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/vr/ - Retro Games


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4391063 No.4391063 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4384536

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.4391065

=== CURRENT EVENTS ===

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

=== NEWS ===

[11-11] GMOTA 1.0 pre-release
https://desuarchive.org/vr/thread/4384536/#4390513
https://www.dropbox.com/s/adqkdot7favn77d/GMOTA_V1.0%20%28pre-release%29.pk3?dl=1

[11-10] High Noon Drifter 1.2 officially released
https://forum.zdoom.org/viewtopic.php?f=43&t=57098&start=345#p1026437

[11-10] Anon map release: Garosaedris.wad, to be loaded with current Halloween map pack
https://www.dropbox.com/s/9u3u5iwtmamfcow/Garosaedris.wad?dl=0

[11-9] Anon release: Custom Smooth Doom upgrade
https://desuarchive.org/vr/thread/4384536/#4386145
https://mega.nz/#!H0wVWLhQ!XlGdhgWR6PrpQljmWU9rh4D3nX11Bxf5asXUydRmVw4

[11-9] /idgames archive now accepts 12 character filenames
https://www.doomworld.com/vb/post/1815751

[11-8] Anon map release: Cave Complex >>4385037
https://my.mixtape.moe/kqkpex.zip

[11-8] Alien Vendetta D2ALL in 1:33:21 by ZeroMaster
https://youtu.be/FQEEzJql72o

[11-6] Doom2 UV-speed in 18:45 by eLim
https://youtu.be/6xdr3MeGdME

[11-5] Crispy Doom 5.0 released: now switched to SDL2
https://www.doomworld.com/vb/post/1814593

[11-5] Dakka apparently updated a month ago
http://git.jinotra.in/ijon/dakka

[11-5] Hexenkessel map released on idgames archive
https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/hexekes

[11-3] eriguns v2.2.0 released
https://forum.zdoom.org/viewtopic.php?f=43&t=48208&start=45

[11-3] Marshmallow Doom: new source port based on Crispy Doom has first release
https://www.doomworld.com/forum/topic/97811-new-beta-release-of-marshmallow-doom/

[11-3] Anon brings up a few Hexen II things
https://desuarchive.org/vr/thread/4369234/#4371942

[11-3] La Tailor Girl beta released
https://forum.zdoom.org/viewtopic.php?f=43&t=58343

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

To submit news, please reply to this post.

>> No.4391070

Who are the best ACS scripters?

>> No.4391079

How do you guys listen to DOOM music? Soundblaster or MIDI, or high quality SC-55?

>> No.4391081

>>4391070
Kyle probably

>> No.4391083

>>4391070
>>4391081
Oh and TZK.

>> No.4391087

>>4391081
>>4391083
As in Kyle873 and The Zombie Killer?

>> No.4391093
File: 197 KB, 1421x562, 1491029472751.jpg [View same] [iqdb] [saucenao] [google]
4391093

>>4391087
Yes. There are certainly more people with a lot of ACS skill but those two I'm sure of.

>> No.4391095
File: 47 KB, 329x317, le golden grinning apple.jpg [View same] [iqdb] [saucenao] [google]
4391095

>The low pitch WOOPS in the gmota pre release

>> No.4391096

>>4391093
they got such luscious fucking lips

>> No.4391098

>>4391070
scroton
ijon tichy

>> No.4391112

>>4391058
anybody? ;_;

>> No.4391116

>>4391070
LittleWhiteMouse

>> No.4391123

>>4391070
Ijon Tichy
Xaser
The Zombie Killer
LilWhiteMouse
Nash
kodi
Arctangent

>> No.4391129

>>4391070
SgtMaaahahaha I can't!

>> No.4391132 [SPOILER] 
File: 135 KB, 640x384, 1510417230734.jpg [View same] [iqdb] [saucenao] [google]
4391132

>>4391070
Myself

lie, i'm just regular at ACS Ç_Ç

>> No.4391137

>>4391129
most of it was TZK anyway
the best part is he sent fixes and improvements, but they were rejected

>> No.4391141
File: 3.93 MB, 4240x3276, 1510342116720.jpg [View same] [iqdb] [saucenao] [google]
4391141

>>4391070
>>4391081
>>4391083
>>4391098
>>4391116
>>4391123
>>4391129
>>4391132
What about Tormentor667 and Vader?

>> No.4391149

>>4391141
Both are good at mapping and spriting, i'm kinda sure that the community projects they participated it wasn't them who made the scripts mostly, you can notice Torm is not all that advanced by the shallow codes Ultimate Torment & Torture has

I know that Vader is a monster at spriting and texturing as well.

>> No.4391157

>>4391149
To be fair UTnT was made a while back.

Though maybe he makes up for it with his insane work ethic, he absolutely cranks out projects when he wants to. His maps aren't to my taste but I can't fault his attention to detail. Plus that he's kept a site like Realm667 going as an excellent resource pool he gets points there...but that's nothing to do with ACS scripting. Just saying that if he reads this, thanks Torm.

>> No.4391160
File: 432 KB, 880x594, 3ee3b419c4.png [View same] [iqdb] [saucenao] [google]
4391160

>Download GayMOTA
>"Alright let's crack this thing open and see how it works"
>mfw
Kegan jesus christ man, I'm amazed this is as stable as it is.

>> No.4391182
File: 239 KB, 800x600, ScreenshotSaturday.png [View same] [iqdb] [saucenao] [google]
4391182

STOP DROP AND ROLL IT'S TIME FOR

S C R E E N S H O T
\ S A T U R D A Y /

LETS SEE WHAT YOUVE GOT FOR US THIS WEEK FRIENDS
MAPS TEXTURES SPRITES CODE WEBMS, GET THE PEOPLE HYPED

>> No.4391187
File: 474 KB, 1600x900, Screenshot_Doom_20171111_115203.png [View same] [iqdb] [saucenao] [google]
4391187

>>4391182
I have successfully created the nicest looking sprite-based tracers I have ever seen.

>> No.4391189
File: 427 KB, 1600x900, Screenshot_Doom_20171111_115410.png [View same] [iqdb] [saucenao] [google]
4391189

>>4391187
And a plasma SMG one.

>> No.4391190
File: 57 KB, 1041x217, ganymede looped 2.png [View same] [iqdb] [saucenao] [google]
4391190

>>4391182
I still haven't really done anything new yet, I had to pull a fucking tooth and was laid out for a while.
I made this a while back for a guy who needed a sky for a Jovian moon, he never got back to be and I haven't tested it.

I'm thinking y'all can use it as you see fit.

>> No.4391191
File: 94 KB, 1516x840, Builder_2017-11-11_16-58-01.png [View same] [iqdb] [saucenao] [google]
4391191

>>4391182
boom-compat map I started earlier this week, chipping away at it at snails pace

>> No.4391204 [DELETED] 
File: 327 KB, 1290x749, 1510419308.png [View same] [iqdb] [saucenao] [google]
4391204

>>4391081
I taught Kyle how to use GDCC! Though I'd say David is better than me, since he made an entire ACS VM, twice.

>> No.4391208
File: 327 KB, 1290x749, 1510419308.png [View same] [iqdb] [saucenao] [google]
4391208

>>4391081
>>4391070
I taught Kyle how to use GDCC! Though I'd say David is better than me, since he made an entire ACS VM, twice.

>>4391182
New pickup sprites.

>> No.4391219

>>4391191
looks good. right side is nicely interconnected.

>> No.4391223

>>4391182

sweet screenshot satday

>> No.4391234

GMOTA bug: Boss deaths on Doom 1 trigger their specials instantly rather than after their death state has played out.

>> No.4391236
File: 435 KB, 1024x768, Screenshot_Doom_20171111_182220.png [View same] [iqdb] [saucenao] [google]
4391236

>>4391182
Was stuck with a map for a while, so I decided to work on something else and made this in few days. Still need to put the monsters and finish a couple of areas.

>> No.4391237

>>4391208
i still don't get what those clip ammo replacements are

>> No.4391243
File: 342 KB, 1400x933, outdoorhub-photos-silencerco-shows-off-updated-maxim-9-pistol-at-shot-2016-2016-01-19_03-39-14.jpg [View same] [iqdb] [saucenao] [google]
4391243

>>4391063
You know what would be a pistol replacement that'd be actually useful and not be obsolete after you get a chaingun? A pistol with a silencer that doesn't alert monsters when you shoot it.

>>4391096
Your lips puff up when your body rots.

>>4391208
Did you model the cyber mage's SMG on the hera cqr?

>> No.4391247
File: 298 KB, 1290x749, 1510421939.png [View same] [iqdb] [saucenao] [google]
4391247

>>4391237
There's a Nonspecific Box of Ammunition for the big pickup and a Radio for the small pickup. Since no weapon takes regular bullet ammunition, they just give you Score.

>>4391243
The design is based on this thing: http://www.imfdb.org/images/2/22/P90_like_3.jpg

>>4391182
Also here's the final Status screen. (In GZDoom because it looks like ass in software mode)

>> No.4391248

If Quake 5 becomes a reality, I'd like it to be a direct sequel to the events of Quake 1 and 3.

How about this

>One of Ranger's children discovers he has inherited psionic powers from his mother
>He works hard at honing them for years, especially since the end of the battle between his father and Shub Niggurath
>one day, he decides to suit up and search for his dimension-hopping father.
>The player character makes use of both psionics and physical weaponry(the latter of which, save for melee weapons, can be upgraded in certain points in the game)
>Not only does he fight zombies, mutants, and other minions of the great old ones, he eventually has to fight and kill his insane father as well as Cthulu and then finally, Nyrlathotep.

>> No.4391249

>>4391243
You could also nerf the chaingun by making the first two shots scatter so the pistol remains useful for pinpoint shots

>> No.4391250

>>4391243
>A pistol with a silencer that doesn't alert monsters when you shoot it.
That'd be really easy to do.

In fact there's literally a version of the regular Doom pistol with a silencer on Realm667, graphics and all.

>> No.4391251

>>4391248
I dislike everything I'm reading.

>> No.4391259

>>4391248
>terrible fanfiction that has nothing to do with either of its source materials

sounds about right. Go get that shit out on a3o

>> No.4391261

>>4391251
>>4391259
Which part do you dislike the most out of it? The psionics or being able to upgradde non-melee weapons in certain areas?

>> No.4391264

>>4391261
The part where you play as Ranger's kid and have to kill the best id protagonist, namely. Don't have a problem with upgradeable or odd weapons- especially given the presence of the lava nails, split rockets, MIRVs, etc. in Dissolution of Eternity which are pretty much straight upgrades to the normal nails and rockets, and Quake 4 already having weapon upgrades- but your story needs some work.

>> No.4391269

>>4391261
>what part of shit do you dislike? brown color or consistence?

>> No.4391272

>>4391236
gaspe? i saw this in the doomworld pictures thread, it looks cool, obvious plutonia/scythe influenced

>> No.4391276

>>4391123
Shieet, I'm not good. Just persistent and uncaring of whether a hack is sensible.

>> No.4391280

>>4391264
Okay then. Though it is true that Ranger when quite insane as a result of directly facing one of the Great Old Ones without much knowledge or metaphysics or astral stuff.

>> No.4391285

>>4391280
Depends on the game. Q3A has him go somewhat nuts, but also makes most of his dialogue (bot chat lines) plain military-speak stuff, with most references to Quake 1 events instead given to his reskin Wrack, including things that only Ranger himself should know (like the existence of Chthon). This was only three years after Q1, mind you. Q:C goes a different route, rebooting the lore to line up better, with Ranger having spent twenty years so far stuck in the slipgates (the time from Q1's release to Q:C's development) and not having gone totally insane, hanging on to what's left of his mind through sheer determination and muddled memories of his family.

>without much knowledge or metaphysics or astral stuff.
Knowledge of physics probably don't help much against eldritch deities that exist outside our understanding of space and time itself.

>> No.4391304

>>4391141
Torm can not into scripting

>> No.4391348

Is there any way to lock movement in doomrl when an enemy sees you? I'm tired of accidentally taking hits because i was pressing the arrow keys too quickly

>> No.4391383

>>4391070
fucking plebs, the lot of you https://www.youtube.com/watch?v=1EqZXT-V4Dg

>> No.4391384
File: 846 B, 128x128, dev128.png [View same] [iqdb] [saucenao] [google]
4391384

I'm bored.

>> No.4391391

>>4390615
I have an iso of that if you want to save your money:
http://www.mediafire.com/file/78x1bul778zepzn/demgate.iso

>> No.4391392

>>4391383
I'm impressed that someone put that together, but also amused that he savescums in his demonstration video.

>> No.4391397

>>4391098
I'm not that good tho

>> No.4391401

Quake 5 should just be arcane dimensions 2: but with more money and modern tech

>ranger stuck battling through multiple dimensions as shub-niggurath exists on multiple dimensions but has a mental link
>essentially shub lives infinitley and is always trying to kill ranger because it knows he can defeat it
>the whole game is just hopping through time and dimensions fighting shub-nigguraths children
>essentialy just letting the map designers go nutd with themes. Aztec ruins, cyberpunk cities, medieval castles etc etc.

>> No.4391425
File: 520 KB, 1078x635, doom54.png [View same] [iqdb] [saucenao] [google]
4391425

>>4391182
mappin

>> No.4391426

>>4391425

Rekkr right ? So hype for this shit.

>> No.4391434

>>4391397
No matter which of the two you are: if you're not good, then what the fuck are the rest of us

>> No.4391438

>>4391383

Doomero's things are always really interesting to see in action, but when you play them they kind of handle like shit.

>> No.4391440

>>4391397
>>4391434
not either of them but nobody thinks they are as good as they are. apart from egotistical assholes, of course.

>> No.4391443

>>4391425
I like that visual contrast a lot anon

>> No.4391449
File: 113 KB, 300x324, HeadGif.gif [View same] [iqdb] [saucenao] [google]
4391449

>>4391443
>>4391426
Thanks. It's almost 2 years now since I started this. Something like 1 year and 8 or 9 months or some-such... Kinda hit me the other day.

Good times.

>> No.4391452

>>4391434
I'm the first one
ijon IS that good tho
>then what the fuck are the rest of us
just people that haven't invested enough time yet in banging their heads against the wall; I think persistence/autism is the greatest asset in programming rather than smarts

>> No.4391457

>>4391452
>I think persistence/autism is the greatest asset in programming rather than smarts
Very untrue unless you're talking about Doom. You'll never make quality software if all you do is hack and hack until you can't hack any more. The only reason that rule applies in Doom is because the tools provided basically require hacks.

t. Professional Programmer

>> No.4391465

>>4391457
>t. Professional Programmer
you mean faggot who glues together modules written by others?

>> No.4391472
File: 8 KB, 231x270, tempofield.png [View same] [iqdb] [saucenao] [google]
4391472

>>4391182
I got wifes and power armor

>> No.4391473
File: 9 KB, 404x399, 1490900710349.png [View same] [iqdb] [saucenao] [google]
4391473

>>4391465
Oh boy somebody's upset.

>> No.4391476

>>4391452
I known about persistence. Iv'ebbugged you personally about math enough here. And you *ARE* that good on top of being patient and approachable.

>> No.4391491

someone new to doom here, am I an autist if I got stuck in the Knee-Deep-in the dead episode?

>> No.4391495

>>4391491
No, but if you're still there in a year then nice to meet you DarksidePhil.

>> No.4391502

>>4391457
I shoulda specified, yeah, in Doom. But in my limited experience outside of Doom persistence is still more important than smarts; not that smarts isn't a close second. That includes the persistence to do something correctly, taking into account what you know you will have to do with the code later (not talking about premature optimization silliness), and not just stopping at the first thing that works.
>>4391476
I'm not; and not that good at math either. Most of my code that I wrote and shared makes me cringe now. I appreciate the confidence in my though!

>> No.4391503

>>4391502
*in me

>> No.4391507

>>4391502
You're my senpai :3

Few other people at your level are able to or interested in explaining to us brainlets.

>> No.4391508

>>4391502
Well, having done a good amount of both education and work in software I'll say that smarts is more important for one specific reason: Planning is the most important step. People who aren't smart enough to be able to make a proper plan and handle cases when shit just doesn't work right will never be able to hack themselves out of the situations they get put in. Not to mention that if you don't have an innate grasp of systemization and problem solving your persistence will be reduced to the equivalent of trying to use your fists to break out of a steel prison. Doom isn't very hard overall to work with, but it does require persistence simply because of the very touchy and hacky nature of how modding works once you move past Decorate.

>> No.4391541 [DELETED] 

>>4391465
That really stung, huh?

>> No.4391574

>>4391507
I just like to help people, I think it's my nature. That said, there are plenty of others that are willing to help others, and are better at coding, like ijon or marrub or term. Term and ijon both answered a ton of my questions in irc when I was learning, back in like 2013.
>>4391508
Fair enough.

>> No.4391587

>>4391574
Well except for you and ijon toba lesser extent I've had to learn everything myself. Done my share of helping and bespoke coding for others along the way.

I just rarely feel I know enough to give sensible advice with anything but 3d models. Feels bad having 'helped' someone with bad advice.

>> No.4391649
File: 106 KB, 578x582, 1463301064163.png [View same] [iqdb] [saucenao] [google]
4391649

Is there any documentation for how compatibility.txt works in ZDoom or am I on my own?

>> No.4391653

Are there any doomrl pro strats i should know about
so far i learned if you get cornered and don't have a double barreled you might as well kill yourself

>> No.4391664

what's the history behind

>Specifically, no Disney, no Beavis & Butthead and no Ren & Stimpy
>under any circumstances, including sound clips.

on idgames

>> No.4391678

>>4391248
I have a better story
>you're some tough guy
>there are monsters and shit
>go kill them

>> No.4391679

>>4391664
suehappy lawyers, including those who sue you "on behalf" despite having no relation to the rights holder. Fresh just-out-of-university law-degreeing bastards are especially guilty of that. And yes, sometimes it works, they win cases "on behalf" of a company and get some money out of it.

>> No.4391690
File: 78 KB, 832x960, scrap955_a.jpg [View same] [iqdb] [saucenao] [google]
4391690

have an imp-tan sketch.

>> No.4391693

>>4391690
nice

>> No.4391694

>>4391664
Back in the 90's, people would just make .wads which would feature soundbytes from TV shows like The Simpsons, Beavis & Butthead, etc, just because. They'd just replace all kinds of sounds with that shit and I guess that was just the joke.
Some of these .wads would feature their own levels and graphics, some would just be sound replacements.

A lot of these would find themselves on shovelware compilations like WizardWorks would put out, now, I don't think they actually ever got in hot water over this (or any of the other legally questionable shit they did), but it wouldn't have taken much for someone with the rights in question to step in and stomp them.
I think the rule stems from those days, and still kind of lingers due to the fact that they're rather play it safe and not attract that kind of possible legal attention, better safe than sorry.

IIRC, there's a similar rule regarding the use of .mp3 tracks, I think it was "if you didn't make the .mp3, then you probably don't have the rights to use it, and you're not allowed to upload it here", probably because of people uploading not just ripped tracks from other games, but copyrighted music (Metallica and stuff), as well as remix tracks they also didn't have the permission or right to use, but bloated the filesize with.
A famous example is Deus Vult II, it actually has two distinct versions, one with .midi music, and one with .mp3 music, featuring ripped tracks from movies and what not.

>> No.4391735

>>4391690
noice

>> No.4391757

>>4391541
damn, you can't let go of the dude that said that to you

>> No.4391758

>>4391690
Cute!

>> No.4391771

>>4391757
He didn't say it to me, I just think it was really funny that the guy laid such serious weight into something so trivial.

>> No.4391785

>ammo issues in DOOM E3

>> No.4391787
File: 227 KB, 1056x1200, DOUcb_tXcAAPBMA[1].jpg [View same] [iqdb] [saucenao] [google]
4391787

I know this is barely Doom related, but this shit is ridiculous

https://twitter.com/BandaiNamcoUS/status/929145472538644480

>> No.4391792

>>4391787
>the revenant goes "kamehamehAAAAAAAAAAAAAAAAAAAA"

>> No.4391797

>>4391771
sure

>> No.4391807

>>4391787
>BFG is really hell's kamehameha
But isn't the BFG from the UAC?

>> No.4391819 [DELETED] 

>>4391797
Really stung, huh?

>> No.4391848

>>4391449
You're a great guy anon.

Hope the rekkr palette gets a free for all license btw. It's really good.

>> No.4391863

Hey dudes, what's the best way to learn script huds?

>> No.4391875

>>4391863
zscript*

>> No.4391890

>>4391875
Enter the very bowels of hell itself, because that's where those fucking things come from.

>> No.4391892

>>4391890
I've been there in ACS.

>> No.4391896

>>4391890
Didn't Kinsie brought up how most proper documentation belongs to a vore furry or something?

>> No.4391903

>>4391896
Major Cooke? Probably. Only people with serious autism can handle Grafcode long enough to document it.

>> No.4391913

>>4391896
Kinsie is a gay. GAY!

>> No.4391915

>>4391903
Does he keep it all to himself, though?
>>4391913
Kinsie did nothing wrong outside of retweeting a Rami tweet, like, just saying.

>> No.4391916

>>4391095
That's not an edit either. Marty's a great voice for Blaz

>>4391160
Dare I ask what part specifically has you shocked?

>> No.4391923

>>4391234
When I was making monsters with the boss death flag. I was told to make it happen instantly when they die to play it safe

>> No.4391925

>>4391916
>no anonymous functions
For starters. The whole thing kinda looks like Yholl made it too, lots of crazy decorate explosions. Also why'd you lock Doomslayer? He's so fucking good man. That shotty and slot 6 are orgasmic.

>> No.4391930

>>4391890
Why do people keep jumping on the ZScript train even though it's very clearly not well documented, and the 2 people who you can ask about it aren't very friendly, either?

Like i get cool new technology and all, but i got the impression that everyone who does work on it tell everyone else to stay the hell away because it's so horrible

>> No.4391932

>>4391915
>spoiler
no idea who that is

>> No.4391939

>>4391930
You can always ask me too ;_; I just don't use the really idiotic overcomplicated features
Mainly because making your own action functions, having more flexibility than ACS with just acc, and general performance gains are a good motivator. I do agree though, shit like HUDs, Screen drawing, even event handlers to some extent, aren't documented well enough and not used nearly enough to be considered workable without a huge time investment.

>> No.4391946

>>4391930
dunno it seemed to work out pretty well for high noon drifter.

>> No.4391947

>>4391925
Zandy 3.0 doesn't support anonymous functions. Don't remind me because I fucking weep knowing I can't use them.
And he's locked out because he isn't done. He doesn't have his sub weapons, his BFG ain't done, and a few other things.

Remaking The sub weapon pickups might just kill me

>> No.4391948

>>4391947
>Zandy 3.0 doesn't support anonymous functions
Oh christ you're actually still targeting this at Zandy too? God help you.

>> No.4391951

>>4391946
I specifically remember term saying that finding information on anything was an utter nightmare, and that people weren't very helpful in general

>> No.4391952

>>4391946
All respect to Term, but HND is fairly basic shit. I think the most complicated item in the whole mod is the dead man's holster and that's not even that bad.

>> No.4391956

>>4391948
Hey as massive as this update is, I decided to go full retard and push myself even further beyond. It's actually completely playable in Zandy 3.0 right now

>> No.4391960

>>4391948
iirc he has a longstanding dream to do co-op gmota with the different player classes, which enforces zundrum, becuase guzdoom "netgames" are a non starter.

>> No.4391961

>>4391787
HOW DO YOU DO FELLOW KIDS

>> No.4391969

>>4391960
Yeah and then last night I was told GZDoom's net play is better than what it used to be. If I wasn't already supporting Zandy 3.0 I would have just jumped on board with GZdoom co-op play

>> No.4391971

>>4391969
isn't that like saying being smacked in the face with a two-by-four is better than being forced to eat 15 pounds of raw turd?

>> No.4391972

>>4391969
Is it any good yet? I've heard it's still kinda shit.

>> No.4392016

>>4391948
All the projects I'm working on target zand too, cause why not.

>> No.4392026

>>4392016
>cause why not
- Years of fixes
- An entire scripting language
- Competing with the latest Austimods for any kind of recognition

>> No.4392039

>>4391969
better than it used to be, yes, but it's still p2p based nonsense
good only for friends

>> No.4392050
File: 606 KB, 1920x1080, gzdoom 2016-10-03 20-15-09-85.png [View same] [iqdb] [saucenao] [google]
4392050

>>4391243
DRLA did silenced weapons, though you could squeeze more damage out of them they could be abused to hell and back depending on the mapset

>> No.4392057

>>4392050
map?

>> No.4392058

>>4392057
OBLIGE

>> No.4392094
File: 48 KB, 320x200, cusGtdg.gif [View same] [iqdb] [saucenao] [google]
4392094

>>4391848
Thanx, beb. When I'm done you can use anything I've made for any reason. Just give credit and all decent things people generally do.

So that'd be pretty much anything but the sounds and music (and some maps, but that'd be weird anyway). Ask Term, or HexenMapper about that, respectively.

>> No.4392156

@GMOTAguy, the inventory screen blocks the overlay map. Also, I think thieves should be melee only since they're replacing a melee monster. other than that 10/10 worth the weight

>> No.4392158
File: 213 KB, 1471x550, seems_to_fix_slime_trails.gif [View same] [iqdb] [saucenao] [google]
4392158

>> No.4392176

Are there any doom wads that are like the divine comedy (going deeper and deeper into shit basically, other than Going Down)?

>> No.4392291
File: 791 KB, 1920x1865, 1510096014466.jpg [View same] [iqdb] [saucenao] [google]
4392291

are there any gameplay wads out there that exclusively add enemies? as in, only adds enemies

>> No.4392317

>>4392291
Strange aeons and DRLA have secondary wads that can export their enemies to other wads.

>> No.4392319

>>4392291
Bratwurst
https://forum.zdoom.org/viewtopic.php?f=43&t=52102

>> No.4392324
File: 9 KB, 225x225, thank!!!!!!!!!!!!!.jpg [View same] [iqdb] [saucenao] [google]
4392324

>>4392317
>>4392319
thank you guys very much! i love you!

>> No.4392325

>>4392291
Here is an incredibly quick and dirty edit of FKER that includes only the enemies.
https://www.dropbox.com/s/loooeetsg28rw0b/FKER_GZDoom_1_4_final_enemies.pk3

>> No.4392328
File: 429 KB, 480x270, 1442096980621.gif [View same] [iqdb] [saucenao] [google]
4392328

>>4392325
you did that just for me? thank you!!

>> No.4392334
File: 636 KB, 1366x768, Screenshot_Hexen_20171112_001552.png [View same] [iqdb] [saucenao] [google]
4392334

This happens when using the Mask of Basilissa as a pig.

Maybe I should run away from this dimension for posting this.

>> No.4392368
File: 809 KB, 1366x768, TEMP.png [View same] [iqdb] [saucenao] [google]
4392368

>>4392334
easy enough to fix

>> No.4392387

Requesting the "what's behind this door" skeleton closet image.

>> No.4392407
File: 122 KB, 400x378, doom skele.png [View same] [iqdb] [saucenao] [google]
4392407

>>4392387

>> No.4392416
File: 490 KB, 1920x1080, Screenshot_Doom_20171112_145506.png [View same] [iqdb] [saucenao] [google]
4392416

>>4391182
I don't really have anything new, but I guess this will do.

>>4391925
They don't call me King Crimera Haxfucker for nothing.

>> No.4392420

>>4392416
I pray to god you never learn ZScript you fucking madman. Also I'm hype as fuck for BTSXGuy, I love me some pewpew plasma guns.

>> No.4392429

So I decided to play Brutal Doom to give it one last chance and perhaps see if I've been playing it wrong. Nope!

The biggest problem with the mod is aiming down sights, plain and simple. When ADS, your weapon takes up like half of your screen, and about half of your enemy is covered up.

On one hand, this IRONICALLY makes aiming much harder despite being a mode ostensibly designed for aiming, especially at fast moving enemies - and all enemies are fast moving in BD.

On the other hand - because half of enemy is obscured, and weapon jumps up in recoil when I shoot, I CAN'T SEE THE FUCKING ENEMY DYING. And brutal deaths are like entire point of the fucking mod.Why add a mechanic that doesn't let me see the gore when he worked so hard on that gore?

Ironically, the idea that "Brutal Doom is just like Call of Duty" is wrong - because say what you want, but Infinity Ward are all proffesionals and knew how to make ADS not as annoying. So in actual Call of Duty games, 80% of weapons use holo/red dot sights instead of iron sights, which doesn't oobscure screen as much - and whenever you enter ADS your crosshair automatically snaps to the enemy nearest center of the screen, so it makes aiming at moving targets not such a fucking chore. None of that is in BD, but hey, let's instead work on blurring weapon sprites for fake depth of field, that is sure a good idea...

At the same time not using ADS in BD is not really an option, because headshots are overpowered, and ADS shotgun is super duper powerful because of smaller spread and can drop a Caco in three shots.

TLDR: Brutal Doom would be a much better game if Mark just gotten rid of ADS on most of the weapons and rebalanced accuracy accordingly.
But of course we know that's not gonna happen.

I guess I'm going back to playing Trailblazer.

>> No.4392432

>>4392420
Haha, no way. I'm not a programmer, I can barely think in a straight line. Decorate is pretty much all I can manage.

Glad to hear it, I'm gonna try and do some sound mixing shenanigans, and try the make the pewpewers really satisfying to use. If the new weaponsets aren't as fun to use as the first three, I'll have failed, so I gotta put in 110% effort to makin them OOOMPH

>> No.4392437

>>4392291
colorful doom

>> No.4392439

>>4392437
oh yeah, i totally forgot about this one
tyvm!

>> No.4392446

>>4392156
What screen resolution do you play at? I'll need to make the inventory scale a little. Like how badly does it cover the map?

>> No.4392536
File: 1.16 MB, 1280x720, 1496259645237.png [View same] [iqdb] [saucenao] [google]
4392536

>>4392446
1280 X 720

>> No.4392553

>>4392536
Oh. Yeah I'm thinking that's just gonna be a thing with the automap. Sorry man. Unless there's a way to make the inventory not show when using the overlay version of the automap

>> No.4392618

>>4391694
A good example of a blind eye being turned towards this rule is Pirate DOOM, as it plays Highway to Hell at some point.

Maybe the maintainer at the time didn't play that far.

>> No.4392620

>>4391491
Which map? Out of curiosity, but also to judge more accurately.

>> No.4392623

>>4392158
Oh, you can use the node viewer for that. Wasn'T aware of it.

Thank you, Homewrekkr.

>> No.4392627
File: 24 KB, 475x165, meme.jpg [View same] [iqdb] [saucenao] [google]
4392627

is this a good one

>> No.4392641

Beat 300 minutes of vr. Pistol starts on every map on UV and no saving allowed at all. Great wad you guys. Map 27, Perfect Hatemail, was a bitch though. I got stalled on it and had to take a break before coming back and playing it super carefully. This one turned out a lot better than 200 minutes of vr imo.

>> No.4392654

>>4392369
It's a race of aliens creator of the mod made up as a kid and wrote stories about, on which NC lore is based.
Eventually the mod in addition to weapons will also replace enemies with said aliens.

>> No.4392657 [DELETED] 

>>4392553
Not him, but I've seen some mods disable HUD when using overlay. Would that be doable?

>> No.4392658

Playing GMOTA pre-release and I have to say

What is the point of Boomerang Sword if I can't aim it after the initial throw and it just kind of goes everywhere but where I want it? It's cool but not very practical. Maybe a way to recall it would make it better

>> No.4392674

>>4392658
It actually bounces towards Blaz often when it rebounds it, so while you can't directly control it, it will do its best to follow you.
It's mainly best for tighter rooms

>> No.4392678

Any mods/wads you guys think are overrated or disappointed you?

>> No.4392687

>>4392641
>This one turned out a lot better than 200 minutes of vr imo
Agreed. 200vr had it's moments, but 300vr was consistently decent throughout.

>> No.4392691

>>4392627
See
>>4391391

>> No.4392692
File: 106 KB, 960x861, texture alignments.jpg [View same] [iqdb] [saucenao] [google]
4392692

>> No.4392694

>>4392687
What was your favorite map? Some of my favorites that come to mind are 1, 7 and 21.

>> No.4392697

>>4392691
i already spent the 7$ .
thanks though

>> No.4392698

>>4392697
You fool.

>> No.4392703

My favorite map is obviously map28

>> No.4392704
File: 144 KB, 807x1181, STARTAN.jpg [View same] [iqdb] [saucenao] [google]
4392704

>>4392692

>> No.4392706

>>4392698
but i get a cd in a sleeve

>> No.4392707

>>4392678
Well let's just get Brutal Doom out of the way, eh? Everyone knows there are a ton of people who don't play the vanilla game at all and laud it as the best mod ever, despite all the problems with it.

The most common complaint I think is that the faster, more aggressive enemies, ADS, and reloads make for a more "stop and pop" gameplay experience as opposed to the "run and gun" that the game was designed for. There are plenty of other things people dislike, but that I think is the biggest turn-off for most.

With how much praise it gets, Brutal Doom is easily the most overrated mod.

>> No.4392709

>>4391391
consider uploading it to the doom level cd collection at archive.org if it is not there already.

https://archive.org/details/doom-cds

>> No.4392713
File: 57 KB, 442x502, zRO06yy.png [View same] [iqdb] [saucenao] [google]
4392713

>>4391182
not mine

>> No.4392715

>>4392678
complex doom
i'm moreso just salty that it's all people want to play online, it's so annoying!

>> No.4392718

>>4392709
Looks like it's already there. I have Doom I and II Collection too, but Mediafire got a copyright notice, even though it's bullshit and not infringing on anything (if anything the original publisher of the CD was stealing peoples work)

Weird how these collections that were clearly illegal are the best archives of doom levels from the 1990's

>> No.4392728
File: 660 KB, 1841x1110, 519182ccd4db3c094db90deaaaca0fad230be1fc.jpg [View same] [iqdb] [saucenao] [google]
4392728

I decided to look through /v/'s drawthread booru and found a few things

>> No.4392731 [SPOILER] 
File: 319 KB, 900x900, 1510473779674.jpg [View same] [iqdb] [saucenao] [google]
4392731

>> No.4392734
File: 107 KB, 600x336, f2fa190c2bed401bdd2a079632225c79c5c94be7.jpg [View same] [iqdb] [saucenao] [google]
4392734

>> No.4392736
File: 94 KB, 574x377, f16bd8756f86be91d70e787af0f2504d7a2e227c.jpg [View same] [iqdb] [saucenao] [google]
4392736

>> No.4392747

>>4392731
lol

>> No.4392751

>>4392734
accurate
>>4392736
no idea what's going on here

>> No.4392753
File: 122 KB, 620x794, 550c6394b1ede29f0e5dd99fb921c24cea8c24ce.jpg [View same] [iqdb] [saucenao] [google]
4392753

>>4392751
Noticing the tags it's probably a parody of another image. Not sure which one though.

>> No.4392757
File: 371 KB, 2872x2688, 86acb274e8b47391432ecc29595f2d2c4fd2ca85.jpg [View same] [iqdb] [saucenao] [google]
4392757

>> No.4392758

>>4392694
Probably also MAP07, really. It stands out the most somehow, layout wise. Music probably helps too.

>> No.4392765
File: 208 KB, 620x794, ddd.png [View same] [iqdb] [saucenao] [google]
4392765

>>4392753

>> No.4392780

>>4389224
Speaking of "squirting", the alternate fire for pew-pew gun doesn't seem to consume any ammo when wearing a swimsuit. Intentional or oversight?

>> No.4392786

>>4392692
>Lawful Evil
what do you have against CRATE2

>> No.4392848

Is there a single Doom wad out there that has a song or songs from the funimation version of the DBZ anime with the music done by bruce faulconer? I'd love to run a map with that music playing.

>> No.4392873
File: 72 KB, 640x400, 0181-0226.webm [View same] [iqdb] [saucenao] [google]
4392873

Two firing variations for super slugs and buckshot respectively. Is the light load one a bit too wimpy?

>> No.4392884

>>4392553
If there is any way to detect if the player looks at the automap, then turning all icons/menu transparent would help.

>> No.4392886

>>4392884
I'm not certain if that's even an option, I'll discuss it with some folks but this may have to be a small compromise.

>> No.4392891

>>4392786
I think its about how easy the textures are to align.

CRATE2 is fairly easy to align, as long as you stick to its exact size. Step outside those boundaries and you have a problem though. Seems to work as Lawful evil.

Lawful evil alignments tend to stick to some kind of code or contract system - kind of like the devil - he will trick you into signing a contract rather than just doing whatever he wants (which would be neutral or chaotic evil).

>> No.4392893

>>4392873
The light one looks good. I think it could bump up just slightly more for visual consistency, but otherwise I like it.

>> No.4392913

>>4392873
just a suggestion, maybe more of a backwards kick, instead of the force traveling mostly upwards, it should be kicking back into the shoulder/hip .

>> No.4392914
File: 419 KB, 740x629, 1507152338457.png [View same] [iqdb] [saucenao] [google]
4392914

>Cacowards

How often do single maps get Cacowards?

>> No.4392917

>>4392886
HND for example, while having inventory system does not show neither it, nor hud when displaying both overlay and regular automap.

>> No.4392923

Does anybody have a Realm667 account?

It's telling me that their connection isn't secure when I try to log in and it's not https

>> No.4392928

>>4392914
2016: Tech Gone Bad, Miasma
2015: Breach, dead.wire
and so on. there's usually a couple.

>> No.4392937

>>4392893
Great. I did increase it a little. Will post an in-game webm with sound soon.

>>4392913
The slug animation does go about 5 inches into the shoulder. I could try adjusting the buckshot anim so it flips less but travels linearly more.

>> No.4392953
File: 22 KB, 959x601, h.png [View same] [iqdb] [saucenao] [google]
4392953

>>4392937

>> No.4392995

>>4392953
Does that happen even when shouldering properly though?

vid:
>>>/wsg/1970448
No proper reload state yet.

>> No.4393003

>>4392995
i have no idea, but it looks neat

>> No.4393008

>>4392937
Yeah, I think it's being kicked up too much and it's making it look like it's not getting kicked back much in comparison. You can also definitely exaggerate things in 3D with certain perspectives, so don't be afraid to pull the model further back than reasonable and see how it looks in first-person. You can also try transforming it some, perhaps shrinking it lengthwise so the barrel looks like it's moving back more.

>> No.4393017

>>4392917
Yeah but HND doesn't have an inventory window at all, and I wanted one for GMOTA.

>> No.4393024

>>4392995
The regular fire looks a bit choppy

>> No.4393049

>>4392995
The regular fire def looks a bit off... don't move it to the right at all might look better? Maybe ease the motion a bit more?

>> No.4393083

>>4391664
>TFW no wad or Quake mod where you can shoot Disney and Dreamworks villains

>> No.4393129 [SPOILER] 
File: 23 KB, 695x310, 1510493240074.png [View same] [iqdb] [saucenao] [google]
4393129

I decided to draw (and then badly sprite) my interpretations of what the characters of final doomer would have looked like, from the left to the right im gonna explain what i was immagining for each character:
TNTguy: Considering the theme color of the Iwad and the Double uzi's that there are in his arsenal, i immagined him beingh that one Cool soldier that basicly he was going like Duke Nukem style.
Plutoniaguy: I decided to be simplistic and be a copy the design of rambo, thats why you can see a pillowshaded torso of him with 10/10 nips in the sprite, and thats why i put a spoiler on the immage, he his pretty much nervous and would be also very preoccupied for his friends and family if he had any, and before you ask, yes i know that Technically In the final doom timeline Doomguy is protagonist of both tnt and plutonia but still.
BTSXguy: a robot, i immagine him to be a demostration robot for an upcoming soldier project, but once the demons found out about them they wanted to turn them into soldiers to their army for the conquest saturn, but one turned sentient, when it was discovered all the other robots were destroyed.
AAguy: Alien??
JPCPguy: This one i had a slight hard time with because i didn't want it to become to obvious, so i decided him to give him an hobby
that hobby was doing the lifeguard,
and that was also the kanji word for it
.
overall i had fun making these.

>> No.4393142

>>4393129
Forgot to add, im probably gonna remake JPCPguy, because all i did was just Changing the Shirt color.

>> No.4393147

>>4393129
lol good job. give your autism a well-deserved pat on the back.

>> No.4393151

>>4393129
wat

>> No.4393152

>>4393129
Your art is atrocious but the actual concepts for each of these guys is pretty good.

>> No.4393154
File: 753 KB, 1182x824, fd faces ideas.png [View same] [iqdb] [saucenao] [google]
4393154

>>4393129
I once thought the HUD faces could change depending on the weapon sets
>Doom is normal
>TNT gets sun glasses
>Plutonia gets war paint
>BTXS gets a typical sci fi visor
>AA gets shutter shades
>JPCP gets a japanese headband

>> No.4393156
File: 2 KB, 41x56, Finaldoomerguys.png [View same] [iqdb] [saucenao] [google]
4393156

>>4393147
>>4393152
Thanks guys, in the meantime i tried to fix the JPCPguy shirt problem, and now he looks like doomguy with an hawaian shirt Without the sleves, still better than than recolored shirt.

>> No.4393158

>>4393129
so btsx guy is zen dynamics guy
with jpguy just put やらないか on him

>> No.4393165 [SPOILER] 
File: 468 KB, 1920x1080, 1510495535026.png [View same] [iqdb] [saucenao] [google]
4393165

I see we're talking about the funnel domers
Here have a picture of a thingy we just finished.

>> No.4393170

>>4391969
Does it support client/server model? No? Then it's just as bad as it was before.

>> No.4393178

Final Doomer ideas aside, i hope these aren't distracting Yholl or Shivers or aything.
Just don't wanna slow 'em down.

>> No.4393183

>>4393170
Some people seem to think client/server is the god-king of multiplayer for Doom.
Here is my perspective.

P2P is a nightmare for players who just want to play some doom with each other.
C/S is a nightmare for modders who tear their hair out because it's absolutely lovecraftian in logic.

Both have good and bad points, there's no right answer here.

>> No.4393190

>>4393178
Nah, don't worry about that. I'm running at maximum speed, I've gotten a huge amount done this past week.

>> No.4393191

>>4393183
>C/S
>lovecraftian in logic
It's not lovecraftian at all. You have client side and server side. Maybe their interaction might lovecraftian, if you're not used to such concepts as client or server.
P2P is what I would call lovecraftian. Seriously, how does everything manage to work there without failing spectacularly? P2P is only good for torrenting and other such things. Not for multiplayer. It sucks for multiplayer. There's a damn good reason why C/S model is absolutely dominating multiplayer games.

>> No.4393206

>>4393165
i recognize those parts
> nuclear mega plasma chaingun

>> No.4393208

>>4393191
All that P2P sends is player information. As long as you're both running the same mods, everything will happen exactly the same on all ends. It's kinda like a weird singleplayer, but someone else is there too, playing their own singleplayer.

With C/S, you are doing one thing, the server is doing something else.
Jump through a bunch of checks get re-wait no server says you didn't do them, suddenly something else happens instead against all logic of operation.
Have about 20 shots in my weapon, fire some more- wait no, I'm making reload sounds while firing, and nothing is dying. A complete desync with server.

What I'm trying to say is, everything I ever learned about modding Doom is things working in a set order, in a specific way. and with C/S, it just does whatever the fuck it wants sometimes.

Having to do things in weird convoluted ways just so it'll stop exploding is not fun.
I admit I really really don't know how it works, and that it's really great for just playing with people, but I've had a lot of bad experiences with it that terrify me to this day.

>>4393206
Heeeeeeh

>> No.4393209

>>4393165
Gosh, where could you even realistically use that thing for 10 seconds without pwning yourself?

Second level of Speed Of Doom comes to mind.

>> No.4393214

>>4393209
You can't hurt yourself with it, it's the BTSX plasma rifle, the Plasma Vulcan. It's just got a bit of a windup and down that makes it unwieldy to use all the time.

>> No.4393220

>>4393206
high power too.

>> No.4393238

Hey dudes, I've been working on a little something, I want you lot to watch it and let me know what you think. I know that self promotion is frowned upon but this isn't self promotion, this is me expressing my love for our beloved Doom. So please watch and enjoy

https://www.youtube.com/watch?v=Xw9FrWCgaiQ

Its about doom by the way

>> No.4393264

>>4393214
Noice.

>> No.4393323
File: 6 KB, 389x84, iamerror.png [View same] [iqdb] [saucenao] [google]
4393323

Is DoomRLA+DoomRPG working for anyone on GZDoom 3.2.1?

>> No.4393337

>>4393323
use GZdoom 2.2.1 or Gzdoom2.4.0
because the later versions are incompatible.

>> No.4393365
File: 1.97 MB, 380x285, 1505386257586.gif [View same] [iqdb] [saucenao] [google]
4393365

I think I just got the meanest kill I've ever seen in Doom, I didn't mean to drag it out.

>fighting shotgun guy near a lava pit
>throw a grenade at him, miss
>throw another, missing and landing in the lava
>throw a *third* grenade grenade, it hits him and explodes
>he flies back into the first grenade that missed whereupon it explodes and sends him into the lava
>he's now in the lava, screaming and running around on fire
>the other grenade now explodes and sends him burning and screaming up into the air
>with only his torso remaining, he's now crawling around, on fire in the lava
>i'm praying it just ends already
>a cyberdemon's rocket from the other side of the map meant for me, hits him instead
>now he's dead

Jesus fucking Christ.

>> No.4393405

>>4393337
I wonder if Yholl will make DRLA's next release compatible with recent GZDoom versions? I miss quite a few features when going back to 2.x.x.

>> No.4393416

Are there any mapsets that do a Mario Bros 3 and Mario World style map for selecting levels and progressing the story?

>> No.4393419

>>4393416
golden souls

>> No.4393429

>>4393419
That's Mario 64 style

which is awesome btw

>> No.4393440

>>4393429
the only hub style map i can think of is very old zdoom in it's layout, can't remember the guy that made it but his tag was "title? i don't need no stinkin title!"

>> No.4393468

>>4393129
>aalens guy isn't just doomguy wearing a hawaiian shirt

>> No.4393492

>tfw no Star Trek wads

>> No.4393494

>>4393492
Fuck, you are right.
I want one now.

>> No.4393507

>Play Plutguy
>It Ain't Me starts playing

>> No.4393510

>>4393492
ncc1701.wad

>> No.4393520

>>4393492
>>4393494
https://www.doomworld.com/idgames/themes/startrek/

>> No.4393527
File: 47 KB, 640x400, 0229-0269.webm [View same] [iqdb] [saucenao] [google]
4393527

Gotta model an ejection port

>> No.4393528

>>4393510
the invisible maze in the left warp nacelle can fuck right off

>> No.4393534

>>4393510
>>4393528
wait sorry i was talking about ncc1701e.wad

>> No.4393568
File: 561 KB, 1920x1017, Screenshot_Doom_20171112_193444.png [View same] [iqdb] [saucenao] [google]
4393568

lets hula hula

>> No.4393571

>>4393568
i hope you are using +flatsprite

>> No.4393575

>>4393527
be sure to add lots of motion and weight
easily made rotation and angular changes is what model rips have over conventional sprites

>> No.4393586
File: 619 KB, 1920x1080, Screenshot_Doom_20171112_193937.png [View same] [iqdb] [saucenao] [google]
4393586

I like how Final Doomer has made the chainsaw usable

>> No.4393609

>>4392674
I can't seem to get it to work so hot then
I'll try to see if I can make it work for me

Might want to buff subweapons in general compared to the shatterbombs, the damage on those are insane or maybe it feels like it because they are very spammable with rippers flying everywhere

Could also just reduce the ammo gain on those a tad too I guess

Really like the mod

>> No.4393620
File: 477 KB, 600x450, DOOMGUY SHIGGY.png [View same] [iqdb] [saucenao] [google]
4393620

Imagine, a Doom WAD where half of the levels are mostly-completely re-skinned to the style popular late 2000s-early 2010s memes,, and all of the default enemies are replaced with emojis, a couple select emoticons(such as :^) and >:(), Robbie Rotten, and Big Smoke(the latter of which takes the place of the Cyberdemon and actually says parts of his order during game-play). Oh, and the chaingun is replaced with an M-16 while the plasma rifle is re-skinned to be less brownish in appearance and now shoots double-underlined red 100s. Well I think it would be interesting. I mean, there's already Simspons WADS and a Tim Allen WAD where his portrait replaces everything.

>> No.4393624
File: 22 KB, 370x320, 1510346446879.png [View same] [iqdb] [saucenao] [google]
4393624

I found a bug in Project Brutality 3 once I get the prototype dark matter rifle everytime I scroll the inventory with mousewheel and it reaches that slot it locks up and doesnt change weapon anymore

>> No.4393627

>>4393620
Meme wads can either be total fucking shit or be decent or be decent yet still being shit.
IE, the "Woah" mod

>> No.4393642

>>4393624
>>4393624
>>4393624

I wanna go report this on the PB discord server but I cannot find a valid invite link.
can someone generate one for me?
thanks.

>> No.4393648

>>4393238
So what is it, a Let's Play?

>> No.4393649
File: 27 KB, 331x327, file.jpg [View same] [iqdb] [saucenao] [google]
4393649

>been out of the doom game for a while, check out the stuff that came out in the interim
>final doomer is great
>weapons are great fits without being too flashy
>suddenly
>You got the Halderman device!

>> No.4393652

>>4393620
i am going to punch you in the soulspheres

>> No.4393663

>>4393649
I know that feeling.
Doom community is one of the best things that video games have to offer.

>> No.4393664

>>4393642
uh, dude.
>>4382641
>>4382661
>>4382725

>> No.4393673

>>4393649
Just curious, what counts as 'too flashy' type of weapon?

>> No.4393693

>>4393673
What I mean is that the weapons are fairly simple as compared to most mods. Smooth sprites, but not really constant reloading or 10 different altfires. I love mods with those, but it's nice to get back to something that feels a little more basic, closer to vanilla.

>> No.4393698

>>4393649
is a new version of final doomer out or are you just talking about the old one? i haven't actually played any of it yet, i was just thinking about waiting for the new one to come out before diving into it, but if you're talking about the one up on the zdoom forums i'd be interested in trying it out

>> No.4393705 [DELETED] 
File: 43 KB, 255x446, images.jpg [View same] [iqdb] [saucenao] [google]
4393705

>> No.4393710

>>4393705
wrong thread, ma dude

>> No.4393715

>>4393698
I just grabbed the one I saw on zdoom forums.
https://forum.zdoom.org/viewtopic.php?f=43&t=55061

>> No.4393716

>>4393698
According to the thread, we may get update soon-ish (As in, month or two)

>> No.4393717

>>4393705
Did you mean to post that in this thread?

>> No.4393720

>>4393715
thanks
>>4393716
yeah, i heard about that, hence my hesitation, 'cause i didn't figure there was anything interesting in it, but that post made me curious about wtf a halderman is

>> No.4393721
File: 1.43 MB, 1600x900, 2017-11-12 16-13-54.webm [View same] [iqdb] [saucenao] [google]
4393721

So, I've started working on a Metal Slug mod for gzdoom, and thought I'd post the little amount of progress I've done.

I got the pistol ready, with the tracers done too. I also added that little detail in wich after firing a certain amount of bullets, the player "reloads" their gun, but you can cancel the animation at any time by just shooting.

(Sprites by Amuscaria, taken from Eriguns)

>> No.4393723

>>4393720
https://doomwiki.org/wiki/Ty_Halderman

>> No.4393747
File: 75 KB, 500x500, 1506080097968.png [View same] [iqdb] [saucenao] [google]
4393747

Could you program a lunar landing module with ACS?
Or a satellite?

Don't let my memes be dreams.

>> No.4393752
File: 575 KB, 1920x1080, Screenshot_Doom_20171112_213928.png [View same] [iqdb] [saucenao] [google]
4393752

I want to know, why the hell this door exists since there's NO red key card associated with it?

>> No.4393763

>>4393747
no

>> No.4393787

>>4391690
would love to see more

>> No.4393792
File: 121 KB, 1152x672, things.png [View same] [iqdb] [saucenao] [google]
4393792

>>4391182
I-I always miss Saturday.

Been really slacking on making new textures. My creative drive always gets exhausted by the time I could sit down and work on this shit. All I've done since my last post weeks ago is this, but I guess it's pretty enough to post. A knot pattern and some fancy shit using it, and my take on a texture I saw one of these days while playing.

>> No.4393794
File: 1.04 MB, 1360x768, Screenshot_Doom_20171112_205840.png [View same] [iqdb] [saucenao] [google]
4393794

>>4393792
Wall texture definitely looks nice in action.

>> No.4393803

>>4393794
>>4393792

Delicious. Good shit.

>> No.4393806

>>4393794
I really like that. The stone looks all.. stony. Shame the implementation of sound environments is so annoying, because it'd feel great to hear echoes in a room like that.

>> No.4393808

>>4393794
are those texture dimensions 128x128, or 256x256?

reason asking is cuz i love seeing those ones in action, especially in id tech 1 since many just stick to using the standard 64x64

>> No.4393824

>>4393792
>>4393794
good stuff, still waiting for release

>> No.4393825

>>4393808
usually wall textures are 128 in height and 64-256 in width
flats are always 64^2

>> No.4393827

>>4393792
I wish I knew how to make textures like this.

>> No.4393831

>>4393792
f-ing noice mate

>> No.4393836

>>4393808
Most wall textures are 128x128, or 64x128, with some pwads also employing 256x128 on the occasional texture. Only flats are consistently 64x64.

>> No.4393850

>>4393652
>punch me in th soulshperes
But WHY?

>> No.4393858

>>4393710
>>4393717
>delete posts
Was it /v/ again, or a raider from 8ch?

>> No.4393871

>>4393858
It was probably just someone who posted in the wrong thread by mistake, judging from the replies.

>> No.4393908 [DELETED] 

something about Bruce and Helena Wayne...?

>> No.4393927

>>4393836
it seems cage uses 128x128 as a standard for his flats, and i really like the look of a 128x128 texture downscaled by two so it can appear as if it is higher quality

>> No.4393948

>>4393927
>it seems cage uses 128x128 as a standard for his flats
I remember Supplice going for ZDoom compatability for quality of life stuff like that, alongside custom weapons/enemies, despite the maps themselves being in boom format.

>> No.4393951
File: 67 KB, 840x840, paletted.png [View same] [iqdb] [saucenao] [google]
4393951

Thanks for the nice words, anons. Just to clarify, I'm making this pack with GZDoom in mind, as it's truecolor. Though, a good chunk of it actually translates rather well to the doom palette. Pic related looks serviceable to me. Guess I'll see what can be done about a more widely compatible version when I get there.

>>4393824
I'm really thinking I should just add the missing essentials and release what I have as an alpha or something. Some feedback on what's lacking would certainly speed things up in the long run.

>>4393808
All 128x save for vertical and horizontal trims.

>>4393827
I fully intend to release some source PSDs later on.

>> No.4393954

>>4393951
hell yeah! keep up the good work anon

>> No.4393981

>>4393794
Getting BTSX E2 vibes here. Really nice!

>> No.4393991

>>4393858
it was /co/, actually

>> No.4394001

>>4393981
Oh yeah, I totally get that now that you mention it, really has that cool stone aesthetic that you find there!

>> No.4394008

https://www.rockpapershotgun.com/2017/11/12/high-noon-drifter-doom-mod/

even when writing about another mod, they can't help but bring up brutal doom

either way, congrats term

>> No.4394010
File: 32 KB, 400x400, eWb3usqx_400x400.jpg [View same] [iqdb] [saucenao] [google]
4394010

>>4394008
don't get cocky

>> No.4394014
File: 726 KB, 1600x900, Screenshot_Doom_20171112_212430.png [View same] [iqdb] [saucenao] [google]
4394014

This fucking room in Plutonia.

>> No.4394015

>>4394008
>And yes, it is compatible with Brutal Doom.

I don't have an anime girl face smug enough to react to this with.

>> No.4394018
File: 5 KB, 500x750, eWb3copy.jpg [View same] [iqdb] [saucenao] [google]
4394018

>>4394015
YOU'11 FAGS BETTER NOT BE GETTIN COCKY

>> No.4394023

>>4394008
>Rock Paper Shitgun
I feel sorry for Term, they probably found the demon chick sexist and refused to even mention the gameplay because it's a dirty word to them.

>> No.4394024
File: 182 KB, 800x999, 447.jpg [View same] [iqdb] [saucenao] [google]
4394024

>>4394015

>> No.4394027

>>4394023
you know they likely have no idea basilisa is in there at all, because that's how bad they are at looking at things

>> No.4394029

I honestly feel that Quake 1, 2, and 4 have deeper lore than all the doom titles put together. The Bad guys in Quake 1 aren't hellspawn, as some think: they are mystical zombies, mutants, and eldritch entities AKA highly advanced Aliens.

>> No.4394032
File: 20 KB, 326x220, smuggest vampire.png [View same] [iqdb] [saucenao] [google]
4394032

>>4394008
>>4394015

>> No.4394034

>>4394023
>>4394024
>>4394032

18+ board

>> No.4394036
File: 598 KB, 1103x789, smug in the shadows.png [View same] [iqdb] [saucenao] [google]
4394036

>>4394034

>> No.4394038

>>4394029
i guess quake has to have one thing it's better than doom at. otherwise it just wouldn't be fair ;-)

>> No.4394041

>>4394015
but is it compatible???

>> No.4394042

>>4394029
IMO Quake 1 doesn't fit with Quake 2 and Quake 4, 2 and 4 very clearly is a different setting from 1.

>> No.4394045

>>4394023
>>4394027
they did, actually

>> No.4394047

>>4394041

Yes.
https://my.mixtape.moe/qlgpjl.webm

>> No.4394052

>>4394042
>nothing but name is the same
But what about the Strogg insignia on some of the crates in Quake 1? Also, its never said by any of the creators as to the exact origins/creator of the Strogg.

>> No.4394056
File: 492 KB, 1688x1125, cleaning-eye-glasses.jpg [View same] [iqdb] [saucenao] [google]
4394056

>>4394047
>all that shit on the screen
How do people play this

>> No.4394058
File: 3.29 MB, 319x215, 1506547301175.gif [View same] [iqdb] [saucenao] [google]
4394058

>>4394047
jesus christ, that framerate drop on death

>> No.4394059

>>4394047
i just realised it was a missed opportunity to have the thunderhawk be called "thundercock" when loaded with brutal doom

>> No.4394063

>>4394058
lol was going to say. 20 sec of gameplay 40 sec of madlag redscreen

>> No.4394065
File: 1.53 MB, 436x220, 1370545496835.gif [View same] [iqdb] [saucenao] [google]
4394065

>>4394047

>> No.4394067

Why couldn't the folks at id software be content/settle with naming the game "Strogg"!? What exactly stopped them from sticking with that name?

>> No.4394068

>>4394047
>fire gun, shoot gibs
amazing

>> No.4394069

>>4394056
hnd's hud is pretty clean actually

>> No.4394073

>>4394038
One other thing: Somewhat-slightly more believable in its story in terms of realism

>> No.4394076

>>4394069
I meant more how you shoot someone and they explode into a hundred sprites which block your view.

>> No.4394080

>>4394058
>>4394063
mark's blood effects hitting the ground causing those shitty 3d model splashes

>> No.4394082

>>4394076
BRUTAL
>>4394080
B R U T A L

>> No.4394085

>>4394008
Honestly surprised they didnt mention overwatch which is what a lot of people seem to do

>> No.4394087

>>4394076
oh, yeah

>> No.4394089

>>4394059

Damn, I should've done that.

>> No.4394090

>>4394067
brand recognition and all the name ideas they had were trademarked already

>> No.4394097

>>4394090
I know "lock n'load" was already taken by someone else, but I don't think Strogg was copyrighted by another entity tho.

>> No.4394103 [DELETED] 

https://www.youtube.com/watch?v=q2NOKZSvS34
What's the weapon mod used in the part with the dual chainguns in the vid?

>> No.4394108

>>4394103

NecroDoom, looks like.
Good mod, the usual Xaser quality.

>> No.4394115

>>4394108
Yeah, thanks.

>> No.4394124

>>4394085
They're more likely to compare it to Bernband, which they think is some sort of gaming magnum opus.

>> No.4394130

>>4394034
>defending a shitty site

>> No.4394134

>>4394130
nowhere did I imply that. that sort of shitstirring does not belong on /vr/.

>> No.4394145
File: 2.99 MB, 1024x576, Base Profile 11.12.2017 - 23.31.15.02_3.webm [View same] [iqdb] [saucenao] [google]
4394145

Cursed webm

>> No.4394146

>>4393568
T

>> No.4394158

>>4394052
Asset re-usage, nothing more. You haven't noticed how the entire Quake 2 base theme is so similar to Q1's base textures? id's gone on record saying Quake 2 was supposed to have a totally different name but all the names they wanted were already taken so they just stuck with Quake.

Quake 2, 4, and ET:QW are their own continuity, basically, that being the Strogg 'verse. Quake 1 is a stand-alone thing, Quake 3 Arena is a 'what if all these characters were sent into an eternal arena to fight each other,' and Quake Champions is a re-telling/soft reboot of Quake 3.

>>4394038
ha ha very epin ( ⦚ ⦚) (it is a shambler)

>>4394029
Also, the human enemies (Grunts and Enforcers) are explicitly listed in the manual as not possessed corpses a la Doom, but still-human soldiers with their brains fucked up to give them pleasure when they kill.

>> No.4394161

Just a lil' bit of question, who else thinks the vanilla Doom 2 super shotgun ain't as good as people hype it to be?

>> No.4394163

>>4394158
>( ⦚ ⦚) (it is a shambler)
lol

>> No.4394167

>>4394124
>Bernband
the fuck am i looking at? an "old-school" """style""" fps?

>> No.4394171

>>4394161
not me

>> No.4394173

>>4394161
compared to all the other hitscan weapons, there's no contest

>> No.4394175
File: 183 KB, 450x450, quake_s_shambling_horror_by_desolc-d86vihj.png [View same] [iqdb] [saucenao] [google]
4394175

>>4394163
thank

>> No.4394176
File: 43 KB, 588x361, lolgameplaymods.jpg [View same] [iqdb] [saucenao] [google]
4394176

>calling it a character mod
They really can't say it's a gameplay mod.
>>4394167
It's a hipster "retro" walking sim that they can't shut up about.

>> No.4394180

>>4394173
In terms of VANILLA Doom 2, there's no real contest, but after playing through many Doom mods, it just doesn't feel as impressive

>> No.4394187

>>4394059
Damn.

>> No.4394194

it's been a while since i've been to these threads, did highway to hell get finished, or it went kill a while ago?

>> No.4394209

>>4394124
>look up trailer
So it's a game where you walk around and look at minimalistic 3d environments and simplistic alien sprites at a low resolution?

>> No.4394216

>>4394209
Essentially yes, with a lot of stupid crap and some obnoxious shit in there.

There's zero interactivity and it's just garbage, even by walking sim standards.

>> No.4394237

>>4394216
it actually looked interesting, since i like walking simulators, but if it sucks, it sucks.
just like gone home sucked
sage for not /vr/

>> No.4394264
File: 160 KB, 1400x875, highfeelsdrifter.jpg [View same] [iqdb] [saucenao] [google]
4394264

>>4394237
It's cool, it can be salvaged with this.

>> No.4394268

>>4394008
What other mods need articles too?

>> No.4394275

>>4394264
is that the jojo guy?

>> No.4394285
File: 153 KB, 1400x875, dunno.jpg [View same] [iqdb] [saucenao] [google]
4394285

>>4394275
Beats me.

>> No.4394289

>>4393365
what mod

>> No.4394296

>>4393586
which music mod?

>> No.4394302

>>4394014
One of the few times Plutonia actually lived up to its reputation. Inescapable death pits, at the fucking end of the level, is beyond dickish.

>> No.4394304

>>4394014
is it me or is this screenshot incredibly dark?

>> No.4394309
File: 432 KB, 640x512, 1473572656375.png [View same] [iqdb] [saucenao] [google]
4394309

>>4394275
>>4394285
It is indeed.

He's managed to look like, 30 since the 80's.

>> No.4394312 [SPOILER] 
File: 2.08 MB, 994x1462, 1510528106930.png [View same] [iqdb] [saucenao] [google]
4394312

>>4394296
My own that is about over one and half gigabytes in size because I'm lazy. Mostly consists of 70s-80s music with few 90s music tracks.
Pic related is where I used it the first time.

>> No.4394320

>>4394312
How'd you make it? I've always wanted to kind of roll my own music mod.

>> No.4394324

>>4394285
This part of the map doesn't trigger a screamer virus does it?

>> No.4394328

>>4394320
Basically, you DL any jukebox mod, then just replaced all the tracks and texts with your own stuff. In my example I used a jukebox mod that was just 80s style neomixes and what not.

>> No.4394338

>>4394328
Oh, I guess I'll just do that then.

>> No.4394340

>>4394312
got any more memes like that?

>> No.4394342

>>4394304
Probs an altered pallette, looks sorta that like "SmoothDoomImproved" thing that was posted a thread or two ago.

>> No.4394352
File: 1.55 MB, 994x1462, Trailblazing.png [View same] [iqdb] [saucenao] [google]
4394352

>>4394340
This was from back in the day when I finished JPCP with Trailblazer.

>>4394338
DL slade and some mod like the one with neo-synth music, won't take too long to grasp how you make jukebox mod.

>> No.4394358

>>4393620
The plasma beam should be the B emoji instead.

>> No.4394360

>>4394304
>>4394342
That's exactly what I'm using.

>> No.4394375

>>4394312
> epic 2
> luxor

i can't find the piece that kurashiki did

also all the stuff she draws about custom mapsets is just great

>> No.4394378
File: 267 KB, 1920x1080, Screenshot_Doom_20171112_232929.png [View same] [iqdb] [saucenao] [google]
4394378

>make a trap for player
>fall for it during testing multiple times when trying to open the door
I think its a very good trap just because of that, doors on pic work normal, but some players might assume you need to press a button for them to open, if you press it, a window will open and three shotgunners will be able to shoot you across the room, there is space for them to shoot one at a time so its quite fair in my opinion, and there are 2 stimpacks and 1 healthkit in the room so it shouldnt be too much of a bullshit apart from the fact that behind doors are two deaf chaingunners, and this is a start area, right after you get off platform 3 imps and a former human drop down, some imps will join the fight from another corridor, and there is a sarge with back turned towards you so you can get a shotty

>> No.4394386

>>4394375
she got a portfolio site linked from her twitter, it's on there probably

>> No.4394390

>>4394378
great texture alignment

>> No.4394395

>>4394390
everything is a placeholder
nothing is final

>> No.4394397

>>4394360
I like some parts of that mod; the plasma gun particles are cool and the shading on the monsters in general looks nicer, but the reds and blues are duller which is particularly noticeable on the red skull textures and cacodemon sprites, and I don't like how the monster projectiles look (beside the arachnotrons', since it's the same cool plasma).

The increased pain chance on rockets makes a lot of sense too

>> No.4394408

New gmota is hard, I can't beat pl29 with it

>> No.4394451

Any more wads like hell grounds? I really liked the music and atmosphere.
Am i a pleb for preffering that kind of thing over MIDI chiptunes?

>> No.4394468

>>4394451
mp3/ogg is the music equivalent of high resolution textures. doesn't fit doom at all

>> No.4394472

>>4394408
yeah, the blaster glove really made a difference in the previous version. i had to savescum a bit in my D2 run.

It's still good tho.

>> No.4394478

>>4394468
Depends on how your levels look like IMO

>> No.4394479

>>4394468
doom_txt was a mistake

>>4394451
nah, it's pretty good stuff
if you liked the atmosphere, play distion.wad

>> No.4394505

>>4393609
I might want to consider scaling the shatterbombs back a little, they're a little ridiculous at this point, I might lower the number of crystals that are spawned by just a little, and slow the fire rate down on them.
I recently buffed the lances though, and I'll buff the standard boomerang's damage too

>> No.4394514

>>4393721
I love metal slug, so are you going for full on metal slug style or just inspired by it? One hit deaths?
Tell us more, anon.

>> No.4394516

>>4394408
>>4394472
Remember that your powered sword attacks heal you when you hit dudes, and if shit gets really hairy, try to single enemies out with your grapple chain or stun them with the new blazter
But I'm really happy about how much harder GMOTA is, it was so braindead easy before it drove me nuts

>> No.4394546

>>4394516
in pl29 many of the monsters are in windows, out of range of your sword (powered or not). the grapple doesn't seem to be able to pull very many of them into range, probably due to monster blocking lines or some such. how do i deal with this?

>> No.4394554

>>4394505
The way I look at the subweapons so far is

Shatterbombs
>Ridiculously high damage and good actual use, self damage prevents using it in up close battles. Needs some tweaks
>Rocket sword is good for a huge burst of damage but the recharge time without the sword is pretty massive.
Mostly balanced

Axe
>Decent to good damage, no real weakness and is a good all rounder that will do no wrong
>Powered mode is good just for control alone but also very high damage. Doesn't work well on enemies above you
Balanced

Torch
>Torch direct hits hurt, fire pillar is weak. If next to a wall it will just clank immediately. Avoid
>Fire slash is neat, but no range or utility. Avoid
Really bad

Lance
>Same deal as the axe but needs some more damage
>Lightning stab needs work but it's getting worked on so probably will be fixed in the next release
Not terrible, tweaks will probably fix everything

Spear that shoots 3 shots
>Spammable but weak, upgrades to 2 shots with more power and is a lot better from this point on but needs a steady flow of ammo to keep this going to its strongest firing mode. Not bad to be stuck with, could use a tiny buff though
>Powered spin sword is kind of neat but not very practical except to have a second stream of damage while fighting. No reason not to keep this running when fighting thanks to being able to fight like normal while its in effect
Interesting and not too bad

Daggers
>Highly spammable, very low damage but very good on single targets. Not so good when more come in, could use a tiny bit more damage
>Ice slash needs a damage buff, the final burst of ice is alright
Mostly balanced

Shield
>Nope
>Tornado is good
Kinda eh unless you meter burn

Boomerang
>It really doesn't hurt much at all when thrown even if you land it perfectly on the enemy
>Boomerang sword only seems to work kind of okay in very cramped areas. Way too niche
Not even worth looking at

I think weapons that aren't shatterbombs need a slight buff overall.

>> No.4394578

>>4394554
Also to touch on other things
>Berserk replacement removes the last hit in the melee combo if you have the Finishing Strike upgrade
>Makes your regular slashes weaker and reduces meter gain but charged up sword slashes become incredibly more powerful
Not sure if this is intentional but it's a pretty cool Pro/Con design for a Berserk pickup

>Wave Buster
Pretty great to open up fights with and very satisfying. Not the most practical midfight without freezing enemies but since you can freeze enemies that kind of makes it a moot point

>Hyper mode
Kind of the same deal as Shatterbomb's powered rocket sword, but for the Blazter.
Give up crowd control and Blazter subweapons for awhile for very good damage in the now

>Fatal draw
A little hard to use on a group of spooky skeletons because sometimes they launch you but holy shit the damage on this is absurd.
I think it's balanced out because of the pure melee range and it is what enables slaughtermap clears without just spamming the earthshaker shots

For Blazster shots the rapid spikes and the crush missile need some tweaks. The rest all have a niche and are handy for different occasions

I really like the mod and I juggle between almost everything except the torch and boomerang and personally I think it's very balanced and fun

>> No.4394592

>>4394505
Are the eating/drinking noises from thief, or just from whatever free library thief took them from?

>> No.4394604
File: 2 KB, 56x76, arthur style.png [View same] [iqdb] [saucenao] [google]
4394604

>>4394546
I'm running through it right now from pistol start, without the wave and hyper parts, it's a real bitch, thankfully those are in this map, I strongly suggest firing the wave buster at half charge to try and snipe a few of the guys in the distant windows, and use a full charge wave buster for the tight groups of vipers (chaingunners) in the windows. The Hyper mode is also great for fucking dudes up.

>>4394554
>>4394578
This feedback is beautiful, anon, thank you so much. I'll see what I can do about tinkering with all of these. One thing I'm noticing while playing PL29 right now is trying to shoot enemies in windows with the wave buster is a pain, so I think I'll buff the mid charge shot a little and give it splash damage, and add a single, straight flying shot with the full charge wave buster so you have at least ONE consistent projectile for a long range hurt.

I think for the trine volgue I'll make it so you start firing the bigger shots a little sooner, as for the torch, I think I'll increase the throw range, and make the torch spew out a fireballs when it hits the ground. The fire slash is supposed to leave fire on the ground after hitting dudes so it'll burn everyone else around you, but I'll see if I can make it better.

I'll also buff the boomerang and see what I can do about the boomerang sword tech. Same with the berserk ring, because it shouldn't remove that final hit if you have the combo book, woops.
Again, thank you, this is some good shit right here.

>>4394592
I grabbed them from a Hanna Barbera sound pack I had years ago.

>> No.4394606

>>4393405
According to others the indev version of DRLA already works on them, it's just the old crappy 1.05 that explodes for some reason.

It is a mystery

>> No.4394608

>>4393721
if i remember correctly the eriguns shotgun looks like the all purpose rifle from metal slug

>> No.4394635

>>4394514
Well, I am gonna try to stick as close as I can to the Metal Slug games, with some changes to accomodate for Doom and all. Im probably gonna have it be one hit deaths, but also have an option to take a few hits, a la the games from the Neo Geo Pocket Color.

>> No.4394639

>>4394554
>>4394578

This is why I love /vr/. The feedback you guys give is wonderful.

>> No.4394647
File: 136 KB, 282x365, 2766da46f3.png [View same] [iqdb] [saucenao] [google]
4394647

So I wanted to make a jukebox but all the existing ones were either a pain to customize (Jimmy's jukebox) or just plain not really made for it (SynthDoom) so I just made my own thing for making jukeboxes. Workability not 100% guaranteed. Requires Python 3 & tinytag
https://github.com/SpencerBelleau/EZDoomJukebox
>inb4 FirstnameLastname as username
>inb4 Spaghetti code

>> No.4394680
File: 99 KB, 640x400, Screenshot_Doom_20171112_201708.png [View same] [iqdb] [saucenao] [google]
4394680

>>4391182
Smooth Doom Upgrade
brings an hd palette, extended particle effects, and hd plasma (some aspects still under development)
> 3rd party upgrade/patch, not affiliated with the smooth doom creators

>> No.4394686
File: 10 KB, 369x300, gears of war at his computer.png [View same] [iqdb] [saucenao] [google]
4394686

>tfw when you want to bring Quake into Doom but there are lots of mods that do that already
I just think they don't really capture the feel and playstyle of the original Quake.

>> No.4394687
File: 98 KB, 640x400, Screenshot_Doom_20171112_202932.png [View same] [iqdb] [saucenao] [google]
4394687

>>4394680
additive translucency at 1.0 allows for some very fancy effects (and I stress) if you know how to use it.

>> No.4394690

>>4394680
Just a suggestion, could you add sounds for the spinning barrels of the chaingun? Very few mods try this and it kinda bugs me.

>> No.4394691
File: 112 KB, 640x400, Screenshot_Doom_20171112_172435.png [View same] [iqdb] [saucenao] [google]
4394691

>>4394680
>>4394687
baron fireballs made out of particles so they move in line with vertical directional movement, at the moment they look kinda fluffy but the impact is 'aaight.

>> No.4394704
File: 86 KB, 640x400, Screenshot_Doom_20171112_172749.png [View same] [iqdb] [saucenao] [google]
4394704

>>4394687
>>4394691
baron fireball impact aided with particles

>>4394690
I did change the chaingun sound effect (for both the player and chaingunners) so it has much more of a "Pow" kinda sound... it feels like you're firing a civil war gatling gun because of that (just abit faster thats all).

Thats a cosmetic change as simple as altering the weapons/chngun sound ID.

I could modify the sound to add a spin down trail-off to it but id have to choose it wisely. The one I want to use is from restricted assets from the skulltag days.

>> No.4394706

>>4394687
That is gorgeous, nice work!

>> No.4394708

>>4394686
Just play quake

>> No.4394723

>>4394708
But the thing is, I want to play all the Doom maps and fight all the Doom monsters. Don't be obtuse.

>> No.4394726

>>4394686

So do your own take.
Just because it's been done already doesn't mean you can't.

>> No.4394730
File: 115 KB, 640x400, Screenshot_Doom_20171112_201723.png [View same] [iqdb] [saucenao] [google]
4394730

>>4394690
wow that was more painless than I expected, tried the doom3 chaingun winddown and it just wasnt doing it... tried the ut2k4 one and it worked like a charm

>>4394706
actually I think the point of smooth doom was to retain the doomyness of it and just make it less clunky, but I decided to upgrade various things and I dont think it loses much atmosphere as a result

some things ive noticed are okay to alter and it really makes them pop and look great, while other things such as the blockyness of the characters you just dont want to mess with because then it breaks the mental expectation of the game

(it all goes along with that suspension of disbelief, when you're playing retro you lower expectations, but when someone tries to inject something modern it breaks it usually, like putting 3d models in doom, it just doesnt work - but making 2d renders of those models at standard doom res actually does wonders as long as they're not shit quality 90s 3d modeling).

>> No.4394731

>>4394730
What IS this anyway? It sure does look nice.

>> No.4394735

>>4394726
You know, I might do just that. I'm already brainstorming some ideas.

>> No.4394752

>>4394730
>wow that was more painless than I expected, tried the doom3 chaingun winddown and it just wasnt doing it... tried the ut2k4 one and it worked like a charm
Nice, I always liked the sound of that one.

>> No.4394789

I just beat Final Doom after putting it off for a couple of years, and I have to say that Plutonia is more enjoyable than TNT.

>> No.4394791
File: 111 KB, 640x400, Screenshot_Doom_20171109_153635.png [View same] [iqdb] [saucenao] [google]
4394791

>>4394731
>>4394752
>>4394680
Its far enough along I think I can post another copy of it with the current changes.

Smooth Doom Upgrade
load this after your smooth doom pak
it is compatible with remasterSfx.
> I use gzdoom2.4 and test on that, ive heard it kicks errors on higher versions, you have graf to thank for that if it happens
> my comp doesnt agree with the new trucolor mode so until it stops crashing my game straight to the desktop ill be using v2.4

The only source of contention I can forsee with it is the baron fireball but I think it looks decent enough. I am hoping to improve on it.

Download:
https://mega.nz/#!voAkQK7B!0wJsWvNUbHWDo3Ty5f0J-tvrLzPXwFKq4EFJs0MXWXI

The version of Smooth Doom im using:
https://mega.nz/#!ChhXnZ6C!Xw1XYIWBr8IwGuDYGE1Vzl0viXtdYFThUIboicoIUBE


> Previous version of my SDUpgrade which was uploaded Friday:
https://mega.nz/#!ukYz0TYK!gcViY_zbUNq4KbSsHknU4Bp61KniOVi5wP9m2KItI_Y

>> No.4394795
File: 346 KB, 1280x1024, Screenshot_Doom_20171112_141541.png [View same] [iqdb] [saucenao] [google]
4394795

>>4391063
>>4391065
Updated.
Don't forget the halloween wad.
https://www.dropbox.com/s/0ax73gdft90b75c/Garosaedris.wad?dl=0
https://drive.google.com/uc?authuser=0&id=0BxbbtKR5bll_bk10Mk1IWHJiSnM&export=download

Feedback to improve much appreciated, current version has some taken into account from >>4388397

Cheers,
-S

>> No.4394863

sucks to be a neet on a sunday night

>> No.4394867

>>4394863
what a horrible night to have a HUHrse

>> No.4394869
File: 111 KB, 662x720, 1501902375561.jpg [View same] [iqdb] [saucenao] [google]
4394869

>Level 15 of Nova
>Playing with a monster mod too
Yeah hahaha false exits lmao monster spam

fuck you

>> No.4394871
File: 454 KB, 1600x900, Screenshot_Doom_20171112_231634.png [View same] [iqdb] [saucenao] [google]
4394871

>>4394647 here, did a bunch of fixing up. Now this should pretty much work 100% of the time. I'm still adding features but as of right now you can pretty much just drag-drop any music or directory of music into the appropriate location, run the script, and you'll get a Jukebox of those songs. Order is random, songs do not repeat twice in a row in the same level, and it'll try to print the artist name and song name at the top of the screen with as much data as it has. You can also specify a name for your Jukebox, so creating different playlists is pretty simple.

>> No.4394893

>>4394871
Actually there is one thing that I haven't been able to solve yet, and it's that if you pause ACS stops counting tics but I can't pause the music. There's probably some way around this, but I'll figure it out later.

>> No.4394980

>>4393951
>I fully intend to release some source PSDs later on.

Neat, should give me some hints on reverse engineering the process and workflow. Thanks!

>> No.4394982
File: 1.70 MB, 1280x720, 1509584244271.webm [View same] [iqdb] [saucenao] [google]
4394982

>>4394010
>>4394018

>> No.4395009
File: 412 KB, 1600x900, Screenshot_Doom_20171113_003015.png [View same] [iqdb] [saucenao] [google]
4395009

Screw it, I took out the auto-track-advancer. If there was a PauseMusic() function it would work but there isn't so fuck it. Now there's a next track button.

>> No.4395059

>>4391065
>>4394647
A not-so-anon made a script to create your own custom jukebox with one click. Well, a series of clicks.

>> No.4395089
File: 90 KB, 488x400, 804ad5ddd0da1828d134ddb1fb22c339ffd228c1.jpg [View same] [iqdb] [saucenao] [google]
4395089

>>4394268
GMOTA just for the inevitable Dark Souls mention journalists love to abuse these days.

>> No.4395091

>>4395089
Thank god it plays nothing like dark souls.

>> No.4395092

>>4395091
Neither did Crash Bandicoot.

>> No.4395094
File: 533 KB, 1201x972, smug nergigante.png [View same] [iqdb] [saucenao] [google]
4395094

>>4395091
Would you expect them to know any better?

>> No.4395095

>>4395092
Fuck. You're right.

>> No.4395113

>>4395089
The dark souls of 80's beat em up inspired doom mods.

>> No.4395127

>>4393191
P2P is good for LAN and it was designed for it like the original Doom multiplayer

>> No.4395129

>>4395089

This gives me a terrible idea.
Brb, photoshop.

>> No.4395141 [DELETED] 

https://www.youtube.com/watch?v=GjDiDaZagYk
Hey Term, you wanna explain this?

>> No.4395171

Is the demon gate level pack any good ?

>> No.4395187

>>4395141
But does that gunshoots ALLGORE?

>> No.4395190

>>4394604
Oh forgot to add one tiny thing in those two posts

The hammer
>Thrown hammer is pretty great
>Melee hammer is good but kind of wish could keep one hammer in reserve when Ammo count is at 0 somehow
>Powered versions are both very useful
Balanced but sometimes kind of wish for either more throwing hammers or a hammer to keep.

That should be every bit of what I played so far

No idea of how I forgot about the hammer
Currently doing map 20 of Alien Vendetta

>> No.4395192
File: 11 KB, 470x454, 6346324623.png [View same] [iqdb] [saucenao] [google]
4395192

>>4395190
>Melee hammer is good but kind of wish could keep one hammer in reserve when Ammo count is at 0 somehow
Now there's an idea.

>> No.4395195
File: 342 KB, 1768x992, Screenshot_Doom_20171112_234815.png [View same] [iqdb] [saucenao] [google]
4395195

>>4395190
Also just found a bug where the archvile replacement tried to revive when a chest was on it and it ended up staying frozen mid-gib

I think that's what happened anyways, it kind of happened really fast

>> No.4395202
File: 93 KB, 300x230, 055.gif [View same] [iqdb] [saucenao] [google]
4395202

>>4391065
>GMOTA finally released
BEYOND ERECT

>> No.4395204

>>4395195
This might be a problem. I'm not sure what I can do about this.

>>4395202
Easy now, it's not an official release, don't blow your load just yet

>> No.4395206
File: 107 KB, 398x450, knighttop.png [View same] [iqdb] [saucenao] [google]
4395206

>>4395202
It's technically a pre-release, but we do have something at last.

>> No.4395214
File: 26 KB, 95x95, 1498681769449.png [View same] [iqdb] [saucenao] [google]
4395214

>>4395206
>>4395204
Pre-release or not, i finally get to play that shit, after seeing the new stuff in TE-13's stream i NUTTED seeing a bunch of things, or at least the Hyper Mode Blazter

>> No.4395217

>>4395214
Go forth and play it, friend. Tell me what you think of it, feedback will always help and helps me make this better for you guys.

>> No.4395225

>>4395204
Don't worry about it if you can't figure something out, it's not that easy to line up that series of events to cause the bug

>> No.4395231

>>4395141
see >>4394047

>> No.4395235

>>4394686
>feel
use entity lighting only, have all sectors pitch black to start with

>playstyle
might be a bit harder to do in doom, experiment a bit and maybe rack up the hitpoints of all enemies and use them in smaller numbers?

>> No.4395237
File: 62 KB, 640x480, Screenshot_Doom_20171113_081413.png [View same] [iqdb] [saucenao] [google]
4395237

>>4394604
thank you for playing the map, that's what i wanted you to do, better than have me try to explain in minute misunderstandable detail what's annoying about it, was for you to play it yourself and then see yourself what gaps there were in the arsenal.

i finally managed to exit the map, gave up on the idea of max though.

>> No.4395239
File: 159 KB, 325x318, doomguy.png [View same] [iqdb] [saucenao] [google]
4395239

so this is embarrassing
i went to open doom and when selecting WADs I accidentally clicked "don't show me this again" and now i can only play doom 2

how do I get this dialogue back?
on windows 10

>> No.4395240

>>4395237
fucksake i'm *certain* i pressed the screenshot key *on the intermission screen*. what the *fuck* is going on with gzdoom 3.2.1 screenshots.

>> No.4395246

>>4395239
Hold shift while launching the game.

>> No.4395249

>>4395246
easy peasy
m8 you're a legend

thanks

>> No.4395251

what are some ways of alerting the monsters other than joining sectors and forcing player to shoot in them? I need monsters that go through teleport lines in a remote location to be alerted before they move, mapping in boom format

>> No.4395258

>>4395251
you can use conveyor floors to slide the monster over a teleporter line. but be warned they are easy to break. you must either be 100% certain the teleporter destination is not blocked (and from experience i can tell you: no, you are never 100% certain of this), or you must build complex failsafes to retry the teleporter until it works.

>> No.4395262

>>4395258
conveyors are precisely what I am using, reason why I want to have monsters alerted is so they roam the map, I would teleport them far from player and then they would be finding their way to them, my map is very interconected so I imagine there would be plenty of surprising encounters, even if its just an imp coming to you from a doorway you were certain you cleared

>> No.4395269

>>4395262
oh, sorry i misunderstood you.
unfortunately i am not aware of a way to wake up monsters in boom other than the usual hearing or seeing the player.

>> No.4395270

>>4395262
Sound tunnels, sound tunnels everywhere.

>> No.4395273

>>4395270
even worse than sector merging

>> No.4395275

>>4395270
I dont need sound tunnels simply because I join sectors, so when you fire a gun at beginning, you wake monsters in closets, but this is not a reliable way of doing that, what if player plays a mod that has a silenced weapons? that removes all of those monster spawner encounters from the map. I have tried to have a voodoo doll in each spawner room, but it turns out that monsters ignore them and they dont actually shoot, so its not a way to go about it. might make a big teleport-conveyor array that leads player through every single spawner before putting them in map so all monsters get alerted and player gets spooked

>> No.4395304

>>4395275
>what if player plays a mod that has a silenced weapons
don't worry about it. you can't stop people ruining their experience of your maps with gameplay mods. no more than you can stop idiots from doing stupid things in general. it's not worth even trying.

>> No.4395327
File: 294 KB, 480x480, Doomguy channels his inner skeleton.gif [View same] [iqdb] [saucenao] [google]
4395327

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

>>>/wsg/1972045

>> No.4395346

>>4394982
To his credit - i think there's a cvar now that turns this shit off.

>> No.4395352

>>4395327
it's just fun

>> No.4395365

>>4395327
I think it's the first time i've seen this boner die.

>> No.4395372

>>4395327
I've been thinking for a while you should pension off the comedy last-second revenant. It long lost its unexpected surprise value, went through being an expected running gag, but still kept appearing in exactly the same way until the trope was completely worn-out. At least this time you did something different with it, briefly restoring some of the former surprise factor.

>> No.4395378

>>4395372
Yeah, I can do that. Honestly I've been wanting to ease up with the boners anyway, I love the gag to death but I don't want to wear it out. I was just having some folks complain the LACK of boners the few times I posted progress before.

>> No.4395402

>>4395378
>I was just having some folks complain the LACK of boners the few times I posted progress before
a man is not beholden to memelords

>> No.4395404

>>4395402
I agree, and like I said, I love the boner gag, and I personally want to treat it with some care.
Besides it really is funnier when you don't see it coming.

>> No.4395409

>>4394982
Is there any way to actually fix this? Cause imo it doesn't look that bad when it's a large body of water

>> No.4395414

>>4395275
Sounds like it would be a lot easier to use scripting for what you want to do

>> No.4395418

>>4395365
there's only so much blood to sustain one at a time.

>> No.4395424

>>4395414
map is meant to be boom compatible and I cant code dehacked for shit, conveyor-teleport for spawning player works fine

>> No.4395426

>>4395418
Yeah - sometimes i have to sustain my boner with blood too.

>> No.4395427

>>4395378
>I was just having some folks complain the LACK of boners
Yeah, I remember those posts. It's like they don't understand habituation, or how cliches are formed. For the same reason, one does not listen to ones favourite song every day on loop.

>> No.4395432

>>4395378
Oh by all means - you can post all the boners you want.
Boners are cool.

>> No.4395449

>>4394268
MetaDoom
Shit's like the best playable Doom tribute ever made

>> No.4395524

>>4393492
>tfw no Star Trek wads where you play as a MACO troop

>> No.4395539 [DELETED] 

>>4393827

I started to make textures years ago with some app called... nevermind, here it is:

http://spiralgraphics.biz/viewer/index.htm

>> No.4395557

>>4393827

I started to make textures long ago with this + photoshop:

http://spiralgraphics.biz/download_gen.htm

>> No.4395585

How do i deal with getting surrounded by pinkies or lost souls in doomRL?

>> No.4395589

>>4395585
Pinkies: Cheat by jumping over them :^)

>> No.4395595

>>4395589
can you jump in DoomRL? or DRL as we must call it nowadays?

>> No.4395597

>>4395595
Sorry, I misread your post as referring to DRLA.

>> No.4395629

When I played Doom RPG way back I had a problem where I wasn't able to import my save, is this still an issue or did I have a conflict somewhere?

>> No.4395637

>>4392678
The Castlevania mod. It's fucking gorgeous but the bosses have more HP than is sensible and weapon height seems really weird. It needs polish in the mechanics department.

>> No.4395639
File: 584 KB, 720x360, You ever been so mad you made shit explode around you.webm [View same] [iqdb] [saucenao] [google]
4395639

Is this considered nerd rage?

>> No.4395642

>>4395639
Are you intentionally teasing the sword by switching from it in every webm? If so, it's working

>> No.4395649
File: 1.27 MB, 720x360, sword footage just for you.webm [View same] [iqdb] [saucenao] [google]
4395649

>>4395642
Oh, sorry anon, here, have a webm showing the sword and it's abilities, just for you.
It might be a little underwhelming.

>> No.4395651

>>4395585
Don't get surrounded in the first place. But if you start a floor surrounded, then you need to quickly get to a not-surrounded position by running to relative safety or teleporting away with a phase device.

>> No.4395652

>>4395639
Try start the quake when he brings up his hands but a very low intensity.

>> No.4395653
File: 31 KB, 640x400, 0275-0330.webm [View same] [iqdb] [saucenao] [google]
4395653

>> No.4395659
File: 307 KB, 720x360, escalating anger.webm [View same] [iqdb] [saucenao] [google]
4395659

>>4395652
Like this? Also have one with the chainsaw replacement for variety's sake
Also you're invulnerable while you're preparing to rage, and you recover 20 HP as you yell from an adrenaline surge, I want this BFG-tier weapon to feel like a fucking BFG in its own way, plus it's a great tide turning weapon

>> No.4395670

>>4395585
Knockback and weapons that hit multiple enemies at once. In other words, the shotgun. Upgrade your damage (for increased knockback) and you can stunlock entire rooms.

>> No.4395673

>>4395659
Yeah, just decrease it a little more before the, uh, rageplosion. Like a tension that builds up you know? Oh and maybe call A_Blast with low force to launch stuff upwards a bit.

>> No.4395674

>>4395659
Nitpick: is it possible to turn the berserk icon red when the AAAAAAnimation starts instead of when it ends?

>> No.4395679

>>4395651
Thanks, that's helpful.
Fucking city of skulls though

>> No.4395687
File: 527 KB, 720x360, taking those breathing exercises to extremes.webm [View same] [iqdb] [saucenao] [google]
4395687

>>4395673
Like this? Instead of a_blast I use radius thrust because blast radius stuff can act fickle sometimes.

>>4395674
Done.

>> No.4395690

>>4395687
Awesome!

>> No.4395717
File: 316 KB, 720x360, now with a flashy HUD thing.webm [View same] [iqdb] [saucenao] [google]
4395717

>>4395690
Last webm from me for now but I took it a step further and made the fist icon flash as you go into rage. I also went to a different level to give map01 a break.
ANIMDEFS is fun.

>> No.4395728

>>4395717
I love little details like that.

>ANIMDEFS
A_PlaySound("caco/sight", CHAN_AUTO);

>> No.4395731
File: 203 KB, 400x324, Neat.png [View same] [iqdb] [saucenao] [google]
4395731

>>4395327
Did he just went full Sly Marbo on them, great!

>> No.4395735

>>4395731
I thought it would be funny to make the scream Sly Marbo's I'm technically cheating there because Dawn of War is definitely NOT a 90s FPS. But it's too fucking funny to not use.

>> No.4395746

>>4395735
Give it a 1/1000 chance to play the za warudo "WRYYYYYYYYYY" scream

>> No.4395830 [DELETED] 

>>4395746
oh. oh. ngh. nocando. ngh. WHOOPS! oh. oh. ngh. ngh. oh. oh. ngh. ngh. oh. nocando. ngh. nocando. ngh. oh. oh. oh. ngh. oh. WHOOPS! ngh. oh. ngh. oh. oh. ngh. ngh. ngh. oh. nocando. ngh. ngh. ngh. ngh. oh. ngh. ngh. ngh. ngh. oh. ngh. oh. ngh. ngh. ngh. WHOOPS! ngh. ngh. ngh. ngh. ngh. ngh. oh. ngh. ngh. nocando. oh. ngh. ngh. ngh. ngh. ngh. ngh. oh. oh. oh. ngh. ngh. oh. oh. oh. nocando. ngh. oh. oh. ngh. ngh. WHOOPS! ngh. ngh. ngh. ngh. ngh. ngh. oh. oh. ngh. oh. oh. oh. WHOOPS! ngh. ngh. ngh. ngh. oh. ngh. oh. nocando. ngh. ngh. oh. ngh. oh. oh. ngh. ngh. oh. oh. ngh. ngh. ngh. oh. oh. oh. oh. ngh. ngh. ngh. ngh. ngh. ngh. ngh. oh. oh. WHOOPS! oh. ngh. ngh. oh. WHOOPS! oh. oh. ngh. WHOOPS! oh. ngh. ngh. ngh. oh. ngh. ngh. ngh. oh. ngh. ngh. WHOOPS! ngh. oh. nocando. oh. ngh. nocando. oh. nocando. oh. ngh. ngh. oh. oh. WHOOPS! ngh. oh. ngh. oh. oh. oh. nocando. ngh. ngh. WHOOPS! ngh. oh. nocando. oh. ngh. oh. WHOOPS! oh. oh. ngh. ngh. ngh. ngh. ngh. ngh. ngh. oh. ngh. ngh. ngh. WHOOPS! oh. ngh. ngh. oh. ngh. ngh. oh. oh. oh. ngh. ngh. oh. ngh. oh. oh. ngh. oh. ngh. ngh. oh. ngh. oh. oh. oh. oh. oh. ngh. oh. ngh. oh. ngh. oh. oh. oh. oh. ngh. ngh. oh. ngh. oh. ngh. oh. ngh. ngh. ngh. ngh. oh. oh. ngh. oh. oh. oh. ngh. ngh. ngh. ngh. oh. ngh. nocando. oh. oh. ngh. oh. oh. oh. oh. ngh. ngh. oh. ngh. oh. oh. oh. oh. ngh. oh. oh. ngh. oh. oh. ngh. oh. oh. oh. ngh. oh. ngh. oh. oh. ngh. WHOOPS! ngh. oh. oh. ngh. oh. ngh. ngh. oh. oh. ngh. oh. oh. oh. oh. oh. oh. ngh. WHOOPS! ngh. ngh. WHOOPS! oh. WHOOPS! oh. ngh. oh. ngh. oh. WHOOPS! oh. ngh. ngh. oh. ngh. oh. oh. oh. oh. ngh. ngh. oh. oh. ngh. oh. ngh. oh. oh. ngh. nocando. oh. ngh. WHOOPS! WHOOPS! ngh. ngh. ngh. ngh. ngh. oh. ngh. ngh. nocando. ngh. oh. oh. ngh. ngh. ngh. oh. oh. oh. ngh. nocando. oh. ngh. ngh. oh. WHOOPS! WHOOPS! oh. oh. ngh. ngh. ngh. oh. ngh. ngh. oh. oh. oh. ngh. ngh. ngh. oh. ngh. ngh. oh. ngh. nocando. oh. oh. ngh. ngh. ngh. oh. oh. oh. ngh. ngh. WHOOPS! ngh. oh. oh. ngh. ngh. nocando.

>> No.4395839

>>4395830
u ok ther bud

>> No.4395840
File: 118 KB, 662x668, 1486286892628.jpg [View same] [iqdb] [saucenao] [google]
4395840

>>4395830
best post in the thread

>> No.4395842

>>4395830
Is this an evolved form of spamposting?

>> No.4395862

>>4395839
>>4395840
>>4395842
You all have not wall-humped in new GMOTA.

>> No.4395870

>>4395275
Don't bother accounting for whatever gameplay changing mods people might use. If it messes something up then that's their fault, not yours.

And having every monster alerted already is lame imo

>> No.4395872

>>4395862
Being hyped for a mod doesn't give you the right to write a 1990 character post that says nothing besides a bunch of HUUH-like.

>> No.4395884

>>4394010
Mark looks dyel as fuck I bet he can't even bench 2pl or ohp1 pl, which aren't even real lifting

>> No.4395965

>>4395840
>>4395842
apparently in my absence since last night IQs dropped

>> No.4395975

Some weeks back, VInesauce Joel announced another DOOM mapping contest.

No news yet. And after last time I am not sure whether to enter.

>> No.4395995
File: 220 KB, 800x600, 1497394357809.jpg [View same] [iqdb] [saucenao] [google]
4395995

excuse me, whyyyyy?

http://www.moddb.com/mods/hoover1979-ultrahd-doom-texture-pack/downloads/hoover1979-ultrahd-texture-pack-split-rar-1-of-3
http://www.moddb.com/mods/hoover1979-ultrahd-doom-texture-pack/downloads/hoover1979-ultrahd-texture-pack-split-rar-2-of-3
http://www.moddb.com/mods/hoover1979-ultrahd-doom-texture-pack/downloads/hoover1979-ultrahd-texture-pack-split-rar-3-of-3

>> No.4396039

Is there any way to change the default texture in GZDoombuilder?

Please.

I need to wake up from this bright brown STARTAN hell.

>> No.4396051

>>4396039
Don't worry, anon.
We're in this together.
No one can escape from John Startan.

>> No.4396059

>>4395995
brudditors don't know what "form over function" means

>> No.4396067

what do you think of the Switch version of the DOOM reboot? How does it compare to the Xbox one version? Also, do you think Quake:Champions will be ported to either the Switch or PS4?

>> No.4396074

>>4395995
>hey, lets slap high resolution textures on a game with super simplistic and angular geometry
Why do people do this? I don't mean just for Doom but for games in general.

People do this for Duke Nukem 3D and it looks like fucking shit because the higher resolution textures clash with the actual level geometry, it looks weird and makes it look like a modern cheap and shitty game from XBoxLive, it looks REALLY jarring and disconnected.

You can't slap a 4k resolution texture on a surface with six faces and sharp angles and expect it to look good, it ruins the illusion of a brick wall and what you actually look at is now a wall with a photo print brick wallpaper on it.

>> No.4396109

>>4396067
/vr/ - Retro Games

>> No.4396113

>>4396067
The prospect of playing Doom 4 while shitting entices me, not gonna lie.

>>4396109
Go be boring somewhere else.

>> No.4396132 [DELETED] 

>>4396113
>calling me a fun denier
No, fuck you. There's no fucking way you're allowed to post non-retro modern garbage on the retro games board, when I'm not allowed to poke fun anonymously at Graf Zahl and other fags and drama on other forums here.

>> No.4396134

>>4396132
I never told you to not make fun of Graf Zahl, I encourage it, in fact.

>> No.4396136
File: 3 KB, 84x84, BabyRage.png [View same] [iqdb] [saucenao] [google]
4396136

>>4396132
Sounds like you need to go the fuck back yourself.

>> No.4396142 [DELETED] 

>>4396132
s'raiasis, this isn't a safespace for you or anybody else

>> No.4396147

Could "realistic" level design work in Doom? I have an idea to create a mansion/castle like level and been looking up how big houses are actually laid out in design, but something tells me it wouldn't exactly be fun to play.

>> No.4396162

>>4395975

Link?

>> No.4396163

>>4396162
SOMEWHERE on the last Castlevania streams.

>> No.4396164

>>4396163
I think it was the Castlevania 3 for the famicon disk system, celebrating the upcoming anime.

>> No.4396169

dee ee ay fucking dee

>> No.4396170

>>4396147
It absolutely can.

>but something tells me it wouldn't exactly be fun to play.
Multiplayer maps from mid 2000 games for example can be very good examples of realistic maps that are fun to play in, though you'd have to adapt your design choices to the type of gameplay you want of course.

>> No.4396171
File: 241 KB, 1280x960, tumblr_o9atvrT0Ln1ty70x1o5_1280.png [View same] [iqdb] [saucenao] [google]
4396171

>>4396147
>Could "realistic" level design work in Doom?
Sort of.

I recommend taking some pages from Duke Nukem 3D, real buildings have lots of rooms that wouldn't necessarily have rooms interesting for vidya gameplay, block off or lock those rooms away, delete them, and then try to work out interesting ways to have those rooms, if you look at some 1994 era Doom .wads where people recreate apartment buildings, schools and workplaces, you find long hallways lined with identical and boring rooms, avoid this, this will do you no good and detract from your level.

Also consider how they can be altered, like broken walls, demonic growths, furniture and objects, etc, whatever, and how they can be accessed. Doors, yes, but consider also windows, ventilation shafts, accessing a room from a hatch in the attic, crawlspaces, etc, so called "intermediate spaces", see Half-Life for some examples of that.

Make sure to set apart doors which can be opened, and doors which have nothing behind them, like you can tell by looking that this door has nothing (but don't be afraid of hiding a secret behind one or two of these fake doors), this lets you have the realism of a big house or building that would have lots of rooms, but not waste the players time with pointless rooms or useless level design.

A separate example is pic related, from Nihility.wad, it uses some alpha/beta resources to squeeze in the occasional realistic-ish room in an otherwise conventionally abstract classic Doom style map, and it works very well in my opinion.

>> No.4396173

>>4396147
Do what Build engine games do: Make maps look somewhat realistic but take some creative liberties.
Break some walls for better navigation. Add some cool heigh variation. Build some secret rooms and traps. Rearrange furniture to make encounters interesting.

>> No.4396180

>>4396147
yes, if the real place happens to have a layout that would work really well as doom gameplay. otherwise no forget it

>> No.4396198

>>4396067
I played it on a friend's Switch and it was surprisingly good. There was a time or two when it slowed down when there was like 5 enemies and six explosions going on, but otherwise it held 30 fine

>> No.4396208

>>4396067
This video might be of some use to you.
https://www.youtube.com/watch?v=PqnUHecJ01U

>> No.4396210

>>4396171
>>4396173

> Rooms filled with disused filing cabinets, sticking out of the doors slightly just enough to interfere with movement or provide a tiny bit of cover
> A conference table is barricaded against a door, its completely dark behind it so you cant see whats in the room.
> Security Shutters like they were spammed in F.E.A.R. to block off areas.
> or take the Silent Hill approach and put metal grating over shit in unexpected areas, some levels in BTSX did this particularly "switch up the satellite"

>> No.4396241
File: 432 KB, 1600x900, Screenshot_Doom_20171113_203916.png [View same] [iqdb] [saucenao] [google]
4396241

Dude going through plutonia for the first time

This level sure is something.

>> No.4396246
File: 358 KB, 1360x768, 2017-11-13 00_34_02-GZDOOM g3.1.0 64-bit (2017-05-31 12_11_33 +0200).png [View same] [iqdb] [saucenao] [google]
4396246

HE THICC

>> No.4396247

>>4396136
>>4396134
WOW. 8ch raiders are at it again?

>> No.4396252

>>4395239
There's an option to always open iwad selection screen in one of the options menus

>> No.4396260

>>4396067
QC is PC only and won't be ported to any consoles which is sensible

in fact I'm secretly hoping they come to their senses and make the next doom a pc exclusive as well, mainly to accomodate a better control layout and more complex level design and game flow as well as the ability to expand on modding capabilities

in a perfect world, they'd also completely ditch the multiplayer to focus solely on the campaign, but none of this, of course, is ever happening since zenimax is the one calling the shots on the franchise, and the campaign will most likely still be followed by some tacked on MP literally nobody asked for.

>> No.4396263

>>4396260
>in a perfect world, they'd also completely ditch the multiplayer
Doesn't sound perfect to me. NuDoom doesnt have classicdm

>> No.4396268

>>4396263
doom's DM is way too basic and pure to translate properly to a mofern format. good luck trying to get it to sit any higher than reflex or the like.

>> No.4396270

>>4396241
Haha, I took about the exact same screenshot when I played through it the first time. Showed my bf and was like "look at this fucking shit" to which he had no response as he's never played Doom 2 like a total pleb.

>> No.4396276
File: 21 KB, 480x284, faf.png [View same] [iqdb] [saucenao] [google]
4396276

>>4394795

>> No.4396284

>>4396268
We were supposed to be getting it for NuDoom and never did.

>> No.4396286

>>4396246
when bae come over for the weekend

>> No.4396289

Is it me or do MetaDoom's Sawcubi usually have a higher chance to spawn around toxic waste?
Because its fitting, for demons who look like swamp monsters.

>> No.4396298

>>4396260
Multiplayer has a chance of being improved and polished in Nudoom2.

>> No.4396309

>>4396298
Specially when some weapons and levels seem cool.
All they have to do is make it similar to D4T.

>> No.4396359

>>4395884
Just hit 250 bench like 5 minutes ago. When I hit 3pl will buy plane ticket to BR and go bully Mark

>> No.4396371

>>4396359
there's no good reason to ever willingly go to that shithole

>> No.4396374

>>4396147
Comatose.wad

>> No.4396578

I've got a sound problem on the menu. The gun sound becomes laggy and distorted with increasing amounts with each sound the menu makes, eventually becoming a long echo. How fix?

>> No.4396581

>>4396147
Check Bauhaus.

>> No.4396629

>>4396578
Had to disable EFX, fixed it

>> No.4396641

>>4396578
>>4396629
This has become an increasing problem from GZDoom 3.1 and onwards,

>> No.4396723

While I'm starting Doom up again, I previously had it with really nice lighting in PB where it was pitch black and my flashlight was basically required. How do I get this effect?

>> No.4396746

>>4396241
>>4396270
Yeah it is a pretty extreme level , but you are given an SSG and plenty of ammo. I forget if there's also a berserk pack in there. Another very, very important fact about this level as well as its counterpart in Plutonia2... there are no other monsters to Res in there.

Overall it can be a tough map, but its just plain different and thats why it can be a challenge. Otherwise the only tough part is watching your butt and making sure you get as much out of the SSG as you can.

>> No.4396757

>>4394647
This is actually pretty neat, I made a much huger version of synthdoom with this in about 3 minutes. Quality script, but
>Python spaghetti
>Full name as username
Man you're just asking for trouble with that.

>> No.4396764

>>4396723
maybe you were using dark doom?

>> No.4396769

>>4396764
Don't think so, I was using a texture mod, project brutality, and ultimate visor. When I set my options to default just there it gave me what I wanted but when I died it reverted to normal.

>> No.4396781

>>4396769
The options reverted when you loaded the old save.

>> No.4396785

>>4396764
So they did, Got it the way I want it somehow. Thanks anyway.

>> No.4396787

>>4395870
not every monster in the map mind you, only those that will be spawned through teleporters, other monsters in level obey regular sight and hearing rules + some of them got deaf flag

>> No.4397007
File: 10 KB, 204x136, 1507246358699.gif [View same] [iqdb] [saucenao] [google]
4397007

Well i just reached the maps before Scythe 1 climaxes with GMOTA and for Kegan here, i hope you read this because this is gonna be a wall of text

>New sword and blazter
I kinda miss the WAAAAAAAAAAAAAAY older blaster, maybe to an extend when it used to be a transforming staff but this new Blazter is downright amazing, the whole freezing gimmick is great and the fact that you balanced it out by giving the monsters some kind of aura effect that makes them unfreezeable the short moment they unfreeze really shows some amazing polish. And god damn the new sword is still the tits but it really shows more utlity due to the combos and the new stuff, and of course subweapons not being too good (i will get to those in a moment) and the Powered mode of the sword doesn't feel as overpowered as it used to be,.i played older versions of GMOTA in hype and preparation for the update and damn, the new update really polished up EVERYTHING so it was worth the wait.

The subweapons are pretty good, they actually have a purpose and they don't carry you through entire maps (learned it the bad way when i ran out of ammo fighting the Bonelord), can't really rank them but my favorite is probably the white wand, this is meaty as fuck it can kill crowds of weak monsters while also providing some stunlock on heavy monsters like the bomb knights or the manc replacer. The Blazter subweapons however, these are just nutty as fuck i am glad to find out that grabbing a new subweapon of it resets your ammo count because i went through an ordeal where i was getting a fuckton of Blazter subweapon ammo than a god damn Blazter subweapon to the point i hit 99 magicbullets, granted, they don't carry you on maps because most of them either hurt you or have low rate of fire so you can't really kill crowds, specially because the freezing shot ammo is lesser than the highest cap of subweapon ammo.

Also the charged shots, specially the hyper mode are just orgasmic. Opinions about monsters on next post

>> No.4397014
File: 39 KB, 252x368, 1509245750971.jpg [View same] [iqdb] [saucenao] [google]
4397014

>>4397007
Now about the monsters, but i will name them after the thing they replace

The zombiemen replacers actually surprised me, i am so glad you actually did my old-ass idea to give the archers elemental arrows, those icy arrows caught me by surprise
The fucking steel dukes make me laugh because these either devastate you or they die so fast and the pitched Duke Nukem voice clips are funny
The Black Viper (i think that's the chaingunner replacer) are decent to fight against, but fuck these when they're crowded, the shield is also MVP against these shits
The imp surprised me too, and to an extend the rest of the monster lineup, they all have different attacks when they are at a distant range [FUCK THE BONELORD THOUGH]
The wyvern is like a throwback to MSX's cacodemons where they can be a threat at close range, but you're a bigger threat too
The bomb knight is probably one of the easier monsters to farm power, but those bombs actually hurt like fuck so i just take my time with these shits
The revenants are amazing but god damn, the swings launching infighting enemies are funny as fuck. And again as the imp, it surprised me that these shits do the homing fireball attack from a distance
The arachnotron replacer is THAT STANK BITCH, same goes for the manc replacer, if you either don't have cover or the shield, these fuckers are doing big damage, these things are why i stock up with ammo for everything
The bonelord is just THAT FUCKING STANK BITCH, took me a minute to realize that you need to "gib" him so he actually fucking dies, and the fact that you used Shao Khan voice clips triggers me even more due to my MK experience.
And the lost soul replacer is an adorable but annoying fellow, mostly adorable tAlso is that Kurashiki who voiced the lost soul replacer? If yes that's fucking adorable
I haven't fought the cyberdemon and spidermastermind replacements so i have a lot of fun left for me yet. But overall this update is beyond 10/10

>> No.4397031
File: 2.07 MB, 500x363, e29.gif [View same] [iqdb] [saucenao] [google]
4397031

>>4397014
Oh im a complete numbnuts, i forgot about Mr Skeletal golden mcdicking rattle me bones, this thing is probably the little gremlin that ruined a 1hp clutch once, i destroy a crate and get to greedy to destroy the little bitch but i blast the fucker near a barrel which killed me. Speaking of barrels, i like how you can pull them with the hookshot, it can come in clutch sometimes.

There, now im actuall done

>> No.4397041

>>4396746
>>4396746
I don't even find it terribly difficult. Archviles are fairly easy to tango with as long as you bait out an attack somewhere you can get cover. It's just that they have a reputation for being obnoxious little assholes, since a mistake with them means a big chunk of damage.

>> No.4397142
File: 214 KB, 800x1219, 54988240_p0.jpg [View same] [iqdb] [saucenao] [google]
4397142

Hosting match on percy

>> No.4397145

>>4397142
wait wrong thread sorry sorry sorry

>> No.4397146

>>4397142
>>4397145
LOL DUMMY

>> No.4397150

>>4397145
She was cute.

>> No.4397162

https://youtu.be/qzC2Ab0S9as

>> No.4397180

>>4397007
>>4397014
>>4397031
I'm glad you're enjoying this so much, your colorful descriptions of the monsters is amusing as all hell. The Skuttles, the lost soul replacements are voice by the Chuchus from Wind Waker actually.
and regarding barrels, in a future update I might add the ability for Blaz to pick up barrels and then throw them, though for Blaz he'd probably roll them out donkey kong style and have them keep going in a direction til it hits a wall or enemy.

>> No.4397193

Welp, new thread.

>>4397187
>>4397187
>>4397187

I may have goofed

>> No.4397228

>>4397193
>Forgetting the aformentioned halloween wad
ya goofed

>> No.4397459

>>4395127
Yeah, it's good for that. Also, considering that GZDoom is trying its best to move away from anything vanilla, it's honestly weird that MP is the only thing that was left unchanged. This honestly makes little sense.

>> No.4397471
File: 176 KB, 1000x222, herehavemyautograf.png [View same] [iqdb] [saucenao] [google]
4397471

>>4396132
you are the best, my wonderful anon!

>> No.4397997

>>4393165
>decimating