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/vr/ - Retro Games


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489440 No.489440 [Reply] [Original]

DOOM THREAD

=====
Please READ this FAQ before posting, some stuff here is very important!
FAQ: http://pastebin.com/XVwD7Lv2
=====
Doom setup tutorial for newfags:

http://youtu.be/A0QyGyUmwh8

PRO DOOM STRATS:

http://youtu.be/HJcf0aOwmiA

Steam Group:
http://steamcommunity.com/groups/vrDOOM

Discuss wads, stories, projects, servers, ask for recommendations, suggest ideas, etc; don't be shy, we're here to help!

We have many projects going, and if you want to share your maps or join in whatever thing you may want feel free to do it.

Remember, to join the /vr/ servers, you should get Zandronum
http://zandronum.com/download
Standard passwords for /vr/ servers: vidya, vidyagaems, videojuegos
If these do not work, ctrl+f the server name.

We have an IRC channel too

irc.zandronum.com #vr
password: vrtroopers

For singleplayer, use GZDoom SVN builds. vid_renderer can switch between software and OpenGL so you don't have to install zdoom as well.
http://svn.drdteam.org/gzdoom/

This is a begginer's pack someone kindly put up for everyone
IWAD Pack (40 MB) (Contains Doom/Doom2/Plutonia/TNT/Strife/HeXen/Heretic/etc)
http://www.mediafire.com/?jdl2pbv0vfv0b6n
Doom Pack (200 MB)
http://www.mediafire.com/?zwhkju5l5d8mo9v
MEGA PACK (1 GB) (w/mirrors)
http://filewinds.com/ka0r1kpttoow/DOOM_Megapack.zip.html
https://mega.co.nz/#!Q5JD1QyB!UbMB9lwxtTsHFJW5FNU0emKXvqEpptZPKs_kVB8P_jc
http://www.mediafire.com/?a01dhq1jk7i3p

Let's get Dooming!

>> No.489491
File: 2 KB, 184x256, isitsafe.png [View same] [iqdb] [saucenao] [google]
489491

i-is it safe now
can we play doom?

>> No.489492

Doom is rated M for mature.
fucking act like it.

>> No.489501

Is Freedoom any good?

>> No.489502
File: 21 KB, 350x319, 1356059883949.jpg [View same] [iqdb] [saucenao] [google]
489502

>>489491
It's never safe

>> No.489510

>>489501
It always seemed kinda... Slow to me. Just sluggish or something, I don't know why.

>> No.489513

>>489501
No, not really. But I heard you can load mods and shit into it, so if you're a moral fucking paragon and don't want to pirate a nearly 20 year old game, there's that.

>> No.489514

>>489502
oh no
>>489501
it's good in the aspect that it's free and is well.. doom

>> No.489519
File: 288 KB, 800x1231, 1300428345932.jpg [View same] [iqdb] [saucenao] [google]
489519

I'd like to see doom art images.
Here's one I found ages ago and posted here.

>> No.489525
File: 343 KB, 714x1119, 1366338102718.jpg [View same] [iqdb] [saucenao] [google]
489525

This is another.
I liked the color usage here.

>> No.489526

>>489519
Wasn't that made by the dude who made spelunky?

>> No.489534
File: 291 KB, 600x399, 1365483958305.jpg [View same] [iqdb] [saucenao] [google]
489534

Here's one at a bar.

>> No.489541

>>489534
dat fucking mug

>> No.489542
File: 205 KB, 800x900, 1364294837130.jpg [View same] [iqdb] [saucenao] [google]
489542

Here's a joke one.

>>489526
Dont know, buddy.

>> No.489543
File: 509 KB, 1600x1200, 57467.png [View same] [iqdb] [saucenao] [google]
489543

>> No.489547

>>489534
There ought to be a mod based off this.

>> No.489549
File: 117 KB, 672x1024, 1365487324069.jpg [View same] [iqdb] [saucenao] [google]
489549

This is an arch vile.....probably didnt need to bother saying that.

>> No.489564

how come there aren't many truly open invasion maps? it's usually just chokepoints and shit.

>> No.489567

Reposting this poll.
I'd like to see a mascot. I wouldn't like to see us STEAL one.
http://poll.pollcode.com/h2kju

>> No.489568

>>489547
There was an EDGE engine mod that did something with soda.

>> No.489570
File: 879 KB, 625x790, Doom_Ctrl_Alt_Del.jpg [View same] [iqdb] [saucenao] [google]
489570

Here's a personal favorite.

>> No.489572

>>489564
I really don't know.
The chokepoints style is pretty much a mindless clickfest.

>>489567
Looks like Imps and Revenants are tied.

>> No.489573

>>489564
Tell ya what, I'll see what I can do. Let me boot back into Windows to use DB2 (Can't make invasion maps in Slade yet.)

>> No.489574

>>489567
Voting for the agitating skeleton as per usual

>> No.489583

>>489570
Kinda looks like doomguy's groping the dude's ass in panel 3.

>> No.489584

>>489567
>steal one
that one stinged.

In all honesty i didnt know about the official mascot

>> No.489589

>>489567
>http://poll.pollcode.com/h2kju
The imp is the most recognizable Doom enemy.

>> No.489593

>>489589
True, but the Revenant is the most /vr/oom Doom enemy.

>> No.489591

>>489567
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

>> No.489602
File: 81 KB, 600x348, 345.jpg [View same] [iqdb] [saucenao] [google]
489602

>> No.489607

>>489593
No, it isn't.
Someone made one wad about them.
Everyone still hates them.

>> No.489615

>>489602
Kevin Cloud and whoever that is at the bottom left next to romero and weird al yankovic are the only normal looking people there.

>> No.489620

>>489589
The most recognizeable Doom enemy is the Cacodemon.

>> No.489628

>>489621
Again, no Doomseeker?

>> No.489621
File: 87 KB, 640x427, 1358238179054.jpg [View same] [iqdb] [saucenao] [google]
489621

rev up those bandwagons!

server: /vr/tual bois solve a murder mystery
ip: 108.61.83.66:15044
pass: vidya

playing who dun it

>> No.489624

>>489607
Someone made one wad about them after near constant talk about them. But unlike Chaingunners, revenants are actually great enemies that are fun to fight.

>> No.489635

>>489628

yes? what do you mean no doomseeker? it should be displayed on it yes.

>> No.489637

>>489624
> after near constant talk about them
After near constant HATE talk about them.

>> No.489648

>>489628
You need to refresh the list.

>> No.489650
File: 128 KB, 1003x764, aSr9q.jpg [View same] [iqdb] [saucenao] [google]
489650

I've got a high res cover of doom that has been signed by ID staff but 4chan isnt letting me post it, it's a jpg too.
Damn.
Have this instead.

>>489543
Would play.
I've seen Doom RTS's before as well and they all look pretty gud.

>> No.489651
File: 413 KB, 1280x1024, 876876.jpg [View same] [iqdb] [saucenao] [google]
489651

>> No.489646

>>489637
Id say the general opinion is that theyre annoying but theyre good enemies, unlike hitscan enemies.

>> No.489659
File: 103 KB, 606x778, 53543.jpg [View same] [iqdb] [saucenao] [google]
489659

>> No.489675

>>489440
How does the multiplayer work? Is it worth playing with yall? I have never played doom before

>> No.489679

>>489637
Okay who ACTUALLY hates Revenants?

>> No.489683
File: 1.33 MB, 400x182, 1366237639644.gif [View same] [iqdb] [saucenao] [google]
489683

>>489519

>> No.489697
File: 1.62 MB, 625x790, Seriousmiscarry.png [View same] [iqdb] [saucenao] [google]
489697

>>489570
>Bum Tickley

Every fucking time

>> No.489691

>>489583

of course, that's why the guy looks so uneasy

>> No.489692

>>489679
Me. Fucking ASSHOLES.

>> No.489701
File: 47 KB, 499x801, Untitled (2).png [View same] [iqdb] [saucenao] [google]
489701

>>489679

Revenant-hunter extraordinare reporting in.

>> No.489712

>>489679
>implying anyone couldn't hate revenants

>> No.489714

>>489675
Get Doomseeker + Zandronum, pretty sure Doomseeker actually comes with Zandro.

Point Doomseeker to your Zandro folder. Point Doomseeker to a preferred folder to store WADs.

Try to join a /vr/ server, you will be missing the wads. WAdseeker should automagically start and download them into the folder you pointed to earlier.

Enter a password (usually one of the 3 in the FAQ).

And you're off.

We're currently playing Who Done It, a murder wad where innocents defend themselves from a (usually incompetent) murderer.

>> No.489717
File: 2.96 MB, 640x480, 1366247386380.gif [View same] [iqdb] [saucenao] [google]
489717

>> No.489728

>>489714
Everything you just said is in the FAQ

>> No.489721

>>489679
They're my least favorite monster to run into aside from Archviles.

Those homing rockets, man. If they were maybe a different color than the normal rockets it wouldn't be so bad, but it can be hard to tell at first glance it it fucks me up all the damn time.

>> No.489726

>>489679
I wrote a poem about revenants.

Fuck revenants.
Fuck revenants high and low.
Fuck revenants deep and thorough.
Fuck revenants wherever they may be.
Fuck revenants for what they do to me.

>> No.489730

>>489679
i do.

>> No.489746
File: 44 KB, 320x200, 1366236424650.png [View same] [iqdb] [saucenao] [google]
489746

>>489714
>>489728
>

>>489721
Well, when are you going to encounter other missiles in the game? You know when you've fired your own, and Cyberdemons are...
Wait
A fucking second
Cyberdemons
And Revenants.
Holy shit best boss fight ever.

>> No.489754
File: 62 KB, 345x264, SPOONandZORCH.png [View same] [iqdb] [saucenao] [google]
489754

>>489728
I don't care

>> No.489756
File: 98 KB, 540x864, Doom_Imp_by_bossquibble.jpg [View same] [iqdb] [saucenao] [google]
489756

>>489526
yesh

He did a couple

>> No.489760

>>489746
>>489746
>Cyberdemons and Revenants

Or worse... Cyberdemons that ARE Revenants.

>> No.489763
File: 10 KB, 204x136, 1365210658015.gif [View same] [iqdb] [saucenao] [google]
489763

>>489726
I like your poem.
I wrote a poem of my own.
_____________________________________

Fuck Revenants.
Fuck them on the bus, Fuck them on the train.
Fuck them in the car, Fuck them on a plane.
Fuck them in the sun, Fuck them in the rain.
Fuck them on the beach, Fuck them in the park
Fuck them in the light, Fuck them in the dark.
Fuck Revenants.
Fin

>> No.489770
File: 205 KB, 961x915, 1366258152879.jpg [View same] [iqdb] [saucenao] [google]
489770

>>489760
>We discussed this last night and I literally had nightmares, please stop.

>> No.489769
File: 279 KB, 1280x800, Screenshot_Doom_20130415_084611.png [View same] [iqdb] [saucenao] [google]
489769

>>489760
Or.. worse.

>> No.489782
File: 138 KB, 613x2498, fred chexter will wreck your shit.png [View same] [iqdb] [saucenao] [google]
489782

>>489746
Somebody on /v/ said that their dad made wads where there's all kinds of asshole trickery, like said Revenants reviving Cyberdemons amongst exploting glitches to get through the level.

Now if only he could actually get a hold of and upload them in the first place

>> No.489790
File: 53 KB, 416x416, 1355051861942.jpg [View same] [iqdb] [saucenao] [google]
489790

How do you transition textures well? Any advice?

I dont really like the idea of putting support beams everywhere.

>> No.489791

>>489760
No...
GHOST REVENANTS

>> No.489792

Why does Zandornum run like shit after a while if I can play most games on med settings?

>> No.489786
File: 197 KB, 1280x800, Screenshot_Doom_20130419_011646.png [View same] [iqdb] [saucenao] [google]
489786

>>489501
The monsters looks like shit.

>> No.489807
File: 204 KB, 480x640, 1364365318265.jpg [View same] [iqdb] [saucenao] [google]
489807

Are there often servers for Stronghold: On the Edge of Chaos?

I never play online but that was really fun offline.

>dont tell me that because Torm667 worked on it there are people that dont play it, yeah he's a bit naff at times but jesus fuck
>He's one guy of heaps that worked on it

What about Russian Overkill?

>> No.489823

>>489807
Everyone plays Russian Overkill anymore.
Which I don't know why, I dislike the whole mod as a whole.
I guess that's my opinion though,

>> No.489826
File: 399 KB, 479x422, gimmedemtaterchips.png [View same] [iqdb] [saucenao] [google]
489826

>>489769
>Cyberdemon that shoots super fast missiles that home in on the player 50% of the time
>has a spider mastermind hitscan chaingun in it's other hand
>automatically triggers an archvile fire attack when in view
>emits an aura that resurrects monsters around it
>periodically shits out pain elementals

>> No.489831
File: 80 KB, 220x117, 1365125113737.gif [View same] [iqdb] [saucenao] [google]
489831

>>489826
Wut?

>> No.489830

>>489826
You gave me ideas.
Never give me ideas.
I will make this.
Now.

>> No.489860

>>489807

Had one up a while ago. It's somewhat buggy and requires some dedicated players to get through. There's also a patch that lets you play it with Samsara

>> No.489886

>>489790
Depends on what you're transitioning into. Usually you can just make a section of a wall with a different texture jut out so it looks like a separate "construction" compared to the previous wall texture. You can even get creative with stuff like this and have something like the new wall texture jut out to create a sort of doorway frame (not like an actual door, just a little opening like one).

>> No.489889

>>489542
>palsma

>> No.489913

>>489826
I actually had a boss monster for an ancient project of mine that was something like the first three bullet points. A cyberdemon with two missile launchers (that homed as well), two chainguns underslung beneath the launchers, and replace the Archvile attack with a Railgun that it sniped you with if you caused it to go into pain (arguably even more annoying).

Someday, I wanna learn to do proper sprite editing and really make the thing exist instead of just being a silly rework of that dual-launcher Cyber.

>> No.489912
File: 1.06 MB, 1280x800, Screenshot_Doom_20130419_013352.png [View same] [iqdb] [saucenao] [google]
489912

>> No.489924

>>489889
John Stalvern waited. The lights above him blinked and sparked out of the air. There were demons in the base. He didn't see them, but had expected them now for years. His warnings to Cernel Joson were not listenend to and now it was too late. Far too late for now, anyway. John was a space marine for fourteen years. When he was young he watched the spaceships and he said to dad "I want to be on the ships daddy."
Dad said "No! You will BE KILL BY DEMONS"
There was a time when he believed him. Then as he got oldered he stopped. But now in the space station base of the UAC he knew there were demons.
"This is Joson" the radio crackered. "You must fight the demons!"
So John gotted his palsma rifle and blew up the wall.
"HE GOING TO KILL US" said the demons
"I will shoot at him" said the cyberdemon and he fired the rocket missiles. John plasmaed at him and tried to blew him up. But then the ceiling fell and they were trapped and not able to kill.
"No! I must kill the demons" he shouted
The radio said "No, John. You are the demons"
And then John was a zombie.

>> No.489958

>>489534
Nice.

>> No.490093
File: 1.17 MB, 1280x720, Badly Positioned and Scaled Federal Cops.png [View same] [iqdb] [saucenao] [google]
490093

Turned out like mirrilion times better then expected. Instead of using highres have 200x200~ sprites and used Scale in monster. Now its a problem of doing 50+ sprites per monster and finding the right scale.

>> No.490097

I posted in the other thread without noticing it was half past dead already.

I've just started lurking can anybody please tell my which wad and port is being used in this pic: >>486171 http://images.4chan.org/vr/src/1366318237603.png

>> No.490105

>>490097
Wad: http://www.doomworld.com/idgames/?id=15531
Port: ZDoom

>> No.490106

>>489912
What wad is this? Makes me wish the screenshots would add that info to the filename automatically.

>> No.490113
File: 31 KB, 512x381, 1339348509145.jpg [View same] [iqdb] [saucenao] [google]
490113

>>489823
I didnt fully ''get it'' but it was fun to romp around in in Sunder.

Play it on the harder difficulties though, I had a good romp with it last night in episode 2 on "stalin is after you".

>>489924
I dont know which would be more impressive.

A guy who was trying but it was ''so bad it's good" or a guy who knew how to write and did it in a style that was intentionally bad.

>> No.490114

>>490106
I think it's Dawn of Reality:
http://www.doomworld.com/idgames/?id=16275

>> No.490127
File: 65 KB, 285x276, 1358096564803.png [View same] [iqdb] [saucenao] [google]
490127

>Unloved 2 will never be finished

I thought the cacoward would have really spurned him on.

>> No.490137

>>490106
http://www.youtube.com/watch?v=Z8XSaKyj_XA

>> No.490138

>>490114
Thank you.

>>490127
>Can't play Unloved with Dynamic Light because no ATI optimization on GZDoom

>> No.490143

>>490138
That does suck, bro.
I hope you enjoy it whenever you get a card that can play it. It's a good little wad.

>> No.490156
File: 95 KB, 319x319, 1318634563321.jpg [View same] [iqdb] [saucenao] [google]
490156

>Want a switch that opens two doors.
>Give a tag to the switch and both of the doors sectors.
>Make sure both of their ceilings are at floor level.
>Test it in game.
>It is fully functional on one door
>The other door doesn't work.
What.

>> No.490158

>>490127
I guess the fact that it and the original was shit turned him off.

>> No.490178
File: 570 KB, 1920x1080, Screenshot_Doom_20130419_002111.png [View same] [iqdb] [saucenao] [google]
490178

So

Guys

I heard you liked..

Revenants

>> No.490179
File: 285 KB, 479x560, 1366337023490.png [View same] [iqdb] [saucenao] [google]
490179

>>490127
it was purists that made the maker of unloved not want to make unloved 2 (and thus depriving the community of a cacoward winning wad)

thanks retards, looking forward to playing whatever it is that you make

purists are like the kid in preschool who does not like the game so he smashes the toy and stomps off to sulk

>> No.490185

>>490156
Are you doing the doombuilder 2 tutorial videos?

>> No.490197

>>490185
I guess I am going to have to watch it once more. I just find it odd that the switch is functional for one door but not the other when both ceilings are at floor height and both sectors are tagged to the switch.

>> No.490198

>>490105
Thank you.

>> No.490210

>>490156
Odd that this wouldn't work, but I'm curious, what format are you working in? I'd say you should be sure to work in UDMF to get the most flexibility in your mapping.

>> No.490220

>>490210
If it's his first time mapping, he should probably stick with plain Doom format.

>> No.490232
File: 10 KB, 275x267, 1343504152760.jpg [View same] [iqdb] [saucenao] [google]
490232

>>490197
As somebody who gets erros that make you say ''oh fuck you DB2, thats meant to work" more often than not at least know that you usually figure it out sooner rather than later.

One common problem I had is making sure verticles are actually connected to linedefs, this can be missed when you turn off ''snap to geometry''

>>490210
This.

Use UDMF over Hexen format, was reading a thread on Doomworld yesterday and generally people use Hexen Format out of habit but know UDMF is better.
I'm getting started on UDMF as well, but using Doom 2 format for the moment just to get the bare basics.

>> No.490247

>>490232
>One common problem I had is making sure verticles are actually connected to linedefs, this can be missed when you turn off ''snap to geometry''
I'll check that out then. I'll just redo the area and hopefully it will work.

>> No.490245

>>490158
Can you elaborate on your grievances?
Saying "it was shit" is.....well it's pretty useless isnt it?, you cant do anything with this opinion and you cant learn from it.

>> No.490268

>>490232
Warning when converting maps to UDMF: Sometimes extra linedefs/verticies can be created/deleted on accident when you convert it, you'll want to check over your map before you start working on it again if you do decide to convert your map to UDMF

>> No.490280

>>490220
Honestly, I'd have to disagree. Maybe several years ago I'd say differently but by now everything is so well documented that there's no reason not to just jump straight into UDMF. Unless you intend to stick to vanilla constraints through your mapping career, it's easier to just get in now and learn it the first time 'round.

Also, the latest SVN release of GZdoomBuilder are a lot more stable than they used to be, and the extra features you get are wonderful. I'd recommend checking it out.

>> No.490309

>>490156
Actually, I just thought of something - You might try merging the two door sectors into one sector, so as far as the engine is concerned it's opening the same door. If the doors are both of the same height it should work.

>> No.490313

>>490280
The reason I say to use Doom format first is because Hexen/UDMF format can be very overwhelming at first. The door special in Doom format is just tagging the line with Special 1, whereas UDMF/Hexen is 202(0, 16, 0, 150, 0). Not to mention there's a ton of other aesthetic linedef specials.
I recommend Doom format first just for simplicity's sake. I figure if someone makes a quick, dirty, simple map for their first map, they'll finish it, see it in game, and be inspired to continue their mapping... "Carreer".

Additionally, does anyone know where I can find the CCT4 Textures, or whatever they're called?

>> No.490315
File: 443 KB, 800x537, 1364353806873.jpg [View same] [iqdb] [saucenao] [google]
490315

>>490280
I sort of agree. I'm >>490232
The reason I used doom 2 format was so I didnt get overwhelmed by all the extra options of UDMF.

They are tools in the box, you dont *have* to use them and Indeed many of them I wont. I want some colored sectors and 3d floors for a bridge.

Some people have this total phobia that the moment somebody uses UDMF or whatever, they'll use all the features and make something that looks like Zen Dynamics, crossed with the Shores of Zdoom with a dash of Aeons of Death and it's bollocks.

>> No.490318

>>490313
Community Chest 4 textures?

>> No.490326

Well, it appears I have made the most compact hud possible.

>> No.490327

>>490313
>Carreer
Heh, yeah that was a silly word to use there... Let's use hobby instead.

Anyway, I still say it's not as overwhelming since there's so much documentation, but eh, to each his own.

Also http://www.doomworld.com/vb/community-chest-4/43409-cc4-official-texture-resource/

>> No.490328
File: 136 KB, 1280x800, Screenshot_Doom_20130419_014622.png [View same] [iqdb] [saucenao] [google]
490328

>>490326
forgot image again

>> No.490334
File: 497 KB, 500x270, Highest of Fives.gif [View same] [iqdb] [saucenao] [google]
490334

>>490318
*Fingersnap*
That's what it was called! Thanks.

>> No.490337
File: 38 KB, 485x360, 1347429156627.jpg [View same] [iqdb] [saucenao] [google]
490337

>>490318
>>490313
I was getting a link ready but >>490327
got it.

The ''dusk texture edits'' on Realm667 are good too, they fit in seamlessly with some of the cc4 textures.

>> No.490338
File: 1.46 MB, 350x265, 1343690660340.gif [View same] [iqdb] [saucenao] [google]
490338

>>490179
Why does every game with mods have these twats? This same shit goes on with Elder Scrolls and Fallout whenever someone makes a mod that overly quirky and doesn't fit in, these asshats come out of the woodwork screaming "MUH LORE! MUH LORE!". Jesus christ people, are you seriously that afraid of change? It's a damn video game.

>> No.490347

>>490179
>>490338
please do not start this again we had a huge ass shitstorm earlier about this

>> No.490364
File: 13 KB, 204x204, day-37.jpg [View same] [iqdb] [saucenao] [google]
490364

>>490338

Yet for some reason no one seems to give a shit when people mod in Pantene hair and squeeky clean 'high resolution' skin that completely doesn't fit. the TES modding community is by far one of the worst.

>>490347

I have not been in the Doom Threads for a few days, what the hell happened?

>> No.490372

>>490364
horrible, horrible things. we wasted 3 entire threads arguing about purists. it was terrible

>> No.490380

>>490245
>well it's pretty useless isnt it?, you cant do anything with this opinion and you cant learn from it.
The maker isn't going to finish the wad, so I don't really intend for him to do anything or learn from it.
If you really are that interested in my "grievances", I hated that it wasn't scary because all of the enemies were dudes I've killed eightteen million times before, I hated how the layouts were more focused on looking pretty than playing decently, and I hated how everything had at least fifteen dynamic lights attached to it.

It was a terrible experience, and Unloved 2 was even worse.

>> No.490378

>>490372
Now see if I was awake, it'd would've been myself the subject of the shitposting.

>> No.490386

>>490378
Have you ever considered, y'know, doing anything about it?

>> No.490391

>>490378

Only if you were being a faggot.

>> No.490389

Hey, I've been hearing about this "Drawing mode" thing in DB2. I've been manually drawing circles/using the curved linedef feature this whole time. Where's this drawing mode? How I make circular sector?

>> No.490392
File: 121 KB, 1024x768, 1363714376699.jpg [View same] [iqdb] [saucenao] [google]
490392

>>490338
Yes, sadly. I shall explain.
They defend their stupid position by pointing to extremes as well, thats why I mention Aeons of Death so much, it's their go to.

I see it happening because there are 2 main camps for doom modding.

>1:
Those who see doom as a framework to build a shooter experience around, generally sticking closer to DooM itself (the next step up from that is making a TotalConversion).
An example of a wad with this view is the any gameplay mod, shores of Zdoom, Aliens TC and Unloved to a lesser extent.

>2:
Guys who think DooM has to be kept entirely as doom was around time of release. The same spirit of design as it were. Anything else is heresy. Wads of their favorite are ''doom the way ID did". Or other big megawads that only need a limit removing port.

____________________________

I like both types really, in fact I lean in play time terms more towards camp 2 but I intend to make a map that uses GZDoom features (colored sectors).

The problem is that there are elements in camp 2 who are *extremely*...*deeply* protective of what DooM is and ultimately they serve to strangle creativity out of potential modders with their utterly toxic behavior because they will never agree to disagree.

>> No.490394

>>490389
That's drawing mode. It's the mode you manually draw in.

>> No.490397

>>490392
>The problem is that there are elements in camp 2 who are *extremely*...*deeply* protective of what DooM is and ultimately they serve to strangle creativity out of potential modders with their utterly toxic behavior because they will never agree to disagree.

You act as if the problem lies solely in camp 2.
It does not. Camp 1 has an extreme amount of kiddies who wants all sorts of extra features just because they can be in.

>> No.490401

>>490364
a few hours ago a guy who hated mouselook told everybody they were playing wrong and when told ''some people do it that way, lets agree to disagree" he went all "yeah ok, well i guess if you want to play it wrong"
then shitted up the thread, then the ''muh purity" image was made

>> No.490406

>>490386
Why?

When you're on an anonymous imageboard, and can't point a finger at anyone doing the shitposting except for previous culprits based on paranoia, it seems extremely silly just to try stopping any form of shitposting. The most I can do is ignore it, which I do, and that's essentially it.

Now if you're trying to subtly poke at the trip usage, personally I would've taken it off but I've already considered the idea that the shitposter would be assuming evvvvvvveryone would be me, so it's essentially a necessary evil.

>> No.490412

>>490232
Okay I messed around with the area around the door. I deleted the sectors right next to the door because it didn't matter if they were present or not. Once I did that the door began to work. Thanks, I wouldn't have thought of fiddling around like that. It seems to be a bit finicky.

>> No.490408

>>490392
>>490397
Oh for fucks sake, just stop already. I don't want this thread to go to hell like the other 3 did.

>> No.490409
File: 22 KB, 206x133, SSG.gif [View same] [iqdb] [saucenao] [google]
490409

>>490401
>>490372

That all just sounds like bullshit, I come here for Doom not kids swinging their dicks at eachother.

>> No.490421

>>490414
Doomkart looks like a great idea. MM8BDM has it and I've tried it, and it's really fun.

>> No.490414

>>490401
>>490397
>>490392
>>490364
>>490347
>>490338

HERE WE FUCKING GO AGAIN.

HEY, WHY DON'T YOU STOP WITH THE "Man, if only people knew better and were as tolerant and understanding as we are, the ingrateful plebs!" SHITPOSTING AND TALK ABOUT DOOM INSTEAD OF WHINING?

LET'S TALK ABOUT DOOMKART, CYBERRUNNER, DOOMTRA, WHATEVER THE FUCK IS IN PROGRESS NOW.
WHAT ARE YOU FUCKING LOOKING FORWARD TO?

>> No.490424

>>490414
I'm looking forward to playing doomtra v8 with revenantation/archviolation/chaingunihilation soon.

>> No.490425
File: 1.81 MB, 400x296, hee hee hee.gif [View same] [iqdb] [saucenao] [google]
490425

>>490408
>Go to hell

>> No.490428
File: 186 KB, 535x564, 1365357071337.jpg [View same] [iqdb] [saucenao] [google]
490428

>>490392
Just to add because I believe in full disclosure.

There are a few prominent members in the Doomworld community who are purists who can actually outline in a mature manner their positions, these guysare ok because they help the community learn in a certain direction and while they may not always *make* content of their own, in a way their criticism contributes towards lessons creators will learn from them instead of making down the line.

Also, as >>490397 said, there are people in group 1 who see the added features of Zdoom and think you *have* to use all of them otherwise your mod sucks which is simply not true at all.

>> No.490431
File: 20 KB, 257x227, Childkiller_Unused.jpg [View same] [iqdb] [saucenao] [google]
490431

>>490414
You're the one flying off the hook, m8.

>> No.490437
File: 310 KB, 1920x1080, Screenshot_Doom_20130404_061214.png [View same] [iqdb] [saucenao] [google]
490437

>>490428
thank you. now please shut the fuck up about purism.

>> No.490448

>>490392
I think the problem is that they see all ZDoom WADs as Realm667 compilations, and when that is partially true, it doesn't represent ZDoom as a whole.

>> No.490453

>>490437
No need for the tude'.
>Is that anyway to talk to somebody who helped you with the hud? Potty mouth?

>> No.490460
File: 182 KB, 400x300, 1348120499187.png [View same] [iqdb] [saucenao] [google]
490460

>>490448
Basically, yes.
I just groan internally everytime I hear some dick biscuit imply exactly that. R667 is like salt and pepper, use it sometimes and it makes it better - open up the container and pour it on and it's vile.

>> No.490481

>>490460
>>490448
And you rage at the "purists" for stereotyping you?
The hypocrisy is astounding. This is shitposting so meta it's become postshit.

>> No.490493

The funny thing is, the past thread's shitstorm was caused by some random guy who was analpained because we critizised the shitty baron variants and accusing us from being vanillafags, which is nonsensical since I personally don't give a fuck for that nonsense

But yeah, sage for offtopic

>> No.490494

Not this shit again.

>> No.490505

>>490494
nottudisushitagen.jpg
>>490493
Ey impse, got an updated version of that resource benchmark you were workin on?

>> No.490512

BUT YEAH, HOW ABOUT THAT DOOM, GUYS?

It's time for the challenge

>Go to the idgames database
>Click the "Random" button in the upper right corner
>Whatever pops up, play it, no rerolls

>>490505

I'll post the final version in a couple of hours, actually

>> No.490514

So hey guys, It's me. I wasn't sure what to do for a theme for an invasion map, so I went to WIP's idea generator and just took the theme.

>Build a huge destroyed dark missile silo map.

Invasion in an Abandoned Missle Silo. Sound fun?

>> No.490517 [DELETED] 

>>490512
>BUT YEAH, HOW ABOUT THAT DOOM, GUYS?
You seem to be getting worked up as well, m8.

>> No.490518
File: 83 KB, 640x480, Rev_demo.png [View same] [iqdb] [saucenao] [google]
490518

Can we speculate on what the revenant was in it's past life?

What sort of being was it before it was employed into the army of hell?

>> No.490521

>>490493
>some random guy who was analpained because we critizised the shitty baron variants

Ahaha... I remember being part of that conversation (about the stupid barons, not the ensuing shitstorm). I left to work on my map and must've totally missed most of the ensuing argument. Apologies for apparently being part of the cause of thread derailment.

>> No.490523

>>490494
The faggot of gothic is responsible for this crap.

>> No.490524

>>490518
I always thought only the Formers were past beings. (Former Humans, Former Sergeants, Former Commandos or whatever the chaingunners are called)

Everything else I figured was just spawned inside of hell.

>> No.490529

>>490518

Probably an agitated basketball player. Look how tall he is!

>> No.490531

>>490518

Random monster brought back to (undead) life, it's actually canon

>> No.490539

>>490531

What did it look like before?

>> No.490540

i'm in the mood for a good wad with fireball dodging and a techno/trance/electronic soundtrack . anyone got anything?

>> No.490543

>>490540
delta invasion of utntinv

>> No.490552

>>490540
Revenantation with doomtra and doomtra addon?

>> No.490554

>>490540
Orion by she

>> No.490571

>>490543
cool, downloading now
>>490552
>>490554
I can't seem to find these

>> No.490579

>>490571
Revenantation is by me
https://dl.dropboxusercontent.com/u/27048651/REVENANTATION.WAD
I think Doomtra is by Orangestar
http://www.mediafire.com/?fc7w25w7ff2q0s4
And doomtra addon is by Impse
https://www.dropbox.com/s/krsgb1bv6ge5qyf/DoomtraAddonv0.2.wad

>> No.490575
File: 24 KB, 199x199, 19824998.jpg [View same] [iqdb] [saucenao] [google]
490575

>>490518
"Revenants: A type of vengeful spirits animated in hell by their lust for revenge. They appear as enlarged skeletons. Revenants first achieved military importance with the invention of the magical revenant battlegear. This enchanted armor vest channels the revenant's spite into small explosive meteors. The revenants' grim determination sometimes even allows them to guide these missiles towards their targets. Revenants are used as elite shock troops."

~Little Faith on Doomworld forums, speculating on what the Doom monsters are. I like this idea of a revenant.

>> No.490576

>>490539
Apparently when a demon dies, they pick him up, dust him off, wire him some combat gear, and send him back into battle. No rest for the wicked, eh? You wish your missiles did what his can do.

You know, there are a distinct lack of horns or hooves or brain parts or really anything that you would expect from a demon. Just a really tall skeleton wearing body armor.

Oh, I know, it's probably an Arch-vile. Too bad they lost the powers they had when alive, eh?

>> No.490582

lol, i just now discovered doomguy2k. what a strange combo of autism and a desire to troll

>> No.490583

>>490579
>Me
>Doomtra

Wat you dong I can't DECORATE to save my life.

>> No.490590

>>490579
>Doomtra by Orangestar
Wasn't Doomtra made by Terminus?
It looks like his drawing style...

>> No.490596

>>490590
>>490583
Like I said, I have no idea who it was made by, I was just guessing. Though terminus is a good guess.

>> No.490623

>>490579
pretty fun. projectiles have always been my favourite part of doom. i wonder why no one has made a wad that converted the hitscan weapons into firing projectile bullets

>> No.490628
File: 5 KB, 190x186, 1356882866093.png [View same] [iqdb] [saucenao] [google]
490628

>>490481
>b-but you do it!
Yeah man, because your post is like....definitely contributing to finding the reason for the problem.

>> No.490642
File: 62 KB, 435x771, 0.png [View same] [iqdb] [saucenao] [google]
490642

>>490158
>unloved
>shit

You have shit taste in maps son. I'd much rather play unloved than some dime a dozen green base.

>> No.490653

>>490628
>>490642
Here the fuck we go again.

>> No.490654
File: 121 KB, 600x450, hell_by_pitagoras_dlrkn[1].jpg [View same] [iqdb] [saucenao] [google]
490654

Any mapbros around here? I feel like posting some picture for those who want to get inspired to do some maps

>> No.490660

>>490654

Do you have any sci-fi/hi-tech/neon landscapes or panoramas?
I've been trying to get inspiration for a Cyberrunner map.

>> No.490667

>>490628
And your posts are really contributing to helping these threads not be shit.
Fuck off.

>> No.490669

>>490653
>no discussion!
Here you go again, dickcheese.

>>490654
Any more industrial looking ones?

>> No.490673

>>490669
>implying discussion

>that wad is shit
>no its not

WOW SUCH STIMULATING DISCUSSION

>> No.490676

>>490654
Honestly I think an interesting map idea would be to make one based on music. I was inspired by this from a map in CS:S called de_abstract. And it had all these differing map sections based on music ques. I honestly think something special could be made if a few mapbros did something like that. And I mean more than metal = hell. It could be a favorite ambient track of yours, or jazz. The design doesn't have to be based on reality, it could be.. well, abstract.

>> No.490678
File: 223 KB, 1024x619, laboratory_by_dream_monger-d4b2rx9[1].jpg [View same] [iqdb] [saucenao] [google]
490678

>>490660
>>490669

I'll post what I can find

>> No.490674

>>490667
They are, I explain why some people feel the way they feel.
Dont act like shitposts are just as valid as an informed opinion.

>> No.490681

>>490673
How about
>that wad is shit

>can you outline why you think it's shit so we can improve as a community?

>*silence*.......later pretend this post was never made and accuse the other of being just as bad

>> No.490687

>>490674
>that wad is shit
>can you outline why you think it's shit
>person says why, gives reasonable points
>HALF AN HOUR LATER PEOPLE DOGPILE HIS ORIGINAL POST AND IGNORE HIS REASONS

>> No.490684
File: 1000 KB, 500x292, tumblr_mlaz5yW4SZ1so1ci1o1_500.gif [View same] [iqdb] [saucenao] [google]
490684

>>490669
>>490667
>>490653
>>490628
>>490673
>>490674
>>490681

>> No.490686
File: 156 KB, 1191x670, approaching_the_base_by_dream_monger-d4j92fo[1].jpg [View same] [iqdb] [saucenao] [google]
490686

Y'know, it wouldn't hurt to have more maps based in other games, like Facing Worlds from UT

Has Deck17 been made in Doom by the way?

>> No.490689

>>490684
this about sums it up
if this starts again I'm just going to go to sleep

>> No.490695

>>490686
IGpack has Deck 3. A full Deck 16 remake would be interesting to see.

>> No.490697 [DELETED] 

>>490684
>tumblr

>> No.490698

>>490686
ZDoom Wars has facing worlds. That'd be interesting.

>> No.490704
File: 165 KB, 1024x512, megalopolis_1_by_dream_monger-d301wlb[1].jpg [View same] [iqdb] [saucenao] [google]
490704

By the way, I started doing this hoping to find some nice looking textures to port and give them a Doomish feel, but I think this has evolved

Which is a good thing, of course

>> No.490706
File: 49 KB, 320x240, 1353217862695.gif [View same] [iqdb] [saucenao] [google]
490706

>>490686
>Has Deck17 been made in Doom by the way?

That would be great.....I know 3d floors are possible however I dont know if 3d floors ontop of more 3d floors is possible. Probably is.
Just thinking about mapping the Redeemer area and the parts under it.

>>490687
>person says why, gives reasonable points

This thread is quite short and I'm not seeing any reasonable points given by militant purists.

>> No.490707

>>490706
>3D floors on 3D floors
Yes.
That is possible.

>> No.490716
File: 56 KB, 600x317, Temple_of_Osiris_by_unfor54k3n[1].jpg [View same] [iqdb] [saucenao] [google]
490716

Dumb question, we won't enter in autosage mode if we hit the image limit, right?

>> No.490726
File: 58 KB, 587x480, compiler.screen.jpg [View same] [iqdb] [saucenao] [google]
490726

>>490704
>>490686
>>490678
>>490704
>http://marathon.bungie.org/temp/cmullins.html?page=1

This is a good link for images, some of them are great. It's marathon art. Example.

>> No.490721

>>490716
I don't think so, but what's the point?

>> No.490723

>>490706
I can see you obviously have not read >>490380
or do you just assume everyone that doesn't agree with you is a "militant purist"?

But hey, I'm sure you'll find some way to go "m-m-muh sanctity, h-h-he's a shitposter!" because discussion is apparently not allowed here.

>> No.490739
File: 142 KB, 1500x422, Tikal_by_unfor54k3n[1].jpg [View same] [iqdb] [saucenao] [google]
490739

We need more aztec/mayan themed WADS, there, I said it. I remember playing a nice map based in traps and claustrophobic rooms, if I happen to find it again I'll post it

>>490721

Eh, I dunno, that's just something that came to my mind

>>490726

>Marathon maps in Doom

Sounds like a neat idea.

>> No.490732

>>490723
We're a little on-edge because the last times we had an argument about purism the thread got derailed and deleted on at least two occasions.

>> No.490743

>>490716
No, only through post limit. If you hit the image limit before the post limit then you just can't post pictures, that is all.

>> No.490750
File: 1.37 MB, 2732x2304, preview.jpg [View same] [iqdb] [saucenao] [google]
490750

>>490654
Some images of what I'm working on right now. Currently trying to figure out the specifics to "explicit" polyobjects.

>> No.490751
File: 24 KB, 301x323, 1353340731105.jpg [View same] [iqdb] [saucenao] [google]
490751

>>490723
>>490380
>The maker isn't going to finish the wad, so I don't really intend for him to do anything or learn from it.

Because purists shrieked and bitched it wasnt another techbase which we have over 10 years worth of.

>hated that it wasn't scary because all of the enemies were dudes I've killed eightteen million times before

It wasnt trying to be truly scary, but it had a grim and oppressive atmosphere when compared to fast paced techbases. Besides, we've all fought arachnatrons before so of course they're not scary, though the brown dudes from heretic seemed slightly out of place.

>I hated how the layouts were more focused on looking pretty than playing decently,

I'd disagree, "the halls below", "living room" and the final battle all flowed nicely to me. Though the firefights with the exception of latter ones were quite cramped I never found myself getting stuck on geometry.

>and I hated how everything had at least fifteen dynamic lights attached to it.

I had them off the entire time, just went for a walk in it with them on before and I didnt really notice they were there when the shooting started.

>It was a terrible experience

I guess that's why it won a cacoward.
You can at least not be a child about it and accept not every WAD you play will be to your tastes......oh we know what you'll say now dont we?
You'll say "yeah, i dont like shit ones". Though I'd love to be wrong.

>> No.490754

>>490750
I love the lightning effects on the last shot.

>> No.490758
File: 99 KB, 900x675, WIP_7_Sci_Fi_Corridor_by_scott2753[1].jpg [View same] [iqdb] [saucenao] [google]
490758

Moving on to tech-based stuff

>>490750

That's some sweet stuff you have right there, I like it

>> No.490759

>>490750
We need more polyobjs

>> No.490765

>>490739
>We need more aztec/mayan themed WADS,

Have you played ''temple of the lizard men"?
It's right up your alley.

>>490750
You certainly know how to set up lighting.
Maybe it's just the screenshot but the lava might look better if it were brighter. Like "whoa, lava!".

>> No.490771

>>490758
That is a nice looking corridor.I might fiddle with something like that sometime.

>> No.490774
File: 31 KB, 640x480, Sci_Fi_Hallway_by_COZMONATOR[1].jpg [View same] [iqdb] [saucenao] [google]
490774

If you guys haven't played ZDCMP2, go play it now.They fucking nailed it in every aspect you can ever imagine. The design is absolutely gorgeus, and OH MAN THE HELLISH part feels like true Hell!

>> No.490781
File: 63 KB, 194x205, 1339875983250.jpg [View same] [iqdb] [saucenao] [google]
490781

>>490758
>>490758
Yes!
I'd like more corridors actually, I want to make one that is not just a standard |__| square.
Now I'm reminded of where I put my sketchbook where I'd been drawing different corridor styles.

>> No.490794
File: 152 KB, 1196x668, d5a8f49f788c1424229d9ed6dac46185-d4q3vwf[1].jpg [View same] [iqdb] [saucenao] [google]
490794

Some stuff I might post in a few minutes might get Tormentor wet like a goddamn pig in the grill in a Sunday morning

Full of details like a motherfucker

>> No.490798

>>490751
>Because purists shrieked and bitched it wasnt another techbase which we have over 10 years worth of.
No, because the creator's ego had to have him shriek at every criticism until he had enough and moved onto developing indie gaming.
Was Doomworld full of jackasses? Yes.
But did he have the right to go good ol' Mark on them? Fuck no.

>It wasnt trying to be truly scary
It was designed as a horror wad. It was called a horror wad. It was inspired by horror games. He even mentioned in his own LP that he was going for scary shit.
It was trying to be truly scary. Trying to implement new dudes is a step in the right direction, since we haven't fought them 12948192 times before, but just using Realm667 dudes in random places is not the best way to do that.

>I'd disagree, "the halls below", "living room" and the final battle all flowed nicely to me.
Okay?

>I guess that's why it won a cacoward. You can at least not be a child about it and accept not every WAD you play will be to your tastes.....
Good fucking Hell. Do I have to preface everything I say with "in my opinion~~~~~"? Of course not every fucking wad is going to be to my taste!
Just because it wan a Cacoward doesn't mean I instantly have to like it. And it certainly doesn't make it any less of a terrible experience. For me YMMV in my opinion imho I think from my experience it's probably not universal I believe.

>You'll say "yeah, i dont like shit ones". Though I'd love to be wrong.
You were wrong.

>> No.490801

>>490794
I could never do that detail, dont know if I'd even want to.
But >>490758 that minus the bars on the side would look noice.

>> No.490804
File: 83 KB, 1024x576, Sci_Fi_Scene_by_rmtrammell[1].jpg [View same] [iqdb] [saucenao] [google]
490804

I like this one; vertical stairs are supported in modern ports, right?

>> No.490812
File: 59 KB, 1024x768, cff9311516402c15aab0dca70a18a179[1].jpg [View same] [iqdb] [saucenao] [google]
490812

If someone happens to do Doom RPG, I would love to see pic related as a design on it

.......Doom Builder 2 tutorials are retard-proof? I might be getting into mapping in a few weeks

>> No.490813

>>490804
I like this one. Simple yet interesting, and capable of using it in Doom.

>> No.490816

>>489602
I love how Sandy looks like he's from another planet in this picture.

>mfw I could be a Level III Mormon right now

>> No.490819
File: 200 KB, 949x520, lighting.jpg [View same] [iqdb] [saucenao] [google]
490819

>>490754
Thanks. Took a while to set up, so I'm glad it turned out nicely. Intersecting gradient lighting can be a bitch...

>>490758
Thanks mang.

>>490759
I'm just trying to figure out why the floor/ceiling on the sectors for the explicit polyobjects wont render. I think I need to hunt around for some maps that make use of these things for an example.

>>490765
Come to think of it, I thought it was too bright at first, but looking at it now it does seem kinda dim for lava. Will be tweaked.

>> No.490823

>>490812
They cover most things on the site, after that you have to use a bit of imagination to see what you can do with its limits.

Right now I am having it so when you use a switch it opens a door, not only that when it opens the toxic streams coming from the roof lower down and a flying monster comes out from them. I wanted some sort of surprise with it.

>> No.490830

>>490798
>No, because the creator's ego had to have him shriek at every criticism

It's true he was thin skinned, but it's also true that many people take a negative much more seriously than a positive. I'd say that's what got him.
>But did he have the right to go good ol' Mark on them?

What does this mean exactly?

>It was designed as a horror wad.
I'd say Cold as Hell or even Aliens TC is closer to horror, namely because we're doomguy and thus horror is lessened when we've got the means to kill so many threats. We dont feel so vulnerable.

>Okay?
Okay.

>Do I have to preface everything I say with "in my opinion~~~~~"?
No, but there are plenty of people who act like their views are objective fact. I was getting that vibe.

>Though I'd love to be wrong.
And I'm glad that on you, I was.

>> No.490832
File: 119 KB, 900x688, background_design___corridor_by_thorcx-d33jin6[1].jpg [View same] [iqdb] [saucenao] [google]
490832

Moar color-themed corridors

>> No.490834

>>490804
Well, there's a whole article on setting up ladders on the Zdoom wiki (http://zdoom.org/wiki/Ladder for the interested), so I can't imagine anything else in there would be too difficult to set up. Hell, some extensive use of 3D floors could even get you that little button-thingy next to the ladder.

>> No.490840
File: 326 KB, 900x514, Dank_Tunnel_by_Spex84[1].jpg [View same] [iqdb] [saucenao] [google]
490840

Dem lightning effects

>> No.490841
File: 39 KB, 1024x768, Liquid_MGS_TS.jpg [View same] [iqdb] [saucenao] [google]
490841

>>490819
Wow, THAT is complex lighting.

No wonder devs switched to using dynamic lights.

>> No.490847

>>490812
>Doom Builder 2 tutorials are retard-proof?

Quite, but they can be a bit of a bore to go through. I forced myself to do some of them but thanks in part to DB2 being intuitive it's not so hard.

>> No.490848

>>490812
>>490804
>>490794
>>490774
>>490758
>>490819
>>490832
>>490840

Thanks for these, man. This is really gonna be helpful.
Do you have any art sites you regularly visit, where I can find more?

>> No.490850

>>490706
You know, it's possible to dislike Unloved for reasons other than "purism."

>> No.490859
File: 133 KB, 800x600, Sci_Fi_Lab_Corridor_by_Hawk17015[1].jpg [View same] [iqdb] [saucenao] [google]
490859

This one would look great in a tech base/abandoned tech base map

>>490848

I'm picking these from DevantArt, their new "More Like This" section is a blessing from the sky

You could also try dragging and dropping some pics in Google images and look for similar designs

>> No.490867

>>490751
>bringing up a cacoward as some kind of rebuttal to a guy saying it was a bad experience

are you sure you know what "experience" implies

>> No.490871

>>490774
I looked for ZDCMP2 and the info I'm finding says it's unfinished.

>> No.490881
File: 49 KB, 1024x435, Sci_Fi_Corridor_05_by_Digger2000[1].jpg [View same] [iqdb] [saucenao] [google]
490881

Am I the only one who is tired of having to fight cyberdemon-sized/powered monsters in rooms like pic related? Some people might be good in mapping but they tend to drop the ball in monster placing.

Pic related, for example, it would be good for a baron-type monster fight

>>490848

Thanks, I'm trying to help with whatever I can find.

>>490871

It's in RC status, go look for it in the ZDoom forums, RC1 is there.

I encourage to use ZDoom to play with it, since GZDoom might break the final boss fight (which is awesome, by the way)

>> No.490892

>>490881
I dont like fighting cyberdemons and masterminds as bosses anymore, same with icons of sin.

I'm making my first map at the moment (the sort of map you make that is not for release, just to learn the ropes on instead) and it's a boss arena battle against the ''Supreme Fiend'' from r667. I quite like it's 3 attacks.

>> No.490909
File: 155 KB, 1024x768, Tunnel_by_Spex84[1].jpg [View same] [iqdb] [saucenao] [google]
490909

Waste-themed tunnels, you say, /vr/?

>>490892

>Supreme Fiend

I don't remember that fucker, wait

>Googling it

Oh, that one; please, tell me the arena is big as hell, those type of monsters seem to be unforgivable in medium-sized rooms. In ZDCMP2 they actually did a dumb move by putting a Mastermind in a cave-themed room. It was no fun, and almost all of my ammo went to waste thanks to that

>> No.490930

>>490909
It's big, but not huge.
The player always has room to move but I want to limit it a bit because otherwise he's no threat at all.

I like the bomb cloud he shoots out because it sort of throws the player off balance.
My main concern is whether I should have the bombs appear throughout the level so they are not a surprise when the fiend launches them, but I might make accidental bullshit traps for the player if I do and I want to avoid that because I think people hate that.

>> No.490927
File: 94 KB, 1024x768, Sci_Fi_Corridor_by_Digger2000[1].jpg [View same] [iqdb] [saucenao] [google]
490927

A simpler tech-based corridor

>> No.490936

So I'm trying to start a map.
Are the first few rooms always fucking impossible to do? I've been working on it all day and I've gotten nothing done.

>> No.490937
File: 120 KB, 1024x576, Sci_Fi_Corridor_WIP_by_GeneralFOL[1].jpg [View same] [iqdb] [saucenao] [google]
490937

Might be moving to urban-themed pics in a moment

>> No.490951

>>490937
are slanted walls like that even possible?

>> No.490952

>>490936
It can be tough to get started, yeah. It helps to have a general plan of what kind of environment you want to make, what you want the player to do, where he will go, what he'll fight and with what he'll fight with. Kinda choreograph what the player is doing and experiencing, and then try to plot that out in the map. If you're just starting, you should begin with a basic outline of the plan at first, then go back and add any finer details you come up with later on.

>> No.490956

>>490951
Yeah, Zdoom can handle slopes. Only thing is that style of slanting might be a bit tricky with the way slopes are handles, but it's certainly possible.

>> No.490963
File: 51 KB, 275x375, blake.jpg [View same] [iqdb] [saucenao] [google]
490963

>>490956
anything that reminds me of Blake Stone is great in my book. Make doors and windows in that shape too.

>> No.490970
File: 68 KB, 460x300, what_the_shit.jpg [View same] [iqdb] [saucenao] [google]
490970

>mapping
>have custom resource (a texture and a monster)
>can test it fine in doombuilder
>save wad
>exit doom builder
>open wad
>resources are not there and replaced by "!"
>make this expression

Where did I mess up and how can I rectify it?

>> No.490976

>>490970
Are the custom resources in a separate wad?

>> No.490979

>>490972

After about twelve good swings, the center of the door was completely obliterated, and I could climb through easily. I ran to the bathroom as everyone was laughing about the violence that just took place.

When I got back, I got the doorknob off and swung the door fully open. Later on, we tapped the hinges out and put the door in the storage room. A new door appeared the next day.

The story about the axe attack got around. Magazine journos that came by for interviews wanted to see the door that Carmack destroyed. We showed them. We took pictures with the door, some of which were published. The ruined door became an iconic item almost as venerable as the DOOM chainsaw.

Alas, no one at id thought the door that important, and it was taken to the scrapheap during our office remodel of 1996.

>> No.490972

>>489602
It was dark in my office in 1995, warm, and I was busy programming QuakeEd. I had my stereo playing Great White, Ratt, George Lynch and all other manner of hair metal. I was in my element - in the zone.

At some point, I needed to go to the bathroom. I went to my door, turned the knob, and nothing. The door wouldn’t open, the knob turning and turning. I was thinking, “Seriously?” The building materials were not grade-A, apparently, at our building in Mesquite, Texas.

I needed to get out, the pressure now mounting. I called John Carmack on his phone extension, 13.

“Dude, I’m stuck in my office. My doorknob doesn’t work anymore. I think you should chop down this shitty door.”

“I’ll be right over.”

I heard a noise on the wall, which had to be John getting his $5,000 custom axe off its mount. He walked in front of my door and tried the knob. Sure enough, the knob doomed the door to a swift death. John was telling the others in the office nearby that he was about to rescue me from my new prison.

Good thing I decided to stand with my back against the same wall as the door.

BAM! The first swing came through the center of the door, just a little, and sprayed wood fragments across the room, bouncing off the opposite wall.

BAM! More wood, splintering and flying. I would have been injured if I were standing in the middle of my room.

>> No.490973

>>490963
Holy shit, I remember playing a demo of that when i was 5 or 6.

I think it was my first FPS actually. I had a demo of Blake Stone and Igor

>> No.490975

>>490970
You need to load the resources ingame dummy.

>> No.490987
File: 74 KB, 1000x1000, 1344119289589.jpg [View same] [iqdb] [saucenao] [google]
490987

>>490975
I see, I thought I did that when I had them as extra resources loaded in the ''game configurations'' tab.

>>490976
They are, I added them into my wad via SLADE to see if that would fix it but I'm clearly missing a step.

>> No.490996

Does Zandronum support cross-platform multiplayer? Like say, Windows and Mac Doomers playing together over LAN.

>> No.491006

>>489534
>600x399 only
why ?

>> No.491015
File: 133 KB, 1280x800, Screenshot_Doom_20130419_041020.png [View same] [iqdb] [saucenao] [google]
491015

It appears that my hud works with everything.
Mod is Agent Hernandez: Dawn of Tomorrow or mkww-ah.wad

>> No.491018

>>490996
Yup.

>> No.491019
File: 18 KB, 320x180, freezy pop.jpg [View same] [iqdb] [saucenao] [google]
491019

>>490750
>Do more research on Polyobj_ExplicitLine
>Learn that it's just used to define polyobjects of a finite height
>Reevaluate how many poly objects I would need to do what I originally planned

>69 polyobjects

>For one floor

>> No.491024

>>491019
A 3d bridge in gzdoom is another option.

>> No.491035

>>491015
oh hey, I was posting about that with you last night. I love that wad.

>> No.491053
File: 526 KB, 800x600, abandoned_by_ludde08-d55h9he[1].jpg [View same] [iqdb] [saucenao] [google]
491053

I have a problem with urban-themed maps

Why do they make them by pushing the graphic limits of the modern ports? I mean, just take a look at Doom Center and the first level of Action Doom (the first one), they're simple and they don't require so many graphic details

>> No.491051

>>491024
I'm making this map with software compatibility in mind.

That said, 3D floors work fine in software now. Wonder if there's something there I could use.

>> No.491059
File: 1.16 MB, 667x1000, bda59177f0bb866b9350aae4180e72bd-d5477or[1].jpg [View same] [iqdb] [saucenao] [google]
491059

Flying, medium-sized monsters would be great to fight in an environment like pic related.

>> No.491060

>>491053
A picture guide of detail levels would be neat.

1 you've got a square room, boring as
3-4 you've got standard ID levels
6-7 you've got more detailed ones, perhaps thunderpeak and blackrock by vader
9 is tormentor
10 is gothic dm

>> No.491061

>>491051
>3D floors can move up and down by moving the model sector's floor and ceiling.

By Jove I think I've got something! Time for science to commence.

>> No.491072

>>491059
I wish you could set the Y of monsters in doom builder.

If you want cacos high up they have to be on a ledge, you cant just have them in the air.

>> No.491079
File: 435 KB, 1024x683, fa7ddfcd7ad6d897523747b4f56b5c6c-d5632i6[1].jpg [View same] [iqdb] [saucenao] [google]
491079

Now, I don't want to start a flamewar with this, but one thing I may not like from WDI is that the level design is SUPERB, but the lightning in some maps tend to be atrocious and somehow unfair.

Having some random light visors in some maps wouldn't hurt at all

>> No.491081

>>491018
Cool, now I can play Doom with my old man

I'm not sure why he picked a Mac but w/e

>> No.491086
File: 215 KB, 800x536, no_more_trading_by_zerberuz-d50lvbf[1].jpg [View same] [iqdb] [saucenao] [google]
491086

I just came by looking at this pic; an abandoned stock market.

It would be GREAT for a WDI themed map

>> No.491089
File: 437 KB, 1366x768, Screenshot_Doom_20130419_043347.png [View same] [iqdb] [saucenao] [google]
491089

>>491072
You sure about that? I know you can set the height of objects in GZdoombuilder at least. Only thing is that, if it has gravity, it'll fall down anyway. Not a problem for the 'ole Caco of course.

>> No.491096

Neither Doom, nor Quake had a proper storyline. id is only good at making game engines. And even engines, when they are modified by someone else, they become better (Quake engine -> GoldSrc).

>> No.491101
File: 179 KB, 1600x1200, 1359022097426.jpg [View same] [iqdb] [saucenao] [google]
491101

So what are the best looking wads that use the default weapons and monsters?
Seems like most good levels fall in love with themselves and they start adding all this unnecessary retarded weapons and whatnot, I still prefer playing vanilla

>> No.491105
File: 105 KB, 900x900, 1342312122728.jpg [View same] [iqdb] [saucenao] [google]
491105

>>491096
Why would anyone care about storyline?

>> No.491106
File: 76 KB, 450x338, 1348117280455.jpg [View same] [iqdb] [saucenao] [google]
491106

>>491089
Well I cant do it in doom 2 format.

Maybe you can do it in other formats, if so...sweet.

>> No.491114
File: 264 KB, 453x680, Urban_Decay5_by_grigjr[1].jpg [View same] [iqdb] [saucenao] [google]
491114

>Fighting imps and cacos in this kind of environment
>Add some Jetpack Zombies and/or Lost Souls for extra annoyance

>>491096

To be fair, they didn't cared for storylines for most of their games, they only cared about gameplay and DEM ENGINES.

>>491101

Try looking at the first ever Cacowards and the 5/10 years of Doom, you might find some classic vanilla-themed WADS

Hell Revealed is always a nice start

>> No.491115

>>491096
>goldsrc
>better than doom engine
top lel
also the games actually did have a surprising amount of story (at least for what they are)

>> No.491118

>>491096
They had a narrative, but it was scrapped because they wanted the game to be focused purely on gameplay
They weren't wrong

>> No.491119

>>491101
Alien Vendetta is nice.
Back to Saturn X is good too, uses custom resources in form of textures, music and a changed color palette.

Sythe is fun too but it uses a custom monster so if a new monster scares you away then try something else.
Most of the cacowards are vanialla guns and monsters, look at them.

>> No.491130

MUSIC TO RIP AND TEAR TO
http://www.youtube.com/watch?v=NkjZ-kOTBAU

>> No.491138
File: 50 KB, 604x453, HAAH WAAW.jpg [View same] [iqdb] [saucenao] [google]
491138

>>491114
>>491119
Cacowards it is then
Thank you

>> No.491135
File: 575 KB, 1000x667, 5ed1da39af36bdd37c0d37701af42851-d4x41da[1].jpg [View same] [iqdb] [saucenao] [google]
491135

>Abandoned swimming pools

Not even Doom, and not even modern games have such thing, right? It would be great to fight mud-themed, or maybe swamp monsters in this kind of areas

>> No.491139

>>491114
Many of the custom zombies are very well done (maybe because editing them, there is not much to screw up).

I'd play a wad that uses newer custom zombies, the jetpack ones are quite good.

>> No.491152

>>491135
There was that one in the Chernobyl level of COD4MW

>> No.491154
File: 148 KB, 900x597, abandoned_by_sushidesigns-d5gqxvz[1].jpg [View same] [iqdb] [saucenao] [google]
491154

Okay, this one speaks for himself. I can think of many kind of fights that can take place in areas like this, but I think this one would be great for ANY kind of fight

>> No.491165

>>491152
>Chernobyl

Everytime I see or hear it mentioned in a game or film I think ''hasnt Chernobyl suffered enough?".

Only the STALKER games gave it justice.

>> No.491170
File: 216 KB, 1000x625, 02.jpg [View same] [iqdb] [saucenao] [google]
491170

>>491154
That reminds me of this one project whose name I've totally forgotten now.

>> No.491176
File: 82 KB, 600x400, Abandoned_subway_tunnel_4_by_Ssaash[1].jpg [View same] [iqdb] [saucenao] [google]
491176

And another one

>> No.491190
File: 635 KB, 1000x667, 79c6c1735e997782a998968fd516eab5-d4hxvid[1].jpg [View same] [iqdb] [saucenao] [google]
491190

>Shotgunners, maybe chaingunners, surprisingly appearing from the front doors
>Pinkies descending from the stairs at maximum velocity

Oh man

>> No.491204

>>491190
Problem is pinkies can't into stairs.
Also post that list nigga

>> No.491214

>>491204
>pinkies can't into stairs.

They actually can, you just need to do the perfect mapping and there you go. And just hold on, I'll try to post hellish-themed pics and I'll be posting that list

Don't expect me to post as many as the other kind of environments, tho

>> No.491220

Man I wish ECwolf had Rise of the Triad support. Winrott is buggy as fuck.

>> No.491223
File: 213 KB, 1600x719, welcome_to_hell_by_glaudarien-d4ca7uq[1].jpg [View same] [iqdb] [saucenao] [google]
491223

Okay, moving to hellish-themed pics. Then again, look for ZDCMP2 and play it, the hellish part of it is astounding

>> No.491232
File: 650 KB, 1050x540, church_of_the_red_crosses_by_narandel-d4lhb2s[1].jpg [View same] [iqdb] [saucenao] [google]
491232

The Eye (Cacoward winner) is a good hellish map too, but expect to receive the equal amount of unfairness and ruthless aggresion from the later parts of Speed of Doom in one map.

>> No.491246

>>491115
Not sure if trolling or stupid.
GoldSrc is a modified Quake engine.
Why do you compare it with Doom engine.

>> No.491249
File: 629 KB, 1250x500, underground_takeover_by_narandel-d4n877n[1].jpg [View same] [iqdb] [saucenao] [google]
491249

Contra-ish themed maps in Doom wouldn't hurt at all

However, it's kind of difficult to port 2D themed maps like the Contra ones to a 3D environment, no matter what kind of game it is.

I guess that's why the Sanic 3D era failed so much

>> No.491254

>>491246
Yeah, and the quake engine is a heavily modified doom engine.

>> No.491261
File: 49 KB, 600x400, evil_Gates_of_Hell_stufff__by_TsunamiXD[1].jpg [View same] [iqdb] [saucenao] [google]
491261

You can take any of the urban themed pics I posted before and turn them into hell themed ones, if you want

>> No.491263

>>491249
>Sanic 3D era failed
Nigga, what?

>> No.491264
File: 37 KB, 468x351, 10-abandoned-mall.jpg [View same] [iqdb] [saucenao] [google]
491264

>all these pictures

Anyone remember the You Are Here concept? A giant abandoned mall would be a great level.

>> No.491272

>>491096
>The quality of a game is measured by the quality of it's storyline

I don't think shooters are for you.

>> No.491274

>>491272
He said nothing about the quality of the games, just that their stories are a bit lacking (which I somewhat agree with)

>> No.491273

>>491254
notthisargumentagain.tiff
can we just agree on the fact that GoldSrc is a fork of idtech2/3 i cant remember exactly which one

>> No.491281

>>491223
Speaking of ZDCMP2, you got a d/l link for it? The one one the DW/Zdoom forums is broken.

>> No.491282

>>491274
>id is only good at making game engines
>implying one of the things id isn't good at is making games

Nah, I'm pretty sure they're trying to say Doom is bad.

>> No.491290
File: 210 KB, 1320x660, 11465984fc829f517fbb9bb7ec38ce85-d47v9jt[1].jpg [View same] [iqdb] [saucenao] [google]
491290

>>491263

You gotta admit that a lot of people don't like the 3D games of Sonic and pretty much blame the decay of the saga thanks to that. I'm not a fan of Sonic as much as I am of Doom, but that seems to be the most accepted idea and I kind of agree with some statements, that's all

>>491281

Try looking in the best-ever website, they happen to store most of the stuff they host in their servers.

>> No.491298

>>491273
Yeah.
>>491282
It's probably a miswording/typo.

>> No.491301

>>491264
That'd be creepy because at any moment you know the whole place, everything will go crazy.

Like a sort of
>it hasnt even begun....
>it's coming.........
>soon..........
>IDS HAPPENIGN

>> No.491307
File: 235 KB, 1280x672, caec1448057d02b715c5e224953a02b7-d42cjj5[1].jpg [View same] [iqdb] [saucenao] [google]
491307

Look at dem pillars

>>491301

The Eye is full of moments like that. A single step, or you take the most ridiculous of items, and hordes of monsters appear behind you. Shit's crazy

>> No.491310

I just finished Lunatic and it was brilliant.
Are there any similar wads you'd recommend /vr/?

>> No.491312

>>491290
Thanks, found it.

>> No.491326

>>491307
I'll check it out, It's on my HD.
Unloved had that in it too actually. There's a key in a room and all the monsters are frozen, it's very foreboding.

That's what creeps me out the most about things, the suspense.

>> No.491330
File: 532 KB, 1200x704, dante__s_inferno_by_harisovildar-d385648[1].jpg [View same] [iqdb] [saucenao] [google]
491330

I'm totally picturing the so-classic monster fighting in the Doom cover in this picture.

>>491312

No prob.

>> No.491368

>>491290
Alot of people don't like the 3D games of Zelda either, and blaming the end of Sega on a bunch of best-selling games is retarded.

>> No.491385
File: 240 KB, 1200x843, ruin_by_jOuey_[1].jpg [View same] [iqdb] [saucenao] [google]
491385

Remove (or burn) the trees and vegetation, and change the big monk statue for a hellish themed one, and there you go.

>>491326

I've been trying to keep a lot of things of my favorite/recommended WADS as a secret, but I'll share this with you guys, if you happen to play that thing

After you reach the first key, you'll enter into a fleshy, narrow section, there's a blue armor in the top of it, but once you pick it, like 6/7 agitating fuckers will ambush you. I almost ragequitted since I had middle-low health and I had to turn cl_run on, after The Eye I always have that shit in "true".

>>491368

I said saga, not Sega. They fucked up as a company for other things that weren't related to Sonic

>> No.491450
File: 745 KB, 600x900, 1353226872741.png [View same] [iqdb] [saucenao] [google]
491450

For anyone here who played Samsara, who do you think are the most overpowered and shittiest characters?

>> No.491456 [DELETED] 
File: 55 KB, 1151x508, i_am_not_good_with_computah.jpg [View same] [iqdb] [saucenao] [google]
491456

Ok, adding a custom monster to shoot I can do in XWE but SLADE is miles better so I have to learn with it.

Here's my problem, I want to add a monster and I can add it into the archive seen here but it wont appear in the map. It's still the ! icon.

I'm screwing something up and I'd appreciate the help so I can stop being potato.

>doubly embarrassing too because all this time I know how to code DECORATE but never even thought to try adding new items

>> No.491547

What the actual fuck is up with Wildweasel and his vendetta against sprite edits and whatnot?

>> No.491549

>>491547
What do you mean.

>> No.491560

>>491549
http://forum.zdoom.org/viewtopic.php?f=37&t=36013

you apparently can't use resources from other games because muh copyright

>> No.491565

>>491560
what the actual fuck? He uses barely edited sprites in his fucking wads all the time. Diaz has shit from Blood, Blake Stone, Wolf3d, Rise of the Triad, hell I'm sure there's others.

>> No.491571 [DELETED] 
File: 37 KB, 600x800, lost.jpg [View same] [iqdb] [saucenao] [google]
491571

>>491456
Figured it out.
For those that want to avoid what I messed up, here's how.
>this is for in doom2 format

You open the extra thing you want in a separate archive, copy everything in it and then paste it over the BLOCKMAP file you see there.

Doing it anywhere else screws the map.

My mistake was trying to copy it into THINGS or copying the wad as an archive instead.

I hope this helps somebody and I feel like a bit of a dummy for making that error.

>> No.491586

>>491560
In his defense he sort of has to do that.
ZDoom.org can get in trouble otherwise.

>>491565
>Diaz has shit from Blood, Blake Stone, Wolf3d, Rise of the Triad, hell I'm sure there's others.

It depends how you use them but also legal status, for example the games you mention have been cleared for it such as their source codes being released (except for blood).
>I'm sure there's others.

Marathon as well, but that games been free for a while so it's ok as long as it's not commercial.

>> No.491591

>>491586
Source code for the engines being released doesn't mean the content of said games is also released with it.

>> No.491597

>>491591
Doesnt it?
My mistake.....well, I suppose though it can mean the company gives less of a crap if it's material is used for a game mod.

Maybe it varies by country as well.
Maybe WildWeasel is being paranoid.

>> No.491601

>>491586
resources and shit have been posted on the zdoom forums for like, almost 10 fucking years, I doubt anything's going to happen

>> No.491603

>>491450
They're all pretty well balanced, but when Ranger first came out he was a monster. But I'd honestly say BJ is the weakest out of them.

Pretty annoying having your view obscured when using the chaingun. Plus that rocket launcher can't really deal with monsters immune to ripping damage.

>> No.491609
File: 91 KB, 856x575, 1193112314718.jpg [View same] [iqdb] [saucenao] [google]
491609

>>491547
>>491560

>> No.491634

>>491603
In PvP if you can actually aim well or if used by a high difficulty bot player BJ seems to wreck shit up at ranges, though still without a burst damage option. Still, he's not an interesting co-op option

>That fucking Spear of Destiny

Speaking of PvP modes, Parias seems to have some trouble given how everyone but BJ has some kind of good burst damage to fuck him over up-close, which kind of makes him hard to play

But man, I'm liking Fred Chexter.

>> No.491643

>>491634
Parias has the snake wand for close encounters, plus it heals you.

>> No.491681

>>491643
But Parias is mostly short-ranged anyway, and you know you're in trouble when most of the characters have good shotgun weapons.

Though I probably should try to use him more often in bot matches or something to get the hang of him. On paper all his weapons seem ideal for co-op obviously

>> No.491706

Is it better to build maps in Hexen or UDMF format in GZDoombuilder? Will I miss anything by using one over the other?

>> No.491710

So I downloaded the Megapack and had my fun but I have a question.
What's the online like, coop campaigns or fights between players?

>> No.491715

>>491710
depends on whats up and running, theres massive coop slaughtersfests, deathmatch, WhoDunnit etc

>> No.491716

>>491710
A mix of both.

>> No.491717

>>491706
UDMF isn't missing any features present in Hexen format and has a few more features.

>> No.491718

>>491706
UDMF is better, far better than anything if you plan on using ZDoom/GzDoom features.

>> No.491742

are the MP servers in the US or Europe? (or elsewhere)

>> No.491743

>>491742
There are servers all around the world.

>> No.491757

>>491681
Well, just played Knee Deep in the Dead with Parias on his equivalent of Hurt Me Plenty. That was a fucking joke, not even vanilla Doom was that easy.

>> No.491764

How do I set Zandronum's controls just like GZDoom's default?

>> No.491786

>>491764
manually

>> No.491789

If I wanted to play Wolfenstein 3D, what would be the best way? I downloaded the Megapack but there's no trace of it there.

>> No.491813

>>491789
Well, you've got several options;
>download the wolfenstein 3D Total Conversion for ZDoom
>>http://zdoom.org/wiki/Wolfenstein_3D_TC
>download or purchase the original wolfenstein 3D
>download ECWolf and the orignal wolf3D files
>>http://maniacsvault.net/ecwolf/

>> No.491835

>>491757
Well that's your problem. It's your duty to make the game as difficult for yourself as possible with UV and fastmonsters if you need to.

>> No.491839

>>491560

It is hilarious and sad how hypocritical the spriting scene as well as the pirate scene are with MUH ORIGINAL content, considering they are either just stealing or working off of stolen content. But may god forgive if you don't adhere to the honor among thieves code because if you don't they come down on you with the full wrath of self righteous asspies.

Yet they still have the nerve to bitch endlessly when an actual copyrights holder sends them a cease and desist note. It's fucking madness.

Everything would be much easier and better if they would just have an open source attitude to everything but instead they are blinded by their egos and content with constantly being at each others throats.

>> No.491840

>>491547
He used to be a cool guy who made cool mods. Then he made ww-terror.
Then everything changed.
also my computer overheated for 2 hours so I couldnt post for a while sorry

>> No.491850

Sorry guys, I got distracted because of the HAPPENING and all that shit, posting the list in a moment, just give me some time while I clean it

Sage for not contributing at all.

>> No.491851
File: 893 KB, 1280x720, Screenshot_Doom_20130419_155215.png [View same] [iqdb] [saucenao] [google]
491851

>>491839

>Original content ripped in 2 hours don't steal.

>> No.491853

>>491851
>adding the variable enemies like in EyE
I love you.
>>491850
aw yea

>> No.491861

>>491850
I wonder if we'll get another game like Dorners last stand from it all.

>> No.491875
File: 566 KB, 469x163, 1364718780533.gif [View same] [iqdb] [saucenao] [google]
491875

Hey, did that guy who anted to give use his top 5 porn games actually did it?

>> No.491884

>>491851
>EYE enemies, dat shotgun
internet high five initiate!

>> No.491896

>>491547
What happened this time?
Wasn't he one of the people constantly releasing resources on ZDoom?

>> No.491903

>>491853

...well varieties are likely to be colour swaps and different behaviours. I don't think I have the nerves to rip any more synicles with different guns.

>> No.491915

Updated my HUD, if anyone wants it.
https://dl.dropboxusercontent.com/u/27048651/m-fullhud.wad
>>491896
Yeah, rip ww
>>491903
Aww.

>> No.491923

>>491547
So /vr/ has the best modding community now I take it.

>> No.491927
File: 167 KB, 1000x563, bdd55ab967dadeba285046f664d8fe37-d5u3nx8.jpg [View same] [iqdb] [saucenao] [google]
491927

So, I searched cacodemon on deviantart for the hell of it. I filtered out all of the terrible shit for you, so here's some good pics. Someone was asking for art earlier.

>> No.491945
File: 129 KB, 4000x395, 1258686026717.png [View same] [iqdb] [saucenao] [google]
491945

>>491927
thank you for your efforts, anon :)

>> No.491946
File: 52 KB, 550x400, kekedemens_by_sicherheitpolizei-d4tqu00.png [View same] [iqdb] [saucenao] [google]
491946

I guess I didn't save too many things. I like this one though, reminds me of Hissy.

>> No.491951
File: 40 KB, 385x526, 1336950078245[1].jpg [View same] [iqdb] [saucenao] [google]
491951

OKAY PEOPLE SO HERE'S THE DEAL

>This pasta has the worst formatting ever, I might be cleaning up this crap in a couple of days or so; I forgot to put a lot of stuff here, mostly the /vr/ originated content
>In this early version some of the pages listed here weren't checked carefully so you might want to do a double check in case you're looking for something
>For the sprites/music/whatev. links that may be from the zDoom forums, I know some of you might not like this but let's try to be nice and leave credits in case we pick something from the info. compiled here. Even if it's the most ridiculous thing; this just in case the zDoom forums want to pull something weird like a login2see system in case they discover that someone's using sprite edits made by them and giving no PERMISHUNS; anyway, DOWNLOAD FUCKING EVERYTHING in this post that has links from ZDoom. Let's not fucking create more drama that the Doom community might can't handle with ease

That being said...HERE'S THE PASTA

http://pastebin.com/EfvgZABx

*What this thing may contain

>Sprites/Monsters/Weapons
>Tutorials (monster spriting, DECORATE for monsters and weapons)
>How to host a server (Best-Ever)
>Music
>BG/Skyboxes

*What this thing may NOT contain

>Mapping tutorials
>Advanced ACS scripting
>How to draw a bear
>How I fucked you're waifu

So yeah, enjoy it, and don't forget to leave comments and stuff like that, also, links to other interesting stuff are greatly appreciated for everyone's good

>> No.491957
File: 103 KB, 511x365, free_cacos_by_jackasaurusrex-d31ssbk.png [View same] [iqdb] [saucenao] [google]
491957

If I could train it, I would want a cacodemon. Or at least get him not to eat/zap me.

Unrelated note, I found a badly drawn version of the DOOM cover with Panty and Stocking replacing the marines on the cover. Standard deviantart fare, I'll post it if anyone asks.

>> No.491960

>>491951
thank you based impse
bringer of good resources
but you forgot pisstepank's edits

>> No.491971
File: 50 KB, 548x1752, 1260410012999.png [View same] [iqdb] [saucenao] [google]
491971

>>491957
I request you don't post that atrocious crossover, but do keep the caco rollin'

>> No.491980
File: 178 KB, 1074x762, c2c5a8a0f5f47ec8247f05eed3dc5eda.jpg [View same] [iqdb] [saucenao] [google]
491980

>>491971
I just looked through and realized I didn't save much, I have one more after this.

>> No.491983

>>491957
That's fucking cute.

>> No.491985

>>491957
Wait what's this about what?

>> No.491990

>>491960

Link those to me, pls

>>491957

There's a lot of weird shit in dA related to Doom, and I know most of the guys here on /vr/ would puke themselves if they manage to discover the other kind of Doom art that some artists whose works have been posted here have done.

Like, literally, it's some weird shit

>> No.491993
File: 189 KB, 800x959, get_too_close_and_you__re_toast_by_mrtuke-d4snrfn.jpg [View same] [iqdb] [saucenao] [google]
491993

>>491985
Someone (badly) drew a new version of the DOOM cover with Panty and Stocking.

>> No.491996

>>491993
I need to see this.

>> No.491997

>>491990
http://forum.zdoom.org/viewtopic.php?f=37&t=22478
Some of these are good, some of these are bad. I like most of them.
>>491957
d'awww

>> No.491998

I see you are discussing DOOM pretty in-depth here in these threads.

>> No.492002 [SPOILER] 
File: 471 KB, 640x480, panty_and_stocking_meets_doom_title_screen_by_thebestmltbm-d4v6rgp.png [View same] [iqdb] [saucenao] [google]
492002

>>491996
You fucking asked for it.
I'll follow this pic with a good one for eye bleach.

>> No.492005
File: 638 KB, 1200x837, cyberdemon_by_spinebender-d57c18x.jpg [View same] [iqdb] [saucenao] [google]
492005

See? All better now.

>> No.492006
File: 71 KB, 589x564, 56c.jpg [View same] [iqdb] [saucenao] [google]
492006

>>492002

>> No.492010

>>492002

EH....That ain't nothing son. There's worse shit in there, it doesn't compare.

Some of you might get angry for that one Doom edit with Adventure Time or [insert mainstream cartoon you might hate here], but trust me, there's worse things like that

>> No.492012

>>492002
That's not really as bad as I thought it'd be...just MSpaint shit.

>> No.492069
File: 469 KB, 682x800, revenant_by_blinded_artist-d4c3mtp.jpg [View same] [iqdb] [saucenao] [google]
492069

>> No.492078
File: 766 KB, 1024x768, Doom_2_by_Dragon_Kiss.jpg [View same] [iqdb] [saucenao] [google]
492078

I found this to be interesting and odd.

>> No.492084

>>492078
it wuoldve been cool if it wasnt an obvious collage of random stuff.
Like, they all have different artstyle and it kills the everything

>> No.492093 [SPOILER] 
File: 118 KB, 992x828, female_revenant_by_dinzydragon-d4verhu.jpg [View same] [iqdb] [saucenao] [google]
492093

WHAT THE FUUUCK

>> No.492097

>>492078
>>492084
>that 8 made of two 0s

>> No.492098 [SPOILER] 
File: 64 KB, 640x640, Doom___Revenant_by_Hetdegon.jpg [View same] [iqdb] [saucenao] [google]
492098

>>492093
FUCKING DEVIANTART

>> No.492104

>>492098
saved

>> No.492319

>>491450
Honestly, for the most part everything is pretty well balanced. You really can't go wrong picking anyone, unless you suck with that playstyle.
Which is really surprising, I mean most people can't into balance in Doom mods.

>> No.492338

I feel like I should just outright say this, since I don't say it often enough.

I fucking love Doom.

>> No.492373

>>491249
Contra maps are pretty much 3D already, what with drop-down platforms and whatnot.
Really, most of the levels are just cliff faces. They wouldn't be too hard to translate.

I'd do it if everything I ever did didnt inexplicably die.w

>> No.492394
File: 2.22 MB, 290x595, 1365310098502.gif [View same] [iqdb] [saucenao] [google]
492394

>>492319
>>491757
>>491681
>>491643
>>491634
>>491603
>not using Corvus
>2013

>> No.492491

>>491603
I enjoy BJ, his assault pistol really handles mobs quite well I think, and the spear of destiny is just.... well.... we all know what.

>> No.492504

Is there a mod that lets you set variables for monster infighting? Such as hate control, damage ratios for same-team, shit like that?

>> No.492543

>>492504
Nope.

>> No.492550

>>492504
There are mods that change things like that up, but as to changing it yourself in an interface, I don't think so.
Either way, I think that would be a good project for somebody to do.

>> No.492553

>>492543
What do I have to learn to make a generic "console control commands" wad that would include that? Something like DMTools for NWN but with console commands. I can into coding if need be but I haven't ever modded Doom.

>> No.492560

>>492553
ACS and DECORATE are what you're lookin for.

>> No.492564

>>492553
Magic, basically.

You can't change default enemy behavior like that on the fly without
A: turning everything into binary variables (which may not be possible for some things),
B: Turning the variables into console commands which can be accessed from rcon (which may not be possible for some things),
C: Making these changes affected on the go and not in between map changing or etc (which may not be possible for some things).

Sorry, mate.

>> No.492569

>>492550
What I'd like right now is to tinker with variables to get the big hit scanner groups in doom2 4x to stop annihilating each other immediately upon seeing the player, but I don't want to disable infighting altogether, just make it less instant or lethal. However, I've been brainstorming for a while about a DMTools-style console commands package.

Is there anything in particular such a thing would need?

>> No.492571
File: 41 KB, 640x480, doom58.jpg [View same] [iqdb] [saucenao] [google]
492571

>> No.492574

>>492571
>greengoblin.pk3

>> No.492582

Would anyone like to take a look at my first map?
It's a hell setting.

>> No.492590

>>492582
Sounds like shit
Im just kidding, ill glady play it.

>> No.492598

Hey, mapbros, I need your halp.

Is there any way to join sectors without changing their heights/flats? I built an awesome architectural section and I wanna add flickering light to it, and to get it to flicker without looking like a crazy disco party (cause of all the different sectors) you need to join the sectors.

Any way to do this? Or am I stuck using shitty blinking light 2hz(synchronised)?

Actually, if I flag them all and then put a sector outside the sector with flickering light and set it to the same flag, would that do it? Gonna try it now anyway... If not I'll come crying back for halp.

>> No.492615

>>492569
You can set infigniting groups with MAPINFO and DECORATE. The possible value is "Only infight if it's not the same species" (The default), "Always infight if hit", and "Never infight."

>> No.492618

>>492590
Ah... shit.
What's the screenshot hotkey for Zand?

>> No.492619

>>492598

Yeah doesn't work, unless I'm missing something. Somebody help, I don't see why this can't be possible, I just can't think how, and I need muh flickering light ;_;

>> No.492623

>>492598
Try setting a tag for all the sectors

>> No.492627

>>492598
Joining sectors literally makes them the same sector. You can't have a sector have multiple light options.
If it's UDMF you could use ACS.

>> No.492631

>>492627
I meant to type "height options". My bad.

>> No.492646

>>492618
i just use the normal printscreen button.

>> No.492649 [DELETED] 
File: 549 KB, 1920x1080, Screenshot_Doom_20130419_174322.png [View same] [iqdb] [saucenao] [google]
492649

>>492631
Why'd you sage? It's totally relevant.

Here's one screenshot. I was doing some tricks, so there's going to be unaligned textures.
Here's the level song I have in mind too:
http://www.youtube.com/watch?v=QkH7mVKuWCs

1 out of 2

>> No.492656

>>492646
Which is, incidentally, the default screenshot key.
It can be mapped with "bind <key> screenshot"

>> No.492665

>>492649
I did? Doesn't look like it on my end
Anyway I saged because it was just a typo correction, and I'm sageing this one because it's not about Doom.

>> No.492667

>>492627

Yeah I'm probably getting the terminology wrong, I apologise, but I hope my meaning is coming through.

So if the sectors all have different heights, there's no way to get flickering light that stays in sync? The blinking light option doesn't work for the atmosphere the way I need it to (pitch dark but the flicker allows to player to see somewhat).

>> No.492669 [DELETED] 
File: 938 KB, 1920x1080, Screenshot_Doom_20130419_174450.png [View same] [iqdb] [saucenao] [google]
492669

>>492649
3 "connection errors" later

2 out of 2

>> No.492674

>>492667
It's not necessarily the fact that they have different heights, so much as the fact that they're completely different sectors.

I really don't know how to make the blinking sync in non-UDMF/hexen format without ACS.

>> No.492689

>>492674

Yeah, that's what I meant. I keep saying sectors because having done it before I've joined sectors with linedefs going through so that the flicker syncs up, but they already had the same height anyway so I was like "huh must be just like a group function". I'm still not clear on what makes a sector a sector, when looking at the "10 sectors" WAD there seem to be a billion "sectors" anyway.

>> No.492698

>>492689
Think of a house. The whole building is the level, but inside the building, you have rooms. The rooms that are closed off, are sectors. Their own little part. It's a bitch when it comes to aligning textures mostly.

>> No.492734

>>489440
why isn't anyone on the servers

>> No.492753

>>492734
Americhildren are at school, Euros are coming home right now. Japs are asleep.

>> No.492765
File: 577 KB, 262x200, 1344601276068.gif [View same] [iqdb] [saucenao] [google]
492765

>>492753
but im American and im neither asleep or at school
what the hell am i doing with my life

>> No.492803

>>492765
Im at school and i can play, im just continuing my UV -fast run

>> No.492806

>>492734
I'm about to go on a date.
Fuck you, I'm not passing up pussy just to play with nerds.

>> No.492828 [DELETED] 

>>492806
>on /vr/
>getting laid
well pick one

>> No.492850
File: 589 KB, 1366x768, Screenshot_Doom_20130419_133551.png [View same] [iqdb] [saucenao] [google]
492850

WHO'S AGITATED NOW, HUH?

>> No.492858

>>492803
What are you playing on?

>> No.492859

>>492850
your mom
What wad is this?

>> No.492871

>>492859
Looks like Possess Me.

>> No.492880
File: 386 KB, 1366x768, Screenshot_Doom_20130419_134208.png [View same] [iqdb] [saucenao] [google]
492880

>>492859
The map is Mandrill Ass Project. The mod is Doomvengers, I'm playing as Possesso. It works really well, actually, since the mapset doesn't give you many weapons but it definitely doesn't hold back on monsters.

>> No.492892

Are you guys cool if I re-host my 32in24 server and add the Blackthorne Shotgun that a kind anon made by request a few weeks ago?

>If you haven't played Blackthorne: Long story short, it's a shotgun that can shoot backwards

>> No.492898

>>492892
yea, sure.

>> No.492903

>>492892
What's 32in24? Is it those silly mini-games, like jump-the-rocket?

>> No.492912

>>492903
32 maps in 24 hours. I think Doomworld does it each year.

>> No.492923

>>492871
Close. Doomvenger's version of Possess Me.

For a ripoff of Samsara, it's not that bad.

>> No.492930

>>492912
Then sure. Is the server up right now? If so, I'll take a preparation piss to seal my victory.

>> No.492934

OK so im bored and ive decided to make a map.
Anyone know a good texture pack?

>> No.492951

>>492934

Texture packs! I must include that shit in the next update

http://www.realm667.com/index.php/repository/texture-stock-mainmenu-152/doom-style-mainmenu-153

>>492898
>>492912
>>492930

Okay, just give me some time while I bring the server down and shit

Also, before adding that thing, I must ask this. How do I specify to replace the normal shotgun in DECORATE, I remember reading somewhere about it.

>> No.492959

>>492934
cc4-tex is a good one. Lots of nice, fitting, vaguely quake-style resources.

>> No.492964
File: 142 KB, 1366x768, Screenshot_Doom_20130419_140149.png [View same] [iqdb] [saucenao] [google]
492964

NOW THIS IS AGITATION

>> No.492962

>>492934
You know, despite some odd resolutions for the textures, the original DOOM texture pack is really decent. It also depends on what you want to do; hell and space stations work better with DOOM, Duke Nukem texture pack would work for cities.

>>492951
I am not sure, but I am bumping your post and the thread anyways; it seems posts with replies don't get looked over as easy.

>> No.492967
File: 294 KB, 956x1255, IMG_0974.jpg [View same] [iqdb] [saucenao] [google]
492967

>>492951
Item replaces Shotgun {
//item definition and shit
}

Also on sectors...

>> No.492969

>>492964

OH SHIT SON

IT'S ONE ON ONE WITH THE AGITATED ONE

THE MOST SKELETIFIED MAN IN ALL OF 2.5D ENTERTAINMENT

>> No.492971

>>492951
It already replaces the normal shotgun.

>> No.492997

Despite what people may say, PlayStation sounds are way, way better. Infact, since the PC counterparts are compressed and compatable formats of stock-sounds, the only real difference is quality. But even then, that makes all the difference. You can't disagree.

>> No.493000
File: 165 KB, 1366x768, Screenshot_Doom_20130419_141048.png [View same] [iqdb] [saucenao] [google]
493000

>>492964
THE TABLES HAVE TURNED

SUCH INSOLENCE WILL NOT BE TOLERATED

>> No.493004

In the trio of chapel sections of Hub 3 in Hexen. Hate how it's hard to tell where all the switches open up. Sometimes it's next to you, sometimes it's in another map entirely.

Also somewhere in Ep3 or Heretic. A merger of both would've been amazing.

>> No.493001

>>492997
I like the monster grunts more in the PC version, though I may like some of the weapon fire sounds in the PS1 version.

>> No.493014

>>492962
>>492959

Im actualy trying to do a Space Hulk map so i need lots of different textures.

>> No.493019

>>493001
Mancubus sounds better in the PlayStation because in the PC version, while "roaming", it just does the zombie man "yerrrr" noise.

>> No.493023

>>492971

So there's no need to edit pic related? It will replace all the spawns in the game with the new design?

Also, another dumb question. So let's say that X server has no password, but if I happen to miss a single WAD I can't join at all?

>> No.493028

>>493023
itll download automatically. if youre using doomseeker

>> No.493031

>>493014
You'll probably want the Gothic texture packs, then.

>> No.493048

How's that server going? Also, I have suspicions, a moderator on this board, plays DOOM and browses these threads, simply because there's been multiple "frowned upon" posts deleted and no bans.

>> No.493051
File: 25 KB, 928x606, 2013-04-19 13_17_44-SLADE.png [View same] [iqdb] [saucenao] [google]
493051

>>493023

herpus via derpus, forgot pic

>>493028

I know that, but let's say that the server needs a single WAD that has custom music and such thingie is not in every single WAD server/host/thing that has been specified in the options; if I don't have that little fucker I can't join at all, right?

>> No.493067

>>493051
The slots might be mixed up, but it'll replace all shotguns with that one, yes.

>> No.493072
File: 423 KB, 1366x768, Screenshot_Doom_20130419_142210.png [View same] [iqdb] [saucenao] [google]
493072

>>493000
HOLY SHIT THIS IS THE BEST WAD EVER

OH MY GOD

>> No.493076

>>493051
>NewShotgun : Shotgun replaces Shotgun

Translation:
Call this weapon "NewShotgun"
Inherit everything that I don't define from Shotgun
Replace every instance of the Shotgun in any map.

>> No.493086
File: 997 KB, 350x242, 1357026811593.gif [View same] [iqdb] [saucenao] [google]
493086

>>493072
http://www.youtube.com/watch?v=2fGaBv8pAMA

>> No.493083

>>493051
>>493076
No, no. I got an idea, it's super cool.
Make it 50-50 chance of the shotguns in the map being the old shotgun, or the new shotgun

>> No.493090

>>493051
You can log in to BestEver and upload a wad to use make a server using it.

>> No.493130

>>493090

But that's actually what I don't want to do

>> No.493142

>>493130
You can't host on Best Ever if all the wads aren't uploaded to their site.

>> No.493143

>>493130
Sucks to be you

>> No.493150
File: 469 KB, 1366x768, Screenshot_Doom_20130419_143413.png [View same] [iqdb] [saucenao] [google]
493150

>>493072
THERE CAN BE ONLY ONE

>> No.493159

>>493142

>You can't host on Best Ever if all the wads aren't uploaded to their site.

U WOT M8

Well, fuck, what a shame. So I guess I should give up on my ruse against the pubbies.

Ok, hosting the server in a couple of mins.

>> No.493163

>>489440
>http://pastebin.com/XVwD7Lv2
Pasta is kill.

>> No.493171

>>493159
It makes sense. how else do you think the Bot is able to find all the wads?

Just put a password
Do you know how?

>> No.493195

>>493171

Of course, I mean, I actually had to kill the server first in order to re-host it, see >>492892

Now, I'm trying to login to upload the modified shotty, but it tells me that my pass is invalid, what should I do now?

>> No.493205

>>493195
ask the IRC
I dont know anything else about this.

>> No.493216

Ok, problem fixed!

Hosting in a few moments!

>> No.493225

>>493216
Good. You took too long, though, but whatever.

>> No.493232

>>493216
I suppose you're gonna tell us the server name when you host the server

>> No.493279

>>493232
>>493225

Server: 32in24 with the Best weapon mod ever!
Pass: agitated

>> No.493337
File: 472 KB, 508x270, 1355516456217.gif [View same] [iqdb] [saucenao] [google]
493337

does anyone have on this version of into the fire from jenesis.wad?

http://www.youtube.com/watch?v=l_gSwhxkWRg

sorry for my bad english

>> No.493356

>>493337
*sauce

>> No.493367

>>493279
I can't see it, pal

>> No.493386

>>493279
>>493367
Yeah, me neither. I am looking at both /vr/ servers and lookin' out for a "32in24" but I can't see anything at all. How many players are in the server?

>> No.493394

>>493386
I see it, but it says the server is empty.

>> No.493413

>>493394
>>493386
>>493367

Try again, FUCKING ERIC is in there

>> No.493414

>>493367
>>493386
I just searched for 32 and it's the first result.

>> No.493421

>>493413
Wait, I was mistaken, that was a different 32in24 server. Yeah, it's not on there.

>> No.493439
File: 164 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
493439

Please highlight the correct server. I seriously can't see it.

>> No.493461

108.61.83.66:15086

Try now, fagets

>> No.493462

>>493439
Try refreshing the ones with the same IP but different port as the ones marked Best-Ever

>> No.493470
File: 454 KB, 745x583, Untitled.png [View same] [iqdb] [saucenao] [google]
493470

>failing at doomseeker

>> No.493480
File: 81 KB, 1366x768, gay midget horse porn.png [View same] [iqdb] [saucenao] [google]
493480

>>493470
wrong pic

>> No.493491

>>493461
I had to take a break, but it doesn't seem like there's a weapon mod in the game?

>> No.493489

>>493461
im new here so what do i do with this

>> No.493508

>>493491

altfire for shotty

>> No.493521

>>493489
Add it as a custom server. That's the ip.

>> No.493575

>>493083
ACTOR ShottySpawner : RandomSpawner replaces Shotgun
Go from there.

>> No.493945

That was fun.
Even though I suck.

>> No.493948

So what now? Everyone just left

>> No.493954

New version of Doom images:

Split up into 6 catagories: Reaction faces, General, RIP AND TEAR, Art and Templates
http://www.mediafire.com/?54j8l5ac1rdyaki
Also new theme song for /vr/oom:
http://youtu.be/kdlb1EoJnOY?t=4m3s

>> No.493960

Friday night, and no-one from /vr/ is playing.
Color me surprised, have you got dates, otherwise overwriting your date with DEATH BY MY HANDS

>> No.493965
File: 430 KB, 1280x1024, Screenshot_Doom_20130419_103407_02.png [View same] [iqdb] [saucenao] [google]
493965

>>493945
good games, yeah

>> No.493975

>>493960
A bunch of my friends are playing La-Mulana so I peek around in chat to help because seriously fuck that game and its puzzles.

>> No.494027
File: 195 KB, 518x384, 1315630131721.gif [View same] [iqdb] [saucenao] [google]
494027

>>493960
I'm trying to work on my map.

>> No.494036

>>493461
Post shotgun mod please?

>> No.494040

>>494036

It'll download automatically. But I think nobody's there anymore

>> No.494060

>>494040
I actually can't find the server so I thought I might as well ask. I don't really know how to manually add IPs

>> No.494068

>>494060

Options > Configure > Custom Servers

>> No.494089

>>493965
Wait a fucking second, I saw everyone as differently colored Doomguys, how do you switch the character?

>> No.494098

>>494089
Also, I tried altfiring both shotguns but that did nothing.

>> No.494109

>>494089

Options> player setup> skins

>> No.494119

>>494109
I tried that and it didn't work, besides, I couldn't see Tyris as Tyris or anyone as a Demon, as seen in >>493965

>> No.494129
File: 115 KB, 1288x832, this works the same in zandronum by the way.png [View same] [iqdb] [saucenao] [google]
494129

>>494119
The demon thing is a skin wad he's running.
And you need to change the color (as seen here)

>> No.494137

>>489543
awh the little UAC base :3~

>> No.494134

>>494098
Technically speaking, the shotgun's altfire spins you 180 degrees, takes a shot, and spins you another 180 degrees, all instantaneous. Effectively, you fire a shot right directly behind you without looking back. It's not as useful for DM but I would imagine that CTF flag runners would appreciate it.

>>494119
He's got a sprite replacement wad autoloaded on his end.

>> No.494135

>>494119

I guess its just some custom skins that he and some other people stuck into their zandronum skins folder

>> No.494140

>>489570
>dat butt grab

>> No.494151
File: 303 KB, 1680x1050, sundermap042[1].jpg [View same] [iqdb] [saucenao] [google]
494151

So I was thinking about doing Sunder (up to Map10) with Doomtra.

Would that be possible to do? I mean, I remember reading about Sunder needing an specific bugfix file for coop and shit

>> No.494157

>>494129
Bear with me for a moment, I'm rather new to the multiplayer scene of Doom.
I downloaded the Megapack and GZDoom for singleplayer and Zandronum for multi.
Upon choosing that server it downladed the two wads I was missing.

Now, no matter what slider I move or class/gender/whatever option I toggle, I don't seem to change from good old Doomguy.

>> No.494171

>>494157
Wut
Well, if you changed the colors then I have no idea what's goin on. Sorry.

>> No.494181

>>490178
See
>>489726
>>489763

>> No.494186

>>494135
So if I don't have those skins, I can't see them as anything other than colored doomguys?

>> No.494190

>>494157
They probably have their own custom skin .wad, wouldn't have been in the megapack because they're pretty much pointless unless they're distributed with a sourceport like what Skulltag used to do.
You can't see their skins unless you have the same .wad and put it in a folder named "skins" in the Zandronum directory. It'd also be possible to have the skin .wad loaded onto a server, but that's probably not a good idea.

>> No.494201

>>494157
For more skin choices for yourself, you need to download skins from the internet and chuck them in zandronum/skins

For seeing other players as only the doomguy, I don't know how because I'm new to this too.

>> No.494214

>>494186

yup, You have to have the exact same skin they have in the skin folder otherwise it just appears as the normal doomguy sprite with default sounds

>> No.494217

>>490739
Wow I've been planning all week to make a Aztec themed DM map, I think I'll give it a go! Sadly it'll be my first proper map outside of fucking around in Doom Builder to see how it works but I'll give it my best shot

>> No.494253

I hate to do this but, any good site for skins?
A rather shitty search pointed me in the direction of a few supposedly great sites that are long gone and might as well ask here, where at least somebody will be knowledgeable enough.

>> No.494268

>>494089
http://www.mediafire.com/download.php?7y7e1pbegjklczv Demoness
http://www.mediafire.com/download.php?binji6bj7s7jg64 Lacrimosa
http://www.mediafire.com/download.php?b5sh3n0i1tlcttj Purgatori
http://www.mediafire.com/download.php?v468xi44zlyi7sl Tyris Flare

>> No.494278

AND BUMP LIMIT LADIES AND GENTLEMEN

>>494253

Try this site, old, but it has some goodies

http://www.doomlegends.com/emporium/skins.html

Also >>494268

>> No.494289

NEW THREAD
>>494286

>> No.494343

Server: :: [BE] New York :: /vr/: Nukem Stole My Flag
Password: prostrats
SEE TAY EFF with Samsara.

>> No.495334
File: 24 KB, 640x480, RunDoomguyRun.png [View same] [iqdb] [saucenao] [google]
495334

>>492571
What kind of Doomguy is that?

This is unacceptable. :1

>> No.495579

>>493163
no

>> No.496357
File: 80 KB, 1025x455, i_am_not_good_with_computah2.jpg [View same] [iqdb] [saucenao] [google]
496357

Can anybody skilled with doombuilder 2 help me out here?

In E3M9 there's a line that you walk over and a wall in the level comes down. I'm looking at it in DB2 (pic related) and I've no idea how they did it. I thought it would be via tags but there's no tags on the lines that are pinned to come down, I dont even know how they selected them (they show up yellow when you mouse over the fake teleporter).

How can I do this?
It must be so simple yet I'm missing it.

>> No.496508
File: 290 KB, 963x831, tagged8.png [View same] [iqdb] [saucenao] [google]
496508

>>496357
They are tagged actually
Looking at the linedef properties for that teleporter area, it's got a tag of 8 with action 38 assigned to it.
Each sector that goes down has has their tag set to 8 as well.

Picture shows the highlighted sectors whose tag is 8.

>> No.496582
File: 316 KB, 768x1024, 1362815893739.jpg [View same] [iqdb] [saucenao] [google]
496582

>>496508
God damn it I knew it was something tiny.
Thank you though.

I was looking at the *linedefs*.....when I was meant to be looking at the *sectors*

I was looking at them for like, 10 minutes too.