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/vr/ - Retro Games


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4594881 No.4594881 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4590638

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/1514/09/1514094816594.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.4594882

=== NEWS ===

[02-16] Anon map release: Dance of Death
https://my.mixtape.moe/kdvubq.rar

[02-15] Doom Delta 2.0 release candidate
https://forum.zdoom.org/viewtopic.php?p=1040288#p1040288

[02-15] Extreme Entryway Alpha 10
https://www.doomworld.com/forum/topic/99211-extreme-entryway-alpha-10/

[02-14] Anon mod release: Dual Laser from r667 modified with ZScript
https://my.mixtape.moe/lzktoa.wad

[02-14] Trenchbroom 2 released
https://twitter.com/kristianduske/status/963512141407051776

[02-14] Someone wants to play and record your maps
https://desuarchive.org/vr/thread/4583207/#4585861
https://www.doomworld.com/forum/topic/99183-looking-to-play-and-record-your-maps/

[02-14] Tangerine Nightmare released; nine limit-removing maps
https://www.doomworld.com/forum/topic/97784-tangerine-nightmare-final-version/

[02-14] Anon release: Hideous-Distraction, contains three levels designed for Hideous Destructor
http://s000.tinyupload.com/index.php?file_id=70259629754623391500

[02-13] Anon finds Chex Quest wad 'Galactic Conquest', serving as an expansion
https://forum.zdoom.org/viewtopic.php?t=53279

[02-12] Arcane Dimensions 1.70 patch 1 released for Quake
http://www.simonoc.com/pages/design/sp/ad.htm

[02-11] Updated flashlight mod: choice of emit location, crouch support, multiplayer
https://forum.zdoom.org/viewtopic.php?t=59429

[02-11] Doom running on an Etch-A-Sketch
https://youtu.be/VnmIXK3PYFw

[02-11] 24for$24 concluded with two entries
http://www.mediafire.com/file/bfc9zhiv5pfq89x/contest_sewer.wad (winner)
http://www.mediafire.com/file/pg5q7rinqumzlfx/aaaaaaaaaa.wad (runner-up)

[02-10] QC: Doom Edition released
https://inmost-dens.tumblr.com/post/170721544189/

[02-09] Anon mod release: "a wad which adds the rarely deadly peng to the game"
http://s000.tinyupload.com/index.php?file_id=78836465059929579920

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

To submit news, please reply to this post.

>> No.4594887
File: 968 KB, 998x896, Textures.png [View same] [iqdb] [saucenao] [google]
4594887

>It's a FIREBLU map

>> No.4594891

>>4594878
Yes this is some cyberpunk shit, i started the map in 2016, still don't managed to finish this fucking bitch.

>> No.4594895

>>4594891
Finish it my dude, there's not enough of that stuff around

>> No.4594943
File: 186 KB, 748x408, TEMP.png [View same] [iqdb] [saucenao] [google]
4594943

>>4594158
Still playing with fancy effects. Maybe half of the monsters and most of the decorations are done...
Waiting on maps. Using the time to polish some stuff, which probably should've been done anyway.

>> No.4594951

Anyone else enjoying half-nuked?

>> No.4594965
File: 1.85 MB, 1920x1080, Screenshot_Doom_20180217_182150.png [View same] [iqdb] [saucenao] [google]
4594965

Too much purple?

>> No.4594968

>>4594965
too much archvile

>> No.4594970

>>4594965
Not enough

>> No.4594972
File: 826 KB, 685x852, It's Closet Time!.png [View same] [iqdb] [saucenao] [google]
4594972

Tell us your crazy mod ideas, no matter how stupid or advanced or fun they may be.

I'll start with something simple: Tower Defense Doom, where you place either demons or different marines across a map and have to defend the exit from a horde of marines or demons, respectively.

>> No.4594981
File: 107 KB, 500x240, M_DOOM.png [View same] [iqdb] [saucenao] [google]
4594981

Update time. Fuck I was waiting for the new thread forever.
https://babel-mod.neocities.org/

>Changed file naming convention to include a datetime.
>Startup name is now "Babel RC3".
>Chainsaws will now stun Demons and spectres more effectively, and partially disable their abilities.
>Fear now falls faster than before once a monster is fleeing, and can be adjusted with a better granularity (bigger monsters don't take forever to stop fleeing).
>Monsters will not switch targets to their own species using sync-fire anymore.
>Archviles can only summon 6 guys max at once (killing them will free up slots and allow more to be summoned).
>Weapon descriptions have been added as a prototype feature, to see them press and hold Reload.
>The options menu has been remade, and should be easier to work through.
>Player and Enemy tracers can be set individually.
>Enemies now eject shells on the right side and from a better location.
>Ricochet sounds have been added to bullet puffs to help indicate when a player is under fire and for immersion.
>New menu options have been added for the weapon descriptions and ricochet sounds.
>Also fixed a bug that would cause enemies to be afraid forever until put into a pain state (could only happen if you died and resurrected under specific circumstances).
>>4594882
[02-17] Babel Update
https://babel-mod.neocities.org/
Chainsaw doesn't suck against demons as much now, among other things.

>> No.4594994

>>4594981
Oh also I made the Dual Laser wad that I posted earlier feel a but more fun to use, though it fits a bit less good with the OG Doom weapons now.

https://mega.nz/#!usUSwJJb!7sglv_hCd1BO9KeIRcHxsnZ5542Xgq_QO5bx54Kqb8c

Mixtape.moe is down :^(

>> No.4594998

>>4594972
Cyberpunk action focused rpg where you can research ans upgrade your body ala EYE. Or go full organic and never upgrade or use nanomachines as super steroids.

>> No.4595004

>>4594998
That's pretty doable. Look at Lithium, it's not exactly the same thing and is somewhat overcomplicated internally for what you want, but it's very much in the same vein. You'd just need a lot of levels.

>> No.4595068

>>4593954
Depth Dwellers as a Doom wad when?

>> No.4595072

Every time I play Doom, I try to imagine Guts swinging Dragonslayer on an archvile.

>> No.4595086

>>4594881
Is there a basic guide for movement in Quake 1?

>> No.4595097

>>4595086
you use the arrow keys or wasd

>> No.4595098
File: 382 KB, 1000x944, Quaker_logo.png [View same] [iqdb] [saucenao] [google]
4595098

HUH

>> No.4595120

>>4594972
Doom mod based on sniping and sneaking. Weapons would be replaced with various sniper rifles, and items would be replaced with stealth and scouting items.

>> No.4595123

>Start to make a map
>It's cramped as fuck and really generic looking

Why does this keep happening

>> No.4595140

>>4594053
>thanks for posting all these so i can steal them...
>yeah that's why people don't usually do this, but thanks
No no no, my idea is that I was posting my ideas SO people can steal them, or contribute if they feel like it.
Feel free to steal those, I wouldn't post my shit on 4chan if I was afraid of people 'stealing ideas'.

>> No.4595198

>[02-14] Anon release: Hideous-Distraction, contains three levels designed for Hideous Destructor
Finally got some time to play these. First map was simple and easy. Second one was a slight pain with no night vision goggles, but once I got a feel for the area it was simple enough. Not sure why there were impassable lines around the chaingunner. The ammo boxes up there obviously meant it's okay to jump up, and giving the player a chaingun too early isn't really a problem when HD gives you the option of starting with one. If you were just making sure the chaingunner didn't wander off, there ought to be a linedef flag that only blocks monsters and not the player. Third map was probably the most interesting. I was almost thinking there was a real puzzle to getting across the lava after it lowered, something involving the barrels and maybe this new ladder item that wasn't in HD last time I played it. I noticed the off texture before actually trying anything, so it wasn't a big hang-up or anything. Might be able to do something cool with that in the future though.

HD's randomized enemies somewhat hurt the experience. I got one HERP in the chaingunner towers on Map03, so it couldn't do anything. There was also a HERP and a DERP in the red key building, which were actually much more threatening than the slow chaingunners would be. I'm not entirely sure but I think HD provides DoomEdNums for all the enemies so you can place exactly what you want with no randomization. Decent work overall though. Didn't see any real bugs or anything.

>> No.4595203

>>4595123
because you keep stopping there. finisht he shitty map. you won't get better otherwise. your first map isn't supposed to be good

>> No.4595204
File: 544 KB, 1920x1017, Screenshot_Doom_20180218_030551.png [View same] [iqdb] [saucenao] [google]
4595204

This is going places

>> No.4595213

>>4595204
Why is she so cute

>> No.4595217

>>4595204
is that doubled up max stats mmorpg armor?

>> No.4595218

>>4595123
make everything bigger to start with, 128 units is the width of a single corridor so if you want a proper sized room it's got to be much more. on the other hand don't go too far

>> No.4595249

>>4595098
HUH?!

>> No.4595251

>>4595068
When you make it. People make wads based on good games, DD sucks dick.

>> No.4595258

>>4595217
What do you actually mean by that now?

>> No.4595262

is Cyriak's megawad actually good, or literal hell?

>> No.4595265

>>4595262
Going Down is one of the best megawads out there, not really hellish if you're good.

>> No.4595267

>>4595265
>not really hellish if you're good.
now the question is, am i good?

>> No.4595268

>>4595140
you're a good man, aye

>>4595267
well play it and find out?

>> No.4595270

>>4595267
You should ask that to yourself, not me.

>> No.4595271

>>4595267
That depends on how good you really are there.

>> No.4595279

>>4595258
it's a joke (and meme) about how the best armor in mmorpgs is often very skimpy and revealing, appearing as though it would actually do very little to aid the user
i assume they were also curious as to what the armor was actually based on

>> No.4595297
File: 193 KB, 1536x768, bdev.jpg [View same] [iqdb] [saucenao] [google]
4595297

>>4594981
Thank you Babel Dev, you're our only hope.

>> No.4595310

>>4595297
Thanks anon

>> No.4595316

>>4595310
forgot to put your trip back on.

>> No.4595321
File: 16 KB, 400x400, TRUEFACTS.jpg [View same] [iqdb] [saucenao] [google]
4595321

>>4595203

>> No.4595325 [DELETED] 

>>4595279
Oh cool, yeah a lot of the armor in most mmorpgs can be really revealing at time's right there.

>> No.4595340

>>4595316
Nah man I just use that for the releases.

>> No.4595347

>>4595279
Cool, yeah a lot of the armor in most mmorpgs sure can be really revealing at time's though.

>> No.4595351
File: 35 KB, 278x279, sheeeiiiit.jpg [View same] [iqdb] [saucenao] [google]
4595351

>>4595198
>There was also a HERP and a DERP in the red key building

>> No.4595353

>>4595262
It's pretty good.

>>4595267
Ya better be.

>> No.4595428
File: 244 KB, 1280x960, Screenshot_Doom_20180217_212318.png [View same] [iqdb] [saucenao] [google]
4595428

Playing around with detailing in the Nevadean underground yeilds some fun results with gradient color lighting + brightness and desaturation gradients.
I have the strangest boner right now.

>> No.4595453
File: 1.72 MB, 1920x1080, xhair.png [View same] [iqdb] [saucenao] [google]
4595453

>>4595428

That crosshair is so distracting ;s I have mine set to a tiny green point personally.

>> No.4595474

>>4595428
I like the red gradiating into the monochrome.

>>4595453
I prefer coloring it red. I'd like to pretend there's a smartlink system on the guns which Doomguy's visor displays.

>> No.4595482
File: 20 KB, 250x289, dzone3000.jpg [View same] [iqdb] [saucenao] [google]
4595482

Do D!Zone compilation wads exist?

>> No.4595485

>>4595453
I personally don't notice it too much

>>4595474
Ey, thanks. Typically, madness combat is greyscale, but I didn't think this would play nice with typical doom for all intents and purposes, to I stuck to as minimal-colored textures as possible. The desat/monocrome/noir is underground-specific.Above-ground is normal color.

>> No.4595490

>>4595482
You could recreate it by downloading completely random things from Doomworld and slapping it on a disk, writing D!Zone on it with a sharpie

>> No.4595520

>>4595453
I got pretty accustomed to just not using one at all

>> No.4595527

>>4594972
Adobe Doom: a sequel to Brutalist Doom. Most textures are replaced by STUCCO and its brother, STUCCO1

>> No.4595534

>>4595325
Uhh... No not quite right there.

>> No.4595536
File: 6 KB, 260x194, osak.jpg [View same] [iqdb] [saucenao] [google]
4595536

>Map starts in an 8 sided room with 8 exits

>> No.4595538

>>4595198
I was going to change them to purely chaingunners, but I couldn't find the numbers. It's a good thing episode two is only the wolfenstein enemies and maybe the MBF dogs with retuned health. They don't have randomizers attached to them.

>> No.4595541
File: 221 KB, 1920x1080, DanceofDeath.png [View same] [iqdb] [saucenao] [google]
4595541

>>4594882
>[02-16] Anon map release: Dance of Death
>https://my.mixtape.moe/kdvubq.rar

https://www.youtube.com/watch?v=CpI9LAYtkSs

This wad is based on/inspired by an Iron Maiden track of the same name. Dance of Death is a perfect name for this wad as that concept is executed smoothly and cleanly. Circlestrafing hordes of enemies with the midi in the background really sells the "Dance of Death" idea.
The difficulty is fairly easy which works well on it's behalf, it's you playing around with the monsters and in the infighting, you don't feel like you're struggling. There is however way, way too much ammo on the map. I don't know how you could use all of those shotgun shells unless you missed at least 50% of your shots.
There are some technical glitches too. The final encounter starts with a short cutscene and I was killed by a baron during the cutscene when I had no control over my character (nor could I see him). There was also a bug where the final door disappeared? I reloaded the save and tried again and it worked fine but needs to be looked at.
Visually, the map is fine. It has good use of decorations at the start with some nice gore effects throughout. Detailing was a bit all over the place - some of it seemed unnecessary where as other areas (i.e the maze) were just totally blocky and lacking any detailing. I also just looked up the actual track and see that you modified it for your title screen - pretty lols with the imps heads (stupid sexy Imps).

Overall, the map is super fun to play all the way through. I hope you release more maps because I will 100% play them. Thanks for taking the time to make and release this.
P.S: The damage I reference in the video was a manc shot that did 53 damage x_x
Download: https://my.mixtape.moe/kdvubq.rar
Track: https://www.youtube.com/watch?v=qTrUwO6xOEI

>> No.4595569
File: 46 KB, 780x516, 24.jpg [View same] [iqdb] [saucenao] [google]
4595569

>>4595536
>Map starts in a very small room with just a switch
>Map starts with tough enemies immediately attacking you
>Map starts and pic related

>> No.4595581

>>4595527
Speaking of adobe, are there any good texture sets out there for Doom that have a nice variety of adobe-style textures? Stucco variants are nice too.

>> No.4595582

>>4595569
I wanna make a map where the exit is right in front of you, but raised up by exactly 25 units. you have to beat the entire map to get around to the other side of the exit, which looks exactly the same except there is a step raised 1 unit off the floor there.

there'd be a giant pile of dead marines on the starting side too, just to rub it in

>> No.4595586

>>4595582
I'd play that shit.

>> No.4595613
File: 425 KB, 540x422, tumblr_noj21qtenP1ty70x1o1_540.png [View same] [iqdb] [saucenao] [google]
4595613

>>4595582
Sounds ace.

>> No.4595614

>>4595582

Do it! You could make it a small ~80 monster map and it wouldn't take too long. I think at that length the payoff would be worth it.

>> No.4595618

Am I the only one who thinks episode 2 and 3 are ugly in Doom?

Also the levels after map7 are terrible in Doom2? Except maybe map11, map14, map28-29? That's one third of the maps.

>> No.4595624
File: 220 KB, 1440x900, 2013-12-13_00020.jpg [View same] [iqdb] [saucenao] [google]
4595624

>>4594881

Always bet on DOOM

>> No.4595627

>>4595618
>Am I the only one who thinks episode 2 and 3 are ugly in Doom?
No, I also think they're ugly and forgettable.

>> No.4595641

>>4595624
That's one doomed marine.

>> No.4595646

>>4595618
I actually like Episode 2, and most of Episode 3, better than Episode 1

>> No.4595652

The best iwads are Perfect hatred, Against thee wickedly and Living end.

>> No.4595656

>>4595618
Episode 2 has interesting map themes but I tend to forget what a lot of the middle maps look like design wise and what order they're in, and they're not the prettiest either. Containment Area and Spawning Vats are the best maps out of the episode, in design, theme, and presentation, but otherwise episode 2 has a hard time sticking out to me outside of those two great maps; however, I love the general mapping theme of techbase/UAC mixing with hell and marble.
Episode 3, while I'm sure a lot of people dislike the maps to some degree, has probably my favorite episode over time for both the map designs and hellish themes. The maps aren't very pretty at all, Mt. Erebus can attest to that, but I think the ideas behind most of the maps are really fun and interesting which makes for some enjoyable and unique designs, and I'd love to see Romero's take on some of those map ideas like Mt. Erebus. What the maps lack in detailed presentation, I think they make up for in theme and overall design, along with being fun to play; I tend to mix up ep1's map order/names and forget half of ep2's maps, but I can name all of ep3's maps in order without an issue because they're all so distinct and unique from one another, no two maps mesh together due to being too similar in theme.
I'm also a bit biased because Pandemonium is my favorite map out of the whole game.

>> No.4595659

>>4595652
silly anon, those aren't iwads

>> No.4595689

>>4594881

I know people have made chairs and other sitting services but had anyone ever seen sprites of sitting characters?

>> No.4595706
File: 2.87 MB, 750x560, grotesque.webm [View same] [iqdb] [saucenao] [google]
4595706

>> No.4595714

Doomworld on QCDW:


"An extremely polished mod for a first public release, QC:DE is a stand out game play mod IMO for catering to a large variety of game play modes (including single player, cooperative, deathmatch, capture the flag), providing it's own well-crafted mapset, an extremely well done OST, as well as collaborating/building on what the community has already made via Aeon QCDE."

"The mod is the cream of the crop, the creme de la creme, whichever you prefer. Combined with maximum compatibility, outstanding multiplayer AND singleplayer, must not forget that. Of course, its not a 1:1 remake of Quack Champagne, but it does do an outstanding job at rebalancing the less used weapon in QC."

"QC:DE deserves a Cacoward without any doubt, mostly because for being so flexible, you're is allowed to played it with an old version of GZDoom, something that I think every mod should try to do.
A lot of work and many details bringing up in SP (with lot of modes and characters to switch in) and the Monsters Bestiary is not only limited to the four standard types of enemies (Doom enemies, Quake I, II and IV), because you can load it with monsters replacement mods like Kriegsland enemies mod, DoomKrakker's Monster Randomizer mod, Dark Doom creatures mod, etc. And of course, the MP is something with even more effort, custom maps with an awesome quality and perfect OST, and bringing up modes like the previous mentioned by decay.
Lot of fun, faithful recreation to the original game using others resources too and an amazing quality even for an standard PC."

"After viewing that trailer, QC:DE is a lock for Cacoward. Hands down."


Huh, and /vr/ would have me believe that this mod sucks. Guess it pays to get out every once and a while and not get all your opinions from one place.

>> No.4595715

>>4595714
>outstanding multiplayer AND singleplayer
Have they played a fucking mod before?
>QC:DE deserves a Cacoward without any doubt
Which would prove once again that Cacos are about who you are, not what you made. Sure the shit that gets them is neat, but plenty of equally worthy stuff gets overlooked because the people who made it aren't BigNames(tm)

>> No.4595716

>>4595706
lookin' great
he holds his bloated stomach like i do mine with my ibs

>> No.4595724

>>4595714
woops *QCDE
I do love that one cunt who calls it a lock after admitting they just watched the trailer though, like come on they don't even know how stupid they sound.

Hands. Down.

>> No.4595738

>>4595716
I'm having a stupid amount of fun with GL effects. Brightmaps are the tits. I want to play with them on 3D models now.

>> No.4595742

>>4595738
yes people are always saying how effective that stuff looks
i remember you mentioning your 3d models, would be interested in seeing a test of how they hold up sometime
(i saved your weird little goblin but seems i've lost it ha)

>> No.4595746

>>4595738
I'd love to see a GZDoom Engine game from you.

>> No.4595748

>>4595746
Well I believe that's their next project?

>> No.4595759

>>4595714
I think it's a neat mod. Not as hectic as D4T, Not as complete as Samsara, but it's still good.

>> No.4595769

>>4595715
>Which would prove once again that Cacos are about who you are, not what you made.
like how the creator of QC:DE won a cacoward for worst wad of the year for AEOD?

>> No.4595792
File: 1.96 MB, 622x412, fatGoblin.webm [View same] [iqdb] [saucenao] [google]
4595792

>>4595748
That's the idea.
>>4595742

>> No.4595795

>>4595769
More like how QC:DE, a gameplay mod that is essentially just trying to ride the D4T hype of "remaking modern id game in GZDoom/Zandro", does almost everything worse than its base game, but still manages to make people think it deserves a Cacoward because the author made D4D/D4T.
>using the fact that he got attention as some kind of counter-argument
"Worst WAD" isn't about which wad was actually shit, it's about which wad was simultaneously the most popular and hated at the same time.

I'm just going to come out and say I don't really like awards like these in general, because they inevitably are judged by people who didn't do enough research, have no taste, have shit taste, or are biased as fuck. Yeah I get why they exist, but the fact that normies take them seriously is pretty sad.

>> No.4595798

>>4595792
FUCK YEAH
FAT GOBLIN

>> No.4595809
File: 16 KB, 167x253, Millie smile.png [View same] [iqdb] [saucenao] [google]
4595809

>>4595714
well if you guys want to play a subpar mod, be my guest!

>> No.4595810
File: 61 KB, 865x754, SectorCacti.png [View same] [iqdb] [saucenao] [google]
4595810

Sector cacti: yes or no?

>> No.4595821

>>4595810
maybe make them thinner and textured like cactus

>> No.4595823

>>4595810
Look like giant veggie straws.

>> No.4595825

>>4595810
Sprite cacti would look a lot nicer tbqhfamily

>> No.4595827
File: 16 KB, 198x592, Maybe a Cactus.png [View same] [iqdb] [saucenao] [google]
4595827

>>4595821
Texture set doesn't have cacti textures.

>> No.4595831

>>4595795
>More like how QC:DE, a gameplay mod that is essentially just trying to ride the D4T hype of "remaking modern id game in GZDoom/Zandro", does almost everything worse than its base game, but still manages to make people think it deserves a Cacoward because the author made D4D/D4T.
And how does this logic of bias apply when the author got a worst wad of the year cacoward meaning he should be anything but a priority for getting an actual proper cacoward later on for a different work? Why wasn't he shunned if according to you cacowards dictate if someone's a celebrity or not?

So if D4T hadn't gotten a cacoward then someone saying QCDE deserving one would suddenly not be as bad?

>"Worst WAD" isn't about which wad was actually shit, it's about which wad was simultaneously the most popular and hated at the same time.
What on earth are you talking about? Did you actually read the review? AEOD was getting its dick sucked back then. It got a worst wad of the year because the reviewer checked it himself and considered it a colossal mishmash of dogshit. Only after that happened did AEOD start getting shunned to hell and back because of that award.

The fact that DBT got a good award after having gotten a worst wad of the year proves that the claim that only previous cacoward winners can win anything is horseshit, it doesn't even make sense in the first place considering there's first time winners every year.

You are really going bananas over just some people in some forum liking QCDE and claiming the whole cacowards are dictated on that alone.

>> No.4595835

>>4595795
Except Doomforums and this place in general always give a fuck what the Cacowards say

When the Cacowards priased D2TWIDD that changed the very history of these threads!

>> No.4595837

>>4595715
>Which would prove once again that Cacos are about who you are
Yeah, proven because a couple of dudes who have nothing to do with cacowards said it deserved an award. Yep.

>> No.4595843

>>4595831
>And how does this logic of bias apply when the author got a worst wad of the year cacoward meaning he should be anything but a priority for getting an actual proper cacoward later on for a different work?
Good job not reading my explanation of that award. He also won an award for D4D, so go ahead and chew on that one for a bit.
>Why wasn't he shunned if according to you cacowards dictate if someone's a celebrity or not?
That's not what I said, in fact it's the exact reverse.
>the rest
I'm not even reading that because it's a rant about a point I didn't make.
>>4595835
Yeah but normies give a shit.
https://www.doomworld.com/18years/others.php
For example, a bunch of reviewers with shit taste give an award to a gameplay mod, and now we can't even mention the name of it without 100+ shitposts.
>>4595837
Considering all awards like these are essentially a popularity contest, it does matter.

>> No.4595849

>>4595810
Needs a better texture or some arms sticking out with 3D floors to pull it off

>> No.4595858

>>4595624
That's one Doomed marine there.

>> No.4595861
File: 69 KB, 1431x1071, txt.png [View same] [iqdb] [saucenao] [google]
4595861

I have a few questions re: EE

1. Does it support more than 32 maps? If so does any know the max number of maps one wad can contain?

2. How do I remove the text screens that come up between maps like map06 to map07 (not sure of technical name)? From the research I've done it'll be done via a EMAPINFO lump but I'm not sure how to actually pull it off.

What I'm wanting to do is make a wad for EE with a large number of maps to go straight into the next one until the very last level.

Any help would be much appreciated.

>> No.4595873

>>4595624
GET BACK TO WORK, YOU SLACKER!

>> No.4595874

>>4595835
I wouldn't even bother with it that much.

>> No.4595879

>>4595810
d i r e c t i o n a l l i g h t i n g !

>> No.4595885
File: 82 KB, 608x456, Death-Grips1-608x456.jpg [View same] [iqdb] [saucenao] [google]
4595885

I don't like to listen to Doom's soundtracks. Whenever I play Doom I listen to podcasts or Death Grips

>> No.4595886

>>4595835
>When the Cacowards priased D2TWIDD that changed the very history of these threads!
I wasn't here then, someone care to explain?

>> No.4595889

>>4595886
it didn't change history or anything but up to that point we talked about Cacowards and held them in high regard then after they praised D2TWIDD it became very popular to hate on them and most of the members in these threads split their ties with places like Doomworld

>> No.4595892

>>4595885
https://www.youtube.com/watch?v=D0oD3r1nNMs
Fashion Week is practically Doom music.

>> No.4595894

>>4595889
hmmm, if people don't like d2twidd does it mean they don't like doom 2?

>> No.4595895
File: 212 KB, 1200x675, Screenshot_Doom_20180218_010813.png [View same] [iqdb] [saucenao] [google]
4595895

Moved over to sprites for the cacti. Just plain ripped the graphics from Fistful of Doom though. File is pretty weighty, but there's a lot of chaff to separate, like the unused textures from the packs I'm using. It'll have wilhelm screams if that's a bonus.

>> No.4595901

>>4595895
i like this one
>>4595827
but you have to be a particular kind of person and willing to use your imagination a bit to appreciate such sector work

>> No.4595906

>>4595901
Well, this is going to be a deathmatch-centric mapset, similar to Boothill. I like the idea of having 3D things, but pointless obstructions don't really jive well with deathmatch.

>> No.4595915

>>4595889

Can you recommend people to follow (just found dew randomly on yt)? I just found CapnClever's Evolution of the Wad series and have heard them mention about how they fucked up D2TWIDD. I'm curious to learn more about the community and whatnot.

>> No.4595934

>>4595915
Sadly we're lacking in youtubers, but Terminus's Intermission is decent background podcast noise.

>> No.4595942

>>4595915
fuck yeah i watched all of the new EotW after getting linked here the other week now I'm sad i got through em so quick... if you go on Dime's twitch you can find most of the old EoTW though it seems to be missing some episodes... i hope capn comes back to it dunno why he stopped all of a sudden he had lots of plans, im gonna message him about it
unfortunately i dunno if there is any other video content series that does what eotw does or as well, but you might find the odd vid out there

there is wxr (40oz's podcast he's even had some doom devs on it https://www.doomworld.com/forum/topic/94406-world-extermination-radio-alternative-doom-radio/)) and doom radio (some people from eotw on it http://doomradio.org/)) if you want to hear people talk more about doom and mapping and other shit

>> No.4595946

>>4595716
I suffer IBS but I've never had a bloated stomach. What's it like?

>>4595738
Dynamic lights and brightmaps are the hottest shit. I really want to see normal maps made for original Doom textures as well.

>> No.4595949

>>4595097
ffs

>> No.4595957
File: 76 KB, 640x400, Helper_dogs.png [View same] [iqdb] [saucenao] [google]
4595957

>>4595934

Sweet, I'll look into that.

>>4595942

I'll check out 40oz's podcast too. I'm not a fan of watching twitch streams at all so podcasts / youtube / twitch clips are awesome.

I'm fucking stoked to hear there are podcasts about Doom and Doom mapping, that's amazing.

>> No.4595958

i'd rather listen to podcasts about doom than just regular things like games and movies

>> No.4595968

>>4595946
its a possibility
https://www.youtube.com/watch?v=oOfw6HNcmj8&ab_channel=NashMuhandes

no one has done normal maps for the original textures yet, that i know of, but you'll see them eventually i'm sure

>> No.4595970

>>4595957
i think you got the wrong idea, the old eotw vids are the same format as the new ones hosted by capn, their archives are just only available on dime's twitch channel though
the new ones hosted by capn are just archives of what was originally a stream too

>I'm fucking stoked to hear there are podcasts about Doom and Doom mapping, that's amazing.
problem is though if you're as thirsty and as neet as i am em you'll get through em in no time at all ha

>> No.4595974

>>4595957
Yeah I love listening to all the interviews with mappers from both podcasts, real interesting shit.

>> No.4595978

>>4595968
But what about parallax occlusion?
IIRC that can work off of normal maps as well to give each texture even more illusion of depth.

>> No.4595980

>>4595974
I'd actually love to hear from certain modders about what informs their design decisions and stuff.

>> No.4595989
File: 58 KB, 599x245, Doom lineup.jpg [View same] [iqdb] [saucenao] [google]
4595989

Just a PSA that you can use my MIDIs in your project for free

Download them here https://dialupformurder.bandcamp.com/

>> No.4595991

>>4595980
Yup the first thing I did was scroll though and pick out the guys I wanted to hear from first, doom radio has a section for interviews.
It's pretty humbling hearing from some of the really big names and they just sound like normal dudes who love killing demons like anyone.

>> No.4595993

>>4595978
Parallax occlusion iirc can be based of normals or bump maps. It's pretty expensive, rendering wise, though. It's used pretty sparingly for good reason.

>> No.4595996

>>4595989
A man after my own heart.

>> No.4596003
File: 223 KB, 400x324, VPFdfZn.png [View same] [iqdb] [saucenao] [google]
4596003

>>4594943
>>4595706
>>4595792

what is this? super interested

>> No.4596026
File: 15 KB, 145x142, Harley.jpg [View same] [iqdb] [saucenao] [google]
4596026

>starting the level with an enemy attacking you

>> No.4596030

>>4596003
REKKR
REKKR
and an art test that won't be in anything

>> No.4596037

>get to episode 2 of duke
>in space n sheit
>suddenly lizard fucks ninja jumping and chaingunning everywhere
>weird ass flying robots that don't want to die
>flying fatsos that fire missiles from their anus
yo

>> No.4596038

>>4595989
Can you compose a mariachi piece?

>> No.4596071

>>4596038
Probably. But i don't own a trumpet so it would be cheap MIDI sounds

>> No.4596076

Tell me how bad of an idea it would be for a first map to be a floating-in-the-void map.

>> No.4596081
File: 7 KB, 48x67, IDTHINK.png [View same] [iqdb] [saucenao] [google]
4596081

In the case of a standard 32 map mega-wad, when do you THINK is it appropriate to give the player each of the weapons? Either naturally found or as secrets.
>Chainsaw: anytime, likely as a secret
>Shotgun: map01, always
>SSG: ~map10, or as early as ~map03 as a secret (since it's such a powerful crutch weapon)
>Chaingun: map01-03
>Rocket launcher: ~map10, or as early as ~map05 as a secret
>Plasma cannon: ~map15, or as early as ~map10 as a secret
>BFG: ~map20, or as early as map15 as a super secret
Obviously this is gonna change on a per wad basis, and you'll probably get most of the weapons in the first 10 maps anyway, but I'm curious to hear about how you lot weigh and consider weapon introductions. I thought of this because of how often older FPS games will stash away double barrel shotguns, rocket launchers, and other high tier weapons in secrets on the very first level for clever players. Doom 2 has the rocket launcher secret, Duke does the same, Marathon 2 has one of the dual-wield shotguns in a secret, and a few others do similar things, I just found it interesting that many games will hide powerful weapons like that on the very first level.

>> No.4596121

>>4596081
Whatever is reasonable for the pace of the .wad. There's no real formula I'd say. Ones that spam higher tier demons in earlier maps are definitely a slog without appropriate weapons.

First level 'uber' weapons are interesting, but you rarely find ammo for it until later on so it sits in your inventory unused.

>> No.4596135

>>4596081
chainsaw - map06
shotgun - map02
ssg - map 08
chaingun - map04
rocket - map12
plasma - map16
bfg - map30

Yes that's right i would have you use the pistol for the entirety of map01 because i'm evil and the longer without the ssg the better because it makes everything that bit harder like not one shotting pinkies.

>> No.4596139

>>4595810
I would never have guessed that was cacti if you hadn't said it.

Just use the cactus sprite from Duke Nukem 3D and put those out there.

>> No.4596142

>>4595968

Fuck man, the GZDoom engine can be used to do some really crazy shit.

>> No.4596143

>>4595989
>https://dialupformurder.bandcamp.com/

Thanks man. Download and will listen to mp3s while at work :)

>> No.4596145

>>4596139
the art of sectors requires one to use their imagination to its fullest extent
recognizing abstract sector work is skill you hone

>> No.4596153

>>4596145
>the art of sectors requires one to use their imagination to its fullest extent
>recognizing abstract sector work is skill you hone

I agree fully with this. It is also incredibly satisfying seeing what is being conveyed through sectors.

>> No.4596163

>>4595714
>Huh, and /vr/ would have me believe that this mod sucks.
based on what, three posts?
/vr/ is not a singular entity, some of us like it, some of us hate it, some don't give a shit.

>> No.4596164

>>4596145
>recognizing abstract sector work is skill you hone
literally "the textures and design are actually shitty enough that you can't tell what the fuck it's supposed to be and that makes it good"

>> No.4596167

>>4596135
>and the longer without the ssg the better
SSG is a crutch because half the monsters are balanced around it and because it's just too damn good, so I agree.

>> No.4596168

>>4595889

I never saw this, and I was here from the beginning.
It's generally the same reception as always, I think, you've got some people saying the awards are for faggots and are just a popularity contest, and you have some people that are excited because a mod they liked won.
Nothing has changed over the years.

>> No.4596170

>>4596163
>based on what, three posts?
Lots of posts actually, not a single one disagreed either.

>> No.4596171

>>4596170
you have people telling you right now they like it, so...

>> No.4596172

>>4596170

I did, I just didn't give enough of a shit to post about it.
Someone not liking something I like isn't really a big deal for me.

>> No.4596182

>>4596164
well, yes, but it's not a matter of the textures and design being objectively shitty, you're just being forced to work in an environment that doesn't easily cater to what you want to do with an extremely limited toolset
but i suppose that's one way to see it

>>4596171
i know, i just had to post something provocative to get them

>> No.4596195

>>4595861
Eternity uses standard MAPINFO. Look at the ZDoom Wiki for info on that.

>> No.4596202

>>4595861
what do you find attractive about eternity over other engines?

>> No.4596203
File: 1.36 MB, 1370x797, 1518553685.png [View same] [iqdb] [saucenao] [google]
4596203

>>4594158
TECHNOLOGY wait shit I'm a day late now
also bearkiller

>> No.4596205

>>4596145
I like clever use of sectors and textures, but there's some things you just can't do with standard textures and a flat-topped sector.

Those just do not look like cacti, even if you squint, they look like concrete pillars. You at the least need to find or make a texture to suitably convey that it's a cactus.

>> No.4596212

Blum or Romero?

Hollywood Holocaust or Hangar?

Death Row or Central Processing?

Dark Side or Perfect Hatred?

Derelict or The Living End?

Golden Carnage or Tech Gone Bad?

>> No.4596213
File: 2.53 MB, 900x506, Quake on an oscilloscope2.webm [View same] [iqdb] [saucenao] [google]
4596213

>>4594881
Have you guys seen this?

Version with sound: >>>/gif/12195145

>> No.4596218

>>4596205
i'm not saying you're wrong,
but i disagree given the context of the desert setting

when you're a kid a cardboard box can be a spaceship, this is the mentality i adopt

>> No.4596221
File: 13 KB, 621x130, autodoom.png [View same] [iqdb] [saucenao] [google]
4596221

>>4596195

Ok, will do. I'll play around with the lumps doing basic shit like just changing names to make sure I have the right lump then move on to remove the screens and adding maps.

>>4596202

I'm setting up a 24/7 Autodoom twitch stream. My current plan is to use Oblige to generate a wad with a huge number of maps and just change it every few days/however often (hopefully Glaice can help with that).

Otherwise I'm going to generate a boatload of 32map megawads via Oblige and manually amalgamate them into a single wad.

If anyone has any ideas or suggestions for this let me know.

https://autodoom.net/

https://www.youtube.com/watch?v=ciY5x0dXRvM

>> No.4596225

>>4595569
>>4595582
cf. "Another Fine Mess" (Icarus map25)

>> No.4596229

>>4596221
Oh that's a fuckin cool idea

>> No.4596237

>>4596203
> refraction effect
EXPLAIN

>> No.4596240

>>4596237
oh shit i just thought the screen was garbled didn't even realise they were droplets

>>4596203
WHAT DOES IT LOOK LIKE IN MOTION?!

>> No.4596245

>>4596221
can the bot discern secrets and the like in custom maps?

>> No.4596246

>>4595724
yeah that's the part i noticed too
"i haven't played this but it's Game Of The Year!!"
dude must be an aspiring journo

>> No.4596250

>>4596245

Yep, it has full map knowledge so will secrets become just another room essentially.

>> No.4596252
File: 2.79 MB, 960x540, raindropsfallingfromthesky.webm [View same] [iqdb] [saucenao] [google]
4596252

>>4596240
Like this.

>> No.4596253

>>4596252
you delivered! sweet!
is it affecting the performance a bit as is?

>> No.4596254

>>4596252
so what is the magic behind this?

>> No.4596256

>>4596253
No, it doesn't run any slower for me, and I'm on a toaster. (The video FPS is shitty-ish because of recording.)

>>4596254
Shaders.

>> No.4596261

>>4596221
>I'm setting up a 24/7 Autodoom twitch stream.
>Team of bots running through random maps
We Mario Retardy now

>> No.4596263

>>4596252
very nice
what is the map?

>> No.4596272
File: 161 KB, 778x861, 1518950188.png [View same] [iqdb] [saucenao] [google]
4596272

>>4596263
It's a test map I made based on Entryway. Features item pickups, a few combat test rooms, tests for the dialogue and terminal systems, an outdoor area with forced rain and a closet full of boners.

>> No.4596276

>>4596272
oh it's that, you've expanded it since that time i played it a few years ago.

>> No.4596281

>>4596276
Huh, I don't recall releasing the original version. I expanded it for Lithium, it's accessible under TESTMAP.

>> No.4596284

>>4596221
Can bots be given different priorities? Like killing all enemies, finding all secrets, reaching the exit ASAP, survivability, only using the chainsaw or berserker fists, etc. It'd be interesting to see how a team of bots with different goals would work out.

>> No.4596287

>>4596281
you linked it in #vr and i did a demo of it. was mid-2014.

>> No.4596292

>>4596287
Weird, I don't recall that at all, though mid-2014 would definitely be when. Reminds me that I need to recover my IRC logs from my old thinkpad, that thing has like 4 years of stuff in it.

Also, more on-topic: Bearkiller. And subweapons. (I fixed the gun particles being off after recording.)
http://mab.greyserv.net/f/700edone.webm

>> No.4596294

>>4596081
every weapon on every level and forced pistol starts!!

>> No.4596296

>>4594881
>2nd row
That's not how Japanese numerals work...

>> No.4596301

>>4596284
>The Co-Op 100% Crew
>Green Bot finds all the bonus items and activates all the level progression triggers
>Red Bot finds all the secrets and kills out-of-the-way enemies
>Indigo Bot rampages and destroys everything, hoards ammo
This sounds extremely fun to watch.

>>4596296
It's the closest you can get in vanilla Doom. It's more fun to read than boring arabic numerals anyway.

>> No.4596302

>>4596294
A mapset based around only pistol starts would be interesting.

>> No.4596304

>>4595968
This genuinely got me wondering if normal maps could be made to look good with the usual low resolution textures.

>> No.4596312

>>4596302
a mapset based around pistol starts - that's already most of them, surely? or am i misunderstanding you.

>> No.4596316

>>4596302
most megawads are made with this in mind especially for community megawads where everyone independently makes a map unaware of its position in the wad

>> No.4596318
File: 10 KB, 477x269, Knee Deep in Fun!.png [View same] [iqdb] [saucenao] [google]
4596318

>>4596301
>Bots have their own goals, play styles, and classes (weapon restrictions like shotguns only)
>Each has its own method of playing but they all work together to fill different roles and needs
>They learn and get better over time
This could be really fun.

>> No.4596320

>>4596037
Duke is a bit different from many shooters in regard that each weapon is good against certain enemies and bad against the others and there is no way to tell other than trial and error (or just looking it up).
For instance pistol is good against turrets, but shotgun and chaingun are bad against them despite technically dealing more damage.

>> No.4596324

>>4595827
Yeah I know that it dosen't have it.

>> No.4596326

>>4596320
Really? I never knew that, please inform me further

>> No.4596365

>>4596326
duke wiki has info about waht weapons to use against each enemy on specific enemy pages

But generally:
Pistol has pinpoint accuracy if it has autoaimed on target, good against turrets, sharks and slimes
Shotgun: good against pretty much everything except turrets and Assault commanders (flying fatsos)
Chaingun - good against sentries (kamikaze drones) and weaker enemies, not that good against enemies that can retaliate while you fire (fatsos, enforcers and bosses)
RPG/pipe bombs/devastator - good against everything. Remember - Duke bosses have no resistance against explosives.
Shrinker - good against any biological non-boss, except Alien Drones from the last episode, who are immune. Use against stronger non-boosses like Assault Commanders, enforcers, mini-battlelords - that's the best way to defeat them. Does not kill on its own, requires stomping to finishe enemies off.
Expander and Freezethrower - good against any weaker enemy if used upfront, a common misconception is that freezer freezes enemies when they have 30% hp left making it effective against high HP enemies -that is not true and it freezes only when enemy goes down to 1hp. Can't kill enemy completely - use pistol or foot to shatter frozen.
Freezethrower bounces off walls though so it is very useful in corridors and to shoot around corners.

Tripmines are rarely a good idea, unless you absolutely positive you know you are doing,

>> No.4596369

>>4596221
How does Autodoom bot knows/learns about buttons?

>> No.4596371
File: 434 KB, 390x519, Duke.png [View same] [iqdb] [saucenao] [google]
4596371

>>4596365
Neat! Thanks for the info, I'll have to remember this when I get around to replaying Duke3D.

>> No.4596376

>>4596212
Blum is better. Romero’s e4m2, e4m6, map11, map29 and his two modern maps are good, but original episode 1 didn’t age as well as Duke’s episode 1:

Also, levels like Dark side or Golden carnage are better than anything of Doom frankly.

>> No.4596378

So, if I want to make a custom medkit that can drop from enemies or whatever, how do I code it so you can only pick it up if your health is not full?

>> No.4596381

>>4596221
>https://autodoom.net/

That's a pretty impressive bot.

>> No.4596391

>>4596212
>Blum or Romero?
I find I actually like Blum's maps more.

>Hollywood Holocaust or Hangar?
Hollywood Holocaust is more interesting.

>Death Row or Central Processing?
Central Processing, never quite liked Death Row desu.

>Dark Side or Perfect Hatred?
Dark Side.

>Derelict or The Living End?
Derelict, by really quite a lot. I don't find anything really special or appealing with The Living End, but I think Derelict is easily one of the best FPS maps of the 90's.

>Golden Carnage or Tech Gone Bad?
Golden Carnage.

I'm someone who overall likes Doom more than Duke Nukem 3D, though, and I say this as someone who would have sex with Duke Nukem 3D if it was possible.

>> No.4596402

>>4596256
>Shaders
On ZDoom 2.8.1/GZDoom 2.2? I thought the kind of shaders that were used here weren't implemented until 3.X.

>> No.4596418
File: 595 KB, 800x804, inert venus.png [View same] [iqdb] [saucenao] [google]
4596418

>>4596391

>> No.4596425

>>4596418
I tried, it wouldn't fit :(

>> No.4596428

I've been thinking...
Can't character based Doom gameplay mods be considered a doom fanfiction?

>> No.4596435

>>4596425
then try insert your flaccid penis and use it as a cock ring?

>>4596428
aren't all doom maps using iwad textures just doom fan fiction?

>> No.4596437

>>4596435
Not in the same sense. Doom maps and base gameplay mods are proper mods
Mods based around a new character are fanfiction because they insert new character in doomguys shoes.

>> No.4596439

>>4596437
what about a map that recreates a map from another game but with yuo play it as doomguy with doom monsters as enemies? what does that count as?

>> No.4596441

>>4596439
That would be a fanfiction for that game, using doom as a medium instead of text

>> No.4596442

>>4595714
sure.

doesn't change the fact that it plays badly, though.

>> No.4596448

>>4596441
so the hell on earth starter pack having a recreation of hollywood holocaust means Brutal Doom is Duke Nukem fan fiction?

>> No.4596456

>>4595714
why is this important to anybody or rather, why should it be important to you what people think of something

would it have made a difference if you had read the comments here and the DW ones second or something?

>> No.4596458

>>4596428
Using the proper definition of fan fiction as literature, no.

>> No.4596460

>>4595934
I don't know if thats a good or a bad thing, our games so interesting and accessible its kind of redundant to watch other people play it.

The only other format that I think can work with doom for youtube is that shit where you have the footage in the background while you talk about whatever unrelated topic. Mapping is another topic, but kinda niche.

>>4596168
I have always taken the cacowards as a streamlined recommendation list, I think thats what they have always been anyways.

>> No.4596465

>>4596458
>proper definition of fan fiction
there's like a dozen of them and most identify it as "work of fiction" which a videogame/mod can relate to, rather than a "literary work of fiction".


"Fan fiction or fanfiction (also abbreviated to fan fic, fanfic, fic or ff) is fiction about characters or settings from an original work of fiction, created by fans of that work rather than by its creator. It is a popular form of fan labor, particularly since the advent of the Internet."

High Noon Drifter for example, is fiction about a new character in the setting from an original work of fiction (Doom).

>> No.4596478
File: 435 KB, 1680x997, Screenshot_Doom_20180218_161927.jpg [View same] [iqdb] [saucenao] [google]
4596478

>So this is the power of ZScript.

I figured I could try to get ZDoom to seed my grass actors (or whatever you want) in certain sectors instead of placing them by hand in the editor. Just need to tweak it so that density is somewhat configurable.

>> No.4596489

>>4596478
Show the script.

>> No.4596497

>>4596489
https://pastebin.com/7vmJrps2

>> No.4596503

>>4596478
...wait a minute, those are health bottles

>> No.4596504

>>4596428
it's a derivative work.

>> No.4596506

>>4596435
>flaccid
Still won't fit. Also I think that'd really hurt once it got erect.

>> No.4596508

>>4596478
That looks memory intense. What is that, 500 actors in one room?

>> No.4596515
File: 2.05 MB, 1680x997, Screenshot_Doom_20180218_164738.png [View same] [iqdb] [saucenao] [google]
4596515

>>4596503
They can be whatever you want anon. I'm probably going to make this an actor you can place on the sectors you want seeded. Really wish ZScript had access to UDMF custom fields cause it would make customisation for the mapper easier but Graf doesn't like that idea.

>>4596508
That's just a high population I set.

>> No.4596519

>>4596515
So you place a special actor in the sector, and then the whole sector gets decorations dynamically spawned on map load?

>> No.4596521

>>4596515
>>4596519
also how wll this react if the sector is a platform that can move up/down? would the decorations rise/descent seamlessly?

>> No.4596523

>>4596521
Would depend on their properties and flags.
You can make actors which hug floors or ceilings.

>> No.4596524

>>4596515
Would there be a way to have this effect all sectors that have a specific floor flat and ceiling flat?

>> No.4596527

>>4596515
Is it compatible with Brutal Doom?

>> No.4596529

>>4595714
>something that I think every mod should try to do.
I feel like this whoever wrote this is using the logic of "everything for everyone", in which if it was followed by other mods, we probably wouldn't have HND or Doom Delta.
Pretty much the best part of the mod is its MP and how the weapons feel, but the SP feels rushed and some of its other flaws are based around the fact it's trying to recreate a game that is kind of "meh".

>> No.4596547

>>4595885
Fantastic and wonderful right there.

>> No.4596574

>>4596527
Not him but
>ZScript
I think the answer is no

>> No.4596576

>>4596574
I think he was joking.

>> No.4596578

>>4596576
Fuck

>> No.4596593
File: 270 KB, 1200x675, Screenshot_Doom_20180218_105819.png [View same] [iqdb] [saucenao] [google]
4596593

Here's a screenshot of the second map in my Western .wad, which is a sort of saloon level out in the desert. Testing the tacked on singleplayer with High Noon Drifter.

>> No.4596642

it's alive.

https://www.youtube.com/watch?v=VoT4sf4DMIA

>> No.4596658
File: 208 KB, 1600x900, Screenshot_Doom_20180218_115226.png [View same] [iqdb] [saucenao] [google]
4596658

>>4596593
Map03 is a TDM/CTF map, with an assymetric flare. One team is armed with SSGs, the other regular shotguns and green armour. The team with SSGs is down in the quarry though, so their SSGs are rendered rather ineffective. Bots aren't so good for testing this, as the blue team is too retarded to actually go up the stairs.

>> No.4596659

>>4596593

A wild west wad? Oh hell yea!

>> No.4596670

>>4596659
A multiplayer deathmatch one at that. There is going to be some singleplayer to it, but no exits. I hope to have it ready for proper testing by monday, maybe tuesday. I'll upload it then, and if anyone wants to host it, they can. It's based off of Fistful of Doom, with additional textures from Realm667.

>> No.4596693
File: 314 KB, 1420x662, USFA Rodeo .45 Colt.jpg [View same] [iqdb] [saucenao] [google]
4596693

>>4596658
We can always use some Wild West Doom.

>> No.4596702
File: 29 KB, 400x400, 1358863317063.jpg [View same] [iqdb] [saucenao] [google]
4596702

>>4596693
>that gun
Something about the elegant simplicity and the thick fucking barrel of this gun does something to me.
Might explain why the twin schofields are some of my favorite pistols too

>> No.4596719
File: 766 KB, 1280x720, dark7europa.png [View same] [iqdb] [saucenao] [google]
4596719

>>4594881
Made one map based on Dark7. Hope you enjoy.
Tried with GZdoom and Prboom for Doom 2.

https://mega.nz/#!bMZmRAKK!oo8QvLvgVYqtvGagODxY8sgWrZhbFT-hLY1OpnFulAk

>> No.4596723

>>4596719
That's a pretty alteration of the HXRTC HUD

>> No.4596726

>>4596723
Thanks, I can upload that as well if you want.

>> No.4596736

>>4596723
https://mega.nz/#!eYIGHbTb!AUguZxfIdbx9BTeiSdp2wygrE1bj5M0XsRuv7wh-y2w

Here it is anyway.

>> No.4596749

>>4596736
I'm not the other anon, but I was going to ask for it anyway.

>> No.4596756

>>4596578
GET OFF SCUM

>> No.4596760

>>4596756
I am already getting off :^)

>> No.4596763

>>4596221
Have it load with random gameplay wads.

>> No.4596768

>>4596760
yes but
FUCK YOURSELF

>> No.4596773
File: 101 KB, 600x850, 1461079712802.jpg [View same] [iqdb] [saucenao] [google]
4596773

>>4596578
>>4596756
>>4596760
>>4596768

>> No.4596776

>>4596763
This got me thinking: has anyone ever made a gameplay mod randomizer? Not one of those random-spawner mods, but one that takes a bunch of prefabricated weapons and items and randomly selects one for each slot? More akin to OBLIGE than Aeons of Death.

>> No.4596778

>>4596391
Central Processing and Death Row were the maps of their respective games that separated men from boys.

Both maps have though, newbie killing moments and it's easy to get lost if you don't know what you are doing.

The best Doom 1-2 map is The Living End, it looks sexy.

>> No.4596790

>>4596292
Subweapons ? Does that mean that we will be able to use spells without having to switch ? That would be awesome :)

>> No.4596803
File: 316 KB, 1280x720, doom00.png [View same] [iqdb] [saucenao] [google]
4596803

is this how you do key placement

>> No.4596808

>>4596778
which part of central processing was a newbie killing moment? i guess you mean the parts where you get locked in and swarmed with monsters?

>> No.4596809

>>4596803
Every time I see something like this I just imagine the Jojo "GOGOGOGOGOGO" characters around it because it's so insanely obvious that it's a trap.

>> No.4596810

>>4596803
Wait a minute that key card...

>> No.4596812

>>4596803
more or less. maybe not so close to its door. unless picking up the key causes bars to rise in front of the door and a crowd of monsters to teleport in i guess.

>> No.4596815

>>4596812
better, picking up the key opens the door automatically
the key's never going to be used again

>> No.4596816
File: 58 KB, 495x504, kaneko.png [View same] [iqdb] [saucenao] [google]
4596816

if samsara is so great why is there no jc denton even in the addon pack

>> No.4596820

>>4596816
OLD MODS
WARNING
WARNING

>> No.4596826
File: 357 KB, 1280x720, 1518978467645.png [View same] [iqdb] [saucenao] [google]
4596826

>>4596803
>>4596809

>> No.4596829

>>4596816
he did not ask for this

>> No.4596835
File: 868 KB, 3371x1747, usaf3_right_side.jpg [View same] [iqdb] [saucenao] [google]
4596835

>>4596702
Yeah.
That one in particular was made by USFA. It's basically a clone of the classic Single Action Army, only with modern metallurgy and vastly improved spring fittings, their revolvers were VERY robust and well made, they made every single metal part in-house, even the screws and pins, only outsourcing the grips.
Real love went into these.

Shame is, they never really could manage their finances well, and it caught up with them. Their last hurrah to save the company was a rail mounted .22 caliber pistol made almost entirely of plastic (even the bolt). It was perhaps the worst fucking .22 caliber pistol in the world; the USFA Zip-22. The company died, and their assets were auctioned off.

>> No.4596849
File: 96 KB, 250x250, 6c7.png [View same] [iqdb] [saucenao] [google]
4596849

>>4594882
Oh, never thought I'd see my map on the stickies even if I'm a nobody, thanks anon!

I have to fix a couple of details Vertigo mentioned in his Doomworld review but still, thanks!

>> No.4596885

>>4595321
It look's really amazing right there as well.

>> No.4596887

>>4596773
>Brutal_survival.jpg

>> No.4596895
File: 77 KB, 640x480, 1518983026716.png [View same] [iqdb] [saucenao] [google]
4596895

>>4596885

>> No.4596896

>>4596402
After a lot of deliberation the mod targets 3.x now. I've helped fix the engine bugs that were causing issues.

>>4596790
No, Cyber-Mage's spell selector is unchanged, besides not fucking with your view while selecting. The subweapons are a mechanic for Dark Lord.

>> No.4596898

>>4596292
is that a revolver from E.Y.E

>> No.4596958

>>4596460
>I have always taken the cacowards as a streamlined recommendation list

This is pretty much the way I see them.
Ultimately, the Cacoward is nothing but a .png of a hasty sprite edit. It's not an actual award, nor is Doomworld the ultimate source of all information. Even if gamejournos look on Doomworld for everything but fucking l o l games journalism.
The only worth it has is as much as people put into it.

>> No.4596976
File: 19 KB, 309x282, Hell Knight experiences a Megasphere.jpg [View same] [iqdb] [saucenao] [google]
4596976

>>4596221
By the Gods, YES!

I pray this will be used for a ZDoom co-op bot.
There would be a setting for the bot to exit the level or not, depending on whether the player is dead or alive. (sv_norespawn)

>> No.4596989

So, has anyone tried Universal Gibs?

>> No.4597001

>>4596776
I don't think you could without then interacting with and breaking each other.

>> No.4597047
File: 154 KB, 1600x900, Screenshot_Doom_20180218_161214.png [View same] [iqdb] [saucenao] [google]
4597047

>>4596658
Map04 is set in a Puebloan-style village. There's a jailhouse, a dining hall, a grain storage and eight huts.

>> No.4597073

>>4596989
Universal?
No I don't believe so...

>> No.4597074

>>4595823
Yes it sure does look's like a giant veggie straws there.

>> No.4597080

>>4595453
Crosshair is for noobs.
Fact.

>> No.4597091

>>4597073
Just got updated today, and it's compatible with Legendoom and Colorful Hell.

https://forum.zdoom.org/viewtopic.php?f=46&t=59260

>> No.4597095

>>4597001
I think it can be done in the following way, even in zandybam:

Each slot have many weapons assigned to it.

At the start of a game script rolls the dice and gives player a set of inventory tokens for each slot, that define which weapons he gets to use.

Each slot has a corresponding "generic" weapon, that is the only one to actually spawn in the world, and on pickup it looks up what token player has for that slot, gives him a corresponding weapon and removes itself.

This way every player entering a game would get different set of weapons, and won't be picking up any other weapons as they would get converted into whatever they are using on pickup.

>> No.4597120
File: 116 KB, 500x537, m72z9yoZZU1qj4zcl.jpg [View same] [iqdb] [saucenao] [google]
4597120

All right, if you guys have a bit of time free to check something out, I REALLY need to ask a favor and would like some opinions here please.
There's a gameplay mod I'm working on and there's two super-experimental systems going on in here that I'm not 100% sure about.
1: Ammo pickups give ammo for the weapon you're currently wielding, rather than being designated specific ammo for specific weapons.
2: Armor is limited and something that needs to be toggled on and off, and drains constantly when on--but when on, you're almost invulnerable.

https://drive.google.com/open?id=1qlrUaiLZWADqQQQBVeLzSroqZVftfBTo
Here's a public test build to play around with.
I've got a suuuper bare-bones implementation of each system in here, and I REALLY want some opinions about how it all feels, whether it feels good or whether it feels bad, whether it's a nice idea but needs to be done differently, whether it's a dumb idea because of X/Y/Z, etc.
It's experimental as hell, and I'm not sure if I want to make some tweaks to it or if it's something that needs a drastic rehaul.

Some disclaimers:
- Requires at least 3.2.4 GZDoom. Play on Equinox or BTSX or Vrack or somethin' tech-y.
- Use Inventory to turn on/off the armor.
- Plasma Rifle/Chainsaw not replaced yet.
- Only the SSG/Nitro Shield and pistol/Clutch Buster have alt-fires yet.
- None of the weapons have any impact stuff yet, so everything kind of feels like shit.
- I fucking hate the shotgun replacement, expect that to be rehauled entirely.

>> No.4597121

>>4594882
La Tailor girl updated to 1.45
https://forum.zdoom.org/viewtopic.php?f=43&t=58343&p=1040793#p1040793

>> No.4597131

>>4597121
Already downloaded.

>> No.4597137

Is it me or does TrailBalzer instantly givs you certain power ups, if you pick up enough cigars?

>> No.4597142

Hey anons, especially DoDFag
What would be a script to change music
Additionally, what would be a script akin to the Skull in DoDFag's map? I want to be able to use Skull Orbs in inverse manner; which is to say, pressing USE on a skull orb while it is in the Skull Orb Holder will remove the Skull Orb, dump it into the player's inventory, and reverse the script it triggered (if possible).

Additionally, I'd like to request an in-hand/weapon version where it doesn't replace the player's mugshot but the player can accumulate multiple, similar to keys, but have a HUD indicator for number of held orbs.

Link to the orbs:
http://realm667.com/index.php/en/item-store-mainmenu-169-61042/keys-a-puzzle-mainmenu-171-21592/1520-skull-orbs

>> No.4597146
File: 2 KB, 250x140, SkullOrbs.png [View same] [iqdb] [saucenao] [google]
4597146

>>4597142
told it to cancel the post because image was forgotten but A Y Y

>> No.4597149

>>4594881
PS Vita: can it run Quake 1 and Q2?

>> No.4597157

>>4597146
>>4597142
The non-hell equivalent would be the Power Cube

>> No.4597159

>>4597142
>What would be a script to change music

SetMusic or LocalSetMusic.

>> No.4597167

>>4597159
Oh shit, it's that simple? Cool.
boss fights and stuff, y'know?

>> No.4597170

>>4597137
Yep, it's a feature to incentivize you to pickup cigs. I imagine PB added it because in vanilla noone bothers to pick up those 1-point bonuses, but in TB you have a reason to.

>> No.4597171

Alright, call me a retard but, how do I get CD audio working in BloodGDX? I ripped the soundtrack from a burned disk, and named the files track##.ogg. I also put them in a folder called "MUSIC" in Blood's install folder. Any help?

>> No.4597174

>>4597171
Nevermind. Changed the "Music Type" setting to "External" and it worked.

>> No.4597175

>>4596849
everyone gets their map stickied here!

>> No.4597180

Quake 1 sourceport for Switch Wii U, Ps4 and Xbox 360 WHEN?

>> No.4597182

>>4597142
DoDfag, I think this is what you're looking for.
https://zdoom.org/wiki/SetMusic
At least that what I'd use.

>> No.4597184

>>4597182
Also, to add the music use Slade.
I renamed it with the same filename the original Doom2.wad had for the first map.

>> No.4597187

>>4597120
oh fuck yeah i didn't know it was gonna be this mod! awesome

>> No.4597191

>>4596835
Is that like a .44 Remington Magnum pistol right there?

>> No.4597194

>>4597187
True that though.

>> No.4597202

Hey, do Zandorium and GZDoom support only literal joysticks or can they also handle Steam gamepad, Xbox 360 controller, and USB N64 controller?

>> No.4597204

>>4597202
Well I mean Doom Retro has nice rumble support for controllers and it really does add to the immersive feel when 'couch' gaming too.

>> No.4597207
File: 33 KB, 680x832, DWVz_ctUQAAMNlv.jpg large.jpg [View same] [iqdb] [saucenao] [google]
4597207

>> No.4597209

>>4597120
well so far, fuck you put the speedometer back in :^)
second i haven't really noticed the ammo at all because all the weapons are OP and you fuckin blast dudes and holy shit the 'ssg'... oh man that gives me an idea i need to play this with a slaughter map

i think the armour idea works fine but again, probably want to balance it more make it drain faster i think

i thought the shotgun replacement was kinda fun anyway, oh and the melee is looking nice and feelin good

but yes not sure what to offer on the ammo pickups as is because i never had to think about it with how powerful the weapons are atm... what a problem, huh? make the weapons powerful then the game is too easy, don't make them powerful enough then it doesn't feel fun...

>> No.4597212

>>4597207
That's supposed to be like a PSA isn't it?

>> No.4597223

>>4597212
yeah it's exactly what it looks like, telling parents some txt lingo, the original just isn't doom

>> No.4597227

>>4597212
you think?

>> No.4597236

>>4597212
Of course it's a PSA, you could easily tell by looking at the poster.

>> No.4597239

>>4597120
yeah was pretty fun blasting through on first few maps of sunder, ssg means you can just cut through anything below a hell knight like a hot knife through butter, though the hellknights don't put up much more resistance
had to think about ammo a little more here because you're relying much more on set ammo pick ups
the problem is, i think some people will just find it annoying to have to keep a mental track of their ammo count and then switch between guns so the right ones get ammo, it's not something everyone will want to think about, but it's not necessarily a bad idea... i'd like to see what other people think too

anyway sweet mod keep it up love the level start sound

>> No.4597240

>>4597207
killing me with xoxo

>> No.4597245

>>4597207
this is well done

>> No.4597246

>>4597223
What did the original one looked like?

>> No.4597251

>>4597207
>nothing about pk3s, brightmaps or terryWADs

>> No.4597252

>>4597246
well, the same except brb means be right back, lmao means laughing my ass off etc. etc.

not sure why you're having difficulties here sorry?

>> No.4597254

>>4596989
Setting the gib threshold to 0 is pretty funny

>> No.4597257

>>4597254
Been trying to compile that shit, but with no success.

>> No.4597261

>>4597257
i've noticed this with some new mods, you can just use the zip

>> No.4597268

>>4597257
There's nothing to compile in any way. Throwing the zip as-is into the load order would work. You could rename it to .pk3 for visual candy. Dunno if it matters at all internally.

>> No.4597280

>>4596026
Acceptable if it's a Pinky.

>> No.4597282

>>4597209
>>4597239

Thanks for playing.
I might put the speedometer back in later, but I'll figure out where to cram it on the HUD first and convert the values to map-units-per-second. Maybe the top-right, and if the side-mirrors are active, just under the mirror.
Yeah, the weapons haven't really been balanced yet so everything just kind of...murders everything. I'll probably just do a blanket damage reduction across the board later.
The armor draining faster is kind of a good idea, rewarding people for using it accurately and soaking up shots only when needed.
The annoyance between swapping between different weapons to refill the one you want is a good point, I had that same annoyance when I was playing through the PC Powerslave. I could just do a typical Mega Man energy equalizer thing, where if a weapon is full it refills the lowest one, but at that point it'd be kind of braindead running through powerups with no strategy, wouldn't it?

Ahhhh, there really isn't an easy solution here. But I guess that's the point of experimental.
Thanks for trying it, I'll see if I can catch some other opinions on the ammo.

>> No.4597285

>>4595262
Cyriak? You mean THIS Cyriak?

https://www.youtube.com/watch?v=-3JCESdFNyw

>> No.4597290

>>4597285
Yes, he made a Doom wad back in '14

>> No.4597293

>>4597290
Huh, I never knew. Time to check it out.

>> No.4597298 [DELETED] 

>>4597252
Yeah

>> No.4597302

>>4597285
he goes by mouldy in the doom community

>>4597293
Going Down is a GOAT wad, some of the best boom work there is

>> No.4597307

>>4597252
Yeah.

>> No.4597321

Okay, this should hopefully be the last inquiry. What script line displays and fetches the actor's health that triggered it [ae; for a boss]?

>> No.4597325
File: 528 KB, 1366x768, Screenshot_Hexen_20180218_155629.png [View same] [iqdb] [saucenao] [google]
4597325

HE GLOWS, speaking of Glowing any doom wads besides Void where you fight the Heresiarch?

>> No.4597327

Will Powerslave EX ever make a return? Didnt Kaiser say it is coming to steam or is my memory failing me

>> No.4597329
File: 66 KB, 590x667, hard work hopefully pays off.png [View same] [iqdb] [saucenao] [google]
4597329

>>4597321
If there are still things needed to be covered by scripts (another major weakness of mine) once the main deal is done, I'll consult you guys, but we're nearing the end of what we need here. Otherwise, playtesting for the map is soon, I'm on a race against personal skill and time now. So let's get this shit done.

Before you play this, it's recommended but not required to play Shajeshogjjth as it chronologically starts 30 minutes before this map

>> No.4597348

>>4596719
Just tried it, definitely had Dark 7 vibes. Solid map and great details. I've enjoyed all your maps you've put out anon.

>> No.4597350

>>4597321
>>4597329
is the final boss defeated by blowing up its computer remotely so its house burns down?

>> No.4597353
File: 384 KB, 1280x1024, zop.png [View same] [iqdb] [saucenao] [google]
4597353

>>4597350
no

>> No.4597357

Where should I start if I just want to play some multiplayer Quake? I'm not picky about 1/2/3.

>> No.4597372

>>4597357
Quake Champions.

>> No.4597373

>>4596816
>addon pack
where is this?

>> No.4597384

>>4597357
Quake Live or Quake Champs. Everything else is largely reliant on playing at a certain time/making a group in an IRC to play MP.

>> No.4597387
File: 13 KB, 486x382, JP24.png [View same] [iqdb] [saucenao] [google]
4597387

>>4597120
>Requires at least 3.2.4 GZDoom
Alright, let me just upda-
>No more little Doomguy as the .exe icon
I am saddened.

>> No.4597407

>>4597387
GPL police, presumably

>> No.4597412
File: 47 KB, 777x582, Ruger Blackhawk.jpg [View same] [iqdb] [saucenao] [google]
4597412

>>4597191
No, though Ruger makes a similar kind of revolver in .44 Magnum (and many other calibers).

>> No.4597413

>>4597387
very unfortunate but necessary

>> No.4597415

>>4597327
Which memory is it on?

>> No.4597418

>>4597282
I feel like the ammo management would be less of a problem if you could actually see at a glance what you were low on ammo with, without having to switch through everything.

Also I'm glad that if your ammo on a weapon is full, you don't pick up the ammo and waste it.

>> No.4597427

>>4597387
What is your pic from? Clearly some Jurassic Park game, but on what platform?

>> No.4597436
File: 2.72 MB, 1140x672, lazyImageEditing.webm [View same] [iqdb] [saucenao] [google]
4597436

Lemme show you how lazy I am.

>> No.4597438

>>4597427
SNES.

>> No.4597439
File: 2.24 MB, 800x448, SuperHealthBrights.webm [View same] [iqdb] [saucenao] [google]
4597439

>>4597436

>> No.4597473

>>4597436
It works. I tried doing brightmaps for D64 monsters, and I opened up NightFright's brightmaps pack to see how it was done. When I realized the amount of work gone into selecting grayscale values for each individual pixel, I flaked out.

>> No.4597478
File: 208 KB, 1366x768, Screenshot_Doom_20180218_162531.png [View same] [iqdb] [saucenao] [google]
4597478

>> No.4597489
File: 5 KB, 488x312, BMBS64F1.png [View same] [iqdb] [saucenao] [google]
4597489

>>4597473
This single frame took me 3 hours, but I don't know of any ways paint.net can make it faster.
It's neat that you're adding all the fancy OGL things for those who play with it. REKKR seems like it will be quite something.

>> No.4597493
File: 39 KB, 630x630, 445708_1.jpg [View same] [iqdb] [saucenao] [google]
4597493

>>4597120
>left click
>left hand moves down off the left side of the screen
>it reappears from the right and swings back into position to shoot
>does this movement in reverse when finished shooting

>> No.4597495

>>4597478
can't see shit, captain

>> No.4597498

Could someone post some webms that show of the power of doom modding?

>> No.4597504

>>4597498
Someone post the webm of Doomguy explosively punching a cyberdemon in the ass repeatedly

>> No.4597505

>>4597498
played straight, or "ironic"?

>> No.4597507 [SPOILER] 
File: 98 KB, 640x480, 1519004441082.png [View same] [iqdb] [saucenao] [google]
4597507

>>4597498
Here it is.

>> No.4597509

>>4597120
Is it possible to make the player's pain state check if it's a voodoo doll? The backwards recoil fucks up some maps.

>> No.4597510
File: 198 KB, 1366x768, Screenshot_Doom_20180218_164020.png [View same] [iqdb] [saucenao] [google]
4597510

>>4597495
power of spook

>> No.4597512

>>4597504
perfect

>>4597505
both!

sorry, it's the typical "introducing my friend to doom who had no idea it was still a thing past the 90's and I'm stupid and haven't saved many webms"

>> No.4597514

>>4597495
Me neither captain!

>> No.4597517
File: 232 KB, 1366x768, Screenshot_Doom_20180218_170220.png [View same] [iqdb] [saucenao] [google]
4597517

>> No.4597527
File: 2.58 MB, 700x408, LazyBaron.webm [View same] [iqdb] [saucenao] [google]
4597527

>>4597473
Yeah. There's actually more work for most sprites than this example, but it gets you a good start regardless.

What you can do for monster attacks is color select the fireball/muzzleflash/whatever, separate it as a copied layer, then shift-select localized highlights on the monsters anatomy around where the light would logically be hitting. You'll still need to cleanup a bit, but it's a fast starting point. And what you can do is just alter the one recorded action and reselect the right colors/areas, then hit play for every frame.

>> No.4597530
File: 505 KB, 844x736, shethicc.png [View same] [iqdb] [saucenao] [google]
4597530

>>4597121

>> No.4597534

>>4597436
>>4597527
I wonder if GIMP can do this.

>> No.4597536

>>4597498
>>>/wsg/2114329

>> No.4597538

>>4597534
I haven't used it in 3-4 years, but I imagine it can do something similar with a different workflow. Pretty sure you can color select, but not sure if you can select localized color clusters. You might have to clip off the areas you don't want with a feathered lasso selection or some such.

>> No.4597540
File: 744 KB, 852x480, BTRbQrx.png [View same] [iqdb] [saucenao] [google]
4597540

>>4597498

>> No.4597554
File: 2 KB, 142x95, knight.png [View same] [iqdb] [saucenao] [google]
4597554

>>4597527
This is pretty neat, and it actually remedies what I struggled with most. Doom sprites are low resolution enough that I know exactly what pixels represent light, but with the pre-rendered D64 models, I can't tell what's light and what's not.
Thanks for showing this off, I might just have to "obtain" photoshop for myself.

>> No.4597561

>>4597554
imagine where the world would be, creatively, if you actually had to pay for stuff

>> No.4597564

>>4597540
What's going on here

>> No.4597578
File: 2.37 MB, 768x432, buttpummeled.webm [View same] [iqdb] [saucenao] [google]
4597578

>>4597498

>> No.4597581
File: 282 KB, 1366x768, Screenshot_Doom_20180218_170423.png [View same] [iqdb] [saucenao] [google]
4597581

>> No.4597584
File: 2.52 MB, 640x360, butt-pummeled.webm [View same] [iqdb] [saucenao] [google]
4597584

>>4597578
fuck, wrong .webm

>> No.4597589

>>4597578
>>4597584
Excellent. I'm saving these both. I always forget to do so. Thanks anon

>> No.4597596

>>4597564
It's a pseudo RTS mod for the Zandronum (at the time Skulltag) source port, this mod allowed for people to take command of different units from the different idtech1 game engine games right there.

>> No.4597605
File: 221 KB, 1366x768, Screenshot_Doom_20180218_180515.png [View same] [iqdb] [saucenao] [google]
4597605

now i can't see

>> No.4597612
File: 350 KB, 1366x768, Screenshot_Doom_20180218_163518.png [View same] [iqdb] [saucenao] [google]
4597612

>> No.4597617
File: 36 KB, 583x583, HNI_0095.jpg [View same] [iqdb] [saucenao] [google]
4597617

>>4594881
Which is more likely for the System Shock 1 source code: 1) its still lost or 2) Night Dive Studios has already found it, but are holding it hostage because $$$ and schizoid attitude of most of the current execs
>TFW still no more official release of SSP and no Windows 7-8.1, Mac OS 9, OS X, Wii, N3ds, Ps4, nor PS Vita sourceports of System Shock 1 like there are for Doom and Duke

>> No.4597627

>>4597617
well, 1) is obviously more likely but if we want to put on our little tinfoil hats for a second then i would have to say 2)

if i was president i would make it so all games had to release source code within 5 years or all devs will be put to death

>> No.4597632
File: 2.45 MB, 426x240, magicalrealm.webm [View same] [iqdb] [saucenao] [google]
4597632

>>4597498

>> No.4597637

Having difficulty coming up with a map05 for my western deathmatch .wad. Wondering if I even should.

>> No.4597638
File: 77 KB, 386x460, puking anime.jpg [View same] [iqdb] [saucenao] [google]
4597638

>>4597632

>> No.4597651
File: 3.29 MB, 319x215, autistic rattling.gif [View same] [iqdb] [saucenao] [google]
4597651

>>4597632
>the cartwheeling pinkies
>the autistic rattling revenants up on the cliffs
This is fucking hilarious.

>> No.4597652

>>4597632
I know this is "Venture into the Bouncy Castle" or something like that from DUMP 3, but what mod is causing the monsters to spin like that?

>> No.4597660

>>4597632
>boing
>badtrip

Man i think you typed these cheats in the wrong game.

>> No.4597670

>>4597652
I believe it was the Wobbly Shader and RooL, I don't know if the wobbly shader still works with current GZDoom, though.
https://forum.zdoom.org/viewtopic.php?f=46&t=53157
https://forum.zdoom.org/viewtopic.php?f=19&t=53107

>> No.4597671
File: 832 KB, 2500x2000, 1399614975394.png [View same] [iqdb] [saucenao] [google]
4597671

Question:
Between D4D and D4T, which one is supposed to be the "good one?"

>> No.4597679

>>4597671
They're both typical DBT quality.

>> No.4597681

>>4597509

I'll add this, thank you.

>> No.4597682

>>4597671
D4T is the more straightforward of the two, but really I find both to be way too busy, the aggressive jumpy monsters don't mesh well with most doom maps.

>> No.4597692

>>4597632
Yeah that's dope right there.

>> No.4597697

>>4597638
Puking Japanese girl! lol!

>> No.4597703

>>4597697
Unnecessary trip! lol!

>> No.4597707

>>4597697
what level of irony is this post on

>> No.4597720

>>4597507
>Accuracy being awarded before the match results
THAT'S NOT HOW IT WORKS

>> No.4597721
File: 2.77 MB, 1000x563, knee deep in the vomit.webm [View same] [iqdb] [saucenao] [google]
4597721

>>4597498

>> No.4597724

>>4596719
For being your third published map, this is pretty pretty good. The difficulty was well balanced and the progression was seamless. The arch-viles were all well placed, and made the last fight more interesting.

>> No.4597726

>>4597415
I dont remember. I might have 'read' about that in a dream.

>> No.4597728
File: 197 KB, 640x384, FILTERS01.jpg [View same] [iqdb] [saucenao] [google]
4597728

>>4597721
OH MY GOD TONE DOWN THAT FUCKING THING!

>> No.4597732
File: 88 KB, 976x564, 143262615171245.jpg [View same] [iqdb] [saucenao] [google]
4597732

>>4597721
>There are people that share this planet with you that think this is the definitive way to play Doom

>> No.4597735

>>4597671
just depends what you want
d4d has more features and shit in it
d4t has less and is more pure

>> No.4597737
File: 2.79 MB, 896x504, doom the way it was meant to be played.webm [View same] [iqdb] [saucenao] [google]
4597737

>>4597728
>>4597732
HABEEB IT

>> No.4597741

>>4597737
Jesus christ calm down satan

>> No.4597745
File: 147 KB, 640x384, FILTERS03.jpg [View same] [iqdb] [saucenao] [google]
4597745

>>4597737
STOP IT HOOMAN

>> No.4597746

>>4597737
>helmet is constantly bobbing
>HUD stays put

>> No.4597748
File: 215 KB, 1600x900, Screenshot_Doom_20180218_222508.png [View same] [iqdb] [saucenao] [google]
4597748

Well, I came up with a train level. Bots literally can't play this one. It's an inverse CTF map, meaning blue team spawn has the red flag, while red team spawn has the blue flag.

>> No.4597749

>>4597737
this is the type of webm that leads to garbage like Strafe existing

>> No.4597751

>>4597749
i like strafe for what it is but i think even they said the people they hired for marketing fucked it up

>> No.4597752
File: 2.81 MB, 680x384, 1518821554239.webm [View same] [iqdb] [saucenao] [google]
4597752

>>4597737

>> No.4597756

>>4597748
>train level
Oh sweet, I'm a big fan of those.

>> No.4597758

>>4597732
Actually I remember that thread and he made that webm specifically just to show how "riced out" you could make Doom.

>> No.4597768
File: 1.03 MB, 900x900, 23809834zp.png [View same] [iqdb] [saucenao] [google]
4597768

>>4597749
>Make FPS that's inspired by Spelunky
>Hire a marketing team that actually does some impressive work here and there but completely misses the point of what they're actually selling

>> No.4597771

>>4597732
shut up Papyrus

>> No.4597772
File: 2.22 MB, 512x384, My Wall When (Scrolling).gif [View same] [iqdb] [saucenao] [google]
4597772

>>4597721
>>4597737
I love these webms, I'm glad they got posted again so I could properly save them. Cheers.
Also to confirm; the anon that made these did intentionally load all the most gaudy and over the top mods he could fit into the game, including KDiZD for the map set.

>> No.4597774
File: 90 KB, 320x240, DemonBandit.png [View same] [iqdb] [saucenao] [google]
4597774

Working on a titlepic.

>> No.4597781

>>4597774
hahaha nice

>> No.4597785

>>4597772
I don't think anyone would unironically play Doom like that.

>>4597774
Is this for a HND mapset?

>> No.4597786
File: 1 KB, 250x140, Belphegor.png [View same] [iqdb] [saucenao] [google]
4597786

check out my original doom monster his name is belphegor

>> No.4597789

>>4597785
i assume it's for the western deathmatch levels being posted

>> No.4597791

>>4597786
Is he a match for yugmood

>> No.4597792
File: 4 KB, 224x440, yugmood.png [View same] [iqdb] [saucenao] [google]
4597792

>>4597786
this is yugmood and instead of fighting the demons he joined them and now fights the UAC and hate's doomguy
he has no arm because he lost them for a sacrifice so stop asking me why he has no arms ok
he is the very opposite of doomguy

DO. NOT. STEAL.

>> No.4597793

>>4597785
That was my original plan, but I find making deathmatch levels is a bit faster than singleplayer levels, especially faster than those for gameplay mods. I'm not actually going to use that as the titlepic.

>> No.4597796

>>4597792
Why does he have no arms

>> No.4597801

>>4597752
How can I use this filter?

>> No.4597802

ANY JAPANESE DOOM FANS?

>> No.4597805

>>4597802
YES, BUT NOT HERE.

>> No.4597806

>>4597752
>Having the Plasma Rifle in E1
what is this mad heresy

>> No.4597817

>>4597632
WHERE THE FUCK IS THIS MAP IN THE HUB WORLD!?! I CAN'T FUCKING FIND IT!! AAAAAAAAHHHHHHHHH!!!!!

>> No.4597819

>>4594972
An economics minigame that you can play while you're playing doom. You would buy, manage, and sell fluctuating stocks so you can get credits that are useless for anything except for buying more stocks. There would be three difficulties:
Normal: manage and view stocks at any time.
Hard: view stocks at any time, but can only manage stocks through terminals that are randomly scattered around whatever mapset you're playing.
Pink wojak mode: can only manage and view stocks through said terminals.

Mod would be named "down with the /biz/ness"

>> No.4597836
File: 68 KB, 327x89, heyguys.png [View same] [iqdb] [saucenao] [google]
4597836

>>4597786
this is my original creation he is the son of satan and has five attacks

>> No.4597838

>>4594972
Super Shotgun, but it's a BFG-tier weapon.

>> No.4597845

>>4597836
kek

>> No.4597847

>>4597802
see
>jpcp.wad

>> No.4597850

>>4594972
Gameplay mod where you play as a skeleton, you have a full roster of unique weapons but each weapon has an altfire BONE MAGIC spell that draws from your magic energy, which recharges over time but can also be restored faster by drinking milk-based health power ups. Cacodemons would be replaced by attack helicopters and the berserk powerup would give you super revenant punches for the duration of the level. Letting you punch guys so hard their skeleton flies out.

This would mean you'd punch a skeleton out of a helicopter, and punching a revenant would either make another skeleton fly out.

>> No.4597852

>>4597819
Make it UAC stocks and having to manage their assets, labs, resources, etc. so it fits within the game.

>> No.4597854

>>4597850
>cacodemons are replaced with hinds piloted by skeletons
this barely makes sense and yet it sounds great

>> No.4597858

>>4597850
Oh and the BFG tier weapon would be Mr Bones Wild Ride, which would be a roller coaster projectile that when you kill enemies with it, they get stuck on and go on the ride forever. Leaving a roller coaster shaped hole in the wall.

>>4597854
https://www.youtube.com/watch?v=Co6d3h-NpS8

>> No.4597864

>>4597858
Also for clarification, when I said "punching a skeleton out of a helicopter" I was talking about like, a helicopter skeleton, so like a helicopter made of bones.

Because that's really fucking stupid and I think it's hilarious

>> No.4597871

>>4594972
Have another one, motherfuckers:
Super doom bros, dumb arcadey Mario inspired mod with a "co-op" feature based on how super mario 3D world handled it: At the end of the stage, the player with the most points was given a crown, adding a backstabbing competitive element quickly after beating a stage.
There'd also but a lot of shit involving subweapons and melee weapons

>> No.4597880
File: 460 KB, 1280x960, Screenshot_Doom_20180218_235127.png [View same] [iqdb] [saucenao] [google]
4597880

floating rock, a nevada staple
fuck me if i'm going to set up floatbobbing, 3d floor, sloped islands in the time before feb 28 so i'll settle on these and redistribute their positioning as needed

>> No.4597890

populated invasion uac server.

>> No.4597909
File: 98 KB, 880x660, cac 2.png [View same] [iqdb] [saucenao] [google]
4597909

>> No.4597912

>>4597909
I appreciate/hate that dickhead chaingunner back there

>> No.4597913

>>4597880
>time
Relax it's fine!

>> No.4597916

>>4597913
Nine days man! That ain't fine!
also setting up 3d sloped floors is a pain let alone setting them up into a 3d floating rocky ring that's arranged like typical floor/ceiling rock slopes.
s c r e a m i n g

>> No.4597917

>>4597880
For reference sake of how much of a PITA what I'm trying to replicate is:
https://www.youtube.com/watch?v=8FLuUFziBW4

>> No.4597921
File: 41 KB, 1024x768, duke0001.png [View same] [iqdb] [saucenao] [google]
4597921

I'm sorry what

>> No.4597934

>>4597921
Proof that par time isn't 100% completion par time.

>> No.4597937

>>4597921
lol Duke's a wimp

>> No.4597938

>>4597921
> 65k monsters
excuse me?

>> No.4597945
File: 2.82 MB, 640x360, pinkytantrum.webm [View same] [iqdb] [saucenao] [google]
4597945

>>4597721
Reminds me of this

>> No.4597947
File: 55 KB, 640x480, Prey_(2017).jpg [View same] [iqdb] [saucenao] [google]
4597947

>tfw coming back to SLADE after 6 months of nothing

>> No.4597951

Does /doom/ like Doom 3?

>> No.4597954

>>4597951
Yes, no, maybe. Can't be discussed here, unless we're discussing its 2000> development history, which we don't really know much about from what I recall.

>> No.4597956

>>4597951
Hell no.

>> No.4597961

>>4597951
no but I do

>> No.4597972

>>4597921
That's 8 monsters short of 65536.. weird.

>> No.4597979
File: 713 KB, 1728x972, WWDM.png [View same] [iqdb] [saucenao] [google]
4597979

Here's an advertisement image, showing how god awful I am at graphical design, but more importantly laying out some features of the .wad.

>> No.4597987

>>4597979
now the only thing missing
people to play it with...

>> No.4597990 [DELETED] 

>>4597916
I know how it feels there now man.

>> No.4597995

>>4597916
I know how you actually feel there man.

>> No.4598005

>>4597671
D4T is broken on current GZDoom though, it crashes when a Demon Transformation runs out.

>> No.4598006 [DELETED] 

>>4597995
>> I get how you actually feels there man.

>> No.4598007

>>4597951
It's a good game, but it's a bad Doom game.

>> No.4598013

>>4597995
>> I get how you actually feels there right now man.

>> No.4598019

>>4598013
>> >> I get how you actually feels there man.

>> No.4598023
File: 14 KB, 300x275, 1411961918656.png [View same] [iqdb] [saucenao] [google]
4598023

>>4598013
>>4598019
The fuck are you doing

>> No.4598025
File: 2.86 MB, 640x480, hideous dead zombie mutates.webm [View same] [iqdb] [saucenao] [google]
4598025

>>4594013
>someone actually saved my webm
neat

Too bad it seems like HD is continuously taking a turn for the worse nowadays.

>> No.4598037
File: 521 KB, 1280x960, Screenshot_Doom_20180219_014848.png [View same] [iqdb] [saucenao] [google]
4598037

*NOTICES YOUR SCIENCE TOWER*
O W O WHAT'S THIS?
it's sloped 3d practice is what it is.

>> No.4598039

>>4598023
Just having fun copying with each of my quotes there.

>> No.4598041

>>4597945
Is this a fucking... 3D Doom remake?

Why the disgusting gloom and bump mapping?
Why does that Pinkie have no animations? Same with the Zombie, they just slide around the place? Why is the shotgun not in the middle, but also not completely to the right either? Why can you seemingly 'aim down sights'? Why blue armor gives you only 100 armor, and is in the wrong place (in the actual lever blue vest sits further on the ledge)? Why on HUD your armor is a number, but your health a partial bar - but both of them are IN THE SAME PLACE?

What the fuck is this shit?

>> No.4598045

>>4597951
I think we could probably make like, a sliding scale between Doom games that are more horror games, and more shooters, it'd look like:

Doom 3 -> Doom 64 -> Doom 1 -> Doom 2 -> Doom 2016

>> No.4598049

>>4598041
Look up "doom on unreal engine 4"

>> No.4598050
File: 86 KB, 500x393, Dime A Dozen.png [View same] [iqdb] [saucenao] [google]
4598050

>When you get inspired and start making a map but partway through you get hit with mapper's block and don't know where to go next
Suffering.

>> No.4598051

>>4598045
yeah this is correct

>> No.4598053

>>4598050
i just move on to the next thing
then at some point later i'll figure out how to frankenstein em all together

>> No.4598063

>>4598045
Agreed. I think being right in the middle is what made Doom 1 so good, though the extremes also end up good. Except Doom 2. Fuck Doom 2.

>> No.4598064
File: 530 KB, 781x444, Capture.png [View same] [iqdb] [saucenao] [google]
4598064

>>4598049
Jesus fucking christ this looks disgusting. My eyes are fucking bleeding.
Why does this exist?

>This project is no longer in development due to copyrights issues and it will be replaced with an other game named "OldSchool Nightmare"
Yeah, pffft, good fucking look. With this level of 'polish' I'm sure that game will sell like hotcakes. </sarcasm>

Seriously, Doom has very low level of graphical fidelity by modern standards, but it still looks good because of its art direction. This has all the potential power of Unreal Engine 4 to use and yet it looks like a literal polished turd.

>> No.4598065

>>4598049
https://www.youtube.com/watch?v=mCigiEuRvrA

>> No.4598067

>>4594972
Halo doom
A mod that makes doom play like halo
>what does that mean
You can play multiplayer splitscreen (farfetched and more of a sourceport branch really)
If you die, you automatically go back to a checkpoint.
In co-op, if you die, you have to wait for your partners to get to safety before you respawn. Or optionally, with the Iron skull, you all go back to the previous checkpoint. This would be more fun than current Doom, where you just throw waves of yourself against the foe until you win, or (with lives) your friends do so until you all lose.
Picking up a weapon makes that weapon disappear from the map
Each player can only hold 2 or so weapons. This makes co-op more fun, since different people will have different arsenals and take on different tasks.
When playing with a controller, the game aims and autoaims like Halo does, as if made for playing with a controller. (again, a sourceport thing)
Possibly adding energy shields and other halo like weapons and enemies

>but why do all this
So that my fucking normie friends will play Doom with me

>> No.4598068
File: 317 KB, 640x760, ULTIMATESUPAHFILTERS.jpg [View same] [iqdb] [saucenao] [google]
4598068

>>4597945
>>4598041
>>4598064

>> No.4598069

>>4598064
>>4598049
https://www.youtube.com/watch?v=RqJnl1QIRGA

>> No.4598072

>>4598050

My suffering.

>> No.4598073

>>4598065
making ue4 free was a mistake

>> No.4598075

>>4598050
I usually end up playing other maps when that happens (which is often)
or just stare at doom builder for an hour, that works too

>> No.4598076

>>4598069
I'm afraid I'll be giving him ideas if I say the lack of walking animations makes the zombiemen creepier.

>> No.4598079
File: 138 KB, 822x577, 1487416436584.jpg [View same] [iqdb] [saucenao] [google]
4598079

>>4597945

>> No.4598082

>>4598067
I definitely saw a GZDoom mod that forced autosave at certain parts of the map, so I think the checkpoint this is actually doable. I don't recall what it was called, but it was remake of entire Knee Deep in the Dead into a single map.

As for split-screen... I wonder if it'd be doable to run several instances of Zandronum at once to play coop online together, and display them all at once on your desktop using windowed mode in small resolution. Each instance would be configured to use different keys so you guys could play on one keyboard.

>> No.4598084

>>4598069
>there are people who actually think doom plays like this

>> No.4598085

>>4597951
Its an average shooter

>> No.4598090

>>4598069
You know, I was GONNA leave him constructive critique suggesting to find an experienced artist to cooperate with, but...
>coments are disabled
Yeah, why am I not surprised?

>>4598073
Then he would've just made it in Unity.

>> No.4598097

>>4598082
Eternity has splitscreen.

>> No.4598103

>>4598097
So does ReMood, but it was missing something... music? I don't remember.

>> No.4598104

>>4596302
DUMP?

>> No.4598108

>>4597632
Motion sickness: the map

>> No.4598109 [DELETED] 

>>4598079
Ok now we need that one webm where a 3D demon corpse suddenly starts flying across the room out of control like a balloon please

>> No.4598113

>>4595706
AESTHETIC

>> No.4598115

>>4597617
SS EE works fine on modern systems.
It's also on sale on steam right now
http://store.steampowered.com/app/410710/System_Shock_Enhanced_Edition/

>> No.4598126

>>4598115
I don't think that's their problem

>> No.4598129
File: 56 KB, 648x409, dosx-ultimate-simpsons-doom.png [View same] [iqdb] [saucenao] [google]
4598129

>>4597979

Sweet, I'm keen to play this.

>> No.4598131

>>4597768
except they marketed first
then made something that completely misseed the point

>> No.4598136

>>4596529
What is even the point of allowing people to play mod in older versions of GZDoom? I mean, other than doubling your workload and heavily limiting features of your mod because some lazy wanker won't be bothered to update his source port?

Unless there are some good (i.e. not bullshit) reasons to NOT update your GZDoom?

>> No.4598140

>>4598069
Why do these shitty doom "remakes" always feel the need to cram in a bunch of unnecessary visual spam and don't play anything like Doom?

>> No.4598141

>>4598039
>>> I'm Just having some fun copying along with each of my quotes there now.

>> No.4598142

>>4598131
I mean, that happens. In game design, you want to be flexible and adjust to what happens during game development.
E.g. if you're making a platformer, and during development you realize that gunplay is more fun than jumping, good designer would rework the game into a shooter, instead of making a shitty platformer.

Of course, it's important to inform your marketing team about this when this happens...

>> No.4598146

>>4598140
First is trying to be forcibly visually impressive going for a 'wow' factor.
Second - I'm assuming Brutal Doom is to blame. That, or these people never actually played Doom and just assume it player the same like modern FPS.
Though I have to admit that putting random boxes in opening courtyard of Command Control to nullify any challenge this encounter originally had is fucking ridiculous.

>> No.4598150
File: 53 KB, 148x932, crash.jpg [View same] [iqdb] [saucenao] [google]
4598150

>>4598140
because these people are retarded and don't fucking understand what doom is
now i dont wanna 'gatekeep' or whatever but i just dont get these people, how can you like doom and then spit out that shit?

>>4598146
>I'm assuming Brutal Doom is to blame
ohhh this would make a lot of sense, they're not doom fans they're brutal doom fans...

>> No.4598154

>>4598142
They were making a throwbakc retro FPS
They marketed it as a throwbakc retro fps
they gathered funds for throwback retro fps
They made several videos showcasing all the mechanics (only ones relevant to FPS part)

They released a crossbreed of procgen shooter with rogue, in which crucial elements of each work against one another to the point where the whole is less than sum of its parts.

In the trailer they showed players moving fast and rocketjumping with reckless abandon. In the game, the health you lose from ONE rocketjump you'll have to recover for two whole maps because you get ~30-40hp per level because "lul muh rog so hardcor", and you loose HP when falling from more than 2m.
etc.

>> No.4598165

>>4598150
I mean, idk if that's always the case, but this specific game? Dead ringer for BD mechanics. We have reloading, aiming down sights AND an assault rifle weapon. The only reason there's no executions and extra gore because these require actual effort.

>> No.4598170

>>4598154
The roguelike is not the problem. You can make a throwback retro FPS that is a roguelite at the same time. There is a game called Rogue Shooter that is basically Wolf3D with random levels and RPG elements.

For example, instead of rocketjumping, they could've implement other movement tech that wouldn't decrease your life like recoil jumping with some guns, or bunnyhopping - stuff like that. That is simply case of bad game.

>> No.4598172
File: 124 KB, 960x540, 1463865285604.gif [View same] [iqdb] [saucenao] [google]
4598172

>>4598025
>Too bad it seems like HD is continuously taking a turn for the worse nowadays.
Care to elaborate?

>> No.4598178
File: 111 KB, 400x300, q.png [View same] [iqdb] [saucenao] [google]
4598178

Strafe is a cool tactical roguelite fps with quake aesthetics

>> No.4598191

>>4598178
I'm curious what would go over better. Quake/Early 3D style, or Doom/Sprite style. If you were to make a new old FPS I mean.

>> No.4598195

>>4598191
i think right now there's more of a boner for the early 3d stuff, like devil daggers and dusk

>> No.4598201

>>4598136

There's that you disagree with some of the newer features or the direction where the engine is going.
Which is all fine and dandy for protest, but that only lasts so long.

>> No.4598203

>>4598191
Well before indie game devs start entering 00's nostalgia, we have to go through the 90's first.

>> No.4598209

>>4598191
If I make my own indie retro FPS game, I'd want to make it sprite style with everything based off of 3D models. And with limited "true" 3D.

>> No.4598210

>>4598191
Bring back raycasting.

>> No.4598214

>>4598178
>>4598191
Except that it, like many other "retro-aestethic" games made those aestethics completely wrong.
That is a general problem with most retro devs - they don't seem to understand or care for the design behind the art, and the reasons it was done the way it was.

In STRAFE's case it resulted in blandness, utter lack of detail, low texture variety. The E1M1 "homage" from second level looks much worse and blandeer than the original, with less texture variety and less details.

It's like devs dont realise that low res textures can carry aboutthe same ammount of info/details as a high res one, and retain detail density peer pixel from the highres texture. Result is a bland mess.

DUSK did not evade that either. Despite aiming for Quake, it looks less detailed and complex, while simultaneously putting excessive detailing into select few places which resulted in ridiculous inconsistency. And then it throws in some modern vfx to make things look even more mish-mashed.

>> No.4598217
File: 12 KB, 288x198, walksouls.png [View same] [iqdb] [saucenao] [google]
4598217

Remembering the shitty lost souls in the Phobos Lab video, I was thinking "what if id never managed to program flying and they just walked at ground level", then this imagery came into my head

>> No.4598219
File: 28 KB, 700x525, i saw the demons.jpg [View same] [iqdb] [saucenao] [google]
4598219

>>4597951
It's an ok shooter.
I think it's the most fun if you challenge yourself to play with the chainsaw for the most of the game.

Basically every enemy sans bosses can realistically be defeated with the saw, and it's kind of exciting to pull off.

>> No.4598220
File: 4 KB, 292x206, notice me doomguy senpai.png [View same] [iqdb] [saucenao] [google]
4598220

>>4598217
This is one of the worst things I've seen this year.
Excellent work.

>> No.4598221

>>4598217
Oops, forgot to reply to >>4598069

>> No.4598223
File: 7 KB, 235x248, HUUUUH.png [View same] [iqdb] [saucenao] [google]
4598223

>>4598217
I want a monster mod full of dumb shit like this, while still being fun to play.

>> No.4598224
File: 279 KB, 2560x1440, dusk.jpg [View same] [iqdb] [saucenao] [google]
4598224

>>4598191

Look into Dusk.

https://www.youtube.com/watch?v=B0V82PhiDDw

>> No.4598226
File: 618 KB, 1000x1000, 1518863972152.png [View same] [iqdb] [saucenao] [google]
4598226

can someone link me (if it exists) some kind of repository for alternate texture packs for doom 2 to use in gzdoom?
i searched the zdoom forums but i cant find jack shit
and if i search with google i only get SUPER MEGA ULTRA 4K RESOLUTION TEXTURE PACKS as results
i dont give jack shit about the texture resolution, to be fair i prefer them slightly pixellated
i dont want them higher resolution, just different looking

>> No.4598225

>>4598214
tl;dr:
art is hard

>> No.4598227

>>4598214
some good critique here, but i wouldn't say any of them got it 'wrong', they're working within their limitations to make something resembling another work
and i would say they've succeeded in that it's immediately recognizable what those games are trying to do. they're never going to look exactly like a game from 20 years ago nor do they want to

>> No.4598229
File: 601 KB, 720x360, swarm of boners.webm [View same] [iqdb] [saucenao] [google]
4598229

>>4598223
Can it feature my revenant(s)?

>> No.4598230

Has anyone tried making maps with cardboard cutouts or wall textures of Chaingunners and put them in the distance?

>> No.4598232
File: 18 KB, 287x280, AGITATION.jpg [View same] [iqdb] [saucenao] [google]
4598232

>>4598230
That's fucking terrible. I love it.

>> No.4598234

>>4598227
Both of them looks worse than what they try to imitate, that's my point.

Both dev's absolutely had the capability to do everything right, but they either did not understand how, or simply did not bother.

>> No.4598237

>>4598064
>This has all the potential power of Unreal Engine 4 to use and yet it looks like a literal polished turd.
Because the author thinks high resolution, 3D models, texture mapping, and filters, are cruise control for good graphics, when in reality, you actually have to put in hard work to make a game look good, regardless of how it's rendered.

There's shortcuts, but there's no free lunch.

>> No.4598238
File: 8 KB, 157x228, walkcaco.png [View same] [iqdb] [saucenao] [google]
4598238

>>4598220

>> No.4598240

>>4598191
>Doom/Sprite style
Sprite style. I like a lot of 90's 3D games, but the graphics age horribly due to having to be compromised by hardware.

>> No.4598242
File: 855 KB, 1845x1485, high noon drifter, low budget.png [View same] [iqdb] [saucenao] [google]
4598242

>>4598232
I'm surprised nobody else brought such a thing considering the hard-on for Chaingunner memes

>> No.4598243

>>4598224
You're insulting Quake and other games by telling people to look at Dusk.

>> No.4598245
File: 70 KB, 640x960, 1411680417402.jpg [View same] [iqdb] [saucenao] [google]
4598245

>>4598238
Oh my god. We need a full monster set of this shit. Now.

>> No.4598246

You know, the idea of a 'more realistic and tactical Doom' with Hideous Destructor isn't a bad idea for dicking around with, but it's too asstight for its own good. I know people have said it a lot, too. It's almost like a joke mod in terms of how stupidly, inaccessibly difficult it is, and yet it takes itself completely seriously with a straight face.

>> No.4598247

>>4597530
haha that's great

>> No.4598249

>>4598246
Maybe we need a Hideous Diet mod or something.

>> No.4598250

>>4598246
i dunno man i like it

>> No.4598258

>>4598246
>but it's too asstight for its own good
>in terms of how stupidly, inaccessibly difficult it is
well yeah but that's the point of it, the dev has succeeded in bringing his vision to light and there's a small crowd of people who get it too

i would personally enjoy something like HD but toned down, yes

>> No.4598259

>>4598246
>>4598258
Can it still have the weird goofiness of HD?

>> No.4598260

>>4598245
I-I don't have the motivation or persistence to go that far, sorry!

>> No.4598261

>>4598229
Hmm...

Can you make something akin to Overlord command mechanic in Doom?

You have lots of monsters under command andcan summon more. Each monster belongs to one of 4-6 groups depending on properties.

You give orders to the monsters by pointing in direction of the thing you want your guys to interact with and pressing fire, the longer you hold the more mobs you send out. Tap - one or two go out, hold - more and more get on to it.

You can select specific group of monsters for the task.

In Oveerlord it was Melee, ranged, stealth and mages/revivers goblins.

>> No.4598262
File: 152 KB, 437x708, aaa.png [View same] [iqdb] [saucenao] [google]
4598262

>>4598260
Do a pain elemental at least, for us, please?

>> No.4598264

>>4598261
You theoretically could with friendly monsters and a pointer that makes them hate whatever gets painted with it.

>> No.4598267

>>4598264
Could the be openeing doors, pressing switches and bringing items to you?

>> No.4598268

>>4598267
Well, monsters can open doors already, not sure about hitting switches but bringing items would definitely be possible

>> No.4598269

>>4598267
Can monsters even hit switches? I'm pretty sure that's a player only thing.

>> No.4598272

>>4598269
Autodoom bot seems not only being able to hit switches, but also find them, though thats a bit different.

Can Zandro bots press switches? If so, player controlled monsters could be made as some kind of bots.

>> No.4598273

>>4598272
Those are more like fake player actors I think. I haven't really looked too deeply into the Autodoom bots.

>> No.4598274

>>4598272
>>4598269
They know how.

>> No.4598279

>>4598246
Yeah, I'd enjoy something like HD if gameplay complexity was something closer to Operation Flashpoint/original Delta Force. Just because it's realistic and tactical doesn't mean it has to be complex.

>> No.4598281

>>4598217
this almost happened -- the beta lost souls didn't fly, they walked around at a fixed offset above the floor

>> No.4598282

>>4598230
i recently played a wad that does it with barons
>>/vr/thread/S4546054#p4546441
also nuts2 has cardboard cutout mancubi (and, iirc, megaspheres that are actually chaingunners)

>> No.4598287

>>4598269
monsters opening type 1 DR manual doors is basically monsters hitting switches. they don't seek them out, though. they will attempt to press on a switch that is flagged as monster-activatable if it happens to be in the way. it's really only meant for doors, so can only be extended to similar manual types.

>> No.4598293
File: 12 KB, 838x472, kate.png [View same] [iqdb] [saucenao] [google]
4598293

https://forum.zdoom.org/viewtopic.php?f=42&t=58858

The fucking feels. Why. Time to listen to Bright Eyes.

>> No.4598308
File: 49 KB, 101x60, painest elemental.gif [View same] [iqdb] [saucenao] [google]
4598308

>>4598245
>>4598260
>>4598262
Someone made a Pain Elemental with the Pigcops shotgun in his arms.
One would just have to put legs on him.

>> No.4598310

>>4598308
>painis elemental

>> No.4598319

>>4598308
>walking pain elemental with akimbo shotguns and/or Lost Soul grenade launchers

>> No.4598325

>>4597436
samus?

>> No.4598330

people think metadoom's machinegun sounds like shit, yet nobody brings up how the quad damage doesn't have its original sound, but a dumb scratch noise instead

>> No.4598332

>>4598262
Damn it Kegan your seductive charm won't win this time

>> No.4598334 [DELETED] 
File: 10 KB, 175x242, RichKnife.png [View same] [iqdb] [saucenao] [google]
4598334

>>4598293
If only he had listened... perhaps she would still be here today.

>> No.4598338

>>4598334
Shut the fuck up, S'arais.

>> No.4598339
File: 14 KB, 420x300, 1410200843033.jpg [View same] [iqdb] [saucenao] [google]
4598339

>>4598332

>> No.4598340

>>4598334
>she
If you cut off your dick you won't become a she nor would you be a she if you take hormones. You need to change your chromosomes if you want to become a she.
Also, fuck off, Sarais.

>> No.4598341
File: 125 KB, 640x480, 35278-quake-screenshot.jpg [View same] [iqdb] [saucenao] [google]
4598341

>>4598330
*Record Scratch*
*Freeze Frame*
Yup, that's me. You're probably wondering how I ended up in this situation.

>> No.4598343

>>4598341
good answer

>> No.4598347 [DELETED] 
File: 7 KB, 303x166, indaex.jpg [View same] [iqdb] [saucenao] [google]
4598347

>>4598338
>>4598340

but anons
those aren't my posts

>working on my vinesauce map
>the second music is putting me over the size limit
fuck
i'm either gonna have to remove the helper or the music, and not using a custom music for the boss lessens the feel.

To the archive!

>> No.4598351 [DELETED] 

>>4598347
bullshit they're not motherfucker, put your tripcode from /v/ back on for the full package
normally i don't participate in these stupid conversations at all but if you were any more transparent i could run you in \id1 without needing palette color 256

>> No.4598352 [DELETED] 

>>4598347
We don't really want you here.

>> No.4598353
File: 1.98 MB, 640x360, and then he got lung cancer from inhaling huge plumes of construction dust.webm [View same] [iqdb] [saucenao] [google]
4598353

Posting a bunch of neat .webms I found in my Doom folder.

>> No.4598354

>>4598351
>>4598352
Quit replying to him and giving him attention. What .wads have you been playing?

>> No.4598360
File: 2.93 MB, 640x360, I can make it DOH.webm [View same] [iqdb] [saucenao] [google]
4598360

>>4598354
Dark Doom. Though I kind of spent some time playing Shadow Warrior 2013 so I haven't gotten back to it yet.

>> No.4598361

>>4598354
dtwidd + delta doom
d2twidd2 + dead marine
av + smooth doom
double impact + dead marine
mutiny

>> No.4598362
File: 107 KB, 640x400, tooth.png [View same] [iqdb] [saucenao] [google]
4598362

>>4598354
I found a tablet and decided to start making map setpiece ideas digitally instead of the ever-growing stack of post-its, index cards, and pocket-sized notebook sheets lining my desk. As it turns out drawing is hard, and map design is harder, and originality, well, that's right out.

>> No.4598363
File: 2.54 MB, 640x360, intense tank combat.webm [View same] [iqdb] [saucenao] [google]
4598363

>> No.4598364

>>4598360
SW 2013 is pretty okay, combat gets a little clusterfucky but the sword is great. I also like being able to toss ninja stars and that sick as fuck power stab.

>>4598361
Is DTWIDD/D2TWIDD2 any good?

>>4598362
Better than my own drawings. Were you the guy who posted the floating platformers awhile back?

>> No.4598365

>>4598354
>TrailBlazer + Colorfull Hell + Maps of Chaos
TB is fun and made a neat combo with CH and MOC is okay, i guess.

>> No.4598368

>>4598365
Also liked how the main character is like a mix of the Punisher and Snake Pliskin.

>> No.4598370

>>4598364
>Were you the guy who posted the floating platformers awhile back?
Nah, I'm an id tech 2 dude so floating platforms are as simple as making the bottom of a brush look like rocks and giving it some fitting textures, and making it move is just right-clicking and selecting func_train. Or func_door but that's stupid because then you need another entity set to constantly trigger it on and off or just on and on.

>> No.4598371
File: 2.23 MB, 320x240, Play some punch out with those nerds and beat them 2 the punch.webm [View same] [iqdb] [saucenao] [google]
4598371

>>4598364
>combat gets a little clusterfucky but the sword is great
Yeah. The crossbow is shit until you upgrade it to shoot explosives, at which point it's a wonderful weapon.

The sword combat is by far the best part about the game though, Jesus, it's so fun and satisfying. The star rating system seems a bit wishywashy, it seems to never really consistently rate me or anything. I can sweep a hard encounter like a pro and get like, 2.5 stars, but I can just eat shit and barely get by and do blunders, and I could still get 3.5 or even 4 stars.

It's a flawed game, but it's also very fun, I enjoy it more than the original, if I'm gonna be honest.
Story doesn't entirely suck either.

>> No.4598373

>>4598370
Keep us updated with your maps and drawings, anon.

>>4598371
>Enjoy it more than the original
I'm not sure if I could go that far myself, the original Shadow Warrior is like Duke 3D on speed and with a super powered melee.

>>4598372
What've you been working on?

>> No.4598374

>>4598364
well they do a pretty good job of living up to their name, warts and all
delta doom is a perfect fit, you can squint and pretend like these are id maps from another universe
they have some great secrets too if that's you're thing, good replay value

i always like going back to some maps from a simpler time (or at least seem like they do, in this case)

>> No.4598376
File: 2.66 MB, 640x360, evil sneaky barrels.webm [View same] [iqdb] [saucenao] [google]
4598376

>>4598373
I'll be honest, last time I played Shadow Warrior, I was a little punk bitch kid who didn't really appreciate the challenge or level design of a video game. I was always the sorest loser and would frequently cheat to avoid setbacks.
What I really remember is not really liking the original Lo Wang at all.

I should probably give it a proper try some day, now that I'm not a little shit.

>> No.4598378

>>4598376
Please do, I was the same way and gave Shadow Warrior a proper playthrough two years ago, the first level pissed me off at first because the game throws you to the wolves immediately. But after a few stages and learning the quirks of the enemies, how powerful the sword is, restoring HP by punching training posts, and the sheer amazing power of the grenade launcher, I was fucking hooked.

It is excellent.

>> No.4598379

>>4598373
I've said several times I've been working on a madness-combat themed map.

though as prior stated, the second music pushes it to the size limit so that's a pain. only one music. lessens the feel.

>> No.4598380

>>4598360
Is he skiing?

>> No.4598387
File: 2.74 MB, 640x360, watch out for the barrels.webm [View same] [iqdb] [saucenao] [google]
4598387

>>4598378
I think I probably will. I really quite admire the graphics, and I'm extremely fond of Duke Nukem 3D, so if it plays anything like it, I think I might be able to enjoy it, with a more mature perspective on things.

Is there any sourceport you'd recommend? I tried it on some halfbaked sourceport back then which I don't think really worked properly (it wouldn't play the soundtrack unless I had Windows Media Player on in the background, whatever sense that made). I'd mostly like one which would be able to use a gamepad simultaneously with a mouse.

>>4598380
I have no idea, there was probably a context to it but I can't remember it. I don't know if that Eric guy still comes here.

>> No.4598395

>>4598387
>MAP31 with Hideous Destructor

So, are all the Schutzstaffel professionally trained soldiers in the mod?

>> No.4598396

>>4598387
I played the remastered edition on Steam, it works really well.

>> No.4598403
File: 2.92 MB, 640x480, mt erebus 64.webm [View same] [iqdb] [saucenao] [google]
4598403

>>4598395
I haven't actually given HD a try, because it looks way too hard for me, so I wouldn't know. The mod has also changed a lot over the years, many things aren't the same as just a few years ago.

>>4598396
Oh right, it let you check out the Alpha and Beta builds the new owners found, right?

>> No.4598406

>>4598403
If memory serves right, yes. I didn't poke into that myself but I know some others who did. Damn that railgun design is neato

>> No.4598413
File: 2.24 MB, 640x480, doom 64 e4m2.webm [View same] [iqdb] [saucenao] [google]
4598413

>>4598406
Yeah, it was some project to recreate classic Doom 1 maps for Doom 64 (I suppose building of an existing TC). Shame that it died, because it looked extremely impressive.

Here's Perfect Hatred.

>> No.4598421

>>4598403
mapset?

>> No.4598425

>>4598421
fuck i don't know how to read >>4598413

>> No.4598431
File: 2.77 MB, 960x540, oh, ah, fuck, shit, I burnt myself, ah, I landed on my keys.webm [View same] [iqdb] [saucenao] [google]
4598431

>> No.4598439

Will we ever get some
>So, You want to play some stroggin QUAKE2?
Guides?

>>4598431
>Road DoomRash

>> No.4598441
File: 1.56 MB, 1214x720, gzdoom 2018-02-19 14-40-35-22.webm [View same] [iqdb] [saucenao] [google]
4598441

Ive got a headache

>> No.4598443

>>4598063
Nu Doom fixes the autistic shit that Doom 2 had

also Final Doom and Doom1 for PSX should be on left side, sharing the same spot or before Doom 64, both were a far more different game

>> No.4598445

>>4598431
Damn, ppl got so jelly that Mark coudn't take it anymore and killed himsefl.....

>> No.4598456

>>4598439
they made a quake 2?

>> No.4598458

>>4598395
They're not much different from SMG zombies. They'd only be dangerous if there were other higher-priority enemies around.

Although back when that webm was recorded I think they were a lot worse. That's a years-old version, I think they used to have assault rifles back before the SMG existed.

>> No.4598464
File: 68 KB, 1144x740, samooel_gayden.png [View same] [iqdb] [saucenao] [google]
4598464

>>4598443
>Nu Doom fixes the autistic shit that Doom 2 had
What did he mean by this?

>> No.4598473

>>4598261
Actually couldn't you make a tactical shooter in Doom this way? And I mean SWAT4/Rainbow Six team-based tactical shooter, not a solo tactical shooter like Hideous Destructor does.

>> No.4598475

>>4598473
with zscript anything is possible

>> No.4598476
File: 1.09 MB, 1920x1080, kmquake2_003.jpg [View same] [iqdb] [saucenao] [google]
4598476

>>4598439
>Quake2xp
>berserker@Quake
>KmQuake2
>Vanilla Q2

also Quake 2 doesn't have many SP mods, since they are mostly MP, also Vanilla Quake 2 Engine is fugly as balls when it comes to texture warping if isn't worked right, unless its a custom port with new 3d models like Q2XP and more, and Quake 2 GL is ugly when it comes to monster textures since the filtering is shit

>pic is Kmquake 2 with the old Q2 model pack + QuakeOne custom shotgun mod

>> No.4598479

>>4598464
i think he meant sandy levels

>> No.4598485

>>4598475
it can't make anime real!

>> No.4598486

>>4598485
damn i should have saved some of those webms i saw...

>> No.4598490
File: 404 KB, 1152x864, zELD6f2.png [View same] [iqdb] [saucenao] [google]
4598490

>>4598485
But it can make anime in Doom, and Doom is better than real!

>> No.4598491

>>4598476
>these step textures
jesus christ these textures suck!

>> No.4598494

>>4598476
is that shitty "I wanna be HD" texture/moeel replacement is in a stock kmquake2?
Can it be removed/disabled?

>> No.4598495

>>4598476
besides the steps and the light textures being vanilla, everything looks "fine" at most, the SS reminds me of Quake 2 SS that came with the Action figures back then.

too bad that the only working Q2 model pack is blocked behind some patreon shenanigans on Moddb, and the Generations QeArena one is hard to fine because phoenix had a hissy fit wit "muh model rip" though that shit mod is dead

>> No.4598509

>>4598491
I don't get why you're complaining, it looks like very accurate realistic texture of styrofoam.

>> No.4598518
File: 1.04 MB, 1920x1080, kmquake2_005.jpg [View same] [iqdb] [saucenao] [google]
4598518

>>4598494
im using the old Quake 2 Evolved pack with some spare rips from Q3Generations Arena(mostly the SMG), its compatible at most with Kmquake2(besides the autistic stairs textures and some monsters since it was mostly unfinished, also its better since Q2 vanilla textures are shit and you can't deactivate filtering, since they were never made for that.

>> No.4598525

>>4598518
>can't deactivate filtering
Wrong! You can use GL_TEXTUREMODE GL_NEAREST to disable it.

>> No.4598530

>>4598097
There's also 3DGE and SSZDoom

>> No.4598535

>>4598525
>not him
even with that, it still looks like dogshit at most, unless is Vanilla Q2
i wish Q2 had something akin to Quakespasm and Q2XP/KMQ, it would open many doors for modding

>> No.4598539

>>4598535
There's Yamagi Quake 2.

>> No.4598573
File: 695 KB, 900x675, Q2renderers.gif [View same] [iqdb] [saucenao] [google]
4598573

>>4598518
Quake 2 and its textures were made with OpenGL in mind, but for some reason actor models turn into blurry undetailed shit.

>> No.4598609

>>4598573
DF made a video about this
https://www.youtube.com/watch?v=DFYjSkUdfb4
Idtech2 has a strange and autistic bug that makes textures and models in GL mode look fugly, hence the "wobbling jelly" shit on the Hyperblaster and other idtech2 based games

also >>4598495 he released the entire pack yesterday without the patreon shenanigans, the grenade launcher looks gorgeous and RIP ready
http://www.moddb.com/mods/quake2-remodel

>> No.4598614

>>4594882
Alright, here's the first version of my Wild West Deathmatch .wad. It's ready to be playtested properly, if anyone wants to start a server.
http://www.mediafire.com/file/jqbe53cxx23wnqy/WWDM.wad

>> No.4598641

>>4598039
>>>> Yeah, I'm just having some fun copying along with each of my quotes over there.

>> No.4598647
File: 2.88 MB, 320x240, dark7europa-fda-0751-1.webm [View same] [iqdb] [saucenao] [google]
4598647

>>4596719
demo:
http://s000.tinyupload.com/?file_id=67919139656850447143

nice map, fun to play, bit overdetailed/realism for my taste (were the benches/ashtrays really necessary?) but still full of sloppy construction (many two-sided walls that don't need to be two-sided and then confuse the player as they look like doors on the automap) and stuff even noobs should know not to do (transparent textures on single-sided walls creates "tutti-fruitti", lots of warnings about unknown textures on map load). both your previous maps had the same kinds of errors, but you've apparently ignored previous feedback. also the wad is full of cruft, there are multiple instances of map data without map labels, obviously an attempt was made to delete maps from the wad but it failed or left incomplete. there are two dehacked lumps. PP_START/END markers appear to be messed up. you are obviously a promising mapper but your technical skills/knowledge are lacking. please learn how to manage wad resources properly.

>> No.4598648
File: 2.89 MB, 320x240, dark7europa-fda-0751-2.webm [View same] [iqdb] [saucenao] [google]
4598648

>>4598647

>> No.4598650
File: 2.72 MB, 320x240, dark7europa-fda-0751-3.webm [View same] [iqdb] [saucenao] [google]
4598650

>>4598648

>> No.4598659

Been dicking around with Nuclear Barrels, and holy shit, it is so much fun.

>> No.4598663 [DELETED] 

god wildweasel is such a colossal fucking faggot shitstain ignorant cocksucker

>> No.4598678

>>4598663
Point to where he touched you on this doll.

>> No.4598682 [DELETED] 

>>4598678
i made a post asking if someone happens to have an older version of a gameplay mod in the appropriate mod thread he fucking moved my post to 'The hall o useless bumps' shit thread made by him

fucking nigger loving cocksucker nigger shitter
no wonder Sgt left fucking zdoom forums

the place is fucking utter cancer trash with retards as moderators

>> No.4598691

>>4598647
>Being this autistic about technical skills.

>> No.4598696

>>4598609
>Idtech2 has a strange and autistic bug that makes textures and models in GL mode look fugly, hence the "wobbling jelly" shit on the Hyperblaster and other idtech2 based games
Are you thinking of the animation interpolation applied to models that are animated at a measly 10FPS?

>> No.4598697

>>4598647
Thanks for the review, I'll admit that there may be some things about doom I don't know much about but I'll try to learn more about this next map I'll make.

>> No.4598701

>>4598650
This must have been a new game engine there I would assume.

>> No.4598712

>>4598609
>Quake 2 on the N64 was a brand new game with level progression like the original Quake and Doom
Damn, now I want to play it even more.

>> No.4598713

>>4598249
I wish that they would somehow make a hideous destructor enemies only pack.

>> No.4598727 [DELETED] 

>>4598712
Quake 2 does actually work better on the NES System for me as well.

>> No.4598728

>>4598712
Quake 2 does actually work a lot better on the N64 System for me as well.

>> No.4598730

>>4598354
Ancient Aliens+Final Doomer. Also been roleplaying the entire way. Character is currently at map 23 trying to figure out how to destroy what he thinks is a hydroelectric power plant.

>> No.4598732 [DELETED] 

>>4598682
I was gonna agree that it was dumb he deleted your post. But seeing as you started throwing a tantrum on pillow's topic, you probably deserved it. Next time try contacting the creator himself and not act like an insufferable manchild.
Don't bring your asspain here either. You got owned and decided to sperg out on the forums and then here? Fuck off.

>> No.4598734

>>4598609
I just finished the video and the blurry OpenGL models problem is never brought up, Anon.

>> No.4598741

>>4598701
It's the old one but with colors in HUD changing smoothly. Sadly, the author of these webms absolutely refuses to share his work for some unknown reason. I hope he will FINALLY change his mind and release the port he's using. Or at the very least release the source code so his code could be ported.

>> No.4598750
File: 585 KB, 1920x1080, Screenshot_Doom_20180219_111840.png [View same] [iqdb] [saucenao] [google]
4598750

Why is Unholy Realms forgotten in terms of great MegaWADs?

>> No.4598758

>open doomseeker
>sort by game mode
>deathmatch
>MM8BDM comhotel and flavour of the month are the only ones with people on them
Every time.

>> No.4598762

>>4598758
Such is the life in the zone.
You could always try hosting something different and posting it here. You'd get some takers

>> No.4598767

>>4598762
Yes, but that wouldn't change it. That's a temporal fix for a permanent issue.

>> No.4598768

>>4598758
i wish doom's MP wasn't so fucking divided, unless someone wrestles graf out of GZD to add a MP code

it will continue being the same

>> No.4598769

>>4598758
what even is comhotel? I know what the other game modes are, or at least have a vague idea of them, but not this.

>> No.4598774

>>4598767
I'm afraid that won't change on a permanent scale for a long time, I'd say host your own stuff and enjoy those moments.

>> No.4598779

>>4598769
I'm gonna go out on a limb and say it's role play thing

>> No.4598780

>>4598769
It was originally a map of a hotel with rooms themed after the different robot masters. Now, its become a map of a hotel with rooms themed after randos which probably have relevance among MM8BDM. It features a pointless fishing mechanic, and is paired with the MM8BDM classes mod. It's popular among people who don't want to play deathmatch and want to "roleplay". It's the only constant when it comes to deathmatch servers in Zandybam.

>> No.4598789

>>4598780
>Fishing
Man I miss that one big HQ map that had the bowling alley and the other cool random shit

>> No.4598792

>>4598750
it gets a bit samey in the later levels

>> No.4598794

>>4598789
That was good, much better than comhotel, because it had actual interaction, it had that sick-ass arcade room, the dojo, the jukebox, it was actually good.

>> No.4598795

>>4598789
Doomcenter?

>> No.4598801

>>4598795
That's it. Thank you, I want to see a successor to Doomcenter

>> No.4598807

>>4598789
Those HQ maps got old after the first one, none of them had anything worthwhile and just felt like lazy copies

>> No.4598809
File: 69 KB, 650x488, c1ed69f5273dadb4748699b9373ecf28.jpg [View same] [iqdb] [saucenao] [google]
4598809

Now that I'm back on my feet financially, I decided to spend my free time working on a TC for Doom. Might release it as standalone since GZDoom is GPL now. My favorite retro FPS has always been Blood because I fucking love the 1920's-era horror atmosphere, so my game would more or less emulate that sort of vibe, but be different in its own way...

I was thinking of having it take place around industrial-era Australian outback instead, with the protagonist some hardass, batshit insane Ned Kelly welder with an arsenal that combines old west with ramshackle improvised weapons.

The weapons would be firearms like giant horse pistols, revolver carbines, and muskets, but the melee weapon could be a welding torch, and more powerful weapons would be experimental stuff like railroad spike launchers and handheld dynamite catapults. There could be a tome of power-esque powerup that gives horse pistols akimbo, double-barrel muskets, and converts the torch into a short-range flamethrower.

The cannon fodder enemies could be things like aborigine zombies, corrupt policemen, and dingoes, then dive into more obscure Aussie folklore like bunyips, goannas, and Yowies.

Could be fun. Anybody think this'd be a cool setting?

>> No.4598810

>>4598792
Sameyer, as in it gets much harder in the later levels there?

>> No.4598817

>>4598809
>Could be fun. Anybody think this'd be a cool setting?
Fuck yeah it sounds cool. Do it anon. Also congrats on the financial stability

>> No.4598840

>>4598809
You're either not Australian or really need to go to sleep (like me)

>> No.4598842

>>4598697
I wanted to comment about my wads, don't be afraid to use the -fast command or tyson through my maps to make it tougher.

>> No.4598846

>>4598809
Sounds fucking sick

>> No.4598854

>>4598353
Alroight, how was this done?

>> No.4598857

>>4598353
>>4598854
also what wad

>> No.4598858

>>4598840
Hey, I'm actually Australian here too!

>> No.4598879

>>4596026
>>4597280
Imps are kosher

>> No.4598881

>>4598485
they said trump would make anime real
then they said SFM would make anime real
I've lost all hope man

>> No.4598883

>>4596026
I want to abuse this possum.

>> No.4598912

>>4598340
You're literally just as bad.

>> No.4598914

>>4598912
You're way worse, tho.

>> No.4598916

>>4598914
I'm not the one who believes his OC is controlling him and making him insane though.

>> No.4598917

>>4598916
I too don't believe in that.

>> No.4598931

>>4598917
Sorry but me neither, like I don't believe it here as well.

>> No.4598935

>>4598914
wat

>> No.4598986

Unholy Realms isn't fun anymore

>> No.4598993
File: 13 KB, 640x480, 1519066554273.jpg [View same] [iqdb] [saucenao] [google]
4598993

Which Commander Keen do you usually kill last? I bet it's one furthest from the door.

>> No.4598997

>>4598986
yeah doing it UV pistol starts, i couldn't get past map14.

>> No.4599005

>>4598993
the left one, usually

Sometimes the front one

>> No.4599015

>>4599005
oh i think i understand, you go around the room in a circle

>> No.4599040

Slavs russians and their Heretek shenanigans
>https://www.rockpapershotgun.com/2018/02/19/william-shatners-tekwar-lives-again-for-some-reason/

has someone ever ripped Witchhaven 1 and 2 assets into doom?

>> No.4599043

>>4599040
>https://www.rockpapershotgun.com/2018/02/19/william-shatners-tekwar-lives-again-for-some-reason/
I'm down

>> No.4599048
File: 16 KB, 320x425, the harbinger of doom.png [View same] [iqdb] [saucenao] [google]
4599048

Remember, Doom wasn't the first time the cyberdemon got his ass kicked.

>> No.4599074

>>4599048
that looks so wrong

>> No.4599082

>>4598663
Why do people (or at least this guy) hate him?

>> No.4599085

>>4599082
he is a forum moderator. i am sure you can work the rest out.

>> No.4599092
File: 353 KB, 1280x960, Screenshot_Doom_20180213_044316.png [View same] [iqdb] [saucenao] [google]
4599092

well fuck, my map isn't fun.
guess i'll die.

>> No.4599096

>>4599092
start another one then

>> No.4599105

>>4598997
But are you still on map 14 there?

>> No.4599106

>>4598431
Neat, what wad is this?

>> No.4599110

>>4599092
it looks like a level from 1995 but with slopes for some inexplicable reason
>>4599105
every so often i -warp 14 again, lose too much health, can't recover, die helplessly without making any more progress, give up, and go back to something else
>>4599106
iirc, a brutal doom feature that ended up being scrapped

>> No.4599113
File: 145 KB, 880x655, pain 2.png [View same] [iqdb] [saucenao] [google]
4599113

THE RAD PAIN VS THE SAD CACO

>> No.4599114
File: 2.84 MB, 640x480, Resurrected Marine p1.webm [View same] [iqdb] [saucenao] [google]
4599114

>>4598172
-Things are more difficult and clunkier now.
-They nerfed your jumping (and climbing) ability
-Medpacks are WAY more involved now,
you actually have to sit there and hold the button (although this change is really how it should have been at the beginning, since the idea of the mod is to make it actually be a problem when you get hit, however it does make it more difficult, and without giving you certain realistic considerations in return it does make the game worse imo, and yes I know it's supposed to be a "simulator" not a game, but still there's unique fun to be had here so it as a game shouldn't be dismissed right out)
-They nerfed running speed (again, the mod is about realism, so that's fine, but also again they need to make sure there's realism in your favor too. Often times I see doomguy unable to run or kind of crippled in situations that it doesn't seem appropriate)
-The way the scope works right now almost makes it useless
-The weapon recoil is unrealistic. Sure, weapons recoil IRL and no one can keep automatic weapons aimed at the same point like the Master Chief or the way they do in CoD, but you CAN keep them pointed in the same general direction if you're trying to, they don't just go flying up if you're a trained soldier and know what you're doing, even if you keep them on full auto. At the very least you can have a burst of 5 or 6 rounds. In HD right now you just go flying up and you have to move the mouse down a bunch to keep it steady, meaning you soon have to lift the mouse off the table, move it forward, and bring it back down
>but that's how the game emulates you having to hold your gun down
That's a terrible way because it introduces difficulties and impossibilities not present in IRL shooting. This is one specific point where controllers actually beat mice for FPS games.
-they made the iron sights on some of the weapons worse and more complicated and less cool. Rocket launcher being one of them.

>> No.4599131
File: 2.86 MB, 640x480, Resurrected Marine p2.webm [View same] [iqdb] [saucenao] [google]
4599131

>>4599114
>continued
-they removed contextual sound effects in certain situations, making the game worse
-they changed the sound effects of the rocket launcher and Brontornis, making them worse imo

Oh, and I almost forgot
-getting set on fire by a fireball basically ruins your life. Yes I know, that's how it should be, because fire is really dangerous, but you should be able to stop drop and roll to put out the flames or something, it's really difficult to put the flames out. Maybe this is just something I need to get used to, and accept that fireball throwing demons really should be way more dangerous than they were shown in the earlier versions. But still it really sucks when I go into a corner to put out the flames and I'm crouching and shaking and the flames continue to lower my health, for like 15 or 20 seconds until I finally just die. I feel like by that point someone could put their own flames out. Unless it's fucking napalm, I suppose. It may be something I just need to adjust to. Or I just need to play maps with less imps, or with imps more easily dealt with. Or I just need to accept that realistically, fighting fireball throwing demons fucking blows, so don't fucking get hit by them.
But also realistically, if I knew I was going to war against these types, I would probably find and arm myself with a way to douse flames on myself.

These webms aren't related to the convo, by the way.

>> No.4599134
File: 465 KB, 1280x960, Screenshot_Doom_20180219_151302.png [View same] [iqdb] [saucenao] [google]
4599134

>>4599096
i probably should but i want to git this map actually done and in time for the vinesauce thing.
>>4599110
part of a larger, massive map

>> No.4599138

>>4599131
Pretty sure you can avoid burning to death by stripping your armour, if you have armour.

>> No.4599145

Is there a mod where you play as a Revenant? Potions can be glasses of milk, stimpacks can be half-gallons, medpacks can be gallons, and berserk packs can be chocolate milk.

>> No.4599149

New Thread

>>4599146
>>4599146
>>4599146

>> No.4599150

>>4599145
no there's a mod where you can play as a baron (i can never remember what it's called) but that's about the nearest i am aware of.

>> No.4599168

>>4599114
>-Things are more difficult and clunkier now.
You can't have been playing the mod for very long if you think this is true. Just a couple years ago it was a serious feat just to survive Map01. More recently, I played through Scythe on UV up to Map24 and the only reason I didn't finish it was because GZDoom and HD updates came out.
>-They nerfed your jumping (and climbing) ability
Again, this is dependent on when you started. Just being able to jump in any direction as opposed to only forward is a huge upgrade over older versions.
>-Medpacks are WAY more involved now
They're also a million times better than they used to be. One medkit will last for dozens of wounds, not to mention second flesh.
>-They nerfed running speed
Hard to judge. You can still go fast using berserk packs, as you've always been able to. Normal movement doesn't really feel all that different to me either.
>-The way the scope works right now almost makes it useless
I like it. Using it appropriately distracts you from things going on closer to you. It achieves the same effect as other simpler scope implementations that use a graphic to block half your view in a much more interesting way.
>-The weapon recoil is unrealistic.
Now I know you haven't been playing for very long. You used to have to crouch and stand completely still at full health just to have a chance of your first shot hitting your target. These days you can fucking Rambo it with the chaingun or assault rifle in full auto and you'll only go severely off target if you get hit.
>-they made the iron sights on some of the weapons worse and more complicated and less cool. Rocket launcher being one of them.
This one's just up to personal preference. The rocket launcher got its old sight back now though.

>> No.4599184

>>4599082
someone gets banned or gets his post deleted, feefees get hurt, decide to whine on an anonymous message board where people will surely be sympathetic to his terrible plight

>> No.4599186

>>4599150
Hearts of Demons - Baron.
https://forum.zdoom.org/viewtopic.php?f=43&t=53867

A Revenant version of the Hearts of Demons series is in the works, but still very WIP and no thread has been made.

>> No.4599198

>>4599114
>>4599131
I'll post my reply in the fresh thread

>> No.4599217

>>4599184
To be fair he's also wildly inconsistent in what he doesn't like. It's moderators like him that make me not post on forums.

>> No.4599218

>>4595885
i made a music replacement wad one time with a bunch of DG instrumentals, it actually worked really well

>> No.4599223

>>4599217
not that 4chan moderation is any better in regard to consistency, but point taken
>>4599220
pardon?

>> No.4599231

>>4599223
I find that most levels are pretty difficult at time's.

>> No.4599240

>>4599225
What's that now?

>> No.4599257

>>4599218
Yeah but that's true though.

>> No.4599274

>>4599217
keep in mind there's also like six other moderators

one thing i keep seeing is that weasel gets blamed for things other people are doing

just say "mods are fags" and move on, i m o

>> No.4599301

>>459927
Ironically you're blaming moderators for... Being moderators.

>> No.4599325

>>4598154
The problem with Strafe is that roguelike/lite mechanics just don't fucking work for a first-person shooter. Dying permanently in a procedurally generated RPG feels acceptable because the problems that lead to your death likely lead back to your character build, which you can change and try again. Whereas in an FPS it's likely just due to a mistake you made in the moment which could happen to anyone. Also level design is more important in FPS games than RPG's.

>> No.4599374

>>4599301
You're absolutely correct right there.

>> No.4599564

>>4599325
So what's the real actual problem over here?

>> No.4600181 [DELETED] 

>>4599564
I break down, I break down
Can't help but break down
I break down

[Verse 2:]
I never thought I'd see my mama on that shit man
It's fuckin' with her body, now she sick damn
I wanted a big house with a white picket fence and a pool
Who would have ever thought that it would come to this, man?
Quicksand is what this life feel like
That shit these rappers kick is nothin' like real life
You made a milli off of servin' hard white, yeah right
My mama tell you what addicted to that pipe feel like
Stupid niggas, I heard the cops be shootin' niggas
I swear to God, wish I could bullet proof my niggas
Can't get no jobs, but they still recruitin' niggas
We tryna stand tall when it gets to crucial niggas

Break down! We break down, we break down, we break down...

[Verse 3:]

>> No.4600187

>>4599325
>The problem with Strafe is that roguelike/lite mechanics just don't fucking work for a first-person shooter.
well that's just your opinion, i think it works very well as an fps you simply have to play quite carefully sometimes, while you still have fast and fluid movement when required in tricky situations
>Whereas in an FPS it's likely just due to a mistake you made in the moment which could happen to anyone
lol what the fuck does this mean? you're saying it punishes you if you fuck up? great!

>> No.4600296

>>4599218
I don't suppose you have a link handy

>> No.4600383

>>4600296
No I don't have a link handy which is a little bit unfortunate there.

>> No.4600392

>>4599325
By that logic, platformers don't work for a roguelike because if you die, it's likely mistake in your movement. So Spelunky, Caveblazers, Super House of Dead Ninjas, Risk of Rain, Rogue Legacy all shouldn't work - but they all do, and are drastically popular.
Similarly, top-down shooter (genre EVEN MORE similar to fps) shouldn't work as a roguelike - but it does with Nuclear Throne, Enter The Gungeon, Binding of Isaac, which again, are all pretty popular. By your logic, ALL skill based games wouldn't work as roguelikes - but they do!

In fact, they usually solve the 'problem' you mention by adding some permanent progression, and some matter of character builds - usually different classes and items you can equip - or occasionally by simply having complex systems that player has to gradually learn (e.g. learning curve in Spelunky includes realizing that you need to look for trap, and should always carry a stone or a vase which you can trigger arrow traps with).

And second - there ARE good FPS roguelikes like Tower of Guns, Immortal Redneck, Heavy Bullets, Paranautical Activity, Receiver.

Skill based roguelikes exist, and are popular. And if that's not your cup of tea - that's fine, noone makes you play them - but learn to differentiate between "I don't like that" and "it's objectively bad idea".

>> No.4600408

>>4600392
How about FPS games like Dungeon Souls, Eldritch, Legend of Dungeon, and Ziggurat there.

>> No.4600419

>>4595885
Death Grips actually fits Doom pretty well. I imagine something like CLIPPING or any other dark, aggressive music would. Something like Burzum or Merzbow.

>> No.4600434

>>4600408
I never heard of Dungeon Souls and Legend of Dungeon, and I never played Eldritch and Ziggurat so I can't offer input on them. But yeah, sure, FPS roguelikes exist.

>> No.4600449

>>4600434
I played Ziggurat more often mainly because I've mostly preferred like the level designs more and some of the maps in the game as well.

>> No.4600461

>>4600449
Yeah.
That always is funny to me, that people think that level designs aren't important in roguelikes.

But in fact, level designs are ESPECIALLY important in a roguelike. In a regular game, bad map will be simply not fun to play - but in a roguelike, bad map might e.g. softlock you and prevent from finishing the game.