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2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


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4419179 No.4419179 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4411982

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.4419181

=== CURRENT EVENTS ===

OP
-Seeking for possible improvements and additions
>>4407304

=== NEWS ===

[11-25] Doom Retro v2.6 released
https://www.doomworld.com/vb/post/1819998

[11-25] Potential Mockaward Candidate
https://forum.zdoom.org/viewtopic.php?f=46&t=56943

[11-24] /vr/ Spooky V3 for public testing
https://www.dropbox.com/s/op49qj1tcrqvcom/vryspooky_3.rar?dl=0

[11-24] The Joy of Mapping 5 starting on December 1st
https://www.doomworld.com/forum/topic/98041-the-joy-of-mapping-5-winter-weekend/

[11-23] Marrub releases Lithium 1.5.3
https://forum.zdoom.org/viewtopic.php?f=43&t=54904&start=255#p1028244

[11-20] TNT:Evilution UV Speed D2ALL in 38:58 by ZeroMaster
https://youtu.be/_eOuHA_g0yo

[11-20] Anon wad: sky by Lud/YukiHerz from zdoom forums, for ultdoom
http://www.mediafire.com/file/pp94gn5f6l4yboo/LudSky.wad

[11-20] A Quake Champions mod for Doom has single player support
https://youtu.be/WFSrKNDNGtQ

[11-20] Anon map: Moonwalker1.wad
https://mega.nz/#!BtVxmRbT!yA5ZZy8TGBSlih8aYFxjzWpZ6OLr4A8qazFzOcYKj2g

[11-20] FKER Enemies Only updated for High Noon Drifter compat (fixed 11-22)
https://mega.nz/#!7pdVgAgB!JggL5NzFWfgos7TmLt6wo3IzJBJInw-cRXcZbw9ZBuU

[11-19] /vry/spooky: gothortx sky1 fix
http://temp-host.com/download.php?file=ao92tg

[11-19] The Alfonzone: 62 maps for GZDoom, designed for gameplay mods
https://www.doomworld.com/forum/topic/98003-the-alfonzone/

[11-19] Source engine-style devtextures for Doom
http://s000.tinyupload.com/?file_id=57235721532506979985

[11-18] OBLIGE's final bugfix update: 7.70
http://oblige.sourceforge.net/

[11-18] Defrag World Cup is back for the first time since 2014
https://dfwc.q3df.org/comp/dfwc2017/

[11-18] Golden Souls 2, Demo 3 released
https://www.doomworld.com/vb/post/1818058

[11-14] Dark Tide, a huge gothic castle map by Lutz
https://www.doomworld.com/forum/topic/97965-dark-tide-finally-released/

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

To submit news, please reply to this post.

>> No.4419185

>>4419180
I always got a Nine Inch Nails vibe from the name of the megawad. Probably has to do with "Nihility" and of course "Infinite Teeth" --> With Teeth

>> No.4419192
File: 41 KB, 600x609, 3b0.jpg [View same] [iqdb] [saucenao] [google]
4419192

Hey. what kind of maps are you working on /vr/

>> No.4419193
File: 107 KB, 500x240, M_DOOM.png [View same] [iqdb] [saucenao] [google]
4419193

Babel is now finalized and in testing. This version is RC2: ZS don't leave I need you in my life! Edition

For those of you who don't know what this mod is, here's a brief rundown.
- All enemies have behavioral changes to make them more deadly.
- All enemies have their vanilla base health and vanilla or lower damage, meaning the changes are only to their attack patterns and AI
- Enemies have a morale stat, and can be frightened by aggressive players
- Enemies can now "sync" and "chain" attacks (which variant depends on species) to co-ordinate with each other
- All weapons have been made to handle better, some have been changed drastically (such as the BFG9000)
- All weapons are now made to fit a role, and there is a situation in which every weapon is more useful than the others
- 3 Starting weapon choices, reasonably balanced between power/accuracy, ammo conservation, and sustained rapid fire
- Lots of visual enhancements, all able to be toggled. Play looking vanilla or more quake-y
- Balanced around the vanilla IWADs, every single level of Doom, Doom 2, TNT:Evilution, and Plutonia playtested by the dev to ensure the changes have as small a chance as possible of breaking maps
- - I also played a ton of user maps too
- Current version is made in ZScript and does a bit more than "Decorate with action functions", so it can be used as a reference
- - I'll be commenting the code more to help with this, but there's already some comments in various files

https://mega.nz/#!f4U3zBDY!NgJuuygwcLSfE2phUJkk71UzRBzJ-Ksk4GH68Lv431w
GZDoom 3.0.0+ only

On another note, it's 1:30AM in my timezone so I won't be in the thread to answer replies immediately, but I will be reading them when I get the chance.
>>4419181

>> No.4419195
File: 2.85 MB, 5122x5120, delight.jpg [View same] [iqdb] [saucenao] [google]
4419195

>>4419185
It really is a great little episode, would recommend it to basically anyone who likes Doom, because it feels classic yet also does a lot of neat things, without being too flashy and modern, it really throws you for a loop with the new enemies, and sometimes you're set up for some nasty but clever traps, on top of some sadistic (but seldom unfair) encounters.

I really can't put to words how exciting the idea is of two more episodes of this goodness. I love this episode so much I want to marry it.

>> No.4419201

>>4419192
depression.bsp

>> No.4419223

The deepest level of hell, Treachery, is a frozen, lifeless, snowy abyss surrounded by mountains. How come no mappers have picked this these?

>> No.4419229

>>4419223
That's a great question, I would love that.

>> No.4419253

>>4419192
>>4419201
willneverfinish17.wad

>> No.4419254
File: 91 KB, 600x600, Kuros.png [View same] [iqdb] [saucenao] [google]
4419254

>>4418480
That was gonna be me, Kuros was gonna be the second playable character for GMOTA, but after some talking and thinking it over, he's been swapped out for Kustam.
Which is ultimately for the best, but really one of the big features with Kuros was gonna be a mighty boot kick that can be charged up, and I'm still doing that.

Have some old art I had a random drawfriend draw of Kuros before I really took off with GMOTA

>> No.4419263

>>4419254
Who's Kustam?

>> No.4419268

>>4419263
From what I know, a planned Warforged-like character with a telescopic weapon. After that there's plans for a playable kobold, Samson.

>> No.4419270
File: 397 KB, 990x660, Kustam.jpg [View same] [iqdb] [saucenao] [google]
4419270

>>4419263
Tall warforged (fantasy robot golem dude), gonna use a telescopic spear, and a folding bolt action rifle.
All of his subweapons still gonna be items from Wizards and Warriors because I'm a lazy fuck. But then again like 90% of Blaz's subweapons are weapons from Super GnG

I miss Cacobro drawing cool Doom shit.

>> No.4419276

>>4419254
Why not make him the third playable character?

>> No.4419279

>>4419254
>Which is ultimately for the best
Do explain, please.

>> No.4419282

>>4419254
>>Which is ultimately for the best
name one time this has ever been true

>> No.4419298

Hi, owner of thevidya.site here. Just wanted to let you guys know i t probably won't come back.
Sincerely,
thevidya.site guy

>> No.4419303

>>4419298
At least pull a best-ever and infect the site with loads of malware for a final fuck you.

>> No.4419329
File: 132 KB, 640x360, boing.webm [View same] [iqdb] [saucenao] [google]
4419329

im trying out a simple placeholder idle animation with some setscale shenanigans

boin boin boin

>> No.4419331

>>4419329
boin

>> No.4419419
File: 36 KB, 631x591, 1506419803083.jpg [View same] [iqdb] [saucenao] [google]
4419419

What is some really cool "oh wow" stuff you have seen in maps?

>> No.4419423

>>4419419
all those pillars coming up and forming that big room in Hunters Moon, fukken wicked

>> No.4419519

>>4419276
No sense in going full retard with extra characters. I'm already pushing it with the Doomslayer.

>>4419279
>>4419282
Kuros never used a gun in his games. So I couldn't give him a gun.

>> No.4419524
File: 239 KB, 800x600, ScreenshotSaturday.png [View same] [iqdb] [saucenao] [google]
4419524

I WANT TO SEE YOUR TEXTURES, I WANT TO SEE YOUR SPRITES
I WANT TO SEE YOUR NEW MAPS, THAT YOU BUILT LAST NIGHT
MAKE ME FEEL, MAKE ME FEEL, SUPER HYPED
OH DON'T LEAVE ME, PLEASE DON'T LEAVE ME, WITH THIS OLD SHITE

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

MAKE MY SOUL
MAKE MY SOUL
PLAY
DOOM
EVERY DAY

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

WAIT ALL WEEK
NOW IT'S HERE
SCREEN
SHOT
SATURDAY

https://youtu.be/h7KfhBWfcEg#t=59s

>> No.4419538
File: 261 KB, 1280x1024, Screenshot_Doom_20171123_175012.png [View same] [iqdb] [saucenao] [google]
4419538

>>4419524
see my recent 2 map addition to /vr/y spooky of garosaedris.wad

>> No.4419541
File: 421 KB, 512x640, example.jpg [View same] [iqdb] [saucenao] [google]
4419541

>>4419524
didnt see anyone make hl2 texture pack so I decided to make one myself, and while doing that I understood why noone wanted to do that, I have made some texture tests so far to get a workflow going and had to do a lot of bargaining
since most textures in half life 2 are 512x512, scaling them down and indexing them at 128x128 will be terrible for quality, so I came up with solution of cutting up a texture into 4, stitching it side by side so its 256x1024, then doing any corrections and light work I need, indexing right after, scaling down to 128x512, doing any touchups needed, and its good to go into slade and then to be tested in a map.
might complete this within 6 months considering pace things are going because life is kicking my ass quite a bit right now, but other than textures I was going to add graffiti you see in game, and to make certain big models like overturned trucks or combine barricades into textures as well, while for some smaller things I might just do DECORATE stuff.
this brings me to another point however, do I keep it BooM compatible or ZDooM compatible?
ZDooM lets me have bigger flats and DECORATE, while BooM might be more popular with mappers who aim for their maps to be recorded.

>> No.4419552
File: 439 KB, 1280x1024, Screenshot_Doom_20171125_082415.png [View same] [iqdb] [saucenao] [google]
4419552

>>4419538
I realize I missed one of the sides on these wall things. oh well.

>> No.4419557
File: 282 KB, 1280x1024, Screenshot_Doom_20171125_082749.png [View same] [iqdb] [saucenao] [google]
4419557

>>4419552

>> No.4419561
File: 197 KB, 1280x1024, Screenshot_Doom_20171125_082901.png [View same] [iqdb] [saucenao] [google]
4419561

>>4419557
I feel a couple of the rooms don't really fit what I was going for initially; but whatever. Hopefully it's entertaining enough; I need a break and this is hard work; plus I really want to make a map for Doom's birthday.

>> No.4419565
File: 252 KB, 1280x1024, Screenshot_Doom_20171125_083109.png [View same] [iqdb] [saucenao] [google]
4419565

>>4419561

>> No.4419569
File: 284 KB, 1280x1024, Screenshot_Doom_20171125_083220.png [View same] [iqdb] [saucenao] [google]
4419569

>>4419565

>> No.4419570

>>4419565
I really like this room.

>> No.4419571
File: 334 KB, 1280x1024, Screenshot_Doom_20171125_083340.png [View same] [iqdb] [saucenao] [google]
4419571

>>4419569

>> No.4419575
File: 317 KB, 1280x1024, Screenshot_Doom_20171125_083541.png [View same] [iqdb] [saucenao] [google]
4419575

>>4419570
>>4419571
"Thanks Strogg!"

>> No.4419578 [DELETED] 

>>4419575
Ehh.

>> No.4419582
File: 337 KB, 1280x1024, Screenshot_Doom_20171125_083647.png [View same] [iqdb] [saucenao] [google]
4419582

>>4419575
This one's not so good.

>> No.4419583
File: 255 KB, 1280x1024, Screenshot_Doom_20171125_083902.png [View same] [iqdb] [saucenao] [google]
4419583

>>4419575
As unfitting as the room is, I'm still kind of pleased with it's central pentagram.

>> No.4419586
File: 225 KB, 1280x1024, Screenshot_Doom_20171125_084024.png [View same] [iqdb] [saucenao] [google]
4419586

>>4419583
This one too isn't too good.

>> No.4419591
File: 330 KB, 1280x1024, Screenshot_Doom_20171125_084139.png [View same] [iqdb] [saucenao] [google]
4419591

>>4419586
Pardon the image spam. I'm just trying to find all the good shots.

>> No.4419595 [DELETED] 

>>4419591
Spawn I guess.

>> No.4419606
File: 338 KB, 1280x1024, Screenshot_Doom_20171125_084310.png [View same] [iqdb] [saucenao] [google]
4419606

>>4419595
It's the spawn, I guess.

>> No.4419613

>>4419591
you've been here how many years and you still don't know how to make a screenshot montage?

>> No.4419616
File: 217 KB, 1280x1024, Screenshot_Doom_20171125_085036.png [View same] [iqdb] [saucenao] [google]
4419616

>>4419606
... Okay, so apparently while taking screenshots this yellow key's bar's tag got switched; making the map broken and unable to be completed. A modder's work is never done. Fix it if you wish on your ends. I'm tired and really need to take a rest from all of this for the rest of the month.

>> No.4419617

>>4419613
I don't even know dude; At least I'm not that fucker that does the doombabby posts.

>> No.4419627

>>4419541
gonna bump my question again:
I am converting hl2 textures to be in DooM style, should I keep it BooM compatible or save myself some pain and go for ZDooM so I dont have to suffer with flats and decorations?

>> No.4419632

>>4419627
who is your intended audience? if you want people to use them in boom maps you know what you must do. if you only care about zdoom maps, don't bother with the extra effort (then you can keep them truecolor as well)

>> No.4419636

>>4419632
does truecolor work in software render tho?

>> No.4419640

>>4419636
in recent gzdoom, yes, that option exists.

>> No.4419642

>>4419613
That's a thing? Can you teach me?

>> No.4419647

>>4419640
gzdoom 3.2 has no less than four renderers

1. OpenGL (hardware accelerated + truecolor + shitass filtering)

2. Traditional software (ZDoom)

3. Traditional software (ZDoom) + truecolor, aka the QZDoom renderer

4. Polymost, which is OpenGL emulated in software as far as I can see. So you can freelook straight up and down in software mode. But it has OpenGL shittiness like sprites having their heads/feet cut off by ceilings/floors.

>> No.4419651

>>4419647
>1. OpenGL (hardware accelerated + truecolor + shitass filtering)

You make it sound as if filtering couldn't be turned off.

>> No.4419653

>>4419651
from the amount of screenshots posted here that have it on, you'd think that it couldn't be turned off.

>> No.4419656

Has any Doomguy model from QC (besides the Doom 3 marine) been made available yet?
Just wondering.

>> No.4419657

>>4419653
All my screenshots are of OpenGL without filters.

>> No.4419663

>>4419657
whoop-de-do. good for you.

>> No.4419667

>>4419656
NVM, i've seen one in GMod's workshop.

>> No.4419679
File: 862 KB, 1320x2500, output.jpg [View same] [iqdb] [saucenao] [google]
4419679

>>4419642
>That's a thing?
software that can combine images into one big picture has existed for decades.
>Can you teach me?
sure. i just use the "montage" command, from imagemagick.
% montage -background black -geometry +10+10 -tile 2x *.ppm -quality 90 -strip output.jpg

>> No.4419685
File: 656 KB, 3840x2160, Screenshot_Doom_20171125_174023.png [View same] [iqdb] [saucenao] [google]
4419685

Wanted to give a go to old Doom via GZDoom after playing the new Doom and, this shit is amazing.

>> No.4419690

>>4419193
The setting are acting strange. it autosaves every 180 seconds despite turning it off or setting the interval to 10 secs, and the max gore, max casings, tracer type, and combo indicator type are all unknown. I think there's some sort of conflict between the old nm_ cvars and the new erg_ cvars, I deleted the old ones from my .ini and now all of the settings are unknown.

>> No.4419723
File: 507 KB, 1536x580, example2.jpg [View same] [iqdb] [saucenao] [google]
4419723

>>4419647
question to you anon, or anyone having this knowlege actually, what happens when my truecolor texture is rendered in traditional software ala zdoom that doesnt support truecolor that you mentioned there? does it gets auto-indexed to pallet? I dont want it to look like shit when someone runs these on older version of program Like I do with ZDooM because of nostaliga value and prefering it over prboom

>> No.4419727

>>4419223
Disjunction's final levels are very snowy.

>> No.4419731

>>4419179
Any Star Wars WADS that aren't TerryWADS these days?

>> No.4419741

>>>4419170
>says hdoom has been dead for a while
So if I were to beat my meat to the latest version of hdoom, would that be necrophilia?

>> No.4419746

>>4419741
Anon don't do that, you'll make Benellus cry.

>> No.4419749

>*takes deep breath*
>*drinks a double whiskey*
>*shoots morphine*
>*does transcendental meditation for five hours*

time to learn zscript huds

>> No.4419750

>>4419746
Not sayin' I'll do it.

but now that you mention it...

>> No.4419752

>>4419276
Goodbye, release date

>> No.4419764

>>4419752
Relax. I ain't interested in adding Kuros.
I wrote down a design document for him awhile back, but I don't think he'd gel in GMOTA, so he'd have to be a standalone thing most likely, and I feel I have enough characters planned.

>> No.4419772
File: 609 KB, 1600x900, Screenshot_Doom_20171125_125525.png [View same] [iqdb] [saucenao] [google]
4419772

>>4419524
+DROPOFF is fun.

also, who would win? skelington AAAAAAAs or kamikaze AAAAAAAAAAs?

>> No.4419774

Should I get the first Shadow Warrior or the Deluxe one in Steam? it's at 99 cents on the store.
What gives the Deluxe Edition?

>> No.4419779

>>4419774
Classic Redux*

>> No.4419783

>>4419774
Nevermind, I've looked by myself. It seems it's the equivalent of Duke Nukem Megaton Edition of Shadow Warrior. Neat.

>> No.4419796

>>4419690
>>4419193
>>4419181
It appears that NP++ took "Replace all of these" as "Replace all of these except the ones in MENUDEF". Fixing up now, thanks.
https://mega.nz/#!nhFQHCAC!iotxW8TzkyPJNOZ-SfsMYc6QQio2lnxBnJRzS3LD4XM

I really should use something that lets me update a file without killing the link.

>> No.4419832

>>4419731
Chibi Rebellion

>> No.4419835

>>4419731
Dark Forces.

>> No.4419838

>Start a map
>Bunch of shotgunners and chaingunners immediately to your right
You've gone too far this time

>> No.4419846

If Doom is thrash and Quake is industrial, what is the black metal of gaming?

>> No.4419847

>>4419846
Blood

>> No.4419853

>>4419846
Not OP but what would be the Christian metal?

>> No.4419854

>>4419846
blood is the quake of doom

>> No.4419856

>>4419853
Probably a bad game.

>> No.4419861

>>4419853
Super Noah's Ark 3D

>> No.4419870
File: 33 KB, 600x725, 1469225417944.png [View same] [iqdb] [saucenao] [google]
4419870

>>4419854
I was going to make a stupid post but then I stopped and realize that actually makes a pretty fair amount of sense.

>> No.4419921
File: 134 KB, 1360x768, 8x8kjm0.jpg [View same] [iqdb] [saucenao] [google]
4419921

>>4419524

>> No.4419924
File: 65 KB, 600x441, 98b.jpg [View same] [iqdb] [saucenao] [google]
4419924

>>4419921

>> No.4419939
File: 213 KB, 1360x768, wJfFdRa.jpg [View same] [iqdb] [saucenao] [google]
4419939

>>4419524
>>4419924

>> No.4419946

>>4419723

Can't guarantee, but I assume that would depend on what the sourceport was programmed to do in the event of such a conflict. With today's computers, converting to palette in real time would be simple, so my guess is that's what would happen.

>> No.4419947

>>4419921
>>4419939
(me on both)

Sorry for not replying this entire week, i was ban ranged from here because some turd managed to spam the some board and i was caught by the ban range.

>> No.4419948

>>4419921
Rotate the SHAWN ceiling textures on that sloping thing thing above the.. customer checkout or whatever so the all follow the surface nicely

>> No.4419952

>>4419946
I have actually tested this before you replied, Slade shows both truecolor and paleted versions, so I am assuming it converts them to DooM palete regardless if you want it or not, I guess software will just have to look like shit in that case. thanks for reply anyway

>> No.4419957

>>4419253
leftformonths.unr

>> No.4419995
File: 2.66 MB, 1507x1920, Dark_Forces_Box_Cover.jpg [View same] [iqdb] [saucenao] [google]
4419995

Your favorite Doom clone?

>> No.4420000
File: 205 KB, 680x1020, the_difference.png [View same] [iqdb] [saucenao] [google]
4420000

>>4419723
>does it gets auto-indexed to pallet?
yes.

>> No.4420003

>>4419653
I know, right? I can't fucking believe people actually like how that shit looks. I was watching some streamer and was like "nigga turn that shit off" and the mfer actually said it looks better and kept it on. Couldn't believe it, like bitch are you looking at the screen right now? With your eyes? Get some glasses or something cuz shit looks like a blurry mess.

>> No.4420009

>>4420003
It is the default option because graf prefers it. That is literally the only reason it is. Virtually no one else likes it (not counting for example 3d model based mods where it has merit).

>> No.4420010

>>4420003
18+

>> No.4420016

>>4420009
I would prefer it if we could get a proper paletting filter. Retro filter does a pretty good job, but isn't quite perfect.

>> No.4420018
File: 33 KB, 500x459, Beautiful_Heart_PNG_Clipart-997.png [View same] [iqdb] [saucenao] [google]
4420018

>>4419947
>Sorry for not replying this entire week, i was ban ranged from here because some turd managed to spam the some board and i was caught by the ban range.
You were missed like deserts miss rain, dear, dearest anonymous poster.

>> No.4420019

>>4420010
Ai, I must be underage; I'm not some blind old crone who can't see that filtering looks like hot garbage. Sorry, didn't mean to offend, grandma.

>> No.4420021 [DELETED] 

>>4419653
Apparently some people perfer it because raw pixels hurt their eyes.

>> No.4420023

>>4419653
Apparently some people perfer it because raw pixels hurt their eyes.

I see nothing wrong with linear filtering,
it's the resizing shit like HQ4X that's the true cancer.

>> No.4420025

>>4420021

lmao they can't handle pixels?

>> No.4420026
File: 30 KB, 483x417, 1510013589917.png [View same] [iqdb] [saucenao] [google]
4420026

>>4419519
but... why would you give him a gun to use in the first place?
Is Blaz a character who uses his set of weapons but ultimately doesn't use a gun, but you want Somebody to use one?
If so, then I suppose that makes sense.
You've already got your weapon slots for Blaz set up and you don't wanna have to add another one just so Kuros/Kustam didn't have to.
Like a balance issue. Then I understand.

>> No.4420028

>>4420023
>Apparently some people perfer it because raw pixels hurt their eyes
well they have sharp edges but you're not supposed to get that close to them
>I see nothing wrong with linear filtering,
that blurry shit looks awful up close. there's an argument for smoothing at long range though, to avoid the moire effect on contrastive textures.

>> No.4420036

>>4420026
>Why would you give him a gun in the first place?
Because Kuros never really used many other weapons other than a handful of melee weapons and some magic staves if you're counting his wizard outfit in 3. So originally for Kuros I was gonna give him a blunderbuss or crossbow to help give him a role that makes him separate from Blaz.

>Is Blaz a character who uses his set of weapons but ultimately doesn't use a gun, but you want Somebody to use one?
Yeah, the plan is each character has their own little niches, Blaz is good in melee, but most of his ranged options are kinda shit, he's also really good as a boss killer.
Kustam is gonna be a long range/poking kinda guy, along with forcibly moving monsters around with his kick.
Samson's gonna be a wild card with arcing grenade weapons and some other effects.
and the Doomslayer is for those who want to play it more like a traditional doom game. (Plus I REALLY wanted to take my own spin on the Doom 4 weapons for over a fucking year and I needed to get it outta my system. Win win for everyone)

>> No.4420039

>>4420028
>there's an argument for smoothing at long range though, to avoid the moire effect on contrastive textures.
that's where mipmapping comes into play; does doom not have an equivalent to quake's gl_nearest_mipmap_linear?

>> No.4420042

>>4420039
hell if i know, i never use anything except traditional software mode

>> No.4420056 [SPOILER] 
File: 174 KB, 358x476, 1511637661697.jpg [View same] [iqdb] [saucenao] [google]
4420056

>>4420036
I see now.
Alrighty then, I look forward to your mod, bruh.
Good luck!

>> No.4420068

>>4420056
>filename
can't see where it says "alien doom", the first famous total conversion? pretty funny they put a a pictorial reference to it on the front cover and got away with it though. maybe that's how fair use works, i don't know.

>> No.4420087

>>4420068
Fair enough, but good luck getting it to WORK!
Fuckin' LADDER is a spider mastermind.

>> No.4420120
File: 807 KB, 640x480, 2017-11-25 20-41-14.webm [View same] [iqdb] [saucenao] [google]
4420120

I'm learnding zscript status bars.

Probably will try to finish up doomshockV2 now that I'm not scared of this any more. Gutawer is hard at work with a bunch of world-to-screen tracing stuff that'll save me from having to do all that myself too (rather than use ACS calls to that script an anon here helped me with a long time ago).

>> No.4420152 [DELETED] 
File: 528 KB, 852x480, teleout.webm [View same] [iqdb] [saucenao] [google]
4420152

>>4419524
I added a teleporting effect for interlevel teleport terminals. Also I'm actually working on the maps now yay
The terminal script looks like this:
terminal 3

unfinished
{
remote "OCS@localhost"

if class CyberMage
{
logon "LogonAOF"
>\ch2929ff\cm..\cr4-\cg<<<LCMD INP \cn188D 1F4C\cg>>>

pict 3
>\cdWhile I'm sure you would be capable of taking on threats by yourself, my calculations of your survival against the path you must take is extremely low. Because this is the case, I will send you to the armaments depot before continuing.
>
>\cdPlease understand, I also wish to treat you to our \cnbeautiful\cd selection of weaponry.

logoff "LogonAOF"

exec interlevelteleport 18883002
}
}

With sound: http://mab.greyserv.net/f/teleout_snd.webm

>>4420120
Hey, you brought back that awesome crosshair!

>> No.4420156 [DELETED] 

>>4419524
I added a teleporting effect for interlevel teleport terminals. Also I'm actually working on the maps now yay
The terminal script looks like this: https://gist.github.com/marrub--/c9d4ac9b8009ec81fdb2a24cd9b7410b
With sound: http://mab.greyserv.net/f/teleout_snd.webm (embed)

>>4420120
Hey, you brought back that awesome crosshair!

>> No.4420160
File: 528 KB, 852x480, teleout.webm [View same] [iqdb] [saucenao] [google]
4420160

>>4419524
I added a teleporting effect for interlevel teleport terminals. Also I'm actually working on the maps now yay
The terminal script looks like this: https://gist.github.com/marrub--/c9d4ac9b8009ec81fdb2a24cd9b7410b
With sound: http://mab.greyserv.net/f/teleout_snd.webm
THIRD TIME'S THE CHARM MAYBE I'LL GET THE POST RIGHT NOW FUCK

>>4420120
Hey, you brought back that awesome crosshair!

>> No.4420174

>>4419419

Doors opening from the middle always tickles me, no matter how many times I see it.

>> No.4420180

>>4420174
Maybe it's because PolyDoors are actually nice to see in comparison to regular doors?

>> No.4420191

>>4420160
The crosshair was previously A_Overlays, but since the gun is actually a flat 3d model and you can't have sprite and 3d model overlays(yeah...) at the same time it's in the status bar now.

I'm planning on making the hud really minimalistic and situated around the center of the screen like a competitive Q3A hud. No skeuomorphic helmet stuff or big bars. Think that'll work?

>> No.4420196

>>4420191
I love stuff like that, I think it'll be a great fit.

>> No.4420221
File: 1.24 MB, 1280x1024, Screenshot_Doom_20171125_154822.png [View same] [iqdb] [saucenao] [google]
4420221

>>4419772
>Not Both
STEP THE FUCK UP TO MY LEVEL

>> No.4420225 [DELETED] 

>>4420221
turn those filters off

>> No.4420226

>>4420196
Thank f a m

What project is in the webm you posted?

>> No.4420227

>>4420221
i shall not, as your level looks like it requires zdoom.

>> No.4420230

>>4420226
Lithium. Finally putting some use to the terminal compiler/VM I made. I even added if-else conditionals!

>> No.4420231

What does visplane overflow look like?

>> No.4420235
File: 138 KB, 500x500, RescaledFacepalm.jpg [View same] [iqdb] [saucenao] [google]
4420235

>>4420221

>> No.4420237

>>4420231
a blank black screen with a line of text at the top

>> No.4420239

To whoever sent me the email, thanks, I found the autosave crash bug.

>> No.4420241

>>4420230
It's changed a lot since I last played it. Looks great!

Can't comment on the technical aspects because I understand fuck-all about that. Damn space magic.

>> No.4420242
File: 313 KB, 1280x1024, okay.png [View same] [iqdb] [saucenao] [google]
4420242

>>4420225
Okay, fine. Here you go triggered princess.

>> No.4420243
File: 21 KB, 288x335, Hexenbox.jpg [View same] [iqdb] [saucenao] [google]
4420243

Best way to play Hexen? I tried GZDoom.

>> No.4420247
File: 206 KB, 800x277, KilledByFilters.jpg [View same] [iqdb] [saucenao] [google]
4420247

>>4420242
I would laugh if this was true but Photoshop doesn't count.

You can make an effort by using ReShade though.

>> No.4420248

>>4420160
that's cool, reminds me of the spinning title screen from wolf3d or some previous id title i forget which exactly

>> No.4420249

>>4420235
>>4420247
this will never not be annoying

>> No.4420250
File: 57 KB, 1366x768, Screenshot_Doom_20171124_120649.png [View same] [iqdb] [saucenao] [google]
4420250

hello /vr/, why aren't you playin emulated gba complex doom?

>> No.4420252

What if some of the enemies aren't literal hellspawned demons, but are actually dead aliens, who got send to hell and added to the hell army?
Like Pinkies for example look like some alien creatures that could roam the land in the past.
Or Cacos, why would something spawned in hell look so god damn cute?

>> No.4420253
File: 236 KB, 1280x1024, fuck yourself get off cum.png [View same] [iqdb] [saucenao] [google]
4420253

>>4420247
You're right.

>> No.4420254
File: 28 KB, 1600x1200, 1511643923.png [View same] [iqdb] [saucenao] [google]
4420254

>>4420242
choke on my pixels cunt

>> No.4420280

Playing through later levels of TNT Evilution feels like a chore.

>> No.4420281
File: 375 KB, 1280x1024, I WILL THROW YOUR PRECIOUS LOTUS INTO THE SUN.png [View same] [iqdb] [saucenao] [google]
4420281

>>4420254
DO YOU REALLY THINK YOU CAN BEAT ME?

>> No.4420292

>>4420281
that's aesthetic as fuck

>> No.4420293

>>4420253
>>4420281
edge detection?

>> No.4420304
File: 519 KB, 1280x1024, spam.png [View same] [iqdb] [saucenao] [google]
4420304

>>4420293
>>4420292
Relief spam, actually.

So... about that >>4419616 map?

>> No.4420313

>>4419679
... Or you can just open MSPaint and copypaste them.

>> No.4420323

>>4420243
hexercise.
when it's done.

>> No.4420325

>>4420313
indeed, but not automatable enough for me

>> No.4420335

>>4420281
>wad where filters become more and more intense until it's a challenge just to tell what the hell is going on
I'd play it

>> No.4420338

>>4420335
get anotak on the case

>> No.4420339
File: 690 KB, 537x547, horacle java.png [View same] [iqdb] [saucenao] [google]
4420339

>>4420335
>Deep Fried Doom

>> No.4420348

how do I combine strings in zscript?

>> No.4420349

>>4420348
With great vengeance and furious anger

>> No.4420350

>>4420349
Got that down already.

MyString = String.Format("fuck ", "this");
does not work.

>> No.4420354

Would it be possible to write a whole new AI/Pathfinding in zscript?
Not planning to do it, just wondered it last night before bed.

>> No.4420356

What's the best way to play doom on an Android? Eltechs doom has no sound and is very basic and I can't find D-Touch anywhere. Does anyone have the .apk perhaps?

>> No.4420357

>>4420243
chocolate doom

>> No.4420358
File: 144 KB, 1083x2319, DPcpOyCUEAI3TyA.jpg:orig.jpg [View same] [iqdb] [saucenao] [google]
4420358

I don't think this is doom related, but it's an 88alice production, so posting anyway. The accompanying text means "black slime" according to google translate.

>> No.4420359

>>4420354
Check the script library on zdf. Some dude made A* pathfinding. It's at the top. Haven't tried it.

>> No.4420360
File: 173 KB, 400x400, hoppishi400.png [View same] [iqdb] [saucenao] [google]
4420360

>>4420358
she did a revenant in a santa hat for joy of mapping

>> No.4420370
File: 16 KB, 544x508, DNZ3iaXU8AAF83Z.jpg [View same] [iqdb] [saucenao] [google]
4420370

>>4420160
That's a cool fucking effect.

>> No.4420378
File: 27 KB, 600x322, Pink Guy WTF.jpg [View same] [iqdb] [saucenao] [google]
4420378

>>4419835
>Dark Forces
>A DOOM WAD

>> No.4420385
File: 494 KB, 794x794, tumblr_ozvr7iGNch1uwi6g0o1_1280.png [View same] [iqdb] [saucenao] [google]
4420385

>>4420360
bigger version

>> No.4420390

>>4420378
it's on the idtech 1 engine

>> No.4420392

Is there any way to toggle the grid in Slade's map editor?
I'd use doombuilder but it doesn't seem to like wine.

>> No.4420394

>>4420390
No it isn't.

>> No.4420397

>>4420394
wait I'm misremembering

>> No.4420398

>>4420392
I don't now about toggling, but you can change the snap size with [ and ].

>> No.4420432

https://almondsandmilk.tumblr.com/post/167873413607/cygnis-from-the-doom-mod-guncaster

lewd

>> No.4420437
File: 18 KB, 112x112, gachiGASM.png [View same] [iqdb] [saucenao] [google]
4420437

>>4420432
Fukken saved

>> No.4420448

>>4420432
is this furry
i don't want to click on it if it's furry

>> No.4420450

>>4420448
take the plunge you fucking pussy

>> No.4420451

>>4420448
it's scalie

>> No.4420454

>>4420448
ita not lewd, but yeah its probably the guys fursona or whatever. Not any lewder than zanys renders of his

>> No.4420457

>>4420432
gay

>> No.4420458

>>4420454
how do you mean? it's the protagonist of a doom mod.

>> No.4420461

>>4420458
who happens to be an edgy magical gun toting anthro dragon

>> No.4420464

>>4420461
but it's okay when the weebs do it rite?

>> No.4420467

>>4420458
You never got the hint that Guncaster was all about him playing that shit and fapping to it?

>> No.4420468

>>4420457
I agree that's the most homosexual use of lines as of yet

>> No.4420471

>>4420464
what matters is the attitude of the creator to his mod and characters. if guncaster had had a 90's cartoon vibe for example i would not have cared a single bit

>> No.4420472

>>4420461
>edgy

I want this meme to stop.

>> No.4420474

>>4420461
Just put fucking Dragonforce on the background and Guncaster makes sense

>> No.4420480

>>4420397
Yah. It was a backwards engineered duke engine clone. Pretty impressive stuff, really.

Fun game. Some shitty level design though.

>> No.4420481
File: 27 KB, 846x482, 1511651488.jpg [View same] [iqdb] [saucenao] [google]
4420481

>>4420450
well it seems i can't see it without registration, anyway.

>> No.4420482

>>4420467
No. Where do you get this idea?

>>4420471
What "attitude" do you get from the creator?

Seriously, I want citations. Sources.
I hate furry shit as much as the next faggot but there's nothing that actually points to that. You could replace the sprites with a GIS'd cinderblock and it'd change nothing.

>> No.4420484

>>4420467
the overall quality of the mod itself is top notch, so no, I never really noticed. and to be honest I don't really care.

>> No.4420485

>>4420481
https://78.media.tumblr.com/63f35ec8a80fa7bd3000fcadd61c241b/tumblr_ozzi16dg2Q1tl5e77o1_1280.png

>>4420472
so long as there are underage on 4chan it will never cease.

>> No.4420489
File: 29 KB, 193x177, bootyblaster.png [View same] [iqdb] [saucenao] [google]
4420489

>>4420432
Where are the wings?

>> No.4420491

>>4420482
>Before I've got this brilliant idea to put in my obsess~ I mean, a dragon protagonist - Caster was your average human.

>Close. It came from a mashup of Cygnus and Igni, from the times I was toddling around with latin during high school, as I had it compulsory. Pretty much could be interpreted as "flaming swan". Swans, as much as they are pretty, are known for their short temper.

i could go on but i'd prefer you thinking i've lost the argument to trawling pillowblaster posts desu

>I hate furry shit as much as the next faggot
i don't actually

>> No.4420492

>>4420485
thanks. is that the guy who we were talking about at the start of last thread? style looks vaguely similar

>> No.4420496

>>4420491
No, please go on, because I don't see what either of those quotes prove.

>> No.4420497

>>4420491
"flaming swan" sounds pretty fucking badass, just set a bird on fire and watch it wreck shit

>> No.4420498

also i'm sure tumblr never used to have a safe mode. was why it was far superior to deviantart in that respect. but now deviantart doesn't make you sign up it just asks for a birth date.

>> No.4420505

>>4420497

Birds are assholes.

>> No.4420507

>>4420358
Heh, that's me. Slightly doom-related I guess. It's kind of terrifying how much she likes drawing me in frilly dresses.

>> No.4420514
File: 553 KB, 1024x2625, saving full image resolutions.png [View same] [iqdb] [saucenao] [google]
4420514

>>4420485
>https://data.tumblr.com/63f35ec8a80fa7bd3000fcadd61c241b/tumblr_ozzi16dg2Q1tl5e77o1_raw.png

This will technically be the full size since some websites like obscuring the raw image sizes for some reason. For some reason browsers don't consider these safe but whatever, at least it's not like Twitter where it still creates artifacts even for the 'original'.

>>4420492
Think so, yes.

>> No.4420518

>>4420464
Kinda.

>> No.4420520

>>4420498
blame yahoo and nintendo

>> No.4420530
File: 53 KB, 600x540, Workshop-BloodModels.jpg [View same] [iqdb] [saucenao] [google]
4420530

What materials did ID, 3D Realms, Raven etc used for their models? I want to make my own sprites based on real models. I've been practicing with tin foil stickmen and this could get pretty cool.

>> No.4420531
File: 466 KB, 570x526, final pooter.png [View same] [iqdb] [saucenao] [google]
4420531

>> No.4420534

>>4420531
>quad brazilian
hue

>> No.4420536

>>4420530
I think a significant mount of them are 3d models.

Anyway do you want your models to be static (then photoshopped together in parts to make your various movement frames) or fully posable?

In either case, check out the WIP modeling/painting thread on /tg/. They'll be able to help.

>> No.4420540

>>4420531
There's still sunday.
I don't bother reading the forums, so is there going to be any changes towards the already existing classes or are they 'perfect' as they are?

>> No.4420550

>>4420531
aagh

>> No.4420553

>>4420531
meus lados

>> No.4420560

>>4420553
mis costados

>> No.4420565

>>4419853
Catechumen

>> No.4420568

>>4420560
tus costados o los míos?

>> No.4420571

>>4420568
Pero tus costados son mis costados.

>> No.4420572
File: 23 KB, 640x400, eternity.png [View same] [iqdb] [saucenao] [google]
4420572

>>4419524
The most I accomplished since last Saturday was repeatedly opening Doom Builder and staring at it.

>> No.4420585
File: 210 KB, 1200x1200, obesetig.jpg [View same] [iqdb] [saucenao] [google]
4420585

>>4420432
he's so fucking fine

>> No.4420586

>>4420585
A big wildcat is still a cat.

>> No.4420587
File: 63 KB, 720x479, doom_idsoftware_hirviot_uut201604_2.jpg [View same] [iqdb] [saucenao] [google]
4420587

>>4420536
Thanks my dude, I asked there. Turns out that it was literally painted white play-doh clay with metal wire skeletons. Gonna do my first sketches and start modelling. I'll post results when I'm done

>> No.4420589

>>4420587
I'd love to see whatever you come up with man

>> No.4420605

>>4420571
debimos habernos operado en cuando pudimos, José. te lo advertí.

>> No.4420619

>>4420356
>What's the best way to play doom on an Android?
Installing Java emulator and playing Doom RPG

>> No.4420624

>>4420619
>There will never be proper pc ports of id's mobile games
>That project hasn't been worked on since for more than one year

>> No.4420625

>>4420619
>Java emulator
don't lie to him like this, anon.

>> No.4420627

>>4420625
oh wait, there is one for mobile. derp.

>> No.4420634

>>4420605
O чём вы гoвopитe, гocпoдa?

>> No.4420654
File: 1.08 MB, 640x480, 2017-11-26 01-37-12.webm [View same] [iqdb] [saucenao] [google]
4420654

>> No.4420662

>>4420253
Why the hell is this so pleasing to look at?

>> No.4420663
File: 39 KB, 620x450, p45a9.jpg [View same] [iqdb] [saucenao] [google]
4420663

>he plays on anything below ultra-violence

>> No.4420669

whats a fun mod i can make that involves a money system?

i have no ideas and will steal yours

>> No.4420670
File: 10 KB, 480x360, lol.jpg [View same] [iqdb] [saucenao] [google]
4420670

>>4420663
>he doesn't turn on fast monsters

>> No.4420671

>>4420669
Only pickup is money that you can use to buy combat enhancing drugs, powerups and weapons.

>> No.4420675
File: 1 KB, 194x75, 576314-android_dummy.png [View same] [iqdb] [saucenao] [google]
4420675

>>4420662
I dunno lol

>> No.4420681

>>4420669
Monsters explode into dollah bills that float to the ground then you can collect them

...then you can spend them or something, idk, I just like the idea of monsters shooting out money when they die. Should totally change blood into coins that shoot out.

>> No.4420683

>>4420634
Manje priče, više Doom-a.

>> No.4420694 [SPOILER] 
File: 6 KB, 144x216, 1511658700208.gif [View same] [iqdb] [saucenao] [google]
4420694

CRUDUX CRUO

>> No.4420698 [SPOILER] 
File: 5 KB, 225x225, 1511658969572.jpg [View same] [iqdb] [saucenao] [google]
4420698

>>4420694
Haroshee groo

>> No.4420708

>>4420683
Nom d'un chien!

>> No.4420710 [SPOILER] 
File: 1.26 MB, 1418x939, 1511659448605.png [View same] [iqdb] [saucenao] [google]
4420710

>>4420698
>>4420694
CUSTOMS, CUSTOMS INSPECTION

>> No.4420715
File: 52 KB, 320x200, that is the most hideous fucking thing ever and my face is tainted by looking at it.jpg [View same] [iqdb] [saucenao] [google]
4420715

>>4420710

>> No.4420719
File: 1.41 MB, 1920x1080, misc3D.png [View same] [iqdb] [saucenao] [google]
4420719

>>4419524
Someone on DV uploads scene rips from Silent Hill games, so I'm making a resource base for 3d objects of everyday things. I got more than what's shown here and there's still some more stuff to adapt.

>> No.4420724

If we don't count Slaughtermaps, what are best wads for Guncaster?

>> No.4420726

>>4420719
Looks really neat!

Would be excellent for TC purposes.

>> No.4420727

>>4420724
going down is pretty fun with guncaster, i don't know if that'd be considered slaughter though since the later levels get really hectic

>> No.4420728

>>4420727
Already done.
I can see why someone might like Going Down, but I wasn't too big of a fan.

>> No.4420734

>>4420719
dope

>> No.4420759

>>4420719
neato, too bad wall/flat texture resolution contrasts so much with model texture resolution

>> No.4420782

>Lithium has EXP and level gains
>Poison kills don't give any EXP
Don't know if it's a bug but wow is that annoying

>> No.4420804
File: 20 KB, 259x224, sticker (1).png [View same] [iqdb] [saucenao] [google]
4420804

Does anyone have a link to that megaton thing for Duke 3d netplay? I tried to get it setup with my friend previously using some old eduke-oldmp release 9 but I either couldn't get it to recognize that i was hosting a game or the version that I could get working would just crash for my retarded friend every time he launches it. In that OP picture it says that you can use megaton to play online but I couldn't find a download to it

>> No.4420815
File: 506 KB, 1616x935, file.png [View same] [iqdb] [saucenao] [google]
4420815

I've got a question about software renderer.
Example is BTSX E2 map10

The distant walls are dark, even though adjascent sectors are bright

>> No.4420817

>>4420815
What gameplay mod?

>> No.4420820
File: 1.29 MB, 1616x935, file.png [View same] [iqdb] [saucenao] [google]
4420820

>>4420815
OpenGL renderer, walls are bright

If I set it to software light mode, they will become dark again.

I've noticed this ona few other maps: walls that are straight perepenidcular on the grid sometimes get darker than the rest if htere is a dark sector nearby.

Also in dark sectors, some walls are always dark and are not lit up by "playerlight" ven when you walk up to them and remain pitchblack. This is both in OpenGL renderer and even in vanilla Doom (chocolate and dosbox)

Why is that?

>> No.4420825
File: 1.34 MB, 1920x1080, timeatthebar.png [View same] [iqdb] [saucenao] [google]
4420825

>>4420719
>>4420759
That's what HR texture packs are for.

>> No.4420827

>>4420253
>>4420304
>>4419616
rip me

>> No.4420848

>>4420694
Fuck these assholes, the blue ones just delete my health

>> No.4420849
File: 1.25 MB, 1616x935, file.png [View same] [iqdb] [saucenao] [google]
4420849

>>4420815
>>4420820
Altering one wall in the builder in a way so it does not alight to a grid, made it bright.

Was this supposed to happen?

How and why does this happen?

I can not find description of how and why this works anywhere.

>> No.4420850

>>4420531
>>4420550
>aagh
aaagh.

>> No.4420852

>>4420540
TNTguy's getting the simple Maser fixed and his pistol is getting a nerf. I think Doomguy and Plutguy are staying the same.

>> No.4420853

>>4420815
>>4420820
>>4420849

Having different brightness for walls facing different angles is a primitive way to fake 3d shading. The software renderer does that.

>> No.4420858

>>4420853
But other walls in different sectors are bright?
What does it depends on? How does it determin what wall to shade?
On some maps ive seen (Hellbound for example) there are "rounded walls" that have parts of it darkened because of that. In the same Hellbound and quite a few other places there are walls that are always fulldark and do not light up when player walks up to them unlike other walls, both of which seem like visual glitches when you encounter them.
what to do aboutthat?

>> No.4420918

>>4420474
well
i mean
there's a powerup for that ingame

>> No.4420956

>tfw BTSX E3 is still not out

>> No.4420960

>>4420956
I wonder whether it or FinalDoomer will come out first?

>> No.4420963

>>4420960
atleast we've gotten a "soon" from final doomer

>> No.4420975

>>4420960
Isn't it coming out monday?

>> No.4420978
File: 311 KB, 1280x720, Screenshot_Doom_20171126_111442.png [View same] [iqdb] [saucenao] [google]
4420978

Currently playing through Requiem with Wildweasel's Mixed Tape Vol 3 mod. This is one of the most compelling experiences I've had with Doom. I think Mixed Tape Vol 3 manages to be WW's best work. All the guns are satisfying and balanced nicely enough to demand you to make even use of most of them, and all that weapon and ammo management works great with the furious and tricky close-quarters gameplay of Requiem.

>> No.4420986

>>4420975
wasn't it coming out this weekend? i assumed it was today or tomorrow

>> No.4421028

my god nazis.wad is ungodly fucking hard
>uac ultra map10
fucking stop

>> No.4421118

>>4419796
You could make a ModDB page, those work pretty well at getting mods some publicity too. Or a mediafire link, I think those can be updated.

>> No.4421134

>>4421118
Yeah I used mediafire in the past but it's full of ads now.

>> No.4421156

>>4421134
just use ublock and keep your hand on control+w incase a popunder makes it thru the blocker

>> No.4421159

>>4421156
No I mean I don't want to use something like that because it forces people to view ads. I run noscript+ublock.

>> No.4421161
File: 102 KB, 750x422, DemocracyMushroom.jpg [View same] [iqdb] [saucenao] [google]
4421161

Finished Razor's special ability, now he's able to show the demons what Democracy is capable of: https://www.youtube.com/watch?v=RQfVuRk3_FI

>> No.4421167

>>4421118
yeah but moddb is shit

>> No.4421171

>>4420817
https://forum.zdoom.org/viewtopic.php?f=43&t=57098

>> No.4421172

>>4421161
Razor as in the flag-sporting undead from Q3A? I'm guessing yes from the HUD because I know nothing else about this mod because I am a quakebabby.

>> No.4421179

You boys get your hands on your lootboxes?

https://www.youtube.com/watch?v=lIL0QafwHC0

>> No.4421183

>>4421179
we're already aware of this mod

>> No.4421184 [DELETED] 

>>4421179
Nice old trend, r*dditor

>> No.4421191

>>4419179

>>>/v/398036034

>> No.4421192

>>4420654
>ADS that doesn't take up half the screen
I already like you

>> No.4421194

>>4421172
Patriot is one of his skins in Q3A but in HM he uses a special skin i edited for him like 10 years ago for my first mod and decided to leave it there as well.

>> No.4421201

>>4420669
All monsters drop money, and health/armor bonuses are replaced with Wolf 3D treasure that also gives money.

All(?) weapons, powerups and armors are replaced with in-level merchant NPCs a'la RE5 that sell you stuff (they pause the game as to not worry about frantic action around you).

You can use that money to buy powerups (which are now usable items a'la Heretic), guns (there should be a big variety in guns), armor, ammo, alternate ammo (there should be special ammo types like in NOLF and Deus Ex - incendiary, poison, explosive etc), and upgrade your guns.
You can also sell all of the above.

You can only carry 6 guns total at the time.

Guns cost the same price to buy and sell, EXCEPT for upgrades - selling upgraded guns loses you money (because it doesn't give you full value of the upgrades back). This would encourage players to experiment with their loadout in early/mid game, but to settle on a good loadout, upgrade it and stick with it in the late game.

Consumables like ammo, health, powerups should be relatively cheap to encourage players to spend money on them. In addition, especially alternate ammo types should be relatively cheap (no more than 150% of regular ammo price) and very cost-effective in usefulness, because you want players to use them (what's the point of making stuff if noone is gonna use it?)

>> No.4421207

>>4420669
You can just rip off Cold Hard Cash 2 since Wildweasel is never going to finish it anyway

>> No.4421220

>>4420719
>Someone on DV

DV?

>> No.4421228

>>4421220
Meant DA for deviantart

>> No.4421242

>>4420719
Silent Hill is actually a perfect fit for Doom, considering it's predominantly grey and brown.

>> No.4421253

jesus fucking christ flesh wizards in project brutality are the essence of cancer incarnate

im doing the shitty map in doom2 reloaded where you cant use weapons and there are like 15 of them camping right outside the door and i have no other way to go and get instagibbed the instant i open the door

who the fuck thought that fucking monster variant was fair or fun to play against

>> No.4421261

>>4420815
>>4420820
>>4420849
>>4420853

Pretty sure you can disable this in display options?
I think it's called "fake contrast".

>> No.4421282

>>4420849
>>4420853
>>4421261
https://doomwiki.org/wiki/Fake_contrast

>> No.4421285

>>4420654
>gun model is thin and correctly placed
>ADS doesn't zoom your screen like a motherfuck
>HUD is practically right on your crosshair
>jetpack in Doom
God, it's like you read my mind.

>> No.4421291

>>4420654
What's this?

>> No.4421295

>>4420654
Also, add a darker outline to the text to ensure that it's visible on bright backgrounds.
I fucking hate it how new vidya has plain white subtitles and even HUD elements that are fucking unreadable so damn often. Outlines are used for a reason.

>> No.4421298

what is that gameplay wad that adds different characters to doom, like quake guy, wolf 3d, duke etc?

>> No.4421305

>>4421298
Samsara?

>> No.4421306
File: 1.27 MB, 1920x1080, Screenshot_Doom_20171126_113211.png [View same] [iqdb] [saucenao] [google]
4421306

This shit is serious.

>> No.4421307

>>4421306
YO WATCH THE FUCK OUT FOR THOSE RINGWRAITHS!

>> No.4421315

>>4421306
does that say "dumpass" ?

>> No.4421317

>>4421253
Marky Mark, apparently. He seems to have a poor grasp on difference between 'unfair' and 'difficult'.

>> No.4421319

>>4419170
>>4419741

>dead
Not for long, Archvile girl is a just a few frames away from her gameplay frames being finished.

>> No.4421321

>>4421253
>flesh wizards in
>project brutality
>>4421317
>Marky Mark
i don't think he's responsible for Project Brutality.

>> No.4421324

>>4421319
also finally jumped a hurdle in the Spider Mastermind girl's angled/side walk cycle that have been haunting me for ages + polished over the body portion of her sprites a second time over.

will have some more to show on that front in the near future

>> No.4421325

>>4421315
read the worsds, you FAT NASTY TRASH......

>> No.4421327

>>4421325
shouldn't it say "dumbass" ? it's either a typo or a bad font.

>> No.4421329

>>4421327
>he doesn't get it
WHAT A DUNK ASS

>> No.4421339

>>4421321
Then why is it featured on moddb page for Brutal Doom?
http://www.moddb.com/mods/brutal-doom/addons/project-brutality

>> No.4421346
File: 136 KB, 498x299, 1364223179912.png [View same] [iqdb] [saucenao] [google]
4421346

>>4421327

>> No.4421363

>>4421329
>>4421346
then stop being bullies and explain it.

>> No.4421368

>>4421339
Moddb is a mess that makes it look like the developer of a mod is responsible for the "addons" for that mod when anybody can throw one on there..

>> No.4421378

>>4421339
i don't know but do you not know of the recent drama when mark forced PB to shut down its beta testing program? i don't know all the details, but it was discussed here

>> No.4421384

>>4421378
It's more notable when there ISN'T drama surrounding mark

>> No.4421392

>>4421192
>>4421285
Magically zooming eyes are a pet peeve of mine. It would be very easy to add it as a cvar for anyone who wants it though.

>>4421291
MSX spiritual successor. Called Impulse for now.

>>4421295
Yeah you're right, I just gotta figure out how to actually do that on the technical side. Making and rendering nice fonts for GZDoom is non-trivial.

>> No.4421402

>>4421378
>>4421384
Huh. This is even MORE of a clusterfuck than I thought, amazing.
BD always exceeds expectations in being terrible.

>> No.4421410

Give me a map that's gonna win this year.

>> No.4421430

>>4421410
A giant 1536x1536 square with ultra detail; a nook or inlay or filigree every 16 units, filled with nothing but hordes of imps and Hell Knights organized in a grid.

>> No.4421442

>>4420698
>>4420710
The only thing I hear when I think about this game is MALLOWMAR! MOLLY!
I don't even know if that's something they say I haven't played it in ages but It's engrained in my brain

>> No.4421443

>>4421430
what's it called? i want to see it

>> No.4421447

>>4421443
*You* should do it. Forge your own destiny, friend.

>> No.4421448

>>4421447
okay so it's not something that exists already. right.

>> No.4421456

>>4421410
https://www.doomworld.com/forum/topic/85502-stardate-20x7-idgames/

pretty obvious caco-bait

>> No.4421457

>>4421456
>caco-bait
That got me thinking. What are the essential elements for that?
I'll start with: all textures are 1 color, in that example it's purple everywhere,

>> No.4421458
File: 311 KB, 629x755, toometal.png [View same] [iqdb] [saucenao] [google]
4421458

Y'all are waiting for Final Doomer like it's christmas which is justified since it's great but has there been anything new on REKKR?

>> No.4421460

>in classic doom, you can kill an invulnerable player with telefragging
>quake has it where you kill some beast with telefragging, that is meant to be unbeatable or something because lovecraft
>doom 4 codex mentions the invulnerabilty power up hurting doomguy in the inside, while's he's unbeatable on the outside

>> No.4421523

>>4421458
he must be out of town this week, he almost always posts something for screenshot saturday

>> No.4421528

>>4421523
Oh shit he posts screens? I should be on here more on the weekend.
I'll check the archive!

>> No.4421539

>>4421457
Having a very clear, very in your face gimmick seems to be the biggest caco-bait.

>> No.4421663

>>4420708
megakarok halni

>> No.4421681
File: 266 KB, 1024x768, nightomb.png [View same] [iqdb] [saucenao] [google]
4421681

Play this wad anon

>> No.4421703

>>4421179
HOLY FUCK he spends so long RAMBLING. I don't wanna listen to some fat neckbeard run his mouth while he waddles back and forth in front of some boxes, just show me what it does and explain how it fucking does it. No need to tell his life story.

>> No.4421707

>>4421703
Gotcha covered
https://www.youtube.com/watch?v=O6xtk2qmD-U

>> No.4421712

>>4421707
Thank you kindly.

>> No.4421715
File: 318 KB, 1021x763, disjunct_judecca.png [View same] [iqdb] [saucenao] [google]
4421715

>>4419223
>>4419727

>> No.4421726
File: 154 KB, 1000x694, why term stopped working on samsara.png [View same] [iqdb] [saucenao] [google]
4421726

>>4421298
Samsara, but the project stopped years ago. Kinsie ended up making a bugfix version that runs on both GZDoom and Z& without needing two separate builds.

https://forum.zdoom.org/viewtopic.php?f=43&t=51771

>> No.4421737
File: 37 KB, 605x454, 345345.jpg [View same] [iqdb] [saucenao] [google]
4421737

>>4421726
This always upsets me.

>> No.4421773
File: 41 KB, 1248x480, some ornate thing.png [View same] [iqdb] [saucenao] [google]
4421773

>>4419524
Guess I'm late again. Haven't done much work aside from this one texture today.

>> No.4421784

>>4419223
It would be very hard to bring out, how do you make it so it's not just another snow map?

Plus the devil is nearby, do you fight him?
You'd need a custom monster for him and he'd need his own spritework, he'd be very hard to pull off because the expectations are so high.

>> No.4421791

>>4421681
spooky

>> No.4421792

>>4421773
what does it look like paleted?

>> No.4421798
File: 194 KB, 1193x693, this_piece_of_shit.jpg [View same] [iqdb] [saucenao] [google]
4421798

Time to finish this piece of shit.

>>4421784
Well, when I made Judecca, the central iron tower was conviniently where Satan was, with Romero's Head inside it. Bit of goofy way of dealing with but I think it ended up fine.
Of course, there is difference in making a faithful Cocytus and drawing inspiration from it.
I actually thought about making bunch of frozen corpses to stick into ice, but didn't have time of spine to actually make sprite for it etc.

>> No.4421818

>>4421798
>screenshot of map in editor
>no download
wtf? i want to collab

>> No.4421829
File: 19 KB, 1248x480, paletted (2).png [View same] [iqdb] [saucenao] [google]
4421829

>>4421792
Desaturated and in need of some manual cleanup, but actually not bad. I expected worse.

>> No.4421847

>Final Doomer won't be released this weekend
>Next week Icarus makes video of the current version Final Doomer
>Won't make video about the updated one and will never stream it

>> No.4421853

>>4421847
Somebody better tell him, that if he ever makes a video on FD, he should know about the update, even if it wont come out.

>> No.4421858
File: 316 KB, 711x735, 1504378971529.jpg [View same] [iqdb] [saucenao] [google]
4421858

>>4421818
>>4421798
We're on the same page with the frozen corpses, if I make a map like this I won't tell you some other things I have in mind but that's one means, yes.

Though you haven't got it frozen there, I'm assuming you're adding it later.
There is a sense of coolness to "rarely spoken of, but never seen". The level of new and "wow" factor you'd need would be similar to that of SgtMarks Icon of Sin map because it went a new angle.

Though in terms of narrative, I feel it's cooler to imagine you don't meet the devil because hell is just so fucking huge and vast that the devil is either doing other shit, getting fucked up elsewhere or he's seen what Doomguy did to all the junior staff so he books it every time he gets within range.

>> No.4421861

I just realized that most or perhaps all of the GZDoom player movement code is scriptified in the PlayerPawn actor and can be overrided for custom player classes. I'm extremely tempted to try to change it around and put it more in line with Quake, including fast bunny hopping etc.

I've already made it respect a per-player air control variable, and on an experimental basis crouching makes you ski like in Tribes (and incidentally, allows you to bounce off of walls if you hit them head on. No idea that was a native feature)

>> No.4421868

>started playing through Quake for the first time on Hard with the intention of beating the game
>get to Hell's Atrium in Episode 4
>get distracted, come back to the game a few weeks later
>can't beat the level because I forgot how to play and I can't see shit and Spawns are awful

haha I'm gonna kill myself

>> No.4421870
File: 235 KB, 1014x665, shadowwork.jpg [View same] [iqdb] [saucenao] [google]
4421870

>>4421818
Sorry, it is almost finished, just making final room or so.
Shadow-work so far. And it is a pain in ass aaaa.

>>4421858
Pretty much same. I had actually ideas about doing a very Dante-esque mapset with each map heavily drawing from appropriate circles, but again, effort.

>> No.4421871
File: 15 KB, 331x291, dum.jpg [View same] [iqdb] [saucenao] [google]
4421871

>>4421201
>You can only carry 6 guns total at the time

>> No.4421873

>>4421870
It depends too on the level of effort, to me there's "uses similar themes, reminds you of it", but then there *is* it.

If I had a team of assistants and was directing them, I'd try to make it more "narrative" in it's telling and have combat differently.....it's not a run and gun map.
Some players would hate it but I'd be saying on the outset that it's meant differently.

Did you see how "Painkiller" did hell? It's last level?

From a narrative point of view...it was utterly, utterly spectacular. Fighting Satan was the lowest part of it, exploring it was amazing.

>> No.4421875

>>4421870
that looks great and also like epic2

>> No.4421876

>>4420669
Okay, now I've got an idea.
Make Killing Floor like mod where after each map you can use a trader to buy armor/weapons/ammo

>> No.4421881

>>4421798
Is this the same one you started months ago or is it a set?

>> No.4421883

>>4420669
>>4421876
Make something tower-defense esque where you have a basic little base you defend from increasing waves of demons, and surviving waves gives you money that you spend on turrets, guns, equipment and friendly NPCs (free roaming or in guard towers).

>> No.4421891

>>4421873
Yeah, I actually did play Painkiller just recently, and the final level did leave me awestruck.

Which is shame since the highest difficulty excludes final chapter for some reason.

>> No.4421892

>>4419921
>>4419939
https://vimeo.com/5387285

>> No.4421895

>>4421881
Oldie.

>>4421875
Yeah, uses same textures.

>> No.4421920

>>4421891
It's great isn't it.
You explore it and see what the guy was doing, it's all the wars and conflicts from history and the ambience it brings and things like that - amazing, fucking amazing.
Interactive art.

>> No.4421936

>>4421861
quake-like movement is a thing I always longed for in doom.

>> No.4421938
File: 109 KB, 600x842, 42e.jpg [View same] [iqdb] [saucenao] [google]
4421938

did mark the autistic monkey seriously try to shut down project brutality developement?

>> No.4421939
File: 7 KB, 790x254, Dra-GUN.png [View same] [iqdb] [saucenao] [google]
4421939

>>4420489
Lemme toss my own contribution to Cygnis art

>> No.4421942

>TNT Map 31: Pharaoh

The attempts at creating an Egyptian level with custom textures that do note mesh at all well with the DOOM 2 brown bricks is adorable.

>> No.4421947

>>4421938
he didn't shut down development, he just told the devs in the discord to not give out public betas

>> No.4421952

>>4421947
the discord is currently unreachable
all the links i have found everywhere are dead

>> No.4421953
File: 2.52 MB, 400x225, MNOfsru.gif [View same] [iqdb] [saucenao] [google]
4421953

recommend me some techbase futuristic megawads FUCK

>> No.4421956

Shit it's almost christmas

Any good chistmas wads besides these?

H2H-Xmas
32in24-14 How The Grinch Stole Christmas
Angry Anna's XMAS Quest

>> No.4421970

>>4421952
i don't think the project brutality discord link changed, should still be /projectbrutality

>>4421953
btsx

>> No.4421994

This sounds pretty specific, but I'll try.

Are there any decorations for underwater environments? Specificaly anything hellish or swamp like?

Like imagine corpses that have been left under water for a long time, or hanging up.

>> No.4422057

>>4421952
IIRC after the announcement of the test version being "for testers only", there was a flood of requests to be among the sekrit klub member; after that the discord went kaput.

>> No.4422061
File: 343 KB, 1400x696, Hell.jpg [View same] [iqdb] [saucenao] [google]
4422061

On the topic of hell, what are some thoughts people have on "Hell" levels?

I'm trying to see something that isn't just fire and brimstone everywhere....though it *is* there.

>> No.4422069
File: 40 KB, 342x298, 1247494072130.jpg [View same] [iqdb] [saucenao] [google]
4422069

>>4421938
I am HIGHLY... Highly offended by that picture, but also very hungry, so it's okay.

>> No.4422072

>>4422069
t. Macaquino Sopanelli

>> No.4422073
File: 255 KB, 1013x666, no_proper_skyboxer_yet.jpg [View same] [iqdb] [saucenao] [google]
4422073

Alright, I finished this level or something along those lines. A small thing, but I hope people enjoy it.

I didn't playtest it extensively yet and kinda eyed the ammo/etc. placement.
Sorry for huge filesize (20MB), didn't remove textures I did not need yet since I might alter the map still.

https://drive.google.com/file/d/0B1NxOZlEf5aNWDNMcnJNdjZ6aGc/view?usp=sharing

>> No.4422075

>>4420160
is this marathon?

>> No.4422078
File: 375 KB, 682x1920, shinobu is the cat&#039;s pajamas.png [View same] [iqdb] [saucenao] [google]
4422078

>>4421994
I suppose maybe you could alter some of the hanging corpse sprites and flip them upside down, then put them on the floor.

Maybe apply a warp2 effect on them, along with all other objects and surfaces in the underwater area. Don't know how much memory that'd take though.
Thinking about it, Lainos had an underwater map, Sonar something, go look for that, his maps are the fucking cat's pajamas, and you should give it a play at any rate.

>> No.4422082

>>4422073
what source port do i need for this?

>> No.4422084

>>4422082
Been doing testing with Boom -cl9, and it is what I recommend.

>> No.4422091

>>4422075
No, but that's definitely where my inspiration comes from.

>> No.4422095
File: 17 KB, 1360x768, 1411831440669.png [View same] [iqdb] [saucenao] [google]
4422095

>>4422061
Hellish bastions and castles and villages built on gray brick (not those big plain ones you see in Doom 2, like those rough small ones you see in Gothic texture packs), as well as the fabled mint green marble, support pillars made out of hammered black iron.
Soil that looks rough and depleted, with the occasional gnarly and mishappen tree or root, stretches of gray sand, piles of skulls and dead bodies, all of this hellish splendor sitting on a huge, vaguely flatt-topped rock, that floats in a dark void full of stars, lights and other things. Maybe it looks a bit like outer space, but it kind of isn't, not in the conventional sense anyway.

Another idea is to make a level that's made out of flesh, skin, blood and bone, nary a sight of rocks or lava, hardly any wood or metal paneling, switches are organic or made of dead bodies. The entire level is like a creature, or a collective of symbiotic creatures, populated by hellspawn.

>> No.4422097

The best "hell" levels are those that are mostly wastelands, not fortresses.

>> No.4422104

>>4422095
>Doomguy has gone Berserk
NOT AGAIN

>> No.4422105

>>4422097
I agree, but there's good fortresses too.

>> No.4422106
File: 110 KB, 1280x720, Screenshot_Doom_20171126_180712.png [View same] [iqdb] [saucenao] [google]
4422106

>Finally played through Plutonia.
I played on UV, but it continuously and used saves because that's just how I enjoy Doom. Maybe I'll try it the tougher way next time.
Even so it was pretty tough, with its love of Revenant armies and mass teleporting in monsters every time you flip a switch or pick up a key.
Now I can say I played through all the official Iwads. Other than the recommendations in the OP, what else is worth a try now?

>> No.4422109

>>4422106
Search for lists of best WADs if you don't want to read promise of an adventure and instead get some shitty mappack or TerryWAD

>> No.4422110

>>4422106
preacher.wad

>> No.4422117

>>4422097
I always like it when hell is just a mix of shit, like certian props and textures, that tell you, it's not a place for humans.

>> No.4422124
File: 6 KB, 200x165, fucking.png [View same] [iqdb] [saucenao] [google]
4422124

Final doomer never ever?

>> No.4422132

>>4422124
"Only 3 micro-issues left"

>> No.4422136
File: 94 KB, 1300x1190, sarcastic-old-guy-showing-thumbs-up-sign-closeup-portrait-senior-mature-man-giving-everything-alright-reality-bad-38850861.jpg [View same] [iqdb] [saucenao] [google]
4422136

>>4422132
lets hope it comes out someday.

>> No.4422141

>>4421829
Keep up the good work, fellow anon!

>> No.4422143

>>4422095
Interesting, similar to what I was already seeing.

>> No.4422148
File: 940 KB, 245x145, berserk_pack.gif [View same] [iqdb] [saucenao] [google]
4422148

>>4422104

>> No.4422149

>>4422106
play all the competn pwads: MM, MM2, Requiem, HR, AV, class_ep, Scythe
https://doomwiki.org/wiki/Compet-n

>> No.4422151

I notice a distinct lack of decent Doom launchers, so what would you want in your ideal launcher program for Doom? Not saying I'm going to make one but I get bored sometimes so I might.

>> No.4422156

>>4422151
my ideal doom launcher would be tab completion for zsh

>> No.4422157

>>4422151
What issues does ZDL have?

Anyway a convenient way to make and save wad combination presets.The level pack could be in it's own category so you can easily play a mod combo on several level packs.

>> No.4422160

>>4422106
> Now I can say I played through all the official Iwads.
Nope, you still have "Master Levels" and "No Rest for the Living".

And there are also more non-Id commercial wads: "The Lost Episodes of Doom", "Perdition's Gate" and "Hell to Pay"

>> No.4422163

>>4421938
post the sorlag edit

>> No.4422164

>>4422160
>Master Levels

Yeah, "master" isn't the word I would use for most of them.

>> No.4422167

>>4422164
Eh, the important thing is that they were officially endorsed at some point

>> No.4422170

>>4422157
ZDL is old and clunky mainly, personally right now I use Rocket Launcher 2.
>Anyway a convenient way to make and save wad combination presets
This is pretty much trivial, so I can definitely add that.
>>4422156
>my ideal doom launcher would be tab completion for zsh
Yeah sadly it fucking sucks if you want to sort everything directory-wise.

>> No.4422183

>>4421442
Oh that's a perfectly valid complaint; but there's a way around it is MARANAX AND BEELHOOKS

>> No.4422194

>>4422148
Now it just needs the sprites.

>> No.4422195

>>4419616
So about those two maps guys?
Yell at me your complaints.

>> No.4422206

>>4421939
> filename
quit ripping off ETG

>> No.4422213

>>4422206
Who?

>> No.4422226
File: 150 KB, 1280x720, maxresdefault[1].jpg [View same] [iqdb] [saucenao] [google]
4422226

>>4422213
not him but i think ETG = Enter the Gungeon. never seen that acronym myself to be honest

>> No.4422234

>>4422226
Oh yeah.
I didn't realize a semi-mediocre copy of nuclear throne invented puns.

>> No.4422268

>>4422234
that's why I keep these threads open everyday. you learn new things and it helps you grow more as a person.

>> No.4422274
File: 135 KB, 483x442, frogpost.png [View same] [iqdb] [saucenao] [google]
4422274

how do I deal with Spawns

can't even see them 75% of the time

>> No.4422280

>>4422274
kill McFarlane

>> No.4422293
File: 129 KB, 292x257, 89b.png [View same] [iqdb] [saucenao] [google]
4422293

>>4422280

>> No.4422295

>>4422280
haah

>> No.4422308

>>4422280
waaw

>> No.4422357
File: 74 KB, 640x480, winquake_mark_v_0002.png [View same] [iqdb] [saucenao] [google]
4422357

>>4421868
This guy here

I ended up beating the next couple of levels but then I noticed that I don't have any fucking runes despite having collected 3 of them

Only if I load the manual save I made at the beginning of Hell's Atrium do I see them

I'm using MarkVWinQuake. is it because I loaded a quicksave? what the fuck kind of bug is this

>> No.4422364
File: 105 KB, 640x480, winquake_mark_v_0003.png [View same] [iqdb] [saucenao] [google]
4422364

>>4422357
and here's the save from the beginning of Hell's Atrium

Is there a godmode or something I can enable to get to where I was? I'm so fucking bad at this game and it took me so long to beat those levels...

>> No.4422367

>>4422357
That's an old Quake glitch. Some sourceports fix it.
I suggest you to type "impulse 11" in the console to get the other runes before exiting that level.

>> No.4422370

>>4422367
Okay, that worked. Thank you. What causes the glitch so I know for the future?

>> No.4422383
File: 56 KB, 510x210, HEMATITEe.png [View same] [iqdb] [saucenao] [google]
4422383

>>4422195
Trying to make a good looking hematite texture out of the old unused texture. It's a pain. Anybody want to try instead?
http://hyperphysics.phy-astr.gsu.edu/hbase/Geophys/geopic/6161hematite.jpg

>> No.4422389
File: 55 KB, 510x210, HEMATITEe.png [View same] [iqdb] [saucenao] [google]
4422389

>>4422383
The edit

>> No.4422398

>>4422370
Not sure, but I have read it happens if you die and restart a level.

>> No.4422401

>>4422389
>>4422383
The idea is for it to be a bordering texture used for Blood and Lava textures. literally "Blood Ore"

>> No.4422416
File: 80 KB, 660x627, Hematite-ROSE-and-Quartz-Druse-Crystal-Skull-01.jpg [View same] [iqdb] [saucenao] [google]
4422416

>>4422401
This image too could be used as a good inspiration for a texture.

>> No.4422468

>>4422073
all right >>4422082 here, thanks for making this and making it demo-friendly. it's a really cool map. have a first attempt. 100% in 11:04.

https://a.uguu.se/giC7ueMYLfLA_whirlwind-1104-1-1104.lmp.gz
http://temp-host.com/download.php?file=vn87ml

i particularly liked the misdirection when i was expecting a fourth hellknight closet to open but no something else happened instead. also since the boss wasn't particularly threatening with all those pillars for cover i enjoyed myself by exploring the area with it still alive, then tried to use the monsters hiding behind the exit to infight with it. a few revenants are usually more than capable of punching down a spider, but it didn't happen here. but i enjoyed the freedom, usually on a first attempt i would tediously kill the boss as the first thing to do, then only on later attempts find alternate approaches to mess around with.

you might like to fix the missing flat in sector 536. i don't remember noticing any other bugs.

>> No.4422492
File: 216 KB, 681x561, 6161hematite.jpg [View same] [iqdb] [saucenao] [google]
4422492

>>4422383

might as well put the other image here too to save people copy-pasting the link

>> No.4422508
File: 2.03 MB, 640x480, 2017-11-26 21-56-09.webm [View same] [iqdb] [saucenao] [google]
4422508

Got bunnyhopping working! Also increased air control. Which can now be changed per-player.

>> No.4422514

>>4422508
>speed measured in sanics
10/10

>> No.4422517

>>4422274
This was a serious question

>> No.4422521

>>4422508

Niiiice. How'd you do it?

>> No.4422523

>>4422517
Shoot them with rockets aimed at their base/the floor right below them.

>> No.4422525
File: 83 KB, 736x1028, deea93d95c3e39fbddf3afd8ea50561d--air-rifle-target.jpg [View same] [iqdb] [saucenao] [google]
4422525

>>4422508
I like your test area being an old dilapidated warehouse, but it needs some crates just for detail, maybe a cargo container, as well as some targets on a wall to shoot at.

>> No.4422527

>lithium always ctd's every load
wat do?

>> No.4422528

>>4422508
>bunnyhopping
>speed measured in sanics
>air control
[VGS]

I miss those days

>> No.4422534

>>4422521
Overriding PlayerThink() in zscript, just to change the line

>if (player.onground && player.jumpTics < -18)
to
>if (player.onground && player.jumpTics < 0)

It really ought to be a playerpawn variable rather than a hard coded value.

>> No.4422537

>>4422527
Does it give a crash report? What do you have loaded?

>> No.4422541

>>4422537
i loaded it & nothing else. it has something to do with the loading screen & it's textures

>> No.4422554

>>4422525
Yeah it's not pretty. The trusses don't even have collision boxes. Interior decoration is a low priority atm though.

>>4422528
[VGCY]
Me too anon. Me too.

>> No.4422563

>>4422468
Thanks for the feedback.I'll fix up those issues, glad you liked it.

>> No.4422564

>>4422124
>>4422132
It's people like you that made us decide to never again mention if or when we work on Final Doomer.

>> No.4422597

>>4422160
>"Master Levels" and "No Rest for the Living".
Where do I get the .wads for these?

>> No.4422603

>>4422597
https://a.uguu.se/JkPRwiSWGOjL_master_levels_for_doom_2.zip
https://a.uguu.se/ZgJALR0kVyku_nerve.wad

>> No.4422608
File: 181 KB, 1700x1080, 18485898.jpg [View same] [iqdb] [saucenao] [google]
4422608

>>4422564
Trolls always win.

>> No.4422627

>>4422608
>trolls always win
Usually that's in their minds.

>> No.4422629

>>4422564
never announce your projects

i don't mean this in a sinister way

i mean that, if the project is good, people will get really fucking clingy over it and will never let go of little tiny shit

>> No.4422632

>>4422629
>never announce your projects
Yeah then everyone just ignores it when you release it because there's no hype.

>> No.4422638

>>4422632
that's fine

i prefer a smaller playerbase than people getting on my ass for problems that only matter to them

>> No.4422642

>>4422632
I think there needs to be a balance, I don't think there's anything wrong with making announcements. Just for the love of pete don't make a release date you're not 100% confident you can hit, that's when your butt gets put to the fryer.

The announcement shouldn't be anything big either, just something simple like "Hey I'm gonna do the thing"

>> No.4422643

>>4422638
>smaller
More like none.

>> No.4422645
File: 75 KB, 315x703, suggestions.png [View same] [iqdb] [saucenao] [google]
4422645

>>4419616
>>4419179
>>4419181
guess i'll just make a quick update.
Fixed a detail and the end-of-map door in Map09
Failed to credit the anon responsible for this; ergo he's just as responsible for Map09

https://www.dropbox.com/s/y1y2p36esp3nx4k/vryspooky_3.rar?dl=0

Please dump feedback for maps 03, 08 and 09 to this post.

>> No.4422656

>>4422642

The problem is that even people without release dates get shit flung at them.

>> No.4422659

>>4422656
That's gonna happen no matter what, the trick is to either ignore it, show you're not inclined to take that shit, or just roll with it and make something good enough to shut them up.

>> No.4422671

>>4422659

Oh, definitely. Still annoying when it happens, though, but it can't be helped. That's the nature of online communities.

>> No.4422676
File: 140 KB, 500x500, 1464375393369.jpg [View same] [iqdb] [saucenao] [google]
4422676

>>4422642
If you want a perfect example of why that doesn't work, just look at the top of this thread. The anon making Babel has seemingly no interest in generating hype and hasn't specified any release dates. Pretty well every time he posts a version he gets little to no comments or feedback, and nobody discusses or plays his mod. Only reply is a bug report, which he fixes 2 hours later, and then dead silence. That's what not posting about your mod does.

Same thing happened with Nevermore too, and possibly a few other mods that I can't recall the names of. If you're not generating hype you won't get feedback period. That's why the bigger authors do it.

>> No.4422681

Anyone got any fanart of La Tailor Girl? https://forum.zdoom.org/viewtopic.php?f=43&t=58343&sid=e767506a9652bbf8667b51f380d4f132

>> No.4422683

>>4422676
Good point. I think Babel deserves some more love, there's a lot of cool shit he's implemented in that mod and there's a lot to like.
Though I think his melee could use some more work because the last time I played it and tried to dance with pinkies using the chainsaw I got bit a few times, that sucks.

I know with my shit I don't really try to generate hype myself, I just post progress cus I like sharing crap I'm working on, and most of the time I think whatever I'm working on is cool enough to share with you guys.

>> No.4422691

if I started a Team Fortress server, would anyone be interested?

>> No.4422693
File: 303 KB, 1290x749, 1511735017.png [View same] [iqdb] [saucenao] [google]
4422693

>>4422676
It's very true. Because I post so little about my mod (usually I work pretty slowly and don't find much interesting to post about) that pretty much nobody gives me feedback on it. Even after explicitly asking last release I haven't gotten any.

also I am trapped in STARTANLAND

>> No.4422702

>>4422693
People do play it though, every couple of threads there's someone talking about it.
Maps when? Also I'm hype as fuck to see you make the whole setting I heard you mention a while back with like 7 characters and an entire universe.

>> No.4422703 [DELETED] 

>>4422603
Gzdoom doesn't recognize them, dragging them onto it doesn't do anything either. I wanted to try Plutonia2 also but that doesn't work either.
Sorry I guess I'm an idiot, I'll go through the PB again

>> No.4422719

>>4422508
[VGTG]
although
>>4422534
>bunnyhopping
>increasing speed from just jumping forward
that's painkiller movement

>> No.4422721

>>4422702
Yeah, I'm happy about that.
Can't really say when they'll be done, I'm working on the second of 10 maps right now. Features include computer terminals like Marathon which change depending on what class you're playing, potentially a hub and potentially custom enemies. Will most likely be merged with the main mod and just act as an extra episode when playing Doom 2.
Also, the mod's lore comes from a universe I've been writing for the past few years. I hope to eventually get around to developing any of the other games set in it. :P

>> No.4422731

>>4422719
>that's painkiller movement
Wrong that's from Quake since the beginning

What is from Painkiller is the 100% aircontrol, literally have no difference when turning the camera when standing on floor or in air.

>> No.4422735

>>4422719
The movement will be a mix of Quake, Tribes and D44M. Just taking movement mechanics that I enjoy from a lot of games and mashing them together really.

>> No.4422736

>>4422645
>>4422492
>>4422416

Please note that Gaerosaedris.wad has some additional textures; Anybody who has made a map for the project may wish to look over them; they may help bring out the SPOOKY in your /vr/y spooky maps. The "skinreds" edit may be used for a particularly spooky sky.

Also parsing those two images again for anyone who makes textures and is looking for something to use. I imagine >>4422416
to be like SP_Faces but it's crystals and skulls and shit instead of skin and expressions.

>> No.4422739

>>4422603
Thank you

Just started my first megawad (PL2), and a lot of walls are solid black and I can't tell if they're supposed to be black or if I'm missing textures or something, how do you tell stuff like that when playing playermade content?

>> No.4422741

>>4422739
They are supposed to be black. Plutonia 2 is weird. In a good way.

>> No.4422747

>>4422741
No they're not, you're supposed to load pl2.wad with plutionia. Loading with Doom 2 gives the black textures.

>> No.4422748

>>4422731
>Wrong that's from Quake since the beginning
"no"
speed in quake 1 doesn't increase from just jumping forward, it's the turning mid-air that increases speed, the constant jumping only PRESERVES that speed (much easier in quakeworld than netquake as the former has no friction for the instant you're on the ground, while the latter will always try to slow you down to the standard movement speed for the split second you're landed)
you don't even use the W key except for the initial jump

>>4422735
that's okay then

>> No.4422749

>>4422747
Oh wow, I had no idea. Thanks.

>> No.4422757

>>4422747
That fixed it, thank you. Is there supposed to be no music?

>> No.4422767
File: 53 KB, 586x352, 1497416708254.jpg [View same] [iqdb] [saucenao] [google]
4422767

>mfw the random gameplay mod made for Epic 2 propably never will be ported to (G)ZDoom engine

>> No.4422772

>>4422767
What engine is it for?

Oh and WW Nazis was made with Epic 2 in mind I believe.

>> No.4422780

>>4422772
EDGE.
I feel like EDGE is kinda buggy, but also feels somewhat comfy.

>> No.4422792

>>4422748
I don't mean Quake 1 man, i mean the franchise, Quake 3 had cumulative speed on jumping, the game is from 99 and Painkiller from 2004, are you going to deny that as well?

>> No.4422797

>>4422780
Got a link to the mod?

>> No.4422803

>>4422797
https://forum.zdoom.org/viewtopic.php?f=43&t=55986

>> No.4422885

>>4422683
>Though I think his melee could use some more work because the last time I played it and tried to dance with pinkies using the chainsaw I got bit a few times, that sucks.
I did actually limit the bite rate of the demons while keeping their speed in RC1 and RC2, based on your feedback (assuming that was you who pointed it out). The chainsaw is really more effective against Revenants and Cacodemons due to their longer wind-up and higher pain chance respectively. I didn't find it much of an issue on any of the vanilla maps, just don't squeeze against them.

>> No.4422889

>>4421942
Oh shut up, it looks pretty good.

>> No.4422939

>>4422523
How are you supposed to do this when they've already started flying at you

they are probably the most annoying monster I've ever encountered in an FPS

would be fine if the shotgun didn't take so many hits to kill them

>> No.4422946

>>4422939
>The most annoying
>In a game with pain elementals

>> No.4422948

>>4422946
>Pain Elementals in Quake
u wot

>> No.4422953

>>4422948
oh. My bad.
I swear there's a damn conspirancy where moders refuse to ever make elementals at least satisfying to kill, goddamnit.

>> No.4422961

>>4422792
>I don't mean Quake 1 man, i mean the franchise,
watch activating the func_goalposts there, buddy, you specifically said
> that's from Quake since the beginning
when it demonstrably is not

>> No.4422978

>>4420520
The Nintendo deal was actually due to false copyright claims, but whatever.

>> No.4423037 [SPOILER] 
File: 657 B, 250x140, 1511745105583.png [View same] [iqdb] [saucenao] [google]
4423037

>> No.4423060

>>4423037
I both love and hate these in SUAB, because they're terrifying and completely throw the game balance around in vanilla maps, making things interesting, while they're also fucking cunts that explode and kill you, especially in groups.

>> No.4423065

>>4423037
What is the best way to deal with these little shits in DooMRL? They stop a lot of my fucking Nightmare runs, either because I run out of ammo or I can't do enough fucking damage.

>> No.4423072
File: 25 KB, 719x971, tech confus.png [View same] [iqdb] [saucenao] [google]
4423072

>>4423065
wot
They aren't in DRL.
And if you meant DRLA, they don't spawn on Nightmare.

>> No.4423075
File: 4 KB, 82x108, nigrademon.png [View same] [iqdb] [saucenao] [google]
4423075

>>4423037
>Who will win?
>One buffed Cyberdemon with the latest and greatest toys
>or
>A floating mouth

>> No.4423089

>>4423037
tell you what though, it's pretty cute.

>> No.4423107

>>4423089
i know right?
makes you want to stick your hand in it, bet it would gladly welcome it

>> No.4423113

>>4423107
do not pet

>> No.4423118

>>4423113
I will feed it and care for it
eat penis

>> No.4423119
File: 1.47 MB, 1280x1024, Screenshot_Doom_20171126_210137.png [View same] [iqdb] [saucenao] [google]
4423119

>>4423075
Neither

>> No.4423123

>>4423119
aaagh.

>> No.4423125
File: 492 KB, 1688x1125, cleaning-eye-glasses.jpg [View same] [iqdb] [saucenao] [google]
4423125

>>4423119

>> No.4423130

>>4421327
the typo was a disrtaction............

>> No.4423148
File: 941 KB, 1519x621, TEMP.png [View same] [iqdb] [saucenao] [google]
4423148

>>4421523
No. Our cat is sick and I spilled a beer on my keyboard, so I had to go to the vet on saturday (twice) and buy a new keyboard today. I did get a little mapping done this morning on my little tablet PC though. Before breaking my keyboard I did some bug fixing and end-game art (to replace the bunny-on-a-stick scene), and HexenMapper made a cool midi to go with it that I gotta toss in the .wad now.

Anywhose... pic related is what I'm currently doing. Just a speed-ish map to help fill out E4 (bonus episode E1-3 are main episodes)...

I hope this post has instilled confidence.

>> No.4423154

>>4423148

Hope your cat feels better soon, dude.

>> No.4423162

>>4421325
>>4421329
WHAT'S IS that guys even his PROBLEM
is like heg got BROAD SIDE SCHOOL FED up the BONE BULGE

>> No.4423167

>>4423162
bro have
have you seen my berserk pack around
anywear

>> No.4423176
File: 94 KB, 951x715, CJiVPp1.png [View same] [iqdb] [saucenao] [google]
4423176

>>4423154
He's feeling better already. Had to take him off some meds. But he's old. Has old cat problems. Something about his pancreas, and thyroid, and treating one inflamed the other so now we're not sure what we're doing to prevent his hyperthyroidism, if that was in fact the problem.

Anyway. This is all thread related because he's in REKKR.

>> No.4423194

What if someone made a mod called Bubsy3D?

>> No.4423212

>>4423194
>Bubsy Doom

get on it

>> No.4423223

>>4423212
Why stop there?

>Banjo-Kadoomie/
>A Hat In Doom
>Cupdoom

>> No.4423226

>>4423130
i........... HAVE the car,,

>> No.4423258

>>4423223
cupdoom sounds really hard

but i'd love that artstyle with high quality animation in first person

>> No.4423301
File: 10 KB, 138x56, M_DOOMPLUS.png [View same] [iqdb] [saucenao] [google]
4423301

https://forum.zdoom.org/viewtopic.php?f=43&t=55061

Final Doomer 2.0

>> No.4423305
File: 142 KB, 291x335, chinese flower takes interest in this post.png [View same] [iqdb] [saucenao] [google]
4423305

>>4423223
>Cupdoom
>first level is the hardest because it's too difficult to figure out how to get past the first 3d floor-based platform
>gets the honorary title of "The Dark Souls of Doom Mods"™

>> No.4423308

>>4423301
>https://forum.zdoom.org/viewtopic.php?f=43&t=55061
I think I just creamed my pants.

>> No.4423332
File: 8 KB, 80x160, 1495993397805.gif [View same] [iqdb] [saucenao] [google]
4423332

>>4423301
Well, för helvete. Fuck me.

>> No.4423354

>>4420670
>he doesn't play UV-Fast and make enemies have projectile prediction

>> No.4423359

>>4423301
congrats on the release. very excited to play this

>> No.4423362

>>4423118
> eat penis
Well that thing certainly will

>> No.4423370

>>4423301
now >>4420531 needs an update

>> No.4423373

>>4423072
>they don't spawn on nightmare even though there's an event that replaces a random map with a map filled with them

>> No.4423375

>>4423130
>>4423226

<doomguy meets imp>

PHHPPPBBBbbthb

bbthb...

>> No.4423383
File: 95 KB, 274x288, help.png [View same] [iqdb] [saucenao] [google]
4423383

>>4423301
>That JPCP Plasma gun

I know what I'm playing tonight.

>> No.4423389
File: 44 KB, 272x260, aagh.png [View same] [iqdb] [saucenao] [google]
4423389

>>4423373
That's DRPG you hyper compressed office lizard

>> No.4423394

>>4423075
>That giga nigga laser sfx
I still want to know the sauce of the laser sfx because GOD DAMN that shit is amazing.

>> No.4423405

>>4423394
The Nightmare Cyberdemon's Particle Beam Cannon?

It's a bunch of sounds made by IskatuMesk, who was working on a Sins of a Solar Empire mod called Black Sun, which I think he had as a kinda playable visualisation of his space opera story stuff. His sound design is absolutely fucking 10/10, yeah.
Not sure if he's still working on his thing, it was really cool.

>> No.4423406

>>4423405
Oh i tought it was from another game.

And yeah, the sfx is just 11/10.

>> No.4423408
File: 566 KB, 469x163, 1504093942777.gif [View same] [iqdb] [saucenao] [google]
4423408

>>4423301
Hell yea

>> No.4423430
File: 250 KB, 500x500, give me a HUUH, man.png [View same] [iqdb] [saucenao] [google]
4423430

>> No.4423442
File: 137 KB, 640x813, whatthefuckdidyoujustsaytomeyoulittleslavistpig.jpg [View same] [iqdb] [saucenao] [google]
4423442

>>4423405
>Black Sun
SupCom/True RTS Doom when?

>> No.4423446

Does the JPCP pistol have increased whatever to make demons flinch more often?

>> No.4423447

>>4423442
Final Doomer already has the Cybran maser, hehehehehe

I had been wanting to make that thing for sooooo long.

>> No.4423453

>>4423442
>Supreme Commander
Oh man that game is crazy, lore-wise

>> No.4423457
File: 414 KB, 1280x1024, Screenshot_Doom_20171127_000728.png [View same] [iqdb] [saucenao] [google]
4423457

>>4422645
I guess all three maps are shit then.

>> No.4423458

>>4423446
increased whatever?

>> No.4423461
File: 1004 KB, 1920x1080, Screenshot_Doom_20171126_231016.png [View same] [iqdb] [saucenao] [google]
4423461

>>4423301
Not sure what to think of all the weapons yet, but goddamn. My only problem so far is that the class selection menu is a bit wonky due to being images rather than just names, so it just shows the active option at the moment.

>>4423446
You mean pain chance?

>> No.4423469
File: 13 KB, 128x104, 230453283725115394.png [View same] [iqdb] [saucenao] [google]
4423469

>>4423453
We the cybrans....

...just wanna be left the fuck alone man.

>> No.4423530
File: 1.05 MB, 1920x1080, Screenshot_Doom_20171127_071237.png [View same] [iqdb] [saucenao] [google]
4423530

>>4422889
Sure.

>> No.4423536

Are there any WWII map / themed wads or things like WolfenDoom that are compatible with weapon/monster replacement stuff?

>> No.4423587

https://forum.zdoom.org/viewtopic.php?f=43&t=58535&sid=7812197486d6d156e07e25244715256a

apparently it lives again & it's still bloated to all hell

>> No.4423636

>>4423301
Only thing I don't like so far is AAguy's shotgun sounds like poop

The pump is fantastic but the shot is a weak biff

>> No.4423681

>>4423636
Which mostly sticks out because every other weapon of his sounds great

But somehow the pistol sounds more powerful than his shotgun

>> No.4423698

>>4419181

[11-27] Complex Doom v27 update
https://forum.zdoom.org/viewtopic.php?t=58535

[11-27] Final Doomer 2.0 released
https://forum.zdoom.org/viewtopic.php?t=55061

[11-26] More /vry/spooky updates for testing
https://www.dropbox.com/s/y1y2p36esp3nx4k/vryspooky_3.rar?dl=1

[11-26] Anon map release: whirlwind.wad (using textures from epic2)
https://drive.google.com/uc?id=0B1NxOZlEf5aNWDNMcnJNdjZ6aGc

[11-25] Hunter's Moon - Razor's Cluster Bomb
https://www.youtube.com/watch?v=RQfVuRk3_FI

[11-24] Babel now finalized, in testing >>4419193
https://mega.nz/#!nhFQHCAC!iotxW8TzkyPJNOZ-SfsMYc6QQio2lnxBnJRzS3LD4XM

>> No.4423718
File: 151 KB, 1280x1024, Screenshot_Doom_20171127_042749.png [View same] [iqdb] [saucenao] [google]
4423718

>>4423698
>https://www.dropbox.com/s/y1y2p36esp3nx4k/vryspooky_3.rar?dl=1
The spookiest part of my maps is seeing an issue you thought you fixed.

>> No.4423743
File: 11 KB, 480x360, hqdefault_5.jpg [View same] [iqdb] [saucenao] [google]
4423743

>>4423332
ja nu jävlar

>> No.4423750

>>4423718
>>4423698
To whoever responsible for the layout >>4422645
, please update the credits

Furthermore, please be aware of two potential bases for textures >>4422416
>>4422492

>> No.4423753

Doom 64 is my favorite game in the franchise

>> No.4423758
File: 880 KB, 800x800, Daisy.png [View same] [iqdb] [saucenao] [google]
4423758

Looking for DOOM mapping tutorials to get back into shape for Joy of Mapping 5. The tutorial in the OP is for old DB2, which would be helpful, but ideally I'd be studying a more recent tutorial for GZDB or Bugfix. There don't seem to be any good ones on Youtube. Do you know of any good guides?

>> No.4423761
File: 1012 KB, 1920x1080, Screenshot_Doom_20171127_122813.png [View same] [iqdb] [saucenao] [google]
4423761

>> No.4423764
File: 122 KB, 507x379, 1497477415104.jpg [View same] [iqdb] [saucenao] [google]
4423764

>>4423761
Hey, it's a Cacotus!

>> No.4423767
File: 1.74 MB, 1920x1080, Screenshot_174.png [View same] [iqdb] [saucenao] [google]
4423767

>Sloped translucent 3d sectors are still not supported.
Oh well - at least thanks to that i made a portal to heaven.

>> No.4423768

After playing through 10 levels of Plutonia with AAGuy in Final Doomer 2.0 I have to say

Weapon balance is very solid for this character even if the bow allows some cheese.
Just don't like the single barrel shotgun sound, it's very out of place compared to the rest of the selection

Going to try JPCP guy next

>> No.4423780

>>4423767
when you open the curtains as the sun goes supernova

>> No.4423792

>>4423753
What appeals to you about it?
I played it through earlier this month and found it to be an annoying Baron spam and strugged to stay motivated to finish it.
Nice fortress maps though.

>> No.4423794

>>4423750
what's going on here, why are there so many wad files in this thing? you're meant to load all of these at once?

bloodrpb1.wad
Garosaedris.wad
gothtxor_1.wad
spookygfx_1.wad
sawguyv1.bex
vryspooky_1.wad

regardless of load order i get lots of missing texture errors and the game refuses to run.

> prboom-plus sawguyv1.bex vryspooky_1.wad spookygfx_1.wad gothtxor_1.wad Garosaedris.wad bloodrpb1.wad -warp 8
>[...]
> R_TextureNumForName: The file Garosaedris.wad seems to be incompatible with "DOOM 2: Hell on Earth".
> R_TextureNumForName: SKY3 not found

> prboom-plus sawguyv1.bex bloodrpb1.wad Garosaedris.wad gothtxor_1.wad spookygfx_1.wad vryspooky_1.wad -warp 8
>[...]
> R_TextureNumForName: The file gothtxor_1.wad seems to be incompatible with "DOOM 2: Hell on Earth".
> R_TextureNumForName: REDWALL1 not found

is this still meant to be boom compatible, or, now that you seem to have taken over maintenance, is gzdoom now required?

>> No.4423804

>>4423767
That was actually the point, but it didn't really work.
I have to figure out something else.

>> No.4423819

>>4423223
Ape Escape Doom when?

>> No.4423821

>>4423301
now icaruslives can make a video out of this

>> No.4423823

>>4423804
Fuck - meant to reply to >>4423780
It's too early for me...

>> No.4423824

>>4419796
Runaway script "Autosave" terminated

*** Fatal Error ***
zsh: segmentation fault ./gzdoom ProjectBabel.pk3 -iwad plutonia -skill 4 -warp 29

not sure what happened here but babel can crash gzdoom (using 3.2.1). messages up to those above looked normal.

>> No.4423918
File: 405 KB, 1360x768, Screenshot_Doom_20171127_114009.jpg [View same] [iqdb] [saucenao] [google]
4423918

Not screenshot saturday but meh, finished this place rn.

>> No.4423926

anyone got links to up-to-date blender or 3ds max exporters for md2 or md3 format? google aint helping with outdated shit

>> No.4423939

>>4423918
Exposed laser induced plasma channels seems vaguely dangerous.

>> No.4423978

>>4423939
better fence them off. but all we've got are several hundred barrels of highly explosive toxic waste

>> No.4423981

>>4423978
The unions will here about this!

>> No.4423983

hear*

Damn I need more coffee. Been playing ancient aliens with final doomer for quite a while.

>> No.4423985

>>4422073
New link, cut off fat and reduced filesize. Should work rather nicely.

https://drive.google.com/file/d/19_KNF-oSKHt0JZax0x4ejupsgqbaSagZ/view?usp=sharing

>> No.4423987

>>4423918
>>4423939
>>4423978
>>4423981
>>4423983
lol

>> No.4424015
File: 251 KB, 1280x962, Screenshot_Doom_20171127_094407.png [View same] [iqdb] [saucenao] [google]
4424015

>>4423301

>> No.4424028

>>4419419
The warp effects in Ancient Aliens weren't necessarily anything "special," but were fucking amazing when I experienced them in the context of the map for the first time.

>> No.4424041

>>4424028
the first warp in AA map01 with the music kicking in at the same time is such a memorable moment

>> No.4424084
File: 940 KB, 627x502, 1de.gif [View same] [iqdb] [saucenao] [google]
4424084

>>4419329

>> No.4424090

New thread.

>>4424080
>>4424080
>>4424080

>> No.4424137
File: 22 KB, 600x315, misFwQR.jpg [View same] [iqdb] [saucenao] [google]
4424137

>>4424041
>when you hit the ancient navajo peace pipe too hard

>> No.4424850

>>4423918
Looks purty.

>> No.4425275

>>4423461
What is this? never seen that

>> No.4425468

Some feedback for Project Babel:

I've noticed that while crouching the pump shotgun's pellets disappear when you shoot. This means crouching and shooting at something has no effect. I don't know if you intended to have this played with jumping/crouching enabled, but just figured I'd let you know. I think I'm using the latest release but it's hard to track them, you might want to get a trip or make sure to always have Project Babel in your release posts or something.