[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]

/vr/ - Retro Games


View post   

File: 560 KB, 1920x1080, DWANGO5 MAP01.png [View same] [iqdb] [saucenao] [google]
4654632 No.4654632 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4649604

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

Doom RPG series
https://doomrpg.weebly.com/

== 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.4654635

=== NEWS ===

[03-19] sagegrass updates Smooth Doom Upgrade for the latest version of the base mod
https://desuarchive.org/vr/thread/4649604/#4653029
https://mega.nz/#!7gAiURwD!m3oSzHAmyo-HunkRJGQD_OEjqF6xGxdeqVsYgHUMTQY

[03-19] One anon recommends Wolfenstein: Machines of Death TC for Doom 2
https://www.doomworld.com/forum/topic/98458-wolfenstein-machines-of-death-tc-released-v10/

[03-16] GMOTA v1.0 Released
https://combine-kegan.itch.io/gmota

[03-15] La Tailor Girl Updated To 1.50
https://forum.zdoom.org/viewtopic.php?p=1044648#p1044648

[03-15] Doom II Nightmare In 21:14
https://youtu.be/9seMu5mSYWw

[03-14] 18 Min Long Video About Guncaster
https://youtu.be/u8k8qSWtRZU

[03-13] Anon map release: AmongDreams.wad (3 maps)
https://mega.nz/#!d14UULyI!eVLeoLWovP0jBUU_01FMgE9usl4sXWGrdhVZLZYC4nQ

[03-14] All Of Sverre Kvernmo's Cabal Maps In One Wad
https://mega.nz/#!xxdVgKQD!_kJw_HapbRvZwMkOk5jCN0t8QnppY6GWsPhEK_PwR24

[03-13] GZDoom 3.3.0 To Gather User's Hardware Information
https://forum.zdoom.org/viewtopic.php?t=59787

[03-12] Anon map update: Sacred Ground
https://mega.nz/#!3CRznaSY!hjJXHv-PlQgKr3LBV7LQBYG_5DL6WLUnyelD1SIOa8k

[03-10] English game files of id Software's Doom RPG series from mobile available, emulator required
https://doomrpg.weebly.com/

[03-08] Ken Silverman released the BUILD2 engine
https://youtu.be/3qtmkkdND6M
http://advsys.net/ken/buildsrc/build2.htm

[03-08] Fall of Triton released; a megawad in the style of Doom's PlayStation port
https://www.doomworld.com/forum/topic/99788-psx-doom-fall-of-triton-out-now/

[03-06] Anon map release: Loads Of Time (WIP)
https://www.dropbox.com/s/26yq48n9r50hobn/loads%20of%20time.wad?dl=1

[03-05] More about early builds of DNF
https://www.dsogaming.com/articles/the-2001-unreal-engine-version-of-duke-nukem-forever-was-90-complete-had-rpg-and-horror-elements/

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

To submit news, please reply to this post.

>> No.4654640
File: 52 KB, 1554x1444, BTSX MAP19.png [View same] [iqdb] [saucenao] [google]
4654640

This fucking map, man.
>UV Pistol start
>Immediately get shit from all directions the moment you walk outside
>Run around aimlessly to find a weapon, run right into one of ten Archviles
>Die, repeat, find super shotgun
>Shoot him, waking up a Mastermind
>Die, repeat, find building with the plasma gun with another Archvile, get overrun with enemies descending onto the building
>After dying and repeating innumerable times to figure out where I'm supposed to go, find the yellow key
>Immediate dump of 20 Cacos and Pain Elementals
>Die, repeat, make it to the yellow key building
>Revenant ambush followed by Archvile ambush followed by another Revenant ambush followed by an Archvile AND Revenant ambush
>After finally making it through, get the red key, drop down
>SIX FUCKING ARCHVILES IMMEDIATELY SURROUND ME AND FUCK ME DEAD

I feel bad saving in the middle a map, but I knew I didn't have the patience to keep getting blindsided. What a workout. Still more interesting than Downtown.

>> No.4654641

> this post doesn't exist-edition

>> No.4654645
File: 15 KB, 394x297, kms.jpg [View same] [iqdb] [saucenao] [google]
4654645

>>4654391
>tfw no fairy in the lake that asks you if you dropped a silver sword, a golden sword, or a demon-killing magical sword

>> No.4654647

>>4654632
What a beautiful Dwango

>> No.4654648

>>4654647
chew

>> No.4654653

>>4654647
>>4654648
I posted that image sometime ago but I don't have it on me anymore

>> No.4654654
File: 122 KB, 800x331, dwango.png [View same] [iqdb] [saucenao] [google]
4654654

>>4654653

>> No.4654657

>>4654654
the hand sprite makes me happy

>> No.4654662

how do you pronounce DWANGO?

>> No.4654663

>>4654662
Like this:
https://www.youtube.com/watch?v=xu_pOlBP2Rk

>> No.4654667

>>4654662
"You No Mess With Lo Dwango"

>> No.4654668

>>4654663
>>4654662
https://www.youtube.com/watch?v=Lbg7jzarrQU

>> No.4654670

>>4654668
and there it is.

>> No.4654673

>>4654662
doowangow

it's a cute name
I'd name one of my pets dwango

>> No.4654674

>>4654654
>health bonus bottle
>chew

>> No.4654676
File: 504 KB, 1920x1080, BLOOD IS THE BEST GAME EVER.png [View same] [iqdb] [saucenao] [google]
4654676

>>4654632
JUST MADE THIS WALLPAPER

>> No.4654680
File: 90 KB, 1920x1080, Doom.jpg [View same] [iqdb] [saucenao] [google]
4654680

>>4654632
Found this on another board. Thought you guys might like it.

>> No.4654681

>>4654680
why is shottyboy a nig--- I mean, not bald

>> No.4654701

>>4654681
he's red

>> No.4654705

>>4654674
>Acting like Doomguy wouldn't literally chow down on a bottle and eat the glass for health

>> No.4654741 [SPOILER] 
File: 16 KB, 495x351, 1521455871872.png [View same] [iqdb] [saucenao] [google]
4654741

Schoolgirl outfit got lot of potential

>> No.4654780

>>4654662
dw as in dwarf
ang as in anger
o as in obey

>> No.4654782

>>4654741
i only recognise sailor moon, who are the others?

>> No.4654806

>>4654782
ddlc and skullgirls i guess?

>> No.4654818

What mods or maps have enemies that are tanks?
Bonus points if they're cybernetic tanks, like that Doom 3 boss.

>> No.4654820

>>4654782
Second one is Filia, given the nurse outfit is Valentine.

>> No.4654823

>>4654662
https://www.youtube.com/watch?v=L6S2Tj-3nmw

>> No.4654835

>>4654741
Still has more potential than Yandere Simulator.

>> No.4654839
File: 59 KB, 960x720, gundam.jpg [View same] [iqdb] [saucenao] [google]
4654839

i love doom but every time i play it i get headaches
fuck

>> No.4654850

>>4654839
>gundam.jpg
>it's clearly a zaku

>> No.4654857

>>4654635
Digital Foundry made an interview with 3dRealms and Eduke32 guys about IonMaiden and Build Engine Evolution
>https://www.youtube.com/watch?v=MHQv4mSG7_I

>sadly its still Bombshell prequel

>> No.4654870 [DELETED] 

sarais did nothing wrong
ssg in deathmatch is for fags
seriously it's a bfg tier weapon

>> No.4654881

SS13DOOM NEVER EVER

>> No.4654897
File: 1.20 MB, 1360x768, Screenshot_1.png [View same] [iqdb] [saucenao] [google]
4654897

I've been working in a doom map for the past week, mostly messing around with SLADE and trying to figure things out, I am trying to make a village sorta of map, just for a intro for some dungeon crawler-esc map maybe. So far it looks like this

My major grip so far is the walls, I can't find for the love of me a good forest wall texture. Also I am using some Daggerfall resources, will still add more

>> No.4654905

How does everyone here organize their Doom wads?

>> No.4654908
File: 43 KB, 610x498, Screenshot_2.png [View same] [iqdb] [saucenao] [google]
4654908

>>4654905
I do it like this, when I want to play a map with a custom gameplay wad I just put then both in the main folder and play it and when I am done I keep them back again

>> No.4654910

>>4654857
Minor nitpick, but at least Bombshell has a sensible hairstyle this time.

>> No.4654918

What are your favourite iwad levels, /vr/?

>> No.4654925

>>4654918
Hoop Of Disintegration

>> No.4654927

>>4654918
pirate doom

>> No.4654932
File: 314 KB, 1280x720, Screenshot_Doom_20180320_004356.png [View same] [iqdb] [saucenao] [google]
4654932

What are these? they got automatically binded after I played the new GMOTA, it seems. Mapped to Y and H.

>> No.4654939

>>4654932
Hm, for some reason it seems Either GZDoom or GMOTA moved the binds from [Doom.GMOTAactionkeys.Bindings] (Binded in GMOTA V0.9.9) to [Doom.Bindings] (moved after GMOTA V1.1) in my .ini file, so it's trying to use the binds outside of GMOTA.

>> No.4654957

>>4654640
Actually this map is xcellent for testing shit out, it just doesnt have a cyber.

The key to this map is that its a war and you just have to run around alot and get things to kill each other. Oh and kill the archviles with extreme prejudice.
> step one, go outside, go to the other side of the map while avoiding the spider mastermind, go in the teleporter guarded by the arch+chaingunners
> do not grab the invulnerability, instead just go down the vent, on the platform with the mancubus there's a BFG
> now you can start fighting, since that will remove your archviles before they do too much resurrecting

I wouldnt kill the spider mastermind with it either, its just too nice for the infighting.

Also near the exit is a plasma rifle (and another archvile) in case you want to use cells for something other than BFGing

>> No.4654958

If the GMOTA dev is here, what is the next hero planned to be?

>> No.4654961
File: 104 KB, 500x375, battery barf.jpg [View same] [iqdb] [saucenao] [google]
4654961

>>4654897
that grass

>> No.4654964
File: 590 KB, 1681x758, cyangaunt.png [View same] [iqdb] [saucenao] [google]
4654964

Kegan I was about to tell you off for LBLZE4E6.png and LBLZP4P6.png having a cyan gauntlet, but it seems GZDoom automatically converts player sprites into the game's palette. You win this time...

>> No.4654969

>>4654957
>>4654640
to be frank I would use the invulnerability sphere for when you open the yellow door and all those archviles are allowed to run wild, because then you can take your time and use rockets to put them down - there is another invulnerability in the cave somewhere too but I only got the secret to unlock at random

>>4654964
yup but if you're using truecolor mode it should appear as is, if truecolor is turned off then it recolors everything (also notice the subtle difference in green between the armor)
> if the sprite is saved in native format it will recolor, but if you saved it as .png format then itll retain whatever palette it had

>> No.4654973
File: 211 KB, 1280x720, Screenshot_Doom_20180320_012355.png [View same] [iqdb] [saucenao] [google]
4654973

>>4654964
>yup but if you're using truecolor mode it should appear as is
Uh, I'm using OpenGL mode there?

>also notice the subtle difference in green between the armor
That's actually because GMOTA forces you to use the "Custom" player colour option, you can't choose red, blue, indigo, etc in the player menu, so it's at the default lime green.

Just to humour you here's the sprite ingame in truecolour software mode.

>> No.4654974

>>4654973
Quoted myself instead of >>4654969, oops.

>> No.4654980

>>4654973
as far as I know... the whole point of truecolor mode is so that you can use 24bit sprites so that they dont get remapped to the palette...

>> No.4654982
File: 404 KB, 500x281, image%3A44325.gif [View same] [iqdb] [saucenao] [google]
4654982

>>4654905
Organize?!

>> No.4654985

>>4654925
>Loop Of Annihilation
>Ring Of Liquidation
>Zero Of Murder
>Donut Of Decimation

>> No.4655002
File: 215 KB, 800x1160, best doom yet.jpg [View same] [iqdb] [saucenao] [google]
4655002

How's PSX Doom? I like the spooky lighting and music, but the lack of Archviles turns me off.

>> No.4655014

>>4655002
It has club doom which is the best map in the series.

>> No.4655043
File: 60 KB, 417x500, Reck.jpg [View same] [iqdb] [saucenao] [google]
4655043

Any of you know which music tracks correspond to the Reckoning mission pack? I know it reuses tracks from the original Q2. I'm using YamagiQ2 and the music from the GOG Q2 release.

>> No.4655074
File: 18 KB, 320x200, rate.png [View same] [iqdb] [saucenao] [google]
4655074

rate my gun sprite.

>> No.4655136

>>4654985
>Cashews of Chaos

>> No.4655157

Any good texture pack recommendations? I'm getting tired of working with vanilla DOOM textures.

>> No.4655252

>>4654741
I approve. <3

>> No.4655258
File: 67 KB, 128x128, blob0w0.png [View same] [iqdb] [saucenao] [google]
4655258

>>4655074
It looks nice overall, but can use some more work on the edges.

>> No.4655263
File: 434 KB, 760x900, 1423880527922.jpg [View same] [iqdb] [saucenao] [google]
4655263

So I just wanna say thanks to the anon who suggested Terminals when I was looking for a good map pack to play. A bit janky at times but it was a short fun experience.

Any other good recent wads to play through?

>> No.4655356
File: 99 KB, 1745x548, Image20.jpg [View same] [iqdb] [saucenao] [google]
4655356

So I picked up this shit to see what it was running on. http://store.steampowered.com/app/809400/The_Forgotten_Sprites/

It's running on GZDoom 1.6, which might make Graf salty, that's not the funniest bit though.

It's got Doom 2 in there, it's the pre-BFG edition and currently selling for like 10% of the legal version of Doom 2 on Steam. So much for Valve's vetting process.

>> No.4655365

>>4655263
mod where you play as Daisy?

>> No.4655367
File: 99 KB, 720x576, doctor ivo robotnik.jpg [View same] [iqdb] [saucenao] [google]
4655367

>>4655356
Exquisite.

>> No.4655368

>>4655356
>It's got Doom 2 in there, it's the pre-BFG edition and currently selling for like 10% of the legal version of Doom 2 on Steam.
Jesus, and here I thought that selling a game without an .exe file was bad enough.

>> No.4655373
File: 29 KB, 592x430, Drake wtf.jpg [View same] [iqdb] [saucenao] [google]
4655373

I can't be the only one that calls Acessories to Murder "Ass to Mouth"?

>> No.4655374

>>4655356
>vetting process

there is no vetting process, space trucker is still up:
http://store.steampowered.com/app/533320/Space_Trucker/

and Hunt down the Freeman is an actual thing you can spend money on

>> No.4655375
File: 1.97 MB, 308x279, 3I5jSEY.gif [View same] [iqdb] [saucenao] [google]
4655375

>>4655365
>Daisy Doom
>play as a bunny sent to Hell through no wrongdoing of your own
>fight tiny Hell critters with half a foot of fluffy lagomorphic fury
>consume Berserk Carrots to go on a rampage
>battle your way back to Doomguy's side with nothing but your wits and hopping prowess

I'll take 12.

>> No.4655376
File: 538 KB, 1920x1080, Screenshot_Doom_20180319_151504.png [View same] [iqdb] [saucenao] [google]
4655376

Another shot at playing Doom hardcore

Jenesis with the Trailblazer mod

>> No.4655380

>>4655374
It's like Limbo of the Lost except current year, and Valve just give no fucks they're selling it.

>> No.4655390

>>4655376
>playing doom hardcore
>trailblazer

what

>> No.4655392

>>4654932
Ah shit those were binds for reload and zoom before zandy had them. I need to get rid of those. My bad.

>>4654958
Kustam, he's gonna be a tall robot guy with a staff and rifle.

>> No.4655421

>>4655392
Sounds pretty baller, is he going to be clockwork or more advanced?

>> No.4655429

>>4655390
Playing it like ultra-nightmare from nudoom. If he dies, he quits.

>> No.4655447

>>4655421
Good question, I actually don't what kinda robots warforged are, but I do know Kustam will emit steam and flames when overheating. This will be stuff I'll have to sort out when I start working on the guy proper

>> No.4655456
File: 77 KB, 564x692, 7f80201ec814658eb3ff5b455818df83.jpg [View same] [iqdb] [saucenao] [google]
4655456

>>4655447
They're sort of Golem-y things really, mostly metal and stone with sort of wooden fibres as an equivalent to muscles and stuff.

>> No.4655464
File: 397 KB, 990x660, Kustam.jpg [View same] [iqdb] [saucenao] [google]
4655464

>>4655456
Maybe I should call him a construct or something cool like that, seeing as I do picture some other mechanical and metal features of him, Caco-bro drew a rough sketch of him years ago and I really do like this design, between the helmet and the armor

God damn warforged have some INTENSE eyes though.

>> No.4655467

>>4654932
I remember seeing text like this show up.
I think it's related to keybinds from other mods you play, like, if you set up F for some random mod's feature, you play another and that text shows up as if you were using a feature for the wrong mod or something, i dunno.

>> No.4655472

>>4655356
Feckin lol. But is it fun?

>> No.4655480
File: 269 KB, 1500x844, Bretto_Wallpaper.jpg [View same] [iqdb] [saucenao] [google]
4655480

>>4655464
I do love me Warforged and that end of the scale of magical robutts.

Link related.
https://imgur.com/hefpef8

>> No.4655487

>>4655480
You and me both, I love knights and fantasy shit, and I love robots. So having the opportunity to have both makes me a happy camper.
But we're still a ways off from Kustam, I have a lot of bugs to squash and balancing to do first, plus I want to update Combined_Arms.

>> No.4655495

>>4655487
>squashing the bugs
If he's going to be warforged, he might as well bee beeforged as well.

>> No.4655497
File: 700 KB, 500x750, thou hast to be tristing with me.png [View same] [iqdb] [saucenao] [google]
4655497

>>4655495

>> No.4655519
File: 135 KB, 800x591, Ever+notice+how+manlet+rhymes+with+fit+_1eb7d006c3bb7684b5f74f0ea4311384.jpg [View same] [iqdb] [saucenao] [google]
4655519

>>4655464
How tall is blaz?

>> No.4655525

>>4655519
5'2
shorter than hae-lin.

>> No.4655529

>>4655392
>he's gonna be a tall robot guy with a staff and rifle.
I misread that as "staff and wife" and had to do a double-take.

>> No.4655532

>>4654839
Speaking of Gundam, are there any /m/ mods for Doom?

>> No.4655535

>>4654705
how do armor bonuses work then? does he just put them on one at a time?

>> No.4655536

>>4655356
>>4655374
I'm pretty sure as long as you can pay the entry fee you can get on steam no matter how bad quality your game is.

>> No.4655546

>>4655472
No, it's shit.
>>4655536
Pretty much how it works now, Valve used to care if something was illegal or just shit, but these days they care more about that $100 fee and being as hands off as possible.

>> No.4655547

Ya'll niggas ready for Build Engine 2?
https://www.youtube.com/watch?v=3qtmkkdND6M&t=309s

>> No.4655550

>>4655532
The closest I can think of is someone doing Wing Zero's buster rifle. (With a 100% wrong sprite)

>> No.4655551
File: 6 KB, 188x928, Armor Bonuses.png [View same] [iqdb] [saucenao] [google]
4655551

>>4655535

>> No.4655553

>>4655547
Genuinely curious to see what will come of it, and if we'll ever get anything on par with PREPSONG ever again

https://www.youtube.com/watch?v=XbSHkB3vF4w

HERE'S FIVE BUCKS

>> No.4655554

>>4655535
Doomguy rips the helmets into scrap and embeds the shards into his armor.

>> No.4655559

>>4655356
Has somebody told Graf about this? As >>4655356 said, it might make him angry but any price that comes from his fury will probably be worth it.

>> No.4655567

>>4655551
Good thing sprite height and hitbox height rarely align anyway.

>> No.4655571

>>4655559
Apart from one German mapper (the dude who did Chainworm Kommando), nobody seems to have really noticed what it's running or what it has in it.

>> No.4655578

will Guncaster awaken "something" in its players?

>> No.4655580

>>4655547
It looks pretty cool. I really do hope someone uses it.

>> No.4655581

>>4655553
PREPSONG isn't even that good. QUICKSONG, now that's a jam.
https://www.youtube.com/watch?v=9ZNR4PPmyp0

>> No.4655583

>>4654632
Sega Saturn Doom, though chunky compared to the Mac and MS-DOS versions is still less chunky than both the 3DO and SNES ports(And not Just the Japanese release).

>> No.4655585

>>4655583
>3DO Doom
https://www.youtube.com/watch?v=8F55JwkePIo

>> No.4655586
File: 133 KB, 658x572, 1514123461648.jpg [View same] [iqdb] [saucenao] [google]
4655586

>>4654905

>> No.4655593

>>4655585
damn that is sick

>> No.4655601

>>4655578
Don't get any funny thoughts. The first gameplay video showed that cyg was originally supposed to be a human. Pillow probably switched him to a dragon because he thought it would be cool.

>> No.4655604

>>4655585
"now you can got to hell!"

>> No.4655613

>>4655074
Looks pretty good, but I can't help but think that the end of the barrel looks like it's drooping slightly.

>> No.4655617
File: 278 KB, 820x542, oh yeah.png [View same] [iqdb] [saucenao] [google]
4655617

>>4655601
>Used to be human but turned into a dragon

>> No.4655621

>>4655586
The maker of that infograph was probably a coke junkie struggling to think more than the basest of thoughts.

>> No.4655624

>>4655601
CYGNIS WAS A MAN
I MEAN HE WAS A DRAGON MAN...
...MAYBE HE WAS JUST A DRAGON

BUT HE WAS STILL CYGNIIIIIIIISSSSSSSSS

>> No.4655630

>>4655617
retconned dammit
TF only stands for Team Fortress and nothing else
shgutup

>> No.4655631

>>4655617
Don't you just hate it when that happens. You wake up in the morning, you find you have scales and wings and can breathe fire. Oh no, not again.

>> No.4655636

>>4655631
> wake up feeling like you have a hangover
> feel like you've puked your guts out
> look down next to bed
> it's a fuckhuge pile of fuckhuge guns
thanks dragon gun deity

>> No.4655637

>>4655601
It's way too Deviantart to just be "hey this looks cool" compared to the design of something like Basilissa.

>> No.4655639

>>4655637
elaborate, and use a reason other than "i don't like it"

>> No.4655642

>>4655637
Basilisa is a cyberdemon with boobs

>> No.4655647

>>4655586
I just throw wad files into one big maps/wad folder and have them appropriately named so I know what they are, including the text files that come with. If it's more than just a wad and a text file it gets its own folder

>> No.4655650 [DELETED] 

>>4655637
/r/cringeanarchy is leaking again.

>> No.4655651

One thing I want to know is if anyone made DOOMkart or a racing wad period
>>4655647
whoops meant for >>4654905

>> No.4655656

>>4655074
Is that an original sprite? Looks like it's ripped from another game, not to say it's bad tho.

>> No.4655657

>>4655642
she's more a taller baron with stockings, gloves, and boobs

it works, and it works very well, but if anything she's more deviantart than cygnus is by virtue of deviantart obsession with anime girls and giant demon girls

this is going to summon that defensive furry apologist faggot, i just know it is

>> No.4655659

>>4655651
Lots of people have tried, nobody have really "got it".
The closest to proper vehicle wads are Term's motorcycle mod and Mark's motorcycle mod, the former of which has impact/contact issues and the latter of which has "everything else" issues.

>> No.4655660 [DELETED] 

>>4655657
people in glass houses shouldn't throw stones

>> No.4655661

>>4655637
>>4655650
>say art design looks like generic deviantart trash fursona
>immediately get accused of being a bandwagonning cringefag
I'm not even that guy, but stop it. A humanoid dragon gary stu who uses huge guns and magic to brutalize his foes and who also happens to be drawn with the approximate art skills of a 13 year old aspiring anime artist is absolutely reminiscent of fursona bullshit. It might even actually be one. People are allowed to say that things look like other things. The only reason to get butthurt over it is because you think it might be true, or that it's your fursona or something. Everyone else just either has some fun pretending to be a preteen fantasy character or doesn't give a shit.

>> No.4655663

>>4655639
I was talking about established styles, what guncaster uses isn't just random dragon-dude or whatever, it's a style favored by massive chunks of deviantart where it's ingrained as fuck there.
>>4655647
If they're .wads I keep them zipped, if they're .pk3s I jam the readme file inside them.

>> No.4655665

>>4655660
Really you should throw the glass house as it'd be a far more effective projectile than a stone would ever be.

>> No.4655669 [DELETED] 

>>4655660
right on cue

>> No.4655670

>>4655657
Honestly these wads are getting a bit autistic. Why are furfaggots allowed to even post here?

>>4655663
Oh right GZD can just read .zips, can ZDL or other launchers do that too?

>> No.4655671

>>4655647
I used to keep them all in the same folder as the source port, but that got out of hand quickly. So now I just put them in 3 different folders: Gameplay mods, Maps and Visual mods.

>> No.4655672 [DELETED] 

>>4655661
What about Hae-Lin or Bassilisa though?

>>4655669
Truth hurts, don't it?

>>4655670
Because we're not judgemental redditors like you?

>> No.4655673

> my opinion is right
> no my opinion is right
> no MY opinion is right
goto step 2

thrilling conversation guys
drop it

>> No.4655675

>>4655586
The bigger question is how do you actually load your mods?

>> No.4655676

>4655672
>we
Get the fuck out of here queermo
>>4655673
This, furfags wanna internet fight over fucking wads

>> No.4655678 [DELETED] 

Hey you forgot a few. And this time don't get just the ones that don't conform to your beliefs.

>> No.4655679

>>4655672
>What about Hae-Lin or Bassilisa though?
They're exactly the same thing and are intended for people falling into the two categories at the end. Does Term jerk off to his power fantasy characters? Maybe I dunno. Do I care? No.

>> No.4655682

You guys playing any fun wads?

I need a new one.

>> No.4655683

>>4655670
My ZDL 3.2.2.2 doesn't seem to be able to handle .pk3 if it's sat in a .zip, never been sure why.

>> No.4655684 [DELETED] 

>>4655678
so the backseat moderator is the furry apologist, interesting

>> No.4655685

>>4655661
It might as well be just another power fantasy mod from the dude behind RO, that is probably self aware of what it is and maybe a bit of a parody on edgy fursonas

>> No.4655686

>>4655682
GMOTA, void and rainbow, also the wolfenstien mod someone suggested. Really having fun with those. GMOTA is fun with scythe but I want something more castle-ish like how Quake had outright castles for levels

>>4655684
MODS = FAGS but maybe he just doesn't want people talking about it period.

>> No.4655689

>>4655685
Even if it is meant to be played straight, or takes itself a bit too seriously, it really doesn't matter.

>> No.4655690

>>4655683
I'm pretty sure zips inside zips don't work. Never mind the launcher, I mean in ZDoom itself.

>> No.4655691

>>4655682
Dakka is my usual default for mindless screwing around.

>> No.4655692

>>4655686
>but maybe he just doesn't want people talking about it period.
It's probably this because some of you fucking idiots can't control yourselves and the thread erupts into sissy slapfights and screeching. I'm fucking sick of it. You people need to stop taking their dumbass bait and the people that keep instigating this shit either need to shut up or fuck off.

I know my post will most likely get snipped too but I'm pretty certain I'm saying what a lot of us are thinking: Shut the fuck up about petty shit that has no place in the doom threads.

>> No.4655693

>>4655683
I use ZDL myself and I might try using zips and see if it works

>> No.4655694

>>4655686
mods are fags, yes
wannabe mods are worse, tbqhwyf

>> No.4655695

>>4655692
>going off on me for other people's actions
I'm not Jesus that shit don't fly with me

>> No.4655704

>>4655695
It's less directed at you specifically and more at the entire thread as a whole. I'm disappointed in some of you.
Get your shit together, boys. I love these threads, you guys, and the content that comes from them, but christ we have a few bad apples and some people that just can't resist the urge to engage them.

I'm done now. Sorry. Let's just get back to talking about mapsets or mods we've been playing recently.

>> No.4655709 [SPOILER] 
File: 5 KB, 151x155, 1521496993512.png [View same] [iqdb] [saucenao] [google]
4655709

gotta make it happen sooner or later

>> No.4655712

>>4655692
>>4655704
>and the people that keep instigating this shit either need to shut up or fuck off.

The problem here is that the people instigating think they're entirely in the right, for whatever reason, and unless we can somehow convince them otherwise they're going to keep on doing it.

Someone goes off on someone else's work because they think we should have a standard of quality. Someone goes off on someone else's work because they think we should accept everyone's work with open arms. Someone goes off because he thinks he's been unjustly wronged. Someone goes off because he thinks the other guy needs to get the fuck out. Someone cries about reddit. Someone cries about getting his posts deleted and says the mods have a bias. In the distance, hiro sails on his sea of money, screaming "FAGGOTS" at the top of his lungs.
/doom/ has changed. The greater community is aware of us and we've changed both for better and worse because of it. We make a lot more content now, but our discussion is full of people jumping at shadows now, trying to identify Those People, whoever they are, without actually having arguments anymore outside of trying to have the smuggest dismissive one-liner.

Ironically, it reminds me a lot of Doomworld.

>> No.4655714

>>4655692
This. There are much bigger threats to the community than people who would bang Renamon. Hell we spent last thread going on about Graf's ego. Shame that this will probably be ignored, or worse.

>>4655685
It wouldn't matter, certain elements would take it at face value anyway.

>>4655704
>>4655673
Sorry for the trouble. I get tilted way too easily sometimes.

>> No.4655715

>>4655709
Kind of surprised there's not been a High Noon Drifter cowgirl outfit that upgrades into a TOUCH THE COW! DO IT NOW! gril outfit.

>> No.4655719

>>4655712
This is sadly the natural state of 4chan. It's been even worse for 3 years now thanks to recent controversies.

One keystroke is all it takes to ruin everything ever.

>> No.4655724

Since the weapon feels like an altered Plasma gun, why does it go for the BFG's slot in Meta Doom?

>> No.4655725

>>4655656
Model Rip.

>> No.4655728

>>4655709
o-onegai~

>> No.4655729

ZDL doesn't accept zips of pk3s but wads for some reason. Guess we'll never figure it out
>>4655712
If I wanted reddit crying for half the thread I'd have stayed on Doomworld instead of making one post and leaving. Fuck doomworld it's only good for the wad repositories

>> No.4655732

>>4655675
In the terminal.

>> No.4655735
File: 54 KB, 353x500, 23490.jpg [View same] [iqdb] [saucenao] [google]
4655735

>characters have different stats which are upgraded when you change tiers
>campaign isn't just DM
>but it's a console FPS and the only control schemes you can have make it even worse
I hope someone's ported its singleplayer content to the PC

>> No.4655738

>>4655725
Ah from what game?

>> No.4655741

>>4655738
not from a game a model on sketchfab.
https://sketchfab.com/models/7cbc0a5c8e35414a8388b5a1b3a5d5c9

>> No.4655750

>>4655729
Tthat's a weird omission to make and probably unintentional. Was there ever a source code release?

>>4655741
Not him but that's a damn good looking model then.

>> No.4655759

>map 32 in tnt had two floating cubes with the ios/pentagram image in them
i liked that

>> No.4655762

>>4655750
>Was there ever a source code release?
There's source of some versions around, I think I once found the source of 3.2.2.3 while I tracked down that mythical creature but fuck knows where that went.

Not sure if the source for what I think is 3.0 is that useful but here it is. https://github.com/ZDBioHazard/ZDL-3

>> No.4655764

What are the best maps for Heretic?

>> No.4655775

>>4655764
Elf gets pissed?

>> No.4655780

>>4654905
Doom
-!Sourceports
-!Utilities
-Gameplay
-Graphics
-Maps
-Music
-TC's
then use doom launcher tags to take care of the specifics

>> No.4655784

>>4655002
Playing the actual version on an actual controller is horrible, but the PSX TC is very fun. Just played through the PSX version of TNT.

>> No.4655815

>>4654835
I've long since given up on Yandere Simulator ever since it became the Brutal Doom of indie games in terms of game development. And if it ever releases, I'll probably just throw it right next to Neighbor Simulator; if two things are enough to call it a pile, then it can be a pile of "games that looked promising at first but eventually turned into shit upon completion".

>> No.4655852

finally got my gf to make a map after weeks of pestering
now it's all she's done the last few days, fucking more motivated than me and has made something much better than my first maps...

it really shows off how great doom builder is, very powerful and easy to use

>> No.4655858

>>4655852
congrats

once she gets to a good point, post that shit and let's give it a run

>> No.4655861

>>4655852
>Doom Builder
Comfy and easy to wear.

>> No.4655862
File: 52 KB, 320x200, blasts.png [View same] [iqdb] [saucenao] [google]
4655862

>>4655750
Yeah, it's pretty good.

>> No.4655868

>>4655741
reminds me of the doom 4 ssg

>> No.4655873
File: 835 KB, 1920x1080, bc_talkin.png [View same] [iqdb] [saucenao] [google]
4655873

Just gonna post my map once more, was happy to receive some criticism from a poster last thread. Might need to tweak it a bit more. If you've time tell me how you approached it!

short simple map from a newbie, might be tough.
boom, requires doom2.wad and cc4-tex.wad
no jumping/crouching thanks

bc_talkin.wad
https://my.mixtape.moe/bnccrr.wad

cc4-tex.wad
https://my.mixtape.moe/qddfuu.wad

>> No.4655890
File: 485 KB, 613x350, temp.png [View same] [iqdb] [saucenao] [google]
4655890

>> No.4655898

>>4655775
Thanks, I'll give it a try and search for more afterwards. Hopefully that's not the only good mapset for Heretic though.

>> No.4655920
File: 58 KB, 1400x787, Screenshot_Doom_20180319_195519.png [View same] [iqdb] [saucenao] [google]
4655920

Really wish that the bots could use the altfire and reload attacks, would make testing the actual weapons a lot easier.

>> No.4655923

>>4655873
what do you use to get the lighting like that

>> No.4655934

>>4655923
like what specifically?
nothing fancy, it's just opengl in gzdoom 3.2.5
i usually have most of the light a bit low and it brings out the dynamic lights nicely

>> No.4655940
File: 89 KB, 640x400, oh it actually says danger.png [View same] [iqdb] [saucenao] [google]
4655940

> Danger?
> Danger is my middle name!

>>4655376
damn thats a nice pistol, saved the screenshot just for that

>>4655551
> good luck, im sitting behind 77 armor bonuses

>> No.4655947

In GMOTA, what advantages does the sword have over the fists? With the fists, you always stun, have a high firerate, and get some buffs, including a buff that makes your fists his as hard as the sword (I think).

>> No.4655950

>>4655691

Got a link?

I looked for a wad called Dakka and didn't find it.

>> No.4655958

>>4655873
>https://my.mixtape.moe/bnccrr.wad
hello! same poster from yesterday. I definitely noticed some improvements from the past version, notable the beginning part. I was surprised to find barrels used to take out the imp nest - were those in the original? i think the mancubus nest could also use them too. i was happy to telefrag the other mancubus as part of the secret. nonetheless i still think theres a problem with the opposing force's HP relative to the damage you can output. I think it would be wise to place a super shotgun on the other side of the hill as a reward for taking the hard route to get there. The timing for the red list almost seems tighter now, i do not understand. Why not put the red-key operated button next to the lift?

On the topic of visuals, the level is pretty moody, which does not seem to reflect in the texture usage and music choice. This is a minor nitpick, but only about 3 or 4 textures from CC4-tex seem to be used. I thin the wad would arguably look nicer if you used similar vanilla textures. the fence can be replaced with the brown transparent grate texture often used in doom's episode 1. Or you could package the three textures with the wad.

You can do that by opening slade, creating a pname and texture list from doom2.wad, adding the three textures from cc4-tex, then right clicking each one and choosing to add them to the pnames and textures list.

Overall, still promising but could use work, however most doom players could use short challenging maps every once in a while. Maybe try out scythe or the wad "crumpets" for inspiration if you continue making these bite-sized maps

>> No.4655969

>>4654632
Chocolate Doom or Zandronum but on PS Vita.

>> No.4655992

>>4655947
The sword has greater range, power and heal on hit. I'll be removing the constant hit stun of the fists soon

>> No.4656021

>>4655958
Yeah those barrels were in the original.
As it is now it's not really intended for you to take out the mancs and spider nested up there. I do like having monsters in Doom you don't need to kill, or that you shouldn't kill because it'd be a waste of resources, but I also think it should be designed to allow 100% kills so I will make some changes to allow you to kill them easier.

Glad you got the telefrag. And yes I still understand that issue, I might change things up a little and allow the ssg.
The timing is still the same, and well, I wanted a weird little challenge, and it probably makes it harder to skip more monsters, and it's not actually hard to execute.

Yes there wasn't actually much thought into the textures, just went for something simple that looked OK while I was making it. The music is a joke really. Yeah I load CC4 by default when mapping, I was just too lazy to figure out how to pack them in yet thanks for explaining.

I never finish maps unless I make them small like this. I think I'll make a couple more maps the same size separately and then stit

>> No.4656029

>>4655958
stitch them together. Thank you very much for once again taking the time to talk about it. Now I don't feel worthy.

>> No.4656043

>>4655950
http://jinotra.in/downloads/mods/doom/dakka/

>> No.4656048

>>4655992
hey kegan since you are already here.
why did you remove the mini rockets from the chaingun of the doomsayer?

>> No.4656051

>>4656048
Cus they kinda sucked. Same thing with the grenade altfire of the shotgun. The two sword swipe ultimately works better

>> No.4656052

>>4655868
pretty much every sawn off is doom 4's super shotgun now.

>> No.4656079

>>4655392
Kegan this is probably a really stupid question, but I really like the "hold altfire to use sword throw, or tap it to use subweapon, *then* hold to rapid fire the subweapon" controls, it does a lot with a single button and doesn't feel clunky. Did you come up with it yourself? Would you be alright with me yoinking that for my own mod?

>> No.4656081

man i tried playing blaz but i was too lazy to figure him out
doomslayer is a blast though

>> No.4656085

>>4656081
With all the nerfs coming to blaz it's better to just play doomslayer anyway. Wrath launcher is infinitely better than the regular doom RL and altfire sword on the morning star is gr8

>> No.4656089
File: 745 KB, 1280x1024, hetic.png [View same] [iqdb] [saucenao] [google]
4656089

>>4655898
it's your lucky day
https://www.doomworld.com/forum/topic/99993-the-iron-forge-a-xasernot-jabba-collab-map-public-beta-please-test/

>> No.4656094

>>4656021
>>4656029
i don't think there's anything wrong with monsters you aren't supposed to kill, it's just that i didn't know that and I assumed you were meant to kill all of them as the usual for a doom level, and i happen to play maps in a completionist manner, so i can see where the conflicts of interest have arisen. fan of equinox.wad? that one uses many monsters you aren't supposed to kill. anyways, i think i forgot to mention lighting. i think if you're going to have a dark level, some torches could do a lot to light up the area as well as make it look aesthetically pleasing. look at alien vendetta for what im talking about, with manual sectors lighting the area sort of in a "pre-baked" fashion.

anyways, always happy to provide feedback- good luck!

>> No.4656095

>>4656079
I can't really take credit for that. I got help figuring out how to make a script check for held button presses. The rapid fire thing for the subweapons after tapping once was actually an oversight I liked so much that I added it to all the subweapons.
Yoink away I say. It's a good mechanic.

>> No.4656097

>>4656081
This is actually one of the reasons why I wanted to add the Doomslayer, a more straightforward character for people that like everything else about GMOTA except for how Blaz plays. The other characters should be less complex than Blaz too

>>4656085
Just a heads up the Doomslayer is getting nerfs too.

>> No.4656108

>>4656095
>The rapid fire thing for the subweapons after tapping once was actually an oversight I liked so much that I added it to all the subweapons.
That's pretty sweet that happened, then. Thanks for answering!

>> No.4656109

>>4656097
So, what do each of the fist buffs do when their activated? A gauntlet, a shield, and an arrow pointing up don't really tell much. I think they are supposed to be firerate, defense, and damage boost but I'm not too sure.

>> No.4656110

>>4656097
why you gotta nerf all this shit

>> No.4656115

>>4656110
to make it more challenging! which makes it more fun! :)

>> No.4656116
File: 43 KB, 425x450, afn.jpg [View same] [iqdb] [saucenao] [google]
4656116

>>4656110

>> No.4656118

>>4656115
I disagree. Say what you want about infinite wave buster though

>> No.4656121 [DELETED] 

>thinks harder = better
>releases an obvious beta as v1.0
You're well on the way to being a professional gamedev, kegels-kun.

>> No.4656123

>>4656108
Of course. There's been a lot of happy accidents in GMOTA's development

>>4656109
Increased defense and altered punches. I don't think they do more damage, I'd have to double check. But you can keep punching with no stops from combos at that point. Soon those punches won't have the perma stunlock though.

>>4656110
Cus I don't want GMOTA to be dumb easy babby mode. There's plenty of mods out there with toothless gameplay, I want players to have to earn their victories and I want them to feel that rush for beating shit. I'm not going to completely cripple Blaz or Doomslayer. I'm just getting ready to kick the crutches out from players

>> No.4656124

>>4656121
Good thing that wasn't my reply then.

>> No.4656126
File: 74 KB, 367x451, AH HAHAHA FAGGOT.jpg [View same] [iqdb] [saucenao] [google]
4656126

>>4656121

>> No.4656127

>>4656124
Sorry. I deleted it. I was trying to make a joke but it came off as rude.

>> No.4656128

>>4656121
How embarrassing.

>> No.4656129

>>4656124
but doesn't your post equate to 'making it more challenging makes it more fun' anyway? :p

>> No.4656130

>>4656126
>>4656128
Great now everyone's laughing at me. I want to die.

>> No.4656132

>>4656130
At least you're not the ones who fell for obvious bait earlier.

>> No.4656135

>>4656126
>>4656128
>trying to get internet points on a dead post
Embarrassing.

>>4656123
>more challenge = more fun
I'd just be playing kaizo mario then
I don't know where you're getting this "GMOTA is babby mode" thing from, besides the obvious mechanics that are clearly not fully developed

>> No.4656139

Do people who make levels like getting demos for feedback?

>> No.4656142

>>4656132
I probably would've if I had been here.

>> No.4656143

>>4656135
more challenge = more fun in moderation, don't pretend like you're retarded and make a comparison to kaizo mario

>> No.4656146

>>4656129
Challenging. Yes. But I'm not aiming to make it harder necessarily. I just want to make sure shit isn't exploitable to the point where everything becomes useless. Kinda like K-style from GunZ. Granted that's a multiplayer game but the exploit was so strong that it made everything else seem pointless. That's not very fun to me

>> No.4656147

>>4656143
I've seen some pretty stupid DOOM wads

>> No.4656148

>>4656139
yes we fuckin love that shit demos are fuckin valuable feedback

>> No.4656151

>>4656148
Not him but are they still valuable when I can't be bothered to write up a report?

>> No.4656154

Any advice on going up against the Icon of Sin?

>> No.4656156

>>4656139
They're the most valuable feedback you can get.

>> No.4656158

>>4656135
I'm just overly hard on myself. I want to make this the best I can, and the only way I'm gonna do that is if knuckle down and work hard on this shit

>> No.4656160

>>4656151
I mean if I just post a demo without any extra text. Here's a demo, I couldn't be bothered to list any of the bugs I saw but you can watch this.

>> No.4656162

>>4656154
Don't get hit
Hit it until it dies

>> No.4656161

>>4656154
Shoot it until it dies

>> No.4656163

>>4656151
Absolutely, I'd say they're even more valuable since you can see the issues firsthand.

>> No.4656165

>>4656151
yes very much so,
if a picture tells a thousand words, a video must tell a heck of a lot more :)

you can playtest your level to hell and back but other people are still gonna do weird shit that you didn't think of

>> No.4656168

>>4656154
Shoot him in the brain parts with a bazooka.

>> No.4656169
File: 36 KB, 222x317, CI8mNRrWgAAWQ5w.png [View same] [iqdb] [saucenao] [google]
4656169

>>4656135
>If it's not really easy it's too hard
Playing Blaz is god mode right now with how broken some of his attacks are, and he can disable any enemy in the game with his blazter. It's not like there aren't subweapons that need buffing or a rework, either (hi blue torch subweapon you're very unreliable).

>> No.4656170
File: 30 KB, 800x533, angry-criminal-pointing-shotgun-camera-isolated-white-background-50685037.jpg [View same] [iqdb] [saucenao] [google]
4656170

Alright, I know for sure that at least one of you is a goddamn archvile. Surrender now and I will guarantee that your death will be quick. Not too sure about the painless part, but I can assure you that IT WILL BE QUICK

>> No.4656171

>>4656169
>Torch still unreliable
Ah fuck me even after the buffs?

>> No.4656173
File: 24 KB, 214x240, 1442702907149.gif [View same] [iqdb] [saucenao] [google]
4656173

>>4656170

>> No.4656174

>>4656161
>>4656162
>>4656168
Got that part already. Is there a specific elevation I should be on on the elevator to get a proper shot?

>> No.4656175

>>4656174
you have to get it just as you're falling

>> No.4656178

>>4655764
Icebound is one of my favorites
https://www.doomworld.com/idgames/levels/heretic/Ports/ice-lutz

>> No.4656180

>>4656158
GMOTA is fine but slightly broken, my point is that nerfs aren't needed as much as fully polishing the mechanics. Wave buster definitely needs some sort of cooldown rather than locking the gun or taking huge amounts of ammo gems. Hyper mode probably needs slightly less duration or slightly more chargeup time to make up for how powerful it is

>>4656169
fag
>>4656174
Rockets are brainlet tier in hitting it, otherwise you gotta bhop like a shitty CS player

>> No.4656183

>>4656180
I think making the wave buster consume a single bullet gem and repeated use locking the gun out will work fine. You'd only lock it up if you spam it.

>> No.4656184

>>4656180
>Wave buster definitely needs some sort of cooldown
>Hyper mode probably needs slightly less duration or slightly more chargeup time
OK, so we do agree we need nerfs

>> No.4656192

>>4656183
Single bullet gem is more than okay for the huge amount of damage. Not sure what you're trying to do with doomslayer besides the thunder weapon switching

>> No.4656197

>>4655532
necrodoom

>> No.4656210

>>4656192
Gonna scale his thunderbuss range back a little, and the pellet damage. I think it may do more damage than standard mace pellets. Also gonna nerf the sapphire bomb and buff the fire and thunder bombs

And nerf the chance of going HEH HEEENNHH when drawing the sword slightly. It's too powerful right now and destroys my sides at inopportune moments

>> No.4656221

>>4654957
Exploiting infighting is a given. The problem is that with so much chaos, a lot can fall to luck. Where did the Mastermind walk to? Have enemies shot it yet? Where are the Pain Elementals? Did they get into a fight with someone and keep throwing up Lost Souls everywhere? Are they out of auto aim range? Where's the mass of Archies? Is there enough cover that you can avoid getting buttfucked? Are the Arachnotrons on the towers shooting?

There's a lot of times where it seems like doing the same strategy fucked up because monsters just happened to shoot earlier than they did before or won't get out of the way or whatever.

I don't hate the map, but it can be a real patience tester.

>> No.4656226

>>4655873
Honestly, no redeeming qualities whatsoever. I'd rather have copy pasted e1 style levels than this.

>> No.4656231

>>4656226
Well I'd still appreciate it if you could elaborate on what you dislike about it?

>> No.4656236

>>4656210
That voice line is garbo it sounds like a coldsteel cosplayer, it's part of the charm
I don't really use the subweapons in general but those buffs might get me using firebomb more

>> No.4656247

>>4656236
You should at least throw doomslayer's knives. Those have life steal.
And yes I fucking love HEH HEEENNH. It and the revenant dance are some of the best things to come from this community

>> No.4656251

any way to fix the hud breaking when using the lives system in hideous destructor?

>> No.4656252

>>4655873
Well, if you guys like demos, I'll record a demo on the latest devbuild of PRBoom. Once I figure out how to do this shit, I'll upload the demo. Do you still want written feedback if I upload one?

>> No.4656258

>>4656231
Bad music, bad gameplay, stairs are too tall, trees get in the way, no green/blue armor, no ammo, bad secret that's not even a secret, ugly detail. Elevators on both sides of a staircase is stupid. Enemy placement at the beginning isn't great. Running to the lift from the red key wasn't good. It's just not a well designed level and it flat out stinks.
Play E1M1-E1M8 and make simple, similar levels with that focus.

>> No.4656261

>>4656252
I would but now I feel ashamed of this level and do not want to waste your time. Just the demo would be interesting thanks!

>> No.4656272

>>4656258
Thanks, some stuff to think on but it also seems like I was just trying to make a different level to what you enjoy.

>> No.4656276

>>4656272
It was my honest opinion about the map, just think of it as a learning experience for the next map. Take what you've learned and apply it next time.

>> No.4656290

Speaking of creating shit, doombuilder's latest version is okay rite
Does it get easier to make maps after your first one? I have very rudimentary experience with mapmaking from a couple years back and want to get back into it

>> No.4656293

So I'm not very knowledgeable about the technical side of Doom modding, but what exactly makes it difficult to add Hexen compatibility to mods?

>> No.4656294

>>4656290
try gzdoombuilder, its a fork that i like more than vanilla DB. Yeah it gets easier after you get a hold on how the editor works. Also playing wads you like and analyzing what about them makes them fun really helps. Honestly opening maps in the editor is the main way i figure out cool tricks.

>> No.4656296

>>4656290
use gzdoom builder bugfix or doom builder x

it's 'easy' right from the start, in that it's easy to make a map, it's just harder to make a good map... it's also really easy to get inspiration from other maps and actually replicate what they're doing, you can even open them up in the editor yourself and see exactly what's going on

>> No.4656305

>>4656293
A lot of Hexen stuff is hardcoded, there's a lot of questionable items, the enemy balance is completely different compared to Doom's (the monster HP count is CRAZY), and generally the amount of people that play Hexen is only a fraction compared to Doom so it'd be a lot of work for not much result.

>> No.4656312

>>4656294
>>4656296
K I have GZD builder bugfix. I think I have a good idea of what kind of maps I want to make but actually putting it into the editor will be a different story.

>>4656305
Too bad we can't have GMOTA in heretic/hexen, they got the maps for it

>> No.4656316

>>4655735
>Two pefectly good usb ports on a PS2 that almost never go used for mouse and keyboard controls
Fucking why did they cuck themselves when they had the option right there?

>> No.4656321
File: 321 KB, 1366x768, plastic spoon you get with ice cream.png [View same] [iqdb] [saucenao] [google]
4656321

>>4656293
>>4656312
I'm trying to get into Doom mapping, too. I made a map for JoM5 back in December but I've not been active since. A guy suggested I check out the Doomworld/Zdoom forums and see if they had any competitions going on, something to keep me working.

I'm going through the tutorial in the OP's pastebin. Any other tutorials you guys would recommend?

>> No.4656324

>>4656261
Boy, this was a toughie. That's what I get for running it in Ultra Violence, I guess. Is this map dark, or is it just PRBoom? I'm a GZDoom user, so there's a lot I had to get used to beyond trying to actually play your map.

I'll give you some feedback in a followup post, but here's the demo: http://www.mediafire.com/file/v7aynsusnng8389/blindrun.lmp

>> No.4656327

>>4656312
cool, tell us how you're getting on later

>>4656321
dragonfly has some good tutorials for udmf features, but man most tutorials i've gone through have sucked
i've usually had to just ask here or other forums
at least i've found there's a lot you can figure out by yourself or looking at other maps

yeah there's multiple community projects around atm with a low barrier to entry

>> No.4656328

>>4656321
Those contests and the cacowards are pretty legit but I'm not a fan of the actual forums myself. Thankfully I have /doom/ to keep me informed on the real shit.
One of the best ways to learn is to just open up maps like other anons have said, even E1M1 can give insight with its 666 defs

>> No.4656330

>>4656321
I'm curious, what map did you make for JoM5?

>> No.4656339

>>4656305
monsters actually don't have a lot of health; it's just that the HP range is so fucking small compared to doom. doom's non-boss enemies go from 20 HP to 1000 HP; hexen's non-boss enemies go from 80 HP to 250 HP.

>> No.4656358

>>4656324
woah, you've got every run here, not just the winning one, thanks! and thanks for taking the effort to get prboom working and all.
the map is kinda dark but prboom is also gonna make it look different to what you're used to

sorry for putting you through that, it's still too much... i kept tweaking the start to be easier until i could reliably finish it nearly every time but of course i've played it so much it becomes really hard to think what a first timer is gonna go through. i should probably put some more health out and cull a few more enemies, or open some areas up a little more

>> No.4656365

>>4656261
>>4656324

I assume that your main idea for this map is forcing a ton of stress on the player. You have to cause infighting, but all the foliage gets you stuck while enemy projectiles pass through. You have to earn moments to breathe, but the enemy placement is so tight, and the elevators going up and down create a ton of chaos to try and keep track of. There are lots of enemy clumps, but there's little ammo, forcing you to use your berzerk as much as you can so you can use the shotgun on the hitscanners and snipers. The Archvile forces you to try and lure him out so you can snatch the rocket launcher, but then the fuckin Arachnotrons get loose to come rain down on you while the Mancubus up top keeps shitting on you too. The only place you can run and hide is a lava pit (with a teleporter that doesn't seem to always work). And I assume that forcing you to time the elevator with the red switch is your way of forcing the player to finish the fight.

It's deeply stressful and very hard to read or make plans. But if that's your goal, I suppose I respect it. Any suggestions I'd make would involve making it easier - get rid of the trees, let the player choose to take the berzerk instead of forcing them on it, give some more ammo or maybe a chaingun, make the open areas bigger, don't have the red switch be on such a tight timer. But if you don't want to make it easier, then who cares? The lava pit teleport that didn't always happen was deeply annoying, though.

>> No.4656372

Where are the GMOTA gore settings? Someone said there were gore settings.

>> No.4656373

>>4656358
>>4656365

Also, the music was pretty funny. I assume you wanted some nice phone-hold music while I'm tearing my fucking hair out. But maybe something with fewer strings.

>> No.4656383

>>4655815
I'd say it's more the duke nukem forever or half life 3 of indie games given how much yandere dev drags his fucking heels on development.

it's not going to get cancelled because he put too much time into it but it's probably never gonna get a full release at this point.

the game pretty much got too ambitious for him and all other parties involved.

>> No.4656415

>>4656372
They were bullshitting you, is there a problem with the gore?

>> No.4656423

>>4656365
oh man holy shit when you went back to the secret to teleport out IM SO SORRY
i purposefully didn't set it to repeatable to fuck people over like that but man after watching the demo i just feel like a piece of shit hahaha you didn't deserve that
also gj on punching out that hk
it was really satisfying to watch you get closer and closer, this is my first demo and i will treasure it always

thank you for your feedback, it will be taken into consideration. no infighting intended actually. the red switch does work for that, but i just thought of it as a 'puzzle' when i made it.
music is not final, i just heard it in an episode of futurama as i was mapping and found the midi lol

but yeah gonna make it a little easier so people don't have to bang their head against it for so long, i should implement difficulty too actually, have about what it is now at uv and make it more doable on hmp

once more thanks and loved the demo

>> No.4656424

>>4656415
Needs more.

>> No.4656425

>>4656424
universal gibs?

>> No.4656428

>>4656424
Damn son, I'm already hitting mortal kombat levels where imps explode into like 4 ribcages and 3 pelvises

>> No.4656429

>>4656425
Sure.

>> No.4656442

>>4656423
No problem. I like helping, and if it's helpful to just play Doom, I'm down. It was my first demo too. The only thing that I'm worried about with recording is "how long is too long?" Like, is it better to just keep recording until I beat it, or is it more useful to have a shorter one even if I don't beat it?

>> No.4656451

GMOTA's gonna have more than two playable characters? I recall something from many threads ago.

>> No.4656454

>>4656442
well that's up to you!
it's fine if it takes a while to beat it, either way what you've done is called an 'FDA' (first demo attempt)

>> No.4656457

>>4656451
Yeah dude. Kustam will be up next, then Samson.

>> No.4656462

>>4655578
What the fuck is it with Guncaster that causes some people to have aneurysms in these threads?

>> No.4656463

>>4656454
Well, now I know. Thanks for your patience!

>> No.4656464

I can see why you didn't want to make any further changes to the Doomslayer's player sprites, there's a looot of them.

>> No.4656470
File: 24 KB, 552x382, kore wa.jpg [View same] [iqdb] [saucenao] [google]
4656470

>>4655578
>>4656462
What even IS this shit? Something about turning into a dragon and shooting things? I've seen some autistic shit like sonic oc wads and I want to know why or if guncaster falls into that category. Maybe the gunplay will be good

>> No.4656472

>>4656470
>I've seen some autistic shit like sonic oc wads
Guncaster's been around for years, how do you only now hear about it?

>> No.4656475

>>4656472
Because apparently I live under multiple layers of rock, I didn't even know brutal doom had a huge dev history beyond "we maek gore" because I never kept up with it

>> No.4656481

>>4656470
jesus christ dont believe all the shitposting you see here man
the guy has a lot of fuckin cool wads under his belt he's put a lot of work into
ever heard of Russian Overkill?? yeah same dude

>> No.4656482

Any anons made Quake maps?

>> No.4656485
File: 690 KB, 1211x1467, 1487906698819.png [View same] [iqdb] [saucenao] [google]
4656485

>>4656482
Not yet.

>> No.4656486

>>4656481
>ever heard of Russian Overkill?? yeah same dude
Weird, alright.

>>4656482
I tried once and I could never get the quake editor to do precisely what I wanted, making sloped geometry was kind of a pain and I encountered a few odd quirks I can't remember now but made tutorials even more confusing.

>> No.4656507

HOLY SHIT ZEN DYNAMICS IS SUCH FUCKING SHIT AHHHHHHHHH!!

>> No.4656512

>>4656507
xaser agrees with you

>> No.4656523
File: 187 KB, 413x333, 1508462317405.gif [View same] [iqdb] [saucenao] [google]
4656523

>>4656507
>Watch Icarus' video on Zen Dynamics to refresh my memory
>Weapon sprites don't bob when you move

>> No.4656532

>>4656523
That video upsets me greatly because he doesn't use the fucking machete.
Also Icarus disables weapon bob

>> No.4656537

>>4656532
Icarus has weapon bobbing on other mods.
Also, noticed another pet peevee: The ammo in magazines mixed in with other ammo in the sidebar

>> No.4656539

>>4656537
yeah, just remember this was like, the thing that invented reloading in zdoom

>> No.4656545

>>4656486
>I tried once and I could never get the quake editor to do precisely what I wanted, making sloped geometry was kind of a pain and I encountered a few odd quirks I can't remember now but made tutorials even more confusing.
Which editor were you using? Cutting brushes into slopes is literally the second simplest thing, after making the square brushes themselves (and some editors support making primitive shapes of all sorts straight off).

>> No.4656556
File: 2.75 MB, 320x200, demo.webm [View same] [iqdb] [saucenao] [google]
4656556

>>4655873
made a demo - https://my.mixtape.moe/ftmgya.lmp

the way the map plays out is incredibly goddamn inconsistent, although that's not necessarily a bad thing. my main problems with the map are bumping into decorations in the starting half of the map, and the incredibly strict timing on the red key lift - I use less strict lift timing on *secrets*. also, no chaingun to use my bullets with.

also yeah, where were the cc4 textures? I didn't notice them.

>> No.4656575

>>4656507
Yeah but that secret ending tho

>> No.4656580

>>4656556
yeah i'm gonna do a rethink on the trees, and my logic for the timing was, well, it's supposed to be a little 'puzzle', it's not actually hard, just a matter of realizing you need to time the lift to the last moment, so to make it less strict wouldn't really make it easier?
ahhh it'll probably end up a tad easier.
yeah i've been wanting to do stuff where the player is forced to use the shotgun more, when i expand on it I'll think on the chaingun.
try loading it without cc4-tex :p very few right now, mainly the different supports haha

thank you very much for playing and for your feeddback and demo

>the way the map plays out is incredibly goddamn inconsistent
what do you mean by this?

>> No.4656598

>>4656580
>>the way the map plays out is incredibly goddamn inconsistent
>what do you mean by this?
sometimes when I start the map, the revenant and hell knight above ends up going straight for me while the arachnotron shoots at me from above. sometimes, they get caught up infighting and kill each other.
sometimes, when I try to run off the middle hill, I'll get stuck in place by a horde of shotgunners and zombiemen. sometimes, they aren't actually there.
sometimes, the archvile notices me early; sometimes he doesn't.
and then there's all the snipers which just love to blindside you.

there's just all these little things that can go ever so slightly differently and make the map easier or harder, despite executing basically the same strategy. dunno if that's what you want or not, but that combined with all the little things to run into doesn't play well in my opinion

>> No.4656612

>>4656598
oh, yeah i actually love that about maps so im glad it ended up that way
but you're right that doesn't go so well with how it all plays together right now so I'll see what I do about that

you played very nicely in that successful attempt

>> No.4656624

320x240 is the correct resolution for Blood, right? 320x200 makes the crosshair look off.

>> No.4656664

>>4656624
320x240 or 640x480, yeah

>> No.4656678
File: 2.20 MB, 904x512, 2018-03-19 23-57-00.webm [View same] [iqdb] [saucenao] [google]
4656678

wtf i love colored lighting now

>> No.4656705

Not really Doom related but I didn't wanna make a thread for a quick question. A while back I saw a "So you wanna play some Half-Life 1" pic and I have never seen it since, does anybody have it?

>> No.4656718

Other than Psychic, what are some Bioshock-like weapon mods?

>> No.4656721

Are there any good brightmaps and dyn. lights mods that expand on the basic gzdoom ones?
I found SBrightmaps, but that one seems quite old and I'm not sure if it won't overwrite something in the recent build brightmaps.
I'm playing Hideous Destructor with DarkDoomZ and Steve's Flashlight at the moment, but the levels look too dead, adding some glowy bits would make it look better.

>> No.4656726
File: 47 KB, 640x480, spasm0012.png [View same] [iqdb] [saucenao] [google]
4656726

>>4656482
A bunch of use did for QUMP

It was intense

>had to scrap entire first map and start from scratch because of degenerate edges.
At least I learned you can't just rotate and overlap brushes at random and to build levels properly without overlapping if possible.

>> No.4656729

>>4656180
>fag
y-you too

>> No.4656738

Guess what

GZDoom multiplayer is fixed

>> No.4656741
File: 6 KB, 380x210, 1459982256041.png [View same] [iqdb] [saucenao] [google]
4656741

>>4656738

>> No.4656743

>>4656738
I'll believe it when I see it.

Did they finally defenestrate Ednerd?

>> No.4656746

>>4656743
edward's been dethroned like years ago, lol

>> No.4656750

>>4656738
well done

>> No.4656752

>>4656750
Thanks, I spent the whole evening bisecting that shit for dpjudas.

Now I'm craving an 8-player coop of tailor girl.

>> No.4656771

Help, I somehow disabled gun recoil and now all my guns flacidly stay in place when I shoot. I can't even figure out what setting I changed that fucked this up.

>> No.4656780

>>4656771
what mod are you playing?

>> No.4656783
File: 26 KB, 201x130, d24QCXnpsGma7k9ADhLWsE.gif [View same] [iqdb] [saucenao] [google]
4656783

>>4656771
Okay I'm just going mad. I distinctly remember the shotgun recoiling like this but it's not doing it any sourceport I have now.

>> No.4656789

>>4656783
it never did that

>> No.4656798

>>4656783

The Super Shotgun never recoiled like that, no.

>> No.4656846
File: 48 KB, 1200x1200, a2254851994_10.jpg [View same] [iqdb] [saucenao] [google]
4656846

>>4654632
Just a reminder that you can use my MIDI files in your Doom project

https://dialupformurder.bandcamp.com/

>> No.4656847

>>4656738
What did this tripfag mean by this? Is it C/S based now or what?

>> No.4656848

>>4656847
No, we fixed p2p with 3+ players.

C/S is going to take way more work than that.

>> No.4656876

>>4656783
that looks pretty satisfying actually. never was really a fan of the shotguns and chaingun not jostling when firing like the rest of the weapons do in a way. what mod is that?

>> No.4656886
File: 454 KB, 1280x720, Screenshot_Doom_20180320_224424.png [View same] [iqdb] [saucenao] [google]
4656886

>> No.4656927

>>4656886
impse

>> No.4656937

>>4656848
>still p2p
So what you're saying is that it's still broken?

>> No.4656964

>>4656848
Now I just might be able to set up three-man DRLA sessions with Edward and Shivers!

>> No.4656990
File: 97 KB, 640x960, 1521554372.jpg [View same] [iqdb] [saucenao] [google]
4656990

sadly, i needed savegames for the last fight. (c-shock2 map03)

>> No.4656993

>>4656743
>>4656746
I know he went to Eternity Engine.
But did he jump, or was he pushed?

>> No.4657003

>>4656462
Reddit excursions

>> No.4657005

>>4656738
Can people from different hemispheres play together in gzdoom?

>> No.4657048

>>4657003

and what does it have to do with anything?

>> No.4657056
File: 245 KB, 3840x2160, Quake.jpg [View same] [iqdb] [saucenao] [google]
4657056

Aside from darkplaces, is there any other sourceport with asynchronous support for playing at more than 72 fps?

>> No.4657068
File: 276 KB, 339x421, 1517991660578.png [View same] [iqdb] [saucenao] [google]
4657068

>>4656848
Tell us when it now has the C/S architecture, and then I'll be happy to give it a go.
And please, you really, really should stop tripfagging here, Marisa.

>> No.4657116

Archvile replacement idea
>Instead of reviving enemies, it eats their fresh corpses and becomes stronger
>Let it eat corpses for too long and it becomes a boss tier predator

>> No.4657162
File: 21 KB, 631x341, tempofield.png [View same] [iqdb] [saucenao] [google]
4657162

towel whips anyone

>> No.4657183

>>4657116
Archviles are the worst enemy in DOOM, possibly Quake as well

>> No.4657186

>>4657116
Archviles are already strong as fuck if they manage to hit you with a fire attack.

>> No.4657195

>>4657183
>>4657186
That's what makes them good, they change up any situation radically.

>> No.4657206

>>4657195
>perfect aim "set you on fire" attack is good
No other enemy is as bullshit or fun-sucking as the archvile, prove me wrong

>> No.4657214

>>4657206
Go behind cover you walnut.

>> No.4657217

>>4657183
>>4657186
The anon's "enemy that consumes it's dead allies to become stronger" idea might work a lot better if the starting enemy was very weak, small, but very quick and could quickly grow to archvile teir and above if not dispatched.

>> No.4657218

>>4657214
>no argument
Cover is not a problem unless the map maker is a retard, having perfect aim, fireballs AND revive is bullshit

>>4657217
We could just make this enemy on a test map and see how it pans out. We are in the future now

>> No.4657223

>>4657218
>perfect aim
It's only perfect if you don't break his line of sight, which is what you have to keep doing as you fight him.

That's the point.

>revive
Yes, it makes him a serious priority for you as the player.

>fireballs
I beg your pardon?

>> No.4657228

>>4657223
I realized he didn't have fireballs as soon as I sent the post oops

>> No.4657230
File: 12 KB, 300x450, entity2.png [View same] [iqdb] [saucenao] [google]
4657230

>>4657068
>And please, you really, really should stop tripfagging here, Marisa.
Thanks but no, I enjoy how flustered people get because of it.

>>4657116
>>4657217
The monster from my mod kinda does that.

Even the Icon of Sin isn't safe.

>> No.4657247
File: 14 KB, 420x300, 1410200843033.jpg [View same] [iqdb] [saucenao] [google]
4657247

>>4657230
>Thanks but no, I enjoy how flustered people get because of it.

Spoken like someone with an unhealthy quantity of unwarranted self-importance; goddamn Diet Sarias.

>> No.4657259
File: 112 KB, 625x773, 1520757089753.png [View same] [iqdb] [saucenao] [google]
4657259

Im making my first doom wad but i have a problem. I can download custom monsters and edit their appearance etc and I can of course take and edit the sprites of the default monsters. But I dont know how to input the custom normal monsters. Slade just says I cant save iwads. I can replace the customs monsters appearence and use them but how do i replace a normal imp for example?
I guess I need to make a copy of the imp but with a different appearance, but how do I get this monster to have imp behaviour? The custom monsters have this "decorate" behaviour file. I can make custom-custom monsters, but not custom-normal monsters.

>> No.4657268

>>4657247
We should just ban every tripfriend on sight. Except gramps, he's ok I guess.

>> No.4657273
File: 261 KB, 356x331, come_on.png [View same] [iqdb] [saucenao] [google]
4657273

>>4657268
>Not just filtering them as soon as you see them

>> No.4657276

how doom related rn! u rock!

>> No.4657279

>>4657268
Especially in-secure tripfags. Seeing the !! is an instant filter

>> No.4657281

>>4657273
They still waste posts both directly and indirectly with their embarrassing cringe presence

>>4657276
Show us your map progress right now kiddo

>> No.4657282
File: 6 KB, 241x209, 1521268046549.jpg [View same] [iqdb] [saucenao] [google]
4657282

>>4656783
You're getting your memories of Doom and Quake mixed up.

>>4651226
>>4651457
Bruh... The standard nail gun and its tinny sound effect were one of the only reasons I liked Quake. Also the grenade launcher. Didn't like how weak the shotguns were or the reloading quickness of the double barrel... Nailgun was tight as a prom date though.

>I hate the SNG

>>4650694
That lower half of the pic somehow looks really fkn awesome.

>> No.4657285

>>4657162
Ooh

>> No.4657291
File: 300 KB, 640x480, butthurt cream.png [View same] [iqdb] [saucenao] [google]
4657291

>>4657281

>> No.4657293

>>4657282
I've already discussed how I find every weapon to be better than the nailguns. SNG looks good and has decent fire rate but the regular nailgun is gay. How are the shotguns weak?

>> No.4657301

>>4657183
Look out for new project "4800 Arch-Viles" coming soon

>> No.4657305

>>4657301
Make sure that every single non-player start square isn't an archvile, otherwise the distribution is too low and unbalanced.

>> No.4657306

>>4657305
I mean IS an archvile.
We need the 10,000 enemy room but with archviles, basically.

>> No.4657319

>>4657259
>Slade just says I cant save iwads.

Because you shouldn't, you dummy.

What you need is to create a BRAND NEW .wad file, dump the sprites and then create a new lump and name it DECORATE.

SLADE will instantly recognize what you want to do, and it will change the lump to the proper format. DECORATE is the file that contains precisely the behavior of the monster.

Now, what you want to do is to paste the proper DECORATE code of the imp, check the ZDoom wiki, that should tell you more or less what you need.

>> No.4657321

>>4657293
the normal shotgun is on level with dooms pistol (kills the weakest enemies in 2 shots) but as the starting weapon, that is fine.
The double shotgun, however, feels incredibly weak compared to pretty much any other shotgun in retro games, primarily due to how it takes multiple shots to kill anything but the weakest enemies.

>> No.4657335

>>4657305
>>4657306
At least vanilla archviles can’t resurrect each other.

>> No.4657345
File: 94 KB, 866x900, 1517582448910.png [View same] [iqdb] [saucenao] [google]
4657345

>>4657319
thank you, my friend

>> No.4657357

>>4657259
iwads are the base content (doom). pwads store edits (your anime waifu was).

>> No.4657364
File: 874 KB, 1920x1080, shot0102.jpg [View same] [iqdb] [saucenao] [google]
4657364

https://www.youtube.com/watch?v=t_epZyv2xoo

Would anyone like to test out my Quake 3 map? Give suggestions, etc.

>> No.4657419

>>4657364
That looks beautiful, anon.

>> No.4657429

>>4654905
very basic folders that say what kind of wad it is, such as 'maps', 'gameplay', 'sfx and gfx'

still a fucking mess

>> No.4657437

>>4656738
is this true for any current SVN builds or still under wraps?

>> No.4657441

>>4657437
I guess this is it.
https://github.com/coelckers/gzdoom/commit/5f4e4d859eaae617d303a5543e1c1181a2ef61d5

>> No.4657451

>>4657441
It's already in the devbuilds page.

>> No.4657459

>>4657419
Ty.

>> No.4657475

>>4656783
It did in Quake, but not in Doom. In Doom it fires and then reloads with almost no jostle at all.

>> No.4657481

>>4657206
Every other hitscanner has perfect aim too, who cares? They give you a chance to get behind cover so it's perfectly fair.
Anyways it sounds like you're complaining that they're too difficult. THAT'S THE WHOLE POINT. They are a challenging enemy.

>> No.4657484

>>4657481
>Every other hitscanner has perfect aim too
Not him but they literally don't.

>> No.4657485

>>4657116
>>Instead of reviving enemies, it eats their fresh corpses and becomes stronger
So kinda like gremlins from Quake Scourge Of Armageddon

>> No.4657490

>>4657481
>Every other hitscanner has perfect aim too, who cares?
You're a fucking brainlet. Pistol soldiers especially can miss if you ADAD spam

>> No.4657493
File: 36 KB, 551x482, TOMORROW EARLY IN THE MORNING.jpg [View same] [iqdb] [saucenao] [google]
4657493

>>4656886
tickle his feet

>> No.4657495

>>4657493
Go away.

>> No.4657502

>>4657495
lmao

>> No.4657534

>>4654632
I just recently realized that the ALIENS TC WAD for DOOM?ULTIMATE DOOM has many sound effects and music ripped from the Sega Saturn port!

>> No.4657538

>>4657490
>if you ADAD spam
Not him but that's got nothing to do with it.

>> No.4657541

>>4657538
>not him
Do people really get confused if you reply into a conversation?

>> No.4657557

>>4657485
>Scourge Of Armageddon
Every time.

>> No.4657565
File: 545 KB, 622x831, kitty ranger.png [View same] [iqdb] [saucenao] [google]
4657565

>>4656482
Made 3 for now.
4th one's gonna be in DM4 jam.

>> No.4657570

Can you recommend me some megaWAD made by a single person, with some downright weird, unconventional and needlessly complex level layouts? Same for Build and Quake1 - what are they called? mini-campaigns or something? Anyway, again, one author, labyrinthine, weird, needlessly complex (moreover, this complexity needs to be directly related to gameplay! fancy backdrops don't cut it!), "what did he even mean by this?".

In other words, anything similar to Petersen's levels, Plug'N'Prey, HeXen1, Redneck Rampage 1 or, arguably, Mysteries of the Sith, I guess?

>> No.4657571

>>4657230
>flustered
Nah, we are just laughing at you, at how you believe you are so important to the point you require a secure tripcode because you think people might want to impersonate you.

>> No.4657575

r & i

>> No.4657580

Also, level created in 90s, before more or less strict guidelines were established, are preferable. Like, something good from EARLY WAD scene maybe? A product of pure experimentation, that also happens to be good from a certain standpoint, that's what I'm looking for.

>> No.4657595
File: 326 KB, 2048x1150, Dark Realm of Blue Magic.jpg [View same] [iqdb] [saucenao] [google]
4657595

>>4657570
It's not released as of yet (sorry to break your hopes), but I can guarantee you that the Newhouse's 8 level Quake 1 episode is gonna have some weird Petersen-esque shit in it.

>> No.4657601

>>4657162
Would this get "upgraded" into an onsen-style "front-covered only" bathtowel suit, just like in my animus?

>> No.4657604

>>4656339
The big difference in monsters for Hexen is they become glass hammers. Their HP might increase abit but their attacks start doing alot more damage or traveling faster. Centaurs are also 50% fuck you meat shields too.

(centaur shield fireballs, murk dweller acid balls; the disciple fireballs as a string cause a heck of alot of damage plus are seeking, and those fuckers fly better than gargoyles)

>>4657595
whoa quite pretty there, had trouble telling if it was doom or quake until I saw the ogre

>> No.4657606

>>4657570
I think you'd like Nicolas Monti's maps.
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/eviltecc
https://www.doomworld.com/idgames/levels/doom2/d-f/erkatane

>> No.4657617

>>4657230
I don't speak for the others, but I said what I said with good intention.
Just know that because you are a moderator on the ZDoom discord, that others there will easily see that you are an active participant of these threads and will see everything you say here. Perhaps, that is not something to take too lightly.

>> No.4657620

>>4657570
CASTEVIL.WAD

>> No.4657621

>>4657056
that would be Tenebrae anon, but the dreams of that port being finished to kill DP is dead

the closest thing to it is Q2XP for quake2, sadly theres no maps for Q2

>> No.4657626

>>4657557
>Dissolving of Eternity

>> No.4657631

Question, what should a succubus look like in doom? I figure it must lay someplace between anime girl with horns and tail, and inhuman gigeresque monstrocity

>> No.4657637

>>4657631
there was a very recent discussion about this actually

i can't remember, but the tl;dr is that it was generally accepted that doom demons tend to be close to established figures (humanoid, beastly, etc) but twisted in some way

>> No.4657639
File: 502 KB, 484x408, ATOMIC LUL.png [View same] [iqdb] [saucenao] [google]
4657639

>>4657631
baron of hell but with bob

>> No.4657640

>>4654905

i have one main folder for doom stuff. everything described later is in it.

i just put mods in mods/<mod name> folders

optionally mods/<mod name>/<version> if i feel like keeping more versions and mod comes with multiple files.

and maps in maps/ along with .txt to describe them.

i have some mods i grab directly off github, so they are in mods-git/<mod-name> folders.

i have no need to more complexity,

>> No.4657643
File: 119 KB, 900x900, bob.jpg [View same] [iqdb] [saucenao] [google]
4657643

>>4657639
?

>> No.4657645

>>4655375
we should just take fractal doom and replace mini-marines with bunnies.

>> No.4657650

>>4657321
>>the normal shotgun is on level with dooms pistol (kills the weakest enemies in 2 shots) but as the starting weapon, that is fine.
But on average it's still more powerful ratio-wise than Doom's pistol, because Doom's damage randomization means it can take twice as many shots or more to kill something (i.e. shotgunner or zombieman) while a Grunt or Rottie will always die in two well-placed shotgun shells, an Enforcer or Knight in four, etc.

>> No.4657651

>>4654905
I have an iwads folder and a pwads folder
that's it

>> No.4657667

>>4657604
>had trouble telling if it was doom or quake until I saw the ogre
that's kind of insulting

>> No.4657670

>>4657650
my issue isn't that the guake shotgun is stronger than dooms pistol, it's that the double shotgun is so much worse than dooms shotgun

>> No.4657671

>>4657670
don't expect it to be equivalent to the super shotgun, the rocket launcher fills that role

we have this discussion almost weekly

>> No.4657672

>>4657670
Is that a matter of Quake's SSG being underpowered, or just Doom's SSG being overpowered?

>> No.4657675

>>4657570
starwars: chibi rebellion is a pretty complex one person project

>> No.4657686

>>4657670
>>4657672
The Quake SSG being underpowered. The regular doom shotgun is also much stronger too.

If Q1 shotguns did double damage, fired half as fast, and you could only carry half as much ammunition the experience for players would match up more effectively. Instead it just feels like you're shooting .410 gauge or shit like that.

>> No.4657690

>>4657672
That's a matter of Quake's SSG being underpowered

Every other weapon above it is going to kill monsters much much faster and eventually both shotguns get ignored because of how sturdy all enemies are

In Doom everything ends up getting used at some point with the exception being the pistol because there is very weak enemies scattered about with the sturdy ones

>> No.4657707
File: 148 KB, 1035x633, shotfun.png [View same] [iqdb] [saucenao] [google]
4657707

>>4657686
>The regular doom shotgun is also much stronger too.
No, it isn't. The Q1 SSG is right on par with the Doom single shotgun and doesn't fall off nearly as hard against tougher enemies. Take the guns in Q1 and move them down a tier compared to their models and there you go.

>double damage
>half as much ammunition
In some maps 100 shells max is already cutting it close, 50 with double damage would make missed shots even more punishing. You'd also one-shot all the weakest enemies right from the start of the game, which doesn't match up at all to Doom pistol starts.

>>4657690
>eventually both shotguns get ignored because of how sturdy all enemies are
Absolutely not. The double barrel is great for players who want to play risk/reward (and can do the Shambler dance) and the single barrel is always useful for anything beyond pissing range, especially against flying, fast or unpredictable enemies (Spawns, Scrags, the various flying things added by mods like Quoth) as Quake has no Chaingun equivalent- your only hitscan weapons are close-range only.

>> No.4657717

>>4657541
unrelated to the argument at hand, but it's one of the most ancient damage controlling techniques on the site. you can't handle two folk mocking you or debating your opinion? samefag. no way I'm coming off as a baboon in the eyes of more than just this one guy. two replies with exactly one minute of difference between them? yup, gotta be the same guy, he's just wording his sentences differently.

one of the downsides of making everyone anonymous is you end up with legitimate retards who think mind reading is an art.

>> No.4657721

>>4657707
>Q1 SSG kills one zombie with a single blast
>Doom SG kills 2-3 zombies with a single blast

>SSG
>Doing the shambler dance with it and not your actual good weapons for it
Why not just lightning gun it or use the super nailgun instead?

>> No.4657727

>>4657721
it's almost like doom zombies and quake zombies are completely different types of enemies

>> No.4657729

>>4657717
>they don't know how to check for samefag
Sad!

>>4657721
Quake and DOOM are different games and have different enemies

>> No.4657730

Why does Metadoom's chaingun turret mode stops the player from moving, instead of just slowing him down?

>> No.4657742

>>4657730
im guessing because its based on the doom 4 chaingun turret mode, which is like that

>> No.4657749

>>4657721
If you don't have enough nails or cells (or the LG at all), obviously. So much of these arguments come down to how the map itself is designed that straight weapon arguments are almost silly.

>> No.4657752

>>4657729
but I just partially described how people are capable of detecting them?

>> No.4657754

>>4657742
the mastery allowed you to move while firing, just at a reduced pace

>> No.4657756

>>4657707
doom shotgun causes about 70 damage and the quake shotgun causes 24, so your argument is objectively discarded. End of discussion.

> more punishing if you miss
What is Skill? What is Tactics, using corners to your advantage? Why not use nailguns at long range if you got some dude who's just going back and forth.

Also one-shotting weaker enemies assumes all pellets hit, if the shotgun was spreading pellets in a wide oval (like a spreader choke) then 12x4 pellets could certainly one-shot an enemy, or depending on how you hit them it might not and leave you vulnerable
> I never liked the lack of randomized damage for player weapons in quake.
> If they made it shoot an oval cone it would be much like they had done for doom, they had no reason not to do this.

Likewise having an SSG delivering as many pellets as it does, that do twice as much damage, means that you can one or two shot most weaker enemies. But quake faze animations are kinda short so just like D2 it would counterbalance it... an ambush weapon for jumping around a corner and saying "surprise" with.
> also its as easy as saying for zombies "I take half damage from this unless it has quad damage active" to prevent them from being splattered
> another counterbalance compared to doom is that shotguns are not railguns in quake, if its not enough to gib them they are buckshot sponges.

And with doom pistol starts those 50 shots are pretty dubious and you hardly ever go through all of them before you either find more ammo or get a shotgun. And if you do run out there is a thing called the Fist weapon which the player Should be forced to use alot more often.
> in quake your melee weapon is surprisingly more effective than it is in doom, I guess a big double bladed tactical tomahawk would be though

>>4657721
Its a technique also applicable to Fiends and maybe Ogres too if you're willing to risk getting nicked.

Brings up another point that Shamblers should have lightning resistance, since they use it

>> No.4657758

>>4657721
You should also remember that enemies in Quake are more resilient than the ones in Doom. Or at least the scale of everything is different. It's clearly intended in Quake to not be able to waste large groups of weak enemies.

>> No.4657768

>>4657727
>>4657729
>>4657758
Yes and it is also why we can't put the gun in the same tier as one another because their effectiveness in each game and what it's used for is different

Straight comparisons won't work because the same scenario simply doesn't exist in the two games

We can't even compare rockets in the two games because of splash and velocity are wildly different and enemy crowds are very different in the two

>> No.4657773

>>4657749
>>4657721
Another reason I thought of is lets say you ran out of nails, you dont have the LG yet. You've got rockets but you want to save those or you have to fight in close quarters.
> fiends jump at you, closing distance rapidly
> shamblers take half damage from explosives and it rarely fazes them anyway, big expenditure on damage economy to dump 12 rockets onto them and it takes time.
> why would you be out of Nails? because you fired them all
Grabbing the Quad from somewhere so you can tear through some guys is an okay tactic, but sometimes you want to save that for a real meat grinder or maybe its just too far away to be practical (quad is ending right as you get back to kill the monsters, you have to finish it off with some normal damage shots).

>>4657768
>>4657758
I keep trying to tell people about the damn Scale between the games but they wouldnt listen. If you look at the forest for the trees the equivalence between the two games is roughly a 2:1 ratio when it comes to doom.

Even the rockets cause about 2x damage in doom compared to quake. All across the board it just looks like there's a 2:1 ratio.
> which means in quake stat numbers an Imp in quake would have about 30 health, a Demon would have about 75, Cacos would have about 200, a Baron would have about 500, and a Cyber would have 2000
Looking at those numbers it seems reasonable considering how much less ammunition you can carry in quake. Crappier monsters gets made up for there being alot more of them.
> 2000 health for a boss which can fire Rockets at you is also not a pushover in quake terms either. Even Cthon is easier to kill since you just press buttons.

And zombies kinda fall over if you breath in their general direction in doom as well, so having 10 or 15 health in quake wouldnt be all that inaccurate either seeing as they are hitscan enemies. There sure are a heck of alot of them too. The quake zombies have thicker armor thats all.

>> No.4657774

>>4656738
fuck
yes
thx based marisa

>> No.4657784

>>4657364
stellar job, how long have you been working on it?

>> No.4657792

>>4657604
Could just be an ogre model in gzdoom :^)

>> No.4657795

>>4657230
My only issue with your tripfagging is that you should have picked a less shitty, boring 2hu.

>> No.4657798

>>4657795
She's best girl though.

>> No.4657805

>>4657798
how can someone possibly have such shit taste

>> No.4657806

>>4657534

there was actually a bit of a controversy around that, because the dates between the release of the Saturn port and the Aliens TC don't add up.

I can't remember the exact details, but that's the gist of it.

>> No.4657807

>>4657604
Centaurs are easily the biggest reason why I hate playing Hexen. They slow down combat SO MUCH and there's no trick to killing them faster.

>> No.4657812

>>4657805
Tell me your favorite 2hu anon.

>> No.4657815

>>4657812
my favorite is they're all shit because 2hu is for casuals who don't know anything about shmups and just wank to anime girls

>> No.4657816
File: 47 KB, 512x336, translations01.png [View same] [iqdb] [saucenao] [google]
4657816

>>4657768
>>4657773
I mean consider if there was a doom mod that just gave you straight Quake 1 weapons. You still have to fight doom monsters with all their normal stats and distribution in any given map.
> Except your Q1 weapons cause double damage in doom... about 48 for the shotgun, 112 for the double barrel, every nail spent causes 18
> grenades cause 128 explosive + 72 impact, rockets cause 128 explosive + 112 impact
> every cell spent for the LG of which you can only carry 100 of each causes 56 damage.

I think it would take out enemies pretty spectacularly on a 1v1 basis but then again the doom shotgun does that pretty well. The problem is running into 8-20 imps, being shot at by 2-5 shotgun zombies, facing down a stampede of demons, or having the equivalent of multiple Flying Ogres (caco) hitting you while you're moving through tight spaces up on catwalks.

And facing down 2 Barons at a time is kinda a big deal when they cause about 40 damage per fireball hit, and they reach in your chest an pull your heart out pretty much when it comes to melee.
> Doom Hell Knights and Quake Death Knights are practically equal in these regards, except the DKs are faster on foot and I guess since there are often alot more HKs that difference in performance is made up for by numbers.
> Imagine in doom having a Death Knight come up and do twice the usual damage it causes with the sword. And each of those firebolts cause 18 damage... 90 for a full spread, its even easier to be hit by those than a noble fireball, though a noble fireball also goes faster.

Another equivalence thats rarely mentioned is Speed since Quake monsters move so much faster, even the zombies move about as fast as doomguy walks. If you made doom monsters fast like quake monsters but you get rid of probably about 1/2 of them (while making the zombies more accurate) they would have a similar difficulty to Quake monsters.

>>4657807
poison vials, depending on class
area damage is your friend

>> No.4657820 [DELETED] 

>>4657815
Oh you're that one Cavefag, I'm gonna stop replying then.

>> No.4657825

>>4657820
Nothing wrong with being a Cavefag. I'd rather play DoDonPachi than Touhou any day.

Personally I'd rather play Radiant Silvergun.

>> No.4657826

>>4657812
Not him but I'm kinda fond of awoo.
$350 fine though

>> No.4657830

>>4657784
I worked on it in 2011, stopped, then just started for the past month or so.

>> No.4657832 [DELETED] 

>>4657820
and here we see the newfag's attempt at deflection, desperately trying to tie an identity to an opinion he doesn't like

call me australia-kun next

>> No.4657838
File: 82 KB, 600x800, TriHard.jpg [View same] [iqdb] [saucenao] [google]
4657838

>>4657820

>> No.4657842

y'all need to head on over back to /jp/ now

>> No.4657843 [DELETED] 
File: 2 KB, 126x103, 1511555177723.jpg [View same] [iqdb] [saucenao] [google]
4657843

Guess I hit the bullseye.

>> No.4657852

>>4657843
>>4657820
This is the exact sort of shit I'm fucking talking about.
This isn't even a fucking argument. You're not trying to discuss anything. You're just trying to have the smuggest dismissive one-liner because you think you're right and so there's no need to continue the discussion anymore.
At least the other guy said why he didn't like Touhou, you're just saying "I'M GONNA STOP REPLYING" and then immediately after you fucking do anyway.
YOU are the problem with 4chan nowadays, not him.

>> No.4657858

>>4657843
Go brag to your friends on plebbit how you "pwned us 4chan noobz" and fucking stay there while you're at it.

>> No.4657859

>>4657852
>At least the other guy said why he didn't like Touhou
Where exactly?

>> No.4657861
File: 1.16 MB, 313x4096, butthurt comet.png [View same] [iqdb] [saucenao] [google]
4657861

>>4657852
>>4657858
>>4657820

all because someone joked about not liking touhou

>> No.4657862

>>4657756
individual weapon damage means nothing at all without comparing enemy health as well

>> No.4657863

>>4657859
>2hu is for casuals who don't know anything about shmups and just wank to anime girls
fight me
no, seriously, actually fight me, don't hide behind an alias that you imagine applies to an anonymous poster who could be literally anyone

call me a faggot and tell me that you know about shmups
tell me that you like it's scoring mechanics
something
ANYTHING

>> No.4657864

>>4657859
It was right in that fucking post >>4657859

>> No.4657867

>>4657861
I don't give a shit about toohoo I just want some god damn DOOM discussion in fucking /doom/
>>4657863
Fuck off, poser. jfc

>> No.4657870

GUYS TAKE IT TO ANOTHER THREAD
make one to argue in if you have to

>> No.4657874

>>4657863
That's a Nice reason. Here let me try too:
Cave games and especially Treasure shmups are for casuals who don't know anything about shmups and just wank to anime girls.

>> No.4657876

>>4657870
I'd rather they take it to another board, or even another site entirely.

>> No.4657879

>>4657874
good, now we can fucking fight like men

gunstar heroes and alien soldier are fucking amazing games that had nothing to do with anime girls at all but had solid mechanics, so try again

>> No.4657882

>>4657867
>I don't give a shit about toohoo
Then (assuming those posts were you) why do you even care about "Cavefags"?
It's not like /doom/ talk is ever exclusively about Doom anyway.

>> No.4657883

>>4657876
Another plane of existence would be pretty good too

>> No.4657884

maybe you're both right? maybe treasure and cave and zun all make good games?

>> No.4657886

>>4657867
I don't even know what tohou is. All I really know is that looks like going against a revenant horde while tripping on LSD, except the revenant horde are anime girls. Fuck, whoever the fuck you play as is an anime girl, why can't they cake the room with magic missles like who they are going up against?

>> No.4657887

>>4657879
Neither of those are shmups.

>> No.4657889

>>4657882
It wasn't, all I posted was >>4657858 because these fucking cretins want to zinger each other instead of making some maps

>> No.4657892

>>4657889
My mistake.

>> No.4657902

>>4657887
they are run-and-gun side-scrolling shoot-em-ups

also called "shmups" for short

>> No.4657905

>>4657902
>run-and-gun side-scrolling
oh sorry i thought we were talking about REAL shmups

>> No.4657912

>>4657905
hey if you want to narrow it down 100% to top-down vertically-scrolling shoot-em-ups, gradius v is probably the best in the entire fucking series

ikaruga is just a memorize-em-up mess but radiant goddamn silvergun is legit fucking fantastic, even outside of the memes

>> No.4657917

>>4657912
hmmm...

ok, yes.

>> No.4657942

>>4657912
>gradius
>top down vertical

>> No.4657950

>>4657942
fuck me i'm a forgetful faggot, that's just embarrassing

i've been playing a lot of raiden lately okay

>> No.4657957
File: 17 KB, 311x307, globalist says.jpg [View same] [iqdb] [saucenao] [google]
4657957

>>4657862
> stating the obvious when I fleshed that out completely, even adding "Movement Speed" to the equation

>> No.4657960

>>4657942
>>4657950
to be fair they have a couple levels that are like that

>> No.4657985
File: 1.28 MB, 1920x1080, Screenshot_Doom_20180320_195921.png [View same] [iqdb] [saucenao] [google]
4657985

Sunlust is great with Trailblazer

>> No.4658047
File: 352 KB, 1366x768, Screenshot_Doom_20180320_170518.png [View same] [iqdb] [saucenao] [google]
4658047

http://static.allfearthesentinel.net/wads/demoncounterstrike-v0.01.pk3

It took me so long* but I finally finished this mod that just spams monsters (and maybe item) in your face. You can customize it so you can control when or how often things spawn.
Oh, it works with other gameplay mods but you must load this one first, for some reason.


*2 days

>> No.4658054

>>4657807
Fighter
>Timon's Axe tears through them like paper
>Hammer for ranged kills
>Disc of Repulsion off a cliff

Cleric
>Flechettes
>Wraithverge
>Disc of Repulsion off a cliff

Mage
>if lined up, Sapphire Wand and kill them all at once
>all Centaurs are especially weak to lighting, use Arc of Death
>if clumped up, use Bloodscourge
>Disc of Repulsion off a cliff

>> No.4658056

Is there a lump in gzdoom that controls sprite translucency? Like if I wanted to remove translucency for fireballs or some such. Or add translucency to a monster?

>> No.4658059

>>4658047
Always wanted a mod compatible mod where you run around and kill shit.

>> No.4658062

>>4657807
i really like karnak, 'fixes' hexen and heretic imo
https://mikestoybox.net/2017/06/29/karnak/

>> No.4658067

>>4658054
Do Timon's axe and the sapphire wand go through shields? I know the poison flechette does

>> No.4658070

>>4658067
It goes through them but it doesn't deal damage IIRC. I don't think Cleric Flechette does either. Maybe GZDoom has their behavior wrong or something, I dunno.

>> No.4658073

>>4658067
No but Timon's kills them in two swings. The Sapphire Wand goes through them because of the ripper effect but it doesn't harm them until they exit their defensive state. It's not the MAge's ideal way to kill them but it can stunlock an infinite amount of Centaurs and kill them all at once.

>> No.4658078

>>4658056
Nope.
All of it is doable in DECORATE or ZScript, of course.

>> No.4658090

does /vr/ use any good jukebox wads?

>> No.4658091

>>4658090
I use the SNES games ost one.

>> No.4658092

>>4658090
Yeah it;s called a music player application

>> No.4658102

>>4658092
nigga how winamp gonna know when the map ends

>> No.4658104

>>4658102
you just let the song keep playing 'til it gets to the next one...?

>> No.4658116

>>4658102
god i lol'd

>> No.4658119

>>4658078
Alrighty. Thanks.

>> No.4658135

>>4657595
>>4657606
>>4657620
>>4657675
Thanks.

>> No.4658145
File: 368 KB, 512x250, gif.gif [View same] [iqdb] [saucenao] [google]
4658145

>>4657162
Anyone got a collection of sprites of this game?

I wanna do some fan art of that qt grill

>> No.4658148

>>4658145
probably the dev who always posts those images?

>> No.4658150
File: 33 KB, 597x589, 1521210610045.jpg [View same] [iqdb] [saucenao] [google]
4658150

>>4658148
When I asked if anyone got it I don't mean I really wanna know if people have it I want the pictures instead

>> No.4658153

>>4658150
yeah so hopefully when he's around he might help you out

>> No.4658159
File: 533 KB, 1366x768, Screenshot_Doom_20180320_230150.png [View same] [iqdb] [saucenao] [google]
4658159

>>4658047
Say what you want about Brutal Doom, but I love friendly marines. And with this mod, I can have a squad that's constantly growing and defending itself from never-ending waves of enemies.

>> No.4658161

>>4658047
>>4658159
woah this actually sounds like some cool shit
easy to set it up like you have?

>> No.4658168

>>4658161
Just load this mod before any other mod. Loading it after will break it. I don't know why.
Since other mods will probably overwrite the main menu, you can access this mod's settings by typing "openmenu dcsmenu" in the console.

>> No.4658218

>>4658047
> StaticText "Note: Can't reset settings though this menu in gzdoom."
> StaticText "Type reset commands in the console instead."
Why not?

>> No.4658268

>>4658218
Resetting those settings is done by a KEYCONF console command. Apparently gzdoom doesn't allow that anymore in menus for security reasons. I think I can try doing that by executing a script instead. but I suspect that will require exiting the menu to take effect so you won't be able to see settings are being reset in the menu.
I don't know, I learned to mess with custom menus yesterday, lol.

>> No.4658271

>>4658159
I just noticed how tiny that hand is in comparison with the barrel

>> No.4658335

>>4657721
The only good Quake shotgun is the Arcane Dimensions' Widowmaker.

>> No.4658338

Anyone using the quakespasm-spike-admod engine? It's like DP but much better.

>> No.4658362

>>4658335
Widowmaker a shit.
>lol just gib the zombies dude

>>4658338
Tried it the other day to play a map that required it, some of the fancy graphics effects are neat for flames/whatever but the changed impact particles I'm not fond of, especially when they all look like the same spark effect instead of the simple but telltale "red blood particles for enemies and shootable walls, grey for world geometry, green for AD breakables."

>> No.4658413

>>4657985
everything is great with trailblazer.

>> No.4658449

>>4658413
not Unloved

>> No.4658461

>>4658449
Nothing is good with unloved

>> No.4658472

>created an awesome drawing
>created a comical drawing
what did gzdoom builder mean by this

>> No.4658591

>>4658090
Demonsteele has a great jukebox .pk3 which you can use apart from the main wad with 300+ midi tracks
You can bind keys to control it and do <song (song number)> in your console

>> No.4658598
File: 164 KB, 763x449, brutal.jpg [View same] [iqdb] [saucenao] [google]
4658598

orcs and elves is pretty fun

>> No.4658623

Is there any rhyme or reason to Wolfenstein's secrets, or is it really just humping every bit of the level? I feel like there's some coherency or certain hints I should be looking for, but then the game proceeds to change that. I'll be fucked to go through 6 episodes of this.

>> No.4658634

>>4657301
UV Tyson speedrun when?

>> No.4658653
File: 92 KB, 896x832, scrap086_a.jpg [View same] [iqdb] [saucenao] [google]
4658653

>>4657812
I like Wriggle a lot because she is easy to draw. In reality, I hate roaches. she's not a roach though

>> No.4658710
File: 9 KB, 913x913, implying.png [View same] [iqdb] [saucenao] [google]
4658710

Could I get some feedback on this map? It's for GZDoom, 10-15 minutes long, and moderately challenging. It comes with cc4-tex which needs to be loaded alongside it. I'll add the necessary textures into the wad itself later but it's 4AM and I'd prefer not to right now.

https://mega.nz/#!04Vj1KTJ!cYKlJJBKM1G357xZK83ob1fjJX0DnhNekb-9eQ-2Lqs

>> No.4658712

does any one wanna make a doom related album cover for me free midi album?

http://dialupformurder.bandcamp.com/

>> No.4658714

>>4658623
Not really, some are telegraphed but you're better off humping suspicious parts of walls when there aren't lebens to mein. I don't like how secrets are put in on mods iwads/wads period, some are intuitive and creative but the rest are just spamming walls

>> No.4658716

>>4658710
Forgot to mention, it has some secrets and I'd be interested in knowing how many you found.

>> No.4658745

Anyone saw this? It's apparently another level generator based off Oblige and ObHack, but I guess it's still being developed as I can't find a download anywhere.
I just hope it won't need Brutal Doom to run.
https://www.youtube.com/watch?v=RESnPhHxQ8c

>> No.4658750

>>4658745
you sure its not just someone's personal modification?

>> No.4658751

>>4658145
s-source?

>> No.4658752

>>4658750
Doesn't seem like it.
http://oblige.sourceforge.net/forum/index.php?topic=564.0

>> No.4658772

Where can i find the patch for TNT's Pharaoh level?

>> No.4658790

>>4658772
https://www.doomworld.com/idgames/themes/TeamTNT/finaldoom/tnt31fix

>> No.4658818

whatever happened to that doom 64 themed revenant?

>> No.4658825

>>4658472
flavor text

>> No.4658826

>>4654632
Need a good webm example of Linguortals, who here has got one?

>> No.4658841

>>4658710
pretty alright, getting the blue key just to get the yellow key feels pointless, fights with higher end monsters are kinda annoying with SSG > tier weapons, texture alignment is a little bit off and you cant press the exit switch, also when leaving the hell knight/archvile area the wall on the right path didnt open

>> No.4658847
File: 2 KB, 78x76, koffeebpl.png [View same] [iqdb] [saucenao] [google]
4658847

>>4658150
You can find em all in the sprites section of the .pk3 of the mod
you should be able to open .pk3 if you rename it to zip or if you use slade3 or 7zip

>> No.4658865

>>4657565
Gimme some tips

>> No.4658934

quaketard here, i played doom today and it's pretty alright, different game for sure though
now i'm going to bed

>> No.4658935

How often is saving acceptable?

>> No.4658936

>>4658935
Once per map.

>> No.4658937
File: 423 KB, 658x820, file.png [View same] [iqdb] [saucenao] [google]
4658937

>>4658935

>> No.4658940

Is there any one definitive video tutorial for map editors ( use GZD builder) or do I just go on the wikis
>>4658790
Is there any reason why this can't be patched into the TNT IWAD or is that not kosher

>>4658935
Save at the start of a new map

>> No.4658942
File: 434 KB, 1920x1080, Screenshot_Doom_20180320_150047.png [View same] [iqdb] [saucenao] [google]
4658942

I don't understand

>> No.4658943

>>4658937
were there autosaves in the original doom.exe?

>> No.4658948

>>4658935
Save how often you feel comfortable with. Don't be ashamed to save mid level if you're struggling with a part.

>> No.4658949

>>4658935
As often as you feel like.
Personally, I find myself saving a bit often, so I should probably work on that habit and be less dependent.

>>4658943
No.

>> No.4658958

>>4658935
whenever you want who the fuck cares

>> No.4658970
File: 2 KB, 205x336, aquamarine.png [View same] [iqdb] [saucenao] [google]
4658970

Is there really no way to check the sector type an actor is in via ACS or DECORATE? The heck?

>> No.4658983

>>4658970
There is.

General Gonzalez devised a way for changing map features in iwad maps by making a script that checks for things and objects to determine which map is which.
It's janky as fuck (because of course it is), but it does successfully detect the maps, and it implements his shitty ideas.

>> No.4658987

>>4658983
I'm talking about sector types like damage floors and secrets. Doesn't Brutal Doom just check for object locations in x/y coordinates? Kinda completely unrelated at any rate.

>> No.4659001

>>4658335
nah dude, the riot controller from zerstorer/travail is much more fun

>> No.4659002

>>4658935
I personally save at the start of map and before a tight spot if I anticipate or know of one

>> No.4659005
File: 1011 KB, 500x394, 1521641587764.gif [View same] [iqdb] [saucenao] [google]
4659005

What's up with the stigma of saving? I don't want to have to go through the entire level again to fight a revenant ambush again just because a zombie got a lucky shot on me afterwards.

>> No.4659007

>>4658940
I just found the video tutorials as soon as I sent that post and am now on my way to making babby's first real map

>>4659005
>he can't effortlessly shit on homing fireball skeletons
git gud

>> No.4659009

Do people like Hexen? I theoretically like the idea of dark fantasy with melee shit but all the enemies take too long to kill

>> No.4659025

>>4659009
level design is atrocious, progression is based on guesswork with the whole "a door opened somewhere". you're supposed to make it intuitive for the player.

>> No.4659027

>>4658943
No, but I'm pretty sure that every self respecting kid in the 90s mashed f6 at the start of the level.

>> No.4659030

>>4658935
I save often in case the game crashes or something. I still count most deaths as losing, though, and they might make me stop playing or pistol start the current map or another.

>> No.4659031

>>4654635
Brutal Doom v21 Tanks Preview.
https://www.youtube.com/watch?v=mgAxsaciOBQ

>> No.4659038

>>4659005
a lucky zombie being able to end your run ups the tension quite a bit

>> No.4659041

>>4659031
I swear to god Mark better credit Raven Software for that HUD

>> No.4659045
File: 321 KB, 800x800, 2zpm9u8.jpg [View same] [iqdb] [saucenao] [google]
4659045

>>4659031
>I made these models myself
sounds legit

>> No.4659051

>>4659045
Oh so you know where he ripped them off from, right?

>> No.4659070

NEW THREAD

>>4659067
>>4659067
>>4659067

>> No.4659086

>>4658940
Chubbs has some good videos. They're a bit slow tho

>> No.4659346

>>4658841
Thanks. Will fix the bugs and fit in a plasma rifle or rocket launcher somewhere.

>> No.4659351

>>4658710
I posted this in the new thread, but then I realized this thread was still open. I made a demo in GZDoom 3.2.5.
http://www.mediafire.com/file/6pa447figekzq7a/firstrun.lmp

I didn't beat it because I got stuck. The red exit switch didn't do anything, and it looks like there's a blue door I missed over by the box warehouse, but the door is locked and I couldn't find a button to open it.

>> No.4659432

>>4658940
>Is there any one definitive video tutorial for map editors
no

>> No.4659447

>>4658935
between enemy encounters
pretty much where they'd put checkpoints in a modern video game

>> No.4659452

WTF is happening to my Hexen? I'm well into Darkmere and still hasn't found anything but the Serpent Staf... Playing as Cleric.

>> No.4659457

>>4658935
It all depends on just how gigantic the map is, but the ideal is none except at the start of the map because you have to stop playing. Anything else is just for practice.

>> No.4659486

Anyone ever seen a satisfactory Sword or Bow-n-Arrow for Doom games?

>> No.4659516

>>4659486
gmota does cool shit with the sword especially on blaz
the bow and arrow that replaces the chainsaw in final doomer (the ancient aliens pack?) is pretty cool for a weird alien tech-y kinda bow

>> No.4659578

>>4659051
damn, that was fast, bro

you all right?

>> No.4659745
File: 126 KB, 800x769, 1510491159098.png [View same] [iqdb] [saucenao] [google]
4659745

How do you increase "fire-rate" of a monster in gzdoom?

>> No.4659754

>>4659745
1: make their attacks shorter in duration
2: call a_chase more often (i.e. if it's ABCD 4 A_Chase instead do AABBCCDD 2 A_Chase)
3: add +missilemore or +missileevenmore to monster flags
4: add MinMissileChance to monster properties.

>> No.4659756

>>4659745
Do you mean in udmf? With scripting?

>> No.4660115
File: 1.28 MB, 1275x916, 1496768643660.gif [View same] [iqdb] [saucenao] [google]
4660115

I wonder if anyone has ever found a working prototype of the canceled PSX port of Quake 1?