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/vr/ - Retro Games


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File: 98 KB, 1024x768, caco_lego.jpg [View same] [iqdb] [saucenao] [google]
3083767 No.3083767 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3078439

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.3083769

===NEWS===

[03-22] No Sleep For The Dead v1.0, by janvknn (dodead, class_ep)
https://www.doomworld.com/vb/wads-mods/53924-

[03-21] TNOTMWOFOLBTIDIDWTSOCSNTITNOTM final, on /idgames
https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/map_name

[03-20] Gun Godz v0.6 (port to GZDoom)
>>3079568
http://www.mediafire.com/download/73dp39bl26euuek/GunGodz_0.6.pk3

[03-20] Doom2 Nightmare speedrun in 23:06, by Zero-Master
https://youtu.be/GPhVDe0Vj-s

[03-20] DUMP 2 Test Build (60+ maps)
>>3078794
https://www.dropbox.com/s/tt5ey6ngh4ai3wh/DUMP-2-test0.pk3

[03-20] Defecation Foundation updated
>>3078627
https://www.dropbox.com/s/y4dg1f6sluy8yz9/Defecation%20Foundation.wad

[03-20] The UAC Fucked Up Yet Again updated
>>3078225
http://www.mediafire.com/download/atixtqd84686ptc/TheUACFuckedUpYetAgain.wad

[03-20] Anon mod release: TennisGun.pk3
>>3077575 >>3077598
https://www.dropbox.com/s/gqwe24q1skoe6da/tennisgun.pk3

[03-20] Refinery 03 (/vr/E1 submission) updated
>>3077303
https://drive.google.com/open?id=0B4A_W_qt7N94VkdjOEFxNWRIZTA

[03-19] Anon map release (unknown title)
>>3074824 >>3076313
http://temp-host.com/download.php?file=kd73sp

[03-17] DUMP 2 closes; final submissions
http://forum.zdoom.org/viewtopic.php?p=893335#p893335
- Filth.wad >>3070390 >>3070967
https://drive.google.com/file/d/0B8xWmOI7IYl3cEpUN3V1c2JzeFk/view
- I SURE FUCKING LOVE TECHBASES >>3070328
https://mega.nz/#!bAAUwb6B!XIx1c0MrAkbbjPvroXsdhF707bty8xXgMtsKv1PDpZg
- For All Kings >>3069449
https://mega.nz/#!3x12nb4R!nKuFDFwuzFOQUGU8AKSMGt-_IJ21Jc6Qzm0NdvHATRs
- DOA >>3068649
https://www.dropbox.com/s/79sl98cksh0hmf4/DOA.wad

[03-16] Anon Map Releases
- TrainV3 >>3069853
https://www.dropbox.com/s/kt5xmyomic1tkai/TrainV3.wad
- ARCH17 (for Quake) >>3067654
https://www.dropbox.com/s/ot42kt54st0re3n/arch17.bsp
- Sentient Penis Driving Car v0.9 >>3065528
http://temp-host.com/download.php?file=wd73ej

===

To submit news, please reply to this post.

>> No.3083773
File: 35 KB, 320x320, Lorelei is cute. CUTE!.png [View same] [iqdb] [saucenao] [google]
3083773

First for ROTT

>> No.3083780

>>3083767
>FLYING BRICKS
>clear bricks holding up the caco

Nth for calling out false advertisement bullshit.

>> No.3083789
File: 1.07 MB, 1920x1080, Screenshot_Doom_20160323_011152.png [View same] [iqdb] [saucenao] [google]
3083789

>>3083776
You've smooth doom loaded there right? It breaks the BTSX palette.

>> No.3083795
File: 555 KB, 1920x1080, bash layout.png [View same] [iqdb] [saucenao] [google]
3083795

Bash layout, suggest connecting bits for two unconnected bits, or ignore.

>> No.3083804

>>3083789
doin some experimenting mainly, been trying to convert the sprites to BTSX's pal and just now i've reverted em back to vanilla because i got bored and took the screenshot

>> No.3083812
File: 134 KB, 275x364, for you blue.png [View same] [iqdb] [saucenao] [google]
3083812

>>3083804
does it look any different??

>> No.3083815
File: 2.98 MB, 640x360, jump.webm [View same] [iqdb] [saucenao] [google]
3083815

Why do so many Doom ports have weird gamma?
What is the true gamma of the original DOS game?

>> No.3083834

>>3083812
the blue glow seems lighter, paler, less saturated?

>> No.3083837
File: 123 KB, 275x378, Screenshot_Doom_20160322_192932.png [View same] [iqdb] [saucenao] [google]
3083837

>>3083812
huh yeah im keeping it

looks prettier imho

>> No.3083852

>>3083795
>bash layout
a bunch of twisty corridors, narrow staircases, and lava-filled tunnels does not fill me with anticipation of a great map.
the most western room and the lower center room could contain interesting fights, but they're distant and separate, connected only by windy corridors.
>suggest connecting bits for two unconnected bits
sure, why not. who'll notice two more twisty tunnels in a map made of twisty tunnels?

>> No.3083860

>>3083852
For what it's worth, there's a teleport in the centle of the lower center room connecting it with the lavaroom under the star (oy vey)

>> No.3083873

>>3083837
but now it doesn't feel as much like UNLIMITED POWER

>> No.3083875

>decide to play through the original maps because why the fuck not
>Finish the first three episodes
>time for Doom II
>get to the pit
fucking why
this map is bullshit of the highest order and simply plain not fun to navigate. Should I just skip to Final Doom?

>> No.3083893

>>3083875
welcome to the pit, where everybody stops

how may i help you

>> No.3083896

>>3083893
D_IN_CIT is the best track though

>> No.3083907

>>3083875
if you don't like it skip it. noclip through the yellow door and into the exit.

>> No.3083929 [SPOILER] 
File: 30 KB, 576x205, 1458696356983.jpg [View same] [iqdb] [saucenao] [google]
3083929

OH BOY

>> No.3083952

>>3083929
?

>> No.3084047
File: 186 KB, 500x500, 1385959799764.png [View same] [iqdb] [saucenao] [google]
3084047

>Lighting Gun
yes YES YESS

>> No.3084050

Is there a cap on how many characters the file name of texture graphics can be? As in, if there is more, then there would be some kind of problem? I'm just skimming through the various sprites in Doom II and the longest file names I'm seeing are only 8 characters.

>> No.3084057

>>3084050

Eight characters is the limit.
Any more, and it won't load.

>> No.3084061

>>3084057
That's what I thought, thanks.

>> No.3084062

>>3084050
Sprites are usually 4 letters, followed by a frame letter and a number.
like:
ASDFA1
sometimes they have 2 rotations in one image (if one is mirrored) like so:
ASDFA2A8

There is an 8 character limit in doom wad files iirc

>> No.3084093

>>3084057
>>3084062
I believe the eight character limit might have been because of Doom being designed for DOS, which itself had an eight character limit on files.

>> No.3084107
File: 13 KB, 73x81, PHAGB2B8.png [View same] [iqdb] [saucenao] [google]
3084107

https://www.dropbox.com/s/g66kfiksjm8p956/HACX2Mutants.wad?dl=0

Would someone be so kind as to tell me why this retarded mutant isn't dealing any melee damage? (Summon Fatso, btw)

>> No.3084136

>>3084093
Yup, the 8.3 spec. (8 characters + 3 character file extension).

Despite the fact that Doom was developed on NeXT systems, which had a filename limit of 255 characters, they still had to conform to DOS filenames in development, because they still had to compile on DOS with Watcom C.
No cross-compilers for building x86 DOS programs on the M68k-based NeXT existed at the time.
id did have the machines networked together, though.

>> No.3084162

I can't get Slade 3 to convert my custom textures to flats properly.
>right click
>graphic
>convert to...
>Doom Flat (paletted)
Then after that in the list it's type is "unknown" and it won't display in the view window. What am I doing wrong?

>> No.3084174

How's the Gun godz port? Should I wait til it's done?

>> No.3084203

>>3084162
Are your textures PNGs? I'm pretty sure you can just import any PNG and use it as a flat or a texture.

>> No.3084216

>>3084107
You didn't set a "meleedamage" property on the monster, you used "damage", which is for projectiles/lost souls. Also, you should probably be using A_CustomMeleeAttack instead.

>> No.3084231

>>3084162
Are your flats 64x64?
If not, that might be the problem.

I want to say that any power-of-two size graphic will work, (e.g. 32x32, 128x128, etc.), but I'm not sure. 64x64 will definitely work though. Thats what Doom's flats are.

>> No.3084241
File: 197 KB, 321x374, joy2.png [View same] [iqdb] [saucenao] [google]
3084241

>>3084203
>>3084231
I figured it out, I wasn't using the "F" markers properly. Thanks though. I finally got them all to load right. I think I'm starting to get the hang of these custom textures now, there's only two more things I'd like to learn about them. But I'm stopping tonight; I want to potentially finish this map tomorrow. Thanks to those who helped!

>> No.3084262

Does doom record the screensize setting in demos? That is, could you record one with without the status bar, and have it hidden when someone else plays the demo?

>> No.3084302

>>3084216
What's the difference with A_CustomMeleeAttack?

And I got it working, thanks.

>> No.3084345

>>3083952
It's a head patting simulator

>> No.3084380

>you forgot to solve the captcha

there is no fucking captcha; fix your shit, FBI

>>3084262

the only thing the demos record is the player movement and monster behavior from that map. the demo recorder as well as the end user can modify anything in regards of the HUD settings as much as they want

>>3083815

0.0 is the absolute true gamma setting. anything above that will just distort the colors and gradients.

>> No.3084384

>>3084262
>Does doom record the screensize setting in demos?
No. Demo recordings have no influence on the screen settings.

>> No.3084450
File: 2.09 MB, 320x240, NUKETEST6.webm [View same] [iqdb] [saucenao] [google]
3084450

>>3084380
>>3084384
>demos
thx. kinda what i figured.

>> No.3084478

Are there any good crossbow sprites out there? Would prefer something modern WITHOUT a scope.

>> No.3084487

>>3084478
look at heretic?

look at the realm667 repository, under weapons in hexen/heretic style

>> No.3084506

>>3084487
That's what I ended up doing. I'm just going to screw with it until it works.

>> No.3084529
File: 2.29 MB, 1000x563, Desktop 03.23.2016 - 03.02.18.57.webm [View same] [iqdb] [saucenao] [google]
3084529

>using clip brushes to stop players from getting pickups

NOT COOL.

>> No.3084551

>>3084529
>turns out you're actually not supposed to jump down there and managing to do so sequence breaks and leads to you going through half the level in reverse before skipping another whole chunk of it

Welp

>> No.3084553
File: 301 KB, 1280x800, tactical clang action.png [View same] [iqdb] [saucenao] [google]
3084553

Crossposting from /ss13g/ - I'm gonna make Robotics great again. I don't have any mech HUDs yet and I'm too proud to rip the ones from AoW2/CDM/Aliens TC, so those will have to wait. Temporary colored overlays, though.

>> No.3084557

>>3084553
How are you going to make walls constructable/deconstructable? Massive set of ACS scripts where the entire world map is made up of 64x64 unit maps that raise and change texture if a player throws in a wall?

>> No.3084559

>>3084557

That was planned and tested until I realized that the extreme amount of visplanes fucks up the renderer something fierce. I'm toying with a couple other solutions such as voxel actor walls (destroys the GL renderer), and the current solution, pre-determined outer breach areas for the time being. Each room on the station will ideally have at least one or two deconstructable/reconstructable walls. It won't allow for full Engineer gameplay, but is a close enough approximation for now.

>> No.3084565

>>3084559
Then I think this is the wrong engine for you.

Try Unity, or Unreal Engine.

>> No.3084567

>>3084506
>>3084487
Speaking of which, here's what I got so far. Trying to do an "aim down the sights" alt fire, but I'm having a little trouble. When I hit Altfire, it zooms in, but only zooms out again if I hold it down. Also, the sprite doesn't seem to show up.

https://www.dropbox.com/s/3fnq7ir6njmu8f8/XBOWzoom.wad?dl=0

>> No.3084570

>>3084551
That's still shitty, they should put bars or something in front of it so you don't have to seppuku trying to get it.

>> No.3084571

>>3084559
I saw a mod that had that, it was like a Survival/Minecraft thing. The code would probably work for you if you can track it down.

>> No.3084573

>>3084565

>Doom
>wrong engine for anything

That would defeat the purpose, anon.

>> No.3084574

>>3084571

I've checked out Survivalism and I'm pretty sure it uses 64H/32R actors with cube .md2s, which is something I was going to test later on - it seems to be the best option, but for now I'm more focused on getting game systems working rather than Engineering autism. It'll come.

>> No.3084578

>>3084574
I wish you luck. I love SS13 (in theory), but can't play for long because of the horrid interface and lag.

>> No.3084579
File: 1.91 MB, 1000x563, Desktop 03.23.2016 - 03.09.42.59.DVR.webm [View same] [iqdb] [saucenao] [google]
3084579

>>3084570
It turns out it's actually possible to reach it without noclip, it just takes a bunch of tries- and it seems like you SHOULD be able to get down there due to the lift button, but that's actually for going back up once you have it and you end up going through a 'secret' tunnel backwards and triggering the secret counter at the end instead of the start.

Scourge of Armagon was looking very well put together, too, but by this point it's become just dozens of bullet sponge enemies popping into existence every time you grab anything from a red armor to a RL to a single shotgun shell pickup because making the player run around with no ammo and taking all his armor every time he finds some is really fun, right?

Sheesh.

>> No.3084603
File: 1.76 MB, 1000x563, Desktop 03.23.2016 - 04.00.41.62.webm [View same] [iqdb] [saucenao] [google]
3084603

>>3084579
Also this shit. Every fucking door has something behind it, usually something strong enough to instagib you if you don't quick dive for cover (after dying to it at least once or running away from every door like a retard- something not always possible before it opens due to the different door speeds) or have lots of armor. Fucking why. Rewarding the player's progress by blowing them up every time they open a key door isn't fucking fun!

>> No.3084619
File: 1.49 MB, 1920x1080, quakespasm-sdl2 2016-03-23 04-14-55-27.png [View same] [iqdb] [saucenao] [google]
3084619

>>3084603
>avoid picking up red armor in an earlier secret the entire map so I can save it for the next map
>go into final room with full armor and full health, grab megahealth
>three Shamblers, two Ogres AND an environmental hazard zapping you with Shambler lightning (with a button to disable it behind the shamblers, and by disable I mean 'explode and kill you with falling damage')

>> No.3084628
File: 1.94 MB, 1000x563, Desktop 03.23.2016 - 04.25.45.63.webm [View same] [iqdb] [saucenao] [google]
3084628

>>3084619
>cheese fight by abusing doorway and my last cells and nails
>hit button (which as it turns out, you don't even have to do, despite the end of level text saying you did and that being the entire point of the episode)
>triggers earthquake that disorients the player and takes away their control
>more Shamblers in the exit
>"fall" to my death

This is why people savescum.

>> No.3084634
File: 52 KB, 495x128, XBOWH0.png [View same] [iqdb] [saucenao] [google]
3084634

>>3084567
Almost got it. The secondary fire still jumps back and forth if you hold down the AltFire button, but it works a little better. And you can recover your bolts now.

https://www.dropbox.com/s/3fnq7ir6njmu8f8/XBOWzoom.wad?dl=0

>> No.3084640

>>3084628
>rocketlauncher vs. shambler

There's your problem

>> No.3084641

>>3083773
Man I want to kiss Lorelei Ni

>> No.3084642

>>3084579
Whatmap?

>> No.3084646

>>3084619
>>3084628
nigger, don't use rockets on shamblers, ever, ever unless you're quad up and got nothing else to back up to

make a shit run for the switch and unload bolts on the shambler behind the grates

use the rockets for the ogres if they're fucking you over, that's how I did it

>> No.3084648
File: 310 KB, 798x875, 1458118844742.png [View same] [iqdb] [saucenao] [google]
3084648

I need the .pk effect that lets decals (bulletholes) glow like here
https://www.youtube.com/watch?v=WvtdWphBFGI

>> No.3084653
File: 1.23 MB, 1920x1080, quakespasm-sdl2 2016-03-23 04-36-37-05.png [View same] [iqdb] [saucenao] [google]
3084653

>>3084640
Good thing I had no other ammo left because of the asshole amount of Death Knights and Fiends that show up in the level to suck up all your shells, then, and if I used the RLs on the first Shamblers instead of the nails there weren't even enough to kill them (I reloaded and tried for shits and giggs).

Fuck, I would have just rocketjumped around them except oops, earthquake mode means you're randomly thrown about and constantly taking damage so no rocketjumping for you.

Eventually just ran by everything including the power switch you don't even need to hit (like >>3084646 suggested afterward minus the part about paying attention to the shamblers), made it to the next episode, and discovered the name of the game for that level is "spawning in multiple Vores around every corner and then more enemies down below if you dare to jump off."

I want to slap whoever made this. Did a different guy make the entire later half of the level sets?

>>3084642
Watch the end of the weebm, HIP2M4- The Crypt, episode 2 map 4 of the Scourge of Armagon expansion pack.

>> No.3084656

>>3084653

Nigga use infighting to cut down the Fiends and Death Knights. Most of the Quake 1 enemies are piss-easy to bait into infighting and it'll save you a ton of ammo. I try to cause infights whenever I can.

>> No.3084661

>>3084302
A_CustomMeleeAttack is just the "new" version with more options (misssound, bleed) that are also set in the function itself instead of on the monster, and the version that will be updated if any new flags or whatever are added. A_MeleeAttack and its monster properties are only kept in the engine for backwards compatibility with old mods.

>> No.3084663

>>3084656
That would be great if they showed up with other enemies to infight WITH, but whoever made the map seemed to enjoy just plonking down four or five Fiends to spawn in wherever you grabbed health or making hallways of six Death Knights spraying sword-shit everywhere.

>> No.3084665

>>3084648
That would make sense for something like a uranium crossbow bolt (Half Life), but looks odd for regular bullets.

>> No.3084667

>>3084653

You could've sniped the vores from across the lake with the rocket launcher. The whole lift gimmick is shitty, like most of Scourge's gimmicks, but you have no excuse for getting killed there.

>> No.3084669

>>3084663
>but monsters can fight in the same type you moron
Yes but when they all jump at you at once and you're standing in a tiny corner because that's where the health pickup was, it's not a matter of using infighting, it's a matter of "You are going to take damage to get out of here and it's better to just not pick up the thingie in the first place," leading to the player saving before picking up even the tiniest ammo box because they don't want to deal with that bullshit.

>>3084667
Probably. I probably could have done something with the biosuit, too (even though there's nothing to look at in the lake other than fucking zombies?), but fuck that shit, I'm too tired for this rubbish.

Give me other good maps/mods to play, I don't want to work through the entirety of quaddicted's archives.

>> No.3084681
File: 1.12 MB, 320x240, Doom_glowing_decals.gif [View same] [iqdb] [saucenao] [google]
3084681

>>3084665
it looks fucking cool,
so I don't care.

>> No.3084689
File: 7 KB, 441x353, shot before you can react.png [View same] [iqdb] [saucenao] [google]
3084689

>>3084603
There's no excuse for this kind of level design, especially with a Spike Mine, fuck.

>> No.3084694

>>3084669

I didn't like Scourge either, but I thought the remaining levels in episode 3 were pretty good, the only ones I would consider to be actually good. I say just bear with the first level and finish the rest of the mission pack.

I recommend Beyond Belief if you're looking for a classic-style episode. It has a couple of insta-kill traps in its second to the last level but its free of bullshit otherwise.

Terra is another episodic set of levels that I would recommend. Compared to Beyond Belief, its levels are larger and a lot more difficult. It has a couple of nasty encounters so you better save every now and then.

Sock's maps are also very good. I really enjoyed Fallen from Grace, Metal Monstrosity and The Horde of Zendar. Backstein is another one I've played that I thought was good but if you had already played Arcane Dimensions, then you've likely already played the remixed version of that level, Obsessive Brick Disorder.

>> No.3084697

>>3084694
Guess I'll keep at it, then tomorrow. Probably have to find the second official pack, too, for completion's sake. I'll look up the various ones you've noted.

>Backstein is another one I've played that I thought was good but if you had already played Arcane Dimensions, then you've likely already played the remixed version of that level, Obsessive Brick Disorder.
Arcane Dimensions is the only pack I've actually played other than this and the base game so far! Here's where you yell at me for being 20 years late to the party. I really enjoyed both of his maps there, though (OBD and Firetop Mountain), will definitely look up his other maps.

>> No.3084704

>>3083767
>doom babbies

>> No.3084710

>>3084697

Anon, I only got into Quake recently as well. I actually hated it at first and I wanted to drop it right away for being different from Doom and for being too brown. It's pretty sad to admit but playing AD's more colorful and visually-pleasing maps helped me look past my superficial complaints with the game and appreciate the gameplay of Quake. It wasn't until I developed a taste for Quake's gameplay that I was also able to appreciate the fantastic level design in the base game regardless of how brown and dreary they look.

>> No.3084714

>>3084669

* The CZG series
* IKSP series
* Soul of Evil
* Contract Revoked if you want to get assraped.

>> No.3084715

>>3084553
Hey, you're back. What features have you implemented lately?

>> No.3084729

>>3080471
>slow as fucking ass
>that Halo reskin
Just how Doom shitters like it.

>> No.3084731
File: 153 KB, 675x959, The Martian DOOM.jpg [View same] [iqdb] [saucenao] [google]
3084731

>>3084710
I think that quake was mostly popular due to it's multiplayer. I've watched some quake world pro match from 2007 and holy shit Quake 3 feels slow as fuck compared to that game.

>> No.3084732
File: 2 KB, 197x32, doombabbies_by_mazmon7734-d9vqlq7.png [View same] [iqdb] [saucenao] [google]
3084732

>>3084704

>> No.3084734

>>3084710
>I actually hated it at first and I wanted to drop it right away for being different from Doom and for being too brown.
I've heard that from more than one person, you're not alone there. I'm vice-versa- despite the much larger popularity of Doom, I feel like the game (and most other 2.5d shooters) has aged like hot garbage, and Quake allows for so much more despite being 'too brown.' That, and I was always an Unreal guy- most of my Quake experience comes from other games way down the lineage, primarily GoldSRC and Source based games, and thousands of hours in those means Quake's standard weapons, various physics quirks, and mouse/movement control are completely second nature by now.

>It's pretty sad to admit but playing AD's more colorful and visually-pleasing maps helped me look past my superficial complaints with the game and appreciate the gameplay of Quake.
Nothing sad about it, if it made you want to play other maps or appreciate the gameplay better, fantastic! I was afraid playing AD first would totally spoil me and make every other map look like shit (especially the ones that only use stock assets), but if anything it helped show what makes a good map and what makes a... not so good map.

Hell, it even made me want to try out mapping myself (although all I've managed to do so far is make a horribly blocky, flaming penis), something that was always way too confusing on Source due to endless split debates between brushes and models and all the extra lighting and visibility stuff added and Hammer's convoluted EVERYTHING.

>> No.3084742

>>3084734

I thinnk Doom's monsters are, for the most part, way too slow to be a threat unless you use them just right. Quake 1's monsters are a lot faster and more interesting to deal with because of things like Ogre grenades bouncing around, Fiends jumping right in your face, Vore bombs, and always making sure to keep a few explosives in reserve for Zombies. Revenants are jokes once you know how to deal with Vores.

>>3084731

Yep. Quake 3 is slow as hell compared to how balls-out fast Quake 1 MP is.

>> No.3084743
File: 475 KB, 1920x1480, id_ranger_by_johnmueller-d8i8oj6.jpg [View same] [iqdb] [saucenao] [google]
3084743

>>3084734 cont

>>3084710
>the fantastic level design in the base game regardless of how brown and dreary they look.
Romero, McGee and the others really did do a good job with the base levels, despite what some people say. It's hard to make a fantastic map, but it's easy to make a horrible one by breaking a few simple common sense rules, which people seem to forget- don't mercilessly fuck the player over, don't punish them for figuring out an alternate path, don't give them cool stuff only to immediately take it away, if player movement must be restricted then to do so with the environment and enemies, NOT by directly limiting the player's movement especially if they're used to a fast paced game that makes full use of all three dimensions, don't expect them to run gauntlets they have no means of fighting against and even want to continue playing afterwards for fear of the same shit showing up again immediately.

That isn't even just FPS design stuff, that's games in general stuff, especially if you're making maps for a game in your free time- you have no reason to make the player want to replay over and over to clear a certain area to artificially stretch out the time of the map. Make them want to replay it because it's fucking fun! Even Arcane Dimensions suffered from that with the nonsense in Cruical and Swampy with teleporting in enemies behind you constantly and the crappy secrets.

Quake may be brown, but it's a smooth, velvety European chocolate brown with a distinct taste. Not a shit brown.

>>3084731
Quake 3 is actually slow in general unless you're watching super high level pro matches with people careening about at Mach 5 and landing railgun shots 180 degrees behind them, which most players aren't exactly capable of playing like 100% of the time. If you've ever played HL1DM, it's a pretty good mix between Q1 and Q3 multiplayer- fast and frentic like Q1, but without the railgun and red armor camping of Q3. Also Gauss jumping is fucking fun as hell.

>> No.3084751

Hey,

I am looking for certain monster I first saw in Brutal Doom. I think in the vanilla story mode I met it only once or twice.

It is mostly invisible, moving very fast and has shape of very skinny, hooded humanoid. It seems very disturbing for me and I would like to find more. It is very hard to find descriptive list of the enemies in brutal doom.

Does anyone have idea about who I am talking about?

>> No.3084753

The link for downloading quake isn't valid anymore- I can't get it.

>> No.3084757

>>3084742
>Quake 1's monsters are a lot faster and more interesting to deal with because of things like Ogre grenades bouncing around, Fiends jumping right in your face, Vore bombs, and always making sure to keep a few explosives in reserve for Zombies.
Speed is a big thing regarding enemies, now that you point it out. Doomguy has no problem backpedaling at 30mph away from close threats while shooting the whole time- on the other hand, get too close to a Knight/HK and it'll chase you down just as fast as Ranger can back up, chopping at you the whole time until you luck out and stun it or it dies, Fiends have no trouble at all keeping up with you, Spawns will bounce all over the fucking place until they explode in your face because you tried dodging and juked the wrong way, and even the big guys like the Shamblers are quick enough to get in more than one swipe if you get too close when trying to kite them.

>> No.3084758
File: 51 KB, 640x400, zdaemon-gamma.png [View same] [iqdb] [saucenao] [google]
3084758

>>3084380
>0.0 is the absolute true gamma setting. anything above that will just distort the colors and gradients.
So why do screenshots from Newstuff always look like this? Do people on Doomworld just have really bad eyes?

>> No.3084760

>>3084743
honestly 180 railgun is not really that difficult to do, at least i do the from time to time on instagib servers
Having a decent aim with LG is much more harder and hitting those air rockets is also a challenge.

>> No.3084761

>>3084689
>pic
fucking hate when that happens so much

>> No.3084762

>>3084758
Is it really sosurprising that there are many retards?

>> No.3084763

>>3084761
The one I hate more is
>go down elevator
>baron/hell knight immediately hits you with a fireball.

>> No.3084764

>>3084753
Huh, you're right, the mega link is dead. Just Googling it should help or paying TPB a visit, all you need is the \id1 folder and its contents (the two pak files and the audio files including music if the version you find doesn't include the audio tracks).

>>3084760
Yeah, probably a bad example, landing railgun shots isn't that different from landing ASMD/instagib shots in Unreal other than the lack of shock combo for area damage. Tracking targets is usually much harder than snap shotting targets even if you've got your mouse sensitivity ingrained in your muscle memory.

>> No.3084767

>>3084763
Didn't Romero had the same thing on his new map? You ride up the small elevator and there's 2 shotgunners and a pinky staring right at you. If you play with -fast orNM you get a double load of buckshot right away.

>> No.3084768

>>3084764
Alright, I got Quake and spent much too long tinkering with the hud (using the DirectQ engine) but as someone whose only played the first third of Quake 2 five years ago, various doom-engine games, and never anything else, what difficulty should I do? Are there any quality-of-life options or choices I should go with?with?

>> No.3084774

>>3084768
Hard. What are you, some kind of pussy?

> Are there any quality-of-life options or choices I should go with?
Not really, Quake is a simple game (arguably more simple than Doom). Make sure you've got the keybindings set how you want for movement, jumping, and weapon selection, turn off lookspring and the other related mouse option if the port you're using has them, then go through that slipgate and start killing shit.

You don't have a +use function, so when you see something suspicious that looks like it could be a secret, just shoot it or smack it with your axe if it doesn't open when you run into it.

>> No.3084776
File: 341 KB, 1080x1888, doom.png [View same] [iqdb] [saucenao] [google]
3084776

>>3084763
You know what? I am going to make a fucking list of shit that ticks me off

>> No.3084778

>>3084776
How does 'room goes pitch black' and 'revenants across the entire fucking world' rate?

>> No.3084780

>>3084778
Revenants in small rooms with no space to dodge are a fucking pain in the ass

>> No.3084786

>>3084778
How about that one level in Plutonia in which you get up some stairs and you are greeted with a hallway. You pick up the rocket launcher and the entire hallway FLOODS with Revenants. Fuck that. Fuck people who also put Archviles in an area and you have no cover to deal with them. I think it was one map in TNT that you went down a hallway then one of the floors dropped you into a square room with an archvile.

>> No.3084792
File: 498 KB, 1274x716, poetry.jpg [View same] [iqdb] [saucenao] [google]
3084792

This was pretty good.
A couple levels made me want to pull my hair out and the monster closets got old real fast, but the SSG and new enemies made it overall better than Doom 1.

What should I expect from Final Doom?

>> No.3084797

>>3084774
Well, I beat the first level, and played a bit of the second before I was killed by a chainsaw murderer. Here are my comments:
>Weapons
Having a shotgun as a starter weapon? Amazing. Everybody and everything should do something like this. I mean, look at doom. You start out with a shitty pistol that's immediately outclassed by any other ranged weapon. Hell, it's outclassed by the chainsaw. And in some situations, your fists. But starting out with something useful is always a better change.

The DB-shotgun is pretty cool too. I kept switching between it and the shotgun once I got it, because the instant-weapon-change incentivizes that.

>Enemies
I'm liking enemy design so far. I'm not actually sure how dangerous the puppies are since I didn't let them get near. Soldiers are pretty basic, but one thing I really like is how they can get knocked down and have to spring back to their feet. Flying spleens are super annoying because they like to evade wherever I'm looking and shoot me in the side of the head, and they move way too fast. Chainsaw murderers are fun, too. I'm getting some real 'fishmen from CoC: Dark Corners' vibes from them.

>Maps
I love me some secrets, and these levels have more than enough. Enough to the point where I gave up 100%ing the level. It's also a lot more vertical from what I'm used to, which is taking some adaptation. Also, what the hell is behind that door in the water under the bridge? You know, the one with the +100 healthpack in front of it. And how do I open it?

>> No.3084804

>>3084758
Probably because PrBoom's default gamma is super-high for some stupid reason.

>> No.3084806

>>3084797
>And how do I open it?
it's a hittable wall in the exit teleporter room that leads you back to it, which makes no sense and has no actual use whatsoever since you already get the megahealth/kill the grunt once you drop to the water anyways

I know, I know, the word you're looking for is dissappointment

>> No.3084808

>>3084806
Aww man.

Oh, also, I forgot to mention the knights.

I don't know how dangerous they are, because I ran away while shotgunning them in their faces, so all I can say is that they are MIDGETS. They are VERY TINY KNIGHTS.

Pocket knights!

>> No.3084809

>>3084792
TNT and Plutonia are both good. TNT is slightly harder than 2, due to increased use of hitscanners. Plutonia is significantly harder than 2, due to increased use of doom 2 monsters, and is overall intended for veterans looking for a bigger challenge.

Play TNT first, and if you aren't using (g)zdoom, don't forget to use TNT31.WAD.

>> No.3084814
File: 531 KB, 603x453, morphine administered.png [View same] [iqdb] [saucenao] [google]
3084814

>>3084797
You'll find yourself switching between the shotty and SS a lot, at least until you get longer ranged weaponry- and even once you do, the standard shotgun is always a reliable weapon for ranged engagement, if not all that hard-hitting due to the damage falloff once you start shooting at the awoken Old Ones instead of other humans and their dogs. Like Doom's SSG doing much more damage than the normal shotty, the Quake double barrel does a bit more than double damage compared to the normal shotgun, but the spread is also atrocious beyond pissing range so use something else for distance.

> the instant-weapon-change incentivizes that.
You'll find yourself switching weapons a lot, especially if you're low on one type of ammo or another. Some ports and mods do have INSTANT weapon switch like Q3A, where you can swap weapons before the firing animation is even complete, but even when you have to wait for the animation to finish there's no put-away or draw anims to slow you down so go nuts.

>flying spleens
>mfw

>I'm getting some real 'fishmen from CoC: Dark Corners' vibes from them.
Quake enemies are more Lovecraftian in general than Doom's- you won't find any flame-throwing imps or cybernetically enhanced demons here.

>It's also a lot more vertical from what I'm used to, which is taking some adaptation.
You'll get used to it right quick, don't worry about that. Remember you shoot tiny red squares and walk into big red squares that have the Quake logo on them, and don't worry about humping every single wall you see because secrets are usually at least somewhat noticeable.

>>3084808
Yeah Knights are kind of dinky, although I'm not sure if they look taller in software Quake stretched out like how Doom is supposed to be run with a squished aspect ratio. Probably not, given that squishing an image won't change their height.

Their big brothers that you'll meet later on are considerably larger and more annoying, though.

>> No.3084820

>>3084808
>Level 2

More secrets, more fun. Turns out that I died a few feet from the exit. That opening-door sequence was pretty amazing.

The angry monkeys completely wrecked me, though, and I ended up using like half my shotgun ammo (and fell into the water once) getting away from them. Those things are scary fuckers.

I absolutely hate the nailgun, though. It's just a terrible weapon. Inaccurate, doesn't deal as much damage as the shotguns, and lacks any kind of 'oomph' or feedback. I might use it for longer-ranged stuff, but honestly I might end up just shotgunning things at long range. I love me some shotgun.

>> No.3084825
File: 327 KB, 405x396, Orph happy.png [View same] [iqdb] [saucenao] [google]
3084825

>>3084808
I'll be the first to say I really dig your enthusiasm for the game

it's almost adorable

>> No.3084832

>>3084814
>>3084825
Just died in level 4. I was just sitting in the tunnel shooting the spleens, freaked out when some zombies took a few big bites of me, and ran back to the crusher area for some fresh air. Killed the zombies (Which is REALLY COOL, because they keep getting up unless you gib them. I love that.) , started shooting at the spleens, and then suddenly a TEETH YETI came in to fight the spleens with me!

The yeti attacked a few, and then when they died, he just kind of stood at the stairs to the tunnel I was in.
His arms were held out like he wanted to hug me, and he couldn't fit in the tunnel. So I was chortling to myself watching him waddle around, and then he invoked the power of lightning and vaporized me instantly.

Also, apparently I was wrong about the nailgun. It's not as inaccurate as I thought. It seems pretty accurate. It just deals zero damage and runs out of ammo in three shots.

>> No.3084835

>>3084832
it does like nine damage

(by comparison the ssg does 56, and the shotgun 24)

>> No.3084837

>>3084786
>that one level in Plutonia

Yeah, it's actually the very first level of FuckUtonia

>> No.3084838
File: 191 KB, 451x485, 1403275863745.jpg [View same] [iqdb] [saucenao] [google]
3084838

>>3084837 (me)

Oh, and speaking of shitty chaingunners in Plutonia... There's that one level where you have the entire top of a wide wall behind a chasm filled with chaingunners. But that's not enough. There's an extra chaingunner on each side of the wall, with a tiny crack in the wall behind them. Hidden behind that is an arch vile that you can't shoot, but it can still infinitely resurrect the chaingunner.

>> No.3084843

>>3084838
Those fucking archviles are why Dakka has the impaler.

>> No.3084845

>>3084825
He's a beautiful reminder that there is still good in this world who can play a game for the first time with five types of weapons, no cutscenes, almost to no music and no achievements and have tons of fun.

>> No.3084848

>>3084845
But there's 8 types of weapons, and plenty of music.

>> No.3084851

>>3084848
steam version has no music

and is basically five types, with three of them having upgraded versions

>> No.3084852

>>3084832
>>3084820
THESE
FUCKING
MONKEYS

I mean the yetis are a lot less of a problem. Yeah, he eats a zillion bullets, and deals more damage, but he doesn't dart around the entire world and insta-kill you by pouncing.

Oh, yeah, and the elevator went down soon after I alerted all four, ran away, and I was treated to the sight of a bunch of darting shadows silhoutted against the skybox. It was pretty.
Then I had to load because the elevator didn't go back up again.

Just beat the necropolis. That might've actually been level 3 instead of level 4 like I said above. Oh well.

>> No.3084853
File: 474 KB, 1131x800, bruhh_by_catwell-d5d6g2b[1].jpg [View same] [iqdb] [saucenao] [google]
3084853

>>3084832
>His arms were held out like he wanted to hug me, and he couldn't fit in the tunnel. So I was chortling to myself watching him waddle around, and then he invoked the power of lightning and vaporized me instantly.
When the Shambler doesn't get hugs, the Shambler gets angry. The Shambler also happens to be covered in thick fur according to Romero and as such is very good at the whole 'zapping people you don't like after rubbing your feet on the carpet' thing.

Shamblers take half damage from explosions (grenade and rocket launchers), so use your shells or even better, nails against them. That isn't actually stated anywhere in-game so the only way to know that is to read the original manual or look it up online.

>>3084848
Shotgun/SSG, Nailgun/SNG, GL, RL, and the Lightning gun. Five types.

Oh, and the axe, I guess.

>> No.3084857

>>3084851
I hope Anon's playing with music. Quake without music is like a nailgun without nails.

>> No.3084859

>>3084852

>Then I had to load because the elevator didn't go back up again.

There should be a teleporter that will lead you back to the top

>> No.3084864

>>3084857
That's a bad analogy, because those nails are more like tinfoil. Or feathers.

I am playing with music, but I've also got a stream that I'm watching, so I might not be getting the full effect.

>>3084859
I did not know that. I mean, after I reloaded and killed the monkeys, I recognized the texture at the top of the elevator as one that was used earlier as a teleport destination, but I didn't know what kind.

I just got a key in the grotto. That was fun.

>>3084853
No WONDER they took a gazillion grenades. The first two shamblers I fought were nearly impossible because I was out of shotgun and nailgun ammo. The nailgun IS useful for fighting the spleen creatures, so at least they do something...

Supernailgun is WAY better, though. Still eats a shitton of ammo, but it actually kills things now. I will be sad if I lose weapons between episodes.

>> No.3084869

>>3084864
Unfortunately yes, you lose weapons between episodes. However, later episodes are quick to give you your usual weapons within the first map or so, and a shotgun start in Quake is definitely easier than a pistol start in Doom.

>I am playing with music, but I've also got a stream that I'm watching, so I might not be getting the full effect.
It's definitely worth playing with nothing but game audio and music and without any distractions like a stream. Trent Reznor (yes, the one from Nine Inch Nails- take a glace at the nail ammo pickup!) did a damn good job with the ambience and music, not in-your-face MIDI-fied metal tracks like Doom but pretty fitting for Quake's moodier levels.

>Supernailgun is WAY better, though. Still eats a shitton of ammo, but it actually kills things now. I will be sad if I lose weapons between episodes.
Unlike the shotguns, the SNG does exactly twice the damage of the normal nailgun for twice the ammo, so it's pretty much the same gun with twice the DPS- better if you hit the target, worse if you miss because you waste twice as many nails. Generally it's a straight upgrade unless you're low on nails and fighting flying spleens.

i'm sorry that's too funny to me for some reason

>> No.3084879

>>3084869
Well, I made a point not to look things up, which means I don't know the names of anything. They look like spleens with tails and faces and they fly! What else would I call them?

>> No.3084880

>>3084879
Their actual name is scrag

but flying spleen is better so I'd stick with that

>> No.3084882

>>3084879
>Well, I made a point not to look things up, which means I don't know the names of anything.
You could always read the original manual. That isn't cheating.

And for the ultimate 1996 experience, you can open the console and type
gl_texturemode gl_nearest
for that pixelated, unfiltered goodness.

>> No.3084885

I've finished brutal doom recently (with it's hell on earth map pack) and while i liked overall style of maps i've noticed that health and armor is really really scarce, one level literally had almost none and it had tons of monsters and two large bosses at the end of it. I'm not sure whether i was not looking good enough or not but i couldn't find a BFG until the very last level.
And also some of the levels were literally: here fight those cyberdemons surrounded by pain elementals and imps firing at you, oh wait here is also a mechanatron with his little mini copies.

>> No.3084889

I just killed a yeti with an axe because I'm amazing.

Also, rockets + pentagram + low gravity is loooots of fun.

Question: Do the chainsaw murderers adjust for gravity when they aim at you? As in, in a low gravity setting do they throw aiming more 'downward'?

>> No.3084897

What is your favorite level of all commercially-released installments?

>> No.3084898

>>3084889
>Question: Do the chainsaw murderers adjust for gravity when they aim at you? As in, in a low gravity setting do they throw aiming more 'downward'?
Depends. In the original game, Ogres only aimed horizontally, so if you were even slightly above or below them they'd usually miss. Lots of source ports fix that with varying accuracy, but in general they'll adjust their aim, yes.

>> No.3084902

>>3084889
I finished the lowgrav pyramid level aaaannd the game crashed. I have a save from just before I got the silver rune key, but I think I'm done for now. The game hurts my eyes, and I'm not sure why.

>> No.3084905

>>3084902
might be the gratuitous amounts of screen tilting

>> No.3084907

>>3084902
Weird. Did it just crash to desktop or spit out some sort of error message?

>> No.3084909

>>3084905
I don't think that's it.

>>3084907
It went immediatey to console, spammed a bunch of multicolored garbage, then Host Error: CL_ParseServerMessage: Illegible Server Message.

It's happened a few times.

>> No.3084914

>>3084897
TFC is underrated in general.

>> No.3084915

>>3084898

> Lots of source ports fix that with varying accuracy, but in general they'll adjust their aim, yes.

I think that's only true for DarkPlaces. I know GLQuake and Quakespasm don't change their behavior.

>> No.3084918

>>3084897

Vivisection

>> No.3084926

>>3084897
Doom 2 map29, Plutonia map24 and map27

>> No.3084936

>>3084915
Really? Huh. Gonna go test that right now, actually, guess I remembered wrong.

>> No.3084938

>>3084915
Darkplaces doesn't do it either

>> No.3084941

>>3084926
>Doom 2 map29
This one takes the trophy for me.

>> No.3084948

>>3084941
I feel if it just had a tag 666 door for the Cyberdemon battle, it'd be perfect.

>> No.3084956
File: 2.63 MB, 800x450, Desktop 03.23.2016 - 09.14.03.69.DVR.webm [View same] [iqdb] [saucenao] [google]
3084956

Made a quick map to test and it turns out what do you know, I was wrong.

>>3084938 is right, darkplaces doesn't change it. man DP's red crosshair looks like SHIT in Shadowplay

>> No.3084960
File: 2.50 MB, 800x450, Desktop 03.23.2016 - 09.13.26.66.DVR.webm [View same] [iqdb] [saucenao] [google]
3084960

>>3084956
Quakespasm doesn't change it, either.

>> No.3084962

>>3084804
>Changed default gamma correction to 3 (only affects people with a missing
>default.cfg -- I hope there are no objections -- it's just I hate having to
>turn up gamma correction everytime I start with a fresh default.cfg).

Lee Killough's laziness in 1998, that was never reverted.

>> No.3084965

>>3084962
maybe it made sense back in the CRT days, but now?

>> No.3084967

>>3084960
>didn't cut the webm late enough to cut the desktop
Fug. That's what happens when you have to use Shadowplay in desktop mode because it doesn't work with OpenGL games.

Anyway there are of course various mods to make Ogres aware of the z-axis; I think Arcane Dimensions includes it by default which is why its superpowered Ogre variants can be so annoying.

>> No.3084971

>>3084967
Is that username Helena, or Hellion?

>> No.3084972

>>3084786
>in which you get up some stairs and you are greeted with a hallway. You pick up the rocket launcher and the entire hallway FLOODS with Revenants
>>3084837
>Yeah, it's actually the very first level of FuckUtonia
i don't think this is correct. there is a bit with 4 revenants which appear when a button is pressed, and the rocket launcher is behind one of the revenants in an alcove.

i'm not sure which map exactly the original poster was referring to.

>> No.3084974
File: 6 KB, 150x150, Helios_infolink[1].jpg [View same] [iqdb] [saucenao] [google]
3084974

>>3084971
Helios.

>> No.3084978

>>3084962
It was likely never reverted because its easily fixed anyway by either editing the cfg, or pressing F11.

>> No.3084998

>>3084864
Have you played original Unreal (or Unreal Gold) yet? If not - then you're in for a real treat.

I consider it to be the best of the late oldschool shooters - the map design is moving towards realism, so you can recognise what areas are supposed to be, while still being abstract enough to allow lots of creative freedom to the mappers.

>> No.3085010

>>3084808
>>3084804
That door you reach from the exit was put there to make the map work better in Deathmatch. It's indeed useless in single player.

>> No.3085017
File: 1.33 MB, 285x285, Plutonia Map11.gif [View same] [iqdb] [saucenao] [google]
3085017

>> No.3085059
File: 152 KB, 261x295, 1433588531362.png [View same] [iqdb] [saucenao] [google]
3085059

>>3084758
Because it's Doomworld
or they're playing on monitors with no backlight

>> No.3085073

>>3084978
that's not an excuse. programmers love to say "oh the default doesn't matter, people can just go into the options" but 99% of people don't go into the options.

>> No.3085075

Does anyone have a template for the RIP AND TEAR comic panel?

>> No.3085096

>>3083767
I feel I should mention that The UAC Fucked Up Yet Again is actually a DUMP 2 submission.

>> No.3085107
File: 50 KB, 918x775, benis.png [View same] [iqdb] [saucenao] [google]
3085107

Rate my OC, /vr/

>> No.3085108
File: 2 KB, 80x116, 1404449786854s.jpg [View same] [iqdb] [saucenao] [google]
3085108

Did we get a golden boner awards this year?

>> No.3085115 [SPOILER]  [DELETED] 
File: 152 KB, 1340x826, 1458747785498.png [View same] [iqdb] [saucenao] [google]
3085115

https://youtu.be/RZYbbWF1Vek

https://play.google.com/store/apps/details?id=com.orizun.origo

Hello. we are ORIZUN.

This time, created a game called "BULLIO".


One day the hero BULLIO wakes up in a strange place.

It is a RPG game to find his identity and fight against his fate.

Please enjoy together become a hero .
*The hero gets stronger as he fights against the enemies

*You can beat the enemies easily as you enchant abilities in ‘Level upgrade’

*You can enjoy the game in combination of variable abilities.

*game is also automatically attack and a user's operation attack.


Even better ability to fight various enemies and to strengthen the jump, and you'll also be solved using the same bricks.

Also it had a direct voice recordings. The story is funny like that game. ^^

Try it to play. It's gonna stimulate your old emotions.

>> No.3085116

>>3085108

everyone forgot about march 18, so no

just assume dump won it and that's it

>> No.3085123

Why does Alien Vendetta start off a great mapset, then turn into pure shit about 14 maps in?
At that point I was like:
>Oh look, an item on a pedestal
>Pick up item
>Oh look, revenants, lots and lots of revenants.

>> No.3085130
File: 72 KB, 482x800, A0RkUBrCQAAPltD.jpg [View same] [iqdb] [saucenao] [google]
3085130

>>3085107

>> No.3085137
File: 181 KB, 1066x799, 1444080833033.jpg [View same] [iqdb] [saucenao] [google]
3085137

>>3084731

That makes me wanna try out Quake 1's MP. Too bad there aren't a whole lot of good servers to play on IMO, unless there's some kinda special group of Q1 servers that I don't know about. Is there like a good source of Q1 servers somewhere that are easy to connect to?

>>3085115
>Try it to play. It's gonna stimulate your old emotions.

>> No.3085147

Doom mapping noob here
When I'm trying to get a floor to lower while walking across a linedef the ceiling lowers too
How do I make it so it doesn't do that?
>>3084851
I don't like the amount of fuckery it takes to get music running on the Steam version out of the box
Dark Places made it so much easier

>> No.3085149
File: 373 KB, 923x562, Hell.png [View same] [iqdb] [saucenao] [google]
3085149

>>3085147
Which linedef trigger are you using? I use Platform Lower, which makes it so that only the floor moves.

>>3085096
I have a new update up for my DUMP 2 submission. Let's hope Terminus sees it this time.

I'd love more feedback. I'm pretty sure I pinned all the doors and marked all the secrets...

If anyone finds any problems, I'll fix it ASAP.

>>The UAC Fucked Up Yet Again
>>www.mediafire.com/download/atixtqd84686ptc

>> No.3085157

>>3085073
>that's not an excuse.

Yes it is, actually. It is something that can be fixed very easily by the user themselves. I see no good reason why a programmer should prioritise changing something so minor, when they could be worrying about other bigger things for the source port.

>programmers love to say "oh the default doesn't matter, people can just go into the options" but 99% of people don't go into the options.

What an exaggeration. Most people who use PrBoom+ as a primary source port generally do go into options. And most people who are bothered by the default gamma usually figure out how to fix it.

>> No.3085184

>>3085149
>Let's hope Terminus sees it this time.

I'm here, so yes.

>> No.3085198

>>3085157
>I see no good reason why a programmer should prioritise changing something so minor, when they could be worrying about other bigger things for the source port.
ah, the ole "but there are starving kids in africa" defense, always a favorite

>> No.3085203

>>3085123
alien vendetta is brilliant all the way through, sorry.

>> No.3085204

>>3085157
Yeah. I mean, changing a default config is gonna take you YEARS of hard work and effort.

>> No.3085206

>>3085198
>I can't formulate an argument, so I'll make a bad analogy instead.

>> No.3085207

>>3085204
Well, it takes literally seconds to fix yourself, so why should the programmers care?

>> No.3085213

>>3085203
kek

>> No.3085215

bottom line, gamma ruins doom's graphics and you should be ashamed of actually keeping an old monitor that can't calibrate itself for shit

>> No.3085220

>>3085207
If we're going to get philosophical here, the net benefit would be larger if the developer were to fix the default to a more sane one, because it would take one person a few seconds instead of a thousand.

>> No.3085221
File: 2.61 MB, 1706x3601, sky mapping.png [View same] [iqdb] [saucenao] [google]
3085221

So, the tutorials on mapping I've read were all for indoors maps. I want some outside maps too however. I know that the sky is generated by putting the F_SKY1 texture on the ceiling, but how about skyboxes? Pic related was a tutorial I found with a section on skies and it mentions how to create an actual skybox, but not how to show it. Does anyone have a link to a good/comprehensive outdoors mapping tutorial/skybox tutorial?

As for the specific thing I'm doing now, it's the level that segues into an outside. For the final bit of the level, you open the door that goes outside, and you see the "vast outside", but it's inaccessible. Scripted event happens that spawns two mancubi, you have to fight them, and once they're dead and you touch the door, the level is over. (Next map has you starting outside though, with closed door behind you).

>> No.3085226

>>3085220
Is it really that big of a deal that the programmer HAS to do it, though? I mean, yeah, it would be nice. But a few seconds for thousands of people isn't going to kill them.

>> No.3085228

Here's a question: when playing hard WADs, do you prefer going HMP+pistol start, or UV with continuous weapons? I only recently started going with pistol start, and I find that it makes things way more fun.
Also, how often do you quicksave, if at all? I'm going through Sunlust right now(it's excellent btw), and I find myself quicksaving at least 10 times per level. I try not to save during battles, but I simply don't have enough time or motivation to study these maps and do them flawlessly in one go. Is this haram?

>> No.3085229

>>3085226
it saves my eyeballs from everyone who doesn't change it from the default, so yeah I'd say the three second change is worth it

>> No.3085237
File: 909 KB, 900x675, proto v.jpg [View same] [iqdb] [saucenao] [google]
3085237

>> No.3085238

>>3085229
You seem to forget there are a lot of doomers who deliberately use a gamma setting higher than 0, even to this day.

>> No.3085241

>>3085238
Is it really that big of a deal that the user HAS to do it, though? I mean, yeah, it is nice. But a few seconds for one person isn't going to kill them.

>> No.3085243

>>3085149
Thanks
I was using Lift instead of Floor
I was also about to ask about making outdoors areas but the image in >>3085221 answered it for me

>> No.3085247

>>3085221
http://www.zdoom.org/zdkb/skybox.html maybe?

>> No.3085259

>>3085241
What is even your argument here? All you did was copy+paste what I said earlier, without even thinking about it making any sense to this context.

>> No.3085264

https://www.youtube.com/watch?v=4nyrtaPCQ3A

>> No.3085271

>>3085259
You appear to have issue with humor and reading comprehension.

>> No.3085283
File: 7 KB, 247x281, Doomguy wiping guts.png [View same] [iqdb] [saucenao] [google]
3085283

A long time ago I modified Doom version of this thing and now I've improved it by making the keycards more prominent. Any opinions or this or is it wasted effort?

>> No.3085285

>>3085237

so, as it turns out, once quake was released people wanted HD mods for Doom.

hmm.

>> No.3085287

>>3085271
Okay, fill me in on what I'm missing.

>> No.3085293

@3085264
>Compared to brutal doom/brutality
Discarded, no >you for you

>> No.3085297

>>3085283
Are you Doombro?

>> No.3085301

>>3085297
If that's someone's username, no.

>> No.3085308
File: 338 KB, 1680x1050, Screenshot_Doom_20160323_141347.png [View same] [iqdb] [saucenao] [google]
3085308

So, how does everyone feel about Final Doom?
Because I'm attempting to play through TNT right now and its just...not very enjoyable.

I just played through Doom & Doom II on Ultra Violence and didn't have much trouble, and the parts I did have difficulty with, I thought were fair. Figured I'd complete Final Doom before moving on to custom mapsets.

I don't think the levels have been terrible, but there are so many things with the level design that just feel like trial and error. The screenshot is from Map 7 "Metal", and that room in particular is a good example of what I'm talking about.

Please tell me Plutonia Experiment isn't the same thing.

>> No.3085313

>>3085308
Metal is map08, and yeah, its pretty bad. Most maps arent as bad as that one, outside of map22.

Plutonia has very different level design, so don't worry.

>> No.3085357

>>3084731
> and holy shit Quake 3 feels slow as fuck compared to that game.
Friendly reminder that Quake had Doom movement speed during most of it's development time. I can't even imagine

>> No.3085359

>>3085313
My bad, map08.
Good to hear Plutonia is different.

I think my biggest problem is how much time is just straight wasted on all that trail and error bullshit.

>> No.3085362
File: 10 KB, 431x310, extralife.png [View same] [iqdb] [saucenao] [google]
3085362

Can anyone tell me where's the resurrection script? I can't find it.

>> No.3085384

>>3085362

There isn't one. Or if there is one, it's not there.
What are you trying to do?

>> No.3085386
File: 2.42 MB, 1920x1080, Screenshot_Doom_20160323_201027.png [View same] [iqdb] [saucenao] [google]
3085386

Super duper early WIP of a cyberpunk project. The scale isn't immediately obvious but the ad sign is 384 feet wide according to the conversion table I have for the custom viewheight used.

>>3085362
Check in the death state of the actor being ressurected, maybe there's a inventory checking loop.

>> No.3085387

>>3084809
>Play TNT first, and if you aren't using (g)zdoom, don't forget to use TNT31.WAD.

Different anon: is this to say that if I use GZDoom I don't need this?

>> No.3085393
File: 20 KB, 540x413, 458435783.png [View same] [iqdb] [saucenao] [google]
3085393

>>3085386
Thanks, I think this is it.

>> No.3085394
File: 10 KB, 240x219, 1450237531342.jpg [View same] [iqdb] [saucenao] [google]
3085394

>>3085107

>> No.3085395
File: 10 KB, 528x410, Yeah.png [View same] [iqdb] [saucenao] [google]
3085395

>>3085362
If that's Samsara, it's in the WolfenPlayer definition.

>> No.3085401

>>3085387
tnt31.wad restores the missing yellow key. zdoom-based ports have some magic in zdoom.pk3 that detects you're playing tnt map31, and restore the yellow key themselves.

A53AE580A4AF2B5D0B0893F86914781E // TNT: Evilution map31
{
setthingflags 470 2016
}

>> No.3085403
File: 725 KB, 1920x1080, I am honestly clueless.jpg [View same] [iqdb] [saucenao] [google]
3085403

>>3085247
I looked at the example wad, I tried something for myself but I'm just missing something. Pic related is my setup. I just don't know what I'm doing wrong man

>> No.3085407
File: 143 KB, 1024x768, railgun.jpg [View same] [iqdb] [saucenao] [google]
3085407

>>3085401
Thanks for the info anon

>> No.3085415

>>3085308

I actually prefer TNT. It has a good mix of industrial and hellish levels, and it's not punishningly difficult. It has one of the few genuinely great Brutal Doom levels. Lev09 Stronghold is filled with regular grunt enemies and it's fun to mow them down with the chaingun, picking up more ammo constantly.

>> No.3085462

>>3085308
Metal isn't that good of a level, but most levels aren't as bad as that.

>> No.3085476

>>3085264
>Brutal Doom & Project Brutality

Aren't those the same though.

>> No.3085480

>>3085476
Project Brutality is the BD equivalent of Realm667 randomizers.

>> No.3085484
File: 334 KB, 1920x1080, Screenshot_Doom_20160323_212106.png [View same] [iqdb] [saucenao] [google]
3085484

>>3085386
Looking cool.

I still need to detail my skybox buildings. Which is not something I'm looking forward to.

>> No.3085494
File: 251 KB, 602x706, fa358388-2f5c-480e-bc0e-b36eda3fdc4a.png [View same] [iqdb] [saucenao] [google]
3085494

What's the best way to use revenants when designing a map?
Better yet, what are bad ways to use them?

>> No.3085495

>>3085386
reminds me of the first level of Perfect Dark

>> No.3085498

>>3085386

Looks dank, would play. What kind of fidelity are you aiming for - first Deus Ex level of aesthetics? The world really needs more atmospheric cyberpunk shooters.

>> No.3085505

>>3085484
You don't really need to detail it much if you keep the contrast in it fairly low so it doesn't draw too much attention. UDMF texture scaling and nice enough texture goes a long way.

My skybox on the other hand is/will be about as complex as possible. They're currently two skyboxes with one referencing the other, and in the end there'll probably be three. I can do some pretty crazy effects with the system though.

>> No.3085514
File: 126 KB, 700x700, BOAND.jpg [View same] [iqdb] [saucenao] [google]
3085514

>>3085505
So it's going to be Doomcenter levels of complex? That actually does the same thing and has three skyboxes as well. I actually think I will lift the city panorama texture from there. For some distance bits. It's supposed to look kinda like this later.

>> No.3085520

>>3085495
Haven't played that. I probably should though since I loved the entire TimeSplitters series.

>>3085498
Thanks. Me and my teammate are aiming for a mid 2000's FPS quality level, so the screenshot is just the first stages of blocking the level in, testing out textures etc.

We have a decent amount of quite novel tricks that haven't really been used in zdoom before between the two of us, so by summer there should be some cool shit to show off.

>> No.3085537
File: 20 KB, 300x300, 300px-monster_quake_spawn.png [View same] [iqdb] [saucenao] [google]
3085537

These have got to be the shittiest monsters I've ever encountered in any game ever. D3D sentry drones ain't got shit on Quake's Spawn. I can't say a single positive thing about them, why the fuck were these even made? They look like out of place dog shit and they are the single most annoying enemy to fight. Every time one of these things kills me, I feel like flipping my desk over. This is my first playthrough, I'm nearing the end of E4, and I'm starting to think I don't like Quake 1 very much.

>> No.3085562
File: 635 KB, 1680x1050, Screenshot_Doom_20160323_165844.png [View same] [iqdb] [saucenao] [google]
3085562

Attempting to understand sky textures for the first time. How do you do the horizon effect that's in the first level of Doom II?

>> No.3085572

>>3085562
lower a ceiling with a sky texture on it

>> No.3085573

>>3085562
>Attempting to understand sky textures for the first time. How do you do the horizon effect that's in the first level of Doom II?
Normal doom takes a 512 width texture and wraps it twice on the inside of a virtual cylinder, which is then displayed on any sky sector or line. I think. There's no actual skybox.

You also can't choose the sky in vanilla I believe, it's hardcoded per episode.

>> No.3085578

>>3085537

Episode 4 is just shitty in general. The rest of the game is still solid gold.

>> No.3085581

>>3085562
behind the horizon there is a closed sector (ceiling at floor height) with sky on its ceiling, so you have a line with sky on its ceiling at front and back, so the upper texture is not drawn and the sky shows through.

>> No.3085584

>>3083767

Is there a good monster wad that's compatible with Legendoom ? I tried Colorful Hell but the temporary sprites look like arse, and the RNG can propel the game into Hideous Destructor levels of difficulty.

>> No.3085592

>>3085184
While you're here, did you get my pm about how to fix the broken switch texture? And is the deadline for map fixes still the same?

>> No.3085598
File: 396 KB, 1680x1050, Screenshot_Doom_20160323_173229.png [View same] [iqdb] [saucenao] [google]
3085598

>>3085581
GOT IT! Thanks alot!

>> No.3085615
File: 486 KB, 1920x1080, 20160323171237_1.jpg [View same] [iqdb] [saucenao] [google]
3085615

>>3085578
Yea, it was pretty ok, but jesus what a lame endboss. Quake is pretty good overal, but it didn't scratch the itch Doom did by a long shot. I'm hoping I'll have more fun with the two mission packs.

>> No.3085627

>>3085615

I personally find it hard to go back to Doom after playing Quake. I'd rather be fighting a handful of nimble and tough enemies than a horde of slow and stupid ones. It just feels like a slog to fight through a dozen imps in Doom when Quake would just use a couple of ogres to produce the same level of threat.

>> No.3085642

So what with all the Quake talk I wanted to set it up for myself, but the Quake image's MEGA link is down.
What file(s) specifically did it lead to and where do you guys prefer to get them?
I hear the Steam version of Quake is missing some music files and stuff right?

>> No.3085653

>>3085627
My problem with those monsters is that they don't have good death animations, so fighting them feels more like a chore

>> No.3085663

>>3085642
yea, but there's a "steam patch" that restores it as well as updates it to use darkplaces.

>> No.3085675
File: 44 KB, 720x540, seriouslybonfire.jpg [View same] [iqdb] [saucenao] [google]
3085675

>get bored of/fed up with TNT's constant, predictable ambushes
>try Plutonia
>mfw

How did ID think this bullshit was good enough to warrant being sold as a seperate game?

>> No.3085681

>>3085675
plutonia is for those who thought doom2 was too easy. it may not be to your taste.

>> No.3085689

What is your favourite gun mod?

>> No.3085692

>>3085689

LegenDoom

>> No.3085697

>>3085689
doomrla because of variety and experimentation
russian overkill because it's funny

>> No.3085707
File: 552 KB, 1073x788, 1458565997803.png [View same] [iqdb] [saucenao] [google]
3085707

>>3085407
>filename

>> No.3085708

>>3085675
Shit man, I enjoyed both of 'em. I also played through them with gameplay mods, so that's probably why.

>> No.3085715

>>3085415
I like the atmosphere of TNT a lot, it's very dark and industrial, it has a very particular feel to it that the other iwads don't have.

>> No.3085726

>>3085537
>>3085578
I love episode 4. It's scarier than hell. I thought fiends where spooky until I saw those spawn blobs.
It also has a nice level of darkness.

>> No.3085728

>>3083767
So coming back to topic from last thread - how would you guys feel if people slated to make Quake reboot were People Can Fly? (Painkiller/Bulletstorm people)
Apparently a lot of Painkiller gameplay was inspired by devs playing Quakeworld a lot (while the story was inspired by Doom) - could they give the game treatment it deserves?

>> No.3085732

Making a cutscene when the player activates a certain door. Is there a way to set the player at a sepcific coordinate in front of the door?
(Cutscene uses a fade to camera during which the player will have to move for it to be "seamless")

>> No.3085740

>>3085494
best way to use them is 'sparingly'

no one enjoys fighting 50 revenants in the open, or just 50 revenants without something else going on; it's overused, tired, and tiring

similarly, sticking revenants on a pillar 500 feet away, or having a firing squad of revenants you can't hide from, is just the fucking worst, never do that

>> No.3085742

>>3085726

I just hate spacious and symmetrical corridors with right angle turns and the lack of verticality, I think it's very boring level design.

>> No.3085749

>>3085715

>>3085415 (me)

I'd also argue that TNT uses all of the good songs from Doom 2, and all of TNT's original music is kickass. As much as people dislike the level "Metal" -there isn't a much more suitable name for its music.

Also I must be autistic or something, because I was a small stupid kid the first time I played through TNT, and I figured out the torch maze of "Last Call" instantly.

Oh and "Evilution" is a great, if a bit cheesy subtitle.

>> No.3085751

Ketchup would be a perfect gore mod if Cacos bled blue SgtMark that fucking hack was so close to making something good for once

>> No.3085752
File: 249 KB, 1280x720, Screenshot_Doom_20160323_233352.png [View same] [iqdb] [saucenao] [google]
3085752

Progress on blue base. Mapping is weirdly addicting.

>> No.3085754

>>3085293
>@

>> No.3085758

@3085754
> >>

>> No.3085763
File: 289 KB, 1366x768, Screenshot_Doom_20160323_183847.png [View same] [iqdb] [saucenao] [google]
3085763

>>3085751
How ancient is the version you're using, anonymous?

>> No.3085772
File: 61 KB, 493x1326, 1443770390160.png [View same] [iqdb] [saucenao] [google]
3085772

>>3085308
Oh it's THAT part. Skip to the next level. You've seen the worst the wad has to offer. Plutonia is much better too. It's also harder overall, but goes heavier on revenants and archviles. Pic related. I think the author had TNT map07 in mind when he drew this in paint.

>> No.3085779

>>3085763
that's not Ketchup that's Droplets you dumb fuck

>> No.3085780

>>3085763
looks like you posted an image of smooth doom

>> No.3085785
File: 21 KB, 198x167, m-doom.gif [View same] [iqdb] [saucenao] [google]
3085785

>>3085675
well,
at least it isn't so shitty like the Masterlevels for Doom!

>> No.3085787

>>3085675
plutonia is the best iwad.

>> No.3085789

/Doom/ how i can make rain in GZDoom Builder?

>> No.3085791

>>3085789

You can't. Rain is an actor, so you'd need Decorate to define an actor to put in the map and/or ACS to make it constantly rain.

>> No.3085794

So I found a mod that makes it runs a script that makes it so the more health you have, the drunker you are (wobbly vision and stumbling). I want to use this as a temporary effect after Using an item (a bottle of vodka). The script is using AROP_Health. Is there a script that checks for a certain item? I was thinking of having the Vodka give you X DrunkPoints, and then the script takes away DrunkPoints every second or whatever to decrease and get rid of the effect. Is this feasible? And how do I make an item just give DrunkPoints when you Use it.?

>> No.3085796

>>3085494
Put something else with them, positioned in a way to make the player work for infighting and not have it handed to them. A wall of screaming skeletons WILL make the player run. You just have to decide what else to hit them with.

Archviles are a great choice. They make the player choose which of the two most dangerous non-bosses in the game they want to get rid of first.

Cacos and pain elementals are great too. Revenant rockets force the player to react to their homing capabilities. Fliers take the sky away from the player, adding an additional layer of complexity. Pain elementals work similar to archviles, except they float, do less damage, and exclusively spawn enemies instead of alternating between that and attacking.

Think about it.

>> No.3085797

>>3085794
Here's the original wad, btw

>> No.3085802

>>3085797
cool wad

>> No.3085804

>>3085797
>>3085802
http://forum.zdoom.org/viewtopic.php?f=19&t=46433

Thanks

>> No.3085813

>>3085791
If he's only using it outside of windows he could use linedefs with animated rain textures.
>>3085789
Basically it's quite complex to make nice rain.

>> No.3085816
File: 28 KB, 468x509, ss+(2016-03-23+at+06.58.01).png [View same] [iqdb] [saucenao] [google]
3085816

>>3085779
Don't tell me what mods I do and do not have installed on my PC you mouth-breathing nigger

>>3085780
Ketchup and Smooth Doom together. Ketchup was turned down to a lower setting because last time I used it I was playing Okuplok with RO and I was hoping to find a setting that wouldn't make the game a slideshow after 3 minutes.

>> No.3085817
File: 1 KB, 24x29, stfst01.png [View same] [iqdb] [saucenao] [google]
3085817

>>3085751
Also no fucking green blood

>> No.3085820
File: 14 KB, 509x513, ss+(2016-03-23+at+07.03.56).png [View same] [iqdb] [saucenao] [google]
3085820

>>3085816
You need more iwads bro

>> No.3085824

>>3085751
>>3085817
It is literally not possible to do this without replacing monsters. That's why you don't see colored blood in these "it runs with EVERYTHING!" gore mods, because if it was present then it wouldn't run with everything.

>> No.3085825

>>3085820
it's like your computer has finally got sick of you poking at it, and greyed out *everything*

>> No.3085828

>>3085816
that's not how blood from Ketchup mod looks like you fucking idiot you just had Smooth Doom blood splats turned on

>> No.3085830

>>3085820
where's harmony you faggot

>> No.3085835

>>3085828
rude

>> No.3085836

>>3085813
>>3085791
What about the realm667 rain actor?

>> No.3085837

>>3085824
so you could get blue and green blood in such mods but only by editing zdoom.pk3 ?

>> No.3085838

>>3085824
Wrong. Blood respects +PUFFGETSOWNER, so you can do CheckActorClass checks in ACS and change the blood's translation that way. No replacements necessary.

>> No.3085839 [DELETED] 

Brutal Doom is the best version of Doom period.

>> No.3085843

>>3085838
Still gonna be seeing red blood decals on the walls from projectile weapons.

>> No.3085846

>>3085839
>period
indeed it is a heavy menstruation simulator

>> No.3085851

>>3085843
Yeah, I got nothing for that.

>> No.3085850

>>3085820
Ya got me beat there

>> No.3085859

>>3085820
Is there a reason to have Registered Doom if you have Ultimate?

>> No.3085864

>>3085851
>>3085843
Actually, does that even matter? Wouldn't the monster's BloodColor be used anyway?

>> No.3085865 [DELETED] 

Doom is dog shit
>no jumping
>can't fucking look up and down
>awful graphics
>can't crouch
>fucking 2D monsters
>hud takes half of the screen
>no story

modern games are miles better

>> No.3085868

>>3085865
t h i s i s b a i t

>> No.3085870

>>3085859
Completion and the slight version differences.

>> No.3085872

>>3085865
Go back to /v/ and take >>3085779 with you.

Yes I know this is bait. Fuck off all the same.

>> No.3085874

>>3085865
Why did you come all the way to /vr/ to bitch about DOOM specifically?

Are you really that auts?

>> No.3085875
File: 23 KB, 478x373, 1452131639733.jpg [View same] [iqdb] [saucenao] [google]
3085875

>>3085865

>> No.3085878

>>3085874
see >>3085868

>> No.3085879
File: 58 KB, 932x1176, 1453010243397.png [View same] [iqdb] [saucenao] [google]
3085879

Guys, seriously. You know better.

>> No.3085880

Is Nambona dead yet?

>> No.3085881

>>3085864
That isn't what you'd be doing, though. You would be translating the blood on the fly based on which monster was hit to get it colored according to which monster you hit. Blood decals would still work off BloodColor, which would be unchanged from red.

>> No.3085882

>>3085865
Hi, Doomguy2k.

>> No.3085883

>>3085881
Is the Smooth Doom caco's blood color not blue?

The more I think about it, the less of an issue it becomes.

>> No.3085884

>>3085752
neat.
what engine/complevel are you targetting?
is that the sky from 50shades?

>> No.3085885

Doom 3 shits all over the rest.

>> No.3085886
File: 246 KB, 285x224, New marines on the block.gif [View same] [iqdb] [saucenao] [google]
3085886

Man, making maps is a totally different beast from making gameplay mods but it really kind of addicting when you start to realize how much control you have over everything.

Doing the simplest of things is a big accomplishment for me, honestly, and it's really satisfying running around shooting shit in an environment YOU just made.

I wonder if Romero felt this way

>> No.3085887

>>3085883 (me)
Aaaaaaahhh fuck it never mind, I stopped caring.

>> No.3085894

Doom is a shit meme game and Call of Duty Advanced Warfare is the pinnacle of gaming.

>> No.3085895
File: 57 KB, 540x527, tumblr_inline_o4b1vwFQ271r95fgm_540.png [View same] [iqdb] [saucenao] [google]
3085895

Lost soul with legs

>> No.3085896
File: 14 KB, 312x318, 1429231455129.png [View same] [iqdb] [saucenao] [google]
3085896

>>3085885
>Doom 3
>Not Doom IIV

>> No.3085902
File: 24 KB, 540x187, tumblr_inline_o4b1wgIhgQ1r95fgm_540.png [View same] [iqdb] [saucenao] [google]
3085902

>>3085895

And then for the other crowd

>> No.3085905

>>3085886
Yeah, I know how you feel. It's so fucking neat seeing a trap you made work correctly. Doom mapping is truly a great experience.

>> No.3085910

>>3085895
>>3085902
lol

>> No.3085913

How can I make an item execute a script on use? ACS_NamedExecute doesn't seem to work, at least in Zandronum.

>> No.3085916

>>3085846
I laughed harder than I should have.

>> No.3085917

>>3085913
That's because the only Zandronum version with named scripts is 3.0 beta

>> No.3085921

>>3085905
this is all very well until you spend hundreds of hours making something you think is cool and then everyone shits on it.

>> No.3085925

>>3085902

I always knew the Lost Soul was hot.

Because it's on fire, you see.

>> No.3085927

>>3085917
Figured as much, I'll just do it in GZdoom.

>> No.3085931

>>3085925
you can toast marshmallows on them

>> No.3085932

>>3085921

That's something that comes with making things in general, it's not really unique to mapping.

>> No.3085935

>>3085932
true. it's why i never release anything. scars never heal.

>> No.3085937

>>3085935

I think you're missing out, mate, but to each his own.

>> No.3085942

>>3085937
i am sure you are right. but i am a little thin-skinned bitch.

i'll shut up now.

>> No.3085950

>>3085794
http://forum.zdoom.org/viewtopic.php?f=19&t=46433

Could anyone help me make this script NOT start as soon as you start the game? I want it to be a temporary effect after you use an item.

>> No.3085957
File: 7 KB, 268x248, lydia_scubawalk_concept_large.gif [View same] [iqdb] [saucenao] [google]
3085957

>>3085921
>>3085942
Are you by any chance Marty Mcfly?
Anyways, I know that feeling all too well. I was super hesitant to show my first sprites here since they were garbage, but thanks to their constructive criticism, I got so much better at what I do. This thread is probably my most valuable resource I have.

>> No.3085963
File: 769 KB, 1920x1080, WAD COLLECTED at 2016.03.24 00-55-27.639 [R2558].jpg [View same] [iqdb] [saucenao] [google]
3085963

I need help with a script. http://pastebin.com/LYJUEvXq
As far as I know, the way distance is calculated is correct. (The correct mancubus always activates). However, the teleport part doesn't work. It's not because the totally frozen player property, because if I remove that it doesn't work either. Teleport destinations are 30 and 31 for manc 1 and manc 2. What do?

Pic related, the place where it's all happening. (Manc 1 on the left, manc 2 on the right)

>> No.3085993

>>3085963
>As far as I know, the way distance is calculated is correct
But you're only checking the X map-axis. That's not accurate distance checking. Use

int X = Getactorx(TID1) - getactorx(TID2);
int Y = GetActory(TID1) - getactory(TID2);
int dist = VectorLength(X, Y);

>> No.3086000
File: 295 KB, 1693x1184, 1456851481437.png [View same] [iqdb] [saucenao] [google]
3086000

>>3085957
>spritenoob posts a gif
>[anticipation intensifies]
>it's not animated

>> No.3086006

>>3085993
Thanks for the tip, will remember for future. Nonetheless, in this specific example, merely checking the X would do. (I could also use a check to see which door the player activated the script from, or even make two scripts, one for each door, but I went with this one)
I think I also found the problem for the teleport from the script. I had to use a map spot instead of teleport destination?

Finally, since there seems to be some RNG concerning monsters when I just activate them, and I want the player reliably to be shot backwards, can I force the mancubus into the fire missile animation so it doesn't look like I spawn projectiles completely out of thin air?

>> No.3086009

>>3086006
>Thanks for the tip, will remember for future. Nonetheless, in this specific example, merely checking the X would do.
Yeah it's just so you avoid trouble down the line and also understand ACS better.

>I think I also found the problem for the teleport from the script. I had to use a map spot instead of teleport destination?
I haven't really messed with teleports so I couldn't tell you without doing research.

>can I force the mancubus into the fire missile animation
http://zdoom.org/wiki/SetActorState

>> No.3086026

>>3083767
So, what are the top individual levels for doom? If I could play 3 maps that are the best of the best, what do you recommend?

>> No.3086027

>>3086026
Do you mean the official maps or user made ones?

>> No.3086040

>>3086009
Thanks. Almost finished my cutscene now. For some reason I can't force the monster back with Thing_Deactivate, but that just means the player will have to have quick reflexes. Will upload webm when done.

>> No.3086052
File: 406 KB, 1280x800, put a clanging donk on it.png [View same] [iqdb] [saucenao] [google]
3086052

Finishing up work on mechs with locked loadouts, proper tool functionality and mech construction/dismantling coming up next. There are a couple issues with the ejection and power/hull/internals persistence, but that'll come, I just want the framework working at a basic level so I can use it for other stuff like closets and the like..

>> No.3086059

>>3086052
I asked earlier, but what other highlight features have you implemented in the last couple of months?
> I just want the framework working at a basic level so I can use it for other stuff like closets and the like.
I know that feel. Seems it's all I've been doing in my modding ventures somehow.

>> No.3086068
File: 9 KB, 238x236, JACKO0.png [View same] [iqdb] [saucenao] [google]
3086068

https://www.dropbox.com/s/1l76zqykq994ba5/drunk2.pk3?dl=0

Can anyone tell me why my script won't start when you use the Bottle?
Also, how to make it end after a certain amount of time?

>> No.3086074

>>3086059

I've been caught up in other stuff which means I've had less time to develop than expected, but decent mentions are the first couple of civilian jobs being set up, about a dozen mobs/creatures, as well as polishing off things like health and status handling - some of the recent Zand builds fixed a couple of crashes and issues I had, so while it runs stably in multiplayer at this point there's not much to do in terms of actual gameplay. I'm trying to catch up on the other things like power/atmospherics - I wanted to do mechs and tools first because mechs let me work on porting over all the morph-related shit and get that out of the way, and tools because they're kind of vital to the latter jobs beyond civvies.

I'm holding off on posting webms until I add a bunch of visual content, because right now most of the work is mostly boring to look at. Slowly but surely.

>> No.3086083

What's the best mod to combine with Russian Overkill?

>> No.3086101

>>3086074
Thanks.
>I've been caught up in other stuff which means I've had less time to develop than expected
>I'm holding off on posting webms until I add a bunch of visual content, because right now most of the work is mostly boring to look at. Slowly but surely.
Myself I just squander the time I should spend devving doing essentially nothing. Anyway I just enjoy following the development cycle of advanced projects. It's fun and educational, there's no really no need for cool webms and screenies (not that I don't enjoy them of course).

Are mechs in ss13 terms like servo-assisted EVA suits or hulking robots anyway?

>> No.3086103

>>3086083
Colorful Hell. Kinda makes it balanced.

>> No.3086104

>>3084764
>tracking targets is usually much harder than snap shotting targets even if you've got your mouse sensitivity ingrained in your muscle memory.

Agreed. Landing twitch shots is easy compared to consistently tracking.

If you're managing an average of 50% accuracy with the railgun from one match to the next, you're pretty fucking good. If you're pulling that off with LG you're some kind of fucking demigod.

>> No.3086106
File: 2.75 MB, 1920x1080, Cutscene and Death.webm [View same] [iqdb] [saucenao] [google]
3086106

>>3086040
Delicious shitty webm, but at least my cutscene is done and then I die because I'm shit.

>> No.3086113

I'm getting kinda tired of Brutal Doom but I still like the gore my problem is the fact that so often this game fucking forces you to either listen to moaning of some imp who got sawn in half or waste another bullet to finish him off what the fuck is this cinematic bullshit it makes weapons feel weak

>> No.3086118
File: 66 KB, 198x169, 1456537047422.png [View same] [iqdb] [saucenao] [google]
3086118

>>3086106
neat!

>> No.3086119

>>3086113
y'know, that just made me realize why I'm not a big fan of brutal doom's style

its vibe isn't power metal, it's death metal

>> No.3086121

>>3086101
Mostly the latter. How it works is that you acquire a circuit board with the mech firmware you want, then all you need a bunch of metal, some tools, and illicit access to Robotics and you can manufacture it. They sorta straddle the line between large mechs and powered armor - most of them are one-person, but there's a decent amount of variety as to what they can do. The Ripley from Aliens is one example of a mech in SS13.

I considered stealing the HUD from Aliens TC, but the perspective is skewed and thus incompatible with my autism

>> No.3086131

>>3086119
I use to be a big power metal fan, now I'm more for death metal :^)

>> No.3086137
File: 60 KB, 640x480, 6304-6-star-wars-x-wing-collector.jpg [View same] [iqdb] [saucenao] [google]
3086137

>>3086121
HAWKEN has a ton of mech huds if that's any help. Then there's the X-Wing games and Descent that might work with some adaption.

>> No.3086145

>>3086137
Ripping the Descent one now, thanks for the tip. I've been playing that recently so I'm not sure why I didn't think of that, but it fits perfectly as a generic cockpit until I can shine them up.

I don't know about HAWKEN - I'd be very willing to try them out, but I'm trying to stick to a relatively lo-fi aesthetic, meaning 320x200/640x480. There are a couple of exceptions like the current overlays (from a New Vegas mod). Luckily there are heaps of shitty obscure DOS games with nice GUIs.

>> No.3086146
File: 538 KB, 320x240, 1394170410614.gif [View same] [iqdb] [saucenao] [google]
3086146

Spent my whole evening making this remix, please tell me your opinions of it, /vr/oom. I wanted to alter its original sound while taking some creative freedom.

https://www.youtube.com/watch?v=QOzrI3HFDjg

>> No.3086159

>>3086068
This is bugging me out. No matter what I do, I get P_STARTSCRIPT UNKNOWN SCRIPT 1

>> No.3086165
File: 55 KB, 320x200, hawkenhudtest.png [View same] [iqdb] [saucenao] [google]
3086165

>>3086145
Tried resizing the lower part of a hawken hud from a screenie for shits and giggles (but it's sloppy so don't use it). It scales down surprisingly well thanks to the chiaroscuro type lighting and hard edges.

>playing descent
man I still haven't gotten around to that. It seems fun as fuck.

>> No.3086168
File: 156 KB, 500x500, 1447811315247.gif [View same] [iqdb] [saucenao] [google]
3086168

>>3086165
>he hasn't played Descent

stop what you're doing immediately and do that instead

>> No.3086180

>>3083767
>hellbound map14
>fall into the lift at the beginning

What the actual fuck? Why hasn't this been fixed?

>> No.3086207

>>3085116
Fair enough I suppose. What are some other notable releases from this year? I don't think I completed a single map this year...

>> No.3086213
File: 405 KB, 1280x800, gui.png [View same] [iqdb] [saucenao] [google]
3086213

>>3086165
>>3086168
Seconded, Descent is one of those games you absolutely have to try out if you haven't. It's fundamentally very similar while being very different to Doom, and there's a couple of decent twists on the usual formula (escape sequences, hostages, etc).

I'm okay with this, although it's obviously non-functional at the moment. I still haven't figured out how I'm gonna revamp/redraw it to display SS13 mech vars, but I'll figure it out.

It's meant to feel claustrophobic and comfy at the same time

>> No.3086214

>>3086213
So I don't come to these threads often, what exactly is this project of yours? It looks very neat.

>> No.3086228
File: 2.99 MB, 640x400, wrasslin.webm [View same] [iqdb] [saucenao] [google]
3086228

>>3086214
Space Station 13 reworked for Zandronum. If you're not familiar with the original game, it's kind of a long story, but it's basically multiplayer System Shock 1 meets WDI - you're on a spess station, you're a spessman, the other spessmen may want to rip and tear you, you have to avoid getting ripped and torn while doing your job in an on-station department (security, medical, science, etc.). The aliens, hostile corporate elements, nuclear terrorists, wizards, and so on complicate this further.

The original game runs on a wholly different engine and is more of a hybrid roleplaying/action game, which is why some game aspects are being reworked here, but it's a fun experience and deserves a shine-up. Even if this incarnation is probably going to be restricted to coma simulator for a while you can beat someone up so hard the entire server goes unconscious, which is not intended behavior , it's fun to work on and I'm hoping it'll be a fraction as fun to play.

There's a constant thread up on /vg/'s /ss13g/ if you want more info.

>> No.3086230

>>3086228
>Chubbs: HELP

>> No.3086290
File: 500 KB, 1680x1050, Screenshot_Doom_20160323_202351.png [View same] [iqdb] [saucenao] [google]
3086290

Heh, what a mess. (Mod is Smooth Doom, with D64 guns on just because, I normally keep them standard)

Map pack is Mutiny Community Project, alpha 1 of which came out last night on Doomworld:
https://www.doomworld.com/vb/wads-mods/73615-mutiny-community-project/17/

I generally tend to avoid alphas so it doesn't feel like I'm playing the same thing when the final versions come out, but I'm getting bored waiting for DUMP 2 to finalize. And I've already played through at least 12 maps that are going to be in DUMP 2.

How about you, /vr/? Do you guys play maps/projects as soon as an alpha/beta is available, or do you like to wait for a final/idgames release?

>> No.3086305
File: 18 KB, 276x230, 1447883275512.jpg [View same] [iqdb] [saucenao] [google]
3086305

>>3086228
>out the airlock we go

>> No.3086317

>>3086290

Unless it's something I'm extremely interested in (Black Warrior being the most recent thing that comes to mind), I tend to wait for late betas or final releases.

>> No.3086349

>>3085537
Its an enemy. Its not supposed to be "Fun" or "easy to kill"

Its supposed to challenge you, infuriate you, cause you to rage quit.
And I think its very effective at that.

Personally I never had a problem with these guys. Just rocket them from a medium distance and voila, dead.

>> No.3086351

>>3085642
original quake files + dosbox

It works fine. as close to vanilla as your going to get, just have the music playing in the background

>> No.3086352

>>3086290
Usually I wait for final versions, but BTSX was the exception since they're taking a thousand years to finish it.

>> No.3086364

>>3086349
>not supposed to be fun

trashed

>> No.3086372

Hooray! I just completed the first episode of quake. I didn't expect the boss to be named Cthon, but I was told that the game has some lovecraft undertones.

The boss fight was super easy. I had 1 health at the very end, but that's because I went into it with barely any health.

Plus, I made the decision to explore the map BEFORE grabbing the strange glyph, so I'd already figured out the lightning mechanic.

Oh well. Time for episode 2!

>> No.3086390

>>3086372

Chthon is even easier on Easy/Normal because he doesn't lead his projectiles on those difficulty levels.

>> No.3086391
File: 319 KB, 539x452, DO NOT.png [View same] [iqdb] [saucenao] [google]
3086391

>> No.3086392

>>3086364
Personally I have fun avoiding and destroying them. Just takes good reflexes and hand-eye coordination. Much easier to deal with than say, blood cultists or those snipers in MOHAA

>> No.3086397

>>3086391

ayyy

>> No.3086402

Is it possible to randomize the scale of a Decorate object? I tried "Scale random (0.25, 1.0) but GZdoom gave me an error.

>> No.3086403

>>3086391
Tacodemon

>> No.3086425

>>3086402
Properties can't be a random number, but you could use A_SetScale.

I'd set up a "randomizer" that has a bunch of TNT1 0 frames with A_Jump and A_Setscale, so that each time the randomizer is activated (could be on the idle state or the see state etc) it will choose a different scale.

Most properties can be changes with action functions, except height. Which is lame because I want enemies that can crouch and reduce their hitbox.

>> No.3086439

>>3086425
so something like this:

Spawn:
TNT1 A 0 A_Jump(50,2)
TNT1 A 0 A_SetScale(1.0)
TNT1 A 0 A_Jump(50,2)
TNT1 A 0 A_SetScale(0.8)
TNT1 A 0 A_Jump(50,2)
TNT1 A 0 A_SetScale(0.7)
TNT1 A 0 A_Jump(50,2)
TNT1 A 0 A_SetScale(0.5)

Something like that. Have play with the values and mix them up a bit to see what works.

>> No.3086479

>>3086402
Try a code similar to this:

PossibleSizes:

TNT1 A 0 A_Jump(64,"SizeSmall")
TNT1 A 0 A_Jump(64,"SizeLarge")
TNT1 A 0 A_Jump(64,"SizeExtraLarge")
//Size unchanged
Goto See

SizeSmall:

TNT1 A 0 A_SetScale(0.5)
Goto See

SizeLarge:

TNT1 A 0 A_SetScale(1.5)
Goto See

SizeExtraLarge:

TNT1 A 0 A_SetScale(2.0)
Goto See

>> No.3086486

>>3086425
>>3086439
>>3086479

Nice, I'll try those out.

>> No.3086516

>>3085884
It is indeed the sky from 50shades. I'm not sure if I'm going to keep it.
I wasn't aiming for a certain complevel but I've been testing with prboom plus complevel 9.

>> No.3086538

>>3086351
If you don't want to fuck with dosbox Quakespasm is a good alternative if you want a modern engine that is still close to vanilla.

>> No.3086550
File: 26 KB, 640x480, imagen-ramon8.jpg [View same] [iqdb] [saucenao] [google]
3086550

>>3086391
>food themed monster pack
Please tell me this is a thing

>> No.3086581

https://www.dropbox.com/s/yqzwhkf5wogcxo2/Molotovsmoke.wad?dl=0

THE FIRE RISES

Made some molotov cocktails today. Planning a Stalker/ Post Apoc scavenger mod. Main thought being that you can drink Vodka/ or use it as a Molotov (sprites are placeholders). I'm fairly happy with it right now, but if you throw a bottle at a monster, sometimes the Center flame doesn't spawn. Also, trying to figure out the smoke trail for the Molotov.
Give Molotov if you want to try it out.

>> No.3086586
File: 1.82 MB, 1920x1080, Screenshot_Doom_20160324_003832.png [View same] [iqdb] [saucenao] [google]
3086586

>>3086581
Forgot the damn screenshot

>> No.3086593

>>3086581
hey stalker... you need some radiation to go with your post apoc mod? I have a system working pretty good.

I've been researching uranium mining and enrichment for my mod, got some decent yellowcake mounds and uranium oxide pellet sprites, as well as some textures, now just need to give them some low inherent radioactivity

>> No.3086597

>>3086593
If it's easy enough to plop in, then yes, that would be great! I was going to base my shit off of Ashes TC, but I'm just doing my own thing that's very similar now.

>> No.3086606

>>3086597
Nice!

Here's the shit here: its just 3 actors defined in decorate. couple of SNINFO entries and 4 sounds. Anyone is welcome to use or modify, just credit me.

http://www.mediafire.com/download/9dg9uyqznr85u9s/RADIATION_2.wad

You have 3 RAD spots you can use:
RADcoldspot give low readings within 1250 and minor damage within 500 units
RADwarmspot gives readings within 1250, and progressively more readings and damage as you get closer.
RADhotspot gives readings within 1500 and progressively more readings and damage as you get closer.

I just tested it in doom and seems to work fine. Enjoy!

>> No.3086607

I know they say floor decals are impossible, but obviously Marky Mark did it for the blood in Brutal. How did he do it? Models?

>> No.3086608

>>3086607

Yeah, it's not decals. Just flat models lying on the floor.

>> No.3086618

>>3086425
All I remember is Graf doesn't want height changes a thing because 'oh no monsters/the player could get stuck'. (even though it would be the modder's responsibility to just add a ceiling height check)

>> No.3086620

>>3086608
I don't suppose anyone has an example or feels like ripping one, do they? I'm looking in the BD wad now and it's a fucking mess. I just want to do scorch marks on the ground from the molotovs.

>> No.3086627

>>3086606
Sweet dude, if you want me to credit you, let me know. I'm mostly ripping shit out of other wads and if they have the author in it, I'm crediting them.

I'll have to see if I can figure out to put a little HUD readout to go along with this, like a little geiger counter in the corner or something like the Stalker radiation tracker.

>> No.3086636
File: 657 KB, 1920x1080, Screenshot_Doom_20160324_102657.png [View same] [iqdb] [saucenao] [google]
3086636

making an overly elaborate 3d skybox

the moon is one mid-texture
there's two sets of clouds moving at slightly different speeds & directions
the stars move ever so slightly
the stars and clouds fade out at the horizon
plus the moon has a glow under it at the horizon
and by horizon, i mean the part where it fades completely to black

>> No.3086637

>>3086068
Bumping this question again, still can't figure it out.

>> No.3086639

>>3086637
You need to use LOADACS if you want to call scripts that aren't associated with a map.

http://zdoom.org/wiki/LOADACS

>> No.3086653

>>3086639
Holy shit. For some reason, it wasn't working earlier with LOADACS but now it is. I guess I changed something down the line. Thanks!

>> No.3086670

is quake 2 worth playing?

can you find quake 3 anywhere other than $10 quake live and still be able to play with people?

>> No.3086671

>>3086639
Still having a little issue with the scripting now. The compiler keeps telling me I'm missing a semi colon after the first CheckInventory:

#include "zcommon.acs"
#library "drunk"

Script 1 (void)
{
while CheckInventory("drunkpoints") > 0;
{
int health = GetActorProperty(0,APROP_Health);
if (health > 200)
health = (health - 200)/250 + 200;
int mult = (health/2) << 16;
mult = FixedMul(mult, 0.01);
int x = GetActorAngle(0);
int y = GetActorPitch(0);
int loopy = FixedMul((Timer() << 16), 0.01428);
int dx = FixedMul(sin(loopy), 0.002);
int dy = FixedMul(cos(loopy), 0.002);
x += FixedMul(dx, mult);
y += FixedMul(dy, mult);
int vx = FixedMul(Random(-1,1) << 16, mult);
int vy = FixedMul(Random(-1,1) << 16, mult);
if (x > 1.0) x -= 1.0;
if (x < 0.0) x += 1.0;
if (y > 0.25) y = 0.25;
if (y < -0.25) y = -0.25;
SetActorAngle(0, x);
SetActorPitch(0, y);
SetActorVelocity(0, vx, vy, 0, true, true);
TakeInventory("drunkpoints") 1
delay(30);
}
}

>> No.3086672

>>3086670
Quake Live is free, nigger. And Quake 2 is pretty cool, but it was also my first PC game, so I'm pretty biased.

>> No.3086673

>>3086670
I like Quake 2.

I mean, I never played 3 (or 1 until literally yesterday) but Quake 2 was always fun.

>> No.3086674

>>3086672
>Quake Live is free, nigger.
not anymore it ain't

>> No.3086683

>>3086672
>Quake Live is free, nigger.

That hasn't been true for a while.

>> No.3086687

>>3086671
you need brackets around the while part, and no semicolon

while (Checkinventory("drunkpoints") > 0 )
{

}

>> No.3086696

>>3086687
Just figured that out.
Here's what I have now, the idea is you lose 1 DrunkPoint every 5 seconds, and as it draws down you get steadier until the effect is gone. This doesn't seen to be doing it, though. Any ideas? I'm pretty new to ACS.

#library "drunk"
#include "zcommon.acs"

script 1 (void)
{
while(true)
{
int health = GetActorProperty(0,APROP_Health);
if (health > 200)
health = (health - 200)/250 + 200;
int mult = (health/2) << 16;
mult = FixedMul(mult, 0.01);
int x = GetActorAngle(0);
int y = GetActorPitch(0);
int loopy = FixedMul((Timer() << 16), 0.01428);
int dx = FixedMul(sin(loopy), 0.002);
int dy = FixedMul(cos(loopy), 0.002);
x += FixedMul(dx, mult);
y += FixedMul(dy, mult);
int vx = FixedMul(Random(-1,1) << 16, mult);
int vy = FixedMul(Random(-1,1) << 16, mult);
if (x > 1.0) x -= 1.0;
if (x < 0.0) x += 1.0;
if (y > 0.25) y = 0.25;
if (y < -0.25) y = -0.25;
SetActorAngle(0, x);
SetActorPitch(0, y);
SetActorVelocity(0, vx, vy, 0, true, true);
delay(1);
}
}

Script 2 ENTER
{
if(CheckInventory("drunkpoints") > 0)
{
TakeInventory("drunkpoints",1);
delay(5*35);
}
else
{
ACS_Terminate(1,0);
}
}

>> No.3086697

I'm having problems with Quake. I'm on E2M3, after I hit a few buttons, I try to cross a bridge on the left side and then bang- instant crash to desktop. I've gotten there three times now and the same thing happens every time. I have enough time to see a demented monkey creature (Fiend?) just for a second before it crashes

>> No.3086703

>>3086636
That's beautiful!

>> No.3086705

>>3086697
Are you still using DirectQ? Silly question to ask but it's a pretty outdated port and it's totally possible it's having some strange conflict with your system that's making it crash.

>> No.3086706

>>3086705
I uh, am, actually. That's exactly what I'm using. Should I be using dark-whatsit instead? Will I be able to keep my saves?

>> No.3086710

>>3086706
QuakeSpasm. Saves should be fine.

>> No.3086712

>>3086706
You could try Darkplaces or Quakespasm or Fitzquake, all common newer ports. Try one of them, load up E2M3 and see if it crashes when you get to the same spot (enable godmode if need be).

As for your saves, I'm not sure- some engines play nice with each other's save files while others only accept their own savegames and nothing else.

>> No.3086728

>>3086696
playtest the shit out of it until it works.

>> No.3086731
File: 2.93 MB, 1000x563, Desktop 03.24.2016 - 06.05.03.89.webm [View same] [iqdb] [saucenao] [google]
3086731

Oh just fuck off with this shit already.

>> No.3086737

>>3086731

Lol, that's the Quake equivalent of mass-spawning Revenants.

>> No.3086742

>>3086696
How can I make this effect last for 10 seconds only using just Script 1?

>> No.3086749

>>3086712
Darkplaces works... Except I lost all of my progress.

Kind of killed my oomph for the game.

>> No.3086752

>>3085895
Wow I didn't know Gondola was in Doom

>> No.3086753

>>3086749
Try Quakespasm. Darkplaces doesn't like other ports' save files.

>> No.3086754

>>3086742

Check out

https://www.youtube.com/watch?v=L9sGagDSF3U

This uses vodka to build up armor. pretty cool, you could look into the code and see how he does it.

I'd probably make the drunkness like a powerup in DECORATE.

but if you want script 1 to last for only 10 seconds, you can use a map int

int a;

script 1
{
while( a < 10)
{
[ALL YOUR SCRIPT STUFF]
a++; //this will increase a by 1 each time
delay(35);
}
}

>> No.3086759

>>3086749

I just tried making a save in DirectQ and loading it in Quakespasm. Works just fine. Just have to rename the save to the same format that QS uses.

>> No.3086760

>>3086759
Thanks! That's what I'll do, then.

>> No.3086762

>>3086754
>script 1
>{
>while( a < 10)
>{
>[ALL YOUR SCRIPT STUFF]
>a++; //this will increase a by 1 each time
>delay(35);
>}
>}
Looks good in theory, but it won't let me do it because "a" has not been declared. I guess I could have the Decorate for the booze declare "a"?

>> No.3086763

>>3085386
>the ad sign is 384 feet wide
Those windows are nearly 50 feet wide each then (which is ridiculous)

>> No.3086767

>>3086762
you gotta have

int a;

outside the script. its a map int.

http://zdoom.org/wiki/scope

just like using

int map_scope_variable_1;

except we're using

int a;

>> No.3086769

>>3086762
you could also do this:

script 1 (void)
{
int a;
a=0;
while ( a < 10)
{
YOUR SHIT
a++;
delay(35);
}
}

this way 'a' is initialized in your script, instead outside like a map int.

>> No.3086772

>>3086027
Either. The best available.

>> No.3086778

>>3086769
I want to keep it in the script so that it's not map dependent. The problem with declaring "int a;" first seems to be when the script loops, it sets "a=0" again, which undoes the "a++".
Here's what I have now, same thing, but it doesn't end:

#library "drunk"
#include "zcommon.acs"

script 1 (void)
{
int health = 10;
while( health > 0 )
{
if (health > 200)
health = (health - 200)/250 + 200;
int mult = (health/2) << 16;
mult = FixedMul(mult, 0.01);
int x = GetActorAngle(0);
int y = GetActorPitch(0);
int loopy = FixedMul((Timer() << 16), 0.01428);
int dx = FixedMul(sin(loopy), 0.002);
int dy = FixedMul(cos(loopy), 0.002);
x += FixedMul(dx, mult);
y += FixedMul(dy, mult);
int vx = FixedMul(Random(-1,1) << 16, mult);
int vy = FixedMul(Random(-1,1) << 16, mult);
if (x > 1.0) x -= 1.0;
if (x < 0.0) x += 1.0;
if (y > 0.25) y = 0.25;
if (y < -0.25) y = -0.25;
SetActorAngle(0, x);
SetActorPitch(0, y);
SetActorVelocity(0, vx, vy, 0, true, true);
delay(1);
health--;
delay(35);
}
}

>> No.3086784

I'd like to play some Quake but the Mega link in So You Wanna Play Some infograph has been deleted. Anyone got a Quake download to use with an engine?

>> No.3086791

>>3086784
Google around, there's tons of them. All you need is the \id1 folder (you might have to double check the music file location depending on port).

>> No.3086795

>>3086778
NAILED IT. Got this "for" part off the Zdoom wiki. It lasts for 350 tics now. I'd still prefer if the intensity lowered, but whatever. It's 4am. I need to sleep.

#library "drunk"
#include "zcommon.acs"

script 1 (void)
{
for (int i=0; i<350; i++)
{
int health = 25;
if (health > 200)
health = (health - 200)/250 + 200;
int mult = (health/2) << 16;
mult = FixedMul(mult, 0.01);
int x = GetActorAngle(0);
int y = GetActorPitch(0);
int loopy = FixedMul((Timer() << 16), 0.01428);
int dx = FixedMul(sin(loopy), 0.002);
int dy = FixedMul(cos(loopy), 0.002);
x += FixedMul(dx, mult);
y += FixedMul(dy, mult);
int vx = FixedMul(Random(-1,1) << 16, mult);
int vy = FixedMul(Random(-1,1) << 16, mult);
if (x > 1.0) x -= 1.0;
if (x < 0.0) x += 1.0;
if (y > 0.25) y = 0.25;
if (y < -0.25) y = -0.25;
SetActorAngle(0, x);
SetActorPitch(0, y);
SetActorVelocity(0, vx, vy, 0, true, true);
delay(1);
}
}

>> No.3086803

>>3086763
Yeah I haven't even attempted to scale the texture yet. I have no idea what size those things are in real life which makes it slightly hard.

Right now they're about 6*12 meters which is indeed pretty ridiculous.

>> No.3086806

>>3086146
The synth for the main melody doesn't really go with the backing instruments/effects.

>> No.3086807

>>3086772
I'm no authority on this, but my personal picks would be

Monster Hunter Ltd (user made, use Boom source port or more advanced)

Putrefier by Ed_C (user made, needs GZDoom, best looking map I've seen though gameplay has issues)

E1M3 - Toxin Refinery (offical map, so damn good after all these years)

>> No.3086823
File: 2.92 MB, 1280x720, Desktop 03.24.2016 - 07.30.40.90.webm [View same] [iqdb] [saucenao] [google]
3086823

>horn isn't actually random at all

I shall call him Fluffy and he shall be mine and he shall be my Fluffy.

>> No.3086831
File: 1.26 MB, 1920x1080, quakespasm-sdl2 2016-03-24 07-40-48-35.png [View same] [iqdb] [saucenao] [google]
3086831

>>3086823
>Fluffy can't come with me into the next room to fight the nail scorpions because his hitbox is too big for the slanted ceiling

And just like that, the map author kicked me in the balls.

>> No.3086884
File: 359 KB, 1920x1080, Untitled.jpg [View same] [iqdb] [saucenao] [google]
3086884

>want to play as qt robot in Unreal Tournament
>can't choose to play as a robot in the campaign
>stick to playing skirmishes
>weapon arms are still human
>no unique robot voice

This really rustles my jimmies

>> No.3086892

>>3086884
>UT99
>QT robots

>> No.3086903

>>3086831
He can fit. If you can kinda push him from behind in events they aren't targeting you.

>> No.3086905

>>3086903
I tried and tried and shit didn't werk, which is just fine I guess because the map ended right after that anyway. What a cocktease, seriously.

>> No.3086927

>>3086290
Brutal Doom is better

>> No.3087026
File: 2.39 MB, 1920x1080, Screenshot_Doom_20160324_151955.png [View same] [iqdb] [saucenao] [google]
3087026

still very early WIP. Trying out some non-orthogonal architecture which is a bit of a pain with this Blade Runner ripoff.

>> No.3087030

>>3087026
I don't particularly care about architecture that's just there for show beyond "that looks neat". What's the gameplay gonna be like? Standard doom?

>> No.3087032

>>3087026
Looks impressive but so did Bloody Steel and Hellcore v.2.0 yet the gameplay was shit

>> No.3087040

>>3087/+030
A tc that just happens to use GZDoom really. The off-map architecture is important to convey a sense of scale to the playable area, making the player feel like he's in an actual place by tying the maps together through a consistent skybox. A bit like what quake 2 tried to do with the ever closer Big Gun in the horizon.

Gameplay will be something like F.E.A.R minus the slow mo if that makes sense.

>> No.3087045

ugh, my bird ran over the keyboard again

>> No.3087048
File: 2.52 MB, 500x246, 1354144292454.gif [View same] [iqdb] [saucenao] [google]
3087048

>trying to model desk and room in Quake (because what beginning mapper doesn't make their own workstation in their engine of choice?)
>quake units have no actual distance equivalent
>default 64px texture size is larger than the player when mapped 1:1
>Ranger is apparently a fucking midget as wide as he is tall
>and there seemingly isn't even any Z-axis fuckery like Doom's intended aspect ratio stretching, everyone is just four foot nil

Mistakes have been made.

>> No.3087078

>>3087048
just make your room huge, as if ranger is rat sized.

>> No.3087148

>>3086486
just use A_SetScale(frandom(1.0,2.0))
much simpler, cleaner and no need for pants-on-head-retarded unnecessary jumps

>> No.3087175

So it looks like they got word of it. Jim, are you around? Send me the links, hopefully they're still up.

>> No.3087202
File: 859 KB, 1920x1080, WAD COLLECTED at 2016.03.24 17-43-40.658 [R2559].jpg [View same] [iqdb] [saucenao] [google]
3087202

So I'm trying to set up the sound in this meandering mazy thing so that if you firce at the start the monster at the end won't be alerted by you. What do Level 1 and level 2 sound mean? I figured that if I made those "block sound" linedefs I'd safely contain gunshot sounds?

>> No.3087207

>>3087202
Instead of fumbling around with the line flags, set the AMBUSH/DEAF flag on the monster itself.

Do note, that monsters are not actually deaf, they can hear the player, but they will not activate until they have direct line-of-sight with the player

>> No.3087210

>>3087207
That's what I had, but that leads to things like you can walk around, shoot demon 1 in the back and demon 2 won't notice. I want to put the cavern into "sections" of demons.

>> No.3087219

>>3087210
What about using Thing_Hate and have each group of monsters tagged equally?

>> No.3087221

>>3087148
well if they still want the discrete steps

A_SetScale(0.5 * random(1.4))

>> No.3087224

>>3087221
random(1, 4)*

not 1.4 agh

>> No.3087230

>>3087221
Even simpler,
A_SetScale(frandompick(1.0,1.5,2.0,2.5))

If you're using 2.8.1 or above.

>> No.3087247

Pain Elemental and Lost Souls serve no other purpose than to waste player's ammo and Doom would be better without them.

>> No.3087254

>>3087247
pain elementals are harmless cacos you can easily chainsaw that just spawn 2 lost souls on death

>> No.3087256

>>3087247
Same could be said for any monster.

>> No.3087259
File: 533 KB, 1768x992, Screenshot_Doom_20160324_180658.png [View same] [iqdb] [saucenao] [google]
3087259

>>3087202
And since I'm not going to be near my PC for another while, I guess this might as well be the time to get some feedback on the mostly finished level.
http://temp-host.com/download.php?file=lm04de

It's supposed to be pistol-startable, but hard then. There's a secret in the starting room that will give you some bigger punch if you need it. If you use invulnerability cheat, you'll need to disable it before you open the red door or it will screw up the script :'^) It's Map 02, made and tested here on zDoom, UDMF-map.

My hunches:
Needs a bit more decoration
Ammo is scarce

>> No.3087261

>>3087202
it's simple in concept. sound travels by sector. distance is not important. it travels across adjacent sectors, that which share a common linedef, and floor/ceiling heights allow for an opening. if i make a sound in a given sector, it travels to all adjacent sectors, then to all sectors adjacent to those, and so on, recursively, unless blocked twice.

this is the important part: travelling sound is blocked by *TWO* sound blocking lines. this is probably easiest to illustrate by example. consider doom2 map01. i kill all the troopers then enter the bright corridor, sector 52, and shoot at the imp at the far end. at that point sound recurses out of sector 52 into sector 1, crossing linedef 184. this is one sound blocking line, so the two troopers therein hear it. (so does the imp, but he is in ambush mode and remains still.) sound then tries to recurse into sector 18, the ashwall cavern, but fails because linedef 189 is a sound blocker and sound cannot cross two blocking lines. if i then proceed around the corner into sector 1 and fire at the previously mentioned imp, sound now recurses out from sector 1, into sector 18, and the monsters in there all wake up because sound has now only had to cross one blocking line to reach them.

map01 also illustrates that sound-blocking lines make no difference if the sector on both sides of the line is the same sector -- although linedef 190 splits sector 1 into two pieces and has the sound blocking line, it has no effect on sound blocking.

>> No.3087286

>>3087247
>make a mod that replaces shit monsters
>Pain elementals are now just cacodemons
>archviles are replaced by revenants
>Lost Souls are replaced by nothing
>chaingunners are replaced by zombieman

Am I missing anything?

>> No.3087289

>>3087286
yeah, difficulty

>> No.3087298

>>3087286
>replace everything with revenants
>even weapons and pick ups
>even decoration actors

>> No.3087304

>>3087298
>start map
>use chase command
>you are a revenant

>> No.3087306

>>3087286

Yeah, your testicles.

>> No.3087309

>>3087289
>yeah, difficulty
Oh the part where there's a bunch of chaingunners long off in the distance?
a room that traps you in a room with archviles?
A swarm of pain elementals just to piss off the player?

Wait what difficulty is being lost here I wonder? quite a few times there are only times they've been used correctly that added difficulty, but outside of that these assholes are the bane of doom and don't add anything but bullshit into it thanks to many mappers deciding it would be "difficulty"

>>3087298
Hasn't that mod already been released on zdoom?

>>3087306
Sorry my balls don't belong in doom thank you

>> No.3087315

>>3087309
just because a monster can be used badly doesn't mean it is bad

does that mean we also need to get rid of shotgun guys because they can be used as a far-away firing squad too? or zombiemen, because they can do the exact same thing?

do we need to get rid of cyberdemons because maps throw them into a small room and expect you to fight them?

do we need to get rid of barons because of maps that expect you to fight them with a shotgun and chaingun?

that line of thinking is just idiotic

>> No.3087316

>>3087298
sounds like Plutonia to me

>> No.3087317

>>3087309
consider playing better maps then
rocket launchers and plasma guns are also a thing

>> No.3087321

>>3087286
better replace mancubi with hellknights and arachnotrons with SS too. and revenants with imps.

>> No.3087335

>>3087315
>remove shit monsters for when they are used badly
>I don't want maps that use them badly to become bearable
Literally it's just those monsters that are abused more often than any other monster in the game

barons are a boring HP sponge in the first place, which is why hell knights exist, and the shotgun/zombieman don't continue firing like the chaingunner does either, so bad example/comparison

>>3087317
>not bursting chaingun
yeap that's a thing if you weren't aware of how to even play the game

>> No.3087342

>>3087309
"the problem isn't with me, it's the game!"

whatever helps you sleep at night.

>> No.3087345

>>3087335
>the shotgun/zombieman don't continue firing like the chaingunner does either, so bad example/comparison

doesn't matter. they can still be used for firing ranges past your autoaim range, making them unhittable without freelook.

https://my.mixtape.moe/zyewhd.wad

>> No.3087352
File: 303 KB, 644x786, ripandthrash.png [View same] [iqdb] [saucenao] [google]
3087352

I'm working to create a WAD consisting of multiple maps (I'm thinking 12-32).
I have a few so far but when I started I wanted to make this in a Doom 1/2 style.
I think the first map is alright but doesn't fit and I think the second map just kinda sucks.
Basically I made 2 maps, try them if you're bored.
For vanilla/limit removing ports.

https://mega.nz/#!w4cV1agJ!w_d_zfvOoE6F9XKCln5bmoWWvJJjuFewfhc3R1xOBaY

>> No.3087353

>>3087342
>I have nothing to add to the conversation
>I'll just shitpost instead

whatever helps you sleep at night.

>>3087345
>2016
>not using an engine that can freelook
Even with freelook they are still assholes that need to be removed from the face of doom

>> No.3087360

>>3087353
>only zdoom matters

>> No.3087361

>>3087345
>https://my.mixtape.moe/zyewhd.wad
it took me 1:46 to die, now i'll try nightmare mode.
... 5 seconds.

>> No.3087363

>>3087353
>he cheats with freelook

>> No.3087369

>>3087361
now imagine if i used shotgunners instead

>> No.3087390
File: 654 KB, 1203x800, How I learned to stop autoaiming and love freelook.jpg [View same] [iqdb] [saucenao] [google]
3087390

>> No.3087402

>>3087360
>only zdoom matters
>zdoom is the only source port that uses freelook
>chaingunners placed far away are still assholes regardless of autoaim or free look

>>3087363
>muh chaingunners I placed in bad taste died
>he cheated
>actually being able to aim is cheating
auto aim is literally cheating

And I'm sure you're all about "muh pure vanilla gameplay" but the second you load anything that's not Doom I or Doom II, you're not playing doom vanilla anymore.

>> No.3087406

>>3087402
>the second you load anything that's not Doom I or Doom II, you're not playing doom vanilla anymore.

Inquisitive: TNT and Plutonia are meant to be played with Freelook?

>> No.3087416

>>3087309
there is the slug bullet mod that replaces hit scan with bullet like projectiles

>> No.3087427

>>3087402
zdoom is the only common port that does away from classic gameplay entirely (edge doesn't count because who the fuck uses edge)

prboom+ includes free look in the "fixes for common mapping errors" section, which should tell you something

also
>feature of the game from the first release
>the only way you can hit things not right in front of you in classic gameplay
>cheating

you are objectively wrong

and tell me more about how doom and boom format maps are meant to be played with freelook, even though the demo format doesn't even support it

>> No.3087437

>>3087406
>meant to be played
Does it really matter what wad you even use freelook in?
whoops done forgot about Final Doom

>>3087427
>demo format
>meanwhile video recording exists

the reason it breaks is because it's an old as fuck format
tell me more about how freelook is somehow cheating when you cuck it using map packs outside of Doom I, Doom II, and Final Doom and continue to talk about vanilla

>> No.3087441

>>3087437
boom maps are built around using autoaim.
Using freelook could potentially allow you to shoot switches or enemies you shouldn't be able to. It's like saying jumping isn't cheating.

>> No.3087450

looking for some comfy open maps where I can pick and chose my fights like second map of Gravity

>> No.3087452

I think I might've found my beef with hitscanners.

zombiemen are wimpy as shit, can be easily avoided save for that one time where you're unlucky and get a minimum blast for like, 5 HP each shot, can be taken out easily in general so no big deal. chaingunners are shit, yeah, but they oftentimes have shit aim and a small fire delay that's more than enough for you to retaliate and take out your ssg (since a single SG blast oftentimes isn't enough to take them out) and use corners to fall back to if you need to change weapons or what have you, or just get away from them to get the spread work on your favor. they're still annoying but you can deal with them. they also deal like 5 damage each shot as well so more of a reason not to, you know, stand in the cunts' line of fire.

but fucking shotgunners.

able to deal out 20 HP at so much of a glance at you opening a door/encountering a swarm of zombiemen, they're literally the first shitters to stack up on you. they don't even have an opportunity to painchance given that they have like, 15 HP, literally every time you're less than 10 HP remaining you can bet it's going to be one of these cunts to land a perfect meatshot on you even from 1000 units away. I can't stress enough just how fucking groan worthy it is to be forced to use the fucking pistol on them or being forced to berserk them in some maps, they're fucking garbage.

They're even downright absolute shit in Doom 3, this can't be argued.
>lol what is reloading

I can perfectly stand and adapt to fighting every single enemy in the game at this point, to the point where sometimes some of them come to not even pose a threat at all, however it's every time I encounter one of these retards that the fun I get from playing goes down a stairway of decibels. I can't explain it, I just fucking cannot.

>> No.3087456

>>3087437
>demo file sizes are measured in kilobytes
>videos are measured in megabytes and gigabytes

>recording demos isn't CPU intensive in the slightest
>recording a video in realtime is

and I guess you think map packs like memento mori (made in 1995), memento mori 2 (made in 1996), and hell revealed (1997) were made with freelook in mind

you act like I don't play gameplay mods, but I do. but here's the thing - I still respect classic doom, because it's been around for 22 years and is still going strong

>> No.3087459

>>3087286
Honestly, I think we could *fix* most of the shit monsters instead of replacing them entirely.

>Archviles no longer attack, but exclusively resurrect
>Lost souls detonate on attack. Goku-able?
>Pain elementals are just cacos. Maybe long range cacos with slight homing capability.
>Chaingunners lose a bunch of accuracy

>> No.3087467

>>3087459
only agree with the last one.

>> No.3087472

So, why isn't Quake 2 the best FPS ever?

>Singleplayer campaign that doesn't get in the way of shooting monsters dead, but actually has a story. Unlike doom.
>Multiplayer. Holy fucking goddamn the multiplayer. Easy to make amazing maps, and to mod out the fucking ass.
>The weapons. No starting out with a puny ass little pistol. You've got a motherfucking BLASTER. No need for ammo here folks! Shotguns that actually feel like they do damage, a machinegun AND chaingun for when you really gotta fuck shit up. Seriously, the chaingun has the highest DPS of all the weapons, period. PEW PEW PEW YOU SAY? We've got a fucking hyper blaster. AND A RAILGUN TO REALLY FUCK UP PEOPLES DAYS. BOOM YOU SAY!? We've got grenades, grenade launchers, and motherfucking rocket launchers. Also, best BFG ever.
Seriously though, Quake 2 > ALL

>> No.3087479

>>3087472
quake 2 looks like clay

>> No.3087480

>>3087479
Shit you're right

>> No.3087482

>>3087472
it's underrated as shit here, but one thing I can come to agree with is that it took the two best guns in quake (GL and RL) and made them downright garbage in every way

>> No.3087483

>>3087480
>>3087479
well ok to be fair it looks a lot better in software

but good god opengl

>> No.3087485

>>3087472
The machinegun was always really lacklustre.

But I agree. Quake 2 was always one of my favorites

>> No.3087490

>>3087459
how about you acquire proficiency

>> No.3087494

>>3087441
And there are some maps that take in people that use these, but sure.

Jumping is map breaking meanwhile having some tiny switch being switchable through hitting it with a hitscan is more than possible to have it only be hit through where it was "intended" to be, by having it through a long shaft that can only be shot through said shaft at that specific location in which said person should have shot it at

Then maps created in mind of "I don't want jumping to break my map" so literally it's their fault for not blocking against it, so they (map creator) designed it in such a way in which it could be broken through jumping because they built it with the absence of someone being able to jump, it's their fault not ours that jumping had broken their map

So, both freelook and jumping can be built to shut down said person from breaking their map, if the map creator didn't care about said thing being abused, they would do something about it instead of complaining that people abused said features.

>>3087456
>made years ago
Moving the map packs that far back just to prove a point? literally don't care if there's someone using freelook on those maps or not, it's their game, if they choose to break the map who cares? It's their game at this point, if people, no wait, at this point it's still the creator's problem with said freelook/jumping being used, they'd fix it towards not allowing said features be used or break their maps as such.

TL;DR
If map creator's had a problem with said features being used on their maps, they'd do something about it. [spoilers]and yes this includes the ones from a different era[/spoilers]

>> No.3087495
File: 2.92 MB, 1920x1080, Haldoom.webm [View same] [iqdb] [saucenao] [google]
3087495

So what do you listen to or watch during playing? What about mapping? I usually have a Mario Maker or some other stream on in the background

>> No.3087502
File: 20 KB, 957x234, 1386041515205.png [View same] [iqdb] [saucenao] [google]
3087502

>>3087286
>>3087309
>>3087335

You're a dumbass.

>> No.3087505

>>3087494
>If map creator's had a problem with said features being used on their maps, they'd do something about it. [spoilers]and yes this includes the ones from a different era[/spoilers]

wow that is the most retarded thing I've heard today

the mappers back then had no reason to anticipate any of today's features would've been added in

of course they didn't do anything to prevent freelook and jumping, because they had no reason to believe it would ever be possible, what with, y'know, QUAKE coming out

>> No.3087510

>>3087472
I think it's unfairly shat on and generally underrated, and really a good game, but I wouldn't say it's the best.

>> No.3087513

>>3087502
wow great post

>> No.3087519

>>3087502
It was the year 2013, and this mother fucker was bitching about a game released in 1994. 19 goddamn years after the game was out. 18 years after the last patch for Doom 2 came out. That's like someone bitching about the radstag's in Fallout 4 in the year 2034. WTF.

>> No.3087528

>>3087505
>I have bad reading comprehension the post
literally said, the map creators, aka not you, had a problem with the modern features of today's source ports, would fix said issues about jumping and freelook, just because you've seen an opinion or viewpoint outside of your gated hugbox does not mean it's retarded, in fact let's get retarded seems how it's gone there

>it's the player's fault they jumped
>it's the player's fault they used freelook
>it's the player's fault the map creator didn't go back and fix these things

Again, if the map creator had problems with said shit breaking their map packs, they'd do something about it, just because it was released years ago, doesn't mean it can still be worked on or even fixed, in fact that's why your entire whiny post is even more retarded then mine ever could have been. So again, if they or anyone else had a problem with it, they have the tools, they have the power, but it seems as if it's just pure laziness at this point is what's stopping them.

>>3087502
here's your reply, yw.

>> No.3087532

>>3087528
>it's the player's fault they jumped
>it's the player's fault they used freelook
>it's the player's fault the map creator didn't go back and fix these things

Yes, but unironically.

>> No.3087538

>>3086636
>two sets of clouds

How?

>> No.3087540

>>3087026
What are some good resources for cyberpunk like textures?

>> No.3087541

>>3086806
Should I reduce highs or lows, maybe switch to another kind of synth? Maybe more square waves for the synth or making the main melody more audible?

>> No.3087549
File: 112 KB, 1920x1080, quake001.jpg [View same] [iqdb] [saucenao] [google]
3087549

>>3087472
I wouldn't say Quake II was the best FPS ever but it was definitely an enjoyable ride.

>> No.3087565

>>3087259
First attempt of map02, zdoom 2.8.1

http://temp-host.com/download.php?file=in11ev

i think a few things went wrong, i could open the yellow skull door before i had the key, i pressed the red doors before i had that key as well and i got these two screen fades and was attacked by a mancubus, but when i finally had the key i pushed on the doors again and they didn't open, so i guess i broke something. at that point i was at 76/77 kills.

it wasn't too bad of a map to solve considering it's a tunnel maze but i can't see much replay value in it.

>> No.3087569

>>3087259
>>3087565 (me)
>There's a secret in the starting room that will give you some bigger punch if you need it
i forgot to mention i took this literally and was expecting to find a berserk. well played

>> No.3087576

>>3087472
Quake 2 doesn't have muzzle flashes.
This is fucking inexcusable. Even the first ever FPS had muzzle flashes, even Quake 1 had them. It's one of the basic fucking things that guns need.

>> No.3087585

is there a cmd I can type in the console to restart a level with onl the pistol?

>> No.3087590

>>3087585
Technically it's not restart, but "map mapxx" does the trick (or map exmy for doom1). Replace x and y with the correct numbers ofcourse.

>> No.3087591

>>3087585
map map01
replace map01 as appropriate

>> No.3087592

>>3087495
I've just finished working through term's streams, so now I'm watching three-year-old Day9 streams.

>> No.3087601
File: 589 KB, 1440x900, Screenshot_Doom_20160324_175218.png [View same] [iqdb] [saucenao] [google]
3087601

Oh boy.

>> No.3087625

>>3087390
>How I learned to stop aut(...).jpg
breaking news: chaingunners on mountains cure autism

>> No.3087664

>>3087585
There exists a .wad or .pk3 that you can autoload to let you pistol start always

>>3087625
Mouse over the filename you idjit.

>> No.3087681

Russian Overkill + Ketchup is a full blown rip and tear mode is there anything else to make it even more over the top?

>> No.3087682

>>3087625
your new is showing anon

>> No.3087687

>>3087664
>>3087682

I think he might be joking.

I mean, it's a shit joke but still.

>> No.3087692

>>3087687
>I think he might be joking.
i was.
>I mean, it's a shit joke but still.
i won't deny it.

>> No.3087707

>>3087565
>>3087569
Thanks. Looking through your demo I also noticed some textures that were off and some other small things. Also added some more monsters, including two cacos (as opposed to the one dead caco before). And I also guess I took your suggestion, replaced the soulsphere with a berserk pack and the chainsaw with a green armor. Removed a little bit of health in the first few rooms to compensate for armor+berserk combo.

Also, the reason you "got stuck" at the end, is because you could activate the red door script, but in the script I still had it set so that the doors needed a red key to open. So what happened is that the doors didn't open, and then the mancubus tried to shoot you through the door to push you out of the way. You didn't get pushed. The mancubus then tried to TP into your position, which you should've been shot out of. Because monsters can't telefrag, it just didn't TP. The other mancubus did. The requirement to activate the door again is for both mancubi to be dead. This should be fixed now. (besides making red key a requirement to activate the script, I removed the need for a red key to open the door from the script if you manage to activate it somehow without red key).

Another thing that would break this cutscene is standard invulnerability, because you can't be pushed back in that state either.

>> No.3087710
File: 27 KB, 249x356, 12354578.jpg [View same] [iqdb] [saucenao] [google]
3087710

I'm playing this game for the first time.

Whose smart idea was to exclude drop item from enemies other than humans?

Why couldn't Revenants drop rockets after dying, and Arachnotrons plasma cells? They're using them after all, and they're rather tough enemies.

>> No.3087714

>>3087710
The idea is that they're not using human equivalent rockets or plasma. Different caliber if you will. Whereas the shotgun and pistol/rifle are obviously standardized amongst all humans. And they are humans, they are the possessed.

>> No.3087716

>>3087710
>They're using them after all
Not using the same type, most likely.

>> No.3087720

>>3087714

I always thought there should be zombos who used plasma guns and rocket launchers.

>> No.3087723

>>3087710
dunno, the game's always been that way. there's plenty of ammo just placed in the maps.

>> No.3087729

>>3087710
>>3087723
Also what this anon says. If a revenant would drop a rocket on death, that's a free half kill on revenant+splash damage. Maps are balanced to only have humans drop items. But if you really want it otherwise, you can easily mod it so that other units drop shit too.

>> No.3087730

>>3087710
Because then placing the enemy gives the player guaranteed ammo. Contrast with the current situation: enemies don't drop ammo, but if the mapper wants to give the player some for the fight or for after it, they can decide to do that or not. If enemies drop it, the ammo is built in. The mapper's choice is gone.

>> No.3087738

>>3087710
it'd ruin a lot of maps because players would be drowning in excess plasma and rockets. heavily restricting plasma & rockets against high tier enemies is cool and makes you think carefully about how you use them.

>> No.3087752

>>3087528
you mean the map creators that aren't here anymore?

again, 1995. 1997. it has been 20 years since then, did it not occur to you that *they could be gone now*

>why not change it yourself

because you don't fuck with other people's shit without their permission

>> No.3087780
File: 39 KB, 900x900, Angry_Pepe[1].jpg [View same] [iqdb] [saucenao] [google]
3087780

>PSX Doom TC can never get the lighting right
>PSX Doom runs at 9-15 fps

>> No.3087796
File: 448 KB, 1026x510, ss (2016-03-24 at 06.22.17).png [View same] [iqdb] [saucenao] [google]
3087796

Anyone here wanna take a look at my map and give me some feedback?
It's my first serious attempt at making a map so I'd like to know what I could do better
https://www.dropbox.com/s/7i0alron6p2d427/CLOSETV1.wad?dl=0
Working titles: "Durex Waste Disposal" or "Trapped in the Closet"

+Things I already want to change+
1 - Doorway doesn't open high enough to enter without crouching
2 - Needs actual content besides just monsters and a switch
3 - Currently considering adding more content after the red key door, exit is just for current version
4 - Many of the doors don't have proper side textures or if they do they move with the door

>> No.3087807

>>3087625
>"I love thomas the tank engine and sonic!"
>RATATATATATATATATA
>"What the fuck?! Why is sonic fucking thomas the tank engine in this picture I'm holding?!"

>> No.3087840

>>3084751
Vanilla story mode? Do you mean the starter pack campaign? Brutal Doom has no original monsters except for the bosses, nazis and their dogs in it.

I haven't played Project Brutality but I heard it had some added monsters, maybe that is what you are looking for?

>> No.3087861

>>3087780
>PSX Doom TC
Git a flashlight mod, it's not foolproof, but it helps.

>> No.3087862

>>3087796
issues I noticed:
>Red Door didn't open for me
>Walked behind a slimefall behind the blue key and died because of the teleporter to the closed sector
>I know you mentioned it but door sides need to be lower unpegged
>The Door can be fixed by moving the light textured ceilings of the sides up further
>Baron between two crates is stuck

Otherwise:
The opening slime area was visually appealing
I think many would appreciate items spaced out rather than grouped together how it is.

>> No.3087895

Looks like a bunch of normies are gonna stream Doom MP.

https://www.youtube.com/watch?v=5av2v0dKcCg

>> No.3087898
File: 114 KB, 1366x768, CLOSETV1.jpg [View same] [iqdb] [saucenao] [google]
3087898

>>3087796
Very good for a first attempt, enough variety and sometimes pretty dificult. I died the first time in the Archvile Room, but was able to get past it the second time.

Ammo distribution is too focused around '1'; I almost ran out of bullets before reaching that place, but even then, maybe it's just my fault. At least, I found the Soulsphere secret, and the Megaarmor altough it doesn't count as secret.

Played it with Doom Retro and PrBoom+ saw a lot of walls or floors without texture. Then I noticed those were floor textures on walls/wall textures on floors, so it was designed for ZDoom, I guess? (Pic Related, what I saw with Boom Ports)

Other problems were already told by >>3087862, and I also agree; the first part is really neat, the sectors around the Archvile too. (Also fuck those imps in the blinking hallways, I play with low gamma)

All in all, it was a fun level and I hope to see the next version.

>> No.3087904
File: 30 KB, 610x337, image.jpg [View same] [iqdb] [saucenao] [google]
3087904

>>3087692
It's okay anon, I liked it.

>> No.3087913

>>3087862
Thanks for the info
I've actually made the red door a door now
The red teleporter sequence is now one way
I'll try to look into item layout later
Could the level work as is or would it benefit from one more large area?

>> No.3087917
File: 6 KB, 252x200, Cc_JVFiXIAQxj6m.jpg [View same] [iqdb] [saucenao] [google]
3087917

>>3087895
this is so, so, painful to watch

>> No.3087924

>>3087895

>iJustine
>Thierry Henry
>the "rip and tear" tweet

Damn Bethesda, back at it again with the outdated shit.

>> No.3087931
File: 10 KB, 204x136, agitating skeleton.gif [View same] [iqdb] [saucenao] [google]
3087931

>>3087898
Yeah it is a ZDoom map, tested on Zandronum but works fine on GZDoom.
By Arch-vile room you mean the one with the crates right? I was considering changing the vile to a brown meatball but maybe I'll keep it after all.
Would the ammo distribution be improved if I added some to the tan room?
Also is the music changed properly? It works on my end but I wasn't sure if that would be the case for anyone else.
Overall, thank you for the feedback, i'm glad you enjoyed it.

P.S. the arch vile room was inspired by the answer i got from >>3085796

>> No.3087938

>>3087895
wtf is this shit?

>> No.3087942

>>3087796
Issues I noticed: The area behind the "slimecurtain" is very visible because of the stone floor in front of it, which seems wrong.
I don't know what I did, but after I used the teleporter in front of the red key, I got stuck in a wall and took damage. Had to noclip myself out.

>> No.3087951
File: 147 KB, 948x752, aaaand another.png [View same] [iqdb] [saucenao] [google]
3087951

And another trailer thing. I guess they're weekly at this point?
https://www.youtube.com/watch?v=ZQj2jfw7ODM

>> No.3087952

>>3087601

Name of mod?

>> No.3087954

>>3087952
Legendoom

>> No.3087957

>>3087954

thx brah

>> No.3087959
File: 303 KB, 812x609, you wot.jpg [View same] [iqdb] [saucenao] [google]
3087959

>>3087895

>> No.3087965

>>3087942
I wanted to make it apparent that there was something to walk towards since you can't walk through the slime but would there be a better way to indicate that?
I also addressed the teleporter earlier and it's been fixed now.

>> No.3087971
File: 71 KB, 279x312, smug_kinda.png [View same] [iqdb] [saucenao] [google]
3087971

I was supposed to work on my level this evening and then I get distracted by the FLCL announcement happened. Well damn, there goes a productive afternoon.

>> No.3087978

>>3087971
FLCL announcement?
Don't leave a nigga hangin', mate.

haruharu a shit waifu

>> No.3087985

>>3087978
Go to /a/, there's a gigantic sticky and several other threads about it.
>>>/a/139053281

>> No.3087995

>>3087985
well that's unexpected
Thanks, anon.

>> No.3088002
File: 111 KB, 900x692, 1455743244199.gif [View same] [iqdb] [saucenao] [google]
3088002

Hey Term, just read some feedback from the forums and tweaked my map, hopefully for the last time: https://www.dropbox.com/s/ry4x8qijhqcjqk5/Dark%20and%20Dreary%20Final.wad?dl=0

oh and for a quote, "prepare your anus" seems fitting

>> No.3088006
File: 343 KB, 1333x531, CLOSETV1(2).png [View same] [iqdb] [saucenao] [google]
3088006

>>3087931
Oh right. The music; there was none, as soon as the map started I used IDMUS so I forgot about it. Now I tested it with GZDoom and the music loads just fine.

A few shells would be nice. I was left with only 1 shell in that room even though I caused infighting between the knights and the mancubus.

Also, I may be just stupid, but I didn't expect the slimewall before the SSG to lower down at first.

I don't know if you already know a few of these 'mapping tips' but I'll list them anyway.

- Between different wall textures, use a 'transitio' one, like SUPPORT3, or METAL, or something like that, so that the change is not so abrupt. At least in this pic, COMPWERD to METAL5 is not bad, but from COMPWERD to BRONZE3 is a little weird. Anyway, leave details like this to the final touches since it's just eye-candy.

- Try not to cut a wall texture like COMPWERD in this example; try to make the room taller or use make a 'ledge' to cover the place where the texture gets cut.

I would make an example but I'm too lazy and working on a E1M1 sort of map for /vr/'s map pack.

>> No.3088018

>>3088006
To add something about a new room; between the red door and the exit a couple of fights would be great. Maybe another 'challenge' like the Archvile.

On a side note; I really should check grammar before clicking submit.

>> No.3088023
File: 28 KB, 326x172, MOLOA0.png [View same] [iqdb] [saucenao] [google]
3088023

https://www.dropbox.com/s/d86tf3y6kl2mdzn/Molotov4.wad?dl=0

So I got the effects and all for the molotov cocktail looking good, and I just spent an hour doing these sprites. I'm trying to make it a two-stage weapon, so the MolotovLight weapon plays the animation of lighting the thing, and then gives you MolotovThrow item, which is the flaming version. Instead I get nothing. Any ideas?

ACTOR MolotovLight : Weapon 25013
{
Scale 0.25
Weapon.Slotnumber 4
Weapon.AmmoType "Cell"
Weapon.AmmoGive 1
Weapon.AmmoUse 1
ProjectileKickBack 16
+WEAPON.NOAUTOAIM
+WEAPON.NOAUTOFIRE
+NOALERT
Inventory.PickupSound "misc/w_pkup"
Inventory.PickupMessage "You found some Vodka"
Obituary "%o can't handle his cocktail."
States
{
Spawn:
MOLO Z 1
Loop
Ready:
MOLO Z 1
Loop
Select:
MOLO Z 1 A_Raise
MOLO Z 1 A_Raise
Loop
Deselect:
MOLO Z 1 A_Lower
MOLO Z 1 A_Lower
Loop
Fire:
MOLO ABC 4
MOLO ABC 4 A_Jump(196, "Light")
Loop
Light:
MOLO FGHIJKLM 3
Goto Light2
Light2:
MOLO LMLMLM 3 A_Jump(196,"Flaming")
Loop
Flaming:
MOLO NOPQRSTU 3 A_TakeInventory("MolotovLight",1)
MOLO U 0 A_GiveInventory("MolotovThrow",1)
stop
}
}

ACTOR MolotovThrow : Weapon 25012
{
Scale 0.25
Weapon.Slotnumber 4
Weapon.AmmoType "Cell"
Weapon.AmmoGive 1
Weapon.AmmoUse 1
ProjectileKickBack 16
+WEAPON.NOAUTOAIM
+WEAPON.NOAUTOFIRE
+NOALERT
Inventory.PickupSound "misc/w_pkup"
Inventory.PickupMessage "You have a lit Molotov cocktail"
Obituary "%o can't handle his cocktail."
States
{
Spawn:
MOLO Z -1
Loop
Ready:
MOLO UVWXY 3
Loop
Select:
MOLO UVW 3 A_Raise
MOLO XY 3 A_Raise
Deselect:
MOLO UVW 3 A_Lower
MOLO XYZ 3 A_Lower
Loop
Fire:
MOLO XY 2 A_GunFlash
MOGF XYZ 3 A_FireCustomMissile("Bottlex", 0, 1, 0, 5)
Stop
}
}

>> No.3088029

>>3088023
Jesus fucking christ, use Pastebin.

>> No.3088034

>>3088029
I will in the future haha

>> No.3088042

>>3087752
If the map creators aren't here to complain about new features breaking the maps why would it matter then? It's their work and not yours.

>things done without permission
oh I don't know, considering Doom's entire soundtrack would literally get them sued if they were to even try release it today, how is this suddenly an issue as well? It's not like you are taking credit for doing it all, you're just merely changing things to make it modern while still keeping everything intact, why get upset over a slight change or fix over something?

But I guess people are going to be all of the butthurt about jumping and freelook will never end will it?
>give a solution to your problems
>continue bitching about everything under the sun
Literally never ends will it?

>> No.3088043

Smooth Doom is awesome but the blood splats look like absolute fucking shit it's better to just turn them off and Droplets has that annoying blood spill sound is there any way to turn it off?

>> No.3088054

>>3088002

Excellent. Thank you very much for your work.

>> No.3088063
File: 19 KB, 389x295, 1454147809479.gif [View same] [iqdb] [saucenao] [google]
3088063

>>3088054

thank /you/, i never would have made it if you didn't start the DUMP again

>> No.3088070

>>3088042
>give a solution to your problems
your solution is not a solution.
someone updating every single older wad other people would possibly want to play just so someone wants to be able to jump and freelook around is patently ludicrous, if not outright impossible.

but if you really feel that strongly about your supposed solution, please feel free to attempt it yourself and see how far you get.

>> No.3088074
File: 167 KB, 400x359, megaspherical.png [View same] [iqdb] [saucenao] [google]
3088074

>>3088006
>>3088018
A lot of people are talking about the slimefall which leads me to believe that a switch would solve the issue.
Also I did plan on adding one more large section before the exit; consider the working titles I have as a hint to the general shape of this last section :^)
this version was mostly to get feedback on what I have now and whether or not another section was needed. That said I may upload the revisions I've already by the end of the night.

>> No.3088081

>>3088043

I'd assume by going into the mod in Slade and simply deleting the sound.

>> No.3088085

>>3088042
>oh I don't know, considering Doom's entire soundtrack would literally get them sued if they were to even try release it today, how is this suddenly an issue as well?

what does this have to do with anything? I'm not id, and I actually respect the wishes of the modders, even if they aren't around to object

if they say don't touch their shit, I won't touch their shit, plain and simple

>It's not like you are taking credit for doing it all, you're just merely changing things to make it modern while still keeping everything intact, why get upset over a slight change or fix over something?

because half the time the README says you are explicitly not allowed to change the file

and yeah, see >>3088070

>> No.3088101

is that me or is SSG animation exceptionally bad? It's a fucking slideshow even by Doom standards just compare it to regular shotgun and it feels completly different.

>> No.3088114

>>3088070
>but if you really feel strongly about your supposed solution
This would imply I even cared about people jumping/freelook breaking maps in the first place.

If people are so worried about jumping/freelook breaking a map they can do it themselves, otherwise I and possibly many others are just going to jump/freelook on anything they see fit to do so on

So, if the people who complained about jumping/freelook breaking a map, and were actually serious about it, they'd fix it themselves.

>>3088085
>if they say don't touch their shit
Then literally it's their map, and their problem, not this entire forum's problem
>because half of the time the README says you are explicitly not allowed to change the file
So they allowed it to go abandoned and gather dust while newer features were being added, so can't create a fix by yourself because of being morally judged for doing so? Guess who it's up to fix said issue, oh right issue will never be fixed because the map author said exactly "don't touch my shit" and is probably gone after all these years.

>> No.3088120

>>3088114
do you just not respect the mapper's wishes at all

because that is the impression I'm getting from this

>> No.3088128

>>3088114
>This would imply I even cared about people jumping/freelook breaking maps in the first place.

Well, you've been writing at great length about "solutions" for a problem that can be easily circumvented by simply playing how the map was supposed to be played, so it's clear you care quite a bit.

>So they allowed it to go abandoned and gather dust while newer features were being added

Why is this even a issue for you? Creators move on from old stuff and make new stuff. Creators drop old projects and make new ones. If you sincerely expect every author to continue updating everything they ever make to accommodate every engine's new features, frankly, you're a lunatic.

>> No.3088130

>>3087796 (me)
Here is the updated version of "Durex Waste Disposal" (title now finalized)
Thanks to the following for their feedback:
>>3087862
>>3087898
>>3087942
>>3088006
>>3088018
I'll stick around for further suggestions but I think I'm done tinkering with the map for today.

>> No.3088132
File: 21 KB, 350x277, 1452728023970.jpg [View same] [iqdb] [saucenao] [google]
3088132

>>3088130 (me)
of course I forget the link
https://www.dropbox.com/s/zl37cs00ew3eads/CLOSETV2.wad?dl=0

>> No.3088142
File: 4 KB, 240x110, AngledPistol.png [View same] [iqdb] [saucenao] [google]
3088142

Which style do you think looks better? Doom-style centered weapons or angled ones? I'm thinking of redoing some of my centered sprites, I'm just not getting the details I want.

>> No.3088146

>>3088130
>>3088132
Why the (me) every time you quote one of your own posts?

>> No.3088149

>>3088101
You are super wrong.

Part of the reason the SSG is so near-universally loved is BECAUSE of the long intricate reload animation. It makes it feel like each shot is bigger and better and more badass. It also does amazing damage close up, yeah, and more ammo-efficient than the shotgun, but it's mostly because it FEELS powerful. And that's because of the animation, in part.

>>3088120
Most mapper's wishes are 'I hope people have fun playing my map.' The way I see it, as long as you have fun playing it...

I mean, the maps I've made, I might have designed encounters a certain way to deal with certain monsters- like a hall with an archvile, some pillars, and a bunch of monster corpses in it to make a fun encounter. But if someone replaces all archviles with some other creature in a mod, that doesn't mean that my map is ruined- just that someone decided they didn't want to play with archviles.

>> No.3088150

>>3088146
i just see other people do it here but i guess it's pretty obvious that it was just me talking

>> No.3088156

>>3088149
that animation is fucking dog shit looks like the game has FPS drops even pistol has smoother one

>> No.3088164

>>3087895
bethesda's marketing campaign for doom is literally baffling to me. I guess I am really not in the target audience for it

>> No.3088167
File: 173 KB, 800x600, Screenshot_Doom_20160324_200315.png [View same] [iqdb] [saucenao] [google]
3088167

>'geez this rapid fire thing killer is so efficient at killing things and shooting so fast, those things you kill can't react at all'
>'let's make a variant of it that does none of that'
>'let's also make it spawn riiiight here, in this exaaaaact place, in this run because the player's doing so much fine against the blue cacos'
yep, sounds like the kind of shit yholl would come up with alright. Literally had to spawn a normal one myself so that I could actually stand up against these shitters.

this run is absolute shit. I wanted to upgrade and assemble shit, not having to depend on one fucking weapon throughout until I find a unique that saves the game for me and even then fucking abyss cacos, robo revenants and teleporting minigun shitters are spanking my ass.

doesn't help that the standard doom weapon set was made fucking shit and does fuckall damage.

>'WARNING dis difficulty mode is made 2be 2hard :O'
more like turn the game into a fucking RNGfest that does nothing but spam the cheapest, most ridiculously overpowered enemies in the entire roster at you for the sake of monotony and shitting on the player at the expense of variety, actual memorable enemy encounters and actual combat, until you find an actual gun that isn't a fucking joke, or you just so happen to find the right modpacks (which takes literally forever in some cases such as this) to patch up one(1) shit weapon so that it becomes usable and the game stops making shit rain on you. you might as well make the player die in one hit and it'd make matters much easier.

Legendoom + Colorful hell is way more fun that this shit by a goddamn mileage, christ. I'm so going back to that once I beat this fucking thing.


/rant

>> No.3088171

>>3088120
Go ahead and contact those who have such wishes, by far I don't see a readme that says "plox don't use new features kthx"

All I'm getting out of this is the fact of people caring about something comparable to that of a glitch, guess you're the kind of guy that complains that people abuse glitchs/exploits in speedruns don't you?

>>3088128
>Well, you've been writing at great length about "solutions" for a problem that can be easily circumvented by simply playing how the map was supposed to be played
And I'm not the one complaining about jumping/freelook all the time either, literally play how you want to play. If it's a dated map, so what? Let me know when a map author is displeased about said features break a map pack that they made, aka not you.

quite literally all my posts have boiled down to is "so fucking what if someone jumps/freelooks" or "don't like what others do, then fix it yourself" and the response else has said (including you) come back with "it breaks maps" or "do it yourself lolXD"

>> No.3088190

>>3088167
DOOMRLArsenal is shit in general not just higher difficulty levels

>> No.3088207

I'm from /v/ and I like doom. So much so that I wanna make a doom mod. So far I'm not making maps yet, I'm getting sprites for weapons. Can you help a man out.

Also, if none of you want me to be here and just want me to fuck off, I'll leave.

>> No.3088209

>>3088149
>But if someone replaces all archviles with some other creature in a mod, that doesn't mean that my map is ruined- just that someone decided they didn't want to play with archviles
this is an incredibly naive statement

if they don't want to play with a certain enemy in a certain level, you make distinct skill levels suited for different styles of play that alter enemy placement to fit said style of play

>b-but that's the way they choose to play
mildly related but I swear to god I laughed my shit out loud (and still do) remembering that one time I read about some brutal kiddie bitching about how D2TWID was SO INCREDIBLY HARD because he's playing it with brutal doom in UV and makes every encounter impossible for him and fucking yells at the top of his lungs to the mappers asking to tone it down in like, ten posts, until some guy went and replied to him with 'that's the way you chose to play it shitstain'

the suddenness of that post was what made it worth it

lmao

>> No.3088215

>>3088167
>>3088190

Wow, you two need to get good, scrublords.

>> No.3088218

>>3088207
As long as you can act like an adult and I don't see an issue

>> No.3088219

>>3088171
If that's all you've been arguing, then I think I've gone way off onto another subject with another anon entirely. The thing that perked my interest in the discussion was >>3087345 and >>3087353, with talk about how chaingunners were somehow inherently detrimental to the game.
Apologies.

>> No.3088223

any mods similar to Colorful Hell?

>> No.3088224

>>3088207
What do you need help with? I've quite a plenty of experience with ZDoom.
Check out the FAQ. It has a small modding guide.

>> No.3088227
File: 1.70 MB, 1920x1080, Screenshot_Doom_20160324_003826.png [View same] [iqdb] [saucenao] [google]
3088227

http://pastebin.com/MBjxzZd6
Here's my molotov Decorate code that I'm having a little trouble on. It mostly works. If you have only one MolotovLight, it lights the thing and switches to the lit version. If you have more than one MolotovLights, it goes back to the beginning of the MolotovLight Decorate.

How can I make it so that after lighting the molotov, it ALWAYS switches to the second weapon actor, regardless of how much ammo you have?

Here's the wad:
https://www.dropbox.com/s/uxcnjy0b6u4tleo/Molotov5.wad?dl=0

There's also a sprite gap between two of the states that I can't figure out the reason for.

>> No.3088237

>>3088142
Both look good.
What matters is that all weapons are angled, or all weapons are centered.

Mixing and matching is shit.

>> No.3088240

>>3088237

Theoretical exceptions to the rule.

A: Two different character classes, one who uses angled weapons and one who uses centered weapons.
Or B: Dual-wielding weapons are angled while solo-wielded weapons are centered.

y/n?

>> No.3088242

>>3088240
I could see B working better

>> No.3088246

>>3088240
A: N
B: Y

>> No.3088249
File: 1.40 MB, 360x260, your post quality.gif [View same] [iqdb] [saucenao] [google]
3088249

>>3088215
>present valid points regarding mediocre balance
>'wow dude git butter xDD'
>actually presents no argument to counter said points regarding mediocre balance
starts with a P

>> No.3088250
File: 5 KB, 225x225, jon.jpg [View same] [iqdb] [saucenao] [google]
3088250

>>3087895
wtf

>> No.3088256

>play Brutal Doom in classic mode
>I still have to finish off enemies because almost every time I shoot them they just get mutilated and force me to blast them again or listen to their screams

what the fuck is the point of this Mortal Kombat bullshit I shoot them so they will fucking die quickly If I want to do a fatality I will use fists

SgtMark is retarded after all

>> No.3088258

>>3088249
Considering DRLA is based on Doom the Roguelike, which has a fair bit of randomness in itself. You should fucking expect that RNG will deal you a bad hand sometimes.

So yes. Maybe you should acquire some more Proficiency

>> No.3088262

>>3088215
but DRLA isn't even hard, it's just that the last difficulty level is garbage of the cheapest kind

oh also it's shit

>> No.3088263

>>3088171
okay since apparently you missed this point all the way back at ">only zdoom matters":

>IS IT A DOOM OR BOOM FORMAT MAP?
>YES: IT IS NOT MEANT FOR FREELOOK, JUMPING, CROUCHING, ANY OF THAT CRAP.
>NO: IT IS MEANT FOR FREELOOK AND JUMPING. MAYBE CROUCHING.

why? because most doom ports that stop at boom *don't do freelook and jumping*, so spelling it out in a README is completely unnecessary
(the only exception I can think of, prboom, has them as ways to get around mapping errors, not for standard gameplay)

and no matter how sidetracked you get about whether it's acceptable or not, it does not get around the indisputable fact that the maps are just plain not built for that. you breaking the map by using them does not, and has no reason to factor into the difficulty or bullshit factor of the map.

do I have any reason to complain if I fall into a monster pit in hell revealed 2 after I decided to jump and crouch through everything and get into an area from behind? no, because I broke the damn thing.

-----

so that wall of zombiemen that started off the entire thing? when playing by doom/boom map rules, they are unhittable. zdoom's love of breaking every single rule that doom follows doesn't change that.

so when dealing with a doom/boom map, for all intents and purposes, that wall of zombiemen is 100% as bullshit as chaingun snipers. in fact, any of the hitscanners work. no matter which one you use, it's a terrible idea that just proves you hate the player..

-----

which leads waaaaaay back into my original point of "any monster can be made to be utter bullshit, that doesn't make them bad"

instead of screwing up encounters with a monster replacer mod that makes everything easier, why not just, iuno, play a different map, or tell the mapper it's a dumb encounter if they're actually around, or do the unthinkable and go below UV for a change

there's literally thousands of maps, you aren't going to run out

>> No.3088278

>>3088262
Last difficulty level isn't meant to be fair. I believe it's mentioned somewhere in the description? I don't recall.

Also you're shit.

>> No.3088279
File: 224 KB, 800x600, Screenshot_Doom_20160324_190533.png [View same] [iqdb] [saucenao] [google]
3088279

>>3088258
>it's supposed to be sort of like a roguelike, here, it even says it in the name!
wow, I wouldn't have been able to figure that one out were it not for you

>randomness
I can see it, what with the -last difficulty level- employing -the exact enemies same over and over in the most unoriginal way possible-

I'm not talking the actual base game at its former skill levels at any point, which are piss easy by any means, I merely touched upon the weapons matter (rather, most specifically the Burst Minigun which sucks shit) because the gun drop rate in general was being especially detrimental to the skill level itself more than it was making it challenging

point being, armageddon is cheap as shit

>> No.3088280
File: 128 KB, 473x235, 1415666873367.gif [View same] [iqdb] [saucenao] [google]
3088280

>>3088278
>Also you're shit.
but I'm not yholl

>> No.3088289

>>3088279
Yes, I know it's cheap as shit. It's not supposed to be fair.

>>3088280
I'm glad you're not Yholl, because you sound like a cunt.

>> No.3088304

>>3088289
I wasn't making fun of you though

now that we're resorting to personal attacks though, you sound like an extremely sensitive person that can't go resorting to petty insults to personal opinions regarding a thing you like and taking them at face value

which makes it funny ten times folded

>> No.3088314

Anyone know why the install file for doom would say "CANT FIND A DAT FILE!" under dosbox? there's definitely one in the directory, but DIR shows nothing in there.

>> No.3088334

>>3088304
Or, i'm just someone who doesn't really have anything else to say on the matter.

I mean, sure I like DRLA and all, but I ain't that much of a fanboy.

>> No.3088342

>>3087528
>it's the player's fault they jumped
>it's the player's fault they used freelook
If they know its for vanilla, boom or somewhere inbetween, then yes it is the players fault.

>it's the player's fault the map creator didn't go back and fix these things
Map creators are not responsible for players breaking the maps through features in engines the map wasnt even made for.

>> No.3088370

>>3088334
it's okay dude, you don't need to emphasize how you're totally a different person with no actual argument either, we all just go casually go around calling people names at one point, we all believe you. Also DRLA is actually as cool as you say, you know? I was in the wrong this entire time. Armageddon sure is cool. I just got a legendary, it's pretty cool. The enemies are all cool. Thanks for replying, DRLA non-fanboy total bro who just stepped into the conversation. you're cool.

>> No.3088382

>>3087494
>If map creator's had a problem with said features being used on their maps, they'd do something about it.

And they do. They say the map is designed for a particular engine where no such features exist in the txt file.

>> No.3088390

>>3088334
this is fucking backpedaling to hell and back holy shit.

>> No.3088394

>>3087495
I watch "The Great War" youtube channel about WW1, sometimes documentaries on Chernobyl and nuclear power.

>> No.3088418

>>3088280
uh, ok.

I'm not exactly sure how I've offended you so much in the past to call for that kinda remark, but sorry for whatever it was.

>> No.3088432

>>3087402
>the second you load anything that's not Doom I or Doom II, you're not playing doom vanilla anymore.

Vanilla refers to the default engine, not the default maps.

>> No.3088462

>>3088418
not him but I'd really like to ask where you got the HUD/pickup sprites for the Heavy Super Shotgun in RLA because it oddly resembles a profile pic of a random SSG I drew. Just out of curiosity.

>> No.3088494

>>3088462
Sgt. Shivers made it.

>> No.3088496

>>3088494
hey yohll im planning on streaming rayman 3 later

>> No.3088510
File: 216 KB, 800x600, Screenshot_Doom_20160322_030224.png [View same] [iqdb] [saucenao] [google]
3088510

>>3088496
kek

>>3088494
right, that's cool, sorry for bothering ya with my shit question. should've guessed it was him. it just that I saw it in game and just rang a bell in my head that somehow threw a callback to my shit drawing for a second.

also hey just as a random comment, legendoom is cool as hell.

also pic related is absolutely OP.

>> No.3088527

>>3088510
Thanks for the kind words.
I've got to get 1.2 done sometime soon, I've been busy with DUMP stuff and haven't been able to finish it yet.

>> No.3088548
File: 29 KB, 66x73, huge ducks.gif [View same] [iqdb] [saucenao] [google]
3088548

I was going to make a map or sprite, but I decided to fuck around with ACS. I should make a whole map that does this shit, it's oddly hilarious to me.
https://www.youtube.com/watch?v=qNr3xPthTAA

>> No.3088549

>>3088527

Is there going to be new content for Legendoom in the future? I'm liking it a lot better than DRLA. It's probably because of how quick you can get around to using new weapons and how tweakable their appearance rates are. And the completely random style of weapon acquisition is really fun and keeps things fresh. Even if you allowed the player to tweak the appearance rates of mod packs in DRLA and make them a lot more common, I'll probably end up making the same handful of assemblies with the variation depending on only which class I'm playing.

>> No.3088556

>>3088549
i found that a fun way to play DRLA is to force yourself to craft only assemblies you've learned during the run

if you're not playing on a mappack with a lot of minimaps spawns, give yorself a pda at the end of each level

>> No.3088557
File: 988 KB, 250x250, 1405987184485.gif [View same] [iqdb] [saucenao] [google]
3088557

>>3088527
I full homo am absolutely looking forward to your map more than anyone elses mainly because Im curious to see you try hand at mapping since youre like rlly rlly good at modding

which raises the question, have you released any other maps for that matter?? I oftentimes find mapsets made by modders actually play pretty nicely

have a doge

>> No.3088576

>>3088549
Yeah, I'll make 2.0 at some point. Right now there's about 60 weapon effects, 2.0 has about 90+ extra effects planned, so about 150+ total when I get around to doing that.

And yeah, with DRLA, my goals are that you always have something to work towards, and that no game is ever the same. Unfortunately, the amount and types of things you generally have early on tend be quite similar right now.

I hope to expand that and make it more interesting with 1.1 of DRLA, but it's an absolutely huge undertaking, so I have no time estimate on that, at least.

>>3088557
Hahaha, thank you, so far reactions to my map in the current public test have been either "Holy shit this is so fucking cool" and "Can't see shit cap'n". Mostly the latter, heh.

I've raised the global light level a bit, hopefully it helps, it'll always be super dark, though, especially in software. Hopefully you enjoy it, it's my first proper Doom map.

The only other released map I've done is PUSH70, which is an adaptation of another map I was doing. I plan to have a whole mappack of extremely varied and visually interesting maps someday, but who knows when I'll get something like that done, I've got so many projects going on as it is.

>> No.3088591

>>3088548
Do something where every time you walk into a room it plays seinfeld.

>> No.3088629
File: 660 KB, 2592x1936, tacticool hotdog.jpg [View same] [iqdb] [saucenao] [google]
3088629

>>3088576
hue I don't really have a problem with maps with dark ambient type lightning, I mean fucking Doom PSX and 64 are easily the best for me out of the entire series mostly because of their garish dark look and if a map can replicate that tone then it's a solid contestant for me really, even pitch black maps I have come to love

hope I don't have those same troubles you mention since I pretty much always play GZ only heh

regardless dude thanks again infinitely for you know, wasting time you could rather be spending on working on other important shit just so you could come here and let me tell you how cool I think your mods are and all that jazz. delayed congrats on the cacoward btw

a small question i do wanna ask you though out of curiosity again is, you know how in both legendoom and RLA, when you fire the shotty/SSG, the firing sprites lower for a few inches as you do so?? Ive always wanted to replicate that in vanilla/smooth doom and have no idea just how you manage that given the pk3 only has the normal smooth perk firing anims for both instead of full body sprites for both

sorry if the question sounds dumb i just think both shotties feel sexy as shit because of that slight effect

>> No.3088646

https://www.youtube.com/watch?v=YF9OsHFzvFQ

This is over a year old, but it's still blowing my mind.

>> No.3088648

>>3088629
Heh, I'll always answer questions if I happen to be around, don't need to thank me.

The shotguns just have some extra frames where they are lower, for visible recoil. Cheap, simple, and effective.

>> No.3088661

Is it possible to make it so that custom weapon cannot be deselected until it's fired?

>> No.3088671

>>3088661
Yeah, using a dummy inventory item.

You can disable the ability to switch in A_WeaponReady, so you can have it normally not be switchable, but once you fire the gun, and it gives you the dummy item, you can put an inventory check in the Ready state to jump to a different A_WeaponReady that allows switching.

>> No.3088675

>>3088671
I'm sorry, but could you give me a simple example Decorate? I made these molotov cocktails, and I basically want it so that once it's lit, you can't put it in your back pocket, you have to use it before you can switch to another weapon.

>> No.3088681

>>3088675
aaaaaaaokay

Ready:
TNT1 A 0 A_JumpIfInventory ("DummyThing", 1, 2)
WEAP A 1 A_WeaponReady(WRF_NOSWITCH)
Loop
WEAP A 1 A_WeaponReady
Loop

Fire:
WEPF A 4
WEPF B 4
TNT1 A 0 A_GiveInventory ("DummyThing", 1)
WEPF C 4 A_FireCustomMissile ("Molotolovotololtv")
WEPF D 4
WEPF E 4
Goto Ready

something like that

>> No.3088682

>>3088675
Nevermind, I got it. Thanks.

>> No.3088684

>>3088681
I just used the WRF_NOSWITCH and had a Goto Deselect at the end of the Fire state.

>> No.3088686

Follow up question: how can I make one weapon automatically switch to another weapon after firing? (The "lighting" the molotov is one weapon, and the lit thing is the second weapon).

>> No.3088690

>>3088686
Having them be seperate things is honestly bad design, there's no real reason to seperate them.

But anyway, A_SelectWeapon.

>> No.3088697

>>3088690
That worked. Is there a limit to the amount of states you can have? I could try to combine them.

The reason I separated them was to have the "light the molotov" weapon use the Fire state to start lighting it, and then Fire throws the lit molotov.

>> No.3088701

>>3088697
There's no limit.
But remember that if you use a dummy item, you can also have the states jump to other things.

So firing once ignites it, gives the dummy item, and then firing again checks for the item, and goes to a throwing state instead and removes the item.

>> No.3088707

>>3088701
Yeah, I just tried to do a thing like that and it failed miserably. It started the lighting animation and then immediately threw the fucker.

Here's the Decorate if you feel like looking:
http://pastebin.com/U9CXczec

>> No.3088715

>>3088648
oh aighty! thanks again dude!

>> No.3088717

>>3088707
You've got two states called Fire2, so all the jumps are going to the second one.

>> No.3088719

>>3088717
I fixed that and it's still doing the same thing.
http://pastebin.com/9Uv4MqVB

>> No.3088729

>>3088719
If I'm interpreting this correctly, you've got it backwards, once you have the token, it's jumping to the lighting stage, and if you haven't lit it, it immediately goes to Fire3 and throws it.

Also, you don't remove the dummy on throwing, so that'll be a problem after you fix that.

>> No.3088740

new thread when

>> No.3088743

>>3088729
Holy shit man, I got it working. I appreciate the help!

>> No.3088747

>>3088740
this

>> No.3088750

>freelook breaking maps

What

>> No.3088751

>>3088750
Icon of Sin is an example of a map that can be broken by Freelook.

>> No.3088756

NEW THREAD

>>3088752
>>3088752
>>3088752

>> No.3088759

>>3088750
There are occasional things that can be broken with it, such bypassing the whole shot timing with the boss in Map30 of Doom 2 and various other mapsets, and bypassing specific angle shootable switches in rare maps like MM2 map03.

I'm personally fine with people using freelook, though. Just as long as they have the awareness to avoid using it at inappropriate times.