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/vr/ - Retro Games


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5010292 No.5010292 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>5004771

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE/ETC
Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~

FAQ/PASTEBIN
http://pastebin.com/hzDnLpct

SO YOU WANT TO PLAY SOME...
Doom: https://cdn2.desu-usergeneratedcontent.xyz/vr/image/1503/77/1503778360511.png
Doom Downloads:
+ IWADs and more (>3 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
+ PortaDOOM: https://spideroak.com/browse/share/Kroc/PortaDOOM/releases/
Quake: https://cdn2.desu-usergeneratedcontent.xyz/vr/image/1514/09/1514094816594.png
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Duke: https://cdn2.desu-usergeneratedcontent.xyz/vr/image/1403/19/1403195896088.jpg
Marathon: https://cdn2.desu-usergeneratedcontent.xyz/vr/image/1528/27/1528276019025.png
Thief: https://cdn2.desu-usergeneratedcontent.xyz/vr/image/1456/09/1456095399293.jpg

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

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

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: https://www.doomworld.com/forum/4-wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/

TUTORIALS/UTILITIES
https://pastebin.com/7vKYWYp0

RESOURCES
https://forum.zdoom.org/viewforum.php?f=37

BUILD ENGINE LAUNCHERS
http://buildgamedosboxlaunchers.weebly.com/

== /VR/DOOM COMMUNITY ==

THREAD ARCHIVES
https://desuarchive.org/vr/search/text/%22doom%20thread%22/type/op/

MAKING NEW THREADS PROPERLY
https://pastebin.com/yzwgaLp7

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K

>> No.5010294

=== NEWS ===

[08-29] GEC PSX Master Doom Beta released, incorporating missing PC levels into the PSX version
https://www.doomworld.com/forum/topic/101161

[08-27] SM186 for Quake released, 12 Terracotta-themed maps
http://www.celephais.net/board/view_thread.php?id=61621

[08-26] GZDoom 3.5.1 released, implementing a "resolution mode selector"
https://forum.zdoom.org/viewtopic.php?f=1&t=61800

[08-25] A more recent build of TerminusEst's Booster mod
https://www.dropbox.com/s/nt4ycstu42sc4dq/te13-Booster.pk3?dl=1

[08-25] Anon shares a Hexen 2 map
https://mega.nz/#!pl1kxKJY!Z-6tXu5l_hOqI-H3Goy8Ga-lbfXMTJe1rqOAFaUG0_8

[08-25] Alien Armageddon mod for EDuke32 released
https://www.moddb.com/mods/duke-nukem-alien-armageddon/downloads/duke-nukem-alien-armageddon-10

[08-23] Combined Arms v1.3 as well as 'Combined Harms' officially released
https://combine-kegan.itch.io/combined-arms

[08-23] EDuke32 and BStone source ports now on the PSVita
https://wololo.net/2018/08/22/
https://wololo.net/2018/08/13/

[08-23] La Tailor Girl updated to 1.66, featuring a myriad of changes
https://forum.zdoom.org/viewtopic.php?f=43&t=58343&start=300#p1069845

[08-19] MetaDoom 5.1 release, mainly bugfixes and fine-tuning
https://forum.zdoom.org/viewtopic.php?f=43&t=53010&sid=5b13f0a8312dc9e7a439937c9f9319a8&start=1455#p1069332

[08-18] Underwater Map Jam for Quake SP released
http://www.celephais.net/board/view_thread.php?id=61613

[08-15] Anon demo release of LOTX
https://www.dropbox.com/s/7er793oby62hhb0/LOTX-Demo.rar?dl=0
https://desuarchive.org/vr/thread/4977940/#4979189

[08-13] WIP release of Gorgos, a total conversion
https://www.doomworld.com/forum/topic/101908-gorgos-the-hidden-terror-from-beyond-infinity-wip/

[08-13] XUMP, a Hexen mapping project has officially started
https://www.doomworld.com/forum/topic/101939-hexen-upstart-mapping-project-xump/

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

To submit news, please reply and anchor it to this post.

>> No.5010305

>>5005370 (video guy)
for the intro part, you should sync up the mod/scene changes up better with the music (and also use a better soundfont) so it feels better
syncing things up in general is a good way to go

>> No.5010349

>>5010289
Some COMPARATIVELY beautiful visuals can be created in the Quake engine. Those COMPARATIVELY beautiful visuals however cannot compete with visuals newer engines allow for, and thus the primary thing they achieve is emphasizing the age of the Quake engine, moreso for the vanilla version of it.
This calls for a question to the "limit-pushers". Why continue harping on engine that is just not good with eyecandy instead of working with the engine that doesn't have any problems with eyecandy - especially since eyecandy is apparenly that important for you (meaning "limit-pusher")?

>> No.5010361
File: 306 KB, 620x349, duke0003.png [View same] [iqdb] [saucenao] [google]
5010361

What do aliens do once they wake up with the body of a babe?

>> No.5010370

Here's a Doom Eternal joke i just thought of
>Doomguy uses the SSG's meat hook on some enemy
>The hook pulls the gun so hard, the shotgun flies away from his fans
>Gets close to said enemy, who then grabs SSG and points it at Doomguy
>"Well, guess i am now Eternally Doomed"

>> No.5010371

>>5010370
epic.

>> No.5010375
File: 12 KB, 476x411, 1441078642268.png [View same] [iqdb] [saucenao] [google]
5010375

>>5010370

>> No.5010386

>>5010361
Picked up.

>> No.5010390

>>5010349
Also, come to think of it, beautiful and ugly aren't opposites. There is also decent, clean and, just, inoffensive, I guess. There is no necessity to be le grande artiste just so that your level not to be perceived as an eyesore. Unless, of course, you are trying to cover up for your inability NOT to make it an eyesore.

>> No.5010391

>>5010390
>beautiful and ugly aren't opposites
yeah they are.

I think what you meant to say is that "there's are things between beautiful and ugly".

>> No.5010394

>>5010370
I have a better idea for a comic strip
>Some flying characters like reimu and superman flying about
>They see a meathooked pain elemental/cacodemon screaming and rushing past them
>Next panel is doomslayer on the other end of the chain, he takes a hand off the SSG, looks at them, and waves
>Title would be something like "I can fly too!"

>> No.5010402

>>5010391
I don't think so. I would rather say that thing could simply be unremarkable, not drawing attention to them, or even subtly pleasant in a sort of "to be taken for granted" way. And that's a very different thing from being 50% beautiful 50% ugly.

In terms of this pleaant comforting vibe, take a look at Mikko Sandt's "Distractions" userlevel. It's obvious there was artistic taste involved. But it's low-key, not screaming, not ambitious, functional, treating the engine AND the player with respect. It's a very different things from creating gigantic whateverthefucks with clashing colors and polygons sticking in all directions imaginable.

>> No.5010406

>>5010402
>I would rather say that thing could simply be unremarkable
but at that point it has nothing to do with it being beautiful or ugly, since both pretty and ugly things can be unremarkable.

you went on to list things that are inbetween beautiful and ugly in the previous post.

>> No.5010413

>>5010406
Well, in order to judge something you first need to notice it, right? What I am talking about however is intentionally being low-key, with nothing sticking out visually, being just uniformly pleasant enough, so that to enhance the feel of the level without drawing attention to it, since that attention is probably supposed to be preoccupied with some more important things (unless the level was created specifically in order to showcase its visuals).

>> No.5010416
File: 40 KB, 800x600, Funnyjoke.png [View same] [iqdb] [saucenao] [google]
5010416

>>5010370
FTFY

>> No.5010424

>>5010294
>sm186
I have yet to witness a good sm map, this is by far the worst series

>> No.5010425

Has the Hell Knight health been fixed in Combined Harms yet?

>> No.5010438

>>5010416
Got a genuine laugh.

>> No.5010442

>>5010425
Yeah. V1.1 fixes that, my bad.

>> No.5010454

So I'm trying to download Smooth Doom but apparently the download keeps failing.

Is it something wrong on my end or is the file down?
https://forum.zdoom.org/viewtopic.php?t=45550

>> No.5010457
File: 78 KB, 800x600, Funnyjoke.png [View same] [iqdb] [saucenao] [google]
5010457

>>5010394
here is yours
>>5010438
glad you liked it anon

>> No.5010459

>>5010454
Nevermind my hard drive was full and I didn't notice

>> No.5010463

>>5010457
Replace the wave with him flipping the bird

>> No.5010472
File: 71 KB, 800x600, Funnyjoke.png [View same] [iqdb] [saucenao] [google]
5010472

>>5010463
Ok...
here!

>> No.5010476
File: 481 KB, 1918x1030, soyouwanttoplaysomedoom.png [View same] [iqdb] [saucenao] [google]
5010476

>>5010305
what soundfont would you recommend?
the first track was ripped from YT yeah not the greatest idea, the second one I recorded on zandronum with the default soundfont because I was playing with Combined Arms


Im not sure what to do with the sound now, the flow and structure of the video has changed considerably
>intro
>a bunch of gameplay mods 10 seconds a piece (up to 3 clips for each one)
>vanilla break section to give the viewer a bit of a breather, 15 seconds a piece uninterrupted
>monster only section, 3 mods, 10 seconds each uninterrupted
>back to gameplay mods, returning to 3 clips for each one totaling 10 seconds
>brutal doom bait & switch
Current watch time: 9 minutes

the titles are integrated into the gameplay, and they give 2-3 seconds to read them depending of how much text there is, I dont know if thats too much or too little for the average viewer
maybe they are too intrusive, I tried to come up with an easy to edit overlay I could put in a corner but I wasnt happy with the results

Im thinking maybe I need restart with a clean slate, but I would like to keep the clips because I spent a lot of time putting them together, and I dont want to comb the footage again for the cool bits, rebuilding the video from there wouldnt be too big of an issue
I do have 3 backups just in case I need to go back to how the video was originally

>> No.5010481

>>5010476
Wait what
Why are you opening with mods?
Isn't it more sensible to show vanilla gameplay first?

>> No.5010482

>>5010481
From your last video I thought it was a good idea to have the intro bit with some mods to show what it's capable of, but then going vanilla right after that, and only going into mod detail after vanilla

>> No.5010490

God damn Descent is amazing. Is Descent 2 and Forsaken just as good?

>> No.5010514

>>5010481
>>5010482
by vanilla a mean a map showcase with vanilla gameplay
in this case Ancient Aliens, Going Down, JCPC, etc

how to run pure vanilla is covered in the intro
I did fold chocolate Doom as a suggestion in the Crispy Doom section as some other anon suggested

>> No.5010517

>>5010514
oh ok, gotcha

>> No.5010518

>Two Quake sites are unavailable in Europe because someone got worried about the new privacy policies
Well, i hope article 13 and 11 won't pass, because i don't want to miss anything related to my hobbies for this shit
https://twitter.com/doomwiki/status/1032817221821706240

>> No.5010520

>>5010518
And europeans were acting high and mighty against americans just a few months ago over internet policies.

>> No.5010523

>>5010518
You do know VPNs are a thing, right
There's no need to worry about dumb laws

>> No.5010542

>>5010476
Btw, minor thing, it's "Newgothic Movement", not "Neogothic Movement". I know it's equivalent but it might trip up people looking for it

>> No.5010571

Is there any way to make SmoothDoom work with DAKKA or other gameplay mods? Seems like at least by default they conflict

>> No.5010637

>>5010571
Nope, that would require merging weapon code.

>> No.5010639

>>5010637
I should've been more specific, I meant making the monster animations work (I know guns would have to be redone entirely) while DAKKA is loaded but disabling the weapon stuff

But yeah I guess it would be more trouble than it's worth

>> No.5010652

Combined Arms is solely the weapons mod and Combined Harms is the extra enemies, right? I'm guessing this is the case but it isn't explicitly stated on the website

>> No.5010654

>>5010652
Yes. I should probably clarify that on the page. You can pair the two together or pair CA with most monster mods, or CH with most weapon mods.

>> No.5010657

>>5010654
Cool, thanks buddy

>> No.5010660
File: 17 KB, 248x180, caguyanim.gif [View same] [iqdb] [saucenao] [google]
5010660

>>5010657
No problem, hope you enjoy the weapons and monsters

>> No.5010668

>>5010660
CH makes some maps absolutely brutal. I appreciate having a set of monsters to help balance out the weapons, though.

>> No.5010689

>>5010660
I like the way his "eyes" move about

>> No.5010693
File: 128 KB, 1800x535, 2018-08-29-102012_1800x535_scrot.png [View same] [iqdb] [saucenao] [google]
5010693

>>5010292
Thanks to you guys now I have this pretty decent stash of WADs handy. Having a blast exploring it all

I did remove Pillowblaster's stuff because super OP stuff just wasn't my cup of tea

>> No.5010698
File: 8 KB, 248x180, caguyloadingtakesawile.gif [View same] [iqdb] [saucenao] [google]
5010698

>>5010689
Those are definitely his eyes.

>> No.5010757

The greatest thing about KDiZD is that it's Doom 1 remade by people who don't understand it.

>> No.5010761
File: 19 KB, 480x337, 1532100343864.jpg [View same] [iqdb] [saucenao] [google]
5010761

>>5010390
>>5010349
>being this incredibly pretentious
Quake can have pretty maps even with the normal map limits. You're just being a fag.

>> No.5010767 [DELETED] 

>>5010761
Just report him at this point.

>> No.5010769 [DELETED] 

>>5010767
I will. I don't have any idea what the fuck he's rambling about but with his schizophrenic nonsense I'd almost think he was S'*****

>> No.5010771

>>5010424
Why is that? I feel exactly opposite and I'm genuinely curious.

>> No.5010772

>>5010370
god, it's like i'm reading one of redead-ita's shitty rambles in between his 4chan screencaps

>> No.5010787

>>5010698
Is that his ouchface?

>> No.5010789

>>5010698
I like this

>> No.5010790

>>5010757
That's a pretty good way of putting it.
I like flashy graphics and detailed maps, but KDIZD kind of misses the mark really hard.

>> No.5010794

>>5010790
Every time I play it, I won't lie, I do get wowed by the copious amounts of Zdoom shit, but Thunpeak and The City of the Damned: Apocalypse do the zdoom techdemo kind of stuff infinitely better. Doom remakes shouldn't make the switch hunts twice (or in some cases, thrice) as long, and the key hunts shouldn't be stopped by constant objectives or other really stupid shit.

>> No.5010814
File: 5 KB, 227x172, tempofield.png [View same] [iqdb] [saucenao] [google]
5010814

wabbit season

>> No.5010821

>>5010814
Duck season

>> No.5010826
File: 100 KB, 805x540, huh.gif [View same] [iqdb] [saucenao] [google]
5010826

Anyone know of some good episodic Quake map packs? I feel like playing something with a bit of progression to it today.

>> No.5010829

>>5010814
So will the other girl be "Duck season"?

>> No.5010847

>>5010826
I think Interceptor Entertainment put together a free episode for Quake back during its anniversary, and I heard it wasn't bad.
Only one episode though.

>> No.5010850
File: 498 KB, 500x375, 1485989612151.gif [View same] [iqdb] [saucenao] [google]
5010850

>>5010814
mating season

>> No.5010853

>>5010847
that was machinegames IIRC

>> No.5010856
File: 1.99 MB, 533x300, condoms!.gif [View same] [iqdb] [saucenao] [google]
5010856

>>5010850
MATING SEASON!

>> No.5010857

>>5010826
Arcane Dimensions, unless you mean a strict order to the episodes, then not that one

>> No.5010859

>>5010853
Aw, fuck, my mistake.

>> No.5010867

>>5010361
what mod?

>> No.5010870

>>5010867
Alien Armageddon
It's in the OP

>> No.5010872
File: 133 KB, 1024x1024, 1523329587429.jpg [View same] [iqdb] [saucenao] [google]
5010872

Is it intentional that Dakka's alt-punch attack is so OP?

I mean, it's not on cooldown, it does a fuckton of damage, it's AoE so you don't even have to be precise with it, requires no energy/resource to do. Am I missing something?

>> No.5010875

>>5010872
+There's seemingly no reason to ever use the normal punch attack when it does so little single target damage compared to the mega alt-combo that does like ~200 AoE

>> No.5010881

>>5010872
>>5010875
The triple tap on it's fucking incredible, though holding down the primary is pretty great too, also alternating gets more points.

>> No.5010884

>>5010698
This is his crate weapon reloading face.

>> No.5010896

>>5010639
It'd be trivial to comment out the weapon slot lines or the weapons entirely and then load Dakka after it, since Dakka doesn't use it's own replacer to keep score anymore.

>> No.5010909

So Compendium has like 12 or so megawads combined into one. It's fucking awesome, but is there anything like it for Quake, or Quake 2?

>> No.5010930

Is there a way to reload pistols in Final Doomer without having to spend the entire mag?

Reload key tells you info about the weapon but seemingly doesn't actually reload

>> No.5010937

>>5010930
Nevermind figured it out, it's secondary fire

>> No.5010948

Is Alien Armageddon worth playing? Or just the usual shitty Build porn with out of place graphics and poor weapon changes?

>> No.5010969

did doom 1/2 always had waterfall textures or were they new in final doom?

>> No.5010971

>>5010969
Doom had none, Doom 2 had slimefall and bloodfall textures, and I think sludgefalls.
Final Doom recolored one of those to have a waterfall.

>> No.5010987

>>5010294
see
>>5009535
>>5009046

>> No.5010990

>>5010948
https://youtu.be/-bSNfd2lbUM

>> No.5011023

>>5010476

I would emphasise the granularity of doom modding.

Start with Chocolate doom at a low resolution, move to PrBoom, then GZDoom.

Start from the assumption that whoever is looking at the video thinks that Brutal Doom is what invented vertical aiming in doom.

>> No.5011035

Anyone else think Doom 3 has some of the best weapon sounds in the series?

>> No.5011045

>>5011035
Yes, specially the energy weapons, Plasma does not look like a bubbles gun that makes stupid pew pew noises, and BFG actually displays power in sound rather than DUBDUB when it hits.

>> No.5011072

The doom comics were great, nice way to unwind after all the rage that occurs in castlevania threads.

>> No.5011080

>>5011045
yeah, in exchange they look and feel like total garbage

>> No.5011082

>>5011035
counterpoint: the doom 3 machinegun, shotgun, and pistol sound like wet slaps

>> No.5011083

>>5011045
I like the Doom 4 BFG personally but the plasma rifle can fuck off. Especially with how the Doom 1 and 3 Plasma Rifles sound fucking AWESOME.

Which begs the question

Doom 1 or Doom 3 Plasma Rifle?

>> No.5011096

>>5011035
The D3 chaingun, plasma gun, BFG, and rocket launcher are great, but this is counterbalanced by the lower tier weapons being piss poor

>> No.5011104

>>5011080
D3's BFG is a disgrace on the aesthetics front. the small hand cranny that presumably operates it is such a dumb design choice, the recoil from a fully charged shot would fucking destroy your forearm. the hugeass chassis or even D4's buttstock are far better choices. not to mention potential death from overexert/overcharge.

>> No.5011105

>>5011045
the optimal bfg
> quake 2 firing sound
> doom 64 impact sound

>> No.5011115

>>5010990
>cliche maps
>cliche battles
>weird weapon ripoffs from other games
>unnecessary sound changes
>irrelevant NPCs
>irrelevant extra textures

Why can't these lads build something like Golden Carnage?

>> No.5011120

>>5011035
reload sfx are ace as fuck for the sole exception of the shotgun, that chaingun and plasma. unf.
actual gun sounds are garbage and I despise nearly all of them. especially the rocket launcher's whistle, plasma gun's deep ass BWOMMP, and again the shotgun with its clunky, grating metallic pumping that is heavy on the ears and gets tiresome fast.

>> No.5011124

>>5011120
Really? I fucking love the sounds for the Shotgun and Super Shotgun. I'd use them in everything if I could.

>> No.5011125

>>5011115
>what is a mod

because they wanted to build their own thing, why even ask if you just want 3DR-style stuff?

>> No.5011145

>>5011120
as much as the pistol and its firing sounds suck, i like the reload sounds and design of it

>> No.5011189
File: 355 KB, 2552x1024, Virgin_Tech__Chad_Renegade.png [View same] [iqdb] [saucenao] [google]
5011189

>> No.5011195

>>5011189
>someone actually spent time making this

>> No.5011202

>>5011195
It's just text on an mspaint edit, shouldn't take you more than 15 minutes unless you're retarded.

>> No.5011235

is there a wad that only has the brutal doom monsters and gore but nothing else?

>> No.5011242

>>5011235
https://www.moddb.com/addons/brutal-doom-monsters-only

>> No.5011246

>>5011235
There is, it's aptly called brutal doom monsters.

>> No.5011251

>>5011242
>>5011246
thanks

>> No.5011258

So how's that gnoll thing coming along?

>> No.5011269

So does /doom/ retroactively hate ProjectBrutality because of the author's recent behavior or do you still enjoy the 2.03 release?

>> No.5011280

>>5011269
I wouldn't say hate, I just think they're really fucking stupid.

I thought 2.whatever was alright (for a bunch of other mods crammed together) but I've not played it in years, now I usually stick to more coherent gun-based mods like Trailblazer, Combined Arms and Dakka.

>> No.5011285

>>5011269
>because of the author's recent behavior

Give me the quick rundown

>> No.5011286

>>5010872
>>5010875
the fist primary fire does 227DPS when at max speed, while the alt-fire only does 175DPS against a single target
also the AoE effect is "only" 100 damage; the other 100 damage requires you to actually hit

it's an incredibly niche use I admit, but it is something

>> No.5011294

>>5011258
Gnoll?

>> No.5011302

>>5011280
what do you like about trailblazer? I gave it a try and it didnt really click with me, at least that time

>> No.5011305

>>5011302
I play it alongside Colorful Doom to even things up...somewhat.

>> No.5011306

>>5011269
i fucking love ProjectBrutality, fuck you

>>5011285
second this

>> No.5011312

I don't know what's causing it but the latest versions of Colorfull Hell have been crashing the game on GZDoom (3.4.1), while i was playing it with Trailblazer

>> No.5011313

>>5011312
Not on my end, I'm using GZD 3.5.

>> No.5011330

>>5011302
I like a lot of how the weapons handle, the upgrade system kind of makes it absurdly easy towards the end of stuff though.

The dual shotguns handle really nicely compared to other mods that do the same shit.

>> No.5011345

>>5011305
I think -fast can also help. If you're still OP after all that, go full autismo and bump things to nightmare.

>> No.5011353

>>5010771
Just the design and all. I know its sm, so i can't expect ad level of quality, but probably deep inside I am.
It just proves to me that good maps take time to make.
But hey, people have different tastes, most likely id like them more if i was myself a mapper

>> No.5011378

woah what the fuck
i lost my save in Golden Souls 2 and I could have sworn the level after Moonlight Morass was the Autumn one

>> No.5011385 [SPOILER] 
File: 132 KB, 464x264, 1535579744231.png [View same] [iqdb] [saucenao] [google]
5011385

>>5011294

>> No.5011394

Samsara monster addon anon
Any news?

>> No.5011418

>>5011385
is the long chaingun a metaphor for a pseudo penis?

>> No.5011423
File: 460 KB, 1400x875, Screenshot_Doom_20180829_231414.png [View same] [iqdb] [saucenao] [google]
5011423

>>5010571
Open Smooth Doom in Slade, delete the KEYCONF entirely, remove the replacers on the weapons just to be safe, job done.

>> No.5011425

>>5011378
Moonlight Morass has two exits.

>> No.5011430

>>5011423
you should be able to just load smooth doom, dakka, and then dakka_keyconflslots.wad
http://git.jinotra.in/ijon/dakka/raw/master/addons/dakka_keyconfslots.wad

>> No.5011437

>>5011430
scratch that, you also need dakka_keyconfclass.wad
http://git.jinotra.in/ijon/dakka/raw/master/addons/dakka_keyconfclass.wad

>> No.5011439

>>5011430
Oh yeah, I forgot that existed, I'm still used to an earlier version of Dakka that didn't have that, not to mention using it's own decorate for monsters to keep score.

>> No.5011453

>>5011072
Castlevania threads get fucking violent here. I just wanted to whip vampires.

>> No.5011454
File: 40 KB, 333x424, e43.png [View same] [iqdb] [saucenao] [google]
5011454

>>5011378
>Morass
more ass
huhuhuhuhuhuhuhhuh

>> No.5011460 [DELETED] 

>>5011285
>>5011306
Author of it was arrested for child pornography

>> No.5011474

>>5011460
Was he also named Sam Hyde by chance

>> No.5011574

>>5011460
link?

>> No.5011580

>>5010826
>.gif
I really expected a shalrath projectile to come into view and explode on me.

>> No.5011609
File: 362 KB, 1003x501, 1433938299827.png [View same] [iqdb] [saucenao] [google]
5011609

>>5011460
I hope you're just making shit up

>> No.5011632

>>5011460
Source, now.

>> No.5011635
File: 32 KB, 600x600, 7ec.jpg [View same] [iqdb] [saucenao] [google]
5011635

I'm playing DoomRL for the first time, anyone got any starter tips?

Playing Marine + Ironman at the moment.

>> No.5011654
File: 11 KB, 248x180, caguysnake.gif [View same] [iqdb] [saucenao] [google]
5011654

>>5010787
>>5010789
>>5010884
This is just someone having fun with his goofy eyes, while I don't have any plans of using these, they were too good to not save

>> No.5011665

>>5011654
Make it a mini game.

>> No.5011674
File: 15 KB, 210x260, [HUHs in egyptian].png [View same] [iqdb] [saucenao] [google]
5011674

>>5010424
>>5011353
eh, that's kind of a problem. You've raised the expectations so high that you perceive anything else as bad or worthless.

Plus, speedmapping is more of a challenge to see how good of a mapper's wit is in a short timeframe.
Maps that you prefer do take a long time. Time of designing the layout, setpieces, balancing and plenty, plenty of testing to come out with a quality level.
Most of the things i referred in previous sentence are difficult to execute under just few days or less, and even if you succeed, it's obvious it won't be on par like AD.

Sorry if I ended up a bit aggressive and possibly telling the obvious, didn't mean this as a personal attack on you. I'm just sick of shit when people raise the bar on level design and diss other levels as garbage or uninteresting even though it's got some solid stuff.

>> No.5011696

>>5011632
>>5011609
>>5011574
He's making that up
As far as I know the 'drama' involving the author is that he is being a little bitch and making people sign NDAs to test out his new release of the mod or something like that

>> No.5011702

>>5011696
There was other drama too about them using private test builds of other mods as sources of content for their public builds.

PB is a fucking drama mill, it seems.

>> No.5011754
File: 20 KB, 408x262, screen.png [View same] [iqdb] [saucenao] [google]
5011754

>>5010294
>>5010292
More updates to the demo maps; map03 accessible from both now.
May abandon this mapset for another singular map, or just work on the map as INTER02, otherwise, feel free to pick it up for /vr/'s own community project.

https://www.dropbox.com/s/mwiv2gwbnxbwjhj/LOTX-DemoV2.rar?dl=0 - No credits; I was going to do these last when it was actually ready

episode theme is "abandoned, decaying techbase on the moon of Enceladus orbiting saturn, takes place several years after D64, but before most other community content. Attempt to blend D64, CC4, and Doom 2 textures. The bases are normally on baseline automation to function, but has been recently activated due to the unusual attack by hell (there are MUCH better places they could have picked, so why attack here?), and after so long (didn't doomguy stay in hell to wipe these guys out?), they're literally only coming back online due to your actions and the UAC sweeping in here to investigate the signal, so you'll meet up with the odd cybercore unit (automated protection unit/UAC Elite) or actual UAC marine"

feel free to edit or modify existing maps to your liking; "INTERxx" maps should be left to experimental gameplay that would not be typically seen in normal DOOM, or don't apply to the main theme.

Design suggestions:
Try to make the ends of one map flow nicely into the other.

If the player is going to be in an area for extended periods of time, detail it applicably. If they're going to pass through quick, apply less detail.

Design around the idea that frozen monsters can block projectiles.

Many of the map layouts are already somewhat conceptualized, as is some baseline gameplay and suggested musics, see follow-up post.

The cyan fluid is "Cryothalum"- think Lava-but-Cold-as-fuck-not-hot-as-fuck. Inspired by the Kahwah Ijen

The maps are generally with a dense atmosphere/fog due to the abundance of LAVA and CRYOTHALUM. Lava does not occur naturally on the planet and must be imported by the UAC.

>> No.5011758

Is there any wad that adds an Archvile with less health and/or a higher pain chance that can be spammed less obnoxiously?

>> No.5011760
File: 21 KB, 256x128, encysky1.jpg [View same] [iqdb] [saucenao] [google]
5011760

>>5011754
Map01: e1m1 again, implication here is that the hangars are a pretty "prefab" setup which is why they all look so similar, uac just tacks on what they need afterward. General introduction to the theme and atmosphere, plus introduction to powercubes.

map02: Power plant and magma/lava management plant. Lava does NOT occur naturally on Enceladus; but it's (fictional) equivalent, "Cryothalum", does. Tower is kind of iffy, the rooms were originally planned to be underground but I couldn't really factor that well, and I couldn't make the tower seem like a drill of any sort either while still having the teleporters in it.

Inter01: A "fractured reality" sort of place, wherein the player is visiting while they are "Dead", You're NOT supposed to be here, and the place is NOT supposed to exist; it literally only does because of what just happened. It's an experimental map meant to establish a map theme outside of the existing maps, something made as a diversion to alleviate stress on other maps. You can die here instantly, but it's a general intro into how some keys/skulls will trigger/untrigger applicably. The problem is I couldn't figure out how to make the scripts apply to the newly spawned skulls instead of being triggered by a line the player is meant to run over when picking up the respective skulls off of an altar. Also has a weird voodoo switch-puzzle-thing. Go figure.

(post is large, sorry, will require multiple/slight spam)

>> No.5011764
File: 17 KB, 256x128, Enceysky2.png [View same] [iqdb] [saucenao] [google]
5011764

>>5011760
Map03: Wherein e1m3 was a "toxin refinery", this is the Cryothalum Refinery. The archvile from Map02 makes a major appearance here to harrass you throughout, and the majority of lighting here is very dark. It's intended to be an introductory on how most maps past this point are going to be very dark and require the flashlight.
Map04: Some kind of invasion type map that can be "lost" if the power-core thing is destroyed. Three general main arenas that lead up to the central area here where the core is. There could be a maze here where the player goes to rapidly get around the map while dropping down into a series of maintenance tunnels which serves as our maze. Has the first mini-boss and introduces the Cybruiser.

Map08: A callback in some ways to E1M8, after a long, arduous trek across Enceladus' frozen surface from the previous map. Terminator miniboss introduced here, as is the final boss (just abolisher with a freeze attack really).

Map09: undecided

>> No.5011779
File: 47 KB, 550x390, purple smog.jpg [View same] [iqdb] [saucenao] [google]
5011779

And yes, the purple fog is totally a real life thing.
sorry for the spam.

>> No.5011802

>>5010826
does anyone have that "so you want to play some fucking quake" pic?

>> No.5011808

>>5011802
It's right there in the OP anon

>> No.5012029
File: 190 KB, 1000x1000, the evil eye.png [View same] [iqdb] [saucenao] [google]
5012029

haven't worked on iDOLM@STER doom, too busy thinking about playing Crash Bandicoot 2 again.

>> No.5012048
File: 156 KB, 960x720, Crash Bandicoot 2 - Cortex Strikes Back (USA)-0024.png [View same] [iqdb] [saucenao] [google]
5012048

Crash Bandicoot Doom when?

>> No.5012056

Am I the only one who think "Containment Area" and "Spawning Vats" are the best Doom maps ever made? I always found these Sandy/Hall levels so fascinating, for whatever reasons.

>> No.5012057

>>5012048
One Crash-themed mod already exists.

>> No.5012061
File: 41 KB, 248x241, bad day.jpg [View same] [iqdb] [saucenao] [google]
5012061

does anyone have any interest in Vanilla+ mods for monster replacers? It feels like all the monster replacers are for doom iwads only, so I'm trying to gauge interest in other games since nobody seemed to care about my heretic one I started recently.

>> No.5012062

>>5012057
gotta look for it
only thing that comes up when i search "crash bandicoot doom" is funny oney e celeb man going WOAH replacing the enemies

>> No.5012067

>>5012048
Didn't you mean Crash Bandoomcoot?

No?

Crash Bandidoom then.

>> No.5012069

>>5012056
I like when the maps clearly aren't as stingy about making a map that "looks" good, and simply just plays nice. Having said this, the detail should be proportional to how long a player spends in that area.

>> No.5012089
File: 60 KB, 1024x1004, 1534047824226.jpg [View same] [iqdb] [saucenao] [google]
5012089

What singleplayer mod should I go for after classic Doom 2?

>> No.5012090

So is Turok actually a good game?
I'm playing the recent version and it's not bad, but it doesn't seem special

i do like that it's a recreation, looks and plays real smooth

>> No.5012092

>>5012089
Depends, what kind of gameplay changes would you like to see?

>> No.5012093

>>5012089
GMOTA
High Noon Drifter
Combined Arms

>> No.5012097
File: 1.61 MB, 1280x960, 1520364159481.png [View same] [iqdb] [saucenao] [google]
5012097

>>5010292
Does the author of ProjectBabel hang around here?

I was wondering - is it possible to make ColourfulHell compatible with Babel? To make it so that the changes to the AI tactics+fear can apply to colourful enemies as well? Or would that be too much of a clusterfuck?

>> No.5012102

>>5012092
Kinda just wanna see how far the modding goes.

>>5012093
I'll check these.

>> No.5012106

>>5012097
Some of the colorful hell enemies like orange tier, red tier, black tier, and white tier already have custom AI for like dodging, firing more than 1 weapon, etc

>> No.5012109

>>5012061
>It feels like all the monster replacers are for doom iwads only
that's probably because doom's kinda got a positive feedback loop going with its modding
there isn't much for heretic, which means there really isn't much focus on heretic, which means no one makes anything for heretic, etc

>> No.5012110
File: 392 KB, 1024x768, Plutonia.png [View same] [iqdb] [saucenao] [google]
5012110

What went wrong?

>> No.5012116
File: 171 KB, 1200x800, 1520262128756.jpg [View same] [iqdb] [saucenao] [google]
5012116

What are you guys' favorite mods to combine with ColourfulHell?

Ideally not super overpowered stuff but also not superfuckyou to the player.

Also are there any particular maps you like to pair with it or just about any works well?

>> No.5012118

>>5012102
The project scope is to make Vanilla monsters not feel helpless vs gameplay mods, while fixing some quirks in their base AI. I started in decorate because i wanted to make it Zandro compatible, but apparently I already fucked that up so I might just give up and convert it to Zscript as I go. There are a few experimental ideas that got thrown in like desperation attacks, so thats probably the main thing I was hoping to see if people like/hate.

>> No.5012120

>>5012110
People started getting too soft and then complained when playing it after being coddled so much

>> No.5012123

>>5012109
Exactly. I'm hoping to be some of the change I desire and work toward that, even if only a bit. I know a lot of modders have a soft spot for both Heretic and Hexen especially, but its just not productive or worth the extra work 90% of the time.

>> No.5012125
File: 174 KB, 732x454, 1511121140880.jpg [View same] [iqdb] [saucenao] [google]
5012125

>>5012110
Nothing.
It gave us this gem, and for that, I'm forever grateful.

https://youtu.be/EUBUYWIZUpE

That guy is like the Michelangelo of Doom.

>> No.5012137

>>5012097
It's probably not possible considering they both make AI changes and add monsters. I'm guessing there would need to be a patch made by the babel guy

>> No.5012143

>>5012116
I usually like Trailblazer if I have all spawn tiers enabled, or Samsara if I have some of the higher ones disabled (namely Abyss.) I also like pairing it with Heretical Doom but thats mostly because I'm one of those assholes who plays their own shit :D

>> No.5012160

>>5012116
Honestly the only times I've completed a playthrough with Colorful Hell was when I played through two megawads with Trailblazer, but I would think if you play DRLA and are able to get the Colorful Hell monsters to drop the DRLA mods and weapons it would be a perfect pairing.

>> No.5012173

>>5012160
>two megawads
>Trailblazer
You'd end with, what, 8 million ammo per weapon?

>> No.5012175
File: 39 KB, 422x367, 1513552374726.jpg [View same] [iqdb] [saucenao] [google]
5012175

So I'm trying out Combined Arms for the first time. I'm just curious - are you supposed to rely on your pistol very heavily when playing as the >>5010660
googly eyed guy?

I mean, you have infinite ammo with it and the alt-fire burst of damage is enough to take down hell knights in just a couple trigger pulls. It seems like it's truly formidable

Can you also harvest energy cells from enemies with the Nailgun indefinitely, incurring no ammo costs?

>> No.5012183

>>5012173
you know you can disable that and use normal backpack properties, right? If not, try it, it helps a lot with balance.

>> No.5012196

>>5012173
Yes

>> No.5012197
File: 1.36 MB, 291x163, plutonia_level_32.gif [View same] [iqdb] [saucenao] [google]
5012197

>>5012110
Nothing really, it actually went unusually smooth, the Casalis working their asses off for a couple of months and managing to actually make a tight and consistent product without problems. iD Software didn't demand any changes for Plutonia, like they did with TNT, they liked it and took it as it was (to the brother's relief, they were really on edge by that point).
For comparison, TNT had to have some levels truncated or even replaced, because they were too demanding for contemporary machines, Plutonia didn't go past any limits.

Dario's core idea was that Plutonia would consistently challenge him on Ultra-Violence, and thus that's why he tweaked the levels to be hard for him. In his own words, "I have no sympathy for people who complain to me that Plutonia is too hard on Ultra-Violence." the other difficulties exist for a reason.
I imagine Milo's goals and attitude towards Plutonia was much the same.
And I think that's good, the base game is generally quite easy, so it was nice to see a polished megawad that gave people more to try to best.
I also think that Plutonia has some distinct visuals that are quite cool, all the filthy old brick, brown cobblestone, moss clad walls, flowing blood, etc, etc. You can practically smell the way Plutonia looks, it's raw and disgusting, and I love it. It feels almost like a proto-Quake in that regard.

The only real flaw I think that can be weighed against Plutonia is that it has no original music, only featuring reused Doom tracks. Thankfully, these days we have the plutmidi pack.

>> No.5012202

>>5012183
Nah if I play those two mods I get a weird bug that makes the game skip to the next level at random, really annoying. I'd rather play legendoom with champions.

>> No.5012206

>>5012175
I like to turn off infinite ammo for the pistol. It gives the primary fire a reason to exist, and forces me to actually go and find a gun when I start a level.

>> No.5012207

>>5012175
Combined arms is always the googly-eyed guy.

and no, the pistol is really great but all of his guns are really good, try holding the shotgun altfire down.

>> No.5012218

>>5012207
Oh.
Woah.

>>5012206
Yeah this seems like a good idea, I'll try this. I was feeling a bit cheap

>> No.5012223

What are some examples of WADs you're supposed to play in prboom+ instead of GZDoom, even if you have a decent computer?

Is Sunlust one of them?

>> No.5012237

do you guys like replaying the original doom1/2 campaigns with mods, or do you only go to user-created maps/campaigns to play with mods? not sure how enjoyable the original games would be when modded given they never accounted for the player having so many more tools/the enemies being so potentially deadlier, etc

>> No.5012242

>>5012218
It was one of my complaints with the original incarnation of the mod. Limited ammo on the pistol is a lot more fair.

>> No.5012270

>>5012223
Frozen Time by Eternal
unplayable FPS in GZDoom, not even a toaster

>> No.5012306
File: 1.90 MB, 523x324, tumblr_o63i6i7FRS1qfayfyo1_540.gif [View same] [iqdb] [saucenao] [google]
5012306

>try Nightmare difficulty for the first time
>mfw
Oh man. I suck

>> No.5012327

>>5012306
Nightmare is a meme difficulty, UV is the balanced one to always choose

>> No.5012332

>>5012223
At least with my PC, Ancient Aliens goes to hell after a while on ZDoom-based source ports, so there's that (which is a shame, because playing it with Samsara is fun and hard as hell)

>> No.5012341
File: 615 KB, 1920x1040, prboom-plus_2018-08-30_00-37-39.png [View same] [iqdb] [saucenao] [google]
5012341

Is there a way to fix this cut off HUD in pr boom without going fullscreen?

>> No.5012343
File: 2.88 MB, 640x360, 2018-08-29 00-37-03_4.webm [View same] [iqdb] [saucenao] [google]
5012343

>>5007846

You might like Samsara Monster Mixer if you enjoyed Samsara. I'm currently working on getting the Quake monsters added in, but all the rest of the monster sets from the other games are already included.

You could also go use ExMixer if you want to play against the Quake monsters now. Though I personally disagree with some of the choices made in regards to what replaces what.

>>5011394

Still going through the sprite offsets. So far I've done 1,696 out of 7,680 (doesn't include the Death Knight which I haven't added yet or whatever I end up replacing the Spider Mastermind with)

Got a ways to go but I'm getting it done at a decent pace.

>> No.5012353
File: 416 KB, 200x148, the pit.gif [View same] [iqdb] [saucenao] [google]
5012353

>>5012306
Nightmare! is basically just for hardcore speedrunners.
Unless you enjoy that kind of thing, I wouldn't let it bother you.

>> No.5012357

Is there a character that is more blatantly overpowered than the others in Samsara? Or underpowered?

Or are they all roughly equally strong?

>> No.5012359
File: 660 KB, 1280x1024, Screenshot_Doom_20180830_005535.png [View same] [iqdb] [saucenao] [google]
5012359

>not having Stealth+Fastmonsters for your nightmares

>> No.5012363

>>5012357
>Is there a character that is more blatantly overpowered than the others in Samsara?
Chex guy. He pretty much has all of the weapons and power of Doomguy, but he's immune to his own splash damage and an additional 20% defense

>> No.5012379
File: 15 KB, 861x119, 2018-08-30-002223_861x119_scrot.png [View same] [iqdb] [saucenao] [google]
5012379

>Comment taken from a Samsara trailer on youtube
I didn't know I could get whiplash from a fucking youtube comment but I guess there's a first for everything.

>> No.5012381

>>5012379
90% of youtube comments are utterly worthless.

>> No.5012384
File: 8 KB, 320x199, pointing at self.jpg [View same] [iqdb] [saucenao] [google]
5012384

>>5012379

>> No.5012385

>>5012363
yeah but chex lacks the SSG

>> No.5012387

>>5012385
His take on the SSG is arguably just as busted if not moreso because it's a tighter cluster of projectiles.

>> No.5012393
File: 73 KB, 683x680, looks like shit.png [View same] [iqdb] [saucenao] [google]
5012393

this nightmare/stealth arachno remap looks like shit. wanted the implication of rusty legs/pinkish skin/yellow eyes but no luck.

>> No.5012396

>>5012393
Just do it in photoshop instead, as a .png

>> No.5012398

>>5012396
Anon. This is a lot of sprites.

>> No.5012403

>>5012398
Well, the hurt doesn't show. But the pain still grows.

>> No.5012405
File: 460 KB, 960x720, 1421572422705.jpg [View same] [iqdb] [saucenao] [google]
5012405

>>5012125
>that squeeze through blue pillars into archvile jump into exit
And I thought grabbing megasphere in map06 of sunlust was impressive.

>> No.5012415

>>5012387
that does half as much damage you mong

>> No.5012430

>>5012398
Yeah, it is, I know, I still haven't finished the Arc-Vile. But you have to put in some effort to make a monster.

The rectangular marker tool, and layers, lets you do so much for just basic spriting.

>> No.5012436
File: 743 KB, 1280x1024, Screenshot_Doom_20180829_230353.png [View same] [iqdb] [saucenao] [google]
5012436

>>5012403
guess i better get to work on manually recoloring each sprite.
least the nightmare caco translated well

>> No.5012439

>>5012436
i still gotta sprite good first, say i wonder if le tailor girl uses bases

>> No.5012492

Would anyone know where to get FGD files for Quake's expansion packs, for use with Trenchbroom? I looked around but only found dead links. And they don't come with Trenchbroom.

>> No.5012493

>>5012061
Well somebody is making Complex Heretic:
https://www.youtube.com/playlist?list=PL2WoHokHa_-Vj3XiPwjV87N1zyDQqF8ky

>> No.5012496
File: 519 KB, 1920x1080, Screenshot_Doom_20180829_210411.png [View same] [iqdb] [saucenao] [google]
5012496

I decided to finally try legendoom + colorful hell and shit at map03 of AV I ran into some legendary imp motherfucker who slaughtered me since I didn't have near enough ammo to kill that fucker plus it kept summoning more imps. Eventually kited him to the entrance and left him there and decided to move on with life when I got a neat RL that gave me more health per item pickup, and a Legendary chainsaw that gave infinite ammo for 3 seconds (stacking) on picking up ammo... and those summoned imps dropped health and ammo. Rockets for all.

>> No.5012503

>>5012492
Does trench not recognize the expansion packs as separate things?

>> No.5012505

>>5012439
I assume he has a naked “Barbie Doll” spriteset that he draws arms, weapons, and clothes over

>> No.5012506

>>5012503
It does, the expansion-exclusive entities aren't in its Quake FGD.

>> No.5012518

>>5010814
dick season

>> No.5012519

>>5012506
You intrigued me with this shit, it really was difficult to find anything. This is the closest I’ve got
https://www.quakewiki.net/archives/worldcraft/files/files.shtm

>> No.5012523

>>5012519
keep in mind that this it says it’s for worldcraft, I don’t really remember much about compatibility

>> No.5012524

>>5012519
Thanks, but that ("QuakeFGD Pack 1.5") is one of the dead links of which I spoke.

>> No.5012536

>>5012524
Well fuck, I thought looking on the actual quake wikis would help too. wikia is bad, quakewiki has the FGDs for the base entities, but not for the others. I’d say look in the actual pak files themselves but I can’t even remember what software opens them.

>> No.5012540

>>5012379
samsara's code is bad enough already thanks

>> No.5012565
File: 268 KB, 1280x1024, Screenshot_Doom_20180830_045411.png [View same] [iqdb] [saucenao] [google]
5012565

brightmap pls what are you doing
you should not be stretched out like that
wtf

>> No.5012567

>>5012387
it's also takes forever to reload and uses 4 shells per shot

>> No.5012590

>>5012398
That's what it takes to get it looking good.

>> No.5012592

>>5011754
Didn't you leave?

>> No.5012598

>>5012592
yes, and keeps coming back. this is literally the only place left that won't permaban him.

usually with some malarkey about "i never left!"

>> No.5012632
File: 498 KB, 1520x826, Screenshot_Doom_20180830_111540.png [View same] [iqdb] [saucenao] [google]
5012632

Well they're already eagerly cramming in features from the Doom Eternal footage into D4D.

Dunno how they're going to square that name when it's no longer just Doom 4.

>> No.5012636
File: 279 KB, 1133x946, 62253578_p11.jpg [View same] [iqdb] [saucenao] [google]
5012636

>>5012632
So is there a Doom 4-like mod that isn't getting bloated at this point?

>> No.5012639

>>5012636
D4T is a lot less bloaty or there's Xaser's Argent mod.

>> No.5012657

>>5011115
>Golden Carnage
This map is so overrated, just like Dark side.

>> No.5012668

>>5012636
I don't have any plans of adding any of that stuff to Doomslayer in GMOTA. Though I had to resist the urge to give the thunderbuss a hookshot.

>> No.5012675

>>5012668
It'd kind of be doubling features doing that, even if it's inverting what pulls what.

>> No.5012678

>>5012675
Plus I don't have a button available for a hookshot, so the thunderbuss is just gonna stay the way it is, and I doubt anyone will complain seeing as it just removes monsters from existence in a blast of lighting.

>> No.5012703
File: 115 KB, 672x608, hard work.png [View same] [iqdb] [saucenao] [google]
5012703

Hard work, but it's coming along

>> No.5012705
File: 90 KB, 1400x875, Image55.png [View same] [iqdb] [saucenao] [google]
5012705

>>5012678
Yeah, you'd probably have to start adding more inventory item stuff or custom binds again.

I mean I kind of edited in me an unleasher button but fuck knows how many people even use the zoom / reload bindings, let alone weird arse ones.

>> No.5012708

>>5012705
>Yeah, you'd probably have to start adding more inventory item stuff or custom binds again.
And that's something I want to avoid, cus the older versions of GMOTA were a nightmare to navigate when it came to controls.

>> No.5012723

>>5012306
>>5012327
UV-fast is what should have been the nightmare difficulty

>> No.5012742

>>5012116
LegenDoomLite and Champions.

>> No.5012751

>>5012703

Duke Nukem?

>> No.5012752
File: 3 KB, 52x77, tempofield.png [View same] [iqdb] [saucenao] [google]
5012752

>>5012505
you are correct

>> No.5012763

>>5012343
Is the idea of your monster mixer to include only the franchises, that had playable chararactes in the main Samsara mod?
As in
>Doom
>Heretic
>Hexen
>Chex Quest
>Wolfenstein 3D
>Duke Nukem 3D
>Quake
>Marathon

>> No.5012769

>>5012632
It should have been its own seperated mod, because it's not like Eternal is to Doom 4 what Doom 2 is to Doom 1

>> No.5012771

>>5012769
So far Eternal is just Doom 4 with more stuff in it, much like Doom 2.

>> No.5012772

Blastmaster's rocket is obnoxious to use. Its projectile is so fast, bounces at low heat, and deals normal rocket damage. Unless it's a massive open space, I'm more likely to just die while trying to use it. Doesn't help that I'm playing Congestion 1024 with this weapon set.

>> No.5012773

>>5012771
But it's going to have a lot more differences compared to the first two games

>> No.5012775

>>5012772
I should probably make it detonate against walls, and maybe slow it down a little.

>> No.5012779

>>5012775
I'm chalking this up to the mapset just being so claustrophobic to begin with. I like the concept of a weapon that doesn't become useful/is a detriment until you reach higher heat levels.

>> No.5012785
File: 456 KB, 1280x1024, Screenshot_Doom_20180830_085844.png [View same] [iqdb] [saucenao] [google]
5012785

>>5012751
Pardon? I don't see the resemblance.

>> No.5012787

>>5012769
It at least should have been an upgrade in the credits store, instead it's a forced grenade replacement.

Also it's really stupid with the holo grenade, it "fire" the thing but the hologram drops at your feet.

>> No.5012790

>>5012772
>I'm playing Congestion 1024
You are a man of taste and integrity.

>> No.5012797

Imagine if together with Doom Eternal we would also get a new official MegaWAD? Or at least an episode.

>> No.5012802
File: 687 KB, 1920x1080, Screenshot_Doom_20180830_090729.png [View same] [iqdb] [saucenao] [google]
5012802

>>5012790
The secret map was giving me some issues.

>> No.5012803

>>5012797
The last time they did this, they contracted it out to some company who fucked it up.

>> No.5012809

>>5012803
Who and when?

>> No.5012814

>>5012809
I think it was Nerve Software.

>> No.5012815

>>5012814
How did they fucked up?

>> No.5012841

>>5012803
I thought it wasn't bad. Better than the work they did on Duke3D World Tour.

>> No.5012868

>>5012405
That's a penis

>> No.5012882

>>5012868
Wait that's not a vanilla rocket launcher under there?

Disgusting.

>> No.5012887
File: 444 KB, 1280x1024, Screenshot_Doom_20180830_100312.png [View same] [iqdb] [saucenao] [google]
5012887

>>5012751
>>5012785
>>5012703

ah well, back to work, circle some rooms of interest and I'll see what I can do.

>> No.5012913

>>5012763

Basically, yes. Though I am going to put out a Doom 64 addon that will act as an example on how to make your own custom monster sets.

I should also mention that SMM doesn't try to go for outright balance compared to the Doom monsters, the idea was to try and make all the monsters behave as accurately as possible to their source material (within engine limitations and my own ability). This means that some sets may not fit well with certain mapsets.

The most I do is try to place them in a slot that I feel best matches what they're replacing in terms of health and abilities.

>> No.5012915

>>5012913
Will some of the D64 monsters play differently?
Because i know there's two new monsters and the PE, LS's and Arachnos play differently.

>> No.5012938

>>5012915

Nightmare imps replace the chaingunners, Revenants behave like they did on the PSX version, and the Mother Demon replaces the Mastermind.

The Pain Elemental, Lost Soul, and Arachnotrons will behave as they did in D64.

>> No.5012945

what are the hottest wads of 2018 lads?

>> No.5012951

I guess I will just start planning for my own Halloween level starting Sept. 1st.

>> No.5013006

>>5012868
>>5012882
No, that's a berserk'd fist.

>> No.5013016

>>5013006
are you sure it's not the extending tower you stand on to shoot rockets into the the Icon of Sin?

>> No.5013047

I really like Combined Arms' gauntlets, but I wish the punch sound was meatier. Anyone else feel this way, or is it just me?

>> No.5013054

>>5012405
>>5012868
https://youtu.be/bqSncR8Hsrc?t=66

>> No.5013057

>>5012657
The only thing that's overrated is your mom.

>>5012785
Looking pretty crunk, my man.

>> No.5013061
File: 43 KB, 768x384, icon of sin.png [View same] [iqdb] [saucenao] [google]
5013061

>>5013016
Oh god... OH GOD!
WE'VE BEEN STANDING ON HIS BONER THE ENTIRE TIME!

LOOK AT HIS GRIN, HE KNOWS

>> No.5013067

I know that the top 100 wads/cacowards shit is generally good shit to play, but what about the Mordeth award wads? Are any of them worth playing or are they only mentioned because of how long it took to make them?

>> No.5013070

>>5013067
I would assume they are something that is worth playing if they were willing to bring it up like that.

>> No.5013072
File: 568 KB, 1280x1024, Screenshot_Doom_20180830_123216.png [View same] [iqdb] [saucenao] [google]
5013072

>>5013057
phanks dok
have some more
direction is attempted to be color-coded and light-based (closer you are, the higher the light column, etc.)

See if you can figure out where the secret exit is in this image; Light column height is based on distance to what i'm trying to convey.

green lights = general progression
colored lights = keys, not sure how to signify power core, may resort to orange light for it.
gizmos = signifying room where key is/goes

>> No.5013090

>>5012945
REKKR
Adventures of Square
Golden Souls 2
Touhou Doom Episode 3
Combined Arms
LegenDoom

>> No.5013091

>>5013090
sweet gonna play these tonight

>> No.5013130
File: 622 KB, 1920x1017, Screenshot_Doom_20180830_185207.png [View same] [iqdb] [saucenao] [google]
5013130

bunch of magazines

>> No.5013135
File: 553 KB, 1280x1024, Screenshot_Doom_20180830_131514.png [View same] [iqdb] [saucenao] [google]
5013135

>>5013072

>> No.5013148

where do i get hexen and heretic?

>> No.5013168

>>5013148
Here you go friend
https://www.dropbox.com/s/2cmxzm9e3kldoyg/heretic.WAD?dl=0

>> No.5013176

>>5013168
>>5013148
https://www.dropbox.com/s/zn8bcacbx8cd2ns/hexen.WAD?dl=0
was still uploading, had to delete stuff.

>> No.5013180

>>5013054
>Deagle Nation
Hell yeah, mah nigga. Just imagine a Deagle Nation Doom WAD.

>> No.5013208

>>5013180
Fuck man, I wish it happened.

>> No.5013254
File: 36 KB, 416x332, IMP STUCK, IMP STUCK.gif [View same] [iqdb] [saucenao] [google]
5013254

IMP STUCK
IMP STUCK

>> No.5013259

>>5013254
[laugh track]

>> No.5013261
File: 18 KB, 480x360, hqdefault2.jpg [View same] [iqdb] [saucenao] [google]
5013261

When installing Blood 2 there were some epic artworks there.
Does someone have them in High-Res?

>> No.5013262

Playing the latest release of PRBOOM+ and when shooting the super shotgun [specifically the reloading part] it looks like the sprite has screen tearing on it. Any way to fix?

>> No.5013285
File: 362 KB, 1920x1080, Screenshot_Doom_20180823_195925.png [View same] [iqdb] [saucenao] [google]
5013285

what vision do you call this

>> No.5013295

>>5013285
headache

>> No.5013305
File: 5 KB, 476x558, Nodflenders.png [View same] [iqdb] [saucenao] [google]
5013305

>>5013285
Diddlihippopeplo-vision

>> No.5013327

>>5013254
YOU GENUINE ASS EATER

>> No.5013338

>>5013072
>>5013135
>See if you can figure out where the secret exit is in this image
I can't see where anything is in that image.

Seriously, this looks fucking awful.

>> No.5013359

>>5012814
What are you talking about? No Rest For The Living is an excellent mapset.

>> No.5013425
File: 1.67 MB, 1522x1324, 1535222070874.png [View same] [iqdb] [saucenao] [google]
5013425

I want to seea video of DAKKA gameplay before I try it.
Why is there nothing out there?

>> No.5013426

>>5012841
The levels in Duke World Tour were very good, they just fucked up the sounds and the compatibility with sourceports.

>> No.5013430

>>5013425
it would take maybe ten minutes to download, play, and form your own opinion

stop being lazy, you nigger

>> No.5013431

i always liked how doom power ups looked

>> No.5013438
File: 139 KB, 800x450, Battlemage Samus.jpg [View same] [iqdb] [saucenao] [google]
5013438

>>5012668
speaking of that, it was you who asked for that medieval samus img that i posted here days ago?

>> No.5013473

>>5013285
Squint vision.
Fucking hurts to look at the screen in a dim room after getting that invuln

>> No.5013483

It's probably been covered in other editions but if you're getting no sprites in GZDoom, downgrade your AMD drivers to 18.5.1.

>> No.5013485
File: 2.50 MB, 960x540, foam.webm [View same] [iqdb] [saucenao] [google]
5013485

I'm back in action, oh yes.

>> No.5013493

>>5013425
There literally aren't any because outside of here, nobody pays attention to it, so nobody makes videos, so nobody pays attention to it.

See how that works?

>> No.5013496

>>5013485
That's uh, interesting. What is that, insulation foam?

>> No.5013504

>>5013496
shaving foam mixed with poison (that's why it's green, obviously)

>> No.5013519
File: 50 KB, 960x960, 1529816281890.jpg [View same] [iqdb] [saucenao] [google]
5013519

My mom just put down my cat

Whats a good wad to take my mind off

>> No.5013538

>>5013519
mr friendly

>> No.5013542

>>5010294
>186
why can't we organize something like this for unreal?

>> No.5013546

>>5013542
Unreal is dead

>> No.5013547

>>5012341
>>5013262
please respond

>> No.5013548

how the FUCK are you supposed to get 4:15 on e4m2
were the par times not set on UV?

>> No.5013551

>>5013519
https://www.youtube.com/watch?v=f8aU4MYDsOQ

>> No.5013553

>>5013546
you are dead

>> No.5013560

>>5013548
without modern speedrun tricks, i should say
how the FUCK did id software get 4:15 on e4m2 in 1995, this map takes forever and kills you if you don't play it the way it wants you to

>> No.5013561

>>5013519
scythe 2

>> No.5013564
File: 1.11 MB, 1411x809, tempofield.png [View same] [iqdb] [saucenao] [google]
5013564

wanna rob a museum?

>> No.5013565

>>5013564
no, that's illegal

>> No.5013570

>>5013519
Ancient aliens and/or Russian Overkill/abort_m

>> No.5013573

>>5013564
is that a map concept that was done in doom wads history that often?
is that a map you're working on?

>> No.5013576
File: 368 KB, 1920x1080, crispy-doom_2018-08-30_17-57-28.png [View same] [iqdb] [saucenao] [google]
5013576

>>5013560
FUCK that was ridiculous but i got it
i can't claim it was any amount of skill, this was just good RNG in the right places

>> No.5013578
File: 4 KB, 50x50, 166.gif [View same] [iqdb] [saucenao] [google]
5013578

>>5013519
I'm sorry for your loss Anon, my friend
Mr. Friendly would be wonderful to take your mind off of it.

>> No.5013581

>>5013573
I remember turbocharged arcade 2 had a map where you robbed a museum

>> No.5013586
File: 1.49 MB, 1301x797, tempofield.png [View same] [iqdb] [saucenao] [google]
5013586

>>5013573
its actually more of a showcase area of a castle more than museum

but you gotta rob it anyway

>> No.5013615

>>5013576
Your question was answered via experience.

>> No.5013616

Anyone remembers this animation?
I recall seeing it on newgrounds and there's a scene where if you put your cursor over Doomguy's helmet, it gets transparent to show his face

>> No.5013621

>>5013616
https://www.youtube.com/watch?v=HUne9YDIkLo

>> No.5013634

>>5013425
dunno if you care anymore, but I did record this some time ago (and never did anything with it)
https://www.youtube.com/watch?v=cSjvDBqifWM

>> No.5013637

does samara work with gzdoom?

>> No.5013638

>>5013634
videos of unpopular mods can help to give exposure to them, specially when people like icaruslives would never touch them

>> No.5013640

>>5013637
https://forum.zdoom.org/viewtopic.php?t=51771
This one does

>> No.5013641

>>5013638
>icaruslives
He's been asked to look at it countless times, never has yet.

Meanwhile he covers worse mods while tossing himself off over how he likes mods that do dakka.

>> No.5013642

>>5013641
Fuck him, seriously.

>> No.5013649
File: 293 KB, 720x1038, 1495460539896.jpg [View same] [iqdb] [saucenao] [google]
5013649

>>5013578
>>5013538
I didn't even know this existed. Thanks guys.

>> No.5013660

>>5013438
That wasn't me, no.

>>5013641
Maybe he just needs the right person to get into his ear regarding DAKKA.

>> No.5013663

>>5013642
>>5013660
Let's be honest here, he'd just end up giving it shit because he isn't good enough to play it properly. Same thing has happened with other mods.

>> No.5013673

>>5013641
>>5013642
>>5013660
>>5013663
y'all real fuckin' bitter he hasn't covered a random no-name mod yet

>> No.5013674

>>5013663
I'd say Dakka is simpler and more idiot-friendly but it took him 15+ hours to find out he could punch in Trailblazer while being constantly nagged by his viewers to do it.

>> No.5013679

>>5013673
I ain't bitter, and DAKKA ain't no no-name mod. It's been around here for years and deserves some respect. I should bully the shit out of you.

>> No.5013682

>>5013679
try me, nerd, i'll turn you into a melon

>> No.5013684

>>5013674
it's not like dakka has a big ol "READ THIS!" in its options menu or anything
(but let's be real, who actually reads shit)

>> No.5013686

I wish there was some alternative for Icaus that actually pays attention to the mod they're playing and know better
Like, what he should be

>> No.5013689

>>5013686
Icarus would be fine if he spent more than a couple days with a mod. That's not enough time.
Go from doing it weekly to bi-weekly.

>> No.5013692

>>5013689
The issue isn't just his schedule, because after watching his MetaDoom/Doom 64 for Doom 2 walktrought for a while, i saw a part where he didn't pay attention to some pick ups he could have picked up, like ammo and health
I assume even his memory is kinda shitty

>> No.5013702

>>5013660
>Maybe he just needs the right person to get into his ear regarding DAKKA.
I tried once, even made sure to include that Ketchup patch (since it was back before Ijon reworked it to not use monster decorates) and he has to have everything with Ketchup.

That got exactly nowhere.

>> No.5013705

>>5013702
>he has to have everything with Ketchup
Jesus christ what a pleb

>> No.5013723

>>5013705
It can add something to the experience but you've really got to know when a mod uses monster decorates because unpatched it's going to fuck your shit up.

With his Psychic video he does that, he loses all of the power-based death animations and most of the monster dropping monies.(I think only the Lost Soul and Spectre drop them because Ketchup doesn't touch them).

>> No.5013742

>>5013723
>all this because someone wanted more red pixels on a video game
Worst part is Marks code being shit

>> No.5013758

>>5013742
This is more down to how decorate works, replacing actors instead of adding to them.

It's real simple to do a merged patch but with the amount of mod combinations, you really have to do that shit for yourself.

>> No.5013760

>>5013723
Protip: even the simplest forms of brutal doom can fuck shit up on untold levels of magnitude.

>> No.5013763 [DELETED] 

I started a Combined_Arms server on Zandy to see if my ports are still forwarded, could anyone check and see if it's there?

>> No.5013765

>>5013640
oh god why does the nail gun freeze the game

>> No.5013772

>>5013765
doesn't freeze anything in 3.4.1

>> No.5013778

>>5013760
any monster replacer will do the same, you'd get the same result out of combined_harms or whatever else you run that overwrites monsters.

>> No.5013783

>>5010292
https://www.youtube.com/watch?v=krPH0cWIP5U

>> No.5013813

le tailor man let me ask you something did you get someone to do the voices for your wad or did you rip them from different games

>> No.5013820

>>5013813
Why does it matter

>> No.5013826

Congestion map 32 was some real fucking bullshit with CH's Cacos, but I finally did it and I feel accomplished.

>> No.5013829

why is Descent so good

>> No.5013832
File: 116 KB, 200x562, 200px-FEH_Oboro_01.png [View same] [iqdb] [saucenao] [google]
5013832

>>5013813
Hege got Diana's voices from Oboro from fire emblem. Sewie I don't know.
https://youtu.be/JsRggGYFh_U

>> No.5013862 [DELETED] 

>>5013832
Oh so he's one of THOSE fags

>> No.5013870

>>5013832
thanks now i know and must rip my own voices
>>5013862
not him but explain

>> No.5013873 [DELETED] 

>>5013870
Fire Emblem is for fags and if you don't believe me check out /feg/ and you will see. Nintendofags and fags. Worst kind of people and I hate Lucina.

>> No.5013901

>>5013873
i've never played fire emblem before is it that bad?

>> No.5013903 [DELETED] 

>>5013901
If you're a fag you will like it.

>> No.5013904

>>5013873
this is really good discussion and relevant to doom

>> No.5013906
File: 704 KB, 1920x1080, Screenshot_Doom_20180823_195506.png [View same] [iqdb] [saucenao] [google]
5013906

>>5013903
i'll just stick to doom then

>> No.5013907

>>5013873
>>5013903
good posts dude

>> No.5013912 [DELETED] 

>>5013873
>Actively admitting to browsing /feg/

At least actual FE/gg/ots are more subtle with their falseflagging.

>> No.5013914 [DELETED] 

>>5013904
What discussion? Nobody is talking about doom it's been dead in here for a while.

>> No.5013915 [DELETED] 

>>5013912
Spot the /feg/lord.

>> No.5013917

>>5013906
SNEED?

>> No.5013918 [DELETED] 

>>5013915
Nice (((argument))).

>> No.5013919

>>5013873
You know it's possible to play a game and not spend time on generals/threads for it, right?
I love Castlevania games, but I avoid threads about them like the fucking plague.

>> No.5013921

>>5013917
Formerly doom.

>> No.5013923 [DELETED] 

>>5013918
>((()))
Nice /pol/ meme.

>> No.5013925 [DELETED] 

>>5013923
For you.

>> No.5013928 [DELETED] 

Also FUCK La Tailor Girl, it's a shit wad.

>> No.5013929 [DELETED] 

>>5013925
>Simulated downvotes

Are we being fucking raided?

>> No.5013934

>>5013923
I should replay Kama Sutra

>> No.5013939 [DELETED] 

>>5013929
By /feg/

>> No.5013940

>>5013928
>FUCK La Tailor Girl
i would

>> No.5013954
File: 302 KB, 1920x1080, Screenshot_Doom_20180504_175257.png [View same] [iqdb] [saucenao] [google]
5013954

>> No.5013956

Why don't keys disappear after I pick them up in Complex Doom?

>> No.5013961

>>5013956
multiplayer flags.

>> No.5013967

>>5013954
shake it baby

>> No.5013983

>>5013961
Shit, that makes me think, was complex doom ever intended to be played solo? It's pure RNG on whenever or not you survive the first few maps of a complex doom solo game. Perhaps legendaries were meant to be outnumbered, not outgunned?

>> No.5013984
File: 2.74 MB, 2997x2000, 1528735388598.gif [View same] [iqdb] [saucenao] [google]
5013984

The OG Doom series sure does have a lot ofreal bullshit moments....

>> No.5013987

>>5013954
what wad?

>> No.5014008
File: 30 KB, 500x375, 1522345597811.jpg [View same] [iqdb] [saucenao] [google]
5014008

>Have a bad day
>Go home and fire up some stereotypical Metallica/Pantera/Maiden music
>Just turn the lights off and play some vanilla DOOM2

It's a good feel, guys.

>> No.5014010

>>5014008
>Metallica
lmao

>> No.5014013

>>5014010
Megadeth is good too.

>> No.5014014

>>5013984
took me a second, but I'm fuckin dying now that I seent it.

>> No.5014016

>>5014014
You hadn't seen that gif before? It's years old.

>> No.5014034

>>5013984
It only feels that way for me when playing with fast monsters on.

>> No.5014042
File: 572 KB, 1920x1080, Screenshot_Doom_20180830_192555.png [View same] [iqdb] [saucenao] [google]
5014042

>> No.5014045

>I don't get why people complain so much about Lost Souls being annoying/cheap
>Play Mission 8 in DOOM 2 for the first time

Oh.
I get it now.

>> No.5014049
File: 393 KB, 1920x1080, Screenshot_Doom_20180830_192831.png [View same] [iqdb] [saucenao] [google]
5014049

end of c kid

>> No.5014050

>>5014045
The only room in map08 with lost souls in it is optional.

>> No.5014051

>>5013542
I don't know how to map for unreal

>> No.5014052
File: 560 KB, 1920x1080, 2018-08-30-212949_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
5014052

>>5014050
>implying that means I wasn't gonna go through with it

>> No.5014057
File: 6 KB, 225x225, hwat.jpg [View same] [iqdb] [saucenao] [google]
5014057

Is there a HANK.wad yet?
https://youtu.be/FqdDjNAyPdA

>> No.5014059
File: 35 KB, 667x563, Screenshot_Square_20180615_192415.png [View same] [iqdb] [saucenao] [google]
5014059

>>5013090
Out of all of these I think the Adventures of Square is my favourite. I've spent my whole life freaking out all the squares but when I played that WAD, the square was me.

>> No.5014060

>>5014052
>>5014045
it's not the lost souls
it's the pain elementals

>> No.5014074
File: 408 KB, 1920x1080, Screenshot_Doom_20180830_194705.png [View same] [iqdb] [saucenao] [google]
5014074

>> No.5014085

>>5011454
Very underrated post

>> No.5014098

>>5014074
This looks neat, what's it called?

>> No.5014119
File: 246 KB, 1360x768, hexen12.png [View same] [iqdb] [saucenao] [google]
5014119

Beginning area of my next Hexen 2 map is starting to come together.

>> No.5014124

>>5014119
Oh man, that looks AMAZING. Is it part of any larger mod or anything, or is it just a standalone map?

>> No.5014134

>>5014124
Thanks! This is going to be part of a hub. I previously posted a separate standalone map, here it is in case you didn't see: https://mega.nz/#!w09zDBCQ!KJLfhuNb9vY5p6jZLTrYbJY2CR3zIj6wKsYV4i2EJ64

>> No.5014145

>>5014134
I didn't see that map earlier. I'll check it out in a moment, thanks for the link!
Very curious to see how your maps and the hub will turn out - Hexen 2 is one of my favorite games so seeing new stuff come out for it is exciting. Oh, and let me know if you want some new music for the maps, I wouldn't mind contributing some tunes.

>> No.5014156
File: 307 KB, 800x600, Screenshot_Doom_20180831_043129.png [View same] [iqdb] [saucenao] [google]
5014156

I managed to create a peculiar little bug when changing up the death state on the Spectre/Pinky.
They have two death death animations, the regular one, and then an altered one where their arm comes off and they slump forward.
I changed it a bit to make their bodies spawn buzzing flies intermittently, but I must have missed a number on the Spectre's state jumps, because he will randomly, and intermittently, replay his second death state (grunting and all), thus dislodging a new severed arm

So any time a Spectre does the second animation when killed, it will randomly, and frequently, spit out a new severed arm in a random direction, and these will just pile up around him.

>> No.5014157
File: 331 KB, 800x600, Screenshot_Doom_20180831_043509.png [View same] [iqdb] [saucenao] [google]
5014157

>>5014156
That fuzzy pile of television static is all his right arms.

>> No.5014160
File: 581 KB, 1280x1024, Screenshot_Doom_20180830_233737.png [View same] [iqdb] [saucenao] [google]
5014160

>>5013338
I'm going to argue the opposite considering I made it and it's very clear and concise. You're free to edit it to make it not look shit, otherwise I'll just keep bumblefucking around and not understanding at all.

Take this image for instance of the same room from a different angle. It's clear. It's concise. It tells you several things:
1: The blue key is in this room or is adjacent to it!
2: There is a secret here!
3: It presents a gradual curve towards the elevator.

I may swap the orange lights for another color. Orange is starting to be used for powercube indication.

>> No.5014164
File: 498 KB, 1280x1024, Screenshot_Doom_20180830_234049.png [View same] [iqdb] [saucenao] [google]
5014164

>>5014160
More clear and concise marking in the adjacent rooms too: Small green light means you're far from the next progression point. Blue gizmos means "the key is in this room or an adjacent one" or "this object requires this key"

>> No.5014173

>>5014098
Looks like Doom Radys.

>>5014160
>You're free to edit it to make it not look shit
I'm not making your map for you.
>The blue key is in this room or is adjacent to it!
The blue key is a much bigger indicator of that.
>There is a secret here!
What? No, it REALLY fucking doesn't tell you that.

>> No.5014176
File: 7 KB, 90x69, CHGGA0.png [View same] [iqdb] [saucenao] [google]
5014176

imma use the assault rifle from complex doom for my wad if that's okay because i don't know who created it but im giving credit anyway

>> No.5014178

>>5014160
Which part of the rainbow vomit color scheme is supposed to indicate a secret? Because jesus christ this is like if the Doom 64 team had no idea about color theory. At least stick to colors that actually compliment the scene.

>> No.5014179

>>5014176
Judging by the credits it's Mike12

>> No.5014181

>>5014060
Pain elementals are temporary farm spots in rpg mods.

>> No.5014184
File: 310 KB, 1280x1024, Screenshot_Doom_20180830_233954.png [View same] [iqdb] [saucenao] [google]
5014184

>>5014173
>I'm not willing to fix the issue, just complain about it
okay buddy.
>>The blue key is a much bigger indicator of that.
They're being used in the same manner as heretic/hexen gizmos.
>>What? No, it REALLY fucking doesn't tell you that.
It really does. Read >>5013072 again:
green lights = general progression
colored lights = keys, not sure how to signify power core, may resort to orange light for it.
gizmos = signifying room where key is/goes

Height of lamp is equivalent to proximity. I'll record a no-target of the map to show you better.

>> No.5014186 [DELETED] 

>>5014173
>I'm stupid so everyone else is also stupid

>> No.5014187

>>5014160
It's nice to see someone using decor with purpose.

>> No.5014190 [DELETED] 

>>5014160
This looks epic as hell bro, keep going, don't listen to the other guy. Probably a visitor from /v/ from the way he talks.

>> No.5014192

>>5014184
>I'm not willing to fix the issue, just complain about it
It is not my place to fix your fucking map for you.
>Read >>5013072 again:
A player is not going to be able to read a 4chan post to indicate how you use lights.
And even with that, there is no indication that there is a secret there.

>> No.5014197 [DELETED] 

>S'Arais gets banned and btfo'd on 8gag so he comes back here
Your maps are still shit and your samefagging is obvious. Fuck off.

>> No.5014198 [DELETED] 

>>5014190
>>5014186
>>5014184
usually you're slightly less obvious when you start samefagging

>> No.5014213

>>5014179
i just used to call it the brutal doom gun i didn't knew hdoom man created it first

>> No.5014220

>>5014178
They do compliment the scene, though. Don't use "color theory"- a thousand-year-old myth, mind you, as an excuse for "I don't like this", considering the community has put out several maps and mods that completely shit over the very concept of color theory.
Proof of it being followed anyway is in the first bloody room.

>>5014190
Thank you battle bruvah. My real concerns are "texture use" and "layout refinement" at the moment. I don't like all these lot trying to make it all desaturated and colorless. Hate that shit like I hate boring COD-shooters. So I throw in vibrant colors whenever I can.

>>5014187
It very much looks like it, considering none of them know what they're talking about and are just trying to bring up drama.

>>5014192
>And even with that, there is no indication that there is a secret there.
I'm pretty sure a sparking, broken door with purple secret indicators and a teleporter inside is very clearly marked.
I'm also sure subliminally leading the player with these colored lights in EVERY map is a pretty good indication of how to use the lights.

https://www.dropbox.com/s/yotvhl2p3amy3fx/2018-08-30%2023-59-38.flv?dl=0

>> No.5014221

>>5014190
>>5014186
>>5014184
>sweet eddy, you're cool man.

>> No.5014224

>>5014220
>Don't use "color theory"- a thousand-year-old myth, mind you, as an excuse for "I don't like this"
you have literally no idea what you're talking about

>> No.5014226

>>5014220
>Don't use "color theory"- a thousand-year-old myth, mind you, as an excuse for "I don't like this"
Yeah I suppose you're just the new fucking Da Vinci or something and thousands of years of human artistic sense is just wrong.

>> No.5014227

>>5014220
lmao battle bruvah

>> No.5014230
File: 59 KB, 455x451, 1370015222193.png [View same] [iqdb] [saucenao] [google]
5014230

>>5014220
>https://www.dropbox.com/s/yotvhl2p3amy3fx/2018-08-30%2023-59-38.flv?dl=0
>20 seconds into the video
This is fucking horrifying.

>> No.5014237

>>5014220
>>5014230

I'm barely over a minute in and I'm convinced you don't actually know what "color theory" means.

>> No.5014249
File: 4 KB, 134x84, WC12A0.png [View same] [iqdb] [saucenao] [google]
5014249

>> No.5014252
File: 594 KB, 1944x1944, hat.jpg [View same] [iqdb] [saucenao] [google]
5014252

>>5014226
Da Vinci would argue exactly what I'm arguing: >>5011779

>> No.5014256

>>5014119
Is that a port? I didn't even know Hexen 2 supports transparent brushes.

>> No.5014257
File: 705 KB, 1000x1000, 1515453871325.png [View same] [iqdb] [saucenao] [google]
5014257

>>5014252
I don't even know how to respond to this. Holy fucking christ you're retarded.

>> No.5014271

>>5014252
da vinci literally invented a type of color theory which is still in application and being studied today

i can guarantee you he would probably not argue in support of your doom map

>> No.5014274

>>5014145
That would be very cool. I was planning on using music from Mageslayer, another Raven game.
>>5014256
It is a sourceport, but the game did originally support transparent brushes.

>> No.5014276

>>5014271
I guarantee you he would, given this 'color theory' is being followed, despite how much of a myth it is.
You literally only need to use any search-engine for "color theory" to see that I'm using it correctly. So I'm not giving this bait any more of my time.

>> No.5014283

>>5014276
>I guarantee you he would, given this 'color theory' is being followed, despite how much of a myth it is.
>You literally only need to use any search-engine for "color theory" to see that I'm using it correctly.
holy shit, no. color theory is not "things are colored and these represent certain aspects", color theory is how colors look when blended together, and it's a little more complicated than "red and blue make PURPLE!!!". your interpretation is fucking nonsense and the fact you legitimately think da vinci would rise up from the grave to defend you is fucking crazy.

>So I'm not giving this bait any more of my time.
ah, yes, the classic "i don't want to answer any more so i'm calling it bait"
quick, better smash that report button, maybe the mods will hurry to defend innocent little you from criticism

>> No.5014284
File: 728 KB, 1920x1080, Screenshot_Doom_20180523_135535.png [View same] [iqdb] [saucenao] [google]
5014284

tree on fire

>> No.5014285

>>5014283
>>5014283
>color theory is how colors look when blended together
So, exactly what I'm doing?

>> No.5014286

>>5014285
did you just stop reading the next dozen words

>> No.5014292

>>5014286
>cool colors correctly used for cool things
>warm colors used for warm things
>colors directly match the light that created them
>colors are not only matched to how they would look blended, but also positioned based on temperature
nah, you're trolling or colorblind.

>> No.5014293 [DELETED] 
File: 55 KB, 351x351, 1470491556173.jpg [View same] [iqdb] [saucenao] [google]
5014293

>mfw this thread
Christ I thought we were finally done with this schmuck.

>> No.5014296

>>5014292
that is not color theory, you baptist shit
color theory is not "things are colored and these represent certain aspects"
that is "colored lights make colors"

you have no idea what you're talking about

>> No.5014298 [DELETED] 

>>5014293
Hopwfully someone bans him from life next.

>> No.5014302

>>5014285
>>5014292
>So I'm not giving this bait any more of my time.
>continues to respond
I'm not owned, I'm not owned!

>> No.5014303

Are you fucking insane?!

>> No.5014304 [DELETED] 

He does this every fucking time. Just report him for being retarded and pay he gets perma'd.

>> No.5014308

>>5014284
Looks nice.

>> No.5014320

I'm sorry, what are we talking about? I'm out of the loop and judging by these posts this is a recurring thing.

>> No.5014323

>>5014320
Something about root beer, right?

>> No.5014325 [SPOILER] 
File: 157 KB, 660x660, 1535693191098.gif [View same] [iqdb] [saucenao] [google]
5014325

just shipping a product of mine through, don't mind me

>> No.5014332
File: 358 KB, 1920x1080, Screenshot_Doom_20180830_223852.png [View same] [iqdb] [saucenao] [google]
5014332

i don't remember software lighting being like that

>> No.5014338
File: 553 KB, 1280x1024, Screenshot_Doom_20180831_014148.png [View same] [iqdb] [saucenao] [google]
5014338

>> No.5014350
File: 593 KB, 1280x1024, Screenshot_Doom_20180831_015547.png [View same] [iqdb] [saucenao] [google]
5014350

Random design thought: If an enemy is mostly the same as a pre-existing enemy, despite one or two edits to it's behavior, it should have a unique translation or shading. Given that map03 is the first time the player fights an archvile, and you fight this same archvile 4 times, plus he's the same douche from Map02 who revived all the dudes, he was given a green-shading renderstyle to indicate "this guy is a dick and will teleport around the map approx 4 times to harass you". The culmination is in the red-blue-green hexagon room, wherein the player fights it for the last time. The player still needs some kind of protection from the flames though, and I'll need to adjust the arena applicably to do so, but I have no clues on how I should go about doing this (i know HOW to do it, just not what I want to DO with it), even as the arena was intended to transform from the get-go. Push comes to shove I'll drop a plentiful of soulspheres and medkits in there; just so the inevitable flaming doesn't feel cheap if I can't come up with anything, and he's already been whittled down 3 times prior to the final encounter. A boss-spawner may be used, not to spawn monsters directly, but instead spawn in a crusher and have those crushers randomly teleport corpses in for the arch-vile to revive, as a sort of randomization to the encounter.

>> No.5014351

>>5014350
red-blue-yellow, sorry

>> No.5014362
File: 547 KB, 1920x1080, Screenshot_Doom_20180522_203546.png [View same] [iqdb] [saucenao] [google]
5014362

>> No.5014367
File: 18 KB, 206x73, fsdgs.png [View same] [iqdb] [saucenao] [google]
5014367

>>5014220
>>5014160
The closest thing I've seen to some semblance of colour theory is the alcove with the orange, cyan and aquamarine light posts. Everything else is just a mess.

>> No.5014371
File: 354 KB, 1280x1024, Screenshot_Doom_20180831_022104.png [View same] [iqdb] [saucenao] [google]
5014371

>>5014367
I think you really haven't been looking too hard, and there are much occasions wherein it would make no sense to have the colors the way you want them.

Take all the lava, for instance... And then the cyan glowing stuff is basically a fictional cold-instead-of-hot equivalent, considering no lava occurs naturally on this fictional enceladus. https://www.youtube.com/watch?v=nYOmff6IjX4

I never agreed with the whole "moods" thing, and much of the color theory wheels and diagrams make no sense regardless and look more distinctly color-clashing and ugly than anything.

The original was "cyan, orange, purple" and that was more fitting to the 'color theory' nonsense, than what is currently there, but Purple was being used for general indication towards secret exits.

Cyan lamps aren't really used for anything notable and only really factor into this one secret, but the player isn't really guided to it, just that there's two of it's lights indicating the door.

>> No.5014384

>>5014371
>and look more distinctly color-clashing and ugly than anything.
considering how your maps look, i genuinely wonder if you are colourblind

>> No.5014386

When are we getting SHIN MEGAMI TENSEI DOOOM READY

>> No.5014389

Danganronpa Doom.

>> No.5014390

>>5014160
I don't think it looks bad, but I would suggest consolidating the amount of colors to an area/region.
That orange/teal looks very good, I think the room would look overall better if the other colors were changed to match.

>> No.5014391

>>5014386
Has a Strange Journey wad never been made?

>> No.5014392
File: 396 KB, 1684x1191, Poster_Video_LScape_Extrawheels_72dpi.jpg [View same] [iqdb] [saucenao] [google]
5014392

>>5014384
I can see color perfectly fine, dude. I'm seriously considering the same of you.

It makes more sense to use an abundance of ""cold"" colors and dark hues/tones/shades for, as stated in >>5011754
>"abandoned, decaying techbase on the moon of Enceladus orbiting saturn, takes place several years after D64, but before most other community content. Attempt to blend D64, CC4, and Doom 2 textures. The bases are normally on baseline automation to function, but has been recently activated due to the unusual attack by hell (there are MUCH better places they could have picked, so why attack here?), and after so long (didn't doomguy stay in hell to wipe these guys out?), they're literally only coming back online due to your actions and the UAC sweeping in here to investigate the signal, so you'll meet up with the odd cybercore unit (automated protection unit/UAC Elite) or actual UAC marine"
than it would to use the opposite of such mannerisms.

If you really aren't willing to pitch in of any form, then we're still going to be at an impasse of stage one from the first bloody time I made a map

>> No.5014393

will there ever be a dinosaur doom wad where you fight t rexes and trycretops or GIANT CYBERBOUNDED RHINOCEROS with rocket launchers like a Cyberdemon.

>> No.5014394
File: 137 KB, 512x386, muh sights.png [View same] [iqdb] [saucenao] [google]
5014394

>>5014176
The graphic of the rifle looks really good, but it's always bothered the shit out of me that the rear sight is raised on top of a carryhandle (suitable for a rifle with an 'in-line', or straight stock), but that the front-sight post still sits low.

It isn't really obvious with the regular centered sprite though, and just shows with the reload frames.

>> No.5014395

>>5014392
>If you really aren't willing to pitch in of any form
make your own map

frankly, i can handle your maps being visual nonsense, but at least stop fucking begging for other people to build onto it

>> No.5014401

>>5014390
Yeah, I felt the yellow was a bit out of place way over here. Orange may be pulled as it is an indicator towards powercubes; but there IS a powecube up on another floor above in this >>5014164 screenshot, so it probably works out, Maybe I'll change the outer walls to open up when you walk in -instead- of when you flip the switch in the yellow key room.
I'll take the moment to swap the yellow to an orange and then post it and you can compare.
Problem is that it usually doesn't look quite the same as it does in the editor so I have to constantly flip back between the two and playtest for even the slightest edits, which is quite exhausting and usually takes a 24 hour period per each of these tweaks.

>> No.5014402

>>5014401
>and usually takes a 24 hour period per each of these tweaks.
What the fuck?

>> No.5014403

like imagine a doom wad where you fight dinosaurs like in tetonic park. But they all have been cyberneticelly enhanced. And they terrorize the world with their rocket launchers and lasers and flamethrowers. But you play as Doctor doomguy who fights these creatures with TRANQUILIZER DARTS so they can morally remove the implants without killing the dinosaurs but you have the option to.

>> No.5014405

>>5014403
>tetonic park
Cretaceous Park was a good movie

>> No.5014409
File: 242 KB, 400x599, image0.png [View same] [iqdb] [saucenao] [google]
5014409

>>5014402
I shit you not. To get it to be "right", I have to:
1: chalk out the initial idea of what I want
2: pop into the game to see how it looks in-game instead of in-editor
3: pop out of the game into the editor to make tweaks and save the game
4: repeat 2&3 ad infinitum until running into an issue
5: ask the threads because you ran into a problem and get yelled at something that, to you, is basically rocket science that you're just brute-forcing to get the desired results
6: give up because you feel they don't understand what you're trying to do, and neither do you, so you just have to wing it and accept the best you can deal with despite having no clues, and mess around with something else in the map. Loop back to Step 2 until map completed, then see step 7
7: Push map at the threads to collect feedback and discard people blatantly flaming. Re-iterate on the map until it's the best you can possibly make it, then when you grow fatigued, move to planning the next map
8: When you get sick of making it, move to the next map and repeat the process again, having learned very little other than a basic gist of how to do things by brute-forcing and code-splicing until it magically decides to work.

Tired of trying to explain this.

>> No.5014413

Speaking of dinosaurs why hasn't there been a Jurassic park wad or like the other anon said one where you fight cyber dinosaurs

>> No.5014415

>>5014413
Deus-vult II used a jurrasic park music for the cathedral. Probably going to be the theme of the second episode of my thing.

>> No.5014416

>>5014409
Even keeping the most generous estimation of time, that should not take fucking 24 hours just to edit light placement and color.

>> No.5014418

Would danganronpa doom work

>> No.5014419

>>5014416
It's not -just- for the lighting. I'm talking about everything combined in the map. The vast majority of my day, every day, is just working on these maps. I very often 'flit' between different tasks on a map while working on it as I see various things that bother me while playtesting, tab out to change them, then continue on until I reach the most notable issue and fix it. You obviously can't advertise streams here, but I do occasionally run them so you can see what the hell I mean.

>> No.5014427

>>5014419
So that's just normal-ass map-building, then. It doesn't take 24 hours just to tweak it.

>> No.5014429

im trying to remember this one doom wad i downloaded from the list of wads made by /vr/ link and it had something to do with /g/ i think it was pretty bizarre but i think the reason why was it wasn't finished but you go into different rooms where a bunch of doom marines are arguing about linux and i think if you shoot them you start a flame war or something i can't remember but i do remember there wasn't any music and it consisted of gray textures and those cyan checkered ones you get when the textures have errors

>> No.5014431

>>5014429
archie.wad?

>> No.5014441 [DELETED] 

>>5014390
Would you consider the orange or the cyan lighting? Or maybe it's better for a darker blue?
making the light blue made me have to set up a new patch; Turns out there's no wide-blue light.

>> No.5014450
File: 370 KB, 1280x1024, samples.png [View same] [iqdb] [saucenao] [google]
5014450

Would you consider the orange or the cyan lighting? Or maybe it's better for a darker blue?
making the light blue made me have to set up a new patch; Turns out there's no wide-blue light.

The orange seems to work better; given the power cube to the next few rooms over.

>> No.5014456

>>5014450
Or how about changing the room entirely to a dull cyan and having the orange be the second light? Lots of possibility here but whenever I do what feels right apparently it's not to you lot.

>> No.5014457

>>5014456
poor innocent you

>> No.5014461
File: 752 KB, 1190x1684, image.jpg [View same] [iqdb] [saucenao] [google]
5014461

Any doom wads that feature playable cute boys

>> No.5014464

>>5014461
radys doom has that c-kid that anon loves to post

>> No.5014470

I have tried the BD v21 RC yesterday but I cant seem to get the full helmet hud right
Im playing on a 1080p 16:9 screen and everything is fine apart from the hud
I selected screen size 11 under display options
then I selected helmet hud from the BD options
but it doesnt appear right
I tried fiddling with the gzdoom hud options and tried every setting it just doesnt fit right for 16:9 aspect ratio
its either too big and goes offscreen or too small
can someone help me?
I dont know if its me doing something wrong or Mark spaghetti code fucking up

>> No.5014474
File: 356 KB, 1280x1024, samples2.png [View same] [iqdb] [saucenao] [google]
5014474

Let's in fact go to two rooms that I think we could come to a better understanding with.

Exhibit A shows what I belive would be most logical; Cold colors, air and lighting is closer to the ground, whereas hot ones would be in the air, as, again, cold air falls, warm air rises. However, some of you might think the inverted looks better, with the warm on bottom and cold on top. Either or, adjacent to these colors is purple, and the Kahwah Ijen is a blue volcano of sorts, which likely inspired the "cryothalum".

In exhibit B, a yellow-red-blue room. This use of the three primary colors seemed logical; abeit tacked on because it served no purpose. The yellow light was central as this was where the Vile would spawn, and the "blue" was some sort of data pylons or some other bizzare UAC contraption that 'just works'. They would scroll inward on the roof towards their respective peaks.

I considered swapping the blue for a green every now and then.

>> No.5014475
File: 267 KB, 490x771, cfa.png [View same] [iqdb] [saucenao] [google]
5014475

>>5014461
>feminine twinks
>not digging the BEEF
>especially when it's native to the game proper

You disgust me

>> No.5014476

>>5014464
What he look like?

>> No.5014483

>>5014283
Not him, but colors are more beautiful when the represent certain aspects, being left for interpretation by the creator who uses said colors. It adds a comfy unseen symmetry that is lost when one uses colors to make scenes, in a shooting game no less, LOOK nice. In real life, the only place things are done like this is in the civilian world where people make up their beliefs. In a proper setting, colors usually mean something. I don't know about you, but I never stand still in doom (even when it was brand new) to look at the architecture. Don't get me wrong, cool architecture, lights, etc, all add flavor to a map, but I personally like it when colors mean something. More so when it's defined by the author. I'll notice the meaning of a blue light if its consistent enough, whereas color theory never applies because I didn't care to appreciate the scene since I'm usually too busy shooting demons.

I like that he uses lights the way he does. The map honestly looks like a lot of effort and love went into it.

>> No.5014484

>>5014475
But I mirin' both

>> No.5014486

>>5014325
Can you fall in to somewhere else?

>> No.5014494
File: 331 KB, 1280x1024, Screenshot_Strife_20180830_084836.png [View same] [iqdb] [saucenao] [google]
5014494

>>5014483
I think he's right in many aspects though. It would be ideal to do a mix of all three: ones that confine to color theory, ones that don't, and ones that meet in the middling ground. This is also why I feel people should be more apt to experimental gameplay put on secret maps, or 'subtle' humor- like the doomguy scream when you try to open the door in Map01 when it has no power core.

I wanted to try to convey messages to the player, but WITHOUT having to say anything, I tried to think of everything I could to direct them towards points of intrest with lighting, colors, and map geometry. I ultimately found out that some playtesters couldn't figure out about the cube, and some people suggested something akin to the Quake 2 console thing; This was the least intrusive way I could make messages to the player, but 'important' ones are still on the screen and linger, much to my detriment, and I don't want to have to put map markers and the words/marking on the floor to illustrate the power cube going into the slot, but people somehow missed this for the toggle-lamps, flashlight, and power-cube.

Take strife for another example. Less about color theory and more about "stark contrasting styles that significantly contrast and clash with eachother." The player is never really made aware of WHEN and WHERE they are; It's not certain if it's in modern, ancient, or future times, as there's slight evidence of all three, but it seems to be set in a still-standing medieval city. It's not entirely clear if the technology was brought in by the Order, or if it already existed. These subtle things in the environment and in minor context gives the player more depth and questioning of the environment. And it's unique art-style has it's own charms and blends the whole idea together very well.

>> No.5014496
File: 632 KB, 1920x1080, Screenshot_Doom_20180511_145508.png [View same] [iqdb] [saucenao] [google]
5014496

>>5014464
who is rady anyway

>> No.5014497

>>5014496
the author is japanese

what is the most common japanese-to-english error

>> No.5014498

>>5013983
Well, considering that it's mostly played on Zandronum, and pretty sure that only the original Complex and LCA are available on GZDoom, it probably was intended to be played at least in co-op.
Then again, there is an Invasion add-on which IS purely multiplayer.

Clusterfuck actually makes it more viable in singleplayer in that it makes it so that a backpack occasionally spawns at the start of a map, so you won't run out of ammo. This can also be turned off in the options.

As for RNG on the monsters in the first rooms, as I already said before, you can just have a separate save for saving right before the end of the map, so you can reroll the next one.

> Perhaps legendaries were meant to be outnumbered, not outgunned?
Sometimes a Leg can also be trapped. Heck, weaker legendaries like Leg Imps can be killed by just laying traps. Especially since you can see their glow through the walls/doors, so you can prepare for that by leaving a bunch of mines in front of the door that they're going to come out of.

>> No.5014502
File: 1.66 MB, 480x270, research.gif [View same] [iqdb] [saucenao] [google]
5014502

>>5014497
it's the l's and r's of course
but then that mean it's called doom lady's?

>> No.5014504

>>5014325
I wonder, if FIREBLU was a drug, how would you take it?
Would you smoke it?
Would you inhale it?
Would you drink it?
Would you inject it?
Would you eat it?
Would you look it?
Would you suck it?
Would you touch it?

>> No.5014507

>>5014504
I always walked into it.

>> No.5014508

>>5014504
You would try to comprehend it.

>> No.5014509

>>5014119
Looks awesome!

>> No.5014512
File: 315 KB, 300x200, GUD SHIT.gif [View same] [iqdb] [saucenao] [google]
5014512

>>5014119
Looks gud.
Lighting should be a touch darker- the sky is rather gloomy, is it not? Central lighting prehaps a bit moreso- stained/'textured' glass tends to refract the light not-so-well.

Your map tho, m8, maybe i'm not following you.

>> No.5014514

>>5014494
>>5014483
>>5014474
oh brother THIS GUY STINKS

>> No.5014516

>>5014502
yeah

hence why it's focused on anime girls

>> No.5014517

>>5014512
I'm surprised but not really surprised you have the gall to attempt critiquing someone else after the shite you posted

>> No.5014519
File: 28 KB, 480x360, image.jpg [View same] [iqdb] [saucenao] [google]
5014519

THIS
GUY
STINKS

>> No.5014529

>>5014517
???

>> No.5014535

I remember getting an APK for GZDoom and it worked with mods and no problems.
This was 2 years maybe.
Does this work
https://github.com/nvllsvm/GZDoom-Android/releases
Or should I cave in and get Delta touch?

>> No.5014546

>>5014517
explain who this person is and how you can identify anonymous posters

>> No.5014548
File: 164 KB, 649x600, 1526696298963.jpg [View same] [iqdb] [saucenao] [google]
5014548

>>5013430
>implying i didn't

Sorry I didn't (you) right away; I was too busy playing DAKKA.

>> No.5014549

>>5014546
Reverse image search and filename.
It's the single problem poster that's been plaguing these threads for years.

>> No.5014553

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

Looks pretty sweet. Shame it's not compatible with GDX (i hope i won't start flame war of Brutal Doom size by mentioning it). Oh well, it's back to DOSBox for me.

>> No.5014554
File: 700 KB, 1280x1024, Screenshot_Doom_20180831_051236.png [View same] [iqdb] [saucenao] [google]
5014554

we rott

>> No.5014556
File: 3.60 MB, 300x300, 1511083368776.gif [View same] [iqdb] [saucenao] [google]
5014556

>>5013634
How did you recored that, anon.
I'm impressed.

>> No.5014559

Does the latest EDuke crash at the launch window on W7 for anyone else

>> No.5014565

>>5014549
fair

>> No.5014571
File: 87 KB, 800x450, 1530531704529.jpg [View same] [iqdb] [saucenao] [google]
5014571

>>5010909

There is for quake, but I can not, for the life of me, find a download for The Undergate, it's a Quake 1 equivalent.

>> No.5014572

I know he's been a bit of a retard recently, but for all the shit that people give him, shouldn't we at least be a little appreciative of Graf Zahl for working on GZDoom for all this time?

I mean, whenever he does something stupid, we're all over that like stink on shit, but where are we when he does something fantastic for the game and for Doom as a whole?

I'm glad to say he'll still be a part of our community for a very long time, and unfortunately for those who despise him, he won't be gone anytime soon.

>> No.5014576

>>5014556
I think that was recorded with shadowplay, since OBS has been very disappointing with its recording quality as of late (keeps dropping frames).

and I guess now that some interest is being drummed up for dakka, and I've gotten nothing but praise for it (and a few questions about balance, which I do listen to believe it or not), I should seriously consider the idea of making a trailer and finally throwing the damn thing onto the zdoom forums. at this point, all the problems I have with it are small things - the lancer still needs muzzle flashes, and better shotgun/ssg sprites would be nice (I might go with the doom 64 sprite suggestion), but I'm not that bothered by graphics, and it doesn't seem like anyone else is either. after all, the gunplay's good, right?

>> No.5014582
File: 634 KB, 1280x1024, Screenshot_Doom_20180831_060254.png [View same] [iqdb] [saucenao] [google]
5014582

OrAGE

>> No.5014583

>>5014582
That looks a lot better!

>> No.5014616
File: 540 KB, 1280x1024, Screenshot_Doom_20180831_065821.png [View same] [iqdb] [saucenao] [google]
5014616

>>5014583
Yes, I'm seeing a bit of that now and cluing in a bit better. And it logistically draws the player's eyes to the scrolling texture on the right, going left, subtly guiding the direction to go. Still gonna mess with the colors a bit.

>> No.5014635
File: 1000 KB, 1000x1134, Snuff it.png [View same] [iqdb] [saucenao] [google]
5014635

>>5014572
t. Graf Zahl.

>> No.5014636

>>5014549
Thanks for the advice, but I don't want it very dark. A cloudy day can be quite bright in real life.
>>5014549
You know the whole point of 4chan being anonymous is that posts are judged by their own merit.

>> No.5014646

>>5013254
WHIRRRRRR

>> No.5014647

>>5014646
AAAAAAHHHHHHHHH
RRRRRROOOOOMERRROOO HHHHEEELLLLLPPPPPPP

>> No.5014692

>>5011235
Just played through Whispers of Satan with Real Guns Advanced 2 from start to finish (sort of) on coop.
Damn, that's a good set of maps. And a good set of guns. Modded DooM gets something that modern indie games just don't. (It's probably people making actual levels rather than hoping a script will generate infinite numbers of new ones)

How's the multiplayer scene going nowadays? What gamemodes are good? I assume the DooM community is a slow, but steady burner. I got in to it around like 2012 although 6 years isn't THAT long in DooM-time.

>> No.5014696

>>5014692
I fucking hate rga2's deafening CoD hitsounds.

>> No.5014709
File: 464 KB, 1280x1024, dumb balls.png [View same] [iqdb] [saucenao] [google]
5014709

Dumb testing with a little projectile of the terminator used as a lighting decoration. They'll follow the ceiling track, disappear up into it, then loop back to the start and repeat.

>> No.5014730
File: 2.44 MB, 512x384, 3dsplosions.webm [View same] [iqdb] [saucenao] [google]
5014730

Thought I'd experiment with 3D explosion effects.

>> No.5014734

>>5014730
Neat.

>> No.5014737
File: 141 KB, 960x540, splodey.png [View same] [iqdb] [saucenao] [google]
5014737

>>5014734
I'll probably end up fiddling with them more. I think they need some quake style particles

>> No.5014739

>>5014730
>>5014737
Cool, might be easier to pull off a sort of more cartoony Shogo-like explosion but it's neat all the same.

>> No.5014776

>>5014730
I have plans to do something similar. Looks pretty decent. A little too wobbly after the expansion maybe? Sorta stop expanding and thing looks kinda bubbly.

Neat though. Look's very 90's 3D

>> No.5014794

Fuck Thy Flesh Consumed.

Said that, I've just beaten Doom 1 and 2, so I can finally be part of the cool-kids club.

>> No.5014796

>>5014794
Now go play Quake 1

>> No.5014802

>>5014794
Not yet.
There's still Final Doom.

>> No.5014804
File: 547 KB, 1280x1024, Screenshot_Doom_20180831_100847.png [View same] [iqdb] [saucenao] [google]
5014804

>>5014776
>>5014737
I really like the weird way the explosion looks. Something about it being a bloom in of itself.

>> No.5014805

>>5014737
Yeah, you need it to be pixelly. It's not doom if it aint pixelly

>> No.5014807

>>5014794
You gotta beat TNT+Plutonia+ThyFleshConsumed if you wanna sit with us, anon.

>> No.5014809

>>5014796
I already did, last year. Both Q1 and the expansions. I'm considering playing D3; at the time I played it, more than 10 years ago, I didn't know shit about the original games, so I couldn't compare gameplay styles of catch all the references.

>>5014802
Fuck it. After the shit that was the first two maps of Ep4, I need some rest.

>> No.5014843

>>5014804
That's a fancy looking agitation station.

>> No.5014846

>>5014576
I've sure had a immense fuckload of fun with it on the more recent updates, I don't think there's anything that gets the kind of pacing with the guns down quite like it.

Lately been alternating running it with Combined_Harms and with the Smooth Doom mosters, both seem to fit really well for slightly different reasons.

>> No.5014850
File: 9 KB, 681x408, mYfIrStvIdEo!!111.png [View same] [iqdb] [saucenao] [google]
5014850

Well the second draft of the video is finally done.

I chipped away at this thing for two weeks now, and I addressed almost every piece piece of feedback best I could, there's still some glaring omissions in the selection but I think its a pretty good primer for showcasing what Doom can do these days.
The editing is MUCH tighter, its now 10 minutes long while having double the content, and I even tried to sync the intro footage to the music.
Will add all the links in the description later, I have to take a bus in one hour.
I would like to make this the final version, I'm feeling a bit burned out and I want to move on to other videos, but I still have some concerns

*Is it 2fast now?
*Can you actually read shit?
*Does the end bit still work?
*Should I get a better thumbnail?

If everything's okay I will put it out there for good, I left it unlisted for now.

https://youtu.be/je0YYkck9go

Old video for reference
https://youtu.be/xV6bLT8SgWg

>> No.5014859
File: 790 KB, 1280x1024, Screenshot_Doom_20180831_110142.png [View same] [iqdb] [saucenao] [google]
5014859

>>5014843
Thank you. I wanted to have it carry through the entire room top and bottom but it's not playing nice, alignment-wise, so i split it into three windows.

>> No.5014862

>>5014850
swap the intro music for that one where it's a combination of every doom 2 track and it should be neat.

>> No.5014864

>>5013564
>>5013586
wow the remake from the secret level of italian doom chapter1 checks out!

>> No.5014870

>>5014850
The intro is a lot better with the synched up gameplay bits, though I'd still like to see doomguy helmets and the HEH HEEENNHH on everyone, but it looks like you fixed the revenant's dance. Except at 2:12, he's fucked up there.
At 8:32 you called it Doom: The Golden Souls, it should be the Golden Souls 2
The video seems to flow nicer in general, and your hard work is showing here. You covered some mods here that definitely don't get enough love.

>> No.5014901

>>5014850
Much better. Final doomer's description and gameplay should have a bit more clarity on what it's about. The description should be something like "SIX weaponsets themed after six megawads", and the gameplay footage should show a bit of the other weaponsets. But that's my only gripe and all in all I like it.

>> No.5014929

Who was the better Doom designer, Russ Meakim or Richard Heath? And how do you rank them next to Romero, Petersen, McGee?

>> No.5014942
File: 1.39 MB, 1446x776, tempofield.png [View same] [iqdb] [saucenao] [google]
5014942

>>5014864

>> No.5014946
File: 1.92 MB, 500x390, 1438578215681.gif [View same] [iqdb] [saucenao] [google]
5014946

>>5014850
I think you went a liiiiiiiittle bit too fast in the sourceport section at certain points, but nothing major. Otherwise the video is top notch.

>> No.5015003

>>5014576
Only thing I'd ask is if it were possible to have a slider or something for the score fadeout, maybe capping out at 0.25 or 0.5 seconds longer than it does right now.

It'd make it a little easier to be able to glance over at the end of the fight to see how you could be doing better.

>> No.5015020

>>5014850
At 5:13 you wrote "Japenese" Community Project

>> No.5015106

https://www.youtube.com/watch?v=irNoHfnLXRM
https://inmost-dens.tumblr.com/post/177571954959/pain-elemental-reveals-the-last-official-secret-of
Neat

>> No.5015231
File: 34 KB, 342x267, 1371374362560.png [View same] [iqdb] [saucenao] [google]
5015231

>>5013261
needs more Blood!

Where is my Blood-Remake?

>> No.5015251

>>5014850
I loved it anon, much much better than the original.

Just take into consideration the feedback you got from them other anons above and it will be just about perfect. If you published it right now as is, it would be great already.

>> No.5015263 [SPOILER] 
File: 4 KB, 174x139, 1535740126264.png [View same] [iqdb] [saucenao] [google]
5015263

push the button

>> No.5015265

>>5015263
Lewd.

>> No.5015297

>>5014850
I'm going to agree with >>5014901 on the part of Final Doomer; in fact, there was a perfect chance to show off more of what it has to offer when Ancient Aliens showed up in the vanilla section. On that note, I think the vanilla maps could use another scene cutaway to show off more what they're about; Going Down in particular could use a shot to give a taste of just how weird it can get (the beginning of MAP20 comes to mind, although that part might be more effective if you don't know it's coming).

I think the only other thing I'd add is a little text blurb in lieu of the confused Rev just before BURL TUMD, to explain why you're skipping past BD. Something along the lines of "Actually, everyone and their mother knows about that mod. Let's make things a bit more interesting."

Other than those quirks, you're just about good to go.

>> No.5015336
File: 852 KB, 1280x1024, Screenshot_Doom_20180831_151255.png [View same] [iqdb] [saucenao] [google]
5015336

When in doubt, he's probably just going to punch more holes in the ceiling.

>> No.5015356
File: 32 KB, 640x400, Screenshot (1).png [View same] [iqdb] [saucenao] [google]
5015356

tfw game calls you poor

>> No.5015363

Can't I just copy someone else's DECORATE and paste it into my wad?

>> No.5015369

>>5015363
No, you gotta ask for permission.

>> No.5015371

>>5010292
>>5010294
Somebody made a new weapon out of one of HorrorMovieGuy's sprites. Consider it a hell-themed fist+pistol combo replacement
https://www.realm667.com/index.php/en/forum-board/armory/1177-demonic-leech#7134
https://www.dropbox.com/s/8ddly355dt03eqj/2018-08-31%2015-35-59.flv?dl=0 dumb demo recording for funsies/display.

>> No.5015372

>>5015369
>>5015363

The vast majority of the time people don't give a shit and specifically say in the wad text "no it's okay man take it and edit it and shit", others there's no mention of such things.

By now, Andreas gori is allowing the extracting of GS2 assets.

>> No.5015376

>>5015369
>>5015372
Did sgtmark give credit when he created Brutal DOOMP?

>> No.5015378

>>5015363
>>5015369
>>5015372
It's only ever really an issue if you start posting it as your original content do not steal mod.

Most people don't give a shit what you fuck about with for personal use.

>> No.5015380

>>5015363
Just do your due diligence and credit their code where appropriate if you're going to go that route. Don't rip off someone's code and claim it as your own; that path never ends well.

>> No.5015382

>>5015376
does someone still has the footage or the name of the wad which mark stole to create Burl dumb

>> No.5015389
File: 229 KB, 1280x1024, haphazard detailing.png [View same] [iqdb] [saucenao] [google]
5015389

>>5015376
From what I hear, no, but most people won't care if you at least put in a minor effort at some point to fill out a credits log and won't mind if not everything is there if you get too wrapped up in a project.

I -always- copy-paste decorate over. S'the only way I get anything done. Likely easier to remove the offending problem and remake it than it is to worry about such things and get -zero- work done.
speaking of getting behind on my work...

once more, many map slots are open and initial layouts are ready if you want to mess with them/edit existing maps.

>> No.5015390

>>5015380
>>5015378
basically these.
people don't give a shit unless you claim it as your own or, inversely, claim they had nothing to do with it's creation.

>> No.5015391

>>5015382
was it nashgore or am i wrong?

>> No.5015394

>>5015263
That feel when you accidentally exit before getting 100%

>> No.5015396

>>5014692
I see the occasional RGA2 server and like to jump in now and again. Right now I'm having fun with legendoom + colorful hell but that isn't a mod that'll work on zandronum, I believe.

>>5014696
Just go into the options and turn them off, it's not hard to do unless you're mental age is toddler level.

>> No.5015413

>>5015391
Nashgore kind of got carved up and inserted everywhere so I wouldn't be surprised.

>> No.5015414

>>5015389
>once more, many map slots are open and initial layouts are ready if you want to mess with them/edit existing maps.
stop begging for other people to do your work for you fucking hell

>> No.5015418 [DELETED] 

>>5015414
People like you are why we don't have community projects anymore. Especially when it's optional for the community to even be involved.

>> No.5015430 [DELETED] 

>>5015418
community projects are literally everywhere you ignorant shit

i know it's hard to keep track of what's going on in the greater community, considering you keep on getting banned from literally everywhere, but there is a new community project nearly every day

>> No.5015431
File: 7 KB, 87x121, SHTGB0.png [View same] [iqdb] [saucenao] [google]
5015431

forgot to draw finger nails

>> No.5015437 [DELETED] 

>>5015430
Which one was the one /vr/ did last?

>> No.5015441 [DELETED] 

>>5015437
if you want to hyper-focus on one specific community, that's a separate problem entirely.

/vr/ is now filled with people who would rather play than mod, and many attempts at modding are either arse or don't pan out.
one person yelling at you about you literally begging other people to do your work for you, which you have done for years even before 300 minutes of /vr/, has nothing to do with the problem of wrangling up 32 different people to do 32 maps for a community project.

>> No.5015443 [DELETED] 

>>5015418

Not him, but it's less I'm not interested in community projects and I just don't want to fucking work with you. You've burned too many bridges.

>> No.5015456

>>5015449
same. /vr/ halloween could be fun to work with.

>> No.5015473

>>5015469
An attention whore is baiting.

>> No.5015475 [DELETED] 

>>5015470
Holy shit, I linked the wrong post. Sorry anon. That was meant for >>5015453.

>> No.5015482

>>5015414
I really don't see how it differs from anybody else airing their own projects that people are allowed to play around with for entertainment, dude.

>> No.5015485

>>5015476
No you faggot you're just doing what you always do, making eye cancer that plays like shit, spamming it incessantly, then telling anyone who doesn't like it to fix it themselves. Fuck off back to 8ch where you belong. Oh wait you can't, you're fucking banned there.

>> No.5015490

>>5015482
because they're not constantly asking for other people to work on it and to make up for their own shortcomings

stop begging "please work on my maps. please. please edit them. fix them up as you want. please. it's a community project, i swear on me mum."

>> No.5015498
File: 174 KB, 687x800, 1534024062964.jpg [View same] [iqdb] [saucenao] [google]
5015498

>>5014862
I'm not familiar with the song you are talking about, but after doing the sync of the images to the current intro song I'm resistant to the idea of changing it

>>5014870
fixed
to be honest I'm not entirely sure how to do the helmet thing, I would need to look up how to do a freeze frame so I can place the helmets

>>5014901
I changed it to "SIX weaponsets developed around SIX different megawads"


>>5014946
I'll see what I can do, any particular bit in mind?

>>5015020
fixed

>>5015251
if everything goes well I should have the final version by the start of the next thread

>>5015297
for that I would have to check the footage again and see what I can cram in there, the thing is that the entire section fits the song from beginning to end, I might leave it unchanged if I'm not happy with the results
I have not finished GD yet actually, I have failed my ancestors
I feel like adding an explanation to BURL TUMD would ruin the joke, but maybe that could be added at the very end, I haven't decided on that

What I will do about FinalDoomer is move it to the second part of the video, after the map showcase and then add a little quick string of cuts with it being played on some of the other mapsets kinda like I did with GMOTA


Besides that thanks a lot for the feedback anons, it has been really helpful when I had barely any idea what the fuck I was doing, I still have no idea what the fuck Im doing but at least we are getting there

>> No.5015508
File: 841 KB, 400x400, 1476843519390.gif [View same] [iqdb] [saucenao] [google]
5015508

>> No.5015509

>>5015498
>I have not finished GD yet actually, I have failed my ancestors
It gets tedious towards the end, bailing on the building floor plan aspect of the map doesn't do it any favours.

>> No.5015510

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

>> No.5015514
File: 468 KB, 1280x1024, Screenshot_Doom_20180831_165700.png [View same] [iqdb] [saucenao] [google]
5015514

>>5015498
I know damn well I've seen the song name somewhere. I can't remember it. It's the one that starts off as d-runnin then transitions and mixes with every other track.

>> No.5015515 [SPOILER] 
File: 30 KB, 320x320, 1535749119237.png [View same] [iqdb] [saucenao] [google]
5015515

>>5015508
wow anon nice sprites, mind if i CRUDOX CRUO

>> No.5015529
File: 9 KB, 250x140, 1438468708858.png [View same] [iqdb] [saucenao] [google]
5015529

>> No.5015541

>>5015498
>I'll see what I can do, any particular bit in mind?
It's mostly the parts about iwads and Prboom+ that scroll by a little too fast. Otherwise it's not really anything worth mentioning.

Also you spelled rarity wrong in the Colorful Hell part.

>> No.5015561
File: 233 KB, 570x338, image.png [View same] [iqdb] [saucenao] [google]
5015561

any Madoka wads

>> No.5015568

>>5015561
Madoka la loca.

>> No.5015571

>>5015561
it looks like somebody was making one
https://www.youtube.com/watch?v=huzh5JPwTqo

>> No.5015574

what is the super smash bros doom wads

>> No.5015575

>>5015574
*of doom wads

>> No.5015581

>>5015574
compendium?
samsara?
meta doom?

>> No.5015586

>>5015356
How does ROTT hold up? Yeah I know that it's a Wolf3d clone at heart but the fact that Tom Hall did the design appeals to me.

Tried the remake a few years back and had mixed feelings, mostly annoyed at bullshit difficulty and jank combined with sparse checkpoints

>> No.5015593
File: 564 KB, 1912x1029, HEHE.png [View same] [iqdb] [saucenao] [google]
5015593

>>5015541
nice catch, the typo is fixed, and I extended those two sections juuust a little bit, hope it helps


also to the guy who wanted the HEHE
I couldn't get the helmets to look right
BUT
I think we found a nice compromise here

>> No.5015601

>>5015586
just play the shareware version, then the return of the triad zdoom tc
the base game has potential but the registered version maps suck shit, it's one of the more blatant examples of the shareware curse

>> No.5015636

>>5011674
Please tell me that hyeroglyph is in Dissolution of Eternity.

>> No.5015642

>>5012029
That is fucking cute, please draw more of her.

>> No.5015648

>>5012097
>Does the author of ProjectBabel hang around here?
Well, he comes from here.

>> No.5015650

>>5012097
>>5015648
Who what now? I'm on vacation from work son damn at least give me a day to unwind.

>> No.5015653 [DELETED] 
File: 906 KB, 3840x1440, 222222222.jpg [View same] [iqdb] [saucenao] [google]
5015653

Which screenshot is better?

>> No.5015654

>>5014692
>(It's probably people making actual levels rather than hoping a script will generate infinite numbers of new ones)
I don't think all indie devs understand just how fucking much more actual designed levels gives you in gameplay mileage over procgen.

Procgen can be a good idea for roguelikes, or games where level design is less important, for instance games which aren't about exploring and/or real time action (even then I'll cut Diablo lots of slack for being a real time roguelike).
But for first person shooters and third person shooters, procgen levels are a horrendously bad idea, as far as I'm concerned.
You need actual crafted encounters and environments to fight and explore in.

>> No.5015658 [DELETED] 

>>5015653
I thought we told you to fuck off and die?

>> No.5015660

>>5014730
Quake 2/10

I think I'd rather employ that kind of animation for some kind of energy weapon, it looks a bit peculiar for a rocket explosion.
That said, it doesn't look bad for what it is.

>> No.5015661
File: 31 KB, 625x500, med_1473919259_image.jpg [View same] [iqdb] [saucenao] [google]
5015661

>>5015658
Who are we? I'm not you!

>> No.5015662

>>5015653
Left.

>> No.5015663
File: 459 KB, 807x1400, 1530406029601.jpg [View same] [iqdb] [saucenao] [google]
5015663

>>5015654
why not both

>> No.5015665 [DELETED] 

>>5015653
The crime scene photo of your dismembered carcass.

>> No.5015669

>>5014576
how do you get shadowplay to work with gzdoom?

>>5015650
just like dakka people started shilling your stuff as something that doesnt get enough love
which is fine by me since I have never heard of either mod for some reason

>> No.5015673

>>5015654
I still get a lot more out of playing Oblige or even Slige maps with any number of gameplay mods than I do playing some sort of FPS Roguelike "retro" thing such as Strafe.

>> No.5015672

>>5015653
left

>> No.5015674

>>5015663
That's kind of what Shadow Warrior 2 tried to do, and as a result it had probably some of the worst level design I've seen in a 2010's shooter.

>> No.5015675

>>5015669
>doesn't get enough love
Well I've been taking some time off of modding recently anyway, going from programming at work to programming at home drives you a little nuts after a while. I was working on a trailer but I'm so godawful terrible at editing that I stopped.

>> No.5015676

>>5015650
I'm not demanding anything anon, was just asking a question. Hope you enjoyed your vacation

A few days ago I was just asking if you'd consider putting the project up to a git repo of some sort? I've really enjoyed the Babel mod

>> No.5015679 [DELETED] 

>>5015662
>>5015672
Why? But right screen has c00l graph3gzzz!11 PBR materials, Dynamic Lightzzzz.

>> No.5015680

>>5015673
I think it helps that Doom has such an incredibly strong and simple fundament that's hard to break, so even if you have basically a trained monkey kind of program to procgen levels for you, you could get something that's decent.

Also there's gameplay mods for Doom to basically transform it into a first person roguelike, which of course actually would kind of fit with procgen levels.

>> No.5015682

>>5015676
>I'm not demanding anything anon, was just asking a question
I was trying to make a little joke like I was a cranky old man. I'm actually just entering the vacation so I might do some stuff during it.
There is a private git repo that I made, but if I was going to put it up publicly I'd probably have to make a new account so it wouldn't be under my actual name.

>> No.5015683

>>5015674
well yes
that's because it's procgen was in itself shit and nonsensical and didn't fucking flow at all, there was no logic to the generation.

>> No.5015684

>>5013954
Greenheads need to stick together.

>> No.5015690

>>5015669
Both mods have always had some presence on these threads, they just don't get talked about an absolute fuckton.

Still more than on other places, where they're probably still obsessing over Hideous Destructor or Clusterfuck and nothing else.

>> No.5015693

>>5015680
I find even just Legendoom can be really great as a sort of roguelike experience.

>> No.5015696

>>5014394
Ah fuck now I can't unsee it.

>> No.5015707

>>5015679
it looks hideous

>> No.5015712

>>5014160
>doortrak upper lower lindef and sector
>upper is misaligned
aw, cmon man

>> No.5015716
File: 15 KB, 550x310, 20171210191727.jpg [View same] [iqdb] [saucenao] [google]
5015716

>>5015707
>quack quack quack quack

what?

>> No.5015717

>>5015716
did i stutter?

>> No.5015726
File: 587 KB, 3440x1440, 4.jpg [View same] [iqdb] [saucenao] [google]
5015726

What do you think about description for my modpack for Doom?

"Have you ever dreamed about seeing DOOM in HD or with good graphics? Well today you are lucky, Lowpoly Doom is basically a compilation of mods that make it look more polished and aesthetic. It brings you: High Resolution Textures with PBR materials, 3D models of every object and enemy, New HUD, Brutal mods with plenty of blood and gibs."

Do you think it is suitable enough? Also i'm Russian, so I dunno if there any grammar mistakes? Can somebody fix it?

https://www.moddb.com/mods/lowpoly-doom-lite-10

>> No.5015736

>>5015712
In fact i think there's an overuse of it

>> No.5015738
File: 12 KB, 369x300, 1534878397088.png [View same] [iqdb] [saucenao] [google]
5015738

>tfw I can't beat Mission 8 (UV) on Doom 2 from a pistol start getting all the optional areas
I'm a scrub

>> No.5015741

>>5015665
Kek

>> No.5015746

What are some simple mods I can use with Crispy Doom, outside of doomsfx.wad ? I assume nothing with *.pk3 works, right?

>> No.5015756

>>5015746
Not much, if you want more stuff look at Marshmallow Doom, it's to Crispy what Crispy is to Chocolate.

>> No.5015757

>>5015756
I don't think Marshmallow's available for LInux, or at least I didn't file a binary or compile instructions for it

>> No.5015759
File: 417 KB, 1280x1024, Screenshot_Doom_20180831_191942.png [View same] [iqdb] [saucenao] [google]
5015759

>>5015712
>doortrak upper lower lindef and sector
yeah i didn't really have any better ideas for texturing, that's the real issue on this map, not color theory.
>upper is misaligned
Where? They all look aligned to me.

>> No.5015762

>>5015757
*find

>> No.5015763

>>5015741
what was it?

>> No.5015769
File: 961 KB, 1280x1024, 1535686940413.png [View same] [iqdb] [saucenao] [google]
5015769

>>5015759
It's not a big deal, but it really annoys my eyes.
I'm assuming this is udmf right?
>Red not aligned with blue on the y-axis.

>> No.5015773
File: 118 KB, 677x464, looks aligned to me.png [View same] [iqdb] [saucenao] [google]
5015773

>>5015769
>It's not a big deal, but it really annoys my eyes.
You and me both. I couldn't figure out better ones to use at that moment.
probably swap the tops to flat20BRs.

>> No.5015774

>>5015769
And yes, UDMF.

>> No.5015778

>>5015738
Any particular area you're struggling with?

>> No.5015787

How many wads/mods is /vr/ responsible for now? How many are good?

Shame no one has really been keeping track.

>> No.5015790

>>5015787
It's a hard thing to even fully define what is from here vs what is started here or mostly posted here.

>> No.5015791

>>5015787
>Shame no one has really been keeping track.
It's for the best that we don't.

>> No.5015801

>>5015790
Started here sounds like a fair baseline imo

>> No.5015802 [DELETED] 

>>5015787
You can check my modpack: https://www.moddb.com/mods/lowpoly-doom-lite-10/downloads/lowpoly-doom-lite-10

It's more of compilation rather than mod. However I heavily modified all these mods and put them together (it required fixing compatibility between them). Download this shit only if you have a good PC, because it uses all advantages of GZDoom source port like 3D models, pbr materials etc.

>> No.5015803

>>5015802
>unrelated question
>starts shilling his own thing
sigh

>>5015787
the 4chan's own mods section in the infographic is a good start

>> No.5015806

>>5015791
This, especially not stupidity like laying claim to big ones cause the developer posts here.
>>5015803
It's bait, ignore it.

>> No.5015807

>>5015787
I agree with >>5015791
Otherwise you get into very advanced faggotry (ie NO, THIS WAS MADE HERE - NO, THIS WASN'T MADE HERE WE DISAVOW IT - MUH SEKRIT WADS REDDIT DONT TOUCH type of shit)

>> No.5015812

>>5015803
I think he inferred my question to mean I was looking for people to shill there mods. Really I'm looking for an inbiased list or some such. I guess I could search the archives for the word "release" since that's usually the word the news post uses.

>> No.5015819

The more i look at Doom's pick ups and items, the more i like how they simply look
Like how the armor bonuses are like metal viking helmets with glowing lights inside them and health bonuses are blue bottles

>> No.5015824
File: 158 KB, 1920x1080, 2018-08-31-190328_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
5015824

>>5015778
Nvm I made it (finally)
Maybe I was being too stubborn and trying to do it a certain 'fast' way when another way was easier

>> No.5015830

>>5015773
My friend, that is a lot of doortrak.
really digging the tech theme though btw
let me know how it goes :)

>> No.5015832

>>5015830
I've got way too much doortrak.
I need better support texture use.
trying not to be a generic techbase so whee.

>> No.5015840

>>5015819
They really nailed getting pickups to be so distinctive that you can tell them apart without even putting thought into it.

Same goes with the enemies, You've never got to think for even a fraction of a second to tell them apart. Even the difference between hellnight and baron is enough to never confuse you.

This is something of a lost art in games these days.

>> No.5015842

have the duke3d maps been ported over to doom?

>> No.5015846

>>5015842
There's been several attempts with varying levels of success and faithfulness with the textures and shit.

A fair number of levels aren't really doable though, not without massive levels of dickery or maybe leaning on engines that aren't really big yet like the Eternity Engine.

>> No.5015856

I just remembered that the new Zombiemen in Eternal have jetpacks

>> No.5015857

>>5015856
Inb4 jetpack chaingunners are a reality.

>> No.5015860

>>5015003
I can try; shouldn't be too hard

>>5015669
shadowplay's supported opengl games for a while now
but it turns out that video was recorded with OBS, heh

>> No.5015865
File: 1.78 MB, 1920x1080, doomscreenie.png [View same] [iqdb] [saucenao] [google]
5015865

>>5015832
I'm really enjoying the udmf game config.
It's pretty fun to use.
here's a screenie of a map i'm currently working on :D

>> No.5015874

what's that one wad where you're a cyborg and it's got giant lizards with battleship cannons on their backs?

>> No.5015875

>>5015860
Thanks man, Dakka's fucking awesome by the way, it's genuinely the most fun I've had with Doom in probably about 15 years of off and on picking it back up.

>> No.5015876

>>5015857
I always thought of a mix of a Wolfenstein 3D mutant and Doom 3 Commando, where a dude has a chaingun in his chest and tentacle arms.

>> No.5015897

>>5015726
I unironically played until e1m5

>> No.5015904

>>5015875
it's added
http://git.jinotra.in/ijon/dakka/commit/bcd2479ef5ba9d95c18fed3b5544e2f5112604ac

>> No.5015906

>half this thread are latinoamericans
>not a single wad in the pampas, patagonia, amazonas, atacama, etc
what a bunch of siesta bastards

>> No.5015908

>>5015865
Neat. Looks like "doom 2 but in quake 2 style"

>> No.5015912

>>5015904
Thanks so much!

>> No.5015913

>>5015906
>>half this thread are latinoamericans
what.
>what a bunch of siesta bastards
that's a Spain thing.

>> No.5015915
File: 612 KB, 1280x1024, Screenshot_Doom_20180831_210449.png [View same] [iqdb] [saucenao] [google]
5015915

cold as fuqq

>> No.5015916

>>5015913
it's definitely a thing in argentina

>> No.5015924

>>5015916
No they're just lazy fucks in general, it doesn't go as far as being tradition like in Spain.

>> No.5015925

>>5015906

wasn't there a wad where doomguy traveled the world in a car and had to search for a tank of gasoline on each map?

>> No.5015928

>>5015925
That's a really neat concept.

>> No.5015929

>>5015913
I'm argentine, we don't have the 9to5 thing that exist in america, business literally close midday for 4 hours

>> No.5015935

>>5015929
>I'm argentine
My condolences.

>> No.5015938

make a new thread.

>> No.5015942

>>5015938
nah, i'm cool, i'm done with Doom

>> No.5015948

>>5015897
Old version or new version? The today's new version is much better than old version I posted here months ago.

>> No.5015951

>>5015846
You could probably do most of it with polyobjects and 3D floors, but the thing is that it will be just janky.

Which Duke Nukem 3D is in its own way, so it's not like that doesn't fit.

>> No.5016014
File: 300 KB, 842x1089, WAAHOHOHOHOEE.jpg [View same] [iqdb] [saucenao] [google]
5016014

Next thread image.

>> No.5016021

Im writing the description for the video and linking to all the mods
I dont know what is the character limit, should I list everything in a .txt and put that as a download?

also if anyone knows anything about this tagging system any advice would be welcome, I just pu #Doom, #Doom mods, etc

>> No.5016029

>>5016021
or use a pastebin

>> No.5016032

>>5016029
good idea, Im putting those on that

>> No.5016046

Is it just me or are some of Doom 2's levels really really bullshit?

I never felt 'cheated' in Doom 1, but in Doom 2 I regularly feel that way

>> No.5016056

New thread.

>>5016052
>>5016052
>>5016052

>> No.5016175

>>5015906
Hey, I've done a swamp map.

>> No.5016469
File: 79 KB, 640x400, gyuXsyu.png [View same] [iqdb] [saucenao] [google]
5016469

>>5015376
wtf are you talking about?
Everything is credited, so stop your whining already.

>> No.5016471

>>5016469
>imfuckingplying

>> No.5016538

>>5010416
>>5010438

Not gonna lie, I also got a good chuckle out of this.

>> No.5016603

>>5015654
>Procgen can be a good idea for roguelikes
It's just that every single PC indiegame *is* a roguelike. And roguelikes get fuckin' boring.