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/vr/ - Retro Games


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4190907 No.4190907 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4186515

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 Downloads:
+ IWADs only: http://www.mediafire.com/file/edy3dhdbp33pdg7/IWADS.zip
+ IWADs and more (>3 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
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/idgames/
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 (dead)

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

SOUNDFONTS
https://pastebin.com/y0Mnk9s4

RESOURCES
https://forum.zdoom.org/viewforum.php?f=37

BUILD ENGINE LAUNCHERS
http://buildgamedosboxlaunchers.weebly.com/

== /VR/DOOM COMMUNITY ==

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

MAKING NEW THREADS PROPERLY
https://pastebin.com/yzwgaLp7

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

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

>> No.4190908

=== CURRENT EVENTS ===

300 MINUTES OF /vr/
-Speedmapping session allegedly extended to Sunday the 20th
-Rules can be found here
->>/vr/thread/4172380#p4173453

QUMP
-We're still waiting
-https://docs.google.com/document/d/1Zlfb2U2VCeS70uS6Klc2ZEOC9KtnYyCyBXEmeetjh0c/edit
-https://www.youtube.com/watch?v=Mp_ZqCZPJKk

OP
-2016 torrent of idgames archive is gone
-Looking into replacing or removing outdated resources in the OP, need feedback
-Looking for more unique images to start each thread with

=== NEWS ===

[8-15] Anon uploads a mod that replaces Pain Elementals with Cacodemons
http://s000.tinyupload.com/?file_id=82313852646081260589

[8-14] Juvenile Power Fantasy updated to v0.6
https://forum.zdoom.org/viewtopic.php?f=43&t=57092

[8-14] 'Devil Worms' uploaded to Realm667
http://www.realm667.com/index.php/en/beastiary-mainmenu-136-69621/other-style/1957-devil-worms#preview

[8-12] /arena/ dumps QC comic about Ranger
-https://boards.fireden.net/vg/thread/184989108/#185518108
-https://www.anonfiles.cc/file/a13aeb4261c8448c0e0a1a246d30deec

[8-12] High Noon Drifter 1.1; adds Heretic and Chex Quest support
>>/vr/thread/4182198#p4183936

[8-10] New Evolution of the WAD episode
https://www.youtube.com/watch?v=olBzy1kXmHg

[8-4] Source port for Chasm: The Rift
https://github.com/Panzerschrek/Chasm-Reverse/releases

[8-1] Map Jam 9 released (Quake)
http://www.celephais.net/board/view_thread.php?id=61494
-Anon notes a particular crash issue
->>/vr/thread/4162441#p4162683

[8-1] /newstuff Chronicles #532
https://www.doomworld.com/news/the-newstuff-chronicles-532-r5277/

[7-29] Press F as OBLIGE's 7.666 release will likely be the final version
http://oblige.sourceforge.net/

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

Would you like to submit any news, personal releases, or other contributions? Just reply/backlink to this post with a link.

>> No.4190920

>>4190907
what's that thing

>> No.4190937

>>4190908
>Anon uploads a mod that replaces Pain Elementals with Cacodemons

Wouldn't it be a better idea to just make the meatball shoot lost soul projectiles as in they're just projectiles that explode on impact instead of actual lost souls?

>> No.4190939

>>4190860
>Optionally we could say "bundle of sticks" which might just fly over the heads of more sensitive elements of the outer community and we don't have to hear (as much) about their shit.
I will probably never post these outside of /vr/. Also Bundle of Sticks is hard to fit in map names. And Faggot sounds way better, too.

>> No.4190946

>>4190937
It's more of a jokewad because an Anon said he would like a mod like that and the mod itself it ridiculously easy to make.

>> No.4190949

>>4190937
That's less simple yet accomplishes the same thing

>> No.4190969

An update on the 300 Minutes of /vr/ by the project manager would be nice.

>> No.4190987 [DELETED] 

>>4190754
>>4190762

ok, prepare your vomit bags

>> No.4190990

>>4190418
I consider myself pretty plugged in to the doom community and I have literally no idea who any of these people are supposed to be.

>> No.4190991
File: 536 KB, 381x512, Doomguy.gif [View same] [iqdb] [saucenao] [google]
4190991

>>4190754
>>4190762

ok, prepare your vomit bags

>> No.4191014

>>4190920
Benellus appears as a random replacement in Colorful Hell

>> No.4191028

>>4190969
Well, there's been 11 submissions so far which is really cool. There's a map that was posted earlier called Syndicate which has a some boom specific actions, so i'm waiting for the map's author to post a quick update.

Some maps had visplane errors, so I had to go in and change some very minor things just to get them to work properly in chocolate doom (if I ever decide to host another project here, it's gonna be in the boom format, because working to make everything vanilla compatible is a pain in the ass).

>>4190939
I'm going to post the finished compilation on doomworld and on the idgames archive. Normally i'd be against having to change a map's name, but I'm afraid the whole wad might get taken down or something because it hurt someone's feelings, so could you please come up with some different names?

>> No.4191030

>>4190920
Looks like shotguns.

>> No.4191043
File: 1000 KB, 500x500, crunk.gif [View same] [iqdb] [saucenao] [google]
4191043

my dick testing the durability of my new underwear when i blast this nasty ass soundtrack on max bass
https://youtu.be/uWOC8Ci1Ue0

>> No.4191049

>>4191028
>Normally i'd be against having to change a map's name, but I'm afraid the whole wad might get taken down or something because it hurt someone's feelings, so could you please come up with some different names?
Omit them from the compilation, I don't want to cause trouble. I understand my name might be offensive but that's just what my momma named me.

>> No.4191053

Is it just me, or Valiant is kinda bad?

>> No.4191059

>>4191043
it is physically impossible for me to listen to this and not think of that off-key note in that one level from hell revealed.

>> No.4191082

>>4191053

It's you.

>> No.4191084
File: 366 KB, 1207x822, Toomb.png [View same] [iqdb] [saucenao] [google]
4191084

>>4191028
I apologize about the crash site map - I spent a few hours trying to get the viplanes correct, deleted so much detail and it was still fucked - so gave up.
I'm working on a second map though, this time testing with choco and checking visplanes as I go (so far all areas under 30). Spent 3 hours on it so far so 2 more and I'll submit it.

Now that I kind of know what I'm doing with vanilla its a bit easier.

>> No.4191089

Doom Builder for Linux when? Eureka is starting to bore me with its lack of features.

>> No.4191093

>>4191084
It's all good dude. I just had to edit some light levels and simplify the outside rock formations a little bit. The sky still messes up a bit and these's a few visual glitches in the hell section (errors that only exist in chocolate doom it seems) but other then that it's fine now.

>>4191049
Seems a bit extreme to omit a perfectly good map because of something silly like this. You can change your name to anything else. Or do you really want to be called FAGGOT that badly?

>> No.4191096
File: 38 KB, 460x580, I+found+joshlol+on+a+book+cover+all+i+know_80fc80_5309954.jpg [View same] [iqdb] [saucenao] [google]
4191096

>>4191093
He could change it to "Fagot", which is the italian name for a Bassoon, or "Fagott" which is German for bassoon.
"fagotto" or "fagotti" would also work.

>> No.4191103

lets play co-op!!!

>> No.4191131
File: 95 KB, 1105x695, copy1paste1.png [View same] [iqdb] [saucenao] [google]
4191131

>>4191058
me too anon

hey look it's there. I think I have all the nodes down- but I can always repeat the exercise later.

I will now begin a hangar but sarais

lets hope i do a textures a good, compare textures in the original, fix, repeat, do a couple of times, while doing my architectural changes in mind.

For example, the initial room. Gonna have some COMPBLU and techpillars. Plus an actual hangar two of them IN THE HANGAR!

>> No.4191135

>>4191103
heck yeah

>> No.4191137

>>4191135
i dont know how to host but if anyone is down im hella down to play (i posted this at 5am in the last thread but crashed out after)

>> No.4191138

>>4191089
I'm on a Windows machine atm but I used to play run ZDL and GZDoom on Linux Mint using WINE. Maybe GZDoomBuilder would work on that?

>> No.4191147

>>4191137
I'll probably hop on some MOP server. It's too late to set up a server and I'm about to go to bed.

>> No.4191161

Is there any point to playing the default iwad levels anymore, or have the pwad mods totally surpassed them in every way?

>> No.4191175

>>4191131
oop.

Well, an excuse to start fresh. I'll make a fresh techbase without E1M1 and do e1m1 from scratch and notraces another time.

>> No.4191182

>>4191161
doom1 e1 and e2 are still better than most pwads tb.h

>> No.4191225

>>4191028
>Well, there's been 11 submissions so far
i seem to have 12, which one have i mistaken?

01 - 300minsconceptign.wad - - SARAIS
02 - crashsite.wad - CRASH SITE - HEXENMAPPER
03 - 300vr_anon.wad - -
04 - Bay54.wad - BAY 54 - RED
05 - Gravelandvanilla2.wad - GRAVELAND - AXEBEARD
06 - bre_300vr_a.wad - SUPREME WEBBED COURT - BREEZEEP
07 - MtHeck.wad - MT. HECK - SKELLY
08 - gentrosenph.wad - GENTROSENPH - SARAIS
09 - 300mvrmap.wad - SATURDAY NIGHT CODEINE - TERMINUSEST13
10 - BlueSanctuary.wad - BLUE SANCTUARY - HEBRIDEAN ISLE
11 - 300mfaggot.wad - PERFECT FAGGOT - FAGGOT
12 - syndicate.wad - SYNDICATE - ROLO

>> No.4191227

>>4191161
of course there is, if nothing else so that you can appreciate the homages to the original maps in many of those pwads.

>> No.4191237 [DELETED] 
File: 1.04 MB, 1543x3000, LETSPDUKE.jpg [View same] [iqdb] [saucenao] [google]
4191237

made some updates, I lost my art tool and I'm stuck with a clunky piece of shit (I used to have the old PSP7 but gave the disc away and never got it back so I bought a newer version and it runs like utter dog shit)

any suggestions or mods/levels that you think deserve a place?

>> No.4191240
File: 1.04 MB, 1543x3000, LETSPDUKE.jpg [View same] [iqdb] [saucenao] [google]
4191240

Updated this image a bit, any suggestions or mods/maps you think should be on there?

>> No.4191274

>>4191240
The repository URL is now http://dnr.duke4.net/ , by the way

>> No.4191275

>>4191274
aight cheers, will change

>> No.4191289
File: 3 KB, 600x550, he does it!.png [View same] [iqdb] [saucenao] [google]
4191289

>can't figure out how to do thing in map
>go to sleep for like three hours
>wake up while it's still pitch black outside, thinking it's morning
>make some oatmeal
>immediately figure out how to do thing in map

>> No.4191293
File: 2.73 MB, 854x480, 1502783631290.webm [View same] [iqdb] [saucenao] [google]
4191293

>> No.4191296
File: 2.64 MB, 636x480, 1502783667380.webm [View same] [iqdb] [saucenao] [google]
4191296

>> No.4191301
File: 25 KB, 340x321, 1484896384574.png [View same] [iqdb] [saucenao] [google]
4191301

>>4191289
>finally get in front of computer
>forget how to do thing in map

>> No.4191306
File: 31 KB, 336x206, 1470185890030.jpg [View same] [iqdb] [saucenao] [google]
4191306

>>4191301
>remember how to do thing
>realize it's only a half-assed solution that a player with a rocket launcher can completely ignore

>> No.4191310

>>4191306
lol at picture

>> No.4191313
File: 100 KB, 805x540, HUUH.gif [View same] [iqdb] [saucenao] [google]
4191313

>>4191301
>Learning doors was the first major learning roadblock I faced while learning how to map years ago, just because of how weird the process was for making a door
>Make map for the speed-mapping project, hadn't mapped in a long time and was rusty
>Still remember how to make doors because the process was made into muscle memory
>But for some reason my doors were fucked up
>Make a small sector to make a dummy test door in, figure out what I'm doing wrong after some testing
>Tfw after all these years, doors continue to elude me
And the problem in question was that raising a floor sector to be the walls on each side of the door would cause it to bug out and not open; you can only use ceiling sectors that are lowered to floor-level to make doors work. It was such a minor detail of the engine that I had either never really come across before or had just forgotten about.

>> No.4191325

>>4191313
> you can only use ceiling sectors that are lowered to floor-level to make doors work

Vanilla is really restricted in what you can do. Boom at least lets you pull some neat stuff using voodoo dolls.

Vanilla's functions in general feels as if they only added those that were necessary to do what the author of a map specifically wanted to do.

E.g. there are only three linedef actions that can be triggered by a projectile: Opening a door that stays open and two for floor raising.

>> No.4191331

>>4191325
>Vanilla's functions in general feels as if they only added those that were necessary to do what the author of a map specifically wanted to do.
I'm sure that was very much so the case, like with tag 666 only specifically working with Barons on e1m8 or Mancubi and Arachnotrons on map07. If they wanted to future-proof it, they could have made a logic tag that was something like "if [number] of [monsters] are killed, then [activate trigger]" but maybe that was too complicated for their mapping tools at the time. I'm sure there's plenty of games that have specific one-time-use functions like that which only exist because one mapper thought "hey, that'd be a cool idea!".

>> No.4191352

>>4191331
>I'm sure there's plenty of games that have specific one-time-use functions like that which only exist because one mapper thought "hey, that'd be a cool idea!".
This is very much the case with GZDoom functions, but change "mapper" to "coder"

>> No.4191402

>>4191352
Any example that comes to mind?

>> No.4191404

>>4191028
>if I ever decide to host another project here, it's gonna be in the boom format
I would look forward to such, Boom format is very nice.

>> No.4191408
File: 36 KB, 800x600, punchy macskeletor II.png [View same] [iqdb] [saucenao] [google]
4191408

>>4190908
>300 MINUTES OF /vr/

Here's another submission, this time completely vanilla compatible:

Toomb by HexenMapper
http://www.mediafire.com/file/ibjnlr2b2v4r4c7/toomb.rar
There's a MIDI file as well

>> No.4191414

>>4191402
A lot of Major Cooke stuff, like
the LAXTELEFRAGDMG flag.
https://forum.zdoom.org/viewtopic.php?f=18&t=48753

>> No.4191416

>>4191053
I disliked it's gameplay a fair bit but I wouldn't call it bad.

>> No.4191425

>>4191161
Doom 1 has a lot of nice maps. The userbase has surpassed a lot of them, even some of the really good ones, but they're still nice to play, they have atmosphere and exploration.
Episode 2 is by far my favorite, but there's a lot of great maps in Episode 3 (and 1) as well.

Doom 2 is way more of a mixed bag, I'd say it's largely very good for the first third, though quality wavers pretty dramatically by the second. There's a couple of pretty decent maps after the first third, but mostly it ranges from mediocre to poor.

TNT is actually quite good for the first 20 or so maps, in my opinion anyway, and even the rest of it isn't bad.
Plutonia is a bit different, but it's also designed to be a good challenge, since Doom 1 and Doom 2 are easy.

Master Levels is mostly bland in my opinion, a lot of it is mediocre, a fair amount of them look and feel the same, and it only feels like a few of the contributors had really good ideas to show off.

>> No.4191439

What port should I use in order to play Strife, Heretic and Hexen The Way It Was Meant To Be Played?
Gzdoom doesn't seem like the right answer...

>> No.4191449

>>4191439
Serial.

>> No.4191467

>>4191425
IMO, the first 7 maps of Doom 2 are obscenely overrated, and largely inferior to the rest of the game.

>> No.4191470

>>4191439
GZDoom would be ok, just make sure to turn of texture filtering and don't use dynamic lights.

You could use zdoom, although a well set up GZDoom will be largely the same.

>> No.4191473

>>4191439
There exist Chocolate Heretic/Hexen/Strife.

>> No.4191475

I'm kinda new to these threads, but am I correct to assume that the quakespasm of Doom is PrBoom+, in terms of vanilla gameplay + high resolution support? I only want to play the official campaigns.

I started out with GZDoom, but I got sick of my save games breaking every time I update the game. And after going through the forums, it seems like Graf really is a gigantic faggot. He appears to claim that breaking the game is a necessity to be able to add new features, but it sounds to me like a terrible software design where he didn't plan a proper interface or format beforehand and just adds whatever feature he can think of as he goes along. In the first place, what other features do we even need? The game is over 20 years old already.

>> No.4191478

>>4191467
That's funny, because it's the ones I think are the really good part.

I mean they're not mindblowing, but it's the ones I can replay the most.
Though I guess Entryway, Underhalls, The Gantlet and The Focus are actually kind of meh, but not nearly as meh as Industrial Zone, Factory or Tenements.

>> No.4191486

>>4191478
>but not nearly as meh as Industrial Zone, Factory or Tenements.

Those maps are significantly more fun, IMO. Though Factory's switch puzzle at the end was kinda meh.

>> No.4191490

In MetaDoom, do the Argent Core ammo spawn next to the ammo backpacks?
Because i wonder if it does, since there could be maps that expect you to use the BFG, but with the only source of ammo being backpacks.

>> No.4191495

>>4191478
>implying Industrial Zone and Tenements are meh
>implying The Gantlet of all things is less meh

I really don't understand /vr/'s tastes.

>> No.4191505
File: 136 KB, 500x366, Crystal Maze Dome.jpg [View same] [iqdb] [saucenao] [google]
4191505

>>4191478
>Industrial Zone

>> No.4191545

>>4191093
>Or do you really want to be called FAGGOT that badly?
While map names are perhaps more flexible, it is a requirement that I be called FAGGOT. I understand how silly that must seem, but I have to stand by my principles. I understand where you're coming from too--no hard feelings.

>> No.4191549

>>4191093
>>4191545
Worst case, upload a version for pussies and include a note that it's missing content and either link to the full version or say it's around on the internets.

No sense pulling a map just because some faggot like Graf might pull a pissy fit.

>> No.4191561

>>4191549
Better still, keep everything the same but for the "clean" version replace his map with a single room THERE USED TO BE A FULL LEVEL HERE, IT'S GONE NOW map.

>> No.4191564

>>4191425
Time for some hot opinions:
>KDitD: Solid and well made maps, fun to play and good replay value, though they feel the most tame to me in terms of memorability and the small enemy variety pool can be seen as a fault (though I understand why they did that).
>TSoH: Varied maps with lots of interesting set pieces and rooms, has a few very fun and memorable maps but I tend to forgot about others completely until I get a refresher. The mixed UAC-Hell mapping style is one of my favorite mapping themes.
>Inferno: Some of the most memorable maps in the game in my opinion and most are pretty fun to play, my favorite episode from a thematic point and has one of my favorite maps (E3M3). Definitely an uphill battle on a first playthrough, but very fun to replay and probably the episode I most look forward to on repeat playthroughs.
>TFC: Challenging and a great way to spend a Saturday afternoon, but most maps are forgettable and mesh together in my memory.
>D2m1-10: A few good and average maps; I'd best describe these as being "solidly average".
>D2m11-20: The good, the bad, and the ugly; some maps are pretty good, some are pretty average, and some are downright bad (looking at you, Downtown). This "episode" or section of the game, while having some good maps, has some of the maps I dislike most that lead me to not wanting to replay D2 most of the time.
>D2m21-30: Some more bad maps that are balanced by a few great maps at the end; the first half sucks and the second half is a lot better.
>TNT: Have only played through the first 2/3rds, but it has some really fun and creative maps and only a few maps that I'd consider average or not fun to play. Some of the maps I think are great and the first third of the maps are pretty solid; I've heard mixed things about the last third of the game but so far I've been enjoying TNT a lot despite the common negative opinions I see on it.
Haven't fully played Plut or 64 yet so I can't judge them properly.

>> No.4191579

Finally beat Doom 2. B+ I'd say, fun because it's Doom but the levels are all over the place. On to Final Doom, please be good. And then Doom 64, hnnnnngh.

>> No.4191598

>>4191053
Episode 1 and 4 are great.
Didn't like the rest.

>> No.4191607

What is this beef between Doom Wikia and Doomwiki?

>> No.4191618

>>4191607
Looks like silverside.

>> No.4191631

>>4191607
The Wikia basically plagiarizes from its MediaWiki counterpart and has editors that just add in more unnecessary exposition, yet it somehow tops search engine results. It also looks like ass and has ads everywhere.

>>4191579
>On to Final Doom, please be good

TNT I'd reckon is overall better than Doom 2, but it also tends to get weaker at the end. There is also more prominent hitscan usage, and Plutonia in general is significantly more challenging.

>> No.4191635

Is there a mod that allows you to run up a wall?

>> No.4191636

>>4191475
I played the DOOM games on prboom+ and it was flawless, it is great for recording too. You can even go for glboom if you like.

>> No.4191637

>>4191607
The usual, egos and vying over who is the one true official wiki.

>> No.4191647

>>4191635
I don't think so, not as such, there's ones that allow wall jumping, clinging and climbing but not just running up them.

I wonder if it'd be possible to pull off AVP-style wall crawling.

>> No.4191659

>>4191607
Doomwiki.org is the result of the original staff being fed up of Wikia's shitty practices and moving the wiki to its own domain.
Current doom.wikia is a zombie, only still alive thanks to Wikia making sure it tops search engine results.

>> No.4191663

>>4191635
I did play sort of a ninja themed mod that allowed for wall jumping once.

No idea where it went.

>> No.4191664

>>4191225
>08 - gentrosenph.wad - GENTROSENPH - SARAIS
There seemed to quite a bit wrong with this map trying to get it to run properly, so I wasn't sure if I wanted to include it. This particular mapper loves his tiny sector details and hundreds of vertices. Similar issues occurred with his first submission. I'll try later on to get it to work.

>> No.4191668
File: 334 KB, 1080x1080, 1500791928698.jpg [View same] [iqdb] [saucenao] [google]
4191668

Can I change strafe speed in Quake with commands?

>> No.4191693
File: 2.79 MB, 320x240, toomb-1.webm [View same] [iqdb] [saucenao] [google]
4191693

>>4191408
really nicely detailed but a slow burner, a long map with only 37 killcounted monsters. two nasty traps, one architectural the other a traditional /vr/ favorite.

weird secrets, of 4 there's only 2 i'd call actual secrets, and they both gave blue armour. 2 others are just doors back to previous areas of the map, basically an unnecessary detour with no reward.

since it's so empty it might be good for trying to run through as fast as possible?

first attempt demo
https://a.uguu.se/QGmbD5bUlCXb_toomb.lmp

>> No.4191694
File: 2.77 MB, 320x240, toomb-2.webm [View same] [iqdb] [saucenao] [google]
4191694

>>4191693

>> No.4191698
File: 2.82 MB, 320x240, toomb-3.webm [View same] [iqdb] [saucenao] [google]
4191698

>>4191694

>> No.4191702
File: 1.23 MB, 320x240, toomb-4.webm [View same] [iqdb] [saucenao] [google]
4191702

>>4191698

>> No.4191712
File: 122 KB, 400x378, Monster Closet.png [View same] [iqdb] [saucenao] [google]
4191712

>>4191698
>0:35

>> No.4191715

>>4191712
yes quite. that was the "traditional /vr/ favourite"

>> No.4191727
File: 818 KB, 1927x1080, human bbq.png [View same] [iqdb] [saucenao] [google]
4191727

Just what exactly did Team TNT do here?

>> No.4191729

>>4191668
cl_sidespeed should do it, although iirc you can only lower it, not raise it (default is 350)

>> No.4191735

>>4191727
I'd assume it's that trick where you lower a ceiling to floor level like how they use it with arachnotrons in map31, but those walls had transparency textures and those have to be non-solid linedefs to be transparent so I'm not sure myself.

>> No.4191738

>>4191735
Even weirder is that while they are clearly selectable sectors in map mode, you cannot select them in visual mode and edit floor/ceiling height.

>> No.4191741

>>4191729
Yes, this is what I need. I am a Always Run Off fag but strafe is at run speed by default.
Imma try this.

>> No.4191754

>>4191738
Oh, I think I might know what it is then but I don't remember the name of it or how exactly it's done. Plutonia uses a trick to make invisible walkways that use some crazy sector manipulations which make the floors and walls of the sector invisible and physical, but because of how the sector was manipulated you can't interact with it once it's made in a map editor. Maybe they used the same trick?

>> No.4191767

>>4191727
>>4191735
>>4191738
most likely some variation of the transparent door trick, it requires using nodebuilder support

https://www.doomworld.com/tutorials/fx5.php

>> No.4191768

>>4191754
Self referencing sector is what is used in plutonia map02 but I've never played TNT so can't comment on that

>> No.4191773

>>4191738
it's actually a broken sector, the backsector of the windows is 93, the "doortracks" for want of a better word face sector 87. then you do this >>4191767 and it magically works because of implementation details of particular nodebuilders.

>> No.4191780

>>4191754
>>4191767
>>4191773
https://www.youtube.com/watch?v=8qMtsir0l9k

>> No.4191783

>>4191780
cool shitpost mate

>> No.4191830

>>4191783
Alright.

>> No.4191964 [DELETED] 

so dusk is pretty bad.

can someone recommend a good levelpack to go through with hideous destructor please?

>> No.4191985

>>4191964
>hideous destructor
Better yet, can someone explain why this is meant to be good? Going through Doom as some random shit soldier doesn't look or sound fun at all, just frustrating.

>> No.4192006

>>4191561
and have the exit switch reveal an army of angry boners

>> No.4192009

>>4191964
>so dusk is pretty bad.

How do you know?

>> No.4192010

>>4190908
lilith rc2 is out

https://www.doomworld.com/forum/topic/94302-lilithpk3-release-candidate-2/?do=findComment&comment=1783711

>> No.4192015

>>4192009
the first episode is available for those who pre-order

havent played it myself but it looks very disjointed and amateurish in many ways
like, two tiers below chasm the rift

the controls look floaty and the enemies and weapons are very uninteresting

>> No.4192016

Hey /vr/ how do you do your windows?

>> No.4192019

>>4191964
>so dusk is pretty bad.
The weapon models are sub-Quake quality and the enemy design is all over the fucking place, some of them seem like they're half-ripped from the N64 Zelda games.

>> No.4192020

>>4192015
>havent played it myself
>claims it's bad
Ah. Classic.

>> No.4192021

>>4192015
>>4192019
Scymanski still has time to iron things out.

>> No.4192031

>>4192021
This is true, and it's still miles ahead of the other "retro" arse like Strafe, it's just not doing it for me right now.

>> No.4192041

>>4192006
is there any other kind?

>> No.4192042

>>4192015
>havent played it myself

>>>/v/
>>>/reddit/

>> No.4192043

>>4192020
as I said, it looks bad

I don't need to play it to figure out it looks that way

>> No.4192049 [DELETED] 

>>4192021
Doubt it. In the case of level design, everything is shit, barely babby's first release tier. He'd have to scrap all the levels and remake them, and that's not counting the other two episodes.

>> No.4192051

>>4192042
sure showed him.

>> No.4192056 [DELETED] 

>>4191964
I knew Dusk would be questionable when I saw it mashing Doom, Quake, Heretic, and Redneck Rampage elements together with so much obvious nostalgia-baiting in the trailer, and outright copied the ethereal crossbow.

>> No.4192057

>>4191985
it's for the those who think both doom is too easy and doom needs to have super weapon realism. so it's a niche mod but it has its fans.

>> No.4192059

>>4192056
The crossbow looks like it fires green dildos.

>> No.4192062

>>4192056
But the thing is, I see nothing of Quake in Dusk. At least not in terms of level design at all. That PCGamer article that was published yesterday, praising Dusk's (nonexistent) level design and saying it was an evolution of Quake's was by far and away the most retarded thing I've read this year.

>> No.4192071

hope the janny comes along and deletes all this offtopic

>> No.4192075

How can I take screenshots in Quakespasm?

>> No.4192080

>>4192075
F12. Saves them in the mod's directory (for vanilla Quake, it's in quake/id1/)

>> No.4192081

>>4192075
F12

>> No.4192090
File: 95 KB, 500x497, 1432760641976.png [View same] [iqdb] [saucenao] [google]
4192090

>>4192080
>>4192081

>> No.4192097
File: 70 KB, 540x403, 1501847488168.jpg [View same] [iqdb] [saucenao] [google]
4192097

>>4192020
he's not me. I've done three maps so far.

the first minutes of the first level you play are extremely disorienting, it's almost like playing amnesia even though it's supposed to be a frantic fast-paced shooter. the environments are very, very dark, bare and devoid of color, the weapons feel lifeless (why is the double shotty centered while the single variant isn't...? or any other weapon besides the crossbow for that matter?). you can tell they really struggled with map design to meet the quake-era map development quota, but they ended up with something more resemblant of a cross between a redneck rampage clone and a late 90's cereal box 3D game. the maps are poorly thought-out, they're very unintuitive and overall very lackluster.

the secrets barely make sense, there's zero indication as to what is what. powerups and pickups in general blend in with the backgrounds and are effectively pretty difficult to make out.

the enemies are nondescript, characterless blobs without much thought put behind them, in regards to their mechanics and designs. five of them melee only, two are basically imp reskins.

the game lacks any hint of charisma, really. it's utterly devoid of any personality or charm. yet another case of 'let's make a 90s inspired shooter' but they missed all their marks, yet again.

>> No.4192098

>>4192010
Why did Graf throw a fit again over a mod requiring an engine he does not develop for?

>> No.4192101
File: 85 KB, 500x441, Approvement.jpg [View same] [iqdb] [saucenao] [google]
4192101

>try out High Noon Drifter with Heretic
>use dead radio for the first time
I was honestly surprised, but Term please fix SMG ghost, piece of shit can't hit anything.

>> No.4192115

>>4192098
because, as i understand it, the mod had a hacked up, very fragile, very likely to break in future, method to detect it was running on the engine he does develop for. he was rightly concerned it would stop working and would cause problems and, more importantly, time-wasting bug reports later.

>> No.4192118

>>4192098
Because GZDoom MUST be relevant to every project for some reason. Probably for the same reason that he plays with and breaks aspects of his own engine every single update.

>> No.4192119

>>4192101
HND is really good in general. I love that Term made a patch exclusively for the Strange Aeons mapset, changing the story to fit Drifter's style and fixing a few compatibility issues.
I wish more mods did that.

>> No.4192128

>>4192119
Russian Overkill compatibility for Banal Doom when.

Actually, how would something called Banal Doom even play?

>> No.4192134

Speaking of Quake, how do I change my keybindings for weapon switching? I tried changing the config file in the id1 folder and it didn't do anything.

>> No.4192135

>>4192119
>I wish more mods did that.
if every modder felt required to support every other mod, combinatorial explosion would kill the gameplay mod scene.

>> No.4192140

Best jokewad?
I'd say either Fractal Doom if only for the mini Revenants riding Revenant rockets, or Floor Is Lava just for the concept.

>> No.4192146

>>4192140
Mapsets: Italo Doom.
General mod: Fractal Doom as well. So much fun. Run For It is very cool too.

>> No.4192151

>>4192140
>>4192146
>Fractal Doom
All I can find for that is an earlier version on allfearthesentinel, where you don;y get double pistols and some of the enemies are glitchy as fuck.
Any source on the latest version?

>> No.4192156

>>4192134
bind impulse X "(bind goes here)"

X = weapon number

>> No.4192160

>>4192135
Not the guy you're replying to, but it's easier than you think to have compatibility for stuff, you just have to make that decision fairly early on in the design process and not many people do.
>>4192146
>>4192140
FD isn't that good though.

>> No.4192164

>>4192101

I, uh. I don't think it's firing bullets at all.
I summoned some ghost SMGs and went through a level with notarget, they aren't hitting anything even when right at close range.

On line 430 of radio.zsc it seems I'm a complete dumbass and had them fire -1 bullets per shot. Which works for player bullet stuff but for monsters makes them fire nothing.
I fucked up.

>> No.4192168

>>4192146
Run for it is hilarious on the busier maps. Sprinting away from an army of imp fireballs after a medkit as a bunch of trees and corpses dash around aimlessly never stops being hilarious.

>> No.4192170

>>4192151
>Any source on the latest version?
Someone uploaded a thing in the reupload thread I think.

>> No.4192172

>>4192140
HDoom if it counts, otherwise A Boy And His Barrel.

>> No.4192174

>>4192164
good work

>> No.4192178

>>4192164
Term since you're here, did Steven King's Dark Tower influence HND at all? Do you think a DT themed mapset would fit HND?
(DT's quality wasn't consistent but the atmosphere was 11/10 bretty gud and NW Positronics is pretty similar to the UAC)

>> No.4192184

>>4192140
>>4192160
ModOhFun sort of outdoes Fractal Doom, at least for me anyway.

>> No.4192189

>>4192178
I got a Dark Tower vibe from HND too, but playing it with SA helps.

>> No.4192197

>>4192140
Brutal Doom.

>> No.4192206

>>4192178

It was probably there in the back of my head, but the biggest inspiration was probably Wild ARMs, Erron Black from not-retro Mortal Kombat X and also not-retro Darkwatch. Fun games.
More games need to play with westerns and magic as a theme, it's surprisingly pretty underused.

>> No.4192238
File: 148 KB, 1280x400, stupid overflow makes homs.png [View same] [iqdb] [saucenao] [google]
4192238

>>4191408
http://puu..
sh/xaSRf/4d9dd84174.lmp
FDA.
Liked the spooky feel and attempt to imitate waterfalls. This shit is going to throw off people who'll play through Chocolate\Vanilla Doom.

>> No.4192240

>>4192170
>>4192151
Just checked, the download links in the actual threads, and also the reuploads on both zdf and dw are dead, as well as links I could find to nonspecific BE file backups.
RIP in peace forever.

>> No.4192256
File: 162 KB, 1400x875, FD.jpg [View same] [iqdb] [saucenao] [google]
4192256

I got you hoes covered, let this be a lesson about not relying on shit to stay there.

https://files.catbox.moe/mihkde.wad

>> No.4192263

>>4192240
It still exists on allfearthesentinel, but I'm fairly certain it's an earlier version missing a couple of fixes and features.
Anyway, this is why I download and archive shit. For everything Doomworld keeps for literally decades, more is lost into oblivion.

>> No.4192264

>>4192151
>>4192240
fractal doom is lost? are you fucking kidding?

>> No.4192267

>>4192256
You're my nigga, anon

>> No.4192268

Speaking of stuff not being around forever, what is the BestEver replacement if there is one?

>> No.4192271

>>4192256
Forgot that site garbles names, it's the full 0.2.4b
>>4192263
Centralised sites are both a blessing and a curse, ease of access over one great big loss if it ever goes down.

While individual uploads are easier for lesser known shit to drop off the face of the internet forever, they tend to hang around more.

Personally I rather do multiple single uploads across many sites, it's a pain but usually one will survive a long time.

>> No.4192272

>>4192264
For a brief period it isn't - see
>>4192256

>> No.4192280

>>4192268
allfearthesentinel

>> No.4192287

>>4192263
>allfearthesentinel
For most of the last week or so, all their download links have been 404ing.

>> No.4192295

Since Wikia sucks, would it be wrong if the real wiki copied or took stuff from the Doom wikia?

>> No.4192297
File: 62 KB, 1024x128, gothic wildlands sky4.png [View same] [iqdb] [saucenao] [google]
4192297

So I made this sky on a whim. Tried it, it works.
I call it "Gothic Wildlands", basically something that'd feel kind of fitting in a gothic outdoors castle map or something where you haven't actually progressed to hell yet, but there's some little castle structures or hell outposts seen in the distance.

>cloud from Doom Beta sky, edited
>backdrop is some gradient I stretched, filtered, colored, etc
>mountain is from fuck if I know, edited
>forestline is from maybe Heretic or Hexen or something, that bright green line of pines you'd see sometimes, shrunken down like fuck to line the border between the mountains and the ground
>ground is from the same Doom Beta sky texture as the clouds, compressed and edited
>various buildings and structures are from the Episode 3 intermission screen, minor edits

I've only tested it in GZDoom, it's not paletted in the slightest, it's a .png, if you want to make a paletted .bmp for whatever you're doing, be my guest. You'd probably have to hack it up in sections if you want to have all the directions for a Vanilla port. In GZDoom it functions fine as the undivided graphic you see here, you can load it up straight like this.
Anyone who likes to use it, feel free to do whatever with it, credit ChopBlock223

>> No.4192302

>>4192256
>it works with run for it (outside if enemy projectiles of course)
This is going to be entertaining.

>> No.4192313

>>4192263
I remember randomly browsing Doomworld for a few hours once. I like how it's managed to archive embarrassing shit "comedy" mods made by 13 year olds for around 20 years. It feels weird knowing that if these stupid kids are now guys in their mid thirties.

>> No.4192381

>>4191664
Yeah, You can more or less toss it into the bin anyway. I couldn't get the visuals to come across like I wanted to; trying to get a feel of "rotting flesh" connected to the rest of the main area, running low on time and having a lot of difficulty actually figuring out what I should do,.- other than that, textures are as they look.

It may just be a bounding area around the appendages, in which case the skybox can simply be lowered around so that the sky is visible behind the "rib" skinlows.

I'm not happy with how it was conveyed.

>> No.4192393

>>4192381
Why do you emphasize visuals over gameplay?

>> No.4192395

>>4192381
>>4192393
or, rather, why do this specifically for a vanilla constraint speedmapping project? I understand wanting to push vanilla limits but doing so without a time constraint would probably be best.

>> No.4192441

>>4192381
Things like these is why we should do it on Boom next time.

>> No.4192472

Here's a strange question.

I've been on a huge RPG Maker game kick recently. Ib, Yume Nikki, etc.
How difficult would it be to make one of those types of games but in the (GZ)Doom engine?

>> No.4192475

>>4192472
relatively easy

surprised it hasn't been done before, those games are comfy

>> No.4192476

>>4192472
There's a Yume Nikki port being made for EDuke32, so there's precedence at least.

>> No.4192479

>>4192472
Given how RPGMaker is a bit of an ungainly cunt to work with, you should be able to transition to GZDoom modding pretty easily.

Level up systems can be made, and even turn based combat could be done, however, unless you want to do horrible ACS nightmare kludges, you'd best make custom maps for this.

>> No.4192492

>>4192297
that's pretty dope man, nice work!

>> No.4192502

>>4192297
Looks great, I love little structures and details in the skybox that you can't get to, but make the world feel alive, adds a little mystery as well

>> No.4192510

>>4192297
Naisu

>> No.4192513
File: 7 KB, 74x96, scubamug_visorup_50p.gif [View same] [iqdb] [saucenao] [google]
4192513

>> No.4192528

>>4192256
Awesome! Thank you very much, anon.

But what port version is that, exactly? ZDoom? Zandro 1.2? 2.0?

>> No.4192539

>Download new GZDoom SVN
>Play a mod I was working on
>It's completely fucked up the 'Customize Controls' menu

Thanks a lot, Graf. All I did was reorganize that menu a bit so that some additional controls had their bindings present at the top, where the player could rebind them quickly. Also I changed their names so that the player knows WHAT THEY ACTUALLY FUCKING DO IN MY MOD. But no, you ignore completely the fact that no matter what I or anyone else do with our menus, it could never mess with the player's settings when playing any other mod or no mod at all, and you take a giant shit on anyone who does that because for you, GZDoom isn't a source port of a twenty-plus-year-old game, it's your precious virgin waifu whose honor needs to be protected from us fucking heathens. So much for MENUDEF, the entire point of which was TO MAKE CUSTOM FUCKING MENUS. Now I have to constantly remind people that some of the controls they need to bind will be at the bottom of the menu, for no goddamn reason than the appeasement of your low-functioning obsessive-compulsive tendencies. That's really sensible of you, and I sure wish I could show my appreciation for your attitude by force-feeding you a truckload of rotting donkey foreskins, you ass-hamstering fuckwit. And to top it all off, we're all (including the mods of the source port's forum) supposed to handle you with kid gloves 24/7 so that you don't pull a MaxED and fuck off out of the community.

It's really great knowing that at any time, nearly anything I or anyone else is doing with a mod could be labeled 'THE WRONG WAY SHUT UP NO CRITICISMS ALLOWED', forcing us to go back to the drawing board. It's one of the things that's prevented me from touching the trainwreck that is ZScript, because who fucking KNOWS where that's going to be in a year. That, and the fact that your idea of documentation for ZScript could be best summarized as 'LOL not my problem, search through sixty pages of people asking random questions.'

>> No.4192541

>>4192539
>an unstable release is unstable
that really makes me think

>> No.4192550
File: 811 KB, 744x688, 1502664545800.png [View same] [iqdb] [saucenao] [google]
4192550

>>4192539
>Download new GZDoom SVN

>> No.4192551

>>4192541

This isn't devbuild instability. It's a deliberate change on Graf's part, a change that Graf has tried unsuccessfully to quash the criticism of.

>> No.4192553
File: 97 KB, 640x360, TITLESCREEN.png [View same] [iqdb] [saucenao] [google]
4192553

>>4190908
Here's version 1 of a project I've been working on called Realm of Suffering. One map, custom enemies, no custom weapons and no music yet.
http://s000.tinyupload.com/index.php?file_id=98588592927462321331

>> No.4192557

I'm worried about the new versions of GZdoom breaking menudef stuff too. It'll mean my project will most likely be unplayable in newer versions of GZdoom.

>> No.4192569

>>4192539
subscribed

>> No.4192571

>>4192541
>>4192550
It's a "feature" coming in the new GZDoom.
It's a pain in the ass.

>> No.4192572

>>4192557
>New release breaks important stuff
>Popular mods use that important stuff
>People use previous release to play these mods
>And for other mods too
>Problem solved

>> No.4192579

>>4192572
Those older versions will eventually get buried and hidden by Graf after he throws a pisserfit that no one is using his new versions.

Plus it's just a pain in the ass for people when they have to go searching for specific versions of sourceports to play certain mods.

>> No.4192581

PSX Doom's OST got a remastered release for the 20th anniversary of the game. includes extended tracks and revamped music.

https://aubreyhodges.bandcamp.com/album/doom-playstation-official-soundtrack-20th-anniversary-extended-edition

>> No.4192583

If MetaDoom were to include the NuDoom Pinky (whose name would be Belphegor), would he be a variant for the Spectre, in case the Pinky already has too many variants?

>> No.4192586

>>4192539
i guess this is babel dev

>> No.4192593

>>4192586

It's not.

>> No.4192595

>>4192572
the only previous release that is still hosted is zdoom

and the reaction when someone made a mod specifically requiring that was for graf to throw a fit

>> No.4192597

>>4192579
You also aren't allowed to bundle working versions of a source port with your wad because someone got a virus from someone that did that one time a decade ago and thus is forboden so sayeth Lord Graf.

>> No.4192601

>>4192572

Hey, do you know where I can download GZDoom 2.9.3?
You don't?
What a shame.

>> No.4192603

>>4192597
someone better tell the markster

>> No.4192606

>>4192597
I get annoyed every time Graf discussion comes up, it seems like every time I hear about him he's doing some shit that gets in the way of gameplay modders.
I still can't wrap my head around why he adds new features to his sourceport that benefits gameplay modders but hates gameplay mods and doesn't really want gameplay modders invovled with his sourceport.
Why the fuck are engine devs always such unstable asswipes?

>> No.4192621

>>4192606

Programmers in general are douchebags.
I've very rarely met a programmer that was actually a pleasant person.
Wait, shit, is this how racism starts?

>> No.4192645

Is there an RPG wad that's also a total conversion/whole new game?

>> No.4192649

>>4192597
>Lord Graf
Lord Lord
heh

>> No.4192650

>>4192528
It's the ZDoom one, don't know what version it's intended for, should work unless Graf has fucked more shit up.

>> No.4192651

>>4192621
can confirm, i'm a hobbyist programmer and a raging sperg with no IRL friends.

>> No.4192653

>>4192579
>>4192572
Graf is butthurt whenever somebody isn't saying to use the newest version of GZDoom.

He even got assmad over Lilith, which can't ever fucking be completed on GZ.

>> No.4192661

>>4192653
And this is why he should either suck it up and keep older versions of his sourceport public for everyone, or stop breaking shit for modders.

>> No.4192662

>>4192601
https://github.com/coelckers/gzdoom/tree/2.9pre
there's this

he probably just didn't tag that specific release

>> No.4192663

>>4192606
He needs to be doing something and be seen to doing something to keep his ego being tossed off by his circlejerk of asshats.

Also everybody has to use the newest version the way he envisions using it because he's the best at everything.

>> No.4192685
File: 50 KB, 256x128, desert mountains.png [View same] [iqdb] [saucenao] [google]
4192685

>>4192510
>>4192502
>>4192492
I made another one, vaguely similar.
"Badlands", a vast empty desert with rocky cliff and mountain lines, and large stretches of sand dunes, can be used for whatever fits that.

>clouds are Doom Beta
>sand dunes too
>mountain lines I think are Hexen and/or Heretic
>backdrop is a gradient
>not paletted, just a .png

Still ChopBlock.

>> No.4192687

>>4192539
What are the actual changes to the menudef or is there a thread I can read about them?

>> No.4192697

>>4192687
https://forum.zdoom.org/viewtopic.php?f=49&t=56853

The short of the matter is that people that used menudef to modify the options menu are doing things Bad and Wrong, and thus it's no longer able to be modified.

On the one hand, the engine updates introduce new features and deprecate old features, so there's no guarantee a custom option menu is going to stay relevant and/or accurate.
On the the other hand, for people doing more in-depth mods, TCs, or full games, like 90% of the default GZDoom option menus are completely irrelevant and can seriously break things if modified.

It's a situation that got shittier when Graf took a hammer instead of a scalpel to it.

>> No.4192702

>>4192539
I've gotten to the point where unless there's some absolutely fucking incredible new feature added, I'm just going to use builds from before this faggotry.

There's simply no need to him to aggressively fuck people over this much over such a nonissue.

>> No.4192703

>>4192685
>>4192297
How do you do these? Nice work btw!

>> No.4192706

>>4192697
What's the problem with
>2. Use a separate 'Game Options' menu accessible from the main menu. This is actually the preferred way to do it because it separates game from engine options more cleanly.
exactly? It seems like that would solve everything

>> No.4192705

>>4192703
Photoshop CS3

>> No.4192712
File: 96 KB, 1600x900, kr1.jpg [View same] [iqdb] [saucenao] [google]
4192712

>>4192706
Knowing Graf you'd still only be able to have one menu from a mod, right now with some dicking around you can at least get two.

>> No.4192714

>>4192705
Just plain drawing or do you help yourself some way? That's a good skill.

>> No.4192717

>>4192697
his justification is completely fair

i can't help but think that most people who criticize graf are people who think ACS/DECORATE is real programming

he has every right to be an asshole when everyone bombs him with stupid shit all the time (it worked well for linux and openbsd, after all)

>> No.4192718

>>4192685
Reminds me of a background from a Monty Python animation.

>> No.4192723

>the smooth doom options submenu is overwritten by the fucking rendering video options
why wouldn't you, I don't know

put this submenu /inside/ display options

>> No.4192729

>>4192717
>he has every right to be an asshole when everyone bombs him with stupid shit

How dare those pleb modders use a special lump put in place to make custom menus, to make custom menus! They ought to have been psychic and known exactly what our infallible GZDoom papacy intended it to be used for!

>> No.4192732

>>4192717
jesus christ this is the meta of obliviousness

>> No.4192735

>>4192729
>>4192717
He should have done this before and it's on him for not doing it.
However it needed to be done some time. I can't fault him for changing it, only not changing it sooner.
He's still a dick tho.

>> No.4192740
File: 118 KB, 800x600, Screenshot from 2017-08-15 19-43-53.png [View same] [iqdb] [saucenao] [google]
4192740

>>4192723
This is objectively the best default options screen. Concise, consistent, and to the point. You will see a future where this options screen is 30x larger and bloated with meaningless lighting and filtering options.

>> No.4192743

>>4192735
>However it needed to be done some time.

>Graf needed to stop those naughty naughty modders from rearranging settings, even though doing this has absolutely no fucking effect outside of the mod in question

>> No.4192749

>>4192743
it has the effect of not being future proof

>> No.4192751

>>4192740
Got to fill that space he's reserved for himself by kicking everybody else out of using it.

Might be the real reason for it.

>> No.4192754

>>4192749
As if anything is ever futureproof with Graf involved.

>> No.4192756

Eh, I'm just going to stick with the current version for now. It works with all the mods I have and use.

>> No.4192762

>>4192751
This is why ZDoom will never be obsolete in the strictest sense.

>> No.4192764

Graf is literally the biggest threat to the Doom community.

>> No.4192765

menudef again? why a few dozen graf zahl posts, what's he done now? but no nothing new, you're still on about the menudef thing. you made me think something new was up

>> No.4192769 [DELETED] 

>>4192765
go home, captain j.

>> No.4192771 [DELETED] 

>>4192769
try again, cooke.

>> No.4192772
File: 36 KB, 667x464, add subtract.png [View same] [iqdb] [saucenao] [google]
4192772

>>4192714
>drawing
What? Nigga, no, I cite the resources I use in the posts, I cut them out and assemble them in photoshop, then play with filters, colors, layers, brightness and contrast, blur tool, etc.

There's seriously a lot you can do with the rectangular marque tool if you set it to add or subtract multiple selections (or for that matter inverting it), you can basically form a perfect selection/outline around a sprite by just gradually selecting the pixels you want/don't want.
You can easily do gradient shading or saturation/desaturation this way, which can be very practical.

It's *unbelievably* fucking useful for spriting.

>> No.4192775

>>4192769
I was thinking the exact same.

>> No.4192779

>>4192718
So it does, must be the blue gradient.

>>4192717
Shut the fuck up Ednerd, I'm gonna fuck your netcode now.

>> No.4192780

>>4192572
See that's the problem. Graf goes apeshit when people release shit for older versions of the engine.

>> No.4192785

>>4192749

This is the weakest possible justification. Nearly everything in the engine isn't future-proof.
Things are added and existing features break all the time with absolutely no warning. Even now, there are hundreds of Dehacked errors with ZDoom, A_CustomMissile's pitch problems are still there, and the only thing done is to chop it off and replace it with a different feature.

It's annoying then and it's annoying now.

>> No.4192792
File: 15 KB, 293x208, 1279165661008[1].jpg [View same] [iqdb] [saucenao] [google]
4192792

>>4192743
Why wouldn't you just put your mod's options inside it's own main menu options instead of having it in the already existing options menu with all the other existing shit, ensuring that it will need to be updated with every change so that all the options are still visible?
Having your own main menu option also makes mashing together mods easier.
>doing this has absolutely no fucking effect outside of the mod in question
Your mod will be broken with every different version of (G)ZDoom that has more or less options than menudef did in the version you developed your mod for. This will cause a lot of fuckery for the people trying to develop the port via bug reports. There's also the aforementioned benefits to putting your options in their own thing.

I'm sorry you seem to be so butthurt about this but maybe you should focus on coding things in a way that isn't terrible and spend less time whinging about an extra half hour of copy pasting menudef code.

Graf is still a faggot of the highest order, mind. Just so happens this isn't one of his exercises in faggotry.

>> No.4192793

>>4192765
given the level of obliviousness that >>4192717 displayed and the current level of discourse starting to occur, i'm starting to believe that this is being brought up and subsequently dismissed just to try and piss off people that genuinely care about it

we all know graf is a dumbass and op is a faggot, we've just gotta live with it

>> No.4192794

>>4192772
Thanks for sharing your methods, man.

>> No.4192801

I'm tired of Graf's shit so I'm just going to map for Zandronum from now on. Maybe I can think of something fun to do with the runes.

>> No.4192803

>>4192775
well i'm not whoever that is. i don't even use zdoom, so i'm not affected by any of this. for me it is just an amusing sideshow.

i just find it interesting that he's painted as the worst person ever for this one thing. no wait, also dropping OpenGL 2 support. okay so two things. but nobody mentions the second, any more so you must have got over it.

surely there must be other problems than just menudef?

>> No.4192808

>>4192780
That shitfest a few weeks back where a ZDoom mod that relied on ZDoom's specific qualities got shat on by him and then locked on the ZDoom forum for intentionally breaking at the start when used in GZDoom instead of half-breaking before killing the engine half way through the mod was fucking pathetic.

So are the threats he's made at mod devs for to withhold "support" if they dare to suggest their users stick to a version of GZDoom that their mod works with.

>> No.4192809

>>4192803
>but nobody mentions the second, any more so you must have got over it.
OpenGL 2 support returned and is integrated into newer GZDoom in case a computer doesn't support OpenGL 3.

>> No.4192810

>>4192803
I'm actually still mad about OpenGL 2.0.

>> No.4192813
File: 21 KB, 64x128, BARKimp3.png [View same] [iqdb] [saucenao] [google]
4192813

What do you guys think of this wall

>> No.4192814

>>4192809
Wonder if that happened at literal gunpoint.

>> No.4192816

>>4192803
>for this one thing

Hardly, this is only the most recent thing.
He's repeatedly done a whole lot of bonehead decisions, but fighting with him about it is like talking to a brick wall, so I just post my thoughts and then move on with my life and keep working on things.
Is it a pain in the ass? Yeah. But even if I hate it, I've gotta live with it. It's not gonna change, it'll still be stupid two years down the line. I'll just need to work around it.

Such is life.

>> No.4192817

>>4192810
/doom/ needs a "graf zahl is responsible for..." copypasta. like /a/'s daiz list, for those of you familiar with it

>> No.4192823

>>4192779
The blue and the clouds together, it's very reminiscent of the sort of contrast Terry Gilliam used in a lot of his animation.

>> No.4192827

>>4192809
Holy shit, really? You mean I could run the latest GZDoom and not cook my shitty ass laptop? That changes some things.

>> No.4192829

>>4192823
Yeah, it kind of does.
I like Terry.

>> No.4192836

>>4192813
Looks kinda neat

>> No.4192842

>>4192572
>>4192579
>>4192595
and you are telling me nobody anticipated this and saved previous gzdoom verisons.

>> No.4192857

How can I make Blood run smooth in DosBox? The game lags a lot, often to the point of being unplayable.

>> No.4192861

>>4192842
I've kept the most useful ones from between v2 to v3

>> No.4192871

>>4192857
Set the core type to normal and adjust the cycles until it hits that sweet point.
Run at a lower resolution.
Or upgrade your toaster.

>> No.4192874

>>4192539
>>4192697
So when is zdoom imploding with two thirds of the forum demanding graf to get the hell of the site?

>> No.4192879

I really fucking hate making doors and lifts so instead of making the thousandth techbase map I'm going to start my mapping career with something natural, something outdoorsy.

Any good ways to use jumps and crouches in a single player map? I don't want to make any jumpmaze-tier bullshit but I figure this would add some spice to the map.

>> No.4192881

>>4192874
Never because they don't have a replacement programmer on hand.

>> No.4192887

>>4191475
I wish we could have a GZDoom equivalent for Quake, complete with the ease of modding.

>> No.4192889

>>4192813
the bricks look too realistic. grab photoshop an tweak it a little to have less colour depth

>> No.4192892

>>4192881
does the community NEED a replacement programmer?

>> No.4192894

>>4192887
a quake port that exposes stuff to lua or even scheme lisp would be pretty cool

>> No.4192895

>>4192879
Caves can be interesting.

Don't really see what you have against doors though, they're easy.

>> No.4192896

>>4192892
Not as much as it needs someone who can write zscript docs.

>> No.4192897

>>4192887
What is it with you people wishing for literally impossible things?

Fucking learn QuakeC and the sky is the literal limit. Use any Quake engine past Q1 and you can use whatever language the hell you want 'cause the game isn't limited to QC anymore.

>> No.4192905

>>4192896
so you agree that the platform is developed enough to not need constant attention

>> No.4192909

>>4191607
I find annoying how Doom Wikia shoehorns Brutal Doom in tons of articles, to the point one might think it's a fucking official expansion or something.

>> No.4192926

>>4192897
it's what i was claiming in my post

most people here use ACS/DECORATE and they think they're programmers

though i'd still like to see scheme in the quake engine

>> No.4192929

>>4192926
the level of smug in your post is just begging to get stuffed into a locker

>> No.4192932

>>4192887
Darkplaces is basically that, a bunch of pointless graphics crap thrown on to the base game.

>> No.4192938

>>4192932
Don't forget a bunch of other under the hood tweaks that completely fuck up unrelated things like drop-down enemies in the official expansions or Quoth, or needing any texture with transparency to be loaded externally (as opposed to every other modern SP-oriented engine where you just put a curly bracket in front of the texture name and you're golden).

>> No.4192940

>>4192895
You underestimate how bad I am at everything.

>> No.4192945

>>4192940
Make a map that is nothing but doors. The map will be bad but at least you'll learn how to make doors.

>> No.4192946
File: 1.45 MB, 233x291, thatdoesntmakeanygoddamnsense.gif [View same] [iqdb] [saucenao] [google]
4192946

>>4192926
>most people here use ACS/DECORATE and they think they're programmers

>> No.4192947

What Band Insignia(tm) should I put into FAGGOT BENEATH?
I'm leaning towards Skinny Puppy or Whitehouse

>> No.4192948

>>4192940
You know gzdoom builder has a "Make Door" option, right?

>> No.4192949
File: 56 KB, 720x450, cameo1.jpg [View same] [iqdb] [saucenao] [google]
4192949

>>4192947
Cameo.

So, the red codpiece.

>> No.4192950

>>4192938
doesn't this have something to do with the fact that darkplaces is in fact based on quakeworld, which as very different physics from netquake (aka retail quake)

>> No.4192953

>>4192932
No way, that crap is more along the lines of Doomsday.

>> No.4192957

>>4192949
The red codpiece isn't a band insignia though

>> No.4192958

>>4192950
IIRC Quakeworld physics changes are all related to player movement- i.e. the player is able to stand still on sloped surfaces (in Netquake you constantly slowly slide downards), there's no mandatory frame of friction when landing from a jump (which makes bunnyhopping a lot more effective compared to Netquake), etc. Nothing that should futch up enemy AI.

There's also the matter that even with everything set to look as vanilla as possible, Darkplaces still manages to fuck up the lighting in some custom maps (this is really obvious in AD's Obsessive Brick Disorder and a couple other AD maps offhand).

>> No.4192960

>>4192957
I guess not, but it's the one element people remember the most, apart from Blackmon's tall flat hair. And Word Up

>> No.4192967
File: 907 KB, 500x394, 1473705246487.gif [View same] [iqdb] [saucenao] [google]
4192967

>>4192909
>Using Wikia
>Ever

>> No.4192976
File: 8 KB, 64x128, BARKimpwindows.png [View same] [iqdb] [saucenao] [google]
4192976

>>4192889
How about now?

>> No.4192978

>>4192948
Oh.

Well, shit. Fuck me then.

>> No.4192990

>>4192947
Skinny Puppy next to a Pyro GX?

>> No.4192995
File: 283 KB, 1280x1130, tumblr_ouprf6UrJj1szcxzqo2_1280.jpg [View same] [iqdb] [saucenao] [google]
4192995

>> No.4193001 [DELETED] 

Fags only hate Lord Graf because he won't support your cringey glitchfag wads

>> No.4193008

>>4192976
do this: make the picture really small then rezise it and make it more pixelated

>> No.4193009

Does sector connecting count as vanilla?

>> No.4193010

>>4193001
Too easy.

>> No.4193014
File: 484 KB, 960x875, 00010644066_1411724688880758_242044353_n.jpg [View same] [iqdb] [saucenao] [google]
4193014

how accurate is this?

>> No.4193025

>>4193014
I don't get most of these.

>> No.4193034
File: 6 KB, 64x128, BARKimpwindowsaftermath.png [View same] [iqdb] [saucenao] [google]
4193034

>>4193008
Y-you still love me, even after the incident, right senpai?

>> No.4193043

>>4193034
getting there. I don't know what you are trying to achieve, but if you play with vanilla monsters and aesthetics, having the proper amount and look for pixels is important

the next steps depends on what you wanna do with it. If you are not comfortable you can do the steps backwards, resize then remove colour depth and see how it looks. You could do some per-colour retouching too if some pixels are too ugly, but you are better off just editing each pixel separately.

Last piece of advice: Take a good look at vanilla and final doom textures and use them as reference for pixel aesthetics. Not too simple and not too colourful is key unless you are looking for specific things like textures made to change aesthetics. Hell, even photos (ie the snek graphic used for guts) are ok as long as you pixelate them properly.

>> No.4193046
File: 21 KB, 540x300, wizard28.jpg [View same] [iqdb] [saucenao] [google]
4193046

>>4193043
Thanks my dude, have one of my favorite wizards.

>> No.4193047

What is the current state of GZDoom Builder

>> No.4193065

>>4193043
Why are you encouraging him to make his texture look awful?
>>4193034 looks like an incomprehensible mess.

>> No.4193068

>>4193065
>>4193034 here
I'm very well aware of that, don't worry.

>> No.4193070

>>4193065
that pic is nowhere near finished. I just showed him a way to make it look more pixelish.

>> No.4193074

Is making textures 'look pixelish' a thing you have to do with Doom textures? What the heck?

>> No.4193080
File: 49 KB, 256x128, desert mountains 2.png [View same] [iqdb] [saucenao] [google]
4193080

>>4192685
Same one, except recolored for dusk/dawn.

>> No.4193084

>>4191545
kek

>> No.4193087

Should I bother to learn doom mapping? Will people still be producing meaningful content 10 years from now, for abcdefgzdoom or whatever

>> No.4193090

>>4193087
do you want to make maps? if so, then yes, you should bother to learn.

>> No.4193097

>>4193074
what do you mean?

>> No.4193098
File: 106 KB, 578x582, 1481166202432.png [View same] [iqdb] [saucenao] [google]
4193098

>>4193009
Pls help.

>> No.4193108

Anybody have a download link for Dump 3? The links on the ZDoom forum no longer work.

>> No.4193115

>>4191693
>>4191694
>>4191698
>>4191702
Cheers for the demos - I could probably balance better for medium difficulty - seemed too much health.

>>4192238
Damn, the visplanes are fine, none over 80 in that starting area (I guess that's not what causes the tears?) I tested in chocolate doom, but it must have been the extra detail I added in that outdoor area - I tested in crispy towards the end for gameplay (haven't been able to bind keys using the .cfg file in chocolate doom - tried replacing the key numbers with the correct decimal numbers for the key I want, but it just crashes on opening).
Thanks for the demo either way

>> No.4193119

>>4193074
It's so that they don't clash with everything else and look ugly.

>> No.4193120

>>4193074
if I wanna make a mod that resembles DOOM aesthetics, or just 90s vidya in general, yeah.

nothing wrong with photorealistic textures, but they are very highly hit or miss when it comes to alignment and cut off unless you want to go full autismos with them. And some things are unfixable like pattern repetetion that can look very stupid and immersion breaking

>> No.4193140

>>4192990
>Pyro GX
huh?

>> No.4193143

>>4193009
>>4193098
if youre talking about the join sector in doombuilder, then I think so
the definitive answer is if it is available in Doom 2 format and works in chocolate Doom then it's vanilla

>> No.4193146
File: 6 KB, 128x256, palettedwalltile.png [View same] [iqdb] [saucenao] [google]
4193146

>>4192813
>>4192889
The reason the bricks look realistic is that Doom's bricks are hand-drawn overlays over a base texture, perfectly straight and designed to fit exactly into height multiples of 64. Also your texture doesn't tile properly and isn't paletted.

>>4193008
Please don't do this

>> No.4193151
File: 42 KB, 256x128, desert mountains 5.png [View same] [iqdb] [saucenao] [google]
4193151

>>4193080
And at night.

I'm thinking these might only look really good with Playstation Doom style colored sectors for any light coming in a window.

>>4193008
>then rezise it and make it more pixelated
I'll pay you to never say this to anyone ever again.

>> No.4193153

>>4192650
can confirm it works just fine on gzdoom 3.0.0
Which version are we even up to anyway? I haven't upgraded in a while because there's little point and it'll only break old mods

>> No.4193156

>>4193098
yes you can connect sectors in vanilla.

Its pretty handy for teleport closets - you connect the area inside the closet to an area where the player will be shooting - making the monster aggro. Then you can either have a door in the closet between the monster and the teleport line, or you can just have the monster teleport as soon as its aggro. Plutonia iirc has larger teleport closets with a few monsters and a single telport line, and the teleport destinations are all placed in the same tagged sector, which makes the monsters randomize between the destinations.

>> No.4193157

>>4193151
Playstation Doom style colored?

>I'll pay you to never say this to anyone ever again.
why is it a bad thing? what should you do?

>> No.4193160
File: 7 KB, 748x780, 1499704489149.png [View same] [iqdb] [saucenao] [google]
4193160

>>4193151
>I'll pay you to never say this to anyone ever again.
it's an easy way to give people who have no idea what they are doing something to work with

If I had ps on this pc i'd show some other methods, there's multiple ways to do it but if I can't tell exactly where to go it's hopeless

>> No.4193162

>>4193160
>it's an easy way to give people who have no idea what they are doing something to work with
it's wrong and stupid

>> No.4193164

>>4193146
>The reason the bricks look realistic is that Doom's bricks are hand-drawn overlays over a base texture, perfectly straight and designed to fit exactly into height multiples of 64

that has nothing to do with too "realistic" tho'
it's has too much detail and will clash with other textures and angles.

>> No.4193167

>>4193157
Pixel art that was made from the ground up with the intended resolution is infinitely better than pixel "art" that was simply resized to look pixelly. One shows purpose on the pixel details, while the other just compresses the image quality

>> No.4193168
File: 38 KB, 256x512, Doombricks.png [View same] [iqdb] [saucenao] [google]
4193168

>>4193146
Here's some examples of Doom bricks using the same or edited overlays.

>> No.4193169

>>4193162
t. graf

>> No.4193171

>>4193164
>hand-drawn
>that has nothing to do with too "realistic" tho'
okay

>> No.4193182

>>4193156
Thanks! That's precisely what I wanted to do. Sounds a lot more practical than the peeping hole method.

>> No.4193186

>>4193168
>>4193146
that's what I wanted to say: see how each texture has only a few base colours and the rest is detail and (whatever passed for 90s) filters

The problem with photorealism is that everything is detail, you get to a point where your brain stops seeing "wall" and starts seeing "photo posted at weird angles"

Which is what I meant with "reducing colour depth" - there's some fancy tools in photoshop that let your grab all pixels specific colours and "align" the colour so it looks more flat.

>>4193171
i'll give you a snarky green text so you get the point

>let me explain why it looks this way by talking about this other texture without actually addressing your texture's problems

>>4192685
>>4193080
Something about the sand feels off

>> No.4193227
File: 102 KB, 905x925, TP closet.png [View same] [iqdb] [saucenao] [google]
4193227

>>4193182
Just be aware that only the action 97 - WR teleport seems to work in vanilla. I tried a few of the silent TP and various other line actions in boom bunt only Action 97 seemed to work.

Set them up like pic related and you should be good. Make the box as small as possible so the aggro monster can only walk over the line when it moves.

>> No.4193229

>>4193143
>>4193009
>>4193098
Just tested it for mine, it is and it works

>> No.4193236

Is no guy's sky still a thing? Last time I saw anything about it was last year. I want to play it just for shits

>> No.4193241

>>4193140
the ship from descent

>> No.4193249

Is there any way to make the monsters in legendoom work properly with colorful doom and keeping the weapons too?

>> No.4193262

>>4193249
Oh yeah also, it's been a long time since I played doom, real quick, give me any gameplay mods, a map set and anything else to play, I'm outta suggestions

>> No.4193267

why is making a map look good so fuckin' HARD

>> No.4193284

>>4193249
Fuck, I just learned about the GZDoom menudef thing. Should I just get the stable version? Are there any mods that only work on the dev builds? What advantages do the builds have? Fuck graf

>> No.4193302

>>4192995
Has anyone ripped the Quakeguy model yet to do Doomguy and Ranger shenanigans?

>> No.4193328

>>4193249
Load LegenDOOM before Colorful Hell.

>>4193262
High Noon Drifter on Epic 2. Or try running LegenDOOM + Colorful Hell on Jenesis.

>> No.4193335

>>4191240
Add a link to the full game because fuck gearbox

>> No.4193353

anyone got some good tutorials for a crash course in the vital mapping basics like making doors, lifts, monster closets, teleporting enemies etc. a lot of tutorials I'm aware of are overly long and poorly explained.

>> No.4193368

>>4193353
1. make a brush
2a. set it to func_door
2b. set it to func_lift
2c. set it to trigger_teleport

>> No.4193372

>>4193368
But he didn't say it's about Quake. How do you know.

>> No.4193374

>>4193372
how do you know it's about doom

>> No.4193381

I want to map maps but I'm shit at level design. Any tips?

>> No.4193382

>>4192606
why can't they just fork ZDoom then and make it work with their ACS/DECORATE clusterfuck mods like they want it to

>> No.4193387

>>4193381
much like with any human endeavor; practice

>> No.4193393

>>4192140
They Sky May Be still holds a special place in my heart. We need more weird shit like it

>> No.4193462

>>4193227
boom line actions don't work in vanilla. this should be obvious ;)

there is also type 126 WR teleport (monster only) if for some reason you want a line the player can go over without being teleported.

i recommend against using the W1 variants unless you know exactly what you're doing and can guarantee the map still works even if the single-use line gets used up, which will happen even if the monster is prevented from teleporting. W1 teleports usually lead to stuck monsters unless you also have a WR fallback.

>> No.4193464

>>4193374
this being the DOOM THREAD, doom is assumed unless stated otherwise

>> No.4193465

>>4192098
For whatever reason, Graf believes its better for the player to unknowingly break mods, than it is for the mods to make sure the player can't break them.

>> No.4193469
File: 481 KB, 790x578, volter2.png [View same] [iqdb] [saucenao] [google]
4193469

What WADs let me use GAS?

>> No.4193471

HUHUHUH.......

.........WHAT AN MESS

>> No.4193486

>>4193469
> time for a new experiment
> lets try ASS

>> No.4193490

>>4193469
russian overkill has a player class that has a fart attack and a weapon that can lay fart mines, dunno if that helps

>> No.4193498

>>4193490
no that helps a lot thanks lemme try it with hdoom
*unzips dick*

>> No.4193518

>>4193469
Project Brutality's special grenade launcher has an acid mode which is a gas bomb

>> No.4193543
File: 32 KB, 640x400, Screenshot from Chocorenderlimits.png [View same] [iqdb] [saucenao] [google]
4193543

>>4193115
It's different kind of overflow. Shit is simply not being drawn.

>> No.4193595

>>4193543
>SEG 318/256

so this is different sectors or something? what is a segment?

>> No.4193610

>>4193595
Rendered sidedefs onscreen, basically.
https://doomwiki.org/wiki/Seg

>> No.4193613

>>4193610
Technically it's more than that, but it's to do with your linedefs.

>> No.4193621
File: 139 KB, 650x615, bYpRAAo29adqGLPtUHZFMi-650-80.jpg [View same] [iqdb] [saucenao] [google]
4193621

I've been throwing around ideas about a dumb project for years, but I'm still new.

If I'm doing a total conversion, it would be better to package everything in a pk3 rather in a wad at this point? It's a lot of texturing work so I was just gonna open up the doom2 wad in slade and retexture everything from there as a base, but it seems like I'm going about this in the least efficient way possible.

>> No.4193647

>>4193469
Moonman mod

>> No.4193653

>>4193621
what is that picture?

>> No.4193694

>>4193621
If it's for (G)ZDoom, a pk3 is a lot easier to organise.
>editing the IWAD file
No don't

>> No.4193721

>>4193653
Topdown view of an early build of The Forgotten Sepulcher, a new map for the Arcane Dimensions Quake mod.

>> No.4193729

>>4193721
oh right. so that's what quake mapping looks like? seems daunting

>> No.4193753

>>4193729
That's what it used to look like before Trenchboom came.

>> No.4193764
File: 409 KB, 1280x720, Screenshot_Doom_20170816_131922.png [View same] [iqdb] [saucenao] [google]
4193764

alright heres my 300min map

Name: Collider
Author: amok
Music: "Red Alert" from Metal Gear
Compat: Fine in PrBoom, did a couple runs in ChocDoom too

Drew the layout in about 3.5 hours then spent the rest texturing and Thing-placing. ChocDoom wasn't too happy with the visplanes so I've spent a couple hours today hopefully reducing them significantly. Let me know what you think

>> No.4193767

>>4193694
Then how do I get the structure for everything? Do I have to make my own IWAD and format everything myself?

>> No.4193769

>>4193764
aaaand heres the link

https://www.dropbox.com/s/hfingt9nerj8ehw/300min-amok.wad?dl=1

>> No.4193770
File: 1.28 MB, 1920x870, Trenchbroom 2.png [View same] [iqdb] [saucenao] [google]
4193770

>>4193729
nowadays it just looks like the 3d view of a doom map. The Trenchbroom UI is even less cluttered than Doom Builder

>> No.4193783
File: 44 KB, 343x960, 1469230970769.jpg [View same] [iqdb] [saucenao] [google]
4193783

>>4191408
Updated version of toomb:
http://www.mediafire.com/file/76lenxz0koe1esf/toomb2.rar
I tried to remove some of the sky tears for vanilla, got rid of some of them.
Did some minor balance tweaks as well

>> No.4193785

>>4193764
Looks awesome from the screenshot man. I'm looking forward to playing all these once the project is done

>> No.4193792

>>4193153
I think "stable" is 3.1, dunno about the SVN shit.

All I know is that after 3 I had to dick around just to stop it lagging my menus the fuck out and having the music go screwy.

>> No.4193795

Life may be boring now, anons, but just wait until Hell rises up and Satan's horde invades. It'll be our time to shine.

>Give me a pistol and 50 bullets, I'll handle this

>> No.4193798

>>4193465
In a mod that is "broken" by design, where they player wouldn't even know it can't be completed in the wrong engine until it got to a point in the maps where the engine CTDs without fail.

It was the only sensible way to go about it under some very specific circumstances, but Graf and his moderator circlejerk decided to shit on the dude and call his mod retarded.

It's actually a really fucking good mod, with a lot of work having gone into it to emulate what glitch levels are like instead of being a zero effort make shit wacky thing.

>> No.4193809

>>4193770
How difficult would you say Trenchbroom is for someone who's never done 3D mapping before?

>> No.4193825

>>4193809
I mean, it's not a cakewalk, you'll have to invest some time into learning how it works but it's not that hard

>> No.4193837
File: 39 KB, 1663x224, retard.jpg [View same] [iqdb] [saucenao] [google]
4193837

what a huge asshole

>> No.4193843

>>4193837
Do Carmack or Romero know about this guy?
Dude's like a threat to one of the game's biggest legacies.

>> No.4193845
File: 713 KB, 1500x982, 1502321491815.jpg [View same] [iqdb] [saucenao] [google]
4193845

>>4193837
Graf must be fun at parties.

>> No.4193848
File: 14 KB, 420x300, 1410200843033.jpg [View same] [iqdb] [saucenao] [google]
4193848

>>4193845
You say that like he'd be invited to any.

>> No.4193852

>>4193837
Was this post deleted? I cannot find it in the thread.

>> No.4193854

>>4193798
I still cannot understand why that one guy couldn't fucking accept the obvious circumstances, he acted like the author was being unreasonable, he kept pushing the point as if he felt he had a real argument.

>>4193845
>implying he- >>4193848 oh

>> No.4193858

>>4193852
it's in the old one which the admin locked after him and his cronies shat all over anotak because he wouldn't cave in to their demands after he politely explained his reasoning

https://forum.zdoom.org/viewtopic.php?f=61&t=56634

>> No.4193860

>>4193852
It's in the original Lilith thread in the hall of shame or whatever those faggots call their thread dumping ground.

Failing that, the thread was archived somewhere in case they were deleted.

>> No.4193864

>>4193860
Someone ought to screencap the entire thing to enshrine Graf's cuntness, and his lackey's

>> No.4193870

>>4193809
I found it pretty easy. Just download it, fool around. Its pretty intuitive.

>> No.4193880

>>4193837
Wait, does this guy really considers some mod that is incompatible with his sourceport, as a personal attack?

>> No.4193884

>>4193880
Basically.

>> No.4193886

>>4193884
The fuck is wrong with this community?

>> No.4193893

>>4193880
he has some kind of god complex man, you see it happen to all these programmers that get a cult built around them for being one of the few contributors to a popular project
they see it as their baby and want complete control over it, you can see even the bitch admin is scared of pissing him off in case he decides to throw a fit and abandon gzdoom

>>4193886
there's always people like him in every community

>> No.4193913

>>4193880
A ZDoom requiring mod is a personal attack for being posted on the ZDoom forum and had to be locked.
>>4193886
It's only a subsection that rim the fuck out of that faggot, a lot of them are moderators over there though.

That Rachael fuckwit really took it upon themselves to try to pressure the dude into changing his mod so people would be able to play it but not finish it.

>> No.4193942

is this another fucking
> i hate moderators abloo bloo bloo
episode

i need plasmagun replacement ideas

>> No.4193951

>>4193942
Like, still having the same gameplay function or something totally different?
What about a lightning gun/thunderbolt-like thing?

>> No.4193972

>>4193837
>programmer
>german
>Morhuhn
what an autist.

How is the situation for developing GZDoom anyway? Can a volunteer just join in? It's on github.

>> No.4193976

>>4193972
>It's on github.
You could probably fork it if you wanted, and then he'd try to get you banned from Github.

Github is for faggots anyway.

>> No.4193978

>>4193972
>>Morhuhn
what does that mean?

>> No.4193979

>>4193976
Why is forking bannable? I thought it's FOSS.

>> No.4193983

>>4193978
It's moorhuhn, sorry I made a typo.

An old game that sorta has a cult status in germany.
https://youtu.be/O1cgGPw8CEM

>> No.4193986

Hey guys, I've been out of the loop for about 5-6 months, I was wondering if there have been any updates to DoomRL Arsenal / any wads that work with it.

>> No.4193987

>>4193983
oh i see, it's where his picture is from. i didn't know. thanks.

>> No.4193994

>>4193979
of course it isn't bannable, but introducing facts tends to take all of the sting out of a good hate.

>> No.4193995

>>4193979
It is but that place is built on drama, piss off the wrong people and your shit gets shut down regardless of what you've done.

>> No.4194037

>>4193986
>updates to DoomRL Arsenal
There are still no updates.

>> No.4194039
File: 259 KB, 800x600, Screenshot_Doom_20170816_165910.png [View same] [iqdb] [saucenao] [google]
4194039

Time to redo this shottygun.

>> No.4194046

>summon the higher Colorful Hell boss monster to see what they can do
>these guys can get summoned randomly in the most cramped of levels
>you'd have to fight them with the DOOM 2 arsenal
>provided there is enough ammo

I don't even know what the heck the white Archvile does.

>> No.4194072
File: 197 KB, 1200x630, ss.png [View same] [iqdb] [saucenao] [google]
4194072

This is quickly becoming my favorite WAD ever. Has anyone played anything similar?

I'd love some more dark surreal horror weirdness.

>> No.4194074

>>4193852
A SECRET IS REVEALED
https://forum.zdoom.org/viewtopic.php?p=1010906#p1010906

>> No.4194104

>>4194074
What a fucking asshole. Would it even be a problem if Graf did throw all his toys out of the pram and left? It's not like we need new features added to a source port intended for a 20 year old game.

>> No.4194108

>>4194072
I'm playing through SA for the first time atm! I'm on e2m8 I think. I've gotten stuck a few times, not knowing where to go, which was pretty annoying but the levels are fantastically atmospheric and the gameplay's fun so I can forgive it.

>> No.4194112

>>4194072
https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/imposs

Has some very surreal shit going on with the level design.

>> No.4194123

is drpyspy a girl?
just wondering, because i've never seen anyone refer to drpyspy as "he"

>> No.4194126

>>4194037
Yholl's death really was a tragedy.

>> No.4194127

I played through the first episode of Duke today and I've got to say I'm disappointed. The first two maps were great but everything after had this desert/canyon thing going on.

How's the rest?

>> No.4194129

>>4194126
F
Live forever Final Doomer-

>> No.4194134

>>4194104
He'd probably employ a scorched earth policy if he ever got thrown out of or left the community.

>> No.4194136

>>4194127
I think the last two episodes + Caribbean are the best ones, never liked the first two.

>> No.4194138

>>4194126
First Combine_Kegan, now this.

Is Term living on borrowed time?

>> No.4194139

>>4194127
It's pretty much only the first short episode that has the canyon theme going.

Second is Space, third is City, fourth is a sort of City theme.
Caribbean does some of the canyon stuff for one or two levels, but it also does all the vacation resort stuff and it's just fantastic.
Nuclear Winter does jack shit.

>> No.4194147

>>4194134
He'd probably try to take the ZDoom forum with him, or at least do as much damage as possible.

The admin of the Doomworld one would just laugh at him.

>> No.4194163

>>4194123
I want to know just how many girls do we have in the community. legit curious.

>> No.4194179

What are some Doom or Quake maps with a lot of vegetation?

>> No.4194184

>>4194163
Last time I checked, which was years ago, we had almost no girls, just """girls."""
(Not that there's anything wrong with that.)
The actual girls like LittleWhiteMouse don't mention it, and the ones that loudly proclaim they are aren't.
This is 100% in line with any community that overlaps with programmers.

>> No.4194190

>>4194134
Considering how many of us have the files/zips for different versions, would he even be able to make a dent in the community?

>> No.4194192

>>4194184
And yet we're told that the best programmers are women for some reason. It really makes you think.

>> No.4194197

>>4194192
The best programmers become women, anon. Where do you think all the /g/ memes about it come from?

>> No.4194208
File: 326 KB, 558x691, man abs.png [View same] [iqdb] [saucenao] [google]
4194208

>>4194197

>> No.4194212

>>4194163
coraline
lilwhitemouse
mspaintrocks
almonds

that's it afaik

>> No.4194213

>>4194126
Are Yholl and Kegan really dead?

>> No.4194216

>>4193764
>>4193769
There seems to be some HOMS due to line errors in chocolate doom. Also the midi doesn't loop.

>> No.4194223

>>4194212
>coraline

>> No.4194224

>>4194223
fucking keyboard

>> No.4194229

>>4194224
Coraline is a keyboard?

>> No.4194230

>>4194138
Not Kegan! I hadn't finished making fun of his eyesight yet!

>> No.4194232

>>4194163
None

Me but I only post my stupid shit here as anon.

>> No.4194240

>>4194229
Yes, she's a real qwerty pie.

>> No.4194273

Kegan is dead. I can't believe it.

>> No.4194279

>>4194273
he never scored

>> No.4194280

>>4194273
Don't be sad! He's gone to hell to do GMOTA for reals!

>> No.4194282

>the modders are slowly dying
>Graf continues to remain overlord and the next update is set to fuck over even more old mods
>the average Doom player still believes that Brutal Doom is the magnum opus of Doom mods/the actual original game for some reason/the only mod worth using
Feels rather annoying, man.

>> No.4194285

>>4194232
what is your "stupid shit"? mods/maps? or just posts?

>> No.4194293

>>4194273
Has there ever been a mod that's actually been finished?
I'm fairly sure they mainly get to the beta stage and that's it.

>> No.4194295

>>4194285
I've done maps but not for a long ass time now, presently limited with how much time I can put into anything so I'm just dicking around with other peoples mods till they do what I like.

>> No.4194298

>>4194293
Metroid Dreadnought?

>> No.4194306 [DELETED] 

>>4194304 is post 0x400000

>> No.4194307

>>4194293
Why finishing a mod when you can just update it when you feel like it?

>> No.4194310

>>4194307
Honestly, most of the big mods at the moment feel finished as it is, with the most that needs doing to them being a bit of a rebalance with certain weapons and abilities.

>> No.4194312

>>4194293
it's like software, never truly finished. even chocolate doom is still developed regularly to add support for whatever new hardware or going from SDL to SDL2

>> No.4194314
File: 3 KB, 140x106, SARGG3.png [View same] [iqdb] [saucenao] [google]
4194314

>300 minutes are up
>Haven't placed a single pickup yet besides a shotgun
Oops

>> No.4194320

>>4194282
What if GZDoom ends up breaking Brutal Doom and make it never work again?
Would this be a bright side for this situation?

>> No.4194328

>>4194320
i doubt it. i imagine mark would just carry on bundling a working gzdoom binary with the rest of the mod, as this is what he is doing already.

>> No.4194348

>>4194328
It's not like Graf can stop him, he's already banned from everything ever.

It must be like having angry wasps up Graf's colon.

>> No.4194351

>>4194348
I know Mark is a bit of a twat and is the creator of one of the most obnoxious Doom mods ever, but what caused him to get banned? Popularity?

>> No.4194356

>>4194351
probably being an asshole, that or i think he told some depressed dude to commit suicide and gave them instructions on how to do it, i'm not sure though since that might've been on doomworld

>> No.4194357

the fuck are 300 minutes

>> No.4194360

>>4194357
about 18000 seconds

>> No.4194361

>>4194357
read (post below) OP

>> No.4194372

>>4194351
>>4194356
The being a twat and probably rubbing all the moderation people up the wrong way.

I can't see Mark and Graf ever having gotten on or been civil towards each other.

>> No.4194374

>>4194356
mark telling the depressed guy to commit suicide was on zdoom. doomworld is basically the only major doom site he hasn't been banned from, and he's on such a tight leash over there that just one fuckup will earn him a ban

>> No.4194397

>>4194374
I thought he was banned on Doomworld, though that place is such a mess it's hard to tell what you're looking at most of the time.

>> No.4194402

>>4194351
This thread might be one of the reasons.
https://forum.zdoom.org/viewtopic.php?f=4&t=37728

>> No.4194412 [SPOILER] 
File: 376 KB, 964x602, 1502911400658.png [View same] [iqdb] [saucenao] [google]
4194412

>>4194351
I think it's this

>> No.4194419

>>4194412
He's a classy guy, that Marquito.

>> No.4194421

>>4194412
wow i never knew about the comment. was he just planning on someone looking at the script, finding that and getting mad?

>> No.4194426

>>4194402
In fairness, he does get shat on an awful lot for his mod getting that popular, which really was out of his hands and in everybody who wouldn't shut up about it.

He's still an enormous twat though, as seen here:
>>4194412
and he's creepy as fuck with some of the shit he does for "inspiration" for his mod.

>> No.4194428

>>4194412
What a cunt. It actually makes sense that all the 12 year olds on youtube look up to him though, since he acts like one himself.

>> No.4194429

>>4194421
It's not uncommon to have stuff like that left in code by disgruntled coders, I've never seen it done in a one-man mod though.

>> No.4194435

>>4194429
well yeah it's not like he's mumbling about his boss or anything. i think he just did that for the sake of doing it

>> No.4194445

>>4194126
>>4194129
>>4194138
>>4194213
>>4194230
>>4194273
this meme needs to die

>> No.4194446

>>4194412
The best part of Fractal Doom was the mini marines using Brutal's voice clips but making them squeaky and high pitched. They're lines from the fucking comic, you aren't meant to take them seriously.

>> No.4194449

>>4194445
He's already dead, you don't have to rub it in.

>> No.4194451

>>4194293
In terms of gameplay mods, not very many. Gameplay mods rarely finish.
The most ones I've played that I feel most "finished" are Psychic, Agent Diaz: Dawn of Tomorrow, and Metroid Dreadnought, and apparently Psychic still isn't finished after all these years.

>>4194320
It does. 0.l. This has stopped nobody.

>> No.4194453

>>4194445
We need time to grieve

>> No.4194454

>>4194426
I heard he put actual gore images in the mod.
Mark's like if YandereDev and Shadman crossed into the same spot to become one and turn into a Doom modder.

>> No.4194459

Man, Lithium is fun as fuck.
Any mapset suggestions to go with it? I was told to try Maps of Chaos but those are just Doom 2 maps with someone adding a bunch of new areas to them.

>> No.4194460

>>4194454
I think at one point he announced that he was going to convert all the gore graphics into realistic ones sourced from crime scene photos, autopsies and stuff like that.

Unsurprisingly, everyone was kind of disturbed by that, and oddly, he took it like he didn't really understand why everyone was skeeved out.
I don't think he ever ended up making them, or, at least he never released it publicly if he did.

>> No.4194462

>>4194453
>>4194449
n e e d s
t o
d i e

it's not funny
it's forced as fuck
and it's actually confusing for new people

>> No.4194463

>>4194454
>I heard he put actual gore images in the mod.
I think that's just a rumor that went around, what he did openly admit to was spending a fucklong time looking at real life gore stuff and tracing some of it.

Just a bit creepy, that.

>> No.4194464

>>4194451
>It does. 0.l. This has stopped nobody.
Ketchup is the one part of Brutal Doom I actually really like.
If the mod was just silly levels of gore and big guns I think it would have been pretty good, but instead he had to pile in a load of garbage and edgy taunts and executions.

>> No.4194465

>>4194459
I found it good with Going Down, but that was with an older version, I'm not sure if the current one handles bosses and stuff differently.

>> No.4194469

>>4191635
idclip

>> No.4194471
File: 126 KB, 1600x900, derf.jpg [View same] [iqdb] [saucenao] [google]
4194471

>>4194464
I ended up altering a version to do this, just so it'd work with mods that replace the options menu already.

>> No.4194472

>>4194412
Ow the edge.

>> No.4194487

>>4194462
> patchnotes
> meme removed because it was
> too confusing for new players

>> No.4194495

>>4194487
The ghost radio in High Noon Drifter calls the souls of Yholl and Kegan to do your bidding.

>> No.4194504

>>4194163

We've got quite a few. I know several personally, even dated one for a time.
If they have to tell you about how much of a girl they are, though, they're probably not.

>> No.4194505

Does anyone know what the fuck
P_PlayerInSpecialSector: unknown special 16712
crash in Chocolate Doom means?
I googled but nothing comes up, and I don't think it's a visplane overflow or display thing since I can look at the stuff fine, it's just when I try to walk over it that I get that.

>> No.4194506

>>4194464
Ketchup is one of the better gore mods, with Nashgore being just as good but more in tune with Doom's style.
Droplets just sucks imo. It ranges from so subtle you can barely tell it's on to shooting a Caco and suddenly the wall behind it is covered in a weird looking pastel blue.

>> No.4194508

>>4194495
and shoot the everloving fuck out of your hat
for some reason term thought this was a bug and not a feature

>> No.4194509

>>4194463
>what he did openly admit to was spending a fucklong time looking at real life gore stuff and tracing some of it.
Adrian sort of did that during Doom's development, and before.

He had worked on copying hospital photos before he worked at SoftDisk and then id, and when doing gore graphics for Dangerous Dave (which ended up being removed on the behest of their publisher), Wolfenstein 3D, and Doom, he took a lot of inspiration from things he had seen, like the impaled guys is inspired from hospital photos he had seen of a farmer who had been impaled in an accident.

Also one of the wall textures in Doom is partially made of a photo/scan of one of the guys knee after he fell and scraped it on the way to work that day (might have been Kevin's knee).

>> No.4194510

>>4194163
isn't Randi a girl?
also nobody mentioned Kurashiki, what the fuck guys

>> No.4194513

>>4194510
>she

>> No.4194517

>>4194513
>has

>> No.4194521

>>4194517
>penis

>> No.4194523

>>4194521
>and

>> No.4194526

>>4194523
>shieeeeeeeeet

>> No.4194527

>>4194509
don't you think there's a bit of a difference between making art based on previous personal experiences and just looking up gore images online?
unless you want to look at it in the absolute superficial level

>> No.4194530

>>4194513
>>4194517
>>4194521
So? >>4194510 I want to know just how many girls do we have in the community

>> No.4194535

>>4194504
or they're attention whores where the vidya is secondary.
>>4194508
That's weird, it's useful for getting it back on non-jump maps where it gets lodged into something.

>> No.4194537

>>4194454
>>4194463
It still cracks me up that you guys can disembowel demons in hell for 20 years surrounded by architecture made of gouged out flesh and intestines but turn into concerned soccer moms if it'll put you on the opposite side of an argument from Sgt. Mark. I don't like Brutal Doom either but this is absurd.

>> No.4194539

>>4194513
>>4194517
>>4194521
>>4194523
>>4194526
???

>> No.4194556

>>4194537
wow it's almost like what happens in game and what happens in real life are entirely different or something

>> No.4194557

>>4194527
I'm not comparing him to Mark by any means, I'm just saying, there's a minor parallel.

I'm pretty sure Adrian wouldn't ever go and source hospital photos and crime scene photos to make gore assets for a game.

>> No.4194558

>>4194505
you know how sectors can have types, like damaging or secret? if you stand in a sector of type not known to vanilla it won't just ignore it, it will exit. it's most likely you've tried to use a boom sector type in vanilla without realising.

>> No.4194559

>>4194537
>you guys can disembowel demons in hell for 20 years surrounded by architecture made of gouged out flesh and intestines
Those are fictional, and nowhere near staring at real pictures of dead and dismembered people for inspiration.
>if it'll put you on the opposite side of an argument from Sgt. Mark.
I'm actually fine with him, I think he's a dick but so are a lot of people in this community.

I also think Brutal Doom has been a positive thing for this community but that's another issue for people to get pissed over.

>> No.4194560

>>4194504
>If they have to tell you about how much of a girl they are, though, they're probably not.
Sounds kind of right, actually.

>> No.4194564

>>4194510
>isn't Randi a girl?
randy is a tranny. his name is marisa now.

>> No.4194569

>>4194537
There's a difference between cartoon drawings, movie special effects, and seeing actual real life gore.

>> No.4194573
File: 122 KB, 640x480, Screenshot_Doom_20170816_151756.png [View same] [iqdb] [saucenao] [google]
4194573

This is what happens when you run all the wads at once, with zdoom wars I on top of it, apparently. On a side note, I'm having trouble getting zdoom wars I to work properly. Whenever I try to use it, it sorta works, but there are no weapons. That was for doomguy. when I tried chex warrior, I could spawn stuff, but there was no weapon sprite, and the monsters I spawned were invisible. If anyone can help me, please speak up!

>> No.4194575 [DELETED] 

>>4194537

>> No.4194579
File: 187 KB, 2016x1595, C_jr4vzXsAEPcR_.jpg:large.jpg [View same] [iqdb] [saucenao] [google]
4194579

>>4194575

>> No.4194580

>>4194573

Are you loading just the code, or the code and the resources?

>> No.4194581

>>4194557
>I'm pretty sure Adrian wouldn't ever go and source hospital photos and crime scene photos to make gore assets for a game.
not sure if serious

>> No.4194585
File: 64 KB, 992x704, 404.jpg [View same] [iqdb] [saucenao] [google]
4194585

>>4194580
I tried to download the resources, but it led me to a 404 at the blog for zdoom wars I.

>> No.4194586

>>4194558
I'm using Doom 2 format and there's no sector type for any of the offending sectors

I'm using
37 W1 Floor Lower to Lowest Floor (changes texture)
on the sectors from a linedef, but the sectors do not have sector type themselves.

I'm using a control sector inside the sector to lower it to that height, and change to that texture, and for several other sectors this works great but the one I think is the offending one (not sure, they are close together) the sector lowers to correct height but does not take the appropriate texture. Splitting up the sectors into two tags, and using two linedefs, and changing the height of the control sector (the problem control sector was not the same height as the other control sectors beforehand) stops the crashing but the sector still won't change to the correct texture.

>> No.4194589

>>4194585

Well, that's unfortunate.

>> No.4194590

>>4194463
i think that's typical. the dead space artists looked at car crash victims as inspiration for the enemy designs

>> No.4194593

Hey guys, is there a program that will let me save a certain color scheme/palette to keep using a predetermined set of colors like doom,hexen etc. do?

>> No.4194595

>>4194579
>This is almost 1 year old
Why do game critics act like only BD matters?
Do they unironically despite other modders by thinking they're related to a certain irrelevant hashtag, just because they browse 4chan?

>> No.4194597

>>4194579
look at mike matei and duke nukem's gay child over here

>> No.4194602

>>4194595
mark seems the most stereotypically 4chan-y of all of them ironically

>> No.4194603

>>4194463
>, what he did openly admit to was spending a fucklong time looking at real life gore stuff and tracing some of it.
>>4194509
>Adrian sort of did that during Doom's development, and before.
>>4194590
>the dead space artists looked at car crash victims as inspiration for the enemy designs

Lol, no. He actually edited real pictures of actual gore, not just used them for inspiration. He was also super excited about it too.

>Today I decided to take the gore of Brutal Doom to a whole new level! Through these two years of development, some gib sprites from Nashgore still remained, so, I decided to make whole new sprites to replace them. Where to find the material? Making fake wax pieces of gore myself and taking pics of it? No, but searching the internet for REAL gore, and trying to turn pieces of these pictures of REAL DEAD PEOPLE into sprites.

>In this demostrative video you can see 3 pieces of REAL GORE: These pinky brain pieces at 00:07 were taken from a picture of a guy wich got his head ran over by a bus, and his brain splattered all over the street. The eye globe at 00:10 is taken from a guy that got his face shoot by a shotgun at point blank. These generic meat pieces flying at 01:10 are from a pic of a guy butchered by the mexican cartels.

>I’m not going to remake ALL sprites using real gore because it takes a lot of time, and it takes hours searching for pictures with the gore in an useable condidtion and angle to be used, but if anybody knows where I can find a clear picture of exposed human entrails, please send the link via PM

>> No.4194604

>>4194602
Which makes it even more ironic

>> No.4194607

>>4194581
The gore assets in Doom are mostly painted, there's no real gore in it.

>inb4 that Mussolini bullshit

>> No.4194609

>>4194603
>No, but searching the internet for REAL gore, and trying to turn pieces of these pictures of REAL DEAD PEOPLE into sprites.
>In this demostrative video you can see 3 pieces of REAL GORE: These pinky brain pieces at 00:07 were taken from a picture of a guy wich got his head ran over by a bus, and his brain splattered all over the street. The eye globe at 00:10 is taken from a guy that got his face shoot by a shotgun at point blank. These generic meat pieces flying at 01:10 are from a pic of a guy butchered by the mexican cartels.

It's fantastic to me that at no point did he ever stop and think "Is this weird or maybe even wrong, what I'm doing here?"
Like he genuinely didn't ever think that there was something fucked up about this.

>> No.4194612

>>4194595
The system is fucked and always has been. People who have been noticed that way keep getting their shit noticed.

Especially in vidya, you're not going to see as much attention for the stuff by less popular people even if it's of higher quality than the popular faggots.

Instead you get Rock Paper Shitgun fawning over arse like Bernband every month or two.

>> No.4194613

>>4194586
>>4194558
>>4194505
Apparently when I switch things around (like sector height) I can have it give me different sector error messages despite not having any actual sector specials in the thing. What the fug.

>> No.4194615

>>4194589
>>4194573
Ah, I found the resources. I just googled, 'zdoom wars i resources.'

>> No.4194617

>>4194597
i swear he's making the smug pepe face

>> No.4194620

>>4194603
Thanks, that's actually what I was thinking of when I said he was tracing it.

>> No.4194627

>>4194586
okay so basically that's a floor transfer linedef using the so called "numeric model" to select the source sector which the properties are copied from. and due to however you've got it set up, it's using a bad sector reference as the source, and copying rubbish into the target sector.

https://doomwiki.org/wiki/Linedef_type#Varieties_of_floors

this explains the numeric model, it's kind of complicated to write into words, it depends on which is the lowest linedef number surrounding the sector, and in your case most likely the lowest numbered sector doesn't have a back sidedef, so it's reading random rubbish out of memory.

i'd have to see the map to debug this further unfortunately

>> No.4194632
File: 4 KB, 64x128, brownbrick.png [View same] [iqdb] [saucenao] [google]
4194632

>>4194579
>>4194597

>> No.4194634
File: 414 KB, 680x985, thenes-chiaramonti-inv1555.jpg [View same] [iqdb] [saucenao] [google]
4194634

>>4194595

People are still blaming GG/4chan even today for supposedly-evil things, so.
I doubt it's because they actively despise other modders, though, they're probably just clueless and parroting.

It's a bit of an avalanche effect.
See, I noticed when my mod first appeared on an e-journalist site I was fucking ecstatic
someone noticed my hard work! It was cool and great! They got a little detail wrong but it was still cool!
Then I noticed, all of a sudden, seven different other sites had to run the same article talking about the same mod using suspiciously-similar wording, even repeating a fact that was just plain wrong.
They don't actually care about Doom, they're looking at headlines other people are doing and copying them, changing them a bit. Brutal Doom does this a lot, so it's constantly spreading around. Because of this, it spreads across the public consciousness more and more.

Gaming journalism is a joke. Always was. Still is.
The greater community doesn't care about Doom outside of headlines and clicks--look at when the world record in Doom was broken last year (or was it year before?). Happened once, one site reported on it, dozens of others copied it.
Then the record got broken again and again and again. Silence. Pure silence.
Mods like Doom Delta don't bring in clicks. Who cares that it broke the Doom alpha curse that has been plaguing the community for decades? Brutal Doom brings in clicks. Especially if it treats Mark like a misunderstood genius, because people will be pointing and laughing at it or rushing to angrily comment about it, which means more clicks.
So they write, then parrot, then regurgitate, and around and around it goes.

Fuck games journalists.

>> No.4194636
File: 43 KB, 169x156, both-directions.png [View same] [iqdb] [saucenao] [google]
4194636

>want to make it so that when the shotgun is reloaded, first six shells are put in, then it pumps, then it'll load one more
>state jumps
>duplicate states
>dummy items
>all kinds of checks
ASFDDAAASDASFAS

>> No.4194639

>>4194636
someone who can do .gifs please make his eyes spin around in different directions

>> No.4194643
File: 873 KB, 400x225, huhuh.gif [View same] [iqdb] [saucenao] [google]
4194643

>>4194513
>>4194517
>>4194521
>>4194523
>>4194526
Damn you guys, this cheap meme salad made me laugh out loud!

>> No.4194646

>>4194634
>Doom Delta
>MetaDoom
>Samsara
These three feel like they could have had some articles for them

>> No.4194648

>>4194627
>the lowest numbered sector doesn't have a back sidedef
or is it the front sidedef. or the line is facing the wrong way. i can't remember exactly.

>> No.4194652
File: 50 KB, 500x500, 1502307677248.jpg [View same] [iqdb] [saucenao] [google]
4194652

>>4194513
>>4194517
>>4194521
>>4194523
>>4194526
WOKE

>> No.4194659
File: 174 KB, 876x519, faggotdebug.jpg [View same] [iqdb] [saucenao] [google]
4194659

>>4194627
here is the link to the map
https://www.mediafire.com/file/9tkvyt80a2tjdpr/faggotbeneath.wad
pic is explanation of where problem sector is, extra player start starts you in room where problem is

Thanks for taking the time to look at this. If you can't solve it I'll just forgo the sector changing texture, so no pressure.

Minor spoilers for map in pic.

>> No.4194661

>>4194659
Fuck I forgot to put the pic as a spoiler. Welp.

>> No.4194676

>>4194659
>>4194661
Also I tried to get that sector to blink and to change light to 255 with the other two linedefs in that room, and it will change to 255 just fine but will not blink. Similar crash when I try to walk over it.

>> No.4194679

>>4194646
Want to know something bad? PC Gamer did an aritcle on that stupid Crash mod.

Not High Noon Drifter, not GMOTA, not MetaDoom, the stupid fucking meme shit.

I know it's to be expected, PC Gamer aren't worth a shit and haven't been anywhere near good for a very long time, but it's still retarded.

>> No.4194685

>>4194679
memes get clicks from normies

>> No.4194690

>>4194679
This is why people hate mods for games: it's either porn, memes or bugs, but not something actually interesting, not even for a more than 20 year old iconic game, praised as an example for good game design, with a long lasting community.

Combined with the fact that very few people actually explore the mediun and game journos always being shit, it'll only get worse.

>> No.4194691

>>4194685
I don't want a minions-emojii mod to have to exist.

or a fucking funko pop mod.

>> No.4194694

>>4194471
I've thought about adding custom monsters for combined_arms and add some goofy over the top gore and death animations for monsters, like if you kill an imp with a fire weapon they burn up to ash, and then crumple into a little pile with nothing but their eyeballs that hover in the air for a moment.

>> No.4194696

>>4194679
Weird how MetaDoom is like a Doom tribute in form of a mod and not even id themselves did a shout out or something.
It could be the perfect mod to instantly make BD look like shit and that can easily be done by other mods as well.

>> No.4194702 [DELETED] 

>>4194694
I liked it better when you were dead.

>> No.4194704
File: 233 KB, 1280x960, on the internet, no one knows you're a skeleton.png [View same] [iqdb] [saucenao] [google]
4194704

>>4194702
How do you know I didn't just come back as a skeleton?

>> No.4194705

>>4194679
>>4194685
What's an outsiders opinion on doom modding? Only stuff like Instadoom or Brutal gets mentions

>> No.4194708

>>4194705
They probably think it's less interesting than something like GTAV or Skyrim.
Maybe even think Snapmap is bigger.

>> No.4194709
File: 76 KB, 1000x1000, FKO_MM_BET_revenant_08.jpg [View same] [iqdb] [saucenao] [google]
4194709

>>4194704
This is what you have become.

>> No.4194714

>>4194708
The only modding that exists is Fallout 4 console version modding.

>> No.4194719
File: 412 KB, 1606x444, new shottygun.png [View same] [iqdb] [saucenao] [google]
4194719

>>4194636
You know what, fuck it, that's gonna be too much effort for me to figure out.
Especially given that I want to do the double shell reload thing like in Doom 3, that means even more states and checks.

The centered pump frames actually look like fucking shit if you stop and examine them, because they're smudgy from being morphed and I couldn't figure out how to stop that. It's not TOO noticeable given the fast animation, and even less with the status bar obscuring it.
In fact, that kind of applies for a fair few of the frames. The muzzleflashes and pickup sprites at least look presentable though.

>> No.4194720

>>4194719
That is a good looking shotgun.

>> No.4194723

>>4194634
>Doom alpha curse
what?

>> No.4194728

>>4194679
>any of those
>not doomrla

>> No.4194730

>>4194694
I'd like that. Honestly, I usually play CA with Colourful Hell or Ketchup/Nashgore, but if you did that I'd still play the shit out of it.
I still hate that bat weapon though.

>> No.4194732

>>4194723
Mods that try to recreate the Doom alphas and Doom Bible material always seem to fail, usually they get abandoned

>> No.4194736

>>4194732
Because the devs just quit the project or the Doom bible material doesn't make for a good game?

>> No.4194737

>>4194730
Is there a specific reason why you hate it, because I'm planning on making it part of a bigger pool of powerful/exotic weapons for the crates and make crate weapons BFG tier spawns.

>> No.4194738

>>4194708
there's some legit good stuff to be found in snapmap. one would expect the general buzz with nudoom to be mostly related to user content but it's all single player which is alright, but one would expect the replayability aspect to be primarily focused on snapmap.

>> No.4194739

>>4194732
and mostly ones that try to recreate the original maps (specially Knee Deep in ZDoom).

>> No.4194740

>>4194736
The former.

>> No.4194742

>>4194738
Nobody expected the deathmatches to suck as much as they did.

>> No.4194748

>>4194659 >>4194661 >>4194676
okay thanks i've downloaded the file and am looking at it. the solution isn't immediately obvious so i'll take some time to study it. but just so you know i haven't vanished on you. for the light thing you most likely need to make a control sector so the target you want to blink is adjacent to a sector with light 0. but anyway i'll go see what i can do.

>> No.4194752

>>4194679
I'm not sure if they're trying to blame these threads for that mod.
http://archive.is/hvGmW

>> No.4194754

>>4194719
Show it in action, anon.

>> No.4194756

>>4194752
doesn't seem like it, but wow what a shitty article

>> No.4194762

>>4194737
Honestly, it just feels a bit too stupid. I know all the weapons have a comedy aspect to them, but having the big BFG thing be a baseball bat feels a too silly. It's like something from Russian Overkill.

>> No.4194763

>>4194748
Thanks. I'll be away from the computer a bit but will see it when I get back. This is pretty much the last thing in this map other than adding a couple of items. Was going to be a 300m submission but ended up spending 7 hours on architecture alone.

And like I said, if you can't figure out what the issue is I can always just have it not change texture and it will be just fine.

>> No.4194764

>>4194756
I hadn't dragged myself to the bottom to notice they pretty much say THANKS TO SOMEWHERE ELSE FOR SEEING THIS DUDE'S VIDEO OF THIS MOD!

It's like third hand information at that point, brought to you by the outlet who tried to tell people to stop with the PC Master Race thing.

>> No.4194767

>>4194762
More like it feels like something from Rise of the Triad.

>> No.4194774

>>4194754
I don't know how to record video.

>> No.4194776

>>4194774
Just get OBS or something, that's how Kegan does it. (I think)

>> No.4194780

>>4194776
Is it demanding on hardware or something?
My laptop is ratty as fuck and I don't have a lot of harddrive space.

>> No.4194790

>>4194762
Fair enough, when I get updating it later there'll be a bigger variety of BFG tier weapons to choose from, so the daibatana, the brick tome, the box of pocket revenants and some other shit I have planned

>> No.4194791
File: 66 KB, 320x600, 1502920628.png [View same] [iqdb] [saucenao] [google]
4194791

>>4194763
okay i fixed the transfer by exchanging lines 879 and 903, so the lowest numbered linedef surrounding the symbol sector 168 is now also part of the height and texture control sector 172. tested in chocolate doom gives no error when walking on it and the symbol now has a blood surface which i guess is what you intended.

https://a.uguu.se/udGk08QIFrdW_faggotbeneath.wad

i'll carry on fiddling and see if i can get the flashing light to work, no promises though.

>> No.4194809

>>4194163
Plenty of trannies

>> No.4194810

>>4194163
I could be a Doom girl if you wanted.
No one else has to know...

>> No.4194814

>>4194412
HAHAHAHA oh man I didn't know he got done for this

>> No.4194815

>>4194810
>When I'm wearing a skirt I'm a Doomgirl.

>> No.4194826

>>4194810
just don't take off the helmet and we'll do just fine.

>> No.4194854

i wish more games had a soundtrack like Quake 2

that's arguably the best part of that game

>> No.4194856

>>4194854
Quake 2's soundtrack was pretty banging.

>> No.4194859 [DELETED] 
File: 2.51 MB, 640x480, light.webm [View same] [iqdb] [saucenao] [google]
4194859

>>4194791
all right i got it to blink by changing the order of the lines that you walk over. first, light to 255, second, start blinking, third, lower and change. i think the reason it didn't work for you is that if start blinking comes after lower and change, then when you walk over the latter, the sector is considered "active" and the light flashing thinker is not created. if you do it the other way round, it works, because a flashing light thinker on a sector doesn't mean it's counted as active, so you can still apply another thinker to it that lowers the floor. weird but no surprise if you've been hacking doom for long enough.

https://a.uguu.se/QOqMp0daKnLn_faggotbeneath.wad

>> No.4194860

>>4194854
> arguably
objectively
even people who didn't like the game agree that the soundtrack is awesome

>> No.4194864
File: 2.51 MB, 640x480, light.webm [View same] [iqdb] [saucenao] [google]
4194864

>>4194659
>>4194763
>>4194791
>>4194859
all right i got it to blink by changing the order of the lines that you walk over. first, light to 255, second, start blinking, third, lower and change. i think the reason it didn't work for you is that if start blinking comes after lower and change, then when you walk over the latter, the sector is considered "active" and the light flashing thinker is not created. if you do it the other way round, it works, because a flashing light thinker on a sector doesn't mean it's counted as active, so you can still apply another thinker to it that lowers the floor. weird but no surprise if you've been hacking doom for long enough.

https://a.uguu.se/QOqMp0daKnLn_faggotbeneath.wad

>> No.4194891

>>4194860
I'd say it was overall more interesting than Quake 1's soundtrack, which had one good track and the rest falling flat.

>> No.4194893

>>4194763
>Was going to be a 300m submission but ended up spending 7 hours on architecture alone.
Damn, I've ended up somewhere similar with my map, guess we have to make new ones?
Is 300minsofvr's organiser around?

>> No.4194903

>>4194314
Should have managed your time better...

>> No.4194912

>>4194903
They could have set alarms, they could have even had an early 30 mins till the end alarm.

>> No.4194914

>>4194854
Just listen to more OSTs by sonic mayhem from the late 90s or early 2000s

>>4194891
The OST of Quake 2 felt like a massive let down after Quake 1 - mediocre riffs and 0 atmosphere. I guess kind of like the game, mediocre techbases with 0 atmosphere.

>> No.4194918
File: 153 KB, 1024x768, Hobbit.jpg [View same] [iqdb] [saucenao] [google]
4194918

So one of the weapons I've added to a mod is a shotgun with an ammo capacity of 24 rounds. The altfire fires the shotgun until it's empty in three shot bursts. You can't reload it if the gun is over 12 shells. You can't interrupt the altfire. Would this be considered a god weapon?

>> No.4194920

>>4194903
Shoulda woulda coulda
>>4194912
I did, it just took longer to set up monsters than I thought.

>> No.4194940
File: 12 KB, 137x149, questionkoopa.jpg [View same] [iqdb] [saucenao] [google]
4194940

>>4194918
>shotgun with an ammo capacity of 24 rounds.
>You can't reload it if the gun is over 12 shells.

>> No.4194953

>>4194864
>>4194791
Fucking amazing! Thanks dude!
How did you know about the lower number linedef and such creating this issue? Is there a resource for it somewhere?
Also I coulda swore I tried the light and blinking before the height change, but this was when the sector was still causing the crash.
>>4194893
>>4194903
>>4194912
>guess we have to make new ones?
I'd assume so, the point is to have it speedmapping not just vanilla compat, and it wouldn't be fair to other people that adhered to the time limit for us to come in with our 9hours 300m :^) maps.
Mine was already probably not going to get in due to my insistence on having my FAGGOT name anyway, but even so generally if it looks like I'm running short on time I just power through anyway, better off having a map for anons to play than prematurely ending it.

>> No.4194958

Wait, so to play Doom you only need the original IWAD(s)?
Because a couple of years ago I got them on steam and it came with a whole load of other files, so those are useless DOSbox shit or something?

>> No.4194967

>>4194958

All you need is wads + source port.
DOSBox is a source port, but not a very good one.

>> No.4194969

>>4194958
If you're going to use a source port, then yes, you only need the IWADs.

Not sure what other files come in the steam version, though. I guess it would be nice to keep the game manual, if it's there.

>> No.4194976

>>4194967
>dosbox is a source port
ur a faget

>> No.4194989

>>4194918
>The altfire fires the shotgun until it's empty in three shot bursts.
>You can't reload it if the gun is over 12 shells. >You can't interrupt the altfire.

>Would this be considered a god weapon?

No. Have another question for us?

>> No.4194993

>>4194967
>DOSBox is a source port, but not a very good one.

No. No it isn't, and I don't know how somebody could be as wrong about that as you are now.

>> No.4195016

I don't even know what a source port is.

>> No.4195029

>>4195016
i'll port your source

>> No.4195030
File: 21 KB, 323x327, 1501039326128.jpg [View same] [iqdb] [saucenao] [google]
4195030

>>4194412
never really liked him or his lame ass wad

>> No.4195037

How big are you supposed to make backgrounds/skyboxes?

>> No.4195040

>>4194918
More like a waste of ammo

>> No.4195057

>>4194967
Dosbox is an emulator I believe

>> No.4195081
File: 63 KB, 640x1024, scrap822_a.jpg [View same] [iqdb] [saucenao] [google]
4195081

Another year and another birthday sure came by fast. Be safe my fellow human beings and always remember, when life gives you demons, rip and tear!

>> No.4195089

>>4195081
>not "when life gives you lemons, make demonade"
we have a work ethic

>> No.4195090
File: 340 KB, 1366x768, faggotbeneath.jpg [View same] [iqdb] [saucenao] [google]
4195090

Alright here it is:
FAGGOT BENEATH
http://www.mediafire.com/file/9tkvyt80a2tjdpr/faggotbeneath.wad
most players will be more comfortable on HMP or even HNTR
I also tried to put some stuff in there for speedrunners as well
enjoy

>> No.4195102

>>4194967
>DOSBox is a source port

This is completely false.

A source port is an enhancement or port based off of the Doom/Raven source codes, like GZDoom (the most popular one) PrBoom+ (popular with speedrunners, removes engine limits and adds additional features for modding) and Chocolate Doom (which seeks to emulate the original DOS executables while selectively adding options like OPL and GUS emulation and PNG screenshots)

DOSBox is an emulator and probably the best one for running DOS games on modern hardware, but it still has it flaws. (e.g Blood runs like crap and some demos like Second Reality don't work properly, not to mention the last stable release was seven years ago.)

In this case, it's running the game from DOSBox since XP and Vista were the norm by the time id released a bunch of their classic games on Steam in 2007 and those had pretty shitty compatibility with the vanilla DOOM.EXE (Or in the 64-bit version's case, none at all). GOG.com regularly uses DOSBox for it's releases of DOS games as well.

>> No.4195112

>>4195090
>faggot beneath
A powerbottom?

>> No.4195118

>>4194163
i make my gf play with me

>> No.4195120 [DELETED] 

>>4195102
Lol nerd source just means it uses half life 2's engine, that's why Sgt Mark is such a genius coder, he got doom to run in source

>> No.4195128

>>4195112
No, FAGGOT BENEATH as in FAGGOT FLESH CONSUMED

>> No.4195135

>>4195128
Oral?

>> No.4195138

>>4195128
genius naming scheme

>> No.4195142

>>4195128
Faggot within me
Faggot beneath me
Faggot above me
Faggot around me
Why did your map name make me think of that show?

>> No.4195147

>>4195128
so gay oral

>> No.4195148

>>4194603
holy shit, he is the truest doom modder

>> No.4195153

>>4194780
you could use 'screen to gif' if you dont care about the audio right now

>> No.4195157

>>4194659
>>4194676
>>4194748
>>4194763
This is the kinda stuff that puts me right off trying to get into mapping.

>> No.4195173

>>4195081
happy birthday, m8

>> No.4195202

>>4194914
Geez, the lengths people will go to find asinine ways to criticize Quake 2.

>> No.4195203

>>4194679
I understand your point, but do you honestly expect people to care about the modding community of an old game?

the only ties we should worry about are those we ahve with indie game developers, because gzdoom and the others ports could become a legit modding platform.

>> No.4195216

>>4195203
Well they care enough to write fluff articles about shite meme mods because somebody else wrote about it because they saw that Icarus video of it.

>> No.4195225

>>4195202
i disagree about the music, i think both are equally good

the game of quake 2 is trash though

>> No.4195227
File: 124 KB, 700x870, 1209723f1829b7a2c6b5aa6781d6e7a8.jpg [View same] [iqdb] [saucenao] [google]
4195227

>>4194314
Just place a Berserk pack and let the player go full punches from the punch dimension on the demons.

>> No.4195230

>>4195216
Because there's no such thing as "game's journalism", it's just a bunch of amateur writers talking about their favourite games then copying other's articles to get that sweet, sweet clickbait money.

Care about other communities, not these idiots.

This though has been running on my head for a while: GZDOOM is basically a modding platform a la RPGMaker now, we could legitimately bring people to make games to it without necessarily having them be doom mods.

>> No.4195234

>>4195203
You're right, but I think people could care if these publications put the right spin on it. Most people are pretty dumb and need to be told what to like, if you had some of these faggot streamers playing doom and publications putting out well written stuff alongside that, then people would care.

But of course the purpose of gaming publications isn't to expand our minds and turn us on to new and interesting content, it's to sell ads, which is to report on stuff that's already popular (i.e. that crash meme mod).

>> No.4195240

>>4195225
That's good, you're entitled to your opinion.

Which is a wrong opinion.

>> No.4195369

>>4193249
Been long since I tried this combo of mods but when I played it the legendary demons dropped soulspheres 100% of the time, was rather unplayable, being unkillable and all that.

>> No.4195378

https://www.patreon.com/Pillowblaster

pillowblaster now has a patreon
neat

>> No.4195382

>>4195378
Linking to >>4190908

>> No.4195386

>>4195378

Ah, Pillow does good work, he deserves it.
Of course, that means the Inverse Patreon Law will reply and he'll barely get anything.

>> No.4195418

>>4195382
>>4195378
Is it really news worthy though?

>> No.4195425

>>4195418
was it in news when hdoomguy got a patreon? i forgot

use that as precedent, i guess

>> No.4195428

>>4195425
Right, you lot can discuss it and I can just put the next thread on hold when we get a consensus.

>> No.4195434

>>4195428

Doesn't seem much to discuss.
http://desuarchive.org/vr/thread/3847428/#3851565 - Reaction when HDoomguy had a patreon.
http://desuarchive.org/vr/thread/3852524/ - Next thread, not in the newspost.

I'm happy for the guy, but HDoomguy is a bit of a bigger figure than he, and if that wasn't newsworthy then this probably isn't.

>> No.4195436

>>4195425
i think it's a bit of a different case, though
mike is a long-time /vr/ regular, pillowblaster isn't

>> No.4195439

>>4195434
Well, alright then. New thread.

>>4195437
>>4195437
>>4195437

>> No.4195440

>>4195434
>but HDoomguy is a bit of a bigger figure than he
Oh my, how lewd.

>> No.4195449

>>4195428
I say throw the guy a bone, it's just pasting a link
if it only makes him an extra $1 we've made the world a better place and it's no skin off our nose

>> No.4195505

new threads were a mistake

>> No.4195525

>>4192297
>>4192685
How do I use these?

>> No.4196145

>>4195525
Put them in .wad with appropriate file names.
Optionally put them in .wad and use

CHANGESKY filename

To change the sky at your whim.

>> No.4196609

>>4194163

You know, this is a very complex question.

Putting a few off-topic aspects aside, yes, there are a few.

Of the ones I can think of, Kurashiki is one. There's also this chick who made art for Project Brutality (I'm pretty positive the image from the ModDB's page was made by her).

Aside from that, there's also this very, very, very small subset of girls who get into Doom because some braindead moron teenager made Doom maps before committing a heinous crime.

Needless to say, that small subset are to be avoided at all costs.