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/vr/ - Retro Games


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File: 268 KB, 800x532, d_runnin outta time.png [View same] [iqdb] [saucenao] [google]
4202793 No.4202793 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4199735

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.4202794

=== CURRENT EVENTS ===

300 MINUTES OF /vr/
-Managed by 300manager !Os4LYDp5eQ
-Speedmapping session ends 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-Looking into replacing or removing outdated resources in the OP, need feedback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 ===

[8-20] SM179 for Quake released; Wizard-themed speedmaps
http://www.celephais.net/board/view_thread.php?id=61502

[8-20] Anon release; gun sounds with him saying 'shoot'
http://s000.tinyupload.com/index.php?file_id=19170807141829390137

[8-19] New Doom II world record (18:48) made possible with recently discovered trick
https://www.youtube.com/watch?v=J0hh-6eGHOs
https://www.youtube.com/watch?v=UOpAhbTv5LU

[8-18] Anon provides Basilisk II quickie
https://drive.google.com/drive/folders/0Bxm8qv3ObDeLY1ZkMVYwdUYxZGs?usp=sharing

[8-18] Quake Champions to have early access release on the 22nd, Doomguy announced as playable
https://bethesda.net/en/article/TjBBCfxxymoAECG06kwaq/quake-champions-early-access

[8-16] Anon release; version 1 of 'Realm of Suffering'
http://s000.tinyupload.com/index.php?file_id=98588592927462321331

[8-16] Lilith RC2 released
https://www.doomworld.com/forum/topic/94302-lilithpk3-release-candidate-2/?do=findComment&comment=1783711

[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

=== 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.4202818

>>4202793
>MAPPING AGAINST THE CLOCK
argh i didn't need that

>> No.4202824
File: 2.74 MB, 1920x1080, Base Profile 08.20.2017 - 07.02.27.01.png [View same] [iqdb] [saucenao] [google]
4202824

I was playing this map, opened a door and there was a Shambler and two Fiends, I backtracked and got busy with a Vore, when I came back the two Fiends had dissappeared, and when I was about to finish the level I check the monster count and it seems I have missed quite a few, but I can't find them anywhere! I even noclipped to the boxes outside the map and they're all empty, wtf is going on

>> No.4202828
File: 915 KB, 480x360, selfrefeffect.webm [View same] [iqdb] [saucenao] [google]
4202828

Placing a sector inside a self-referencing sector makes a neat effect.
I wonder if REKKR does any self-ref sector stuff?

>> No.4202829
File: 31 KB, 411x310, E2M6.jpg [View same] [iqdb] [saucenao] [google]
4202829

>>4202824
>I backtracked and got busy with a Vore
The map's, uh, broken or somethin'. Yeah. Anyway, let's talk about that other part.

>> No.4202830
File: 24 KB, 128x128, pika.png [View same] [iqdb] [saucenao] [google]
4202830

>>4202829

>> No.4202836
File: 13 KB, 321x240, CsG9uY4W8AEOX2S.jpg [View same] [iqdb] [saucenao] [google]
4202836

>>4202829
I nailed her

>> No.4202839
File: 726 KB, 1366x768, Screenshot_Doom_20170820_132412.png [View same] [iqdb] [saucenao] [google]
4202839

HELP

>> No.4202840
File: 345 KB, 222x183, MY EYES.gif [View same] [iqdb] [saucenao] [google]
4202840

>>4202839

>> No.4202841

>>4202839
ooh pretty colors

>> No.4202843
File: 988 KB, 1920x1080, gzdoom 2016-09-04 01-19-00-10.png [View same] [iqdb] [saucenao] [google]
4202843

>>4202839
Oh hey Durla had something like that

>> No.4202845

>>4202839
ABSORB MANA
A B S O R B

>> No.4202846

Can someone describe what the Quake screamer link is?

>> No.4202850

>>4202846
you could take off your headphones and open the link

>> No.4202851

>>4202843
oh man i found that thing only once. it was just sat there, in the middle of the courtyard on e1m1. what a waste. imagine how much entertaining it'd have been on, like, nuts.wad or something.

>> No.4202852

>>4202851
Such is the desire sensor.

>> No.4202880

Is doom legacy the best option for split screen on PC?

>> No.4202881

>>4202880
ReMooD has split-screen, and I think is still maintained.

>> No.4202891 [DELETED] 

>>4202881
unfortunately it is not. ghostlydeath quit the community a few months ago.
https://github.com/RestlessRodent/ReMooD/blob/trunk/readme.mkd1

>> No.4202892

>>4202881
unfortunately it is not. ghostlydeath quit the community a few months ago.
https://github.com/RestlessRodent/ReMooD/blob/trunk/readme.mkd

>> No.4202902
File: 8 KB, 668x332, cmd_2017-08-20_07-50-46.png [View same] [iqdb] [saucenao] [google]
4202902

>>4202623
>Using GZdoom 3.2xxxx and the thing comes as a loose folder full of files. Tried putting it into a pk3 and nothing still.
you can load the contents of a folder into gzdoom the same way you'd load a regular pk3

protip: don't do this with your entire pwad folder

>> No.4202907

>>4202902
apparently this can't be done with zdl, so it's time to take off the training wheels if you use that

>> No.4202919

>>4202880
Eternity and 3DGE both have split screen support.

>> No.4202926

>>4202892
So that's why chocorenderlimits is dead and can't be downloaded, damn.

>> No.4202939

>>4201776
>Use an actor inheriting from RandomSpawner:
>https://zdoom.org/wiki/Classes:RandomSpawner
>You can set a probability for each weapon you add into the list, too. It's probably what mods like Guncaster use.
>>4201803
>That's not gonna work in multiplayer, its gonna keep spawning random weapons since it disappears after it spawns them. Also won't respect sv_weaponstay (or whatever the flag is), he gotta do other. Will post what in a sec.
>>4202360
>>4202336
>>4202109
>>4202206
>>4202214
>>4201970
So, it was late and I was about to go to bed, and I was on my lunesta, and looking at it again there were some errors, so here:
https://pastebin.com/ERBMrp7j
This is the version with the tic counter, which is probably what you want since its not really a hassle to recreate the tic counter.

>> No.4202949

>>4202902
It isn't really beneficial, specially not when it's bundled in with Graf's other autistic fuckery.

>> No.4202950 [DELETED] 
File: 2.21 MB, 960x540, capture.webm [View same] [iqdb] [saucenao] [google]
4202950

So, has anyone else tried DUSK yet?

Have to say, it's better than I expected. The only complaint I have is the sort of "silly" enemies. If I'd have to compare it to something, it's pretty much like Blood 2 only w/ original Blood setting.

>> No.4202954

>>4202949
What does that even mean? I'm just telling him how to load the mod.

>> No.4202956 [DELETED] 

>>4202950
I'm really digging it so far. They did a good job of hiding most of the secrets instead of just unfing the walls and such. They could maybe use some hitscan enemies to mix things up though. Being able to do backflips and such is cool too.

>> No.4202960 [DELETED] 

>>4202956

Most of these retro-revival FPS games seem to think old shooters were wave based arena shooters (Serious Sam style). The trailers for Dusk suggested the same, so it really went over my expectations.

The boss battles are pretty meh though.

>> No.4202963

>>4202960
>Most of these retro-revival FPS games seem to think old shooters were wave based arena shooters (Serious Sam style).
I really hope that's a mentality that passes, that's only fun for so long.

>> No.4202978

>>4202793
I just realized; there is a lack of a Retro 3rd person shooters thread.

>> No.4202979

>>4202960
I never really got that impression from the trailers. I do hate that kinda game though, I could never stand the Serious Sam games, it's like first person galaga or something.

>> No.4202981

>>4202978
Are there even any good retro third person shooters?

>> No.4202983
File: 42 KB, 371x503, 300vr2.png [View same] [iqdb] [saucenao] [google]
4202983

I won't be able to do the remaining 3 hours for 300mins, oh well. I can still continue this as a vanilla limited map in my spare time.

>> No.4202987

>>4202960
>>4202963
>>4202979
What's wrong with Serious Sam?

>> No.4202993

>>4202981
RE 1&2 for instance. Oh and the Original Tomb Raider.

>> No.4202994

>>4202987
Imagine playing horde mode in something like Halo or Gears of War or whatever, except strip away anything resembling enemy AI and make all the enemies do one of two things, run at you, or run at you while throwing projectiles, now imagine an entire game based around that where each area of a level is save fighting, and you got yourself Serious Sam.

>> No.4202996

>>4202987
I think it's better in small doses.
But then, it's also very much to taste, some like that kind of gameplay, some just don't.

>> No.4203003

>>4202981
Armored Core? Megaman Legends? Star Fox 64?

>> No.4203006

>>4202963
>>4202960
I never found that sort of gameplay to be fun, not in Painkiller either.

It always felt like it had a negative impact on creative uses of mapping and enemies, instead they pasted whatever in and moved onto the next room.

>> No.4203007

>>4202993
None of those are really TPSs.

>> No.4203009

>>4202960

theres people who doenst like NuDoom because it has both arena and old fps shooting styles

>It didn't follwoed and honored the original game

>> No.4203014

>>4203006
I think it works well in Painkiller, since there's so much emphasis on maintaining a good rhythm between bunnyhopping and soul pickups, it's almost more important than the shooting itself. Serious Sam is a pile of dongs though. Swarming the player with monsters when they grab an inconspicuous pickup is a funny joke the first time. Making an entire game out of it really wasn't necessary.

>> No.4203021

>>4202987
While fun, the gameplay is incredibly shallow and repetitive. Level design is usually wide open spaces and arenas. The encounter design often boils down monsters popping out of nowhere and charging towards you. There are occasional moments that do something else, but these tend to be really bland and boring.

I feel like Serious Sam's gameplay would work better if they made it as an Invasion style shooter where you fight through waves, rather than be under the pretense of a campaign mode.

>> No.4203023

>>4202981
Grand Theft Auto?
That game I can't remember the name of that was top down and had a building called the alamo where I always died.

Metal Gear Solid series

>> No.4203027

>>4202981
syphon filter 1 & 2

>That taser death when they burst into flames

>> No.4203037

>>4203023
>That game I can't remember the name of that was top down and had a building called the alamo where I always died.
Take No Prisoners.

>> No.4203038

>>4202981
Oni, I guess it's retro now.

>> No.4203039
File: 101 KB, 1920x1040, Image3.jpg [View same] [iqdb] [saucenao] [google]
4203039

Ughh ok I managed to get the map sort of playable and done, it doesn't seem to work right in chocolate doom but it works in zandronum and right now I'm dying and need to eat desperately, and I'm pretty sure I'm close to if not over the time limit, so someone let me know what I'm doing wrong!! In the meantime I will sleep and eat. Map by charcola

https://www.mediafire.com/file/ycagrsmuvxqukv0/300vrmapv10.wad

>> No.4203045

>>4203039
does it have a title?

>> No.4203046

>>4203037
fuck yes that was it. Still looks great (and fun) for 1997. Based Raven

>> No.4203049

>>4203045
no i havent got that far yet, sorry

>> No.4203050

>>4203046
Probably the best top-down shooter, pain in the arse to run right these days but the gameplay was great and the story wasn't bad either.

>> No.4203064

>>4202846
What?

>> No.4203065

>>4203039
That looks pretty cool.
Hopefully it plays well too, besides the cool gimmicky automap.

>> No.4203067

I wonder how long a voice sample can be doom usually? Also, can God mode vision be edited?

>> No.4203068

>Have a maps folder, filled with mega wads and interesting one off maps
>only ever want to play the first episode of Ultimate Doom
Doom 1 just had such good maps.

>> No.4203069

>>4203065
If I had more time I'd probably try to tweak it more but Its too big and empty as is and I think I'm out of time. My last map was a little cramped but this one felt like I made of too big.

>> No.4203070
File: 154 KB, 640x480, Screenshot_Doom_20170821_022422.png [View same] [iqdb] [saucenao] [google]
4203070

>>4203039
surprisingly coherent for a map based on an image. good job.

Could have done with a little more health after the red door area, or perhaps give the player the plasma gun so they could make use of those cell packs.

I took this screenshot shortly before dying to a lost soul.

>> No.4203075

>>4203070
OK now that I feel slightly less like shit I gotta take a look at why the switch isn't opening the right boob, clearly the left boob is opening fine since I see the baron there

>> No.4203078
File: 45 KB, 640x480, 1503239452.png [View same] [iqdb] [saucenao] [google]
4203078

>>4202000
works for me. a shame the faces are obscured by text, but the idea is sound. maybe replace FINISHED with an empty graphic.

>> No.4203079

>>4202994
To be fair when you consider in what Serious Sam's modding community has done and perhaps similar games, there's actually some kind of effort put into the map design.

>> No.4203083
File: 45 KB, 640x480, 1503239769.png [View same] [iqdb] [saucenao] [google]
4203083

>>4203075
mate. are you sure you don't mind all these anons entering your wife??

>> No.4203096
File: 104 KB, 1024x832, scrap831_a.jpg [View same] [iqdb] [saucenao] [google]
4203096

>>4203083
sharing is caring mang... usually. quite helpful for bugfixing

I mean, chocolate doom made it so the god damn key doors have problems opening and my brain is having a hard time trying to understand why the fuck it is doing that.

>> No.4203105

>>4202793
>Evolution of the wad
I like these a lot, it's a shame they don't get that many views.
But is Plutonia really meant to that much better than TNT? I agree with them that the later sections of TNT sucked balls, but Plutonia just seems to be bastard hard for the sheer hell of it.

>> No.4203109

>>4203039
Where is her phallus?

>> No.4203113
File: 518 KB, 1043x573, screamerquake.png [View same] [iqdb] [saucenao] [google]
4203113

>>4203064

>> No.4203114

>>4203083
>>4203049
Might I suggest NTR.wad?

>> No.4203125

>>4203113
>The file has been removed
Rippo

>> No.4203127

>>4202845
>absorb Mana uses mana

>> No.4203131

>>4203113

Someone needs to update all guides sooner or later

im still trying to fing the map with the Daggerfall sword til now

>> No.4203134

Is UAC LABS any good?

>> No.4203135

>>4203131
Obviously, we need a new "So you want to play some Doom?" too
Some of the mods it mentions are essentially dead or lost, (looking at you, Fractal Doom, and thanks to that anon a few thread ago for re sharing it) and there are some cool new mods out like High Noon Drifter and Meta Doom that it doesn't mention.

>> No.4203138

>>4203134
Well it was made by one of the columbine shooters and thats it, nothing really intresting.

>> No.4203140

>>4203039
>>4203065
>>4203070
>>4203083

https://www.mediafire.com/file/czj806j1s8si2km/300%20minute%20v12%20.wad

I tried updating it so that chocolate doom doesn't shit itself trying to parse my hasty map design.

>>4203114
The map itself doesnt scream NTR, maybe if custom assets were used you could make your own NTR fantasy in doom but vanilla (or chocolate) is what I have to work with here.

>> No.4203143

>>4203135
Has Strange Aeons ever been in one of those images?
I feel like at some point we might need seperate guides for TC's, wads, megawads and mods, but just In Case.

>> No.4203147

>>4203096
the key doors don't work because they're not tagged. you've used the S1 turbo remote kinds (133/135), so they need a nonzero tag, and the door sector to have the matching tag. this is one of the most common zdoomisms.

>> No.4203148

>>4203143
No, it has not.
But with the recent addition of the Strange Aeons patch for HND more people are palying it from the sounds of things and it was always a great wad to begin with.

But then I'm a sucker for Lovecraftian shit.

>> No.4203150

>>4203105
that's the whole point, the guys who made it found doom too easy so they made a wad of maps that they still found challenging even after playing them dozens of times.

>> No.4203156

>>4203147
never mind i see you fixed that before i even wrote the post

>> No.4203163

>>4203156
ugh spoke too soon. the blue door still needs tags even in v12.

also eureka reports that:

- thing 12 may be stuck
- lines 172, 185 have missing textures on their backs (this may not be an issue, it may not be possible to view them from that side)
- only 3 deathmatch starts, needs >=4 (does this matter?)

i have yet to playtest it but that's what the map editor told me so i'm passing it along.

>> No.4203164

>>4203150
That's true I guess. Even to shitters like me the original two iwads are really easy even on UV.

>> No.4203171

>>4202994
So Doom 2016

>> No.4203176

>>4203163


https://www.mediafire.com/file/qttnx2918t28w0x/300%20minute%20v13%20.wad

thing 12 was a tree. lol

>> No.4203178

>>4202950
Not retro.

>> No.4203183
File: 1.63 MB, 1366x768, spasm0006.png [View same] [iqdb] [saucenao] [google]
4203183

>>4202794
>[8-20] SM179 for Quake released; Wizard-themed speedmaps
Just had a go at these maps and they're pretty damn fun. Naitelveni's and Dumptruck's are my personal favourites but I can't go without mentioning Onetruepurple's drunk HUUH map.

>> No.4203185
File: 941 KB, 1366x768, spasm0003.png [View same] [iqdb] [saucenao] [google]
4203185

>>4203183
And some incoming 'splosions in Naitelveni's map.

>> No.4203206

Anyone know which wad this is?
>>4200529

>> No.4203207

>>4203176
shit i must have misread the thing number, i meant the spiderdemon

>> No.4203213

>>4203176
>>4203207
sorry yeah i did mean the spider, i meant thing 144, i am so sorry i am trying to concentrate on several things at once, including my own map for which i am rapidly running out of time, while testing other people's

i don't even know if it's a problem, it might be able to move for all i've tested it, so the warning can be ignored

>> No.4203217

>>4203206
touhou?

>> No.4203224

How the fuck did you run .pk3/wads that aren't iwads?

I can't fucking remember and I feel I suddenly go brain damage.

>> No.4203227

>>4203224
Just use ZDL or drag and drop the pk3 onto the application of your choosing that launches Doom.

>> No.4203232

>>4203227
Drag and dropping into the select iwad menu doesn't work for some reason.

How did you add a source port to zdl?

>> No.4203237

>>4203232
Never mind, I found it on settings.

>> No.4203238
File: 17 KB, 532x478, Like this.png [View same] [iqdb] [saucenao] [google]
4203238

>>4203232
See the ADD button under the source ports section? There.

>> No.4203261

>>4203134

no, now go back to your tumblr.

>> No.4203269

>>4203134
It only has some historical relevance, guy could've been a decent mapper if he didn't off himself.

>> No.4203293

>>4202828
Just once or twice. Nothing crazy. I also noticed someone in an old thread still up on my phone said rekkr was a standalone iwad. It's just a 'nilla ultimate doom pwad.

>> No.4203294

>>4203269
I still remember when the media tried to make out that Doom made him do it. People will point fingers at anything if they think it will give them an easy answer to a difficult question.

>> No.4203309

>>4203294
The media still try to make out Doom made him do it, they're never going to stop with that shit.

>> No.4203315

>>4203294
I think a good lesson the past few decades it that you should never trust the media.

>> No.4203316

>>4203309
Not as much as back when the Colombine shootings were current news.

>> No.4203320
File: 1.10 MB, 1920x1080, Screenshot_Heretic_20170820_191504.png [View same] [iqdb] [saucenao] [google]
4203320

Testing out textures.

>> No.4203321 [DELETED] 

>>4203315
Most of the mainstream media, at least. Let us hope that media, particularly western broadcast media, becomes better someday in the future. It would really help when ((you know who)) and their puppets/goons go the way of the trilobites.

>> No.4203325

>>4203309
Exactly. The media are fucking morons anyway, if there's one thing I can agree with the president on it's that the state of the media is depressing.
>seriously implying we're all potential murders because we play an old outdated FPS

>> No.4203326
File: 448 KB, 1017x1580, friday_the_13th[1].jpg [View same] [iqdb] [saucenao] [google]
4203326

Are there any good mods based on pic related?

>> No.4203328

>>4203316
No but it gets dredged up at every similar shooting.

Sooner or later they'll find out about Brutal Doom and Mark, that'll be a party for them right there.

>> No.4203330

>>4203326

Not really; there's a mod based in the NES game, so make of that what you will.

>> No.4203334

>>4203330
>there's a mod based in the NES game
What's it called?

>> No.4203338

>>4203334

Open up

http://www.moddb.com/games/doom-ii/addons/friday-the-13th-jasons-doom

>> No.4203341

>>4203328
>Sooner or later they'll find out about Brutal Doom and Mark, that'll be a party for them right there.
A lot of people here would think that's hilarious though.
>Sources say SargeantMarkIV even stared for hours at real images of torture and violence as a means of getting "inspiration" for his murder simulator.

>> No.4203347 [DELETED] 

>>4203341
It's true! I heard he killed Keegan in cold blood, just to see if he can still feel!

>> No.4203348 [DELETED] 

>>4203341
It'd be hilarious and he'd probably get off on the attention, but it's also be painfully retarded to watch the media jerking off over it.

Fuck know that feminazi frequency asshat cries himself to sleep over NuDoom.

>> No.4203350
File: 178 KB, 800x600, Screenshot_Doom_20170820_192352.png [View same] [iqdb] [saucenao] [google]
4203350

Whoops, that wasn't supposed to happen, it became Brutal Doom

>> No.4203379

>>4203320
IKBlue and IKWhite?
Nice.

>> No.4203381
File: 663 KB, 1366x768, gzdoom 2017-08-19 17-51-02.png [View same] [iqdb] [saucenao] [google]
4203381

Is this, MAP VISION??

>> No.4203389

>>4203381
looks like ass vision

>> No.4203390

>>4203381
Needs more brown.

>> No.4203396

>>4203389
>>4203390
how do I make it black like in the original

>> No.4203397
File: 91 KB, 500x573, 1496068453575[1].jpg [View same] [iqdb] [saucenao] [google]
4203397

Are there any good wads based on Alien?

>> No.4203398

>>4203381
what is going on there

>> No.4203403
File: 662 KB, 1366x768, gzdoom 2017-08-19 17-51-13.png [View same] [iqdb] [saucenao] [google]
4203403

>>4203398
it's

map vision.

>> No.4203407

>>4203403
you're about as helpful as an empty bucket.

WHAT DOES THAT MEAN, TAGGART?

>> No.4203410

>>4203407
It's map vision

>> No.4203412
File: 9 KB, 320x200, Gun prototype8.png [View same] [iqdb] [saucenao] [google]
4203412

It's not done yet but what do you guys think for now?

>> No.4203413

>>4203412
I think it needs more map vision.

>> No.4203416
File: 690 KB, 1366x768, gzdoom 2017-08-19 17-50-26.png [View same] [iqdb] [saucenao] [google]
4203416

>>4203410
yes map vision, here's what it looks like without map vision.

>> No.4203417

I'm going to attempt to host a weekly mapping session aimed at creating at least one episode every week. Is monday-thursday a good time range for each session?

>> No.4203418
File: 393 KB, 1366x768, gzdoom 2017-08-19 17-50-21.png [View same] [iqdb] [saucenao] [google]
4203418

>>4203416

>> No.4203420

I just remembered that you can actually change the color of the untextured geometry in GZDoom.

>> No.4203424

>>4203417
With feedback Friday?

>> No.4203426

>>4202623
Post the contents of the .pk3 when you open it immediately, you might have it as a folder in a .pk3 which doesn't work. Otherwise I will upload my compiled copy for you.

>> No.4203427

>>4202950
>>4203178
why are we consistently getting new dusk posts despite it clearly not being retro

>> No.4203429

>>4203326
WhoDunIt, technically.

>> No.4203430

>>4203410
>>4203407
he turned off textures in gzdoom

>> No.4203434

>>4203412

Looks cool, but the shading near the end of the gun is a little flat.

>> No.4203435

>>4203397
there's a shitload
colonial marines
the other one
alien tc

>> No.4203439

>>4203143
>>4203135

I have a half-finished So You Want To Play Some Fucking Doom update, but something else keeps getting in the way and I keep putting it off and then whoops there goes another span of time.
I'll see if I can get an update out by the end of this week. If I don't, you can call me a faggot!

>> No.4203440

>>4203417
>>4203424
My autistic need for structure demands M-F to allow people who work/attend classes enough overall time over the course of the workweek, and then feedback/brainstorming can happen on the weekend when the majority of people are free.

Depends on the /dg/ schedules though, we're weirdos.

>> No.4203442 [DELETED] 
File: 376 KB, 3068x1758, maxresdefault (9).jpg [View same] [iqdb] [saucenao] [google]
4203442

Anyone played DUSK's first episode yet? If so, thoughts?

>> No.4203443

>>4203430
oh

want to know how everyone knows i don't use gzdoom? how embarrassing.

sorry for my aggression

>> No.4203445

>>4203443
Nobody cares, you have no name or identity. Fuck you!

You won't remember this.

>> No.4203446

>>4203445
Now somebody will screenshot it and repost it in every thread forever.

>> No.4203448

>>4203398
>>4203407

I remember a month ago or so someone ran doom with some shader thingamado and it had the same effect when the map was turned on. Something about occlusion or something I believe. I never remember any of that technical shit.

>> No.4203449

>>4203427

Same thing happened with Strafe.
Someone's having a giggle.
They'll get bored eventually.

>> No.4203450

>>4203434
Oh yeah, still have to finish that part.

>> No.4203452

>>4203439
>I'll see if I can get an update out by the end of this week. If I don't, you can call me a faggot!
can we just call you a faggot now to save time? i mean it's obvious you're going to put it off again, so might as well get it out the way now before the goldfish-esque collective memory of the board forgets it in half a threads time.

>> No.4203461

>>4203449
Giggle or a rager

I swear when someone gets their off-topic post deleted (on any board), they go on a hissy fit and start spamming it.
It sucks you can't discuss it here, but it's not a retro game and not a new game of a retro franchise.

>> No.4203462
File: 139 KB, 972x565, 1502745328969.png [View same] [iqdb] [saucenao] [google]
4203462

>>4203443
>>4203446

>> No.4203463
File: 630 KB, 1366x768, gzdoom 2017-08-19 17-51-26.png [View same] [iqdb] [saucenao] [google]
4203463

>>4203430
>>4203446
but i didn't turn offf textures

>> No.4203468

>>4203463

Allright allright I remember.

Ambiant occlusion, right ?

>> No.4203475
File: 822 KB, 1366x768, gzdoom 2017-08-19 17-34-43.png [View same] [iqdb] [saucenao] [google]
4203475

>>4203468
Yes, every doom should have one.

>> No.4203480
File: 262 KB, 1390x873, lolmaps.jpg [View same] [iqdb] [saucenao] [google]
4203480

>> No.4203482

>>4203475

I tried it, but didnt like that it actually showed through sprites. That looks like arse.

>> No.4203485
File: 649 KB, 1366x768, gzdoom 2017-08-19 17-34-10.png [View same] [iqdb] [saucenao] [google]
4203485

>>4203482
yeah i wish it didn't do that

>> No.4203490

>>4203485
It looks pretty cool actually.

Now someone needs to make a "Map Vision" mod

>> No.4203492

>>4203475
Every Doom should have filters too, right?

>> No.4203497
File: 288 KB, 1366x768, gzdoom 2017-08-10 21-12-50.png [View same] [iqdb] [saucenao] [google]
4203497

>>4203492
no filters, filters are for doodoo like this right here, why is the shotgun only the one with the bright light.

>> No.4203505

>>4203497
because you didn't hit the light switch

>> No.4203506

>>4203490
Call it the Borderlands mod instead.

>> No.4203512
File: 270 KB, 1366x768, gzdoom 2017-08-10 21-11-32.png [View same] [iqdb] [saucenao] [google]
4203512

>>4203505
where we play doom, we don't need lights.

>> No.4203516

>>4203326
Blood

>> No.4203517

>>4203321
>go the way of the trilobites
Heh, that's a nice way of phrasing it.

>> No.4203534

what the fuck even is doomguys voice in quake 3?

I can't make sense of his tone, doesn't sound like him at all

>> No.4203535

>>4203534
the grunts I mean. not the actual voice acting

>> No.4203557

>>4203516
That's not a mod.

>> No.4203558

>>4203557
it's a mod for the Build engine?

>> No.4203560

>>4203429
Could you link it?

>> No.4203563

>>4203558
No, it's a standalone and published game made on the Build engine.

It was even developed initially by 3DRealms for a bit before they passed it on to Monolith.

>> No.4203564

>>4203558
Even then, what the fuck does it have to do with Friday the 13th?

>> No.4203568

>>4203564

Not that much, but if you're a fan of the franchise there's a level which is entirely designed as an hommage to friday the 13th

>> No.4203590 [DELETED] 

>>4203461

And neither is any Doom wad made after the cutoff. Hell, most babbies here play on GZDoom, which at this point is a new modern engine.

What's the difference between a Doom TC built solely for modern sourceports, and a game that tries to replicate period accurate gameplay and visuals?

>> No.4203595

>>4203590
the same difference between romhacks that require modern emulators and new-retro games

take it up with hiro if you have an issue

>> No.4203596

https://ufile.io/phi3q
Trump Doom ILs except for MAP12, GZDoom

>> No.4203597

Is anyone making an Icon of Sin map for 300 minutes of /vr/?

>> No.4203603

>>4203597
I could make one mayhaps, but it would detract from my episode replacement time and not really be 300 mins, more like a quick shit gimmick and not even be part of the proper rules as it would mandate GZDB-UDMF

>> No.4203612

>>4203603
why would it need udmf?

>> No.4203614

Ayo is there any wads that give me PlayStation Doom lights?

>> No.4203616

>>4203614
In like the original maps? Well there's Playstation Doom TC

>> No.4203628
File: 30 KB, 609x636, THANKS HIDE ON AUTOMAP.png [View same] [iqdb] [saucenao] [google]
4203628

>>4202793
>>4202794

General relation to news: episode 2 replacement WIP stuff.

So I remember thinking my E2M2 looked like shit on the automap due to layout clutter...

Then I remembered this useful function. Looks MUCH better and cleaner now!

>>4200057
>>4197790
>>4199178

See these. I need to work on E2M3 now but don't know what to do. Yell at me and tell me to do things or how I'm being a faggot or how the map is too fucking dark.

>> No.4203638

>>4203603
>UMDF
300 minutes is a vanilla project, dude.

>> No.4203657

>>4203638
No shit. I submitted two maps already and both are shoddy

>> No.4203660

>>4203398
>>4203407
>>4203448
Reshade

>> No.4203674

>>4202939
https://pastebin.com/ERBMrp7j

I'm not sure where to put this. Just as a script in my WAD? Will it replace the regular DM weapon spawns?

>> No.4203681

>>4203674
The script is what your spawner executes, the names in the string array are the names of the weapon actors.

Fuck, just gimme the names of all your actors (the weapon actors) and I'll do this real quick for you like.

>> No.4203685

>>4203681
Just use the default weapons to start with, I'll riff off of that.

>> No.4203686

Hey guys I was wondering, is there a way for a color setter or dynamic light object to change colors ? I'm doing a nightclub and I'd like to do some fun strobing lights that change colors.

>> No.4203687
File: 154 KB, 500x500, 8f4eb95910fd92bf89e4c85d9b0f7416211b8de9634c02c376e8c097973361f1.gif [View same] [iqdb] [saucenao] [google]
4203687

>>4202793
The encounter with Shub Niggurath sure left an impact on Ranger, he was never the same mentally after fighting that battle despite him winning.
>TFW he is stuck in the maps of Quake 3 Arena forever to fight, die, and be revived

>> No.4203697

>>4203685
What's the name of your mod? What you want things related to it to be named? ( 8 chars plz)

>> No.4203698
File: 73 KB, 640x480, zblood.png [View same] [iqdb] [saucenao] [google]
4203698

>>4203557
>Blood
>That's not a mod

Oh but it is

>> No.4203701

>>4203603
>Icon of Sin map
>requires UDMF format to make

I think you may have misread the post

>> No.4203704
File: 78 KB, 800x1132, the mystery of the druids.jpg [View same] [iqdb] [saucenao] [google]
4203704

Still waiting for a /vr/ project to end with a boss fight against pic related.

>> No.4203707

is there any way in zandronum to make it so playing doom2 coop won't spawn the deathmatch weapons in map01? always bothered me and i could never figure out how to fix it

>> No.4203708

>>4203697
CombatZone
CZMOLOTO
CZSHOTGN

Just trying to get the vanilla weapons to randomize before fucking with too much else.

>> No.4203709
File: 67 KB, 640x480, 1480500938660.jpg [View same] [iqdb] [saucenao] [google]
4203709

>Playing through The Altar of Storms in Quake
God damn, I love its aesthetic.

>> No.4203712
File: 375 KB, 480x480, stupid sexy cyberdemon.png [View same] [iqdb] [saucenao] [google]
4203712

I really enjoyed the mapping challenge. Thanks everyone who contributed. I really liked mapping for it and all the discussion and previews we got to see together.

Now I'm going to go sleep.

>> No.4203713
File: 137 KB, 406x544, 1498662024852.jpg [View same] [iqdb] [saucenao] [google]
4203713

>>4203687
>the only other fate than fighting forever in Q3A is fighting forever in Q:C
>except there it's canon he's been slipgate jumping for twenty real years and just sounds tired and wants to go home

>> No.4203716

>>4203701
I think you didn't read my post at all.

>> No.4203717

>>4203713
>Ranger phone home

>> No.4203719

>>4203708
No I mean like for acs lump names and shit in the file, not the actor names

>> No.4203731
File: 29 KB, 550x394, al.jpg [View same] [iqdb] [saucenao] [google]
4203731

>>4203713
Ziggy says there's a 76% chance you're here to punch a Shambler.

>> No.4203732

>>4203712
I agree, having an excuse to get myself back into mapping was fun, even if the time constraint cramped my style. I look forward to trying out something like this again.
Making everything Choco-compatible was not fun though.

>> No.4203735

>>4203719
There is literally nothing in it yet. I have a custom weapon, that's it.

>> No.4203746

>>4203735
oh lawd
well gimme a sec I'll have it then, and you can do from there
imma test it in singleplayer but dont got time to dick around in multiplayer, should be fine since can do the fake bots match

>> No.4203747

>>4203746
Cool, appreciate it.

>> No.4203752

If Doom never existed to become the iconic classic that it is, what retro shooter do you think would have been the next "Doom" to define the genre?

>> No.4203757

>>4203707
SV_NoWeaponSpawn 1

>> No.4203761

>>4203752
quake

>> No.4203762
File: 186 KB, 640x480, Screenshot_Doom_20170820_211805.png [View same] [iqdb] [saucenao] [google]
4203762

Kinsie, you still working on the consolation prize?
I think i'd i found something weird.
My ZDL order was

>Con_D64 first
>Then MetaDoom V4
>Then the music mod

>> No.4203769

I have cleared all the Episodes that take place on Deimos except for the one called "Tower of Babel" where you star in a an enclosed room with a rather small 4-sided column in the middle that has a red button on each side. Pushing one will make a small set of stairs come up across from where Doomguy is that leads up to one of the for Baron of hell murals. Getting close to any one of them makes it open up, leading to a room with an opening outside. The rooms all have ammo for the rocket launcher, with one also having a supercharge health ball. The boss is a Cyberdemon which, true to its name, has machinery implanted on parts of its body, including the arms(strange, this makes me wonder...). It shoots rockets that pack a BIG wallop, and even with the Rocket Launcher, I can't manage to get the hang of its pattern; I keep dying eventually from its strong rocket shots.

>> No.4203782

What did people use to make maps in the 90s?

>> No.4203784

>>4203747
Actually, wait, I gotta go do some other shit, will probably be a bit.

>> No.4203785

>>4203782
DoomED

>> No.4203793

>>4203782
I used DCK.

>> No.4203796

>>4203782
I had a friend who used DeepSea back in the day.

>> No.4203802

>>4203757
will it only do it for the deathmatch weapons?

>> No.4203805

>>4203769
Heres how to kill a cyberdemon: It tracks you with the rockets. You have to circle strafe it, at top speed, and dump your rocket ammo.

>> No.4203813 [DELETED] 

https://youtu.be/EMHy2l0i2Wk

>> No.4203821

>>4203769
All you need to do is stay in the outside area and shoot it with your heaviest weapon as you run like crazy. If you're strafing and not next to a wall he can't do shit.

>> No.4203823

>>4203805
Thanks for the tip. however, I currently hove my keyboard settings for Doom like this: up arrow for walk forward, down arrow for walk in reverse, left arrow for turn left, right arrow for turn right, ctrl for fire weapon, spacebar for opening doors/pushing buttons, and alt+arrow left or right for strafing left or right, respectively. I'll either try to work with it, or find a way to reset some of the keys.

>> No.4203824
File: 1.49 MB, 1920x1080, Screenshot_Doom_20170820_141531.png [View same] [iqdb] [saucenao] [google]
4203824

High Noon Drifter is cool

>> No.4203828
File: 1.06 MB, 1920x1080, Screenshot_Doom_20170819_170740.png [View same] [iqdb] [saucenao] [google]
4203828

>>4203824

>> No.4203832
File: 558 KB, 1920x1080, Screenshot_Doom_20170819_210114.png [View same] [iqdb] [saucenao] [google]
4203832

>>4203828
meat tree

>> No.4203853
File: 304 KB, 1024x768, Screenshot_Doom_20170819_215703.png [View same] [iqdb] [saucenao] [google]
4203853

Another map done, here have some comfy docks.

>> No.4203863

>>4203412
gun makes me think chex quest, glove makes me think EYE

fuck is this for

>> No.4203864

>>4203769
This reads like a magazine review from the 90s

>> No.4203870

i fail to see the point of giving the player infinite pistol ammo in metadoom

>> No.4203876

>>4203870
You can turn that off, though.

>> No.4203879

>>4203876
wow im a fucking idiot

>> No.4203885

>>4203863
>EYE
That'd make an interesting mod, might be a bit close to Lithium except with YOU HAVE GAINED BROUZOUFS and slowly losing your sanity.

>> No.4203886
File: 10 KB, 320x200, Gun prototype8.png [View same] [iqdb] [saucenao] [google]
4203886

>>4203412
Almost done, will probably need another session to make the bottom better but what do you guys think of it?
>>4203863
muh mod (™)

>> No.4203901

>>4203769
ProTip: to defeat the Cyberdemon, shoot it until it dies.

>> No.4203909

>>4203870
I kinda wish MetaDoom's chainsaw randomization was progression based where it came first before the axe and also when you press 8, you get the saw first.

>> No.4203918

>>4203802
Yup.

>> No.4203919

>>4203864
Well, Tbh I was born in the 1990s.

>> No.4203930

>>4203485

What the fuck is that contrast tho.

>> No.4203940

>>4203864
precisely what I was thinking

>> No.4203945

>>4203918
thanks!

>> No.4203983

>>4203747
>>4203784
back now, will be there in a bit probably

>> No.4203985

>>4203824
with the extra settings, revolver-only becomes a viable option and i love it
> increase damage multiplier
> revolver uses ammo
> spawn extra inventory items
> ignore all other weapons

>> No.4203990

>>4203909
one thing i really like about metadoom is its hud

i tried ripping it out but it relied on the pistolammo cvar too much and SLADE's text editor sucks ass, i almost want to write my own modes for emacs

>> No.4203995

>>4203990
Weird how the HUD doesn't have an ammo thing for the holy water gun or fire extinguisher.
Maybe it's because they're meant to be rare and weird guns.

>> No.4204004

>>4203995
It'd ruin the surprise a bit.

>> No.4204051

Where's the witchaven thread?

>> No.4204085

>>4203213
thanks for helping out even as time ticked down, I think the spiderdemon is fine so I'll just leave the map as is unless something else broke. time for sunday to be extremely chill

>> No.4204086
File: 121 KB, 554x310, Boobs.gif [View same] [iqdb] [saucenao] [google]
4204086

>>4204051

>> No.4204090
File: 121 KB, 1366x768, Screenshot_Doom_ultsobr.png [View same] [iqdb] [saucenao] [google]
4204090

>> No.4204103

>>4203698
>Are there any GOOD mods based on pic related?

>> No.4204107

I get that Heretic and Hexen are supposed to be gothic and moody and shit but would it have killed them to include a nice grass flat?

>> No.4204119

>>4203886
Looks pretty good.

>> No.4204124

>>4203853
This looks excellent!

>> No.4204126

>>4204107
make one

heretic definitely should've had one though.

>> No.4204165

>>4203747
What timer you want between when they can pick up another weapon after picking one up?

This is mostly only relevant for sv_weaponstay, and can also only take effect when that is on

Do you want dropped weapons like shotgun and chaingun to also spawn random weapons? (I assume you don't want them to ever respawn weapons in either case)

>> No.4204176

>>4204107
IIRC, Heretic has fuck all textures altogether.

>> No.4204183
File: 2.86 MB, 720x360, that's a lot of arrows.webm [View same] [iqdb] [saucenao] [google]
4204183

I'm late to this but I don't give a shit, here's the result after banging my head for past few days trying to make this work, realize the initial idea was bad, and then Yholl telling me how to make it even more dangerous.

Charge effect still needs work though

>> No.4204190

Are there any pk3s or wads that add a mech stomping sound to footsteps? I love Necrodoom but the suit could do with some robot footsteps.

>> No.4204192

>>4204183
i can't imagine how that would fare on maps that don't use spiderminds in wide open areas

>> No.4204194

>>4204183
Oh I thought that was meant to be a line of stormy weather at first, wondering why the rain sprites were horizontal. What is this replacing? Seems it would be utterly broken in actual gameplay.

>> No.4204196

>>4204192
It's not his only attack, thankfully.

>>4204194
Spider mastermind

>> No.4204197 [DELETED] 

why does 8shit have such a hard boner for defending bd?

>> No.4204203 [DELETED] 

>>4204197
>Going on 8gag at all

Maybe you should go back.

>> No.4204206

>>4204197
It's the place that brought the world moonman.wad
It's the answer to the question "what if the threads were completely shit?"

>> No.4204210

>>4204183
>arrows
Those are clearly bolts and crossbows!
I'm worried what would happen if you peeked it like a normal mastermind, it could trap you in really easily and lead to cheap deaths due to being unable to move.

>> No.4204219
File: 250 KB, 1280x1024, Screenshot_Doom_20170820_203354.png [View same] [iqdb] [saucenao] [google]
4204219

>>4203832
I'll have to keep this in mind!

>>4203628
still thinking of what to do with E2M3. Might have an idea now though, i at least know it's going to be barrel and crusher centric, whilst inserting the shotgunners

>> No.4204225

>>4204176
Yeah, it's got about a third of the amount that Doom has and they don't really go well with each other. It also doesn't help that Raven decided to hide it with pitch black areas or seizure inducing lighting everywhere.

>> No.4204234
File: 449 KB, 1920x1080, peekaboo.png [View same] [iqdb] [saucenao] [google]
4204234

>>4204090
I love it when demons think they're being sneaky

>> No.4204235
File: 29 KB, 528x600, It's A Secret To Everyone.jpg [View same] [iqdb] [saucenao] [google]
4204235

>>4204234

>> No.4204241

>>4203747
>>4204165
Also does it matter if you can see the weapons when you're on a weapon pickup timer and can't pick them up? Would it be best if they're invisible or flashing transparent and which would you prefer?

>> No.4204249
File: 2.70 MB, 720x360, get shit on edgemeister.webm [View same] [iqdb] [saucenao] [google]
4204249

>>4204210
This is what his normal behavior will be like, it's actually pretty easy to shut him down if you focus on him. Though I think I should give him at least one extra attack.
I only made him ALWAYS cast that arrow pillar for demonstration purposes because under normal circumstances when I tried recording him he would never fucking cast it.

>> No.4204254
File: 63 KB, 640x480, welcome_to_the_park.png [View same] [iqdb] [saucenao] [google]
4204254

>>4202794
>300 MINUTES OF /vr/

finished my map. might have gone a bit overtime. it's still sunday somewhere.

title: Welcome to the Park
author: RjY
music: D_TENSE from cchest3.wad, by John "The Green Herring" Cage, used with permission. i promised him if i ever used it again in a project i'd credit him this way.

demo included, plays back with chocolate doom. (chocolate-doom -file the_park.wad -playdemo demo1)

http://s000.tinyupload.com/?file_id=00035593181038485934

>> No.4204257

>>4204225
I'm thinking with this HUMP project, should we include the Hexen textures as they have a bit more variety? Or juts stick with the standard Heretic textures.
Sticking with the old textures means people will be forced to focus on level design and gameplay which is a bonus. Would be nice to have things like a grass flat though...

I've been putting together a text file about heretic mapping, after playing through the first episode and studying some of the maps. I really like their building design...
https://pastebin.com/nwMBDihm

Let me know if there are other things I should add

>> No.4204267
File: 889 KB, 1920x1080, gzdoom 2017-08-20 17-48-27-17.webm [View same] [iqdb] [saucenao] [google]
4204267

>>4204235

>> No.4204270
File: 13 KB, 225x225, 1479283641777.jpg [View same] [iqdb] [saucenao] [google]
4204270

>>4204267
That's some good timing with the door.

>> No.4204272
File: 2.69 MB, 320x240, the_park.webm [View same] [iqdb] [saucenao] [google]
4204272

>>4204254
the obligatory webm

yes it's a bit slaughtery. yes those were cyberdemons you heard wake up when you fired the first shot. nonetheless it is not too hard for you. it's easier than Collider by a long way (this map by Amok is the hardest 300min submission i have seen so far). the worst monsters can be easily avoided. there are sadly no skill levels, i forgot. i should have put a trooper at the start as a hint that you are meant to take a shot to get out of the starting pit (this is just to avoid the obvious exploit). i would also have liked to make it prettier with more light variation and some shadowcasting but again, no time.

i hope it is acceptable. thank you for running the event. tomorrow i will get back to playtesting others submissions, and coming up with a suggested map order.

>> No.4204276

>>4204257
I'd say stick with the standard textures. It'd be interesting to see what kind of areas people make with such a limited set.

>> No.4204281

y/n to BloodGDX?

>> No.4204283

>>4204281
The dynamite feels wrong, and the voice acting seems too quiet Looks ok though.

>> No.4204284

>>4204281
sure

>> No.4204285
File: 192 KB, 1280x1024, Screenshot_Doom_20170820_211402.png [View same] [iqdb] [saucenao] [google]
4204285

>>4202793
>>4202794


>>4204219

Right. While I'm thinking of things, have an alpha of the episode replacement. Only E2M1, E2M2 and E2M8 are changed yet. E2M8 is the old e2m8 of mine and will be refurbished/remade

Respond to this post with concerns, criticisms, etc. Or to tell me to do things for the wad. See linked external posts on this post for my current conceptualization and tell me where I'm being a FAGGOT.

As-Of-Yet-Unnamed-SArais-E2-Replacement, /vr/ Pre-Alpha .01
To be uploaded to IDGames archive upon completion.

Built for vanilla, but run it in Chocolate just as a safeguard.

https://www.dropbox.com/s/tri2whhstltivvg/E2replacesarais.wad?dl=0

im honestly pretty satisfied with e2m2 thus far, probably my best non-advanced-port map.

May it entertain you!

>> No.4204290

>>4204285
hurr lets forget the actual link to the dev thoughts

>>4197790
>>4199178

E2M6 is likely to be the hexagon map

>> No.4204295

>>4204290
>>4204285

Tips thus far:
M1: Love your walls and hug them. They'll help you stay alive while trying to give the baron twins the fist.
M2: Learn your chainsaw. Especially the backpedalling. Hope you didn't drop your pistol.

>> No.4204297

>>4204267
>Revenant jerking his boner around the corner

>> No.4204301
File: 15 KB, 201x332, Shiiiiet.png [View same] [iqdb] [saucenao] [google]
4204301

>>4204267
and with sound
https://youtu.be/95FKKKz2USk

>> No.4204302

>>4204301
>Not a BLAM
>not a BOOM
>but a big loud CHUNK
why do i like this?

>> No.4204303

>>4204257
IMO, Hexen's textures don't really mesh well with Heretic's somewhat cartoonier look.

>> No.4204310

>there's a customisable version of Jimmy's Jukebox
Huh, I didn't know that. It's pretty cool anyway, I guess I'll try and make an Unreal Tournament or Timesplitters one from it.

>> No.4204313

>>4204302
> bullet impact noise drowns out gunshot

>> No.4204317

This is probably outside the scope of doom mods and stuff, but what do you guys use for laying down midi tracks?

>> No.4204318

>>4204249
That bitchy spread attack animation
>Nyehhh, stop iiit!

>> No.4204325

How many maps do we have for 300 minutes so far?

>> No.4204327

>>4204325
13 or so I think, with 2-3 people having submitted multiple maps. Ask the manager

>> No.4204335

>>4204325
23. There's still a little bit of time to submit something though. I'm working on the obligatory Icon of Sin map right now.

>> No.4204336

>>4204327
That's not bad.

>> No.4204339

>>4204165
>>4204241
Invisible until you can pick them up I guess, and as far as respawn time, what is it normally? 30 seconds? 15 to 30 seconds would be fine for now.

>> No.4204345

>>4204335
Hopefully it's a bit more intresting than a hole in the wall. like being an absolute bastard and sticking cyberdemons inside a wall and hidden with a midtex as part of aforementioned hole in a wall

>> No.4204361

>>4204335
Is there a list of what maps are in the pack so far? In case you missed someone's.

>> No.4204365
File: 2.67 MB, 1280x720, Less Spammy Demons.webm [View same] [iqdb] [saucenao] [google]
4204365

So I decided Babel's demons were a bit TOO insane, considering that getting stuck between 2 of them means near-instant death. Now they have an internal timer that regulates how fast they can bite, and it's currently set so they can only throw out bites as often as vanilla, but just at twice the speed. Funnily enough it means that if you stand still their bites come out so fast that sometimes you'll still be recoiling from the previous bite and they'll miss, but it's definitely an improvement.

Also this all applies to spectres as well.

>> No.4204372

>>4204339
>Invisible until you can pick them up I guess,
Flashing or steady transparent is as easy as invisible, if you want it. Might matter for players seeing where pickups are and where players are going to be running towards.
>and as far as respawn time, what is it normally? 30 seconds? 15 to 30 seconds would be fine for now.
It's for the timer for pickup after SV_WeaponStay, not for general respawn. It already works like vanilla in that they respawn if SV_ItemRespawn is on, and players can pick up however many weapons they want when that happens, the only difference is that normally when SV_WeaponStay is active you can pickup up however many different weapons you want, but only one instance of each even if they are for instance two different shotgun pickups. With the random spawning, it means you can pick up a random pickup each time it spawns something if you sit on a pickup, which is different from vanilla. Right now for testing, for instance, I have it set to 4.0 seconds.

>> No.4204386

>>4204365
Looks like it hits the right sweet spot of attack frequency. Noice.

>> No.4204387

>>4204361
Seconding.

>> No.4204391

>>4204386
Yeah I may make it a tiny bit faster but definitely not the "Nearly 3 attacks per second" it was before. I was getting a little annoyed at being pinned in between demons, even though technically it was escapable. Now at least you'll have more than a picosecond to swap to a high alpha weapon and blast your way out.

>> No.4204406
File: 2.34 MB, 640x360, gzdoom 2017-08-20 21-37-17-018.webm [View same] [iqdb] [saucenao] [google]
4204406

MUSIC IS MATH
MATH IS MAGIC
BUT IS MUSIC MAGIC

>> No.4204409

I tried setting different player starts for different difficulties, and it didn't seem to work. What's the dealio? Is that not possible?

p lame if you ask me familam

>> No.4204424

>>4204372
Cool, yeah I don't care if there's an indication of where weapon spawns are or not, and for the mod I have in mind, using sv_weaponstay wouldn't make much sense.

>> No.4204434
File: 175 KB, 640x360, Screenshot_Doom_20170820_230503.png [View same] [iqdb] [saucenao] [google]
4204434

The majestic Kelp Forest.

>> No.4204435

>>4204434
god bless

>> No.4204460

>>4204197
it's literally a site for underage redditors to pretend that they're oldfags

>> No.4204480

>>4204460
Terminus semi-frequently posts there.

>> No.4204490

>>4204197
are we talking about the place whose current doom thread is from 2014?

because if so, there's like one person actually there, who gives a shit

>> No.4204494

>>4204480
Terminus semi-frequently posts anywhere where he can get attention for his mods. The man posts on SA for god's sake.

>> No.4204502

>>4204494
>The man posts on SA for god's sake.
Disgusting.

>> No.4204506

>>4204502
He has a tumblr, too

>> No.4204512

>>4204506
I mean a lot of the modders have a tumblr.

>> No.4204513

>>4204506
>>4204502
>>4204494
>>4204480
wanna know how i can tell you don't actually care about this

>> No.4204517
File: 5 KB, 436x144, ss+(2017-08-20+at+11.51.32).png [View same] [iqdb] [saucenao] [google]
4204517

>>4204513
Whatever dude, if trying to point out how people posting on a site doesn't mean shit triggers you, you need to get over it.

>> No.4204520

>>4204513
What's this?
OwO

>> No.4204524

>>4204517
yes, yes, i'm sure that's what you were trying to point out

>> No.4204536
File: 27 KB, 131x148, doomguy c u t e.png [View same] [iqdb] [saucenao] [google]
4204536

did you back up your project files today, anon?

>> No.4204545

>>4204536
no need to back anything up when my project is on a VCS

>> No.4204546

>>4204434
serves her right for not doning the helmet outside the dome.

>> No.4204547

>>4204545
>not spreading it to multiple VCS servers around the globe in case of nuclear warfare
It's like you want to lose your code.

>> No.4204549

>>4204547
of course, I keep it distributed between GitHub and my own personal server
what do you think I am, some kind of plebeian who uses SVN? :^)

>> No.4204552

>>4204549
>using git
Too mainstream man, if you haven;t made your own VCS you just aren't even trying.
:^)

>> No.4204560

>>4204547
I launch shielded USB sticks into low earth orbit so that the ayy lmaos in the clouds can play shitty doom mods

>> No.4204569

>>4204547
Wouldn't that just be as easy as uploading it to a country that's probably irrelevant enough to not get involved in nuclear warfare

>> No.4204580

>300 MINUTES of /vr/

Almost went over into Monday morning, but it's all done. Would've included a screenshot, but I only remembered now, and I'm too lazy to go back and take one. You'll have to make your shots count and come back for enemies if you want to UV-Max this.

https://drive.google.com/open?id=0B1bX8V5Yr798dE9kX3RWTHE2Nm8

Title: Warehouse Cleaning
Music: Prison from Final Doom, remixed by Jay Reichard (https://zorasoft.net/prjdoom.html))
Build Time: A bit over 4 hours

Tested with Chocolate Doom and PRBoom+ (-complevel 2)

>> No.4204581
File: 130 KB, 640x360, Screenshot_Doom_20170821_003527.png [View same] [iqdb] [saucenao] [google]
4204581

>>4202794
Realm of Suffering has been updated.
>Bloodcleave has been added, a one handed sword made deep in the Elfen Hellforge. The wielder's off hand becomes misshapen and deformed due to magic energy. Altfire harnesses the sword's mana and fires a simple yet effective fireball.
>Minor tweaks to the level.
>Titlescreen and map music added.

I am accepting map submissions. Send your maps to realmofsuffering@firemail.cc. Use the ROS.pk3 as a resource to place the monsters in the levels. Former humans, sergeants, imps, cacodemons, archviles and nobles may be used in addition to the custom monsters. Levels must be medieval, urban, nature or hell themed. Custom textures are allowed.

http://s000.tinyupload.com/index.php?file_id=81599347127484224044

>> No.4204585

>>4204335
https://www.dropbox.com/s/lq4xj4qfr9b6sn6/Icon%20of%20Shame.wad?dl=1
Alright, here's the final boss map.
Name is: Icon of Shame
Music is: The Opening the Hell from doom 2

>>4204361
Maps are:
300minsconceptign - sarais
Crash Site - HexenMapper
300vr_anon - Anonymous
BAY 54 - Red
Graveland - Axebeard
Supreme Webbed Court - Breezeep
Mt. Heck - Skelly
Saturday Night Codeine - TerminusEst13
Blue Sanctuary - Hebridean Isle
Perfect Faggot - Faggot
Syndicate - Rolo
Toomb - HexenMapper
Collider - amok
Faggot Beneath- Faggot
Blood Feud - Permuband
Curse of the Donuts - Turret49
Moonlit Harbor - A2Rob
Subterranean Hideout - Me
Top Secret Labradoodle - Revae
Thy Flesh on a Silver Platter - anonymous
The Punch Dimension - Dogman
Purgatori - Charcola
Welcome to the Park - RjY
Icon of Shame - Me

Thanks to all who mapped, we got way more submissions than I initially thought we would. If you still want to submit, you have until the morning, I'm going to bed, good night.

>> No.4204587

>>4204424
Here, this should be good, tested in multiplayer skirmish on singleplayer:
https://www.mediafire.com/file/a1d9aaox2hgucjc/combat_zone.pk3
only known issue is that weapons dropped from monsters are also replaced, just didn't put in the code for that cause bout to go to sleep and doesn't sound like that's an issue for your mod.

>> No.4204601

>>4204585
Make sure you don't miss this one before you compile, and have a pleasant night's sleep
>>4204580

>> No.4204602

>>4204585
why is that faggot guy's unabashedly fetishistic shit here

>> No.4204603

>>4204602
That's no way to talk about Term.

>> No.4204608

>>4204602
do you mean some faggot or the guy literally named faggot?

>> No.4204609 [DELETED] 

>>4204603
>>4204608
the guy indulging his humiliation/sissy fetish

>> No.4204625

>>4204587
>https://www.mediafire.com/file/a1d9aaox2hgucjc/combat_zone.pk3
Badass, I just tested it on DM with bots and it looks to be working. I can't believe it's so complicated to just spawn random weapons, you'd think that'd be a DM flag or something.

So when I get around to custom weapons, I'm going to want to make a spawner actor for each one (like the BFG9000_Pickup) then, right?

>> No.4204626
File: 235 KB, 1920x1080, Screenshot_Doom_20170820_190140.png [View same] [iqdb] [saucenao] [google]
4204626

>>4204585
haha, I beat the stage and then got blown up. nice touch with the boss fight.

>> No.4204630
File: 171 KB, 1280x1024, Screenshot_Doom_20170821_011542.png [View same] [iqdb] [saucenao] [google]
4204630

>>4204290
>>4204285

Screenshot of E2M3

It's a techbase

yes you're supposed to use the glowing beatheart thing.

>>4204585
oh boy, soon the full compilation will be ready. I've left all maps unplayed. Hope you lot have given treasure.

>> No.4204635

>>4204609
I haven't been following them that closely as of late, which one is it?

>> No.4204636

>>4204635
the guy who insists on being a literal faggot in all aspects

>> No.4204637

>>4204625
Yeah, should just have to change appearance under the "Vis" state and what the custominventory gives you.

>> No.4204638
File: 334 KB, 1280x1024, Screenshot_Doom_20170821_012500.png [View same] [iqdb] [saucenao] [google]
4204638

>>4204636
What the fuck are you talking about.

>>4204630

>> No.4204639

>>4204603
lel

>> No.4204640
File: 201 KB, 1280x1024, Screenshot_Doom_20170821_012608.png [View same] [iqdb] [saucenao] [google]
4204640

>>4204638
>>4204630

>> No.4204641
File: 1.08 MB, 700x460, timed scrolling.webm [View same] [iqdb] [saucenao] [google]
4204641

Is this a known thing? Trying to think of a fun way to use this clicky scrolling thing

>> No.4204646
File: 307 KB, 1280x1024, Screenshot_Doom_20170821_012810.png [View same] [iqdb] [saucenao] [google]
4204646

>>4204640
And for all you map continuity fetish motherfuckers Start of this map is the end of the previous.

>> No.4204648

>>4204641
I'm sure you can probably think of something if you crack open Shrooms.wad and shrooms2.wad

How'd you do it anyway? We could all fiddle with it. Might be useful with some specific textures.

>> No.4204653

>>4204602
>>4204608
>>4204609
I despise S'arais as much as anyone else, but he also has just as much a right to enter as anyone else.

>> No.4204654
File: 227 KB, 557x605, When You Shoot The BFG Just Right.png [View same] [iqdb] [saucenao] [google]
4204654

>>4204646
>When the end of one map hints at the start of the next map and the start of the next map hints at the end of the previous map
Even if they're not directly connected in a 1:1 physical space and are only hinted at in minor details like door textures or map features, I love that kind of shit.

>> No.4204659
File: 248 KB, 1280x1024, Screenshot_Doom_20170821_013620.png [View same] [iqdb] [saucenao] [google]
4204659

>>4204654
You're in luck
they're directly connected
i love it too.

>> No.4204667
File: 69 KB, 700x700, TEMP.png [View same] [iqdb] [saucenao] [google]
4204667

>>4204648
It requires some dehacking.
Set up 2 sectors like a donut and a donut hole, and give them the same tag.

In dehacked you need to make a new actor that just shoots like a former human, waits, shoots, waits (a hitscan dummy). Put him in a room separate from the map. Point him at a line with action 46 - GR Doom Open Stay. Give the line the same tag.

When you fire in a map it'll awake the hitscan dummy, he'll shoot the line, the line will trigger the donut sectors like a door, the doors will try to move to 8 below the higher ceiling so they'll be chasing eachother downward. Since they're higher than their current height they'll do it instantly.

>> No.4204670

>>4204667
>new actor
>dehacked
I mean replace an actor.

>> No.4204681

>>4204625
Just realized I forgot to add the spawn fog for weapons, that's as simple as looking up the actor and spawning it with the item. I can do it tomorrow real quick.

wait imma do it now
https://zdoom.org/wiki/Classes:ItemFog

so under
SpawnForced (weapons[Random(0, 6)], x, y, z , u_tid, ang);
Just also add
SpawnForced ("ItemFog", x, y, z , 0, ang);

>> No.4204712

>>4204406
Yo, what is this? Looks awesome.

>> No.4204714

>>4204712
Lithium.

>> No.4204716
File: 588 KB, 1286x745, 1503297604.png [View same] [iqdb] [saucenao] [google]
4204716

>>4204712
Lithium, I'm finishing up the second player class at the moment. Currently adding the second BFG upgrade.

>> No.4204719

>>4204667
That's fine until you wait 70+ minutes for the ceiling to go out of the map limits and cause the game to crash or whatever.
Also using dehacked for vanilla dummy scripting, nice

>> No.4204724

>>4204719
This is pretty brilliant, yes. You now have something to run a rudimentary script.

>>4204667
Sounds intriguing. Screencapping.

>> No.4204728
File: 71 KB, 584x763, e2mpend.png [View same] [iqdb] [saucenao] [google]
4204728

>>4204724
>>4204659
>>4204654
>>4204640
>>4204638
>>4204630
>>4204285
>>4204290

I'd say E2M3 is nearly done. Just need to do up the exit areas.

How's this inter-connectivity looking?

Remember, whilst this is my E2 replacement, anybody is free to contribute. I'll put your map in one of the other slots unless you really want to have an E2 map.

/vr/ does an Ult Doom replacement community project when?

>> No.4204758

>>4204728
Been meaning to ask, how did you fix your lack-of grid snapping issue? That was one of the main reasons your maps were really bad.

>> No.4204763

>>4204758
lol i dunno
Normally I reset the node by dragging it back onto itself

>> No.4204778

>>4204254
http://puu..
sh/xfx2U/29cc4ccfb3.lmp
FDA if you're interested. Pretty combat heavy map, though it's more than manageable with all these health pickups. If it had forced Cyberdemon 2-shotting places I'd mistake that as a work of Timeofdeath. At least it's not Elixir Part 2.

>> No.4204790

>>4204728
I really need to finish Knee Deep Again

>> No.4204862
File: 209 KB, 1280x1024, Screenshot_Doom_20170821_044852.png [View same] [iqdb] [saucenao] [google]
4204862

>>4204763
Failing that I just adjust the node to a new grid spot

>>4204790
I was going to do a hangar of my own but botched it so it was straight to E2

>> No.4204863
File: 91 KB, 1280x1024, Screenshot_Doom_20170821_045013.png [View same] [iqdb] [saucenao] [google]
4204863

>>4204862

>> No.4204865

>>4204862
So it's not fixed then? welp.

>> No.4204876

>>4204865
Did I say it wasn't?

>> No.4204879
File: 63 KB, 415x646, e2mpend.png [View same] [iqdb] [saucenao] [google]
4204879

>>4204865
>>4204862
>>4204758
>>4204728

>> No.4204895
File: 392 KB, 1280x1024, Screenshot_Doom_20170821_053134.png [View same] [iqdb] [saucenao] [google]
4204895

>>4204879
I hope this damn room works right in vanilla/choc

>> No.4204906

>>4204778
>FDA if you're interested.
i am, thank you very much!

>Pretty combat heavy map, though it's more than manageable with all these health pickups. If it had forced Cyberdemon 2-shotting places I'd mistake that as a work of Timeofdeath
being compared to him is a compliment! the resource abundance is deliberate, as i didn't want to annoy the most likely audience too much (i think most /vr/ players don't appreciate slaughtermaps) plus i already did "frustratingly challenging and low on resources" in the previous /vr/doom speedmap compilation.

i may at some far future time set the existing thing placement to HNTR and do a rebalance for UV with the four- or eight-archvile teleporter ending i was planning right up until i chickened out at the eleventh hour, along with adding some light sources, more varied vegetation, and less straight orthogonal lines of multiples of 64 length.

>At least it's not Elixir Part 2.
hah not much chance of that ever happening. i learnt my lesson: if you find your own map incredibly annoying, how do you think others are going to take it? if anything, Park more like Token Archvile part 2.

>> No.4204907

>>4203886
I like it

>> No.4204929

>>4204301
that's too loud, it's blatantly clipping. is it like that in the mod or have you just got your volume up too high?

>>4204406
what wad is that map01 remake from? is it just the author's mod testing map?

>>4204641
>>4204667
amazing, it's possible you've discovered a completely new vanilla mapping trick. if you have a doomworld account, please consider announcing it there

>>4204719
heh, is that length of time accurate or did you just guess? damn you, now i'm going to have to work it out

>> No.4204936
File: 407 KB, 1280x720, zdoom 2017-04-21 16-49-07-412.png [View same] [iqdb] [saucenao] [google]
4204936

>>4204929
It's just my test map, comes with a larger outside area and some other stuff.

>> No.4204938

>>4204585
i could understand if it was much fewer, but with as many as 25 maps, it seems a shame to call a halt to proceedings and release the wad before 30 is reached.

>> No.4204939

>>4204936
i was intrigued because i like map remakes.
fair enough if it's just a test map though.

>> No.4204943

>>4204938
25 is fine, 3 episodes. otherwise you go for 32, and the time limit is reached. You don't want to go full QUMP on this thing...

>> No.4204946

>>4204938
I'd be willing to make a second map to help bring it up to 32.

Though, I am excited by the prospect of HUMP.

>> No.4204953

>>4204943
>>4204946
>32
the need for the extra two is avoided as there are no secret exits

>> No.4204983

>>4204943
>25 is fine, 3 episodes.
episodes are irrelevant in the context of a doom2 wad. what is more important is that 300manager has made an icon of sin map. in vanilla, this makes the map30 slot pretty much mandatory, unless you like huge piles of monsters stuck together.

>> No.4204985
File: 664 KB, 1920x1080, Screenshot_Doom_20170821_072626.png [View same] [iqdb] [saucenao] [google]
4204985

>>4204936
murb, why doesn't mandrill ass project like lithium? the first dialogue guy doesn't spawn so you can't progress past the starting room
i've played it with various other mods that have broken it in other ways, but never like this

>> No.4205003

Is it true Mark spent 9 years working on BD?
Doesn't the average Doom modder "finishes" his mod in a good enough state for way less time and moves on to a different project?

>> No.4205004
File: 1.67 MB, 240x320, 1503281083023.gif [View same] [iqdb] [saucenao] [google]
4205004

>>4204724
>Sounds intriguing. Screencapping.
a-am I in it?

>> No.4205012

>>4205003
>Is it true Mark spent 9 years working on BD?
you're trying to start shit but whatever.

as i recall it first came to attention in 2010 or 2011, so it is likely he started that long ago. however assuming he's spent all day every day for 9 years working on it would be foolish i think.

also while i think you are right that the "average" modauthor can "finish" a work in a decent enough state, some authors their works are labours of love that will take up many years. look at hideous destructor, or doomrla, for other examples of highly complex mods that have been worked on for years. or even source ports in general, the well known ones have been in development for a decade or more.

>> No.4205014

>>4205012
Ok, just wanted to know

>> No.4205023

>>4204929
>heh, is that length of time accurate or did you just guess?
Well the limits of heights are 32768 and -32768 I believe, and dividing them by 8 (amount of units you said the wall moved each time) got me 4096, then I sorta guesstimated how many times the dummy shot per minute and supposed the ceiling started somewhere near 0 height.

>> No.4205025

>>4204985
I... what
I have no idea, I've only ever played that wad without any mods loaded, sorry.

>> No.4205031
File: 2.43 MB, 320x240, x.webm [View same] [iqdb] [saucenao] [google]
4205031

>>4203176
>>4204085
you're right, it's fine. here's a demo.

https://a.uguu.se/YqZyWb7V3cAT_purgy.lmp

i missed one of the secrets (and wow what a shortcut) but i've checked it works. only thing i think might need altering is the nukage teleporter is single-use. i will fix this for you if you can't be bothered editing any more.

otherwise i love this map, there's tons of space to run around, monster infighting, no shortage of health/ammo, pure entertainment.

by the way did you decide on a title? i only used "purgatori" as a placeholder.

>> No.4205041

>>4204943
>You don't want to go full QUMP on this thing...
QUMP's likely to get released within the next month.

>> No.4205047
File: 76 KB, 424x352, HUMP LOGO.png [View same] [iqdb] [saucenao] [google]
4205047

>>4204946
>I am excited by the prospect of HUMP
We will be starting next monday, although I've made posts on zdoom and doomworld just now, stating the rules and outline.

zdoom:
https://forum.zdoom.org/viewtopic.php?f=42&t=57649&p=1014985#p1014985
doomworld:
https://www.doomworld.com/forum/topic/95636-heretic-upstart-mapping-project/

>Vanilla assets (using the heretic.wad)
>4 Weeks to make a map (starting Monday 28th August - although you can start early)
>Use 'Heretic : Heretic (Doom Format)' in Doom Builder or GZDoom Builder
>No restrictions on themes - go nuts
>Aim for playing on zdoom/ GZDoom
>Must keep track of map on discord
>Can choose new MIDI file provided it fits with heretic aesthetic

>> No.4205051
File: 622 KB, 1920x1080, 1499157586572.png [View same] [iqdb] [saucenao] [google]
4205051

>>4205041
We're actually looking at finalizing it this week and next week HUUUUUHRAY

>> No.4205058

>>4205025
If you noclip past the impassable line, none of the other marines are present either, and the teleporter that takes you to the actual level doesn't work. Some sort of script conflict? Doesn't make any sense to me. The wad still works fine in GZDoom without anything else loaded, so it's not that.

>> No.4205060

>>4205047
news post this
>>4202794
[08-21] Heretic Upstart Mapping Project announced, to start next Monday
https://forum.zdoom.org/viewtopic.php?f=42&t=57649&p=1014985#p1014985

>> No.4205063
File: 69 KB, 653x645, 1486653659635.png [View same] [iqdb] [saucenao] [google]
4205063

>>4205051
Aw yeah, I'm definitely eager for this.

>> No.4205071

>Spider mastermind
>Doesn't have 8 legs

>> No.4205073

>>4205058
I figured it out, apparently UDMF is too OP and spawnclasses are fucking awful garbage fdsafshdl
fixed

>> No.4205074

Can anyone link the forum post for SMC2017.wad? I remember downloading it from the Zandronum forums of all places. It's a great big compilation of monsters, mostly medieval fantasy monsters though.

>> No.4205115

I've never mapped in Doom. Theoretically, if I wanted to recreate maps from a different retro FPS and use my own map textures, how difficult would this be?

>> No.4205135

>>4205115

Doombuilder is easy as shit to use, so not difficult at all

>> No.4205136

>>4204929
Pretty sure the hitscan dummy thing is know about. Got it from an anon here a while back.

I've been abusing the hell out of it though.

>> No.4205140
File: 42 KB, 600x745, sleeping caco.jpg [View same] [iqdb] [saucenao] [google]
4205140

>>4204938
>>4204946
>>4202794
Alright, I really hate to do this, but I would be lying if I didn't want to see this get to 30 maps. I'll extend the cutoff date ONE more time until we get to 30 (unless someone makes a map with a secret exit for the map 15 slot, then i'll make it until we get 32 maps).

>> No.4205164

>>4205140
thank you! i would understand if there were only like 12 submissions but with only 5 more maps needed, not finishing the set feels like a waste.

>> No.4205171

>>4205140
So how long is this extension for?

>> No.4205193

>>4205171
Until we reach 30 maps , unless someone makes a map with a secret exit, then it'll be until we hit 32 maps. I'll try and shit out another map later when I get home.

>> No.4205201
File: 989 KB, 762x823, Bluffinnards.png [View same] [iqdb] [saucenao] [google]
4205201

>>4205135
Wow really. Time to remake Bluff Eversmoking in Doom then!

>> No.4205225
File: 57 KB, 800x549, 802423-757793-800.jpg [View same] [iqdb] [saucenao] [google]
4205225

>current year
>buying laptop
>see this as the previews image
>"wtf is that gzdoom?"
>zoom in
>sure looks it

Can somebody please satisfy my curiosity?

Because that shit looks like a guys level is being used in an official promotion and that's way cool.

>> No.4205230

>>4205193
may i suggest the rule that adding a secret exit stipulates your agreement to make the map it leads to. otherwise you can bet you'll get a half-arsed map with a secret exit just to hold the project hostage under these new rules. sorry to be so cynical, but i can just imagine someone putting in a secret exit in bad faith, just to be annoying.

anyway i will also try to make another map, although i am uncreative and will probably end up remaking of Fortress of Mystery with 2x the barons or something equally terrible.

>> No.4205235

>>4205225

That's Minecraft.

>> No.4205236

>>4205225
Minecraft.

>> No.4205238

>>4205225
a few reverse image searches led me here:
https://pixabay.com/en/minecraft-video-game-blocks-block-1106262/

>> No.4205240

>>4205235
>>4205236
Now i feel like an idiot , I've never played minecraft in my life.

Oh well, was fun to pretend.

>> No.4205257

>>4205240
it would be funny if some company tried to advertise a gaming laptop with the hook "this machine can run Brutal Doom on nuts.wad at 60fps"

>> No.4205265

>>4205047
>>Must keep track of map on discord

What?

>> No.4205270

>>4205257
That would be legit impressive though I have to say.

>> No.4205309

How legit are gaming laptops?
I like PC gaming and my (limited) experience on my 4-5 year old shittop has been fun
I want to play games at more than 10 fps, but I don't like the idea of having a big space-taking rig that needs to be lugged around every time I move or travel

>> No.4205320

>>4205309
this is /vr/, if your computer isn't a 3ft high beige box that sounds like a jet engine, get out

>> No.4205342

>>4205309
I'm actually buying a lappy right now, I've been agonising for days actually.

Tell me your budget first.

>> No.4205358 [DELETED] 
File: 86 KB, 1024x576, 1501270608654m.jpg [View same] [iqdb] [saucenao] [google]
4205358

Sorry if this is off thread but I feel important for people to know.

Given how censorship is becoming more common today, do we have any plans on where we're migrating if 4Chan is killed for good?

While I know /vr/ did nothing wrong I'm fearing us being caught in crossfire or having some overzealous political officer nonsense to deal with and I'd want to know where our community goes if our hub here dies.

>> No.4205362

>>4205358
This isn't 1994, there is no reason to censor any of this thread or doom in general.

>> No.4205364

>>4205309
Not worth it. They're way more expensive than a custom build.

Get a work lappy(thinkpad meme) and a pc solely for gaming.

>> No.4205368

>>4205362
I think he's asking what would happen if 4chan is kill....but I don't think that's a realistic worry.

>> No.4205370 [DELETED] 

>>4205358
8 chan?

>> No.4205373

>>4205358
I'd just exclusively post about my mods on a non-censoring endpoint of decentralized board or social network if it came to that.

It's very hard to censor anything that way.

>> No.4205420

>>4204625
>>4204681
Updated it, had to fix loop at bottom of spawn script that was "if" instead of "while", meant that it didn't handle cases where sv_weaponstay and sv_itemrespawn were both off (like singleplayer) correctly.
Also added the itemfog actors and the respawn sound so it looks like a normal respawn now.
http://www.mediafire.com/file/a1d9aaox2hgucjc/combat_zone.pk3

>> No.4205425

What is the most balanced randomizer mod?

>> No.4205429

>>4205370
I would cut myself than post on 2x4chan's /vr/.

I suppose we could make our own /vr/ though.
Presumably this wouldn't be a risk for years, so by the time it happens, maybe the prospective board rule would end up being that games would have to be at least 20 years old since first published.


Anyway, I don't think we'll have to worry about 4chan going byebye for quite some time.

>> No.4205440

>>4205425
>balanced randomizer
An anon here tried that once. It didn't work that well. Randomizers are inherently unbalanced.

>> No.4205441

>>4205364
Not him.
I was looking at a Lenovo for it's durability but for the specs I want I can't deal.

I live on sites for work and will be for the next 2 years, I'd like to think a gaming lappy is worth it. Spending about £1300

Big costs are always in the display and video card

>> No.4205442

>>4205440
I meant like one that adds new guns and monsters.

>> No.4205445

>>4205442
Yeah, it's inherently unbalanced. You won't find one that's balanced because if it was balanced it would have no randomness.

>> No.4205452

>>4205440
Even tiered ones don't resolve all the issues.

>> No.4205453

Do you think it would be possible to make a Wizardry/Might and Magic clone with Doom Builder?

>> No.4205459

>>4205441
>Lenovo for it's durability
and as a bonus feature they spy on you

>> No.4205468

>>4205453
Most of the key features should be doable, direction-based character damage and all.

>> No.4205475

>>4205459
Are you referring to the Chinese chips?

I think all new computers spy on you unfortunately, that shits built into the hardware.

>> No.4205480

>>4205475
This. The CIA is capable of spying on basically anyone with any hardware that is connected to the internet in some way, and they haven't exactly done a good job hiding those tricks to third parties.

Don't need the Chinese for that.

>> No.4205505

>>4205440
>>4205442
>>4205445
>>4205452
It's certainly possible to have a balanced randomizer, you'd just need to have all the enemies have different tactics and abilities to set them apart but have health and damage tiered in a certain range.

If by "balance" you mean "everything is exactly the same every time" then that's not possible, but that's arguably not even possible in vanilla then.

>> No.4205510
File: 181 KB, 640x400, Korax_defeated.png [View same] [iqdb] [saucenao] [google]
4205510

>>4205047
>play around with Heretic in the level editor
>not all textures are sorted and some can only be accessed through 'All'

I bet the Serpent Riders did this

>> No.4205518

>>4205475
No, Lenovo have been consistently caught pre-installing a lot of dubious privacy-invading shit and doing shit like this.

https://www.theregister.co.uk/2015/08/12/lenovo_firmware_nasty/

>> No.4205539

>>4205031
I'm glad you had fun with it! I don't have time to edit it right now as I have to get ready for work, but I'm sure I'll be able to tweak the map and think of something by the evening.

>> No.4205554

>>4205539
sounds like you're overthinking it. there's nothing to do, other than change the type of 4 linedefs, 315-318, from 39 to 97.

i've done it already, here:
https://a.uguu.se/UdbAAvCrFMJq_300minutev13_a.wad

>> No.4205561
File: 51 KB, 674x532, Screenshot 2017-08-16 17.38.05.png [View same] [iqdb] [saucenao] [google]
4205561

>>4205309
used thinkpad, w series

i got pic related for $315 (upgraded the screen, RAM, and SSD myself, but the CPU and GPU are stock), can play dark souls 3 on it

dell precision and hp elitebook -w suffix models also solid choices, precisions in particular have MXM GPUs with good compatibility for stronger cards due to dell also owning alienware

>> No.4205564 [SPOILER] 
File: 408 KB, 680x437, 1503338057235.png [View same] [iqdb] [saucenao] [google]
4205564

>>4205004
I don't know what one's yours anon but i capped his diagram and explanation.

>>4205047
>>4205063
beauty. I needed an excuse to break me from my MALAISE

>>4205510
Fucking eidolon

>>4205047
what if we made hump an indirect successor to ROC or whatever that heretic/hexen jokewad was where it was Korax's birthday?

>> No.4205582

I want to play DoomRPG/Doom2RPG/WolfRPG so fucking bad. Why doesn't id make them fucking available again the filthy fucks

>> No.4205587

>>4205582
are those actually good

>> No.4205593
File: 180 KB, 800x600, Screenshot_Doom_20170821_200107.png [View same] [iqdb] [saucenao] [google]
4205593

Implemented the randomized marine bodies, each of them met a grisly fate at some point.
As typical they might drop a throwing knife (still pondering if I should keep those), as well as half a pistol magazine, but on rare occasions, one can drop a ration package, open or unopened, which acts as a healthbonus from 1 to 8 points (without being a countable item).

I also hid a sinister thing somewhere.

>> No.4205596

>>4205587
Doom 2 RPG is actually pretty cool, but all I remember about Doom RPG is it being easy as fuck.

>> No.4205602

>>4205140
>>4205193

Hoooo, how interesting.
I'll see if I can make a second map, then.

>> No.4205618

>>4205505
FKER did that and even though it wasn't as bad as AEoD or 667 shuffle, it still wasn't what I'd call balanced.

>> No.4205624

>>4205047
>Aim for playing on zdoom/ GZDoom
So does this mean we don't have to worry about keeping the map within vanilla limits?

>Must keep track of map on discord
Wait, nevermind. I'm out.

>> No.4205627

>>4205265
>>4205624
discord makes it nice and easy to keep things organized and provide feedback for each map. There won't be any voice chat if that's what you're worried about. Each map has its own text channel where people can post the latest version, get demos and feedback, etc.

>> No.4205628

>>4205047
>Heretic
I was told this would be for hexen
>discord
do I really have to reinstall this

>> No.4205635

>>4205628
A Hexen mapping project would need a bit more co-ordination between participants to make the hubs and bullshit puzzles work. Heretic works as a stepping stone and it needs more love anyways.

>>4205627
I just don't see the point in using Discord when you've advertised the project in three places that let you post your maps and updates there already. I also don't care to use Discord at all.

>> No.4205639
File: 1.13 MB, 1920x1080, gzdoom 2017-08-21 14-43-50-56.png [View same] [iqdb] [saucenao] [google]
4205639

finally making some progress

probably going to end up dropping this like every other level tho

>> No.4205640

>>4205639
Looks pretty cool, keep it up.

>> No.4205641

>>4205639
is there no waterfall texture in that texture pack?

>> No.4205642

>>4205641
Sadly no.

>> No.4205643

>>4205593
you plan to release this when you're finished or is it just your own personal edit?

>> No.4205654

>>4205593
Cool gun, did you make that?

>> No.4205672
File: 199 KB, 800x600, Screenshot_Doom_20170627_015155.png [View same] [iqdb] [saucenao] [google]
4205672

>>4205643
Eventually I'll release it, and basically all of the assets I've made/cobbled will be up for grabs for anyone who wants to use them.
I owe a lot to Kinsie, and obviously Cory Whittle. Also the person who ported it in the first place, O. Hakubi.

>>4205654
Partially.

It's based on the old FreeDoom pistol, then edited by someone else, then edited by me.
The pickup sprite is ripped from Resident Evil 2, and edited.
The muzzleflash is based on the one from Shadow Warrior's Riot Shotgun, then edited a bunch too.

Largely it behaves like the pistol from Duke Nukem 3D, you can hold down fire and you'll shoot rapidly (there's a randomly occurring 1 tic long delay at the end of the Fire state, so it'll make the fire rate a little bit uneven, so that it doesn't feel too much like a slow machinegun, while still being fast). It reloads fast and has an 18rd magazine.
I may or may not make some other sprites for it at some point.

>> No.4205685

>>4205672
Nice job.
I was thinking of making a monster myself now that I'm getting kinda gud but that shit is even more of a chore than weapons.

>> No.4205686

>>4205362
he probably posted /pol/ shit that got deleted and now is butthurt.

>> No.4205689
File: 41 KB, 480x649, 1502660488905.jpg [View same] [iqdb] [saucenao] [google]
4205689

Mappers.

How do you plan a map?

I've been drawing layouts myself, or trying to anyway.

>> No.4205692

>>4205689
I get really drunk, create an insane layout that makes no sense and then fix it when I sober up.

>> No.4205693

>>4205685
I've edited a couple of monsters, but I've never drawn one from scratch, that's probably beyond my abilities.

>> No.4205696

>>4205003
He takes some hiatuses that lasts years. He also worked on other mods and an entire megawad between these 9 years.

>> No.4205697

>>4205425
>>4205442
>>4205505
>>4205618
Doomzone and Quakestyle ZX felt balanced imo
Enemies felt beatable, even some of the more difficult or annoying ones. Weapons aren't too overpowered
Aside from that the new content jives together really well, both functionally and aesthetically, especially Doomzone with the new palette
Quakestye feels like FKER+, even uses a lot of the same enemy and weapon sprites, adds tons of enemies and weapons
The only things I'd change are Doomzone's melee imps, slightly breaks the balance of maps where imps are used as movement encouraging snipers

>> No.4205698

>>4205692
This.

>> No.4205701

>>4205689
>Think of a theme, challenge, set pieces, mapping restriction/idea, etc.
>Do a "rough idea" sketch in paint if it's something basic, or draw a more detailed sketch by hand for something more complete
>Generally stick to original sketch/ideas unless something better comes to mind, final products usually aren't 1:1 anyway
>Sometimes I just think of a general layout or theme in my head and go off of that and wing it
I used to draw map ideas during class when we weren't doing anything back in high school. It was a nice way to pass the time and get something creative done.

>> No.4205705

>>4205697
>Doomzone and Quakestyle ZX felt balanced
Lmao what? Man those things were a complete mess.

>> No.4205719

>>4205705
Quakestyle's more on the messy side, but Doomzone isn't *that* bad
Then again I still have v1.5.3b, looking at this recent video of v1.7 there seems to be some crazy za warudo active skills shit as well as this kamikaze
https://www.youtube.com/watch?v=8zPip8M512A
https://www.youtube.com/watch?v=UQD_HpfdvgU
Looks like a case of modder just not knowing when to call it quits on content and instead fine tune what you already have. Shame, 1.5.3b was basically perfect but it looks like he's gonna fuck it up

>> No.4205729

Isn't MetaDoom a randomizer or even balanced at all?

>> No.4205734

>>4205201
L O L
Doing 3d overlapping rooms is a pain in the dick. Good luck.

>> No.4205735

>>4205672
very nice, i'll be eagerly waiting for the release

>> No.4205738

>>4205689
I just sketch out little set pieces (dilapidated building for example), then open up GZDoom Builder, completely disregard any planning, and just start plopping down rooms. It's so easy to move pieces of the map around there's almost no point in doing any planning.

>> No.4205750
File: 194 KB, 557x605, 1454195342491.png [View same] [iqdb] [saucenao] [google]
4205750

Are there any other mapsets for Doom that go heavy on the cyberpunk/dystopian theme? Just finished Mutiny with Lithium + Technophobia RLAMonsters and now I'm craving more.

>> No.4205752

>>4205689
I have an idea for a neat setpiece, I make the setpiece, then realize I have no idea how to make a good map around it and stick it in the folder with the rest of the failed maps.

>> No.4205756

>>4205201
>local man found dead in basement, walls covered with endless diagrams and babblings about tags and overlapping sectors

>> No.4205757

>>4205750
equinox

>> No.4205761

How many seconds is 1000 tics?

>> No.4205764
File: 72 KB, 403x693, e2mpend.png [View same] [iqdb] [saucenao] [google]
4205764

>>4204895
>>4204879
>>4204728

Okay. E2M3 Done. Onto E2M4
>>4197790
>>4199178

tagging these for personal reference

>> No.4205765

>>4205761
28.5

>> No.4205771

>>4205756
>local police chief quoted: "Never would have happened if the poor sap had used id Tech 2."

>> No.4205773

>>4205761
in zdoom, a tic's 28ms, so 1000 tics is 28 seconds

most people go with "35 tics = 1 second" though, and would say it's 28.57s

>> No.4205774

>>4205764
That thumbnail looks like it's Doomguy as a genie coming out of a lamp.

>> No.4205780
File: 37 KB, 800x600, Screenshot_Doom_20170821_222922.png [View same] [iqdb] [saucenao] [google]
4205780

What a spooky titlescreen.

>> No.4205782

>>4205774
I don't see it, but hey.

>> No.4205783

>>4205780
Where from?

>> No.4205784

>>4205780
God I wish that were me

>> No.4205789
File: 70 KB, 509x511, file.png [View same] [iqdb] [saucenao] [google]
4205789

>>4205782
>>4205774
I can see it now too, shit.

>> No.4205791

>>4205774
>>4205789
>tfw no aladdin mod

>> No.4205793

>>4205628
>do I really have to reinstall this
You could just use it in browser.

>> No.4205798

>>4205783
Ty Halderman Tribute

>> No.4205810
File: 145 KB, 756x661, allaroundme.png [View same] [iqdb] [saucenao] [google]
4205810

>>4205789
>>4205774
You enterprising joker motherfuckers. Stop making me >>4205764 laugh

I think I fucked up though and will need to change the exit room's theme from "marble" to "techbase"- or something. Don't think I'm ready to use the marble as a primary theme yet (E2M5 is mostly marble with skintek and redwall/1s) and am not yet sure what to do with E2M4. Guess I'll just wing it again as I always do.

If you wish to play the current revision, /vr/ Public Pre-Alpha .02 is here:
https://www.dropbox.com/s/2cg5ct6wk5yrt12/E2replacesaraisPA2.wad?dl=0

Have fun. E2m1, M2, M3, and M8 are replaced. M8 will be getting an overhaul later.

FIVE MAPS LEFT to do. This is exciting. Hope it's well received when it's all done.

>> No.4205814

>>4205810
GENERAL TIPS PER MAP:

M1: Hug the walls when berserk with the barons
M2: Hope you didn't drop your pistol. You're gonna need it. Learn your chainsaw here- and especially the backpedalling
M3: Keep your eyes peeled for the Chaingun secret, nabbing it a map early.

>> No.4205825

>>4205798
Speaking of which, why was Joe Ilya allowed to submit maps to that?

>> No.4205828

>>4205689
Vague concept, alcohol, then I stumble around for a month until something playable happens.

>> No.4205832

>>4202794
D4D put on haitus
https://forum.zdoom.org/viewtopic.php?f=43&t=54843&start=540#p1015023

>> No.4205835

>>4205689
>get idea in head for something that's aesthetically pleasing
>make something that looks nice but has poor gameplay value and is entirely linear
>usually get stuck in the detailing phase and little of substance gets done

>> No.4205838

>>4205814
Oh, another tip for M2:

RUN
FUCKING RUN

>> No.4205856
File: 2.55 MB, 320x240, collider1.webm [View same] [iqdb] [saucenao] [google]
4205856

collider (300min-amok.wad)

this map is competently made: good layout, architecture, detail, and so on. it is quite a challenge, probably harder than the average plutonia map - but sadly in ways that are annoying, making the player wonder why he is bothering, rather than compelling him to rise to the challenge and do better.

the first part of the map up to the ssg switch, you have 5 or 6 stimpaks, in a wide open area with lots of hitscanners, plus much of the floor is damaging and you are often required to cross it. i really think this first part of the map needs a radsuit somewhere. perhaps replace the otherwise rather useless 20-health-potion secret with a radsuit.

returning to the start (via yet another unprotected run through lava) and through the now opened rear barrier (with sergeant ambush) and dancing around on a ledge while some revenants/mancubi/arachnotrons kill each other, i spot the bfg but find it is inaccessible, as the floor beneath me sinks into yet another lava pit. at least here a radsuit is provided and a soulsphere is given when you find the way out. somehow the radsuit doesn't last quite long enough to kill all the monsters in the pit. finally we can press a switch to raise a bridge to the land opposite the start, and another barrier which looks final.

by now of course you will have noticed this far platform has a cyberdemon. it's most likely killed you with stray rockets several times already. finally up close, it can be dealt with. however it does help you by killing off most of the other ranged threads over there.

the final part of the map shows you the exit then blocks it off, having you running around more lava while another group of large monsters attack each other. by now you may have a blue armour and plenty of ammo, and two radsuits are provided, so you can play more freely. a second BFG and an unvulnerability appear, but good luck running up a pillar sequence past the guard revenants while surrounded by spiders.

>> No.4205859
File: 2.53 MB, 320x240, collider2.webm [View same] [iqdb] [saucenao] [google]
4205859

>>4205856
getting an exit on this map took at least a dozen attempts. it is possible, but i just get the feeling that it is made to be deliberately annoying. it's not just one thing, there's a lot of little things that seem designed to trip you up. as mentioned the lack of health and pervasive damage sectors mean you are frequently taking small damages you can't really avoid. it's very easy to lose enough health to force a restart even if you don't die outright. the wide open design / lack of much cover, with cyberdemon + other snipers means you can go from apparently fine to dead/near dead in an instant, without being able to do much about it, which is frustrating.

there is also some suspect item placement. early on you will spot a yellow key hiding in a cave behind a rockfall. there is no way to get this key, and there is nothing that requires it, but a first-time player will not know this and likely waste time trying to find a way in, all the while likely dying accidentally from exposure to lava/missiles. later the map tantalises a bfg on a pillar, yet there is no way to get it - looks like a pillar you can lower, but it is not. (maybe strafe50 as the floor starts lowering, haven't managed it yet though). there is a backpack/berserk on pillars in front of the exit, but they aren't even reachable until late on, and lower into the lava, forcing more damage, making you regret going for them. one of the secrets gives you 20 health potions but you're likely to lose half or more of that amount from running through lava to reach it. oh and of course the map finally giving BFG+cells+invulnerability, but right next to the exit portal, and you are likely to die trying to reach them unless you've dealt with all the monsters already, rendering them superfluous.

>> No.4205861
File: 2.40 MB, 320x240, collider3.webm [View same] [iqdb] [saucenao] [google]
4205861

>>4205859
suggestions for improvement:

- add more health + a few radsuits
- remove some of the monsters, especially the cyberdemon, on lower skill levels (currently all things are present on all skill levels)
- remove the superfluous and confusing yellow key
- consider a secret way to reach that first BFG (not essential)

demo:
https://a.uguu.se/cbqYA8MjACn4_collider.lmp

>> No.4205862

How do I use my non-vanilla textures to make a map?

>> No.4205870

>>4205862
Put them into a wad or pk3 file, then load that as a resource in GZDoom Builder or whatever.

>> No.4205872

>>4205870
>>4205862
Make sure to put them between appropriate markers too, and to import them into Textures.

>> No.4205879

>>4205832
DED

D4D was screwy as fuck anyway, it would out of nowhere just start revealing full maps at the start of levels, usually after a few levels in, even if you just used the console to skip to them.

>> No.4205883

>>4205832
Good riddance honestly, D4T surpassed it in every meaningful way, D4D was just bloat incarnate.

>> No.4205889

>>4205883
I could call D4T the exact same.

I dislike randomization.

>> No.4205890

>>4205889
I don't really see how a relatively minimalist mod with progression elements compares to a dual-wielding menu-driven shitstorm which barely resembles the source material at all my dude.

>> No.4205891

>dicking around with Combined Arms
>find out that doing flying kicks into walls makes Doomguy jump off them
I like it

>> No.4205892

>>4205890
>dual wielding
excuse me

>> No.4205894

>>4205883
>>4205889
Both have their issues after the split.

D4D is bloated and gets dumb crap (the akimbo thing added lately just sucks and is everything nobody ever wanted) and D4T feels like it decides a lot of crap for you and doesn't let you change it if you don't like bits.

>> No.4205898

>>4205892
Last time I played Cooke was soon to release dual-wielding weapons.
>>4205894
>D4T feels like it decides a lot of crap for you and doesn't let you change it if you don't like bits
That's kind of the whole point though, it's a designed experience, and there's something to be said for putting your foot down when it comes to gameplay.

>> No.4205904

>>4205750
It's a really nice combo, but playing Mutiny with it's vanilla HUD is hilarious. Dat bald Doomguy mugshot.

>> No.4205907

>>4205898
>That's kind of the whole point though, it's a designed experience
And sometimes the design needs changing.
I know DBThanatos hates a wide variety of cvars, and I know a lot of the cvars in D4D couldn't be ported over, but it still really activates my peanuts.

>> No.4205908

>>4205898
>Last time I played Cooke was soon to release dual-wielding weapons.
Proper duel wielding? or the shit it has where you can have one gun in one hand and a different in the other?

Cause the latter is in it and it's just shit.

>> No.4205912

>>4205908
I dunno because it was around that time that I got a bit sick of it.
>>4205907
Fair enough.

>> No.4205913

>>4205907
While I get what they're saying, there's some things that I'd just like to be able to toggle off so I can play how I like without going to down on doing a ton of personal alterations to D4T.

Seems to be one of the only things D4D has going for it right now.

>> No.4205914

Is there an RPG WAD or a more story driven thing? I know it's Doom and all but seems like a cool thing to try.

>> No.4205916

>>4205914
Strife.

>> No.4205917

>>4205773
that's what i would say, is it not true? does zdoom's gameplay sim run at 35.71 hz?

>> No.4205920

>>4205832
oh boring, it's just because of his college

>> No.4205923

>>4205917
zdoom uses short tics, which are 28ms long. so yes, 1 second is actually closer to 36 tics in zdoom than 35 tics.

the internal game logic still uses the "1 second = 35 tics" assumption, so stick with that if you want to

>> No.4205924

>>4205914

There's DRLA and DoomRPH.

I plan on making something akin to this, given enough skill and time.

I also plan to make a mapset for DRLA at some point too.

>> No.4205925
File: 156 KB, 1400x875, d4dakimbo.jpg [View same] [iqdb] [saucenao] [google]
4205925

>>4205912
This is as far as A7 has it, I've not fucked with later or the shithub builds.

You can use a menu to pick what goes in which hand out of most of them but you can't have something like a shotgun in each hand, which is the sort of thing people would want.

>> No.4205926

>>4205925
>2 right hands
Man what the fuck is this.

>> No.4205927

>>4205916
>>4205924
Thank you, I'll have a look.

>> No.4205928
File: 221 KB, 400x324, Let go of the camera, Carl!.png [View same] [iqdb] [saucenao] [google]
4205928

>>4205925
>those hands

>> No.4205931

>>4205926
doomguy is a 32x32x56 cuboid whose attacks/missiles emerge from inside him. his number of right hands is irrelevant.

>> No.4205932
File: 170 KB, 1920x1080, thank you jeeves.jpg [View same] [iqdb] [saucenao] [google]
4205932

>>4205926
I see nothing wrong.

>> No.4205934

>>4205931
you're a 32x32x56 cuboid

I bet you're axis aligned too

>> No.4205937

man the frag counter on the default fullscreen hud is in a shit position

>> No.4205938
File: 106 KB, 553x352, 586px-MotherdurgaCrop.jpg [View same] [iqdb] [saucenao] [google]
4205938

>>4205931
>>4205932
>>4205934

>> No.4205939
File: 155 KB, 1400x875, thisishell.jpg [View same] [iqdb] [saucenao] [google]
4205939

Also here's the akimbo selection menu, if it looks like overcomplicated ass it's because it is.

>> No.4205940

>>4205934
it's true, i am. it's a good thing my house faces exactly north or i wouldn't be able to get through any of the doors

>> No.4205943

>>4205939
wow. eat your heart out sgtmarkcode

>> No.4205949
File: 68 KB, 315x327, brute.png [View same] [iqdb] [saucenao] [google]
4205949

>>4205940
get with the times old man, collision cylinders are the future

>> No.4205951
File: 161 KB, 1400x875, how do hands work.jpg [View same] [iqdb] [saucenao] [google]
4205951

>>4205943
To select the right hand weapons you have to scroll down until it wraps round form the bottom left side to the top right.

It doesn't even tell you this, you have to work it out by trial and error.

>> No.4205952

>>4205861
>>4205859
>>4205856
If I'm honest I agree that it's quite a frustrating map but it wasn't intentional, I couldn't be bothered setting up the controls and sensitivity for chocdoom so all my testing was done with IDDQD (there was much less health around before I did a few proper runs on prboom!) so sorry about that, I'm more than happy to tune the difficulty if that's allowed of course.

>20hp secret
I agree that a radsuit would be better suited (heh) here, especially since players shouldn't have to worry about the lava with an arch around

>yellow skull
just a little easter egg, not sure what I can do here instead besides removing it since any other powerup will have the same issue

>inaccessible bfg
here the intention was to make the player foolishly run in, perhaps leaving some of the mobs above alive creating quite a dangerous situation (and yeah an extra radsuit should've been here)

>exit pillars
you're kind of right, they weren't made to be necessarily annoying but a slight obstacle just so the exit wasn't too easily achieved (In hindsight I really dislike this last spider section and was tempted to remove it while I was fixing visplanes after the time limit was up but I decided it was cheating the rules)

>Final bfg
I assumed that many players would groan at the final spider reveal and just rush it, so this bfg and invul was an incentive to clear everything up if they wanted

Anyway thanks for slugging through it, I really appreciate the criticism and I'll get round to your suggestions if post-limit edits are allowed (for the better), cheers!

>> No.4205954
File: 168 KB, 1400x875, wrists don't work this way.jpg [View same] [iqdb] [saucenao] [google]
4205954

This must be really fucking uncomfortable.

>> No.4205956

>>4205954
4 demons

>> No.4205962

https://www.youtube.com/watch?v=Lgo5BNbiGMo

>> No.4205964

This may seem kinda silly, but are there many mods based off of anime? What I'm thinking is more along the lines of weapons mods, like a mod that gives the DragonSlayer and other weapons from Berserk, or a mod that gives you the weaponry out of Trigun or super powers from something like BnHA. I think there could be some cool ideas pulled from a few sources like that, but I don't really know if there's any mods out there like that.

>> No.4205967
File: 190 KB, 1400x875, WHY.jpg [View same] [iqdb] [saucenao] [google]
4205967

I'm going to quit while I'm ahead, this is starting to hurt my brain.
>>4205964
Doesn't DRLA have the guns from Trigun and Hellsing and some other crap?

>> No.4205972

>>4205964
Dragonslayer never ever unfortunately

There's some anime inspired mods, like The Stranger but that's old as hell
DRLA actually takes things fully from some anime but only weapons

There's a Hokuto no Ken mod that just reskins the weapons from shareware into martial arts guns

>> No.4205980

>>4205962
https://www.youtube.com/watch?v=lvaU9CaSeCE

>> No.4205981

>>4205956
7 vaganias

>> No.4205985

>>4205981
Maybe more... imagine...

>> No.4205994

>>4205964

There's a Dio and a Kira mod if you like jojo's.

Someone here said he was working on a Hokuto No Ken mod, but I havent seen anything since he posted a pair of Kenshiro Arms he was working on.

>> No.4205995

>>4205994
there's also sort of a godhand mod.

>> No.4206001

>>4205964
inspired by anime in general, that would be stranger and demonsteele
alternatively swan fox, if you want something shit but hilarious

doomrla has a couple anime weapons making cameo
hokuto no doom is a dehacked weapon skin mod, same with dbz doom and sailor doom
there's also a dio/kira mod which is a bit more in-depth

damn, there's more anime mods than i remember, and it's gone waaaayyy far back in history

>> No.4206014

>>4206001
There's a very old Gunsmith Cats mod.

Also Bubblegum Crisis, or Crash, one of those.

>> No.4206025

>>4203731
Quantum Leap. My favourite TV series.

>> No.4206026

>>4205964
http://www.doomwadstation.net/main/otakon.html

>> No.4206029

>>4205962
>>4205980
lol

>> No.4206049
File: 193 KB, 800x600, Screenshot_Doom_20170822_010949.png [View same] [iqdb] [saucenao] [google]
4206049

The sky is pretty here.

Also I appreciate that the early levels of THT actually puts pressure on me with mostly lower level enemies, feels almost like Double Impact like that.

>> No.4206059

>>4205967
> bfg on the side of the screen
> holding it above your head gangsta style
holy fuck

>> No.4206061 [DELETED] 

I'm working on a quality WAD focusing on hunting Bloodshedder, and it's extremely good so far. Even some of the most experienced modders in the Doom community love it. I'm currently working on MAP02, where you get shot out of the solar system and somehow end up on a planet made entirely of North Korea, but I've got designer's block for this as well.

>> No.4206068

>>4206059
More like a boombox.

Which, in a sense, it literally is.

>> No.4206073

>>4206068
why am i imagining doomguy in a lowrider now?

>> No.4206075

>>4205890
but D4T doesn't respect the source material either.

doom 4 upgrades were contextual menus and shit, D4T doesn't really give you many options.

D4D went apeshit with the upgrades and the MP guns though I'll give you that. overall I enjoy the actual game more than any mod so I may be biased.

>> No.4206082 [DELETED] 

>>4206061
sounds pretty ebin, i'm sure the people in the bootyass forum and the kiwifarms' doomworld thread will <3 it

>> No.4206086
File: 229 KB, 1080x1080, 1503352841708.jpg [View same] [iqdb] [saucenao] [google]
4206086

GUYS

>> No.4206089

>>4206086
YES?

>> No.4206091

>>4206086
you owe me a new cock dude

>> No.4206095

>>4206086
is that doom64guy?

>> No.4206096
File: 85 KB, 832x640, revenant street.jpg [View same] [iqdb] [saucenao] [google]
4206096

>>4206073

>> No.4206101

>>4206095
Q3A
D3
D4
doom guy

>> No.4206098

>>4206086
It's nice to see Doom 64 guy get some love.
Sauce?

>> No.4206102
File: 760 KB, 939x617, 1503353970768.png [View same] [iqdb] [saucenao] [google]
4206102

>>4206098

>> No.4206104

>>4206086
64's (leftmost) helmet with OG DG's (rightmost) armor would look great.

>> No.4206107

>>4206086
> active ability
> pummel people for 10 seconds
> use again to lunge for massive damage

RIP+TEAR = YES

>> No.4206110

>>4206086
I don't get why they didn't use the original look for Doomguy in 4. Seeing the original design in modern graphics looks fucking amazing.

>> No.4206113
File: 20 KB, 259x240, marine2.jpg [View same] [iqdb] [saucenao] [google]
4206113

>>4206086
Good to see they managed to make the D3 helmet not look quite as shitty

>> No.4206114

>>4206113
i spent a good 10 seconds trying to figure out which way the head was facing

>> No.4206116

>>4206086
it almost seems like they're different people.

guess this proves the doomguy theory right.

>> No.4206128

>>4206104
Leftmost is Quake 3 Arena Doomguy, you can tell from the layered breastplate and the pants (only Doomguy version to have that striped crotch, side pockets, two-tone pants and intentionally exposed stomach).

>> No.4206132

>>4206116

>Theory

>> No.4206134
File: 92 KB, 585x484, mae vibrates.gif [View same] [iqdb] [saucenao] [google]
4206134

>>4206086
>>4206102

OH SHI

>> No.4206136

>>4206086
>Q3 armour with D64 helmet
neat

>> No.4206141
File: 613 KB, 1920x1080, _dl__quake3arena_doom_s_helmet_by_beardeddoomguy-d8qm1j4[1].png [View same] [iqdb] [saucenao] [google]
4206141

>>4206136
Shame they went for the Doom 64 helmet on the Q3A skin, I actually like the Q3A helmet the most out of the various Doomguy helmets. Guess they figured it might look too similar to the classic Doom helmet when given a visual update?

>> No.4206146
File: 45 KB, 480x480, 1498414159737.jpg [View same] [iqdb] [saucenao] [google]
4206146

>>4206102
>>4206086
MEIN

KOCHK

>> No.4206154

>>4202839
Has he added the spells yet, and a shotgun for the Cybermage? That class sucks ass having to plink at enemies with the pistol until you find the chaingun-replacing weapon.

>> No.4206167
File: 43 KB, 120x61, pungd0.png [View same] [iqdb] [saucenao] [google]
4206167

>>4206086
Love that they added hairy arms to classic Doomguy

>> No.4206170
File: 39 KB, 586x427, 1478715213886.jpg [View same] [iqdb] [saucenao] [google]
4206170

>>4206086
Jesus christ my cock is harder than ever

>> No.4206172

>>4206102
that's some sycophantry right there

>> No.4206173

>>4204406
>credit score goes into at least the quintillions
so i guess that's for nuts.wad-proofing

>> No.4206185

https://www.dropbox.com/s/nmre54vd4iln4wq/j-jukebox-v9-UT99.pk3?dl=0

An Unreal Tournament custom Jimmy's Jukebox for anyone who wants it. It's not perfect/complete but it's a thing.

>> No.4206190 [DELETED] 

>>4206082
Yeah, I'm sharing updates in the Bootyass Fields Discord.

>> No.4206208

>>4206185
>jimmy's jukebox
isn't it broken in new builds?

also btsx & ancientaliens tracks when

>> No.4206209

>>4206208
If you use the randomizer PK3 it still works.

>> No.4206217

>>4206208
>btsx tracks
Yes please, that wad may kick my ass but the OST is wonderful.

>> No.4206224

>>4206185
Neat, was hoping for something like this after one anon uploaded a UT2004 randomizer.

>> No.4206230

>>4206185
i think a standalone program that works like jimmy's jukebox would be nice

imagine randomized maps from oblige with randomized music from that program

>> No.4206232

>made the mistake of editing map once in JACK instead of Trenchbroom
>now it's set to the Valve 220 texture position format
>mfw every angled surface now has retarded texture angles and scales instead of being zero/1 for everything and it's impossible to get shit to line up properly, and I can't just copy and paste into a new non-Valve format map because it doesn't work that way
WHO THOUGHT THIS WAS A GOOD IDEA.

>> No.4206237

>>4206230
I feel like that wouldn't be too hard; given an input wad/pk3 and a music folder, mix 'em up

would be a cinch for vanilla/boom at the very least, if the person making this is too lazy to make a MAPINFO parser

>> No.4206240

>>4206237
if i wasn't lazy i'd use that as an excuse to learn more about programming

you would need to be able to call it from the command line to make scripting easier, i believe oblige lets you do this

>> No.4206241

>>4206208
>ancientaliens tracks
I could listen to 'Dare to Fly Where Eagles Soar' for days. Also 'On the Origins of Spacies'.

>> No.4206242

>>4206086
>for the longest of times the community struggles to come up with convincing HD versions of classic doom sprites
>there's an official model and it looks baller as fuck
sometimes this timeline is okay.

>> No.4206252

>>4206242
>>for the longest of times the community struggles to come up with convincing HD versions of classic doom sprites

and they'll keep getting it all wrong

>> No.4206257

>>4206242
>>4206252
It's because they not only don't have enough talent or effort, but at the same time, shouldn't be doing it in the first place.
Why try to make Doom more "detailed" and "realistic", when simple, but still fun new wads are always better?

>> No.4206276

>>4206086
this makes me wonder, what would a straight up remake of the original games look in this same art style?

>> No.4206281

>>4206242
>>4206252
>>4206257
More detailed Doom Marine is way more doable than some other sprites, considering you had a clay model, the official cover art, and also actual humans and military shit to go off of.
It's entirely different when it comes to shit like the imp or pinky, which weren't detailed down to the sprite size but were just drawn at that resolution.
>>4206276
For some of the stuff, like the marine, revenant, baron, probably pretty awesome. For stuff like the pinky and imp, not so much.

>> No.4206302

>>4206281
I also think it might have something to do with Doom having only a few games and official art about its main character, while he still had multiple desings and some shit like how he wore black gloves on the cover, but not in game.

>> No.4206312

>>4206276
Pretty odd, considering how Doom has a mixed aesthetic of photo-realistic and hand drawn.

The imp and pinky work because they're basically like cartoons, but I think they would probably have looked very different had they been done in clay/latex and digitized like the other monsters.
The caco I think could actually work much better, I've seen some detailed paintings of the guy and he can actually look really proper in HD given the right touch and implementation.

The other issue is that Doom has a pretty abstract and nonrealistic level design, in some aspects, like the techbase levels, this could get really weird. With rocks and caves, temples, pillars and columns, fire and brimstone, walls of flesh and fire, it would probably be a LOT easier in comparison.

>> No.4206329

>>4206086
words can't begin to express how fucking ace this is.

>> No.4206330

>>4205047
>Aim for playing on zdoom/ GZDoom
>Use 'Heretic : Heretic (Doom Format)' in Doom Builder or GZDoom Builder

Uh?

>> No.4206375

>>4206312
I'd just fuck the realism shit and go sort of low poly (but not Strafe tier ass) models that follow the aesthetics of the original sprites.

That way they retain their distinctive silhouettes, can spend more time on animating them right and you can have more of them in the level.

>> No.4206401
File: 7 KB, 320x200, 300splash.png [View same] [iqdb] [saucenao] [google]
4206401

Is a 300vr titlescreen needed, and is this okay?

>> No.4206409
File: 9 KB, 320x200, 300Intermission.png [View same] [iqdb] [saucenao] [google]
4206409

>>4206401
Intermission variant

>> No.4206424

>>4206409
>>4206401
Minimalist, I like it.

>> No.4206428
File: 141 KB, 1280x720, Screenshot_Doom_20170821_225739.png [View same] [iqdb] [saucenao] [google]
4206428

>>4206173
Yes, that's not actually the maximum. The maximum score is 39,614,081,257,132,168,796,771,975,167scr, or 39 octillion.
I love me some 96-bit integers.

>> No.4206435

>>4206428
LODS OF EMONE mode where you fire money when?

>> No.4206446

>>4206330
Essentially limit removing vanilla. There aren't really any good limit removing vanilla ports for heretic though. Heretic+ (based on PrBoom+) exists, but it seems to need to run on DosBox which doesn't make it ideal for testing from doom builder or recording demos.

>>4205628
>>4205635
If you really hate discord, you can still submit a map, it will just make it less easy to get feedback and demos and discus ideas and fixes with everyone else.

Discord gives you a page for your map where you can post the latest version, people can post demos and comments and helps keep the whole project organized. Its also good for quick feedback and banter

>> No.4206448

>>4206086
Now neither of them will be virgins

>> No.4206464
File: 58 KB, 502x578, e2m4.png [View same] [iqdb] [saucenao] [google]
4206464

>>4205764
>>4205810
>>4205814
>>4205838

Work on M4 underway

>> No.4206470

>>4206409
>>4206401

Much better than the stale 300 movie meme.
I say go with it.

>> No.4206472

>>4206401
>>4206409
Nice work! Will use instead of the shitty old memes I made.

>> No.4206484

>>4206472
Not him, but I'll write us an Intro and intermission MIDI if you like

>> No.4206489

>>4206484
Sure, that would be great

>> No.4206538

>>4205949
I wish game devs still did this. I don't know why it's all capsules these days, it's screwy in UT4 and it's the reason platforming's so fucked in the Crash Bandicoot remake.

>> No.4206552

>>4206086
>yellow visor on Quake3Doom64guy
>green visor on classic Doomguy
No, bad.

>> No.4206558

>>4206552
you might be colorblind, anon sama

>> No.4206563
File: 393 KB, 516x511, doom3-mfw-1.png [View same] [iqdb] [saucenao] [google]
4206563

>>4206086
What Doom3guy really needs is the classic face.

>> No.4206568

>>4206489
Here you go, speedmapped just like the rest of the project:

http://www.filehosting.org/file/details/688329/vr%20music.rar

>> No.4206572

Do you anons have any unique quirks or "signatures" to your mapping style? Like little things or small details you tend to do with your maps.
I like to hide the Wolf3D Hitler portrait texture off in some out-of-bounds corner of my maps, usually placed in an out of reach scenery set piece that's there to look pretty. No real rhyme or reason to it, just a humorous easter egg for those that noclip around, if anything. I also love doing the "connecting or hinting the beginnings and ends of each level" thing.

>> No.4206582
File: 1.29 MB, 557x605, 941b2f75ac8a61428928868bca9ec56028294ed7.png [View same] [iqdb] [saucenao] [google]
4206582

>>4206568
Sweet, thanks!

>> No.4206590
File: 882 KB, 1000x883, 290606877b70aa3c82f0eda8ff9859b856a16847.png [View same] [iqdb] [saucenao] [google]
4206590

So before I start a new thread let me get this straight with mapping projects:

>300 Minutes of /vr/ is getting extended until 30 maps are made
>There's a HUMP starting next week on Monday
>QUMP soon

Is that everything?

>> No.4206595

>>4206590
Sounds right to me

>> No.4206613
File: 856 KB, 1282x992, 2017-08-21 22_42_52-DOOM 2_ Hell on Earth - Crispy Doom 4.0.jpg [View same] [iqdb] [saucenao] [google]
4206613

This isn't a thing for 300minutes of /vr/, just a personal project to get back into mapping.
Single Level, took me like 4 hours.
txt
thevidya.site/pub/wads/ding.txt
wad
thevidya.site/pub/wads/ding.zip

>> No.4206620
File: 12 KB, 240x320, photo_8[1].jpg [View same] [iqdb] [saucenao] [google]
4206620

>>4206572
>including unnecessary textures in your maps and needlessly increasing file size

>> No.4206621

>>4206595
Alright, cool. New thread.

>>4206617
>>4206617
>>4206617

>> No.4206629

>>4206620
So what, is your hard drive smal like your penis?

>> No.4206630

>>4206620
Does a single texture used once really matter that much?

>> No.4206638

>>4206620
Then uninstall Doom 4 to make some room

>> No.4206640

>>4206620
>making doom maps needlessly wasting hard drive space
sounds like (you) are the problem

>> No.4206649
File: 56 KB, 464x489, My Wall When.png [View same] [iqdb] [saucenao] [google]
4206649

>>4206638
Fucking kek

>> No.4206660
File: 31 KB, 112x112, GODLUL.png [View same] [iqdb] [saucenao] [google]
4206660

>>4206638

>> No.4207314 [DELETED] 

>>4206061
sounds pretty fuckin sweet
guess your wad got rejected from /idgames