[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


View post   

File: 605 KB, 426x640, 2115065-box_doom[1].png [View same] [iqdb] [saucenao] [google]
380657 No.380657 [Reply] [Original]

Doom thread

Discuss stories and WADS, ask for recommendations, suggest ideas, etc; don't be shy, we're here to help!

We have many projects going, and if you want to share your maps or join in whatever thing you may want feel free to do it

>> No.380671

[jumping in intensifies]

>> No.380691

I'm entire new to Doom and all glorious FPS of old... but holy shit am I enjoying them.

No idea I had missed out on something so fun.

>> No.380715
File: 1.46 MB, 2172x2742, brutal_doom___poster_version___by_finfr0sk-d5os4qc[1].jpg [View same] [iqdb] [saucenao] [google]
380715

Also, brutal doom confirmed for dirty lies

https://www.youtube.com/watch?v=ARhXM2HNRKk

I'm totally suing mark's ass over this

;_;

>> No.380719
File: 477 KB, 1280x1024, Screenshot_Doom_20130407_014030_01.png [View same] [iqdb] [saucenao] [google]
380719

http://www.mediafire.com/?7y7e1pbegjklczv

Another demoness skin. Ported from Hexen II

>> No.380725

looking for some open map wads~

>> No.380735

>>380691
>new to doom

And just how old are you?

>> No.380738
File: 95 KB, 640x480, 1300854069805.jpg [View same] [iqdb] [saucenao] [google]
380738

>>380715
Of course it wouldnt work..
You werent playing Brutal Doom

>> No.380740

Gonna post a couple cool mods people may have missed since they're not Brutal Doom or Samsara.

http://forum.zdoom.org/viewtopic.php?f=19&t=26098
Pretty cool mod, originally an entry in the second Doom mutator contest. It's actually a fairly complex mod and it took me a while to figure out its various workings. Really fun once you get the hang of it, though. The download link in that thread is dead, but I pay attention to these sort of things and I've found a download for the latest release.
http://jimmy.the-powerhouse.net/WAD/j-omega-v1.2.zip

http://forum.zdoom.org/viewtopic.php?f=19&t=12973
This mod is tacticool turned up to eleven. Pretty fun once you learn how to kill things without getting fucked up, but until then, play it on doom.wad on a skill below what you're used to.

http://forum.zdoom.org/viewtopic.php?f=19&t=32364
It's Metroid Prime: Heretic edition. What more do you need?
Unfortunately some abilities can't be obtained in normal gameplay, but hopefully the author gets a proper mapset together.

http://forum.zdoom.org/viewtopic.php?f=19&t=33349
Take Samsara, then replace "old-school FPS heroes" with "some of the most ridiculous characters to grace Doom modding". Included is Xaser's Zharkov, Parkour, and NecroDoom mods, Wildweasel's Style Doom, XutaWoo's SuperChicken, and Aluqah's Possess Me, all of them rebalanced to suit multiplayer gameplay. Unfortunately, the author would rather wait for Zandronum to catch up to him than make neutered version for the port.

>> No.380743

>Playing Unloved WAD
>author recommends turning dynamic lighting on
>suddenly 2 frames

But why. It can't be THAT resource intensive.

>> No.380750
File: 85 KB, 776x443, 12cEO[1].jpg [View same] [iqdb] [saucenao] [google]
380750

>>380738

No, you're lying! In brutal you only need 7 rockets and nothing more!

That's what they told me, therefore it must be true!

>> No.380751

>>380743
Let me guess, ATI? GZDoom's developer doesn't care about optimizing for anything but Nvidia.

>> No.380758
File: 2.04 MB, 1297x1693, 1365276777076.png [View same] [iqdb] [saucenao] [google]
380758

>>380751
That's why? Well, thanks.

I will proceed to be angry now.

>> No.380761

We're gonna need Progress reports from Mr DoomKart, Mr DoomContra and some entertainment Mr Doombro. HeatMetal is in charge of strippers.

>>380750
They may have said that, but for it to work, you must be running the Brutal Doom mod. Clearly, you are not

>> No.380765

>>380758
Your rage is wasted, the guy's a total asshole and officially ragequit developing the GL renderer a couple years ago. All he does now is keep GZDoom up to date with ZDoom's codebase.

>> No.380784
File: 13 KB, 320x180, mqdefault[1].jpg [View same] [iqdb] [saucenao] [google]
380784

>>380751

>anything but Nvidia.
>mfw Nvidia.jpg

>> No.380883
File: 21 KB, 660x216, doom_builder.jpg [View same] [iqdb] [saucenao] [google]
380883

Doom mappers.
Are any of you using custom monsters or guns or textures or whatever in your maps?

I intend to use a few but I'm concerned I'll overdo it. Two maps, 1 new gun, a few textures (for switches, mainly key ones because I like the look) and a few monsters.

The monsters that I add replace several others, ie: no revenants, pinkies, barons, cyberdemons, masterminds, viles, cacos or pain elementals.

>> No.380886
File: 7 KB, 180x135, 180px-Spider_Mastermind_model.jpg [View same] [iqdb] [saucenao] [google]
380886

>>380765
Why is Graph Zal an asshole?
He's made a great contribution to the doom community with GZDoom. What did he do?

>> No.380895

>>380765
Nobody cares, you fucking buttmad turbonerd. Stop shitposting. NOW.

>> No.380910
File: 22 KB, 294x294, 1310030822128.jpg [View same] [iqdb] [saucenao] [google]
380910

>>380895

>> No.380916

For anybody who played the Doom 3 BFG edition how did they handle Doom 1 and 2?

>> No.380923

Does BFG work in different ways in singleplayer and multiplayer?
I mean, in singleplayer it's easier to kill monsters with BFG than to kill other players in deathmatch.

>> No.380932

>>380916
It's just the original Doom, but you can now use WASD + mouse. No y-axis though.
I think the graphics are a bit improved ?

>> No.380937
File: 37 KB, 1149x295, BFG.jpg [View same] [iqdb] [saucenao] [google]
380937

>>380916
We're talking Bethesda here, they found a way to fuck it up by removing all the red crosses on medpacks and removing the secret levels.

>>380923
It's the same.
http://doom.wikia.com/wiki/BFG9000

>> No.380942

>>380886
http://forum.zdoom.org/viewforum.php?f=18
The guy's shot down tons of feature submissions, even ones where the user has given him working code and plenty of valid reasons for adding the feature. He's a vanilla purist but he develops for the least vanilla port.

>> No.380953

>>380895
[No]

>> No.380968

Can anyone share a link for DOOM II for Windows 7 x64?

>> No.380969

>>380937
>It's the same.
>http://doom.wikia.com/wiki/BFG9000
But why then
>in singleplayer it's easier to kill monsters with BFG than to kill other players in deathmatch.

>> No.380972
File: 3 KB, 104x104, images.jpg [View same] [iqdb] [saucenao] [google]
380972

>>380942
I see your point, but I can see on there he *does* accept some submissions.

This does not make him an asshole to me though I think he's misguided in turning down valid submissions, I mean, it's just another tool in the box? Why would he do that? That's silly of him. Overall though I appreciate the work he's done and that others have done with it (such as GZDoom builder)

I appreciate the work he's doing but
>doom purist

I hate this attitude as well to be honest, doom purists stifle creativity.

>> No.380975
File: 20 KB, 109x115, Doom_guy.png [View same] [iqdb] [saucenao] [google]
380975

>>380969
Because monsters cant move and run and shoot like you do?

>> No.380976

>>380969
monsters move slow

doomguy does not

bfg does no damage if the ball doesn't hit anything

>> No.380984

>>380937
>they found a way to fuck it up by removing all the red crosses on medpacks

http://www.redcross.ca/article.asp?id=16637&tid=001

>> No.380991

>>380969

Still functions the same. Player speed and movements are superior and more erratic than those of the game's monsters. Thus, it's more difficult to land a perfect shot with the BFG's main blast on an actively running and jumping (if you're playing on a sourceport) player. The best you can hope for is nailing that splash damage on another player, which is just as good.

Keep in mind, the BFG's splash damage only affects what you can actually see on-screen when it takes effect.

>> No.380992

>>380937
>they found a way to fuck it up by removing all the red crosses on medpacks

In fairness, that one wasn't their fault, the Red Cross threatened to sue them, and any other Vidya maker if they kept putting red crosses in their games.
Guess they're finally done curing all of the worlds diseases and have to move on to other things.

>> No.380993

>>380968
Download zandronum

>> No.380994

>>380916
Other than a new WAD, nothing much really.

Speaking of D3 though, anyone keep up with iodoom3?

>> No.380997

>>380968
Search Zdoom

>> No.380998
File: 148 KB, 985x369, doomguy-stronk.png [View same] [iqdb] [saucenao] [google]
380998

>>380969

>> No.381002

>>380992

Because god forbid we see something white with a red cross on it and automatically relate it to "health" or "first aid" in any form we see it in.

Guess we should also make sure any medical supplies going to a warzone doesn't have a red cross on it!

>> No.381005
File: 2 KB, 126x94, batman green tophat.jpg [View same] [iqdb] [saucenao] [google]
381005

Doomkart guy here.
I need ideas for items to implement in the game!

We need items that:
>annoy player behind /next to /in front of you
>gives you temporarily powers or boosts
>affects every player except the activator himself
>affects only the first player whos about to win
>can only be used if the circumstances are ok

IDEAS NIGGER, GIVE THEM TO ME, if you wish me to setup an alpha server for Doomkart today.
(1 Map, just a bunch of items to check the gameplay)

>> No.381012

>>381005
-Berserk Pack
Makes you invincible and top speed for a set amount of time. Equivalent to a star.

-Soul Sphere
Causes your kart to be four times as heavy with no adverse effect for a short time

>> No.381013
File: 8 KB, 537x71, cHLkKc[1].png [View same] [iqdb] [saucenao] [google]
381013

>Doomguy tries to rule the Lode Runner universe.png

>>381005

>>gives you temporarily powers or boosts

http://www.realm667.com/index.php/repository/item-store-mainmenu-169/powerups-a-artifacts-mainmenu-170

Go wild, nigga

As for the other types, I can't help you, sorry; I'm not a DECORATE connoisseur

>> No.381016

>>380992
>Guess they're finally done curing all of the worlds diseases and have to move on to other things.

Remember when they made that statement about how people who play violent video games should be charged with war crimes?

I'd say it's more of a campaign against video games.

>> No.381017

>>381002
>we should also make sure any medical supplies going to a warzone doesn't have a red cross on it!

But that's who gives those medical supplies dummy.

>> No.381018

>>381005
>Chainsaw
Does heavy damage when a kart with this item hits the kart in front of them.

>Rocket Launcher
Blue Shell

>> No.381029

>>381017

I know that. That's what makes this whole thing about them not wanting the red cross to be featured in vidya stupid.

>> No.381030
File: 3 KB, 91x68, H9fEzk[1].png [View same] [iqdb] [saucenao] [google]
381030

>Doomguy fails to test a NVidia powered weapon.png

>> No.381034

>>381018

>Blue

Why not Green Shells, since the rockets don't inherently have homing on them?

Maybe you could pick up a special kind of Revenant rockets that act like Blue Shells instead?

>> No.381037

>>381013
>doomguy challenges strifeguy to an SSG fight.png

>> No.381049

>>381029
I think its stupid they think people associating the red cross with healing and health since early childhood is a bad thing.

>> No.381061

>>381034
revenant rocket would be red shell

>> No.381069
File: 28 KB, 812x512, qyOyl[1].png [View same] [iqdb] [saucenao] [google]
381069

Yay for swampy imps

http://forum.zdoom.org/viewtopic.php?f=3&t=15080&start=5385#p612363

The red one reminds me about that one guy from the Godzilla creepypasta

>> No.381079

>>381061

That works too.

>> No.381119

>>380657

I was really into Doom, Doom II and (eventually) Final Doom from 1993 (when I was 9 years old) to about 2002 or so. There are still a lot of old MegaWADs on a CD somewhere in my closet that I never got around to playing. Lots of good memories and challenging levels. It never ceases to amaze me just how long the active WAD creating community lasted.

Things started cooling off around 1999 or so, as I recall. I never really got into Doom III, and haven't really had the time to get back into it since.

Still, the memories... Are there communities that play deathmatch together, or has everybody moved on to more recent FPS games?

I remember putting copies of Doom II and a deathmatch-specific WAD (something from Team TNT, I believe) on a bunch of computers in my "basic computer programming" class in 9th grade. The teacher was an absolute moron, and I was usually able to finish reading the lesson materials and doing the assignment with about a half hour to spare every day. I'd then play deathmatch with the slacker kids who never did anything. Good times.

I hope more young people discover Doom. There's never been anything like it since. I always considered Doom and Doom II superior to Quake. My impression (though I never was much of a WAD creator) was that you could do a lot more with the Doom engine.

>> No.381121

>>381069
>march 22, 2012

What the hell happened with it?
Was it released?

The slime version looks fantastic, so much that I'd use it.

>> No.381125

>>380883
I'm using custom monsters in my own map. Haven't gotten to the point where I'm using them all yet though, the map's still in the works. No new weapons though - I'm trying to keep the thing fairly compatible with weapons/gameplay mods so I'm staying my hand in that area.

My main goal for adding new monsters was to keep them from feeling out-of-place compared to their standard Doom counterparts. I have no qualms with having new monsters with different abilities and attacks compared to the standard bestiary, but it always seemed kinda silly when you'd have something like an Imp Warlord with fifty bajillion different attacks that have all these nice smoke trails and effects, self-defense routines, and whatnot, and have him walk alongside the standard Doom Imp, who shuffles slowly, has one lousy fireball, and has zilch for special effects.

So I guess the main point would be is that, if you're going to add monsters, just make sure what you're adding works for the level(s) you're making. If you're worried you've added too many monsters, try to think about the monsters from a level design perspective: Where will you use this monster? When will he be introduced to the player? What other kinds of monsters can I mix with this one to attain a sort of synergy?

For what it's worth, here's my (highly incomplete) map and a test map for the monsters I'm using.

https://dl.dropbox.com/u/5569625/vrcmp%20zdoom%20map%20test1.pk3
https://dl.dropbox.com/u/5569625/testmap.wad

>> No.381142
File: 250 KB, 548x864, revenantfinaltrans.png [View same] [iqdb] [saucenao] [google]
381142

>>381125
With what I'm adding, I'm wanting to use monsters that add to the look of the level.

Eg: Cybernetic looking monsters in an area that is in a cyber looking area and slimy monsters in a cave/acid area.
I'm wondering at the moment what monsters go well with the latter category, the slime imp from earlier looks neat but I see no download link.

It was mainly a medium strength monster I wanted.

>> No.381165

>>381142
Those were just sprites done for it. If you wanted to actually use it, I figure you'd have to make the decorate file yourself. If you don't know how that works, just grab some more simple monsters off Torm's bestiary, open them up in Slade, and take a look at the Decorate file; they're usually really easy to figure out. You can also look on the Zdoom wiki to see what does what and for some examples of how the Doom monsters would be set up in Decorate.

Speaking of which, I'd say you'd do well to learn how to work that sort of stuff anyway. If you want to gear monsters to a specific difficulty then it's handy to know how to modify & tune them on your own, as a lot of folks tend to make their own creations a bit overpowered.

>> No.381184
File: 107 KB, 1154x749, arena.jpg [View same] [iqdb] [saucenao] [google]
381184

>>381165
I'm familiar with decorate, fucking with it to make monsters more challenging or less challenging is always fun. It's easy to use as well, I was worried at first but I think anybody would get it.

As for the imp if he'd just stick it in as a standard doom imp reskin i'd be happy, I dont really like mucking about with sprites though as it's busywork.
Also, apologies but I cant play your level. I have a broken arm.

>> No.381203

>>381005
>Partial Invisibility

You go partially invisible and no weapons can lock on to you for a short time.

>> No.381218 [DELETED] 
File: 15 KB, 400x247, 446591415_small.jpg [View same] [iqdb] [saucenao] [google]
381218

WE LOVE DOOM!

>> No.381225

>>380715
>playing one of the most iconic Doom moments with freelook and crosshair

Fuck my life.

>> No.381227

>>381218
oh wow look it's that original and hilarious joke we've never seen before everybody make sure to laugh and like this, don't forget to upboat.

>> No.381243
File: 36 KB, 717x585, 1352405939714.jpg [View same] [iqdb] [saucenao] [google]
381243

survival server up. no jumping, crouching, or item respawns. only one life. ARE YOU MAN ENOUGH FOR THIS?

server: Sur/vr/ival
IP: 108.61.83:15037
password: vidya

running community chest 1

>> No.381239

>>380735
Far too old to justify getting into Doom just now.

>> No.381245

>>381218

off to /v with you

>> No.381256

>>381218
>Hi-Point 9mm rifle
I kinda want one of those.
Shame they only make them with an ugly skeletonized stock these days.

>> No.381257
File: 18 KB, 293x286, doomguyenjoyingsometea.jpg [View same] [iqdb] [saucenao] [google]
381257

>>381218

Hey, I love Doom as well.

So, what's your point?

>> No.381259

>>380691
>>380735
>>381239
Eh, I played doom as a kid but only got back into it a few years ago.

I just love how there's so many different things made for it and everybody who plays is can get into working on it as part of the community.

There's over 15 year of wads and more being made, it's amazing and really cool.

>> No.381261

>>381225
>bluhbluhbluh scrub casual ruining the industry
Go to bed grampa.

>> No.381269

>>381225
What does it matter? Iconic, yes, but only historically. Nowadays it's a piss-easy fight with or without crosshairs, headshots, what have you.

>> No.381294

Where can I get a standard DOOM 2 iwad?

>> No.381303

>>381294
TBP has a Doom 2 IWAD patched to the latest version. A simple search for Doom should help you find it.

There's also a zdoom torrent there with Heretic, Hexen, and Strife.

>> No.381361

>>381005
>annoy player behind /next to /in front of you
Since this is a /vr/ wad:
The Murderer's Knife: From WDI. Backstabban yer enemies. Getting a backstab gives you a small boost, like drafting, and it spins out your opponent. You have to press the activate button to use it, it has very short range, and it doesn't give you a boost automatically like in WDI (you have to actually land a stab). Optional: After you use it successfully, it breaks. (Getting a bit tired of WDI, maybe this is a bad idea)

Melee wepuns: Muh Road Rash shoutout. Pressing activate attacks to one side, and pressing left/right switches sides like a toggle. Crowbar, tire iron, baseball bat, wrenches an tools, boards n car parts perhaps, maybe monster parts, lolsords, BERSERKER PAWNCH. Optional functionality: Cyberdemon has one PAWNCH direction that is stronger than the other becuz rokkit lawnchair. Other optional functionality: pressing down + activate makes you attempt to "spoke" the opponent, which causes a crash/long spinout if successful, but then you lose your melee weapon.

Oil Slick: Nothing wrong with traditional kart items here and there. Functions like the oil slick in various games. Maybe it can be a slime slick, that can be set on fire. Or a lava slick that sets you on fire. Or a blood slick?

Doom Wepuns: Why not? Let them pick up a doom wepun and fire it off directly in front of you or perhaps in front + cardinal diagonals, using left and right to aim. It might use some kind of universal ammo charge that the monsters get, too. And on that note, the monsters can use their projectiles, but they use dat universal ammo. Ammo being very scarce of course. Maybe you get autoaim. Perhaps there can be health or a "spin out counter" that causes you to spin out after several consecutive shots. Hit scanners would need to be balanced either way.

>> No.381370

>>381005
>annoy player behind /next to /in front of you

Blue Shells

No edits
Not visual adjustments

Blue Shells are the epitome of dickery and need no adaption. The suit Doom just fine.

>> No.381381

>>381370
If someone can get a skulltag announcer style "BLUE SHELL!" voice clip to play whenever someone gets one, that would be awesome.

>> No.381405

>>381005
>Radioactive barrel
Works a lot like a mine, you place it behind you and if someone hits it they spinout or something. Because being radioactive can't be good.

>> No.381413

>>381005
>annoy players in front of/behind/beside you
Grenade lawnchair. AE splosions.
That one ability from that crazy wad where you can throw your arm at people.

>gives you temporary powers or boosts
Something that lets you JAWMP, but doesn't give a speedboost
Those wings from Heretic: Lets you fly, but doesn't give a speed boost

>affects every player except the activator himself
Egg thing from Heretic/Hexen: Turns everyone into a chicken (maybe sheep from Hexen 2?). Players don't lose any speed but they become super vulnerable.

>> No.381416

>>381005
Gravity bomb: sucks players in to a common center

>> No.381419
File: 37 KB, 600x800, lost.jpg [View same] [iqdb] [saucenao] [google]
381419

Where would you post maps when finished?

>> No.381429

>>381419
Do you mean, for file sharing in general (mediafire, dropbox, etc), or something to share with the Doom community in general (idgames archive/zdoom forums)?

>> No.381434

>>381381
>>381405
>>381413
>>381416

Tome of Power: Superpowers everyone's items, yourself and others.

Necromancer's Gauntlets: From Heretic. They deal constant damage in front of you and draw you toward the player, when active. With Tome of Power they give you health or something.

>> No.381438
File: 86 KB, 750x1000, 47440_md-.jpg [View same] [iqdb] [saucenao] [google]
381438

>>381419
Something to share with the community in general.

Doomworld I'm torn about, it's full of ultra puritan retards but it's also got a huge amount of viewers. Perhaps the zdoom forums?

>> No.381457

>>381438
If your map uses Zdoom features, then yeah, I'd post it somewhere on the Zdoom forums. Doomworld itself has a lot of Doom puritans, but the idgames archives are pretty much a dumping ground for anything and everything Doom-related, so don't hesitate to use it if you wish.

>> No.381459

>>381434
Howabout instead of the WDI knife you use the Assassin's Katar from Heretic 2?

>> No.381496
File: 9 KB, 320x320, dguyshow.png [View same] [iqdb] [saucenao] [google]
381496

>>381457
Zdoom forums it is.

>> No.381514

>>381459
I'd say let's not make >Doom<Kart have too much foreign stuff.
Or well, I wouldn't really prefer some weapon from Heretic 2 to the main weapon of a rather iconic Doom mod.

>> No.381523

>>381514
I suppose that's a good point. I'm the guy who suggested Gauntlets of the Necro and Assassin's Katar, and I'm rescinding my suggestion and voting for Doom versions of those functions instead. Maybe the WDI murder knife isn't such a bad idea?

>> No.381549

Red Shell replacement: Revenant rocket.
Green Shell replacement: Plasma shot.

Because kart games need their straightforward shot items.

>> No.381547
File: 2 KB, 105x110, OhEnjayYouSillyMan.png [View same] [iqdb] [saucenao] [google]
381547

>>381523
It's silly to bring a knife to a kart fight, but so is the idea of the Doom "characters" racing against eachother in karts. :p

And it'd be fun if backstabbing someone would both slow down the victim and thrust you upwards and forward above the victim.

>> No.381639

>>381549

Banana: Monster guts
Star: Invincibility
Lightening: BFG shot which affects the whole track

>> No.381654

>>381639
Bullet Bill: Rocket

>> No.381753

YOU COMPLETE FUCKING MORON!

>> No.381760

>>381753
Better than umpfh

>> No.381781

>>381760
UNFUNFUNFUNFUNFUNFUNFUNFUNFUNFUNFUNF

BOOWEW

>> No.381790
File: 223 KB, 1280x700, xfgoTX9.png [View same] [iqdb] [saucenao] [google]
381790

>>381438

Doomworlders are pretty touchy about 'purity' because a few years ago the maps that were coming out of the ZDoom community were really pretty to look at yet played really badly. And this might just be me, but doing pretty things with doom2.exe or BOOM limits is way more impressive than leaning on ZDoom's mapping features, pic related.

>> No.381823
File: 4 KB, 244x28, BlueShell.png [View same] [iqdb] [saucenao] [google]
381823

Speaking of blue shells, here's an edit of it from Mario Kart 64.

>> No.381860

>>381781
GRAVITY'S A BITCH!

>> No.381862

>>381790
The key thing is to have an eye for proper design & detail. The problem with Zdoom features is that a lot of inexperienced mappers will see something like the Zdoom Community Map Projects or one of Tormentor's concoctions, and think to themselves "I have to make my levels like that!" and start tossing in mapping features for the simple sake of having them. As you say, they tend to play badly, yet even the visual quality is often debatable - just look at how Tormentor's detailing guide won the "worst wad" Cacoward in '09. The key thing to note is that the quality in both visual & gameplay design comes down the skill & experience of the mapper, regardless of what limits are placed on him by the engine.

>> No.381874

>>381860
AUNSTAUNST

>> No.381886

>>381862
In addition, the screenshot in question seems to be from Back To Saturn X, which is made by quite a bunch of high-name mappers - with great textures at their disposal too. (BTSX textures are fucking beast.)

So yeah, it all boils down to whether or not the mapper is competent in what they are doing.

>> No.381898

>>381886
don't quote me though i haven't played through it all
but the textures look very familiar

>> No.381948

Does anyone have a download link for DecX, the one on the zdoom wiki is dead.

>> No.381965

>>381898
>>381886
IIRC it's one of shots from 2nd episode of BTSX. It's not released yet, but still looks awesome. I liked 1st episode alot, because maps weren't too bland or painful to look at and they had good gameplay at the same time.

>> No.381973

>>381948
all links are dead
give up hope
self extract it

>> No.382013

>>381948
doomworld.com/vb/doom-editing/61959-where-can-i-download-a-current-actor-editor/

>> No.382056

Just use Slade 3. It highlights your syntax.

>> No.382091

>>381948
No guarantees this thing'll work; it's from 2007.

https://dl.dropbox.com/u/5569625/DecXv20.CAB

Personally I'd just stick with Slade and lrn2textedit.

>> No.382150
File: 4 KB, 72x70, CorvusEh2.png [View same] [iqdb] [saucenao] [google]
382150

>>382056
I second this notion, because if DecX really is from 2007, then it's not a good idea to base your Decorate assisting based on data from 2007. (Which is ancient as ass.)

Though if you're planning on modding for Zandronum, then you're kind of out of luck for proper function descriptions.
Because the only ones that "know" the differences are the ones that have been modding since forever ago. (When the differences were much smaller.)

And because of that, there's really no guides to what works and what doesn't work in Zanzan.

>> No.382209

Thanks for the advice everyone, I'll go with Slade 3 instead.

>> No.382361

So, I found and played Cyberrunner...eehhhhhhh.
Going through the Doom 2 levels were boring as piss, it made everything way too easy. Not to mention the maps were way too cramped for all the fancy moves.

Why is /vr/ creaming its pants over it?

>> No.382370

>>382361
caulk?

>> No.382374

>>382361
It's made for big maps you fuckin BICH NIGGA

>> No.382447

>>382150
Most functions work in zandronum, there are some that don't, annoyingly, but zandronum will throw a bitch fit and refuse to even run if it encounters an exception so determining which functions work and which don't is an easy task.

>> No.382589

>>382374

A gameplay mod that doesn't work with 99.9% of the levels? SIGN ME THE FUCK UP
You double fuckin bich nigga

>> No.382596
File: 61 KB, 345x264, drip and smear.png [View same] [iqdb] [saucenao] [google]
382596

I'm having a little trouble deciding what to put in the second bubble. Any ideas?

>> No.382608

>>382361

Not meant to use it in the default Doom 2 levels, you dingus.

Hell, jumping already breaks most of Doom 2's maps anyway.

>> No.382618

>>382589

You use them with other WADs, you retarded shit.

>> No.382635

Okay, I never played Doom as a kid because it didn't look like my kind of game (I only got in to shooters ~7 years ago), but I want to play Doom as close to the original as possible. Which one of the various Doom projects should I choose?

>> No.382640

>>382635
Chocolate Doom.

>> No.382643

>>382635

Look up Chocolate Doom. It's as close to the original Doom experience as you can get.

>> No.382645

>>382640
>>382643
Thanks

>> No.382650

>>382608
When you can clear level 29 in about 10 seconds without trying...

>> No.382646 [SPOILER] 
File: 38 KB, 300x100, 1318630578963.jpg [View same] [iqdb] [saucenao] [google]
382646

>>381218

>> No.382653

>>382618

A gameplay mod that doesn't work with 99.9% of other wad's levels? SIGN ME THE FUCK UP

>> No.382657
File: 186 KB, 535x564, Doom.jpg [View same] [iqdb] [saucenao] [google]
382657

I tried playing some Chocolate Doom and holy shit I forgot how different it is. I'm going to stick to the other source ports because all the options have spoiled me but damn.

>> No.382708

>>382653
You're retarded. Cyberrunner is going to have its own maps.

>> No.382717
File: 178 KB, 1600x900, u wot m8.jpg [View same] [iqdb] [saucenao] [google]
382717

>>382657
This generation, man.
You can use mouselook you know. Just bind WASD in the config, and turn mouse movement down to 0

>> No.382752

>>382657
>not playing hexen with default everything and 320x200 res on chocolate hexen
What are you, a casual? I beat the game on UV (whatever the equivalent is, I can't remember its name) with these settings.

>> No.382858

Sup niggers.
I'm working on the soundtrack for Doomkart right now and can't figure out whether to go for a Mario Kart feel or something else.
What do you guys want?

>> No.382872

>>382858
Mario Kart feel using Doom Instruments.
Organs, Guitars, Drum Kit, the works.

>> No.382894

>>382708
And I was supposed to know that how?

>> No.382898
File: 43 KB, 640x480, Screenshot_Doom_20130407_205847.png [View same] [iqdb] [saucenao] [google]
382898

>>382717
I played it back then too, it's just that I've gotten so used to how Doom runs with ZDoom. And yes, I am aware of the mouselook.

>> No.382901
File: 1 KB, 108x132, 1335060274744.png [View same] [iqdb] [saucenao] [google]
382901

>>382858
http://www.youtube.com/watch?v=prSnBn164Dc

>> No.382905

>>382894
Because it's really fucking obvious?

>> No.382939

Gonna start my map for Cyberrunner - got a great idea in my head; a gigantic castle, hallways lined with traps, running across the rafters of a grand hall, across the outer walls of the castle. Loads of ideas at the moment. Can't wait to get this started.

>> No.383019

Cyburrunner has potential for an awesome single-player parkour-esque campaign.

Also, on an unrelated note, how do you build Chocolate Hexen/Heretic from source? ./configure;make;make install isn't working.

>> No.383023

>>382939
sounds sextastic
any plans for alternate paths or shortcuts? or will it be linear and straightforward?

either way, keep us updated, bro
suuper excited

>> No.383028

>>382872
I can't seem to find the instruments anywhere.
It's not just the default MIDI samples, right?

>> No.383043

>>383019
just download the binaries from the chocolate-v2 branch

>> No.383049
File: 606 KB, 1440x900, Screenshot_Doom_20130407_143052.png [View same] [iqdb] [saucenao] [google]
383049

>>382939
working on a cyberrunner map too. focusing on obstacles rather than map detail though. maybe i'll go back and make it pretty eventually

>> No.383070

>>383043
um
I'm in the Chocolate-v2 branch and I don't see anything.

>> No.383074

>>383049
Please don't make it autistic hard, there are people playing with high ping too.

>> No.383083

>>383070
That is to say, I don't see any .debs

>> No.383117

>>383083
That's because there is no linux version

>> No.383121

>>383049
>that map design
Good lord, please no.

>> No.383151

>>383074
We'll see in playtesting but I'm making it so that it's very doable if you're not completely useless at walljumping. I want it to have a relatively low skill requirement for regular players, but I want it to feel smooth and challenging enough for pro speedrunners.

>> No.383145

>>382905

Okay, let's get this straight. I ask what the deal is about, everyone leaps down my throat.
I thought the Terminus Lickspittle Squad was a joke, now I can see just how much everyone sucks his dick.

>> No.383164

>>383151
This sounds like the best way to go.
You gonna cyber it up any, or focus more on design first?

>> No.383178

Goddammit.
Looks like i'm learning to use MIDI.
Why did I agree to do this.

>> No.383193

Running LMS with Cyberrunner
I hope you like fast.

Server: /vr/troopers
pass: vidyagaems

>> No.383198

>>383164
mappin

>> No.383253

>>383145

Uh, what?

People answer your questions and you still piss and moan about the mod. Then somebody calls you out on your shit and tells you what's going to be done with the mod, and you assume we're all dickriding the person making maps for the mod.

That seems like a massive leap in logic on your part. Pull your head out of your ass and go play more Doom, kid.

>> No.383305

>>383049
o god - hopefully you'll add checkpoints or some shit because that looks pretty tough - one accidental forward dodge whilst correctly positioning yourself and you've fucked.

>>383023
Definitely. There's going to be lots of secrets and stuff to reward the skilled players.

>> No.383309

>>383253
Not that guy, but you did jump down his throat instead of telling him about Terminus posting about the features in the thread and IRC and the test servers that have been going for it.

>> No.383310

Could anyone post that image with wad recommendations and shit?

>> No.383319

https://github.com/TerminusEst13/cyberrunner/issues/4
>Wontfix
Lol
Awesome

>> No.383327

>>383309

Not really, I just called him a dingus. That's about it.

>> No.383347

>>383327
Yeah, and you made yourself look like a massive cock in addition to not answering his question.

Ever think that maybe he hasn't been in these threads?

>> No.383357

>>383305
once I figure out how the fug to make teleporting floors i'll give it a proper test

>> No.383361

Whats the name of those maps full of monsters? Made for coop play and shit? I recall playing those in zdaemon, but have no idea of their names

>> No.383363

>>383357
Place an "Actor Hits Floor" thing and make its special Teleport. ez-pz

>> No.383394

>>381005
You could make a powerup that turns someone into Sjas and makes them accelerate forward on autopilot for a few seconds sorta like the Bullet Bill

>> No.383420

>Error: Your image contains an embedded file.
Shit.

>> No.383426

>>383420

I have been getting that for any image I try to post on any board.

>> No.383442

>>383426
Paranoia General 2: Mootles Boogaloo?

>> No.383454

>>383361
Those are "Slaughtermaps" and everyone hates them.
One common one is "chillax.wad"

>> No.383480

>>381005
>Annoy players
Boombox that blasts UH UH UH to simulate playing on a /vr/ server.

>> No.383492
File: 1.18 MB, 300x169, 1359035628843.gif [View same] [iqdb] [saucenao] [google]
383492

>mfw playing turb charged arcade for the first time
this is the best worst shit ever

>> No.383517

>>383454
>everyone hates them
I love em, they're fun to play without any cheats/cheat wads and on survival.

>> No.383545

>>383517

I can relate to his generalization. They're fun for an hour or two, but then they just get mind-numbingly boring.

>> No.383552

>>383545
I usually only play the first few levels

>> No.383557

>>380976
BS. The thing shoots out 40 ray traces from your eyes on ball impact. If there's any living thing on your screen when that ball hits, there should be a good number of dead things on your screen shortly afterward.

>> No.383571

>>383557
In DM, I regularly go to the longest hallway in whatever map I'm in, with the BFG, then fire it down the hallway, and run into another room, trying to catch all of the other players within my eyesight by the time the blast hits.

>> No.383579

>>383557
>The thing shoots out 40 ray traces
That's in quake.

>> No.383585

>>381119
Yeah, /vr/ has a sub-community in these threads that plays online games from time to time. If there's a server up then usually people will play.

What we really need is somebody who could keep up a permanent /vr/ server, maybe also with the ability to schedule and load different wads.

>> No.383587

Vanilla doom "mappers" are shit. Not only do they stifle creativity, but they're elitists who obsess over the past. If you disagree you are WRONG.

Vanilla mappers should probably kill themselves and do the world a favor.

>> No.383589

>>383557
it only shoots those additional tracers when the ball hits something

also it doesn't shoot it from your eyes. it shoots it at the angle you fired the BFG shot in, regardless of where you're facing or standing.

>> No.383610

>>383587
I agree. Whilst mapping within vanilla restraints is interesting sometimes, the amount of new features and amazing stuff you can do with limit removing source ports is where the good stuff is at.

>> No.383628

>>381361
Pull a Rock'n'Roll Racing and give yourself a plasma cannon in your bumper.

>> No.383631

>>383587
but i like vanilla doom and i enjoy new content that feels like part of the original game

>> No.383659
File: 63 KB, 256x257, TheExtrudingHaunt.gif [View same] [iqdb] [saucenao] [google]
383659

hey guise

>> No.383667

>>383659
No please no.

>> No.383669

>>383659
What programs did you use to make that?

>> No.383686

>>383659
How unpleasant.
What's it for?

>> No.383709

>>381790

>That pic

I can't fucking wait for Back To Saturn X Ep2

>>381823

Turn the shells into skulls. Or half skulls

>> No.383710

>>383659
that would make for a pretty sick blood-themed wad

>> No.383720

Can someone post the DOOM essentials link so I can get started?

>> No.383791

>>383669
Photoshop CS5 (Content-aware scaling might be in CS4, can't remember)
Starting from this thing:
https://dl.dropbox.com/u/63152810/TheHauntBasee.png
(Which is from Might and Magic 7)

Currently got animations for its attack and surprise-motherfuckering. Gotta clean up the morphed death sprites I have, and then I'd call it a day.

Also this message took like fifty ages to post.

>> No.383780

>>383720
Non-gif images are bloke today. Go here: http://i.imgur.com/SkmmA5o.jpg

>> No.383807

>>383791
Are you going to make it behave like the Stalker in Hexen? Invisible until it attacks kinda deal?

Instead of being stuck on water, it's stuck on the guts flats.

>> No.383815

>>383807
Well currently it's planned to be included in GVH:LOS instead of the FreeDoom worm.

Otherwise, iunno, something. It definitely has potential to be an ohshi- monster.

>> No.383826
File: 13 KB, 640x400, bfg.gif [View same] [iqdb] [saucenao] [google]
383826

>>383579
Bitches seriously don't know how the BFG works?
Wow

>> No.383848

>>383826
The hitscans spawn from the player, and are directed toward the BFG ball explosion.

>> No.383856

>>383826
Isn't that backw-
>>383848
Beat me to it

>> No.383865

>>383848
Actually, they fire in the direction the player was facing when the ball was shot, not where it detonates

>> No.383871

>>383826
>>383848
>>383856

I was about to post a big-ass wall of text, but I guess it's better for you guys to look at the source directly

http://steamcommunity.com/sharedfiles/filedetails/?id=113150999


Totally worth a read

>> No.383878

>>383865
...why so it is. My bad. Thank you.

>> No.383880

I played some Douk 3D today to get a change of pace.
The cocooned women gave me a boner.
Not entirely sure how to feel about this.

>> No.383894

>>383709
>Turn the shells into skulls.
It could be the frozen lost soul from this guy over here:
http://forum.zdoom.org/viewtopic.php?p=675525#p675525

--> http://files.drdteam.org/index.php/image/direct/DPiU_XMTA1/cold-soul.png

>> No.383898

>>383880
You are a heterosexual man.

>> No.383908

>>383898
But it's so fucked up.
The were saying "Kill me," dude.

>> No.383909

>>383880

Your should try some war of attrition with your duke 3d
http://fissile.duke4.net/fissile_attrition.html

also, I've never gotten boners over the women in duke but I've gotten boners from those alien troopers, enforcers, and pig cops, they've got asses that just don't quit

>> No.383917

>>383894
or we could keep it simple and use the Boss Cubes. Y'know? I think that'd be great.

>> No.383934

>>383917
Romero's head item?

>> No.383949

>>383908
I see nothing wrong with that.
I might be a bit desensitized and I also may have some strange fetishes.

>> No.383958

>>383908
Play Duke 64 if it bothers you. Rescuing them becomes an objective.

Plus 64 had local coop. Good times.

>> No.383989

Anyone up for Shotgun Frenzy?

>> No.383994

>>383989
YES

>> No.384002

Reading Doomworld's interview with John Romero.

DOOMWORLD: In the Doom source, there are a number of quit messages that are... well... off-color (Such as 'Hey Ron, can we say f*** in the game?' and 'Don't leave yet! We're still spending your money!') that are commented out by default. Any comments about these?

JOHN: Hahaha, those are all mine. Those are the "development mode only" quit messages that were never to be seen in a real release version. The "Ron" in that one message was Ron Chaimowitz, the CEO of GT Interactive, our publisher for DOOM2. I was always looking for a way to make the player laugh before they left our worlds.

http://5years.doomworld.com/interviews/johnromero/

>> No.384006

>>384002
Oh Romero
You so funny

>> No.384031

get in shotgun frenzy, faggots

>> No.384037

>>384031
What's the pw?

>> No.384042

>>384002
>>384006

A lot of stuff in the game was born thanks to internal jokes and such.

Correct me if I'm wrong, but cl_run was born thanks to some guy finally managing to kill Romero in deathmatch (which name, by the way, was coined in Doom by Carmack thanks to Romero going "HURRR DIE YOU FUCKING BITCH during online play)

>> No.384058

>>384002
>Originally, we wanted to do a game based on the Aliens license and we actually were in negotiations to do it and at the last minute we bailed out because we wanted total creative control and that was not going to happen with a licensed property. So, John Carmack basically said, "What if we did the same thing, except with hellspawn instead of Aliens?" It would be the same thing, essentially and get the fear factor across. That decision may have also been slightly influenced by the aftermath of our last D&D campaign, the end of which came about because demons had overrun the entire planet and destroyed the whole game.
So even FPS games have their roots in D&D

>> No.384059

>>384042
The alphas would prove your claim otherwise. That was more likely how the -turbo parameter was created.

As for deathmatch, Masters of Doom says Romero coined the term.

>> No.384060

>>384042
what? excuse my potential ignorance but isn't cl_run a zdoom feature?

>> No.384074

>>384060
I think he meant the -turbo command line parameter. Vanilla Doom didn't have autorun in any form and the game did have a run button from the earliest alphas.

>> No.384078

>>384074
Yeah, probably.

>> No.384112
File: 137 KB, 459x299, Waifu.gif [View same] [iqdb] [saucenao] [google]
384112

>>384074
>tfw I just now realized that Doom 0.4's first map was essentially E2M7

>> No.384153

What do I need to play multiplayer? heard about something about doomseeker and stuff. Does it come with zandronum?

>> No.384159

>>384153
Yeah, Doomseeker comes with Zandronum.

>> No.384162

>>384153
Other way around, zandro comes with doomseeker.

>> No.384175

>>384159
Okay thanks.
>>384162
Oops, I meant to ask that. Sorry I wasn't clear, english isn't my first language.

>> No.384178

>>384059
>>384060
>>384074

Fuck, you're right guys, sorry; I had a lapsus.


Also, yay for me managing to get into my MEGA folder again

>No Rest For The Living (warning, may not contain sky textures)
https://mega.co.nz/#!jJcB2JyA!DFS2yjHi43lmLhiAKw6cqnIuxJFeM093GEwS13yj6aI

>Master Levels for Doom (warning, some of them may be unfair from a pistol start perspective)
https://mega.co.nz/#!GJlH2DbD!byA__S3YiVU9JfZyE8YAAH646wFu6-CoFunGMAEtQ2w

>PSX Doom music in an acceptable quality, it fully works with Doom and Doom 2
https://mega.co.nz/#!bNlVECAI!WoAOYg8Xq-tISsMF7ybMzi5Myx5b_oMgE44Wo_yKc9U

>> No.384208

>>384175
Your english is fine, I misread it actually.

>> No.384219

>>384208
> heard about something about doomseeker and stuff.
Goddamnit, I'm retarded.

>> No.384238
File: 2.00 MB, 240x180, B2f9S.gif [View same] [iqdb] [saucenao] [google]
384238

>>384219

>> No.384245

>>384238
What's this from?

>> No.384251

What port is better for sp? Or should I just use zandronum?
>>384238
;_;
>>384245
Quantum leap, I think.

>> No.384258

>>384251
GZDoom for SP
Zandronum for MP
We've been over this a thousand times.

>> No.384260

>>384251
GZDoom has the most features but it's a bit laggier than ZDoom.

Zandronum is basically the same featureset as a version of ZDoom from several years ago + multiplayer.

>> No.384262

>>384258
Alright, thought so. Thanks.

>> No.384275

>>384260
>laggier
Then do vid_renderer 0, it turns off opengl.

>> No.384304

>>384275
Then what's the point of even having it a seperate port? Graf Zahl is on the main ZDoom team now.

>> No.384310

>>384275
>turning off opengl
>in gzdoom
wow, that's quite possibly the most retarded thing anyone has ever said.

>> No.384321

>>384310
Not quite as retarded as having both ZDoom and GZDoom installed.

>> No.384319

>>384304
>>384310
GZDoom has some features that ZDoom doesn't have even with opengl off, dummies.

>> No.384352

>>384310

>opinions

>> No.384430

Soooo anyway back to Doom

Specifically Doom Kart

I had an idea for a great item: an Icon of Sin spawner cube, spawns a monster in a direction you press. Probably just a pinky demon, but could be anything.

F yeah.

>> No.384453

>>384430
>Get agitating skeleton
>whole track is fucked

>> No.384469
File: 11 KB, 290x705, NOdoom.gif [View same] [iqdb] [saucenao] [google]
384469

>>384430
>Get cube
>Fire
>Spawns another racer

>> No.384473

keep doom 2.5D or it will look and play like shit

play a non-shit modern fps if you want to play something with modern fps features (counter strike or even quake)

>> No.384483

>>384453

Even better

>Rev's metallic gear
>Being able to shoot their chasing missiles

>> No.384485

>>384473
>stop liking what I don't like

fucking puritans

>> No.384493 [SPOILER] 
File: 28 KB, 350x350, Mystery.gif [View same] [iqdb] [saucenao] [google]
384493

>>384469
>Get cube
>Fire
>impse

>> No.384495

>>384483
That's a good substitute for the red shells.

>> No.384516

What about crazy realm667 monsters?

>> No.384520

>>384493
It would be used like the Bloopers.

>> No.384521

>>384319
Is there a list of these oft talked about mystical features?

>> No.384528

>>384485
enjoy your shit FPS game then. shit graphics shit gameplay shit everything because you tried to make it modern

>> No.384561

>>384521
Probably is, too lazy to find it.

>> No.384585

>>384528
Doom looks fine. Seriously.

What the fuck is your problem?

>> No.384586
File: 2.28 MB, 187x155, 1361643039085.gif [View same] [iqdb] [saucenao] [google]
384586

>>384473
>counter-strike
>quake
>non-shit

>> No.384598

So what's that cyberrunner thing? New to the threads, sorry.

>> No.384605
File: 174 KB, 800x585, 1359000637189.jpg [View same] [iqdb] [saucenao] [google]
384605

IMAGES ARE WORKING NOW
HUZZAH

>> No.384608

>>384598
ultra-fast parkour mod. Really fun.

I'm really bad at describing things.

>> No.384610

>>384528
>"If you try to implement something new you'll ruin it!"

Ok then. If you're going to go by that logic then Doom ruined the shooter genre with it's multiple sector heights and patches. We should've stuck with one sector height, perfect 90 degree walls, and no floor or ceiling graphics, like Wolfenstein. Doom was such a shitty shooter compared to Wolfenstein.

:VVVVVV: Autism out the asshole with this guy.

>> No.384614

More ideas

>Pain Elemental Eye
>Being able to shoot 3 lost souls that push the rivals off the tracks

>Chaingun
>Shoot to stun whatever enemy you have in front of you, not being capable of stopping him completely, sorta like the Cacos when you shoot at them with the chaingun in the game

>Archvile hands
>Make all the enemies suddenly jump, being unable to steer their kart to get back into the tracks

>>384516

For what? For the Doom Kart game?

>> No.384620

>>384608
Where do I get it?

>> No.384621

>>384561
http://zdoom.org/wiki/GZDoom

>> No.384624

>>384598
it's a mod where you go really fast and jump really high and can double jump/dash/do other neat shit

>> No.384637

>>384586
0/10


>>384610
>implying it is "new" and implying it needs to be implemented
so much for "retro"

>> No.384647

>>384637
>implying it doesn't need to be implemented
there's not a single reason why you can't have 3D levels in doom.

>> No.384650

>>384637
you vanilla puritans are the cancer on the doom community, alongside the BROOTAL DUUUUUM faggots and the people who exclusively play 1 or 2 mods.

How exactly does extra features to extend the life of a great game ruin it?

>> No.384668

>>384650
because some extra features ruin it

>> No.384671
File: 28 KB, 403x204, analogy.jpg [View same] [iqdb] [saucenao] [google]
384671

>>384637
It's called an analogy you faggot.
You say GZDoom is bad because regular ZDoom didn't need true 3D and Truecolor and shit.

I say Doom is bad because Wolfenstein didn't need moving sectors and fancy linedef triggers and stuff.

I don't really think that, but I'm trying to show how flawed your logic is.

I never thought I'd have to explain what an Analogy is over the internet, but I guess when you're dealing with faggots you just have to.

>> No.384674

>>384668
you mean the completely OPTIONAL features?

>> No.384678

>>384650
Wait you mean there is people who think mods are a bad thing?

Like, they seriously believes that? I think it was just a troll.

>> No.384684

>>384614
Yeah, realm667 monsters for Doomkart monster spawnin.

Not a lot of them, though. Just some of the more out there ones.

>> No.384686
File: 2.16 MB, 320x200, leave me alone.gif [View same] [iqdb] [saucenao] [google]
384686

What if all the zombies had just one kart?
Instead of having a zombieman racer, sarge racer, and commando racer, all zombies could drive just one car.
Maybe the zombieman driving, the sarge in the passenger's seat and the commando in the back ready to shoot other racers.
And their vehicle should be a blood stained armored jeep

>> No.384687

>>384668
Oh really, which extra optional feature ruins the game oh retarded one?

>> No.384695

>>384678
Doomworld is full of vanilla elitists.
>>384686
Like the Anthill mob from Wacky Races? Sounds awesome.

>> No.384696

>>384686
That is an awesome idea. Make it like the A-Team.

Making this mod as corny as possible is okay with me.

>> No.384697
File: 322 KB, 1024x768, Screenshot_Doom_20130407_190825.png [View same] [iqdb] [saucenao] [google]
384697

>> No.384703
File: 440 KB, 360x270, 1324264510013.gif [View same] [iqdb] [saucenao] [google]
384703

Do you guys mind if a person who is new to mapping asks for feed back on their first map that they were working on, or should I take it somewhere else?

>> No.384705

>>384686
fucking A++++ idea right here.

>> No.384713

>>384703
I mind if you act like a little anime faggot. Otherwise no, I don't mind.

>> No.384714

>>384671
I'm basing this on experience and how much fun I have with vanilla doom over modern shit ruining it.

>> No.384720

>>384703
"ask for recommendations, suggest ideas, etc; don't be shy, we're here to help!"

>> No.384721

>>384714
So...
Are you going to tell us which "modern shit" ruins it? Or just keep spouting nonsense like a nigger?

>> No.384729

>>384714
No, you're basing this off a random thought you had that you thought would get the quickest, angriest reaction from the thread, because you're a bored loser surfing the internet on a sunday afternoon.

>> No.384735

>>384620
Please respond.

>> No.384745 [DELETED] 

>>384721
typical racist zandrokid

>>384729
zandrokid admitting he is a normal

>> No.384747

>>384735
download zanodrum and it comes with doomseeker wich is a server browser. It automaticaly download the wads needed.

>> No.384750

>>384714

But theres still tons of people who make only vanilla doom shit, not to mention the fact that theres an entire 19 year backlog of pure vanilla doom wads

>> No.384752

>>384735
There should be a server up with it on doomseeker right now, but if not you can check the Best-Ever WAD archive for it (should be cyberrunner-superalpha06 or somesuch)

>> No.384759

>>384745
Guys ignore the guy, hes just here to be le master trolle xD

Ignore and report

>> No.384762

>>384735
Seriously, 4th result on google.
https://github.com/TerminusEst13/cyberrunner

>> No.384764

>>384750
Stop responding to it.

>> No.384783
File: 699 KB, 1200x665, 1355533231059.jpg [View same] [iqdb] [saucenao] [google]
384783

What's your favorite weapon /vr/?
PLASMA POWER

>> No.384784

>>384762
that doesn't even show up on the first page of google for me.

remember anon, google changes per person. Plus it's just a random github, and provides only a vague hint on the google blurb as to what it actually is

>> No.384794
File: 63 KB, 829x613, brian.jpg [View same] [iqdb] [saucenao] [google]
384794

Guys shut the fuck up. Talk doomkart.

I really like the pain elemental eye idea, Impse. And the Team Zombie kart. More things like that. Wacky Races style.

>yfw you realize Wacky Races was the first "kart racer" with the Double Dash concept

>> No.384809

>>384697
SAUCE?

>> No.384815

>>384809
Shotgun Frenzy

>> No.384821

>>384815
>never bother with map design again.wad

>> No.384825

>>384697
Did AOW get an update?

>> No.384826

>>384794
this is the doom thread not the doomkart thread you niglet. We are free to discuss anything doom related.
>>384809
thats a cap of shotgun frenzy, the best tower defense/rts doom mod

>> No.384831

>>384703
If you suck my dick, probably.

>> No.384843

>>384826
I was more referring to the shitbags shitbagging up the thread. I wasn't bothered by actual doom discussion.

>> No.384834

>>384703
I'll help in any way I can.
>>384794
ok, so the painele cart is just a PE sitting with four lost souls as wheels
Green shells are lost souls
red shells are rockets
cacocart is just cacodemon, floating, but has a tailpipe where its asshole was.

>> No.384838 [DELETED] 
File: 364 KB, 1024x768, Screenshot_Doom_20130407_191719.png [View same] [iqdb] [saucenao] [google]
384838

>> No.384856 [DELETED] 

I get more enjoyment out of trolling people in doom rather than actually playing it's shitty gameplay.

>> No.384858

>>384794
Doom64 track
>Doom64 monsters spectating
>sounds replaced
>unmaker shots seen in the sky
>Doom64guy is unlockable if you beat the fast staff ghost of the track

More like this?

>> No.384865

>>384834
Actually the Cacokart has already been sprited. I think it's an actual kart, unsure. And there's a lost soul kart, too. It looks fast.

What item should be the generic speedboost item - mushroom replacement? We should have one of those.

And howabout an item or hazard that makes your shit spazz out like you're lagging on dialup?

>> No.384872

>>384858
Unlockables would be awesome but I don't know how doable they really are with the way mods work.

>> No.384873

>>384826
>niglet
I don't know why I laughed so hard. God damn, anon, there's one I've never heard before.
>>384858
bead cyberdemon at the cyber track (think bowser's castle) to unlock him.

>> No.384871
File: 521 KB, 1280x751, tumblr_mkwbbi0TvV1r2to8go4_1280[1].jpg [View same] [iqdb] [saucenao] [google]
384871

>>384783

Shotgun all day erry day; the lack of supershotty in early parts in the most recent WADs I've played made me love that thing even more.

>> No.384896

>>384783
Bow to the SSG, motherfucker.
I got top of the scoreboard 3 times in a row before quitting from boredom on my first try of a zandro pub with only the SSG.

>> No.384902

>>384873
Commander Keen pogo stick: Causes the kart to jump high, once. Think SMK feather.

>tfw Nintendo was too pussy to include the feather in later kart games because they didn't want to break-proof the maps

>> No.384904
File: 12 KB, 476x411, Doomguy is getting real tired of your bullshit.png [View same] [iqdb] [saucenao] [google]
384904

also where's the steamgroup with the damn passwords?

>> No.384908
File: 30 KB, 300x169, yes Yes YES.jpg [View same] [iqdb] [saucenao] [google]
384908

>>384902

>> No.384909
File: 236 KB, 1277x1437, Moon Base Alpha Six SSs.jpg [View same] [iqdb] [saucenao] [google]
384909

>>384713
>>384720
Thank you. It is my first time trying to build a Doom map so it got really messy when trying to edit in Doom Builder 2 so I may end up re-doing it from the ground up.

I went with the theme of just a moon base, it is fairly linear in design though since it is my first map and went with something I could handle. One of the things I am unsure about is the lighting because I don't know how my brightness would compare to other peoples and if it would be too dark all around or not. I wanted to try to make people use a few of their weapons by the last section, though since I am just average at playing Doom, ammo worries would probably be more prevalent for me than other people.

http://www.mediafire.com/?w9t3600hooq1gv7

And thank you in advance.

>> No.384910
File: 6 KB, 155x143, disgrunted potato.gif [View same] [iqdb] [saucenao] [google]
384910

>>384858
What about the Mother demon?
I don't know, we sould add her somewhere, since it's a Doom 64 track.
Maybe she can be a racer too?

>> No.384912

>>384904
There is none.
Passwords are vidyagaems, vidya, and videojuegos.

>> No.384923

>>384912
oh ok. because vidya wasn't working and I thought someone had made a group.

>> No.384920

I was trying to host thehotelv2.wad but it always crashes the game when a fat mob appears, wth, what to do

>> No.384926

>>384908
Commander Keen, in the Bean-With-Bacon Rocket Ship, with wheels, as his kart. Handles very shittily and prone to spinning out easier but can GOFAST and is REALTUFF like his grandfather (BJ Blacowicz) and great-whatever-grandson (Doomguy)

>> No.384927

>>384910
Background scenery
battle mode type survival map
at intervals, bosses spawn

>> No.384932
File: 22 KB, 304x316, rocketlauncher voxel.png [View same] [iqdb] [saucenao] [google]
384932

>>384783
This shit here.
Look at it.
It shoots rockets.
And blows humanoids to smithereens

>> No.384939

>>384909
looks bretty gud

let me play it

>> No.384943

>>384927
>survival map with spawnan waves of monsters
>have to drive and drive and never stop, firing off respawning weapons to live, until monsters all die or go away

I don't like slaughtermaps and survival in general, but this would be awesome.

>> No.384946
File: 224 KB, 800x600, this is apparently doom.jpg [View same] [iqdb] [saucenao] [google]
384946

On today's episode of "holy crap Doom editing has come a ways", we've got some random screenshot of... something... that LWM is working on, from the Zdoom forums.

>>384703
Sure, post whatever you've got when you've got it. Most folks in these threads are friendly and willing to help.

>> No.384956

>>384926
Crash physics, with pileup mechanics. Because lol.

>> No.384958
File: 121 KB, 848x572, Eradicating the Mutant Menace one brain at a time.jpg [View same] [iqdb] [saucenao] [google]
384958

How the fuck does Doom have a constant 500+ replies thread on /vr/? Wouldn't there be a point where you'll eventually run out of things to talk about?

>> No.384968

>>384958
Doom is 20 years old and yet shit comes out for it constantly, the fun never stops here.

>> No.384967
File: 99 KB, 850x850, 1355534318068.jpg [View same] [iqdb] [saucenao] [google]
384967

>>384958
not really

>> No.384969

>>384958
I think you missed the part where the modding scene is still alive and kicking even after 19 years

>> No.384970
File: 72 KB, 250x250, 1363663702316.png [View same] [iqdb] [saucenao] [google]
384970

>>384958
How do you run out of RIP AND TEAR?

>> No.384972

>>384958

Dude, the Doom modding community is BIG.

And this doesn't compare to what was in the 90s

>> No.384975

>>384958
Nope. New mods are being released every day.

Unlike KSG on /vg/, we actually have new content.

>> No.384979
File: 216 KB, 1000x625, 02.jpg [View same] [iqdb] [saucenao] [google]
384979

>>384958
The modding scene for Doom is alive and well, and constantly advancing, so that's primarily what keeps things going.

>> No.385006

>>384958
See
>>384946

>> No.385013

>>384946
Is that made with map geometry or is it 3d Models?

>> No.385018

>>384970
exit the level

>> No.385027

>>385013
Those are presumably models, since the thread the shot came from was about doing something with models in Decorate.

>> No.385028

>>384956
Howabout some items or functions that take queues from the atmosphere created by Doom and Doom 2's textures? The whole hell, country of the damned or whatever thing may be taken for-granted by Doomers, but not a lot of time is spent really exploring what it means. Fucking Doom 1 had walls of fleshy faces, melded together and screaming in agony.

No other game affected me like Doom 1's hell textures did.

So I was thinking like, a mutator weapon. Pastes random monster parts on the target kart driver's body. While you have this "debuff", you hear disturbing gurgles and monster-based whimpers of pain, blood or slime or other particles drip off of you, leaving a trail. The parts can start falling off and drivers can collide with them, maybe they'll just get knocked away. But anyway, you become some kind of horrible monstrosity, with different stacking effects that can be good, bad, or both. If you don't shake off the mutation somehow you slowly mutate more and more, and the negative effects are more common.

Dude I dunno, I just sort of came up with that stream of consciousness.

>> No.385053
File: 34 KB, 640x477, 1281978850480.jpg [View same] [iqdb] [saucenao] [google]
385053

>>385018
OBLIGE

>> No.385042

>>384968
Ever since I returned to Doom, I have needed no other game.

>> No.385059
File: 121 KB, 960x540, 1363944389581.jpg [View same] [iqdb] [saucenao] [google]
385059

>>385053
>OBLIGE

>> No.385070

>>385028
BAWDY SWAWP

A common affect in vidya games and shitty TV shows that I have not really seen in kart games. It swaps the classes of two players, swapping them back after a set time. They don't swap positions or anything, and they can't sabotage each other by wiping themselves out because it just changes those players' classes.

Not sure what the actual Doom-related item would look like, however. Ideas?

>> No.385114

>>384958
Considering the amount of WADs on /idgames alone...

>> No.385141

>>384958
With demons come guts.
Lots of guts.
Lots of huge guts.
We haven't even barely scratched the surface of the huge gut pile the Doom threads make.

>> No.385148
File: 464 KB, 500x375, 24564.png [View same] [iqdb] [saucenao] [google]
385148

http://www.doomworld.com/idgames/?random

Click it, and whatever it pops out, PLAY IT, and post your thoughts here.

>> No.385150

>>384970
Which reminds me...
>>382596

>> No.385168

>>382596

YOU ARE SLIMY.

THAT MEANS YOU HAVE SLIMY GUTS.

I tried.

>> No.385186

>>385168
This is good enough

>> No.385187
File: 19 KB, 79x92, doomface.png [View same] [iqdb] [saucenao] [google]
385187

>>385148
>http://www.doomworld.com/idgames/index.php?id=14476
E3M8: Dis gun b gud

>> No.385202
File: 391 KB, 191x120, TheHaunting.gif [View same] [iqdb] [saucenao] [google]
385202

Hey guys, how's my first ever monster spriteset?

>> No.385209

>>385202
it's got no turn frames bro

>> No.385210

>>385202
Looks nice but will it fit into the doom spriteset?

>> No.385213

>>385202
Amazing for your first ever.

>> No.385208

>>385202
Rotations?

>> No.385225

>>385202
Looks like it'd fit in Quake more than Doom. Might be fun to use alongside the Vore and whatnot.

>> No.385232

>>385208
I can't imagine how they'd work, and the source sprite I have it from doesn't have any either. :v

>>385210
Doubtful, but who knows.

>>385213
hehhh

>> No.385284
File: 62 KB, 345x264, drip and smear.png [View same] [iqdb] [saucenao] [google]
385284

>>385168
mk

>> No.385318

>>385284
im not convinced.

>> No.385356
File: 38 KB, 1253x135, BAHHHH.png [View same] [iqdb] [saucenao] [google]
385356

ALL MY HATE WTF

>> No.385375

>>385356
your net is not enough

>> No.385378

>>385356
Same thing happened to me.
I was destroying cybies with my invincimech and then that happened, tried to reconnect but got same error

>> No.385387

Yeah, I dunno if it's other people using the net right now or whatever but I can't hold a stable connection to the shotgun vrenzy server. Shame too because the mod is growing on me.

>> No.385406

>>381012
>berserk pack
>not invuln sphere

>> No.385414

>>381079
>>381061
>>381034
>>381018

Green shell - rocket
red shell - rev rocket
blue shell - bfg

>> No.385415
File: 32 KB, 359x833, Doomguy figure.jpg [View same] [iqdb] [saucenao] [google]
385415

>>384958
it's been about a month and we're not out of shit to say yet, so maybe... but probably not ever.

>> No.385416
File: 204 KB, 1280x800, Screenshot_Doom_20130407_200907.png [View same] [iqdb] [saucenao] [google]
385416

>>385148
>http://www.doomworld.com/idgames/index.php?id=12408

it's a short wad, but it's a fun, well designed one that satisfied my need for RIP AND TEAR!

>> No.385474

>>385356
>>385378
2many people in the server made the game spawn 2many monsters and made BE's shitty servers go ded.

>> No.385482

guys...
GUYS!!
STOP THE FUCKIN' PRESSES.
What if we made a hotline miami doom mod

>> No.385485
File: 69 KB, 800x600, spiderdemon.jpg [View same] [iqdb] [saucenao] [google]
385485

>>381790
You're right, it is just you.
Zdoom wont make a map for you and it's features are just extra tools in the box. The map you show there can still be made in zdoom and then if the idea actually works, zdoom features used with it.

Doom purists are retards because they want to stifle creativity and if anything fucks the doom community down the line, it will be their attitude because mappers will want to make something new and those scrubs will shit and shriek at the very notion, just because somebody cant use the zdoom features correctly or had the sheer gall to try and not use 100% stock resources just once.

>> No.385497
File: 20 KB, 211x246, 1358870101662.jpg [View same] [iqdb] [saucenao] [google]
385497

>>385148
>http://www.doomworld.com/idgames/index.php?id=13447
>mfw

>> No.385510

>>385485
Imposing limits on yourself doesn't stifle creativity, in fact I find that it's usually the exact opposite.

>> No.385507
File: 834 KB, 1280x800, Screenshot_Doom_20130407_202058.png [View same] [iqdb] [saucenao] [google]
385507

WHY.PNG

>> No.385517

>>385510
Imposing limits on yourself doesn't, imposing limits and flaming to death anyone else who doesn't does.

>> No.385516

>>385497
Dem reviews oh shit.

>> No.385519
File: 250 KB, 640x480, 1344387546031.jpg [View same] [iqdb] [saucenao] [google]
385519

>>385507

>> No.385537
File: 281 KB, 1280x800, Screenshot_Doom_20130407_202803.png [View same] [iqdb] [saucenao] [google]
385537

>>385497

>> No.385539

>>385482
Oh... That.. That would be awesome.
I love Hotline Miami.

>> No.385542
File: 55 KB, 585x332, 585px-Reaperminis.jpg [View same] [iqdb] [saucenao] [google]
385542

>>385510
Imposing limits on yourself does not, no and you're right great things come from self imposed limits.
When you have grinning idiots who want to shitpost at somebody who dared to have a zdoom script or used a new monster or different song then it does because they're the ones imposing the limits and not the mapper unto himself.
Purists are total fucking cancer and while I will always prefer to have more maps that are just for standard doom limit removing ports (alien vendetta, vanguard, sunder, hell revealed, etc) I dont mind trying zdoom maps either.

Purists want *everything* to be the fucking same, vanilla monsters, vanilla guns, vanilla textures, vanilla music, vanilla sounds, vanilla fucking everything.

I appreciate their sentiment, but when they go after modders on horseback they need to take a step back and realize that the reason doom is even still fucking *played* as much as it is today is BECAUSE of modders and making every level a gottagofast speedfest isntead of trying something different just for *once* wont bloody hurt.

If they're not careful, they might even have fun.

>> No.385549

>be making a mod
>wake up today
>feel pumped to continue it
>just can't fuckin do it
>realise it's sunday
What the fuck, brain, why are you programmed to be lazy on sundays?

>> No.385551

>>384650
>alongside the BROOTAL DUUUUUM faggots

People who play the Brutal Doom mod are cancer on the doom community?

GTFO you're talking just like the purists you're bashing anon.

Hypocritical much?

>> No.385560

>>385551
shut up before you start something, please

>> No.385557

>>385482

You gotta die fast. And the enemies have to react quickly as well, or else it's not going to be hotline.

>> No.385561

>>385551
>brutal doom

>> No.385563
File: 262 KB, 1023x750, 20130407233207652.jpg [View same] [iqdb] [saucenao] [google]
385563

>>384112
>someone saved my gif

Also, GZDoomBuilder confirmed for crashing even more than Fallout 3 on Windows 7.

>> No.385565

>>385148
http://www.doomworld.com/idgames/index.php?id=16762

It sucks.

>> No.385567

>>385561
I like >brutal doom
so shut up.

>> No.385568

Who's up for a co-op playthrough of Heretic: Shadow of the Serpent Riders on maximum difficulty? We could go for all secrets/monsters/items.

I played singleplayer to E1M4 and got bored.

>> No.385574

>>385557
think action doom style, everyone dies in one hit. Less focus on melee though. It could be done... yeah, but like, custom sprites and shit for enemies.

>> No.385584

>>385563
it's pretty crash prone, but what the fuck is that shit up there in the corner?

>> No.385586

>want to play
>torrent doesn't download
>try direct download
>can't install because of compatibilty issues
FUCKING.

>> No.385592

>>385568
>We could go for all secrets/monsters/items.
Sorry, but I'd like to do at least one other thing before I die.

>> No.385593

>>385574

>less focus on melee

Are we making a Hotline Mod or what? You gotta have melee.

>> No.385598

>>385592
Okay then, just all secrets. That's not very hard.

>> No.385597

>>385584
Skybox and an experiment with the curve tool.

>> No.385613

>>385593
I know, but hotline has a LOT of melee weapons. Doom has 2. I think it should be the next project after doomkart.

>> No.385604

>>385586
If you have the Doom IWAD then just download a source port and put the IWAD in the folder.

Runs perfectly.

>> No.385608
File: 288 KB, 800x1231, 1300428345932.jpg [View same] [iqdb] [saucenao] [google]
385608

Part of what has made Doom remain as popular as it is, is that the modularity offered though the use of so many source ports, editing tools and advancing technology has allowed the game to expand beyond it's original scope while still remaining a shooter at it's core. Because different individuals can make their own projects separate of eachother, this has allowed Doom to offer different things to different people.

WADs are made (and continuing to be made) that play like the original doom, however WADs are also being made which differ in gameplay style from eachother. Examples would include TuroboCharged Arcade, KDIzD, Doom the way ID did, Unloved, Stronghold, Void, Aeons of Death, Brutal Doom and so many others. A result of all these different Doom WADs all playing under the Doom name make quite a few people question what actually constitutes 'Doom' anymore and thus you get radically different opinions on things the community produces; the views expressed over KDIzD and unloved are good examples.

Despite these differences of opinion I'm glad to see there are always new things being made and new mappers and doomers continue to arrive on the scene.

>> No.385615
File: 112 KB, 640x403, Doommetal.jpg [View same] [iqdb] [saucenao] [google]
385615

>> No.385616
File: 179 KB, 1024x683, 1336135764347.jpg [View same] [iqdb] [saucenao] [google]
385616

demon rape mod when?

>> No.385624

>>385574
>first person hotline miami
Holy shit

>> No.385632
File: 45 KB, 259x300, trollface4.png [View same] [iqdb] [saucenao] [google]
385632

Brutal Doom has been in the top ten mods on ModDB, it even won awards. I think it's great because it either brings back older doomers or brings new players to the game and from there they may go and try other things.

That's seriously the way I see it - Brutal has brought more doomers to the game and more doomers = more people playing doom things.

Not every person who started on brutal likes and plays it exclusively.

>> No.385646

>>385568
>>385568
Anybody?

>> No.385649
File: 500 KB, 500x359, N2FEP.gif [View same] [iqdb] [saucenao] [google]
385649

>>385632
this.

>> No.385650
File: 351 KB, 1440x900, Screenshot_Doom_20130407_192446.png [View same] [iqdb] [saucenao] [google]
385650

>>385148
I rolled http://www.doomworld.com/idgames/index.php?id=13447 first, but apparently that's just music. Fuck that.

Next I got http://www.doomworld.com/idgames/index.php?id=7859

>This WAD is based on a true story. One day I've had a terrible rush finding a good public toillet. I ran from one toillet to another and I realized how important they can be in true life.

Yeah. It's actually kinda fun at first with a hectic fight in the starting area, but quickly grows tedious once that's over. Plus it's quite clearly a newbie's first wad with things like pic related.

>> No.385654

>>385624
Exactly.

>> No.385648

>>385613
>Doom has 2
You realize how easy it is to make new weapons, right? Hell, from whodunit alone you'd have a lead pipe, pool cue, knife, wrench, shovel, baseball bat, wooden plank and fire axe.

>> No.385656

>>385616
Imp Encounter.

>> No.385659
File: 42 KB, 423x442, 1364023889794.jpg [View same] [iqdb] [saucenao] [google]
385659

>>385632
exactly
I think >Brutal doom is an awesome as fuck wad, but I personally prefer others

>> No.385664

>>385604
the what now? sorry i'm new at installing WADs and shit...

>> No.385668

>>385563
I like to use GZDB to do texture work and muck around with its additional tools, but I have to use DB for general map building since GZDB can't reliable make sectors without combusting. Makes me sad since I love the features, but dat unreliability.

>> No.385671
File: 291 KB, 600x904, 1336134149595.jpg [View same] [iqdb] [saucenao] [google]
385671

>>385656
NO
Other way around

>> No.385693

>>384932

Doom has a voxel pack like Duke Nukem?

>> No.385698

>>385693
Yes.

>> No.385737
File: 15 KB, 351x314, 2455275741418.jpg [View same] [iqdb] [saucenao] [google]
385737

>>385698
>>385698

Where can I download it?

>> No.385741

>>385664
If you have a download of Doom there should be something called Doom.wad or Doom2.wad. This is the actual core of the game.

What you need to do is download a source port (Zdoom, PrBoom) that can run the game in a 32 or 64 bit environment with extra features.

When you download the source port. Place the folder somewhere and place the WAD containing Doom in to the folder. Running the source port then should start up Doom.

>> No.385751

>>385737
Google you lazy nigger.

>> No.385762

>>385737

www.teamhellspawn.com/voxels.htm

I think it's just a demo

>> No.385771

>replaying Chex Quest on Zandronum
>shoot the pools of sline
>red blood puddles spurt from it

Um.

>> No.385776

>>385762
Remove the first map and you can autoload it, it's a nice pack.

>> No.385858

>>385741
i see, that fixed it, thanks

>> No.385882
File: 268 KB, 1280x800, Screenshot_Doom_20130407_210059.png [View same] [iqdb] [saucenao] [google]
385882

>> No.385887

>have this in 32x and a gen1 genesis
>don't have the 32x adapter

PLS GIBE BEEPS AND BLOOPS DOOM

>> No.385928

>>385887
PRRRRRRRT

>> No.385931

What do you guys think about DoomRL?

>> No.385940

>>385931
Have the graphic version. Pretty damn good for a RL. Gets hard though right when you hit E1M8.

>> No.385951

>>385931
You pull the lever... Oh shit... oh shit... OH SHIT!!!!

>> No.385960

>>385951
THE FLOOR IS LAVA

>> No.385976

>>385951
how do pull leaver?

>> No.386016

>>385976
i spent the longest time trying to work this out and i forgotten ;_;

>> No.386020

>>385976
"u" iirc.

>> No.386059

>>384037
same question.

>> No.386054

>>385960
No John you are the lava

>> No.386086 [DELETED] 
File: 2 KB, 86x125, Realism.jpg [View same] [iqdb] [saucenao] [google]
386086

>> No.386104

>>386086
Nice, but could you make it a bit bigger? The details are kinda hard to see at that scale.

>> No.386106
File: 43 KB, 558x655, 1354933119825.jpg [View same] [iqdb] [saucenao] [google]
386106

>>386086

>> No.386108
File: 55 KB, 698x1003, Realism2.jpg [View same] [iqdb] [saucenao] [google]
386108

>>386086
herp a derp
>me in charge of saving photos

>> No.386109
File: 124 KB, 640x480, jagex develops the next Call of Duty.png [View same] [iqdb] [saucenao] [google]
386109

>>385693
>voxels

>> No.386110

>>386059
We only use three passwords.

>> No.386117

I've been playing Brutal Doom all weekend... fucking love that shit.

>> No.386123

>>385148
http://www.doomworld.com/idgames/index.php?id=12113

A pack of only a few (less than five) maps with sound and slight texture changes. The only sounds I noticed was the item pickup sound, which was turned into a lightsaber, and the shotgun sound, which (hilariously) was bugged so that was the sound that the chaingunners used.

Otherwise, the map design could use some work, but the monster and item placements were awesome.

All in all, okay.

>> No.386137

>>386123
>shotgun sound, which (hilariously) was bugged so that was the sound that the chaingunners used.

Chaingunners use the shotgun sound by default. Spider Mastermind as well. Listen for the reload sound when they stop shooting.

>> No.386151

>>386137
Huh. Well, that explains it.

Mostly because the reload sound in the wad was hilariously magnified to sound like thor slammed his thumb in the car door.

>> No.386189

>>386137
mind = blown

>> No.386210
File: 374 KB, 1260x787, zandronum 2013-04-07 20-35-22-779.jpg [View same] [iqdb] [saucenao] [google]
386210

>>385148
http://www.doomworld.com/idgames/index.php?id=12568

what the fuck is this

>> No.386223
File: 203 KB, 1260x787, zandronum 2013-04-07 20-36-31-660.jpg [View same] [iqdb] [saucenao] [google]
386223

>>386210
Alright, so it was meant for D2, I loaded it in D1.

>> No.386267

>>385148
http://www.doomworld.com/idgames/index.php?id=15000

... Not very funny.

The laugh track gets irritating, though.

>> No.386274
File: 126 KB, 1335x677, azefeazvdbftdgtngj.jpg [View same] [iqdb] [saucenao] [google]
386274

>>381790
What are those anyway ?

>> No.386275

Guys
I'm the dude who requested help earlier.
I just finished playing for the first time the first ep of the first Doom.
Holy shit guys. Just holy shit. That was fun as fuck!
I didn't get all the secrets, though. I'll try later.

>> No.386295

>>386275
Welcome to the not-so-sekrit club, friend.

There's ripping and tearing to do!

>> No.386302
File: 19 KB, 420x300, passed_out_drunk_06.jpg [View same] [iqdb] [saucenao] [google]
386302

>>385882
YOU SEE, THE KIDS LISTEN TO THE RAP MUSIC.

>> No.386303
File: 18 KB, 190x345, sam.jpg [View same] [iqdb] [saucenao] [google]
386303

>>383826
Any video that show that in action ?

>> No.386304

>>382596

>You are goop! That means you have goop guts!

>> No.386403

cyberrunner server where

>> No.386470

>>386223
>1 second in game
>Monsters 17/73
Wot?

>> No.386553

>>386470
Monsters dying from the environment or infighting counts towards that total.

>> No.386572

>>386470
If they were crushed, then it might be a way to create the "ghost monsters" that are only hittable with splash damage.

>> No.386628
File: 206 KB, 1031x1091, zOYUmON.png [View same] [iqdb] [saucenao] [google]
386628

>>380886
>>380942
>an asshole

He has nothing on the dev of Aleph One.

My God, I sleep away a hangover all day and you guys are already almost at the bump limit? The fuck?

>> No.386630

Just recently got a 32x and this on it. Holy crap it's so ridiculous on the 32x.

>> No.386639

>>386630
Welcome to shit-doom.
Everything is brown and the soundtrack is farts.

>> No.386660

>>386639
Sounds like 90% of other games these days.

Nine percent of what remains is dead and grey with old decay.

The last percent took something ochre and hasn't stopped tripping.

>> No.386707

>>386110
vidya, what, and what else?

>> No.386712

>>386707
Read the thread numnuts.
>>384912

>> No.386716

>>386707
New here, but I think it is:
vidya
vidyagaems
videojuegos

>> No.386763
File: 68 KB, 600x424, m6agreoR101rw2a8zo1_1280.jpg [View same] [iqdb] [saucenao] [google]
386763

>>382939
>>383049
Hey, guys. Just wanna say--thanks so much for the go at mapping! I really appreciate the help with this; once it all comes together, it's gonna be fucking amazing.

>>383019
I'd love to do a singleplayer campaign eventually. Leaping through bases while enemies blast at you, lunging through them all and rendering their fire useless while you dive further and further into an industrial complex?
Haaaahhhh. You'll be able to dodge bullets, motherfuckers.

>> No.386807

>>386716
I'll try it. I've been here since /vr/ started (oh wow, a few weeks) but I only ever see servers with vidya as password.

>> No.386818

Alright /vr/, give me a second and I'm going to set up another vanilla nightmare server. This time I am thinking of going Heretic.

>> No.386821

>>386628
>Average Doomworld poster

>> No.386862
File: 42 KB, 352x220, SulfatumMasterRec_xcf-Pasted_Layer__6.png [View same] [iqdb] [saucenao] [google]
386862

Sh!t I got done today Part 1;

>Sulfatum
Pic related, starts spinning as soon as trigger is pulled. Being primarily a Plasmagun replacement, it spins down and locks last barrel in place once it stops shooting, so you get to not being able to do anything for about a second.

Sulfatum also gets +%50 fire rate and some damage protection if you have cells to burn. Protection is nice since you move slower while shooting (but it totally worths it) but not overpowering since you only get it while shooting.

>No reloading
Not that I'm too lazy to rip 5 more frames, I never liked reloading unless it was some crazy gun with a ritualistic animation. That doesn't mean it is %100 Doom for example some heavy weapons will apply movement speed penalty (while all melee weapons apply +%25 movement speed).

>Decided What to do with energy weapons.
I hated energy weapon. I really do, even BFG. It looks an behaves like a spaceship. Excidium will be BFG complete with nuclear mushroom.

>> No.386874

>>386862
>Sh!t

Stop that. Look at where you are.

>> No.386903
File: 26 KB, 293x220, Transmuter1rec_xcf-Page_copy__3.png [View same] [iqdb] [saucenao] [google]
386903

Sh!t I got done today part 2;

>Transmutation
My biggest pet peeve with Doom is how precious ammo is for better weapons. Solution, Transmute worthless ammo. Takes a couple of seconds but it is what I wanted. I also wanted keep one weapon for one slot it helped here too; transmute one gun to another.

They are driven by a very simple but solid decorate scripted "gun", so you actually switch to transmuting as weapon instead of a magical menu. Also you stay in the game, so you can get shot while doing it.

Simply, you select the "weapon", this menu appears, you browse pages with alt fire and press fire to confirm and you do a little magic number with your hand return to menu.

>Cybermancy
Cells are now used by our Cybermancer to power up his weapon. At the moment Arrancadora causes an electric/plasma/blue explosion if you have cells. They are also the primary currency for ammo transmutes (currently I have bullet to cell and cell to everything else recipes).

This might expand to include a few more utility spells form the game and use cells as mana.

>Weapon Loadout
<> : Transmutes to each other
Slot 1
Arrancadora - Chainsaw replacement
Damocles Bk13 - Fist Replacement
Slot 2
Black Crow <> Dual Bk13
Slot 3
Betty Boom <> Caw Hammer
Slot 4
HS010 <> Sulfatum
Slot 5
Ovium (as a rocket launcher) <> Hand Grenades (lot's of different kinds)
Slot 6
Excidium <> Some other BFG
Slot 7
Transmute Ammo and Transmute Guns (and maybe spell book?)

>> No.386907
File: 189 KB, 828x479, this kills the mapper.jpg [View same] [iqdb] [saucenao] [google]
386907

Damnit GZdoomBuilder, why must you tempt me with such features, yet crash so damn often? It just gets painful going back to regular DoomBuilder like this.

>> No.386931

>>385632
Yep. Back when I read about Columbine, I learned about Doom, but I passed it off as some old horror game I wouldn't care about. Then back in November last year it just popped in my head for some reason, and I tried out the flash version. I had no clue what to do but then I looked through Doom videos on YouTube. I found Brutal Doom vids, was intrigued, and learned how to play.

Here I am now and I'm fucking crazy about the game. I play both vanilla Doom and Brutal Doom. I actually prefer vanilla for deathmatches but Brutal in co-op is fun because of the taunts and shit. If I hadn't seen the Brutal Doom videos I probably would've lost interest in the game before I had even learned to play.

>> No.386932

>>386874

but but... !t was rad!cal...

>> No.386935

>>386903
I sure hope you used TEXTURES for that transmuter, would not only make it easier on you but would also make the file smaller.

>> No.386940

>>386931
I'm in the same boat, man. I never grew up with Doom, I poked at it occasionally when I was 14 but passed it over.
I gave it a shot again at 22 when I was bored in college.

I can't stop fucking playing.

>> No.387057

>>386935

It is equally painful (with page flipping done by a hand gesture) I'll go for something easier to read anyway, side panels while cool just take up space it is a lot harder to read what is what ingame.

>> No.387060

>>386763

how does it feel to know you are personally shitting up the board?
i'm getting pretty fucking tired of seeing cyberrunner this doomkart that brutal doom here all over these threads

>> No.387065

I fucking love doooom, though I can't fucking believe how much doom 3 sucks compared to this.... This is like the holy grail of fps.. MODS MODS UNLIMITED MODS HOLY FUCK HOLD ME.

>> No.387127
File: 106 KB, 640x480, E10_143.jpg [View same] [iqdb] [saucenao] [google]
387127

Server name: "/vr/ can't into Heresy"
Password: "classic"
wads/Game modes: Vanilla Heretic, Nightmare mode, start to finish

ARE YOU FUCKERS READY TO MAGIC SHOOTAN!?

>> No.387128 [DELETED] 

>>387060
I'm going to call you a faggot now.
You ready?
Faggot.

>> No.387129

>>386818
none of the 3 passwords work

>> No.387139

>>387129
try "AIDS"

>> No.387147
File: 22 KB, 211x227, tumblr_lt141m3k8x1qzfn59.jpg [View same] [iqdb] [saucenao] [google]
387147

>>387129
>none of the 3 passwords work
are you shitting me
he posted it right fucking there
are you fucking shitting me

>> No.387156

This video's pretty interesting. It's nice to see how doom 2 developed.
https://www.youtube.com/watch?v=IKwUNHCqrI0

>> No.387186

>>387128

k

you're also a faggot

>> No.387235

>>386903
>No Bear Killer
Why.jpg

>> No.387239

>>386303
see
>>383871

>> No.387291

>>386931
>>386940

All ya new niggas in these threads, damn. I pretty much grew up with Doom being my primary PC game aside from Mechwarrior. Doom TCs were effectively my new games for a long time.

>> No.387303
File: 151 KB, 900x720, stop_enjoying_things_by_wupar-d30coh0.png [View same] [iqdb] [saucenao] [google]
387303

>>387186
This is you right now
Stop it

>> No.387391

>>384909
Ohhh, looks pretty, i'll give it a go and get back to you

>> No.387419

>>387391
I appreciate it.

>> No.387424

>>385542
Okay that picture's filename claims those minis were done by Reaper but I just looked all over their site and couldn't find any of them so what the heck?

>> No.387459

>>387424
http://doom.wikia.com/wiki/Reaper_Miniatures

>> No.387673

Anyone knows good texts about doom ? Im reading Masters of Doom, and holy shit thats good stuff

>> No.387731

>>387127
>not using the standard password
it may not be /v/ but really?

>> No.387757

>>387731
People leaking passwords and linking the thread.

If someone can't join a game because they couldn't ctrl+f "host" or "server," then they don't need to be joining.

>> No.387762
File: 199 KB, 1280x1024, Picture 34.jpg [View same] [iqdb] [saucenao] [google]
387762

The Doom Novel series.

I have Knee Deep in the Dead, Hell on Earth and Endgame. Unfortunately I dont have Infernal Sky, (fits in between Hell on Earth and Endgame) its kinda rare.

>> No.387775

>>387762

Those are the original stories and not the Doom 3-based novel, right?

>> No.387803

>>387775
Yup, they just have more modern covers.
I would've rather had the original covers, but what can you do..

>> No.387851
File: 26 KB, 180x276, 180px-Masters_of_doom-Book_cover.jpg [View same] [iqdb] [saucenao] [google]
387851

>>387762
i meant more technical stuff, game design and stuff. But thanks anyway

>> No.387865
File: 1.56 MB, 1213x499, OriginalCovers.png [View same] [iqdb] [saucenao] [google]
387865

>>387803
these

>>387851
You're welcome

>> No.387880

>>387865
is that a fucking ninja?

>> No.387902
File: 127 KB, 500x375, 1362540410050.png [View same] [iqdb] [saucenao] [google]
387902

>>387865
>Dafydd ab Hugh

>> No.387910

>>387762
Here's one on ebay for $19.90, no actual photo of it to show the quality though

http://www.ebay.com/itm/DOOM-INFERNAL-SKY-1996-Pocket-Books-3-in-series-ab-Hugh-Linaweaver-GD-/190820134370?pt=US_Fiction_Books&hash=item2c6dc42de2

>> No.387921
File: 29 KB, 360x495, 1289874133941.jpg [View same] [iqdb] [saucenao] [google]
387921

>>387880
I'm not sure.. but it looks pretty freaking impractical, leaving his sides and his belly open for attacks.. though I now just noticed he does the same sort of thing in the first cover.

>> No.387950

>>387880
That's what happens when the standard 'bad fantasy cover' guy does sci-fi.

>> No.387940

>>387921
The suit on the cover for doom is actually just ripped, it isn't designed to look like that.

>> No.387959

I wasn't going to rip and tear but now that you mentioned it.

>> No.387967

>>387921

yeah, if you look at the dude in the back, his abs aren't exposed.

>> No.387970
File: 274 KB, 500x502, 1365127175741.jpg [View same] [iqdb] [saucenao] [google]
387970

>>387959
Why would you ever not rip and tear?

>> No.387998

>>387851

I ordered that book a little over a week ago and I've almost finished it.

I gotta say, it's a real interesting and enlightening look into a lot of things about Romero, Carmack, the feats and leaps in technology they accomplished with some groundbreaking games alone, and the game industry in general.

It's all pretty crazy.

>> No.388007
File: 1.28 MB, 800x5000, ReviewOfMoonBaseAlpha.png [View same] [iqdb] [saucenao] [google]
388007

>>387419
Ok, i finally finished your wad, i've got a bit of feedback, so i'll get started.

In picture 1, i've got a bit of an artist tip for you, don't poot 2 textures side by side like that without some sort of line breaker texture, it looks odd otherwise (If you look at doom, they use a metal support texture between 2 different areas, also screenshot 3 is another example where you should use it.)
In 2, i find the bottom half of the walls look rather weird, you may want to consider simply using a silvery base texture rather then the blue line texture again (just me nit picking there though)

4 - i found a missing texture glitch in the tech room to the right of the starting area i think.

5 - Oh god this room, for balance sake, please do not put an army of hit scan zombies in a dead dark room, i took no damage from the imps, and died at least 10 times to the zombies because i couldn't see them.

6 - This is an example of a rather important point, items, there is not enough ammo or health for ultra hard, especially when the slightest mistake will kill you from all the in the dark surprises, either add more gear for the play to survive on, or lighten up the dark areas more.

7 - Another texture dislike, this one should only really be used as a line def texture, not a wall texture, at least have something behind it to show, even if it's a boring wall.

8 - gotta reinforce my point from 6 here, really needs more health and ammo, do some more balance testing for it.

9 - this was just a dick move sir (ok, this was born of frustration by this point since i've died more times then i can care to count, and have been resorting to punching my way though the level and mad dodging.)

The last 2 are just proof i made it through to the end, 50 deaths later.

All in all, not bad for a first attempt, fix up some texture problems and tweak the lighting to be challenging without being frustrating, and add more supplies for the player, there just isn't enough right now

>> No.388029

>>388007
Because i ran out of room to finish, don't let any of this stop you from continuing your doom level making, we all make mistakes, but this is how we learn and get better, so good luck and remember to RIP AND TEAR (also specters have become the bane of my existence in that wad.)

>> No.388180

>>387303

no, stop playing shit

>> No.388193

>>388180
cena pls go

>> No.388215
File: 159 KB, 512x384, 1320428528971.png [View same] [iqdb] [saucenao] [google]
388215

Why dont you all stop replying to the shitpost and wasting bumps and just report them

>> No.388216
File: 651 KB, 1475x760, 2013040802223634.jpg [View same] [iqdb] [saucenao] [google]
388216

Anyway, after a whole day trying to map, I think I have something. Then again these are ideas from all of those hours from jumpmaze.

>> No.388231
File: 669 KB, 1494x790, 20130408022146383.jpg [View same] [iqdb] [saucenao] [google]
388231

Hopefully I can do more non-stop tomorrow.

>> No.388232

>>388215
Let the new thread come.

>> No.388240

>>388216
I can already feel the frustration from the block part.

>> No.388253

Let me grab some snacks and then I'll make the new one

I mean, we always reach bump limit in the first 3 pages, so why should we bother?

>> No.388261

>>388231
Reminds me of a Sven Coop puzzle map set in space

>> No.388264

>>388216

Shit, that looks like something I'd like to try whenever you finish it.

>> No.388272

>>388193

why does everyone assume anyone with anything negative to say is cena?

cyberrunner is overrated shit. i mean, that hud alone is mspaint quality, god damn. very few colors, shitty layout, and no texture at all. is it supposed to be hi-tech? it's shittech.
not to mention, the weapons are custominventory items so they don't respect sv_weaponstay. QUALITY CODING amirite guys, because lord knows there's no reason anyone will want to actually have their weapons fucking stay.

not to mention, the entire thing has a stupid simple concept. i mean, all you get to do is jump around and run. what, the highjump rune and haste rune not enough for you? do you want to play sanik that badly? pretty much 0 maps are actually out for it, so we get to hop around on jumpmaze. OH BOI CRAMPED SPACES AND LOW CEILINGS

sage, since you're so concerned about your bump limit

>> No.388273
File: 675 KB, 1214x778, This kills the Doombuilder.jpg [View same] [iqdb] [saucenao] [google]
388273

>>388240
You just run across. I even made it if you ran slow, you end up catching on all of them anyway

Anyway, time for sleep.

>> No.388294
File: 642 KB, 1458x1201, hello.jpg [View same] [iqdb] [saucenao] [google]
388294

>>388272
someone's upset.

>> No.388295

:: [BE] New York :: Sur/vr/ival
Pass: vidya

>> No.388304

>>388272
It's in alpha, maps are being made for it, and you're very mad.

>> No.388310

I was playing brutal doom earlier

I liked it

>> No.388324

>>388310
It's okay.

>> No.388336

>>388294
>>388304

i love that the response to my criticisms is >youmadbro
i also love that you're wasting bump space with not saging arguing with me

and you say i'm the one shitposting?

>> No.388348

>>388007
Gonna echo this guy's sentiments. Seems he covered all the technical flaws, so I'll just point out gameplay - Ammo-conservation and fights in low-light areas do not mix, especially when you add hit-scan enemies to the mix. It quickly devolves into frustration rather than fun, and like him, I found myself resorting to punching matches against the Revenants, Hell Knights, and Pain Elementals later in the level for fear of running into yet another large group of enemies with no ammo to spare. It didn't help that earlier I had been using a more spray-and-pray approach to deal with the hard-to-see enemies in dark areas in earlier parts of the map.

It's a good first map, but can really get agitating when you die simply because you feel like using anything other than your fists might get you killed later down the line.

>> No.388360

>>388310
It's how I want Doom 4 to be

if it's going to be a casualized mess, it might as well be an entertaining and fun one

>> No.388364
File: 11 KB, 400x299, hng.jpg [View same] [iqdb] [saucenao] [google]
388364

>>388336
The new thread is being made, and the other guy made valid points.
Refuted.

>> No.388365

>>388272

noone cares if you dislike something, but complaining that people like it is /v/-tier autism shit.

also
>saging an autosaging thread
huehueuehue sage doesn't conserve bump limit

>> No.388386
File: 111 KB, 800x450, Screenshot_Doom_20130408_144009.png [View same] [iqdb] [saucenao] [google]
388386

Oh shit son, it's on now

>> No.388395

>>388386
Douk's got this one in the bag.

>> No.388424
File: 85 KB, 500x338, 1209102190209.jpg [View same] [iqdb] [saucenao] [google]
388424

All these idiots arguing at eachother is the cancer that kills our doom threads

>> No.388432
File: 5 KB, 100x170, font.png [View same] [iqdb] [saucenao] [google]
388432

>>388272
Hi.
Thanks for the feedback! Yeah, I made the HUD in MSPaint--a few years ago, at that! Definitely not my best work. Hopefully once Cyberrunner gets out of alpha, I can redesign it properly in Photoshop.
As for the layout, I'll see if I can make a slimmed-down version. Maybe for the fullscreen HUD, it'll just be a few numbers or much smaller bars. That should help with the size and locations of the bars.

As for the custominventory not respecting sv_weaponstay, thanks for pointing that out. I'd completely forgotten about that! It should be just a simple tweak in ACS to see if the cvar sv_weaponstay is on, and then that'll make sure the items stay in place.

Thanks for checking it out.

>> No.388440

>>388310
It's very meh, but well crafted at least.

>> No.388450

>>388304
I actually agree here, it's pretty much not even past the first steps, why would it have shiny everything if the concept of it isn't wasn't even finished.

>> No.388454

>>388432
Not for nothing, but I doubt that fellow is at all interested in responses to his criticism.

>> No.388470

>>388007
Thank you for the input, I didn't know the zombie men would have been that much of a problem, but I'll go ahead and replace them.

I will check on the lighting in the Doom maps to see what you are saying about supports.

I can see how people can dislike having too little ammo, I will figure out more health and ammo spots during the last room.

I'll go ahead and change that texture within picture seven.

Thanks a bunch.

>> No.388474
File: 11 KB, 240x180, tumblr_lvo4knOsUB1qzfn59.jpg [View same] [iqdb] [saucenao] [google]
388474

>>388432

KILLING THEM WITH KINDNESS

>> No.388489

>>388029
Yeah, I realized Demons and Specters aren't that threatening so I decided to put them in dark areas to make them very hard to see. Though personally I mostly run past them and lure them into lighted areas to take away their advantage.

>> No.388495

>>388432

Oh shits!
What now, Cena?

>> No.388503
File: 1.79 MB, 400x300, 1347229921341.gif [View same] [iqdb] [saucenao] [google]
388503

>>388474

>tumblr
>reddit-tier meme

>> No.388510

>>388474
so much wrong in that post

>> No.388517
File: 215 KB, 1440x900, Screenshot_Doom_20130407_232106.png [View same] [iqdb] [saucenao] [google]
388517

>>388470
Some other technical details the other fellow didn't point out-

Here it looks like there's a linedef assigned to an incorrect sector on one of its sides, as you can see the lighting bleed through.

>> No.388523

>>388432

okay, well
if you're working on it, then that's cool.
sorry for flipping my shit i guess

btw still not cena

>> No.388528

>>388489
In that big dark room though, the specters don't go into the light, ever, i ended up burning a lot of ammo trying to pick them off

>> No.388541
File: 239 KB, 1440x900, Screenshot_Doom_20130407_231456.png [View same] [iqdb] [saucenao] [google]
388541

>>388517
Here, this area with the wall-light going up the stairs looks odd with the way the lights look jagged. You could either simply break up the light between the bottom and the top of the stairs with a different texture like the other fellow suggested, or if you're already in a Zdoom format, try using a slope to clean up the jaggedness on the lights.

>> No.388557

>>388528
Not the mapper, but when I played I found you could kinda bait them toward the light by listening for them, then moving to a light in the opposite direction. Sometimes a few of them would waltz over it and become prime targets for shootin'. Still tended to miss a number of shots as well though.

>> No.388564

>>388523
A-a-a-apologizing? For shitposting? In my /vr/?
If only more people would do this, things could be good idea.

>> No.388565

>>388517
>>388541
Damn i forgot about those, was too busy trying not to die like a bitch i guess, props to you for remembering though, i lost track of some of the earlier ones.

Speaking of which, there are several doors at the start which are not lit up at all, the one furthest down the hall i only knew was there via map, you may want to light it up for people to see it.

>> No.388576

>>388528
It would be epic if they had that sort of ai.. just like the cockroaches in Half Life

http://www.youtube.com/watch?v=Elwb2lV88hM

>> No.388613

>>388517
That is really odd looking, I will go and redo that room because when I was first starting out on it I made a big mess with the lines and such.

>>388541
I'll go and cut it from a top section to a bottom section as you suggested, I like that idea.

>>388565
I was thinking about moving some of the flickering hallway lights that went from one wall to another on the doors, though I didn't know how much trouble people would have with it unless someone told me. I'll modify that as well.

>> No.388623

>>388565
Also, there was a single rocket located in one part of the map. Rather than more shells/bullets, simply adding a Rocket Launcher somewhere in the final room with the Manucbi & other hordes wouldn't be amiss - certainly would be a great way to knock down the imp groups and smack up the big guys at once, while still presenting a lot of risk to the player thanks to the tight corridors.

>> No.388624

THERE IS NO AMMO RESPAWN

THE TRUE RIP AND TEAR STARTS HERE

>> No.388626
File: 170 KB, 499x670, RIP-AND-TEAR.jpg [View same] [iqdb] [saucenao] [google]
388626

>>388576
>mfw

>> No.388627

>>388624
GM-Tyson

>> No.388652

>>388528
Well personally I lured them out of the room. I usually run past the specters and hop onto the lift that goes to the blue keycard then after I get the card I lower the lift and bring up any specter that decides to climb onto the lift. Generally I don't mess with them in the dark, I just lure them to another room.

>> No.388713

NEW THREAD

>>388708

>> No.389150

>>388432
One legit complaint from a not-involved-so-far person - the ceilings on most of those maps seem rrrreeeeeaaaalllly low.

Other than that i think you addressed most of it right there.

>> No.390338

>>388216
Is that a Fuji Golf map ?

>> No.390913

>>384910
Good idea, perhaps confined in an area where you have to drive through it (like the rotating egg in mario kart 64 yoshi map). It attacks people driving through it and so is a hazard.