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/vr/ - Retro Games


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[SPOILER] No.4306550[SPOILER]  [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4300785

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/1503/77/1503778360511.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
+ PortaDOOM: https://spideroak.com/browse/share/Kroc/PortaDOOM/releases/
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 (most are dead)
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.4306551

=== CURRENT EVENTS ===

/vr/ HALLOWEEN MAP PACK
-Deadline: October 15th
-Rules can be found here
-https://desuarchive.org/vr/thread/4294178/#4298105
-Gothic textures and orange edits
-http://s000.tinyupload.com/?file_id=17462544954044832299

QUMP
-Start map is being worked on
-https://www.youtube.com/watch?v=Mp_ZqCZPJKk

OP
-Looking to update the OP, suggestions are welcome
-Half of the soundfont links are dead in their relevant pastebin
-Include The Inmost Dens somewhere?

=== NEWS ===

[10-6] HUMP finished; version 1.3 available
https://forum.zdoom.org/viewtopic.php?f=42&t=57649&p=1014985#p1014985

[10-6] GZDoom 3.2.0 released; MENUDEF replacements merged, custom IWAD support, and more
https://forum.zdoom.org/viewtopic.php?f=1&t=58078

[10-2] id's FTP server has been decommissioned
https://www.doomworld.com/forum/topic/96999-rip-ftpidsoftwarecom/#comment-1797361

[9-29] thevidya.site, an anon's WAD upload site, is put on hiatus
https://desuarchive.org/vr/thread/4287370/#4293664

[9-29] High-res official art
https://github.com/fragglet/doom-cover-art

[9-25] HUMP now in beta

[9-25] DemonSphere, a longtime deathmatch player, has committed suicide
http://doomleague.org/forums/index.php/topic,914.0.html?PHPSESSID=n4dp8u9mn9d16iabjnnn5luaf3
-Correction: Turned out to be an accident, not intentional suicide
-https://www.doomworld.com/vb/post/1802503

[9-24] Newstuff 538: featuring Fanta Base by /vr/'s own Hebridean Isle
https://www.doomworld.com/forum/topic/97126-the-newstuff-chronicles-538/

[9-22] An E2 replacement
https://www.dropbox.com/s/ypjf0kfmj5tnbl5/icantseeshitwithoutmyglasses.wad?dl=0

[9-12] Crispy Doom v4.2 released; supposed to be the last release based on SDL1
https://www.doomworld.com/vb/post/1799088

=== 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, so the next OP can easily find it.

>> No.4306557
File: 26 KB, 107x89, iron lich.gif [View same] [iqdb] [saucenao] [google]
4306557

First for Spinning Cranium

>> No.4306578

I feel really stupid asking this, but how do I load custom wads in vanilla Doom/Doom 2? Every single Google result tells me to use a sourceport, but just once I'd like to see what it looks like in the "real" thing.

>> No.4306586
File: 1.09 MB, 1213x2007, 1507121719649.jpg [View same] [iqdb] [saucenao] [google]
4306586

>>4306550
ALL DOOM NOVELS INCLUDING THE DOOM 3 ADAPTATIONS:

Doom Novels Collection.rar
http://www39.zippyshare.com/v/a2Oqwcv6/file.html

UNFORTUNATELY THE ORIGINAL NOVELS ARE ONLY IN TEXT FORM AND NOT SCANS, BUT IT WAS ALL I COULD FIND

>> No.4306587
File: 7 KB, 640x400, dosbox_005.png [View same] [iqdb] [saucenao] [google]
4306587

>>4306578
using the -file command line argument like this

>> No.4306591

>>4306578
https://doomwiki.org/wiki/Parameter
Use a command prompt or terminal to run the game plus an argument like -file.

>> No.4306596

>>4306587
>>4306591

Awesome, works perfectly. Would you believe I never actually owned the DOS version of Doom? I knew all the commands to navigate to the folder in DOSBox, and then realized I had no idea what to do from there.

>> No.4306605

>>4306559
you're just mad because they renamed you to "bundle of sticks"

>> No.4306610

Halloween is coming up, what are best halloween or horror themed wads/mods of doom

>> No.4306624

>>4306551
>[9-25] DemonSphere, a longtime deathmatch >player, has committed suicide
>-Correction: Turned out to be an accident, not intentional suicide
God damn you all for making me laugh at this tragic event, you pieces of shit.
Rip in pieces DemonSphere.

>> No.4306628

>>4306586
Nice, I haven't read the Doom 3 ones.

>> No.4306640
File: 298 KB, 1920x1080, 2tLaqRV[1].png [View same] [iqdb] [saucenao] [google]
4306640

I know Sonic projects have been done before. But I was playing around and thinking about creating a map pack based on the zones with a few tweaked items (rings/boxes for health) with default doom weapons/monsters.

Would anyone want to play this?

>> No.4306646

>>4306610
hellcore 2.0 has a couple of spooky-ish maps, hobbes end horror is pretty good (until it turns into a slaughter)
crusades is an episode 4 replacement of gothic castles
nightomb is a pair of maps by eternal, with nasty traps and sound effects
32innail, also by eternal, is mostly low killcount horrorish maps (with obligatory one huge slaughtermap)

>> No.4306647

>>4306640
Yes, Sonic always had some neat art direction for certain areas

>> No.4306650

>>4306640
I can't say I'm a fan of replacing items or enemies, but the aesthetics are nice.

>> No.4306660

>>4306640
I'd play this. I recommend you to look at Jumpmaze, to get some ideas about how to do platforming in Doom.

>> No.4306669

>>4306660

it's not really going to be platform levels, but there be some moments

>> No.4306670

Is it possible to make a vanilla compatible sky that will wrap around the entire scene without needing to be repeated?

>> No.4306715

>>4306670
yes you make it 1024 pixels wide and split it into four, see tnt.wad for examples

>> No.4306718
File: 407 KB, 1920x1200, Screenshot_Doom_20171005_122925.png [View same] [iqdb] [saucenao] [google]
4306718

Per the suggestion of an anon in a previous thread, I made the big health pack a pumpkin shaped candy bucket. I know I can't draw perspective curves for shit, but is it salvageable?

>> No.4306729

>>4306718
heh nice but maybe a bit too "cartoonish"? is that a single line of black pixels to form the handle?

>> No.4306735

>>4306718
Ooh I have an idea, can there be cobwebs on the status bar background?

>> No.4306736

>>4306729

Yes, I kept the dimensions the same because I don't know if Doom expects object sprites to be a certain size. There wasn't much room left to draw a handle.

>> No.4306741

>>4306735

There could be, but I don't want the bar to become too cluttered with decoration. It might become difficult to read from the edge of one's vision.

>> No.4306746

What's the best way to local multiplayer Doom? I know that the PS3/360 port offers 4 player splitscreen, but obviously that has no custom maps, or is there a way to get them in there?

>> No.4306751

>>4306741
I mean like in the top right or left corner, behind either ammo counter. I don't think that'd be too obtrusive.

>> No.4306757
File: 268 KB, 951x740, doom paint.jpg [View same] [iqdb] [saucenao] [google]
4306757

Howdya folks mod your Doom? Kinda would appreciate gore but I also want proper brightmaps so smooth doom is out of question and all recent Ketchup versions have this really fucking obnoxious dripping sound. Any good sound compilations?

>> No.4306758

>>4306751

I'll see what I can do, though it's not going to be easy depicting a spider web in a 32 pixel high space.

>> No.4306764

>>4306718
Just take a picture of a normal candy pail and convert it to the Doom pallet.

>> No.4306770

>>4306746
There's a couple of source ports with splitscreen according to the wikia, but I can't comment on how well they work.

>> No.4306775

>>4306770
>wikia
triggered

>> No.4306783
File: 2 KB, 320x32, Untitled.png [View same] [iqdb] [saucenao] [google]
4306783

>>4306758

>> No.4306793

>>4306758
Look at Minecraft?

>> No.4306794

>>4306770
Last I tried them they didn't work very well

>> No.4306814

>>4302397
>when you map is a big square full of buildings, that looks like you have multiple ways to start, but there isn't, and so you 'solve' the player's potential confusion & exasperation by putting a giant fuckin' arrow on the map, you haven't made a good map.

right so your position is that it looks nonlinear but it isn't because you have to follow the arrow. okay fair enough i can understand that. but i think you can only have played the map once or twice. if you dig a bit deeper and study it a little more, you will find there are multiple ways to go through it. following the arrow is only one of them. the large teleporter in the north east corner is key, you can get to almost everywhere you need to go using it.

>>4302607
>It's a big, confusing map with terrible flow for first time players
right, that's a fair criticism if you don't like that sort of thing. (but do note, some of us enjoy solving maps with nonobvious routes to the exit)

>it's boring
disagreed :)

>and shows the age of the engine's mapping limitations
hmm? it's perhaps underdetailed (like many of sandy's maps compared with, say, Doom E1) or are you saying that they shouldn't have made this kind of map at all (also E3M6, map15, etc) until the engine was better able to handle it?

tbc

>> No.4306816

>>4306814 continued

>>4302607
>and it's generally not a fun map to play due to the nature of its layout and the openness of it despite the linearity
well like i said it's not as linear as you think, the arrow is only one way to go (although arguably it's an oversight that you can open the blue key door without having to go all the way in and up and down)

>The Chasm is a bad map because it has an annoying design gimmick and generally isn't very interesting
okay. for me the chasm is only bad where you have to ledgerun (and the red key room is pretty annoying) but i love it for all the optional side areas you can explore when you accidentally fall into the nukage and run around madly looking for a radiation suit and oh hey what's this a BFG in a not-exactly-hidden-just-not-somewhere-you'd-look-deliberately side area? oh that's coooooool~

>Downtown, however, is just a downright bad map in multiple ways.
okay. for me the only bad part is the last building (red door/yellow key) because of that agonisingly slow lift and monsters that can hit you but you can't aim up at them. i love the rest of the map, but i love running around exploring until i've discovered all of a map and what everything does and then finding the best route through it. not just diving for the exit, crossing it off the list, and never playing it again.

>Plutonia's map29 was a better take on the idea of a map based around a town or city, even if that map is hell to play on.
hell to play on? have to say i thought 29 was pretty much the easiest map in Plutonia. but okay.

>> No.4306846

>>4306640
I'd play it.

I was working on a homage to Chemical Plant Zone a few months ago

>> No.4306850
File: 496 KB, 1366x768, Screenshot_Doom_20171004_233013.png [View same] [iqdb] [saucenao] [google]
4306850

it was the funnest night ever

>> No.4306868
File: 276 KB, 1366x768, Screenshot_Doom_20171004_222433.png [View same] [iqdb] [saucenao] [google]
4306868

And Sonic the Hedgehogger punches Barney for ruining sex.

>> No.4306880

You stole the thread from under me.
>>4306870
>>4306876

>> No.4306890
File: 425 KB, 1920x1200, Screenshot_Doom_20171005_135223.png [View same] [iqdb] [saucenao] [google]
4306890

>>4306764

Tried that. When you scale a photograph down that small, it gets really muddy. And Doom's limited palette doesn't help. It was easier to just draw one at a small size.

>>4306735

Alright, I made these. Actually, I stole them from an unrelated graphic I made during the stone age. They still need some tweaking, but they look decent, so I'll probably leave them, unless anyone has a major objection.

And I also made these candy corn health bonuses. They're kind of garbage (because they were made from downscaling a photo, like I said) but at least I figured out how to animate them.

>> No.4306913

>>4306890
Cool!

>candy corn health bonus
Now I'm a silly kind of person, but I'd seriously consider changing AMMO to TRICK and HEALTH to TREAT.

>> No.4306919

>>4306913
AMMO -> HUBBLE
HEALTH -> BUBBLE
ARMS -> TOIL
ARMOR -> TROUBLE

>> No.4306924

>>4306890
Tracing over a small image I feel is better than making one from scratch.

>> No.4306929 [DELETED] 
File: 307 KB, 633x467, 1455597383651.png [View same] [iqdb] [saucenao] [google]
4306929

>>4306816
>coooooool~
>~

>> No.4306932

So...there's a significant chance I might be an idiot, because I just discovered, this very minute, that Photoshop's cloud filter creates perfectly tileable clouds. Hello custom skyboxes forever.

>> No.4306938

>>4306929
Fuck off.

>> No.4306942

>>4306929
sorry

>> No.4306962
File: 723 KB, 270x279, doomguy reacts.gif [View same] [iqdb] [saucenao] [google]
4306962

Would any of you consider Doomguy's own face iconic?
Not because of how it was used in the game's HUD, but rather because of some elements, such as the overall face or maybe even the hair.
Much like Mario's hat and Rayman's body, his face is the way it is, due to limitations and it's the kind of face you can easily recognize, if somebody tried to draw someone's face in a subtle way.
I just had this thought for a while.

>> No.4306965

>>4306962
jesus how long is this fucking gif

>> No.4306972

>>4306962
probably not as much as mario who is the face of however many kids console generations but certainly highly recognisable to anyone of the right age / interest group

>> No.4306975
File: 639 KB, 1920x1200, Screenshot_Doom_20171005_144829.png [View same] [iqdb] [saucenao] [google]
4306975

Oh god, I did it wrong in so many ways.

>> No.4306983
File: 108 KB, 640x480, Screenshot_Doom_20171005_220338.png [View same] [iqdb] [saucenao] [google]
4306983

I'm slowly getting closer to having this silly tailor girl mod to be playable enough

>> No.4306998

>>4306757
droplets + sound caulking sounds up your alley

>> No.4307004

>>4306610
preacher.wad

>> No.4307008
File: 425 KB, 1920x1200, Screenshot_Doom_20171005_150748.png [View same] [iqdb] [saucenao] [google]
4307008

Aaaaand they turned out worse after conversion. Still trying to wrap my head around the way Doom handles colour.

>> No.4307010
File: 697 KB, 1920x1080, doom00.png [View same] [iqdb] [saucenao] [google]
4307010

>>4306870
Download the latest texture wad. It includes both the Gothic textures and

>> No.4307016

>>4307008
Are you trying to add cobwebs to the HUD? They oughta be more distinct in my opinion.

>> No.4307036
File: 1.95 MB, 266x240, 1446142274752[1].gif [View same] [iqdb] [saucenao] [google]
4307036

>>4306938
no u

>> No.4307038
File: 47 KB, 683x603, slade gradient.png [View same] [iqdb] [saucenao] [google]
4307038

>>4307008
Do this to them

>> No.4307043

>>4306868
In the H-Doom map.

>> No.4307078
File: 1.18 MB, 1920x1080, lookingood.png [View same] [iqdb] [saucenao] [google]
4307078

the patrician doom experience

>> No.4307080
File: 505 KB, 1080x1080, 17 - 1 (2).gif [View same] [iqdb] [saucenao] [google]
4307080

We're just two-and-change months away.

What are your picks for the Cacowards this year?

>> No.4307082

>>4307080
MetaDoom

>> No.4307085 [DELETED] 
File: 37 KB, 500x379, 9ab48883effd199baa8137b0992b47f2b55cee65_hq[1].jpg [View same] [iqdb] [saucenao] [google]
4307085

~~~~I know anime projects have been done before.~~desu~ *angery doggo knows project been done before but will do anyway noises~~* But I was playing around ~~desu~ and thinking *thinking face ;_;* about creating a map pack ~~desu~ based on the moe *squeaks* ~~desu~ with a few tweaked items~~desu~ (anime things~~desu~ for health) with default doom weapons/monsters.

Would anyone want to play this?~~desu~ ~~desu~ ~~desu~ ~~desu~ ;DD

>> No.4307089

>>4307085
ironic shitposting is still shitposting

>> No.4307093 [DELETED] 
File: 3 KB, 84x84, BabyRage.png [View same] [iqdb] [saucenao] [google]
4307093

>>4307085
>>4306929
>>4307036
Suck it up, dude.

>> No.4307098

>>4307038

Just so we're clear, are you talking about the webs or candy corn? Because that last screenshot was a reference to the modified candy corn.

>> No.4307101

>>4307080
lilith.pk3 for caco
tnt2 revilution for mordeth
scuba steve muscles his way in again and gives boa2 a caco, despite that it's a flaming pile of shit
john romero for espi
tfw HND is best gameplay this year

>> No.4307108

>>4307080
I bet Steve to try and push for Blade of Agony again like last year.

Lilith.pk3 is pretty much guaranteed one at this point.

Stardate 20x7 is a Ribbiks mapset, damn good, damn pretty.

Supposedly Korax's Heritage has been in development since 2004, so it'll be either that or Revilution for Mordeth.

>> No.4307110

>>4307098
Oh, sorry. Yeah I was wondering what you thought was the issue.

For the candy corn you can use the same tool to remap the colors however.

>> No.4307112

>>4307101
>john romero for espi
they might give it to Randy Heit for 19 years of zdoom development

>> No.4307114

>>4307080
a thing I'm working on, release date dec 5th
you'll know it when you see it bby

>> No.4307116

>>4307112
that's a good idea

>> No.4307118

>>4307112
That'd be cool, actually. Randy, and ZDoom, has completely changed the Doom modding scene.
Never going to happen, though, since Doomworld hates ZDoom.

>> No.4307139

>>4307118
>Doomworld hates ZDoom
Doomworld is tsundere for ZDoom
They say they hate all ZDoom things, but every major-ish project, even just a single map, gets a cacoward.
They shit all over mappers going for style but then you get posts nowadays like
>I may have accidentally ruined it. As an unfortunate side effect of a rather mean joke I made towards some work in progress screenshots that caused the thread to be split, i dont recall any more screenshots or anything indicating progress happening after that.
>I miss when high detail/aesthetics was a more popular ambition for most mappers. Even if not for playing the maps, but to just have really visually appealing screenshots to ogle at for inspiration.
T S U N D E R E
S
U
N
D
E
R
E

>> No.4307143

>>4306610
The one we're going to make. :^)

>> No.4307148

Should we have a chainsaw zombie for the Halloween project?

>> No.4307150

>>4306550
When will GZDoom mac ports come back from the demon war?

>> No.4307151

>>4306640
that's funny. i played mario 64 and sonic adventure 1 recently and it reminded me how much quicker and more precise i can move on bhop/surf/race maps in id tech descended games. i've been thinking of doing something similar for the past few days for either quake 1 or quake 3.

mario or sonic styled levels with a platforming emphasis. sort of a defrag-lite thing. stock enemies present but you kill them less with big guns and more with baiting or level traps. extra paths/hidden areas/secret levels accessible with skilled movement

is it a bad idea? is it too reddit? what do you African-Americans think?

>> No.4307152

>>4307010
The one in the OP? I remember the combination someone posted was full of messed up colors and blurry shit.

>> No.4307153
File: 32 KB, 1422x168, palettewhat.jpg [View same] [iqdb] [saucenao] [google]
4307153

>>4307110

Doesn't help much when this is the result. It would be so much easier if Slade just had a drawing mode built in. Then I could just draw directly in the Doom palette.

>> No.4307160

>>4307152
The one at the beginning of

>>4306551 should be fine.

Remember to choose "Boom: Doom 2 format" as your game configuration for the map. And that the WAD has versions of the edited 64x64 textures as both flats and wall textures.

>> No.4307163

>>4307118
And to add to >>4307139
I was gonna add up all the times ZDoom stuff has won a cacoward, but I realized at the first one this was gonna be a bigger effort than I wanted to do. But in the first one, in 2004, ZDoom and child ports took home 10/14 awards.

>> No.4307169

>>4307153
Are you using photoshop? You can actually extract the doom palette from slade in a format PS can read.

>> No.4307175

>>4307160
Thanks, I'll keep that in mind.

>> No.4307181

>>4307118
>>4307118
>Never going to happen, though, since Doomworld hates ZDoom
No they don't. Stop spouting this meme.

>> No.4307195

>>4307114
Joke's on you fag I'm gonna release my thing that same day

>> No.4307197

>>4307169

Will that let me work from Photoshop within the Doom colourspace, or does it just make it a Photoshop swatch?

>> No.4307203

>>4306551
Can I submit a map I already have for the Halloween pack? It's Boom and everything, I just made it a while back.

>> No.4307204

>>4307181
>b-baka

>> No.4307205
File: 76 KB, 640x480, canada-w3.jpg [View same] [iqdb] [saucenao] [google]
4307205

What are some good forest wads?

>> No.4307216

>>4307197
It'll restrict you to the colorspace. I don't have PS installed atm, but IIRC it's under Color Mode. You can export the PLAYPAL from slade.

>> No.4307217

>>4307101
The obvious ones are lilith.pk3, TNT2: Revilution, Stardate 20X7, and Dead.air. I'll be amazed of Rise of the Wool Ball doesn't get acknowledgement of some kind.
And yeah put my bet in with Scuba Steve trying again to shill for BoA Chapter 2 as well.

>> No.4307220

>>4307217
Oops, meant to reply to >>4307080

>> No.4307229

>>4307139
>Doomworld is tsundere for ZDoom
doomworld is schizophrenic due to having 10000 users all with differing opinions

>They say they hate all ZDoom things, but every major-ish project, even just a single map, gets a cacoward.
the whole site does not pick the cacowards, there is a nomination thread in which basically every major release of the year is mentioned, usually multiple times. after that, there is a small judging panel: xaser, alfonzo, kmxcii (the guy from onemandoom), and terminusest13, who they brought in to do gameplay mods. if a zdoom mod gets an award it means one of these people liked it enough to give it one.

>They shit all over mappers going for style but then you get posts nowadays like [...]
that was just 40oz wanking himself publically. he does not speak for all users. and it's hardly surprising that he likes the look of kdizd, he likes high technology maps, look at uac ultra and mutiny.

>>4307163
>But in the first one, in 2004, ZDoom and child ports took home 10/14 awards.
back then scuba steve was picking the awards, and scuba steve is known for hating basically everything that doesn't innovate or push the engine to do new things never seen before. it wasn't before they brought other people onto the committee that the number of traditionalist mapsets appearing in the cacowards began to rise.

>> No.4307232

metadoom is like a doom tribute in form of a mod and a worked attempt on a balanced randomizer, so is there any chance it would be forgotten in the cacowards?

>> No.4307234

>>4307229
>doomworld is schizophrenic due to having 10000 users all with differing opinions
This.
Just as how /vr/ does not have a single opinion due to being a fluctuating mass of users, Doomworld does not have a single opinion due to being a fluctuating mass of users.

Though there's still that question mark of why there's a very distinct divide between gameplay and mapping there.

>> No.4307240

>>4307229
Apparently kmxcii retired from the cacowards committee this year, due to family taking up free time (he has a child now). Wonder if CapnClever will join, considering he hosts the Evolution of the Wad series.

>> No.4307243

>>4307234
>Though there's still that question mark of why there's a very distinct divide between gameplay and mapping there.
Due to the modular nature of the game itself, and how those things take very different types of skills and abilities.

>> No.4307249

>>4307240
if there's a free slot i'll do it

>> No.4307256

>>4307249

Cool, thanks anon, we were really lacking in judges this year.

>> No.4307258
File: 275 KB, 1280x1024, Screenshot_Doom_20171005_171551.png [View same] [iqdb] [saucenao] [google]
4307258

>>4307010
Cheers lad.

Oh no he's making another goddamn map somebody stop him
i have my fucking glasses so i can see shit with them now ;^)
probably going to be an infested techbase.
HIGHLY reccomend implementation of Doom 1's textures; The Skinteks would be extra-useful of a project of this manner!

http://realm667.com/index.php/en/component/docman/?task=doc_download&gid=200&Itemid=

>> No.4307262

>>4307258
>Oh no he's making another goddamn map somebody stop him
thanks for announcing your presence, it was absolutely required and couldn't have benefited without it

>> No.4307273

>>4307258
As for the music and the sky; I'll leave the manager or the rest to decide; they'll probably find something more fitting than my selections. And I'd much rather spend those 10 days working on the map itself; even if it's not all that good or notable of a map; I still wanted to contribute to it.

>> No.4307274
File: 889 KB, 400x276, tenor.gif [View same] [iqdb] [saucenao] [google]
4307274

>>4306557
>read that as "Spinning Calcium"

....Sure okay.

>> No.4307276

>>4307148
Wouldn't that require Decorate or DeHacked?

>> No.4307280

>>4307205
grove is beautiful and atmospheric, and nigh unplayable
there was one like a more playable version, but I forgot it's name

>> No.4307281

Yeah, now that I think of it, Randy is definitely getting the Espi Award.

Randy maintained ZDoom for, what, 17 years? Damn

>> No.4307283

>>4307281
Do we really have to have only one recipient of an award? Handing out multiple espi awards should just be a given.

>> No.4307286

>>4307283
Last year there were two recipients.

>> No.4307290

>>4307203
Sure go ahead.
>>4307258
I really hope you learned from the criticisms you got from your 300 min map and from your episode 2 replacement.

>> No.4307291

>>4307283
>>4307286

Yeah, last year it was given to the managers of the Doomed Speed Demos Archive.

>> No.4307293

>>4307286
Then yeah. Do two. Romero&Crew should certainly get one; but especially Romero for returning to it and still making maps for it years later. Hope he sticks around as one of our major members.

>> No.4307295

>>4307293
Mind, the two recipients were part of a single "thing", the demos archive.
Romero and Randi couldn't possibly be further apart.

>> No.4307296

Fox Sports Chile did a feature on Doom WADs.

https://twitter.com/FOXSports_Chile/status/915664353906561024

>> No.4307297

>>4307290
I didn't get a hell of a lot of feedback on my E2 replacement.
Having said this, in my defense, my maps would of been better if I could of even seen what the hell I was working on instead of lurching over and squinting 5 inches from the screen.

>> No.4307301

>>4307276
Shouldn't DeHacked be okay with a boom project?

>> No.4307303

>>4307296
>inb4 burtl

>> No.4307304

>>4307273
i'd rather you didn/t. your maps are too weird for community projects. they're best off being their own thing.

>> No.4307306

>>4307296
>>4306550
here ya go friendo
>https://twitter.com/FOXSports_Chile/status/915664353906561024

Nice to see old doom making a comeback to the mainstream; but it should be a proper re-introduction and slowly trickled in. DOOM is a precious "modern relic"- the 666th wonder of the world.

>> No.4307310

>>4307303
The reddit mod doesn't appear, thankfully.

>> No.4307313

>>4307290
Ok one more question about the submission, vanilla textures allowed? I mean I might add a few from gothic because just looking at them they look alright, but if we can use vanilla that'd be nice since.

>> No.4307318

>>4307313
>since
since the map is already textured in vanilla*

>> No.4307319

>>4307296
Oh, that's awesome!
>Eye Dee software.
Oh well, nothing is perfect. Heh heh.

>> No.4307321

>>4307313
>>4307318
Seconding this, are the Gothic orange textures obligatory, or just a tool for us to use at our leisure?

>> No.4307325

>>4307313
>>4307318
Of course vanilla textures are allowed! Although adding textures from the Gothic pack will probably help to spice things up visually.

>> No.4307327

>>4307325
Alright sweet, I'll have something ASAP.

>> No.4307331

>>4307304
It's a Halloween mapping project. I think you can let me have a trick or treat.
it's a fucking trick isn't it?
you're a fucking SKELETON aren't you?

>> No.4307334

>>4307321
Using Gothic orange isn't required, but is definitely recommended.

>> No.4307374
File: 35 KB, 599x447, 23b4ac65d7348aa279e7547c272470038f3e366a.jpg [View same] [iqdb] [saucenao] [google]
4307374

So if the hazmat suit protects you from lava, and acid, why doesnt it protect you from fireballs and baron balls?

>> No.4307378

>>4307374
they have demonic energy infused into the projectiles

>> No.4307379

>>4307374
Because it's not intended for super-heated plasma of STARS; differing from the standard blood-plasma that the uac uses.

>> No.4307380

>>4307374
Maybe they have some degree of kinetic/concussive force which the suit doesn't protect against.

>> No.4307385

>>4307080
High Noon Drifter mod of the year. Screw all the over-complicated nonsense.

>> No.4307386

>>4307205
s.u.p.e.r. natural
but it's also a survival horror adventure kinda deal

gonna have to replay it this month

>> No.4307392

>>4307374
The hazmat suit has super-protective boots that allow you to run through toxic waste pits, pools of demonic blood, and lava lakes; the suit itself is just some flimsy anti-radiation suit with minimal defensive capabilities. The only protection you're getting out of them is in your feet, where it matters most.

>> No.4307393

>>4307374
why does standing on radioactive goop destroy your armor?

>> No.4307395

>>4307385
considering term is working on the cacowards, it's probably a given

>> No.4307397

>GZDB fucks up loading GOTHICTX's textures
Fuck

>> No.4307402

>>4307395
If Term is in this thread, then plz can I do PortaDOOM Cacowards 2017 ahead of time!

>> No.4307404

>>4307397
Blurry colors and similar stuff? The same happens to me.

>> No.4307405
File: 25 KB, 300x300, smug kot.jpg [View same] [iqdb] [saucenao] [google]
4307405

>>4307374
If you don't get hurt for touching a tree why would getting hit by a board in the face harm you?

>> No.4307406

>>4307404
No I mean it literally won't load at least 3/4 of them. I just want LAVFALL1 and some other shit but nooooo

>> No.4307408

Whole bunch of people should get espis this year.

>> No.4307410
File: 30 KB, 500x333, 1500009029613.jpg [View same] [iqdb] [saucenao] [google]
4307410

>>4307405
>he gets harmed by a board in the face

>> No.4307418

>>4307258
>i have my fucking glasses so i can see shit with them now ;^)
post a pic cutie ;^)

>> No.4307421
File: 129 KB, 562x437, 1506760209762.jpg [View same] [iqdb] [saucenao] [google]
4307421

>>4307405
>He gets hurt by boards

>> No.4307430

>>4307406
Oh, so the OP version does indeed fix the coloring mistakes, thank goodness. But as for your predicament, I'm afraid I have no idea what could be causing it.

>> No.4307434

>>4307101

lilith.pk3
Stardate20x7
Dead.air
Legacy of Heroes
Super Mayhem
Some other heretic oriented thing that nobody knows/cares about until it gets awarded

High Noon Drifter for mod of the year because I dont follow that side and know of nothing else

32in24-16 for Multiplayer...again!

Randy for Espi
Xaser for MOTY
Revilution for mordeth unless Devilution comes out by then, in which case TNT2 as a whole will get it.
Run for it for Mockaward
Hot take: Revilution wont get a standard cacoward

>> No.4307435

>>4307395

I'm not giving myself an award.
I already have a gameplay mod in mind, as well as a second just in case.
If they want to give Drifter an award, they better get someone else to write it.

>>4307402

Sure thing, mate, I'll let you know a nanosecond ahead of everyone else.

>> No.4307436

>>4307325
>>4307334
Okay, got another question. Is it allowed to add extra textures from our own choice, specifically for our own maps? I'd still post any interesting finds here for people to use them if they want.

>> No.4307437

>>4307395
>>4307385
it's more a given because there hasn't really been a lot of stellar gameplay mods this year and HND is, i m o, the biggest one

>> No.4307439

>>4307434
More like High Noon Drifter for mod of the year because nobody at Doomworld follows mods at all so all they know about is Terminus' mods :^)
>>4307435
I'm assuming you mean MetaDoom but obviously you can't tell us.

>> No.4307440

>>4307437
What about Metadoom?

>> No.4307441

>>4307258
>Oh no he's making another goddamn map somebody stop him
You don't need to announce who you are with every post when its not relevant.
Unironically kill yourself.

>> No.4307443

>>4306757
Lately I play with Doom RL Arsenal most of the time. I might branch out and try Lithium.

>> No.4307447

I'm amazed people are suggesting metadoom so much when the biggest and most obvious candidate is D4T

>> No.4307448

>>4307436
Yup that's fine too.

>> No.4307449

>>4307447
Was D4T this year? I thought it was December?

>> No.4307458

>>4307449
december of last year is eligible too, i believe

i mean, think about it sensibly
if you release your mod like a week before the cacowards come out, do you honestly think they all will have the time to go through it, discuss it, vote on it assuming they vote, write it up, and etc just before the article goes up?

>> No.4307462

>>4307449
>>4307458

Ludicrium was a December release of 2015, won in 2016.

>> No.4307469

>>4307435
give space pirate the mordeth award

oh wait that'd require it to update :^)

>> No.4307479

>>4307440
I think MetaDoom could easily win just by being a hardcore Doom fanboy's biggest dream: Doom inside Doom, that still plays like Doom.

>> No.4307482

So, what about that Mockaward?

>> No.4307486

>>4307482
uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh

>> No.4307490

>>4307479
By that logic, so could D4T or Doom Delta.

>> No.4307496

>>4307490
Two those mods are about one specific part of the series (Doom reboot and Doom Bible), while MetaDoom wants to be every existing game, plus some ports and prerelease versions.
So, It just pushes the idea of Doom in Doom even further.

>> No.4307501 [DELETED] 

>>4307490
>D4T
shit for phonefags, also tainted by association with that retarded clopper vorefag MajorCooke
>Doom Delta
shit that nobody's heard of

conclusion: metadoom is a shoo-in

>> No.4307503

>>4307501
There's little majorcooke in d4t I think. And come on, no matter what kind of weirdo he is (should have seen his deviantart...) he's contributed a huge amount to the GZDoom engine.

>> No.4307504
File: 513 KB, 1600x900, Screenshot_Doom_20171005_185804.png [View same] [iqdb] [saucenao] [google]
4307504

>>4307448
Here, someone will have a use for this

https://mega.nz/#!P49TRL4b!nm2MXbYWJM-8D_WUGND-Af8rjHDWd8HPe-KzNZptS3E

The Spoopy Castle, formerly The Castle of NoFun, formerly Hellish Castle, formerly MAP07 of a 13 map set. Pictured here with gameplay mod but all the testing was done in PrBoom+ when it was made, and I assure you it works fine.

>> No.4307509

>>4307501
D4T is better than D4D, though

>> No.4307518

>>4307504
hey i remember this
>>/vr/thread/S3792534#p3796123
what happened to the other 12 maps?

>> No.4307519

>>4307501
Reminder that Doom Delta's creator is responsible for MetaDoom's Spider Mastermind and he's also really good at coding, i think

>> No.4307520

>>4307518
Well the old old shit versions still exist. I've redone a few more of them but I'm not fully satisfied with any but MAP03. MAP06 is close though.

>> No.4307521

>>4307504
Oh also I'd have used some gothic tex shit but
>won't load lol
So I guess we're stuck with vanilla.

>> No.4307523

>>4307503
but he has fetishes i don't like, so that instantly invalidates any and all contributions he has made to the community

>> No.4307526

>>4307523
No, him shoving those fetishes down people's throats and acting like a complete sperg invalidates any respect he gets though. Not to mention that LOC is a bad measure of contribution.

>> No.4307528

>>4307503
Fuck you I looked at it.

>> No.4307534

OK is there any particular reason my custom skies are always rotated 90 degrees in game?

>> No.4307535

>>4307501
>shit that nobody's heard of
so exactly like metadoom?

>> No.4307541

NuDoom multiplayer is fun fite me faggots

>> No.4307542

>>4307526
but he has fetishes i don't like, so that instantly invalidates any and all contributions he has made to the community

>> No.4307545

>>4307542
Whatever man.

>> No.4307548

>>4307535
not him but even i've heard of metadoom despite having 0 interest in gameplay mods

>> No.4307559

>>4307541
not retro

>> No.4307578

>>4307548
That would probably be because Metadoom has been posted here, quite frequently.

>> No.4307581

>>4307548
>>4307535
>>4307578
A more important question is, how much should popularity and "awareness" factor into a mod getting an award?
Preferably none at all, it's not a popularity contest. Whether it's something nobody's heard of, reasonably it should have as much of a chance as something that's been spread across the internet.

>> No.4307594

>>4307581
agreed but it's got to have a certain popularity so enough people have played it to pick it for an award
there could be the greatest map ever made out there languishing on some forgotten web directory on a site that never shows up in search engines but if nobody knows about it it's never going to be hailed as the cream of the crop that it is

>> No.4307595

>>4307581

Correct, it's not a popularity contest and it certainly should never be. But the short of the matter is, if people aren't playing your stuff then there's a big chance it'll get looked over. Not because it didn't pass the popularity contest, but because people weren't aware of it.
Something that a lot of people forget is that just releasing your stuff into a vacuum doesn't really do much to encourage people to play it. PR is an oft-forgotten and underrated skill--there's literally millions of mods out there that anyone can spend their afternoon going through. Making people be aware of and want to go through your mod isn't an easy feat, and the more people are aware of your work the bigger of a push there is for it.

>> No.4307606

>>4307581
>A more important question is, how much should popularity and "awareness" factor into a mod getting an award?
0
>how much DO popularity and "awareness" factor into a mod getting an award?
It's practically the only important measure besides the popularity of the author and the mod not being BRshit.

>> No.4307613

If you could only play one more megawad, what would you choose?

>> No.4307621

>>4307613
one i hadn't played already? probably going down, i've heard it's really good

>> No.4307654

>>4307319

I wonder how many still don't know it's "eed" as in "speed".

>> No.4307656

>>4307293
Maybe next year they will get it, if Randy gets it this year, considering that Doom will be 20 years in 2018.

>> No.4307668
File: 989 KB, 270x240, 1430353741070.gif [View same] [iqdb] [saucenao] [google]
4307668

is Bethesda still looking into SGTMarkIV?

>> No.4307683

>>4307668
I hope so

>> No.4307685

>>4307542
It actually does though
it's indicative of mental illness
if you can't use your brain to not like giant muscle furries that look like pastel paintings viewed by a guy with cataracts looking through glasses that aren't his prescription smeared with vaseline and post those on your accounts tied to your online handle and real name and go post on youtube asking teenaged girls to indulge your dumb fetish then you shouldn't be allowed anywhere near an engine because you'll probably use some kind of muscle furry logic for coding that will fuck up everything later
no really fuck you, you're probably some weirdo fetishist too, fuck out of here

>> No.4307692

>>4307685
>normal reaction to sarcasm

>> No.4307693

>>4307656
You mean 25, right?
24 in 2017

>> No.4307697

>>4307693
Yeah, I mean 25.

>> No.4307702

>>4307685
Are you all right, anon?

Show us on the doll where DeviantArt touched you.

>> No.4307703 [DELETED] 

>>4307692
you probably like some other dumb shit like gay penis vore or that 2 foxes one baby or whatever
opinion discarded, kill yourself

>> No.4307720 [DELETED] 
File: 98 KB, 356x540, 1507152720918.jpg [View same] [iqdb] [saucenao] [google]
4307720

Wadda you guys think if points of no return in maps? Couldn't care? How about if it's clear shit's about to get real?

>> No.4307726

>>4307720
Not a problem if you have a teleporter back to where you came from after the fight.

>> No.4307736

>>4307720
its fucking annoying in normal pacing especially when hunting for secrets or when I know that I have left behind a healtkit that I could REALLY use right now, its good for bigger combat and bossfights, but after these you should open a way back like >>4307726 suggested

>> No.4307759

>>4307195
Jokes on both you fags, I'm not playing either one of them.

>> No.4307778

>>4307654
I thought it was id as in id and superego.

>> No.4307791

>>4307759
Joke's on you fag, I'm playing both of them.

>> No.4307793

>>4307791
So which mods do we think we're talking about here?

>> No.4307805

>>4307793
Taboo Love and Regular Day.

>> No.4307806

>>4307778
It is.

>The company writes its name with a lowercase id, which is pronounced as in "did" or "kid", and, according to the book Masters of Doom, the group identified itself as "Ideas from the Deep" in the early days of Softdisk but that, in the end, the name 'id' came from the phrase "in demand".[10] It is presented by the company as a reference to the id, a psychological concept introduced by Sigmund Freud. Evidence of the reference can be found as early as Wolfenstein 3D with the statement "that's id, as in the id, ego, and superego in the psyche" appearing in the game's documentation. Prior to an update to the website, id's History page made a direct reference to Freud.[11]

>> No.4307815

>>4307805
>Regular Day
Haha I remember when I recorded a playthrough of that. I can't believe that guy worked on it for almost 18 months after that before abandoning it.

>> No.4307909
File: 382 KB, 1222x1602, Cat.jpg [View same] [iqdb] [saucenao] [google]
4307909

Why is the pistol so trash? Even the shotgun is better at sniping.

>> No.4307910

QZDoom gives me a Core Dumped error when I try to run it, does it have any forum so I can ask wtf is going on? Or at least a github?

>> No.4307913

>>4307010
>YOU DO NOT BELONG HERE

>> No.4307915
File: 110 KB, 466x492, 1441682380207.png [View same] [iqdb] [saucenao] [google]
4307915

I've been taking a break from Doom and Doom accessories.

What are you boyos working on these days?

>> No.4307924

>>4307153
The conversion looks fine to me?

>> No.4307932

>>4307909
the pistol is trash so as to make you hunt for a better weapon

>> No.4307935

>>4307504
>>4307448
https://mega.nz/#!bpMQ3Tba!xXkpHNI-JcVbIs02Fmpp22GNoEzCIuo6QFmuJmNgSDc
Had to update map to resolve a maddeningly minor texture issue.

>> No.4307995
File: 304 KB, 1920x1200, Screenshot_Doom_20171005_224947.png [View same] [iqdb] [saucenao] [google]
4307995

What do you all think of candy apples as stimpacks?

>> No.4308001

>>4307995
batandy (golden souls guy) made some candy health pickup sprites last halloween
maybe you can ask him to use them

>> No.4308002

>>4307915
Propane.

>> No.4308017

>>4307915
getting more confident using zscript
iterating my custom movement system for the nth time

>> No.4308019

>>4307274
Agitated spinners.

>> No.4308025
File: 1.53 MB, 2300x2251, iron hereshambler.png [View same] [iqdb] [saucenao] [google]
4308025

This should be an actual enemy somehow.

>> No.4308027

>>4307915
Waiting on my salvaged hard drive content to return back to me so I can go back to my work.

I played Minecraft for a bit but fun kind of plateaus at a certain point, I don't even feel like finishing my castle now. Saint's Row 2 is pretty fun though.

>> No.4308030

>>4307932
Which is fair, though I've always loved the Duke Nukem approach, where it's by far the least powerful gun, but at the same time you can actually kind of depend on it if needed because it has at least passable firepower if you're willing to put it to good use.

Octabrains are generally easy so I find the pistol is always a good choice for them, to save on nicer ammo.

>> No.4308035

>>4308025
cloaked shambler looks awesome
iron heresiarch looks fucking badass

>> No.4308041

>>4308030
meanwhile quake
> never seen a pistol in his life
shotgun does good damage, but doesn't fire the fastest nor slowest, mostly limited by range being the only weapon with spread

>> No.4308054
File: 517 KB, 1920x1200, Screenshot_Doom_20171005_231724.png [View same] [iqdb] [saucenao] [google]
4308054

Cauldron black barrels with a pumpkin flavoured witches brew.

>> No.4308061

>>4308025
>Some shambler with an iron lich mask
>Steely Apostle
>Shadophage
>Necro-daemon

>> No.4308074

>>4308025
The one on the left is literally just a shambler penetrating an Iron Lich with his head
And the middle is just a shambler, who put on a cloak, ripped face out of Iron Lich and put the helmet on, and found an iron hand somewhere.

>> No.4308080

>>4308074
and changed his feet
and grafted metal claws on them

>> No.4308186

>>4307008
>>4306890
>>4306718
Suggestion: Take a photo.
Downscale it.
Bring it to doom palette.
Clean it up.
Superior results.

>> No.4308198 [DELETED] 

>>4308025
>iron shambler could fire electron tornadoes than can to radius damage
>shambler heresiarch launch red lightning & other shit like the overlord from PB
>iron heresiarch could teleport around & shit, launching moderate dmg but irritating dust devils that spins your character 360 degrees

i'd fund it

>> No.4308204

>>4308025
>iron shambler could fire electron tornadoes than can to radius damage
>shambler heresiarch launch red lightning & other shit like the overlord from PB
>iron heresiarch could teleport around & shit, launching moderate dmg but irritating dust devils that spins your character 360 degrees

as long it isn't absurd as combining the three, i'd fund it

>> No.4308228

Is anyone interested in a custom Icon of Sin image? I've already replaced Romero's head, but what about the wall textures?

>> No.4308259
File: 8 KB, 375x375, khezuthingken.png [View same] [iqdb] [saucenao] [google]
4308259

Someone worked on overhauling Strife's sound design but never released anything.

https://www.youtube.com/watch?v=azyz7v-QL98

>> No.4308313

>>4308259
As someone who knows very little about Strife, the things showcased in this were very different from what I thought was in the game and had expected. I recognized a lot of Half-Life sounds, and maybe even a Marathon sound at one point.
What's the story of Strife anyway? Alien/robotic take-over? Rebellion against a greater national/global power? Something stupidly complex?

>> No.4308324

>>4308313
Alien entity shows in a comet on a medieval world, spreads disease, mind controls people with disease, builds a religious order of mind controlled people and takes over the world with the technological might he teaches them.

>> No.4308340
File: 52 KB, 320x200, strife.jpg [View same] [iqdb] [saucenao] [google]
4308340

>>4308313
Comet lands, a virus it brings wipes out a lot of people. People suddenly start worshipping an entity and build a technologically advanced cult. The player participates in a resistance group going against The Order and it turns out an alien is responsible.

One anon described the gameplay as 'using a Doom-shaped key for a RPG-shaped hole'. The result is interesting for what it is at the time.

>I recognized a lot of Half-Life sounds, and maybe even a Marathon sound at one point.

The video effectively showcased someone's work on modifying all the sounds.

>> No.4308354
File: 443 KB, 890x607, too orange.png [View same] [iqdb] [saucenao] [google]
4308354

I decided to try adding orange liquids and force fields, if not for the Halloween pack then for my own projects. The waterfall texture and water for Fanta Factory are in there for comparison's sake.

There are a couple of problems:

BUBB was Fanta Factory's water, made by a helpful Anon. It's a single texture, but in FF I used WARP to give it movement. Since I cannot do that BOOM I changed the palette on FWATER. However, with too dark of oranges/brown it simply looks odd. But the brighter version does not match with OFALL which is an edited Quake texture. So I also edited the original BFALL.

Of the bright and dark force field versions the brighter one's noise is less visible than teh darker version's, so I'm a bit torn there as well.

On top of that, including animated textures would mean to add an ANIMATED lump that also contains all the data for the vanilla texture animations. Slade 3 does have a function to create that, but all the animations then run backwards. Meaning that every single line has to be edited.

Geez, I guess I have my work cut out for me here.

>> No.4308554

>>4307815
He seemed to grow up in the process. The tone of his forum posts changed drastically over the time he was active (for the better).

>> No.4308621

kegan, you're not the only one that browses /agdg/, you know

>> No.4308625
File: 164 KB, 500x422, the inner machinations of my mind are an enigma.jpg [View same] [iqdb] [saucenao] [google]
4308625

>>4308621
Shhhhhhh, I want to keep it a surprise for folks here.

>> No.4308628

>>4308625
i'm not entirely on-board, but it's your mod and i'll just be happy for a release

>> No.4308632

>>4308625
not only is kegan not working on gmota, he is not working on it in secret

>> No.4308634
File: 99 KB, 960x540, spidywalk01.webm [View same] [iqdb] [saucenao] [google]
4308634

First animation draft for my spider mastermind replacement. This thing is a bit of a cunt to animate in place. Back hindleg spazzes for some reason.

>> No.4308636
File: 684 KB, 1360x768, Screenshot_Doom_20171006_110830.png [View same] [iqdb] [saucenao] [google]
4308636

Fuck

>> No.4308639

>>4308636
hah, what wad? is that supposed to be lisp?

>> No.4308640

>>4308621
why what's he doing
>>4308625
oh i'd better not look then
>>4308632
lol

>> No.4308737
File: 221 KB, 1920x1080, NaiveGloriousBallpython.webm [View same] [iqdb] [saucenao] [google]
4308737

>>4308634
Looks about as threatening as this robot.

>> No.4308750
File: 419 KB, 512x256, spidywalk0016.gif [View same] [iqdb] [saucenao] [google]
4308750

>>4308737
Well it'll have a lighting cannon and missiles eventually. Now that the animation sort of works I can work on making it pretty.

>> No.4308758

>>4308750
The movement is just too slow and deliberate to invoke fear like the Spiderdemon should. The legs being so close doesn't help, it looks scared.

>> No.4308770

>>4308758
I disagree, the deliberate little steps are actually kinda creepy; it makes it feel more intimidating

>> No.4308797

>>4308770
If it was an organic quadruped, and depicted correctly, you'd be right, but as a pretty typical looking robot, it just looks awkward.

>> No.4308804

>>4308750

Looks like it's holding a wee. But I like it.

>> No.4308826

>>4307169
>>4307216
I know this is many hours know, but does anyone know precisely how to do this? (that is, have photoshop restrict a document specifically to Doom's color palette)

>> No.4308837

>>4308826
>Extract PLAYPAL from an iwad
>Open it up in Photoshop
>Image, Mode, Indexed Color
>From the dropdown, select custom
>Save as a custom pallet and use for other sprites
It might be a little outdated because I'm still using CS4

>> No.4308868

>>4308837
>you can't have layers on an indexed image

Oh wow.

>> No.4308870
File: 2.54 MB, 2816x1880, VDay_Parade_Rehearsal_Moscow03.jpg [View same] [iqdb] [saucenao] [google]
4308870

>>4308797
>>4308804
I made it with a free-swiveling turret in mind (separate warping actor). That's why no part of the legs can go above the waistline. Thinking something like pic related's turret with lots of guns and bits everywhere. And a lightning cannon like the exo-suit in District 9.

>> No.4308907

Is it true doom was originally intended to be played with the arrow keys only?

>> No.4308910

>>4308907
No.

>> No.4308917

>>4308907
No, you were always supposed to be able to use the mouse to turn left and right with speed and precision, this was a feature that was already in Wolfenstein 3D, and you can see this movement employed by Romero in the demo recordings for Doom.

Thing is though that not everyone had enough memory on their PC to both run Doom and use their mouse drivers at the same time (shit was slim back then), so a lot of people didn't.
Doom was advertised as running on a 386, and while it'll function, performance will be sub-par, you really needed a 486 computer to run it smoothly, it was the Crysis of it's day.

>> No.4309020

>>4308837

Photoshop colour indexes can only be 256 colours. Doesn't Doom use more than that?

>> No.4309030
File: 4 KB, 800x800, 1507299819.png [View same] [iqdb] [saucenao] [google]
4309030

>>4309020
no

>> No.4309032

>>4309030

Oh my fucking god I've been doing things the hard way the entire time.

>> No.4309040

>>4309020
doompal has 249 unique colours. there are for some reason four white, two black, two each of two different shades of dark red and one dark blue

>> No.4309041

4 * #ffffff
2 * #000000
2 * #000053
2 * #4f0000
2 * #430000

>> No.4309069

>>4309040

I've been working under the apparently mistaken impression that Doom could use any 256 arbitrary colours from the 262 144 colour VGA palette. Can you tell I'm new to Doom modding?

>> No.4309132

Alright, dude with crashing QZdoom here.
I think (Could be wrong) the "abort (core dumped)" is if the wad selection window has to pop up, for whatever reason. It works just fine when there's only one wad/qzdoom chooses automatically.
Haven't tested telling it to use a specific wad yet because I wanna play strange aeons+highnoon.

>> No.4309137

>>4309132
It's not a GL renderer thing is it?

>> No.4309162

>>4308737
>WHAT ARE YOU DOING

>> No.4309167
File: 361 KB, 1920x1200, Screenshot_Doom_20171006_114310.png [View same] [iqdb] [saucenao] [google]
4309167

This Halloween, dress up as your favourite id software characters by picking up armour bonuses,

>> No.4309169

>>4309137
Probably some gtk bullshit, since it's what the wad selection dialog uses in gzdoom and zdoom.

>> No.4309176

>>4309167
TRICK/TREAT/COSTUME when

>> No.4309191

>>4309069
well you're not wrong, it uses a 256 colour base palette which it sometimes changes to do pain/bonus flashes. but if you are making graphics all you need do is choose only colours from the base 256 set. i often use imagemagick to generate or modify some image then quantise it to the base 256 colours.

>> No.4309192

>>4309167
thats pretty fucking good idea, maybe expand on >>4309176 and reskin blue and green armor so one is douk vest and the other is metal armor from strife?
maybe more crossover shit idk

>> No.4309196

>>4309192

I was thinking about replacing green and blue armour with Keen's shirt and pants.

>> No.4309198

>>4309196
>The mod is Keen playing pretend

>> No.4309206

>>4309198

Oh man, and I'm even thinking about changing the pistol into Keen's blaster. I'm not trying to turn this into a Keen mod, but I REALLY like the idea of Doomguy saving the day while dressed like an 8 year old superhero.

>> No.4309252
File: 220 KB, 800x600, Screenshot_Doom_20171006_132322.png [View same] [iqdb] [saucenao] [google]
4309252

The hell am I supposed to do.
I can see the arrow pointing at it but neither shooting nor using it does anything.

>> No.4309285
File: 345 KB, 1920x1200, Screenshot_Doom_20171006_123848.png [View same] [iqdb] [saucenao] [google]
4309285

Demons ate my babysitter.

>> No.4309295

>>4309285
this works really nicely

>> No.4309304

>>4309285
Why are those pants so seductive? //O//_//O//

>> No.4309314 [SPOILER] 
File: 85 KB, 427x640, 1507308449764.png [View same] [iqdb] [saucenao] [google]
4309314

>>4309304

>> No.4309316

>>4309192
Crossover stuff is a much better idea than generic candy.

>> No.4309319

>>4308639
Lithium

>> No.4309320

>>4309252
it's a single use switch
lowers the platform/ raises stairs to exit IIRC

>> No.4309362

Are there any doom/quake/duke nukem 3d mods that are basically survival wave/round based defending yourself? Something like nazi zombies. I know about a quake mod called nazi zombies portable and there is a nazi zombies doom mod, but is there anything else?

>> No.4309367

>>4309362
Check out quake map jam 5

>> No.4309384

Is there a sprite sheet somewhere for the letters used on the HUD underneath the numbers?

>> No.4309392

>>4309362

Reelism.

>> No.4309401

>>4309392
Look cool, I'll check it out. Is anything that's closer to nazi zombies where you're trapped in a small barricaded building and you have to buy new weapons to last longer and repair barricades when the zombies break them?

>> No.4309403

>>4307668
apparently they just wanted him to change the wording on his patreon so it doesn't say he's getting paid directly to work on brutal doom, which seems like a weird and pedantic thing for them to demand

>> No.4309407

>>4309401
Invasion mode for zandronum sounds like what I'm looking for, what are the best invasion maps.

>> No.4309416

>>4309407
Stronghold?

>> No.4309419

>>4309416
Looked up that one, looks very cool. I know that anything for skulltag/zandronum is assumed to be a multiplayer mod unless stated otherwise, are bots tolerable to play with?

>> No.4309424

>>4309419
Stronghold is GZDoom and singleplayer

>> No.4309429

>>4309424
I could have sworn that was zandronum. I should have said coop rather than multiplayer. These invasion and other mods like doom 2 tower defense, how playable are they alone.

>> No.4309430

>>4309384

Those letters are drawn directly on the status bar, not a font overlaid on top of it. They're not taken from any lettering that exists in the game, although the tiny text (the only separated set of glyphs in the game) used to write quit messages looks like a bold version of it.

>> No.4309456
File: 540 B, 52x6, Untitled-3.png [View same] [iqdb] [saucenao] [google]
4309456

>>4309430
I figured out what I was going to try and do. I was just wondering if anyone made an A-Z sprite sheet or something in the style of those letters.

>>4309285
Thoughts on this for the ARMOR text replacement?

>> No.4309474

>>4309456
Y E S
E
S

>> No.4309490
File: 11 KB, 560x747, 1507313025.png [View same] [iqdb] [saucenao] [google]
4309490

>>4309456
eternity has a midfont, which is approximately it
https://a.uguu.se/xS4f7r4iYu6x_eternity_midfont.zip

>> No.4309518

Real talk, If I liked DOOM would I like Hexen or Heretic?

>> No.4309532

>>4309518
>heretic
Yes. It's great.
>Hexen
Possibly. The levels are poor but otherwise it's okay.

>> No.4309535

>>4309518
Maybe?
Heretic is basically Doom, but with fantasy weapons and enemies (also inventory)
Hexen is kinda Heretic, but with less weapons (but with classes haing different weapons) and with hubs instead of lineary going from level to level
By the way, Strife is also kinda Hexen, but with more Open-World instead of hubs (atleast I think) and a more in-depth story with dialogs.

So you'll probably like Heretic, but it's debatable with Hexen

>> No.4309540

>>4309535
>>4309532
neat thanks

>> No.4309543

>>4309518
Heretic is DOOM with a fantasy theme rather than science fiction horror, you'll definitely like heretic if you like doom. Hexen is more emphasis on puzzle solving and exploring than just kill everything each level. It's one of those older games where it might not be clear if you solved the puzzle, so you might want to have a guide handy if you're going to play hexen. That's not to say hexen is a bad game, it's definitely a good game despite some nasty puzzles.

>> No.4309546

>>4309532
>The levels are poor
"no"

>> No.4309548

>>4309535
Strife is way better than Hexen desu.

Hexen 2 however only has two things going for it: the ambiance in the first hub, and the fucking *amazing* character models/animations

>> No.4309556

>>4309548
It also has really cool sounding locations in the loading screen map that are never visited.

>> No.4309557

>>4309546
switch hunting is never fun

>> No.4309558

>>4309548
I used to have the matrox OEM demo for hexen 2 and loved it. I don't think I cared enough about the 2nd hub after blackmarsh.

>> No.4309563

>>4309419
>>4309424
>>4309429

What?
Stronghold is Zandronum-compat and multiplayer.

>> No.4309568

>>4309563
> It requires GZDoom or Skulltag to run.
> Supports both singleplayer and multiplayer.

>> No.4309575

>>4309568

And it also runs on Zandronum.

>> No.4309576

>>4309568
zandronum wasn't around then, but it very much runs on zandronum

>> No.4309580

>>4309568
Zandronum is Skulltag's successor, remember.

>> No.4309585

>>4309575
>>4309576
>>4309580
Well, obviously.
I know that!
I wasn't stating that doesn't run on it!

>> No.4309589

>>4309543
Hexen 1-2 have game breaking bugs.

>> No.4309591

>>4309585

Er, all right.
My mistake.

>> No.4309593

>>4309585
i don't think i understand what you were saying, then

>> No.4309650

I actually loved the shit out of hexen 2. the guns were really cool and the aesthetics were top notch. I understand why people wouldn't care much for the insane amounts of backtracking, though.

>> No.4309654

>>4309650
I quit at that one puzzle in the Egypt hub with the glyphs on the floor.

>> No.4309662

>>4309650
I watched a walkthrough and learned the game from the inside out afterwards. I got to the point of finding my way in and out of most hubs without help. I was happy.

>> No.4309703

>take a break from doom for a few months
>final doomer update still not done

>> No.4309704
File: 339 KB, 1280x1024, Screenshot_Doom_20171006_151627.png [View same] [iqdb] [saucenao] [google]
4309704

I fully welcome the idea of the halloween reskins for the /vr/y spooky.

Not sure what to make of this initial bit; second opinions? Some monster placements, still thinking about combat situations and map design.

>> No.4309707

>>4309703
Neber eber :DDdDdDd
Seriously though fucking when nigga?

>> No.4309713

Regarding the status bar, I'm hesitant to re-label "mission critical" information like health or ammo, but if people really want it, and Repugnus gives it the OK, I'll go ahead and do it.

Now, about enemies, I know at least one person has been working on replacements, but I don't know which ones they're doing, or how much is done. I'm not confident in my ability to completely redesign enemies, especially given the deadline, but I could certainly make some alterations if need be.

>> No.4309726

What are the coolest weapons mods

>> No.4309728

>>4309713
I did the skeleton upon some anons request, but there didn't seem to be much interest in anything else.

>> No.4309730

>>4309726
High Noon Drifter

>> No.4309739

>>4309713
>I'm hesitant to re-label "mission critical" information like health or ammo
just do it, only noobs who've played the game less than 30 minutes don't know what the numbers mean without the labels. i expect a lot of players don't even use the traditional status bar any more anyway, preferring full-screen HUDs and the like.

>> No.4309740

>>4309728

Kind of lame if only one enemy is different. Even if it's just re-colours and edits, I think it would be better than if some are the same and others aren't.

>> No.4309742

>>4309740
two (skeleton and cacolantern)
there isn't time to redo them all from scratch but i'm sure the rest could be trivially recolored into more "spooky" flavours. look at some of eternal's wads for examples.

>> No.4309752

>>4309742
I cranked out the skeleton from scratch in a few hours so more is doable, coupled with already existing horror type edits. But I'd need to know what, if anything, people want.

>> No.4309754

>>4309752
LOST SOULS IN WITCHES HATS

>> No.4309756
File: 364 KB, 1280x1024, Screenshot_Doom_20171006_153406.png [View same] [iqdb] [saucenao] [google]
4309756

>>4309704
Have some use of Sky3.

>> No.4309761
File: 1.84 MB, 3264x2448, 1375457764234.jpg [View same] [iqdb] [saucenao] [google]
4309761

unf?

>> No.4309763

>>4309730
Any others?

>> No.4309765

>>4309761
walk over it

>> No.4309767

>>4309763
Netronian Chaos?

>> No.4309771
File: 55 KB, 1179x1300, 13310260-Devils-horns-Stock-Vector-devil-horns-sin.jpg [View same] [iqdb] [saucenao] [google]
4309771

>>4309713
Go ahead and replace the status info. I'm sure most people who will be playing it will know where the health and ammo is on the status bar.
>>4309752
Idea: give the imp a pitchfork and devil horns.

>> No.4309797

>>4309726
psychic
metadoom
project msx
wildweasel's nazis
high noon drifter
doomrl arsenal
doom 4 doom/d4t

>> No.4309808

>>4309771
I was thinking a scarecrow dude with a pitchfork as a demon replacement myself.

>> No.4309815

>>4309726
combined_arms is good, kegan has the best taste in sound effects

>> No.4309837

Is it me or does Complex Doom's grenade launcher only appears, if you kill one of the Cyberdemon variants?

>> No.4309838
File: 2.83 MB, 3264x2448, now what.png [View same] [iqdb] [saucenao] [google]
4309838

>>4309765

>> No.4309842

>>4309815
>combine_arms
You mean Shotgun Altfire: the mod? I can't stop grinning stupidly at that shit. Why use any other gun

>> No.4309868
File: 362 KB, 1920x1200, Screenshot_Doom_20171006_162353.png [View same] [iqdb] [saucenao] [google]
4309868

Imps become goblins fairly easily.

>> No.4309874
File: 61 KB, 213x212, it's like you don't even glory kill.png [View same] [iqdb] [saucenao] [google]
4309874

>>4309838
F UCL

>> No.4309880
File: 59 KB, 800x514, Halloween-Monsters-(01).jpg [View same] [iqdb] [saucenao] [google]
4309880

>>4309868
So, will the demons be based on typical halloween monters?

>> No.4309881

Russian overkill is an insane weapons mod

>> No.4309943

>>4307080
Final Doomer, if they release the update.

>> No.4309950
File: 197 KB, 1052x736, 1413862820140.png [View same] [iqdb] [saucenao] [google]
4309950

How do I stop sucking at mapping?

>> No.4309952

>>4309950
By doing it again and again and again and again.
Each time you do it, critically analyze your map objectively and decide what worked, what didn't, what needed improvement, and what was fine.
Then, after realizing the flaws, figure out how to fix them.
Then work to fix them.
And then map again, and again, and again, and again, and repeat the process.

>> No.4309957

>>4309950
map a lot
get an idea for what's good and what you like doing
study them in-depth and be able to write out what's bad about the maps. and be more in-depth than just "oh it sucks", more like "the enemy encounters in the left room don't encourage the player to move ahead"
then you gotta address those flaws by mapping more

>> No.4309964

>>4306550
>>4306551

Hunter's Moon Version 2.9.2 is out: https://forum.zdoom.org/viewtopic.php?f=19&t=30942

I hope everyone who likes the mod enjoy punching demons around with Doomslayer Berserk mode.

>> No.4309969
File: 730 KB, 1920x1200, Screenshot_Doom_20171006_171244.png [View same] [iqdb] [saucenao] [google]
4309969

New status bar and super spooky black bone green flame lost souls. Ignore the transparency, that's just how Zandronum renders them.

>> No.4309983

>>4309868
>>4309969
n o i c e

>> No.4309989

>>4309969
I love it.

>> No.4309992

>>4309969
You should make that the Revenant fireball.

>> No.4310030

fuck the DMXOPL mod is cool

i have to wonder why the patches in the vanilla game sucked so hard

>> No.4310078

were all in agreement that wolfenstein 3d is the worst of the big name retro fpses right?

>> No.4310090

>>4310078
Yes, only because it's very primitive compared compared to doom that came out only a year later

>> No.4310091

>>4310078

What are you talking about? Shooting robonazis is never not fun.

>> No.4310092

>>4310078
I love the enemies but hate everything else.

>> No.4310093

>>4310091
Shooting anything is always fun

>> No.4310108

Ok, I know that GMOTA Guy is working on a new playable character. but how far is blaz in the works?

>> No.4310134

>>4310093

But Nazis are EXTRA fun to shoot.

>> No.4310139

>>4309752
>>4309771
>>4309969
>>4309992
Have the imps holding a candy bucket and make the fireball an egg -- Trick or Treat bitches!

>> No.4310153

>>4310108
about 95% of the way to the next time kegan decides he wants to redo everything

>> No.4310159
File: 35 KB, 448x281, Cute Caco.jpg [View same] [iqdb] [saucenao] [google]
4310159

>>4306586

You've done well, OP. You've done well.

My library doesn't have any of the Doom novels, and their network surprisingly can't get them either, despite having a 70+ library network. I've been really wanting to read the novels, but haven't been able to do so.

Have a cute Cacodemon as thanks.

>> No.4310161

Should final doom be considered canon because it was originally a fan mod before id decided to commercially release it

>> No.4310180

>>4310078

No.
Daikatana is both a bigger name and worse game.

>> No.4310184

>>4310161
yes.

>> No.4310214

>>4310184
Doom 64 is still the final game in the classic doom series even if final doom is canon, right?

>> No.4310219

>>4310214
there's never been an official chronology, but it's safe to assume that, yes

>> No.4310231
File: 77 KB, 936x960, 1506207348547.jpg [View same] [iqdb] [saucenao] [google]
4310231

Can you not specify falloff distance for dynamic lights?

>> No.4310289

Any slaughter maps you recommend?

>> No.4310317

>>4310289
Most slaughter maps are honestly trash, but I know the ones doomworld does are alright

>> No.4310325

>>4310289
Ludicrium

>> No.4310346

I am using the flashlight mod from https://forum.zdoom.org/viewtopic.php?f=19&t=46174 , is there any way to configure the beam? It's pathetically small, and it seems like a neat mod to have at hand in case a map decides to have sewer levels.

>> No.4310349
File: 34 KB, 500x375, 1450659382296.jpg [View same] [iqdb] [saucenao] [google]
4310349

>>4310180
>Daikatana

thanks for reminding me of one of the biggest flops in gaming history

>> No.4310350

>>4310180
>released in 2000
not retro :^/

>> No.4310362

>>4310231
In which engine?

>> No.4310372

Why doesn't sgtmarkiv post here under his trip anymore?

>> No.4310393

>>4310362
gzdoom

>> No.4310413

>>4310372
full eyes on the mad patreon shekels

>> No.4310424
File: 231 KB, 1305x979, BABYCRATE.jpg [View same] [iqdb] [saucenao] [google]
4310424

>> No.4310427

>>4310424
What's in the box?

>> No.4310429

>>4310413
Is that what he's up to these days? He hasn't made anything of note since brutal doom and even that got old after a while

>> No.4310431

>>4310427
several tiny boxes
it's a mom crate

>> No.4310442

>>4310431

Crate Elemental?

>> No.4310447

>>4310431
what if the crates were sentient and they sluggishly crawled around
and you could jump on them and they'd carry you around

>> No.4310450

>>4310431
>>4310447
this is so cute.

>> No.4310494

>>4309868
Should give them ears.

>> No.4310503

>>4310494
What about pig noses?

>> No.4310520
File: 3 KB, 1024x128, NewMoon.png [View same] [iqdb] [saucenao] [google]
4310520

Well, turns out this didn't look so good. Does anyone know of a solid looking full moon sky texture? I'm sure I'm not the only anon who thinks that would look great with many of our Halloween maps.

>> No.4310527

Swap the Wolfenstein SS with a chainsaw zombie.

>> No.4310563

Has anyone submitted a vr halloween map yet?
How many people here are working on one?
Any idea how many maps will end up in the project?

>> No.4310580
File: 21 KB, 282x348, 1451883936694-0.jpg [View same] [iqdb] [saucenao] [google]
4310580

>>4310563
>
>
>

>> No.4310608
File: 1.53 MB, 355x240, NO.gif [View same] [iqdb] [saucenao] [google]
4310608

>>4310563

>> No.4310615

>>4310563
I submitted the spoopy castle but that was kinda already made. If Repugnus needs to fill slots I have 2 more decent maps that I can give him.

>> No.4310674
File: 28 KB, 735x614, 1402445027307.png [View same] [iqdb] [saucenao] [google]
4310674

I've watched a demo/trailer of MetaDoom, and playing it I'm enjoying it quite a bit, but how do I use the demon doggos as weapons as the videosuggests you can?

>> No.4310730

>>4310674
Use the collar leash "grenades" on them.

>> No.4310740

>>4310563
Can't wait for Screenshot Saturday to see what you guys are working on.

>> No.4310741

>>4310730
>Leash grenades

What key would those be?

>> No.4310789

>>4310108
Blaz is done.

>>4310153
Quiet you, this is the first time I''ve actually been happy with Blaz's development. I'm never going against the normal weapon progression of Doom ever again.

>> No.4310807

YOU FIT TA LEARN THE PROPER MEANING OF A DOOM MAP

>> No.4310808

>>4310741
the use item key.

>> No.4310825
File: 271 KB, 706x507, 1448483569547.png [View same] [iqdb] [saucenao] [google]
4310825

>>4310789
>Combine Kegan
>happy

>> No.4310829

>>4310825
What's that supposed to mean?

>> No.4310837

>>4310350
>released on N64
Retro by /vr/'s standards

>> No.4310842

How can I modify shareware Doom1 iwad in order to inject e1m4b and e1m8b there instead of e1m4 and e1m8?
And yes, I do know that's illegal.
I still need some tools.

>> No.4310843

>>4310424
>Union Aerospace Corporation reminds you that the Companion Crate will never threaten to stab you and, in fact, cannot speak. In the event that the Companion Crate does speak, Union Aerospace Corporation urges you to disregard its advice.

>> No.4310846

>>4310829
it was supposed to be a joke about you being consistently disappointed with your own work

also i'm drunk

>> No.4310851

>>4310846
I'm actually really pleased with Combined_Arms though, though I want to add more cool crap to it. But you definitely have a point there.
Friends don't let friends post drunk, go play video games instead

>> No.4310872

>>4310842
can't add e1m8b anyway, it uses pickups that aren't in shareware (invulnerability, berserk packs)

>> No.4310885

Does anyone know the maximum linedef length that matters for the scroll move 252 in boom? like what is the largest so I can have less than a 33000 line

>> No.4311006

Is dbthanatos a doomworld or zdoom guy? Just got him in a QC match

>> No.4311062

>>4311006
zdoom

>> No.4311103

>>4309771
I'm the guy that was asking about xlat earlier, just letting you know I'm adding acs and decorate for compatibility reasons for zdoom and child ports since there's no other way to have things run as intended in both prboom+ and zdoom. Basically its tailored to prboom+ and then the things that get broke in zdoom are fixed with code.

>> No.4311119
File: 259 KB, 1280x1024, Screenshot_Doom_20171007_041134.png [View same] [iqdb] [saucenao] [google]
4311119

screenshot saturday

>> No.4311312

>>4306551
>/vr/ HALLOWEEN MAP PACK

i suppose i'd better start work. may i have confirmation that

>-Gothic textures and orange edits
>-http://s000.tinyupload.com/?file_id=17462544954044832299

is the latest version of the texture pack?

>> No.4311314

>>4311312
>is the latest version of the texture pack?

Should be fine.

>> No.4311339

>>4311312
It' he latest, but I might release another version with force fields and water today.

>> No.4311350

out to whoever was looking for skyboxes btw
https://www.doomworld.com/forum/topic/93446-skybox-for-sharing-with-the-community/

>> No.4311353

>>4311350
also there's some nice moon skies here
https://www.doomworld.com/forum/topic/93881-a-new-sky4/

>> No.4311418

>>4310350
Any game released for a retro console is allowed on /vr/. Even madden NFL 2005 for the playstation can be talked about.

>> No.4311421

>>4306983
source?

>> No.4311424
File: 27 KB, 552x689, 12144723_10203745783925345_7809861560420048095_n.jpg [View same] [iqdb] [saucenao] [google]
4311424

>when people review a mapset and say it's easy
>I start playing it
>die constantly
>tfw really bad at doom

>> No.4311429

>>4311418
hmm i'm not convinced

>This board is for the discussion of classic, or "retro" games. Retro gaming means consoles, computer games, arcade games (including pinball) and any other games on platforms launched in 1999 or earlier. Sixth generation and later consoles are not considered retro.

at best, it is a creative reading of the rules.

>> No.4311430

>>4311424
>doesn't say what the mapset is

>> No.4311448

>>4311430
>https://www.doomworld.com/forum/topic/97314-idgames-2017-collection-5-maps/

They didn't really say it was easy (I guess I confused that with a different mapset) but I can barely get past MAP02.

>> No.4311467

Has anyone ever made a wad or maps based on what heaven would look like in Doom?

>> No.4311469
File: 1.10 MB, 800x600, quadmech walk.webm [View same] [iqdb] [saucenao] [google]
4311469

>>4311119
Just had to test it in-game even at this early stage. Glad the separate actor turret works well.

>> No.4311478
File: 175 KB, 1024x796, hexen_2__the_boss__heresiarch_by_nezermoar-d817fd7.jpg [View same] [iqdb] [saucenao] [google]
4311478

>>4306550

it sucks that cool projects like this 2 hexen never goes forward

>https://www.youtube.com/watch?v=a7SAMj2Pg1k

>> No.4311483

>>4311478
>ywn get to play Hexen Souls

>> No.4311484
File: 390 KB, 1152x864, Screenshot_Doom_20171007_172326.png [View same] [iqdb] [saucenao] [google]
4311484

>>4311119

sure thing senpai

>> No.4311496

is it ok to take music off youtube from big bands and just put it in my map with credit?

>> No.4311503

>>4311496
Morally? I don't give a shit. But it is illegal and you won't be allowed to upload to DW or link it on the zdoom forums.

>> No.4311504

>>4310741
It's pretty much an inventory system similar to Heretic, so check your controlls and stuff.

>> No.4311505
File: 1.52 MB, 1280x720, Base Profile 10.07.2017 - 17.43.26.19.webm [View same] [iqdb] [saucenao] [google]
4311505

>>4311119
Since usual guy isn't here...
Important Feature!

>> No.4311506

>>4311503
but i can link it on doomworld?

>> No.4311510

>>4311506
No idea.

>> No.4311523

>>4311496
If it's a midi/mus rendition, sure. Just not a straight-up MP3/OGG rip.

>> No.4311648

>>4311505
>Since usual guy isn't here...
it's still pretty early

>> No.4311653

>>4311505
what mod are you working on

>> No.4311654

>>4311506
the only thing i've seen get scrubbed are links to the iwads, or mods that contain them

>> No.4311662

>>4311653
A little gameplay mod. You can find/make special ammo that forces your guns to do fancy things.

>> No.4311684

>>4311505
>>4311648

>usual guy
>anonymous message board

Not exactly the best environment for collaboration, is it?

>> No.4311735
File: 31 KB, 600x450, masterminds of quake.jpg [View same] [iqdb] [saucenao] [google]
4311735

>>4311684
>Carmack for the engine
>Reznor for the music
>Williams for Shambler modelling

It all makes sense now.

>> No.4311772
File: 389 KB, 1920x1200, Screenshot_Doom_20171007_130004.png [View same] [iqdb] [saucenao] [google]
4311772

Still trying to figure out a way to make it less cartoony, but now it has candy sticking out the top.

Also still trying to come up with monster colour variations so we have SOME change for any that don't get redrawn, but I'm kind of at the limit of what I can change without giving different enemies identical colour schemes. Doom's palette was clearly chosen to match the monster designs, and not the other way around.

>> No.4311775

>>4311772
>Still trying to figure out a way to make it less cartoony
it's too high-contrast with black outlines against flat shades of orange

>> No.4311785

>>4311775

I get that, but trying to add subtle texture when the resolution is so low is difficult. I can't shade it easily because Doom doesn't have much dark orange.

>> No.4311794

>>4311785
when I shade sprites, it typically convert it to grayscale, shade it that way, use gradient maps to apply color to it, then palette it in SLADE (it tends to do the best job)

also there really is nothing wrong with using the full range of oranges. in fact, you really should, so that dark sectors don't make it look incredibly muddy in software.

>> No.4311815

>>4311794

That's more or less the approach I take as well. Right now I'm experimenting with spherize-ing a bar gradient to shade the bulge of where the real object would curve out and around. Doesn't help that I'm not really an illustrator AND rounded 3D objects are the weakest area of my illustration skills. You can imagine how much I hated sketching those god damn bowls of fruit in art class.

If I had any knowledge of 3D modeling, I'd try that, but I do not.

>> No.4311826

>>4310872
they are probably still present in the shareware IWAD though? or at the least you could add the sprites in and they would function properly.

>> No.4311829

>>4311826
they aren't in the shareware IWAD. adding the sprites should work, but I don't feel like messing with that.

>> No.4311854

>>4311735
robin williams had literally nothing to do with id

>> No.4311865

>>4311854
Yes. Thank you for pointing that out, brick wall.

>> No.4311869

>>4311815
gimme a min

>> No.4311873

>>4306551
300 minutes of /vr/ updated
https://www.doomworld.com/idgames/levels/doom2/megawads/300minvr

>> No.4311875

>>4311873
You are wonderful, thank you!

>> No.4311885
File: 654 KB, 1203x800, 1456826403928.jpg [View same] [iqdb] [saucenao] [google]
4311885

I feel like this is a dumb question to ask, but what are considered the Dos and Don'ts with monster ambushes? I don't want to do anything to make the player not have fun if I can help it.

>> No.4311894

>>4311885
Don't lock them in the room.

>> No.4311905

>>4311885
DO:
>Leave enough room to move
>Give the player some minor warning
>Give the player enough time to react before the monsters murder them
DON'T
>Make an ambush that the player has to fight perfectly to escape from
>Spawn the monsters right beside the player

>> No.4311910

>>4311885
playtest it yourself and if it doesn't seem fun change it. then get others to playtest it and see what they say. there's no real rules.

>> No.4311913

>>4311429
>and any other games on platforms launched in 1999 or earlier
It's right there, my dude.

>> No.4311914

>>4311894
>Don't lock them in the room.
do lock them in the room if it makes sense. don't fail to lock them in the room if that results in the trap being basically skippable. otherwise what's the point of having a trap there at all?

>> No.4311915

>>4311684
better than s'arais, though

>> No.4311921

>>4311913
hmm see i think interpreting that to mean the game can be as new as you like as long as the console is old enough is a creative interpretation of the rules. Windows PC is a platform made before 1999 yet the latest call of duty does not appear to be allowed on /vr/. the rule is poorly worded and has a gaping loophole in it.

>> No.4311926

>>4311921
A PC has several distinct stages of development when viewed in a historical context, even if each passed naturally to the next.
Namely, lastest CoD doesn't work in a '99 machine, fags have been making that argument for years whenever there's a Diablo II's thread, accept that the mods don't care for pedantry and move on.

>> No.4311927
File: 5 KB, 40x40, pumpkin.png [View same] [iqdb] [saucenao] [google]
4311927

>>4311869
>>4311815
It's not palettized (i don't have the orange palette, didn't feel like finding it), and there's no health cross. Might be a better base for you though.

>> No.4311929

>>4311927
Maybe have a sort of holograpgic cross hovering over it?

>> No.4311934

>>4311929
plus sign carved on the side

>> No.4311937
File: 5 KB, 40x40, pumpkin2.png [View same] [iqdb] [saucenao] [google]
4311937

>>4311929

>> No.4311938

>>4311921
>Windows PC is a platform made before 1999 yet the latest call of duty does not appear to be allowed on /vr/.

Good luck getting the latest Call of Duty to run on Windows 98.

>> No.4311940
File: 5 KB, 40x40, pumpkin3.png [View same] [iqdb] [saucenao] [google]
4311940

>>4311934

>> No.4311945
File: 64 KB, 640x480, 1507401506.png [View same] [iqdb] [saucenao] [google]
4311945

>>4311927
works for me, bit big though maybe. could lose the handle entirely.

https://a.uguu.se/xbfwd6pjtBeO_pumpkin_basket_20171007.wad

>> No.4311946

>>4311940
Could you animate it and have the inside flicker a bit? Even if it wouldn't make any sense.

>> No.4311950

>>4311927

Awesome. I can work with this.

>> No.4311956
File: 5 KB, 34x32, pumpkin4.png [View same] [iqdb] [saucenao] [google]
4311956

>>4311945
a bit smaller, plus cross
>>4311946
i can, but no

>> No.4311962
File: 4 KB, 40x204, Pumpkin.png [View same] [iqdb] [saucenao] [google]
4311962

>>4311946
Not a gif because I don't have gimp at hand.

>> No.4311968
File: 96 KB, 640x480, 1507402258.png [View same] [iqdb] [saucenao] [google]
4311968

>>4311956
https://a.uguu.se/yqdDDdBmejc0_pumpkin_basket_20171007_2.wad

>> No.4311973

>>4311946
note: would require some fucking around with dehacked

>> No.4311982

>>4311968
Hm. dithering looks weird in doom.

>> No.4311995
File: 29 KB, 640x480, 1507403193.png [View same] [iqdb] [saucenao] [google]
4311995

>>4311982
it does. i lazily forced it into the palette with an 8x8 ordered dither to at least avoid the randomness of a normal one. no dithering at all often looks bad as well though. but in this case, it works fairly well, so thank you for nudging me to try it.

https://a.uguu.se/BaBNoIf0n2LK_pumpkin_basket_20171007_3.wad

>> No.4312003

I once dreamed of Carmelita Fox from Sly Cooper, choaking the Cyberdemon to death, with a double futa dick

>> No.4312007

Where can I get a full download for heretic help me out lads

>> No.4312016

>>4312003
thanks for sharing

>> No.4312027
File: 410 KB, 1920x1200, Screenshot_Doom_20171007_151915.png [View same] [iqdb] [saucenao] [google]
4312027

Shit, I hate to post with a tripcode, but I don't want to mistakenly get credit for other people's work, so here we go.

This is as far as I got manually drawing over the shading in-palette before seeing >>4311968. The dithering doesn't look great, but I think it still looks better than what I've done here.

It's going to take a bit more work before I definitively say I'm stuck, but it's not looking great. Doom's selection of orange was made with fire in mind, and doesn't have enough richer, deeper shades to really make a smooth pumpkin.

>> No.4312030

>>4311962
Virtualdub is my goto for gifs.
Try it out!

>> No.4312062

>>4312007
you have g/zdoom presumably and the iwads are linked at the top of this thread. unless you're a technophone and need a one-click solution that should be enough.

>> No.4312069
File: 111 KB, 800x534, ob_82bebf_technophone[1].jpg [View same] [iqdb] [saucenao] [google]
4312069

>>4312062
>technophone

>> No.4312075

>>4312062
thanks man

>> No.4312079

>>4312069
lol whoops

>> No.4312084
File: 2.73 MB, 1152x720, gzdoom 2017-10-07 21-46-45-12.webm [View same] [iqdb] [saucenao] [google]
4312084

You can do some interesting flickers if you use different pulsing lights with different settings.

>> No.4312090

>>4312084
an unstable evileye that could go critical at any moment

>> No.4312093

>>4312090
ah fuck man

you just reminded me of the reactor thingy in half life episode 1 and shooting energy balls into it and now im reminded
>tfw no hl3

>> No.4312098

>>4312093
sorry to trigger you mate. i never played half life.

>> No.4312106

>D2TWIDD
>map 19
This has to be one of the worst maps I've played in a long time. What the actual fuck am I supposed to do? I've cleared out the place and there's no red key to be found. It's just a confusing mess with damaging floor everywhere.

>> No.4312112

>>4312106
>Doom 2 the way id diddly-did
Yeah okay Flanders

>> No.4312114

>>4312106
i love that map. but yeah, it doesn't handhold you.

>> No.4312119

>>4312114
>doesn't handhold you
>putting keys in obscure places is handholding now
Fuck right off.

>> No.4312120

>>4311448
Played through these maps, they aren't very hard. There're some tricky situations here and there but nothing that moderately skilled player can't handle.

>> No.4312124

>>4312119
shrug. i'm pretty sure i solved it without resorting to a map editor.

>> No.4312130

>>4312124
>actions
I know it's the weekend, but seriously?

>> No.4312134 [DELETED] 

>>4312130
If you greentext at me, you don't deserve respect. Thus I see no reason not to respond to you with memes.

>> No.4312137

>>4312134
That bored, are we?

>> No.4312138

>>4312134
what the heck? don't speak for me.
>>4312130
it's not an action, it's a spoken "shrug". sorry, bad habit.

>> No.4312141

>>4312134
Snooty little shits don't deserve any respect either.

>> No.4312142

>>4312138
Eh, I'm probably missing something obvious. Or there's a bug and they key isn't where it should be.

>> No.4312157
File: 2.76 MB, 320x240, d219.webm [View same] [iqdb] [saucenao] [google]
4312157

>>4312142
hmm, perhaps a -nomonsters walkthrough would help?

https://a.uguu.se/joheLaLUXqGE_d219.lmp

>> No.4312167

>>4312157
Yep, I was missing the elevator to the red key.
Annoying it's tucked away there on a damaging floor, but oh well.

>> No.4312172
File: 398 KB, 1920x1200, Screenshot_Doom_20171007_165002.png [View same] [iqdb] [saucenao] [google]
4312172

Alright, I banged my head against it until I got this. I think it's as good as it's ever going to get. And if I ever see another pumpkin again, I'm going to lose my mind.

>> No.4312175

>>4312172
>And if I ever see another pumpkin again, I'm going to lose my mind.
mate you've still got 3 weeks to halloween. i hope you have a good blindfold!

>> No.4312178

>>4312172
The black handle still doesn't look right, you need to change how that blending works. In fact, change all the blacks to dark oranges and remove the handle.

>> No.4312193

>>4312167
fair enough, i don't think it's entirely inconsistent with the style of the original designer which was being imitated there. i don't think Sandy Petersen was above hiding essentials in obscure corners of damage lakes.

>> No.4312212

>>4312178

I know it looks kind of basketballish with the black lines, but orange lines don't make it pop as well. And the handle is how you know its a plastic bucket, and not just a hollowed out pumpkin.

>> No.4312213

>>4312212
>And the handle is how you know its a plastic bucket, and not just a hollowed out pumpkin.
i'm not convinced this is an important distinction that needs to be made

>> No.4312219

>>4312212
It doesn't fit the art style of doom at all with the blacks like that. Looks very out of place.

>> No.4312225

>>4312219
so is a halloween semi-tc but the nice anon is making it

>> No.4312230
File: 239 KB, 800x600, ScreenshotSaturday.png [View same] [iqdb] [saucenao] [google]
4312230

HEY HEY HEY GUESS WHAT DAY IT IS?
THATS RIGHT IT'S SCREENSHOT SATURDAY!
POST YOUR MAPS SPRITES TEXTURES CODE WEBMS AND MORE.
LETS SEE THOSE HALLOWEEN MAPS FUCKERS. GET ALL SPOOKY UP IN THE PLACE

>> No.4312234

>>4312225
neither*

>> No.4312237

>>4312213

But who stores candy in an actual pumpkin?


>>4312219

If that's a major concern for you, you're going to HATE what I did to Romero's head.


In any case, I will defer to the judgement of Repugnus (which should totally be a band name).

>> No.4312239

>>4312237
Well if everything's like that then alright but just don't let that be the only one.

>> No.4312240
File: 345 KB, 1600x900, Screenshot_Doom_20171007_171352.png [View same] [iqdb] [saucenao] [google]
4312240

>>4312230
You're late my man, I'm working on touching up another map for the Halloween pack in case Repugnus wants one.

>> No.4312247

>>4312084
Stupid noob question, but what is the name for that triangle eyeball candle thing?

>> No.4312248

>>4311995
Looks a lot better like this. I'd say go with this, or add a handle to it if it's important.

>> No.4312251

>>4312247
there isn't one officially as far as i know, consensus is usually "Evil Eye" though. here's a puzzle wad based around the things.

https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/evil_eye

>> No.4312253

>>4312251
evil eye is what the doom wiki calls it
https://doomwiki.org/wiki/Thing_types_by_number

>> No.4312258
File: 274 KB, 1399x2259, infernal-sky-9781416525172_hr.jpg [View same] [iqdb] [saucenao] [google]
4312258

Why in the fucking world is every original Doom novel easy to get a physical copy of except for Infernal Sky?

I ain't paying $40+ for a fucking mass market paperback tie-in fiction novel that probably has shit tier middle student tier writing in it.

>> No.4312260

>>4312258
it was printed the least?

>> No.4312262

>>4312258
get it free as an e-book

>> No.4312264

>>4312258
>I ain't paying $40+ for a fucking mass market paperback tie-in fiction novel that probably has shit tier middle student tier writing in it.
Probably why it's rare.

>> No.4312273

>>4312258

It's your fault for not stopping after the first one, which is the only one that is more close to Doom compared to the others.

You dug your own grave.

>> No.4312281
File: 276 KB, 1680x1050, doom07.png [View same] [iqdb] [saucenao] [google]
4312281

>>4311119
Working on my /vr/ Halloween map. It's very dark and spoopy, and is also very rectangular at this point. Hopefully I'll have that taken care of by the final version in a week or so.

>> No.4312304

>>4312281
that looks exactly the sort of map i like
actually looks really familiar like something i've played recently, maybe from dtwid:le or something

>> No.4312340

>really liking the small graphical changes that anon is cooking up for halloween
>not liking the idea of five hundred Revenants every single map
Can we release the Halloween HUD/monsters/pickups seperately?

>> No.4312348

>>4312340
just delete the maps out of the wad

>> No.4312353
File: 418 KB, 1920x1080, doom01.png [View same] [iqdb] [saucenao] [google]
4312353

>>4306550
Alright, here is the final version of the Gothic Texture pack + orange textures.

Basically, I added orange forcefields, orange water, and orange waterfalls, as well as the Thy Flesh Consumed sky.

I don't want to tinker with this anymore.

If you already started mapping with the previous version: make a backup of it before exchanging it for the new version, just to be safe.

I also noticed that Gothic Textures replaces FIREBLU and FIREMAG with it's own animation. SO you can't use those if you planned on it with this.

>> No.4312356

>>4312353
>>4306550

Forgot link:
http://s000.tinyupload.com/?file_id=87989432287548895519

>> No.4312359

>>4312353
Kel Mitchell's wet dream

>> No.4312360

>>4312353
>>4312356
thank you very much!

>> No.4312369

>>4311873
This is the final version with all the fixes? I finished the wad in it's initial release form, but it'll be nice to have the fixed one for future playthroughs.

>> No.4312381

>>4312369
yep. have fun playing spot-the-difference

>> No.4312382

The fuck has happened to Quaddicted?

>> No.4312390
File: 2 KB, 207x129, things.png [View same] [iqdb] [saucenao] [google]
4312390

>>4312340
>>not liking the idea of five hundred Revenants every single map
also
>>4311119

>> No.4312403

Does anyone have the original version of that pic with a million revenants and an archvile behind the door? Without the actual revenants and archvile?

>> No.4312407

>>4312381
Is the music on map 1 supposed to be silent?

>> No.4312426

>>4312407
no

>> No.4312428

>>4312426
Ok, because it is. The other maps seem to be fine.

>> No.4312440

>>4312258
For some reason, even the reprints had them be rarer.

I just ordered it separately.

>> No.4312452

>>4312428
i asked for D_RUNNIN replacements, after people complained about it not being replaced

>Also yeah if anyone wants to post a midi to replace D_RUNNIN please do, I can't pick one because I never play with the music on.

and in reply i received

>Here is something energetic for Map01: Speed Trial by Cyber-Rainforce

link:
https://www.doomworld.com/forum/topic/97033-updated-300-minutes-of-vr-speedmap-megawad/?do=findComment&comment=1799053

nobody else reported this broken in any of the release candidates i posted. so, i don't know what to say.

>> No.4312467

>>4312452
let's bully the fuck out of Memfis for suggesting a busted midi

>> No.4312478

>>4312452
Fuggit.

>> No.4312490

>>4312273
I haven't bought any of them yet though.

>> No.4312502
File: 246 KB, 1152x864, Screenshot_Doom_20171008_025600.png [View same] [iqdb] [saucenao] [google]
4312502

>>4312230
Hammers and practical armours

>> No.4312504

>>4306550
Has anyone else had any luck getting Doom 1 or Final DOOM PSX backups to boot on a PS2 through disc swapping? Every other game I swap with (Spyro, Tomb Raider, Klonoa) boots just fine and works without problems but when I try to load any of the Williams ports of Doom, it loads past the copyright page and just hangs at LOADING.... before the menu.

Through googling, I've found the exact issue would happen with ePSXe if you used the "Play ISO" option and didn't mount the game as a virtual CD, I guess due to it not finding the audio track used in the menu.

But I'm confused as to why this exact same problem would happen when booted on a real PS2, and searching for that situation yields no results. I've tried 4 different CD images of the game from different sites and I've tried burning the disc with ImgBurn, Alcohol, and CloneCD (one of the images was a .ccd), but nothing changes. Just hangs at Loading. The only thing I haven't tried is a different brand of CD-R, but if every other one of the 18 games I've burned works, why wouldn't this one?

Has anyone had any success? I know I can just emulate it or play it on a PSP or my Retropie but I'd prefer to just play it on the PS2 if I can, just like the other games.

>> No.4312506

>>4312502
oh yes. an anime girl in a bikini. ita fucking dakimasu.

>> No.4312515
File: 13 KB, 152x340, tempofield.png [View same] [iqdb] [saucenao] [google]
4312515

>>4312506

>> No.4312518

>tfw internet too slow to do the things i want to do
I'M GONNA MAKE A MAP

>> No.4312524

>>4312452

Time to bully Memfis.
https://www.dropbox.com/s/ysgbtke99w81ul6/Memento%20Mori%20-%20Galaxy.mid?dl=1
If it's not too late, here's another alternate suggestion. Straight from Memento Mori, and I already double-checked so it runs fine in Chocolate Doom.

>> No.4312539

>>4312452
I was under the impression that Memfis, being an avid classic Doomworlder, would've picked a song that actually worked in Doom.
bully memfis

>> No.4312550
File: 383 KB, 1366x768, doom00.png [View same] [iqdb] [saucenao] [google]
4312550

>>4311119
>>4312230
>tfw I'm a retard who doesn't save often and then shit happened and the lost a whole night of mapping
Oh well, at least I managed to rebuild enough to have something for Screenshot Saturday. It's supposed to be a spoopy swamp/haunted woods.

>> No.4312561

>>4312340
500 revenants isn't spooky
spooky to me means low monster counts but lots of traps and ambushes
i certainly won't have 500 monsters of any kind

>> No.4312563

Will the spooky scary skeletons song show up at any point of the wad?

>> No.4312574

WAIT
WILL THE HALLOWEEN WAD TAKE PLACE ON AN HAUNTED HOUSE?
WILL THERE BE SHIT LIKE LIVING PAINTINGS OR WHATEVER?
THERE'S A LOT OF POTENTIAL FOR THIS

>> No.4312576

>>4312561
Same.
I'm actually sticking to monsters that showed up in Doom 64 exclusively for my map. Might put a rev or two in for the season though.

>> No.4312593

>>4312574
i doubt it, it's not some giant magnum opus, it's a bunch of boom maps made by anons in a week or two

>> No.4312606

>>4312550

Well, there go my plans for making a spooky forest map.

>> No.4312629

>>4312606
What did you have in mind? Maybe they won't be that similar beyond taking place in a forest.

>> No.4312647

>>4311995
Liking the look of this!
>>4312353
>>4312356
Thanks.
>>4312452
Holy shit I'm a dumbass. I can't believe I didn't actually check the wad before updating the doomworld thread. So sorry about that. I'll probably just use >>4312524 for map01. Hate to ask,but can you resend the wad to idgames once I post the (hopefully) final update?
>>4312550
Very spooky. Good job.
>>4312563
Not unless someone uses it in their map.

>> No.4312665
File: 2.79 MB, 474x480, Yuan-ti.gif [View same] [iqdb] [saucenao] [google]
4312665

>>4312230
a shitty .gif of a frankensprite monster I'm working on.
I missed some light pixels but I fixed them after making this gif. (also the gif maker cuts off a lot of the sprites)

>> No.4312675

>>4312230
No screenshots because I'm working with pencil and paper, but I'm trying to figure out a way to stylize the Quake 1 Lightning gun into a simplified icon to use as a religious symbol in a map (instead of the usual crosses and pentagrams) without it looking like one of those three-pronged anime weapons and without using a generic lightning-bolt icon. It's slow going.

>> No.4312681

>>4312629

Don't worry, I'm shit at mapping. I was going to use an open forest to disguise the fact that I can't make interiors look nice.

>> No.4312687

>>4312675
Praise be to the lightning gun.

>> No.4312693

>>4312647
Okay, so upon further inspection, the midi in the first map works fine in prboom+ and zdoom, but doesn't work in gzdoom. Very strange.

>> No.4312705

>>4312693
When in doubt, blame Graf.

>> No.4312708
File: 111 KB, 458x858, q3_sexy_hunter.jpg [View same] [iqdb] [saucenao] [google]
4312708

>>4312687
There's lots of cool shit that can be done with lightning effects using map hacks, it's just a matter of getting a consistent theme going before I start diving in to the depths of info_notnulls.

It also helps that Best Quakefu loves her the LG but the Q3A tuning fork is definitely a different beast than the Q1 electrified sai.

>> No.4312734
File: 98 KB, 356x540, 1507152720918.jpg [View same] [iqdb] [saucenao] [google]
4312734

>>4312705
Gotta take the good with the bad, man. Graf's done a lot of work.

I'm not Graf.

>> No.4312761

>>4306550
I just downloaded Thief Gold (from an upload that I found in the archive that was posted here on this board).

According to the image in the OP, I need TFIX, correct? How EXACTLY does that work? So far I have the game files downloaded and unzipped, but that's it.

>> No.4312771

>>4312563
Its already in mine

>> No.4312776

>>4308837
>PLAYPAL.pal "Could not load the color table beacuse it is not a valid Microsoft® Palette file.

Thanks though dude, it was exactly the information I needed. Now to figure this hurdle out.

>> No.4312785

>>4311339
I'd seriously consider extraction of the doom-1-specific textures. I'd grab the skinteks and redwall1s.

>> No.4312795

>>4312776
No, extract it as a png and then follow my steps.

>> No.4312814
File: 85 KB, 514x642, this went poorly.png [View same] [iqdb] [saucenao] [google]
4312814

>>4311119
err
um
well
fuck

okay quick tell me things.
especially after looking into my e2 replacement.

>> No.4312840
File: 2.58 MB, 1152x720, gzdoom 2017-10-08 05-12-11-94.webm [View same] [iqdb] [saucenao] [google]
4312840

this aren't the shrooms i wanted

>> No.4312846

>>4312761
Forget this, I got it working. I think, at least. I'm still a little confused on how the controls work, but I'll figure that shit out.

>> No.4312853

OK, now I'm having trouble figuring out Thief II. I found a download link (again, from an archived post on this board), but I have no idea how to install this shit.

>> No.4312890

>>4312814
Hard to say anything when all we have to go on is an overview of an unfinished map with a couple of screenshots, but what I can tell you is that I'm really REALLY sick of seeing you fumble around with hell textures like a 12 year old with early onset Alzheimer's. Please, for your own good, ditch the goddamn Hell corruption theme and give us a plain old techbase. Like, judging by the E2 replacement your gameplay senses are starting to improve, but it's hard to focus on that when the rest of the WAD looks so dire.

>> No.4312912

>>4312734
2nd time you've posted this image here.

>> No.4312916

>>4312890
>ditch the goddamn Hell corruption theme and give us a plain old techbase
I think you missed the theme of Doom's E2

>> No.4312941

I'm completely new to Doom modding. How much of an uphill climb am I looking at if I want to create my own gameplay mod?

>> No.4312943
File: 495 KB, 1214x467, TEMP.png [View same] [iqdb] [saucenao] [google]
4312943

>>4312230
Drew a map on paper for the first time in a long time. Flows pretty well, but each room needs some interst still...

>> No.4312946

>>4312941
Depends, what type of gameplay mod?

>> No.4312947

>>4312941
its ezmodo I learned everything in like a month

>> No.4312956

>>4312941
DECORATE is a toy language that's quite easy to learn, and if you're familiar with programming ZScript is also a thing. I think your main obstacle would be artwork.

>> No.4312987

>>4312916
I think he did too.

>> No.4312997

>>4312946
I want make a mod around X from Mega Man X and Zero from Mega Man Zero. Just 2 classes that take the mechanics from their respective series and bring it to Doom.
X gains special weapons by killing enemies instead of finding them on maps, and powerups around the map are replaced with an armor system based on the X5-X6 games.
Zero uses his arsenal from the MMZ games, which is mostly melee-based, but has powerful EX attacks and higher mobility to make up for his lack of range. His powerups would be replaced with Cyber Elves.
Instead of armor and health bonuses the mod would use a Sub Tank system that lets you store up extra health for emergencies.
Both characters would use a universal energy pool in place of ammo, that is used by X's special weapons and Zero's EX attacks. You would have to balance your use of specials with standard weapons, but the standard weapons are going to be plenty capable on their own.

>> No.4313001

>>4312956
>I think your main obstacle would be artwork.
Yeah, I am no artist. Could just rip a few assets from other games to make the hud, but weapon sprites would be a bit of work. Zero has a lot of melee weapons that need full arm-swinging animations, and while X could just be recolors you would still need different buster sprites for his different armors.

>> No.4313002

>>4312997
Most of that stuff would be pretty straight forward and easy, but the special weapons for X would be a little trickier. You could either make monster replacements or fuck about with DECORATE more in depth

>> No.4313006

>>4312997
X would be incredibly easy. Make all of your custom weapons share an ammo type that spawns on the map, and make end bosses that drop a weapon type upon death.

>> No.4313013

>>4312997
There better be an optional cvar where X yells out the weapon name every time he fires it ala Maverick Hunter X

>SHOTGUN ICE
>SHOTGUN ICE
>STORM TORNADO

>> No.4313025

>>4313002
Why replacements? Couldn't the weapons just be special drops from normal monsters?

That reminds me, there's a weapon from Mega Man Zero 4 called the Z-Knuckle that steals enemy weapons, would be cool to disarm Chaingunners and kill them with their own gun.

>> No.4313028

>>4313025
Well I mean imps don't drop anything.

>> No.4313034

>>4313028
Oh so your saying I would have to add the code so they drop stuff, which would mean altering the monster?

>> No.4313037

>>4313034
It wouldn't require much altering either, inerhitance is your best friend if you're not wanting to alter the behavior of these guys.

>> No.4313127
File: 374 KB, 960x540, batterup2.png [View same] [iqdb] [saucenao] [google]
4313127

>>4312230

>> No.4313158
File: 262 KB, 1080x1920, we never asked for this.jpg [View same] [iqdb] [saucenao] [google]
4313158

>>4313127
why did you have to remind me of that walking dead season opener?

>> No.4313181

>>4312943
when is rekkr coming out bitch

>> No.4313185

>>4312502
This looks dope. Tell me more.

>> No.4313209

>>4313034
Make a file called zscript.txt. Paste this in it:

class NewImp : doomimp replaces doomimp
{
default
{
DropItem "rocket";
}
}

Then just zip the file up and drag into gzdoom.exe. Gratz, there's your first doom mod.

>> No.4313227

>>4313209
Don't make him do Zscript anon, he is still new!

>> No.4313237

>>4313227
Zscript isn't harder than decorate unless you make it so! It's just a few more ; and { }. You can use all the same action functions in nearly the exact same manner.

>> No.4313243

my dumb switches in prboom aren't animating when I press them even though they're a vanilla switch texture
anybody know of any bugs that might cause this?

>> No.4313247

are there any wads with gameplay similar to Strife?

>> No.4313250

>>4313247
I didn't play much of it, but Serpent Resurrection seems to have that. With even more RPG elements.

>> No.4313259

>>4313243
does it still make a sound? do you have switch textures on any other upper/lower/mid textures on the same line?

>> No.4313275

>>4313250
Thanks anon, this looks great!

>> No.4313278

>>4313243
>even though they're a vanilla switch texture
but do they have the same name as one of the iwad switches? if not you have to specify them via a SWITCHES lump

>> No.4313309

NEW THREAD

>>4313304
>>4313304
>>4313304

>> No.4313327

>>4313259
>does it still make a sound? do you have switch textures on any other upper/lower/mid textures on the same line?
No, and no. It's on a lower section of a line, there are no other textures at all on that line. It opens a door that starts a voodoo conveyor belt, that part works fine. It also animates and makes noise fine in zdoom.

>>4313278
>but do they have the same name as one of the iwad switches? if not you have to specify them via a SWITCHES lump
Yes; they are available in the doom2 iwad.