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/vr/ - Retro Games


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5159270 No.5159270 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>5147231

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, Quake, Duke, Marathon, or Thief: https://imgur.com/a/wWS8zXz
Contains infographics with setup information and user-made content recommendations

Same thing, but in video format:
https://www.youtube.com/watch?v=ietb4JwaaXA
https://www.youtube.com/watch?v=CGj4gXyCzg0

IWADs and more (>3 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
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/

Launchers for Build Engine games
http://buildgamedosboxlaunchers.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

== /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.5159271
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5159271

=== ONGOING ===

-100 minutes of /vr/ underway
-Deadline November 15th

=== NEWS ===

[11-06] Death Wish updated to 1.5; Original MIDI soundtrack addon released
https://www.moddb.com/mods/death-wish-for-blood

[11-05] Consolation Prize updated, albeit with minimal testing
https://forum.zdoom.org/viewtopic.php?f=19&t=55298&start=105#p1078513

[11-04] Turok 2 Coop Mod version 0.9.5 released
https://www.moddb.com/mods/turok-2-co-op-mod

[10-27] DOOM RPG Remake Project revealed
https://www.doomworld.com/forum/topic/102919-drrp-doom-rpg-remake-project/

[10-25] Hexen ZDoom community project announced
https://forum.zdoom.org/viewtopic.php?f=42&t=62375

[10-25] Redneck GDX supports Rides Again

[10-25] Redneck Rampage to get another reverse-engineering project, but using EDuke32
https://forums.duke4.net/topic/10241-rednukem-redneck-rampage-port/

[10-20] Deepdream Doom v1.1 and Deepdream Chex v1.0 released
https://www.mediafire.com/?z7wrmazotn6ws

[10-20] 'Beta 64' megawad for Doom 64 EX posted on Doomworld
https://www.doomworld.com/forum/topic/102849-beta-64-a-29-level-megawad-for-doom64-ex/?tab=comments#comment-1928807

[10-18] DM4Jam DLC Update released, three extra maps
http://www.celephais.net/board/view_thread.php?id=61644

[10-10] DavidN is making BD less of a clusterfuck
https://forum.zdoom.org/viewtopic.php?f=43&t=62203

[10-09] SM188 released, made with and using features from the recent progs_dump devkit
http://www.celephais.net/board/view_thread.php?id=61639

[10-06] XUMP - Hexen Upstart Mapping Project released
https://www.doomworld.com/forum/topic/101939-hexen-upstart-mapping-project-released/

[10-05] Doom 64 EX community project announced
https://www.doomworld.com/forum/topic/102637-doom-64-ex-community-project-announced/

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

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

>> No.5159281

Blow it up muh ass.

>> No.5159285

Marinara sauce?

>> No.5159309 [DELETED] 

imagine being autistic enough to get angry at last thread's OP pic

>> No.5159316
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5159316

>>5159285

>> No.5159331
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5159331

I like the meatball demon

>> No.5159337
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5159337

>>5159331

>> No.5159342
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5159342

>> No.5159351
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5159351

NEW THREAD WHERE MY QUAKEBROS AT

>> No.5159360
File: 36 KB, 480x480, meatballs and gravy.jpg [View same] [iqdb] [saucenao] [google]
5159360

>>5159316
>>5159331
Oh mean, that reminds me of my meatball dinner. It was nice.

Anyway, how's 100 Minutes looking right now? How many submissions are there?

>> No.5159363
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5159363

>>5159351
HUH!

>> No.5159368
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5159368

>> No.5159447

>>5158881
> PLEASE
> I BEG YOU

>> No.5159456
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5159456

>Quake is har-

>> No.5159475

>>5159456
>Shadow Warrior is goo-

>> No.5159485

Are there any open-world Doom mods?

>> No.5159487

>>5159271
>[10-27] DOOM RPG Remake Project revealed

Is this a full blown turn-based port, or is it just going to be a standard Doom mod "based on" the RPG?

>> No.5159496

>>5159475
D.

>> No.5159502

>>5159487
it seems to be more of the latter

>> No.5159504

>>5159496
This

>> No.5159505

Is there a decent mapbuilder for Blood? The one that comes pre-packed with it is terribly unintuitive. The fucker who made Death Wish must've been some kind of wizard.

>> No.5159592

>>5159447
>YOU'RE A GENUINE DICKSUCKER

>> No.5159603
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5159603

>mfw discovering only after beating Ashes that pipebombs can be set as tripmines

>> No.5159620

>>5159603
>TRIPmines
you fuck

>> No.5159632

>>5159603
>>5159620
CARLOS!

>> No.5159636

>>5159603
>>5159620
melon

>> No.5159638

Should I make a sequel to Hong Kong 97 in Doom called Hong Kong 18: Chin's World Tour?

>> No.5159639

>>5159638
Absolutely.

>> No.5159642

>>5159636
okay you gotta go.

>> No.5159643

>>5159505
Nope, that's all there is unfortunately

>> No.5159684

>>5159638
That would make some headlines. Easy publicity as a modder.

>> No.5159701
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5159701

/doom/, I just released my first real mod-thing publically and I feel incredibly anxious even though I don't have any logical reason to be. Excited, obviously, because I got something to a state where it's playable, but anxious because I've been working on it off and on and happened to lose motivation entirely multiple times. So, I dunno. Any advice for chilling out?

>> No.5159704

>>5159701
What was your mod?

>> No.5159712

>>5159704
I'd feel worse about linking it just because I might as well be self-promoting. It's just a weapon/monster replacer mod, nothing too special or unique.

>> No.5159728

>>5159712
Post the mod anyway.

>> No.5159745

>>5159701
Nope. Check your thread constantly and dwell on every review. It's the natural way to go.

>> No.5159752
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5159752

>>5159728
well, can't argue with that.
https://forum.zdoom.org/viewtopic.php?f=43&t=62535

>> No.5159765

>>5159712
>I'd feel worse about linking it just because I might as well be self-promoting.
That's how you get people to fucking play your shit.
Just don't be obnoxious about it and you're gravy.

>>5159752
I'll give it a run tomorrow. Congratulations on the release.

>> No.5159968

>>5159701
If it is what I think it is, it looks alright for a first mod.

>> No.5159986 [DELETED] 

Where is mah vasyan boi?

>> No.5160048

>>5159752
nice Soldier of Fortune vibe from the weapons. going through doom1 with this

>> No.5160183

Until you can find every secret in every map without consulting a guide you cannot say you like Doom.

>> No.5160193

>>5160183
Good thing I can.

>> No.5160228

>>5160183
Fuck that, you gotta pistol start every map while being at least 30 seconds under par and getting 3x 100% in order to claim you've even heard of Doom.

>> No.5160249 [DELETED] 

>>5159701
idk what it is but its terrible
you should never try anything ever again

>> No.5160252

>>5160249
Fuck. Off.

>> No.5160258

>>5160252
no u

>> No.5160263

>>5160183
being an assblasted completionist ruins fun in most games
please dont be like that and try to enjoy the game

>> No.5160265 [DELETED] 
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5160265

>>5159270
What is /doom/'s take on Project Warlock?
>inb4 not retro
Where do you want me to ask, /v/? Get real

>> No.5160272

Pathways into Darkness anon, what's your progress (and overall impressions) so far? It is not everyday somebody actually asses to properly set up the mac emulator, you know.

>> No.5160274 [DELETED] 

>>5160265
Eh, seems kinda neat, it was too dark at launch, some of the weapon customization/upgrade stuff seems dumb, throwing knives are cool as fuck though.
Pity there's no verticality to the maps.
Overall a solid game coming from a wee lad who never actually played those games growing up.

>> No.5160287 [DELETED] 

>>5160274
I agree that the lack of verticality really detracts from it.

>> No.5160290 [DELETED] 

>>5160249
>>5160252
wow spencer took the bait
we know you fucked up midnight animal dont fuck up a doom mod to compensate

>> No.5160291 [DELETED] 

Report and ignore.

>> No.5160292 [DELETED] 

>>5160274
The guy who made warlock is what 17?
I'm 18, and I played Doom, quake, and RTCW as a kid

>> No.5160294
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5160294

>>5160291
aimed at who?

>> No.5160296 [DELETED] 

>>5160294
The post above that one.

>> No.5160314 [DELETED] 

>>5160265
1)Unity engine and it quirks really held the game back, terrible performance even after patches, as well as visual "darkness" are results of that. Literally any other engine could be used without such detriments, esp. for how simplistic it was.

2)Flat'n'square level design. Every time indies try to copy Doom and Hexen, they for some reason copy Wolfenstein instead. EVERY TIME.

3) Absence of balance. All spells are universally shit. Most weapons when upgraded completely annihilate enemies

4) Lives system. Otherwise piss-easy "ironman" difficulty that wipes your save on death (or after you fall through the level because collision suddenly stopped working)

many other things.

Spritework is literally only semi-decent thing about it, and even that is let down by "no-rotations is retro!" notion.

>>5160292
>>5160274
Oh, fuck off with "it was made by one wee lad!" PR B.S.. It was made by 10 people with everyone doing almost everything. Even programming was done by someone else. Only thing "wee lad" did is assemble it all together in unity from the assets and code he was given.

>> No.5160316 [DELETED] 
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5160316

>>5160314

>> No.5160319

>>5160314
>>5160292
>>5160274
Not retro.

>> No.5160321 [DELETED] 

>>5160316
He's right in some ways but I agree, he seems slightly fanny flattened.

>> No.5160326 [DELETED] 

>>5160316
>i've been found out!
>I didn't make the game alone!

>> No.5160328 [DELETED] 

>>5160319
You don't need to be such a control freak

>> No.5160331 [DELETED] 

>>5160326
>immediately goes to "i was disagreed with so therefore the creator is shilling" mode

Your accent's slipping, tray/v/on.

>> No.5160338 [DELETED] 

>>5160265
The posterization combined with strong ssao completely fucks the lighting and turns everything into a dark muddy banded mess. The enemy and weapon designs are neat, tho. But it's hard to enjoy them when you can't see shit.

>> No.5160345 [DELETED] 

>>5160338
It's not actually an SSAO thing. It was discovered that whoever made the levels fucked up the skybox, and put it in as an actual object, so it is throwing a shadow over the whole level. On medium setting global environmental shadows are turned off, which is why everything looks fine on medium and superdark on high.

>> No.5160347 [DELETED] 
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5160347

>>5160345
... what in the name of fuck

>> No.5160354

New 3D models project
https://forum.zdoom.org/viewtopic.php?f=37&t=62540

>> No.5160364 [DELETED] 
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5160364

>>5160345
>It was discovered that whoever made the levels fucked up the skybox, and put it in as an actual object, so it is throwing a shadow over the whole level.

>> No.5160369

>>5160354
I can't tell if this is good or not.

>> No.5160381

>>5160369
>>5160354
The animations are still shit, so nope.

Someone really needs to make the voxel models directly from sprites, and keep the animations uninterpolated. Maybe convert to solid models for GZDoom since it cant into voxels yet.

>> No.5160386

i like how doom eternal's altfires turn the wea+pns into different weapon times
what mods sort of have altfires like that?

>> No.5160387 [DELETED] 

>>5160265
>pointless rpg elements thrown in for padding
Into the trash it goes.

>> No.5160390

>>5160381
Maybe it'd look better if they based the animations off Smooth Doom.

>> No.5160397

>>5160354
I appreciate the higher fidelity stuff and all but it's still far from good

>> No.5160402

>cunny

>> No.5160403

>>5160402
you hWAT

>> No.5160419

Any news on the Samsara monster addon?

>> No.5160427

>>5160183
you can't say you like doom until you beat zero masters speedruns

>> No.5160457

>>>/gif/13928160
Am I doing the whole linking posts from other boards thing right? I haven't done it in ages

Anyway I thought you guys might like this

>> No.5160465

>>5159752
So I just tried this out casually and I must say that I really like your monster tweaks, specifically how the Imps become invisible at low health for a few seconds, how the Cacodemons shoot a stream of shots at you, and how you can shoot and destroy Revenant rockets. The weapons feel a little off though, like their a little underpowered, particularly the pistol and chaingun replacement, I don't like how you can do 2 to 4 damage on some shots, especially with the chaingun since you can go through that ammo pretty fast. The SSG also feels underpowered but then I went back to vanilla to check and it seemed to be doing similar damage there as well but I can't shake the feeling it's underpowered. Normal shotgun is fine though, no problems with that.

>> No.5160474

>>5160345
Holy fucking shit lmao

>> No.5160485

>>5160390
It would look better if they knew how to animate... The modelling is muddy too, but still better than most efforts.

>> No.5160486

Idea for a boss fighter: the spider mastermind with roller skates

>> No.5160496

>>5160486
boss fighter?

>> No.5160503

>>5160496
I mean boss fight

>> No.5160519

i'm kinda interested in raven software's cyclones, but how can i play that game?
is there a source port for it?

>> No.5160562
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5160562

>>5159270
>>5159271
Reminder: Intermittent development of LOTX continues; people still allowed to modify/contribute as it's a public-access project- I will manage others/it if necessary

There are:
-Multiple mapslots for the theme
-Collaborators are allowed to manage any faucet of the project (code, art, etc)
-Contributors are allowed to make maps/content that strays from the main theme
-Helpers are allowed to make "experimental" maps in the like in "INTERXX" slots, for gameplay that would not normally be seen in typical maps/mods/wads.

Further details availible upon inquiry. Note that the Archvile fight in Map03 is nearly ready; then Map03 will nearly be done and LOTX will be ready for a proper Demo RC1 candidate.

For your listening pleasure:
https://www.newgrounds.com/portal/view/650827

>> No.5160564

>>5160562
https://www.newgrounds.com/audio/listen/598729
oops, linked the flash, not the music.

>> No.5160565

>>5160562
what is this

>> No.5160574
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5160574

>>5160565
Episode 1 sort of thing set on Enceladus, saturn's moon. Arctic, ruined/rusty techbases that the Cybercore unit (player) has to turn back on and power to get to the bottom of why the Demons are attacking after a 25 year Lull since Doom 64.

The idea is to blend facets of Doom 2 and Doom 64 to make a "midquel" to the community projects over the years; and make a logical way of how they happen.

tl;dr: It's intended as a lore-wise sequel to Doom 64, but a Prequel to all Community Projects.

>> No.5160580
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5160580

>>5160574
I'll post some more examples. My textures tend to clash at the moment but the main gist is trying to meld the textures together in logistical fashion; and using CC4-Tex to fill in gaps

>> No.5160597
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5160597

So, there's still a lot of texture rework to do and the entry to Map02 needs more reworking, but I hope my examples are sufficient to inspire others to action.

The maps should generally have a feel/callback to the original E1Mx both in name and general feel; but are not required to follow the same developmental logic.- The name should describe what the map is about, and the map should fit the name.

ae:
Hangar = Hangar
Nuclear Plant = Magma Plant
Toxin Refinery = Cryothalum Refinery

>> No.5160603

>>5160574
>>5160580
>>5160597
Love it

>> No.5160617
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5160617

Alright. I should be done "spamming" now; unless I think of other key details.

Monsters:
Nightshade - Intended as a midway between an Imp and a Hell Knight; Has a homing attack akin to the Revenant and can fly/float like a Caco.

Cybruiser - Introduced as a mini-boss in Map04, becomes a semi-rare enemy afterwards.

Frosty Caco - Cacodemons can adapt to any enviroment, and Enceladus is no exception. Rather than fire a single, straight projectile, they fire a spread; intended to choke up player movement. Negligible on it's own, a nightmare in groups of other enemies.

Terminator: Semi-Final boss.

Abolisher: Final boss.

Arachnotron MKII: Trying to modify it into the 2-shot D64 arachnos was fruitless; So I just beefed it up a bit and made it's projectiles bounce.

Wendigo/Ice-Stalker/Ice Golem: Various trash mobs fitting to the theme. Each is somewhat different in behavior, but all are roughly imp-tier.

Cryocubus: An ice variant of the Mancubus; supression based. Sprays clouds of ice at players to freeze them

Lava Demon: Lava-themed version of the Wendigo, slightly harder to kill.

Weapons:

Nailguns: Projectile variant to Chaingun and SSG.

Burst-Chaingun: Added a secondary fire to facilitate easier chaingun-sniping which WILL be a mechanic later on in the maps.

Cryobow & Freeze Rifle: Ice variant to Rocket Launcher and Plasma Rifle. Can freeze enemies; which makes a temporary protection from projectiles, but NOT hitscan.

Plasma Pistol: A new tool with low damage, but fires 2 bouncing arachnotron pellets at a slower rate than the Plasma Rifle.

>> No.5160621
File: 577 KB, 1280x1024, Screenshot_Doom_20181113_154607.png [View same] [iqdb] [saucenao] [google]
5160621

>>5160603
Thanks man. I've been working on it for some time and, while I'm generally terrible at all of it, I do hope it's rather enjoyable or at least inspiring for people to take the concepts of the maps and go "Hey, yeah, I can probably do this better or change this"- which is the same for all of my maps, really.

One of the maps that are in the InterXX areas, pictured. This one's a "reality breaking down, you are here and this place simply exists because you died" sort of theme, this will be a central theme to another episode. The experimental gameplay in this map is 1-hit kill funtimes. Enemies only have 1 hp too, though.

Inter02 has no experimental gameplay and is just a hell map because I needed a break from the theme.

>> No.5160632

good mapset to play with doomRLA?

>> No.5160634

>>5160632
Oblige

>> No.5160638

>>5160632
DTS-T, but the zoo map breaks with the Hungry IIRC.

>> No.5160642

>>5160562
>>5160574
>>5160580
>>5160597
>>5160617
>>5160621
>no link
>ugly screenshots
>realm667 monsters
>"public access project" where you're the "manager"
nah

>> No.5160646
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5160646

>> No.5160665

>>5160646
Thanks for the reminder! We'll call you if someone's being really mean on the internet.

>> No.5160680

is it me or are a lot of people bad at metadoom?

>> No.5160687

>>5160642
Screenies are pretty good, actually

>> No.5160689

>>5160642
>not shown: 3200 linedefs for a staircase alone

>> No.5160690

>>5160687
This. What's the problem?

>> No.5160692

>>5160665
it's okay, just save the image.

>> No.5160695

How does /retrofpsg/ feels about my friend's WIP DOOM .wad?
https://streamable.com/me6sg
https://streamable.com/uve8v

>> No.5160702

>>5160687
>>5160690
nah, they look quite ugly.
clashing colors thrown around for the sake of having colored sectors, random realm667 monsters, and boring flat architecture hidden by fancy new textures and gzdoom """effects"""

>> No.5160705

>>5159752
From what I've played so far it's actually a pretty fun set of weapons and monster changes; the imp teleporting is pretty neat and reminds me of Assault Captains from Duke3D. My only real gripes at the moment is that it feels like the auto-pistol reload animation drags on a little too long, and that the knife doesn't really cut it as something that replaces the chainsaw since a lot of moments it's placed where you get heavily ambushed by pinkies. Also a CVAR that allows for reloading when pressing fire when the weapons are empty would be neat as well, but that's just personal preference.

>> No.5160710

>>5159496
its level design is ass though

>> No.5160753
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5160753

Were there any "doom mapping tips" type threads made in the last 9 months?

Threads like that I absolutely love, I go for them like crack.
Don't worry dudes, I'll get my map out even if it's 10 years late.

>> No.5160761

>>5160702
>clashing colors
What is Contrast?
>thrown around for the sake of having colored sectors
False; they all have logistical purposes for being colored.
>random realm667 monster
False; All monsters are heavily planned and thought out for their purposes.
>boring flat architecture
oh you're trolling okay.

>> No.5160770

What was that PSX Doom inspired mapset that won a Cacoward a few years back?
I fucking loved that, perfect usage of blue and red lighting and the fire skies as well.

I remember the last boss was a Cyberdemon with a health meter.

>> No.5160780
File: 306 KB, 1000x1354, 1526425648671.jpg [View same] [iqdb] [saucenao] [google]
5160780

>>5160761
>What is Contrast?
Definitely not this. I know telling you anything that even hints at being negative about your maps--constructive or otherwise-- tends to get shrugged off as someone fucking with you, but your map is a kaleidoscope of nonsensical colors and fog effects combined with architecture that'd make any map from 1994 blush. It looks like something someone slapped together the day they discovered UDMF and Realm667.

>> No.5160782
File: 119 KB, 683x384, Screenshot_Doom_20181112_122122.png [View same] [iqdb] [saucenao] [google]
5160782

>>5159603
Ashes 2063 was one of the best gaming experiences I've ever had; any game, any platform. That game is on another level and dwarfs commercial nu-retro-FPSes like Ion Maiden / Project Warlock.

>> No.5160783

>>5160386
demonsteele, some weapons in metadoom, and D4T

>> No.5160784

>>5160770
Threshold Of Pain?

>> No.5160785

>>5160761
>What is Contrast?
"the state of being strikingly different from something else, typically something in juxtaposition or close association."
cool, that doesn't make it good. it's still clashing colors that look terrible compared to each other.
>False; they all have logistical purposes for being colored.
i can guarantee all of your "logistical purposes" boil down to "it would look cool if it was colored"
>False; All monsters are heavily planned and thought out for their purposes.
lmao sure thing
>oh you're trolling okay.
no, i'm criticizing you. if you're so thin-skinned that negative feedback is trolling, then you're not going to go anywhere.
look at this:
>>5160621 flat floor with a bump in the middle of the room
>>5160617 mostly flat floor with a small dip in the center for water
>>5160597 mostly flat floor with only height variations being, what, 16 units?
>>5160580 flat floor with a pool in the center
>>5160574 100% FLAT FLOOR HOLY SHIT

>> No.5160787

>>5160354
>models
Does any port support >16 rotations? I suppose if you turned these into correct resolution sprites it might look acceptable.

>> No.5160790

>>5160780
>>5160785
It's not worth it. No matter how you phrase your feedback, he's going to ignore everything you say and spend more time throwing a fit about "trolling" than actually mapping.
If he actually cared about making things, he'd make things and not waste time justifying himself.

Don't respond, don't engage, don't anything. Maybe one day he'll actually do something notable. Until then, he'll only spread shitsmears everywhere.

>> No.5160792

Have any of you actually masturbated to H-Doom?

>> No.5160793

>>5160784
Awesome, thanks f.a.m.

>> No.5160796

>>5160790
>Don't respond, don't engage, don't anything. Maybe one day he'll actually do something notable.
If only that stopped their daily posting of screens of the same sections of map, but now with TWO ice golems until then. Post when ya got something substantial to playtest or something, shit.

>> No.5160797

>>5160792
every morning i wake up and open palm slam a wad into gzdoom. it's hdoom, and right then and there i start doing the moves alongside with the main character, doomguy. i do every move and i do every move hard.

not many can say they fucked every demon in hell. i can. i say it and i say it out loud every day to people in my college class and all they do is prove people in college class can still be immature jerks.

>> No.5160798

>>5159603
>dialogue
>fuckhuge open spaces
into the trash it goes.

>> No.5160801

>>5160797
>not many can say they fucked every demon in hell
but hdoomguy hasn't done revenants or spiderdemons yet.

>> No.5160803

>>5160801
do you really think that'd stop my dick

Also it's just a modified copypasta, I didn't think of that. Oops.

>> No.5160815

>>5160785
Things are only good when the map is a skyscraper torn in half and haphazardly mashed back together? I mean, it's a bit cultish just to look for height variation for height variation's sake.

>> No.5160821

>>5160815
This.

>> No.5160829
File: 451 KB, 1280x1024, Screenshot_Doom_20181113_180845.png [View same] [iqdb] [saucenao] [google]
5160829

>>5160796
I've posted playtest versions throughout the threads. I tend to keep working on maps even after they're finished.

>> No.5160831

>>5160815
>map is a skyscraper torn in half and haphazardly mashed back together
That sounds a lot more interesting than that ravehall at the WMCA during a blizzard you have going on at the moment.

>> No.5160836
File: 471 KB, 1280x1024, Screenshot_Doom_20181113_181448.png [View same] [iqdb] [saucenao] [google]
5160836

>>5160785
>>5160790
Just say the real reasons you don't like it lmfao

>> No.5160839

>>5159752
that wasnt half bad

>> No.5160843

>>5160831
>A rotting peice of shit techbase with extremely dense atmosphere and obscenely frigid conditions with dense fog/dust coverage and rusty-ass metal with broken lights and monitors and shit is more intresting than a cookiecutter map design
wat.
That post isn't me either.

>> No.5160856

>>5160843
The only thing here is extremely dense is the map's author.

>> No.5160874

>>5160642
>>5160796

They already did. Author updates/modifies very frequently and has a fairly unusual method of map construction.
>>5150137

>> No.5160903
File: 23 KB, 57x100, BBRNA0.png [View same] [iqdb] [saucenao] [google]
5160903

(sorry for wall of text)
>>5160465
>>5159752
Hey, thanks! I can agree on the weapons feeling a bit underpowered, I think even things as simple as damage buffs might make them work a little better. The chaingun replacement's reload was originally VERY fast and smooth, but I realized it didn't really make sense from a balance/logic standpoint. I probably made it too slow, though. I also agree the knife is pretty shit. I basically just added it in because I kind of HAVE to have something for chainsaw spawns, but I could probably make it better. Auto reloading on dryfire is absolutely possible and I'll get around to implementing it soon!
Thank you all so much for the feedback and criticism.

>> No.5160904

>>5160903
Jesus I'm dumb. I accidentally linked my own post in there instead of
>>5160705

>> No.5160905

>>5160903
brilliant

>> No.5160908
File: 110 KB, 466x492, 1525238257499.png [View same] [iqdb] [saucenao] [google]
5160908

Give me your best Doom reactions.

>> No.5160914

>>5160836
>Just say the real reasons you don't like it lmfao
i just did, you blind faggot
it's not my fault you don't like them

what, do you want me to say something else?

>> No.5160915

>>5160874
Cool, so we're supposed to keep track of a link in another thread for updates. What?

>> No.5160917

>>5160914
Oh for fuck sakes.
https://www.youtube.com/watch?v=d1Z8Hz7M04A

>> No.5160919

>>5160917
what does this have to do with anything
what the fuck are you SAYING

>> No.5160925

>>5160919
Just give it up before he gives you an aneurysm. The best we can hope for now is he finishes his map so we can get some respite until his next bowel movement.

>> No.5160934
File: 442 KB, 1280x1024, Screenshot_Doom_20181113_191322.png [View same] [iqdb] [saucenao] [google]
5160934

>>5160919
You're sending me on a wild goose chase to fix god knows what to appeal to you with misleading information, so that after spending hours trying to get one particular thing right that you speak about, my overall development will be hindered as you're speaking about something entirely different. I attempt to do the best of my understanding of what you say, yet it is never sufficient for you. There's even other map slots with barebones stuff that I need to work on, but I'm focused on GITTIN GUD with this entire episode, so arguing senselessly instead of trying to co-operate will net us nothing. I want it to play well. I want to get the baseline gameplay down, then worry about the final details down; I fully intend to support many of my works past completion as long as is reasonable. This is why I'm still looking for appropriate "Development state milestones" to push for public playtests for people's amusement. I don't understand.

>> No.5160935
File: 23 KB, 333x424, bevisandbutthead.png [View same] [iqdb] [saucenao] [google]
5160935

>>5160908

>> No.5160940

>>5160934
Just shut up and fucking finish your dumb map.

>> No.5160946
File: 49 KB, 423x465, facewall.jpg [View same] [iqdb] [saucenao] [google]
5160946

>>5160908
Another one.
I always felt this face was incredibly menacing, even in low-res. As a kid, that one hallway in Deimos Lab always made me nervous as shit, like I had this idea in my head that they'd open their eyes and give me that scary glare.

>> No.5160949

>>5160946
Aw, yeah man, Doom's gargfaces were really cool and they should of done more with them.

>> No.5160952
File: 306 KB, 794x597, punched that imp right in the mouth.jpg [View same] [iqdb] [saucenao] [google]
5160952

>>5160908
>Vulgar Display Of Power

>> No.5160958
File: 84 KB, 466x492, eye monitor.png [View same] [iqdb] [saucenao] [google]
5160958

>>5160908

>> No.5160959
File: 136 KB, 1366x768, doomgame.png [View same] [iqdb] [saucenao] [google]
5160959

>> No.5160960

>>5160940
It's multiple maps and in the case of the first three maps, (1,2, Inter01), they are. That doesn't mean I won't keep working on them and changing them if I notice issues or something I overlooked, and change them based on feedback.

>> No.5160961

>>5160959
lmao

>> No.5160962
File: 84 KB, 500x388, spider-shock.png [View same] [iqdb] [saucenao] [google]
5160962

>>5160908
>GASP!

>> No.5160965

>>5160959
Postal 2 had a similar thing on startup. It's nice to see sometimes.

>> No.5160968
File: 58 KB, 645x729, retarded.png [View same] [iqdb] [saucenao] [google]
5160968

>>5160959
>this game and other art

>> No.5160969

>>5160968
What would you call it, smarty-pants? It's lacking a better term. It's a form of multimedia that people immerse themselves in and hold an emotional connection to unlike any other.

>> No.5160973

>>5160968
Fuck off.

>> No.5160974
File: 87 KB, 192x197, 1468256950773.gif [View same] [iqdb] [saucenao] [google]
5160974

>>5160908

>>5160959
>vent your baser urges within the game & other art
now you know why we have so many office
doom maps & hentai

>> No.5160975
File: 459 KB, 807x1400, 1530406029601.jpg [View same] [iqdb] [saucenao] [google]
5160975

>>5160968
see
>>5160908
>>5160968

>> No.5160979

>>5160934
that is the exact opposite of what i'm doing
but if you want to invent a whole fucking persecution plotline out of nothing to justify ignoring feedback then have fucking fun
i have no desire or care to coddle you

>> No.5161056 [DELETED] 

>>5160915

>> No.5161060

Brutal Doom would be better if it didn't have such tacky aesthetics

>> No.5161067
File: 177 KB, 656x597, laughing baron.jpg [View same] [iqdb] [saucenao] [google]
5161067

>>5160908

>> No.5161081

>>5161067
This is porn.

>> No.5161117 [DELETED] 

is there a GZdoom equivalent of duke nukem?

I tried playing duke 3D megaton edition on steam and it felt very choppy and laggy in a way that I couldn't understand. GZdoom feels smooth as butter. is there a definitive edition of duke?

>> No.5161231

Brutal Doom would be better if it didn't exist.

>> No.5161267

>>5160782
>don't dead
>open inside

>> No.5161286
File: 321 KB, 1920x1440, 1520970568839.jpg [View same] [iqdb] [saucenao] [google]
5161286

>>5160908

>> No.5161293
File: 1.07 MB, 232x180, 1499260593681.gif [View same] [iqdb] [saucenao] [google]
5161293

>>5160908

>> No.5161309
File: 6 KB, 178x219, 1469167510600.png [View same] [iqdb] [saucenao] [google]
5161309

>>5160908
My personal favorite

>> No.5161325
File: 514 KB, 970x1184, dissected autistic monkey.png [View same] [iqdb] [saucenao] [google]
5161325

>>5160908

>> No.5161332
File: 2.46 MB, 512x512, 1538761563077.gif [View same] [iqdb] [saucenao] [google]
5161332

>>5160908

>> No.5161341

>>5160183
> IDDT
Done!

>> No.5161345

Doomguy is the Betrayer?

>> No.5161348
File: 77 KB, 210x206, 1537851843505.png [View same] [iqdb] [saucenao] [google]
5161348

>>5161325
>that filename

>> No.5161409

Any strong contenders for Cacoward 2018?

>> No.5161474
File: 88 KB, 500x372, thy brew consumed.png [View same] [iqdb] [saucenao] [google]
5161474

>>5160908

>> No.5161480
File: 468 KB, 698x630, 1540570764763.png [View same] [iqdb] [saucenao] [google]
5161480

I asked in a previous thread why I haven't seen Doom recreated in a 3D engine, but I have just discovered that some Slav made Doom and Doom 2 mission packs for Quake 2.
Has anyone played this?

https://www.youtube.com/watch?v=ECyV4VDX-JI

>> No.5161520

>>5161480
Do not enable vasyan shitposting. DO. NOT.

>> No.5161521

>>5159270
Hey guys, just wondering how I install a mod for steam half-life?
I placed it in steamapps\common\Half-Life and nothing happened or do I have to make a new run?

I'm trying to install
>https://gamebanana.com/skins/82879

I just like scoped revolvers.

ty for the help

>> No.5161524
File: 10 KB, 239x211, Quake Stardust.jpg [View same] [iqdb] [saucenao] [google]
5161524

>>5160908

>> No.5161543

>>5159271
[11-14] New Descent game announced, unimaginatively titled Descent (2019) (it's actually Descent: Underground with a singleplayer mode)
https://www.youtube.com/watch?v=_5oiAmKDevI

>> No.5161549

>>5161524
That is fantastic and I want it at full size.

>> No.5161559

>>5161345
No it’s the general guy doomguy replaced when he rolled in.

>demons invade your world
>green armor guy comes in to slaughter the demons with such finess the people decided to crown him the new leader
>your son is dead/captured, you’ve been replaced and one up’d by a stranger. Only way to beat that is to end the war

Deals with the devil always comes from desperation

>> No.5161603

https://forum.zdoom.org/viewtopic.php?f=43&t=62497
https://www.youtube.com/watch?autoplay=1&v=ws0Zt7LXGJg
This is great!
An ASMR mod for Doom

>> No.5161616

>>5161603
this is wonderful

I have anxiety sometimes so something like this could be good

>> No.5161689
File: 44 KB, 343x960, 1465405318631.jpg [View same] [iqdb] [saucenao] [google]
5161689

>>5160908

>> No.5161692
File: 137 KB, 623x527, 1456691543434.png [View same] [iqdb] [saucenao] [google]
5161692

>>5160908

>> No.5161720

>>5161480
gzdoom is a 3d engine, here’s Doom in 3d, https://www.moddb.com/mods/lowpoly-doom-lite-10

but it doesn’t completely replace sector lighting into dynanic lights. so play it with Honte Remastered (doom 2 remastered maps) which has dynamic lights.

>> No.5161731

>>5161720
Seems really good

>> No.5161774
File: 65 KB, 640x295, 1537763228944.jpg [View same] [iqdb] [saucenao] [google]
5161774

>>5160908

>> No.5161796
File: 25 KB, 340x321, 1474779861354.png [View same] [iqdb] [saucenao] [google]
5161796

>>5160908
WHAT I LEARNED FROM DOOM WAS

>> No.5161835

>>5161603
>>5161616
this is unironically really good and i want longer videos of this

>> No.5161896

I'm currently on a long haul flight and have purchased some in flight wifi to download some doom mapsets, seat next to me is vacant so I've been able to set up my laptop and use the next tray table as a mousepad. Really wish I brought my Wacom tablet with me, then I'd draw.

Playing Doom at 40,000 feet. Sure beats watching movies.

I'm just thinking how damn cool it would be if Doom could be run on the in-seat computer screen and everybody on the flight can have some giant fragfest, but you'd need a controller.

>> No.5161909
File: 292 KB, 1366x768, 1541613207711.png [View same] [iqdb] [saucenao] [google]
5161909

Repostingx1:
New speedmap (not for 100min), vanilla compatible, including visplanes, use both files included (second one is doom1 textures in doom2 pack.)
https://anonfile.com/ob6cA1keb2/open_zip

>> No.5162065

>>5159270
quake is a good game

>> No.5162073
File: 11 KB, 406x351, 5022[1].jpg [View same] [iqdb] [saucenao] [google]
5162073

>ywn be this cool

>> No.5162076

>>5162065
your face is a good game.

>> No.5162082

>>5162076
but how do you play my face?

>> No.5162085

>>5161603
This is just like torture to me hearing the familiar sound effect repeated over and over again but with weird random pauses

>> No.5162087
File: 14 KB, 298x470, shotgun-pointed-at-viewer-stock-photography_csp2282070.jpg [View same] [iqdb] [saucenao] [google]
5162087

>>5162082
the same way people who consider deer good game do.

>> No.5162089

>>5162082
*unzips dick*

>> No.5162090

>>5162089
OwO

>> No.5162092

>>5162073
>ovmage
what did he mean by this

>> No.5162480

>>5162092
maybe a pun for ownage?

>> No.5162565

Hoping the tentacles in Doom Eternal are enemies
What mods have tentacles you can fight?
I thought that happened in Strange Aeons, but with giant worms
Still close enough

>> No.5162576
File: 274 KB, 620x567, poorlittletailorgirl.png [View same] [iqdb] [saucenao] [google]
5162576

>>5162565

tentacles are for fighting?

>> No.5162590

Anyone else find Quake 1 on nightmare just right? Feels a lot like ultra violence in Doom

>> No.5162602
File: 865 KB, 1280x720, tumblr_inline_pi00i7W84e1uu8e9v_1280.png [View same] [iqdb] [saucenao] [google]
5162602

> ancient memes from early 2000s
the man knows no bounds

>> No.5162621

>>5162076
Quake is good though

>> No.5162646

>>5162590
that's the general consensus. Most mappers map for hard mode for some reason, not entirely sure why because I'm dumb as hell.

>> No.5162652

>>5161896
talking to a man in a plane from the internet while he plays video games.

for some reason, I think this is really amazing shit.

>> No.5162662

>>5162590
>>5162646
Nightmare's changes to enemy behavior breaks how some of them function, like Ogres. They'll never do their melee attack because they'll never stop shooting grenades.

>> No.5162692

>>5162590
If anything, Nightmare makes the game easier than Hard due to some changes.

>> No.5162736
File: 811 KB, 3840x2160, screenshot0005.jpg [View same] [iqdb] [saucenao] [google]
5162736

Always felt that these GZDooms in HD look way too clean and sterile.

Plus the "Alt HUD" is horrendous in Zdoom. Why not use the N64 style HUD? Simple, clean.

>> No.5162738

>>5162736
that's partly because the game was never meant to be played with those graphics or HUD so it feels off.

>> No.5162769

>>5162652
I was seated right next to the toilet, so about halfway through the flight everybody has to use the toilet and there was a lineup people that were watching me play. It's actually annoying though because I was wanting to type personal emails about my health and couldn't because with a group of people waiting to use the loo, they naturally look at the nearest screen and I'm on a gaming laptop. In flight entertainment is boring, so the safest thing to do was just play vidya.

I was considering loading up Brutal and playing that but figured that was too edgy and I'd end up on some Buzzfeed article so played other mods instead.
Now I'm in KL waiting for a connecting flight to Stralya.

>> No.5162776
File: 225 KB, 500x738, 3c4.png [View same] [iqdb] [saucenao] [google]
5162776

>>5160908

>> No.5162786
File: 2.94 MB, 1000x563, VERY fast ogger grenading at incredible hihg speed.webm [View same] [iqdb] [saucenao] [google]
5162786

>>5162692

>> No.5162798
File: 100 KB, 96x96, 1484784131725.gif [View same] [iqdb] [saucenao] [google]
5162798

>>5160908

>> No.5162838
File: 2.95 MB, 640x360, it's good.webm [View same] [iqdb] [saucenao] [google]
5162838

kill me (after i've triggered the exit sequence)

>> No.5162849

>>5162769
>buzzfeed reports on a peaceful man playing a violent video game on a plane

that would've been almost poetically ironic.

>> No.5162927

>>5162786
the way quake was MEANT to be played

>> No.5162934
File: 295 KB, 468x540, 1332600689271.png [View same] [iqdb] [saucenao] [google]
5162934

>>5161720
Shit man this is fucking radical. This is exactly what I was looking for.

>> No.5162959

Has anyone ever recreated the Archvile in Quake?

>> No.5163015
File: 2.73 MB, 640x360, slider.webm [View same] [iqdb] [saucenao] [google]
5163015

haha whee

>> No.5163021

>>5163015
I never realized how much I needed something like this.

>> No.5163026

>>5162959
Has anyone recreated the Shambler in Doom?

>> No.5163031

>>5163026
Yes. See Dimensions Of The Boomed.

>> No.5163041

>>5163031
nice

>> No.5163042

>>5163015
oh man, you flipped that chaingunner like a table!

>> No.5163049

>>5163021
yeah if I can work out some of the really fucking dumb shit I've run into and maybe make it work better with slopes, I'll upload it
(for example, you bounce off walls relentlessly because it's hardcoded that anything with low friction does that, and I see no way to turn it off)

>>5163042
yeah he really needed a chill pill

>> No.5163067

>>5163042
could've flipped him the bird for extra effect too!

>> No.5163078

>>5159270
I've been out of the loop, what are the hottest wads of 2018 lads?

>> No.5163114

>>5163078
GZDoom: Golden Souls 2, Ashes 2063, Soundless Mound
Boom: Preacher, Avacator, 4 Seasons, Dimensions Of The Boomed

>> No.5163124

Wow Brutal Doom is actually pretty damn good. Probably one of the best mods I've ever played

>> No.5163129
File: 107 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
5163129

>>5163124

>> No.5163141
File: 135 KB, 700x473, 1446962742350.jpg [View same] [iqdb] [saucenao] [google]
5163141

Will I be dogpiled on if I say that SgtMarkIV is a good map designer?

>> No.5163145

>>5163141
He's pretty okay, though I've heard he also stole a few freedoom maps, but I've had a fair amount of people say his maps are solid.

>> No.5163152
File: 2.22 MB, 512x384, 1498691256080.gif [View same] [iqdb] [saucenao] [google]
5163152

>>5160908

>> No.5163153

Idea: Hitscan rocket launcher. Yes/no?

>> No.5163157
File: 8 KB, 913x913, implying.png [View same] [iqdb] [saucenao] [google]
5163157

>>5160908

>> No.5163178

>>5163153
Yes if it works like a powered version of the weapon.

>> No.5163198

>>5161559
IIRC Doomguy rolled with the remnants of the Night Watch, meaning it happened after the betrayal, not before.

>> No.5163221

>>5163141
It's fine not to associate his maps with his personality.

>> No.5163315
File: 22 KB, 437x431, 350d59670bb421ea5ed62598a5d93ba55eee9054b7018d8e5eba369050152302.jpg [View same] [iqdb] [saucenao] [google]
5163315

>>5160801
Don't worry, he'll finish them once he's finally done with... that Princess Resurrection fan game, and uh... Monster Girl Quest 3D? Isn't he still hired for some commercial project? There seems to be a whole lot of stuff on that guy's plate.

Well, I guess we'll just have to wait another four years before we can proudly say we'd fucked the shit out of everything in hell. ;_____;

>> No.5163323

>>5163124
I like to shoot the things it’s a good mod it is

>> No.5163325
File: 45 KB, 1115x219, Screenshot_1172.png [View same] [iqdb] [saucenao] [google]
5163325

Huh.

>> No.5163329

>>5163325
>assembly compiler for ZScript

inb4 it's Intel x86_64 only

>> No.5163330

>>5163325
hopefully this doesn't come across as an excuse for modders to no longer worry about performance
it will

>> No.5163334

>>5163325
Hope they find a way to compile for ARM. This would be a great boon for Delta Doom (if author updates it to that GZDoom version)

>> No.5163415
File: 605 KB, 1101x267, overclock transform (big).gif [View same] [iqdb] [saucenao] [google]
5163415

Really happy with how this turned out, just need to do attack animations and get this shit in game.

>> No.5163503

>>5163415
it looks more like the arms are just vomiting weapons out of the wrists, rather than being transformed into them.

>> No.5163505

>>5162602
TELEFONMAST!

>> No.5163506
File: 59 KB, 1024x576, doomguy_s_madness_by_kracov-db8gkvi.jpg [View same] [iqdb] [saucenao] [google]
5163506

>>5163141
He can be a really good mapper.
But a lot of them are full of stuff that drags them for too long.
I wish he wouldn't leave his projects unfinished,because so far the only one he finished is Hell on Earth Starter Pack/Extermination Day.

>> No.5163513
File: 397 KB, 990x660, Kustam.jpg [View same] [iqdb] [saucenao] [google]
5163513

>>5163503
If I had more angles for arms and stuff I'd get more detailed, but for the sake of getting this done I went with the arms essentially falling away.

>> No.5163516
File: 232 KB, 712x900, 3779960-jf.jpg [View same] [iqdb] [saucenao] [google]
5163516

Is the Turok 2 Remaster any good? I've heard a lot of mixed opinions about the game.
Some say it's awesome because of the weapons and enemies,others say its level design it's too "Hexen-like".

>> No.5163530

>>5162736
I should ask Graf if I can export the alt hud to zscript so people can make non-trash versions of it.

>> No.5163534

>>5163141
No, because he actually can do decent maps.
It's just that he will take easy ways out on that if he feels like it, such as recycling Freedoom maps for his BD map pack.

>> No.5163536

>>5163153
Depends on what you want to do, but sure, it can work.

>> No.5163537
File: 264 KB, 800x600, m7BbLNM[1].png [View same] [iqdb] [saucenao] [google]
5163537

>>5163530

N64 style HUD would make a better basis.

>> No.5163547

>>5163516
It kinda sucks when you start having to go hunting for those keys, but the worlds are big and sprawling, all of the weapons are pretty satisfying to shoot, and the game has some of my favorite blood effects ever.
if you can get it cheap, do it.

>> No.5163592

>>5163505
ENEMY TELEPHONE POLE!

>> No.5163735

is the good doomwiki hosted in europe?
>>5163325
i thought everyone knew nuts wad and brutal shouldn't even be played in gzdoom
and how many mods even use zscript?

>> No.5163748

>>5163735
Ironically, it actually doesn't make nuts or brutal doom faster, they run pretty much as badly as before.

>> No.5163819
File: 104 KB, 600x599, 790.png [View same] [iqdb] [saucenao] [google]
5163819

>>5163735
>>5163748
You guys are aware that pretty much everything gameplay-specific in GZDoom is now written in ZScript, right? Regular Doom monsters, weapons etc. haven't been hard-coded in the executable since at least in the DECORATE days. Check the gzdoom.pk3 if you don't believe me.

>> No.5163820

>>5163819
https://www.youtube.com/watch?v=GAZVulUYDaE

>> No.5163829

Anyone wonder if modern Doom's enemy count has something to do with the graphics and art style?

>> No.5163854

>>5163820
...I wonder how the hamster feels about living underwater

>> No.5163857
File: 875 KB, 1920x1017, Screenshot_Doom_20181115_200146.png [View same] [iqdb] [saucenao] [google]
5163857

Jello Jello Jello

>> No.5163870

https://twitter.com/Gera_Chaingun94/status/1062827671003058176

>> No.5163962

>>5159271
>-100 minutes of /vr/ underway
>-Deadline November 15th
Oh. Well that snuck up fast.
We don't have that many maps though, maybe a dozen. Might be a good idea to keep it going I guess. What do you guys think?
http://www.strawpoll.me/16850710

>> No.5163971

>>5163962
As the organizer of a project that's WAAAAY past its deadline, I'd say extend it. It's definitely worth it.

>> No.5163974

>>5163962
How many maps do we have currently?

>> No.5163991

>>5163974
10, if only including 2 of mine, which is probably all I will do. Don't wanna take up a disproportionate amount of the wad. Speedmaps are just too fun to do though.

>> No.5164002

For my Shogo mod I was able to get NPCs to play radio noise around a certain distance for the player to catch where they are as long as the NPC has that sound flag enabled. Fixes one of the issues where the player often does not have a cue to recognize where enemies are before they start shooting. I’d love to add a larger set of functions for radio transmissions to play during certain events. Eh, we will see. I am redesigning part of my first map for it as well.

>> No.5164051

>>5163991
We could extend the deadline I suppose, but it's not like a speedmapping compilation needs to be a megawad, if we just get it up to like 15, with someone to make a boss encounter level for the last one, I think that would be just fine.

>> No.5164056
File: 298 KB, 800x800, baron of hell huffing.png [View same] [iqdb] [saucenao] [google]
5164056

Tried making a small slaughtershit map with the 100 minute thing but it's just nonsense gameplay-wise. What's a good way to balance these things, anybody got any idea?

>> No.5164062

>>5164056
Is it a problem with architecture or enemy balance in your opinion? Because if it's just a straight arena slaughter map I'd just give the player a BFG and keep throwing cells at them so they can't run out

>> No.5164081

>>5164056
I'm not sure slaughter is very viable in the allotted mapping time, it's a tight window to make it work.
If I had to, I'd make it mostly lots of low tier monsters, lots of zombies and imps, then some big guys like mancubodes and a baron or two.

>> No.5164098

>>5163991
>>5163962
I wanted to contribute, but holy shit I can't map in 100 minutes.
If you don't mind a map that's a liiiiiittle bit over time limit, I could probably do something.

>> No.5164106

So I've heard that in Quake, the textures and lighting are "baked in" to the maps. Why is this? Is it because the shadows were inseparable from the textures? Wouldnt it be more space-efficient to store lightmaps separately?

>> No.5164116

>>5164106
>the textures and lighting are "baked in" to the maps
They aren't?

>> No.5164137
File: 206 KB, 380x349, 1529948659316[1].png [View same] [iqdb] [saucenao] [google]
5164137

>saw an elderly Vietnam vet buying Quake 2 at Goodwill today
the memes are real

>> No.5164145

Is it true Bobby Prince was on Vietnam?

>> No.5164181

>>5164145
He did a tour there yeah, I think he was a platoon leader.

>> No.5164196

>>5164098
I'd feel better if it were for a secret map.
>100 minutes of /vr/
>half the time
>half the maps

>> No.5164198

>>5164181
Speaking of war and Bobby Prince,is it true that after he watched a documentary about nazi experiments he was motivated to compose Evil Incarnate for how angry he was?

>> No.5164201

>>5164051
That sounds good to me. 15 plus a boss map.

>> No.5164204

>>5164198
Isn't this sort of covered in Composers Play?

>> No.5164206

Should I have a plan before I start speedmapping, or do I go in balls to the wall?

>> No.5164207
File: 345 KB, 495x1192, demon ass.jpg [View same] [iqdb] [saucenao] [google]
5164207

What's your favourite HUDs?
Both as an addon and in mods(combined arms,high noon drifter etc.)

>> No.5164219
File: 44 KB, 708x512, cygnis.png [View same] [iqdb] [saucenao] [google]
5164219

>>5164207
Probably Guncaster's HUD. I'm biased, since I love Guncaster, but I really like how... 'ornate' the HUD is? And the animated bars for your Health, Armor, and Mana are really pretty. And it isn't even that intrusive.

I'm also a bit of a sucker for HUD displays that attempt to make 'sense' in world, though that more applies to stuff that isn't doom mods. Dead Space's RIG, that sort of thing. I love when abstractions become a little less abstract.

>> No.5164237

I'm about to boot up Blood for the first time lads

With all the talk about how hard the first act is, I'm kinda scared all my DOOM experience will be for naught and I'll get dickslapped. We'll see though

>> No.5164243

>>5164237
If you're worried about the difficulty,I suggest you to play it with Blood GDX. Because the difficulty is glitched.

When you do it,play it on mid-low difficulty so you get used to it.
Dynamite is your best friend.

>> No.5164281
File: 607 KB, 1440x900, Screenshot_Doom_20181115_194354.png [View same] [iqdb] [saucenao] [google]
5164281

>> No.5164285

>>5163153
Make it charge up. Don't have that shit on the normal fire rate

>> No.5164290

>>5163015
I could literally hear Slash's skates sliding across the concrete.

>> No.5164303

>>5164198
I think for some of the music for Wolfenstein 3D (two tracks which would be reused for Doom 2), he watched some WW2 documentaries as inspiration and to psyche himself up.

Also, the Gatling gun in Wolf 3D was sampled from a staccato drum.

>> No.5164335

>>5163506
Is Extermination Day actually complete? I've only played the original release with the starter pack but was under the impression he was still working on it.

>> No.5164336

>>5164206
Ball around some ideas in your head before you start, then pick one that sounds good and could be done in 100 minutes.

>> No.5164337

>>5163537
A major part of why the alt-HUD is good is no status bar but all the ammo info is still shown. Other alt-HUDs like in PRBoom+ or Eternity blow massive cock because they can't show a proper ammo counter.

>> No.5164339

dimmadoom

>> No.5164352

>>5164339
hell on the dimmsdale dimmadome

>> No.5164363

What do you guys think of zBlood?
(It's a recreation of Blood on the DOOM engine)

https://blood-wiki.org/index.php/QDZBlood

>> No.5164365

>>5164352
on ice?

>> No.5164396

>>5164339
Flynn Taggart, my name is Doom Dimmadoom. DimmaDimmadoom. DimDimDoomDimma. DoDimDimmaDoomDimmadoomDimmaDimmaDimmaDimmaDimmaDimmiDimmiDiDoom.

>> No.5164402

>>5164281
you take the gun away from Ralsei right now you monster

>> No.5164405

>>5164363
Completely worthless since BloodGDX came out

>> No.5164454
File: 25 KB, 654x324, temp2.png [View same] [iqdb] [saucenao] [google]
5164454

>>5163962
Alright. Deadline extended till... eventually. Map it up. Proper deadline will depend on output I guess.

>> No.5164469

>>5164281
pull the trigger. just fucking do it.

>> No.5164496
File: 145 KB, 680x667, strange unusual anger.jpg [View same] [iqdb] [saucenao] [google]
5164496

>>5164469

>> No.5164539

>>5164496
precisely the right expression you should have on your face as you do it.

>> No.5164553

Are there any games or wads that give that depressive and paranoid atmosphere Quake 1 has?

>> No.5164559

>>5164553
does my life count as a wad

>> No.5164563

>>5164559
Go to bed Trent

>> No.5164575

>>5164553
Lainos makes some stuff like that, such as Deneb Colony, Doxylamine Moon : Overdose, and 5till L1 Complex

>> No.5164593
File: 693 KB, 1280x1024, Screenshot_Doom_20181115_215508.png [View same] [iqdb] [saucenao] [google]
5164593

>>5160979
whatever you say, saboteur

>> No.5164614

>>5164243
Even with BloodGDX it's kicking my ass. Having a hard time with E1M2 on Lightly Broiled

Not gonna lie I feel pretty bad at videogames now.

>> No.5164620

man floatsam is fuckin dope
so much good shit this year
we're still gonna be here with plenty good new shit to play on the 35th anniversary

>> No.5164632

>>5164614
i wanted to like blood so much
you don't suck, there's so much bullshit in that game

>> No.5164635
File: 8 KB, 162x308, B1_zealot.jpg [View same] [iqdb] [saucenao] [google]
5164635

>>5164632
You both suck. Git gud for maranara pallex

>> No.5164641
File: 9 KB, 63x106, cultist.gif [View same] [iqdb] [saucenao] [google]
5164641

>>5164635
>>5164632
>>5164614
Alright I finally got to E1M3
I'm liking it but goddamn it's tough, gonna take some getting used to compared to DOOM and QUAKE

>> No.5164642

>>5164632
mad cuz bad I had to memorize every map's enemy placement pretty much

>> No.5164647
File: 30 KB, 320x320, 1730965-b1_cultist1111.png [View same] [iqdb] [saucenao] [google]
5164647

>>5164641
>I'm liking it but goddamn it's tough
THATS GOOD

>> No.5164648

>>5164641
First episode is harder than the rest because you're underpowered and cultists are everywhere. It gets better. Just work through it. Also remember crouching matters and dynamite is goddamn near infinite.

>> No.5164649

>>5164648
This.

Doom: strafe some shit yo
Quake: jump and rocket some shit yo
douk: run around a bunch yo
Blood: FLIP THE FUCK OUT LIKE AN AUTISTIC CHILD

>> No.5164653

>>5164647
>>5164642
It just feels a bit cheap when you round a corner and there's two cultists that insta gib you because you checked left and they were right

I'd understand that in a tacticool Rainbow Six-esque kind of game, but here it just makes you go "Oh, okay", reload a save, and then check the right corner the next time through because you know there's gonna be two cultists waiting to fuck you up there

In Doom/Quake I don't feel like I was instantly punished like that just for guessing wrong, I'd just start taking damage and have the chance to turn around and fight back

>>5164648
>Crouching matters
Huh. I'm gonna have to do that then, because I've done zero crouching so far.

>> No.5164654
File: 497 KB, 1200x1200, notnymore.png [View same] [iqdb] [saucenao] [google]
5164654

>>5161081

>> No.5164656

>>5164653
>>5164649
Yeah maybe it's just a matter of me trying to play Blood like it's Doom when it's clearly not Doom

>> No.5164658
File: 7 KB, 150x200, 1a5aa909180d3117b2299ac6a562ee63.jpg [View same] [iqdb] [saucenao] [google]
5164658

>>5164654
KEGAN I SWEAR
I should of never helped you to modify kustam's animations you...
You...

DOUBLE CLOWN

>> No.5164662

>>5164653
Cultists have a harder time hitting you crouched and some other enemies literally can't hit you when crouched. Move erratically like you're playing instagib in Quake. Anticipate every room and corner is a trap. Dynamite is the most useful tool in the game for getting past hitscanners. Learn how to toss it effectively and it's very satisfying.

>> No.5164675

>>5164658
>should of

>> No.5164678 [DELETED] 

>>5164675
>Caring that much about that.
get that sandy stick outta you.
neo-nuchan i swear.

>> No.5164680

Is the Software Renderer a meme at this point or do people unironically prefer 256 colour limitations and everything beyond 10 meters turning into some variety of brown?

>> No.5164684

>>5164593
>two days later
Damn, you were really waiting to have the last word, huh?
Faggot.

>> No.5164689

>>5164658
>KEGAN I SWEAR I should of never helped you to modify kustam's animations
????????

>> No.5164690 [DELETED] 

itt: Vasyan and xenofag fistfight

>> No.5164694
File: 30 KB, 320x240, 14zh5n.jpg [View same] [iqdb] [saucenao] [google]
5164694

>>5164689
I told him about the jankyness of old CGI robits and shit, citing Robocop 2's Cain as an example, as well as some other film-robits. Given that Kustam is, infact, a robot, his animations should NOT feel "organic"- that's counterintuitive

>> No.5164698

>>5164694
that is...generously overselling your contributions

and explains nothing about why or how you think that poster is kegan

>> No.5164714
File: 57 KB, 960x720, 1475198533457.jpg [View same] [iqdb] [saucenao] [google]
5164714

How do I git gud at Quake?

>> No.5164727
File: 17 KB, 247x179, 1494756179764.png [View same] [iqdb] [saucenao] [google]
5164727

>>5164714
HUUH

>> No.5164730

>>5164678
you uh, seem way more worked up over it than he does.

>> No.5164731

>>5164678
right back at ya, friendo.

>> No.5164781
File: 272 KB, 1280x1561, 2c466abc-7113-43e1-a1b5-1749f9ba51ac.jpg [View same] [iqdb] [saucenao] [google]
5164781

>>5164714
jump
HUEURGH

both shotguns are your fallback weapons. take a good peek at your nail/rocket ammo reserves and make smart use of both. SNG is your best bet for street sweeping, although expect to be making some heavy use of explosive weapons too. melee bait fiends whenever possible. always try and get a clean death on ogres, they drop a backpack with two grenades. if you lob two nades and they're still standing, finish em off with anything besides the two launchers, or they'll gib with a third direct shot and the backpack won't drop. when corner blocking vore homing spheres, backpedal as far as possible. we're not talking revenant missiles, these fucking things don't care if they're getting blocked off at a sharp block angle, they'll turn instantly.

if you encounter a spawn, quickly break line of sight with it, then pop back in with an SNG or a GL out. 6-8 nails or a single pill will do the trick. careful with the damage splash on death.

>> No.5164905

>>5163991
I've already contributed three; would it be frowned upon to contribute more?

>> No.5164930

>>5163962
>>5163991
How do I submit a map? Are there any other rules? Is this not in the OP or am I just stupid and missed it?

>> No.5164953

>>5164930
see >>5159271

>> No.5164987

>>5164953
Thanks, figures I missed the image after checking every pastebin twice

>> No.5165015

>>5164658
That ain't me, mang.

>> No.5165072

>>5163735
>is the good doomwiki hosted in europe?
i do know youtube is now lobbying for that shit, so i guess someone like icarus is fucked

>> No.5165074

>doom 3's fifth map's song is actually meant to make a sound that sounds like DOOOOOOM
Bobby knew what he was doing

>> No.5165078

>>5165074
Doom 2*

>> No.5165108

Turns out what could prevent Doomguy from being in Smash is Bethesda breaking any NDA, which may have been done a few times.

>> No.5165113

>>5165108
>doomguy
>smash ever under any circumstances
yeah right, he'd be behind like 20 other characters to boot.

>> No.5165139

turns out doom's health bonus bottles come from catacombs 3d

>> No.5165157

>>5165139
Neat.

>> No.5165160
File: 410 KB, 529x585, Doom texture.png [View same] [iqdb] [saucenao] [google]
5165160

Reminds me of a Doom texture.

>> No.5165197

>>5164207
I love demonsteele's, ancient aliens' is beautiful, i like Project MSX's too. Hell even sgt mark's visor is alright although i hate the fact it gives doomguy a name, like is he so retarded he needs to be reminded of his own name at all times?

>> No.5165248
File: 132 KB, 256x256, marblewat.png [View same] [iqdb] [saucenao] [google]
5165248

>>5165160

>> No.5165250

>>5165197
>>5162736
>>5163537
>>5164219

On the matter of HUDs: is it possible to put one healthbar behind another one?
I want Health to be a tube/vial, and armor to be an ornate web-like ornament/reinforcement going over it, made of bronze/steel/gold depending on armor type.

>> No.5165281

>>5165250
yes, it's possible. just draw the part that goes below first (this should be obvious).

>> No.5165369

https://www.youtube.com/watch?v=h0Xsd5j_ZX4
nice

>> No.5165372

>>5165369
I didn't know Raimi was into Doom mapping.

>> No.5165402

https://www.youtube.com/watch?v=TbUwV5hMIwk

>> No.5165435

is Cyberdreams still the GOAT puzzlewad?

>> No.5165464

>>5164714
>Useful weapon information
each rocket is worth 2 shots with the super shotgun.
Nades and rockets do the same damage on direct hit.
lightning is powerful but use it sparingly because it's the BFG replacement
super nailgun is very useful, use it in combination with the super shotgun or rocket launcher and you're really cooking with gas.

>figure out how much damage it takes to kill each enemy, for example:

6 super shotgun shots/3 nades to kill a fiend
4 super shotgun shots/2 nades to kill an ogre

use nails on shamblers, or lightning. shamblers dont take as much explosive damage so dont use explosives on them.

>learn how to bunnyhop.
First off, youtube tutorial that shit. Secondly, it's not the same as strafejumping like quake 2 or 3. It's a different movement that takes a couple hours to get down perfect but once you have it, it makes the game easier because you can dodge projectiles better. Bind jump to right click to make your life better. Trust me.

>>5164335
E-Day is done, you can play it with brutal doom v21.

>> No.5165468

>>5163049
please upload it, that looks amazing.

>> No.5165489

>>5165369
I miss old 1995-96 wads. Everything now is just too damn quality.

>> No.5165497

>>5165489
Thankfully there are so many old wads you probably won't be able to play them all. But a modern wave of 96-style wads would be fun as a novelty thing

>> No.5165501

>>5165248
this actually looks cool as hell

>> No.5165553

sometimes i wonder if you were to make the rocket launcher's rocket travel in the for too much time, you could make it explode in its own

>> No.5165567

>>5165464
Does E-Day work with other mods? I remember Started pack did (in fact, I think I only played it with BD once or twice).

>> No.5165587

>>5165567
E-day works with project brutality 3.0, but project brutality 3.0 is actually really buggy and crashes frequently on my end.

I would love to be able to play E-Day with complex doom personally.

>> No.5165596

>>5165489

I remember being able to buy CD-ROMs full of DOOM wads for $5 in the 90s. The on-campus college bookstore sold at least 5 different ones.

Mostly crap, but with some really fun gems as well.

>> No.5165604
File: 142 KB, 1024x1696, download (11).jpg [View same] [iqdb] [saucenao] [google]
5165604

No really He Is Gay

>> No.5165613

>>5165604
so are you, but who cares?

>> No.5165654

Best gore mod to use with High Noon Drifter? Ketchup is a laggy mess.

Gibbing is important

>> No.5165671

https://www.youtube.com/watch?v=Hb0oTH2HePw

>> No.5165694

>>5165604
>Macroencephalia
>Arms don't even reach the waist
>Shoulders the size of a ping pong ball
She literally looks like Incestino Mc Down Syndrome

>> No.5165721

>>5165671
lag the map

besides that it's pretty good

>> No.5165736
File: 615 KB, 1440x900, Screenshot_Doom_20181115_194401.png [View same] [iqdb] [saucenao] [google]
5165736

>>5164402
I won't.
But I don't want to harm the boy.

>> No.5165740
File: 88 KB, 893x569, shrek.jpg [View same] [iqdb] [saucenao] [google]
5165740

>> No.5165747

>>5165740
>WHAT ARE YOU DOING WITH M Y Q U A D ? ? ?

>> No.5165748

Is there a youtube channel that does comfy doom wad playthroughs with commentary? There's something so relaxing about watching someone play doom and hearing their strategy and thoughts is so soothing.

https://www.youtube.com/watch?v=F21R5np6ppg

>> No.5165758

Is it true Doom '16 has parallels to hack and slash/character action games?

>> No.5165770

>>5165758
it's arena based, and a lot of character action games have enemies enter weakened states that you have a limited time to exploit like the glory kill system. Most prominent would be Ninja Gaiden 2.

>> No.5165843 [DELETED] 
File: 53 KB, 611x551, shrek 2.jpg [View same] [iqdb] [saucenao] [google]
5165843

>>5165740

>> No.5165846 [SPOILER] 
File: 358 KB, 540x487, 1542401250053.png [View same] [iqdb] [saucenao] [google]
5165846

>>5165740

>> No.5165857

>>5165748
BigMacDavis

>> No.5165858

>>5165596
There are Link's to demonsgate and Doom 1 and 2 collection isos in the op pastebin

>> No.5165863

>>5165857
I cannot stand his voice, I legit thought it was a computer voice like Microsoft Sam when I first saw a video of his.

>> No.5165868

>>5165596
Archive org has a lot of cds with such collections.

>> No.5165906

>>5165758
quake and the quake inspired shooters all have similarities to 3D action games. Powerups, movement systems, melee weapons, different attacks.

>> No.5165942

>>5165740
>>5165846
kek

>> No.5166056

were there any doom 4 inspired maps?

>> No.5166068
File: 9 KB, 199x181, 80e.png [View same] [iqdb] [saucenao] [google]
5166068

Played DM4 jam and it's really good.Most maps are really well done,the way Chthon was used in some of them was really interesting.

Then you have shit like Funnel of Contempt by Mukor which is just dreadful.

Scar3crow stuff is just mediocre at best.

>> No.5166081

>>5166068
there's that one huge ass map by artistical, can't recall the name. plays like shit and runs like shit on my end. absolutely dreadful

>> No.5166091

>>5166081
I've tried a profaned place and a final place.
Forgettable stuff.

>> No.5166104

>Master Levels' black tower level mixed with argent tower
>Ice level from D4 with bits from D64's In The Void
>Knight Sentinel related areas mixed with D3's Martian temples
>Then mix D3 Martian temple stuff with TNT's Pharaoh
>Dead Simple clone could be inspired by any official level/area based of it
>Master Levels and even its version on PS1 had their on skybox
>Potential soundtrack collection could include 3DO remakes
Just some MetaDoom mapset/mapping inspired ideas

>> No.5166110

>>5166104
>Certain combinations or "mixes" represent a theme, idea or two things that had some sort of connection
>You could somehow represent anything in the Doom series with certain levels, their names, pieces of architecture, textures, props, skyboxes, music etc
>Layouts and certain structures could represent certain areas, be it to be noticeable or just to be there for the sake of it

>> No.5166115
File: 1.70 MB, 250x250, bateman disgust.gif [View same] [iqdb] [saucenao] [google]
5166115

>>5163325
>over 30 days until Christmas
>Discordfags already putting Christmas decorations on their names

>> No.5166168
File: 122 KB, 592x650, 0ca.png [View same] [iqdb] [saucenao] [google]
5166168

Both Turok 1 and 2 are on sale on GOG.
Which one should I pick,vr?

>> No.5166174

>>5166168
Both great games. Might at well start with the first one.

>> No.5166180

>>5166115
thanksgiving is a yank-only holiday

>> No.5166215
File: 44 KB, 472x508, 1520803924539.jpg [View same] [iqdb] [saucenao] [google]
5166215

How could Quake's regular nailgun be given at least some use (after acquiring the super nailgun)?

>> No.5166228

>>5165108
The goddamn CEO of the company making hints on social media isn't breaking NDA you retard. Otherwise Phil Spencer wouldn't be talking about Banjo in Smash.

>> No.5166236

>>5166215
Give it another feature or ammo type.
Shrap-nails, nails that explode on impact doing extra damage.

>> No.5166248

https://www.youtube.com/watch?v=zb6Eo1D6VW8

>> No.5166252
File: 7 KB, 252x260, cacoatse.png [View same] [iqdb] [saucenao] [google]
5166252

>>5160908

>> No.5166253

>>5166248
Bad meme.

>> No.5166254

>>5166253

Doom isn't 3D.

>> No.5166256

>>5166254
It is 3D, stop spreading lies.

>> No.5166261

>>5166248
>linking memetheory

>> No.5166272

>>5166256

It's not 3D, it's ray tracing. Later Source ports like GZDoom are proper 3D.

>> No.5166278

>>5166272
You move in 3d space and it looks 3d. How it renders world doesn't matter.

>> No.5166284

>>5166272
is the original Boom engine 3D to you? What about build?

>> No.5166296

recommend me some nice quake maps please
ive kinda grown tired of replaying ad and dm4jam for the umpteenth time and kinda feel like playing something else for once

>> No.5166340

>>5166261
Don't acknowledge.

/zb6Eo1D6VW8/

>> No.5166360

>>5166296
Soul Of Evil, Travail, Honey, Lost Island, The Occursed, For My Babies Bin Dunne Gorne

>> No.5166382

>>5166248
"Even though I can't look up, I'm shooting monsters that are above me" what is autoaim

>> No.5166413
File: 1.09 MB, 1360x768, spasm0028.png [View same] [iqdb] [saucenao] [google]
5166413

>>5166360
>>5166296
Also, this recently-released map "A Once Glorious City" is pretty awesome.

>> No.5166425

>>5166360
>>5166413
I hate that I need to get picky with what I play. I can't fucking wait to get done with this rig I'm trying to assemble so I can actually fucking play games in proper conditions. I'm immediately intimidated by the prospect of loading up fucking custom quake maps.

but I wager these will work just fine on this pissy notebook I have so not much of a problem there.

>> No.5166457
File: 310 KB, 600x468, doomguy rich evans.png [View same] [iqdb] [saucenao] [google]
5166457

>>5159456
Bad level design doesn't make it hard or good. But I dunno I think for the expansions I had to look up a walkthrough for nearly every level I'm sorry I am terrible

>> No.5166479

>>5166457
I actually had a harder time on the original levels than the expansions.

>> No.5166517

Could someone please post the chaingunner.gif with him on the snowy mountain? I seem to have misplaced mine.

>> No.5166518

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

>> No.5166542

>>5166518
one day mark will stop spinning his wheels and actually work on a new mod

>> No.5166545

>>5163015
reminds me of the skates in System Shock

>> No.5166546

>>5163513
blaz is so smol its adorable

>> No.5166683

>>5165654
Universal gibs has gibbing! Though, no real blood effects aside from little splatters created by the gibs. Droplets is a really good universal blood mod, but make sure to turn the blood limit way down. Smooth doom has a monsters only version, and it includes some neat blood effects if I remember correctly.

>> No.5166718

>>5166272
>it's ray tracing
It's binary space partition.

>> No.5166729

>>5166248
>>5166254
>>5166272
there's so much wrong in there it's not even funny.
and every fucker that tries to prove it invents his own definition of what 3D is

>> No.5166742

>>5166542
Never ever, because BD is only thing that nets him 500$ a month on patreon. He admitted that he now lives entirely off of it.

>> No.5166775

>>5163819
It doesn't help with Decorate and ACS performance at all. The only thing asmjit does is improving performance of Zscript heavy stuff, like Marisa's wads.

>> No.5166787

>>5164002
GZDoom? lithtech mod? Some other platform?

>> No.5166854

>>5163153
Duke's explosive shotgun in Samsara.

>> No.5166865
File: 264 KB, 1920x1080, 1500000260381.png [View same] [iqdb] [saucenao] [google]
5166865

>>5163962
>>5164454
Now that finals are over for me, I'll see if I can cook up something. Even though, like the other anon said, I'm not sure if I'll be able to make anything remotely decent in such a tiny amount of time.

Though I'm still salty this replaced the Halloween project I was eager to work on. Whatever happened to Repugnus?

>> No.5166897

Welp... I did it. I created an AI that plays Revenant Bus.

>> No.5166907

>>5166897
you monster

>> No.5166914
File: 2.04 MB, 480x270, revbus.webm [View same] [iqdb] [saucenao] [google]
5166914

>>5166907
Yeah, I get that a lot.

>> No.5166925

>>5166914
>Saving is against the rules, dickweed!
Marph has problems

>> No.5166927

>>5166925
and pausing is for cowards

>> No.5166934
File: 48 KB, 576x624, oh shit.jpg [View same] [iqdb] [saucenao] [google]
5166934

>>5166248
No video game is actually 3D, it's all ultimately just 2D images on your screen.

I didn't watch the vid but the claim is just retarded. Doomguy can run on the horizontal plane but also vary his location vertically by using lifts or running stairs. XYZ, bitch, that's three dimensions.

>> No.5166971
File: 45 KB, 800x367, 800px-CTS_Custom_launcher_dropped.jpg [View same] [iqdb] [saucenao] [google]
5166971

>>5166787
Full on LithTech with all the crashes and compatibility issues your crave.

Today I am going to try to install LithTech's two supported modeling suites and try to create the grenade launcher from Castle in the Sky.

Look at this thing. It screams pure unadulterated murder.

>> No.5166991
File: 234 KB, 520x731, baron of hell.jpg [View same] [iqdb] [saucenao] [google]
5166991

Anyone know if Doom's weapon damage variation distribution is flat? Like, each shotgun pellet does 5-15 damage, but is it equally probable to get 5, 10 or 15 damage?

>> No.5167000

>>5160695
I like the first one. Nice boss battle, I'm hoping there's going to be a lot leading up to that with story and such.
The second.. eh.. it's Minecraft. Not entirely my thing, but I'm sure some a lot of people will like it nonetheless

>> No.5167007

Someone finally made Doom Kart.
but it's for Sonic Robo Blast 2

https://www.srb2.org/2018/11/srb2-kart-has-been-released/

>> No.5167009

>>5167007
Is this technically breaking the curse?

>> No.5167018

>>5166991
Probably not
I remember the damage values if a Lost Soul headbutts you are higher likelyhood than others

>> No.5167019

>>5162576
La Tailor dickgirl when

>> No.5167023

>>5162736
Yeah, you're meant to turn off the texture filters and high quality resizing, that should fix your problem

>> No.5167024

>>5165468
I'm waiting for a flag to be added to disable bouncing off walls when on icy floors (which, as it thinks with this mod, is always)
shit is *annoying*

>> No.5167039
File: 2.74 MB, 640x360, ramps.webm [View same] [iqdb] [saucenao] [google]
5167039

>>5167024 (me)
on the plus side, for as awful as slope physics are, I still managed to get Q1 and Q2 style ramp jumping implemented

>> No.5167072
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
5167072

Alright motherfuckers it's SCREENSHOT SATURDAY.
SO LINE UP AND LET'S SEE THAT PROGRESS.

>> No.5167080
File: 1.40 MB, 364x200, robo.gif [View same] [iqdb] [saucenao] [google]
5167080

>>5161909
Sorry, I normally record demos for maps here, but I've been away from Doom for a bit. Here's one: https://drive.google.com/file/d/1Ij8XCOOPpGxhTQm3p3DEqPQpC_AZnY-p/view?usp=sharing

As always, it has a voice recording inside of it that could be listened to with this fork of PRBoom (though the demo works without it): https://www.doomworld.com/forum/topic/96894-my-prboom-build-with-in-demo-voice-recording-support-and-something-extra/

Post-map thoughts:
Fine little Plutonia-esque combat puzzle assfuck of a map. The pressure is immense and constant, and there's so little cover or ammo and no armor that it's just a real tough cookie to figure out what should be done where. The biggest problem that I have is that there doesn't seem to be any way to get back onto the level if you fall off. Putting platforming at such a priority is immensely annoying because all it takes is a single missed straferun to botch an entirely good run otherwise, and that's so much less interesting than it sounds. Let the player take damage, but at least let him get back up.

Thanks for the map.

>> No.5167123
File: 1.38 MB, 640x360, ramps 2 the rampening.webm [View same] [iqdb] [saucenao] [google]
5167123

>>5167039
another possibly better video to demonstrate it

>> No.5167143
File: 1.76 MB, 1680x1050, Screenshot_Doom_20181117_102823.png [View same] [iqdb] [saucenao] [google]
5167143

Lads I finally found it. I played this wad on ZDaemon probably ten years ago. I lost the file and have been looking for a download for at least five years. Such a nostalgic wad. Although some of the switch textures seem incorrect in the version I downloaded. I miss playing ZDaemon.

>> No.5167158

>>5167143
Looks neat, what's the wad?

>> No.5167164

>>5167143
The Darkening II

>> No.5167183

>>5167080
Thanks for the demo and the review, will watch and listen to demo when at pc.

There is an elevator on the back of the platform you start on as well as one on the rev and end plats, I will probably add in armor in a semi-obvious secret, there's still that unused switch texture at the top of the pump lift

>> No.5167209

>>5167158
Doom 3.wad

I just saw >>5167164's post. I never realized that it was a modified version of another level set, I guess it just adds some fairly cool doom 3 sprite and sound replacements to the Darkening II.

There's a link in the description of vid related:
https://www.youtube.com/watch?v=eNleY4y5boI
Can't just post a direct link for whatever reason.

Over 20 CAPTCHAS FOR THIS. Why is it so retarded sometimes?

>> No.5167218

>>5167209
Did you also get the slow-ass fading captcha? That one is the worst.

>> No.5167232

>>5166934
> vary his location vertically by using lifts or running stairs
Not really. Original Doom still can't have floors above each other.

>> No.5167254

>>5167232
That's more a limitation of the map format, not the game itself.

>> No.5167337

why people pretend Doom was a hardcore shooter?
>most common enemies died from one shotgun blast
>shotgun ammo was everywhere so you could spam it in every fight
>enemies attack once per year
>no vertical movement
Quake required much more skill

>> No.5167345

>>5167337
Quake wasn't that difficult, either. It's Build games where shit gets serious.

>> No.5167352

>>5167337
Probably people who aren't very good at videogames.
The original game is easy on UV, short of the first couple of levels of ep4.
However, Plutonia do give you something much more serious and intense, and there's usermade content to satisfy the most hungry of players.

>Quake required much more skill
Not THAT much more. The monsters were more complex, but the original game isn't that hard or anything.

>> No.5167358
File: 15 KB, 210x260, 1535587578236.png [View same] [iqdb] [saucenao] [google]
5167358

>>5167039
>>5167123

>> No.5167368

>>5167209
Use 4chanX noscript captcha
Unfortunately the old-school text one isnt possible anymore, but this noscript one is at least slightly better

>> No.5167387
File: 268 KB, 1366x768, EZ_modo.png [View same] [iqdb] [saucenao] [google]
5167387

>>5167080
>>5167183
Watched and listened to voice fda, sorry the map was so frustrating.
Changes:
--Moved player start so player is aware of elevator on the starting platform
--added stimpack to each of starting plat elevator and rev plat elevator, should take the sting away from first fall a bit without adding net health to level (you have to jump into slime to get it and lose health in process)
--added stimpack to pump elevator at beginning, on all difficulties (might make too easy)
--elongated secret platform you have to jump off elevator to get so it's more visible as well as easier to get to
--moved berserk to end of level (original idea was mashup of something for speedrunners and people doing continuous play) that you get for free, changed berserk to chaingun (mostly for speedrunners)
--some monsters are raised on instant raising platforms (out of sight of player, earlier in level) instead of out but ambushing at the beginning, I feel this makes the level function closer to intended
--added notification health bonuses at two switch area to make progression more clear
--made the jump after two switch area slightly easier, moved 8 units closer and made target 8 units lower

Now my concern is that the level might be too easy.

I wanted to add elevators closer to where a player might fall off but without a bunch of extra blocking pillars and so forth it adds trivially easy progression skipping, and there's already 2-3 areas the player can, with difficulty, skip: right at the beginning you can jump to the wall and then from there jump to the 4 pillars at the start and then to the blue key/rev area, and the two switch area allows you to either vault over the gate or (more difficult) to the final area directly
You can actually stay in that first area before the slime jump if you want, as the pillars block the rev rockets.
You were correct that the pump used to be activated.

https://anonfile.com/J5Ebwel7b7/open_1_zip

>> No.5167392

>>5167254
Still, there is no Z axis in Doom

>> No.5167395

>>5167392
Then how can the player dodge underneath projectiles? How can enemies be above or below him (without intersecting his X & Y coordinates)? How can he move up & down?

>> No.5167396

>>5167392
There is, it's just ignored in a lot of contexts.

>> No.5167413

>>5167387
I'm sorry if my commentary made it seem like I had a problem with being frustrated. I appreciate the difficulty of the map - frustration is a natural response, and part of the emotional arc of unraveling a tough level like this. I should have been more clear that the main problem I had was with not knowing how to get back up.

I'll make another demo for your new one.

>> No.5167415

>>5161480
Quake 2 was such a fucking terrible game, jesus. id really fucked up after Q1

>> No.5167424

>>5167387
>>5167080
>>5167183
Also forgot to add: thanks for the voice fda, I really appreciate it and it was really helpful!

>> No.5167434

>>5167415
I wouldn't say it's terrible. I enjoy playing Q2, although you can definitely tell some of the soul that was in the previous games is gone.
also why the fuck does Bitterman HUH the HUH is supposed to be Ranger's thing get your own fucking jump noise you hack

>> No.5167438

>>5167413
No worries, I figured it was that. I also was a shit with the rev placement and how open the map is (hence the map name "open") so I expected some frustration. Mostly I felt bad that it wasn't clear you could get back up. It's hard sometimes to intentionally forget things and try to play the map with new eyes, I took for granted that you could get back up and overlooked that the player wouldn't know that they could. That's why the fdas are so valuable!

>> No.5167448

>>5164905
Not by me. Just wanted to make sure everyone had a chance, but since they have I would say go for it.

>> No.5167459
File: 64 KB, 1017x476, temp2.png.png [View same] [iqdb] [saucenao] [google]
5167459

>>5167080
making a rocket launcher. i don't have a lot of time for doom-modding the last few weeks, so it's slow going atm. this was about a week of intermittent work, half hour by half hour...

>> No.5167461

>>5167459
whoops. responded to wrong post. meant >>5167072

but i do like your demos anon, keep doing them.

>> No.5167465
File: 242 KB, 464x1024, 1539774317806.gif [View same] [iqdb] [saucenao] [google]
5167465

>>5167438
Here's the followup demo: https://drive.google.com/file/d/1GbLTIsTR_zhKwtKF95EIF4CFRGXgv_1Q/view?usp=sharing

You're right, it's substantially easier, but still enough that I'd call it a "hard" map, but it's hard to tell how much of that is because of the new pickups and how much is just me knowing what to do now. But I'd put it closer now to an E4 map instead of a Plutonia map now in terms of difficulty.

I'm glad the voice demo was helpful. I already enjoy recording demos for people, but now I'm also trying my hardest to shill for this voice-enabled PRBoom so more people can know about it and use it. I feel like having the voice to describe moment to moment thoughts gives a richer and more nuanced understanding of how a player interprets a level than just their actions in the demo and what they can gather together after the fact for a review.

>> No.5167474

>>5167358
>filename isn't Dissolution of Eternity

>> No.5167480

>>5166518
>he's adding a new weapon that can't be acquired in normal gameplay for... Some reason
Is he even trying to hide that he's padding out development time for the sake of Patreon payments by now?

>> No.5167494

>>5159270
I wonder how much tweaking modding Id had to do to Idtech1 so it could work well on the N64's architecture?

>> No.5167546

>>5167494
you mean midway?

>> No.5167563
File: 1.55 MB, 861x928, 1540043911798.png [View same] [iqdb] [saucenao] [google]
5167563

>>5160908

>> No.5167570
File: 99 KB, 400x378, agitation.png [View same] [iqdb] [saucenao] [google]
5167570

>>5160908

>> No.5167573

>>5167546
Midway worked on Q1 and Q2 for N64.

>> No.5167576
File: 208 KB, 1280x540, AAAAAAAAAA.jpg [View same] [iqdb] [saucenao] [google]
5167576

>>5160908

>> No.5167580

>>5167573
Midway did the Playstation ports of Doom, as well as the Doom 64 game, using a further enhanced version of the original engine.

>> No.5167581

>>5167218
I got the choose all the squares with X in it. The slow fading one needs to be axed entirely, or fade faster. The problem with the "Choose all the squares" is that the rules aren't clear. If only half of square is occupied does that count? 1/4? Any%? They need to be clearer with what counts.

>> No.5167589
File: 41 KB, 200x200, 1540926037959.gif [View same] [iqdb] [saucenao] [google]
5167589

>>5160908

>> No.5167596
File: 67 KB, 282x341, 1854648964.jpg [View same] [iqdb] [saucenao] [google]
5167596

Which is easier, making games with build engine modding tools or making games in unity?

>> No.5167602

>>5166215
super variant less accurate, default version more accurate

>> No.5167609

>>5167596
What kind of game?

>> No.5167612

>>5167602
Giving projectile weapons less than perfect accuracy is too big a nerf.

>> No.5167624

>>5167609
shooters naturally

>> No.5167638

>>5167019
It does need a character with a bulge

>> No.5167642

>>5167638
yes please

>> No.5167658

>>5167563
Looks like that 8bitguy dude

>> No.5167680
File: 22 KB, 634x354, l7t6sppvprw11.jpg [View same] [iqdb] [saucenao] [google]
5167680

quakespasm or mark v?

>> No.5167691
File: 619 KB, 1024x768, spasm0006.tga.png [View same] [iqdb] [saucenao] [google]
5167691

Favorite fan maps for Quake 1 go.
Pic related is from the Underwater Map Jam.

>> No.5167707
File: 81 KB, 1024x768, koohoo.jpg [View same] [iqdb] [saucenao] [google]
5167707

>>5167691
I've got plenty of favorite maps, but I still like to boot in koohoo and replay it.

It's style is so unreal.

>> No.5167710

>>5166742
>entirely off of it
Where did he actually admit that?

>> No.5167730
File: 593 KB, 1024x768, little trouble in big china.gif [View same] [iqdb] [saucenao] [google]
5167730

>>5166517
Sadly, I don't have the snowy mountain one.
But here's a jungle mountain one.

>> No.5167742
File: 2.74 MB, 2997x2000, TNT Evilution.gif [View same] [iqdb] [saucenao] [google]
5167742

>>5166517

>> No.5167779

>>5159270
Do any of you folks stream ?

I did it for the first time yesterday and it seemed fun. I was thinking of continuing tonight with TNT. On the one hand I'd love if random people could give me feedback on things to improve, but I don't want to be *that guy* that shills his shit here either.

>> No.5167801
File: 39 KB, 624x767, CgwAUQDWMAEyzLQ.jpg [View same] [iqdb] [saucenao] [google]
5167801

>>5167742
Gets me every time

>> No.5167832

>>5167624
That all depends. If you know the build engine well, stick to that. There is no doubt that sectors are naturally a much faster way to get levels up and running than unity and 3d modelling. But, if you want to dope graphics, go with Unity. Moreover, unity is likely going to give you much greater control over scripting and the like, unless you're working directly with the build engine's (or a port's) source code. The down side is that unity is also more complex, and loads and manages assets much more differently than an engine like build or idtech1.

>> No.5167842

>>5167459
That's a really good model anon! great detail in this low resolution

>> No.5167846

>>5160959
>doom_txt tweeted this
>all the replies calling it wholesome
>they dont know its from a porn wad with goreshit in it

>> No.5167849

>>5167846
Why would you be expected to know?

>> No.5167853
File: 96 KB, 1022x778, 2018-11-17-174850_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
5167853

>>5167832
>>5167596
>>5167609
>>5167624
I was curious and looked up "best fps made with unity" and this thread came up.

https://forum.unity.com/threads/the-best-fps-made-with-unity.28443/

Presented without comment.

>> No.5167861
File: 163 KB, 1280x720, 1531680313883.jpg [View same] [iqdb] [saucenao] [google]
5167861

BFG edition working wonders

>> No.5167894
File: 64 KB, 1280x720, STAPH.jpg [View same] [iqdb] [saucenao] [google]
5167894

https://www.youtube.com/watch?v=zPiAK_RP8dU

>> No.5167903

>>5167779
I have a cra pconnection so I can't stream nor watch most streams

>> No.5167910
File: 1.41 MB, 478x218, Doom guy going for lattes.gif [View same] [iqdb] [saucenao] [google]
5167910

hey did you guys hear about the Quakecast?

https://www.reddit.com/r/quake/comments/9x8hbb/introducing_the_quakecast/

It's a new Quake-themed podcast. It should at least be in the news pastes

>> No.5167915

>>5167680
Bumping question. Which one to use?

>> No.5167919

>>5167894
god it sounds like a power tool

>> No.5167961

>>5167915
Use this: http://fte.triptohell.info/

>> No.5167989

[11-15] The Quakecast launches- a whole podcast about Quake
https://quakecast.podbean.com/

(For next thread)

>> No.5168021

>>5167779
I do weekly streams. They're pretty fun.

>> No.5168026
File: 506 KB, 500x375, LotGH.gif [View same] [iqdb] [saucenao] [google]
5168026

>>5167894
>>5167919
https://www.youtube.com/watch?v=OiL158fhU-A&t=180

>> No.5168027

>>5167680
I use QS but I've heard MV has more features with nearly the same compatibility
https://www.youtube.com/watch?v=dMOF3l2MtlI
>>5167691
i made some earlier posts on this subject
>>5166360
>>5166413
also pretty much all of the func_mapjams are good; i especially like #2 for its theme

>> No.5168058

>>5159270
>>5159271

>>5167989

>> No.5168059

>>5167842
Thanks.

>> No.5168114
File: 136 KB, 584x527, GODWHY.png [View same] [iqdb] [saucenao] [google]
5168114

I'm sitting on 11 finished layouts for my project, but can't seem to motivate myself to finish the last map. What do I do bros?

>> No.5168129

>>5168027
>>5167680
tried Mark V, mouselook is fucked on my end. getting some insane acceleration issues when flicking around, makes it near impossible to bhop properly. I have jump bound to M2 and there's a chance it won't register when I press it. 0/10, back to QS.

>> No.5168161

>>5167596
>>5167832
I mean, if all youre going to do is box model a basic indoor map, throw on some textures for the floor, walls, and ceiling, and toss in some props, powerups, and enemies, then surely unity could do it just as fast

>> No.5168165
File: 17 KB, 186x206, 16831535479735156.jpg [View same] [iqdb] [saucenao] [google]
5168165

>Fractal Doom
>The mod where revenants fire rockets at you that are each ridden by smaller revenants in cowboy hats who will dismount the rocket on impact and then proceed to attack you with their own even tinier rockets

Whats the point of doing any doom modding when we all know that the peak has already been reached and theres nowhere to go from here?

>> No.5168372

>>5159271
[11-17] Quake Halloween Jam released
http://www.celephais.net/board/view_thread.php?id=61650
also you should update the Rednukem entry to reflect that its released and in beta

>> No.5168541 [DELETED] 

https://www.youtube.com/watch?v=plBQMZBZ4OQ

>> No.5168567

>>5167710
On discord he said something like "now I can make a living entirely off of modding"

Anyway.
I've had a weird dream where I played a doom weapon mod. One of the weapons was a big "[REJECTED]" stamp that you stamp enemies with in melee, the red [REJECTED] decal appears over the monster and he flies 5m back due to kickback. Description: "Rejection so hard, it burns"

>> No.5168618

Im starting to experiment a little with Trenchbroom for quake 1. Its there some place i can check for quake 1 mapping with supported map and brushes size and entities amount restrictions, for playing with quakespasm for example?

>> No.5168621

>>5168618
Because im experimenting with a really huge map, like more than 4000 units in size, and im getting errors, i read in some wiki that you get that error when the brushes are very big, but didnt specify any limit. Also im getting the error with quakespasm, and also no textures in some cases, but darkplaces the same map works okay

>> No.5168646

>>5161309
LOL

>> No.5168659
File: 1.00 MB, 499x310, A MAN AND A HALF.gif [View same] [iqdb] [saucenao] [google]
5168659

>>5161309

>> No.5168686

>>5167392
Fuck (You).
Off to >>>>/v/

>> No.5168691

>>5167392
then how caco fly

>> No.5168696

>>5168691
how pain elemental get pragnent

>> No.5168704

New thread.

>>5168697
>>5168697
>>5168697

>> No.5169065

>>5168161
You also have to script a movement system for Unity, and all of the fundamentals taken for granted when making mods for engines like Build or (G)Zdoom, like projectiles, damage, firearms, pickups, how to pick up something etc... It really is a totally different animal. At the very least, for prototyping, Build and ZDoom, assuming you know either at least a little bit, are going to be much, much faster.