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

/vr/ - Retro Games


View post   

File: 94 KB, 800x555, i'm gonna shove you in a locker, nerd.jpg [View same] [iqdb] [saucenao] [google]
4320236 No.4320236 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4313304

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/forum/4-wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/

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

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.4320237

=== 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=25782884471447397416 (updated 10-08)

QUMP
-Beta released
-https://www.youtube.com/watch?v=Mp_ZqCZPJKk

OP
-Looking to update the OP, suggestions are welcome
-Include The Inmost Dens somewhere?

=== NEWS ===

[10-10] Smooth Doom updated
https://forum.zdoom.org/viewtopic.php?p=1022234#p1022234

[10-10] QC model rips
http://steamcommunity.com/sharedfiles/filedetails/?id=1126969999
https://facepunch.com/showthread.php?t=1576581

[10-9] Qump Exclusive /vr/ Release >>4316161 >>4317567
http://www.mediafire.com/file/p8r3d4k38fmkmrd/qump.zip

[10-8] The /newstuff Chronicles #539
https://www.doomworld.com/news/the-newstuff-chronicles-539-r5284/

[10-7] 300 minutes of /vr/ updated
https://www.doomworld.com/idgames/levels/doom2/megawads/300minvr

[10-6] Hunter's Moon v2.9.2 released
https://forum.zdoom.org/viewtopic.php?t=30942

[10-6] Fox Sports Chile features Doom WADs
https://twitter.com/FOXSports_Chile/status/915664353906561024

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

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

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

[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

=== 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.4320261
File: 63 KB, 250x188, 250px-Heretictitle.png [View same] [iqdb] [saucenao] [google]
4320261

Should I play Heretic maps from a wandstart?
I loved doing this with Doom but I don't know if Heretic's maps are designed for it.

>> No.4320265

>>4320261

They are designed for it, but not quite as fun to do so.

>> No.4320269

>>4320261
they seem to be designed with wand-start in mind. often they will give you weapons you already have in each map (particularly the ethereal crossbow and dragon claw)

>> No.4320281

>>4320265
Post-Doom games seem to be in an awkward place when it comes to ammo management, before explicitly continuous shooters such as Unreal.
In Quake for example, the game autosaves your equipment, so you'd think the maps were balanced for that, but not really. Some of the maps are firmly based on Doom's philosophy and encourage a shotgun start, others are extremely difficult to do this way. It's kind of a mess, and the main reason I find it harder to enjoy Quake. You should either uniformly make each level a separate entity, or make the whole episode continuous.

>> No.4320286

>>4320236
> filename
showed that weenie

>> No.4320292

>>4320281
>Some of the maps are firmly based on Doom's philosophy and encourage a shotgun start, others are extremely difficult to do this way.
The only maps explicitly designed for shotgun starts are the first map of each episode. Given that each episode was mostly designed by one person, the only reason to have extra weapon pickups in a map is either being nice if the player missed one earlier in the episode, or a fancier way of giving ammo.

>> No.4320306

>>4320261
Well you can if you want, it's possible
Also that could get you into a mentality of actually using items, since you won't keep them anyway

>> No.4320309

>>4320292
I disagree, the whole first episode is designed as separate levels, you have enough ammo to shotgun start each one.

>> No.4320316

>>4320309
>you have enough ammo to shotgun start each one.
You 'technically' have enough ammo to finish the level without dying, yes, it's cutting it pretty darn close even with good aim. Try E1M3 from a shotgun start on Hard- you get the grenade launcher and single nailgun early, but immediately after is the room with the dual-Shambler rape and a dozen Scrags, not to mention the zombies throughout the level that require grenades if you want them to stay down.

>> No.4320326
File: 12 KB, 617x130, mr saw.png [View same] [iqdb] [saucenao] [google]
4320326

>>4319715
Awesome, can you post some screenshots? I wanna see what you did with the guy.

>> No.4320340

>>4320236
>belly button armour

>> No.4320345

>no LEGO DOOM game

>> No.4320351

>>4320345
>no total conversion of Bionicle

>> No.4320361

>>4320351

That could be a fun project for whoever owns a bunch of bionicles. You could take pictures of the figs to create the sprites. I'm sure it'd look neat.
Maybe someone ripped the textures from the playstation games too ? Make it feel real authentic that way.

>> No.4320370

>>4320328
>From decorate? Nah. But an acs script that executes another acs script can use that method.
Neat. I didn't know that. Still seems of limited use then, since you might as well just use a function, or even pass the string in something map level, only downside with functions is you can't use Delay();
>>4319604
>How about pass strings as arguments?
>How about write scripts that can take more than 4 arguments?
You can kinda do both these things so long as what you want to pass is not a fixed point number, by packing and then unpacking those smaller datatypes in the fixed args.
>Have proper floats?
Fixed is more precise and better(tm)
>>4319618
Try using discrete state names and pointing your jumps to those instead of numeric jumps.

>> No.4320378

>>4320351
Bionicle sucks and always has sucked.

>> No.4320391

>>4320370
>Neat. I didn't know that. Still seems of limited use then, since you might as well just use a function,
Unless you're using a variable for which script to actually execute and don't know beforehand which string will be passed to it. Or if you store information in the language lump.

>> No.4320396

I know this may be a bit picky but I want to create shortcuts to all the ECWolf games but I can't figure out what the ECWolf equivalent of the -iwad launch command.

Anyone have any idea?

>> No.4320398

>>4320391
>Unless you're using a variable for which script to actually execute and don't know beforehand which string will be passed to it.
How would either of these matter for using a function?

>> No.4320416

>>4320398
Because functions have to be hard-coded. You can't execute variable functions on the fly.

>> No.4320431

>>4320416
Maybe I'm missing something, but I'm still not seeing the difference or benefit to an acs script passing stuff to another script in the same library over an acs script passing stuff to a function.

>> No.4320445
File: 1.60 MB, 800x600, WNm88.webm [View same] [iqdb] [saucenao] [google]
4320445

>>4320431
It was extremely useful for making this (old, discontinued) thing. Items, whether actors or map spots tied to map geometry, had messages for each mode of interaction and any associated scripts defined in the language lump. The interactor script constructed a string based on the TID of the object and compared that to the language lump and just spat out a default "can't do that" or somesuch message if no entry was declared.

The dialogue system was also LANGUAGE-based. It was possible to type whole conversation trees without needing to recompile, including basic conditional statements through references to some generalized scripts.

>> No.4320450

>>4320445
Fuck that doom shock looks so good.

Will you ever share the code or continue work on it?

>> No.4320456

>>4320450
>Will you ever share the code or continue work on it?
>>4320445
>discontinued

>> No.4320467

>>4320445
Can you share the code?

I may repurpose it for some other things.

>> No.4320473

>>4320450
Oh I've absolutely not discontinued doomshock. I just haven't been in the mood to get into zscript status bars yet. Are they even documented yet?

>>4320456
>>4320467
Trust me, it's absolute trash code. Completely unmaintainable and doesn't even use gdcc.

>> No.4320534

>>4320236
>fireblue

>> No.4320589

>>4320261
Well I've played up to E1M7, it was definitely the right choice. Like the other anon said, using the inventory becomes much more meaningful. I wouldn't say it's as good as Doom original episodes, but it's close.
So far my favorite thing about Heretic is that the wand is cooler to use than the gun. Seems to remain useful for stronger enemies.

>> No.4320638
File: 220 KB, 250x250, 1461238744371.gif [View same] [iqdb] [saucenao] [google]
4320638

>>4320473
Don't know about other anons, but I'm really eager to play Doomshock. I sincerely hope you wont drop this mod and will keep up the good work.

>> No.4320642

What is the appeal of heretic? It's far too much like doom and if I wanted to play doom, I would play doom.

>> No.4320658

>>4320642
Well, I've played Doom and I want something good with a different setting. Also, the levels have been better than Doom 2 in my opinion.

>> No.4320664

>>4320642
Same as any Doom TC - it's more Doom with a different flavour.
Level design is also better IMO, and there's never enough of fantasy shooters, since there's so few of them.

>> No.4320678

>>4320642
Do you like the gameplay of Doom? Do you like dark medieval fantasy? There ya go.

>> No.4320681

>>4320642
Better storyline :^)

>> No.4320682

>>4320638
Huh, didn't think anyone really cared about it. Guess I can set aside the 3d modeling stuff for a bit and get into zscript status bars.

>> No.4320689

>>4320642
Heretic is honestly a poor show. Awkwardly reskinned Doom weapons into fantasy magic items with limited use of the new more interesting functions, damage spongy enemies and headache-inducing music.

>> No.4320731 [DELETED] 

>>4320689
I think the lack of aiming-while-crouching nodes is a greater issue. The game ought to autodectect when you're crouching next a barrier and raise you just over it when aiming.

>> No.4320785

So what's the best port for authentic but comfy gameplay?

ChocDoom is an obvious purist port but playing everything in 320x200 hurts my eyes, and it would be nice to have health/ammo display with maximum screen size.
ZDoom modifies the engine in various small ways and gameplay always eels off, which triggers me.

Is Prboom+ the best choice for this?

>> No.4320823

>>4320785
>Is Prboom+ the best choice for this?
yeah or Crispy or Eternity

>> No.4320825
File: 45 KB, 724x407, doom1.jpg [View same] [iqdb] [saucenao] [google]
4320825

thank you for lego doom

>> No.4320827
File: 51 KB, 656x456, sawguytest.jpg [View same] [iqdb] [saucenao] [google]
4320827

>>4320326

Comes out a bit pale and dull, but that actually works to its advantage, seeing as it's supposed to be a zombie. Thinking about converting those pink spots to red. It gets a bit patchy, but if anyone would be covered in irregular blood splats, it would be a chainsaw wielding maniac.

>> No.4320830

>>4320825
pinky just heard a really good joke

>> No.4320831

>>4320825
I wish I had a large enough variety of Lego to build all of the enemies for a Lego mod.

>> No.4320840

>>4320831
>lego sprite/texture pack
sounds like a neat idea

>> No.4320841
File: 685 KB, 2048x1338, Doom2.jpg [View same] [iqdb] [saucenao] [google]
4320841

>>4320830
so was he

>> No.4320845

>>4320840
it already exists iirc.

https://www.doomworld.com/idgames/graphics/legotex
https://www.doomworld.com/idgames/levels/doom2/j-l/legobase

>> No.4320847

>>4320845
https://www.doomworld.com/idgames/levels/doom2/Ports/j-l/legob-sp
https://www.doomworld.com/idgames/levels/doom2/j-l/legob-oc

>> No.4320856
File: 31 KB, 595x252, sc-55-1.jpg [View same] [iqdb] [saucenao] [google]
4320856

I saw a midi player at a goodwill last week but I was wondering if it's possible to play Doom with the real Roland SC-55 because I heard it was what Bobby Prince used to make the doom music and I want to get the authentic experience rather than using inaccurate soundfonts.

>> No.4320865

>>4320856
I forgot what kind of midi player it was but was a bit skeptic about it since I've never ever used or seen a Midi player before but it had the same input cable like that roland picture has. Did I make a mistake? Would I have made modern day midi music like Bobby Prince? Or would I have brought it home dejected.

>> No.4320920
File: 474 KB, 600x844, blood.jpg [View same] [iqdb] [saucenao] [google]
4320920

>tfw have a taste for Blood after hating first and second level for years..

>> No.4320938

>>4320920
Blood > Doom

>> No.4320951
File: 234 KB, 700x897, Sw97_SWOldboxart.jpg [View same] [iqdb] [saucenao] [google]
4320951

>>4320938
Blood is much harder than Shadow Warrior and Duke 3d. First levels suck because of lack of ammo.

>> No.4320972

>>4320951
only on higher difficulties.
shadow warrior is absolute hell on L1

>> No.4320979
File: 10 KB, 480x360, jv1080.jpg [View same] [iqdb] [saucenao] [google]
4320979

>>4320856
Games released after the general MIDI standard was implemented (1991 iirc) will sound good on the Roland SC or other GM capable sound module.

>>4320865
That's a midi port. Since General MIDI is a set of music instructions being sent to a standardized list of instruments that will always be allocated in the same order you can play MIDI soundtracks on any number of GM capable devices. Here's some Daggerfall music on the JV-1080, an extremely popular sample based synth used on innumerable game/film/TV soundtracks in the 90s.
https://www.youtube.com/watch?v=tH7CfBwQ8SQ

>> No.4320996

>>4320972
Ninjas don't become invulnerable like cultists, also katana kills them in one hit

>> No.4321012

>>4320996
the first level introduces some of them crouching behind counters just camping indefinitely.

>> No.4321016

>>4321012
Crouched ninjas are more bearable than prone invulnerable cultists.

>> No.4321030
File: 166 KB, 1080x1349, cat damit.jpg [View same] [iqdb] [saucenao] [google]
4321030

>>4320370
I could do that but its NEVER given me a problem with it before?

Its like its skipping all of the 0 Tic frames. And as you know 0 tic frames are a paragon of engineering for zdoom mods.

So gzdoom is behaving very weird. But for all I know there might be a condition for this.

Technically I am modding a mod... smooth doom replaces something, then I replace something from smooth doom in order to tweak it further.

>> No.4321036

>>4321016
what do you even mean by invulnerable cultists

>> No.4321037

>>4321012
>>4321016

you get gas grenades in the first level
>gas em out

>> No.4321039

>>4321036
he's bad.

>> No.4321063

>>4320938
lol no, it doesn't even have source code

>> No.4321067

>>4321039
>>4321036
Their hitbox becomes so small its impossible to kill them at distance.

>> No.4321092

>>4321067
man someone needs to do that shit in doom...
like at random change monsters' radius to be much smaller so that they can eventually squeeze through some bars or they're not as easy to hit as you're used to (with no visual indication as such)... same with the kneeling too

>> No.4321098

>>4321067
never happened to me

Say, are you playing gae in dosbox at framerates higher than 75?

>> No.4321104
File: 26 KB, 250x269, SHODAN_1.jpg [View same] [iqdb] [saucenao] [google]
4321104

>>4320236
Boy, I wonder how SHODAN would react if Soldier G-# tried to reason with her into a deal: The Von Braun and Tau Ceti system are hers, but the Earth and the system its, the Rickenbacker and the launched escape pod are off limits. Basically; allow the UNN Rickenbacker and escape pod to gradually return to Earth at sub-light speeds,while she can do what she wants with the Von Braun and Tau Ceti. If only they made it a little more open-ended in the choices you make besides what class of soldier to pick from in the beginning.

>> No.4321107

>>4321104
>Soldier G-#
The who what now?

>> No.4321114

>>4321107
The Player character from SS2. He has a lot of numbers in his name, thus I don't remember all of it.

>> No.4321116

>>4321104
ITT missing the point of the game entirely

>> No.4321119
File: 300 KB, 604x1050, 1475413325443.jpg [View same] [iqdb] [saucenao] [google]
4321119

>>4320825
Have you seen the bigger Doomguy that a /toy/ anon made?

>> No.4321126

>>4321119
Cool

>> No.4321127

>>4321119
>proper trigger discipline
Neat

>> No.4321131
File: 36 KB, 489x244, xcom_xPiratez_scared.png [View same] [iqdb] [saucenao] [google]
4321131

>>4321119
> seeing this
> reminds me somehow of the 23mm shotgun the russians have, the KS-23
> now I understand why each blast does so much damage, doomguy and the UAC are *not* using 12 gauge

>> No.4321132

>>4321114
Ah. I usually hear him referred to as "Goggles".

>> No.4321135

>>4320689
>and headache-inducing music.
shit taste detected

>> No.4321136
File: 205 KB, 1024x523, 29949997932_cd733882b8_b[1].jpg [View same] [iqdb] [saucenao] [google]
4321136

>>4321127
>trigger discipline when there's no triggers

>> No.4321138

>>4321136
how can triggers be real if our hands aren't real

>> No.4321139
File: 79 KB, 500x500, my diner sides.jpg [View same] [iqdb] [saucenao] [google]
4321139

>>4321136
> the chaingun has an actual chain for its ammunition

>> No.4321141

>this is in related results
https://www.youtube.com/watch?v=c3LU5RW6Yek
Mmmm, that greebling.

>> No.4321142

>>4321131
>ks23
Russians seem to like pump action howitzers. This is in the same ballpark: https://www.youtube.com/watch?v=OOMMozYzt0g

>> No.4321151

>>4321142
> the 8 gauge shotgun shells have 7 pellets each... and each one hits like a high powered .45acp... has no problem doing the same work as 7 pistol shots even with proper shot placement

> in halo this kills the master chief

>> No.4321156

What do you guys use for music in Doom? I've been looking into sound fonts and some of them are pretty awesome. Any reccs and tips how to set this stuff up?

>> No.4321167

>>4321156

All of the music for doom is made to sound ideal under the Adlib / OPL emulation soundfont that is native to the sound cards of the day.

This is the way it should sound, its the way the music artist wrote and placed their notes. And even if it seems a little dated for your taste you should try it out and give all the music a playthrough.

Its a little more authentic that way, all the other soundfonts may introduce better musical effects but that isnt what these music tracks were designed for, which introduces various quirks.

You might as well be using basic windows midi emulation if you're using anything else besides the intended Adlib / OPL emulation.

>> No.4321168

>>4320445
Guy from before here, sorry late reply.

Are you saying that you can execute
script "myscript" (void){
stuff;
}

with

str mystring "myscript";

acs_namedexecute (mystring, x, y, s);

If so I didn't know that, that's neat.

Otherwise I still don't see the difference.

>> No.4321170

>>4321151
IIRC the ks23 is rifled and chokeless though, which will make it way less effective than a regular hunting 12ga in most situations. That is, unless you take advantage of the fucking *autocannon* barrel and shoot a slug with a really high pressure load.

>> No.4321171

>>4321116
I see your point. Its just that from what I've read and seen, its a tad or two more linear than SS1(which I have via Portable edition). After going into the Rickenbacker, journeyed into the Many's body, successfully destroyed all the nerve clusters and central brain of The Many, you start the next and final level on the Rickenbacker's bridge. As the biomass gradually rots away due the eradication of the brain, Goggles goes back into the Vaun Braun via the umbilical tethering both ships, discovers the many changes SHODAN has done to the ship. Goggles comes across some audio logs from Lecroix as well as receives E-mails from SHODAN, with subjects such as "Goodbye Insect" and "The End". Other than what I stated in >>4321104, the final level could have used some more enemies, such as some Cyborg Assassins other than the red ones, Protocol droids that now serve SHODAN, and Security bots.

>> No.4321176

>>4321156
>>4321167

Anyway almost all of the NEW tracks that have been converted or arranged for doom mods typically sound Better when played using the old style adlib/opl emulation. Even BTSX music for example.

There is something about the way that the Adlib/OPL handles dulcet and moody tones that just kinda goes right through you or sets the environment perfectly. And those low ominous tones (like E1M5 music)

All these other sound fonts try to spruce that up and in trying to add quality they are defeating the effect. Sometimes these sound fonts sound like a jumble of different styles of instrumentation while the old stuff has much more consistency (and fits better).

>>4321170
stop implying that the UAC uses actual off the shelf models for anything of theirs, even their pistol probably isnt a standard beretta

just saying its entirely possible that doomguy has been using beefier, deadlier shotgun loads than we've been led to believe - Master chief uses 8 gauge I see no reason why doomguy isnt using 8 gauge too. I believe 23mm is approximately 8 gauge.

(the UNSC is firing loads of 16 heavy flechettes from theirs though, while the UAC seems to be just loading theirs up with buckshot so large it could fit a muzzleloader)

>> No.4321179

>>4321168
Yes, that's exactly what I mean.

>str
Reminder that this is actually an int, specifically a reference to the string table. Literally everything is an int in ACS..

So you can do
int SomeValue = 1;
int MyString = StrParam(s:"SomeValue equals ",i:somevalue);
print(s:MyString); //= "SomeValue equals 1"

There's admittedly few cases when you want to use a "string" variable for which script to execute, but for some types of UI stuff it really is a godsend. Still pleased that I'll never ever have to write a line of ACS ever again as a non-mapper.

>> No.4321180

>>4320827
Not bad, but I think if the other zombies were made gray skinned, he ought to be gray skinned too.

He converted pretty well though.

>> No.4321183
File: 1.21 MB, 480x287, giphy[1].gif [View same] [iqdb] [saucenao] [google]
4321183

>>4320664
>Level design is also better IMO

>> No.4321185

>>4321176
It is 6.27 gauge, and I'm not implying anything. I'm talking about guns.

>> No.4321204

>>4321179
Neat. I knew that everything is an int, but didn't know I could specify what script to execute for some reason. That's really useful, thanks!

>> No.4321237

>>4321136
This got my dick rock hard. I would buy all of these if I could.

>> No.4321257

>>4321237
Bricklink the parts and just build 'em?

>> No.4321267
File: 344 KB, 1152x864, nbrpch.png [View same] [iqdb] [saucenao] [google]
4321267

Anyone else have trouble with the Soup Nazi Boss fight?

>> No.4321282

>>4321183
At the very least they feel better than Doom 2.

>> No.4321295

besides metadoom, has any other mod took advantage of the special modding keys from consolation prize's doom 64?

>> No.4321304

>>4321180

This is doable, but will require a bit of extra work. Won't matter unless someone writes a patch, however. I've been looking in to Dehacked, and while I could probably learn how to use it, it's going to take me longer than the deadline.

>> No.4321312
File: 290 KB, 1280x1024, Screenshot_Doom_20171011_161726.png [View same] [iqdb] [saucenao] [google]
4321312

More work on my halloween map; scrapped an area

>> No.4321316

>>4321312
Sky3 was used instead of skinfaces because it looks better

>> No.4321317
File: 477 KB, 590x442, file.png [View same] [iqdb] [saucenao] [google]
4321317

>>4321142
>>4321131
>KS-23
Interestingly, it also has several attachments that are only listed on Russian wiki side, but not on english:

"Attachment-6" is a 36mm on-barrel grenade-launcher, distance is 200m
"Attachment-12" is a 82mm on-barrel grenade launcher (distance 120m, for gas greandes. Gas volume at nominal effectivness ~100m^3) - can effectively gas the whole building.
"OTs-Cat" - a hooksot launcher, effective distance 35m horizontal and 20m in vertical

There is also a modernised bullpup variant, which gave it longer barrel and as a result longer effective range. With it, Buckshot shell (called "shrapnel" in russian, because that's what it actually is) is effective at 100m range.

>> No.4321325

>>4321183
Small town feels like an actual small town. A fortress is an actual fortress. A temple feels like an actual temple, etc.
It was released in '94. It does way better job at conveying the general idea of the areas than most of the official levels and fan content that was made in the old millenium.
I do not count Duke of course, only Doom content. Strife did a better job with environments, but the game's focus was different as well.

>> No.4321341

>>4321312
how did you get that transparent effect in Boom?

>> No.4321347 [DELETED] 
File: 71 KB, 377x739, neckmyself.png [View same] [iqdb] [saucenao] [google]
4321347

>>4321341
Line effect 260
I don't know what the hell I should do.

>> No.4321359

>>4321347
put more openings between areas, or have them open during level progression?
try more non-orthogonal stuff?
try detailing less, for now, and get map layout added (do heights and stuff like that, where approximately people will be) then come back and detail afterwards?
dunno, further, hard to tell from top down view of map

>> No.4321361

>>4321312
>>4321347
not getting the halloween connection. that looks no different to all your other maps. why isn't it mostly gothicorange? it's just another fleshatorium.

>> No.4321369

>>4321317
English wiki says 10-25m effective range not 100.

>> No.4321370 [DELETED] 

>>4321361
>implying flesh isn't gothic or halloween
Seriously, nigger?

>> No.4321376 [DELETED] 
File: 83 KB, 600x600, 1345011418782.jpg [View same] [iqdb] [saucenao] [google]
4321376

>>4321370

>> No.4321395 [DELETED] 

>>4321370
>implying that's what he said
Try using the texture pack to make a map that isn't just another nogrid fleshskin bloodpool hexagonfloor thousandsector tinylinedef mashup.

>> No.4321404 [DELETED] 

>>4321395
>nogrid
You say it as if its a bad thing.
I though ppl hate rectangular shit.

>tinylinedef
wtf does that even mean

>> No.4321407 [DELETED] 

>>4321370
aint even my post nigga what are you doin
flesh is halloween as fuk tho.

>> No.4321412 [DELETED] 
File: 2 KB, 103x283, memes.png [View same] [iqdb] [saucenao] [google]
4321412

>>4321395
>nogrid
Stop this meme.

>> No.4321416

>>4321267
Are there actual levels for that? I thought it was just a Jerry's apartment joke was.

>> No.4321428 [DELETED] 
File: 312 KB, 1280x1024, Screenshot_Doom_20171011_171411.png [View same] [iqdb] [saucenao] [google]
4321428

>>4321395
somebody hasn't even looked at the map it seems

>> No.4321430 [DELETED] 

>>4321428
>ceiling somehow gets maligned
oh fuck off.

>> No.4321432 [DELETED] 

>>4321428
looks too tight to be fun to move in.

>> No.4321437 [DELETED] 
File: 149 KB, 236x288, doomthreadinanutshell.png [View same] [iqdb] [saucenao] [google]
4321437

>>4321432
>do exactly what people ask for
>still get the same old copypasta and no legitimate criticism
nothing changes

>> No.4321440

r&i

>> No.4321443

Silent teleporting is a wonderful thing, so many little ways to use it.

>> No.4321452 [DELETED] 
File: 378 KB, 2500x1804, 1456885734503.jpg [View same] [iqdb] [saucenao] [google]
4321452

>>4321347
>sar
>>4321407
>sar
>>4321428
>Anonymous
>>4321437
>Anonymous

>> No.4321454

Please tell me there's more people making maps for the Halloween project besides sarais and that guy who's only using revenants.

>> No.4321458 [DELETED] 
File: 95 KB, 800x800, SeumasCarmack02.jpg [View same] [iqdb] [saucenao] [google]
4321458

>tfw your level of autism only makes you a regular old autist and not a turbo hyper-efficient forward-thinking mega captain autismo

>> No.4321460 [DELETED] 

>>4321454
I told you what would happen if you didn't let me improve. Oh well, enjoy your slog of shit maps. Your fault.

>> No.4321463 [DELETED] 

>>4321454
Remember; It's okay when anybody but sarais does it.

>> No.4321469

>>4320827
Try and add random cuts to its armor and skin like it isn't very good controlling that chainsaw.

>> No.4321471

>>4321454
>and that guy who's only using revenants.
I'm not only using revenants
there's
184 revenants
6 archviles
6 pain elementals
6 cacodemons
2 imps
so far

>> No.4321484

>>4321471
> those two imps
wtf do they do... just shit fireballs from across a lava lake or something?

>> No.4321485

>>4321484
they were revenants before I realized it was unfair to the player and so changed them to imps

>> No.4321487

>>4321471
Oh yeah my bad. I meant to say that guy who's MOSTLY using revenants.

>> No.4321490 [DELETED] 

>>4321437
Nice thumbnail. Matches the size of your micropenis.

>> No.4321498 [DELETED] 

>>4321490
>13" is micro
what are you implying, blackie?

>> No.4321503

>>4321460
>I told you what would happen if you didn't let me improve.
Lmao, always playing the victim.

>> No.4321506

>>4321485
well if they teleport in I can understand it, but if they're just sitting on a perapit somewhere it would be better to make it an imp teleporter so that when you kill one another takes its place

>> No.4321509

>>4321471
such unvariety is boring. mix it up a little please.

>> No.4321512

>>4321454
Swamp guy standing by.

>> No.4321523

>>4321428
>2 8-unit height steps and 2 16-unit height steps
>the lights on the ceiling get cut-off around the middle
>misaligned STARGR in the distance that also cuts off in an ugly way
Shit, dude, there's a lot of work for you to do.

>> No.4321527

Hey guys, what would the best way be to spawn projectiles from a bulletpuff actor in Decorate?

I want to spawn a bunch of spark particles which are projectiles because they need to bounce. I've tried A_Spawnprojectile, but it does not seem to work at all. What other spawning functions are there?

>> No.4321528

>>4321523
shhh, careful, he'll go on about how it's your fault his maps are shit

>> No.4321529

>>4321523
>>4321528
Stop enabling him.

>> No.4321530

>>4321506
they're not that
>>4321509
>>4321487
I'm intentionally misrepresenting the map a bit; there are really 184 revenants, but they're not used in the way you're probably thinking.

>> No.4321541

>>4321527
A_SpawnProjectile is correct.

TNT1 A 0
{
for(int i=0;i<=50;i++)
A_SpawnProjectile("MySpark",0,0,frandom(0.0,360.0),CMF_AIMDIRECTION|CMF_ABSOLUTEANGLE|CMF_ABSOLUTEPITCH,frandom(-90.0,90.0);
}

>> No.4321565

>>4321416
I mixed wads, and summoned the actors into other maps, by binding "summon jerry/elaine/george/kramer" to various keys, you can even summon Newman

Go ahead, mix any doom wad with cool maps with seinfeld.wad (No-monsters optional) and have fun summoning them in maps and making funny screenshots

>> No.4321614

>>4321369
he said 100m with the longer barrel you dingus

>> No.4321631

>>4321454
I submitted one already.

>> No.4321640

>>4321614
..you don't get 100m effective range with any shot shell, *especially* not with a unchoked and rifled barrel.

>> No.4321642

>>4321640
>you don't get 100m effective range with any shot shell
Sure you can.

>> No.4321648

>>4321642
If you're being assaulted by irate clay pigeons and you're using birdshot, okay then that's an exception

>> No.4321661
File: 138 KB, 700x600, 1506670919595.png [View same] [iqdb] [saucenao] [google]
4321661

what do you guys think of Doomzone or Supplice?

https://www.youtube.com/watch?v=1m0AXhOHBUY

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

>> No.4321696

>>4321640
>>4321642
>>4321648
You dont want that much range with a shotgun anyway. You need to put a spreader choke on that bastard so it'll spray buckshot in a wide narrow pattern just like it does in doom. That way at 25 yards you just have to point it in their general direction and you'll be unlikely to miss.

> the 7 by 0 degrees spread for the doom shotgun is abit wide and flat even for a spreader choke though... its more likely to be 5 by 2 degrees oval.

>> No.4321697

>>4321661
doomzone is cool
that new update is looking cool

supplice i'm looking forward to

>> No.4321718

>>4321696
If you need 100 yards thats why you have a scoped .44 magnum revolver on your hip, while carrying the shotgun.

Shotgun really isnt a great weapon for hunting deer anyway, its just got the same trajectory as a pistol round so its more safe for firing in rural areas with clustered small towns everywhere. Buckshot, aside from the namesake, will just makes your deer all gamey from puncturing all over the place. And if you're using a slug you might as well be using a .40+ caliber pistol round since it'll do the same damage ironically (its still all about shot placement to take down a deer quickly). Technically a razor tipped arrow does the job better.

Shotgun is a man killing weapon.

>> No.4321728

>>4321718
And thus /k/ wept.

>> No.4321736
File: 139 KB, 400x400, doomguy.jpg [View same] [iqdb] [saucenao] [google]
4321736

>> No.4321737

>>4321661
awaiting supplice

>> No.4321739

>>4321736
That Vanilla Ice on the top right?

>> No.4321746
File: 215 KB, 488x488, 1507690139681.png [View same] [iqdb] [saucenao] [google]
4321746

>>4321736

>> No.4321836

>>4320642
tome of power, items you can use whenever you like.

Image doom with quad damage and the ability to take health packs with you and use them whenever you like. Then remove all hitscan enemies and add a bunch of melee-only and big guys that shoot fire or ice or whirlwinds that lift you up and damage you.

Then there's all the random items like the morph ovum (turn the enemies into chickens) chaos device (teleport back to the start of the map - great for getting out of trouble), and a bunch of other cool items.

Then give the maps a dark medieval aesthetic.

Its pretty different to doom - it might look like re-skinned doom on the surface, but once you play through the first episode, you'll understand the appeal of heretic unique gameplay

>> No.4321853

>>4321736
the left bottom looks like Lena Headey (a.k.a Cersei) in a very very compressed jpeg

>> No.4321857

>>4321836
Also, the stats from the weapons are not quite the same as those of Doom. To say that they are just reskins is a bit dishonest.

>> No.4321861

>>4321141
That's amazing

>> No.4321871

>>4321857
Wand does about the same damage as a pistol,
Crossbow does a little bit less damage than the shotgun (14 dice vs. equivalent 15.5 dice), Claw does twice the damage of a hitscan from doom.

The real downturn in damage is the hellstaff and the phoenix rod, and the firemace is only useful with the tome activated. Hellstaff with tome is pretty effective as well as a seeker projectile.

>> No.4321876

>>4321871
>and the firemace is only useful with the tome activated
It still fires fairly faster than any other weapon, which could work for stunlocking.

>> No.4321879

>>4320979
Interesting, if only they didn't cost so much. Let's hear how Doom sounds on the JV-1080.
https://www.youtube.com/watch?v=F7ICna1rkdg

>> No.4321881
File: 192 KB, 1619x782, thanks randy.jpg [View same] [iqdb] [saucenao] [google]
4321881

I know it's not really retro and all but I found out about Duke and Sam being shoved into some korean MMO lately and it hurt me on a spiritual level.
>This is what Duke has become

>> No.4321883

>>4321881

that's not Serious Sam, that's the superhero with the big chin from Fairy Oddparents

>> No.4321884

>>4321881
This looks like a goddamn bootleg.

>> No.4321886
File: 97 KB, 316x340, ball.png [View same] [iqdb] [saucenao] [google]
4321886

>>4321883
Goddammit anon

>> No.4321893

>>4321565
Should just take a mapset and batch find/replace with seinfeld characters.
Dunno what would be best for it

>> No.4321912

>>4321104
Shodan sees herself as a god, she wouldn't "make a deal" with the goggles whom she sees as insect beneath her feet - or, because you turn on her at the last second, a rebellious child AT BEST.

If there were actual choices, I think it'd be better if you could choose to decide whether to embrace Many or Shodan, and spend most of the game fighting either robots and cyborgs, or mutants - and changing order of who is the final boss.

>> No.4321913

>>4321884
I know what you mean, even some official games developed in Korea and China based on an overseas IP look and feel bootleg as fuck for some reason. It's strange.

>> No.4321916

>>4321136
>>4321119
>>4320825
>>4320236
Doom Lego Movie when? After first one and the Batman one, I'd be all in.

>> No.4321918

More SC-55 Doom.
https://www.youtube.com/watch?v=tykAn_7aRP4

>> No.4321932

why was duke nukem's music more dreary than Doom's.
https://www.youtube.com/watch?v=IDvEEWeGyQU
for a game about action movie parodies it really has melancholy tunes.

>> No.4321947

>>4321932
Have you listened to a lot of action movie OSTs?
There's very little actual buttrock.

>> No.4321950

>>4321947
only Terminator's. The first one.

>> No.4321965

>>4321893
I just did the lazy method of just selecting dragging Seinfeld.wad and any wad I can think of to a source port of my choice, and then have fun watching Seinfeld characters walk around maps

>> No.4322020
File: 2.79 MB, 474x480, Yuan-ti.gif [View same] [iqdb] [saucenao] [google]
4322020

YUAN-TI REPLACER FOR HERETIC

http://www.mediafire.com/file/32vugucag11f49t/Yuan-Ti_Replacer.wad

Just fooling around with some ideas for enemies.

>WHAT DOES THIS DO?
-Replaces all Weredragons with Yuan-Ti - a fast, fairly tough creature with a short-range lightning attack (looks best in GZDoom with dynamic lights...) and melee bite. (.gif related)

-Replaces Ghost undead knights with a "Flesh Lich" - essentially an arch vile (without the insane ranged attack) that resurrects dead creatures and shoots the odd Disciple purple energy ball at you. Uses the korax sprite - although sized down.

-makes all enemies resurrectable by the flesh lich (except the Iron Lich or Maulotaur, or the Flesh Lich itself)

Still some minor issues with resurrecting gargoyles that died in water - their legs get clipped off (which flag do I need to unset to remove that?)

The Yuan-Ti is a bit less threatening than the weredragon, but the Flesh Lich makes things much harder, so it kind of evens out. Should be a good challenge rating-improver to any heretic set (works with vanilla, HTC, HUMP,HYMN etc.)

>> No.4322046

Does anyone have a link for a good sprite/texture dump of Blood? I want to make a horror-themed Doom wad and I'd like to use the textures, but I have no idea where to search.

>> No.4322061

>>4322046
There are blood textures here:
http://realm667.com/index.php/en/texture-stock-mainmenu-152-97360/other-sources-styles-mainmenu-155-26369

and there are also a lot in the zblood.wad:
http://www.blood-wiki.org/Mods/ZBlood_v41.zip

For sprites, you can find a few of them here:
http://realm667.com/index.php/en/beastiary-mainmenu-136-69621/other-style

>> No.4322080

>>4321883
that's Dr. Rib Studwell

>> No.4322092

>>4322061
Thank you!

>> No.4322104

>>4322020
Fixed the floorclipping - A_UnSetFloorClip was all I needed

Also added the archer from hexen 2 as a replacement for the golem ghosts (replaces both the regular golem ghost and the nitrogolem ghost)

He fires a very fast projectile - so if you're running you can dodge it, but if not its quite hard to avoid. same health as a golem (80)

Link is the same

>> No.4322141

>>4322020

Good stuff, we need more enemy replacers.

>> No.4322146

>>4322141
its a kind of subtle one - the main enemies are untouched, but every now and then a flesh lich pops up (or a group of 4!) and starts resurrecting enemies. Can be a lot of trouble.

I've been playing through Heretic Treasure Chest with this and its a lot of fun

>> No.4322156

>>4321871
>Crossbow does a little bit less damage than the shotgun (14 dice vs. equivalent 15.5 dice)
It's also a projectile weapon that fires faster. Quite different.

>> No.4322184

>>4320979
>not seeing anything to do with Doom being played on the currently displayed device

YOU HAVE A JOB TO DO, GENTLEMEN.

>> No.4322217

Anybody wanna play some Doom 2 coop? PLS I'M SO BORED LET'S JUST BLAST THROUGH DOOM 2

>> No.4322224

>>4322217
We should play 300minvr coop desu

>> No.4322229

>>4322224
sure lets play dude

>> No.4322251

>>4322229
So you setting up a server?

>> No.4322257

>>4322251
I dont know how to do any of this lol. This will be my first time. But pls, let's do it, it will be fun! Pls just set it up and I will join.

>> No.4322267

I thought you guys did coop here all the time wtf senpai. Btw I have that Zanzodrum thing downloaded.

>> No.4322275
File: 30 KB, 500x362, image.jpg [View same] [iqdb] [saucenao] [google]
4322275

>>4320378

>> No.4322290

>>4322267
>I thought you guys did coop here all the time wtf senpai.
nope. most of us are singleplayer.

>> No.4322303

>>4322267
You thought wrong. People actually willing to set up servers here are few and far between.

>> No.4322308

I never really paid much mind to it but holy shit, ketchup's gore sound effect gets old very fast. it's also ridiculously fucking loud.

>> No.4322332
File: 175 KB, 640x480, spasm0000.png [View same] [iqdb] [saucenao] [google]
4322332

done a few minor edits to QUMP - link is the same but fixed a few minor things and made the start map 'smoother' to walk around.

Also spuds entrance actually looks good now instead of a plain box

>> No.4322348

>>4322332
Oh shit, that's neat. You've gone and made the entrance look better than the actual map though, that's just setting false expectations!

>> No.4322439
File: 302 KB, 680x680, 5b5.png [View same] [iqdb] [saucenao] [google]
4322439

>>4320378
>>4322275
What do I look like to you, A dummy? There's not even bait on this hook!

>> No.4322502

Any Doom wads that feature canyon.midi?

>> No.4322506

>>4320589
when you are done with this you need to play elf gets pissed
great .wad for heretic and whether you do wand starts or not you will be making the most use of the items the game gives you

>> No.4322515

>>4320642
pros:
>literally no hitscan enemies
>arguably better level design than episodes 2-3 of doom but inarguably more consistent level design quality
>shadows of serpent riders >>>> thy flesh consumed
>items that can give maps a whole new layer of depth
>tome of power
>bosses/superenemies are a lot more interesting with more varied attacks, also not as strong as DOOM ones so they can be put into more situations while still being scary (maulotaurs are so much better gameplay wise than cyberdemons its sad)

cons:
>more varied random damage values making enemies feel like bulletsponges
>guns for the most part look, sound, and feel completely inferior to their doom counterparts, no mod has fixed this a la smooth doom for some reason
>slightly less enemy variety, severely less when compared to Doom II but thats not fair
>BFG replaced with some weird as fuck mace thing that doesnt even spawn half the time and isn't even that useful without a tome seriously who did this shit
I personally actually like it more than doom, I mean as long as we are talking pure vanilla only. I can see why others would not though. God I wish more people would give it attention in the modding scene.

>> No.4322521

>>4322515

I like it slightly less than doom but more than doom 2. I actually love the level design and the aesthetics.
Oh and the crossbow feels pretty good imho, and I always loved the tomed hellstaff.

>> No.4322525

>>4322521
crossbow is alright but then you compare it to it's counterpart, the powerhouse that is the doom shotgun, and something just isn't right.
There was a mod for some old abandoned sourceport that changed all the weapon sprites and sounds but didn't alter any values and it was really fucking good. Don't remember it's name but it was for some 3D source thing and doesn't work on any modern day commonly used sourceport. What I would give for a Smooth Heretic or something.

>> No.4322527

>>4322515
pros:
> gauntlets of the necromancer

>> No.4322528
File: 10 KB, 225x225, 1504418026694.jpg [View same] [iqdb] [saucenao] [google]
4322528

>>4322527
yes this to, especially the tome version
>going up in a maulotaurs face and molesting him for 40 seconds straight
>game basically forces you to do this if you want to survive E4M1

>> No.4322641

>>4321932
>>4321932
There's no reason you can't have gloomy, melancholic or atmospheric tunes in a high octane action game.

Duke Nukem 3D is an excellent example of this.

>> No.4322692

>>4321541
Thank you very much! I figured that I was just retarded, I compared my call of SpawnProjectile to yours and found the mistake. Thanks again!

>> No.4322698

>>4322692
No problem f a m. Some functions aren't exactly straightforward to use.

>> No.4322723

>>4321932
Earth is fucked, babes are stolen. That's pretty melancholic if you ask me

>> No.4322734
File: 216 KB, 760x1024, 1295715184909.jpg [View same] [iqdb] [saucenao] [google]
4322734

>>4322723
I really like the heroic aspect of Duke Nukem 3D in that way, gotta kill all the aliens and save all the babes.

>> No.4322808

>Q3 armor in QC has grey sholder pads
Everyone is thinking of Doom 64, but to me it reminded me of the armor from FreeDoom
>Inb4 they add John Grimm's face

>> No.4322818

>>4322808
That might be funny actually. Especially if you have to pay for the character.
>they add doom community characters
Can't wait to play as brutal doomguy

>> No.4322820

>>4322818
>Purple square mask
>Hoodie based on Dog Pope
>GMOTA's Sir Blaz armor
>Corvo's cowboy clothing
>Zharkov's face
What else?

>> No.4322826

>>4322820
forgot the inexplicable demons with tits

>> No.4322841

>>4322820
A samsara style mod with community characters could be fun too...

>> No.4322853

>>4322515
> BFG replaced with some weird as fuck mace thing

Actually I dont consider the firemace to be a bfg replacement even if it does alot of damage. When you strafe the projectiles adopt your momentum so its hard as hell to aim it.

The tomed Claw however... all those ripper projectiles... that definitely clears rooms like the BFG would. It may be dampened in terms of the total damage output but even without the tome it is practically a plasma rifle (I know its slower, but its a hitscan for the same amount of damage, and the ammo is common AF).

I say the Claw is the BFG equivalent in heretic.

The Firemace is just an "alternate version" of the Hellstaff that when tomed delivers all that extra damage sorta upfront, and doesn't do jack shit to bosses. With ammo that is rare, in a game where running out of ammo for other weapons is (well you're definitely doing something wrong if you run out of ammo for anything really...)

>>4322734
I wish someone would put that big (stockless) shotgun weapon in doom or duke3d that Duke is always shown using in the game cover splash art.

>> No.4322914

>>4322853
The tome is the BFG equivalent in Heretic, simple as that. Just like one could say the Quad Damage fulfills that role in Quake.

>> No.4322952

>>4322853
the claw is by no stretch of the imagination a BFG equivalent
the hellstaff I can understand, but the claw, it's just strong, not even enough to sit in the major weapon category with a tome on

>> No.4322954

>>4322820
russian overkill's marty's mutton chops

>> No.4322961

>>4322914
Ironically if I have a surplus of tomes sitting around I will crack one out and use it with the Wand because of how dam effective the wand is and how that ammo practically never gets used.

I dont know how much damage it does but im counting 5 hitscans plus 2 projectiles so that sounds alot like a shotgun blast per attack and the fire rate doesn't seem to go down at all. Considering ive usually got 400 ammo sitting there untouched its pretty much a bunch of free damage.

Its even worth it to use that on Liches, or anything else thats a bullet sponge, though its better on a bunch of mid-level beef like weredragons and the animated slicey armor things.

>>4322952
the rippers cause so much stunlock across the entire room that I can just sit there full auto on monsters and they will pretty much die without being able to attack

It is hilarous having a pile of disciples just be destroyed by this, heck even skeleton knights too.

The two main weapons I toast people with are the crossbow and hellstaff so I frequently have 400 orb sitting around for that Claw too.

>> No.4322964

How do I set up doom servers to play coop with my bro?
What mods etc do we use?
New to this sorry family

>> No.4322983

>>4321454
I am / was making a map for Halloween. I'm quite far along with a map that sees Doomguy fall into a black and orange themed underground complex with a bright orange river. The colour is very striking.

Unfortunately, someone in the family knocked my computer last night and now it won't start. I will probably miss deadline while waiting for the replacement parts to arrive.

>> No.4322987

>>4322983
>Unfortunately, someone in the family knocked my computer last night and now it won't start.
jesus christ why are people such fucking twats. sorry to hear it mate.

>> No.4322997
File: 860 KB, 1280x657, tumblr_inline_oxi5kowlmL1umheze_1280.png [View same] [iqdb] [saucenao] [google]
4322997

>>4322987
Cheers man. Fucking people, I swear. At least they're buying the new parts.

Too far done with the level to stop, so its getting finished even if I can't recover the level for another week.

Unfortunately all the up to date screenshots are on my borked computer, but have some pics from last week.

>> No.4323001
File: 996 KB, 1280x658, tumblr_inline_oxikkjQ1ad1umheze_1280.png [View same] [iqdb] [saucenao] [google]
4323001

>>4322997

>> No.4323005
File: 875 KB, 1280x658, tumblr_inline_oxikks89Co1umheze_1280.png [View same] [iqdb] [saucenao] [google]
4323005

>>4323001

>> No.4323012
File: 843 KB, 1280x664, tumblr_inline_oxikkp9Fsi1umheze_1280.png [View same] [iqdb] [saucenao] [google]
4323012

>>4323005
Features in the level include huge smelting chambers covered by elaborate patterns of glowing trenches, secrets within secrets, and battles through tunnels and valleys. Lots of geometric shapes and glowing orange recesses.

It was meant to be a map about huge metal caverns like Sunder or Sunlust, but its turned into of a mash up between Doom's E1M7 and Quake's Ep3.

So far its harder than my usual levels but nowhere near the slaughter of Sunder and Sunlust.

>> No.4323013

>>4321661
doomzone looks poorly balanced. some classes just seem to have useless things when others appear pretty op

>> No.4323031

>>4322997
>>4323001
>>4323005
>>4323012

This looks cool as fuck. I'm sure Repugnus will allow a late submission, considering the circumstances (as long as it isn't TOO late).

>> No.4323038

>>4323012
One minor criticism, it looks weird as fuck that the tang-fall would line up flush with the wall.

>> No.4323063

>>4322997
>>4323005
>>4323012
velveeta cheese - the level

> your orange lava should use the golden yellow color range just prior to the red range, in order to look more dangerous and less like Hi-C out of the drink fountain at mcdonalds

>> No.4323080

>>4323063
it's pumpkin juice

>> No.4323089

>>4323080
its too bad it cant incorporate the smell of pumpkins somehow, pumpkin pie is so comfy

>> No.4323092
File: 296 KB, 1024x768, Tomb-Raider-original-game[1].jpg [View same] [iqdb] [saucenao] [google]
4323092

How long until there's a Tomb Raider Upstart Mapping Project?

>> No.4323101

>>4323092
>TRUMP
I get the reference lol

>> No.4323148

>>4322983
Damn that sucks to hear. Luckily I don't take deadlines that seriously. When's the soonest you think you can finish it?

>> No.4323157

>>4323092
>>4323101
kek

>> No.4323164
File: 42 KB, 700x600, c094d9b0657d9a429e2bb5993175c161c9cb8f10.png [View same] [iqdb] [saucenao] [google]
4323164

>>4322997
>>4323012
>tfw when some of these ideas sound very similar to what I'm doing for my swamp map
Shit, man, I swear I'm not copying you.

>> No.4323187

>>4323092
I'm going to make a move and make /vr/ play it.

>> No.4323192

Are there any DECORATE/scripters users here?
I'm having a few issues with something i'm working on

I've got some custom objects in which trigger events on a player who overlaps with it, such as a jump or pushback cause on it. Keep in mind I need this to work as object code, not map location code.

Can anyone link me some examples?

>> No.4323195

>>4323192
It depends what kind of event and how exactly they're supposed to be triggered. Be specific.

>> No.4323206

>>4323063
>your orange lava

It's not supposed to be lava or damaging.

Oh dear. I didn't factor in that some mappers may not be consistent in making orange water sectors damaging or not.

Anyone using it with damage sectors?

>> No.4323221
File: 470 KB, 1600x668, 1507784665879.png [View same] [iqdb] [saucenao] [google]
4323221

doom maps with orange fog

>> No.4323228

besides metadoom, what other mod has spiders that can crawl in the ceiling?
does that happen in arachnocide?

>> No.4323243
File: 69 KB, 671x660, beaulava.png [View same] [iqdb] [saucenao] [google]
4323243

>>4323063
Like this?

>> No.4323246

>>4323038
Noted. I considered that, I'll try extending it when I get the computer back.

>>4323063
I'm just using the orange textures from the Gothic + Orange texture pack. I'm not sure whether to tag it to damaging... I think I might just call it pumpkin juice and leave it acting like normal water.

>>4323148
Honestly depends on when I get the computer fixed. I was really counting on today to Sunday to finish the map. If the parts are delivered first thing, I'll have the computer fixed Saturday, and can probably finish the map for next Friday.

>>4323164
Great minds, anon.

>> No.4323254
File: 1.04 MB, 1920x1080, mars.png [View same] [iqdb] [saucenao] [google]
4323254

>>4323221

>> No.4323271

>>4323246
You could just bring the orange juice back a bit for the same effect.

>> No.4323273

>>4323206
I thought it was meant to be water, so I've left it undamaging.

>> No.4323275

>>4323254
lookin good man...

>> No.4323281

>>4323206
>orange lava
On all screenshots it looks more like molten OJ.

>> No.4323285

>>4323281
>molten OJ

How can orange juice be molten?

>> No.4323318

>>4323285
When it's heated to above ~0 degrees celsius

>> No.4323320

>>4323195

A player comes into radius of a an object (say melee range). This player receives an effect sent from an object, say like a push away or forced lift in the air/jump. How do you code such an action?

>> No.4323338
File: 960 KB, 1920x1080, Screenshot_Doom_20171012_213146.png [View same] [iqdb] [saucenao] [google]
4323338

How's this for an alternative damaging orange liquid?

>> No.4323352

>>4323338
just use lava for areas that are damaging?
ironically someone might think its just more orange juice and then WAP gets hit for 20 damage when they get in it

>mfw this orange water reminds me of molten caramel, like something that would bury you

>> No.4323356

>>4323352
>just use lava

I completely forgot the default textures. However I might keep this for other projects.

I do think that flat/damage consistency should be considered while playtesting.

>> No.4323380

Do we need an alternate texture to signify damaging floors? Doesn't the toxic waste texture still exist in the modified gothic pack?

>> No.4323386

>>4323380
No I don't think so. I was overreacting.

>> No.4323406
File: 648 KB, 960x720, jump for glory.png [View same] [iqdb] [saucenao] [google]
4323406

gimme a crash bandicoot doom map with the textures from the game is it possible to achieve this

>> No.4323415
File: 244 KB, 3840x1792, city.png [View same] [iqdb] [saucenao] [google]
4323415

with smt II skybox

>> No.4323417

I'm looking for a relevant image to use for our TITLEPIC, so if any of our mappers want to submit their spookiest screenshots of their maps, now would be a good time.

Also looking for suggestions for the HELP and BOSSBACK pictures.

>> No.4323418

>>4323380
I always just apply a light effect or put corpses on it to differentiate it from floor-textures of a similar nature that DON'T damage. Makes more sense than blood damaging in one map and not in the next; make it glow or have some corpses on it. Feels like a good enough indicator to me.

>> No.4323419

How far did the guy that tried to beat Scythe with Hideous Destructor get?

>> No.4323424

>>4323417
I'll try uploading something from the swamp soon.

>> No.4323425

How come there isn't a FreeDoom: Phase 64 yet?

>> No.4323426
File: 259 KB, 1280x1024, Screenshot_Doom_20171007_041134.png [View same] [iqdb] [saucenao] [google]
4323426

>>4323418
Also doubtful I'm going to be able to finish this proper; but i might. Anybody who gets in late and wants it, yell at me.

>> No.4323432

>>4323426
>still begging for collabs

>> No.4323437 [DELETED] 
File: 17 KB, 438x457, knockit.png [View same] [iqdb] [saucenao] [google]
4323437

>>4323432
>Still trying to stir shit
>Still bitching about collabs when even id did it.
>Still claiming the way my brain is wired is my fault
This is some abstract shitposting right here.

>> No.4323440

did the ps1 port of doom offer any original textures and sprites or was it all just existing stuff, with some differences?

>> No.4323443 [DELETED] 

>>4323437
Oh, and better yet; I didn't even ask for any. Read the fucking post you're responding to.

>> No.4323448
File: 695 KB, 1680x1050, Halloween WIP #2.png [View same] [iqdb] [saucenao] [google]
4323448

>>4321454
Still working on mine; here's another WIP screenshot. Left it alone for a few days, but now that I'm back the progression is starting to come together for me. I'll just need to add proper gameplay once things are done (and round the shit outta some corners; holy crap is this thing rectangular right now).

>> No.4323456 [DELETED] 

>>4323443
>>4323437
calm down

>> No.4323459

Can I just say that 300mins is just plain great. Just completed Map #09: "Go Slowly" and I forgotten I wasn't playing JPCP there! Outstanding work, all.

>> No.4323461

>>4323459
i agree i could hardly believe that thing when i first saw it, it went on forever, smoothly looped back to the start, had three different routes to the exit worked through it, and remained entertaining throughout. truly outstanding work

>> No.4323465

>>4323456
don't enable

>> No.4323485

>>4323437
>>4323443
holy shit, dude

>> No.4323486

>>4323485
see >>4323465

>> No.4323508
File: 3 KB, 1024x128, NewMoon.png [View same] [iqdb] [saucenao] [google]
4323508

Reposting this in case anyone wants to use it for their Halloween maps.

http://www.mediafire.com/?pqp7z8f1q41dfj2

>> No.4323527
File: 43 KB, 640x480, 1507843643.png [View same] [iqdb] [saucenao] [google]
4323527

>>4323508
that's a lovely sky texture but but the moon looks squashed tall+thin because the texture doesn't compensate for the game's 5:6 pixel ratio

>> No.4323531

>>4323419
I haven't exactly given up on it. Just been busy with other stuff. My save's up to Map22.

>> No.4323535

>>4323527
Oh, as I have mentioned earlier, I'm not quite happy with it either. But it's the only full moon sky I've found so far that doesn't look more like outer space.

>> No.4323540
File: 526 KB, 1280x1024, Screenshot_Doom_20171012_174138.png [View same] [iqdb] [saucenao] [google]
4323540

>>4323531
Getting close to a full arsenal. I think I'm only missing the bolt-action rifle now.

>> No.4323598

>>4323320
Not him but just have the thing run a script on itself where it compares its position to the position of any players (there are functions for this in zand if youre doing it with the possibility of 64 players) and any that are, does the thing to them.

>> No.4323603

>>4323352
>>4323206
rev map guy here, there are 0 damaging floors in my map if that bit of info helps yall

>> No.4323617
File: 208 KB, 1280x1024, Screenshot_Doom_20171012_184552.png [View same] [iqdb] [saucenao] [google]
4323617

That map wasn't so bad once I decided to not give a fuck about the archvile.

I don't like the looks of this though. Berserk pack right at the start suggests heavy close-quarters fighting, and I can't send anything ahead of me through this teleporter to ensure my safety. No point in sitting around here though.

>> No.4323629

>>4323617
Look at how small he is!

>> No.4323641

>>4323380
I always believe that what flat is used for liquid should not be what determines whether its damaging or not, as that stifles creativity. Just make sure that damaging floors have signs to the fact that its damaging, such as a texture that warns that its not safe (like the radiation sign texture), have decorative player corpses on it, or have a radiation suit nearby.

>> No.4323646

>>4323641
in my map there are corpses and pickups in blood, but blood isn't damaging.

>> No.4323650
File: 599 KB, 1280x1024, Screenshot_Doom_20171012_190742.png [View same] [iqdb] [saucenao] [google]
4323650

Oh, I remember this now. Managed to establish a foothold with the help of my new toy, at the very least.

>> No.4323654

>>4323646
If a pickup is next to it, that already gives a different message anyway.

>> No.4323656

yeah I mean the way damaging floors are handled in vanilla is really poor, that stuff should be downright lethal like it is in Quake

Lava must be more like boiling oil or some shiz.

>> No.4323662

>>4323656
I wish there was a 50 damage per tic sector flag

>> No.4323665
File: 3 KB, 63x66, 1384459020009.png [View same] [iqdb] [saucenao] [google]
4323665

>>4323629
>misidentifying the berserk pack's gender

You fuckin' lout. Get out of my general!

>> No.4323671

>>4323617
No it means you're expected to get hurt and if you're coming into the map with low health its just not going to be fair. So you're bolstered back up to 100 health.

Final Doom frequently eschews medikits and stimpacks in places just for a soulsphere or berserk pack sitting around some place. Kinda like you get your 4 medikits all in one spot.

>> No.4323674

>>4323665
It was a female berserk pack (male).

>> No.4323675

>>4323662
whoa im not sure about that, but they should definitely have one that hits you a bunch of times per second so that way you know its "omg omg hot hot hot its hot"

I forget what the usual rate is but it must be like once per 3/4 of a second. Have that shit hitting you every 8 tics and itll seem oppressive even if it doesnt do much damage.

>> No.4323686
File: 2.91 MB, 640x512, 2017-10-12-1911-28.flv.webm [View same] [iqdb] [saucenao] [google]
4323686

Hardly an ideal shot, but it worked. Looks like I have at least two archviles to deal with here already. That won't be fun.

>> No.4323693

>>4323675
Would be cool if Doom smoothly reduced you're HP as opposed to a chunk per second.

>> No.4323695

>>4323686
You know, I've always been kinda afraid to delve into Hideous Destructor, but your chronicles kinda make me want to try it.

>> No.4323715
File: 28 KB, 1024x128, 1507851777.png [View same] [iqdb] [saucenao] [google]
4323715

what about this

https://a.uguu.se/1MPSFR6YmQ6f_fullmoon.wad
http://temp-host.com/download.php?file=yy60xn

>> No.4323718
File: 36 KB, 640x480, 1507851738.png [View same] [iqdb] [saucenao] [google]
4323718

>>4323715
source code:

convert \( -size 512x512 -depth 8 xc:'gray(0)' -fill white -draw 'ellipse 256,256 120,100 0,360' -write mpr:mask +delete \) \( xc:'gray(0)' +noise random -blur 0x8 -level 40% mpr:mask -alpha off -compose copyopacity -composite \) \( mpr:mask -blur 0x64 -alpha shape \) -compose over -composite -resize x64 \( -size 1024x128 -depth 8 xc:gray'(0)' +noise random -threshold 99% \( -clone 0 -virtual-pixel tile -blur 0x4 -normalize \) +swap -compose plus -composite -modulate 25 \) +swap -gravity north -compose over -composite +dither -remap ~/images/doompal.png x:

>> No.4323720
File: 386 KB, 802x1400, 678cb2fe74ebcc39479ec7b37b00f67635973ad9.jpg [View same] [iqdb] [saucenao] [google]
4323720

>>4323715
>>4323718
Damn, anon, that's great!

>> No.4323721
File: 369 KB, 1092x1042, 6245cb67c0b95c347016ae67c2360c09c9660939.png [View same] [iqdb] [saucenao] [google]
4323721

>>4323720
Wrong pic.

>> No.4323724
File: 2.27 MB, 640x512, 2017-10-12-1950-16.flv.webm [View same] [iqdb] [saucenao] [google]
4323724

spooky surprise

>> No.4323728

>>4323715
>>4323718
Any chance of releasing it as a lmp? I notice that loading it as a wad resource supersedes the previous textures (in this case the gothic orange ones) in the builder. Or am I doing something wrong?

>> No.4323737
File: 479 KB, 1280x1024, Screenshot_Doom_20171012_200454.png [View same] [iqdb] [saucenao] [google]
4323737

Two cyberdemons behind that door, plus an archvile from the sounds of it. I don't know how the fuck I'm gonna pull this one off.

>> No.4323757
File: 2.71 MB, 640x512, internet fight.webm [View same] [iqdb] [saucenao] [google]
4323757

Oh.

>> No.4323771 [DELETED] 

Romero said that Doom was a mistake and he hates that shit game.

>> No.4323781 [DELETED] 

>>4323771
As much as he retweets gun control posts on twitter, I'd believe it. How does the man who created Ultraviolence: the game, end up becoming a gun control idiot?

>> No.4323785 [DELETED] 

>>4323781
>be american
>get shot

>> No.4323801

>>4323781
>>4323785
Please. Let's not.

>> No.4323804
File: 668 KB, 1280x1024, Screenshot_Doom_20171012_203839.png [View same] [iqdb] [saucenao] [google]
4323804

Holy shit. This one's gonna take some doing.

>> No.4323817 [DELETED] 

Memento Mori and Requiem were boring as fuck shit wads liked only because of nostalgia.

>> No.4323818

>>4323728
>>4323728
merge the texture definitions from gothortx into the wad i posted.
or try this, still load gothortx, but this afterwards.
https://a.uguu.se/ClTA2JB638Ut_fullmoon.wad
http://temp-host.com/download.php?file=qs21rl

>> No.4323821

>>4323817
Nah.

>> No.4323825 [DELETED] 

>>4323771
>>4323817
donald doomkart is flipping through his bait-o-dex. wonder what he'll come up with next.

>> No.4323826 [DELETED] 

Even as a kid I couldn't believe how SHIT maps in Doom are. In Duke Nukem 3D they were more believable but in Doom I struggled to imagine how scientists even worked in UAC
>empty rooms with no fucking desks or computers
>ammo, weapons and armor lying randomly on the ground

>> No.4323827

Are we getting raided?

>> No.4323831

>>4323818
Thanks again, will do.

>> No.4323834 [DELETED] 

Doom surely has a very diverse cast of enemies
>humanoid monster throwing fireballs
>bigger humanoid monster throwing fireballs
>same humanoid monster throwing fireballs but with less HP and lighter shade of skin
>biting gorilla thing
>invisible biting gorilla thing
>zombie with a gun
>zombie with a bigger gun
>zombie with a chaingun that can snipe you

woah

fucking reskins just like in COD but it's ok when Doom does it

>> No.4323836

>>4323826
To be honest, I chuckled a little.

>> No.4323837

>>4323831
i haven't tested that at all by the way. let me know if it works and doesn't break any of the gothic orange textures.

>> No.4323839 [DELETED] 

>>4323827
yes. constantly. for 5 years. by the same guy.

>> No.4323840 [DELETED] 
File: 68 KB, 884x800, boy-with-downs-syndrome-giving-thumbs-up.jpg [View same] [iqdb] [saucenao] [google]
4323840

Picrel is person directly responsible for Doom 2 level design.

>> No.4323842 [DELETED] 

>>4323825
>>4323839
>every shitposter is dkg
sigh

>> No.4323852 [DELETED] 

>>4323842
if it quacks like a duck then it probably is a duck, and there is a hell of a lot of past quacking on which to base a quacking assessment, quacker

>> No.4323859 [DELETED] 

>>4323852
there are hundreds of thousands of people on 4chan at any given moment
do you honestly, legitimately, truly believe that only one person, out of all of them, could be a shitposter

>> No.4323861 [DELETED] 

>>4323852
>if it quacks like a duck then it probably is a duck
This metaphor only works if there is only one kind of shitposting that exists.

>> No.4323869 [DELETED] 

>>4323859
>do you honestly, legitimately, truly believe that only one person, out of all of them, could be a shitposter
i believe there is one guy who's been shitting on nineties FPS threads on all boards but especially /vr/ since it was created, and who has a distinctive writing style, yes.

>> No.4323870 [DELETED] 

>>4323869
ah, yes, the old "identifying people by writing style" chestnut

feels like talking with IMX all over again

>> No.4323872 [DELETED] 

but seriously though Doom is shit

>> No.4323902
File: 2.92 MB, 640x512, 2017-10-12-2116-08.flv.webm [View same] [iqdb] [saucenao] [google]
4323902

Really have to go all-out here just to survive the first minute. This might be the map that kills the run.

>> No.4323919 [DELETED] 

>>4323870
I don't know why you're so determined to argue this every single time

do you have anything against people calling names or something

>> No.4323920 [DELETED] 

>>4323870
ironic of you to say this every time shitposting is brought up since you're the only one making a big fuzz of it.

and we can perfectly tell it's you, every time.

>> No.4323925 [DELETED] 
File: 26 KB, 466x282, _49735472_anderson.jpg [View same] [iqdb] [saucenao] [google]
4323925

>>4323870

>> No.4323930 [DELETED] 

>>4323919
>>4323920
>almost exactly one minute apart
Come on, at least make it less obvious.

>> No.4323931 [DELETED] 

>>4323919
>>4323920
>>4323925
hit a nerve, huh?

>> No.4323957
File: 679 KB, 200x199, 502.gif [View same] [iqdb] [saucenao] [google]
4323957

>>4323919

The issue isn't a matter of calling names, it's willfully spreading disinformation based on mere hunches and guesswork.
Anyone can write in a certain "style" and anyone can post shit. If anything, a well-known shitpost tactic is to emulate another writing style and use images already associated with something else to try and cause a correlation. It takes a miniscule amount of effort to do.

Guess who I am? Your guess is guaranteed to be wrong.

>> No.4323961 [DELETED] 

>>4323870
nobody here knows who the fuck you're talking about

>> No.4323964

>>4323961
I do.
Man, guess that makes me a /vr/ oldfag.

>> No.4323967

>>4323961
>he doesn't know IMX

>> No.4323972

>>4323964

It's been a little over four years since /vr/ was founded. Not quite oldfag territory yet!

>> No.4323975

>>4321661

Supplice is amazing, I've been waiting for an eternity for it, though.

>> No.4323981
File: 7 KB, 140x100, gottagofast_big.gif [View same] [iqdb] [saucenao] [google]
4323981

>> No.4323983

>>4323981
NYRRRRRRRRRRRRR

>> No.4323985
File: 30 KB, 528x396, 309489229804.jpg [View same] [iqdb] [saucenao] [google]
4323985

>>4323981
Man, I miss Cyberrunner. I wonder if Zandronum could handle the speed now?

>> No.4323990

>>4323981

I see Doomguy THE Riptearer is coming along great.

>> No.4323997

>>4323981
>Green shoes

>> No.4324009

>>4321661
Supplice looks excellent.

>> No.4324012 [DELETED] 
File: 51 KB, 222x236, 1505957017612.png [View same] [iqdb] [saucenao] [google]
4324012

>>4323930
ah yes, the old "one minute apart" chestnut

>> No.4324021 [DELETED] 

>>4323931
who the fuck are you talking to?

>> No.4324023
File: 6 KB, 140x100, gottagofast_greyshoes.gif [View same] [iqdb] [saucenao] [google]
4324023

>>4323997
I made him with the right colored shoes starting out, but I just liked green more.

>> No.4324024 [DELETED] 

>>4323957
then it's a miracle we're talking anonymous users and not registered usernames, so all attempts to deviate attention from someone by claiming they're not the same people you think they are can be safely ignored

>>4323961
IMX used to be our OP at one point

>> No.4324029 [DELETED] 

>>4324024
>then it's a miracle we're talking anonymous users and not registered usernames
Which changes absolutely nothing at all.

>> No.4324035 [DELETED] 

>>4324029
it apparently does, seeing as nobody has no rights to call anybody anything according to you

>> No.4324039 [DELETED] 

>>4324035
No, that's not what I said. But if you want to pretend I did, that's on you, anon.

>> No.4324042

>>4323957
>Guess who I am?
TerminusEst13

>> No.4324047

>>4324042

You are incorrect.

>> No.4324048
File: 52 KB, 720x404, 1505278334741.jpg [View same] [iqdb] [saucenao] [google]
4324048

nobody cares whether shitposters are who you think they are or not, if they're shitting up the thread, then they're shitting up the thread, and they should be dealt with as such. there's no such thing as 'right' here, stop giving these fucks attention.

nobody cares how intellectual you come off as. go play devil's advocate/witch hunter someplace else.

>> No.4324051

>>4324048
Agree.
Hopefully we can lay this "everyone is DKG" meme to rest, nobody gives a fuck if you've "figured it out".

>> No.4324053

>>4324051
I was actually referring to both sides.

>> No.4324057
File: 106 KB, 554x439, 1366522298148.jpg [View same] [iqdb] [saucenao] [google]
4324057

>>4324053
Well, I still agree with you.

Just report and ignore, don't go "it's DKG again!" or "it's not DKG!".

>> No.4324062
File: 30 KB, 324x311, 1460221837126.jpg [View same] [iqdb] [saucenao] [google]
4324062

>>4323997
>bare arms

>> No.4324063

>>4324023
I looks better grey IMO, but it's your tastes since you made it.

>> No.4324068

>>4324023

Either works, since the entirety of the legs is composed of green pants and grey shoes.

>> No.4324110

>>4323985
It wasn't just that iirc. It ended up being too difficult to map for.

>> No.4324113

>>4323718
How does one use source code such as this?

>> No.4324116

>>4323957
>Guess who I am?
Anonymous

>> No.4324118

>>4324113
that's a command line for imagemagick, and when it's that fucking long for exactly one file I don't understand why you wouldn't just edit it by hand

>> No.4324120

>>4322853
I mean I don't really like the BFG because of how strange and unbalanced it is, but the firemace is just an all around stupid fucking weapon. should have been a melee weapon with a projectile like the paladins hammer from hexen.

>> No.4324137
File: 51 KB, 159x200, 1413832082362.png [View same] [iqdb] [saucenao] [google]
4324137

>>4324116

>> No.4324346
File: 40 KB, 1396x785, 1507856635107.jpg [View same] [iqdb] [saucenao] [google]
4324346

What is the best Duke Nukem song and why is it In Tents?
https://www.youtube.com/watch?v=vhrGdEpsQQM

>> No.4324385

>>4324137
>knight reaction image
had me fooled for a bit, kegan

>> No.4324391
File: 5 KB, 251x168, you think someone would really do that.jpg [View same] [iqdb] [saucenao] [google]
4324391

>>4324385
That ain't me, doofus. I've been too busy working on shit to shitpost on /vr/

>> No.4324397

>>4324057
if trolls are not pointed out, new readers may not recognise them, and will end up replying. i'm sure you've been here long enough to recognise "why isn't brutal doom in the OP" as tedious bait but new readers show up here all the time and fall for the same old crap if it's not pointed out immediately.

>> No.4324403

>>4324397
this is correct
saying that all trolls are DKG is not correct

>> No.4324415

>>4324118
i'm a coder not a pixel-pusher. automation beats manual work every time. i love imagemagick and enjoy seeing how far i can take it. i'd rather have a program that generates an image via tweakable parameters, than spend hours fiddling with pixels. art can be created in many forms: while many people's art is in the form of a pixel grid, mine is in the form of a program. creating the whole image in a single command, to me, that is art.

>> No.4324426
File: 76 KB, 668x449, sd.jpg [View same] [iqdb] [saucenao] [google]
4324426

Is the new Smooth Doom fucking up for anyone else?

>> No.4324451

>>4324426
update gzdoom

>> No.4324475
File: 69 KB, 337x425, serious-sam.jpg [View same] [iqdb] [saucenao] [google]
4324475

>>4324346
You mean Aliens Say Your Prayers
https://www.youtube.com/watch?v=6bzVVEZMxJA

>> No.4324479
File: 165 KB, 600x1200, CcK283UUEAEHR4i.jpg [View same] [iqdb] [saucenao] [google]
4324479

>>4324475
This guy gets it.

>> No.4324480

>>4324479
>>4324475
https://www.youtube.com/watch?v=q_lFxUQ-qdI

>> No.4324481
File: 5 KB, 260x133, 1507884512.png [View same] [iqdb] [saucenao] [google]
4324481

This has to be someone from /vr/.

>> No.4324518

>>4324481
pro doom monster strats long predates /vr/

>> No.4324527

Is anyone else getting a bouncing evil eye in latest GZDoom?

https://www.dropbox.com/s/b3cahb66nl52670/Gzdoom%202017-10-13%2000-56-59-55-1.m4v?dl=0

>> No.4324530

>>4324527
GUESS THE SPRITE CLIPPING ISN'T SO SMART AFTER ALL

>> No.4324564
File: 550 KB, 1366x768, JPCP32.png [View same] [iqdb] [saucenao] [google]
4324564

I just want to share how clever this "reflective windows" trick is in JPCP MAP32.

>> No.4324567

>>4324479
The BRING IT IN comic always gets me.

>> No.4324568
File: 285 KB, 922x2259, DOUKNOUKEM7.jpg [View same] [iqdb] [saucenao] [google]
4324568

>>4324567

>> No.4324570

>>4324564
but where's the bank manager

>> No.4324582
File: 309 KB, 1444x2048, DLIre4NV4AAqmn7.jpg:orig.jpg [View same] [iqdb] [saucenao] [google]
4324582

>>4324527
heh that's cute. needs an excited evileye-tan version.

>> No.4324597
File: 2.41 MB, 720x360, 2017-10-13 14-16-55.webm [View same] [iqdb] [saucenao] [google]
4324597

i'm not quite sure what i did
but what i got was bitrate destroying wave missiles

>> No.4324603

>>4324597

They're like fishes.

>> No.4324612
File: 47 KB, 404x408, 1485855175799.png [View same] [iqdb] [saucenao] [google]
4324612

>>4324597
Holy shit

>> No.4324617

>>4324564
What exactly is clever about it? It looks like a cardboard facade someone cut holes in so you can see the sky thru' it.

>> No.4324619

>>4324597
nice, looks like you got some sines and cosines mixed up.

>> No.4324643

>>4324597
Shoot one invisible missile and have it spawn the real ones. Those then warp around the invisible one.

>> No.4324661

>>4324582
I want to do bad things to Evil Eye Chan

>> No.4324662

>>4324661
like what?

>> No.4324697
File: 776 KB, 514x667, eyebrows 1.gif [View same] [iqdb] [saucenao] [google]
4324697

>>4324662
+STEALTH

>> No.4324765

>>4324597
Combined wave formulas on the z and y axis.
Youre one step closer to making gerstner waves for realistic water rendering in the doom engine.

>> No.4324835

>>4324765
are you a math postgrad?

>> No.4324847

how come freedoom doesn't have intermissions maps like doom 1?

>> No.4324861

>>4324847
No one has cared to make them, it's not surprising because there's no way to configure the positions of all the animated bits in vanilla.

>> No.4324892

>>4324835
No, I'm an idiot.

>> No.4324903
File: 583 KB, 1920x1022, 2m5xkfp.jpg [View same] [iqdb] [saucenao] [google]
4324903

linux question! i installed prboom+ and tried to setup the iwad ; where am i supposed to put them?

i saw the libre wads:

/usr/share/games/doom/freedoom.wad
/usr/share/games/doom/freedoom1.wad
/usr/share/games/doom/freedoom2.wad
/usr/share/games/doom/freedoomu.wad
/usr/share/games/doom/prboom-plus.wad

and tried to put the iwad i downloaded here (as root) ; then launching the game with doom -iwad doom

got this error:

M_LoadDefaults: Load system defaults.
default file: /home/mario/.prboom-plus/prboom-plus.cfg
found /usr/share/games/doom/prboom-plus.wad

PrBoom-Plus v2.5.1.4 (http://prboom-plus.sourceforge.net/))
IdentifyVersion: IWAD not found

>> No.4324915

>>4324617
It a static screenshot, perhaps, when you stare at it, but in play it strikes you immediately as a reflection. Nothing else would have worked IMO. It would stand out as mismatched.

>> No.4324916

>>4324903
you specified doom as the iwad, but you don't have a doom.wad. seems pretty clear to me.

get the iwads from the OP, and throw them in there

>> No.4324917

>>4324903
that's where mine are so i don't know why it wouldn't find them unless you used -iwad doom and the iwad is called doomu.wad.

>> No.4324920

>>4324861
But what about the intermission screens from DTWID?

>> No.4324924

>>4324916
>>4324903
actually I'm not even sure. did you get the iwads, did you throw them in that folder, and are they world-readable?

>> No.4324925

>>4324920
bloat. each one is an entire screen-sized graphic.

>> No.4324964

>>4324925
Couldn't they use a similar tactic?
I mean, they just need an artist, to draw a map, with places in them, and put it in there, right?

>> No.4324975
File: 469 KB, 697x667, 1456597021732.jpg [View same] [iqdb] [saucenao] [google]
4324975

>Finish Duke 3d Atomic
>look out for Duke Nukem 3d sequel soon!

>> No.4325023

>>4320237
if you like long demos of super difficult maps, a guy named Yatima recorded sf2012 uvmax in just under 100 minutes

https://www.doomworld.com/vb/post/1807159

>> No.4325125

>>4324925
That's how I do it.

>> No.4325130

>>4324925
Cause if it don't run on a 486 SX with 4 megs of RAM, it ain't DOOM?

>> No.4325139
File: 2.05 MB, 720x480, 1506436305148.gif [View same] [iqdb] [saucenao] [google]
4325139

Hey, speaking of. Does anyone here have a 486 to potentially help me test stuff in the future?

What's the oldest machine you got? I could probably emulate something to get an idea, but that's not the same.

>> No.4325149

>>4325130
i didn't say that.

>> No.4325151

>>4324903
I'm absolutely not sure about this, but isn't the parameter for -iwad supposed to be a path much like for -file? If so, you'll need to use an absolute or relative path, or run the terminal from the folder your iwads are located in.

Actually, I just checked, and yes. That's how it works.

>> No.4325161

>>4324903
>>4325151
To clarify further, you should be doing:

prboom-plus -iwad /usr/share/games/doom/doom.wad

>> No.4325163
File: 116 KB, 640x480, 1432600451788.png [View same] [iqdb] [saucenao] [google]
4325163

>>4324597
they are like a school of fish

>> No.4325165

>>4325151
it is but it looks in a bunch of places by default and /usr/share/games/doom is one of them. it managed to find prboom-plus.wad there using the same search code.

>>4324903
since you've already shown us the file is there: does -iwad freedoom1 work?

>> No.4325170

>>4325163
who are doing some kind of mosh pit dance

>> No.4325184
File: 369 KB, 650x365, 7d202f288ced12d69253ef2079cb95b7-650-80.png [View same] [iqdb] [saucenao] [google]
4325184

sequel when?

>> No.4325196
File: 215 KB, 1414x791, corvus.jpg [View same] [iqdb] [saucenao] [google]
4325196

What happened to Wrath of Cronos? It's a dead mod or I'm ignoring updates from a webpage that I didn't know its existence? The latest version I'm playing is 2.0 in an outdated GZDoom because it doesn't work with the latest versions.

>> No.4325225

>>4324597
>they are salty
>humid
>slimy
>but you, you will be worse
>hook and reel, until it is done
>BASSTHESDA AND COD SOFTWARE
>BLOOB

>> No.4325236
File: 201 KB, 685x515, ricardo_quake2base1a.jpg [View same] [iqdb] [saucenao] [google]
4325236

>>4324120

Here's how I feel about the BFG.... I love what it does and its a novel weapon, one of the most unique in FPS gaming history. But it doesnt do its function correctly, I dont like the way the Spray is handled.

The way this weapon should work is hit every target which both the player and the projectile sees when BFGSpray is called. There should be a chance of failure that starts at 256 map units and increases up to 100% at 1024 map units (determined from the shooter's position).

> Can the target see the BFGSpray?
> Can the target see the Shooter?
> good they're hit
> now checking range to determine the percent chance of failure, on a failure they dont take damage.

Damage for that should be about 200 points - but they should only take that damage ONCE. Which means it doesnt matter how close you are to a Big Bad he's still only going to take about 180ish damage.

The concentration of damage should be on the Projectile itself. Granted it does 100 dice of damage but thats not good enough. Because the target is getting hit in the face with this concentrated formula of interdimensional whoopass.

The BFG projectile ideally should do 800 damage plus 256 explosion damage (256 radius) which does not affect the shooter. This part of it you could easily implement in zdoom.

The BFG Spray modification could possibly be implemented but it would be buggy and would involve tweaking every single monster to have a painstate dedicated to bfg damage, with a boolean counter to designate that they had been hit with it to switch their resistance to 0.0 so that all of the other spray hitscans that hit it will amount to naught.


This would produce about the ideal balance for what the weapon's niche is. It will kill alot of cannon fodder but it will still leave undamaged midrange monsters alive unless they were near where the projectile hit.

It will kill any non-boss monster on a direct hit, while the two big bosses will take 3 or 4 direct hits to kill.

>> No.4325241

>>4325236
That image made me want to play an X-com style game about invading Stroggos.

>> No.4325254

>>4325241
This is how games get made
This is how legends are made
usually these ideas happen in the shower or at the bar though

>> No.4325270
File: 1.30 MB, 444x662, bygkdn.webm [View same] [iqdb] [saucenao] [google]
4325270

Were the files for this ever uploaded?

It'd be a crying shame if something of such quality was never shared, even if it is a cheese wedge.

>> No.4325271

>>4324597
This is incredible.

>> No.4325282
File: 928 KB, 800x600, debugging.webm [View same] [iqdb] [saucenao] [google]
4325282

>>4324597
Try using A_SpawnParticle for debugging trigonometric shit.

>> No.4325286

>>4325270
It would be piss easy to recreate with any digitigrade animation rig. Sergals are shit though.

>> No.4325292

>>4325236
>The BFG Spray modification could possibly be implemented but it would be buggy and would involve tweaking every single monster to have a painstate dedicated to bfg damage, with a boolean counter to designate that they had been hit with it to switch their resistance to 0.0 so that all of the other spray hitscans that hit it will amount to naught.

a better idea: throw the firer and projectile TID into some ACS map variables, then emit a gigantic fucking A_RadiusGive to give all monsters an item that runs a damaging script

that script will check if the activator has line of sight to both the bfg ball and player, and if so, switch activator to the player and deal damage to the monster (for proper kill tracking)

>> No.4325294

>>4325236
I feel the same. I hate the way it completely misses people behind the first row of a crowd. *Anything* within range of it should be oblitterated. Also, the Quake II floaty-zapping-ball feature would be nice too.

Has anybody made patch or mod to fix just the BFG?

>> No.4325314

>>4325241
INTRUDER!

>> No.4325325

>>4325292
...but... but what if there's an imp or caco out there that doesnt want what the bfg has to give?

> I know almost nothing about ACS, I dont really venture outside of decorate.

>> No.4325361

>>4325325
ACS is a simulacrum of a programming language with two extra chromosomes and cerebral palsy.

A function like the anon just described in zscript would just be a slightly adjusted explosion function that also checks for vision.

>> No.4325413

>>4325325
we should always ask cacos what they want
they're out top priority in demographics, their approval is vital to the general process

>> No.4325441

>>4325282
Holy shit this is still being worked on?

>> No.4325447
File: 1.28 MB, 800x600, debugging3.webm [View same] [iqdb] [saucenao] [google]
4325447

>>4325441
In full force. All the 3d model shit I'm making is for that, to replace all enemies and weapons with original stuff.

The grapple is essentially finished by the way. Never got around to making the code for shortening or lengthening the cord, but I will when the mood strikes me.

>> No.4325452
File: 220 KB, 318x348, sameface.png [View same] [iqdb] [saucenao] [google]
4325452

>>4325447
Legit. Keep up the good work.

>> No.4325453

>>4325361
I don't know zscript very well, since it's not zandronum-compatible and I like to pretend my mods will be played online

(they won't, and aren't)

>> No.4325458

>>4325270
Don't think so. Never saw it uploaded on tastyspleen.

>> No.4325476

>>4325453
Zandronum devs are working towards a big update which'll have zscript in it. Can't say when it'll be released, but they are.

>> No.4325482

>>4325476
2023

>> No.4325497
File: 55 KB, 640x360, 2ac00a578eb55ccf18e6cc09a729c9cc.jpg [View same] [iqdb] [saucenao] [google]
4325497

>LOW DETAIL MODE
relevant

>> No.4325501

>>4325497
https://www.doomworld.com/forum/topic/97468-low-res-doom/

>> No.4325506

>>4325497
It reminded me of Voxelstein.
https://www.youtube.com/watch?v=uCtgtF52nAQ

>> No.4325520

A long time ago I remember someone posting voice files from I think the PS2 version of Quake 3 Arena. They had Doomguy's voice and one Anarki clip; were any other characters voiced?

>> No.4325529

>>4325520
Speaking of voices, does anyone have Russian shareware version of Doom? It's basically the same as normal, but most sounds are "translated". I want to hear it again.

>> No.4325556
File: 265 KB, 1366x768, Screenshot_Doom_20171013_144644.png [View same] [iqdb] [saucenao] [google]
4325556

>> No.4325590
File: 110 KB, 400x419, god hates fun.png [View same] [iqdb] [saucenao] [google]
4325590

>>4325270
>cheese wedge

>> No.4325613

>>4325452
Anything you'd like to see in particular? I'm going for complex and fluid movement, mostly human enemies, limited gun slots (where almost every gun is good just to give more variety) and plenty of Heretic type useable items like grenades, claymores and air strike beacons.

>> No.4325632
File: 37 KB, 183x220, lemilion.png [View same] [iqdb] [saucenao] [google]
4325632

>>4325613
Nothing in particular. I just remembered seeing some of your webms a while ago and I thought it was dead.
good to see i was wrong.

>> No.4325634
File: 102 KB, 1366x768, Screenshot_Doom_20171013_152207.png [View same] [iqdb] [saucenao] [google]
4325634

>> No.4325654
File: 268 KB, 1366x768, Screenshot_Doom_20171013_153921.png [View same] [iqdb] [saucenao] [google]
4325654

lol

>> No.4325659

>>4325632
Alright. By the way, the working title is "Impulse".

>> No.4325662

>>4325497
>>4325634
>what indie devs think retro shooters look like

>> No.4325669

>>4325497
needs moar brown brix

>> No.4325745

>>4324475
one of you sickfucks needs to speak with Arnold on twitter about Last Action Hero and Duke Nukem

>> No.4325821
File: 233 KB, 1280x1024, Screenshot_Doom_20171013_195117.png [View same] [iqdb] [saucenao] [google]
4325821

and here
https://www.dropbox.com/s/up3g18zd7w5yzjg/hallowpeen.wad?dl=0

submission for /vr/y spooky

>> No.4325828
File: 97 KB, 1366x768, Screenshot_Doom_20171013_150448.png [View same] [iqdb] [saucenao] [google]
4325828

>> No.4325829
File: 277 KB, 1280x1024, Screenshot_Doom_20171013_195142.png [View same] [iqdb] [saucenao] [google]
4325829

>>4325821

>> No.4325836
File: 17 KB, 100x100, whats this.png [View same] [iqdb] [saucenao] [google]
4325836

>>4325828
owo what's this

>> No.4325878

>>4325828
that soulsphere is horrified.

>> No.4325905

>>4325821
only just downloaded and started, is the awful teleport loop noise intentional?

>> No.4325908
File: 412 KB, 1920x1200, Screenshot_Doom_20171013_203652.png [View same] [iqdb] [saucenao] [google]
4325908

>>4325821

A bit short, but nicely decorated. The constant teleport sound gets really annoying, really fast however.

>> No.4325938
File: 243 KB, 1366x768, Screenshot_Doom_20171013_181654.png [View same] [iqdb] [saucenao] [google]
4325938

What if Doom was upside down?

>> No.4325947

>>4325905
>>4325908

let me just beat my head on the wall again

>>4325908
i had additional rooms but it's the thirteenth and couldn't think of any decent game-play for them.

>> No.4325953

>>4325938
ɯoop

>> No.4325957

>>4325938
>>4325953

Please, I... I want to play woop

>> No.4325963

>>4325821
here's a fda
https://drive.google.com/open?id=0BxbbtKR5bll_QUV3ejc5N3M1MXc
nice little short level, would be a good map01
a couple of things
--I'd remove the teleport looping noise, just use the silent line teleport instead of the normal teleport
--there are a couple of slimetrails, try using glbsp nodebuilder instead of the zen default; this helped me in my map I'm making for the vr halloween thing
--nicely detailed, but in comparison the one or two walls of startan look bare, as well as the big door where the door texture repeats itself
>>4325947
>i had additional rooms but it's the thirteenth and couldn't think of any decent game-play for them.
you still got two days

>> No.4326002
File: 335 KB, 1366x768, doom03.png [View same] [iqdb] [saucenao] [google]
4326002

>>4323837
Works like a charm, thanks!

>> No.4326004
File: 43 KB, 379x411, ThatRipAndTearWhen.png [View same] [iqdb] [saucenao] [google]
4326004

late as ever

I'll try to make something before the 15, if not, fuck it..

>> No.4326025

>>4325938

inverted castle!

>> No.4326083
File: 397 KB, 1366x768, doom04.png [View same] [iqdb] [saucenao] [google]
4326083

>>4326002
Placeholders in case the Wolfenstein SS does end up replaced by chainsaw zombies.

>> No.4326108

>>4325590
do not bulli

>> No.4326110

>>4325963
>you've got two days
I might chip at it a bit then; but don't expect too much.
>--there are a couple of slimetrails, try using glbsp nodebuilder instead of the zen default; this helped me in my map I'm making for the vr halloween thing
dude what. I'm just going with boom in gzdb.

>> No.4326112

>>4326025
oh shit

>> No.4326113

>>4326108
Sorry man. I'm gonna bully the hell out of the cheesewedge and then make him have a eating disorder.

>> No.4326118
File: 18 KB, 180x250, elephant.jpg [View same] [iqdb] [saucenao] [google]
4326118

>>4326113
[NO]

>> No.4326123
File: 334 KB, 544x400, GET THIS FUCKING SPIDER OFF OF ME.gif [View same] [iqdb] [saucenao] [google]
4326123

>>4326118
YOU CAN'T STOP ME FROM HAVING A NEW COMFY BED

>> No.4326198

>Carmack had no idead of what it was the people liked about Duke Nukem at all
>for him Duke's engine was "held together with bubblegum"

I swear to God, Masters of Doom is so fucking great.

>> No.4326204

>>4326198
>Duke's engine was "held together with bubblegum"
So that's why Duke was all out of bubblegum?

>> No.4326248

>>4326198
It was the style. Duke had a unique (for a game at the time) style that set it apart. It was fun enough, and entertaining in a way different from gameplay alone.

>> No.4326267

>>4326204
he was all out of ass, because Carmack and Romero took it all to themselves.

>> No.4326272

>>4324975
It's already out, that sure was fast!

>> No.4326281

>>4326272
I guess you could say, it took ... " 2LONG LOL!! "

>> No.4326304

what purpose do the holoduke, the caltrops and the smoke bomb serve

also how do I put out the gas bomb once I'm done using it because it bleeds out hp out the ass

>> No.4326309
File: 502 KB, 1366x768, Screenshot_Hexen_20171013_144454.png [View same] [iqdb] [saucenao] [google]
4326309

>> No.4326313

Why does fucking Duke Nukem 3D not let me rewrite saves

>> No.4326337
File: 358 KB, 1366x768, 1505959171574.png [View same] [iqdb] [saucenao] [google]
4326337

Your thoughts on the Chasm

>> No.4326349
File: 29 KB, 320x200, Doom guy age 9.png [View same] [iqdb] [saucenao] [google]
4326349

>>4326337
Kill Fucking EVERYTHING before you even think about balancing that shit.

>> No.4326352

>>4326337
It's aight. I like that bit where you hope down the rectangles. Stop asking.

>> No.4326356

>>4326337
I liked it. I'm glad that only "did that" once, though.

>> No.4326367

>>4326198
Remember that quote about story in a game being like story in porn? That's why he can't understand what people like about Duke.
Duke is great because it tells an interactive story (however simple), it has reactive environments and charm and personality, and enemies and weapons have crazy designs that use sprites in great ways.

Because Carmack doesn't care about those things only sees a game with gameplay that is slightly inferior to Doom, and engine that is heavily inferior to Quake.

>> No.4326439

>>4326367
Wonder what Ken Silverman is up to right now... Think he's kept up with the programming scene? Or shoved all his autism into tiny model trains or some such?

>> No.4326497

>>4326439
Didn't he help with that Bombshell FPS?

>> No.4326506
File: 78 KB, 826x605, glbsp.png [View same] [iqdb] [saucenao] [google]
4326506

>>4326110
>dude what. I'm just going with boom in gzdb.

>> No.4326515

>>4326506
please don't encourage people to use andrewj's horrible separate-from-the-map gl nodes formats, they're shit.

>> No.4326521

>>4326515
really? they gave me way less slimetrails
what's the catch?

>> No.4326526

>>4326367
What makes Duke 3D great though is that the gameplay and the level design is actually very different from Doom's.

Combat is wildly different and levels are very non-linear and loopy, full of alternate paths and room over room effects. It's also a very detailed world, full with props that make it feel alive.
Yes, the engine is like held together with gum, Carmack was 100% right about that, but the presentation and gameplay is so good it almost doesn't matter.

>> No.4326527

>>4326367
>>4326198
I think Carmack forgot computers were used by people other than engineers by that point.

>> No.4326532

>>4326439
I think he teaches at a university. He's an incredibly spergy and fairly boring person. As opposed to carmack who slowly developed some social skills over the years and does/talk/thinks about cool stuff.

>> No.4326535

>>4326521
If you screengrab the slimetrails I can possibly fix them. I have to run my maps with Zdoom/Gzdoom

>> No.4326542
File: 32 KB, 474x231, baabhabhiat.jpg [View same] [iqdb] [saucenao] [google]
4326542

sorry for the potentially dumb question, I've been trying to update my version of gzdoom on d- touch, is it just not possible?

>> No.4326554

>>4326535
of course now, when I change the nodebuilder back to zdbsp, they're all gone
I was able to fix or minimize them the first time around by spamming a bunch of vertices, but decided I didn't want to do it if changing the nodebuilder would help, but now it appears as if they're all fixed even without those vertices. Maybe because the additional sectors around the original trouble linedefs are mostly orthogonal?
What is the problem with glbsp anyway?

>> No.4326559

>>4326439
>Ken Silverman

Is there a Doom or Build game that has his Labyrinth as a mod?

>> No.4326572

https://www.youtube.com/watch?v=x4zhGca2NlE&user=ICARUSLIV3S
A review of that MSPaint mod
Also, what do people here think about ICARUSLIV3S and his mod reviews?

>> No.4326574

>>4326572
He's been off his game as of late. He's been missing some details with the past few mods he's been reviewing, and he still sucks ass at covering melee weapons.
That being said, he usually does in depth and pretty positive reviews on doom mods, and that's pretty cool.

>> No.4326610

>>4326198
I mean he wasn't wrong.
Build is a shit engine and the game gets stale before the shareware ends.
Duke was only a fad idiots like LGR fell for.

>> No.4326632

>>4326610
Low test.

>> No.4326640

>>4326367
>One time, Jay tested Carmacks resolve by popping a porno video into the VCR and cranking it to full volume. Romero and the others immediately heard the “oohs” and “aahs,” and, turned around cracking up. Carmack, though, stayed glued to his monitor. Only after a minute or so did he acknowledge the increasingly active groans. His sole response was “Mmm.” Then he returned to the work at hand.

>> No.4326642

>>4326521
use zdbsp extended nodes, they're stored in the wad lumps not as a separate set of lumps that need to be handled separately and not all tools recognise them.

>> No.4326667

>>4326572
the altfire on that orange bfg (and it's overall design) is so cool

>> No.4326671

how do i transfer a pointer from a gun to a projectile?

>> No.4326787

>>432667
Missileptrname.tracer =self.tracer for example

>> No.4326791
File: 18 KB, 328x328, image.jpg [View same] [iqdb] [saucenao] [google]
4326791

BUK-LAU DOOM WHEN? Du hello?

>> No.4326939

>>4326532
According to Wikipedia he was last working on some voxel rendering tech for arcades or some such. Dunno if he's still doing that

>> No.4326953

I really wouldn't mind an extension to the deadline tomorrow.

>> No.4326954

Hey Repugnus, is there a way I can get in touch with you directly? I need to go over a few things to finish off this graphics pack, and 4chan posts aren't really an easy way of doing it.

>> No.4326975

What's best souceport/version of said sourceport to play Happy Time Circus 2, latest version of GZdoom doesn't work and you the ambient track is too loud in glboom+, not to mention low fps

>> No.4326976

You are banished to live in any doom map of your choice for all eternity. What's the cosiest place you choose?

>> No.4326986

>>4326976
>banished for all eternity
Sounds fucking gay, I'll go vacation in the Duke Caribbean mapset for a few weeks instead.

>> No.4327014

>>4326572

Usually Icarus has been great, but like >>4326574 said, lately he's been really off his game.
He's been trying to cram research and play sessions into just a couple days, and that's not nearly enough time to learn and cover things. His reviews have been suffering a lot for it, because he's either missing so much or just plain wrong on things.
Like in this review, he's entirely forgotten about the Zoom button. In the High Noon Drifter review, he'd missed summoning Basilissa entirely, and even the slide.

Still a swell guy, though. Just in dire need of a break. Or to space out his reviews.

>> No.4327020

>>4326337
A complete disaster. This level needs to be remade completely from scratch.

>> No.4327025

>>4327014
I think it's Youtube fucking his monetization over that is affecting the quality of his reviews.

>> No.4327040

>>4326367
yeah no i don't give two shits about duke3d story i just enjoy the level design and enemies

>> No.4327050
File: 239 KB, 800x600, ScreenshotSaturday.png [View same] [iqdb] [saucenao] [google]
4327050

YOU CAN RUN BUT YOU CAN'T HIDE FROM

!-S-C-R-E-E-N-S-H-O-T-!
!-*-S-A-T-U-R-D-A-Y-*-!

POST YOUR MAPS CODE SPRITES TEXTURES

LETS SEE THOSE HALLOWEEN MAPS WITH THOSE NICE ORANGE TEXTURES AND GREEN PUMPKIN ELEMENTALS!

>> No.4327067

>>4326953
The deadline is so early in october just to allow plenty of time to playtest, I doubt any maps posted after that will get outright rejected, you'll just have less feedback

>> No.4327068

>>4326954
Sure, if you have a doomworld or zdoom forums account you can send me a message there.

>> No.4327070
File: 2.49 MB, 1920x1080, Screenshot_Doom_20171014_192138.png [View same] [iqdb] [saucenao] [google]
4327070

>>4327050
>>4327067
>>4327068

If Repugnus is very strict about the dead line I won't make it. Real Life kept me buys outside of editing the textures.

>> No.4327080

>>4327070
Here's what i'll do. Tomorrow night i'll make a post asking everyone who made things for the project to respond with a link to whatever they made (maps, graphics, music, etc.) even if they posted it in the thread already.

I'll then put everything that gets posted into an alpha build so people can playtest it and give feedback.

If you don't post anything by tomorrow night, don't fret, you'll still have until the 22nd to make things, it just won't be in the alpha and you won't have as much feedback. Is that fair?

>> No.4327083

>>4327080
>Is that fair?

Sure. I can deal with less feedback. Thanks.

>> No.4327086

>>4327050
Still don't have anything new to show off, cuz I'm still waiting on ny stuff.

>>4327080
Oh, I might end up making something if I have my stuff before then.
When's the deadline for the Beta then? Is there one?

>> No.4327089

>>4327086
>When's the deadline for the Beta then? Is there one?
can't you read, it says the 22nd right in the post

>> No.4327090

>>4327086
The dealine for the beta will be the 22nd. It will also be the ABSOLUTE cutoff date for submissions. I really want to have this bad boy out before the 31st.

>> No.4327092

>>4327090
I would make a tally now to get a rough idea of many maps there are. For 300 Minutes they kept coming steadily, but right now it's all kinda in the dark. Would be a shame if it's only like 5 maps.

>> No.4327094

>>4327040
The story in Duke is effectively Doom tier; aliens rolled up on us and took our bitches, go blast all them niggas and get the hoes back.
That's it.

It's minimalist and that's fine for a game of it's kind, Duke Nukem 3D does it's storytelling perfectly.
Everything else is just flavoring and detail (infestations, captured babes, taunting and threatening big bosses, subsequently making those threats real, etc).

>> No.4327095

>>4327050
>>4327067
Any deadline on sprite replacements? If I finish any more I mean.

>> No.4327096 [DELETED] 

>>4326198
>But the id installation had a bit more in store: an eight-foot-tall vagina. Gwar, the scatological rock band that id had hired to produce the display, had pushed their renowned prurient theatrics to the edge. The vagina was lined with dozens of dildos to look like teeth. A bust of O.J. Simpson’s decapitated head hung from the top. As the visitors walked through the vaginal mouth, two members of Gwar cloaked in fur and raw steak came leaping out of the shadows and pretended to attack them with rubber penises. The Microsoft executives were frozen. Then, to everyone’s relief, they burst out laughing

Imagine something like this in E3 toady.

>> No.4327097

>>4327089
I'm posting in the shower, sorry.

>>4327092
Honestly, if we come up a bit short, we could always just use the final release as a basis for a level expansion pack next October.

>> No.4327098

>>4326198
>But the id installation had a bit more in store: an eight-foot-tall vagina. Gwar, the scatological rock band that id had hired to produce the display, had pushed their renowned prurient theatrics to the edge. The vagina was lined with dozens of dildos to look like teeth. A bust of O.J. Simpson’s decapitated head hung from the top. As the visitors walked through the vaginal mouth, two members of Gwar cloaked in fur and raw steak came leaping out of the shadows and pretended to attack them with rubber penises. The Microsoft executives were frozen. Then, to everyone’s relief, they burst out laughing

Imagine something like this in E3 today.

>> No.4327101
File: 965 KB, 750x584, wakingup.webm [View same] [iqdb] [saucenao] [google]
4327101

>>4327050
You're up early. Usually screenshot saturday is posted late, my time.

>> No.4327106

>>4327098
Jesus.

>> No.4327108

>>4327101
i'm pretty sure there's more than one poster. i've seen it as early as 1pm and as late as 2am (british time)

>> No.4327110

>>4326572
He has a habit of IDKFA-ing and missing stuff because of it.

>> No.4327113

>>4327098
the 90's was a golden age of mtv class shit like that.

>> No.4327114
File: 539 KB, 1000x750, 1458504174940.png [View same] [iqdb] [saucenao] [google]
4327114

>>4327110
That's the only thing I don't like about Ahoy's game videos. Super well produced and informative, but when he plays a game and I can tell he's cheated to show something off it irks me for some reason.

>> No.4327128

Have there been any megawads released recently? Not counting 300 minutes of /vr/, already played it.

>> No.4327129

https://www.youtube.com/watch?v=HbjOkrrTjhc
I was surprised to see a Boundary Break episode for Doom in my feed, but wow, it's...awkward to watch.

>> No.4327136

>>4326572
>Also, what do people here think about ICARUSLIV3S and his mod reviews?
i've never watched one, the overproduced dubstep intro puts me off

>> No.4327143

>>4326640
Mmmm

>> No.4327148

>>4326572
>Also, what do people here think about ICARUSLIV3S and his mod reviews?
he sucks. on the one hand, his "reviews" are literally just ten minutes of going down the checklist of the features of the mod without any sort of attempt at synthesis or high level criticism. on the other hand, he isn't even very good at listing the features of a mod and often obviously doesn't "get" some major component of them, as other people have mentioned.

>> No.4327151

>>4326515
the entire point of glnodes is that the doom node format is literally impossible to properly use with 3d renderers. in order to render a scene with polygons you need to ensure that the subsectors are all well-defined convex polygons, and the doom node format does *NOT* guarantee this. that's the entire reason glnodes exists.

>> No.4327159

>>4327151
yes i know. gl nodes are fine. the annoyance comes from their being separate from the rest of the map in a bunch of lumps named GL_* instead of stored in one of the map lumps that every tool knows about (things, linedefs, sidedefs, vertexes, segs, ssectors, nodes, sectors, reject, blockmap).

zdbsp instead shoves extended BSP nodes into the NODES lump with a marker, and GL nodes into the SSECTORS lump with a marker, meaning tools that don't know about GL_* lumps won't lose the nodes and separate them from the map.

obviously if a program tries to read the contents of NODES/SSECTORS not knowing about zdbsp's formats it will crash, but most source ports can't handle maps that size and would crash anyway. tools that don't try to read the contents but pass them through unmodified are fine and don't need to specially look for GL_MAP01 when they find MAP01, etc.

>> No.4327160

>>4327159
>but most source ports can't handle maps that size and would crash anyway

sorry i missed a bit out here, that should say, "most source ports that don't understand zdbsp nodes formats would not be able to handle the maps that use them and would crash anyway".

>> No.4327171

>>4326367
Build engine is fine, but its tools and SRC for its other games is lost to the ages, though we have Duke's SRC, the tools to work on it are meh

>>4326526
>>4326640
if there's one thing that Masters of Doom Showed up and it was right in the end, is that Carmack is a Turbo "Autistic Egomaniac" who cares only about himself and his creations, and sees everything else useless or inferior until someone works on it and improves it.

He ditched Voxels for a Long time until he started to talk about how Pcs would be great if it had voxel rendering, if some games in the past used voxels in the most interesting and useful ways, like the Delta Force Trilogy

Also, Remember the idtech5 reveal, when he said that it would surpass any engine made yet because of its mega textures? CryEngine 1 Proved Him wrong, in fact the Same guy who made it its now working on Id and he fixed the clusterfuck of idtech6 optimization and idtech 5 for an extent since he was occupied with VR shit, Tiago did better than Him!

>> No.4327182

I bought a rift and tried that Gzdoom rift port...hoo boy that was a quick trip to puke town

>> No.4327197
File: 360 KB, 1152x864, Screenshot_Doom_20171014_175458.png [View same] [iqdb] [saucenao] [google]
4327197

>>4327050
ninja legends

>> No.4327204

>>4327128

This came out recently.
https://www.doomworld.com/forum/topic/97372-hellebarde-megawad-released/

>> No.4327206

>>4327171
megatextures are great from an artists standpoint. more advanced shaders and lighting are better overall though.

i do want megatextures to return at some point though.

>> No.4327215

>>4327204
Looks interesting, I'll check it out.

>> No.4327220

>>4327101
never too early for REKKR

>> No.4327242

I'm googling around looking for a Tomb Raider (classic) model viewer; I'm wondering if it wouldn't be too difficult to sprite capture all the models/animations from TR1-5 and turn it into a sprite base for DOOM mods. Is this something you'd be interested in?

>> No.4327253

>>4327197
heh

>> No.4327259

>>4326439
ken silverman unfortunately got fed up when he was working on a fully 3D engine and id beat him to the punch once again

that story of him not knowing how a linker works is still so very strange to me

>> No.4327270

How Final Doomer?

>> No.4327276

>>4327259
Tell or link the.. linker story.

>> No.4327281

>>4327259
to be fair, neither do i, i've never really needed to

>> No.4327282

Anything like Shut Up and Bleed? Survival horror vibe, guns that are tricky to use, high monster damage, slow movement speed, all that stuff.

>> No.4327283

>>4327276
it's in the leaked blood source code
https://tcrf.net/Proto:Blood/Alpha_Demo#Developers.27_Notes

>> No.4327303

>>4327283
Geez, what an annoying person.

>> No.4327306
File: 49 KB, 640x800, flat,800x800,075,f.u1.jpg [View same] [iqdb] [saucenao] [google]
4327306

>>4327270

>> No.4327320

>>4327242
Okay, I've found a model viewer -- how would I, having not ever done it before, create replacement monster sprites for DOOM? Is there a technical guide to sprite replacement somewhere? (what angles do I need to use, etc.)

>> No.4327321

>>4327303
i find it hard to believe though, when you get THAT good at C you must know what a linker is

>> No.4327328

>>4327321
isn't that moving the goalposts? first it was "he doesn't know how a linker works" now it's "he doesn't know what a linker is". i mean, i know what a linker is. but i don't know (or care very much) how it works, it does its job and that's that.

>> No.4327338

>>4327306
What does this means?

>> No.4327376

>>4327338
he means that one of the guy's in charge of it died
F

>> No.4327391
File: 407 KB, 471x424, WHERE&#039;S MY FINAL DOOMER UPDATE.png [View same] [iqdb] [saucenao] [google]
4327391

>>4327376
Why can't they just release a demo or something?

>> No.4327403
File: 159 KB, 1280x1024, Screenshot_Doom_20171014_165830.png [View same] [iqdb] [saucenao] [google]
4327403

>>4326554
I'm not quite the person to ask.
>nicely detailed, but in comparison the one or two walls of startan look bare, as well as the big door where the door texture repeats itself
I shall work on this today. I'll probably just do something real lazy and pop in a skytransfer of compblue.

The biggest problem I have with the skytransfers is the vertical tiling and inability to control it's brightness. You can see the seam like so here, so i don't know how to overcome these issues:

>> No.4327419

>>4327320

First, get Slade. It's a general purpose Doom editor, but I use it primarily for graphics work.

Second, the number of angles depends on which enemies you're replacing. Doom displays enemies from 8 angles, but in Doom 1, only 5 angles are captured. The 3 side views are mirrored. Doom 2, however, uses 8 unique angles for the new enemies.

>> No.4327423

>>4327376
no
fuck off

>> No.4327425

Brutal Doom v21 when

>> No.4327434

>>4327320
>Okay, I've found a model viewer
Next step is to convert the model to a format Blender can read. Then you get the Sprite Batch Render plugin and use that to create most of your sprites at once.

>> No.4327451

>>4327148
>without any sort of attempt at synthesis or high level criticism
Nani?

>> No.4327459

>>4327434
I'm using a program called TRViewer. It can export to .3DS, but when I open it in Blender, the model is exploded and not in shape to be usable. I'm trying to find other options too.

>> No.4327460
File: 260 KB, 1280x1024, Screenshot_Doom_20171014_171925.png [View same] [iqdb] [saucenao] [google]
4327460

>>4327403
Aaand here's the change. Howabout it?

>--I'd remove the teleport looping noise, just use the silent line teleport instead of the normal teleport

I was lazy so I just shoved it well out of the way; Player shouldn't hear it now; and that's the point.

How's this for the door and wall?

>> No.4327468

>>4327459
You can use Noesis as an intermediate converter. As long as you can get something into it, you can export to sensible formats that blender happily imports like .smd.

>> No.4327471

>>4327460
wrong linked post
>>4327050
>>4325963

>> No.4327478

>>4327468
This is exceptional information, thank you. I've never done any 3D model work. If there's a way to automate all of this, I'll be laughing.

>> No.4327480

>>4327460
looks good!
Hopefully my feedback didn't sound too nitpicky; the downside of elaborate detail is that sometimes you can end up with stuff looking bare in place, but it can be time consuming to make everything consistent

>> No.4327482

>>4327480
Yeah; I know how it is.
It's okay. I appreciate the feedback.

Anything else you can think of that the map could use? I -was- considering a breif voidlike section at some point, but again, the vertical tiling of the skytransfer/skybox and the brightness is part of the issue on this. >>4327403

>> No.4327506

>>4327482
>Anything else you can think of that the map could use?
Just more map if you want to; you already have the ssg so you can throw a bit at the player and still keep it a punchy short map

>> No.4327507
File: 2.07 MB, 1280x1024, Screenshot_Doom_20171014_174647.png [View same] [iqdb] [saucenao] [google]
4327507

>>4327482
Once again I would deeply recommend splitting the core textures (there's duplicates in there and it clogs up when you're searching for textures specific to the pack) out of the Gothic Textures wad and putting in the D1 textures as well; The Redwall1s and Skinteks mesh exceptionally well together; I imagine them as some kind of plasteel.

>> No.4327508

>>4327506

Fair point. I'll add another, breif small segment to the end, maybe a pair of bruiser brothers and a singular archvile.

>> No.4327529
File: 2.79 MB, 1920x1080, 2017-10-14 23-52-53.webm [View same] [iqdb] [saucenao] [google]
4327529

>>4327478
Here's an example of how I render sprites (one frame at a time, but you can do a whole bunch)

>> No.4327554
File: 431 KB, 1366x768, Screenshot_Doom_20171014_190214.png [View same] [iqdb] [saucenao] [google]
4327554

>>4327050
Anon is make map.
Anon will post here when finish.
This is actually the map I wanted to make for that 300min thing but I couldn't finish it so I've just been toying with it, adding lots of useless junk. It still works on Chocolate Doom,
though.

>> No.4327556

is it me or is doomguy's face different in the ps1 port, where he's looking directly to the player?

>> No.4327557

>>4327529
I have blender, I have the plugin in place. When I import the SMD object, it's gigantic. I've never used Blender before. I can see the controls for scaling, but I can't tell what I'll need. If I linked you an SMD model, could you give it a shot to see if this will even work?

>> No.4327590

>>4327557
You just need to scale it down. Select the bones, press S, and scale with your mouse.

>> No.4327601

>>4327557
Also, you'll have to spend a lot of time just learning the interface with the program. Blender has a really steep learning curve, but there's a logic to the seeming insanity. You'll need to know keyboard shortcuts by heart.

S is scale. G is move. R is rotate. If you press S then X, Y or Z what you do next will only affect that axis. So if you want to spin your model in place, press R then Z for example. Then for the sprite batch render you'll need to Parent everything to a single object that the script spins in between photos. You can learn the rest through blood, sweat, tears and google.

>> No.4327602

>>4326975
I think HTC worked best with good ol' Zdoom. Pretty sure it was made for it.

>> No.4327625

I'm still on level 1 in Blood and I just recently got the Tommy gun. I am still having trouble with the part where you jump through exploded holes in buildings and you face a hellhound that can breath fire. I tired the hairspray with lighter weapon; no dice. I also used the double-barreled shotgun, but I was't agile enough in avoiding its attacks. Wondering if I should stick to shotgun or take a chance with the Tommy gun. Oh, and the protagonist's voice sounds similar to Batman from TDK films

>> No.4327629

>>4327625
*tried

>> No.4327648
File: 165 KB, 1280x1024, Screenshot_Doom_20171014_184244.png [View same] [iqdb] [saucenao] [google]
4327648

>>4327507
>>4327506
>>4327482

Okay. I wanted to put a "happy hell-oween" at the end but it would cause a visplane overflow.

Here's the new exit. Thoughts?

>> No.4327654
File: 67 KB, 186x214, Carmack.png [View same] [iqdb] [saucenao] [google]
4327654

>>4326640
real human bean

>> No.4327658

>>4327097
If we only get 5 maps submitted and have to resurrect it next year, I would be happy to produce 4-5 extra maps for it.

Barring some kind of terrible accident, 4-5 maps sounds doable spread over a year. I don't think it'd effect my other mapping projects at all.

>> No.4327679

>>4327648
>it would cause a visplane overflow
in a boom project? or is this not for /vr/ySpooky?

>> No.4327691
File: 24 KB, 433x320, doomguy.jpg [View same] [iqdb] [saucenao] [google]
4327691

How mad would Doomguy be if the demons resurrected Daisy as a monster?

>> No.4327697

>>4327679
It is for /vr/y spooky.

>>4327658
I'd say have two deadlines accordingly. That way we can release what we have on the 15th for refinement, people can do sprite/visual replacements, and their maps, and make the second deadline with the increased roster of maps and replaced enemies on Oct 31st.

>> No.4327701

>>4327648
>visplane overflow

Is that a problem in the Halloween pack? I thought that the Boom format made visplane overflow (mostly) a non-issue.

>> No.4327703

>>4327701
If it did; I'm not aware of it. Better safe than sorry; though. My E2 replacement had to deal with the visplane/drawseg overflows and that's not something I want to fight with.

>> No.4327709

>>4327197
>
Why yes, yes it did.

>> No.4327715 [SPOILER] 
File: 1.05 MB, 800x1066, 1508023066566.png [View same] [iqdb] [saucenao] [google]
4327715

>>4327691

>> No.4327721

>gzdb crashes when trying to save, erasing two hours of work
well fuck you too gzdb

>> No.4327723

Anybody know good maps to play D4D with? Like with lots of monsters and relatively open, arena-esque encounters.

>> No.4327726

>>4327721
>not saving every 20 - 30 minutes, then saving new numbered versions every day so you can go back to an earlier version.
its worth it. You can always delete the extra wads

>> No.4327735

>>4327691
Is there a mod, where Daisy becomes a giant cybernetic beast and Doomguy rides it, to kill demons with?

>> No.4327740

>>4327721
Check for the automatic backup files

>> No.4327748

>>4327703
According to the wiki BOOM eliminated visplane issues entirely.

Personally, I just thought they'd raised the limit by 8x to 32x like they did with moving floors and stuff.

>> No.4327750

newfag from last thread
can I get multiple PK3 files to work with one another simultaneously, and how so if yes

>> No.4327751

>>4327750
drag both of them onto the .exe

>> No.4327756

>>4327750
some won't be compatible if they change the same bits of the game

>> No.4327759

>>4327740
they are basically useless, they only backup when you save, so you can undo a save
>>4327726
normally I do but this time I didn't
the crashing at save is frequent enough to be a bother, cause saving more often sometimes just results in you having to redo parts a couple of times
this kills the enthusiasm

>> No.4327761

>>4327750
Use ZDL

It's a launcher program that makes it easy to manage different sourceports and mods.

I keep all my IWADs, levels, and gameplay mods in separate folders, and use ZDL to launch them with whatever sourceport I please

>> No.4327765

>FreeDoom + Flakes Doom
This is the weirdest experience right now, but at least the shotgun's triple burst fire is useful against hordes of enemies.

>> No.4327770

>>4327556
Some sprites were slightly scaled down.

Look closely at the weapons, the SSG looks particularly rough in the first PSX port, but for the Final Doom version, they retouched it so it didn't look so bad.

>> No.4327796

>>4327648
Visplane overflow isn't an issue in boom. You're testing in prboom+ like I said to in the rules, right?

>> No.4327802

>>4327796
Do you have enough maps to fill all the slots? If not can you list what you've got?

>> No.4327806

>>4327802
There's going to be plenty of unfilled slots, I've only seen like ~5 maps so far. Hopefully there will be more come tomorrow when I build the alpha.

>> No.4327807
File: 41 KB, 500x500, deadpool-mouse-pad.jpg [View same] [iqdb] [saucenao] [google]
4327807

This is driving me a little nuts... is there a way to force weapon slots to remember the last selected, if there are multiple choices? For example, if there are like ten machine guns for category 4, switching away and back seems to select the "most recent" instead of whatever I was actually using last.

>> No.4327809

>>4327806
https://mega.nz/#F!DtNhVKDJ!32cO2mo1oqxNb1UqTe8ncA
Feel free to fill space with any of these.

>> No.4327847

Reminder that Nihility is still a fantastic set of maps.
https://www.doomworld.com/forum/topic/85591-nihility-infinite-teeth-shareware-episode-v121/

>> No.4327857
File: 100 KB, 250x250, sweating doomguy.png [View same] [iqdb] [saucenao] [google]
4327857

>>4327715

>> No.4327868
File: 198 KB, 1280x1024, Screenshot_Doom_20171014_204303.png [View same] [iqdb] [saucenao] [google]
4327868

>>4327806
Haven't got it handy.
https://www.dropbox.com/s/wn4icw7mnnnqi5a/hallowpeen.wad?dl=0
revised a bit.

>> No.4327879

Just for the record, a non-Steam copy of CS 1.6 and a Steam copy can play together no problem, right?

>> No.4327887

What's the best way to configure the sound options in GZDoom to get the most out of it?

>> No.4327897

>>4327806

I'll be posting my map at the last minute

>> No.4327898

https://go.twitch
.tv/tastyspleentv
doom 2 duels

>> No.4327901

>>4327897

I started yesterday btw

>> No.4327913

>>4327879
I don't think so, old Half-Life servers ran on WON, which closed a long time ago, and I don't think they're set up to play on Steam servers.

>> No.4327920

>>4327879
Don't think so, but you can probably enter your CS 1.6 cd key into steam and get a steam copy

>> No.4327928

>>4327807
maybe if you combine all the guns in one actual gun actor and just use different states for different guns.

when a weapon is in ready state, it should give player an inventory token and remove all other tokens, and when you switch to it from another weapon it should check which token the player has and go to the state for the gun of that token.

you probably would need a separate button to switch between these guns though

>> No.4327932
File: 2.48 MB, 800x450, akm.webm [View same] [iqdb] [saucenao] [google]
4327932

fresh bread is overrated

>> No.4327937

>>4327920
It's my friends who don't have the Steam copy

>> No.4327939

>>4327932
what mods are these?

>> No.4327946

>>4327939
just a little addon i made, replacing chaingun

can't pick between the two

>> No.4327954
File: 776 KB, 1920x1080, Halloween.jpg [View same] [iqdb] [saucenao] [google]
4327954

>>4327897
>>4327901

so, this is what i have so far..

should I continue or do I throw it in the trash bin?

>> No.4327957
File: 27 KB, 450x358, 20-bucks.jpg [View same] [iqdb] [saucenao] [google]
4327957

>>4327937
And they can enter that into steam and get the steam copy. Unless it's your copy, in which case that PIRACY AND IS AGAINST THE LAW AND PUNISHABLE BY A FINE OF 100,000 DOLLARS.

WINNERS DON'T DO DRUGS

>> No.4327959

>>4327954
No one likes mazes.

>> No.4327963

>>4327946
Right looks a bit more satisfying

>> No.4327971
File: 573 KB, 1366x768, remember, only you can prevent forest fires.png [View same] [iqdb] [saucenao] [google]
4327971

>>4327050
Swamp map is 99% ready, I just hit a bump regarding teleport monster ambushes. How do you join sectors without things getting all messed up?

Pls help, it's the only thing I need to finish the map.

>> No.4327992

>>4327959

not even a tiny ass one?

>> No.4327996

>>4327992
Not unless there's some good shit to find in it.

>> No.4328004

>>4327959
>>4327992
>>4327996
Wouldn't the minimap make the maze pretty easy to travel through?

>> No.4328013

>>4327959
>Halloween pack without a bush maze

>> No.4328016

is there a way of making a teleport while falling?

>> No.4328120

>>4327928
Shit, so it's something a mod's creator would have to configure?

>> No.4328130

>>4327932
Loving the muzzle flashes on the right one (would you mind posting the sheet for them?), I think they'd look great on the AK on the left.

>> No.4328176

New thread.

>>4328172
>>4328172
>>4328172

>> No.4328560

>>4327971
sector a -- sector you want them to hear from in the actual map
sector b -- sector that they will hear from close to teleporter, note that this doesn't need to be the actual sector the teleporter is located in, just sound wise attached to the teleporter sector
make sector a and sector b(s) have the same floor and ceiling height and floor and ceiling flat, before you join
then join them, and all should be good