 3, that was great

>> No.3046836

>>3046794
Imagine the possibilities
>Demon cavalry
>Demon swordsmen who charge you in groups
>Demon archers that shoot at you when you're fighting tougher enemies, distracting and frustrating you
>Demon necromancers have their own thralls following them that die when the necromancer dies
>Demon witch hunters who fight those necromancers on sight
>Actual knights of hell

>> No.3046842

>>3046826
Can you give a link to where I can get it? I've been scouring all over the place with no luck.

>> No.3046846

>>3046794
>>3046809
>>3046836
GMOTA expansion confirmed

>> No.3046847

>>3046836
Meh, Demon archers are basically imps, but chariot pinkie and demon cavalry made me realise that there could just be demons just riding pinkies. And archviles are sooooooort of necromancers?

>> No.3046851

>>3046847
Yeah, but archviles don't have thralls that follow them, and the demons they bring back don't die when they do. And there's no demon witch hunters to cause dynamic and entertaining fights for Doomguy.

>> No.3046858

Played a bit of Dakka and wow, why no one told me of it before? The weapons feels nice and the gameplay is fast as hell, i enjoyed every single weapon of it. It feels exactly how i want a Doom weapon mod to feel: fast, powerful, but still balanced.

>> No.3046867

>>3046842
It's on the pirate bay

>> No.3046905
File: 876 KB, 335x288, hellyeahmotherfucker.gif [View same] [iqdb] [saucenao] [google]
3046905

>>3046794
calling it now.

the hell versions of the slow unarmed zombies will be sword and battle axe knights with proper chainmail armor and battleworn helms.

>> No.3046912

How do you prevent monsters from trying to attack you through transparent walls? Because they're doing this in my map and I'd prefer to keep them inactive.

>> No.3046943
File: 221 KB, 400x324, Let go of my camera, you son of a bitch.png [View same] [iqdb] [saucenao] [google]
3046943

>>3046825

Lookin good anon, keep it up, I genuinely like it when people make comfy looking places in Doom

>> No.3046945

>>3046912
you could have a thin sector between them and the wall that lowers when you want them activated, or block sound lines but I don't really know how those work.

>> No.3046948
File: 19 KB, 295x230, majureaktion.png [View same] [iqdb] [saucenao] [google]
3046948

>Three revenants, one imp and one archvile left
>Only seven rockets left

>> No.3046965

>>3046948
kill the arch-vile, fist the skeletor and the imp like a man

>> No.3046973

>>3046965
The only correct answer

>> No.3046974
File: 153 KB, 800x600, Screenshot_Doom_20160307_021501.png [View same] [iqdb] [saucenao] [google]
3046974

>>3046943
It's quite enjoyable twisting the stock texture to their limits.
>comfy
Really trying to hammer that feeling down to contrast with the adjacent sterile-looking lab. Surprisingly hard to get the scale right for non-abstract stuff like this.

>> No.3046990

>>3046974

And that's why it's impressive when done right. Got anything else planned?

>> No.3046991
File: 106 KB, 500x607, you got a friend in me.jpg [View same] [iqdb] [saucenao] [google]
3046991

>>3046974
>pick up mapping
>start making small, bite sized average difficulty maps in the vein of NERVE.wad
>one day go full apeshit on a wad based on my dream house
>basically the comfiest space ever
>neverendingly nitpick and edit it for the smallest most unimportant shit i can spot
>until the eventual day i reach full blown OCD and spend most of the hours of the day editing it instead of going outside or doing anything else
I'm glad I'm already home

>> No.3047004
File: 1.47 MB, 1920x1080, Screenshot_Doom_20130410_111322.png [View same] [iqdb] [saucenao] [google]
3047004

>>3046990
>Got anything else planned?
As far as map/architecture goes? Not really, for this project at least. Just writing the rest of the puzzles and dialogue.

>>3046991
Man I've done that shit so much. I never really finish or release any of it, but I honestly don't really care that much. The process of connecting lines and aligning textures is enjoyable and relaxing in itself to me, just like back when I still did art stuff.

I'd really like to see some screenshots of your dream house map if you have them.

>> No.3047023

>>3046991
>filename
OH GOD EVERYTIME

>> No.3047024

What would be a good fantasy weapon that shoots ghosts out that explode after a certain distance or when they hit something?

>> No.3047026

>>3047024
some religious artifact

>> No.3047028

>>3047024
A druidic staff, like a gnarled tree branch with runes that glow when you fire.

>> No.3047031

>>3047024
A wraithverge.

>> No.3047034

>>3047024
Just thought of doomguy using a pain elemental as weapon to shoot lost souls at enemies.

>> No.3047035

>>3046991
Can you upload it?

>> No.3047036
File: 246 KB, 144x205, skullwiz.gif [View same] [iqdb] [saucenao] [google]
3047036

>>3047028
I was thinking about something like this, but logically it'd be firing wights then. I'm not sure they're known for their explosive properties. That's not a real issue though, it's just a game.

I like the glowing rune idea. I'll probably steal that.

>>3047031
I feel like that's been done somewhere before...

>> No.3047039

>>3047024
A Quran, since you're shooting out Islamic ghosts.

>> No.3047040

>>3047039
kek. Needs to be vaguely nordic, so the runic staff works well. I think I'm going to roll with that and see if I can tack anything else onto it.

>> No.3047045

>>3047040
For a more serious suggestion, how about a slab of stones with runes etched onto it that glow when fired?

>> No.3047051

>>3047045
I think I'll mix the two. A druidic style staff with ~3 runestones embedded in it.

Runes
< - fire (cause it's a firey explosion)
|><| - balance (explosion, equal and opposite reaction)
*arrow pointing up* - war
Slanty F - magic/wisdom and such

>> No.3047052

>>3047036
>but logically it'd be firing wights then.
The etymology and meaning of all these folklore-turned-fantasy words is pretty much up for grabs. Even in real folklore the terms differ so much by region it's almost meaningless to nitpick even then.

>pic
Damn, fuck those niggaz. Stupid teleportation spells..

>> No.3047054

>>3046189
Try these mods for hexen:
Necrosis
Deathkings of Dark Citadel
Scourge of Viscerus
Wrath of Chronos
Serpent: resurrection
Shadow of Chronos

>> No.3047057

>>3047051
Alright, glad I could help.

>> No.3047059
File: 304 KB, 179x263, eido.gif [View same] [iqdb] [saucenao] [google]
3047059

>>3047045
>>3047028
>>3047026
>>3047052
>>3047057
Thanks, by the way. For think-tanking it up.

>> No.3047061

>>3047024
A soul-stealing sword/dagger?

>> No.3047063

>>3046189
I haven't played it personally, but I've heard Rune (UE1 game) is good.

>> No.3047070
File: 16 KB, 300x400, 300px-Icelandic_Magical_Stave_stafurtiladvekjauppdraug.svg.png [View same] [iqdb] [saucenao] [google]
3047070

>>3047059
Heres's an authentic rune of spirit conjuration if you're interested

>> No.3047075

>>3046948
bait archvile with revenant fireballs, punch imps, rocket whoever's left

>> No.3047083

>>3047070
Thanks It might be too detailed for a sprite, but we'll see

>> No.3047115

Holy shit... I am so garbage at Blood and I don't understand why. I do decently at Doom on UV, but when it comes to Blood I can't hardly get past the first two levels without saving. Does it just take a lot to get used to or should I commit sudoku

>> No.3047123

>>3047115
I think you just need to adjust the way you play. Had the same problem with Shadow Warrior, until I learned to play like a maniac with the sword and explosives rather than dick around with the underpowered firearms behind cover.

>> No.3047127

>>3047070
That looks pretty cool.

>>3047083
You could make it a gunflash, and strip out the extraenous and dashes to simplify it.

>> No.3047140

>>3047059
why is eidolon such a qt

>> No.3047141

Okay, I'm the same dude who has recently been trying to get into blood and I'm running into a serious problem.

Everytime I update my controls or settings, it resets as soon as I turn off the game. So I have to completely redo everything when I start again. Even if I change the CFG, they don't take effect when I open the game, and when I check it again it's all back to default for no reason. What the FUCK is causing this? I just want to set the god damn game up ffs

>> No.3047146

>>3047141

for example, the resolution, inverted aim, and some of the controls are always fucked no matter how I try and alter them.

>> No.3047151

>>3045272
What map is this, from what wad?

>> No.3047152

>>3047146
would an autoexec.cfg work?

>> No.3047162
File: 189 KB, 800x600, Screenshot_Doom_20151209_005012.png [View same] [iqdb] [saucenao] [google]
3047162

>>3046265
Git gud

>> No.3047164

>>3047152

I have no clue. I just want to be able to play the game with a certain set of configurations without having to try and change them each time I play. Would you know how to go about helping me?

>> No.3047170
File: 56 KB, 627x479, 1443541457558.jpg [View same] [iqdb] [saucenao] [google]
3047170

>>3047162

>> No.3047176

>>3047162
that's cute

now try going after 10 at the same time in a small level resurrecting literally E V E R Y single fucker you just killed at the same time with close to no room to maneuver surrounded by tryhards and shotcunts

>> No.3047180

Why do people so frequently say Doom doesn't allow you to hide behind cover? I made it through all of the first two games on UV doing a lot of exactly that. I don't care who thinks I'm playing the game wrong, just asking where the idea that it's not possible to play it that way comes from. I'd argue it's the easiest way to play.

>> No.3047193

>>3047180
>I'd argue it's the easiest way to play
yeah, and it's hardly any fun. So there you go.

>> No.3047196
File: 65 KB, 800x600, Screenshot_Doom_20151209_014707.png [View same] [iqdb] [saucenao] [google]
3047196

>>3047176
Do you see the map, that's valiant map 07, where 16 archviles spawn if the mancubus dies.
And guess what, mancubus died.

And guess what, i managed to beat that shit (pic related = proofs). G I T G U D

>> No.3047203

>>3046828
Untill it drains your soul with pointless grind
You farm for stuff you need to actually "start playing"
Then you farm for resources to make the items you farmed for before worthy of use
Then you farm for rare stuff you dont really need so you could sell it and buy stuff you do need
Then you farm for prerequisites for the quest that's supposed to be fun
Then you farm up the grindwall this quest is locked beyond
Then you realise you have farmed out and have everything in the game and have nothing to farm for.
Then you realise that in this game there is nothing but farming. It has no substance beyond that.

>> No.3047227
File: 1.04 MB, 506x240, tumblr_o2kr0mK7gF1ugsx1xo1_540.gif [View same] [iqdb] [saucenao] [google]
3047227

You guys play Devil Daggers yet? Seems like the kinda thing you guys would like. Technically not a retro FPS but it goes for that style and those mechanics. Pic shows some of that in action, it's from the dev blog.

>> No.3047236

>>3047227
I have, it's very pretty and the sound is great, but I am quite bad at it.

I would very much like to see some modding support so it could have user content like other arenas, spawn patterns, enemies, etc.

Worth the 5 bucks if you like the sort of game that you can play in short bursts and slowly get good at.

Pretty barebones, but good at what it does.

>> No.3047251
File: 646 KB, 500x215, tumblr_o208qwjAG61ugsx1xo1_500.gif [View same] [iqdb] [saucenao] [google]
3047251

>>3047236
Yeah it's pretty barebones but damn if what's there ain't amazing.

If it had mods that'd be pretty cool, but I am the competitive sort so as is I quite like it, if only to beat my buds on the leaderboards.

>> No.3047269

>>3047227
Not a fan of games with no mapdesign.

>> No.3047271

suggested map packs for dakka?

>> No.3047284
File: 2.93 MB, 640x360, 1455057373666.gif [View same] [iqdb] [saucenao] [google]
3047284

>>3047227
>>3047251

holy shit

>> No.3047293

>>3047203
Go play some PVP then, jeez.

>> No.3047302

>>3047227
>>3047251
First heard about it on the Giant Bombcast, really want to get my hands on it but I'm busy saving up money for a stupid revenant statue.
It comes on a rotating stand.

>> No.3047307

>>3047302
is five bucks, anon. Can't splurge that much?
got a link to that statue? sounds badass

>> No.3047317

>>3047196
>literally surrounded by at least 30 tyrants and shotcunts in four rooms each
forgot that part phamphy
oh forgot pistol and SMG only because I don't even loadouts

also that map is fairly open and you got an above average number of ammo anyways so baka

anyways I just did it in the end, not even miffed tbqh, chaingunners easily became nothing but fodder

>> No.3047318

>>3047307
http://static1.gamespot.com/uploads/original/1179/11799911/3001484-doom.jpg Getting the PC edition of this.

>> No.3047320
File: 12 KB, 144x156, scubamug_animated_25health.gif [View same] [iqdb] [saucenao] [google]
3047320

Made some in the next set. I need more time off for this stuff.

>> No.3047321

>>3047271

My man. Did you read my whole explosion of love over Dakka the past two days? Anyway... its fun with agressive packs. Try MM, HR, even Sunder... they're all pretty fucking fun with it. Let me know if you have any suggestions as well.

>> No.3047329

>>3047141
I ran the actual old blood files through dos box and it works a treat. how are you running it?

>> No.3047332

>>3047320
it looks great, but be careful about the coherence with the previous health levels
especially cracks in the glass healing themselves as your health goes down

>> No.3047335

>>3047115
Throw more TNT. use the alt fire of the flaregun and the altfire TNT around corners to deal with cultists.

watch this guy
https://www.youtube.com/watch?v=SCN0f3Sdv3o&list=PLyHDIqdkjhMiuIUZWNC0kZ1amhgF-FT3b

He plays uber conservative but you can take or leave the tactics of his you like

>> No.3047339

>>3047321
just... don't play it online

oh my god it breaks so badly online I've found *multiple* bugs in zandronum trying to get it to work jesus christ

>> No.3047358
File: 448 KB, 496x708, 1453439777383.png [View same] [iqdb] [saucenao] [google]
3047358

>>3047339
will zandro ever catch up to zdoom?

will they ever collaborate?

>> No.3047360

>>3047329

Running it through the Steam version, dosbox of course. I have all the config files set up how I want them, but 320x200 gives me a black image during the actual game, and MouseAimingFlipped = 1 just doesn't fucking work. I don't know why, I change it ingame, and I've changed it in the CFG. Neither has an effect after I close out the program though. Thanks for actually getting back to me, I'm really frustrated.

>> No.3047364

>>3047335

Hey. Thanks for the heads up. This, I could definitely get to learn from.

>> No.3047367

>>3047360
I would just abandon all that shit, download the original Blood folder from an old game archive, and run it with dosbox. no mess, no fuss, press U for mouselook.

Steam games through dosbox tend to be fidgety and not good with bindings

>> No.3047370

Can anyone recommend some good atmospheric maps that work well Hideous Destructor?

>> No.3047371

is there any survival wads that can go for a long period of time similar to reelism but not really?

>> No.3047376

>>3047358
ahahahahah

graf is such a faggot I'm surprised he hasn't tried to figure out ways to explicitly fuck over zandronum

anyway I reported the bugs I ran into on zandronum's bugtracker so dusk will probably get to them and fix them up, since he's a pretty cool guy overall

>> No.3047389

Since vaporwave kinda overlaps with cyberpunk I wanted to have something set in a clean, pristine apartment.

I went to Realm 667 for some textures, and while there are games that I image have some cyberpiunk to them (Anarchronox and Daikatana), the fact that the packs are just all textures dumped into one folder and otherwise unorganized is not really helping.

I mean, we are talking 3000+ files here. And W7 only loads thumbnails on demand with apparently no way to create them preemptively so looking through them already turns into a slog.

>> No.3047391

>>3047367
Dont forget BMouse if you actually want non-nausiating mouslook. Original Blood driver can into mlook only vertically or horizontally per tic, but not both at the same time.

>> No.3047394

>>3047367

Man, That really isn't any help. But I appreciate the response. I'm just so fucking flustered with the fact that neither ingame options nor CFG files fix this absolute wreck of a pile of code. Garbage.

>> No.3047396

>>3047391

I had Bmouse from the start. Thanks. I just can't get my options to save my resolution or my mouse inversion. Those are the only two things at this point and it is driving me fucking nuts.

>> No.3047397

>>3047371
it's pretty much invasion mods

>> No.3047410

>>3047371
stronghold?
but bring a few friends and prepare your anuses

>> No.3047419

>>3047410
thank you

>> No.3047456

>200 Minutes in /vr/ Junction
Whelp, I'm totally stuck. Also, what song is that?

>> No.3047547

>>3047456
Swan Lake I think.

You have to start running on the platforms while they're still rising on the last bit.

>> No.3047595

Is it possible to have a UI where the health number is replaced with an animated heartbeat graph?

>> No.3047597

>>3044791
The ceiling fans(?) both scared and annoyed me. They were so overpowered.

I'd love a doom port of this game

>> No.3047660

stupid question regarding Duke
How is the high resolution pack? would it be smart to play that the first time round? or should I just play the megaton edition?

>> No.3047664

>>3047660
HRP is okay, just dont use models - while not as bad as DooM model attempts, Duke engine is still ill suted for full-on 3D enemies. Also death animations are cringeworthily bad..


Also eDuke even without HRP is way better than Megaton - Mega managed to introduce even more bugs without fixing the old ones.

>> No.3047669

>>3047660
Have you seen video/screenshots of it? I'd really rather prefer the original sprites to those ugly low-poly potato face models.

Other than that I think megaton is adequate but eduke is better

>> No.3047674

>>3047664
>>3047669
Alright yeah I plan on using eduke with the maybe the HRP with sprites the models are pretty horrid

>> No.3047753
File: 169 KB, 640x480, woopwoop.png [View same] [iqdb] [saucenao] [google]
3047753

Now that I can actually use ACS scripts, I've been having a lot of fun with them.

This thing spawns a bunch of monsters into this room, for the marines to eliminate, until the player actually gets in here. That way, you can peek in through the windows and see a fight! The goal of the level is actually to get in here. That window up in the top of the room is where you spawn in. I'm liking map making, so far, except I'd really like skullfuck textures to hell.

>> No.3047754

>>3047753
Oh yeah, and I forgot to mention:

When the player actually gets here, the portal spawns an archvile.

>> No.3047769

Does anyone else freeze for like a second with Dakka's SSG secondary fire?

>> No.3047789

>>3047595
Yeah, you can. You'll need a shitload of different frames though, or use different colors for the line depending on health for it to be anywhere near usable.

>> No.3047806
File: 67 KB, 641x481, 1455342612099.jpg [View same] [iqdb] [saucenao] [google]
3047806

>>3044204
I really don't understand how could stupid, and then idiotic LMS die?

It was bustling with activity, people were updating it with maps, hell they even added fucking crate unboxing.

>> No.3047886

>>3047806
pardon?

>> No.3047894
File: 904 KB, 1074x566, pl01.png [View same] [iqdb] [saucenao] [google]
3047894

Fucking finally done that hangar.

>> No.3047903

>>3047410
alternatively:
solo + dakka
yes, it's compatible
mostly
or it used to be

>> No.3047947

>>3047886
You've never heard of idiotic last man standing?

>> No.3047954

>>3047903
really?
i mean, stronghold already adds and edit weapons (and makes use of the tome of power thing) so it sounds pretty incompatible with other gameplay mods

>> No.3047962

>>3047947
evidently not! i guess it makes sense if Stupid LMS and Idiotic LMS are names of wads. but not knowing that, it becomes nonsense. sorry for the misunderstanding.

>> No.3048009

>>3047947
Me neither. Tell me more of is stupidity!

Yes, I am asking for more info

>> No.3048041

>>3047954
the old version had an ACS script that replaced all the new weapons with dakka weapons
just that the new enemies don't give any points
but since the maps have zero enemies at the start, the score rewards are always at the lowest requirements
just played some, changing some CVars let me have carry all my weapons over from mission to mission
and my 17 billion extra lives
channeller very gud

>> No.3048081

skillsaw has released seven rejected valiant maps. they range from pretty darn good (map04, map05) to bland (map07). well worth a look though:

https://www.doomworld.com/vb/wads-mods/86554-sawdust-valiant-scrap/
well worth a look

>> No.3048108

>>3047059
>>3047036
Wait, were these really that well animated in the game? I have to check now.

>> No.3048113

>>3048108
Which game?

>> No.3048120

>>3048113
hexen 2

>> No.3048127

>>3047176
lol nigga i can tell you don't know that map

>> No.3048131

>>3047769
?????

>> No.3048148

>>3048108
Yeah, but they're animated in step, like Quake was. Either way they're pretty great. Looks like the guy who rigged them also animated them to me. Like he knew exactly what he needed to squeeze everything out of the polycount.

>> No.3048156
File: 1.52 MB, 635x457, 1452667915619.gif [View same] [iqdb] [saucenao] [google]
3048156

>>3048120
I wasn't even aware there was a Hexen 2. I guess I'm not actually a fan of early FPS's.

>> No.3048161

>>3048156
At least that one is similar to Hexen.
Heretic 2 isn't even in first person.

>> No.3048163

>>3048131
>>3047769

alright, looking at how the SSG can.dilates spread, and how many random numbers it rolls (uh, 1800 per shot), I'll switch over to a box-muller transform and that should make it a good deal faster

at the very least the RNG won't be a bottleneck anymore, if it is now

>> No.3048167

>>3048163
calculates*

seriously autocorrect what is your fucking problem

>> No.3048178

Has anyone played this duke64 mod? Or Duke on the 64? Aside from the cencorship the gameplay seems alot better. All the guns are punchier and feel more powerful and aside from the loss of the rocket launcher the new weapons are really fun.

>> No.3048184

>>3048156
The game has some really annoying puzzles. First hub is cool, second is okay, but the third egyptian one is just too frustrating.

>> No.3048193

>>3048178
>look it up
>shotgun no longer has a pump handle

Why?

>> No.3048195

>>3048009
think of it as nintendo party for doom

>> No.3048198
File: 381 KB, 608x768, quelle surprise.png [View same] [iqdb] [saucenao] [google]
3048198

Quelle surprise

>> No.3048203

>>3048193
It's a really minor aesthetic difference that really doesn't matter

>> No.3048204

>>3048198
Nice.
Although I'm surprised by the results. I was expecting something closer to 80/20

>> No.3048206

>>3048203
Maybe, but Duke's shotgun is memorable because of that pump handle. At least I haven't seen it anywhere else. It's probably in some CoD game or something.

>> No.3048209
File: 432 KB, 500x394, 1405106584741.gif [View same] [iqdb] [saucenao] [google]
3048209

>>3048198
>Mfw multiple different friends of mine actually thought A was better because it was "more subdued"
Something tells me they don't really know why Doom exists.

>> No.3048215
File: 30 KB, 747x491, 1454505154628.png [View same] [iqdb] [saucenao] [google]
3048215

so I was fucking around with ZDL launcher and then removed it but now I'm trying to load some saves from a wad I was playing and they won't load. Did I corrupt my saves or something?

>> No.3048225

>>3048206
I think pump handles are covered in nintendos censorship policy. Extrenuous tacticool shit is only allowed on swords.

>> No.3048229

>>3048215
Were you using mods when you saved?

>> No.3048232

>>3048209

those are the same people who think there's nothing wrong with the (unbelievably still) main cover art of the game

>> No.3048237

>>3048229

I was playing Ultimate Doom 2 with the latest version of Brutal Doom.

>> No.3048239

>>3048237
Then, when trying to load the saves, you're loading up BD as well, correct?

>> No.3048240

>>3048232
Bethesda always finds a way to assfuck the games they publish, don't they?

>> No.3048245

>>3048239

yeah.

>> No.3048246
File: 209 KB, 1092x384, WINERLOSERPIC.png [View same] [iqdb] [saucenao] [google]
3048246

>>3047806

The head dev is a dumbass, and too much monkeycheese "humor".

>> No.3048252
File: 30 KB, 256x264, 1455995422922.png [View same] [iqdb] [saucenao] [google]
3048252

https://www.youtube.com/watch?v=BkaC1-QoraY

>> No.3048254

>>3048215
Different wad load order?

>> No.3048259

>>3048252
>using a rocket launcher when the enemy is right next to you
Shit nigger what are you doing?

>> No.3048261

>>3048252
Silly. I like it.

>> No.3048278

>>3048252
see also >>3046025

>> No.3048281

>>3048278
Shit link that nobody noticed.

>> No.3048323

>>3048252
why was the baron replaced by a cyberdemon
what was the artistic choise behind this
WHY

>> No.3048336

>>3048323
>baron replaced by cyberdemon
Did you not see the baron's horns? He's at least halfway to cyberdemon. In fact, becoming a cyberdemon would only cost him an arm and a leg

>> No.3048347

>>3048127
and I know you don't know what map I'm referring to so it's ok bro

>> No.3048352

>>3048347
what map you're referring to is irrelevant since it's easier than what that anon posted

>> No.3048358

>>3048352
ok

>> No.3048361
File: 12 KB, 214x235, 1455306933662.jpg [View same] [iqdb] [saucenao] [google]
3048361

>caged pinky demons
>caged lost souls
>caged pain elementals

>> No.3048367

>>3048347
i'm interested in what map you were talking about.

>> No.3048370

>>3048367
made the terrible mistake of playing it along helloworld.wad and reached map31

I finally did it in the end but not a satisfying experience overall I must admit

>> No.3048392

>>3048370
>helloworld.wad
hmm, i don't think i know that one

>> No.3048395

>>3045176
>>3045167
>>3044729
Colourful Hell did it first
http://forum.zdoom.org/viewtopic.php?t=47980
also
http://forum.zdoom.org/viewtopic.php?f=37&t=48211
TSP did it too, but I believe after colourful hell

>> No.3048404

>>3048392
there was a helloworld.wad posted here just before christmas, but it was only one map, some anon's first. no map31. so there must be another helloworld.wad.

>> No.3048407 [SPOILER] 
File: 334 KB, 1280x960, 1457377743704.png [View same] [iqdb] [saucenao] [google]
3048407

>>3048395

funnily it was originally for like trying to make cybies stomp and air shot occur more often, but its still an awesome script scroton made, he was pretty happy to see it get use in action.

>> No.3048414 [SPOILER] 
File: 842 KB, 1366x768, 1457377972848.png [View same] [iqdb] [saucenao] [google]
3048414

if you value your eyesight, you will not open this

>> No.3048427

>>3048407
that looks genuinely disturbing, good job

>> No.3048432

>>3048392
>>3048404
https://mega.nz/#!r4RRWYoJ!7ARDjyqzv4siGM9jvMatehrFlYH7ntGrv7suxyUreGo

linked that shit up pham

this version includes 4 maps plus a secret one, it was recently updated iirc though

>> No.3048467

I have a couple of annoying decorate problems that only happen in multiplayer.

For some reason A_VileAttack will always play its default Archvile attack sound, regardless what custom sound I put in, no sound or other attempts to silence it. Anyone know any good way to stop this?

A_JumpIfTargetInLOS seems to cause problems when using A 0 A_Chase or A_wander movements. My monster will act normally but its visual will be left behind when it does this quick movement. Anyone know another way of "the enemy monster can see a target and do something" to bypass this?

Please help, I've been trying to solve these for days and its ruining my wad.

>> No.3048469

>Once upon a time about 9 years ago, a guy by the name of kreaten decided to pay a visit to X-CulT (formerly Sonic CulT; either way the site’s dead as shit). Anyways, he wanted to spread around a crossover comic he made featuring characters from the Sonic The Hedgehog and DOOM series of video games. A brief one-shot comic, the story is about Knuckles taking Sonic & Tails to Plutonia. After getting into some trouble with Imps and Cacodemons, they meet up with Doom Guy.

>Unfortunately, due to some “language barriers”, kreaten had to wait a bit to debut an English translation of his comic to the mostly English speaking community at CulT. He did, and well, he did his best. It had a reception from the crowd, but kreaten did not really pay attention too much to it and posted some other comics. Those were not as memorable to the audience, and unfortunately there seems to be dead links to anything else he has made aside from the comic talked about in this tumblr post.

Entire comic can be found at: http://nic-gonz.tumblr.com/post/140598404465/after-keep-n-doom

>> No.3048491

>>3048432
that's not the helloworld i was talking about, but it has been posted here before - i remember doing the first two maps at least

>> No.3048559

>>3047769
>>3048163

alright fuck transforms, I'm just using a random number + static lookup now and it works just fine

make a new build from the git repo when you get the chance, it should run a lot better with both the ssg alt-fire and scrapper primary fire

http://git.jinotra.in/ijon/dakka/commit/094df84e4f5676e9bf5a5beaa40517eeafc150d2

>> No.3048563

>>3048414
my eyes

looks like battlefield 3

>> No.3048575

>>3046040
What is this and where can I see more?

>> No.3048580

>>3047251
Lost souls: the game

>> No.3048581
File: 361 KB, 1366x768, Screenshot_Doom_20160307_130528.png [View same] [iqdb] [saucenao] [google]
3048581

Come to butthead

>> No.3048583

>>3047547
They're still too low, senpai.

>> No.3048601

>>3048581
Is that smoothdoom and ketchup?

>> No.3048603

>>3048581
What mod is that for Doom64 weapons?

>> No.3048607
File: 3 KB, 158x104, ss+(2016-03-07+at+03.54.31).png [View same] [iqdb] [saucenao] [google]
3048607

>>3048601
It is, among a few others.

>>3048603

>> No.3048615

>>3048607
Huh, didn't even know SmoothDoom had any of that. Now I just feel dumb.

Although my version doesn't have the Doom64 Plasma gun and BFG versions.

>> No.3048619
File: 245 KB, 1366x768, Screenshot_Doom_20160307_160129.png [View same] [iqdb] [saucenao] [google]
3048619

>>3048615
Mine doesn't either. It does have these, though

>> No.3048637

>>3048583
press the button four times. on the fourth, spin round and run across the pillars without stopping as soon as you press.

>> No.3048641

>>3048607
What does Smooth Textures do exactly?

>> No.3048647

>>3048641
I also have this question.

>> No.3048648

Help, I'm trying to use the Back to Saturn X HUD but it doesn't register when I pick up keycards.

>> No.3048667

>>3048641
>>3048647
I had to go back and look. I also don't know. It was linked in the OP for Smooth Doom under "friends of smooth doom" as just a mediafire link and I just figured "What the hell?" and grabbed it.

It doesn't look like it's actually doing anything now that I think about it.

>> No.3048671

>>3048641
>>3048647
>>3048667
It makes animated textures smoother.
Adds frames to liquid, lava, falls, tentacles, organs, facewalls, etc.

>> No.3048673

>>3048671
I was actually just about to check that. Thanks for confirming, anon

>> No.3048691
File: 3.35 MB, 1920x1080, d44mwallpaper.png [View same] [iqdb] [saucenao] [google]
3048691

What do you guys think of DOOM4's weapon upgrade system?

Do you prefer having your weapons fully functional from the get go, or do you like progression?

Personally I don't like it, but maybe I've just had bad examples of it (Shadow Warrior and Wolfenstein TNO)

>> No.3048693

>>3048671
Is it incompatible with HD Texture packs?

>> No.3048695

>>3048693
It would have to be.

>> No.3048697

>>3048691
what upgrades did TNO have? I cannot remember
but to answer I didn't mind what ever TNO had so it can be done good

>> No.3048698

>>3048691
I like the idea, but we'll have to see how it's executed.

>> No.3048707

>>3048691
I like it. Finding a new weapon is always exciting, but if there's a ton of them many will become obsoleted quickly. With weapon mods there's more instances of that exciting feeling without that problem.

>> No.3048716

>>3048697
Alternate fire mods, as far as I can remember. Like getting a grenade launcher for the assault rifle, or bouncing shots for the shotgun

>> No.3048717

>>3048691
I like it.

>> No.3048723

>>3048716
wasn't bouncing shot just another shell type?
anyway it was cool

>> No.3048726

>>3048691
I think it's a really cool idea, but we'll have to see how it plays out.
I also like the idea of being able to choose what perks we want, and the ability to switch them out whenever we want.
Essentially building a more tank-esque Doomguy for levels that are really ripping your asshole off, and a more agile, quick, but weak Doomguy for easier levels.

>> No.3048729

>>3048691
It'll hopefully keep the earlier weapons useful in later levels. How many of us kept regularly using the pistol or single-barrel shotgun in map29? Quake 4 did alright; hopefully they'll improve on that formula.

Hopefully, the arsenal in singleplayer and multiplayer won't be as disjoint as Quake 4 had them - where singleplayer was storied and upgraded the weapons regularly (I miss its final shotgun), but multiplayer was a graphics update of Team Arena.

>> No.3048736

new thread when?

>>3048469

JODETE

>> No.3048745

>>3048736
NO JODETE TU NEGRO ABSORBE GLANDES

>> No.3048748
File: 109 KB, 320x240, gohan_anger.gif [View same] [iqdb] [saucenao] [google]
3048748

>BARRELS O FUN

>> No.3048756
File: 219 KB, 200x176, 99Vei.gif [View same] [iqdb] [saucenao] [google]
3048756

>>3048748
>Downtown

>> No.3048757

>>3048748
Wait, you have trouble with that level?

How embarrelsing.

>> No.3048769

>>3048756
funny picture

>> No.3048776

>>3048769
I really, really, really like this image.

>> No.3048778

>>3048748
>CATAFALQUE

>> No.3048787

>>3048757
it's pretty annoying and sometimes my temper is volatile

>> No.3048797
File: 102 KB, 796x1003, t261eb5_Edward_Elric_by_Ironcid.png.jpg [View same] [iqdb] [saucenao] [google]
3048797

>>3048336
Kek

>> No.3048798 [SPOILER] 
File: 680 KB, 1366x768, 1457389909582.png [View same] [iqdb] [saucenao] [google]
3048798

>>3048748
:^)

>> No.3048809

>>3048691
So I guess I'm in the minority of not liking the idea

>> No.3048816

>>3048809
what if they're sidegrades

>> No.3048819

>>3048816
What do you mean?

>> No.3048823

>>3048798
>bullshot

>> No.3048827

>>3048819
like the rocket launcher gets a shotgun-style sidegrade (more rockets, tinier explosion radius, same overall damage - safer to use, but less chance to hit multiple enemies with the splash), or the plasma rifle gets a laser mode (easier to hit with, but less DPS), or the BFG gets a A_BFGSpray mode instead of a generic explosion

>> No.3048828
File: 202 KB, 486x466, laughing demons.jpg [View same] [iqdb] [saucenao] [google]
3048828

I've been really thinking about Doom-lore, and I just keep wondering why do Barons of Hell canonically often come in pairs?

>> No.3048830

>>3048819
Imagine there's also a downside. Like a chaingun that shoots way faster and has more ammo but it's accuracy is shit.

>> No.3048831

>>3048798
that's one fucking ugly HUD.

>> No.3048836

>>3048798

I want a revolver, what do I have to download to get one

>> No.3048837

>>3048827
So ... alternate fire modes?
Then I approve. Although I still would prefer to have them from the start.

I do wonder why this is becoming a thing though. Every FPS nowadays has to have some sort of upgrade system. The only recent-ish one I can think of that doesn't have it is Serious Sam 3.

>> No.3048842

>>3047203
In this game PVP is a grind as well.

>> No.3048843

>>3048691
Depends on how it's done, and they haven't fully released the details about it yet and what exactly all upgrades are.

>> No.3048847

>>3048837
eh, depends on if you can switch out the weapon's specs mid-level

if you can't, then you'd have to gear up your weaponry to the type of level you're about to go into, but if you can, then yeah might as well just make alternate fire modes

number upgrades are boring and overused, I agree with that; buy if you can unlock more actual, interesting abilities for your weaponry later on, that's a lot better

it's like getting a new gun, but it's attached to your old gun!

>> No.3048859

NEW THREAD

>>3048857
>>3048857
>>3048857

>> No.3048912

>>3046189
Witchaven, be warned though, it was ropey back in the day and it's aged like milk in a heatwave

>> No.3048945

>>3048828
they are brothers

>> No.3048952

>>3048691
I reckon Bioshock had a decent upgrade system. Especially since you actually had to look for those upgrade stations.

I agree that Shadow Warrior 2013 did it poorly. They should've made you explore for those upgrades, rather than simply pay for them with money. Though, Shadow Warrior 2013 should've also had better weapon balance, too.

>> No.3049050

>>3048559
Ayy I'll give it a shot and let you know

>> No.3049098

I just wanna ask, is there a nap with two cyber-demons not too long away form eachother? i wanna test... something