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/vr/ - Retro Games


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4471720 No.4471720 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4467462

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 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/1512/04/1512043037238.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

+Downloads: for various /vr/ shooters. (Includes Duke Nukem, Doom, Blood, and Quake.)
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q

== 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.4471721

=== CURRENT EVENTS ===

OP
-Seeking for possible improvements and additions, further suggestions welcome
-Current points of interest for some posters include
--Build game downloads w/ all their xpacks
--Migrate infographics to other external hosting?
--Updated 'Our Wads' pastebin?

=== NEWS ===

[12-18] 3DO Doom, how wall rendering works
https://youtu.be/Goq9ZIJFscE

[12-18] Quake Ghosts: A tourism mod for Quake set to the soundtrack of NiN's Ghosts I-IV
https://jp.itch.io/quake-ghosts

[12-17] GZDoom exploit to overwrite all your files published
https://forum.zdoom.org/viewtopic.php?t=58775

[12-14] Babel Dev fixes shotgun and autosave bugs
https://babel-mod.neocities.org/

[12-12] La Tailor Girl v1.1 released
https://forum.zdoom.org/viewtopic.php?p=1031061#p1031061

[12-10] Sonic Mayhem: 7 maps for Quake 2 for its 20th birthday
http://quakeulf.suxos.org/3d/maps/SonicMayhemQ2.zip

[12-10] Cacowards 2017 published
https://www.doomworld.com/24years/

[12-8] Tangerine Nightmare RC1 released
https://www.doomworld.com/vb/post/1824058

[12-8] Bytesize maps: 10 small (100-line) maps by traversd
https://www.doomworld.com/forum/topic/98218-bytesize/

[12-8] Anon intending on starting community mapping project
https://desuarchive.org/vr/thread/4445772/#4447712

[12-5] Yet another /vr/spooky update
https://www.dropbox.com/s/nkvqm7czasybpsv/vryspooky_4.rar?dl=0

[12-4] Dead Marine - "general enhancement" mod from maker of Smooth Doom - beta released
https://forum.zdoom.org/viewtopic.php?t=58521

[12-4] Anon release; MAP07 replacer 'Panas'
http://s000.tinyupload.com/index.php?file_id=90965153097717279634

[12-2] Hunter's Moon Version 2.9.3 released
https://forum.zdoom.org/viewtopic.php?p=1029395#p1029395

[12-1] Hellscape final version on idgames
https://www.doomworld.com/forum/topic/98114-hellscape/

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

To submit news, please reply to this post.

>> No.4471731
File: 278 KB, 578x578, 1402682668881.jpg [View same] [iqdb] [saucenao] [google]
4471731

>> No.4471753

MetaDoom codex when?

>> No.4471754
File: 434 KB, 465x402, 1478626719915.png [View same] [iqdb] [saucenao] [google]
4471754

>Black Imp in WoC

>> No.4471759
File: 117 KB, 1282x987, Hehehe! I bet he can't see me, I'm gonna get him good!.png [View same] [iqdb] [saucenao] [google]
4471759

>> No.4471760
File: 120 KB, 942x599, 1000hours.png [View same] [iqdb] [saucenao] [google]
4471760

Merry Xmas madafuckers!

>> No.4471775

>>4471721
that 3DO vid is cool

>> No.4471786
File: 215 KB, 1366x768, Screenshot_Doom_20171219_160917.png [View same] [iqdb] [saucenao] [google]
4471786

>> No.4471789
File: 108 KB, 1366x768, Screenshot_Doom_20171219_160926.png [View same] [iqdb] [saucenao] [google]
4471789

>> No.4471790
File: 392 KB, 1366x768, Screenshot_Doom_20171219_161123.png [View same] [iqdb] [saucenao] [google]
4471790

Rocket Launcher Crotch.

>> No.4471792

Which mod has the best trailers?

>> No.4471794

>>4471792
Kinsie's trailers are always top-notch.

The original MetaDoom trailer is still fun, even if I don't play the mod too much.

>> No.4471816

>>4471794
Yeah it's really too bad I find Kinsies mods really clunky, because those trailers are top-notch. Something about the way he makes the weapons handle always feels like it's not working properly for me. JPF was especially bad for that.

>> No.4471837

>>4471816
Is it because of the sounds, animation and spritework?
Because gameplay-wise, i thought MetaDoom's arsenal was alright, outside of the BFG and chainsaw not showing up first in their slots

>> No.4471842

>>4471837
I think it's a combination of sound, spritework, and delay on fire input for certain guns. They always feel like they're too weak and some seem to have a bit of delay.

>> No.4471843

>>4471842
I've this been said about Doom 3's machinegun
I think Kinsie even brought up the code just to compare both the machinegun and vanilla chaingun and they were both the same, somehow

>> No.4471865
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4471865

Would this be the definitive way to play Duke 3D had it included the expansions?
Or do you still use eDuke?

>> No.4471873

>>4471865
eDuke Or Bust

>> No.4471893

>>4471865
>removed expansions from Steam to sell inferior version
Thanks for opening that wound. No, I'm not giving Gearbox money, especially as they see the IP as something they can license out to any chancer to make back some of the dosh they set on fire making Battleborne.

>> No.4471894

>>4471873
why is that? I read that world tour had improved lighting?
Or can you play World Tour via eDuke?
I actually own the megaton edition on steam, so hopefully i can use that to play Life's a Beach via eDuke

>> No.4471918

>>4471865
It's not bad, but EDuke32 is still better.

>>4471893
They don't own the rights to the Sunstorm expansions, WizardWorks (or whatever they name be) did, they dissolved and got bought up by some conglomerate/merger mess.
Devolver was given the expansions by Scott Miller to put in Megaton Edition, but he neglected to tell him he didn't actually own the rights to that.
Unless Gearbox goes ahead and buys the rights to those expansions from whoever owns them now, they'll probably not include them in 20th Anniversary.

>>4471894
>why is that? I read that world tour had improved lighting?
It does, it has some really amazing dynamic lighting and lightmaps, which looks surprisingly amazing with the original resolution sprites and textures, but you can get those in EDuke too.
Also World Tour has this weird thing where a bunch of the textures and sprites have these weird dotted lines on them, I don't get fucking why.

Really, the best part about it is the new mapset, which is actually quite good, because they got Levelord and Blum to make them, they're seriously worth playing, pirated or legit.
>Can I play Caribbean with EDuke?
Yes, you should be able to play it like normal.

>> No.4471920

>>4470764
4 of the 10 main cacoward winners are single maps by my count

>> No.4471947

>>4471918
so you need a grp file to work with eduke?
is there anywhere besides megaton where you can get that for the caribbean expansion?

>> No.4471962
File: 82 KB, 1200x675, C7ODCUuVoAAUO4x.jpg [View same] [iqdb] [saucenao] [google]
4471962

Okay so a while ago I was working on a bike and it handled pretty well, I just needed to get collision and smoother handling in.
Almost a year later and I still haven't been able to get collision or smoother handling in. Fuck.
I hate to admit it, but this is pretty much the extent of my (limited) abilities, so I'm just gonna release it as it is. Who knows, maybe someone who isn't fucking retarded with coding can use this as a reference and make their own better version.

As usual, /vr/ gets first dibs. I'm gonna purge out some placeholder stuff I don't have permission for and release it on forums later, but until then you can have 11(!) maps nicked from various different car/vehicle projects.
It's actually fun to play online with other people and race using the bike_racemode cvar, but
>GZDoom
>netplay

https://www.dropbox.com/s/yhxkuodsdavmyey/bikeattempt.pk3?dl=1

Enjoy, mates.

>> No.4471991
File: 90 KB, 1366x768, Screenshot_Hexen_20171219_182740.png [View same] [iqdb] [saucenao] [google]
4471991

What's the meaning behind "Ethereal Travel"?

>> No.4471992

>>4471759
SCARED

>> No.4471996
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4471996

>>4471865
please do not rekindle this shit-tier meme

>> No.4472000

Why hasn't anyone gone and edited Heretic, Strife or Hexen's levels like they have with Doom II and The Ultimate Doom?

>> No.4472003

>>4472000
what do you mean?

>> No.4472007

>>4471991
Back in the day, loading maps actually took time and it would be bad if you mistook a long load time for a program crash. Doom used a floppy disk icon to indicate when it was loading, Heretic and Hexen changed it to something a bit less immersion-breaking.

>> No.4472025

>>4471865
DUKE NUKEM WORLD 3D TOUR

>> No.4472027

>>4472000
I want Heretic the Way Raven did.

>> No.4472031

>>4472003
There's .wads that make changes to the base levels for Doom and Doom II, such as adding new areas or connecting levels into one great big level. I think Hexen would greatly benefit from a tweaking to make its levels more concise and less esoteric.

>> No.4472034

>>4472027
I want Hexen the Way Raven Didn't.

>> No.4472036

>>4472031
you mean...mods? of course there's mods for those games. not as many as Doom of course but still.

>> No.4472040
File: 517 KB, 1366x768, Screenshot_Hexen_20171219_182709.png [View same] [iqdb] [saucenao] [google]
4472040

>> No.4472045

>>4472000
nigga what
checked

>>4472031
ohhhh I get you, sorry was having trouble understanding

The guy's wondering if there's any wads for Hexen that redesign the original levels a bit.

>> No.4472047
File: 15 KB, 400x209, helppls3.png [View same] [iqdb] [saucenao] [google]
4472047

Got this error when I tried saving after making some seemingly mundane efforts, just moving linedefs around I think. I was able to continue editing the wad though when I tested it now you got that weird effect where you can see through something things and it looks real messed up.
When I tried loading the wad I got this error message and now it won't load at all.
Any help please? Now it won't open in gzdoom builder how am I to fix it?

>> No.4472051

>>4472047
hmmm but now it runs fine in the sourceport

>> No.4472061 [DELETED] 

Any good furry wads?

>> No.4472069

>>4472061

Wool 1 and 2

>> No.4472070

>>4472061
Guncaster.

>> No.4472072
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4472072

>>4472061
Why are you like this

>> No.4472075
File: 615 KB, 648x1080, 1509257681_tumblr_ox9eyo58om1srb4rjo3_1280.png [View same] [iqdb] [saucenao] [google]
4472075

>playan doom 2
>get to Tricks and Traps
>oh fuck not this level
>slog through the psuedo-slaughterfest
>get the first 2 keys
>alright now i can fucking leave
>imps descend from ceiling
>i dont have time for this
>ill just run back out the exit
>fall into pit of lava
>frantically press use on all the walls in the hopes that there is some way back up again
>mfw there isnt
why do people even like doom 2's singleplayer again?
i recall it only getting worse from here with a fuckfest of platforming puzzles and later a bunch of teleporter puzzles

>> No.4472078

>>4472061
bite_a_bullet.wad

>> No.4472079

>>4472075
>why do people even like doom 2's singleplayer again?
/doom/ does nothing but shit on doom 2.

>> No.4472083

>>4471721
Kate Fox died.
https://forum.zdoom.org/viewtopic.php?f=12&t=58800
https://www.wxyz.com/news/one-dead-after-overnight-fire-in-hartland-township
RIP

>> No.4472084

>>4472075
Git gud, Doom 2 is good for like the first 3rd of the game.

>> No.4472087
File: 54 KB, 230x146, nurgurcoogur.png [View same] [iqdb] [saucenao] [google]
4472087

>>4472061
Play another game.

>> No.4472092

>>4472087
Monster Hunter Doom when?

>> No.4472095

>>4472083

Fuck fuck FUCK.

Goddammit. This one sucks bad.

>> No.4472097
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4472097

He wasn't alone.

>> No.4472098

>>4472083
i don't know who this is, but RIP

>> No.4472101

>>4472075
Tricks and traps is bullshit for the first time you go through it, but actually really easy when you know what to do.

>> No.4472103
File: 117 KB, 454x480, IMG_2504.png [View same] [iqdb] [saucenao] [google]
4472103

>>4472061

>> No.4472104

>>4472061
Regular Day :^^^)

>> No.4472105
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4472105

>>4472092
Hitzones would be a pain in the ass to work and get right with sprites unless you do something like Rajang who has 50+ spots all around anyway, except the powered-up arms from 4th gen if you include those or Apex. People equate MHWorld's iteration of LBG/HBG to Lost Planet 2, haven't played it but maybe that's a better template.

>> No.4472110
File: 208 KB, 570x653, ss+(2016-12-09+at+07.37.29).jpg [View same] [iqdb] [saucenao] [google]
4472110

>>4472083
GODDAMMIT! She was nice, she was productive and got shit done!

GRAGH!

>> No.4472114

>>4472098
Go play Pokémon Doom or Error: Doom. Both were by her. She also contributed to DoomRPG.

RIP

>> No.4472137

>>4472069
>>4472070
Wasn't there one being made starring a magical girl or some shit?

>> No.4472156

>>4472097
Engine?

>> No.4472157 [SPOILER] 
File: 17 KB, 520x208, 1513743909498.png [View same] [iqdb] [saucenao] [google]
4472157

to touch on a subject from the last thread...

>> No.4472161

>>4472114
didn't really like any of those projects

>> No.4472162

>>4472157
Oh well.

>> No.4472165

>>4472157

that subject went from being a low hanging fruit to a tuber real quick

what i'm trying to say here is that you should consider putting it to rest.

>> No.4472167

>>4472157
I put the probability that you made that post and then screencapped it to post it here at nearly 100%.

>> No.4472170

Any good Hud you guys can recommend me for zandronum that i can use both in single player and multiplayer?

>> No.4472172

>tonight I'll map
>end up binge-watching gun jesus instead

>> No.4472178

>>4472172
Term pls, just like make map

>> No.4472183

>>4472178
am not term, not even mapping for the same game, sorry fella

>> No.4472189 [DELETED] 

>>4472114
>she

>> No.4472202

>>4472172
Frankly, just map with him in the background.

>> No.4472205

>>4472172
>i wanna make a map
>end up posting on 4chan about how i'm not mapping instead
damn

>> No.4472208

>>4472205
punch a skeleton instead

>> No.4472209
File: 30 KB, 645x729, 1506102174503.png [View same] [iqdb] [saucenao] [google]
4472209

How do I get the blue key in BTSX MAP15?

>> No.4472210
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4472210

>>4472083
God FUCKING DAMMIT
I'm legit upset

Goodnight sweet.. person

>> No.4472212

>>4472205
>i wanna make a map
>end up reading other people posting on 4chan about wanting to make a map instead
fuck

>> No.4472216

>>4472212
>I wanna make a map
>end up watching a person post on 4chan about people posting on 4chan about wanting to make maps
Life ain't fair.

>> No.4472219

>>4472083
fucking hell.

>> No.4472226

>>4472157
>american
>burning themselves
>when all those guns are lying around
Yeah, sure.

>> No.4472229

>>4472226
you can't pick up the guns if they're on fire

>> No.4472234

>>4472205
>used to wanna make maps
>now have depression instead

>> No.4472268
File: 2.90 MB, 1280x720, how to punch a skeleton.webm [View same] [iqdb] [saucenao] [google]
4472268

>>4472208
this is how you punch a skeleton by the way

>> No.4472286 [DELETED] 

>>4472072
>>4472078
>>4472103
Please go back

>> No.4472290
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4472290

>>4472286
Don't act like you're not being weird.
4chan doesn't like seeing furry things, you know this, I know this, everyone knows this.

I know what you're doing and I'm telling you to stop.

>> No.4472292
File: 938 KB, 350x200, salute.gif [View same] [iqdb] [saucenao] [google]
4472292

>>4472083

>> No.4472296 [DELETED] 

>>4472290
>somehow still getting really mad over cartoon animals

and you call other people easily offended

>> No.4472297
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4472297

>>4472083
This is just fucking tragic.

>> No.4472306

>>4472268
> fisting a boner in the groin
this is going too far

>> No.4472318

>>4472083
dammit not Kate
she was cool and had great ideas

>> No.4472326 [DELETED] 

>>4472290
>Don't act like you're not being weird.
>4chan doesn't like seeing furry things
lol go back to r/doom

>> No.4472339

>>4472172
Are you me?

>> No.4472346
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4472346

>>4472339
Yes.

>> No.4472351 [DELETED] 

>>4472290
i guess janny hates furries too

>> No.4472354 [DELETED] 

Forgot a few posts, there.

In lighter news I've found out these exist.

https://www.doomworld.com/forum/topic/98105-hungarian-doom-novels/

These are separate from the Pocket Books novels and weren't licensed either. Kickass cover art though.

>> No.4472356 [DELETED] 

>>4472290
>4chan doesn't like seeing furry things
Huh, I guess I'm just using a different 4chan, then.

>> No.4472357

In lighter news I've found out these exist.

https://www.doomworld.com/forum/topic/98105-hungarian-doom-novels/

These are separate from the Pocket Books novels and weren't licensed either. Kickass cover art though

>> No.4472359
File: 100 KB, 1557x280, pinger with barrel knife.png [View same] [iqdb] [saucenao] [google]
4472359

>>4472172
I sometimes do spriting and stuff while having him on in the background on the TV.
That's how I really came to decide on going for an M1 Garand

Speaking of which, should I show the M1 rifle with it's bayonet affixed on the pickup sprite, or should I show a sheathed bayonet next to it in the graphic? I'm thinking the sprite will become long as shit if I have it fitted on the lug, it's long already as it is.

>> No.4472360

>>4472157
yeah that bottom of the barrel shitpost was worth salvaging

>> No.4472362

>>4472075
It's a mixed bag in terms of level design. There's a lot of great maps too.

>> No.4472363

>>4472360
Don't give the two crosswebsiters in the thread right now attention.

>> No.4472364 [DELETED] 

>>4472290
>4chan doesn't like seeing furry things, you know this, I know this, everyone knows this.
Speak for yourself jackass.

>> No.4472365

>>4472268
AAAATATATATATATATATATAT

>> No.4472367

>>4472364
>getting this upset by people responding negatively to random attention-whore posting about your fetish
Are you sure 4chan is the website for you?

>> No.4472368

>>4472357
that first coverart looks WH40K as fuck

>> No.4472370

>>4472359
bayonets usually go on the rifle

>> No.4472373
File: 259 KB, 589x960, Tisztítótűz.jpg [View same] [iqdb] [saucenao] [google]
4472373

>>4472357
I swear I've actually seen those in a bookstore once.
First one feels 2Warhams4me, but I like the second one a lot, looks very nice in Double Impact

>>4472364
>>4472356
>Global Rule #3

>> No.4472374

>>4472373
oh cool it's the intermission graphic from double impact

>> No.4472382
File: 440 KB, 2877x1056, fixed-bayonet.jpg [View same] [iqdb] [saucenao] [google]
4472382

>>4472370
I know, but it's already a full length rifle, and the bayonet makes it even longer, while with the angle of the rifle, there's quite a lot of space underneath it.

Though I suppose that a separate object being part of the same graphical plane could look a bit odd.

>> No.4472385
File: 450 KB, 800x450, Screenshot_Doom_20171130_225120.png.bc13a85cab9020f7475cb9fa4202e8c1.png [View same] [iqdb] [saucenao] [google]
4472385

>>4472374
IKR? It's one of my favorite episodes of all time.

>> No.4472396 [DELETED] 

>>4472373
>Global Rule #3
Then the entirety of /tg/ should've been banned.

>> No.4472397 [DELETED] 

>>4472396
https://www.youtube.com/watch?v=XKPzKm3JdD8

>> No.4472403 [DELETED] 
File: 223 KB, 777x1300, 1378166329476.png [View same] [iqdb] [saucenao] [google]
4472403

Reminder of proper procedure for crossboarders and certain repeat offenders who's names will not be repeated for fear of invocation.

>> No.4472467

How do I turn on windowed borderless fullscreen in the most recent GZDoom release?

>> No.4472470 [DELETED] 

>>4472083
>transgender woman
god's work

>> No.4472473 [DELETED] 
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4472473

>> No.4472476

Has there been a level design contest in the vein of Mario World and Mega Man?
Like, all the levels are standalone, and with each one comes a written review by a judge? With a hub that lets you pick any level at any time, and they're organized by quality?

>> No.4472481

>>4472476
Have you been playing Make a Good Megaman Level 2 recently also? I 100%'d that shit a week ago, and I had a blast.
The closest thing we've had was DUMP, but that had no judges

>> No.4472482

>>4472476
DUMP.

>> No.4472483 [SPOILER] 
File: 319 KB, 900x900, 1513757076888.jpg [View same] [iqdb] [saucenao] [google]
4472483

>>4472473
>Post butts

>> No.4472486

>>4472476
DUMP is pretty much exactly what you're looking for, sans the judge reviews.

>> No.4472489
File: 139 KB, 383x364, 1495857905969.png [View same] [iqdb] [saucenao] [google]
4472489

>>4472483

>> No.4472490

>>4472481
No, but I've been playing the actual Mega Man series and a bit of 8-bit Deathmatch, and I found a video related to the 3rd Mega Man level contest and got interested.
And yeah, I knew of DUMP already. Was thinking of one for more vanilla levels, since ZDoom doesn't have the bigger mapping fan base, but I guess the engines for vanilla levels and probably Boom levels can't facilitate the hub level design.

>> No.4472493

>>4472490
It'd also be too limiting and cumbersome for newbies, that was the beauty of DUMP.
I strongly recommend picking up MaGMML2, best fucking mega man fangame I've played

>> No.4472495

>>4472493
Thanks, I'll keep it in mind when I get through all the Mega Man games, they've been in my backlog for a while and I feel I should tackle fan games after I've become familiar with the original series.

>> No.4472532

https://forum.zdoom.org/viewtopic.php?f=43&t=58804
https://youtu.be/3d2t8ijjldA
vroom vroom, motherfuckers

>> No.4472540

>>4472083
>Fox
weird. was sure it was Stone

>> No.4472541

Is any of you playing the PSX Doom TC? Which version of GZDoom are you using for that? In the mediafire folder there is a build of version 1.8.6 but the new version of Smooth PSX Doom needs at least 3.1.0. Yesterday I tried 3.1.0 but after a couple of times starting it, the launcher would just launch the vanilla Doom 2.

>> No.4472546

>>4472165
WTF is a tuber?

>> No.4472548

>>4472540
She changed her name after disassociating with her family.

>> No.4472549

>>4472546
Potatoes and similar things with large and chunky nutritious roots.

>> No.4472551

>>4472548
that explains my confusion, thank you

>> No.4472559
File: 77 KB, 200x200, 1386673904610.gif [View same] [iqdb] [saucenao] [google]
4472559

>>4472532
Fuck yes.

>> No.4472563

>>4471962
>>4472532
>it handled pretty well, I just needed to get collision and smoother handling in.
What exactly was so wrong with collision that it had to be dropped from Cosmic Tides?

>> No.4472564 [DELETED] 

>>4472083

The news video says transgender woman. Why are there so many of those in the Doom community? Randi Heit, Esselfortium, Cyberdemon531 and now this Kate person.

>> No.4472565 [DELETED] 

don't. not even ironically.

>> No.4472578

>>4472564
>Cyberdemon531
p. sure this one's just doing it for the memes

>> No.4472589

>>4472563

The problem with its collision is that it, well, doesn't collide. You hit a wall and nothing happens, you just kind of slide against it. There's no real physics.
What I wanted a way is to have it thrust you off of a wall based off your current speed and direction, taking off a bit of health. You bump something at a slow speed, you just go off a little bit with barely any damage, you hit something at top speed and you ricochet off in another direction spinning, near-death.

Unfortunately, coding in pseudo-physics is far above my level.

>> No.4472592

>>4472532
>doomkart map
man that takes me real fuckin' back

>> No.4472597
File: 65 KB, 800x600, 1513176775503.jpg [View same] [iqdb] [saucenao] [google]
4472597

>spend £1500 on a new computer
>top of the line n' shit
>install all the new cool games i've missed out on
>play doom all the time anyway

>> No.4472601

>>4472564
It has been long established that Doom itself is a perfect place for an autist due to its ingame environment being 100% controllable and predictable.
Doom modding has both fast turnover and gives the modders attention from the community which is one of the easiest ways for an autist to feel socially accepted.
And recent studies found that there is a link between autism and gender dysphoria (an autist is much likely to suffer from it), maybe even on a biological level.
Hence we have quite a bit of modders who are autistic, and due to their autism they are good at modding since they are more focused on it than your average guy, and within those we also have some who are trans due to aforementioned corellation.

>>4472589
Hmm... Can't you fire ~5 shortrange hitscans (on player's 47896 directions) every tic as you ride, and as you bump this hitscan will return to you that it struck a wall, at which point you trigger hurt and sharply change player's direction depending on which hitscan got triggered? IDK how hitscans detect wall or monster, but I'm sure I've seen it do that and create a different bulletpuff depending. Maybe this acton has to be attached to the bulletpuff idk, but I think that something like this can be done. Sure it will be crude, but isnt everything in ZDoom is?

>> No.4472604

>>4472597
But now you can try and run NUTS wad with Ketchup!
It may give you 3 or 4 more fps.
Also Brutal Guncaster and other visually cluttered mods will not stutter as much.

>> No.4472606

>>4472604
Mainly I get the most out of the game being on my SSD, loads instantly and when I'm modding it's all smoother.

>> No.4472620

>>4472601

That was actually the first thing I'd tried, and the first problem is constantly firing a multitude of actors every single tic and returning ACS status on them lagged things out quite a bit. Though it probably didn't help that I tried 180 bulletpuffs, one every two degrees, but I'm not a smart man.
Theoretically, doing one every 16 directions might work, but that'd still encounter the second problem of going at high speeds into a wall meant you actually outran the bulletpuffs and so they took a noticeable delay before actually bouncing off.

>> No.4472636

>>4472564
There's a few more that I know off. I don't care all that much though I privately have some controversial opinions on the phenomenon. Mostly I'm just annoyed when someone refers to me with 'neutral pronouns'.

>>4472563
>>4472589
I have some decent vehicle code that's been gathering dust. Just need a particular complex math function which another user will hopefully be making public soon. Violently cramming physics into Doom is fun.

>> No.4472637

>>4472620
It would be smarter to use 16 persistent actors that use TryMove towards vehicle.pos + vehicle.vel + sine/cosine of (vehicle.angle+offset). If the trymove returns false, that's a block.

>> No.4472639 [DELETED] 
File: 23 KB, 921x606, picard-facepalm.jpg [View same] [iqdb] [saucenao] [google]
4472639

>>4472636

>> No.4472642

>>4472636
the 14'ers poison everytthing

>> No.4472662

so what happened to graf taking a vacation?

>> No.4472665

>>4472662
Other devs are waiting to see if it was just a temporary spergout (which happened a few years earlier, when he took took down the source code repository even) while also planning contingencies. They've been talking to zandronum devs for example.

Us users of the port will be fine.

>> No.4472669
File: 145 KB, 756x661, 1485989612150.png [View same] [iqdb] [saucenao] [google]
4472669

>>4472083
RIP Kate for sure, but goddamn poor Bouncy.

>> No.4472670

>>4472665
was there ever any sort of public announcement?

>> No.4472682

Graf Zahl was probably so butthurt from the cacoward for Lilith that he quit Doom forever.

>> No.4472683
File: 188 KB, 1280x960, tumblr_nd7ciagNqW1ty70x1o4_1280.png [View same] [iqdb] [saucenao] [google]
4472683

Post sector furniture.

>> No.4472684
File: 233 KB, 1280x960, when bones makes posts.png [View same] [iqdb] [saucenao] [google]
4472684

>>4472683

>> No.4472685

>>4472670
Not yet. I think they'll wait until they know for sure.

>> No.4472687
File: 974 KB, 750x600, screenshot.gif [View same] [iqdb] [saucenao] [google]
4472687

>>4472682
His name is Gross Salz

>> No.4472691

>>4472683
>>4472684
Is there a special category of wads that actually try to work with the limitations of the engine? Every time I see someone on these threads post level design with angled slopes I get pissed. Getting rid of the limitations is boring. Working your way around the limitations takes skill and produces more interesting results.

>> No.4472694

>>4472691
>angled slopes being some sort of amazing technology
lemme tell you about brushes, son

>> No.4472695

>>4472589
Ah, the old "(G)ZDoom doesn't have a function for checking collision vectors outside of the bounce flags" issue.

>> No.4472696
File: 107 KB, 315x315, 1456560455665.png [View same] [iqdb] [saucenao] [google]
4472696

>>4472229

>> No.4472697

>>4472691
Yes.
https://doomwiki.org/wiki/Category:Vanilla_WADs

>> No.4472715

>>4472694
What do those look like when I play such a wad in DOS on my 333MHz Pentium?

>> No.4472717

>>4472715
well in this case you'd be playing bsps, not wads, you goddamn philistine

>> No.4472727

>>4472717
What? I'm sorry but I have been out of the wad game from since Doom95 probably literally in '95. Back then it was wads, and back then the Doom engine was unable to render sloped surfaces, therefore wads included no sloped surfaces.

>> No.4472729
File: 351 KB, 500x738, 1451143643129.png [View same] [iqdb] [saucenao] [google]
4472729

>Get to Map08 of Legacy of Heroes
>framerate tanks

God damn it, GZDoom.

>> No.4472731 [DELETED] 

>>4472083
So... Yet another tranny successfully suicided himself? GOOD. That's how it should be.

>> No.4472735

>>4472691
>Every time I see someone on these threads post level design with angled slopes I get pissed

That's sad.

>> No.4472737

>>4472727
what i'm saying is that even with source ports duct-taping shit of all sorts onto it, the doom engine is a prehistoric pile of oatmeal cookies

>> No.4472740

>>4472083
So... A tranny is dead? I hope he's well-prepared for will be coming next. Still, at least he made some major contributions, so that's somewhat good. Anyway, what's the deal with trannies and Doom?

>> No.4472742

>>4472740
it's not some doom specific thing, it's all nerd hobbies, and careers too. see >>4472601

>> No.4472746

>>4472729
its not too bad as you go forward just the opening shot is really laggy

>> No.4472751

What is the best time of the year to start a community project?
>>4472742
That makes no sense though. I've heard autism is caused by an overload of testosterone in the womb.

>> No.4472752
File: 252 KB, 1280x960, btsx_e1.png [View same] [iqdb] [saucenao] [google]
4472752

>>4472691
Vanilla and Boom is what you're looking for, if you just want to play in a classic or mostly classic mode, I'd suggest Chocolate Doom (basically a straight and faithful port of the original game's behavior to modern systems), or PrBoom+ (Boom, but better and more versatile, let's you play huge and detailed maps with some interesting advanced features that doesn't make the game come off as too modern).

Personally, I don't mind slopes and 3D floors if they're used in neat ways, though I absolutely agree it's very cool to see people actually work with and beyond the limitations of the engine.
Most of my favorite mapsets tend to be Boom format, despite me being a gameplay mod whore, largely because there's few great ZDoom mapsets which go well with gameplay mods, and most of the really good mappers make stuff for the Boom map format.

>> No.4472756

>>4472751
>autism is caused by an overload of testosterone in the womb
that can't be right, otherwise spergs would all be Chads

>> No.4472759

>>4472620
Different option, I have no idea how valid it might be, is to link the range to the speed (albeit with a minimum distance) so that the hitscans go farther at high speed. Then again, that's a calculation, but you should be able to do it just once per tic

>> No.4472760
File: 153 KB, 1280x800, doom2_gd01.jpg [View same] [iqdb] [saucenao] [google]
4472760

>>4472727
>since Doom 95
Christ, you've missed out on quite a lot in all this time, people have been extremely busy.
Some of the most beloved and well known stuff was made in the 2000's, though a lot of great things still get made, Doomworld did their annual Cacowards just over a week ago, giving out awards for what's considered by them to be the best of 2017's releases. Check out the Cacowards over the years for some of the best of the past decades of Doom modding and map making.

If you want to be wowed by what people can do with just basic Boom format, check out Going Down, incredibly creative and detailed. Also challenging, so be gud. It's a mapset that'll consistently make you go "Huh, what the shit?!" and you'll love every second of it.
Also check out Double Impact, Nihilty: Infinite Teeth, and Back To Saturn X

>> No.4472763

where's the latest version of Project MSfiXd?

>> No.4472769
File: 49 KB, 988x356, 1513718331.jpg [View same] [iqdb] [saucenao] [google]
4472769

It turns out that one of the judges of the Cacowards plays the game in what can only be described as an incredibly demented form. This makes all their judgments suspicious, in my opinion.

Do you think that playing the game deliberately without sound effects is remotely reasonable? Because certainly I do not.

>> No.4472771

>>4472769
when is that post from?

>> No.4472773

>>4472097
And why would I want them?

>> No.4472776

>>4472771
Recently, some place in this discussion.
https://www.doomworld.com/forum/topic/98370-is-the-sound-necessary/

>> No.4472781

>>4472776
it seems a bit silly to just not use sound; why would you not? it's important for not dying and finding progress, at times... it does significantly impact one's judgement of stuff, since it's an entire sense suddenly silenced, and for no good reason

>> No.4472782

>>4472769
What in the goddamn.

>> No.4472790
File: 14 KB, 420x300, 1410200843033.jpg [View same] [iqdb] [saucenao] [google]
4472790

>>4472769
>not having sound on for those tense moments of hearing "heeehhehehehh" from another room

>> No.4472803

Does Final Doomer+ work with online play? The JPCP weapons would be really great for supporting other players; mainly the nailgun.

>> No.4472804

>>4472803
From my understanding, yes but you have to use GZDoom multiplayer so good luck with that

>> No.4472821

>>4472803
>Katana folded 1000 times slices through even Revenant projectiles
>Nailgun also caps monster speed on top of taking more damage eat shit Scythe 2 evil marines
>Card sealing at <30% HP with the plasma replacement to practically finish off anything

JPCPguy seems pretty well built for co-op. On the other hand, I wonder if that rocket launcher replacement blinds other people too.

>> No.4472845
File: 23 KB, 338x156, sat.jpg [View same] [iqdb] [saucenao] [google]
4472845

This is my first map so far, it's meant to be played on hmp but there are small adjustments for the other skill levels. If you get both the card keys and kill most of the monsters I guess you can consider that a success for now (still trying to work out weird door behavior and teleporting so I can finish up).
Textures aren't final and little detailing so far, but I was having fun testing so thought I'd share this wee piece. All of the maps in this 'pack' will be small combat arenas ft. Brockhampton. I look forward to making better, more complex maps as I learn some more of the basics.
I hope what is hear will challenge some players. Again, uv is maybe a bit obnoxious for now, I'm focusing on hmp.
Oh also I'm working on a kind of 'timing' thing with the music so you're supposed to hold run forwards as you load the new game.
Only tested on qzdoom, uses an mp3.
https://my.mixtape.moe/bovbvo.wad

>> No.4472846

Is there a way to adjust brightness when picking up stuff or losing health in prboom+?
I only found the option to turn them off completly. At default they are way too obnoxious bright. Playing no gamma correction and I get blinded when picking up a single item.

>> No.4472862

>>4472845
fixed a door and added a couple more stimpacks...
https://my.mixtape.moe/niaroe.wad

>> No.4472864

>>4472862
what you could fix is first door as it can open only once, had to noclip through them

>> No.4472869

>>4472083
My condolences to her loved ones. May she rest in peace...

>> No.4472873

>>4472864
yes good point, i had only been testing running straight out the door to the music so never noticed
i think i will have to think of another solution to the entrance now because I don't want it to be repeatable so people could sit in the entrance and abuse it a bit
maybe I should just place the items outside then and if someone wants to blast 50 rounds of pistol ammo they can. will have to look at it.

>> No.4472879

>>4472862
>symmetrical layout (lazy method fyi)
>lyrics in song
>chaingunners on pillars overlooking arena that I noticed on 3rd attempt because everything is red
>not much health
>keep dying on HMP
you said that textures/detailing is placeholder, which is fine, but symmetry gotta go, thats basically no effort. I dont mind tight encounters with pinkies putting pressure, but chaingunners are a bit of a bitch to deal with, revenants and mancubi are hardly a threat since they are landlocked and there is cover.
regarding your door dilema, just put a teleporter line there and drop players into the arena
not gonna let this map beat me, but I am not having a good opinion of it so far

>> No.4472896

>>4472879
i get the symmetrical thing but at for this map i think of more as a combat arena, and i like how the symmetry when moving between areas flows
yeah i wanted to do something different with the music, and i got brockhampton in my head even though it's not my favourite stuff... dunno maybe I will do something instrumental like special herbs instead
yeah the final result is still going to look intentionally a bit strange and abrasive, btw im playing it in software at 1280x800 scaled down as much as I can with all the niceties turned off so that's just my taste
yeah it's purposefully supposed to be hard, you're kinda supposed to figure out a strat that works best, I've been purposefully reducing all the health and ammo until I've done the encounter with very little left
maybe I'll just bump up what I have as hmp to uv and give you extra few items on hmp
yeah I wish those guys worked better as turrets, but they are still decent at keeping you from staying in those side areas too long and can be a problem when you need to open the doors opposite (still working on that interaction)

my winning strat is to launch off and grab that box of ammo, turn around and gun down some sergeants, run through the wee horse shoe, bait pinkies closes to you then go around the long way to pick up a double barrel while avoiding them
then at some point while you're running around and checking every direction for pinkies you can shotgun or chaingun the chaingunners real quick
then there's the difficult 'jumps' (you shouldn't actually be using the jump key) to where the imps are where you can get some nice gear.

Anyway, thank you for playing and for your feedback I hope you'll find some improvements in the finished product though some things just won't be to taste.

>> No.4472897
File: 530 KB, 1920x1080, Screenshot_Doom_20171220_181530.png [View same] [iqdb] [saucenao] [google]
4472897

pff

>> No.4472905

>>4472896
well here are some more thoughts I have on map since I "finished" it
>left revenant platform has a missing texture
>you should probably add a bit more plasma OR bullet ammo as there isnt enough to go around and kill everything
>maybe make blood fountains wider and instead of chaingunners place imps or zombiemen for more merciful setup?
>I was able to pull off those imp platform jump, but adding some texture variation might help players to even find it, as its hard to see
>there is no exit and area past knights would imply more symmetrical fight
>if you want to keep symmetry, change up encounters, say on leftmost platform have revenants, while on the other have mancubi
it requires a lot of work, ideally you should make something else than slaughterwad arena combat as your first map, but I am not your mother, keep going your way, over here we can only point you in direction we think is right.

>> No.4472909

Is there a mod for quake 3 that changes the announcer? I want to have the UT99/2004 announcer for quake 3

>> No.4472923

>>4472905
yeah I will keep an eye on balancing to make sure it's tough but doable, and be just a little more generous in hmp (not that anyone pays attention to anything under uv)

I like how fast you have to think about taking down those chaingunners while avoiding other shit, i like the urgency but yes redesign their platforms a bit and make the jump/'secret' more obvious.
Yeah the back half is going to be similar stuff, but I will think more about symmetry that is also different, like you have mentioned

i was actually having trouble designing a more regular map, then found it more fun to focus on what is a smaller map but thinking about it more like a 'puzzle combat arena' and i realised i want to play more stuff like that and it's fun designing and you don't have to spend so long on a project (which im terrible at sticking with stuff), i think i just found the piece of doom I like the most and wanted to map speaking to that

thanks again for your help, hope with some more moving parts and a bit more variance or spice in relative symmetry you will appreciate the next revision a bit more

>> No.4472932

Hey dudes, I realized you finally can retrieve the texture of whatever wall a puff or projectile hit.

I'll absolutely F.E.A.R my shit up with this

>> No.4472941
File: 223 KB, 724x1024, CaptainAlex_poster_web_August-2015_1024x1024.jpg [View same] [iqdb] [saucenao] [google]
4472941

Mod when?

>> No.4472943

>>4472941
the most deadliest gun
in uganda

>> No.4472951

>>4472941
Grezzo 3: Tebaatusasula
from your #1 developer in Uganda

>> No.4472960

>>4472951
>tfw there will never be a spiritual successor to grezzo due
I'll speak the unspeakable, Grezzo was hilarious, stolen and uncredited content, bad mapping and balancing issues aside

>> No.4472973

>>4472941
TIGER MAFIA

>> No.4472974

>>4472960
First of all, we need to ask ourselves where is Grezzo 1 because that wad already started in 2.

>> No.4472979

>>4472268
What mod is this my dude

>> No.4473004

>>4472974
It's like Star Wars, that started with VI. They cut the bullshit

>> No.4473017 [DELETED] 

>>4471865
aside from second hand markets it's the only legal way to play duke 3D right now

>>4471893
>DNF was pretty much gearbox finishing up 3D realm's work
>they outsourced colonial marine to another developer so they can embezzle the money they got to do another borderlands
>randy ultimately destroyed any good will the company had with legal issues regarding duke 3D
>company tried to restore goodwill (and test the waters for another duke game) with a gimped rerelease of duke 3D & an over priced rerelease of bulletstorm but failed
>battleborn flopped HARD

gearbox is pretty much done anyway

>> No.4473018

>>4472268
Those hands...
I think the final punch one is derived from the hexen Fighter punch that were adapted to 16x9
Can anyone give a ling to the original adapted version? I was looking for it everywhere and could not find it =\

>> No.4473026 [DELETED] 

>>4473017
They are making Borderlands 3 now.
Now that Burch is gone I hope it turns out at least okay. They seem to get the hang of the scaling and balance in PS.

>> No.4473039 [DELETED] 

>>4473026
borderlands 3 would pretty much have to be GOTY all years in order for it to make back what battleborn lost

>> No.4473059

>>4473026
>Now that Burch is gone I hope it turns out at least okay.
They still have Randy Pitchford so it's still pretty fucked.

>> No.4473065

this is offtopic, >>>/v/ please gentlemen.

>> No.4473072

>>4473065
should've said that a while ago when people were sperging over cartoons a few hours ago.

>> No.4473079 [DELETED] 

>>4473026
with burch gone at least bl3 wont be all "HAHA DANK REDDIT MEEMS COMMUNISM AND FEMINISM ROCK DOOD TRUMP IS VOLDEMORT AMIRITE LOL"

and ofc i mean shitty 3rd wave feminism, even tho its become something of a meme at this point and whoops almost got political there

>> No.4473081

>>4473079
>spoiler

you already spilled your spaghetti with the first sentence.

>> No.4473084 [DELETED] 

>>4473079
>>4473059
>>4473039
The first BDL was good in terms of writing, but they only got the hang of the proper looty+shooty formula by the PS, where scaling and legendary turnover does not exponentially accelerate past certain level like it did in BDL2

>> No.4473109

>>4472845
it's a neat idea but only a one-time effect unfortunately. once you've died you're essentially punished by having to run through the long corridor again and another potential issue is the strict conditions for the timing to work, I imagine most players will SR40 or check behind them once starting. you could look into scrolling floors I suppose but you still have the problem of players interfering.

i didn't really enjoy the gameplay and only tried 3 times so I can't comment much but the space you've got to run around in is quite tight especially with all the cacos. I'm glad you've been conservative with the monsters too, it doesn't seem unsurmountable and you get to release the more troublesome monsters by yourself when you feel ready

I would look into putting this section towards the middle of a map maybe and using a linedef to start the music, that way dieing isn't as frustrating and you can also buff up the opposition based on the weapons the player will likely have by then

>> No.4473123

the shores of zdoom when? :^)

>> No.4473127

>>4473084
That's a fair point, I never played the pre sequel but I wouldn't be surprised if it were more fine tuned than 2, which was really fun when I played it back in the day.

Also fuck tiny tina, she had a cute design but fuck she was annoying.

>> No.4473131
File: 961 KB, 500x250, In 2144.gif [View same] [iqdb] [saucenao] [google]
4473131

>>4473123
When we're about to live the time Doom sets its story.

>> No.4473134
File: 229 KB, 1280x1024, Screenshot_Doom_20171220_123901.png [View same] [iqdb] [saucenao] [google]
4473134

hey cheque this out.
https://imgur.com/a/4exTL
https://www.youtube.com/watch?v=JAdCNj5J_qo

>> No.4473136 [DELETED] 

>>4473084
>where scaling and legendary turnover does not exponentially accelerate past certain level like it did in BDL2
That's why it was shit. At least BL1 had an actually decent fucking drop rate

BL3 should go a pseudo-roguelike route and give you more guns, enemys and shit the more you play.

>> No.4473139 [DELETED] 

>>4473084
>where scaling and legendary turnover does not exponentially accelerate past certain level like it did in BDL2
That's why it was shit. At least BL1 had an actually decent fucking drop rate

BL3 should go a pseudo-roguelike route and give you more guns, enemys and meaningful gameplay shit to unlock the more you play.

General Knoxx was the best BL1 expansion and probably one of the best expansions ever.

>> No.4473141

>>4473134
what map is that?

>> No.4473159
File: 38 KB, 549x644, route.png [View same] [iqdb] [saucenao] [google]
4473159

>>4473141
It's not ready yet, but it's one I'm working on. It's nearly clear for play-testing though; even if the layout is still shit.

Route is color-coded:
Green: Initial Areas
Red: Red Key
Blue: Ending

As you can tell, I still have issues with map layout.

>> No.4473168
File: 300 KB, 1280x1024, Screenshot_Doom_20171220_130251.png [View same] [iqdb] [saucenao] [google]
4473168

>>4473159
Further notes:
This is the first time I experiment with Zdoom-D2 format.
This is also the first time I experiment with the "Scroll wall according to line vector" tool; but it's entirely on flesh textures. Unfortunately it makes things horribly maligned and shit but I'll have to deal with it for now.

>> No.4473171

>>4472620
Is it not possible to go into ZScript and change the actor's bounce flag function to do damage based on speed before bouncing + direction change after bouncing?

>> No.4473174

>>4472589
didn't mark manage to do that in his bike attempt?
you could have a look in his code, i guess?
good luck

>> No.4473183
File: 217 KB, 1280x1024, Screenshot_Doom_20171220_130933.png [View same] [iqdb] [saucenao] [google]
4473183

>>4473168
Also here's a decorative demon dude in a decorative building. Because I like ya a lot.

>> No.4473191

>>4473183
just looks like a gate with two switches to me. press one, the bottom bars lower, press the other, the top bars raise, and through you go. i long lost the imagination to see doom as more than lines and sectors, sadly.

>> No.4473205

>>4473183
>feed me zombies

>> No.4473206
File: 237 KB, 1280x1024, Screenshot_Doom_20171220_132105.png [View same] [iqdb] [saucenao] [google]
4473206

>>4473191
>i long lost the imagination to see doom as more than lines and sectors, sadly.
whot a shaem
probably better when viewed from proper distance i guess?

>> No.4473207

New to mapping here.
I've been dicking about with GZDoom builder for the last week and making painfully slow progress in learning how to use the basic tools and make tiny, shit maps.

But the biggest question on my mind (and its probably stupid) is what the main difference between making a Doom 2 map and a Boom map is. I can guess that GZdoom one will allow slopes and stuff, but why would I want to make a Boom map?

>> No.4473212

Finished Strange Aeons with High Noon Drifter.

God damn what a ride. Highly recommended if you desire some lovecraftian action.

SKREEEEEEEEEEEE

>> No.4473214

>>4473207
Slightly better features than Vanilla; lets one make use of transparents, scrolls and sky-transfers.

Skytransfers are probably the best shit, though.

>> No.4473215

>>4473207
boom is doom(vanilla) plus rendering limits removed and a lot of the gaps in the linedef types filled in, while still being pretty traditional

>> No.4473216

>>4473207
the boom format adds a lot of line specials (transfer heights, transfer sky, scrolling floors/ceilings, etc) and offers a generalized version of the door/list/floor/ceiling/crusher/stair-builder specials

in other words, it's doom format but more open-ended

>> No.4473217

>>4473214
>>4473215
So in other words, go with Boom when I finally feel comfortable with making my first maps.
Cool, thanks.

>> No.4473218

>>4473216
>>4473215
>>4473207
Intrestingly, the GZDoom version of Scroll Ceilings does NOT carry any attatched things. I don't know if ZDoom does, but it did kick me in the balls when I tried to make a corpse-fueled incinerator that ran overtop the player's head. Don't know if it's a boom thing either.

>> No.4473234

>>4472740
Report and move on.

>> No.4473236

>Memento Mori
>A Dead Man's Town
>8 Archviles
>huge area where they can just roam around once activated and revive the slaughtered clusterfuck
>more barons than knights

Why.

>> No.4473238

>>4473139
You misunderstood what I meant. It has nothing to do with the droprates.

In BDL1 you can get a good legendary gun at level 14 and it will still be more useful than many other guns at level 30, because it used a linear scaling formula. In BDL 2 the further you get the faster your weapons become obsolete due to exponential scaling formulas, to the point where a legendary of level 65 is going to be outclassed by a white trash level 66 gun.
TS went back to the linear formulas of BDL1, which was great, but the plot was fucking atrocious and managed to retroactively ruin every single character and plot point from BDL2

>> No.4473242
File: 2.38 MB, 800x448, alotoffuckingsplashes.webm [View same] [iqdb] [saucenao] [google]
4473242

>> No.4473245

>>4473242
this looks so much nicer than brutal doom's ripples

>> No.4473249

>>4473217
You should post some of what you've made anon.

>> No.4473250

>>4473238
oh you meant the stat scaling

yeah fuck me that scaling was awful in BL2. it's why I cheated myself in 6 million of those keys and then eventually downloaded gibbed so I could level my guns up with me.

they should add a system where you can salvage guns at the same rarity or better to improve your current one. make it so that if you like a gun, you can keep it, but the rarer it is color-wise, the harder it is to upgrade. you basically wouldn't be able to upgrade oranges, for example.

>> No.4473252

>>4473234
Follow your own advice.

>> No.4473257

>>4473242
>tfw War of Sidhe mod that works fine on 1.8.10 manages to completely crash 3.4

>> No.4473262

>>4473218
boom doesn't have conveyor ceilings iirc. you can only scroll them, they won't carry objects. i'm fairly sure it was something they decided to leave to "phase 2" (which of course never happened)

>> No.4473263
File: 77 KB, 667x737, 1513530359399.jpg [View same] [iqdb] [saucenao] [google]
4473263

>>4472083
Who is this "Project Dark Fox" person in that zdoom thread? Just asking because I like their avatar.

>> No.4473265

>>4473245
i thought that said nipples and briefly wondered if there were any shirtless pics of Sergeant Mark

>> No.4473276

>>4473265
>sergeant flash iv

>> No.4473290

>>4473263
dunno, i know the name, he's been around for a long time but no idea what he's done or famous for

>> No.4473296

>>4473249
I've made random little rooms, courtyards, tested out doors and one large warehouse with a pyramid in the middle that ended up looking like an overblown, fancy teleporter.
None of which look any good or are worth making a map out of.
I'm not sure how long most people go from playing about to making real, actual maps but I'm going to take my time on this.

>> No.4473313

>>4472601
>It has been long established that Doom itself is a perfect place for an autist due to its ingame environment being 100% controllable and predictable.
actually speedrunning community autists specifically complain that doom is not a good speedrunning game because it is *not* 100% predictable, namely, that monster movement and damage values are pseudorandom

>> No.4473375

>>4473313
>pseudorandom
I don't think there's any way to manipulate those numbers. They are actually random.

>> No.4473382

>>4473375
there is a list of 256 "random" numbers in the source and each request for a random number in the world simulation simply returns the next one. it's not in the least bit random.

>> No.4473387

>>4473382
unless you use zdoom, in which case you do have an actual PRNG

>> No.4473402

>>4472691

Vanilla/Boom-compat wads far, far, far outnumber the amount of angled slopes you will ever see, anon.

>> No.4473406

>>4473387
well, sort of. they all return a list of numbers, one at a time. doom's is length 256. boom's is length 268435456. zdoom's is length 531137992816767098689588206552468627329593117727031923199444138200403559860852242739162502265229285668889329486246501015346579337652707239409519978766587351943831270835393219031728127.

>> No.4473409

>>4472769
i think you're being autistic

>> No.4473415

If I were to make a spritual successor to Grezzo 2, what should I remember?
I'd give credit to all sprites used and probably not put in anything too pornographic or gorey.

>> No.4473426

>>4473415
make it related to your own culture if you're not italian, and the present day in either case. Also don't become TheBadHustlex

>> No.4473427

>>4473171

Not that I know of.

>>4473174

I just checked and it looks like he did the second method, which is why hitting things is such a delayed reaction.

>> No.4473430

>>4473263
found the furry

>>4473290
worked on some sonic/doom/mechwarrior crossover comic about tails growing up and getting facetattoos and becoming "badass"

>> No.4473456

>>4473263
The kind of autist that has extremely weird interests, but surprisingly acts like a nice and level headed person otherwise. He drew the avatar himself and has the artistic skills of a 12-year old. Is a sonic fan, but also likes Battletech. Is friends with the amazing 'lilwhitemouse.

>> No.4473463

>>4471962
Congratulations on your cacoward for 2018!

>> No.4473525
File: 58 KB, 242x250, 1513802497435.png [View same] [iqdb] [saucenao] [google]
4473525

>>4473426
>don't know TheBadHustlex
>look him up
>deviantart
>he's from the same country I am
>make it related to your own culture
shit

What'd he do?

>> No.4473530

Is there any really good front-end for managing loads of different IWADs and PWADs?

>> No.4473531

>>4472769
I think that's particularly strange, but I don't think it actually affects his judgement of .wads to an extreme degree, compare to someone who's deaf, but would still enjoy Doom, he wouldn't hear the monsters or other sounds either.

Odd though.

>> No.4473536

>>4473525
He worked on a grezzo/postal-esque mod. There was hundreds of megabytes of furry and mlp porn in the beta version of his mod and he acted extremely immature on the forums.

On the flip side, he was really productive and had some genuinely interesting ideas unrelated to the bad taste shit, and eventually grew disgusted with his own work and all the themes in it and just abandoned it and the community. You could see him becoming less of a retard post-by-post as he grew up.

>> No.4473543

>>4473536
Oh that sounds actually not too bad if he grew out of his autism.
Was his project related to his country's culture like grezzo? what was it called anyway?

>> No.4473545

>>4473525
As the guy who streamed his mod, I can safely say that were it not for the fact that it was made by some kind of 16 year old brony gore fetishist, it would actually be a pretty good first attempt at a TC. Considering he was 15(?) when he made it it's actually quite impressive.

>> No.4473547

>>4473545
>15
16, goddamnit I just got inside and it's freezing out.

>> No.4473548

>>4473257
War of Sidhe has never worked, and has crashed for me since 2014. Graf broke that mod long ago I guess.

Now, Trailblazer is broken all the sudden, as I am not able to pickup shotgun shells at all anymore. And Smooth Doom is seems to be broken as well, since spectres randomly decide to become invincible and I can pass through them (though of course, they can hurt me, still).

>> No.4473554

>>4473456
No, he is an absolute asshat to a lot of people on ZDF.

>> No.4473559

>>4473543
>Was his project related to his country's culture like grezzo?
No. What I meant by not becoming like him was that a making a grezzo type of mod invites you to include all the autistic shit you're into for "humor".
As far as I know grezzo is mostly a bunch of italian memes and references to italian popular culture in a free roam environment. That's not necessarily a bad thing in itself.

>what was it called anyway?
"Regular Day".

>> No.4473562

>>4473554
Huh, guess I don't hang around the the off topic subforum enough to notice.

>> No.4473586

shit, quaddicted is down again

>> No.4473589

>>4472083

RIP.

That is some bullshit death. I mean, what could she do?

>> No.4473594

>>4473545
I share that sentiment after watching your vid (fuck playing that shit myself).

>> No.4473602

Huh. Playing with a Gzdoom settings map on GZDoom builder actually makes setting up switches and things that activate by walking over a line easier than Boom format. The menus for it are less cryptic and annoying.

>> No.4473605

>>4473602
>Playing with a Gzdoom settings map on GZDoom builder
There's really no such thing as "gzdoom settings". I think you mean Zdoom (doom in hexen) or UDMF, where the latter is the map format with the most features.

It also saves maps as readable .txt files which is cool.

>> No.4473612 [DELETED] 

>>4473605
Sorry, right. I mean ZDoom format. I'm a complete beginner to this.

>> No.4473621

>>4472740
that makes me think is there is a single real woman born woman in the community

>> No.4473625

>>4473621
Pffffft, everybody knows that
THERE ARE NO GIRLS ON THE INTERNET

>> No.4473627

>>4473621
I know of a few; most just don't mention it much

>> No.4473628

>>4473621
if kurashiki isn't a woman she is putting on a very good act

>> No.4473634

>>4473605
Yeah, I meant zdoom.
But either way the menus seem to be easier to use. Are there any downsides to using this format?

>> No.4473635

>>4473628
i just want to make half-asian children with her

is that creepy

>> No.4473637

>>4473635
>is it creepy to talk about wanting to impregnate women on the internet
I dunno, anon.

>> No.4473638
File: 597 KB, 1366x768, woman_elf.jpg [View same] [iqdb] [saucenao] [google]
4473638

>>4473637
while we're on the subject, does anyone else really want to shag Rachael's avatar?

>> No.4473641

>>4473634
yeah, your maps become zdoom-only and it becomes much easier to include a bunch of flashy bullshit that detracts from the gameplay
if you don't care about that, then off you go

>> No.4473643

>>4473634
Which of the zdoom formats are you using? All of them except UDMF are deprecated, just so you know.

The downside is that your map won't be able to run in Boom. This implies less of the doom community will be willing to play it (since the Boom standard is something virtually all modern ports support). Also that you'll be able to use advanced editing features that were nowhere near possible in the original game, which is something some people care strongly about.

>> No.4473649

>>4473643
Rachael herself wants to shag that avatar.

>> No.4473651

>>4473649
meant for
>>4473638

>> No.4473652

>>4473635
I want them to make an anime out of her Doom characters

>> No.4473657

>>4473649
Is she into girls then?
"that just means she likes what I like" - tourettes guy

>> No.4473661

>>4473657
https://www.youtube.com/watch?v=0POMpJcP3k8

>> No.4473664

>>4472740

>what's the deal with trannies and gaming?

depression and loneliness

>> No.4473665

>>4473664
these traits are not exclusive to them, though

in fact, i'd say they apply to most of us

>> No.4473670

>>4473665

>i'd say they apply to most of us

that's what I mean

I was 6 years medicated with severe depression and suicidal thoughts

>> No.4473673

>>4473670
Generalized anxiety disorder here (I think). I haven't gotten a diagnosis because I have too much anxiety to go get one :^)

>> No.4473705

>>4473670
Depressed ever since I was a kid, shit goes in waves, but in recent years I'm not so bad.
Used to cut myself some years ago. Big sperg, love my waifu.

Overall, anti-depressants, and not being in school, helps me a lot.
Sleep is a problem though.

>> No.4473707
File: 16 KB, 657x505, Spawner info.png [View same] [iqdb] [saucenao] [google]
4473707

Some hexen souls development stuff. There isn't really much to show off in terms of screenshots or .webms - but I've seriously re-worked the way bonfires and monster spawning works! ZScript is a total blessing in this case.

Bonfires used to rely on a lot of ACS, global variables and stuff to store the position of the player - I also had to manually place the bonfire respawn spots and tag them accordingly which could go wrong very easily if I lose track of my numbers.

Monster spawners are now very versatile, - originally they were two separate actors (one for continual respawns, and one for single use spawns for tougher enemies) Now, if a mapper wants to, they can control almost everything about the monster, even down to a new mod-side feature I'm calling "global events". So the monster can only spawn up to a certain point in the game, or after a certain point. or between two points.

>> No.4473708

>>4472083
i suppose it's a bit late to ask now but does anyone know what the music is on this video?
https://www.youtube.com/watch?v=DMqrjqZB44Q

>> No.4473710

>>4473708

Dunno, sounds like DnB.

>> No.4473714

>>4473707
Godspeed my man.

>> No.4473715

>>4473673
>>4473705

well, I suffered from friendzoneforeveralonenogfness until I met my wife (when I was fucking 30)

the thing is, I expended thousand of dollars in psychologists and psychiatrists for nothing, they just don't help

>> No.4473724

>>4473715
>I expended thousand of dollars in psychologists and psychiatrists for nothing, they just don't help
Very much this, and often they damn well know it and just want you to keep coming back for that sweet paycheck. The vast majority of psychologists and therapy is no more effective than simply finding someone a friend to talk to. It's only in the cases of severe mental illness requiring medication (such as schizophrenia or major depressive disorder) that they actually become useful.

>t. forced to go to psychologist for most of teenage years

>> No.4473735

>>4473724
>is no more effective than simply finding someone a friend to talk to.
What a coincidence. I'd pay to have a friend.

>> No.4473736
File: 125 KB, 480x720, 1498493545655.jpg [View same] [iqdb] [saucenao] [google]
4473736

>>4473735

I'll be your friend tonight

>> No.4473761

>>4473707
>hexen souls

aww hell yeah, I missed hearing about this mod

>> No.4473765
File: 740 KB, 500x270, 1457407238-9f21b2d2fb11de6242968d220c2f8b51.gif [View same] [iqdb] [saucenao] [google]
4473765

Favorite soundsfonts?

I cycle through Chorium, Arachno and Silverspring. Silverspring tends to do bad things to guitar-heavy midis. GenesiSF is fun with some tracks too.

>> No.4473767

>>4473724
>simply finding someone a friend to talk to
"simply" is a strong word here. never had someone to talk with for real. probably never will.

>> No.4473772

>>4473761
>>4473714
thanks guys. I know it isn't much, but I'm just trying to build a stable foundation for the rest of the mod - one of the bigger problems with the original build was that I was building systems on top of other systems, instead of meshing together. That created a massive amount of issues, especially when some of it was baseed on 4 year old code.

>> No.4473773

>>4473736
I've already tried to befriend them once. Decided against it. Even if life is shit, I'd miss out on playing cool games and new mods. Not really a good reason to live, but it keeps me going for now.

>> No.4473775

>>4473772
Keep up the good work. I like all the little things I've seen you be involved with.

>> No.4473787

>my furry wad request got deleted
Ok, I wasn't exactly asking for a furry wad. Let me express myself better.


I'm looking for a wad that was MADE by a furry, but seems like a regular cartoony quality wad starring anthropomorphic characters, not sexual in anyway.

>> No.4473790

>>4473787
Memoirs of Magic

>> No.4473793

also Shadow of the Wool Ball though it doesn't strike me as furry, it's just a saturday morning cartoon as a video game

>> No.4473795

>>4473548
>War of Sidhe has never worked, and has crashed for me since 2014. Graf broke that mod long ago I guess.

Shit. Is it really? I never got much feedback after I released it, so I kinda lost interest in it.

>> No.4473805

>>4473234
beats me as to why it hasn't been deleted by now.

>> No.4473808

>>4473790
I think it might've been that, but I'm also having doubts it's not the exact thing i'm looking for

>>4473793
Sonic is a saturday morning cartoon, but it's also (unfortunately) furry. I might've used the term harshly. Heck, I could be misinformed about the author of the wad.

Both of these look cool though, gonna try out Wool Ball

>> No.4473812

>>4473808
wool ball is great. like, really great. very charming art style and is probably the only wolfenstein-esque muh retro fps (of which there are many) that is worth playing. there's a sequel out too but i've yet to play it

>> No.4473825
File: 1.53 MB, 1920x1080, spasm0001.png [View same] [iqdb] [saucenao] [google]
4473825

>mod kino doesnt exi-

>> No.4473842

>>4471720
Is there a /vr/ download link for Quake 2 like there is for Doom, Quack, etc?

>> No.4473863

>>4473825
Don't taint that map with your crappy memes.

>> No.4473865

I've created a small mod for Final Doomer that gives Evilution Guy's shotgun a Half Life-style altfire, and his fists a quicker yet weaker altfire that can't auto-uppercut. Should I post it, or add some more things?

>> No.4473908

>>4473865
>Should I post it
if you have to ask, don't

>> No.4473915

>>4473865
I don't see why not

>> No.4473924
File: 890 KB, 1920x1080, that&#039;s a trick question.png [View same] [iqdb] [saucenao] [google]
4473924

Spot the chaingunner

>> No.4473928

>>4473908
I don't have to ask. I just don't know if it's enough of a difference to warrant its own download.

>> No.4473929
File: 720 KB, 1920x1080, these are my glasses.png [View same] [iqdb] [saucenao] [google]
4473929

Oh wait there he is

>> No.4473953

>>4473928
why not?

>> No.4473985

>>4473928
that's what i'm saying, if you have to ask, if you're not sure it's worth posting, it probably isn't. if it was worth posting, you'd post it.

>> No.4473991

Any links for the Doom novels?

>> No.4473997

What's the latest version of Death Wish for Blood and where do I get it? And is it regularly updated?

>>4473991
Doom Novels Collection.rar
http://www39.zippyshare.com/v/a2Oqwcv6/file.html

I haven't tested the link, but I can vouch for it because I'm the one that uploaded it in the first place. If the link is down (now or in the future) just say so and I'll re-upload it.

>> No.4474002
File: 77 KB, 800x533, 1477119024565.jpg [View same] [iqdb] [saucenao] [google]
4474002

>>4473997
Works fine, thanks!

>> No.4474012
File: 400 KB, 488x519, 9575475.gif [View same] [iqdb] [saucenao] [google]
4474012

>>4473924
>captain fred iii's patented mapfucker5000™ level foliage addon
this is when you know it's time to focus on fixing shit rather than adding shit

>> No.4474016

>>4472532
>>4471962
ASS
ASS
ASS
GONNA STEP ON THE ASS

>> No.4474067

>>4473997
Also, are there any plans for a future update to Death Wish?

>> No.4474129
File: 26 KB, 1023x767, Freezethrower.png [View same] [iqdb] [saucenao] [google]
4474129

Any reasons to use this other than saving ammo for other weapons?

>> No.4474135

>>4474129
I'd use it simply because it's a pretty cool gun

>> No.4474139

>>4474129
Since it bounces projectiles I like using them on protector drones who are otherwise really fast and mean. Saturate the area they're moving in with ice then take out your pistol and make a good Arnold impersonation.

>> No.4474141

>>4474129
A lot of Build Engine games have a weapon or 2 that are just fun to use even if they aren't the most useful.

>> No.4474143

>>4473018
This might be what you're looking for
https://www.wad-archive.com/wad/c3c49a286a08eca3956f5aeebd17c240
It includes the Hexen HUD and certain weapon sprites edited for widescreens.

>> No.4474153

>>4474129
Making your bullet weapons useful on Damn I'm Good.

>> No.4474165

>>4474129
All of these:
>>4474135
>>4474139
>>4474141
>>4474153
Plus it does a fuckton of damage.
The real question is why you wouldn't. It essentially fractions off a portion of the monster's health, meaning they die at 1/3rd rather than 3/3rds of their health, estimated. That's a significant damage buff.

tl;dr: It does a fuckload of damage and even kills enemies earlier than any other weapon, putting them in a frozen state so that damage from anything else will kill them instantly.

>> No.4474190

>>4474129
I still can't unsee a clothing iron

>> No.4474206

>>4474190
fuck

>> No.4474212

>>4474190
Go fuck yourself

>> No.4474213

>>4473953
Two altfires, nothing else.

>> No.4474237

>>4473985
i understand taking this position, it gets annoying when people ask if they should do something
I don't know, figure it out yourself! It's your mod and it'll take you a minute to upload and post it!
Have some pride or self determination or just balls or something and put it out there, y'know?

>> No.4474239

>>4474237
no the limited amount of internet we have means we have to be careful what we up and download now
it needs to be a group consensus

>> No.4474241
File: 247 KB, 800x600, Screenshot_Doom_20170422_004900.png [View same] [iqdb] [saucenao] [google]
4474241

If I were to outright rip out the original Immoral Conduct HUD and just build in a customized version of NCHud instead, would that really be that bad?

Is that something people would take issue with?

>> No.4474245
File: 343 KB, 800x600, Screenshot_Doom_20160422_153028.png [View same] [iqdb] [saucenao] [google]
4474245

For reference, here's a screenshot showing NCHud.

>> No.4474246

>>4474239
images stopped loading for me
GUYS I THINK HE'S RIGHT

>> No.4474247

>>4473795
Would you mind if I borrow some stuff from it (namely Phoenix explosion and some other shit) for my own project that I might or might not finish in the distant future?

>> No.4474251

>>4474241
who gives a fuuuuuuuck
what's someone gonna do, send you an angry letter?
modding should be free, I don't care where you get your assets from

>> No.4474253
File: 13 KB, 480x640, tumblr_inline_obto42P0431qgk4m1_540.jpg [View same] [iqdb] [saucenao] [google]
4474253

>>4474251
Well some people play with their own kind of huds, but I guess I see your point. If someone wants to use another HUD, I guess they'll have to make a compatibility patch.

>> No.4474254

>>4474251
>what's someone gonna do, send you an angry letter?
Brutalkiddies might send angry letters about it not being compatible with BD.

>> No.4474256

>>4474241
>>4474245
i'm pretty sure nchud was released specifically so other people could modify it
just fuckin' do it, nerd

>> No.4474257

>>4474247
Sure, you can use it! All the code is pretty rudimentary, anyways.

>> No.4474258

>>4474256
I wasn't really meaning permission from the author, I know it's an open-source asset, I was more thinking if people are bothered by having a custom hud foisted on them.

I'll be doing it though.

>> No.4474259

>>4474258
i'd imagine if they really cared, they'd just...not load the new hud

>> No.4474262

>>4474259
I'd be building it in though.

>> No.4474263

>>4474262
then they'd load the original mod

>> No.4474264

>>4474012
What can he even add to the core mod gameplay-wise at this point? It feels like it should've been done a while ago but the feature creep of stuff like this is ridiculous. I'd be honestly be interested to see Mark do a megawad, BD or not.

>> No.4474267

>>4474262
Compromise: Use a CVar to let the player switch between NCHUD and the classic one.

>> No.4474270

>>4474264
His 'Hell On Earth' map pack is probably the most non-garbage thing he's done, but the continuing popularity of broodledoops is a massive fucking albatross around his neck.

>> No.4474271
File: 208 KB, 800x600, Screenshot_Doom_20170819_033547.png [View same] [iqdb] [saucenao] [google]
4474271

>>4474263
Well, fair enough, if they wanted to play classic Immoral Conduct, they'd go for that, not what I'm doing with it.

>>4474267
I don't have the slightest idea on how to do that.

>> No.4474272

>>4474143
>>4474257
thank you

>>4474264
That's the thing. He himself fostered up a community that will not accept any mod other than brutal doom, so to keep their attention he keeps making the same mod.

Hell, I think Terminus and Pillowblaster started making mods after the first BD was released, and they made several full-feature mods all the while Mark kept polishing a turd.

>> No.4474274

>>4474271
>I don't have the slightest idea on how to do that.
https://zdoom.org/wiki/IfCVarInt

>> No.4474280
File: 165 KB, 607x713, cfd23c0.jpg [View same] [iqdb] [saucenao] [google]
4474280

>find last secret
>computer area map

>> No.4474281

>>4474270
I guess he might feel that he may lose Patreonbux if he does non-Broodal stuff, though I also suppose he put himself in that position in the first place.

>>4474272
Have to wonder what would Mark make if he went the way of all those ZDoomers who make new stuff regularly. Like shit, Samsara being discontinued was a bummer but Terminus has made some really nice things since then including various gameplay mods trying to push what ZDoom and Zandybam can do and even managing mapping projects, so it worked out well.

>> No.4474283

>>4474274 (me)

Oh, and you'll also want the articles on CVARINFO, to define the CVar and set the default setting, and MENUDEF, to create a custom menu to make the CVar easily modifiable ingame w/o entering the console.

https://zdoom.org/wiki/CVARINFO
https://zdoom.org/wiki/MENUDEF

>> No.4474286

Anyone here build Quake maps? I'm trying to use BSP2WAD to pick up a pool of existing textures but it only likes to work with some .bsps--what gives?

>> No.4474287

>>4474206
>>4474212
GET OUT, SCUM

>> No.4474289

>>4474287
HMMMPH HAHAH

>> No.4474291
File: 56 KB, 200x150, file.png [View same] [iqdb] [saucenao] [google]
4474291

Anyone has a working copy of the Hexenhanced? Forum link is dead and version 1.2 that I found is not working on new GZDoom

>> No.4474292

>>4474287
WOOOOOOOOOOOO BABY, I'M-

>> No.4474296

>>4474274
>>4474283
I suppose I'll try making sense of that with my caveman brain.

>> No.4474297

>>4474292
YEAAAAH CHRISTMAS COMES EARLY THIS YEAR
CHRISTMAS COME
CHRISTMAS COME

CHRISTMAS COME

CHRISTMAS COME

CHRISTMAS COME
CHRISTMAS COME
CHRISTMAS COME


CHRISTMAS COME
CHRISTMAS COME
CHRISTMAS COME
CHRISTMAS COME


CHRISTMAS COME CHRISTMAS COME CHRISTMAS COME CHRISTMAS COME CHRISTMAS COME CHRISTMAS COME CHRISTMAS COME CHRISTMAS COME
CHRISTMASCOMECHRISTMASCOME CHRISTMASCOMECHRISTMASCOMECHRISTMASCOMECHRISTMASCOMECHRISTMASCOMECHRISTMASCOMECHRISTMASCOMECHRISTMASCOMECHRISTMASCOMECHRISTMASCOMECHRISTMASCOMECHRISTMASCOMECHRISTMASCOMECHRISTMASCOMECHRISTMASCOMECHRISTMASCOMECHRISTMASCOMECHRISTMASCOMECHRISTMASCOMECHRISTMASCOMECHRISTMASCOMECHRISTMASCOMECHRISTMASCOMECHRISTMASCOME

OOOOOOUUUAAAAAGGGGGHHHHHHHHH

>> No.4474298

>>4474292
I really should not have played with earphones on that time

>> No.4474304

>>4474281
>>4474272
agreed
though people give terminus a lot of shit for not finishing things which on the one hand literally every modder does, mark especially included, but on the other hand FIX SHIHONG ALREADY jumping from project to project has made him actually put out a lot MORE content in comparison.
samsara, demonsteele, push, hnd, dreadnought, the dump series, all fun and all varied. pillowblaster's russian overkill, trailblazer, guncaster, all fantastic and all varied, lots of different playtime and replayability.

mark just has brutal doom. and brutal doom derivatives. and they're winding down. there's plenty to be said for the sheer juggernaut of brutal doom popularity, but people are not going to keep playing just one single mod and only one single mod while mark adds even more questionable shit. even the most ardent burnt lamb fans branch out and play other things. source: me being one of them

>> No.4474306

>>4474304
You forgot Cyberrunner

>> No.4474308

>>4474306
F

>> No.4474309
File: 1.48 MB, 1998x1000, 1371677290265.png [View same] [iqdb] [saucenao] [google]
4474309

>>4474308
RIP

>> No.4474312

speaking of term and his stuff, Im really fucking loving demonsteele
I just wished there was a way to decrease the number of particles on the grenades because they royally slay my framerate every single time

>> No.4474314

>>4474306
>>4474308
>>4474309
Now that the GZDoom engine has all its internals converted to floats, theoretically it probably would be possible to actually go that fast without breaking things. I would love to see a sort of modern take on Cyberrunner.

>>4474312
Doesn't dst_toaster cvar do that?

>> No.4474317

>>4474280
Me as a kid, when the only E1 map I couldn't 100% was E1M5.

>> No.4474319

>>4474304
>FIX SHIHONG ALREADY
what's broken about her? i guess i haven't played her enough

>> No.4474328 [DELETED] 
File: 397 KB, 500x478, In_the_druids_attic.png [View same] [iqdb] [saucenao] [google]
4474328

>>4474314
>Doesn't dst_toaster cvar do that?
fucking hell

>> No.4474331

>>4473707
>Some hexen souls development stuff.
So I am confused, is hexen souls going to be the IWAD campaign modded to be more dark souls-y, or is it going to be new maps?

>> No.4474332

>>4474328
>that image
see you in three days!

>> No.4474336
File: 38 KB, 140x143, duke.png [View same] [iqdb] [saucenao] [google]
4474336

>>4474332
see you in hell.

>> No.4474342
File: 101 KB, 600x850, 1461079712802.jpg [View same] [iqdb] [saucenao] [google]
4474342

>>4474206
>>4474212
>>4474289
>>4474287
>>4474292
>>4474297

>> No.4474343

>>4474286
Never used BSP2WAD, but TexMex can extract textures from bsps, try using that on the problematic maps and see what happens.

>> No.4474345

>>4474272
>Mark kept polishing a turd
I wouldn't call BD a turd, at least when it started out. It's definitely gone downhill though.

>> No.4474346

>>4474343
Also if you're just looking for the vanilla textures, just googling 'Quake wads' should give you the stock id1 textures all neatly together in one wad. Quaddicted also has a huge repository of texture packs and resources people have made, but that site's down at the moment.

>> No.4474347

Say, Yholl, why don't you put a Q2 supershotgun in Doom RLA? It could make a really nice unique. Granted, you'd have to do the sprites and code, but at least you already have a bunch of cool sound effects. Congrats on the cacowards, btw, you and Shivers are breddy gud.

>> No.4474357

Are there any good Shadow Warrior source ports yet?

>> No.4474380
File: 451 KB, 800x600, Holyfug.png [View same] [iqdb] [saucenao] [google]
4474380

>> No.4474386

>>4474129
Duke 64 weaponset > Duke3D weaponset

>> No.4474391

>>4474386
Duke64 doesn't have the Ripper Chaingun Cannon though.

>> No.4474392

>>4474391
It does, it was just reskined into duel MP5s

>> No.4474394 [SPOILER] 
File: 7 KB, 200x200, 1513836969372.jpg [View same] [iqdb] [saucenao] [google]
4474394

>have seen what most of the id old staff looks like now
>realize American McGee's Wikipedia pic is over a decade old
>decide to search
Jesus fucking Christ.

>> No.4474395

>>4474392
Ripper is cooler.

>> No.4474396

>>4474129
>shoot at flying enemies until they freeze
>they fall down and shatter
Dunno, but it really feels good every time.

>> No.4474398

>>4474394

I like that the filename looks like it's screaming.

>> No.4474402

>>4474395
I'm sure it's neat once you replace that god-awful firing sound.

>> No.4474403

>>4474398
I'd imagine his entire life has been screaming.

>> No.4474405

>>4474394
He looks fine. What's the problem?

>> No.4474409

>>4474405
I didn't expect him to look so old! I know he's almost 50 but I have a real hard time picturing him and the two Johns and the rest as anything but geeky young dudes, even now.

Shit, I don't even want to look up Sandy Petersen. If he was old then he's gotta be dust by now.

>> No.4474428
File: 73 KB, 559x339, sandy_petersen_slajd.jpg [View same] [iqdb] [saucenao] [google]
4474428

>>4474409
Sandy looks exactly like you'd expect a jolly mormon grandpa to look like. In fact I'd argue he looks better now than back in the id days.

>> No.4474442

>>4474428
Whew. That's comforting.

>> No.4474445
File: 107 KB, 450x337, sandy and doggo.jpg [View same] [iqdb] [saucenao] [google]
4474445

>>4474442
He's still a sharp and fun guy too, writing Lovecraft themed RPG stuff.

>> No.4474456

>>4474331
It looks like it's pretty much a partial conversion. Completely overhauled gameplay with new maps.

>> No.4474464

>tfw you realize there's no chance your map is gonna be done by christmas

>> No.4474484

>>4474464
>tfw you realize there's no chance you finish your mod by the end of 2019 at the pace it is going now

>> No.4474487

>Watching Doom speed demos for the first time.
>Watching Tyson grand master run through Doom 2.

I didn't know Doom was a cover based puncher.

>> No.4474505

>>4472476
There's the DUMP series and SUGOI if you count SRB2 as Doom

>> No.4474508

>>4474484
Thankfully a couple extra days should allow me to cleverly change the goal from "Collect Christmas presents" to "RETURN Christmas presents." I am a genius.

>> No.4474526

>>4474484
>tfw the only thing that's gonna be done is you

>> No.4474578

How does GMOTA fare with slaughtermaps?

Wanted to play it with Tangerine Nightmare.

>> No.4474581

>>4474578
The old version? EZ mode.
V1.0? Brace your anus.

>> No.4474582

>>4472075
I just beat doom and doom 2 for the first time not long ago and thought I was alone in not really caring for the last fourth of the game. I'm just not good on the long ass maps.

>> No.4474592

What would you guys want out of a Hexen 'remake'?

>> No.4474594

>>4474592
Good puzzles and scenery, an interesting story, engaging combat (mostly melee).

>> No.4474596

>>4474592

More weapons, slightly more explicit puzzles (but I still want them in)

Some ways to go through the centaur's shield ?

I generally like Hexen as it is to be quite honest.

>> No.4474597

>>4474592
Puzzles that make sense and you can actually see the effects of whatever you are doing
Enemy variety
Magic and magical weapons that are not the standard "fireball-lightningstrike"

>> No.4474604

>>4474592
doom skyrim

>> No.4474621

>>4474592
More weapons, more enemy types, more interesting levels, and most importantly puzzles with some kind of actual logic and progression, instead of "Something happened"

>> No.4474626

>>4474592
less HP for all enemies
keep weapons the same but bring doom modders on for melee weapon feedback
at least three new weapons for each class jesus christ four weapons where one is shit and the other has to be assembled is not enough for 40 maps

>> No.4474628

>>4474505
SUGOI was inspired by DUMP, which is pretty sweet.

>> No.4474676

>>4474331
Hexen Souls (in its complete form) will be a partial conversion featuring several interconnected levels and a hub-type area. + new weapons, items and gameplay elements overhauled.

But before that point, I'll probably release a stripped down version for use in Hexen's campaign, however it would be lacking in certain areas, I don't know how well I could intergrate Bonfires and levelling up into the main game without doing some gross hackery

>> No.4474719

>>4474342
Brutal Doom was a mistake.

>> No.4474724

>>4474676
Any plans for more involved melee combat, with like blocks and whatever?

>> No.4474730

>>4474719
I'm keen to disagree, I think the attention and flood of new players it has drawn to the modern doom community is amazing. Sure the mod itself sucks ass but I didn't download it in 2012 I'm not sure I would've ever found the doom community - I mean I can't think of anything else that got major traction on gaming news sites apart from foursite recently

>> No.4474739 [SPOILER] 
File: 2.92 MB, 640x360, 1513861291908.webm [View same] [iqdb] [saucenao] [google]
4474739

>>4474730
...and anyone who has two braincells to rub together can recognize the mod's flaws. Those who can't won't be interested in the rest of the community anyway.
Oh and if anyone still thinks that D44M is an unacceptable cringefest because it mimics brutal doom with its glory kills... webm related. D44M did it first, ages ago. When it was still Call of Doom Hell on Earth

>> No.4474740

>>4474724
yes, absolutely. Blocking, Parrying and Ripostes are all planned. Can't have a souls-like without souls-like combat.

Here's an old video of what was included
https://www.youtube.com/watch?v=VsEcxrV7Rec

>> No.4474746

>>4474730
Same here. I may have played doom to death as a child, but if not for BD's popularity, I probably wouldn't have come back to it as an adult.

>> No.4474750

>>4474719
>>4474730
I think the issue with BD is that people use it as a representation of Doom modding, when in reality it has its own subculture and the best or average Doom mod is much different from BD.
From some of its ideas being basic, to the mod itself being "eh" and Mark being accused of art theft or shit coding, BD feels like he doesn't like modding very much (specially when his biggest talent is said to be mapping) but he sticks to it, because it's what people like from him.
This is why most modders we know of and think are cool (Term, Kegan, Kins, Xaser, PB, etc) seem to be a better representation of Doom modding, because they've worked on different projects (not alone, of course, but still) with different themes and ideas, to the point some of it even has unique features or OC's with lore and backstories.
Doom modding is great, because of the potential it has to turn Doom into anything else, while that a series being associated with good game design tend to have well designy mods, so it's like these people are more aware of the power of Doom modding, than a guy whose most popular work seems to be centered around "Doom meets COD, but with more gore and a meme from that comic".
This sounds biased as fuck, but that's how i see things: at best, BD puts interest for both Doom and its fanbase to newcomers and at worst, it can give them dumb ideas of what both are or can be,

>> No.4474752

>>4474750
>designy
"designed"

>> No.4474756

>>4474730
But the crowd that br*tal "doom" attracted were a bunch of mongrels that could do nothing more than circlejerk over brutal doom. I mean, look at the comments for the PC gamer article about hideous destructor. It's nothing but people bitching about how it isn't brutal doom dick sucking number 19480.

>> No.4474759

>>4474740
Damn, that looks great for an early build. Looking forward for your project.

>> No.4474767

>>4474759
A lot of it has been re-built from scratch in ZScript. I've redone the basic systems (dying, monster respawning, bloodstains).

Next on my list is status effects, stamina and souls.

>> No.4474774
File: 295 KB, 616x659, Thing.jpg [View same] [iqdb] [saucenao] [google]
4474774

>>4474730
You know, I understand all the shit its creator and the mod itself can get for various reasons, but I still find Brutal Doom and its derivatives plenty of fun, and it's not for lack of experience with other mods considering the quick load list I have.

>> No.4474776

>>4474767
>status effects
A convenient way is to use inventory items with overridden pickup, tick and removal functions.

>> No.4474835

>>4474719
>>4474730
>>4474750
I think I know WHY exactly people (especially young) go apeshit about Brutal Doom
It all boils down to one thing that BD did absolutely right: visual feedback.
Visual feedback plays an important role as a player "reward" mechanic in any game. Basically put "you press a button and something impressive happens". The key point is how accurately that feedback is. How this "something" represents players agency.
In FPS players agency usually manifests itself as a choice of a weapon (or an offensive action), and enemy, and location in which that enemy is shot.

And 99% of modern shooters completely botch the visual feedback aspect because of the self-censorship to avoid "muh violent games" stigma. Shooting a guy in the head? It just ragdolls him. Grenade? Simple ragdoll. High caliber to the arm/leg? Ragdoll+simple "spin" animation.

Meanwhile BD absolutely excells at it - not only it adds bloody animations and screams to enemy deaths, but they also different for each type of weapon and the location shot combination, and there are different variants as well! Like a Zombieman hasat least 3 different "headshots" - with exploding head, shooting its jaw off and a simple "red dot on the head". And the kicking does stuff other than kickenemies back a bit - zombies fall on their buttand have a "get up" animation, and Nobles hold to their testicles!
Even location you shot your enemiesinto matters - so if you shoot a zombie standing against a wall, he will leave a "leaned"corpse instead of the usual one!
And youcan evn flip monsters off! And that has different effects ondifferent enemies!
(cont)

>> No.4474838

>>4474835
(cont)
People play shooters to shoot things. To be violent. This kind of hyperviolent audiovisual reward corresponds to the basest, most common of players desires.

Basically put, every kill in BD feels much more visually "rewarding" when compared to a kill in a moder shooter - because it directly corresponds to the players actions with accuracy most shooter players have never experienced before.
This new type of rewarding experience is what entices people into deifying BD as the next coming of Christ.

I actually wrote up a lengthy analysis on how proper player feedback is important and how every single videogame genre uses different ways of feedback correlating with different actions, and how said feedback loops and various degrees of player's agency create an appealing gameplay for genres like roguelikes, simulators, RPGs etc. The site I posted it on died ages ago and I cant find it on wayback machine though.

>> No.4474842

>>4474838
>feedback
That's the main reason this is my main inspiration: https://www.youtube.com/watch?v=XlgsmZHVXt4

>> No.4474869

>>4474739
forgot about that.
i wonder why studios always do the floaty camera thing in their pre production animations...

>> No.4474872

>>4474835
>>4474838
First time posting in this thread, you're absolutely correct.
I was thinking the very same thing myself the other day when I was wondering about BDs appeal and it's absolutely the variety of violence you can bring on enemies.

So many weapons do things differently, I'm doing a long play with project brutality at the moment and there is just a dizzying number of ways to kill enemies that it really is impressive how it's done. Most people don't care about "under the hood" mechanics, so long as they get their ultraviolence.

>> No.4474873

>>4474592

BRUTAL Hexen of course

>> No.4474878

>>4474869
They do it in two ways. Either they pre-animate the whole or deliberately use gamepad analog panning to give a clearer and smoother presentation. The Doom4 1.0 glory kills video looks like a proof of concept pre-animated sequence. At least the outdoor scenes. The part where the player fights a former human hooded punk looks more like a functional gameplay test.

>> No.4474879
File: 2.13 MB, 640x360, brutal hexen.webm [View same] [iqdb] [saucenao] [google]
4474879

>>4474873

>> No.4474886

>>4474343
>>4474346
Looks like the problem is some maps saving under wad2 and wad3 filtypes, I'm assuming that means they use an updated BSP. Wad2 can be properly extracted, but when I extract wad3, adding it to Trenchbroom's texture collections doesn't actually give me any textures.

>> No.4474901

Okay, serious question:
Build Engine games - better with mouselook or without?

>> No.4474916

>>4474886
What maps in particular are you trying to extract textures from? I'm no expert on the various bsp/bsp2 variations and different wad types, but I could give it a shot.

>> No.4474989

>>4474901
Why would something be bad with mouselook? The view tilting illusion isn't bad and you sometimes do need to be able to aim up or down.

>> No.4475025

>>4474291
Anyone?

>> No.4475039

>>4475025
Try the reupload request thread on the forum. In the meantime, what errors do the old version produce?

>> No.4475042
File: 48 KB, 512x384, file.png [View same] [iqdb] [saucenao] [google]
4475042

>>4475039
It lists an awful lot of actors and then states that "Can not replace actor with itself"
Then a bunch of script errors.
Looks like the way this mod was built is completely incompatible wit hthe new version at all.

>> No.4475045

>>4475042
Gimme a link to it. I bet there's a copy of a text file that shouldn't be there or something.

>> No.4475046

>>4475045
Original forum (defunct link, 1.4 version)
https://forum.zdoom.org/viewtopic.php?f=45&t=24548

where I found v1.2 : http://hexen-game.ru/load/0-0-0-157-20

>> No.4475052

>>4475046
Right, the modder did something you're not supposed to do and that should have produced errors way back (items inheriting from themselves). Change the definition for, say, "ArtiHealth" to ArtiHealth2 and so on and it should work

>> No.4475064

>>4474916
sm180_mukor.bsp and ad_necrokeep.bsp, thanks.

>> No.4475068
File: 2.35 MB, 1013x1494, doom_by_sidharthchaturvedi-d8tf8m6.png [View same] [iqdb] [saucenao] [google]
4475068

What defines the original DooM game play for you guys? For me the key is the fast horizontal strafing movement, using specific weapons for different enemies, and navigating maze like maps. In game I feel like I'm slowly going crazy and the only way to stay sane is to kill demons and reach the exit. Doom 2016 is severely lacking in the maze like maps department. I like it, but it didn't make the gameplay translation like ocarina of time or metroid prime did.

>> No.4475078

>>4474739
that pistol looks a lot like the classic doom one.

>> No.4475084

>>4474878
There was gameplay section in sewers which looked like Rage with imps.

>> No.4475087

>>4475078
They're both based on a Beretta 92

>> No.4475103
File: 26 KB, 600x400, 1.png [View same] [iqdb] [saucenao] [google]
4475103

Reminder to have a new armor in your hands before taking yours off.
https://i.imgur.com/1GDM7OD.png

>> No.4475129
File: 87 KB, 516x541, file.png [View same] [iqdb] [saucenao] [google]
4475129

>>4475064
Huh, that's weird. I don't have the speedmap sets downloaded so I can't check the other one (and Quaddicted is still down) but TexMex extracted the files from Necrokeep just fine, put 'em into a wad just fine, and then like you said, Trenchbroom mounts the wad but no textures actually show up.

The problem is apparently this: if you open the .bsp in TexMex and choose 'Save A Copy,' it only lets you save it as a Wad3 (GoldSrc, apparently) format wad, but if you click 'Save As' instead, it exports to Wad2 (standard Quake 1 wad) format, which Trenchbroom recognizes and loads just fine.

>> No.4475132

>>4475103
If I have 50% of a Blue Armor left, should I get a new 100% Green Armor or hold off until I have no armor left?

>> No.4475136

>>4475068
Level design is probably the most important part of the entire genre, which is why Doom 4 doesn't feel nearly as good.
What good are your guns and enemies if there aren't any fun places to fight them in?

>> No.4475141
File: 115 KB, 786x1017, quakeguy.jpg [View same] [iqdb] [saucenao] [google]
4475141

Did any of you people actually discover the Quake 1 Nightmare difficulty on your own without reading up on it and how to find it somewhere? I have deliberately avoided finding out about any secrets in any id game. All I know is that there is a secret 4th difficulty level for Quake. Mind you, I'm not asking you where it is. The last time I spent about half an hour looking for it with no success. My question is that did you find it yourself by accident, read up on it and find it after searching, or simply read up on its actual location?

>> No.4475147

>>4474835
>>4474838
Making the enemies out of paper-mache and limbs exploding at the slightest wound isn't very rewarding to me. Overall though, the closest metaphor I can think of to describe the BD experience is a tinny sound: high strung and gritty, while lacking in weight and substance.

>> No.4475156
File: 4 KB, 300x168, rhetorical.jpg [View same] [iqdb] [saucenao] [google]
4475156

>>4475136
>What good are your guns
The answer to that rhetorical question is: They can shoot and are not limited to shooting straight ahead or where the vertical autoaim wants them to shoot. The chaingun isn't a 9mm pea shooter and the shotgun isn't made obsolete by the SSG. The gauss cannon is too overpowered though.
>>4475136
>What good are enemies
The answer to that rhetorical question is: Competent and not crippled by the inability to follow the player where he goes. They have more- and different types of attacks that you need to learn to react to. They lead their shots not just based on your horizontal movement, but they can rain indirect fire on you from beyond obstacles.
And as bad as you think the level design in D44M is, at least it isn't Doom II - Brown Buildings Boogaloo

>> No.4475172

>>4475156
Those sure are some imaginary questions you're answering.

>> No.4475176

>>4475172
next time read before you post

>> No.4475181

>>4475176
next time think before you reply

>> No.4475183

>>4475156
The Chaingun being weak per-bullet in the original games is balanced out by the fact that its ammo is typically plentiful and it's the most accurate weapon in the game.

>> No.4475187
File: 59 KB, 1155x1155, machinegun_clip_filename_triggers_k.jpg [View same] [iqdb] [saucenao] [google]
4475187

@4475181
(You) have picked up a clip

>> No.4475192 [DELETED] 

>>4475187
>imaginary downvotes

The universal sign of butthurt.

>> No.4475196
File: 148 KB, 800x520, mm1c.jpg [View same] [iqdb] [saucenao] [google]
4475196

>>4475187
I think this looks more like doom's magazines.

>> No.4475201 [DELETED] 
File: 510 KB, 770x789, you.png [View same] [iqdb] [saucenao] [google]
4475201

>>4475192
>talks about "downvotes"
>separates paragraphs by empty lines

>> No.4475202 [DELETED] 
File: 71 KB, 640x419, 1512454866788.png [View same] [iqdb] [saucenao] [google]
4475202

>>4475201

>> No.4475209

>>4473805
I think there's a new one who isn't quite sure how this board works.

>> No.4475212

>>4475103

Well this just made my day

>> No.4475218

I feel bad for our janitor sometimes.

>> No.4475229

>>4475068
Wow that's a cool painting

>> No.4475234

>>4475129
Awesome, thanks.

>> No.4475272

>>4475103
>imgur
why

>> No.4475280

>>4475132
the break even point is when your health is twice your amount of blue armour, but on the other hand the blue armour will reduce the pain flash intensity all the way until it runs out so you might like to keep it for longer

>> No.4475287 [DELETED] 

>>4473670
>>4473665
So these are the people who hate anything even remotely fun I guess. I've been board hopping for some time but 4chan is beyond saving I guess. Aren't there any normal guys with wifes and kids who just enjoy things while not being autisticaly obsessive about them?

>> No.4475293

>>4475287
The only hate here seems to be coming from you.

>> No.4475296

>This is the 107th IP in the thread

>> No.4475301

>>4474873
>FORNICATE THYSELF
>BEGONE VERMIN

>> No.4475302

>>4474879
looks like a shittier hexercise, tbqhwyfam

>> No.4475308

>>4472209
I still haven't found it

>> No.4475309

>>4471721
[12-21] TNT: Resistance final release
https://www.doomworld.com/forum/topic/90807-tnt-resistance/

>> No.4475318

>>4475272
Because I didn't know if something like that would be allowed in a blue board or not.

>> No.4475330

>>4474835
You might be onto something. When I tried Brutal Doom and my shotgun sent an imp flying backwards I got really psyched to play the whole game with it. By the end I was getting burnt out, but that first kill was amazing.

>> No.4475341

>>4475318
just nips and vag aren't allowed. suggestive is fine, iirc

>> No.4475343

What are some Christmas wads to play?

>> No.4475350

>>4475343
If you can't find any wad and are willing to play other classic FPS, whatever you do, if you have any intention of having fun, do not play Duke Nukem 3d Nuclear Winter.

>> No.4475351

>>4475343
https://www.doomworld.com/idgames/themes/xmas/morixmas

whitemare 2
32-in-24 14

>> No.4475361
File: 11 KB, 296x256, 200.jpg [View same] [iqdb] [saucenao] [google]
4475361

>>4475103
200%
RAEP

>> No.4475364

>>4471865
To play two great levels (San Francisco and Egypt), yes. Everything else is shit in that release.

>> No.4475376

>>4474264
More toggleables for all of the existing "enhancements" like the liquid physics and dying animations. I unironically like the gameplay but I'm tired of my framerate getting dragged down by shit I never pay attention to.

>> No.4475380

>>4471721
>[12-18] Quake Ghosts: A tourism mod for Quake set to the soundtrack of NiN's Ghosts I-IV
dude what the fuck this is incredible

>> No.4475385

>>4475351

Oh shit, I forgot about Whitemare 2. Thanks!

>> No.4475390

>>4474264
Fuck, I just want a v21 Monsters Only at this point.

>> No.4475402

>>4474280
that's a great image

>> No.4475449

kinda wish Combined Arms had sprites for pick ups, specially ammo ones, so the nailgun has actual nail boxes instead of regular bullet clips.

>> No.4475457
File: 32 KB, 339x461, frag gile.jpg [View same] [iqdb] [saucenao] [google]
4475457

>>4475380
>Ghosts is a Creative Commons license album
>You can use all of the music for free as long as you don't try to profit from it
>Use a song in a Youtube video that you have de-monetized so it adheres to the Creative Commons license rules and you make no money from it
>Reznor's own Null Corporation will make a content ID claim and monetize the video you made
It really is true what everyone says about him. He's a musical genius but a total scumbag asshole in every other area of his life

>> No.4475460
File: 144 KB, 700x1800, 1GDM7OD.png [View same] [iqdb] [saucenao] [google]
4475460

>>4475103
"Reminder to have a new armor in your hands before taking yours off."

>> No.4475461

Trying to make maps has slightly ruined Doom for me. Because now all I do when I play a fun map is crack it open in GZDoombuilder and try and find out how they did everything.
I can't even escape in game because I keep trying to guess how everything was pieced together.

>> No.4475464

>>4475457
i honestly don't see how that's a problem, unless the video is now impossible to view

>> No.4475484

>>4475461
I don't really see how that can be the case with doom. I had a similar experience with Quake 3, but that's much more complex in terms of mapping. You could come up with a bunch of questions like, how exactly did that neat brushwork come to be? What's the code for that cool shader? What compiler options did the mapper use to achive this lighting? No such things in doom. With the sector based geometry almost everything should be obvious after a closer look. Unless we're talking fancy GZDoom effects.

>> No.4475486

>>4475464
It's not really a problem, but if you're an eagle-eyed artist who sees the Creative Commons license in the video description while simultaneously sitting through an ad on that video, it makes the video author look like a scumbag. The viewer doesn't know that it's the actual owner of the CC content who is ironically monetizing the non-profit content.

>> No.4475495

holy shit, I've just given marky-mark's "map enhancement script" a quick look in SLADE and holy fucking shit what an mess

>> No.4475503
File: 236 KB, 700x464, final doomer.png [View same] [iqdb] [saucenao] [google]
4475503

I typically only play gameplay mods with the original doom 2 mapset because I think that most gameplay mods are balanced around vanilla mapsets.
Is this normal?

>> No.4475526

>>4475486
>>4475457
You realize the chances of him personally having anything to do with Youtube takedowns is absolutely miniscule and that type of thing is usually done by bean-counters buried someplace in the company itself, right?

>> No.4475531

>>4475495
When is private sam 2's shit ever not a mess?

>> No.4475543

>>4475486
>It's not really a problem, but if you're an eagle-eyed artist who sees the Creative Commons license in the video description while simultaneously sitting through an ad on that video, it makes the video author look like a scumbag.

I think you're looking too much into it.

>> No.4475554

>>4475503
i think most (not all but most) gameplay mods power you up a little, so playing them on doom2.wad you will be a little overpowered. you're probably better off playing wads that are a little harder. plutonia or scythe2 might be good choices.

>> No.4475576

>>4475341
I've been banned for exposed ass before.

>> No.4475582

>black and white lineart
>comic, obviously humorous, not just ero/titilation
>tiny thumbnail removes any detail thus easy to overlook
would be a harsh ban

>> No.4475587
File: 47 KB, 219x241, kill all shub-humans.jpg [View same] [iqdb] [saucenao] [google]
4475587

>>4475503
I bit the bullet and stopped feeling guilty about playing different megawads blind with gameplay mods that aren't too far above vanilla in player power. I mean, I get to kill two birds with one stone.

>>4475531
I thought his name was Lt. Pete.

>> No.4475605

>>4475526
Oh I know. It's all automated. But someone did give a green light to sampling CC licensed music for content IDs so the automated claiming system could crack down on it. Usually things like this would be equally automatically solved by filing in a counter claim but Google is just as inept as it has ever been, and there's no option for filing a Creative Commons counter claim.
Let us hope no one comes to mandate the implementation of dynamic advertisement billboards inside Tourist Mode Quake.

>> No.4475623

>>4475605
>Let us hope no one comes to mandate the implementation of dynamic advertisement billboards inside Tourist Mode Quake.
how do you even reach this conclusion

>> No.4475624

>>4471721
[12-21] Bloody Rust 3 announced
https://www.doomworld.com/forum/topic/98406-bloody-rust-3/

>> No.4475631

>>4475449
That's planned. Though I'm gonna change the HUD icon from nails back to bullets, seeing as other classes won't have a nail gun

>> No.4475645

>>4475605
Your ad here, only fifty HUHs.

>> No.4475658

>>4475623
noclip through the argument

>> No.4475710

>>4475658
func_Argument has unused targetname key

>> No.4475713

>>4474392
>>4474395
>>4474402
Much like the mods that turn the Doom chaingun back into a machine gun, I prefer the dual MP5's mostly because they fit more with the kind of firepower the Ripper had.

>> No.4475716

>>4475623
When you make a mod with CC content, you are not allowed to make money on it. The author of the CC content is. But you're right, it was a dumb analogy because Quake itself is a product of a 3rd party, and the license holder would not have the right to go in and start monetizing something that's based on it.

>> No.4475717

>>4475156
The original Doom shotty is still pretty useful even with the arguably OP SSG around.

>> No.4475719

>>4475716
>When you make a mod with CC content, you are not allowed to make money on it.
That depends entirely on which CC license we're talking about.

>> No.4475721

>>4475196
What caliber is that, so I can headcanon that those are the bullets you use in the game?

>> No.4475723

>>4475721
looks like .30 carbine at a glance

>> No.4475725

>>4475461
But that's what makes it all so fascinating to me.

>> No.4475732

>>4475716
>When you make a mod with CC content, you are not allowed to make money on it. The author of the CC content is.
I don't think you actually know that much about the CC, because you can completely legally make money off content people have put into CC.

>> No.4475738

>>4475710
>crashes

>> No.4475746

>>4475380
I'm trying this out and I can't seem to get the tourism mode to work

the game just starts normally except there's fucking nothing

>> No.4475750
File: 288 KB, 1200x900, 1200px-MY_AUTOMAG_III.JPG.jpg [View same] [iqdb] [saucenao] [google]
4475750

>>4475723
Wonderful. This is the Doom pistol now.

>> No.4475763

https://www.youtube.com/watch?v=Vvc7xISLnco

>> No.4475773

>>4472075
tfw I liked that map

>> No.4475783
File: 161 KB, 320x240, Duke_Nukem_3D_animation.gif [View same] [iqdb] [saucenao] [google]
4475783

>>4475713
I suppose, but I just really like the three barrels blazing in full-auto, it's different from the Doom gatling weapon, looks very dynamic.

>> No.4475794
File: 82 KB, 800x546, AMT Auto Mag III, .30 Carbine Short-Recoil Pistol.jpg [View same] [iqdb] [saucenao] [google]
4475794

>>4475750
>huge bulky fuckomatic with gigantic fireball and obnoxiously loud noise
Would be cool to see someone make it for Doom.

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

>> No.4475795

>>4471721

>[12-18] Quake Ghosts: A tourism mod for Quake set to the soundtrack of NiN's Ghosts I-IV
>https://jp.itch.io/quake-ghosts

played until e1m2, there are no scrags or nail traps on notourism for some reason

>> No.4475801

>>4475794
>>huge bulky fuckomatic with gigantic fireball and obnoxiously loud noise
BRRRRRRRRRUTAL

>> No.4475804

what happened to doom 64 retribution?

>> No.4475869

>>4474594
>>4474596
>>4474597
>>4474604
>>4474621
>>4474626
Thanks guys for your feedback. I'm currently starting a project called 'Hexen Revisited' (working title) which wants to fix these issues. Currently, we've only got an idea and a Discord server.

If you guys want to join it, here it is:
https://discord.gg/9UqgDeA

>> No.4475897

>>4475750
There's a M1911 in Weapons of Saturn if that's worth anything. It's fun as a sniping gun.

>> No.4476051

What's the most ezpz way to setup doom on 2 computers and play coop? They're windows machines.

>> No.4476061

>>4476051
LAN with PrBoom if you want vanilla.
Otherwise Zandronum if you want to do fancier stuff.

>> No.4476083

New thread.

>>4476080
>>4476080
>>4476080

>> No.4476798

>>4471790

Doom looks so much uglier with smoothed textures.

>> No.4476976

>>4474739
And Brutal Doom's lineage is obviously in the notorious Doom Comic, so...

originality is overrated anyways.

>> No.4477380

>>4476976
>notorious

weird way to spell infamous