[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]

/vr/ - Retro Games


View post   

File: 148 KB, 466x359, damage control.png [View same] [iqdb] [saucenao] [google]
3623563 No.3623563 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3617207

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/hzDnLpct

SO YOU WANT TO PLAY SOME...
Doom: https://desu-usergeneratedcontent.xyz/vr/image/1467/42/1467421002740.png
Doom download: https://yadi..
sk/d/469ydBaLndVCJ
Quake: https://desu-usergeneratedcontent.xyz/vr/image/1476/78/1476783249877.png
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Duke: https://desu-usergeneratedcontent.xyz/vr/image/1403/19/1403195896088.jpg
Thief: https://desu-usergeneratedcontent.xyz/vr/image/1456/09/1456095399293.jpg

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

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

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

== /VR/DOOM COMMUNITY ==

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

THREAD ARCHIVES
https://desuarchive.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

>> No.3623570

[14-9] Doom 64-style map textures for Doom 2
http://forum.zdoom.org/viewtopic.php?f=37&t=54248

[13-9] Blade of Agony Chapter 1 release
http://www.moddb.com/mods/wolfendoom-blade-of-agony/news/blade-of-agony-chapter-1-released

[11-9] Suddenly a Russian Overkill update
http://forum.zdoom.org/viewtopic.php?f=19&t=29915&p=953003#p953003

[11-9] RIP Malinku, Doom mapper
https://www.doomworld.com/vb/everything-else/91549-user-malinku-was-murdered/

[11-7] Total Chaos, a GZDoom total total total conversion, has alpha release
http://www.moddb.com/mods/total-chaos

[11-7] Someone else is making a Doom 4 mod for Doom, called ''Zion''.
[YouTube] Zion short teaser NOW AVAILABLE

[11-5] SYNTH DOOM, anon-made 80s inspired retro music mod
https://mega.nz/#!KlBiAJDC!PuPUNjIjKdqK6NISzhQlWs8I7hUIrIkpvSuOyRnH4uE

[11-5] Moonman, a racist /pol/.wad monster randomizer fork
http://www.mediafire.com/?47bsdg96m9xju8i

[11-2] Warp House - A Shores of Hell inspired GZDoom map with a lot of monsters, secrets and 20,000 sectors to explore
http://forum.zdoom.org/viewtopic.php?p=949685#p949685

[11-2] "Runballs" Doom mod in development
[YouTube] Runballs doom mod, e2m8 (embed)

[10-30] Doom4Doom 2.0 released - a gameplay mod that brings the Doom 2016 weapons into the classic Doom maps
http://www.moddb.com/mods/d4d-doom4-for-doom/downloads/d4d-v20

[10-30] Brutal Doom 64 released - merging Doom 64 and Brutal Doom (sort of)
http://www.moddb.com/mods/brutal-doom-64

[10-30] Wolfendoom - Blade of Agony trailer, first chapter coming November 12
[YouTube] WolfenDoom - Blade of Agony | Chapter 1: The Staff of Kings (embed) [Embed]

[10-28] Ghosted 2, a mod for Doom that's like that Slenderman game where you look for pages while he tries to get you
[YouTube] Ghosted 2 - Doom Mod Madness

[10-24] Green Arrow, a new Wolf3D mod based on the Arrow comics and television show
http://www.moddb.com/mods/green-arrow/downloads

===

To submit news, reply/backlink to this post.

>> No.3623579
File: 4 KB, 86x118, just plutonia my shit up.jpg [View same] [iqdb] [saucenao] [google]
3623579

>>3623570
Goddamn it I fucked up the YouTube links

>> No.3623583

>>3623579
[embed]

>> No.3623589
File: 17 KB, 570x624, one won't hurt.png [View same] [iqdb] [saucenao] [google]
3623589

>>3623583
Well I copied off an archive for the first post to work around 4chanX's embedding, but must've not done that for the second. Oh well, some of those will probably get bumped off in due time.

>> No.3623603
File: 172 KB, 272x267, Whuzzat.png [View same] [iqdb] [saucenao] [google]
3623603

Who else here likes watching UV-Max/UV-Speed runs of wads on occasion? Post some good runs you've enjoyed.
https://www.youtube.com/watch?v=14PdfLcHpRk
https://www.youtube.com/watch?v=SVPGKGnvT60
https://www.youtube.com/watch?v=-nb0E65eVi8
It's also neat to watch non-TAS and TAS runs of the same wad level by level, just to see the crazy difference in times and how well the non-TAS runner did compared to the TAS run.
https://www.youtube.com/watch?v=bFrybG0FDZU
https://www.youtube.com/watch?v=bO0gmrR3umo

>> No.3623614

>>3623603
Just started following Dime after watching him run Plutonia at SGDQ. Dude is a beast.

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

>> No.3623616

>FastProjectiles work properly with a height or radius lower than 2, even down to 0

i never knew this

>> No.3623678
File: 52 KB, 197x190, Comfy.png [View same] [iqdb] [saucenao] [google]
3623678

>When the enemies are all lined up or in a choke point and you can hold down the mouse button without having to move or look around to kill them all
>When all the enemies are infighting and you can just stand around to watch them kill each other
>When you fire a BFG shot and run straight into the enemy horde and watch them all drop at the same time
Probably the only comfy moments in Doom. But are there any comfy wads?

>> No.3623717

>>3623678
Pirate Doom

>> No.3623728

>>3623678
Doom 1 megawads such as DTWID and No End in Sight are pretty comfy

>> No.3623749
File: 8 KB, 118x151, 1406952802831.jpg [View same] [iqdb] [saucenao] [google]
3623749

I keep forgetting GZDoom crashes if you minimize it, due to a "0x0" rendering error.

>> No.3623752
File: 295 KB, 1693x1184, 1456851481437.png [View same] [iqdb] [saucenao] [google]
3623752

>>3623749

>> No.3623759

does anyone know why the hell gzdoom lighting is so bad? everything is too bloody dark and there is no way to balance it, its especially bad in dark maps like Crusher, first room needs a bloody flashlight.

>> No.3623765

>>3623752
WOW

>> No.3623768
File: 2.36 MB, 1920x1080, minimize+alt_tab.webm [View same] [iqdb] [saucenao] [google]
3623768

>>3623749
>>3623752
It should work problem-free.

>>3623759
Use a different sector lightning mode.
https://a.pomf.cat/fcrkae.png
Though that area is meant to be dark.

>> No.3623770

>>3623765
some anon here made it a few months ago

>> No.3623830

>>3623678
>Implying the comfiest thing in Doom isn't when you're using the SSG and dancing through projectiles and fighting at a steady rhythm
For me when I do that I can just sit back under some blankets and just follow the flow.
Fucking unf

>> No.3623845

>>3623830
this,
ssg combat is a waltz

>> No.3623846

> I've been working on droplets again recently and felt like publishing yet another iteration of the thing.
>Download droplets_v14.pk3

Features:
• New Option: Red Blood Pools (if only I could get the actor's blood color property...)
• New blood squirting behavior
• Rebalanced blood amount settings

>The new blood squirting behavior produces a series of particles that have shifting momentum, including angular momentum.

>The resulting patterns can be straight lines, curved splatters, and blood has a greater propensity to squirt upwards and downwards now. Altogether, I think this looks very nice for a one-size-fits-all add-on.

http://forum.zdoom.org/viewtopic.php?p=955442#p955442

Well, something to add to the OP.

>> No.3623848

I think most here have played and enjoyed "Doom the Way id Did"
But how about "Doom 2 the Way id Did"? Any good? Worth a try?

>> No.3623850

>>3623848
Not as good as the first one. The secret maps are pretty much the best part.

>> No.3623857

>tfw playing shitty maps teaches so much about mapping

>> No.3623889

What's the gayest doom map you've ever played? Did it make you want to suck a fat dick?

>> No.3623891 [SPOILER] 
File: 357 KB, 640x480, 1479484697330.png [View same] [iqdb] [saucenao] [google]
3623891

>> No.3623896

>>3623889
Terrywads are pretty gay

>> No.3623901
File: 2.96 MB, 1920x1080, Screenshot_Doom_20161113_153647.png [View same] [iqdb] [saucenao] [google]
3623901

>>3623891
less filters more post-processing anon

>> No.3623904

>>3623889
the one made by you

>> No.3623914

>>3623901
Goddamn this looks good up until you look at the soldier right in front of the player

>> No.3623916

>>3623891
It's just like my Blu-Ray re-releases!

>> No.3624042

>that doom spaceship map where you have to complete menial tasks
lmao did anyone actually enjoy this?

>> No.3624054

>>3624042
which one?

>> No.3624072

>>3624054
the old one

>> No.3624123
File: 1.01 MB, 1200x680, doom2.png [View same] [iqdb] [saucenao] [google]
3624123

>>3623759
>everything is too bloody dark
options -> display options -> opengl options -> preferences -> ambient light level

>> No.3624132

>>3624123
Do not push Ambient light above 21.
21 is just bright enough to make Pitch Black areas into "barely visible, but still discernable. Turning it higher might ruin some light level effects on maps.

>> No.3624134

>>3624123
>EVERY fucking time someone on stream uses an opengl client and the viewers complain that it's too dark, they go for the regular brightness/contrast options that don't do jack shit instead of ambient light level
Vinny, Joel, Mike Matei.

>> No.3624140
File: 415 KB, 1280x720, Screenshot_Doom_20161118_200037.png [View same] [iqdb] [saucenao] [google]
3624140

Got the secret area done and 2 other rooms, progress went very quick here because there weren't any 3d floors and sloped 3d floors.

>> No.3624146

>>3624140
No one is going to find your secret nipple turds

>> No.3624150

>>3623846
Interesting stuff.

>> No.3624152

>>3624146
If you can't find the secrets in quakes e1m2 I don't know what to say.

>> No.3624156

>>3624146
>not rallying for nipple turds in HDoom

>> No.3624183

>>3624134
Those settings do have effect. But like in many OpenGL games they affect the desktop on a whole instead of game rederer. This leads to those settings having no effect on anything recorded/streamed.

The streamer sees the change on hos screen, but his viewers do not.

Also ambient light setting does not help if the desktop/monitor settings are too dark.

>> No.3624184

>>3624183
>This leads to those settings having no effect on anything recorded/streamed.
But they do, everytime, it just ends up looking awful, see: Mike Matei's Brutal Doom stream. That's what I'm talking about.

>> No.3624195 [DELETED] 

Why are all Build Engine games shit?

>> No.3624196

>>3624195
(You)

>> No.3624197

>>3624195
Why do you enjoy sucking dicks?

>> No.3624201

>>3624195
Because you think that circle strafing with an overpowered shotgun is the pinnacle of FPS gaming.

>> No.3624207

>>3624195

I think the real question should be is what the fuck is with the doors in build engine games

>> No.3624208

>>3624207
They are portals to the other worlds.

And each room is its separate world.

>> No.3624209

>>3624201
>circlestrafing
So, every FPS then?

>> No.3624212

>>3623759
IMO, its because its opengl. none of its modes (even so-called software lighting) are good. I prefer software rendering.

>> No.3624214

>>3624212
see
>>3624134

>> No.3624216

>>3623579

Still a less glaring fuck up than the last couple of threads

>> No.3624219

>>3624214
Ambient light level doesn't fix my problem with it. It still looks nothing like how software renderer did lighting.

>> No.3624223

>>3624201
Savage

>> No.3624234

>>3623759
Type "gl_distfade 30" in the console or change lighting mode.

>> No.3624245

Bitches
[DE] FUNCRUSHER || EURO FNF #349 Push
People are doing push and no one's coming

>> No.3624250

>>3624219
Use the "sector lighting mode" called "software"

>> No.3624260

>>3624250
I already said even that mode is bad.

>> No.3624289

>>3624201
Can't you circlestrafe the piggos that take two shotgun blasts to kill though?

>> No.3624308

How do you add two replacements for a monster and randomize which one is chosen?

>> No.3624328

>>3624308
OOGA BOOGA!

>> No.3624330

>>3624250
Software sector lighting mode in OpenGL is actually pretty bad. Makes some walls pitch black even with positive light level.

>> No.3624338

>>3624308
Make a special randomiser actor, and make it replace the monster. Make randomiser actor to instantly spawn one of the two replacement monsters and then die.

>> No.3624354

>>3624308
https://zdoom.org/wiki/Classes:RandomSpawner

>> No.3624359

>>3624260
Sorry. Tried lowering the distfade cvar?

>> No.3624386

>Map uses the parallel version gimmick, like TNT's Wormhole
These maps are fun, I'm a bit of a sucker for them. Are there any good maps or wads out there that do this well?

>> No.3624389

>>3624386
Semi related but I always liked how you could skip 99% of Wormhole if you knew what you were doing.

>> No.3624402

>>3624389
Whenever I play that map I have no idea what I'm doing and I end up skipping the whole thing.

>> No.3624432

>>3623570

http://forum.zdoom.org/viewtopic.php?f=19&t=54303

I released Custom Gun today
>tl;dr randomly generated weapons, upgrade mods

>> No.3624459 [DELETED] 
File: 143 KB, 670x390, 1471469287420.png [View same] [iqdb] [saucenao] [google]
3624459

>>3623768
>>3623891
>Still using filters in 2016

>> No.3624491

How do you make it so that monsters can drop multiple items?

>> No.3624502

>>3624491
Make them spawn the extra one in their death state?

>> No.3624506

>>3624491
"DropItem classname [, probability [, amount]]" command in their death state. Make several dropitem commands to drop more than one item. Assign them various probabilites to make monster drop random ammount of items.

>> No.3624516

https://zdoom.org/wiki/Actor_properties

What the actual fuck.

Description for deprecated stuff has been erased and is only available through history.

So if anyone wants to look how older mods work and check what each state does they'd have t go through extra hoops to get to the info.

And the way deprecated stuff got replaced by new stuff is very vaguely explained.

>> No.3624520

>>3624386
I liked Icarus map20 where the parallel area is upside down.

>> No.3624548

>>3624516
Zdoom maintainers really need to communicate more with modders when doing big changes like this.

>> No.3624562

>>3624386
One of the earlier levels in Going Down does this pretty well.

>> No.3624718
File: 90 KB, 640x783, Doomguy problems.png [View same] [iqdb] [saucenao] [google]
3624718

How's this

>> No.3624725

>>3624718
>enabling forced memes

>> No.3624731

>>3624718
>elavated
>cant x2
go fucking wew yourself

>> No.3624735

>>3624718
This series of memes was never funny

>> No.3624739 [SPOILER] 
File: 30 KB, 256x264, 1479516471617.png [View same] [iqdb] [saucenao] [google]
3624739

>>3624718
I like it

don't give up and keep going fampai

>> No.3624747
File: 90 KB, 640x783, Doom guy problems 2.0.png [View same] [iqdb] [saucenao] [google]
3624747

>>3624731
Okay smart ass, fixed it.
The Doom font I use doesn't have an apostrophe, so I had to improvise using another similar font for those

>> No.3624760

>>3624747
>That pic.

I always wondered why doomguy was unable to raise his arms beyond waist level except when holding a gun.

>> No.3624791

>>3624735
>memes

Sometimes it's ridiculously easy to spot a newfag.

That's a macro.

>> No.3624792

Theme for the weekend is Album Covers. Custom textures are allowed, as long as they aren't from a texture set. The Doom Textures in Doom 2 and Useful Flats packs from Afterglow are allowed. Custom midis are allowed. All Boom-compatible formats are allowed. All submissions are valid as long as they can be exited and have a picture of the album cover to go along with them.

>> No.3624801
File: 594 KB, 1280x720, Screenshot_Doom_20161118_233951.png [View same] [iqdb] [saucenao] [google]
3624801

At least we can all agree that upgraded static rifle is the most OP gun ever
>ridiculous damage
>charges crazy fast
>last upgrade stops it from discharging
>doesn't use ammo

>> No.3624804

>>3624791
It's actually correct in this instance though. It literally is a meme, forced though it may be.

>> No.3624808

>>3624791
>macros are not memes
even greentexing is a meme.

>> No.3624809

>>3624791
whoa newfag, /v/ is that way
>>>/v/

>> No.3624812
File: 41 KB, 494x301, not owned.png [View same] [iqdb] [saucenao] [google]
3624812

>>3624791

>> No.3624843

>>3624792
Maps can be submitted here or via email to Papas@airmail.cc

>> No.3624865

>>3624801
Not even remotely.

>BFG upgraded
>Orbiter upgrade can kill hundreds of enemies effortlessly before it runs out
>Can refill the one shot you used for the rotator by finding it while it's in effect(Chance of getting it is not uncommon either and it feels like when you have the capacity upgrade BFG cell drops become more common)
>Trivializes any level you fire it once on
>Regular BFG ball fired above a horde of enemies can clear out thousands and the redirection upgrade can also make it even more of a cakewalk

Honestly Static Rifle is pretty mediocre and the only redeeming factor is when you stop the charge decay just for a few extra hits.
And there's no ammo issues in D4D, period.

Siege Gauss Cannon is still better due to beam width

>> No.3624873

>Railgun cacodemons with 32 painchance and A_FastChase
Okay Cheogsh2 that's kinda bullshit. Oh well.

>> No.3624920

Anybody have a dl for TheCraftyTitan's Doom Hack? Google isn't giving me anything.

>> No.3624940
File: 47 KB, 536x1341, 29.png [View same] [iqdb] [saucenao] [google]
3624940

>>3624718
>Oh hey some mega armor
>Oh, I can't reach it?
>Well maybe there's a switch that will let me get it...
>There isn't

>> No.3624967

>>3624920

I remember an anon was working on converting it to normal ZDoom so that there wasn't any need for ROM hacks and patches.
There might be link to that floating around instead, because playing a ROM hack of Doom would be inefficient at best in this day and age.

>> No.3624990

How would you make a map that fits with a slow, drawn out and pale track? Is it possible to have a Doom map that retains enjoyability despite lacking combat? What is the most complex puzzle you can create with the Boom format?

>> No.3625006

>>3624920

I uploaded it just for you, friend.

https://www.dropbox.com/s/uzv4tkqyhs62f84/TheCraftyTitan%27s%20DOOMHACK.WAD?dl=1

>> No.3625017

>>3625006
thanks anon, thanon

>> No.3625018

>>3624990
Phocas island 2 is probably of the few wads to pull the peaceful styled wads well, there are some fights there but they are few.

>> No.3625020

>>3624940
I can't tell you how many times I played e1m2 thinking that the armor was bugged before I realized i couldn't get the armor because I had too much armor already

>> No.3625071

Is it possible to have .ogg play when supported by the player's source port, and .mid play when the .ogg is unsupported by the player's source port?

>> No.3625072

>>3624725
>>3624731
>>3624735
real sunshines

>> No.3625101

>>3625071
Epic 2 does this with MAP18 somehow, with an .ogg file name D_ROMER_ and a mus file named D_ROMERO. Don't know how it works.

>> No.3625104

>>3625101
Typical Eternal magic

>> No.3625116

Here's Bajura.wad again, Map03 has been added and Map02 has better music. I'm not sure how to do this >>3625071 so I've included a link to the .ogg for Map03. I might submit Map03 to the Doomworld Megaproject.
http://s000.tinyupload.com/index.php?file_id=62131560157042746477
.ogg:
http://s000.tinyupload.com/index.php?file_id=37159326661118676365

>> No.3625182
File: 617 KB, 1920x1080, Screenshot_Doom_20161118_203355_01.png [View same] [iqdb] [saucenao] [google]
3625182

>>3625018
Nice, I downloaded this and it's a nice chill out and explore setting, though I went around in circles a few times and can't figure out what a few items do. Also I'm pretty sure I'm not supposed to fight this dude yet since he breathes and in half a second I'm feeling not so chill. Taking a break for now though, still is a shitload of items I haven't found.

>> No.3625296
File: 418 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
3625296

http://quakeone.com/markv/

So this was released.

Software renderer with resolution scaling is pretty cool. Seems to run a mod as advanced as Arcane Dimensions just fine, though there are some visual anomalies with the software renderer. One other feature I like is that it has a "levels" menu under singleplayer that lets you easily browse through all the available levels in a game or map pack without having to use the console. However, it performs much worse than Quakespasm on my end; DX8, OpenGL or software renderer, they all run worse. Also, the UI scaling options don't seem to be available on the software renderer.

>> No.3625298

>>3625296
I've heard of FitzQuake Mark V. I don't really see any use in using it full time compared to just using Quakespasm though. Like qbism, it's just a curio these days.

>> No.3625307

>>3625298
I'm not an advanced user but I find that it has all the options from QS that are important to me and more. The levels menu is quite convenient, and I like that it lets me use a raised view model. I'd switch to it if it didn't run badly on my PC.

>> No.3625308

>>3625307
Quakespasm is itself another fork of FitzQuake like Mark V is. I guess if you want that chunky look with Fitz/Spasm's touches, then I guess Mark V would be okay to use.

>> No.3625323 [DELETED] 

>>3625296
the pic looks terrible desu

>> No.3625325
File: 27 KB, 330x360, OTP.jpg [View same] [iqdb] [saucenao] [google]
3625325

Does anyone have a link to where I can get the updated Anniversary Edition that has bad audio fixed?

Don't want to give any money to Pitchford.

>> No.3625351

>>3623570
Custom Gun: The Gun-ening. Done by the Hexen Souls author.

http://forum.zdoom.org/viewtopic.php?f=19&t=54303

>> No.3625365

Do I need to look up and down in Blood? I set up dosbox with bmouse and it works fine but looking up and down feels so gross.

>> No.3625367 [DELETED] 

>>3625365
I don't think so, the bullets travel upwards like doom

>> No.3625369

>>3625365
I feel it plays better and lets you get better bearings of your surroundings.

BMouse.exe makes the mouselook better.

>> No.3625390

>>3623570
https://www.youtube.com/watch?v=f8aU4MYDsOQ

Doom made in clay.

>> No.3625393

>>3623603
I do, yeah. I've watched a couple of those actually. Thanks anon.

>> No.3625402 [DELETED] 
File: 60 KB, 600x347, harmony.jpg [View same] [iqdb] [saucenao] [google]
3625402

This sucked dick desu

>> No.3625403

>>3625402
I'd like to think that Harmony was some kind of strange homage to all those mediocre me too Doom clones from the 90s. I hope I'm right.

>> No.3625406 [DELETED] 

>>3625403
What kind of clones are you referring to? Like chex quest-tier shit?

>> No.3625407

>>3625406
Shit like Depth Dwellers, Nitemare 3D and I guess MARS 3D. Chex Quest doesn't count cause it's literally just a Doom reskin.

>> No.3625410

>>3625390
pretty good
but there should be more hesitation when there was a button in empty space

>> No.3625412

>>3625402
I think it was more of an experimental project.
Weren't the models for sprites made with clay?

>> No.3625421 [DELETED] 

>>3625412
yeah

>> No.3625426 [DELETED] 
File: 185 KB, 640x480, DOSBox 2014-09-30 16-44-58-11.jpg [View same] [iqdb] [saucenao] [google]
3625426

>>3625407
>nitemare 3d
top kek this looks horrible

>> No.3625428

>>3625426
Oh god I remember this in one of those 100 in 1 things

>> No.3625429

I like Heretic more than Doom 1, 2 and Hexen.

>> No.3625431

>>3625429
Good for you, anon.

>> No.3625437 [DELETED] 

I like Nitemare 3d more than Doom 1, 2 and Hexen.

>> No.3625447
File: 371 KB, 1024x640, Screenshot_Doom_20161119_075349.png [View same] [iqdb] [saucenao] [google]
3625447

I had an itch to try and make a new map after not making any for a few years, and I decided to finally learn how to use custom enemies. A bit tricky at first, but relatively easy once you learn what to do. I downloaded a handful of enemies that caught my eye off of 667 and had some fun just messing around and learning what they're like. Any other custom enemies that you lot would recommend?

>> No.3625450 [DELETED] 
File: 26 KB, 701x640, Untitled.png [View same] [iqdb] [saucenao] [google]
3625450

>>3625437

>> No.3625487
File: 191 KB, 1303x1475, breathes in.jpg [View same] [iqdb] [saucenao] [google]
3625487

I find quake to be infinitely more fun to play than doom, and that doom is a slow, soapy movement medium paced shooter pacing wise in comparison to it

I can still appreciate its simplicity, though.

>> No.3625493

>>3625487
Well there's probably a reason why Quake multiplayer is much more remembered then Doom multiplayer.

>> No.3625497

>>3625487
>slow
>medium paced
whoops. that first one shouldn't have been there, sorry.

>> No.3625509

>>3625447
The baron/knight class big guys in general and diabloist are pretty cool.

This might be just my opinion, but avoid using rocket-using monsters that aren't very big, loud and good at making their presence known. Rockets are very sneaky in Doom, and especially the custom former human rocket enemies are prone to suddenly blowning the player the fuck up. Also the ayy lmaos used in Zpack that leave grenades behind when they die are terrible for gameflow.

>> No.3625526

>>3625487
Uh, who doesn't? It's way faster and complex than Doom and with less limitations too.

>> No.3625529
File: 2.96 MB, 1024x576, doom4.webm [View same] [iqdb] [saucenao] [google]
3625529

>>3625487
Even Doom 4 is faster than the first Doom.

>> No.3625540

>>3625529
haha
no

>> No.3625543

>>3625540
haha
yes

>> No.3625579 [DELETED] 

>>3625529
It's actually about the same speed

>> No.3625590

>>3625540
how is it not outside of player speed?

>> No.3625598 [DELETED] 

>>3625487
Quake has slower combat, which is mainly ruined by the ogres and knights requiring loads of SSG shots to take down, and I don't want to sound like a bitch but the shambler is usually an unfair as fuck enemy depending on the environment
The mod arcane dimensions fixes all of this though

>> No.3625607

>>3625579
Hell no, especially combat-wise.

>> No.3625612

>>3625509
There's still a quite a few more I want to test out now that I've learned how to import custom enemies. I don't quite want to make a map that's just stuffed full of customs, but it'd be fun to utilize a handful of them more properly.

And yeah, some of the customs seem like they can be really cheap; double chaingunners, BFG enemies, even rocket and SSG zombies. I figured if I did use them, I'd do it very sparingly and try to make sure that the encounter was built so the player (hopefully) doesn't feel like they're in a cheap situation.

I also love the fact that there's a baby Cacodemon. Reminds me a lot of the baby Metroids.

>> No.3625616
File: 220 KB, 640x480, Screenshot_Doom_20161119_154929.png [View same] [iqdb] [saucenao] [google]
3625616

You'll be able to call in for CAS from f22's. They'll spawn at the edge of the map with a translucency-fade in, shoot missiles then swerve away while popping flares, and fade out once a forward-shooting hitscan attack detects the map edge.

If only I could find a UV-mapped free A10-model, the old BRRRT would make an appearance.

>> No.3625619
File: 356 KB, 503x413, 1333407595327.png [View same] [iqdb] [saucenao] [google]
3625619

>>3625598
I do believe you're expected to use nailguns on ogres and knights

two or three nades do the job fairly quick also, and ogres guarantee you'll always get that two ammo back from killing them

>> No.3625629

>>3625529
thats recorded with FOV quite a bit higher FOV than original, and that gives it the impression of much more speed than it naturally is.

>> No.3625631

>>3625493
In singleplayer Doom is, in my mind, the better game, but really vanilla doom multiplayer is... "Eh."

Quake's is still pretty fun to this day, even without nostalgia goggles or any mods, think the Doom mod community is much more alive, though, and mods make multiplayer great

>> No.3625632

>>3625607
hell, even I having not played doom 4 can see the similarities in regards to pace in anon's webm. I don't get what you mean.

>> No.3625638

>>3625598
Shotgun is only good for grunts and dogs
SSG is only good for grunts, dogs and weak knights
Nailgun is the same as SSG
Super Nailgun/Grenade Launcher/Rocket Launcher/Lightning Gun are all the weapons made for everything else.

>> No.3625645

>>3625631
It's cause Doom is a bit more easier to mod for then Quake is. Like comparing building maps out of lines compared to bricks.

>> No.3625649

>>3625629
I find ou're still able to flow through the environments fairly quickly with a low FOV still actually. the main reason I slide it up is so as to make combat more manageable by having more stuff in my screen at once.

you can also, you know, jump and grab ledges and stuff, so that probably contributes to mobility and give it a faster look.

>> No.3625656

>>3625631
Also Quake multiplayer's engine basically shaped the entirety of the Source engine family

>> No.3625658

>>3625632
People get mad because they thought 4 would be shit, and so countering that train of thought angers them. That's my pet theory, anyway.

In fairness, they had reason to think that way with the god-awful slow as fuck gameplay they teased at various shows and shit, thank god the actual product had options for high skill, fast, and any combination thereof players (see: that one doom speed runner's speed run of D4 Ultra-Nightmare).

The two games are paced comparably. Either way I'm a fan of both, Doom4 is one of the only recent games I'm actually pretty pleased with, and with the rumors about them releasing a singleplayer SDK for new campaigns and modding and their continued support of snapmap and seemingly endless desire for it to not suck is... Pretty fuckin' cool, honestly.

The multiplayer is pretty forgettable, but it's pretty good. Snapmap ain't amazing but it's got a lot of good things going for it and they're supporting it and adding free shit to it, so I ain't mad.

>but seriously, bethesda, a season pass
>for the forgettable multiplayer
>not for the badass campaign
>??????

>> No.3625662
File: 51 KB, 454x267, 1479200523297.png [View same] [iqdb] [saucenao] [google]
3625662

Why the fuck are all the gameplay mods so overpowered for fucks sake, is it really so difficult adding weapons that are around as powerful as vanilla ones just work slightly different as to make things fresh
and don't mention hideous destructor I'm talking keeping the vanilla doom difficulty not making it harder.

>> No.3625664

>>3625645
>>3625656
No disagreement here - just pointing out that it's more alive. I've made mods for both, I'm fairly adept with Doom, and I'm kinda still in monkey-fucking-a-football mode for Quake.

Quake engines actually spawned a lot of shit, Source and Infinity engine, then obviously, idtech, of which it was one.

Carmack is a fackin' genius.

>> No.3625674

>>3625658
MP was still alive back when I first checked actually

this is, two weeks ago at most

>> No.3625681

>>3625662
Weapons of Saturn has a good choice of weapons that are slightly different but still similar.

Overall though people who want something similar to Vanilla are just going to play vanilla or something with smoother animations.

>> No.3625682

>>3625658
That's the thing. It's about the same pace as original, but because you can also jump around and grab ledges, people claim that it's faster while it is not.

Snapmap is gradually becoming what it should've been at launch. The console-induced limitations are killing it though.

>> No.3625686
File: 133 KB, 800x1443, Quake Engines.png [View same] [iqdb] [saucenao] [google]
3625686

>>3625656

>> No.3625687

>>3625662
I like DAKKA.

>> No.3625693

>>3625674
Oh I'm sure people still play it - and don't misunderstand, it's by no means bad. Just... Eh.

After the SP it seemed weak.

>>3625682
Adding a different dimension (z-axis movement) kinda increases speed required, mentally, aiming, strategically to play the game.

No, you don't have to run as fast, but I'm after fast paced *gameplay*, not necessarily Usain-Bolt-with-a-rocket-in-his-asshole footspeed.

Also you have to do things like compensate for projectile drop with some weapons, not to mention aiming on the z-axis as well. And things like ducking under fireballs and strategic use of invulnerability frames.

>> No.3625694

>>3625682
you just reminded me of how terrible jumping in doom feels

crouching, too

>>3625662
smooth doom fares fine

>> No.3625698

>>3625686
Truly amazing.

>> No.3625701

>>3625662
Eriance's guns are literally a much prettier reskings of vanilla. Weapons of Saturn is good. DAKKA is more powerful vaniulla-ish with some added effects and altfires - and you can disable scoring bonuses - it works amazing for monster-heavy maps making them much faster and enjoyable (at least to me)

>> No.3625706

>>3625662
I find Russian Overkill to be pretty good and balanced, comparable to vanilla weapons, but with a few interesting effects thrown in.

but seriously man, DAKKA, Smooth Doom, and WoS, haven't tried Eriance's Guns, but "much prettier vanilla" sounds right up my alley.

>> No.3625719

>>3625529
>Doom, 1993
>scoring system planned but scrapped because points were deemed too archaic and pointless
>Doom 4, 2016
>more points on the screen than demons
Why?

>> No.3625720

>>3625701
How do you turn off the scoring shit in Dakka? Makes it a bit too easy IMO.

>> No.3625727

>>3625681
Yeah weapons of saturn is probably the best of the bunch of vanilla like weapon mods. Still a bit more powerful than vanilla id say (especially the chaingun) but not much so. Also the mechanic of making the shotgun more useful but allowing it to fire faster if you time your shots just right gets me furiously hard.

>>3625687
>>3625701
>>3625706
will check out DAKKA and eric's thanks!

>> No.3625728

>>3625719
it's an update. removes all story bits from the standard campaign and adds leaderboards and shit for players to compete to get MAXEMOM POYNTS

>> No.3625732

>>3625693
You shoot monsters at about same speed, they die in about the same (or more in case of imps) ammount of shots from similar weapons, you run slower a bit.

Environments are smaller in scale and more densely packed with details, which also attributes to false sense of increased speed.

>>3625720
From main menu->DAKKA->User Options->Disable Score Rewards

>> No.3625734 [DELETED] 

>>3625529
It's slower than sprinting in classic doom though

>> No.3625736

>>3625662
I guess there's Samsara? Everyone just works a bit differently.

>> No.3625740

>>3625734
It's not though.

>> No.3625742

>>3625682
>same pace
How can you say the combat is about the same speed when Doom 4 is miles faster?

>> No.3625750

>>3625742
>same pace
How can you say the combat is about the same speed when Doom 4 is miles slower?

heares yrue yuo

>> No.3625751

>>3625732
>You shoot monsters at about same speed
By the time you can shoot vanilla Doom's shotgun a second time you already killed 2 imps in Doom 4.

>> No.3625752

>>3625734
>>3625732
So combat and general gameplay is equivalent, it's visually faster, but the game is slower because you're theoretically covering less ground?

I know I'm sounding a bit... Reductionist? I'm not trying to be a dick I just don't get the Doom 4 is slow meme.

>>3625719
Arcade mode, not main story mode. It's kinda fun, actually. It's modified versions of the levels and you try to pull of some Tony Hawk's Pro Demon Eraser combos of demon-splattering without getting hit, levels have most of the exposition and transition cut out of them, and you go for scores.

If it's not your cup of tea, great, but I find it kinda fun.

>> No.3625753

>>3625732
Oh cool. Thanks.

>> No.3625754

>>3625750
I sure got told.

You're not being honest, you just don't want to admit that the new game didn't end up being worse than the original and is actually faster, especially combat wise, not to mention the upgrades like the shogun's triple burst that make the combat even faster.

>> No.3625756

>>3625752
>>3625751
>>3625750
>>3625742
sounds like we need a side by side comparo, I'm leaning towards "D4 is slightly faster", but I don't quite get, objectively, what people mean by "Faster" besides the speed at which the combat evolves and progresses.

Again, if we're talking raw footspeed, Doom 1/2 take it, but that seems like a wholly irrelevant point. Especially when SR'ing dominates it, and was clearly unintended and just a function of how the engine calculated movement.

>> No.3625760

>>3625732
I'm running Dakka through GZDoom and I don't see a User Options menu. Is this a Zandronum thing?

>> No.3625761

>>3625752
>I just don't get the Doom 4 is slow meme.
I'm pretty sure it's the same people that got angry when Doom 4 didn't turn out to be bad like /doom/ thought it was going to be so they fool themselves into claiming it's slower even though that webm disproves them.

>> No.3625763

>>3625732
D44m's shotgun fires faster than the original because there's no cocking and thus you can kill enemies faster.

>> No.3625765

>>3625740
>>3625742
I think you're confusing combat flow to actual movement speed, anons

in regards to the first, it's on par with how much stuff you can kill in a reduced time window, but your movement is considerably lessened from the classics

theoretically, thing they could've is, swap environment detailing and reduced space for increased movement speed and larger spaces to fight in but they didn't go for that because reasons.

>>3625750
durr

>> No.3625769

>>3625761
I was cautiously optimistic from the outset, and was quite pleased when it didn't suck.

Then again, I stick around here despite my opinions often being less-than-popular. Not exactly sure why.

>> No.3625772

>>3625529
I think this webm should never be posted again, ruins the thread.

>> No.3625776

>>3625772
>ruins
what

>> No.3625778

>>3625765
>movement slow

Except you literaly teleport to quickly glory kill enemies with the right seeetup

>> No.3625779

>>3625751
>>3625756

Doom 1 shotgun cycle (from one shot to another in continuous refire) is 33 frames

Doom '16 cycle is 32 frames. +- frame due to slight inacuracy of my recording (Doom '16 sg and rl are almost EXACTLY same as Doom 1)

You need 1 shot to kill imp in Doom. Sometimes you can shoot 2 imps with 1 shot due to RNG. Very rarely (1/23 chance) you will need 2 shots to kill an imp

You need 2 shots, or 1 shot+glorykill (which is worse) to kill imp in Doom '16, regardless of any other factor

I know the frames because I was recording them to rip them, when I realised nobody would ever use it, as with the rest of my stuff.


>>3625778
Glory kills, no matter how fast they are still interrupt the pace, and often move you in harms way rather than out of it.

>> No.3625782

>>3625778
but you don't have said setup from the get-go.

are you trying to make a parallel to my post with a valid argument? because you're not doing a very good job.

>> No.3625784

>>3625778
Except you can plug Demonsteele into Doom and zip around at the speed of sound.

Your point?

>> No.3625808

>>3625769
I like your opinions anon.

>> No.3625810

>>3625784
anon.

>> No.3625827

>>3625784
Wow a mod that changes things? That's different.

Hey there's snapmaps that let you move around at greater-than-sanic-speeds, therefore doom4 is faster, oh wait, cyberrunner, therefore doom 1-2, oh wait, mo...

Do you see why this is a stupid train of thought?

>> No.3625829

>>3625827
Because you did it first

>> No.3625831 [DELETED] 

>>3625827
OOGA BOOGA, URGH GUGHA MAKOOKA JUMBA, OOGA BOOGA OOOGA BOOA

>> No.3625835

>>3625779
First part makes sense and sounds objective, second part... I mean... No?

They can be considered an interruption, I don't agree, but if you think so that's cool, they do briefly interrupt your movement ability/control, so close enough.

But they only put you in harm's way if you do them at a bad time, if you're likely to get shot/swarmed/hit by going for the glory kill, don't do it. If you're doing it during an exposed time, you're rolling the dice (unless using it for the invulnerability frames), it's strategic, in my mind.

>>3625829
Well, 2 things, 1. I'm not that guy and 2. Runes are a built in and integral part of the game, mods are not, it's not the same thing.

>> No.3625839
File: 669 KB, 784x376, USE-US!.gif [View same] [iqdb] [saucenao] [google]
3625839

>>3623570
MetaDoom v2.0 is out.
https://youtu.be/9eWqK4KJQg8
http://forum.zdoom.org/viewtopic.php?f=19&t=53010

>> No.3625843

>>3625487
I hate Quake personally. Guns feel bad. Bad souns, bullet sponge enemies and terrible animations aren't a fun combo.

The MP is alright. At least not almost every weapon gibs unlike Doom. And you got more of a third dimension to fuck around in.
>>3625526
A lot of the general doesn't share that opinion, by past experiences.

>> No.3625849

>>3625843
I can except everything else, but "bad sounds" I just can't agree with. Quake's sound design is the best thing about it.

>> No.3625850

>>3625779
>Glory kills, no matter how fast they are still interrupt the pace, and often move you in harms way rather than out of it.

Not when you have Seek & Destroy and Savagery. That way you can keep teleporting and kill very quickly, and if you actually learn to play the game instead of trying to play it like the original Doom, doing that would get you OUT of harms way, not in.
Add Armored Offensive to the mix to lessen the harm, if any.

This results in a highly paced gameplay, much more than the original game.

>>3625782
>but you don't have said setup from the get-go.
You get that stuff quickly; and actually you do have it from the "get-go" if you're playing Arcade mode.

The system I just described in Arcade mode is actually the most efficient way to get high scores, and it's HIGHLY fast and fun. I even ranked 5th position in one of the map's Acarde mode.

I think you guys just don't know how to play the game and that you feel the need to convince yourself that the original game is better, to make you feel like all the hours you're wasting on it have meaning. So you're trying to 'prove' that the original is 'faster' as if that's somehow an objective quality meter it's not but Doom 2016 is faster if you know how to play

>> No.3625854

>>3625849
Thunderbolt, SNG, and RL are fine. Everything else really isn't, though Doom isn't a lot better in that respect.

>> No.3625856

>>3625843
>bad sounds
You shut your whore mouth. Quake's weapon sounds are so good that only the Doom 2 SSG can ever hope to compete. Talk about their almost complete lack of animation, half the weapons being obsoleted by the other half, enemy resistances hindering combat variety, but don't you dare talk shit about the sounds.

>> No.3625858

>>3625856
>half the weapons being obsoleted by the other half
By design, too. What a fucking dumb decision.

>> No.3625860 [DELETED] 

>>3625856
Is the shambler really resistant to explosives?

>> No.3625863

>>3625858
God it's really true. The only weapons you use late are the double shotgun, super nailgun, rocket launcher and thunderbolt.

>> No.3625864 [DELETED] 

>>3625860
The shambler takes half damage from explosives

>> No.3625869

>>3625850
>you aren't supposed to play it like original doom
how then

>> No.3625883

>>3625831
>literal shitposting

>> No.3625904 [DELETED] 
File: 9 KB, 200x200, polyp.jpg [View same] [iqdb] [saucenao] [google]
3625904

fucking stupid nigger map makers adding this piece of shit in every map literally fucking kill yourselves

>> No.3625971

>>3625869
Not that guy, but I'm fairly decent at it (beat nightmare, "meh" ranked on arcade with low/no effort, but not a speed runner, not a top arcade/MP person, etc)...

I weave in and out of combat and use glory kills as an ammo saver and invulnerability trick, chaining them with his rune setup is quite efficient, and can buy you time and set you up for positioning (the AI doesn't really react or move like it should mid-GK, think of them standing agape at the raw brutality of what you're doing, or, something like that), so I use them to get in/out, and use the speed increase after GKs to make it even more SANIC.

HOWEVER - that being said, I had some success in a no-glory no-chainsaw run, could've probably beat the game that way, but it's more efficient and satisfying to leave everything as a thin red paste on the walls of hell, so I abandoned that ~50% through.

>>3625850
>hours you're wasting on it
Let's not delude ourselves, this is a form of entertainment, all hours spent on it are "wasted", and just because they tried to act superior to you doesn't mean you should try to act superior to them.

Doom is good. Doom 2016 is good. Clearly you like both, you're here in the olddoom thread, and you're talking about D44m. Happy thoughts.

tfw spent >150 hours in drpg/RLA

>> No.3626025
File: 239 KB, 800x600, ScreenshotSaturday.png [View same] [iqdb] [saucenao] [google]
3626025

You all know the drill.

Post your sprites, your maps, your code, your WIPs.

>> No.3626032
File: 318 KB, 1280x720, Screenshot_Doom_20161119_170932.png [View same] [iqdb] [saucenao] [google]
3626032

>>3626025
speedmap is turning out to be.. a thing

>> No.3626048

>>3626025
I don't know whether I'll make another generic monster randomizer or a difficulty enhancer. Should the Shotgunguy have 100 health like the pig cops in duke, should he move and fire slightly faster, or should he have both traits?

>> No.3626076
File: 242 KB, 584x558, temp.png [View same] [iqdb] [saucenao] [google]
3626076

>>3626025
Still workin on a museum map for REKKR. Might be going overboard with custom textures for it, but I'm having fun.

>> No.3626078
File: 550 KB, 1920x1080, Screenshot_Doom_20161119_151006.png [View same] [iqdb] [saucenao] [google]
3626078

>>3626025
Got started on a "hub" map similar to the train station in BTSX E1. Trying to lay out some simple shapes before I get too invested into textures so I don't get burnt out too fast.

>> No.3626098

>>3626076
Dont make textures too clean (like that side texture on the platform), or they would end up looking more cartoony than the rest of environment.

>> No.3626109
File: 74 KB, 950x716, temp.png [View same] [iqdb] [saucenao] [google]
3626109

>>3626098
You're not the boss of me!

>> No.3626110

>>3626025
>Screenshot Saturday
>Not calling WIP Wednesday
It would be way more accurate that way.

>> No.3626113

Serious sam classic or HD?

>> No.3626115

>>3626113
HD looks better.

>> No.3626117

>>3626113
Both are good.

>> No.3626119

>>3626115
HD also cuts out all the neat gravity tricks.

>> No.3626137
File: 92 KB, 353x215, Doom Guy.png [View same] [iqdb] [saucenao] [google]
3626137

Some people say Doom shouldn't have a story or atleast very minimal story.

I agree, but I have an idea that may or may not work.

If doom HAS to have a story in this modern age I think it shouldn't have cutscenes, but rather do it half life style.

Think, errr I dunno the part where you're killing aliens while waiting for Kleiner to open the portal to Xen. Have the cutscenes happen in the background, don't halt the gameplay for it ect. I have a feeling if done right this could work.

The key is to tell the story but not stopping the player in their tracks to tell it. Or at the very least always give the player something to do in the scene besides just sit and listen. Let them play a part in it ect.

>> No.3626139

>>3626113
Some HD enemies look worse like the kleers, reptiloids and zumbuls, but the others are fine

>> No.3626154
File: 36 KB, 480x480, 1433392151759.jpg [View same] [iqdb] [saucenao] [google]
3626154

>>3625616

Hey, Anon, if you ever need a sound that you can't find or something like that, hit me up, bro, I'm a sound artist and I'm usually always browsing this thread. Your project's looking cool af

also, example: https://a.uguu.se/OuCeWyBQImv1_CoercionDestroyer-Soundset.mp3

It's for a space-based destroyer in a now-dead indie game. Gauss cannons and autocannons.

>> No.3626156

>>3626137
"Wait until some bs happenms" is the worst alternative to cutscene, because while cutscenes can generally be skipped, such "hurry up and wait" moments can not.

Best option is enviromental story telling. Scenes of aliens appearing and scientists dying in numerous ways in Half-Life for example. They do not interrupt gameplay like "wait until I open that door, while dumping exposition at you" moments.

>> No.3626159

Name an unusual theme that could be done with the standard textures.

>> No.3626161

>>3626154
wot game?

>> No.3626201

>>3626159
desert.

>> No.3626206

>>3626159
FIREBLU Castle

>> No.3626217

>>3626156
>I only read some of the post then responded.

>ALWAYS give the player something to do in the scene besides just sit and listen. Let them play a part in it ect.

Obviously sitting and listening also extends to waiting for some faggot to open a door.

>> No.3626221

>>3626154
Great! Where would I find you?

I can do basic manipulation of shit I find on freesound.org and opengameart.org with audacity, but I'm hardly efficient :V

>> No.3626229

>>3626217

>>3626137
>ALWAYS give the player something to do in the scene besides just sit and listen.

only thing you can give the player to do in the scene is either navigate the environment (which is opposite of locking him to one site), or giving him enemies to shoot at, which is terrible in its own way.

>Let them play a part in it ect
COD's "press X to pay respect"
Cutscenes where you have to explicitly make a restricted sequence of actions are a cancer that is killing modern games.

>the part where you're killing aliens while waiting for Kleiner to open the portal to Xen

"kill things while story-important faggot does something" or "wait for elevator while fighting off mobs" are both terrible in their own way.

>> No.3626232

>>3626109
ABSOLUTE MADMAN

>> No.3626235

>>3626110
screenshot saturday is an /agdg/ practice, iirc, the term just kind of stuck

>> No.3626237

>>3626229
So you don't want to play the game then?

I don't understand how killing things which is the point of doom is bad.

Do you want to throw in finding a keycard while being talked at then?

>> No.3626245

>>3626154
>>3626221
Adding to that: a specific thing I really want to implement is a soundboard type thing with a shitload of voice clips I can string together to form sentences like in Operation Flashpoint or the VOX announcer in Half-Life. If you could point me to a piece of text-to-speech software that allows batch-saving of generated clips, I'd be very very happy.

>> No.3626254

>>3626245
VOX and HEV in half life had each spoken word in a separate sound file, then when a sentence was to be spoken a script would point the game to "play files 68, 43, 95 and 10"
I imagine you could do the same

>> No.3626259

Did you like quake 2? It feels less fluid than the first desu

>> No.3626260

>>3626237
Any point in the game that limits players in their actions compared to the rest of the game is bad.

"Defend X for 5 minutes from mobs until something happens" is bad - it restricts player to a location.

"Cutscene where player takes part" limits player to a predetermined sequence of actions.

etc.

Those are all bad.

In a good fps story should be given out as:
1) optional info in the game's codex, (found on levels) - used in games sinnce forever

2) Environmental storytelling (make scenery itself be indicative of what's happened here) - Unreal and Half-Life attempted to do this by an extent with varying degree of success. This one is harder to pull off than the others, but such elements should be used regardless.

3) Small scripted scenes in the environment that provide to the story, but do not hinder the player (HalfLife does things like throwing scientists with the elevator, or showing you marines gunning people down)

4) Radio chatter with the player can be both good and bad depending on how it is implemented.

At all times player should be allowed to progress through the level normally, as if those story elements didn't exist.

Doom '16 for instance did lots of things right, but also quite a few things wrong. Environmental story telling was good in some places, but absent or bad in the others, player was constantly locked in a fighting zone until all foes die, scripted scenes that are unskippable and lock you in (even though there arefew of them).

>> No.3626271
File: 100 KB, 250x250, Doom Guy Towel.png [View same] [iqdb] [saucenao] [google]
3626271

>>3626260
Okay yeah you're right then.

I agree then that would be the best way to go about it.

>Come across a surviving researcher who is behind a window.
>A imp pulls them into a vent and blood spews out complete with screaming.


>Come across a random Marine in some dark corner.
>There's bodies of other non zombie marines and researchers around him + the typical demons.
>He fires upon you believing everyone to be against him.
>He has a datapad on him that describes his experiences since the demons emerged but eventually just descends into mad rambling.

>> No.3626275

>>3626254
Yes, that's exactly what I mean. It's for responses to orders by AI teammates, or confirmation messages for artillery or air strikes.

>> No.3626295

Are there any good retro console FPS games other than Goldeneye, Perfect Dark and the Medal of Honor series?

>> No.3626301

>>3626271
So basically doom 3 style?

>> No.3626306

>>3626301
Except less shitty.

>> No.3626308

>>3626260
This is why I think the first Portal has done the best story I've seen in a game. At no point does it hinder the gameplay in any way to tell you the story. The original Doom has practically no story but even at the end of episode one it still throws you in a room where you have no hope in order to kill you before it's over. It uses the gameplay to tell you the "story". Half-Life 2 would be the other closest I could think of; even when people are talking you can be fucking around with stuff in the room and just generally existing, if my memory serves.

>> No.3626312

>>3625616
damn thats gonna be tight!

So its a modern-ish setting?

>> No.3626313

>>3626295

I've heard good things about Alien Trilogy and Alien Resurrection on the PS1, though I haven't played either.

>> No.3626314
File: 823 KB, 569x1252, tumblr_nmpqwi7Jh11qh142io1_1280.jpg [View same] [iqdb] [saucenao] [google]
3626314

>>3626221

You can hit me up on Discord! Marshall
#3871
or, like, e-mail trollfacecop@gmail.com cuz' that's my non-important address

>>3626245

Most TTS software only supports one thing at a time. Honestly, I'd love something that can churn out a whole bunch of stuff at once.

I usually just record the lines I want and then filter them how I need it

>> No.3626318

>>3626308
The point you said about HL 2 is exactly what Im against. Sure, you can fuck around the room, but that's all you can do. You can not progress until exposition event happens and you can not skip it. It's same as any interrupting cutscene, except you can move the camera.

Portal is great in its story telling, yes.

>> No.3626324

>>3626318
That's a good point. I assume you dislike Bioshock for similar reasons?

>> No.3626340

>>3626324
I don't dislike either Half-Life 2 nor Bioshock, nor any other game solely on the point of Cutscenes and interruptive story telling.

Those games on the whole are fun, and the stories can be good. Thing is, it could've been done better, but alas.

Bioshock's are much more story driven games than their predecessors, and the story is the main focus here, not the gameplay, even though gameplay is made to complimetn the story. As such, the cinematic approach to the plot delivery is more justified.

However, those are "cinematic" shooters, where plot and effects come first.

Adding cinematism to the games where action and gameplay should come first shifts the balance in the wrong direction.

In first Half-Life, Doom, Quake, Duke, Unreal - gameplay comes first and foremost, everything else is the spice. Add too much spice (or the wrong one), and you will ruin the dish.

>> No.3626347

>>3626340
To continue. A good example of proper story/plot/cinematographism would be Return to Castle Wolfenstein. Cutscenes are few, skippable, and mostly reserved for between mission stuff. Gunplay is good, and level design presents you with a degree of non-linearity relatively often.

>> No.3626352
File: 63 KB, 640x480, 1451866858130.jpg [View same] [iqdb] [saucenao] [google]
3626352

>>3625839

that looks damn cool

>> No.3626353

>>3626025
https://www.youtube.com/watch?v=gtOquvolLVM

I've been sick lately, so have a video I actually made a long time ago.
I touched up the code for it lately, so it counts.

>> No.3626373
File: 6 KB, 332x86, file.png [View same] [iqdb] [saucenao] [google]
3626373

>>3626353
what?

is that true?

How?

Can we have servers now?

>> No.3626386

>>3626373
i'm pretty sure that's sarcasm, anon

i laughed, tho

>> No.3626389

the build engine killed my dog.

>> No.3626404

>>3626389

the quake engine raped my cat.

>> No.3626412

>>3626404
Doom 3 engine stuffed my pet imp into the locker.

>> No.3626414

>>3626353
Cute

But I'd suggest replacing the sprites with the protagonists

>> No.3626418

>>3626412
the unreal 4 engine turned me out now i'm on the street whoring

>> No.3626420

>>3626418
'cuz UE4 is pimp as fuck

>> No.3626425
File: 572 KB, 1920x1080, Screenshot_Heretic_20161119_192150.png [View same] [iqdb] [saucenao] [google]
3626425

>>3626025
I doubt anybody cares about Heretic, but I started working on this a few days ago.

>> No.3626426

>>3626425
looks cool, can you tell me more about it?

>> No.3626427

>>3626425
Heretic is the shit. All it really needed was some more textures and some better maps and it would've been on par or better than doom.

Also those floating head monsters are kinda lame I suppose.

>> No.3626428

>>3626347
Ok, I think I understand your point a lot more now. Thanks.

>> No.3626434
File: 520 KB, 1920x1080, Screenshot_Heretic_20161119_192450.png [View same] [iqdb] [saucenao] [google]
3626434

>>3626426
Not much to say. It just a straight forward Heretic map.
>>3626427
I agree. All the best levels in Heretic were mostly in the first episode. After that it kinda dwindles until the last episode.

>> No.3626436
File: 234 KB, 800x600, file.png [View same] [iqdb] [saucenao] [google]
3626436

>>3626425
More Heretic content is always great.

>>3626427
They are more fun to fight than most other mobs in Doom/build engine games, due to their well designed attacks, expecially a tornado that swirls you and throws you around the area

>> No.3626439

>>3626436
They're not a bad fight, but they look silly. Or incomplete or something... Something about them bugs me.
That's another thing. The dragon claw looks a bit lame.

>> No.3626443

>>3626439
the doom shotgun loses status once you find out they just took a photo of a toy gun.

>> No.3626445

Didn't quake 3 rip off UT?

>> No.3626449

>>3626295
Turok

>> No.3626452
File: 648 KB, 1600x900, file.png [View same] [iqdb] [saucenao] [google]
3626452

>>3626427
I think it also needs more magical weapons that are not reskins of Doom arsenal.

Heretic Amp for example adds a lot of good stuff (and some not so good)

>> No.3626456

>>3626439
Actually I like the Dragon Claw moe than the rest of the arsenal. Sound is good, and I like how 3 lightnings converge from the claws to a tip before shooting off.

Somehow it feels great. The hand sticking out of it is goofy indeed - should've been staff or something.

>> No.3626457

>>3626456
>>3626439

I fucking love the Dragon Claw, probably one of my favorite weapons throughout all the idtech1 games.

>> No.3626459

>>3626443
Doom shotgun still looks nice though. The weapons and monster in Heretic being handpainted often look nicer than their doom counterparts, but within the style of doom the shotgun looks fine. The dragon claw looks silly. Needs to be a full gauntlet or something,

>> No.3626460

>>3626459
the hairy fat arm doesn't help either.

>> No.3626461
File: 1.48 MB, 575x538, AAAAAAAHHHHHHH.gif [View same] [iqdb] [saucenao] [google]
3626461

>>3626456
>>3626457
Yah, it feels and sounds great. Just the visuals I'm talking about. Staff is a good idea too.

>> No.3626465
File: 107 KB, 1280x720, JUST.jpg [View same] [iqdb] [saucenao] [google]
3626465

>>3626461
>how do you from this
>to THIS

>> No.3626468

>>3626465
what's with the horns.

>> No.3626469

>>3626465
I always hated how it looks like some Warcraft shit.

Just use traditional demons, those are fine.

>> No.3626470

>>3626465
more like

>you vs the guy she tells you not to worry about

>> No.3626471

>>3626461
>AAAAAAAHHHHHHH.gif
>not MOOOOOOOOOOO.gif

>> No.3626473

>>3626461
I find it funny that anon from /vroom/ made a good looking model of cyberdemon while professional artists at iD fucked up with this overdesigned bullshit >>3626465

>> No.3626476
File: 320 KB, 1680x1440, cyberdemon concept art.jpg [View same] [iqdb] [saucenao] [google]
3626476

>>3626461
Man I wish I had never found out that his eyes aren't actually his nostrils but the two red glowing ones that make him look mentally impaired.

>> No.3626478
File: 112 KB, 1024x576, doom spider mastermind.jpg [View same] [iqdb] [saucenao] [google]
3626478

>>3626473

>> No.3626486

>>3626478
QUALITY

>> No.3626487

>>3626465
Why did they choose to deviate so damn much from the original design? The Revenant was an update of the original monster that was still recognizable, and the design ended up great.

>> No.3626491

>>3626487
the worst part is that new cyberdemon does not even look dangerous, it just looks stupid and generic, even that slow piece of shit in DooM3 was looking as it should, a tower of meat that will fucking kill you when you get near or if you dont dodge

>> No.3626493
File: 109 KB, 320x240, sure.png [View same] [iqdb] [saucenao] [google]
3626493

>>3626478
Nailed it.

>> No.3626497
File: 937 KB, 1263x1080, 1459382406609.png [View same] [iqdb] [saucenao] [google]
3626497

>>3626465

>> No.3626503

>>3626469
Am I the only one who was kinda ambivalent about it? I did have some issues with the boss fight around the Cyber, though, was kinda... Well, World of Warcraft-y would be a good way to put it - 3-10 minutes long depending on weapons/ammo/attachments (DPS), can't stand in the bad-spots...

That being said, a truly well-designed shooter-mmo could make my dick jump... For the sake of technical expedience, let's write this bitch in Z&, even potatos can run it

>> No.3626506

Is the spider mastermind a girl or a dude?

>> No.3626510

>>3626503
didnt Hellgate: London try it?
and die miserably with its studio later on?

>> No.3626513
File: 41 KB, 291x398, 1477674770490.jpg [View same] [iqdb] [saucenao] [google]
3626513

ok mr. artist if u think u can design a good cyberdemon so much open up mspaint and draw a cyberdemon from memory

can't do it? looks like i win again haha

t. d4 team

>> No.3626516

>>3626497
>they actually made a cyberhoof

>> No.3626523

>>3626478
Fucking killed me m8

>> No.3626524

>>3626503
I think it's an alright design myself, but it doesn't look enough like a cyberdemon imo.

The fight was okay. But for something that should be a towering threat it was just merely "good".

The spider mastermind was a cool fight though.

>> No.3626526

>>3626510
Sort of, more like a predecessor to shoot&loot games like destiny/division, honestly put it closer to a Diablo, rather than a "Shooter MMO", although it did have city hubs with asstons of people and a trade system in place.

It didn't fail on concept, I guess I would say. Servers were awful because they well, weren't good, and they were HAMMERED day (month) one, inferior hardware being overstressed and having everything be checked server-side like a MMO causes problems. Then there were pretty severe technical issues, the fact that in many cases it was so poorly optimized it'd probably chug on a modern gaming rig, bad hit detection, no hit feedback, so you couldn't tell your bullets didn't actually connect/do damage past a certain distance...

Hellgate failed for a lot of reasons unrelated to genre/concept, is what I'm saying I guess.

Also, if we're making a zandybam "MMO" experience we're not looking to profit from it, so I wouldn't worry about our company going down with it, just a fun project.

From a retailer perspective though, look at how mediocre destiny/division/borderlands are, look how successful as fuck they are. This is a hint.

>> No.3626528

>>3626524
I posed that idea in the threads almost a year ago when the game was about to release and people were bitching, that people wouldn't mind at all if that was an enemy or a boss, but then just not call it a cyberdemon and bring back a "classic" cyberdemon.

Still though, I don't get what got people so riled up about it.

>> No.3626529
File: 110 KB, 466x492, 1477717043768.png [View same] [iqdb] [saucenao] [google]
3626529

>get a minigun
>it's actually quite big

wow fucking dropped

>> No.3626530

>>3626526
>tfw really liked hellgate london

>> No.3626531
File: 370 KB, 551x448, Squirt.png [View same] [iqdb] [saucenao] [google]
3626531

>>3626478

>> No.3626536

>>3626530
>"really liked"
well, not me
>really wanted to like
>loved the concept
>thought the lore and enemy design were interesting as fuck
Gods, yes, me. It was a borderline painful disappointment, I wish so much that game was better.

>> No.3626539

>>3626526
in the end it comes down to either pay-to-not-grind or pay-for-cosmetic-shit since subscription models are starting to die out
personally I prefer focused design over grindy incremental numbers game.

>> No.3626540
File: 8 KB, 80x160, struttin.gif [View same] [iqdb] [saucenao] [google]
3626540

>>3626528
>I don't get what got people so riled up about it.
I dunno why people get riled up about nearly anything. There are things in life you should be outraged about, but everyone is emptying their tanks on "ruined" childhoods, virtue signalling, or some other garbage.

Whatever though. Video games.

>> No.3626541

>>3626478
Massmouth 4 when?

>> No.3626542

>>3626476
Same

I always thought the cyberdemon's eyes were sewed shut or the sockets were empty or he was really pissed off and squinting.

>> No.3626545

>>3626476
The Doom comic also thought that his nostrils were his eyes.

>> No.3626552

What's the fireblu of flats?

>> No.3626560

>>3626539
Maybe it's my failures at mathematics/game design showing through here, but I sincerely think we can have both. Unique, scalable, challenges that feel good at all/most levels and reward gear upgrades that push you further up the mountain.

>>3626540
I like you, random guy.

>> No.3626562
File: 18 KB, 252x264, C.png [View same] [iqdb] [saucenao] [google]
3626562

>>3626560
>I like you, random guy.

>> No.3626563 [DELETED] 

>>3626560
did you just assume my gender?

>> No.3626565

>>3626513
what

>> No.3626569

>>3626563
Quite pretending you're me, shitlord.

On another note, does anyone know why my Sven coop server keeps changing its name to "Sven Co-op 5.0 Server"? It doesn't seem to be stopping anyone from joining, but it's annoying.

>> No.3626580

>>3626506

It's referred to in the manual as "mom," while implying that the Arachnotrons are its children. Though it does so in a sarcastic and joke-ish tone, so I'd take it with a grain of salt.

>> No.3626583

>>3626580
the manual also says revenants are dead demon's skeletons that they dust off, give a rocket launching armor to and revive somehow, even though they look human and are tall as shit.

>> No.3626585

>>3626506
I like to believe they are female

>> No.3626586

>>3626506
obviously they're female (male)

>> No.3626589 [SPOILER] 
File: 2 KB, 84x132, 1479606468381.png [View same] [iqdb] [saucenao] [google]
3626589

>>3626506
Who knows?

>> No.3626591

>>3626497
>>3626465
as someone who genuinely liked the game for all it did right and all its flawed aspects, this was a real fucking scratch in the head.

as to what the fuck were they thinking is beyond me, and I'm not saying that for hyperbolic value.

>> No.3626598
File: 30 KB, 505x440, M61 Vulcan Cannon 20mm.jpg [View same] [iqdb] [saucenao] [google]
3626598

>>3626529
Yeah, it's faggotry, they should give you the gun it's a miniature of instead.

>> No.3626609
File: 25 KB, 640x480, Doom64CyberD64ex[1].jpg [View same] [iqdb] [saucenao] [google]
3626609

>>3626476
At least the doom64 iteration changed that making it resemble its bruiser/baron cousins more

>> No.3626621
File: 1.05 MB, 1600x900, Screenshot from 2016-11-19 21-08-17.png [View same] [iqdb] [saucenao] [google]
3626621

Rootpain is back baby.

>> No.3626652
File: 124 KB, 283x280, MY EYES.png [View same] [iqdb] [saucenao] [google]
3626652

>>3626621

>> No.3626665

>>3626526
How plausible is it to mix GPLGZdoom with zandronums server code?

i was entertaining myself with an idea of multiplayer oriented mod with a plot. Think Borderlands l, but much less random in mechanics, and set in hell with demons.

Basic idea: Player has to defeat Devil himself, but to unlock path to his domain, he has to find and defeat 7 of his generals(based on mortal sins obv.) first.

Player can take them out in any order from the hub area. Each general has 3-4 thematic levels, that require completion of objectives to progress. Each level also has a distinct special enemy.

After completion of the level, its special enemy (and its empowered variants) will start to appear on the further levels (including ones on the other paths), which would provide a steady increase in difficulty and enemy variety no matter in which order player takes on the generals and providing some replayability.

And of course several player classes (Marine, Agent, Maniac, Hellgirl, Crusader, Malefic) and assload of guns, including steampunk guns, magical mystic guns, and demontech that is actually a gun-shaped lesser demons.

>> No.3626664

>>3626621
but why is it back

>> No.3626672
File: 74 KB, 781x943, analpain the wad.png [View same] [iqdb] [saucenao] [google]
3626672

>>3626621
But what about Analpain?

>> No.3626674

>>3626665
> How plausible is it to mix GPLGZdoom with zandronums server code?
Theoretically plausible, but it's going to take more time than you're willing to put into it. There's a reason why Zandro is lagging being ZDoom so hard...

>> No.3626687

>>3626674
Wish I knew anything about anything so I could volunteer a few hours to help that kinda project along

>> No.3626820
File: 3.01 MB, 294x238, 1448137815639.gif [View same] [iqdb] [saucenao] [google]
3626820

>>3626672

>> No.3626826
File: 1.96 MB, 615x413, Sides' excellent adventure.gif [View same] [iqdb] [saucenao] [google]
3626826

>>3626672

>> No.3626897
File: 2.53 MB, 390x364, 84777586.gif [View same] [iqdb] [saucenao] [google]
3626897

I'm working on a map and I want a mod to be a part of it, is there an easy way to get it into gz doom builder so I can place the weapons and stuff accordingly or do I have to transfer everything piece by piece?

>> No.3626916

>>3626897
You need to make a doombuilder cfg file for "things" to show up in editor (AFAIK). Essentially piece by piece. If it's just textures and shit just load the .wad as a resource and you're ok.

Just depends on the mod. Some mods only alter the original monsters, some add new things entirely.

>> No.3626935
File: 19 KB, 389x295, 1454147809479.gif [View same] [iqdb] [saucenao] [google]
3626935

>>3626916
>Some mods only alter the original monsters, some add new things entirely.

and some mods do both

>> No.3626942
File: 186 KB, 720x960, 1471652693444.jpg [View same] [iqdb] [saucenao] [google]
3626942

>>3626916
>>3626935
Ok that was VERY helpful! Thank you!!

>> No.3626965

Anyone have that collection of primarily weapon sprites that was made for DUMP 3? Or just a collection of weapon sprites in general.

>> No.3626968
File: 112 KB, 320x200, revolverRifle.gif [View same] [iqdb] [saucenao] [google]
3626968

>>3626965
I don't, but I made this a while ago. I don't think it was ever used in anything, and your post reminded me of it.

>> No.3626971

>>3626965
just download Slade 3 and rip the sprites out of DUMP 3

>> No.3626980

>>3626971
The weapon mod hasn't been released yet, and I just know there were probably a lot that weren't used.

>> No.3626986
File: 18 KB, 314x160, 1453832873496.jpg [View same] [iqdb] [saucenao] [google]
3626986

>>3626980
the weapon mod has been released, but it's a preliminary build and not a finished build

the doomworld thread should have a link

>> No.3626995

>>3626965
https://www.dropbox.com/sh/pyllolwsc9fohjv/AADv4BwWr8tXAMI_qGNEJnbsa?dl=1

Here you go, anon.

>> No.3627000

>>3626995
>https://www.dropbox.com/sh/pyllolwsc9fohjv/AADv4BwWr8tXAMI_qGNEJnbsa?dl=1
OH GOD WHAT IS THAT GUY DOING WITH THAT DOLPHIN'S BLOWHOLE!
Thanks anon.

>> No.3627003

>>3626986
>doomworld thread

whoops, i meant the zdoom forum thread: https://forum.zdoom.org/viewtopic.php?f=19&t=52276

>> No.3627006

>>3626995
Wait, that's not it. The one I remember was fairly large, and had whole sheets with gunflashes and additional frames.

>> No.3627007

>>3623570
This is from last week, but I missed it: The original Shadow Warrior has been removed from the German Index of Media Harmful to Youths, and as such is available to German Steam and GOG users again.

https://twitter.com/devolverdigital/status/796745342041673728

>> No.3627063
File: 333 KB, 2048x1152, CxrsOLYXcAEjWbh.jpg [View same] [iqdb] [saucenao] [google]
3627063

>>3623570
Bombshell Prequel screenshot:
https://twitter.com/voidpnt/status/800211740025704448

>> No.3627069

>>3627063
Looks pretty fucking dope. I don't give 3/4ths of a shit about the actualy bombshell game, but the build engine game looks tight as fuck. I wish they'd just poured all their efforts into that and threw in some decent coop, and interactivity.

>> No.3627080

>>3627063
That screenshot looks pretty good. The actual third person Bombshell game was fucking awful though so I hope this one's actually good.

>> No.3627084

>>3627063
Do they have access to the source code and everything? What exactly are we getting here?

>> No.3627092

>>3627084
There aren't much info on that yet - or any at all, afaik - but this is the first screenshot with a HUD.

>> No.3627103

>>3627084
It's an original game being produced by Voidpoint (a small studio set up by the eDuke32 coders) with the aid of various Duke3D modders, using the BUILD engine. The Bombshell devs at Interceptor/3D Realms are keeping an eye on things and chipping in assets when requested.

It was originally going to be a small "shareware" promotional gimmick thing referencing how Bombshell was originally a Duke game, but when that game cratered and Gearbox killed the Hail to the King Collection, Voidpoint took more of a lead and seem to be making it a pinch bigger in scope.

>> No.3627104

>>3627103
Cool. Here's hoping they crank out something good.

>> No.3627108
File: 724 KB, 953x530, beb121d5d272455bb6c0ec59fbedd1c5.png [View same] [iqdb] [saucenao] [google]
3627108

is the gzdoom 64 conversion done? the version i have is neat and all but theres the "!" sprites all over the place i have no idea what it is

>> No.3627109

>>3627104
They certainly have the visual side nailed down. Gameplay, well, we'll see.

>> No.3627148

Does zandronum 3.0 support roll for 3d model actors?

>> No.3627197
File: 222 KB, 640x480, f22CAS_01.webm [View same] [iqdb] [saucenao] [google]
3627197

>>3627148
it would appear not. This works well enough anyway.

>> No.3627215

>>3627197
What kind of mod are you making anyway? These WebMs are interesting.

>> No.3627240

>>3627215
>https://www.youtube.com/watch?v=Y4qEwkliCVE
That, pretty much.

Anyway, the plane does actually roll now, by way of applying -90 to +90 rollofset over 21 frames in modeldef.

>> No.3627252
File: 129 KB, 800x600, RedneckLantern.gif [View same] [iqdb] [saucenao] [google]
3627252

Was this done with special textures, or some sort of overlay?
Can such effect be done in ZDoom and if yes, then how?

>> No.3627256

>>3627252
I think you could fake it with an additive translucency sprite(or linedef texture) that flickers in size.

>> No.3627259

>>3627252
Redneck Rampages mixes sector shading, wall shadind and shading/light work directly applied on textures.

This particular one looks like it's several textures doing an animation.
So, if you can do animated water or animated hell-ish wall textures in Doom, you can do this too.

>> No.3627261

why is it called samsara?

>> No.3627263

>>3627259
I meant without resorting to animating every texture I want to have this effect on.

Seems like >>3627256 a better solution, but with animation instead of size change.

>> No.3627265

>>3627263
You asked if it was done with special textures, I'm telling you, most likely yes. RR has plenty of texture variants with light/shading applied on them.

>> No.3627271

>>3627252
Is it the hanging lantern or a player flashlight that applies the texture by the way?

>> No.3627272

>>3627271
Lantern. I don't remember RR having flashlights.

>> No.3627282

Requesting doom wallpapers

>> No.3627328
File: 60 KB, 690x518, Cyberdemon_preview_featured.jpg [View same] [iqdb] [saucenao] [google]
3627328

>>3626461

Is this model anywhere to download?

I'd love to 3D print it.

I already printed this one that looked OK, but the legs seemed a bit out of proportion.

>> No.3627335

>>3627328
That looks like the old Reaper miniatures.
Always thought those were abortions.

>> No.3627337

>>3627328
ye gotta wait and be lucky for anon who made it to notice you

>> No.3627359
File: 536 KB, 640x480, f22CAS_02.webm [View same] [iqdb] [saucenao] [google]
3627359

Code-wise this ended up the craziest thing I've ever done. It's on-the-fly programmable through changing it's user variables, but automatically rolls and then rights itself depending on how tight turns the variables tells it to make.

>> No.3627361

>>3627359
fucking hell thats realy nice

>> No.3627363

>http://pastebin.com/DQJdY522
That's the (very, very much WIP) decorate for it, if anyone's interested.. Spaghettical as hell, but without decorate if() statements or support for actual model roll..

>> No.3627368

>>3624386
One of Going Down has a 'time travel' gimmick which is pretty cool.

>> No.3627410

Could a doomlike have an inventory tetris or are they too fast for such a way to manage stuff? Any examples of games/wads that have done it?

>> No.3627419

>>3627410
inventory tetris is sorta obsolete in doom unless you really want to gimp the player

>> No.3627427

>>3627410

Could, yes. I know Total Chaos does it, but that mod is basically "what the fuck" in terms of technology.

>> No.3627428

>>3627410
total chaos did it, and i think it'd be fit for a Strife remake

>> No.3627474

>>3627261
Samsara is a word used in a number of Indian religions that in Buddhism specifically means "the suffering-laden cycle of life, death, and rebirth, without beginning or end". Which I guess sounded enough like a Deathmatch round to sate Term's lust for fancy words.

It's also why a chunk of the quit messages are quotes from Buddha.

>> No.3627492
File: 394 KB, 1024x640, Screenshot_Doom_20161120_085655.png [View same] [iqdb] [saucenao] [google]
3627492

>Adding in new custom monsters to mess around with
>Everything is going well
>Suddenly 10 error messages in GZDBuilder when loading the wad, one of them being critical enough to not load any of the customs
>Make a new wad and only add a handful of customs, namely the baron class ones such as Afrit, Archon, Bruiser, and Pyro Demon, as the problem stemmed from "CometDeathGlow" and "CometDeath" having double entries
>Narrow it down to Afrit and Pyro Demon being the problems
>Find the CometDeathGlow/CometDeath lines for the Pyro and add "2" to the end of them
>Everything is working now (besides a few minor warnings for missing visual/sound effects)
First time trouble shooting for compatibility issues, I think I at least fixed the main issue now as all the customs are properly loaded and working. I'm assuming that other people have had this problem in the past?

Also, in terms of difficulty to fight, how would you lot rank the Pyro Demon, Archon of Hell, and Bruiser Demon? The Bruiser hits like a train and is a damn tank in HP, but the Pyro feels more difficult just because of how annoying and difficult to dodge its attacks are (such as summoning dozens of fire mines or teleporting and exploding right behind you), despite having less HP and damage. Archon seems like the easiest of the three just by having simpler attacks and less HP.

>> No.3627498

Female suit AI, providing player with level goals, some exposition and dialog.

Yay or nay?

>> No.3627502

>>3627498
Make the voice british and I'm down.

>> No.3627507

>>3627502
What if I make it Russian

>> No.3627510

>>3627507
Hmm, I wouldn't mind that either. Just not american cause it's so generic.

>> No.3627517

>>3627498
Model her after Cortana and you'll have my interest.

>> No.3627530

>>3627517
She's gonna be a green skin ork-like race with pretty face, small cute fangs and russian accent. Most probably you only gonna see her face, because an idea of having a full-body hologram for an AI looks kinda stupid to me.

Main Character is in the armor all the time and you never see his face (no mugshot as well), but he is neither same race as she, nor he is a human.

You are a demon slayer, travelling the worlds and killing demons until they die. Nazis have summoned demons, and are now getting posessed left, right and center. You gonna stop that shit and kill all the things.

Basically mix of ideas from Doom and Wolfenstein with a little bit of System Shock.

>> No.3627531

>>3627530
So is this what your doing just gonna be a gameplay mod? Will it have levels associated with it?

>> No.3627532

>>3627530
Are you hexenmapper?

>> No.3627538

>>3627498
Hurray, if she will not treat the player as a complete and utter retard.

>> No.3627546

>>3627492
I recall hearing some monsters like the bruiser demon have had their hp modified in a lot of maps or monster replacers or whatever that use them, so I'm not sure I've ever fought the famous custom monsters in their "straight out of the box" forms.

>> No.3627554

Thief is fun!

https://dl.dropboxusercontent.com/u/41236265/thing.mp4

Thief2X HD, Mission 4: Shadowing The Enemy

>> No.3627557

>>3627507
Make it a kiwi accent

>> No.3627560
File: 27 KB, 656x509, kiwikiwi.jpg [View same] [iqdb] [saucenao] [google]
3627560

>>3627531
>>3627532
Maps+gameplay. First map is gonna be Hexen-y. Im familliar with DECORATE, but still learning how to map and do ACS. This is gonna be a learning project for me (go big or go home lol) so don't expect anyhting tangible soon. I have been drawing some layouts on paper and planning objectives for the player other than collecting keycards - its still gonna be collecting sometimes, but it would be relevant items instead. Not as convoluted as Hexen.

>>3627538
I intend to make either a shut-up button, or a menu option to turn her off completely (she'll get sulky for a bit if you turn her back on afterwards)

Also I want main char to be mute, but I don't know how to pull it off plot-wise.

>>3627557
>kiwi

>> No.3627562

>>3627560
I give you the best of luck at least.

>> No.3627567

>>3627546
Ah, that makes sense. Just changing the HP value in the code and saving it that way for the specific wad would be enough I suppose. I'll have to keep that in mind, if I decide to ever use them and don't want them to be too difficult.

>> No.3627572

What is the Duke equivalent of the Imp?

>> No.3627574

>>3627572
Lizard troopers? They're like the zombiemen and imps combined.

>> No.3627581

>>3627560
No I meant there's literally a guy called "hexenmapper" who hangs around here, and your ambitious-combination-of-themes kind of mod was in line with his work

>>3627538
Unless the player does something completely and utterly retarded. In such a case it'd be fun.

>> No.3627584

>>3627581
no not him.

>> No.3627589

>>3627337

But, was it anon? Did that happen here in /doom/?

Gosh, If I had it to 3d print it, I would definitely report back with results. I love the model.

>> No.3627592

>>3627589
it was a long time ago when some anon posted it and some time later animated it, offered him textures but he denied.

>> No.3627624

NuDoom's music was originally not supposed to be metal:

http://www.pcgamer.com/doom-composer-mick-gordon-one-of-the-pre-conditions-of-the-project-was-no-metal/

>> No.3627625

What's your favorite weapons mod that isn't one of the big ones like DRLA, D4D or Russian Overkill? I'm looking for something different.

>> No.3627626

>>3627625
demonsteele.

>> No.3627628

Are there any sprites of imps with guns?

>> No.3627630

>>3627628
there's a cyborg imp with a railgun on realm667 I think.

>> No.3627643

>>3627625
doomzone
nazis!!1
alando guns
combine arms fucking update when

>>3627630
rga2

>> No.3627652

>>3627630
I guess I'll go with the Katharsi then because that's the closest to what I want.

>> No.3627654

>>3627625
Probably Hideous Destructor, although it modifies monsters too.

>> No.3627660

>>3627625
Project MSX by far.

>> No.3627726

>>3627592

I think I saw that thread, but didn't know that the author was THAT anon.

Fuck, I'll never get to see him again...

>> No.3627732

>>3627726
you can learn maya(which that anon has used), blender, max or modo or whatever else is out there and model your very own demon horde

>> No.3627753

In GZDB, is there any way possible to offset floor/ceiling textures from their fixed grid layout? ie, so that I can have a teleporter floor texture look normal even if it isn't properly aligned on the 64 map unit grid?

>> No.3627754

>>3627753
Yes absolutely, but you have to use the UDMF map format. It unlocks a shitload of options like that.

>> No.3627773

>>3627754
Oh I see, so it's a different mapping format entirely (though still roughly the same basics). Would I have to worry much about compatibility issues with other source ports, or should I just say "screw it" and only worry about building for GZD?
Thanks, by the way.

>> No.3627774
File: 188 KB, 1024x768, PUPPER.png [View same] [iqdb] [saucenao] [google]
3627774

>tfw dog is the most annoying enemy in the game and takes 4-5 shotgun shots to kill

>> No.3627778

>>3627773
ZDoom family.

>> No.3627783
File: 153 KB, 720x784, Ancap meme.png [View same] [iqdb] [saucenao] [google]
3627783

>>3624735
It's only really when /pol/ makes an ancap meme with this macro

>> No.3627785

>>3627773
UDMF is a map format based on human-readable plaintext files unlike the legacy doom, hexen etc formats. That's what makes it so incredibly extensible (and zip/pk3-compressible for that matter). Basically, it'll only work in zdoom, gzdoom and zandronum however.

You might run into old guides telling you to use the "doom in hexen" format, but that's entirely deprecated in favor of UDMF these days. If you want a bit more features than vanilla but still allow a multitude of engines to play your map, use the "Boom" format.

>> No.3627804

>>3627774
They're less glitchy in Rides Again.

>> No.3627818

>>3626506
depends on the game i guess.

i don't know the gender in the early games but doom 3 & doom 2016's spider masterminds were females

>> No.3627828
File: 27 KB, 321x490, 200% ERECT.png [View same] [iqdb] [saucenao] [google]
3627828

>>3627785
>Custom sector damages
>Sector specific gravity, desaturation, and light shades
>Underwater sector flag
>Slopes tab
>All those linedef flags and actions
Holy shit man, a whole new world has been opened up. Now I'm understanding how a lot of fancy shit was done in various wads I've seen. I'm gonna be spending a few days learning all this new shit while I test out custom stuff and get back into the swing of mapping.

>> No.3627839

>>3627828
The problem is that you'll get bogged down with fiddling around with all these things instead actually finishing maps, but on the other hand it's *FUN* as shit to fiddle around.

>> No.3627868

>>3627818
I will forever hold on to the thought that the summoner is a female.

>> No.3627953

>>3627732

I already tried with Sculpltris, but that only got me to where I am.

It took 3 months to model that Cyberdemon. I don't know if I'm going to have that much time in my hands any time soon, or anymore.

>> No.3627968

>>3627953
sculptris is not modeling, its sculpting, which believe it or not, is different
blender is free, give it a shot, or download educational version of maya or 3dsmax, these are great and I am a maxfag myself

>> No.3627976

>>3627968

If I ever try that again, I may go with Blender.

It has enough mesh modelling tools for a rough start point, and then it has sculpt tools. I find sculpting the fastest way to make a high poly model. But you sorta need a bit of talent...

>> No.3628002

Donk Honkem: Hell on Earth Version 1 is finished. Primarily a balance changer, this .wad makes certain enemies tougher(Sergeants, Troopers, Mancubi, etc.), and some weaker(Cacodemon, Pain Elemental). Many of the enemies fit their direct Duke Nukem 3D counterparts. Unchanged are the:
>Arachnotrons
>Revenants
>Hell nobles
>Bosses
>Lost Soul

The pistol and the shotgun have been replaced by a Glock-18 and Duke's Shotgun respectively.

Donk's major difference from Doomguy is his speed, which is 3/4ths Doomguys.

Download:
http://s000.tinyupload.com/index.php?file_id=39716182939664714631

>> No.3628050

Is powerslave based on build engine?

>> No.3628058

>>3628050
PC version yes
Other versions no. And they are quite a different game too.

>> No.3628061

>>3628050
The PC version is, but the saturn version runs on an engine called "slavedriver", also used for the saturn port of quake

>> No.3628065

>>3628061
>slavedriver
that's fucking metal

>> No.3628067

>>3628058
>>3628061

I made a little research and I find the powerslave engine on saturn pretty underrated. Effects on quake port is amazing.

>> No.3628135
File: 46 KB, 640x480, what the.jpg [View same] [iqdb] [saucenao] [google]
3628135

>>3628050
>look up powerslave out of curiosity
>see this

>> No.3628141

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

>> No.3628148

>>3628141
10/10

is that for real?

>> No.3628152
File: 63 KB, 1000x572, 1478325748907.jpg [View same] [iqdb] [saucenao] [google]
3628152

Awright guys, DRPG launcher is giving me "Execution could not continue.

Script error, ":actors/doomrl/powerups.txt" line 37:
Unexpected '255' in definition of 'RLInvulnerabilitySpherePickupGiver2' "

- newest SVN GZDoom
- newest DRPG
- newest DRLA/M (also tried launching without roguelike, no dice)

What am I fucking up here?

>> No.3628157

>>3628152
Can you run DRPG with ZDoom or do you need GZDoom?

>> No.3628159

>>3628157
actually not sure on that, I thought you needed gzdoom but I don't have a reason for that belief.

I'll DL the most recent ZD and check against that

>> No.3628161
File: 17 KB, 350x233, 1479032957534.jpg [View same] [iqdb] [saucenao] [google]
3628161

>>3628135
mod when

>> No.3628162

>>3628148
it's silly, it's from a mod called kickflip, you can dl it here

http://www.quaketerminus.com/mods/kickflip.zip

there's other moves but i found them so awkward to do because you gotta hold shift down for some reason and a lot of the maps they don't really work on

>> No.3628165

>>3628162
thanks m8

>> No.3628220

Custom gun v0.4 released. Fixed some stupid bugs and added a new mod software

http://forum.zdoom.org/viewtopic.php?f=19&t=54303#p956432

>> No.3628248

>>3628161
Guy was actually working on a port, same dude that made Doom64EX, then he got picked up by some studio after a C&D order and is presumably working on Powerslave EX for them (or a similar project or HD rerelease).

Game's pretty good, there's an alpha of it that he made floating around somewhere, experimented with some things we're only just now seeing in games, like mildly destructable environments and "advanced" (for its time) AI.

>>3628159
>>3628157
Tested, requires GZDoom

Anyone in here play Titanfall 2? I have some mountain dew codes (DON'T JUDGE ME) that I'm not gonna use...

>> No.3628252

>>3628248
> then he got picked up by some studio after a C&D order and is presumably working on Powerslave EX for them (or a similar project or HD rerelease).

actually, he was/had already worked for that studio and the previous rights holders where the people that C&D'd it. Last I heard he's going to leak it quietly at some point. He's also working on a blood port I think.

>> No.3628257

>>3628248
Thanks for checking. Is DRPG actually worth switching over to GZDoom for?

>> No.3628274

Can someone get a doom or samsara deathmatch server up for Zand? MM8BDM is fucking trash.

>> No.3628282

>>3628257
No need to switch. Just use GZDoom for DRPG. It's only 16 megabytes, buddy.

>> No.3628283

>>3628257
It alone is pretty good. RL/AM is pretty good on it's own.

Together, they're quite amazing, there's a lot of shit to sift through and the UI is cluttered as fuck and it'll take you a while to like, get used to it/figure out what you should give a shit about, but it's a great experience once you get past all that.

>> No.3628292

>>3628257
I think DRPG sucks. I mean it's incredibly impressive on a technical, implementational level but the creator doesn't have a single clue about game design.

>> No.3628293

>>3623563
bump

>> No.3628307

>>3628292
it's rough around the edges, but it's a fuckin' Doom mod, man.

And the technical stuff is the hard stuff, I could dedicate a couple hundred hours and tune out enough to turn it into a really good game, that's the "Easy" part.

Also RL/AM is necessary IMO, Yholl's a god, and his tuning is a little "meaner".

>> No.3628324

>>3628307
>it's rough around the edges, but it's a fuckin' Doom mod, man.
What does it being a doom mod have to do with anything? There's a ton of much better designed (again, not the technical side) mods out there.

>And the technical stuff is the hard stuff
I know more about the technical side of doom modding than most, so I'm fully aware of how impressive Doom RPG is in this aspect.

DRLA however is great.

>> No.3628325

>>3626672
This is the exact reason why you should just link to things you're talking about.

>> No.3628326

>>3627063
inb4 Gearbox shits themselves

>> No.3628330
File: 15 KB, 200x200, stinger change.gif [View same] [iqdb] [saucenao] [google]
3628330

Animation is fucking hard sometimes

>> No.3628342
File: 48 KB, 996x862, ow.png [View same] [iqdb] [saucenao] [google]
3628342

>>3628330
:(

>> No.3628352
File: 18 KB, 200x200, stinger change.gif [View same] [iqdb] [saucenao] [google]
3628352

>>3628342

Oh god what the hell am I looking at?

Also I think I fixed it

>> No.3628359

>>3628352
What 360 degrees of actor roll looks like in zandronum. At least this way there's no gimbal lock unlike in gzdoom I guess?

also, don't show that last animation to shivers or he'll add a stroking fist over it

i love it tho

>> No.3628361

>>3628359

If he has a fit he'll most likely make me a better animation like he's done the countless past times I've tried animating shit.

So that works out.

>> No.3628368

>>3628274
Fuck it, might as well use Zdaemon or even the ghost town of Odamex at this point, Zandronum is nothing but "Complex Doom Chillax Hard Doom no health & armour respawn 1 life no ammo", Brutal Doomshit or MM8BDM bullshit.

>> No.3628374

>>3628368
>actively refuses to change a thing

>> No.3628378

>>3628368
Zdaemon is not that bad actually. Lots of spics, and ancient code, sure. But it's still better than Z& and it's 2000 servers running the same wads.

>> No.3628379 [DELETED] 
File: 53 KB, 638x470, Zandronum.jpg [View same] [iqdb] [saucenao] [google]
3628379

>>3628374
I don't know how to host anything, and I'd rather not interact with Zandronum users. There's no point making Deathmatch maps either, because the Zandronum users don't download those.

>> No.3628385
File: 177 KB, 300x168, vHK6pLb.gif [View same] [iqdb] [saucenao] [google]
3628385

>>3628361
I think both of thos animations are good, the second one is just a bit suggestive is all.

But animation parodies are some of the funniest shit on the whole zdoom forum imho

>> No.3628393
File: 266 KB, 500x368, shitter shatter.gif [View same] [iqdb] [saucenao] [google]
3628393

>>3628379
>that pic
>I don't know how to host anything even though it's easy thanks to Sentinel's Playground
>There is literally an LMS server in the top 5

Really makes you think

>> No.3628409

>>3628378
i have yet to see a deathmatch server with a lifespan of longer than a fruit fly on zandronum desu, there's only so long you can fight with other people

>> No.3628410 [DELETED] 

>>3628393
It would take an hour with my internet to download AeonDM. Fuck that, whatever happened to Dwango? And do you really think a classic deathmatch server, or heaven forbid another player vs player gamemode that isn't using MM8BDM like CTF or KOTH, would gain any traction from the Zandrofag? I highly doubt it. Face it, Zandronum is the 3DGE of multiplayer, if 3DGE was popular amongst Brazilians.

>> No.3628413

>>3628385
>the second one is just a bit suggestive is all.
If you say so, Anon.

>> No.3628417 [DELETED] 
File: 64 KB, 332x346, samuu.jpg [View same] [iqdb] [saucenao] [google]
3628417

>>3628410
>Zandronum is the 3DGE of multiplayer

>> No.3628418
File: 223 KB, 777x1300, 1378166329476.png [View same] [iqdb] [saucenao] [google]
3628418

>>3628417
You see this guy?

Don't be like this guy.

>> No.3628426 [DELETED] 

>>3628417
The same kind of people use it: unbelievable faggots. Even in the MM8BDM servers they don't want to fight eachother, they just want to roleplay like humongous queers. Malinku was probably murdered by someone who played MM8BDM all day long.

>> No.3628427 [DELETED] 

>>3628410
>Fuck that, whatever happened to Dwango?
Dwango was a piece of shit, don't even try to say otherwise. D5M1 is the only map anyone remembers or plays from that entire series, and it's not even an original map, it's an edit of Doom 2 Map01. It's a good thing that Dwango is dead.

>> No.3628428 [DELETED] 

Do not respond or engage

>> No.3628431 [DELETED] 

>>3628427
Still better than MM8BDM Community Hotel shittery.

>> No.3628432

>>3626465
i feel like the main problem with this cyberdemon design is that it looks like it could be a relatively rare but recurring enemy in normal gameplay (like the early in-game footage implied he was) rather than a major boss fight

>> No.3628496

>>3628432
which seems strange to say the least

they got an excessively watered down version of it in the secret tower of babel map, I don't know what kept them from limiting it to just spamming rockets in the first place since that's pretty much what it did in the original, not to account for how ehhh the battle itself kinda was

still, that's no excuse for how terribly fuckawful the design is

>> No.3628525
File: 1.96 MB, 1000x632, 1478179631170.gif [View same] [iqdb] [saucenao] [google]
3628525

Does Nihility work with Choco Doom? I thought it was vanilla compatible, but it keeps crashing when I load it with chocodoom

>> No.3628532

>>3628525
Did you read the doomworld thread?

>> No.3628539

>>3628532
Oh okay. Oops, I just got it off of here back when it came out, so I never even saw the thread

>> No.3628607

Just started a CTF server with the Team Fortress mod. Join [TSPH] Painkiller: Doom Fortress CTF.

>> No.3628654

>>3628525
who are these seed steeds

>> No.3628659

>>3628654
dead pilot

>> No.3628679
File: 144 KB, 397x392, croppedImage.png [View same] [iqdb] [saucenao] [google]
3628679

so I discovered running upwards a set of stairs with the centered guns setting on affects their placement and makes them look a tad better.

I'll try hand at ripping these out sometime tomorrow somehow. pretty cool.

>> No.3628685

>>3628607
For next time, what would you guys like to play?

>> No.3628686

Beat 15 level in IMPATIENCE and it sends me back to level 12.

WHAT THE FUCK?!

>> No.3628687 [DELETED] 
File: 226 KB, 1360x768, Screenshot_Doom_20161106_224519.png [View same] [iqdb] [saucenao] [google]
3628687

>>3628685
> he has to ask

Right now is the best time to check megaman8bitdm, it's never been so novice friendly.

>> No.3628689

>>3628685
i wouldnt mind running thru a wad in co-op

>> No.3628691

>>3628687
Wrath of Chronos deathmatch.it is then.

>> No.3628692
File: 40 KB, 800x600, Screenshot_Doom_20161120_170410.png [View same] [iqdb] [saucenao] [google]
3628692

>>3628687
Hey, that's me.

Now behold what spectating an astroman can do to your game.

>> No.3628698

>>3627328
No. I still need to texture it... Super lazy on that front. It's been sitting on my HD for like... 2 years.

>> No.3628703

>>3627328
Fuckit. I'll upload it for yeh. What modelling programs do you have? It's in Maya 2015 format right now.

>> No.3628705

>>3628686

HELP!

>> No.3628718
File: 91 KB, 640x480, Screenshot_Doom_20160603_033402.png [View same] [iqdb] [saucenao] [google]
3628718

>>3628705
Holy shit what an epic fail on my behalf. Either skip to map 16, or you can use this version, where I fixed the script causing the issue:
http://www.mediafire.com/file/kpklp9jk5hy4kc5/Impatience_52.rar

>Metal Gear LIMP will never be finished, or even started

>> No.3628745

>>3628718
It's funny that apparently nobody got that far.

>> No.3628796

>>3628718
WTFIU with the elevators? Doomguy runs like a stung cocknugget around them and you either go in and die or wait for literally ever.

>> No.3628809

https://i.4cdn.org/wsg/1479713366787.webm

Mountain Dew for power armor.

>> No.3628819

>>3628809
Don't you mean, "HAYDEN DID NOTHING WRONG?"

>> No.3628825
File: 86 KB, 400x400, dudewhat.png [View same] [iqdb] [saucenao] [google]
3628825

>>3628330
>>3628352
Definitely that electric jack off isn't what Blaz should be doing with his sword.

>> No.3628832

>>3628809
What map is that?

>> No.3628849

>>3628832

Blasphemer, E1M7.

Blasphemer doesn't have many maps, but since they're all taken from community stuff, they're pretty nice.

>> No.3628850
File: 240 KB, 1000x952, the boss of this base.jpg [View same] [iqdb] [saucenao] [google]
3628850

>>3628809
You can crosslink it you know Term

>>>/wsg/1405362

>> No.3628853

>>3628850
nhb is there an advantage i'm missing for that?
with the original post i can just click a link and it opens up
with crosslinking, doing that sends me to a different board, to which i then have to click a link

>> No.3628857

>>3628718
Reply to news post else face oblivion

>> No.3628858

>>3628853
With 4chanX extension it opens it in a sub-post as usual and you can see the embeded file without leaving the thread or opening extra windows.

>> No.3628860

>>3628796
They are designed to make you IMPatient

>> No.3628862

>>3628796
everything that needs to be triggered is triggered by walk over lines. The Imp can't activate anything, so I did walk over lines for all the essential elevators. Try running around near the elevator if it doesn't lower. Some dont lower, but usually you can get everywhere in a map with the ones that do. Some powerup areas excluded.

>>3628745
I also found this amusing

>> No.3628864
File: 969 KB, 1659x838, see.png [View same] [iqdb] [saucenao] [google]
3628864

>>3628853
Well, 4chanX and even the native extension 4chan provides allows for inline quoting. Both should also provide the ability to automatically open up files by hovering over them.

That said, ccd0's fork of 4chanX is worth anyone's while if you don't mind some adjustments to the interface. If you are browsing on a mobile, then for the love of fuck use Clover or Dashchan.

>> No.3628867
File: 722 KB, 1280x720, Screenshot_Doom_20161121_200333.png [View same] [iqdb] [saucenao] [google]
3628867

Warp House does not leave a good first impression, euuugh.

>> No.3628870

>>3628849
Oh, Booty works with Heretic now?

>> No.3628874
File: 196 KB, 640x400, Untitled-1.png [View same] [iqdb] [saucenao] [google]
3628874

made this. yours now.

>> No.3628875

>>3628874
i hope you kept the receipt

>> No.3628876
File: 19 KB, 480x360, I miss my mom.jpg [View same] [iqdb] [saucenao] [google]
3628876

>>3628875

>> No.3628878

>>3628862
That's not my objection. My objection is doomguy doesn't know how to fucking use elevators. You are just sitting there listening to the sounds of the elevator lowering and highering and there's no resolve happening. Either you go in and die or wait and wait.

It's a legitimately good wad, if only it had more advertisement - as a wad of this scale absolutely needs to - it would be pretty fucking popular and outlive a lot of popular wads. Just fix things like this and it'll be good.

That is, if you can make it into a mod wad applicable to any levelpack of course. The potential is godlike.

>> No.3628881
File: 158 KB, 414x441, tea lizard assaulted by martian .png [View same] [iqdb] [saucenao] [google]
3628881

>>3628874

>> No.3628885

>>3628878
yeah definitely a bunch of issues with it. I'd like to implement a bunch of features that allow you to play more using the basic imp weapons, things like leaping, more powerful and faster fireballs, longer melee range etc, and have the imp become more powerful as it progresses.

Which level and section was doomguy having trouble with? sometime the waypoints and his AI just fail at specific points in the map.

>> No.3628901

>>3628885
Level with the brainspider under the pushceiling - he has trouble using the lift in the beginning. Also withing a couple of levels after that, where he starts in the pit surrounded by 4 constantly moving lifts if you jump down to him, he doesn't shoot you. I don't know if it's because he doesn't wanna get splashed by his RL or what, but you'd think that with his speed he'd be able to use rockets on you np even if you're close.

>> No.3628916
File: 1.45 MB, 640x480, flyin.webm [View same] [iqdb] [saucenao] [google]
3628916

i believe i got , uh, sidetracked a little bit with this

>> No.3628918
File: 14 KB, 420x300, 1410200843033.jpg [View same] [iqdb] [saucenao] [google]
3628918

>>3627643
>combine arms fucking update when

What kinda update would you want?

>> No.3628919

>>3628916
Can't believe so much can be done in a single engine.

>> No.3628921

>>3628916
>That red box at the start
That's a model, right? I wish (G)ZDoom had an option to show collision boxes for developers.

>> No.3628924

>>3628916
we AceCombat now
make it into multiplayer dogfighter

>> No.3628927

>>3628919
One can do a lot with generous appplication of the kind of hacks that make graf mad at you.

>>3628921
Yeah, it's a 3d model. It helps me keep track of scale in chasecam mode.

>>3628924
Nah, the plane won't even be pilotable. It was just the easiest way to check that everything works. Still way too many technical limitations in in the engine for 6 degrees of freedom.

>> No.3628934

>>3628921
Also, I think TheZombieKiller actually made a hitbox-displaying mod for gzdoom.

>> No.3628940
File: 260 KB, 1280x720, Screenshot_Doom_20161121_215749.png [View same] [iqdb] [saucenao] [google]
3628940

>>3628934
Why does such an important dev tool need to be awkwardly modded in with 3d models and acs, Graaaf

>> No.3628941

>>3628927
>way too many technical limitations in in the engine for 6 degrees of freedom.
what about that guy that made the flying doom mod for the 64 bkit competition? it was pretty 3D free form a la descent.

>> No.3628942

>>3628918
The one that has it cease to suck please?

>> No.3628945

>>3628940
Graf does not care about mods and what will be developed on his engine.

>> No.3628946

>>3628942
Decided to stick to old tactics this time, huh?

>> No.3628949

>>3628918
Not him, but perhaps some fine-tuning here and there

>> No.3628950

>>3628949

I've been thinking about removing the particle smasher and moving it to an energy based set, like make player classes that have different weapon lineups.

>> No.3628953

>>3628950
Not a bad idea of going about it. Would it be like different characters or just separate lines with perhaps a bit of overlap in some spots?

>> No.3628956

>>3628941
Well for starters I'm using zandronum, so there's no way to roll the camera without going all Total Chaos and rendering the whole game to a camera texture on the floor in an off-map room with the player camera facing up/down, and secondly I can't think of a way to tilt the camera upside-down (like when you want to do a loop).

Even in GZDoom, when you're facing up or down changing roll and angle visually does the same thing, so you can't "turn" left when lookin up or down.

>> No.3628957

>>3628953

Not quite characters, if anything I'd be a cheeky cunt and make the "characters" different magazine covers like, THE FALL ENERGY LINE UP, and THE MEDIEVAL SEASON

This is all just ideas at this point, I have a lot of other work to do first though

>> No.3628961

>>3628679
ohh, i like it. do post more screens

maybe you can hack the textures and replace them by a flat

>> No.3628963

if you want people to play your mod you need waifus, right?

>> No.3628964

>>3628963
To sell it to weirdos, sure.

>> No.3628968

>>3628963
Yes, as evidenced by the success of Project MSX, Nazis, GMOTA, Brutal Doom, and WhoDunIt.

>> No.3628973

>>3628963

That's pretty much the reason for adding a female AI here >>3627498 >>3627530

With waifu/husbando material people are much more likely to make fanart of your mod, and that would increase the level of recognition.

>> No.3628974

>>3628968
>GMOTA
but blaz is mai husbando

>> No.3628983

>>3628968
>>3628974
Both Blaz and BrootalDumgai have fanart dedicated to them

>> No.3628987
File: 49 KB, 469x485, Lewd Imp.jpg [View same] [iqdb] [saucenao] [google]
3628987

>>3628963
Depends on the mod. Action heavy mods for Doom don't exactly have a need for waifus, but if the mod is more of a story focused thing then it may work out. Or if you intend to make a mod all about fucking waifus.

>> No.3629064
File: 2.59 MB, 1920x1080, Screenshot_Doom_20161121_143008.png [View same] [iqdb] [saucenao] [google]
3629064

Holy shit, I just realised that you can fuck with the renderer on a mod-by-mod basis by including altered copies of the GL shader files as indentically named files in identical paths in your pk3.

>> No.3629071

>>3628945
Why is he maintaining it, then?

>> No.3629075
File: 3.52 MB, 1920x1080, Screenshot_Doom_20161121_143630.png [View same] [iqdb] [saucenao] [google]
3629075

i'm going to have fun with this

>> No.3629084

>>3629071
Graf gets a lot of shit for turning down peoples' pet feature requests and for his, shall we say, gruff attitude. I certainly wouldn't accuse him of not caring, though, given how much time he's spending patching together dramatic architectural changes by someone who only appears for six minutes a year to create what's become ZScript.

>> No.3629118
File: 400 KB, 1280x360, Screenshot_Doom_20161121_153751.png [View same] [iqdb] [saucenao] [google]
3629118

Two short boom compatible speedmaps. Green and Pacific Danmaku.

https://drive.google.com/file/d/0B4mwJRa7e5VpOHE2cmtTZzBwUmc/view?usp=sharing

>> No.3629123 [DELETED] 

>>3629118
Have it reviewed for me and maybe I'll play it.

>> No.3629125 [DELETED] 

>>3629123
The screenshots say everything honestly.

>> No.3629148 [DELETED] 

>>3629125
> two gimmick maps I made because I lack talent
Thanks for your honesty!

>> No.3629149 [DELETED] 

>>3629148
This post will be deleted!

>> No.3629154 [DELETED] 

>>3629148
You're welcome?

>> No.3629161 [DELETED] 

>>3629154
No.

>> No.3629170 [DELETED] 

>>3629148
>>3629161
what is your problem.

>> No.3629175
File: 26 KB, 650x365, MiniDOOM.jpg [View same] [iqdb] [saucenao] [google]
3629175

https://www.youtube.com/watch?v=6i0AYHCWRTI

>> No.3629189

>>3629175
Literally why.

>> No.3629192
File: 205 KB, 640x480, 9dxxymE.png [View same] [iqdb] [saucenao] [google]
3629192

>>3629161

>> No.3629198

>>3629175
>somehow managed to make the sound quality worse

why

>> No.3629207

Are you guys hype for the upcoming Quake retrojam and its seven entries? (theme: e3m5/wind tunnels)

>> No.3629221

>>3628918
an optional non baseball bat bfg replacement would be nice, not a big fan of that one
also a fine tuned version with the weapons a bit weaker would be nice

>> No.3629228

>>3629064
Is that Quake 2 GL mode shader?

>> No.3629232

>>3629207
>7 different versions of Wind Tunnels

I dunno, not really a big fan of that map, but he Quake mapjams usually shit out quality stuff.

>> No.3629240

>>3629228
I just increased reds by 20% and decreased blues by the same.

I've looked these things up a little bit, and I think I can the hijack sector fog color data as generic arguments, and instead use them to simulate all kinds of atmospheric conditions or like, sun angle for water reflections with a bit of work.

>> No.3629243

>>3629175
I'd enjoy it if it was more like this: https://www.youtube.com/watch?v=FhoQljEmEP0 And had mouse aiming

Instead of cartoony goofy crap and no aiming (when mosnsters have it)

>> No.3629246

>>3629240
Hmm... Can you change the shaders GZDoom uses from within a level?

>> No.3629251

Would someone mind giving me a quick rundown on how to change skies via Slade? I'm trying to change RSKY1 to Plutonia's SKY2, and I've looked up some forum posts to try and figure it out through a few methods, but I didn't make any progress and I'm kinda lost. Is XWE necessary to change which sky gets used, or can it be done purely through Slade and I'm just failing to understand what to do?

>> No.3629256

>>3629246
not per se, but you could either have several copies of every texture in the level (through the TEXTURES lump) with different shaders applied and switch between them with acs (think that's possible), or do like I'm planning to and hijack sector color or sector fog data as shader arguments, which again would allow you to affect it through ACS.

>> No.3629258

>>3629256
IIRC you'll have to apply color translation to every texture in TEXTURE lump and that's a pain in the ass i want to avoid.

>> No.3629269

>>3629258
Texture BIGDOOR8, 128, 128
{
Patch BIGDOOR7, 0, 0
}

Texture BIGDOOR9, 128, 128
{
Patch BIGDOOR7, 0, 0
}

all there's to it

>> No.3629272

>>3629251
Oh, and I should mention that I'm using Doom2's wad as a resource base with TNT/Plutonia textures imported (R667 texture pack "Final Doom Textures for Doom 2"), rather than using Plutonia's wad as a resource base.

>> No.3629279

>>3629175
>No mouse aiming
>Artstyle is trash
>Animation is even worse
This is insulting

>> No.3629283
File: 1.04 MB, 400x500, shiggy_souls.gif [View same] [iqdb] [saucenao] [google]
3629283

>>3629175
wew

>> No.3629353
File: 81 KB, 466x486, 1478133159597.png [View same] [iqdb] [saucenao] [google]
3629353

>>3629175
painful

>> No.3629383 [DELETED] 

>>3629189
>>3629198
>>3629243
>>3629279
>>3629283
>>3629353

>youtube comments, praise
>/vr/ comments, disgust

evrytiem

>> No.3629386 [DELETED] 

>>3629383
not even reddit is as dumb as youtube comment section

>> No.3629387 [DELETED] 

>>3629383
>people invested into an oldschool shooter actually mature enough to have a taste

who would've thunk.

>> No.3629397 [DELETED] 

>>3629387
>*I* know better than them!
that's a lot of unwarranted self importance there, friend.

>> No.3629404 [DELETED] 

>>3629387
few things are as cringeworthy as bragging about having an elite membership card for superior taste for not liking a game.

>> No.3629409

>>3629397
>>3629397

Sorry if I offend your feelings, but effort put into making shit doesen't make result less crappy.

Cartoony style suits doom in a very few scenarios, and this is not one of them. Having enemies take aimed shots, while player can not is an obvious game design flaw, and the one that is detrimental to experience. Also crapton of warpdoors makes level design much more erratic than it should be.

This game is simply not good, and it is very clear how it couldve been better 5 minutes in with some very simple alterations, but developers either didn't notice or they didnt care.

>> No.3629412 [DELETED] 

>>3629387
you mean bunch of grumpy retrofags who stick to playing a 20+ yo game around the clock and dismiss vidya as dead on average are more cynical than bob the normie and co. who would've thunk

>> No.3629415 [DELETED] 

>>3629412
>>3629404
>>3629397
>defending youtube comment section of all things

I never thought I'd see the day.

>> No.3629421
File: 17 KB, 700x380, top-jet-engines-thrust-chart.png [View same] [iqdb] [saucenao] [google]
3629421

>>3628916
Not to be a turbo shitter, and you probably already know this, but...

Jet aircraft go very fucking fast. I've been looking at the webm posts, and those jets are goin' pretty slow. Jets are fast, like real fast. It hurts your ears when they fly over kinda fast.

>> No.3629424 [DELETED] 

>>3629415
i think its mostly the >we're le so mature and tasteful part that triggered the crowd duderino

>> No.3629425 [DELETED] 

>>3629409
it's amazing how you've singlehandedly managed to cramp up so many words just to say 'it's shit because of this minor meaningless flaw that can be fixed in the future' and 'I don't like how it looks so it's shit, but I'm wording it slightly less roughly here without having played it'.

>> No.3629429

>>3629425
>level desing is a meaningless flaw
>artstyle that does not fit is a meaningless flaw

>> No.3629435
File: 7 KB, 150x161, 1464776545650.jpg [View same] [iqdb] [saucenao] [google]
3629435

http://itrunsdoom.tumblr.com/post/153477220218/the-macbook-pro-yeah-it-runs-doom-on-the-touch

FUUUUUUUUUUUTUREEEEEEEEEEEEEEEEEEEEEEEEE

>> No.3629438 [DELETED] 

>>3629429
>artstyle that does not fit
sounds like a personal problem. I know you're desperate to chalk it up as the superior taste posse as hard as you can here, but truth is normally functioning people don't give a neopetian fuck.
>level design
>sidescroll shooter
>not intricate to boot
so you're talking out the armpit here.

>> No.3629442

>>3629435
Fucking what

>> No.3629446

>>3629435
the version he made with only the hud is actually pretty cool

>> No.3629448

>>3629421
idk fampai

while the actual speed of an object may be super fucking fast, the perception of speed can make a lot of things feel slow

after launch I think it looks fair enough

definitely impressive

>> No.3629452

>>3629421
It's supposed to be flying at just below the speed of sound at the moment. Until I get shadow contrast, shaders and whatnot working properly, it's hard to get a proper sense of scale.

There's no actual flight model there though, and the rolling is purely visual in nature. I appreciate the criticism and will need lots more of it as the project progresses.

>> No.3629456

>>3629435
kek

>> No.3629478 [DELETED] 

>>3629397
> implying everybody who knows better and knows it doesn't know it
Nice delusions cuck.

>> No.3629505

any mods that are like binding of isaac but for doom?

>> No.3629509

>>3629505
I think DRLA would be the closest.

>> No.3629514 [DELETED] 

>>3629409
>>3629425
>deleted
why

what rules did it break

>> No.3629516

>>3629505
https://www.youtube.com/watch?v=qM0GjWKT23s

>> No.3629517 [DELETED] 

>>3629514
is this your first time on /doom/?

>> No.3629526 [DELETED] 

>>3629517
im utterly confused

does the janitor dislike opinions

>> No.3629529 [DELETED] 

>>3629514
>>3629526
the second post you linked was whining with no content
the first post you linked is still up

>> No.3629532 [DELETED] 

>>3629514
>why did they delete my shitty post?

It is a mystery.

>> No.3629536 [DELETED] 

>>3629529
>whining with no content
because its still up on my part and I see nothing weird in it other than refuting points, not a single insult directed at the poster itself
>>3629532
what about it is a shitpost

>> No.3629615

>>3624208
And the way they work in comparison to the Doom engine is similar to stairs.

>> No.3629625

>>3629509
Seconded. It's especially fun with megawads so you have many levels to build big guns in.

>> No.3629745

>boot up ZDL
>setup is gone
that's some garbage right there

>> No.3629760

>>3629745
>boot up family album
>father is gone
that's some garbage right there

>> No.3629768

>>3629760
>>/tumblr/

I'm going to hell aren't I

>> No.3629802

QUICK, MAKE A MAP BEFORE A NEW THREAD IS MADE. POST IT IN THE NEW THREAD!

>> No.3629807

>>3629802
too late bitch

NEW THREAD

>>3629804
>>3629804
>>3629804

NEW THREAD

>> No.3630096

>>3627774
There is some way to play it in GZDoom (some kind of wad/total coversion) ?

>> No.3630613

>>3628252
>he's going to leak it quietly at some point
Already leaked son, and I've played the shit out of it