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/vr/ - Retro Games


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3886819 No.3886819 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3881840

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

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

SO YOU WANT TO PLAY SOME...
Doom: https://desu-usergeneratedcontent.xyz/vr/image/1467/42/1467421002740.png
Doom download: http://www.mediafire.com/file/edy3dhdbp33pdg7/IWADS.zip
Quake: https://desu-usergeneratedcontent.xyz/vr/image/1476/78/1476783249877.png
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Duke: https://desu-usergeneratedcontent.xyz/vr/image/1403/19/1403195896088.jpg
Thief: https://desu-usergeneratedcontent.xyz/vr/image/1456/09/1456095399293.jpg

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

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

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

== /VR/DOOM COMMUNITY ==

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

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

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

>> No.3886823 [DELETED] 

cancer thread

>> No.3886826

=== CURRENT EVENTS ===

[Highway to Hell] Second phase of mapping currently extended to the end of March
>>/vr/thread/3852524#p3855512

[Til 4-1] QUMP mapping deadline within one week
https://docs.google.com/document/d/1Zlfb2U2VCeS70uS6Klc2ZEOC9KtnYyCyBXEmeetjh0c/edit

=== NEWS ===
[3-25] Poharex: Second Invasion alpha released: https://forum.zdoom.org/viewtopic.php?f=19&t=55797

[3-25] Stewboy released some of his MIDI files
https://www.doomworld.com/forum/topic/93428-releasing-some-midi-files-ancient-aliens-resurgence/

[3-24] ZDoom LE 2.8.1a released; a fork for older computers
https://github.com/drfrag666/ZDoom-LE/releases/tag/2.8.1a

[3-23] First SLADE dev build released in over a year
https://devbuilds.drdteam.org/slade/
https://forum.zdoom.org/viewtopic.php?f=44&t=24955&p=986207

[3-20]Waterlabs GZD Released: https://forum.zdoom.org/viewtopic.php?f=42&t=55741

[3-20] GZDoom 2.4.0 and QZDoom 1.3.0 released
https://forum.zdoom.org/viewtopic.php?f=1&t=55739

[3-20] French speedmapping project 3 Heures d'Agonie 3 has been released
https://www.doomworld.com/forum/topic/93359-3-heures-dagonie-3-rc1/

[3-16] Turok 2 EX released
https://www.gog.com/game/turok_2_seeds_of_evil
http://store.steampowered.com/app/405830/

[3-16] Lithium 1.3 released
https://forum.zdoom.org/viewtopic.php?f=43&t=54904

[3-15] Freedoom v0.11.2 released; minor bugfixes
https://github.com/freedoom/freedoom/releases/tag/v0.11.2

[3-15] Dropbox's support of public folders terminated

[3-13] GZDoom map release; UAC Vinur Prime Research Base
https://forum.zdoom.org/viewtopic.php?f=42&t=49163

[3-12] Quake Champions to be F2P; Ranger provided as the default character
https://youtu.be/vq5bFwvQMwA

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

If you would like to submit any news or your personal map or mod releases here, please reply/backlink to this post.

>> No.3886840
File: 52 KB, 729x260, 1410058305925.png [View same] [iqdb] [saucenao] [google]
3886840

>>3886823
Listen here, buttmonkey

>> No.3886845

To whoever posted the link to the ACS guide; it was still no use.

Script 1 ENTER
{
Thing_ChangeTID(0, 1000 + PlayerNumber()); // This assigns the TID
}

Did not work.

>> No.3886848

>>3884836
>On another note: Is there a way to keep A_Overlay overlays from adjusting themselves according to weapon bob?

Sure is!

https://zdoom.org/wiki/A_OverlayFlags

Put PSPF_ADDBOB into the second parameter, then zero into the third parameter. This will disable bobbing for the specified overlay.

>> No.3886851 [DELETED] 

>>3886840
/vg/ or here, you'll still be a cancerous little shitter doom babby.

>> No.3886854

>>3886845
How do you know it didn't work?

>> No.3886858 [DELETED] 

>>3886840
>Responding to DKG

Sorry that you have cancer anon

>> No.3886863
File: 48 KB, 1280x1024, doesnt do shit son.png [View same] [iqdb] [saucenao] [google]
3886863

>>3886854
Because it won't even launch nor compile.

>> No.3886864

>>3886848
Managed to figure it out in the meantime, but thanks man. They work really well as crosshairs.

>> No.3886868

>>3886863
#include "zcommon.acs" at the top senpai

read the guides

>> No.3886872

>>3886863
Wait a second, I may be choking on my own chode. I tend to miss REALLY OBVIOUS shit.

#include "zcommon.acs"

>> No.3886874

Perhaps its unrelated
but this steam game is free for today only
http://store.steampowered.com/app/219640/

>> No.3886876

>>3886664
That's Professor Layton, the main character of a series of puzzle games for the Nintendo DS handhelds. They are fairly infamous for having puzzles and riddles with obscure or trick answers. Hexen is not nearly as bad, but it's puzzles are interlevel switch hunts.

>> No.3886879

>>3885456
>>3885436
>>3885438

>jetpack in MSX

A jetpack would be necessary for Heretic & Hexen compatibility.

I'm not looking forward to modding one in, though.

>> No.3886883

>>3886872
Well at least you sorted it out.

>> No.3886893

is there a way to make it so I don't have to reload my damn weapons in project brutality?

>> No.3886898

>>3886879
>Heretic & Hexen compatibility.
Huh, that didn't cross my mind. I'll do that last when everything else is more or less finished.

>> No.3886903

>>3886868
I did read the guides. I was just too dumb to notice the missing .acs

Works for targeting the player though for mapspots, which is what I needed. Excellent.

I'll probably need to tweak it so it targets allied demons/scriptedmarines, but for now, it's what I needed. Cheers.

There's a line to change the colors on some of the scriptedmarines and/or playercorpses, right? Just for the sake of variance. Grey marines everywhere eh?

>> No.3886910

>>3886903
SetTranslation("MyTranslationName", tid);

>> No.3886917

>>3886810

What? Dude, Ranerion is a Tamer of The Dark, Tamers by the mod's lore comes from the place (or no-place desu) where all creation is nested in, heaven, hell and mutliverse, in fact they were supposed to have no physical form but they got one since certain universes in multiverse has properties that obliges creatures like them to assume a physical form and stay bound to it until they return to their origin place, so what happened to them is become that things that is something between Dragon/Dinosaur and Demon you see me often posting here, lol.

Oh man i really should keep writing the prequel texts of the mod so everyone whom are interested on it can actually get their explanations.

>> No.3886921

>>3886917
Also i have no idea why that guy related that mod with my characters though, also why T B H is replaced with "desu" here?

>> No.3886927

>>3886921
stupid joke from the mods, to silence a particularly overdone meme phrase which ran across the boards a year or two ago. has never been removed despite wearing its welcome out shortly after it was introduced.

>> No.3886928

>>3886921
They're word filters and various phrases have been filtered to counteract spam or just mess with users since forever.

>> No.3886934

>>3886927
>>3886928
Oh, alright, i'll keep that in mind to not type that verb in the short form here then.

>> No.3886948
File: 669 KB, 800x600, animu cannon.webm [View same] [iqdb] [saucenao] [google]
3886948

>>3886934
By the way, how do you do that thing where you resize body parts on a rigged 3d model? I wanna try rendering some soldier sprites from blender, and need to make them fat and with large heads etc. first for the sprites come out right in low res.

>> No.3886954

>>3886928
i think f a m gets replaced with something too
senpai

>> No.3886956

>>3886934
the full filtered phrase was "s.m.h t.b.h f.a.m". it turns into "baka desu senpai", suitably japanophile for this website.

>> No.3886962

>>3886898

Just so you know, if you try to run MSX in a non-Doom IWAD, you'll hear that game's item pickup sound constantly playing.

It can be fixed by adding Inventory.PickupSound "" to the inventory actors that are given to the player when the shield is auto-recharging.

Also, you'll have to stick MSX's PLAYPAL into 'filter/game-doom', but you probably already knew about that.

Also also, if you want Strife compatibility, keep in mind that MSX's blood replacement makes use of a state that Strife's blood uses, so the blood splats that appear when a bleeding enemy is shot in Strife will appear much larger.

>> No.3886971

>>3886962
>It can be fixed by adding Inventory.PickupSound "" to the inventory actors that are given to the player when the shield is auto-recharging.
Ah, I've heard about the issue. Interesting to hear what causes it. I will be rewriting the shield in ZScript though (hopefully with the shield effect actor and visibility filtering for multiplayer/chasecam purposes)

>Also, you'll have to stick MSX's PLAYPAL into 'filter/game-doom', but you probably already knew about that.
I had absolutely no idea.
>Also also, if you want Strife compatibility, keep in mind that MSX's blood replacement makes use of a state that Strife's blood uses, so the blood splats that appear when a bleeding enemy is shot in Strife will appear much larger.
That's also really useful info. Thanks anon.

>> No.3886972

>>3886948
To simply scale you just press S with a bone selected and you resize it at will.

Now to make them look fat you may need use the Displacement modifier in certain bones to make the vertices they have influence shape more like a sphere creating that effect.

>>3886956
Ah i got it, makes perfect sense here.

>> No.3886990

Hi guys, I need a tiny bit of MODELDEF help because the ZDoom Wiki hasn't been updated in ages.

There is a flag that makes a model always face the player, no matter what. I remember that the DS-Models pack used it for the spheres. I looked everywhere on the modeldef page, however it still hasn't been added after so many years.

Could someone please tell me what flag it is? Thank you!

>> No.3886997

>>3886874
Oh hey cool, thanks anon.

>> No.3887000

>>3886990
Wait, why use a model then?

>> No.3887009

>>3887000
I want to experiment with combining it with other flags and whatnot.

>> No.3887013

>>3887009
Only thing I can think of is +FORCEXYBILLBOARD in decorate, but I've never tried it with a model.

>> No.3887027

>>3886990
"ALIGNANGLE" is what you look for, though this was Skulltag exclusive feature AFAIK, it does nothing in GZDoom and Zandronum, i didn't test recently but that gets ignored in those Source Ports IIRC.

>> No.3887035

>>3887027

I tried to use it in Zandronum 2.1.2 to see if it's still supported, and it works well! Thank you very much! :)

>> No.3887048

If Doom is so great, why does everyone turn it into things that aren't Doom?

>> No.3887049

>>3887048
maybe because it's relatively easy to do? At least more so than other game engines?

>> No.3887082

>>3887048
because its fun

>> No.3887119

>>3887048
Experimenting is fun

>> No.3887127

The opening of Brutal Doom 64 with Johnny Doom is a fascinating experience.

https://webmshare.com/xAoab

>> No.3887130

>>3887119
>Experimenting is fun
In doom just as at summer camp

>> No.3887143

Fucking Dinosaur Doom
https://forum.zdoom.org/viewtopic.php?f=19&t=55797

>> No.3887147

>>3887048
not everyone does. fortunately, the community is large enough to cater to all tastes

>> No.3887153

>FREEEEDOOOOOOOM

https://s1.webmshare.com/AvLGN.webm

>> No.3887157

>>3887153
doesn't look like freedoom to me?

>> No.3887159

>>3887049
>>3887048
>tfw you plan to make an indie game in GZDoom but somebody talks you into doing engine-dev in Rust (the language) instead

>> No.3887160

>>3887159
how did they manage that? are you just a pushover or what

>> No.3887168

>>3887048
The base game is great, and you can do things to use it as a foundation, either just a basic gameplay mod to try out new things, or if you have the energy for it, making an entirely new game out of it.

>> No.3887171

>>3887160
I also think it would be cool to make a game engine in this language. I just know better than to think this will ever result in a videogame.

I might still fuck off and develop that game idea with GZDOOM, desu. Then the engine would be a separate thing, for the group project.

>> No.3887190

>>3887159
>>3887171
What's your game idea?

>> No.3887195

>>3886840
>moot
who?

>> No.3887196

If I've never played any thief games, but love stealth games in general, is Thief Gold the best place to start?

I've played and liked Hitman 2, Contracts and Blood Money, as well as Tenchu, Tenchu 2 and Wrath of Heaven. I've played a little of the first MGS and Splinter Cell and didn't like either of those.

>> No.3887203

>>3887195
..are you serious?

>> No.3887205

>>3887196
Thief is amazing. You'd be hard pressed to find a more atmospheric game than that, or a more interesting setting/mythos for that matter.

>> No.3887206

>>3887203
i'm amazed you even consider he might be.

>> No.3887213
File: 622 KB, 1024x724, primed_for_doom_ii_by_mrbfox-dato6ri.png [View same] [iqdb] [saucenao] [google]
3887213

>>3886819

this has to be the cutest shit ever!

>> No.3887216
File: 225 KB, 947x858, tumblr_n222lvg2Ed1sqamcpo1_1280.png [View same] [iqdb] [saucenao] [google]
3887216

>>3887213

>> No.3887220

>>3887213
>>3887216
They're by the same guy who's making Memoirs of Magic

>> No.3887225

>>3887205
I'm only asking because if someone was asking about Hitman I'd say skip the first game, just play 2 onwards. I was only wondering if there's any reason to skip the first Thief or if there's any reason to track down the original version rather than Thief Gold.

Thanks though, I'm looking forward to some sneakan and stealan.

>> No.3887230

>>3887225
The only thing you can/should skip is a mission called Thieves Guild in the first game.

>> No.3887261

>>3887220
>Memoirs of Magic
What ever happened to it? Is it ded?

>> No.3887282

What would an Angband TC play like?

>> No.3887306

>>3887261
It's still in full development

>> No.3887316

I couldn't find a hexen thread so I guess I will post this here.
I recently got wrathofcronos1.9 to work cause version 2 was not working at all.
Only thing is now that I can run it I can't select anything in the rpg menu, like i cannot move to select different options.
Also the game wont save so i have to reset resolution, player, colour, ect.

Can somebody help me, is there a working link for 1.8?

>> No.3887318

>>3887213

id be glad if he could remove the watermark from this and his other Metroid doom drawfaggotry

both are great

>using the 1st one on my shitter background

>> No.3887354

>>3887216
>>3886819
why does this look like porn

>> No.3887356

>>3887354
i want to fuck the imp

>> No.3887360

>>3887356
i want to pet the cacodemon

>> No.3887362

>>3887360
Reported

>> No.3887363

>>3887354
>bulges
>skimpy underwear
>twink design
it's borderline cheesecake.

>> No.3887365

Minor update on the Win32/Fuery.B Trojan for Ultimate Blood, if anyone is interested. I tried scanning it with the most up to date Microsoft Security Essentials and now it says Blood Chronicles Volume 1 and 2.exe and Blood Chronicles Volume 1 and 2.lnk have tested positive.

>> No.3887368

>>3887354

it's the pentagram-emblazoned banana hammock isn't it

>> No.3887391
File: 178 KB, 1280x720, age restrictions.jpg [View same] [iqdb] [saucenao] [google]
3887391

>>3887354
demons are pure you sick fuck

>> No.3887397

>>3887363
>tfw no cute twink baron bf

>> No.3887402

>UAC Vinur Prime Research Base
>pick up blue keycard
>entire giant hanger fills with imps and pinkies who start having a massive fight with each other
>using ketchup so random explosions of blood erupt from the crowd
Is this what slaughtermaps are usually like? Because that was really entertaining.

>> No.3887404

>>3887397
Barons have weird legs and you have shit taste.

Lord Blaz is mai hasubandu.

>> No.3887408

>>3887316
Can someone help me?

>> No.3887410

>>3887354
glad i wasn't the only one who thought so

>> No.3887414

>>3887404
>barons
>shit taste

>> No.3887418
File: 109 KB, 450x520, tumblr_inline_nsiajduQy31tvslpp_500[1].png [View same] [iqdb] [saucenao] [google]
3887418

>>3887404
>Lord Blaz is mai hasubandu.

He has eyes for another.

>> No.3887426

>>3887354
>>3887356
>>3887397
I want to hug the imp and go on cute dinner-dates with him.

>> No.3887428

>>3887418
isn't he canonically asexual, or at least so repressed by "chivalry" that he doesn't even think about that kind of thing, even when women are throwing themselves at him?

>> No.3887431

>>3887354
Whaddya expect from a thread made by a /doom/ hater?

>> No.3887443

>>3887428
Even if that were the case, BJ had to come from somewhere.

>> No.3887447
File: 63 KB, 948x535, U-Blaz.jpg [View same] [iqdb] [saucenao] [google]
3887447

>>3887418
Oh I'll win him over.

>> No.3887449

>>3887402
Not really, Legit Slaughtermaps needs that amount of imps and pinkies in the same ground as you are WHILE there's a wall with the top of it having 300 Revenants then there's other wall opening and throws you 200 Cacodemons, and in the far plane you will find some structure in a pyramid shape which serves to make 40 Cyberdemons as turrets and finally after you beat this all, when you press the first switch you find after all the slaughter, 10 sectors of 1024x1024 will raise having 200 Barons and Hell Knights on it, and that wall with Revenants now have 400 Mancubus and Arachnotrons, the wall which the Cacos came opens a second time throwing pain elementals and the map finally spawns 50 Arch-Viles to resurrect everyone you killed previously.

>> No.3887453
File: 1.61 MB, 1280x1024, Screenshot_Doom_20170327_193004.png [View same] [iqdb] [saucenao] [google]
3887453

>>3886910
Cool, thanks. Time for some variance.

>>3887391
>Demons are pure
YOU FUCKING WHAT?

>>3887402
Yes.

Got the room modified again (see upper left) with it's timers and crushers rigged up. Will need to rig the turret-things to fire independently and only when you're near them so they don't kill themselves, and also need to make the central Sloppys' texture stretch up and down when they move, I also need to rig up the turrets to raise the central walkways when killed.

I have a script that operates the stretch textures on a Switch Platform-Lower-Wait-Raise basis, but I need to have it converted to a Floor+Ceiling Waggle function so I can attach it to the sloppy.

>> No.3887458

>>3887404
your taste palette has a tinge of feces in it.

>> No.3887464
File: 25 KB, 200x200, baron.gif [View same] [iqdb] [saucenao] [google]
3887464

>>3887404
>he doesnt want the 10 inch baron dick

>> No.3887471

Well I want to fucking die

cheer me up with nihilism and cute shit and cute nihilistic shit

>> No.3887474

>>3887464
As you can see he doesn't even have one. Also their legs are still stupid and they look silly.

>> No.3887478
File: 197 KB, 1280x1024, current.png [View same] [iqdb] [saucenao] [google]
3887478

>>3887453
Oh, right. I used the actual room instead for the screenshot.

>> No.3887479

>>3887471
are you me?

>> No.3887480

>>3887474
They're SUPPOSED to be backwards. They're GOAT demons.

Also looks like they're wearing pants due to the matted fur.

>> No.3887486

>>3887480
>They're SUPPOSED to be backwards. They're GOAT demons.
Goats don't have fucking "backward legs" missing a whole joint, they're just ungulates.

>> No.3887493

>>3887474
I used to think they were wearing brown pants

>> No.3887494
File: 27 KB, 236x360, tumblr_inline_o6mz3fw1rK1tgsjao_500.gif [View same] [iqdb] [saucenao] [google]
3887494

>>3887474
>what is a sheath
also don't talk bad about my demon boyfriend's fuzzy legs

>> No.3887501

>>3887494
are your boyfriends legs muscular hydrostats? because they're (only one of them really) bending at the middle of his "thighs" in that animation

>> No.3887505

>>3887486
>missing a whole joint
I don't think that's the case. they're just /fit/ like that.

>> No.3887510

>>3887478
Is it a fist?

Or a Keyhole, perhaps?

>> No.3887523

>>3887510
Which part?

>> No.3887527

>>3887523
He means the outline of the whole map ya dingus

>> No.3887528

>>3887501
for digitigrade legs, the knee is in the middle of the "thigh" while the "calve" is the foot, with the hoof being the toes

>> No.3887531

>>3887528
actually I meant ungulates, not digitigrades

>> No.3887586

>>3887527
Ah. I'm liable to patch up the lines once everything's sketched out. I should have the vast majority of it ready by the deadline; but it probably won't be done/touched up yet.

It's not really any aimed shape or outline. If you look at the skybox and it's sector, I was attempting to make it seam into the play sector a bit there but the connection to the larger building in the backround was problematic and the smallest I could make it.

The idea had been posted countless times in the thread; it was sort of started near the deadline of mapping stage 1. Somebody else modified the initial areas, modifying them from mine; I built upon the rest. Many people in the joy of mapping discord and this thread helped me figure out some things and made some things to help contribute that i have asked for.

It's the concept of "UAC does it's usual teleporter bullshit and it goes awry again" bit, with the idea however of this being a "anomaly" map. UAC is researching hell's various zany bullshit maneuvers (flesh growth on everything, non-elucydian geometry, antigravity bullshit, some of the powerups, etc.) however as par usual, hell has none of that shit. There's a secret involving a splinter of hell breaking off and aiding the UAC specifically because these demons don't want to be slaughtered by YOU. There's a bit of a infested medbay/techlab replete with the rugdemon and other fleshbeasts a major computer/tech area involving crystals and the plasma rifle/bfg that had hell impact it too, with the implication of being where such things are researched and built, charging them and so-forth. Hell assaults with a sort of anomaly similar to one in the original e1m8, but replete with some sort of cybernetic abomination. This turns out to be the frontal force for something bigger to come, which would be the icon of sin fight that also hides monsters inside of walls/textures and also using these targeting mapspots, plus the keens, to make a massive, destructible boss (1/?)

>> No.3887597

>>3887586
(2/2) These mapspots would also be used in another area in the map for the goat hierarchy tree along with the cybernetic whatsits to make an area where it appeared to be constructing a cyberdemon (Optimally, this would also include some textures/actors? Not skilled enough for this yet), and also one for the spider mastermind and it's kin. There are a metric fuckton of inspirational queues from other doom maps.

>> No.3887605
File: 94 KB, 500x360, tumblr_n5i7mbz8SE1t1fkc4o1_500.png [View same] [iqdb] [saucenao] [google]
3887605

>> No.3887607
File: 692 KB, 1280x1024, 1.png [View same] [iqdb] [saucenao] [google]
3887607

>>3887597

>> No.3887612
File: 410 KB, 1280x1024, 2.png [View same] [iqdb] [saucenao] [google]
3887612

>>3887607
.

>> No.3887618 [DELETED] 
File: 439 KB, 640x360, heh.gif [View same] [iqdb] [saucenao] [google]
3887618

>baron-kun will never let you gently massage his hooves as he bleats softly
>his steaming breath moisturizing the walls surrounding the entire sector, his heartbeat audibly slowing down, occasionally letting out some slight blissful groans and guttural noises throughout
>you will never incredulously seize his strong, furry calves in your hands, creeping about with your palms, feeling up his rough veins and the occasional warts on his skin, all the way to his battle scars among scorched skin tissue
>slowly but surely making your way towards his massive, thick thighs, and up to his dark, musky, ludicrously bushy groin

>just as he gets hit by an imp fireball on the back
>instantly turns around to wreck his shit
>your gasp wakes up a nearby cyberdemon
>partial invisibility wears off
>realize this is Hideous Destructor
>you're in Mutiny.wad

>> No.3887623

>>3886898
Just make sure to add in more pistol ammo drops. That was my biggest annoyance with the mod, never had any ammo for the damn pistol.

>> No.3887627

>>3886819
>>3887216
Very Cute but slightly suggestive with a little bit of lewd mixed in-Doom when?

>> No.3887639

>>3887528
>for digitigrade legs, the knee is in the middle of the "thigh"
No it's not. For an ungulate the thigh is the thigh and the calf is the calf just like on a human. They have elongated metacarpals and walk "on their toes" however.

The Heretic minotaur has legs that make sense as opposed to the Baron and Cyberdemon.

>> No.3887653

>>3887623
>Just make sure to add in more pistol ammo drops
I'm going with either pistol-wielding enemies or having some of them randomly drop pistol clips on death (or have some "officer" type dude be guaranteed to drop them).

>That was my biggest annoyance with the mod, never had any ammo for the damn pistol.
Agreed - I also would have liked for the pistol to be a bit more useful. In my addon it's a guaranteed instant kill against weak humanoids and has an inaccurate three-round burst to use as a poor man's shotgun. With nearly instant weapon changing, it's also viable to switch to it instead of reloading whatever you were using before to finish of an enemy.

>> No.3887659

>>3887618
>There's a fucking wall of revenants under the floor
>There's only one archvile in the entire bunch
>Instead of killing you, they turn you into a monster closet.

>> No.3887670

>>3887653

Awesome dude, I'm getting stoked now. MSX didn't deserve to die like it did.

>> No.3887680
File: 101 KB, 650x668, 1290836849.tydrian_digitigrade1.jpg [View same] [iqdb] [saucenao] [google]
3887680

>>3887404
>>3887474
>>3887480
>>3887486
>>3887501
>>3887505
>>3887528
>>3887531
>>3887639

inb4 "ew furry"
Its relevant, shut up.

>> No.3887690

>>3887680
ew furry

in all seriousness, that is pretty neato, speaking as an art student whos struggling with anatomy and just in terms of anatomy in general

>> No.3887713

>>3887690
check out a now defunct blog called "anthro anatomica"
it has some some deep insight that will serve you well for biomechanically sensible fantasy creature design in general

>> No.3887714

>>3887653
>Pistol
> In my addon... has an inaccurate three-round burst

Well shit. My retooling of MSX has this too.
Next thing you're going to tell me you made a third more for the chimera that fires a spread of projectiles at a lower fire rate, but overheats faster

>> No.3887715

>>3887680
>what is an ANKLE
furries get it wrong again

>> No.3887719

>>3887680
Also wrong. Look at the sprite. It's a backwards knee. Don't fucking tell me their foot goes up to their thigh.

>> No.3887726

>>3887653
>>3887670

I eagerly await the release of this and Touhou Doom Remake Episode 3.

>> No.3887727

Did anon finish the frog demon?

>> No.3887732
File: 1.52 MB, 635x457, 1481935220088.gif [View same] [iqdb] [saucenao] [google]
3887732

>> No.3887741

>>3887670
>>3887714
>>>/wsg/1613462
There's some awful gameplay with the pistol.

>Next thing you're going to tell me you made a third more for the chimera that fires a spread of projectiles at a lower fire rate, but overheats faster
Nah, the chimera is retooled as an LMG/medium range burst damage weapon depending on fire mode. Pulse mode shoots projectiles at a moderate fire rate from a large "magazine" that do extra damage against shields, and secondary fire mode is a rail shot that does decreased damage the farther away your target is.

>> No.3887742
File: 52 KB, 197x190, 1488222909403.png [View same] [iqdb] [saucenao] [google]
3887742

>>3886819
>>3887216
>>3887605
Where are you guys finding this cute shit.

>> No.3887747

>>3887741
Did you replace the cool looking blue crosshair with a green one? I liked the blue one better.

>>3887742
They're all by porn artists, anon.

>> No.3887748

>>3887742
I think it's from doomchan or something. Some sparkledog looking motherfucker.

>> No.3887749

>have DEMONS FROM HELL in a fucking alien planet
>they're not anatomically correct
>call the navy

>> No.3887750
File: 158 KB, 500x416, tumblr_n5b7auaOtn1t1fkc4o1_500.png [View same] [iqdb] [saucenao] [google]
3887750

>>3887742
All me, my friend.
I forget where I found them
The artist has a tumblr which I forgot the name of

>> No.3887752
File: 520 KB, 1080x1101, we serve guts here, sir.jpg [View same] [iqdb] [saucenao] [google]
3887752

>> No.3887761
File: 33 KB, 320x240, SORRY SIR, DOING MY BEST!.jpg [View same] [iqdb] [saucenao] [google]
3887761

>>3887749
This is exactly what I expect the UAC's train of thought is.

>> No.3887768
File: 324 KB, 860x772, tumblr_n4s9g9kdZz1t1fkc4o1_1280.png [View same] [iqdb] [saucenao] [google]
3887768

>>3887742
http://berryboyblushings.tumblr.com/post/78831223697/woah-just-how-many-of-those-guys-does-he-really

Found the tumblr, yes, its nsfw.

>>3887605
>>3887750
As for these ones and the one I just posted, I'm not entirely sure.

On an unrelated note, I sure do love clicking on pictures of mountains and store fronts ¬_¬

>> No.3887769
File: 43 KB, 169x156, sdfsadf.png [View same] [iqdb] [saucenao] [google]
3887769

>>3887761
I'm surrounded by assholes

>> No.3887778

>play duke nukem 3d
>think its alright
>play it again several years later, pistol starting
>its one of the best games ive ever played
really makes me think

>> No.3887779

Are there any midis that have a brutal death metal vibe to them?

>> No.3887781

>>3887747
>Did you replace the cool looking blue crosshair with a green one? I liked the blue one better.
I can make it blue in a second or two, and/or provide options eventually so certain colorblind people can use bright pink or whatever.

MSX uses different crosshairs for all it's weapons and only some of the weapons get spread counters when you fire though. I prefer a simple and unobtrusive for everything (colorwise, blue is a better default though.)

>> No.3887786
File: 103 KB, 922x2978, 1407523440490.gif [View same] [iqdb] [saucenao] [google]
3887786

>>3887778
Duke 3D IS one of the best games ever anon.

Shame you can't get the lizard trooper laser pistols

>> No.3887795

>>3887779
there's a lot of stuff in demonsteele's midi jukebox

>> No.3887798

>>3887747
>>3887781

you could even have the crosshair change color when you hover it over shootable actors

https://zdoom.org/wiki/A_JumpIfTargetInLOS

I'm not sure if/how you could make it change colors based on properties of the targeted actor, like +FRIENDLY, +NOBLOOD, etc.

>> No.3887805

>>3887786
>Lizard Trooper Laser Pistols
http://www.moddb.com/mods/duke-nukem-attrition

If I remember correctly, DukePlus had them too
http://www.moddb.com/mods/duke-plus

>> No.3887820

>>3887213
Midget Samus?

>> No.3887827

>>3887220
Nah that's someone else, though they're likely helping with it.

>> No.3887828
File: 978 KB, 1280x1024, Screenshot_Doom_20170327_215532.png [View same] [iqdb] [saucenao] [google]
3887828

>>3887769
Who made that man a gunner?!

>> No.3887840

>>3887402
>Is this what slaughtermaps are usually like? Because that was really entertaining.
Really boring more like, wandering around and waiting for the monster count to stop going up was a snore. Until then it was just let the monsters infight since the area's so gigantic.

>> No.3887845

>>3887798
>you could even have the crosshair change color when you hover it over shootable actors
I don't really see how that'd typically be useful, but yeah it's possible and easy.

>I'm not sure if/how you could make it change colors based on properties of the targeted actor, like +FRIENDLY, +NOBLOOD, etc.
All easily possible as well. Your post gave me an idea - for flavor more than anything else, the scope of the gauss rifle could display bunch of target data for whatever you aim at like health, armor, class name, friend-or-foe ID etc.

>> No.3887857

>>3887769
No, you're surrounded by furries.
Purge the heresy, etc.

>> No.3887862 [DELETED] 
File: 1.41 MB, 1280x1024, Screenshot_Doom_20170323_223812.png [View same] [iqdb] [saucenao] [google]
3887862

>>3887857
No anon, the furries ARE INSIDE YOU

>> No.3887864 [DELETED] 

>>3887862
Fuck off, Sarais.

>> No.3887868
File: 169 KB, 900x900, singularitan memes.jpg [View same] [iqdb] [saucenao] [google]
3887868

Why didn't anybody tell me that 3D floors are so easy and comfortable to work with? Holy cow.

>> No.3887871

Just finished playing Plutonia.

What next?
http://www.strawpoll.me/12623269

>>3887864
Poor S'Arais.
What'd he ever do to you?

>> No.3887876

>>3887750
>arms on the left
Fucking secondaries.

>> No.3887878

>>3887768
>Found the tumblr
Thanks
>yes, its nsfw
Thanks!

>> No.3887887

Where do we go to play co-op with map makers on their work in progress mods?

Where do we go to play co-op in general?

>> No.3887891

>>3887887
Ask someone in one of the many Doom related discord servers?

>> No.3887894

>>3887750
I don't make an aheago when I'm sleepy. Do you do that?

>>3887871
If you're going to poll us for map choices, why don't you just stream already?

>>3887887
^- That was meant to be a response to this -v
>>3887828

>> No.3887896

>>3887871
I don't know man.

>> No.3887901

>>3887894
Bitch at zandro fuckers to update zandro to latest GZDoom.

>> No.3887906

pls somebody stream ;~;

Mapping, playing modded Doom, anything. Just no Brutalshit though.

>> No.3887909

>>3887871
Plutonia revisited is more consistently good, but Plutonia 2's highs are a lot higher because Gusta is a beast.

>> No.3887913

>>3887906
Wouldn't even mind Brutal if the streamer had a chill voice

>> No.3887918

>>3887906
Soon?

>> No.3887926

>>3887901
what is Zandro 3.0 at?

anything for GZDoom that 3.0 can run which 2.0 couldn't?

>> No.3887935
File: 1.47 MB, 1716x720, its true.png [View same] [iqdb] [saucenao] [google]
3887935

>> No.3887943

>>3887906
why niggas so demanding of someone to stream recently

>> No.3887948

>>3887935

Don't tell me you don't love those new Tche- I mean ARCHVILE sprites. And how about those random chaingunner replacements? Work of genius! But best of all? Coding the ceiling lights to be like monsters so that the lightamp goggles cause the sprites to go inverted.

Truly, this is Doom 64: The Way It Was Meant To Be Played™

>> No.3887983

>>3887845
Would be nice if there was some nanosuit-type sprites out there for MSXGuy, as well as possible allies.

>> No.3888014

Didn't someone here say they were going to be making something in the same vain as Cory Whittle's "Don's Challenge"?

Where can I find more info about this?

>> No.3888049
File: 3 KB, 96x132, 13yhuo6.png [View same] [iqdb] [saucenao] [google]
3888049

>>3887983

Closest thing to that was this thing I frankensprited together years ago from some Strife pickups.

>> No.3888071

>>3887983
>>3888049

You could probably hack something together from Strife's rebel sprites; color it black, change the helmet, etc. It'd be easier than starting from scratch.

>> No.3888134
File: 211 KB, 578x694, tumblr_nvh480dAU11u31gr1o1_1280.png [View same] [iqdb] [saucenao] [google]
3888134

>>3887750
I don't remember the name either.

>> No.3888139

>put ammo for a weapon thats not even in the episode the ammo's in
what did they mean by this?

>> No.3888140

wow this general's full of literal faggots
so much for being about retro FPS games

>> No.3888147

>>3888139
Whats an example of this? Also, do remember that backpacks give you ammo for every ammo type.

>> No.3888149
File: 38 KB, 245x280, 1368657414825.jpg [View same] [iqdb] [saucenao] [google]
3888149

>>3888140

I just wanted talk about Doom.

Not furries talking about how much they want a Baron to fuck them in the ass.

>> No.3888150

>>3888147
second episode of blood, the haunting map has tesla batteries but the tesla gun isnt in that episode

>> No.3888158
File: 80 KB, 712x671, peco.png [View same] [iqdb] [saucenao] [google]
3888158

>>3888140
>Learn lesson from using that Shambler crop
>Skip out on being OP for this one time
>Different OP starts with cheesecake and collectively shits itself

For fuck's sake.

>> No.3888164

>>3888150
I never knew that. Cool.

>> No.3888169

>>3888140
does it make a difference for you, DKG?

>> No.3888174

>>3888169
>DKG
go away

>> No.3888176

>>3888169
literally who
i don't care who your boogeyman is keep your faggotry in /trash/ not the FPS thread

>> No.3888180

>>3888174
thats a suspiciously sore response

>> No.3888181 [DELETED] 

>>3886819
That guy's Animal Crossing porn is amazing.

>> No.3888184

>>3888176

This. Please.

>> No.3888197

What are the best mapsets of the 2010's that arent too hard?

>> No.3888219

>>3888197
I liked Bloodstain a lot.

>> No.3888232

>>3888140
>>3888176
did you seriously see the OP and expect people not to talk about it

>> No.3888236 [DELETED] 

>>3888140
>>3888149
Boo fucking hoo, go back to your christian imageboard, cuck.

>> No.3888240

>>3888236
and you go back to u18chan

>> No.3888261

>>3887768

Not even a little bit of heterosexual porn.

I didnt expect that.

>> No.3888271

>>3888219
I felt the author of bloodstained couldn't into monster placements. Doesn't really show much thought, and can get a bit cramped on UV.

>> No.3888279

>>3888261
remember, it isn't gay if its solo.

>> No.3888280

>>3888271
>bloodstained

shit, mean bloodstain.

>> No.3888282

>>3888271
The mapset is set up in such a way that you're meant to run for cover from fire, which isn't how most people play I think.

>> No.3888284

>>3888282
Problem is, some maps have monsters in multiple directions, so you can't even do that at times.

>> No.3888290

>>3888284
I managed just fine, do you run from cover to cover too?

>> No.3888306

>>3888290
My point was that some maps have no cover.

>> No.3888317

>Waiting for Final Doomer 2.0
>Waiting for D4T 3.0
>Waiting for Q BETA7
Don't want to start anything if these could come out any day now

>> No.3888318

>>3888219
>>3888282

Eh. I didn't like bloodstain personally. Unless I'm playing on skill 2 or 3 (depending on map), It punishes run n gun play very harshly, forcing me to take a much slower cover based playstyle, which gets very boring fast.

>> No.3888321

just me or does sam hayden's robot face look like a gamer mouse

>> No.3888324
File: 476 KB, 699x529, mpeealw4ug1s1v6bdo8.png [View same] [iqdb] [saucenao] [google]
3888324

new dev diary for brutal doom v21

tl;dr:

- no longer zandro 2.1 compatible, now needs 3.0
- script which detects what map is being played and modifies it by spawning more actors and "pretty" effects. this is begging to break in so goddamn many ways.
- can also replace entire maps this way, just in case you wanted to randomly skip from a stock iwad map to one of mark's own maps.
- flashlight for all weapons. not even a good flashlight. the "gldef on a bulletpuff" style flashlight.
- rocket launcher now has backblast. wow, an actually cool feature. gj.
- script detects when many barrels are exploding and spawns more explosions. enough and they kill the player. so basically barrels o' fun is now impossible.
- hud now has an obnoxious timer telling you how much time is left on a powerup.
- purist mode is now able to use kicks, taunts, and grenades. just in case purist mode was any more of a laughable afterthought.
- no reloading option is in. handled in the stupidest fucking way. you give an inventory item via console and the magazines refill instantly. ??????????????
- plans on remaking psx doom levels. OH BOY, IN CASE BRUTAL DOOM 64 WASN'T ENOUGH QUALITY

>> No.3888326
File: 239 KB, 500x472, 1369792033290.png [View same] [iqdb] [saucenao] [google]
3888326

>>3888324
>purist mode is now able to use kicks, taunts, and grenades.

>> No.3888328

>>3888324
>purist mode is now able to use kicks, taunts, and grenades.
LITERALLY WHY

>> No.3888329
File: 27 KB, 356x200, 200_s.gif [View same] [iqdb] [saucenao] [google]
3888329

>>3888324
>purist mode is now able to use kicks, taunts, and grenades.

>> No.3888330

>>3888324
>purist mode is now able to use kicks, taunts, and grenades.

Then it's not a fucking purist mode, is it?

>> No.3888335

>>3888324
>can also replace entire maps this way, just in case you wanted to randomly skip from a stock iwad map to one of mark's own maps
Fucking autistic huemonkey

>> No.3888336
File: 6 KB, 380x210, 1459982256041.png [View same] [iqdb] [saucenao] [google]
3888336

>>3888324
>purist mode can taunt, kick, and throw grenades
>Mark forgets what the term purist means

>> No.3888338

>>3888321
>Sam Hayden
I know it's supposed to be S Hayden, but I wonder if Sam Hayden was also on purpose, to go with Samhain. It'd fit, since Samhain is when it was easiest to move from otherworld to the real world.
>>3888324
>- script which detects what map is being played and modifies it by spawning more actors and "pretty" effects. this is begging to break in so goddamn many ways.
>- can also replace entire maps this way, just in case you wanted to randomly skip from a stock iwad map to one of mark's own maps.
Thankfully you can disable these, so as dumb as it is, it shouldn't get in the way.

>> No.3888343

>>3888324
>script which detects what map is being played and modifies it by spawning more actors and "pretty" effects.
The only way I can think of this being done in Zandro 3.0-tech is by reading the map's lumpname, which...yeah, is begging to break in so many fucking ways.
Isn't Brutal Hell on Earth supposed to be a redo of the Doom campaign, to where he bragged would be better than the iwad maps? Just fucking work on that instead.

This is just a feature for the sake of having a feature.

>purist mode is now able to use kicks, taunts, and grenades.
W H Y
H
Y

>> No.3888354

>>3888324
bloodytwitch.gif

>> No.3888357

does he know the difference between 1 and L yet?

>> No.3888367

>>3888197
dtwid/d2twid
switcheroom
(old school style fan here)

>> No.3888371

>>3888357
he knows about it and has fixed it but doesn't want to put out a whole new release just for fixing one thing

>> No.3888376

>>3888158
from a former threadmaker, i thought you were doing a great job

>> No.3888437
File: 962 KB, 1280x1024, Screenshot_Doom_20170328_050250.png [View same] [iqdb] [saucenao] [google]
3888437

>> No.3888453 [DELETED] 

>>3886840
>/vg/ communities are commonly stagnated.

And this general isn't? It's the same circlejerk over and over.

>> No.3888458

>>3888338
Sam Hyde did UAC

>> No.3888462

>>3888453
except we also develop wads

>> No.3888463
File: 292 KB, 478x478, 1447721228365.png [View same] [iqdb] [saucenao] [google]
3888463

>>3888453
yeah, I don't see people occassionally commuting to send feedback on modding, posting progress screenshots of ongoing projects, or having continuous discussion on popular doom mods and maps on a regular basis. nope, none of that.

we live in a permanent state of depression over not being half as good and productive as those epic console war threads.

>> No.3888469

>>3888463
it's true, i only post about unpopular wads

>> No.3888472 [DELETED] 

>>3886819
I wanna fuck that cyberdemon's boipussy

>> No.3888473

>>3888472
> cyberdemon

>> No.3888475
File: 176 KB, 1920x1080, Screenshot_Doom_20170228_220845.png [View same] [iqdb] [saucenao] [google]
3888475

I don't have as much time these days but I still like to play Doom once in awhile, even if I always go back to the same wads and servers.

>> No.3888480

>>3888475
>I don't have as much time these days
sorry to hear it. something bad happen?

>> No.3888482

>>3888134
WEW saved

>> No.3888485

>>3888482
babe saved

>> No.3888486

>>3888472
>>3888473
its clearly a pinkie faggot

>> No.3888487
File: 249 KB, 480x270, bdv21statbar.png [View same] [iqdb] [saucenao] [google]
3888487

>>3888324
>hud now has an obnoxious timer telling you how much time is left on a powerup.
You're not bothered by the weapon slots having clip ammo plastered over them for no reason and the widescreen-only grenade counter?

>> No.3888491

>>3888487
to be quite honest, i actually went to the fridge partway through the video and picked up a beer while it was playing, so i missed that part

perhaps for the best, because that's quad tarded

>> No.3888493
File: 771 KB, 640x320, Pfffhahaha.webm [View same] [iqdb] [saucenao] [google]
3888493

>> No.3888502

>>3888324
>hud now has an obnoxious timer telling you how much time is left on a powerup

that actually sounds useful, esp. for invulnerabilities in the typical places they're found in harder maps, when you need to plan your movements carefully, achieve certain goals, and be in the right place when it runs out. it would help to not have to mentally count down from 30 as it distracts from concentrating fully on the fight.

presumably by "obnoxious" you mean it looks ugly, since i haven't seen screenshots, but the feature itself sounds beneficial, as explained. perhaps source ports could be persuaded to implement it.

>> No.3888504

>>3888487
lol that does look pretty bad. lets hope its just a temporary placeholder to demonstrate the feature, not final.

>> No.3888514

>>3888493
that is fucking great

>> No.3888536

>>3888487
>31 arms
and he's still unable to hold his spaghetti.

>> No.3888537
File: 342 KB, 640x768, ZanieonWTFPC.jpg [View same] [iqdb] [saucenao] [google]
3888537

>>3888324
>flashlight for all weapons. not even a good flashlight. the "gldef on a bulletpuff" style flashlight.

Why this hurt me so much as if i hit a toe in a wall? This is so GoldSrc or Descent 3 and nobody uses that type of Flashlight in any mod anymore.

>> No.3888540

>>3888502
it's a painfully simple system to implement

in fact, I wouldn't really be surprised at all to find out he had 'borrowed' code for it from another mod like he did for thousands of other features in BD

thing is, it looks incredibly shitty the way mark implemented it

>> No.3888542
File: 2 KB, 342x282, Keys.png [View same] [iqdb] [saucenao] [google]
3888542

I made keys for space hunter.

>> No.3888546

>>3888542
the reds don't contrast enough
the right is teal and purple

>> No.3888549
File: 5 KB, 342x282, colorblindness is a bitch still.png [View same] [iqdb] [saucenao] [google]
3888549

>>3888546
I got some help and it's better now

>> No.3888550

>>3888549
much better

>> No.3888551

>>3888549
very nice
>>3888550
agreed

>> No.3888556

>>3888367
Great suggestions. Thanks!

>> No.3888562
File: 451 KB, 1600x900, Screenshot_Doom_20170328_054653.png [View same] [iqdb] [saucenao] [google]
3888562

This is pretty much a complete HUD, you guys think this is fine? I don't want to make shit feel too cluttered or anything.

>> No.3888563

I hope ZZYZX does DoomBuilderGL sooner rather than later. The name "GZDoomBuilder-Bugfix" is driving me even more nuts than "GZDoomBuilder" already did.

>> No.3888564

>>3888563
GZDoomBuilder-Bugfix-Multiplatform

>> No.3888567

>>3888563
GZDB+

>> No.3888614

>>3888562
other than energy being 1 pixel off of the keys and health i think it is fine

>> No.3888617

>>3888614
ammo*

>> No.3888623

>>3888564
Super-GZDoomBuilder-Bugfix-ArcadeEdition

>> No.3888627

>>3888623
...2017 Final Build (Copy (2))

>> No.3888638 [DELETED] 
File: 351 KB, 1200x900, 1440715656120.jpg [View same] [iqdb] [saucenao] [google]
3888638

>>3886840
>some dumb tripfag said it was ok four years ago so it's allowed

>> No.3888643

I really like the outdoor environments from the original Doom, grass and trees and rock and so on. I think I'll make a map that mostly takes place on grass outside, some streams, rocks, small caves, etc.

>> No.3888646
File: 94 KB, 340x443, MoarLandscape.jpg [View same] [iqdb] [saucenao] [google]
3888646

>>3888643
Just don't end by doing something like...

>> No.3888649

>>3888646
I think that looks quite nice. This would also be my first real map, so it'll be pretty bad anyway.

>> No.3888705
File: 144 KB, 640x480, Caleb Blood.png [View same] [iqdb] [saucenao] [google]
3888705

>playing through some of the upcoming qump maps to test them

holy shit you guys are in for a TREAT!

>> No.3888724

>>3888705
Oh shit I forgot QUMP was even a thing.
GET PSYCHED

>> No.3888749

I used to play this certain weapon mod frequently until my computer was formatted and I didn't make a backup.

I remember it was your generic weapons mod: the weapons were well made, and there was a good amount of them, at least 5 per slot. The weapon/items that gave the mod it's unique feeling were four "Elemental Rings": you could pick them up and use them as weapons singularly. Each ring could fire a stream of projectiles in a single line and, if you had all four rings and used the Secondary Fire of one of the rings, all of the four would merge into a single one, that could fire 4 streams of projectiles at same time.

The mod had also a flame thrower, a few BFG-style weapons, a blood orb, a few magic wand-style weapons, and if I'm not wrong, the ZIP had a secondary WAD along this mod, which was for monster replacement.

Anyone have any idea of what mod is that? I can't find it anywhere.

>> No.3888787

>>3888317
>Q BETA7
Would be a lot better if the guy decided to agree to nerf shotgunner damage. His excuse that it does the same damage as in Quake doesn't work, because you could easily dodge most of the damage there. Not so much with the hitscan system in Doom.

Also would be really good if he would buff the Laser Rifle damage a bit, because right now it is just a Quake 2 blaster that actually uses precious cell ammo.

>> No.3888802

>>3888705
More Quake around here is always a good thing.

>> No.3888812
File: 445 KB, 640x960, vortex2-2016_10_19_19_41_10_661.png [View same] [iqdb] [saucenao] [google]
3888812

>>3888537
I unironically like that style of flashlight, welp.

>> No.3888825
File: 964 B, 39x137, doomskullssmall.png [View same] [iqdb] [saucenao] [google]
3888825

>>3888562
> I don't want to make shit feel too cluttered or anything.
Well the keys and skulls are huge, take up necessary space and are squished over each other, they could be smaller.

>> No.3888841

What does mark think of project brutality?

>> No.3888845

>>3888643
every map I make always has big outdoors parts because those are my favorite too.

>> No.3888873

>>3888825
but they look cool

>> No.3888917

>>3887820

they both share the same size
though the doomguy is 2,10m while sammy is 2,00m

>> No.3888918
File: 439 B, 84x48, spacehunterkeyshrink.png [View same] [iqdb] [saucenao] [google]
3888918

>>3888825
>>3888873
I was thinking of something like this. (I am not Kegan)

>> No.3888925

>tfw had a dream about receiving a cacoward
>whole ceremony was happening in a doom level
>mine was for assistance in some bigger project
>suddenly thousands of insect appear
>crowd tries to kill them with rockets
>bugs keep resurrecting
>everyone starts to running away
>i stare at a huge obelisk in the center
>it now my name on it

>> No.3888943
File: 38 KB, 1078x794, 1465694680538.png [View same] [iqdb] [saucenao] [google]
3888943

>>3888638
Here's that (You) you asked for

>> No.3888959

>update to the latest version of GZDoom
>now it crashes every other time I try to save
Weird. It plays fine, it just freaks out every other time I hit "save".

>> No.3888992

>>3888537
>Descent 3
But that's good nostalgia though

>> No.3889116

>>3888925
Sounds like a thrilling map idea.

>> No.3889126

>>3888925
Sounds like a premonition.
Make sure to playtest your map.

>> No.3889130

>>3889116
agreed.

I had the thought of making a CACOWARDS ceremony map once too.

>> No.3889143
File: 88 KB, 644x332, ShitshitshitDowngradeAgainPls.jpg [View same] [iqdb] [saucenao] [google]
3889143

Lemme speak the truth about Doom in the last 10 years, this is not going nice and even simple limit removing maps are getting way too much detail.

>> No.3889152

>>3888537
Imagine 20 people online using flashlights with 30 or so dynamic lights.

>> No.3889154

>>3889143
but they look so nice tho

>> No.3889162

>>3889152
why would you need 30
you could cut it down to like 10 and it would still look fine

>> No.3889169

>>3889143
play mano laikas

>> No.3889171

>>3889143
Well they ARE professionals.

>> No.3889225
File: 996 KB, 1911x1075, tasteless filters for tasteless maps.jpg [View same] [iqdb] [saucenao] [google]
3889225

>>3889143

What are the most ornate Doom maps? Like the modern equivalent to Gothic99.

>> No.3889226

>>3889143
wtf is ultimate doom 2007

>> No.3889229

Has anyone ever ported the Marathon textures into Doom? I would love to work with them.

>> No.3889235

>>3889225
Putrefier by ed_c

>> No.3889271

>>3889225
>What are the most ornate Doom maps?
Everything Tormentor667 has made in his career, no jokes, he even assumed the meme of "Needs more detail" which is something i liked on him despite me not agreeing that overdetailing is a nice thing.

>>3889226
Knee-Deep In Zdoom, a.k.a Ultimate Doom detailed at super crack levels with you getting lost in E1M1 while Shooting Stars plays on background.

>> No.3889286

>>3888918

That looks neat.

>> No.3889290

>>3889143
nah

>> No.3889291

>>3889152

So you fucking clientside it.

>> No.3889349
File: 714 KB, 574x422, Video games are the work of the devil.webm [View same] [iqdb] [saucenao] [google]
3889349

Can Blake Stone run in gzdoom or a wolfenstein source port?

>> No.3889361

>>3889349

Nope.

>> No.3889362

>>3889143
implying anyone liked KDiZD

>> No.3889372
File: 65 KB, 823x617, Capture.png [View same] [iqdb] [saucenao] [google]
3889372

Any idea why music isn't working for me? I'm using Quakespasm

>> No.3889375

>>3889349
what game is in that webm?

>> No.3889393
File: 1.34 MB, 1900x1792, kdizd.jpg [View same] [iqdb] [saucenao] [google]
3889393

>>3889271
>>3889225

Knee-Deep in ZDoom was exactly the over-the-top detail wad I was looking for. New enemies are a bit shit, though.

>> No.3889402

>>3889143
KDIZD looked nice but it played like complete ass

I miss that over detailed style.

>> No.3889413

>>3888614
the AM is armor. but holy shit I think you're right. I thought I lined that shit up right

>> No.3889417

>>3888918
This is excellent. Gonna use these

>> No.3889429

>>3888925
That's exactly what happens every time, actually. We return to our homeland to revisit the obelisk, risking our lives against the space bug menace that drove us off our planet.

>> No.3889434

>>3889349
>Can it run in GZDoom
Nope
>Can it run in a Wolfenstein Source Port
Not yet.. ECWolf will soon have BStone support.
In the meantime, however, Blake Stone has it's own source port
https://github.com/bibendovsky/bstone
It gets a little uppity when running custom levels though

>> No.3889436

>>3889375
It's not a real game, just an animation some dude on Twitter made

>> No.3889535
File: 90 KB, 957x621, 1490572849371.jpg [View same] [iqdb] [saucenao] [google]
3889535

>secret is required to progress

>> No.3889539

>>3889372
Make sure the option "External Music" in the in-game options menu is set to On. You have to load a new map or restart QS for the option to take effect.

>> No.3889546

>>3889372
>>3889539
wait nevermind I think the music actually is working, I just thought it would start with the first track on level 1 but I guess not

>> No.3889550
File: 5 KB, 197x174, 1489601581037.jpg [View same] [iqdb] [saucenao] [google]
3889550

>>3889535
>find a secret
>it's full of murderous fuckers
>the reward is one box of bullets

>> No.3889554

>>3889550
>things that never happen
You're making that up. Post the map you found that in.

>> No.3889565

mein leben
mein leben
mein leben

>> No.3889571
File: 519 KB, 500x715, AAA.gif [View same] [iqdb] [saucenao] [google]
3889571

>>3889535
>>3889550
>somehow get lost for like 10 minutes
>finally think you found out how to progress
>"You found a secret area!"

>> No.3889583

>>3889571
you know you can press Tab and it'll show you a picture of the map layout you've explored already? it might be in a horrible shade of light brown, or ugly pink lines, but it's there

>> No.3889584

>>3889583
You underestimate how stupid I am.

>> No.3889585

>>3889554
>hes never played serious sam

>> No.3889586

Goddamn, the shift down in quality between the first quake mission pack and the second is insane.

The first I enjoyed as much as the original, the second was just beyond awful.

>> No.3889595
File: 4 KB, 300x57, image.jpg [View same] [iqdb] [saucenao] [google]
3889595

>>3889585
sorry I thought we were talking about Doom.

>> No.3889604

>>3889583
doesnt help with switchunting tho

>> No.3889613

>>3889604
yeah i guess

>> No.3889628

>>3889550
>Find ammo/boost/weapon in a small/medium room
>Pick it up
>Enemies teleport in/walls open up
>End up using up the boost/ammo/weapon

I love Doom, but map tropes like this have made me unreasonably paranoid

>> No.3889750

>>3889628
it's worse when nothing happens and you're left wondering if it's released half a dozen archviles on the other side of the map

>> No.3889754

>>3889271
>Knee-Deep In Zdoom
Alright, I tried it and it's kinda shitty.

>> No.3889817

Is anyone else here having issues with the latest GZDoom update? I keep getting crashes now when either saving or loading.

>> No.3889834

>>3889817
Its early days into the latest update. It'll probably be fixed soon.

>> No.3889837
File: 759 KB, 1280x1024, Screenshot_Doom_20170328_210253.png [View same] [iqdb] [saucenao] [google]
3889837

More updates and work on the map.

>> No.3889843

I'm legitimately considering the possibility that doomguy in Hideous Destructor might be autistic

>> No.3889850

>>3889843
What makes you say that?

>> No.3889853

>>3889754
Some of the detail it brings to the table is useful, though.

>> No.3889860

>>3889850
not him but he controls like a barefoot fatfuck walking on gravel

>> No.3889865

>>3889417
Sweet! Don't forgot to credit m- nah it's fine.

>> No.3889868

>>3889865
Gimme a name. I always show gratitude to people who help me

>> No.3889880

>>3889868
I just feel it's a really minor thing but alright. Turret49

>> No.3889881

>>3889880
Done and done, thanks again friend

>> No.3889903
File: 716 KB, 1600x900, Screenshot_Doom_20170328_194024.png [View same] [iqdb] [saucenao] [google]
3889903

Eyyyy this looks really nice

>> No.3889906

>>3889903
I like it!

>> No.3889913

>>3889903
Oh right I forgot about the 1:1.2 ratio doom does to sprites, ah well. Looks good with the keys/skulls smaller! They're strangely aligned at the moment but you probably know that.

>> No.3889916

>>3889913
I lined the keys points up with the crease in the skulls, I'm probably gonna leave it like this, though I might move them a few more pixels to the left

>> No.3889930

>>3889916
They're fine against each other. I was referring to how they were horizontally lined up with the EN and AM yeah, also the black border of the skulls is touching the EN's black border. Though the whole black border stuff is a bit wonky due to how it's just an extension of the base sprite (the skulls are 8x8, the border makes them 10x10)

>> No.3889934

>>3889604
it does though
t. guy who got lost in memento mori

>> No.3889941

>>3889554
I'm pretty sure it was either Sunlust or Unholy Realms. There was a secret with two pinkies and a revenant in it, for one box of bullets.

>> No.3889943
File: 34 KB, 473x527, 1396232617190.jpg [View same] [iqdb] [saucenao] [google]
3889943

>>3889565

>> No.3889948

If Barons and Hell Knights are hell nobles, then why is the Cacodemon the one with blue blood?

>> No.3889954

>>3889948
Really explains their feud seen in E2M9.

>> No.3889975

>>3889948
Maybe there used be a Caco-king that the Cyberdemon over threw

>> No.3889981

Does anyone else have sporadic dreams about Doom levels? For at least 10 years or so, I have been dreaming every once in a while about some kind of Doom Level I'm in. They always seem to be badass (though frightening, at times). But that might only be me thinking that about my dreams. If only I kept on mapping for Doom...

On another note, regarding the detailed maps: In my opinion, people tend to forget what made Doom so great: Gameplay, supported by Levels which were pretty ugly, but had style. I miss shooter which do not want to be realistic, but have a idea behind them, culminating in absurd and awesome battles.

>> No.3889984
File: 1.42 MB, 1600x900, Screenshot_Doom_20170327_124006.png [View same] [iqdb] [saucenao] [google]
3889984

A girl I'm really into plays this mod all the time and I don't know wtf it is, can anyone help me?

>> No.3889989

>>3889981
Me again. Just wanted to add some examples: Map08, Tricks and Traps was awesome. E4M2 was awesome in its absolutely furious opening. Map13, Downtown and Map15, Industrial Zone are burnt in my memory because they did (in a obscure way) engage my fantasy as a child and teen.

>> No.3889991

>>3889271
> a.k.a Ultimate Doom....
But it was only E1. And Doom didnt get the Ultimate title until E4 was added, so its even more wrong to use Ultimate Doom in this case.

>> No.3889996

>>3889984
Project Brutality with UDV

>> No.3889998

>>3889984
is """"""'she""""""" cute

>> No.3890000
File: 758 KB, 1270x1424, wolfenstein.png [View same] [iqdb] [saucenao] [google]
3890000

So is Doomguy a manlet, or is BJ a giant?

>> No.3890006

>>3889837
goddd you do the hell aesthetic so well

>> No.3890008

>>3890000
They made the Wolfenstein maps bigger to better suit Doom's gameplay.
That or hell twisted the levels to make them truly huge, to emphasize the maze designs of Wolf 3D.

>> No.3890013 [DELETED] 

>>3889998
I think so, shes super nice, totally drama free, she is SUPER into Doom, Quake, Hexen...
She is trans though.

>> No.3890015 [DELETED] 
File: 35 KB, 404x404, 1481226142206.jpg [View same] [iqdb] [saucenao] [google]
3890015

>>3890013
>She

>> No.3890018 [DELETED] 

>>3890013

>> No.3890021 [DELETED] 

>>3890013

>She is trans though.

Thread derailed.

>> No.3890025 [DELETED] 

>>3890013
Janitor pls before it gets out of hand.

>> No.3890028 [DELETED] 

and you keep drawing attention to it

i wonder who's in the wrong here

>> No.3890029

>>3890021
This isn't /v/
We're fine

>> No.3890031 [DELETED] 

>>3890013
muh glass masculinity is threatened!! better stop talking about doom

>> No.3890038

>>3889996
Where can I get it? I want to play it so we got shit to talk about, is it multiplayer?

>> No.3890040

>>3890008
>They made the Wolfenstein maps bigger to better suit Doom's gameplay.
Possibly due to the size of the original textures and 1 texture pixel = 1 unit.

>> No.3890045
File: 3 KB, 169x181, 1444251830026.png [View same] [iqdb] [saucenao] [google]
3890045

>there are no sound rips for Metroid 2
Well there goes that idea out the window, you guys have any ideas on what I can use for enemy shot sounds for Space Hunter? I was thinking about cheating a little and grabbing some sound effects from another NES game maybe, or do you think I should just use the same gun sounds the player has?

>> No.3890046

>>3890038
>Where can I get it
Google for both names will have it as first results
>Is it multiplayer
Zandronum 3.0 can handle both together, there's servers of it up already on Doomseeker as well so you can download it through that too

>> No.3890047

>>3890000
Perhaps he's a
Doom Babby :^)
Nice quads btw

>> No.3890049
File: 245 KB, 582x1073, Doom Engineer.png [View same] [iqdb] [saucenao] [google]
3890049

>> No.3890051

>>3887354
because it's drawn by someone who does gay pokemon and animal crossing porn

>> No.3890054

>>3887354

>reverse image search it
>besides /vr/, the only site that has it is e621
>there are 44 entries for "cacodemon"

>> No.3890058

>>3890029
Yes. We suck cocks.

>> No.3890059

Why does the MBF helper dog have so much god damn health? I'd love to use it as an enemy in a Boom map but 500 health is fucking absurd, especially for a dog.

>> No.3890060
File: 3 KB, 60x60, oHDITVU[1].png [View same] [iqdb] [saucenao] [google]
3890060

so apparently *this* particular sprite edit someone made is making people uneasy?

i better stop working on that The Thing TC then, people would lambast me and put me in ten thousand blacklists over it

>> No.3890061
File: 3 KB, 60x60, mN9Mqsm[1].png [View same] [iqdb] [saucenao] [google]
3890061

>>3890060

red version because i'm a good ol' stupid fuck that thought both versions were in the same pic

>> No.3890064

>>3890060
Just do it anon.

>> No.3890065

>>3890060
>>3890061
looks neat

>> No.3890073

>>3890060
>>3890061
What is this?

Also don't let people stop you for some shit, especially if it's something that makes no sense

>Zombies exploding into gibs? Meh
>Giant monsters falling apart and coming insideout when dead? Feh
>Doomguy's hudface explodes when gibbed? Yawn
>Mortal Kombat X? What's that
>Creepy gore face? NO SIR, THAT IS THE FUCKING LINE

Fuck them

>> No.3890084

>>3889837
How do you achieve this volumetric lighting? Is there some kind of translucent middle texture there? Is it a special linedef or is there just an alpha layer on the texture? That's pretty cool and I want to try to achieve the same effect.

>>3889984
This looks like Complex Doom with.... some kind of HUD? I dunno. When you figure it out, tell us.

>>3889998
>>3890015
>>3890018
>>3890021
>>3890028
>the rest of the thread is on-topic talking about videogames and goodposting
>you do this shit

/pol/, ladies and gentlemen. Not even once.

>> No.3890093

>>3889225
The Hell on Earth Starter Pack is pretty detailed. Yeah, I know,
>Brutal Doom
and all that, but you can play the mapset with a different gameplay mod. It's really fucking good with Trailblazer and DRLA monsters. Some anon in this thread told me to try that, and it's fun.

>> No.3890097

I'm so glad the Doom community hasn't fallen for the "modpack" meme.

>> No.3890102

>>3890097
Like what Minecraft does?

>> No.3890104

>>3890097

As much as it hurts to say, age comes into play on this one.

>> No.3890106

>>3890097
>>3890102
I'm dumb, what's a modpack?

>> No.3890109

Is Frankenspriting acceptable or is it considered lazy / amateurish?

>> No.3890112

>>3890097
The only communities that fall for the modpack meme exclusively is heavily server based multiplayer games that require the users to install the mods on their own first; i.e. where it's kind of needed

>> No.3890120

>>3890106
In the context of say Minecraft, there are many various pre-configured packs of mods often designed for multiplayer use. More often than not these packs rely on an older version of the game due to Mojang not bothering with a modding API and so modders need to update their shit every time the game does, so said packs use their own launcher to simplify the process.

>> No.3890121

>>3890045
this isn't that huge a deal, but if at all possible different sounds for enemies is best

in co-op, that way you can tell who's involved in a firefight you hear before you see

>> No.3890124

>>3890120
Oh

Isn't this credit to Zdoom and shit being awesome rather than falling for a meme?

>> No.3890126

>>3890109
considering how many frankensprited monsters I've seen over the years I have to imagine it's alright

>> No.3890127

>>3890109
I do it all the time, the trick is to make the frankensprites look nice.

>>3890121
That's exactly what I was sweating over, but I'm REALLY straining on NES Metroid sound effects, so the plan was to jack the sounds from Metroid 2, but no one has ever done it so I'm kinda up shit creek right now

>> No.3890129
File: 992 KB, 1600x900, Dem FX.png [View same] [iqdb] [saucenao] [google]
3890129

Heres another screenshot a mutual friend sent me.
He doesn't know what its called even though she has mentioned it to him.

>> No.3890132 [DELETED] 
File: 7 KB, 420x420, b36.png [View same] [iqdb] [saucenao] [google]
3890132

>>3890129
>she

>> No.3890141

>>3890124
Actually it's wadseeker being awesome.

If you had to manually download the correct version of each individual mod on a server in order to join it, people would probably have to put together Doom modpacks, because otherwise actually joining a Z& server would be a pain in the ass.

>> No.3890145
File: 147 KB, 400x300, 1490752993125.png [View same] [iqdb] [saucenao] [google]
3890145

This came out funnier than I hoped.

>>>/wsg/1615400

>> No.3890147

>>3890129
i haven't played in a long time but i'm pretty sure that's project brutality, probably 3.0

>> No.3890149

>>3889143
I tend to prefer detailing thats more about texture usage, architecture, lighting, and color palette over millions of sectors, yeah.

>> No.3890150

>>3890084
I believe it's a dynamic light+Glow that I used.

>>3890006
Why thank you. This is just a small sample; so you ain't seen nothin' yet.

>> No.3890153

>>3890150
Oh, also; there's a FADE being used in conjunction. Those are annoying to set up, but it's what the fog is.

>> No.3890154

>>3890145
Will there be a cvar for the walking sound

>> No.3890156

>>3890154
I thought about it but I've ultimately decided to just not do a walking sound. I'd have to do some fuckery to make sure the sound only plays while the player is moving, and most would probably shut it off

>> No.3890159

>>3890153
>>3890084
>>3889837

https://www.dropbox.com/s/9312p7ma2rlz5tk/e1m8.wad?dl=0

Latest revision of the H2H map; so it's likely not going to be done before the deadline. Added a bunch of lighting and shit, as well as trying to get the damned mixed sksnake+tekwall to look good. (There's a reason I'm trying to avoid using tan flesh outside of the quick THE THING refrence; it'll be used later on to indicate friendly shit) plus some differing wagglerigs and all sorts of nonsense.

Requires the Highway 2 Hell base.pk3 and was generally tested in GZDoom.

gibe feedback/suggestions/reccomendations. Feel free to modify it; that's what i understood was going to happen anyway from the rules.

>> No.3890160

>>3890159
>>3890006
forgot to tag you too, what are you doing, rogue linedef?

>> No.3890162

>>3890159
>Requires the Highway 2 Hell base.pk3 and was generally tested in GZDoom.

Where do I get that?

>> No.3890167

>>3890162
https://www.dropbox.com/s/6c4v7qubap7ktnz/base.pk3?dl=0

Also has the old version of the map because i can't be arsed to pull it out of that pk3.

>> No.3890176

What's the best shit on Realm667?

>> No.3890182

Why do I have to pick and choose WADs? Why can't I just run everything at once?

>> No.3890187

>>3890182
Because there is a good chance a lot of things will clash with eachother.

>> No.3890205

>>3890182
>why can I not just run these two mods which replace E1M1 at the same time?
>why can I not just run these two mods that replace the shotgun with something else at the same time

>> No.3890212

>>3890182
>why can't two entities occupy the same space at the same time causing a telefrag

>> No.3890215

>>3889143
If theres one thing I hate, its tiny little sector details that could've easily been conveyed well enough through a texture or flat.

>> No.3890226

>>3889235
Isn't that playable, though?

>> No.3890231

>>3889225
>Like the modern equivalent to Gothic99.

A modern equivalent wouldn't just be highly detailed, though. It would need to be completely unplayable. Gothic99 very deliberately had no regard for gameplay quality.

>> No.3890281

https://www.youtube.com/watch?v=qbTzjE9MFh4

>> No.3890282

>>3890231
So again, Knee Deep in Z-Doom

>> No.3890284

>>3890282
Thats not unplayable. Just boring.

>> No.3890286
File: 719 KB, 480x320, 1379250122539.gif [View same] [iqdb] [saucenao] [google]
3890286

>>3890281

>> No.3890292
File: 83 KB, 896x540, thisis.jpg [View same] [iqdb] [saucenao] [google]
3890292

>>3890281

>> No.3890295

>>3887906
I could try streaming something.

Though I hope it's okay if i'm not playing doom, i'm more of a dick kickem man myself.

>> No.3890301

>>3890281
someone needs to use this in a map

like an invasion level or something

or maybe the ending/cast roll screen

>> No.3890318

>>3890059
becvause it's meant to be used as a friendly and help you attack the demons. if it had low health it would die too easily and be useless.

>> No.3890321

>>3890231
>Gothic99 very deliberately had no regard for gameplay quality
i doubt "deliberately"

>> No.3890325

>>3890321 me
i mean what you're implying is that it was a troll wad. this seems unlikely. i think the designer just got carried away, and probably a lack of real gameplay testing before release.

>> No.3890336

Whats the best Random Level Generator?

>> No.3890338

>>3890336
I'd imagine it would have to be Oblige, if only because for the life of me I can't think of anything else except Slige, which Oblige is based on anyway.

>> No.3890347
File: 168 KB, 1000x1000, visualpoop.jpg [View same] [iqdb] [saucenao] [google]
3890347

I sure do love my grays and browns

>> No.3890358

>>3890347
To be fair, they look pretty nice with orange stuff mixed in.

>> No.3890368
File: 50 KB, 640x480, 134647534.jpg [View same] [iqdb] [saucenao] [google]
3890368

>>3890145
Speaking of loving a certain sound.. (also I love that "blat" NES sound too)
>>>/wsg/1615593

>> No.3890369

>>3890347
Welcome to Stroggos

>> No.3890371

>>3890369
Funny enough I'm using Descent into Cerberon as it's placeholder BGM

>> No.3890380

>>3890321
>>3890325
I never said it was a troll wad. What I meant was the point of the wad was solely to make detailed artsy maps and nothing else.

>> No.3890402

>>3890380
that's still an assumption. you're still assuming the author didn't intend for his maps to be played, just to be looked at, which i think is likely incorrect.

>> No.3890408

>>3890368
Oh shit did you get the splatter kill sound from Turok 2? NICE

>> No.3890429
File: 1.15 MB, 1280x1024, Screenshot_Doom_20170329_045522.png [View same] [iqdb] [saucenao] [google]
3890429

>>3890295
You go and kick those dikes.

>> No.3890434
File: 927 KB, 1280x1024, Screenshot_Doom_20170329_045433.png [View same] [iqdb] [saucenao] [google]
3890434

>>3890429

>> No.3890437
File: 847 KB, 1280x1024, Screenshot_Doom_20170329_045738.png [View same] [iqdb] [saucenao] [google]
3890437

>>3890434
[eh]

>> No.3890439

>>3890281
D_JAMMIN

>> No.3890440

>>3890429
>>3890434
>>3890437
looks like the mapper was more interested in using zdoom ~*~technology~*~ over making a nice layout

>> No.3890447

>>3890440
Like I said, the fades are a bitch to make look right.

>> No.3890450

>>3890447
that doesn't have anything to do with what i said, but okay

>> No.3890452

>>3890450
I know.
I clearly have my weak points.

>> No.3890461
File: 158 KB, 461x749, current.png [View same] [iqdb] [saucenao] [google]
3890461

>>3890440
And yes; the map layout does look like a bunch of cancerous tumor growths coming out of that other guy's map parts

>> No.3890464

>>3890129
I think he was playing Project Brutality and used UMX HUD(I think that's what is called).

>> No.3890475

>>3890408
Yeah, I exported a heap of sounds from an N64 ROM (couldn't find my PC disc), however with Turok 2 EX out now the sounds are a lot easier to obtain.

>> No.3890495

>>3890402
Its not an assumption. Its actually what some of the devs behind it said

>> No.3890497

>>3890495
https://www.doomworld.com/forum/topic/75673-gothic-99-released/#comment-1440803

>> No.3890503

>>3890371
> placeholder descent into cerberon
better make it final

>> No.3890514
File: 753 KB, 800x600, msx_sg01.webm [View same] [iqdb] [saucenao] [google]
3890514

Spent an autistic amount of time keeping track of whether a shell is chambered and if there are any remaining in the tube.

Gonna work a bit more on the firing/recoil frames though.

>> No.3890525

>>3887230
please, dont be a scrub

>> No.3890530

>>3890495
>>3890497
oh. wow. i stand corrected. my apologies for quibbling. thanks for the link.

>> No.3890551
File: 35 KB, 640x480, 243257-wolfenstein-3d-macintosh-screenshot-blue-uniformed-ss-soldier.png [View same] [iqdb] [saucenao] [google]
3890551

>>3890008
>>3890040
The Doom 2 secret maps, for whatever reason, use the Macintosh versions of the Wolfenstein textures, which are double the resolution. I'm not sure why, seeing as they clearly had the PC assets right there, but whatever!

>> No.3890564

>>3890318
That's retarded. No one has ever used the dog feature, probably because of the fact that it's half as strong as a baron.

>> No.3890570

>>3890564
they're also very small

i've seen helper dogs chew cyberdemons to death, the latter unable to hit its attackers

>> No.3890579

>>3890059
>I'd love to use it as an enemy in a Boom map but 500 health is fucking absurd, especially for a dog.

You can change how much hp it has through dehacked.

>> No.3890581

>>3890551
I'm pretty sure they used the original sprites, or at least I don't remember them being double resolution.

However they definitely have no alternate direction shooting animations, which I noticed only because they can and will infight with each other.

>> No.3890582

>>3890000
>>3890008
>>3890040
>>3890551
I'd say this is all because they wanted the height of the wolf textures used in Doom to be consistant with the rest of the textures, alongside having an entire map of 64 high rooms would feel too claustrophobic in doom.

>> No.3890589

How much in real-world measurements is a doom map unit approximately?

>> No.3890592

>>3890281
Where are D_DOOM, D_EVIL and D_MESSAG?

>> No.3890594

>>3890589
I've always seen 32 units a equating to 1 metre

>> No.3890595

>>3890589
highly up to interpretation. my own is: 32 units is the smallest gap doomguy can squeeze through. i imagine a large man carrying an inordinate amount of ordnance being just about able to get through my front door, which is two feet wide. i thus conjecture 16 units is about a foot.

>> No.3890596

>>3890592
I heard a bit of D_EVIL myself.

>> No.3890603

>5 years of doom
>John Romero on the top 10 mappers
>some of the pictures are of MAP01 Entryway
>a map he had nothing to do with
http://5years.doomworld.com/topten/winners/johnromero/
Heh.

>> No.3890608

>>3890594
>>3890595
Thanks. Since projectile speed is (I assume) distance traveled every tic, one could almost directly use meters/second stats from real world weapons right?

>> No.3890632

>>3890514
That's nice, but I think I preferred that weapon when it fired flaming shrapnel, as opposed to just being a shotgun.

>> No.3890640

>>3890603
who even worked on which maps in doom 2?

>> No.3890649

>>3890640
Sandy Petersen: 1, 7, 8, 9, 10, 12, 13, 16, 18, 19, 21, 23, 24, 27, 28, 30
American McGee: 2, 3, 4, 5, 6, 7, 14, 22
John Romero: 11, 15, 17, 20, 26, 29
Tom Hall: 10
Shawn Green: 25

>> No.3890659
File: 216 KB, 1000x1000, Underdoom.png [View same] [iqdb] [saucenao] [google]
3890659

>>3888134
>not John Romero Flowey

>> No.3890661

>>3890659
That is literally John Romero's severed head as the flower in >>3888134.

Look at it. It's even bleeding.

>> No.3890662
File: 297 KB, 1000x1000, 1- Toriel.png [View same] [iqdb] [saucenao] [google]
3890662

>>3890661
oh damn, i thought it was the true child or som e shit

i'll post more underdoom

>> No.3890663
File: 260 KB, 1000x1000, 2- sans..png [View same] [iqdb] [saucenao] [google]
3890663

>>3890662

>> No.3890664
File: 365 KB, 1000x1000, 3- PAPYRUS.png [View same] [iqdb] [saucenao] [google]
3890664

>>3890663
s'all i got

>> No.3890665 [DELETED] 

>>3890659
? But he is, right there.

>> No.3890667

>>3890665
i thought it was the fallen chid

>> No.3890668

>>3890663
>"On days like these, kids like you...Should be burning in......well here."

>> No.3890672

>>3890668
>you get the cacosans boss fight by befriending everyone
>everyone tries to kill you on sight and pacifist is the hardest route
>the fallen child is John Carmack

>> No.3890675

On the subject of NuDoom monsters in old Doom, are there sprites for the Cyber Mancubus?

Because i wonder if it would be basically a regular Manc but with the metal parts attached to him and maybe a different skin tone since the Revenant was the old one with red bones.

>> No.3890687

>>3890632
It doesn't fire anything at all there, it's just the animation and the states. It will have fancy tracers.

>> No.3890691
File: 4 KB, 84x68, ssxkIaQ.png [View same] [iqdb] [saucenao] [google]
3890691

>>3890675
I haven't seen any sprite sets. Just single-frame mock-ups.

>> No.3890695

>>3890691
Looks weird, those parts don't even look like they fit with the monster

>> No.3890701

>>3890672
>Instead of threatening to kill you, he bores you to death by going on a tangent about utilizing quantum mechanics in lighting engines

>> No.3890703

>>3890701
>Let's destroy this world, partner.
>Yes
>No
>>No
>No?
>Just who do you think is running this program?
>MMMMMMMMMMMMMMMMMMMMM

>> No.3890892

>>3890695
> single-frame mock-ups

>> No.3890927

>>3890045
Maybe email that guy who made the Metroid 2 remake a few month ago ? He might have some good sounds.

>> No.3890939

>>3888324

>- no reloading option is in. handled in the stupidest fucking way. you give an inventory item via console and the magazines refill instantly. ??????????????

Odd choice it is kind of wish it was in the CVAR.

>> No.3890943

>>3888646
Sauce on that map

>> No.3890959
File: 92 KB, 1203x180, 1490534799625.jpg [View same] [iqdb] [saucenao] [google]
3890959

>>3890943
Check OP Links

>> No.3890970
File: 4 KB, 204x247, 2345542.png [View same] [iqdb] [saucenao] [google]
3890970

>>3890649
>american mcgee's the catacombs
>peterson"s chasm

>> No.3891014 [DELETED] 

>>3886819
baron twinks are for ____

>> No.3891034 [DELETED] 
File: 239 KB, 800x600, 1490427267275.png [View same] [iqdb] [saucenao] [google]
3891034

IT'S THAT TIME AGAIN!

>> No.3891035 [DELETED] 

>>3891014
...rejecting in favor of superior imp twinks.

>> No.3891037

>>3891034
Wait what.

>> No.3891041

>>3891035
This man knows what's up.

>> No.3891048

>>3891034
put that time machine away before you hurt yourself

>> No.3891049
File: 948 KB, 200x200, 1490400850950.gif [View same] [iqdb] [saucenao] [google]
3891049

>>3891034

>> No.3891062

How do I allow a weapon function that shoots several projectiles or hitscans at once to overkill and gib an enemy instead of passing through to whatever is behind it?

>> No.3891074

>>3891034
Time is a myth

>> No.3891079

>>3890347
Would you upload the sky texture? Looks pretty cool.

>> No.3891081

>>3888324
>can also replace entire maps this way, just in case you wanted to randomly skip from a stock iwad map to one of mark's own maps.

It was already able to do this, there are Super Cyberdemon and Super Mastermind e2m8 / e3m8 for Ultimate Doom in the older releases.

>> No.3891086
File: 85 KB, 640x641, avatar234.jpg [View same] [iqdb] [saucenao] [google]
3891086

>>3888324
check out this buff dude

>> No.3891090
File: 2.19 MB, 680x521, LUL.gif [View same] [iqdb] [saucenao] [google]
3891090

>>3891086

>> No.3891095

>>3891090
no seriously i wish i had a physique like that, he must have worked hard between modding sessions

>> No.3891096

>>3891095
I hear you, but man is that pic cheesy as hell

>> No.3891101

>>3891086
wait thats actually him?

>> No.3891103

>>3891086
Is Mark what happens when you mix /vr/ and/fit/?

>> No.3891110

>>3891101

https://get.google.com/albumarchive/100700902227416655182

https://get.google.com/albumarchive/100700902227416655182/album/AF1QipOzmuEYa_LM4HTYY0fNijS2--fwckAQyrZSuZTM

>> No.3891123

>>3890589

Down this path lies madness, friend.

>> No.3891126

>>3890662
>>3890663
>>3890664
no

>>3891034
no

>> No.3891142

>>3891123
I'm a fairly mad person.

>> No.3891148
File: 1.02 MB, 1280x1024, Screenshot_Doom_20170329_152916.png [View same] [iqdb] [saucenao] [google]
3891148

hurr i'm staring at fucking april.

>> No.3891164

>>3890369
not enough colored lights

>> No.3891173

>>3891148
Reflectiveness looks weird on that gritty metal floor texture

>> No.3891234

>>>/wsg/1616364
Current state of the remade msx pump shotgun compared to the original. I want it to feel quick and crunchy like in F.E.A.R, but I'll give it custom flaming projectiles eventually I think.

Pretty happy with the "new" firing and pumping animations.

>> No.3891261 [DELETED] 
File: 183 KB, 900x866, 855dcf3e5893326856e3e946eab3a345.png [View same] [iqdb] [saucenao] [google]
3891261

>> No.3891261,1 [INTERNAL] 

>>3891261
qt

>> No.3891269

>>3891234
>slow repetitive one-cartridge-at-a-time reloading
not a fan.

>> No.3891276
File: 126 KB, 1024x720, C8GpzIJXwBURQoo.jpg [View same] [iqdb] [saucenao] [google]
3891276

>>3886826
An episode jam "coming soon". It's a classic Quake episode and looks nice

>> No.3891280

>>3891269
Slightly faster than the original like you can see in the latter part of the vid, and I'm not a good enough spriter to draw a speed loader reload like such:

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

>> No.3891285

>>3891280
oh well. fair enough.

>> No.3891301

Any good batman .wads other than batman doom?

Any other DC comics related?

>> No.3891315

>>3891276
Vanilla, Quoth or Arcane Dimensions

>> No.3891347
File: 846 KB, 1600x1024, NIYIpOD.png [View same] [iqdb] [saucenao] [google]
3891347

>>3891315
Vanilla. I'll paste the original post

ey guys, it's time for another mapjam.

This time we're looking for 6 to 8 mappers, so get in early ^_^

Our target release date will be the 26th of March. But this will be flexible as I want the maps to have a polished quality.

The theme is a vanilla-like episode for quake. In the discussion thread I mentioned a possible map flow of the following:

M1 Base map (as per id convention) ->
M2 polluting into a swamp map ->
M3 entering into a ruins map ->
M4 which enters a lost "lovecraftian" city ->
M5 which has a maze like cultist church ->
M6 that has a boss battle.
Secret map -> whatever really.

If you'd like to change one of the map themes for whatever reason, that is fine, but it must make sense for the "narrative".

Pick a map you'd like to contribute. I'd like to encourage mappers to make their own textures to use alongside the original id textures. I say this because I'd like to have new textures to contribute to the community at the end of the jam.

If you feel like you'd like to use other 3rd party textures then I'm open to this, but please make sure they fit the theme and work alongside the id textures.

Maps will exit to the next map in sequence rather than a hub, so we're looking for scaling difficulty over the course of the episode. Please keep this in mind when choosing your weapon loadout.

Ideally I hope this will be a highly collaborative process. Conceptually, the flow and the feel of the maps should mesh well together. As such I'll be encouraging iterative build processes. Feedback from other mappers should also be shared during this process

>> No.3891351
File: 27 KB, 372x338, batkek.jpg [View same] [iqdb] [saucenao] [google]
3891351

>>3888324
>purist mode is now able to use kicks, taunts, and grenades
Well, I guess Project Brutality 3.0 is the way to go for Brutal Doomers. It's basically a straight upgrade at this point.

>> No.3891352

>>3891347
if m1/m2 is some crucial error bullshit i am going to shit a tin house in anger

>> No.3891354

>>3891351
Literally nobody plays Brutal Doom to use purist weapons

If they're really interested in that they'd play BD Lite

>> No.3891363
File: 110 KB, 1920x1080, AD.jpg [View same] [iqdb] [saucenao] [google]
3891363

>>3891352
What if it's like Terror fuma?

>> No.3891368

>>3891363
Then I will be considerably happier.

>> No.3891370

>>3891352
>i am going to shit a tin house in anger
i'd like to see that, out of morbid curiosity.

>> No.3891397

>>3891351
isnt 3.0 still in alpha?

>> No.3891425

Is the Doom info .jpg from the sticky up to date well? It lacks Trailblazer, which I liked, for instance. I'm looking for good megawads, maps, and gameplay mods. Where should I look to find them?

>> No.3891430

>>3891354
PB 2.03 and 3.0 has a "traditional" mode that's pretty neato. You can turn off the new enemies/enemy abilities through the options as well, or leave them on for a challenge. No fatalities or reloads so it doesn't break the flow of the gameplay. New weapon sprites as well, along with the BD viscera.
Unlike BD lite or "purist mode" in v21. Which are really just tacked on modes that sgtmkiv threw in to pretend he actually cares about his mod.

>> No.3891434

>>3891397
It's a thing, check out the Project Brutality discord, should be in the pinned messages.

>> No.3891438
File: 1.18 MB, 1280x1024, Screenshot_Doom_20170329_182118.png [View same] [iqdb] [saucenao] [google]
3891438

>>3891173
I was looking for a better one that would suit the "infested medbay/techlab" theme for that room.

>> No.3891441

>>3891438
Then you want a dirty/faded pastel, beige or gray linoleum mat texture.

>> No.3891451
File: 70 KB, 540x442, 6AZAo1r2cxcy_540.jpg [View same] [iqdb] [saucenao] [google]
3891451

>>3890663
>that shitty sans in the bottom right

>> No.3891457
File: 969 KB, 312x213, e6e.gif [View same] [iqdb] [saucenao] [google]
3891457

>>3891354
>>3891351

Purist mode has always confused me.
It was Mark's way of trying to address one of the biggest criticisms of the project, for one aiming to be "doom-plus" or an upgrade to vanilla Doom, it plays remarkably unlike vanilla Doom in all aspects. It plays more like a Doom-themed skin for an unrelated game. Hey, that's what Doom 4 was. I guess they were right, Brutal Doom is what id software would make now!
And for a project, that's perfectly fine, we've had lots of wonderful projects that play absolutely unlike Doom.

But for Mark to address the criticism and try and introduce this class that plays like traditional Doom, not actually make it play like traditional Doom, and then continue to make it deviate more from traditional Doom...
What even is purist class anymore? Why is it there?

Brutal Doom has become a bloated mess of nonsense features, with no aim or goal. It's spinning its wheels, continuing on as Mark's flagship project because he can't do anything else but there's nothing else to really do with it.

>> No.3891458

What's the best way to batch-render sprites from Blender?

>> No.3891463

>>3890927
Most of his sound effects come from Zero Mission though

>> No.3891571
File: 276 KB, 427x600, B69SXNXCYAANpN6.png [View same] [iqdb] [saucenao] [google]
3891571

Question:
Is there an easy way to clear a translation after I change an actor's color with A_SetTranslation?

>> No.3891572

>>3891458
printscreen
crtl+v

>> No.3891580

>>3891572
sure gave me a visplane overflow in the humor lobe

>> No.3891607

>Heretic and Hexen fans complain about a lack of Heretic and Hexen maps and mods
>when Strife exists

>> No.3891643

>>3891607
>Strife
no thanks

>> No.3891645

>>3891607
Thanks, goodbye!

>> No.3891672
File: 1.22 MB, 1280x720, chrome_2017-03-29_19-00-26.png [View same] [iqdb] [saucenao] [google]
3891672

What are the best 3D renditions of the original Doom enemies?

>> No.3891678

>>3891672

A difficult question, having to pick the best out of a pile of awful.

>> No.3891679

>>3891643
There are fewer maps and mods for Strife than there are for Hexen or Heretic. I have a feeling you didn't understand the point being made.

>> No.3891689

>>3891607

Strife and Chex Quest have roughly the same amount of completed mods for it.
Which is ironic, when you think about it, since Chex Quest is infinitely easier to mod.

>> No.3891706

>>3891672
Around 1/3rd of the DOOM 2016 bestiary.

>> No.3891720
File: 46 KB, 994x900, federico-spissu-boh4s16.jpg [View same] [iqdb] [saucenao] [google]
3891720

>>3891672
I don't see why there's no good models of the monsters
I'd image a good model set would be well received

>> No.3891727

>>3891672
That's a Quake mod, isn't it. That's horrible.

>> No.3891735

OK, Once upon a crap load of time, W95/98 time, I played this shareware game that was made in either the doom engine or something similar, I remember you were moving trough dark levels with a water constantly rising, and you have to find some pumps to drain the level and continue to the next. I cant remember if you actually fought anything... But i remember playing a lot of that game. Anyone know what game I am talking about? I would love to try it again

>> No.3891736

>>3891720
the same reason why there's very few unique, original, and good spritesets for monsters, really.

art is hard.

>> No.3891745

>>3891735
Kinda reminds me of one of the early levels for Marathon 2.

>> No.3891747

>>3891720

Well, many people along all this 6 years requested me to split the monsters from Hunter's Moon to them play with any weapons mod, after denying every time explaining my point i'm actually thinking in do that, at least for the Doom 3 monsters.

>> No.3891751
File: 119 KB, 404x675, current.png [View same] [iqdb] [saucenao] [google]
3891751

>>3891441
S'been changed since.

>>3891720
Because everyone keeps making super-realistic demon monsters and that's not right. They're supposed to be slightly cartoonish/exaggerated but still something you'd take as a serious threat.

Case in point; Revenants, Barons, Cacodemons and maybe Pinkies.

>> No.3891756

>>3891720
Those guys at facepunch are doing the SFM models right? I don't know how far they've gotten, but if one wanted nudoom demons, I don't think it would be too hard to take those and digitize them.

>> No.3891769

>>3891571
Can you give us an example of how you are to use the translation?

I'm more busy working on the map >>3891751
itself than worrying about the coloration of the individual marines.

>> No.3891797

>>3891769
I want to make the actor flash a color for a few frames, then change back to their regular color.
What I'm trying to do is recreate the effect an enemy freezing, then unfreezing in Super Metroid.

>> No.3891805
File: 1.48 MB, 575x538, AAAAAAAHHHHHHH.gif [View same] [iqdb] [saucenao] [google]
3891805

>>3891672
There aren't any.

>> No.3891818 [DELETED] 

>>3891797
Well, first I'd have to go to a simplistic transition. There IS a built-in "ice" transition in g/zd, however I'm presuming you're speaking of replicating the actual ice effect, In such a case, kegan. I would therefore also reccomend trying to find one of those zandro/skulltag chaps. Some of them run a script that lets them change their player color in a chain of commands/sequences (ae, blue-greenblue-green-redgreen-red, loops). You can therefore likely reverse-engineer from there.

Sorry, I haven't actually put the transition into effect on the map yet; nor am i certain how the transition on scripted-marines actually works.

TL;DR, we should have "SO YOU WANT TO MAP SOME FUCKING DOOM" full o' tips & tricks and how tos./"please stop making garbage maps" guide

>> No.3891823

>>3891818

Well, first I'd have to go to a simplistic transition. There IS a built-in "ice" transition in g/zd, however I'm presuming you're speaking of replicating the actual ice effect, In such a case, kegan. I would therefore also reccomend trying to find one of those zandro/skulltag chaps. Some of them run a script that lets them change their player color in a chain of commands/sequences (ae, blue-greenblue-green-redgreen-red, loops). You can therefore likely reverse-engineer from there.

Sorry, I haven't actually put the transition into effect on the map yet; nor am i certain how the transition on scripted-marines actually works.

Unrelatedly; We should make a "SO YOU WANT TO MAP SOME FUCKING DOOM" full o' tips & tricks and how tos for the clueless beginner to the "even the wizards think this is fucking wizardry"

>> No.3891871
File: 692 KB, 1280x1024, Screenshot_Doom_20170329_215115.png [View same] [iqdb] [saucenao] [google]
3891871

Awful secret

>> No.3891882

>>3891747
>along all this 6 years

Hunter's Moon has been in development for a very ling time. Huh.

>> No.3891929

>>3891672
If I remember correctly, the Cyberdemon had a fall over backwards death in the doomsday model pack, complete with a damaged texture with a few bulletholes in it or something.

Anyone got the image of the Zombieman model looking like a fuckin grandma or something?

>> No.3891942

>Try to import textures from shadowcastertex
>They don't even show in the gzd texture picker
What gives?

>> No.3891997
File: 696 KB, 1280x1024, huh.png [View same] [iqdb] [saucenao] [google]
3891997

I need suggestions for this theme. (transition from command hub to caves+techbeast)

Alternatively, apply confused rangers.

>> No.3892005

New thread.

>>3892002
>>3892002
>>3892002

>> No.3892006

>>3891997
This is somehow worse than seeing an UE1 map made with grid snapping off.

>> No.3892125

>>3891580
heh