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1233645 No.1233645 [Reply] [Original] [archived.moe]

DOOM THREAD (other retro FPS gaems are welcome too! - chances are we've played 'em too)

Last thread >>1228804

Discuss WADs, stories, projects, ask for recommendations, suggest ideas, etc; don't be shy, we're here to help! We have many projects going, and if you want to share your maps or join in whatever thing you may want feel free to do it

If you know about some projects we don't, don't even hesitate to share 'em with us!


FAQ/Pastebin, still updated semi-frequently


-We're TEN DAYS away (unless someone delays fucking everything like last year) from the biggest event of the year - The Cacowards! Who are your nominees? Share 'em with us!

-Samsara is getting bigger, madder and better. If I were you, I would keep track on future news.

-Want to entertain/educate yourself? Spend some time cultivating your Doom addiction? Go watch this playlist, then! https://www.youtube.com/playlist?list=PLQcxg3SUqlYBoSYrpNJVu58GsoCXMREa1 Suggestions are welcome!

-OBLIGE v5.10 (WIP) here http://oblige.sourceforge.net/forum/index.php?topic=289

-Latest ZDL (v3.2.2.2) - If you ever have problems running multiple wads at once, use this.

Vanilla/Boom related projects can be found here http://www.doomworld.com/vb/wads-mods/
ZDoom mods/projects can be found here http://forum.zdoom.org/viewforum.php?f=19

Best Single Player WADS of 2013 (needs update) - If you want pure vanilla maps go check this list!

/idgames torrent (12 GBs of wads, 18 years worth of user-made content!)

##Our WADs can be found here!##

Steam Group:

IRC channel: irc.zandronum.com, channel #vr
The password is in the FAQ.

>> No.1233661

First for OH MIERDA


>> No.1233662

are the wads in that torrent all decent or are they just randomly thrown in

>> No.1233665 [SPOILER] 
File: 197 KB, 1024x1024, 1382652939673.jpg [View same] [iqdb] [saucenao] [google] [report]

Sup fellas anything interestAAAAAAA


>> No.1233670

Mi negro.

>> No.1233671


read again, it's the whole content of the /idgames archive. of course the overall quality of it will vary.

>> No.1233673
File: 67 KB, 424x429, 1370582847960.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh god.

Revenants have become the creepers of Doom.

>> No.1233679
File: 10 KB, 204x136, 1382754987722.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.1233682


not really; when unarmed, a creeper is a nightmare, at least in Doom every single time you're carrying a shotgun at hand. They're more like the skeleton archers.

If someone could be considered as a "creeper", it would most likely be the archvile, no cover = u ded

>> No.1233684

Okay so I feel dumb, but I'm trying to get RGA working in Zandronum for shits and gigs. I've got it loading Skulltag_actors.pk3 and Skulltag_data.pk3, but now instead of giving me an error about the Railgun being replaced, it gives me one about the DarkImpBall.

>> No.1233690


do you have zandronum at 1.2 and completely updated and everything?

try downloading skulltag and moving those exact files straight from the source and replace the ones you have (make a backup first)

>> No.1233692

No I mean like "meme-wise".

>> No.1233693

Literally just downloaded and installed Zandronum and RGA. Copied over skulltag_data from my old skulltag folder. If I try to manually load actors and data, it gives me a railgun error, if I try to get it to autoload, I get the darkimpball error.

>> No.1233694 [DELETED] 

oh never mind you're just a cuckold


>> No.1233695

So I'm looking for a wad I played awhile back. I think it MAY have been by Eternal, could be wrong. One map I remember specifically, there was four buildings in the middle of nowhere, and there was a few roads leading to portals, one portal took you to heaven, the other to hell, and there was this really pretty music playing.

>> No.1233697
File: 178 KB, 997x632, 1385777544577.jpg [View same] [iqdb] [saucenao] [google] [report]

Ah, speaking of agitating skeletons, I made these in the morning


These do not actually replace the original revenants, but if you know how to use SLADE it shouldn't be hard for you to put the necessary lines to put 'em as replacements.

"summon RevFiend" and "summon RevGhoul". Have fun

>> No.1233702 [DELETED] 

Namecalling isn't very nice.

>> No.1233703

Hell Ground

>> No.1233710


>> No.1233712


took it from a /v/ drawthread someone linked in the past thread

>> No.1233716

thanks, it wasn't really apparent to me from the description and 12 gb doesn't seem like a whole lot for everything submitted to idgames, even if it is just doom wads.

>> No.1233717


if it's that 'refined' version, you shouldn't be loading skulltag files in the first place.

>> No.1233725

Like I said, without trying to load them it just gives me an error about the "DarkImpBall" being replaced.

>> No.1233735

I'm trying to find this fucking wad: Doom: Rampage Edition


>> No.1233738
File: 2.17 MB, 300x225, w.gif [View same] [iqdb] [saucenao] [google] [report]

got better camera control going

160 sectors, four interpolation points, about 10 lines of acs

>> No.1233752

Okay so I can't explain it but for some reason, it decided to work.

>> No.1233761


would that be playable?

>> No.1233798

yup, fully, those are all individually tagged sectors. I'll be letting you choose between seeing it all raise up at once sequentially or one sector at a time as you walk

it does take about 10 seconds to load on an old C2D laptop on zand but once ingame it runs beautifully

>> No.1233832
File: 323 KB, 1280x1024, Screenshot_Doom_Doomworld_Forums_3.png [View same] [iqdb] [saucenao] [google] [report]

>> No.1233854
File: 189 KB, 1280x1024, Screenshot_Doom_20131130_010748.png [View same] [iqdb] [saucenao] [google] [report]

Doom: Rampage Edition:


>> No.1233857

Can I play this on multiplayer with someone?

>> No.1233864
File: 358 KB, 1280x1024, Screenshot_Doom_20131130_011224.png [View same] [iqdb] [saucenao] [google] [report]

Oh god, this wad is so shitty.

>> No.1233865

Was anyone else here a jumpmaze fag?

>> No.1233868

Someone please make a wad that makes all revenants walk like that.

>> No.1233871
File: 311 KB, 1280x1024, Screenshot_Doom_20131130_011630.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1233872


A baron with a shotgun? Really now?

>> No.1233873



>> No.1233874

You know I was always curious about how bad this wad was that it got on the Top 10 Most Infamous WADs on Doomworld in 2003.

>> No.1233876

What wad is it? I'll give it a go

>> No.1233880


>> No.1233889

I'll be honest, I kind of like shitty wads.

>> No.1233918

they don't really say that all the time, it's just their initial roar.

the rest of the time they go ''RHEEAHOH'' and when they die it sounds like their bones rattled a bit.

>> No.1233925
File: 122 KB, 400x378, every slaughtermap ever.png [View same] [iqdb] [saucenao] [google] [report]

AAAAAAA is still most likely the last thing you'll hear after a horde of them emerge from a hidden monster closet or teleport in from behind you.

>> No.1233951

so let me get this straight

a monster won't go fast if I play Doom under -fast conditions UNLESS they have a "FastSpeed" value specified in their decorate?

I'm kind of planning on creating a pinky counterpart that goes as fast as the regular pinky goes when playing in -fast, that's why I'm asking

>> No.1233952
File: 2.69 MB, 400x300, 1385394532788.gif [View same] [iqdb] [saucenao] [google] [report]

hate to repost so I'll just link in the archive



quick topic summary
>shitty linux distros
>psycho existentialism nightmare

...need to make a poster of all this stuff.

>> No.1233958
File: 94 KB, 500x395, doomguy_irl.jpg [View same] [iqdb] [saucenao] [google] [report]

:: [BE] New York :: /vr/ CC4 Fractal Survival (2 Lives)

>> No.1233981

Does anyone have any information on how Lighting is handled in Doom? I love the look and feel of it.

>> No.1233996


I think this would have it but I haven't had the time to look over it:


>> No.1234000

a few years ago it was less than half that, but then people started using it as an MP3 hosting service

>> No.1234006


coinditentially, ZDoom started supporting MP3s for audio needs

>> No.1234114

I redownloaded Hellgrounds just so I could rip the song from Map 7 "Timeless". It's seriously pretty damn good.

>> No.1234208

Sooo, any news on a Doom 4 or a new Doom movie?

>> No.1234216


come on now...

>> No.1234267

You mean creepers have become the revetments of mincraft

>> No.1234494

Carmack quit Id recently. Do you really think Doom4 isn't going to shit itself?

>> No.1234495
File: 204 KB, 640x480, Screenshot_Doom_20131130_040858.png [View same] [iqdb] [saucenao] [google] [report]


Okay now, erryone post times

>> No.1234515

Carmack wasn't a game designer anyway. He was a programmer. Engine is done, so I wouldn't worry about it.

>> No.1234567
File: 61 KB, 800x450, seems_clear.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.1234569

I haven't even started
I'll start in a minute

>> No.1234573

what difficulty?

>> No.1234574


>> No.1234585

how can you take screenshots?

>> No.1234587

So, is there any point using non-zdoom derived source ports (other than Chocolate Doom) any more?

>> No.1234590

Press Printscreen. Pictures turn up in zdoom's root folder.

if you paste the screenshot in paint like usual you get less distorted colours and light levels

>> No.1234592
File: 76 KB, 884x928, 1381580001435.jpg [View same] [iqdb] [saucenao] [google] [report]

>that one hidden archeville

every time

>> No.1234598

Now that's a map11 if ever there was one.

>> No.1234617

I'm on map 3 and The Offspring just started playing, lol.
I kinda like this wad

>> No.1234621

Better yet: If you try to rush at the switch for a quick exit, it opens up and out comes another revenant right in front of you with the real exit switch behind it.

>> No.1234628

Not really.

All comes down to personal preference.

>> No.1234632

Well that and compatibility with popular/good wads one would want to play.

>> No.1234639

One day, I will create the best Doom wad ever.

Wait and see.

>> No.1234642

well, you have unique situations where a non-zdoom engine is needed.

For example, I run the original BOOM in DOS-box on my phone because all the doom android ports I can find are shit and I can't find zdoom for DOS...

>> No.1234668

PrBoom+ is handy for demos. And great for classic gameplay fans who arent into zdoom features, but aren't quite as strict as the vanilla only purists either.

>> No.1234687
File: 889 KB, 1703x1469, RIP AND TEAR BY ∕ vr∕ .png [View same] [iqdb] [saucenao] [google] [report]

I demand a chinese and Shakespeare version

>> No.1234693

edited version of map14 or something else?

>> No.1234701

That's the one, from Doom 2 coop HC wad.
Well spotted.

>> No.1234710

it is my greatest fear that one day i will wake up to find that every new wad made only works with zdoom, not due to their authors finding zdoom's advanced features essential, but due to the authors being too clueless to make maps that aren't riddled with bugs that zdoom silently fixes.

other engines are needed just so mappers can test their non-zdoom-specific maps. if you make a map and only test it in zdoom, it more than likely will not work in anything other than zdoom.

>> No.1234713
File: 52 KB, 222x222, WesleySnipes.jpg [View same] [iqdb] [saucenao] [google] [report]

What has not been realized in Doom?
Real time strategy games? Racing games? Fighting games?
Anything missing?

>> No.1234729
File: 8 KB, 115x67, ImpLeft1.png [View same] [iqdb] [saucenao] [google] [report]

Haven't seen a Doom RTS, but I don't think doom is the right engine to do one in. Rip the sprites, use another engine.

I guess there's always the challenge of it though.

>> No.1234735

>And great for classic gameplay fans who arent into zdoom features, but aren't quite as strict as the vanilla only purists either.
But, most of those can be toggled in zdooms compatibility settings.

Well any modern port should "silently fix" bugs, or there'd be little point in using it. I think future ports, if any, will be a continuation or fork off of zdoom with features and such added or removed. I don't see this as negative in any way, having a stable and adaptive foundation in common between ports is great for compatibility. If you don't want any of that, there's still Chocolate Doom and a few Doomworld modders making maps for vanilla.

>> No.1234739

Flight simulators haven't been done I think.
An rts wouldn't even be that hard to make in GZDoom. With a downward-facing camera and y/z billboarding you already have a perfect perspective.

>> No.1234742
File: 261 KB, 1280x1024, Screenshot_Doom_20131130_092932.png [View same] [iqdb] [saucenao] [google] [report]

Has there ever been a wad that starts out with boring generic maps but as you progress through the campaign the design and aesthetics get better and more complex until it ends up looking something like pic related?

Because that would be really, REALLY fucking cool. It's like a reverse Terry trap, almost.

>> No.1234747 [DELETED] 

Fuck off Doomkartguy

>> No.1234748

Heh. This is pretty much a description of many "My First Megawad!!"s. Starting off bland, becoming more intricate as the author becomes more experienced.

>> No.1234754

people would shrug it off before getting to the good parts, authors could be afraid of that.

What would need to be done is something simple but still aesthetically well and pro-looking from the beginning so that the player isn't discouraged.

>> No.1234758

Its possible you misunderstand what I mean by bugs. Not engine bugs, map bugs. ZDoom covers up map bugs and allows sloppy mapping that won't work in other engines.

In most engines for example, placing a walk trigger in front of a use trigger will prevent the latter from being pressed because in Doom all special lines eat keypresses regardless of their type. ZDoom silently "fixes" this. Therefore an unsuspecting mapper unintentionally creates a map that only works in ZDoom.

For a real life example of the above, check out Hellcore 2.0 map03.

Remember the situation in the late nineties / early 00s where half the internet didn't work properly except in MSIE, because MSIE was very tolerant of poorly-coded HTML? This is the same thing.

>> No.1234768

Just play E2 and E1 in reverse order.

>> No.1234782

>For a real life example of the above, check out Hellcore 2.0 map03.
(let me expand on this: other than in zdoom, you can't even get out of the first room, because there's a "start crushing ceiling" walk trigger right in front of the door)

>> No.1234791

Alright, I get you. But I think it's fair to say that any port that wants to compete with zdoom as the go-to port for everything, will have to solve those "bugs" too. These issues will be a problem in the transitional phase, but when other engines start catching up it'll only get better. It was the same with the visplane limit years ago.

>> No.1234796

What Heretic/Hexen monsters would fit well in Doom?

>> No.1234801

your mom

>> No.1234805

>any port that wants to compete with zdoom as the go-to port for everything

Ah, in that case I think we might be arguing at cross purposes :-). I think it is a bit fruitless to try to compete with ZDoom as the go-to port for anything. But I don't think that there's no point in having other engines besides Chocolate at all, which was the original point raised in >>1234587.

>> No.1234807

The gargoyles, since they're the proper imp-like creatures instead of...those things from Doom.

>> No.1234808

I think the dark bishops/disciples of d'sparil look fine in gothic style maps.

>> No.1234813

> tfw they summon demons with pentagrams

>> No.1234817

In which wad? That's a neat idea.

>> No.1234820

In my future wad.

>> No.1234821

>I think it is a bit fruitless to try to compete with ZDoom as the go-to port for anything
(no offence to Quasar and the other EE developers, who have been trying to do just that for years...)

>> No.1234823

Dwarf Fotress games.

>> No.1234828


I had an idea about them too: Give them a huge repertoire of spells, but give them a longer cast/charge time. For each spell there'd be a glowing rune in their hands as they prepare it, giving the player a cue for how to dodge/react. That'd work especially well for a mini boss. He'd have teleportation spells, sumoning, telekinetic punches, ghost form, etc.

>> No.1234847 [DELETED] 
File: 904 KB, 150x150, AngryTrainer.gif [View same] [iqdb] [saucenao] [google] [report]

>trying to turn Doom into pure shit
Fuck off with your shit complex game

>> No.1234859

I was just giving an example, holy shit.

Doom has not been turned into classic RE yet. And no that Survival Doom doesn't count because it's just one big room and never got anywhere

>> No.1234863

Okay, I'm kind of new to this whole Doom sourceport thing, but

fuck Brutal Doom looks fucking insane

>> No.1234868

/vr/'s rules dictate that if you show any kind of opinion towards Brutal Doom that isn't hatred or disgust then you're Sgt Mark IV. If I were you I would never bring it up again.

>> No.1234869

what is this, then?

>> No.1234872

Oh, hah, okay.

>> No.1234882

Brutal doom has a lot of cool features from different modders, but it also has a lot of frivolous stuff that's there "just because, giving the feel that BD lacks direction and focus. Might I suggest you try beautiful doom?

>> No.1234894
File: 10 KB, 90x109, Heresivile.png [View same] [iqdb] [saucenao] [google] [report]

Good concept y/n? Hastily put together, never mind details.

>> No.1234902

I don't like it one bit

>> No.1234913

Is there already a monster mix wad that fuse 2 enemies in 1? Sounds like something fun
that pinky + chaingunner from Fker is the only one I know

>> No.1234920
File: 50 KB, 900x1090, explain.png [View same] [iqdb] [saucenao] [google] [report]

i must admit this was the first thing i thought of

>> No.1234924

Nice get, pally.

>> No.1235032



>> No.1235062

>Real time strategy games?
ZDoom Wars
>Racing games?
>Fighting games?
That shitty Mortal Kombat thing.

>> No.1235074


You can replace the Mortal Kombat adaption with Doomfighters. I wonder if the author finally decided to post about it in the Zandronum forums.

>> No.1235075
File: 71 KB, 859x945, 1385083888270.png [View same] [iqdb] [saucenao] [google] [report]

Soooooo, no Office Doom?

>> No.1235079

There's also mech commander, some strategy space game, both with selectable units.

and some voxel racing mod in the making i think

>> No.1235080



meant to write adaptation. go me

>> No.1235134


>> No.1235151 [DELETED] 
File: 28 KB, 400x363, TheyDontThinkItBeLikeItIs-ButItDo.jpg [View same] [iqdb] [saucenao] [google] [report]

Why dont you play Brutal Doom? I love its brutality and ogre, and the community tries to point out every bug they find. Dont forget that the author is often nice, but also kinda selfish.

Anyways, am I the only one on /vr/ that really, really likes BD? I hope you guys change your mind as soon as possible and realize, how aawesome it is

>> No.1235156 [DELETED] 

Reminder: report and ignore.

>> No.1235157


Holy fuck yes! Maybe I can grab all the pics from that thread to post 'em here

>> No.1235160 [DELETED] 
File: 100 KB, 533x515, ItsOgre.jpg [View same] [iqdb] [saucenao] [google] [report]

>I love its brutality and ogre

>> No.1235165
File: 316 KB, 800x600, xs0x.png [View same] [iqdb] [saucenao] [google] [report]


(I must make things clear and admit I'm pretty excited for this concept and I really hope it takes off, someone recommended it a long time ago and it just hooked me up)

Here's a pic of a gym

>> No.1235169
File: 360 KB, 800x600, jkzf.png [View same] [iqdb] [saucenao] [google] [report]

the much obligated steel cage level

>> No.1235171
File: 382 KB, 800x600, jrf8.png [View same] [iqdb] [saucenao] [google] [report]

A pub

>> No.1235178

Who the HELL signed off on the imp/hellknight ambush in map01 of hellbound? The geometry is fucking terrible in that room, you can't go three feet without getting caught on a corner.

>> No.1235180
File: 339 KB, 800x600, mm3h.png [View same] [iqdb] [saucenao] [google] [report]

There's a street level too, but they don't have pics of it, I assume they're polishing it

Also, you fight on the top of a plane too

>> No.1235182
File: 215 KB, 800x600, jo2u.png [View same] [iqdb] [saucenao] [google] [report]

Techbase-styled miniroom

>> No.1235185
File: 342 KB, 800x600, niy1.png [View same] [iqdb] [saucenao] [google] [report]

And this one is new, compared to the version I played a long time ago.

And those are all the levels made so far, I think

>> No.1235195

low quality gif, but whatever man


can't wait to get my hands on this

>> No.1235218


Mike's putting a lot of work into Samsara and it's coming out better and better.

>> No.1235245

Amusing that Samsara has poached Brutal Doom's chief artist.

Am I allowed to say that without post deletion. Let's find out.

>> No.1235248

Please don't wish for such bastardizations

>> No.1235265

>[DENY] and [DETAIN]
Glory to Arstotzka!

>> No.1235275

Any wads with the same difficulty level as Episode 1 and 3? I do not want to engage on slaughterfests or trap mazes, but I don't want to go on a borefest either.

Just, something in the middle, please. I want to play Doom and not to self-induce a headache

>> No.1235278
File: 63 KB, 290x284, 1367211538977.png [View same] [iqdb] [saucenao] [google] [report]

Can you make new classes or skins for this mod?
Cause damn, I wanna play as a revenant.

>> No.1235292


The authors are actually encouraging for more contributions for the project, and holy shit your idea is pretty much what everyone will request in matter of weeks

Sadly as far as my memory goes, there's not a single trace of someone doing a "skeleton hand" spritesheet.

Shit, playing as the revenant in that thing would be so cash

>> No.1235324

/r/ing the shitposting revenant

>> No.1235327


>> No.1235350 [SPOILER] 
File: 211 KB, 1920x1200, plani2.jpg [View same] [iqdb] [saucenao] [google] [report]

Planisfere 2 could've been cooler and more broadly-known and used as a WAD with different zones done in maps and not the whole New York City in a single map

True or false?

>> No.1235395
File: 34 KB, 268x265, 1349548128390.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1235425


>> No.1235429
File: 184 KB, 500x491, YouDidNiceKiddo.gif [View same] [iqdb] [saucenao] [google] [report]

Play community chest with samsara

>> No.1235445


>> No.1235484



>> No.1235486

Can someone decompile an object file (acs) please?
Or can someone link me to an ACS decompiler?

>> No.1235491

Give me wads that feel like I'm playing Doom again for the first time. The opposite of what Captain Capslock up there is asking for.

>> No.1235492

>Play eternal doom 3
>Wait fucking big maps that need an hour or so to complete
>First map is a few hallways and three rooms
>Second map is a big circle and two hallways
>Third map is sligthly more maps and a big room
Any wads that have big maps?

>> No.1235496


Episode 1 from DTWID comes to my mind, but I must recognize they kind of stretched out the concept of following the mapping rules of id software and took advantage of modern-mapping trickery and the overall acumulated knowledge over all these years.

They don't quite feel as if id software made those maps, but it's a good vanilla mapset nonetheless

>> No.1235507

Played it loads of times already sadly. Playing the sequel now. Played Wonderful Doom several times too.

>> No.1235508 [DELETED] 

Nice job posting a title instead of a fucking anagram, mongoloid.

>> No.1235519


>inblign google doesn't spits the result when googling "DTWID"
>inblign anyone doesn't know about that project/concept already

>> No.1235523

Doom the Way Id Did

>> No.1235525


you could've googled that overly complicated anagram in google and you would've found the name of it and a download link


>> No.1235545

I hope no-one thought >>1235508 was me (>>1235491 >>1235507).

>> No.1235556


nah, you gave too much signs pointing that you were the same dude who asked

>> No.1235607

I want to edit the hitscan Doom weapons to shoot fast projectiles. Due to my condition (i am retarded) i have no idea how to do this. i've never done any Doom modding before, where should I start?

>> No.1235612
File: 21 KB, 425x345, Seriously.jpg [View same] [iqdb] [saucenao] [google] [report]

Please anyone. Can someone post the newest listacs? (ACS decompiler)

>> No.1235617


open up the zdoom.pk3 on SLADE, and get inside the folder which holds the DECORATEs and you can analize them



>> No.1235630

would someone point me out to that custom samsara char template?

I feel like creating one for personal use (local joke, not really worth explaining)

>> No.1235662
File: 1.71 MB, 2048x1536, IfYouKnowThisBackgroundYouAreFucked.jpg [View same] [iqdb] [saucenao] [google] [report]

Holy shit, just downloaded it and wanted to play.
Both ZDoom AND Zandronum are lagging as hell.
My specs are:
2 x 3.2GHz
nvidia geforce 9400GT

into the trash this wad goes

>> No.1235670

recompile your colonel anon

>> No.1235675


Have you tried another port? PrBoom seems to be big-ass map friendly

>> No.1235676

I'm currently stuck on map2 of hellbound, where's the red keycard?

>> No.1235679

not him but gzdoom seems to be the best for performance, especially when it comes to mirrors and yes huge ass map friendly. but you have to have a lot of ram (it will fail with "failed to allocate (huge ass number) bytes otherwise)

>> No.1235690

>a lot of ram
How much approx?
6 Gorrillion Bytes?

>> No.1235698

I was dicking around with rocket jumping and low gravity and made the biggest map db would let me make, 65k mu square. the nodebuilder would just crash even if I split them up, until I got down to 45k. even then it simply would not load in anything unless I had 8GB, the next option was a laptop that had 4. So you should be okay with 6

>> No.1235706

Are you using filters?

>> No.1235713

Anybody? I've umf'd all the suspicious walls, and triple checked the entire map now.

>> No.1235714


check the uvmax run of it, someone already did an UV-max run of hellbound in youtube

>> No.1235715

time to take it apart in a map editor

>> No.1235723

this is exactly what I do when I hit this problem, or just drop the wad altogether. pray that it isn't spawned through some multi object oriented ACS

actually just fucking cheat

>> No.1235735

>ray that it isn't spawned through some multi object oriented ACS

it's a boom-compat map and the creator clearly stated that this whole thing is probably his absolute best at vanilla mapping, there's no way in hell it has acs

>> No.1235746


>but gzdoom seems to be the best for performance

try running Nuts.wad in GZDoom,and then run it with PrBoom

Also, try Sunder's MAP09 in both ports too

>> No.1235753

Soulcrusher, nigga.

That shit has boss battles and shit

>> No.1235760
File: 22 KB, 700x490, obhack.png [View same] [iqdb] [saucenao] [google] [report]

Help me decide my settings for ObHack.

>> No.1235778

>random level generator
slidge pls go

>> No.1235781

ObHack is actually a good one, though.

And randomly generated levels are always good for a larf.

>> No.1235782


>implying OBLIGE wasn't quite huge as fuck back in the first days of /doom/

One screenshot of an oblige map made it into an OP

>> No.1235798

And ObHack is an improved version of OBLIGE.

If OBLIGE is like a wild night of sex with a supermodel, ObHack is like living with twin supermodels and having constant threesomes.

>> No.1235832

I know there's an option to toggle weapon bobbing in zdoom, where the hell is it?

>> No.1235842
File: 129 KB, 349x222, truly some of the greatest design the doom community has ever seen.gif [View same] [iqdb] [saucenao] [google] [report]

Ignore the name that's what I had it set to for some reason

>> No.1235843

PrBoom does AI checks better, but gzdoom is better for complex geometry and large maps.

>> No.1235851


Please type movebob 0 in the console.

>> No.1235860


>> No.1235892

OK, so I swapped ObHack in for Oblige 5.10 since someone on /v/ told me it was better. Now help me decide my settings.

>> No.1235898

That's not weapon bob, that's thing that moves the entire screen up and down. Weapon bob is hardcoded into the weapon itself IIRC.

>> No.1235906
File: 29 KB, 350x350, 1331342592604.gif [View same] [iqdb] [saucenao] [google] [report]

pls respond

>> No.1235908

am I missing something?

>> No.1235912

Look at what is likely a computer panel

>> No.1235921

yeah, it just goes to a bunch of different textures

>> No.1235929

What do? Daedalus from teamtnt.

>> No.1235936
File: 181 KB, 640x480, Screenshot_Doom_20131130_201500.png [View same] [iqdb] [saucenao] [google] [report]

Forgot pic

>> No.1235943


all on nuts

>> No.1235947

No clue.

Daedalus reminded me why I prefer Heretic over Hexen.

>> No.1235949


what? be more specific, please

>> No.1235953

No doors to open except one that needs a secondary pass card, the teleporters do nothing and I can't get to the point where I started thanks to a blocked door.

>> No.1235962

:: [BE] New York :: Cybercrime 3 DM
3 players already ripping and tearing
Join in on the fun

>> No.1235985
File: 21 KB, 63x69, cacohatspin.gif [View same] [iqdb] [saucenao] [google] [report]


The annual 32in24 session will begin at 12 Midnight Eastern time (5.5 hours from now) and go for 24 hours.
All are welcome to participate!

Submit products at doomworld.com or
#32in24 on irc.oftc.net

>> No.1235987


>> No.1235990



>> No.1235991
File: 7 KB, 640x364, yH2WQ7H.png [View same] [iqdb] [saucenao] [google] [report]

Inb4 this wins yet another Cacoward despite basically being the same damn thing every year.

>> No.1236003


yo, you still there?

What are the rules or whatever for our stuff?

>> No.1236017
File: 193 KB, 1098x1249, doombuilder14.jpg [View same] [iqdb] [saucenao] [google] [report]

So here's what I'm going for and how I'm trying to do it.
Player crosses a line and from there the room fills up with water (swimmable).
Pic related.

Normally I dont think it would be that hard to pull off, but the thing is the water is going over several 3D floors, some of which go over other 3D floors.
After this time the player can then swim around the entire room.

On a technical basis, this is how I've tried (and failed so far) to do it:
>1: Player crosses this line (has the "ceiling raise to nearest flag").
>2:The sector that is currently controlling the water (swimmable) then "raises to nearest" sector.
>3:This sector has the water in the room rise up to this line.

An anon last thread was kind enough to show an example which I've been going over, however in his example the rising liquid cannot be swum around in.

>> No.1236019


Compatible on Zandronum, Odamex, and ZDaemon. (Boom compatability will suffice)

Outside of that, the rules are not provided until the session begins.

Odds are it will be mulitplayer though.

>> No.1236110

Should have specified in the post, I'm having trouble figuring out what it is I'm going for so if anybody has any ideas on how to fix it I'm all ears.

>> No.1236129
File: 40 KB, 394x400, 1381798562707.jpg [View same] [iqdb] [saucenao] [google] [report]

Are there any Doom RPG wads?

>> No.1236134


be more specific, because that question might refer to two different elements

>> No.1236137

Well, I mean, I'd like to play and level up and I'd love for it to save my level everytime I quit, you know? I'd just like for some CoD-type features or something, you know? Something where I can level up or something

>> No.1236143


ahhh yeah

There's at least like 3 projects where you can use that kind of system, sadly my mind doesn't want to cooperate and I can't remember the name of them, sorry

>> No.1236145

It'd be great if there was something like War of Attrition for Doom. WoA is an eDuke mod where you can level up your weapons and increase your stats over the course of a mega-campaign made up of hundreds of user maps that are randomly chosen each time you start one.

>> No.1236146

There's Fall Of Mars which is sort of like a doom/diablo type thing.

I think the maker got in trouble for something though and he had to stop, damn shame but theres versions of it around.

>> No.1236152

Thanks, I'll try it out

>> No.1236164

What are some maps/wads to play with Brutal Doom?

>> No.1236169

Other stuff that should be worth mentioning:

While there is no limits to personal entries, we value quality over quantity.

Maps must be constructed on December 1, but there will be a week or so to fix things up following critiques.

Take the gosh darned 3d viewer out from the map after testing.

Submit whatever midis, but give credit or something.


To be fair, what other multiplayer projects got released this year?
(To be fairer, Whodunit won last year, fwiw)

>> No.1236172

What? I'm new and don't know what this means.

>> No.1236174


I've done this before but it was in 2008 with fragglescript.

best way to do it is with acs. the water is "empty" so all the "debris" (flat sectors representing shit floating in it) are at the same level, with the debris being 8px or whatever above.

you shouldn't fool around with raisetonearest, just do it programmatically. it shouldn't be more than one for loop, don't forget a delay inside of it or else it will appear to happen instantly. or you can use raisebyvalue and specify a low speed. this way you have much better control of exactly where the sector stops and ends and don't have to rely on other sectors' heights and such. also these happen relatively so as long as you change all the target heights it will still work

>> No.1236187
File: 1.55 MB, 1324x1101, 1315005890948.jpg [View same] [iqdb] [saucenao] [google] [report]

I had fun running through vanilla maps again.

Failing that, say what you like about him but sergeant mark IV made some good maps for his mod.

>> No.1236190

Mappers make 32 maps within 24 hours. Quality wildly varies, but it's always good for a laugh.

>EA Headquarters
>Generic hell map

>> No.1236191

you shouldn't fool around with raisetonearest, just do it programmatically. it shouldn't be more than one for loop, don't forget a delay inside of it or else it will appear to happen instantly. or you can use raisebyvalue and specify a low speed. this way you have much better control of exactly where the sector stops and ends and don't have to rely on other sectors' heights and such. also these happen relatively so as long as you change all the target heights it will still work

Thanks, I forgot to say that I was doing it in UDMF (which cuts down on scripting, even has speeds and such in the editor itself without the need for scripts).

Any other ideas? I'm still confused as to how to go about this.

>> No.1236196

>EA Headquarters

This reminds me of the guys who made Postal getting told "well imagine if somebody made a game where they come to YOUR office and kill YOU, I bet you would not do that!".

No prizes for guessing what the person saying that got told.

>> No.1236202

as I am still feeling ACS horny from /g/.wad, if you upload your wad somewhere with a complete description of what you want to do I should be able to get it working like you want in 10 minutes or so

I don't know anything about UDMF, scripting is just the quickest, easiest, most readable way to have complete control over everything

>> No.1236216
File: 1.70 MB, 480x3233, 1378186001954.png [View same] [iqdb] [saucenao] [google] [report]

>as I am still feeling ACS horny from /g/.wad, if you upload your wad somewhere with a complete description of what you want to do I should be able to get it working like you want in 10 minutes or so

Damn decent of you, but the entire thing is kind of a mess. It's a trainwreck of everything I'm trying out in doom at the moment so I'd have to clean it up for you and make a new WAD.
I've also been on a really long shift from work and am dog tired, however I'll remember you. You're making the /g/ map? The one with the working lenovo thinkpad? That's some nifty shit right there.

We'll bump into eachother here again so if I have not got it figured by then or somebody else here has told me what I need to do then I'll ask you.

>> No.1236224

>No Sam
Are you Serious?

>> No.1236226

yes, that's me. I'd get a trip but I am hideously against it. anyway, the long and short of it is this

prep work:
>make as many sectors as you need to for the water. set their 3D tag sector to the different sectors the player walks across
>BUT! set the small triangle sectors (that "cast" these 3D floors) all as some other tag. they can and should be all the same tag. I'll use 100 as an example
>set their "height" to be below the actual sector, or halfway through, whatever

then the acs would look like this, inside a void obviously

>tfw doing this from memory

replace 500 with how high you need them to go up. 10 is the speed, it should be slower. you will have to do some math (gasp), the worst that will happen is that the water "rises" up out of the ground.

I know that was a one line ACS but you should put it in a script. reasons
>you can have other things happen after that and not have to have two linedefs for activating, that shit is messy
>you can call the script many times all over the map and replace its hardcoding with an argument, you could also use this to make it rise up only a small amount at a time

>> No.1236270
File: 222 KB, 923x560, mastermindandbabyfinal.png [View same] [iqdb] [saucenao] [google] [report]

Thanks, I'll much about with this later. In the meantime I've capped your post and will try to work from that. If all else fails I can link you a version of what I'm trying to do here later in the thread (since they last for days).

I was afraid though of having to make dummy sectors of every.single.sector the rising water will cross. That will be a nuclear bitch and a half.

>> No.1236295

b-b-but that's exactly what you'll have to do, if there is another 3D sector that already requires to take up a sector's tag.

however if you've gone up numerically by one it should take maybe 10 seconds to copy and paste and re-tag. and all of these dummy sectors will have the same tag

>> No.1236309

3 hours left!

Is it worth making another thread just for 32in24?

>> No.1236312


what? no, this is more than ok, man

I mean, all the doomfags are gathered in this thread already

>> No.1236325


>> No.1236339
File: 26 KB, 510x546, 1340536830077.png [View same] [iqdb] [saucenao] [google] [report]

Alright, well in about 12 hours or so in this thread I'll see if you're still around and I'll post my example WAD and you can tell me where I'm mucking it up.

An anon last thread made a cool experiment wad in the last thread.

As nice as that is, I cant swim around in that lava with god mode on or anything like that.
As a side note, these threads have been really good for helping me figure out stuff I'd not know on my own.
I did all the basic tutorials posted on the Doombuilder 2 website but they get you only so far and when there are doombros here willing to help eachother out....

>> No.1236340

No, fuck that cancerous shit.

>> No.1236348


>> No.1236361

Random level generation is the very essence of anti-fun.

>> No.1236367

random level generators are okay in a few situations, and of course only if you don't have the time/bandwidth to download actual wads

>you are literally just starting wad making and want to see a lot of shit
>you are level-blocked for ideas and need some inspiration
>you need a very generic base to add stuff to later

the point is
>thinking it will produce anything playable
>thinking you can slightly modify it and suddenly you have a great wad
k-k-kill yourself

>> No.1236376


>> No.1236408

Vanilla maps are too... tight, I think

I need maps with bigger, open areas.

>> No.1236438

>Mappers make 32 maps within 24 hours.
Challenge accepted.

>> No.1236443

Random levels can be fun since they feel very... videogame-y. Like a dungeon crawler.

> thinking you can slightly modify it and suddenly you have a great wad
Why not?

>> No.1236478

The old time fav megawads then.
Alien Vendetta is a good one. It was made when computers were better so the modders were not afraid to have larger open up areas. Might want to play on HMP though instead of UV because you're using brutal, but it's your choice.
>Or Deus Vult if you want to get cuh-razay

Go through the old top 10 list and they're all there. Failing that........well. Others here will know, I'm about to leave somewhere though so I cant go through my library right now.

>> No.1236483

There aren't too many, and for good reason.

Although engines like Zdoom can technically handle more visplanes than vanilla doom without crashing, having more than around 128-256 visible visplanes at a time will cause some major lag. So how big is a visplane? Well, every frame of every thing in your FOV is a visplane, and every time a wall patch tiles it's a visplane (i.e. I have a 128px wall texture spanning 256 world units = 2 visplanes).

Now then, how do we cut down on visplane lag? Simple: visplanes only cause problems when they're within the player's FOV, so if we make S or L shaped halls a major feature of the map, we can have HUGE maps with a shit ton of things in them without slowing down like grove.wad, or sgt.mark's holocaust.

naturally, though, with this sort of level design being used to reduce visplane lag, there's no real way to make truely huge rooms -- a true huge room would cause lag because of the number of visplanes the engine has to draw when applying wall patches+things, etc.

tl;dr doom engines don't tend to handle wide-open spaces well or efficiently: the engine was built to draw hallways with stairs in them...remember this.

>> No.1236503

>But, most of those can be toggled in zdooms compatibility settings.

Zdoom's compatibility settings arent nearly as accurate, though.

>> No.1236510

They usually only make deathmatch or ctf maps, just so you know. They've attenpted single player, and consider those sets to be failures.

>> No.1236523

War of Attrition is god-tier addictive as fuck. Dat Shotgun Devastator. Dat flying kick to roundhouse.

>> No.1236558

>Zdoom's compatibility settings arent nearly as accurate, though.

This. Even with certain compatibility settings set in zdoom, theres always going to be a few zdoomisms that sneak in. Its why playtesting non-zdoom required wads with zdoom is strongly frowned upon and causes maps to break inside the intended port.

>> No.1236559
File: 6 KB, 448x95, Psyched.png [View same] [iqdb] [saucenao] [google] [report]

#32in24 on irc.oftc.net

90 minutes until go time.

>> No.1236576

Yep, and with prboom+, the only boomism that sneaks into compatibility settings is the limit removing. Making Chocolate Doom a better candidate for playtesting wads intended for Vanilla.

>> No.1236595

>To be fair, what other multiplayer projects got released this year?
>(To be fairer, Whodunit won last year, fwiw)
And not the projects that deserved it.

Doomfighters, which nobody is going to nominate or recognize.

>> No.1236604

>it's popular so I don't like it ;_;

>> No.1236605


to be fair, that's Capn.'s fault. He didn't promote that shit properly and he just did the zandro thread recently

>> No.1236615


Get it highlighted on Doomworld. They are in charge of cacowards :/

>> No.1236623


>nominating a zandronum mod in Doomworld

They would burn me alive

>> No.1236629

Why did whodunit won a cacoward last year? I remember playing that shit 5 years ago.

>> No.1236632


Maybe. But a zandro mod won last year. They are a little less vicious in regards to multiplayer.

>> No.1236635
File: 878 KB, 200x150, Doomguy's wife prepares for dinner.gif [View same] [iqdb] [saucenao] [google] [report]

But Whodunnit got a Cacowad

Why aren't the Cacowards named Cacowads

>> No.1236667
File: 32 KB, 158x130, goresplosion2.gif [View same] [iqdb] [saucenao] [google] [report]

One of Samsara Bloodyhell 3's new gibbing animations.

>> No.1236676



>> No.1236689

Is anyone watching the Loungelive challenge?

> Chillax with Hard Doom, map 21

>> No.1236721

>not at all what was said

>> No.1236732

The wot m8?

>> No.1236734

anyone know any good servers on zandronum running samsara?

>> No.1236745


>> No.1236764

Just updated Doomseeker. Now all I get for most servers are either ,NO RESPONSE>, or <REFRESHED TOO SOON, TRY AGAIN>.

>> No.1236775

>All maps must be food related.


>> No.1236776

[32in24 intensifies]

- Mappers will have 24 hours to make a playable version of their map for compilation in the wad. Submit as many maps as you'd like, but they must be in a PLAYABLE STATE for the first run through. You will have a chance to revisit them after play testing in a second 24 hour period in exactly one week!
- The only resources you can use for textures and flats in the game are those present in doom2.wad and 32in24ctf-tex.wad ( http://essel.spork-chan.net/wasd/32in24ctf-tex.zip )
- All completed maps should be posted in this thread with a URL, the map's name and the music desired linked. Make sure all maps play on MAP01, and link the midi file seperate from the wad, makes the compiler's life easier.
- The maps must all be in BOOM FORMAT. They will be played in all sourceports.
- The maps should be a suitable size for 4-8 players but should have at least 16 starts for the large sessions.
- Please delete the 3D starts.
- Don't include excessive floor bumps or wall snags, smooth play is more important than beauty. But we still like beauty.
- Map Rotation - We're going to try to showcase the most smoothly playing maps earlier in the wad, as graded by our testers, but also may mix things up by visual style, map size, etc, as well, just in the hopes of making it an interesting playing experience all throughout the rotation. Joke maps will probably be put at or near the end. If we get more than 32 maps and your map is above 32, that doesn't necessarily mean it's bad. Hopefully our testing will ensure that all of the maps play great and you'll make changes in the second session that will bring it on par with the greats.
- Be a good guy and don't revise in the middle of the week if you can help it. Wait for the feedback to come in and the next session to start!

>> No.1236787


Damn, I wanted to make a dick map.

>> No.1236792


Make a dick sandwich map.

>> No.1236793

you could still call it sausage or something like that

>> No.1236796

Do you guys play with keyboard controls, gamepads, or kb+m?

>> No.1236798
File: 123 KB, 256x192, untitled.png [View same] [iqdb] [saucenao] [google] [report]

Yes DooMers Unite!

>> No.1236801


>> No.1236809

I play with a flightstick and a guitar hero controller.

>> No.1236812
File: 146 KB, 500x373, 1377727857299.jpg [View same] [iqdb] [saucenao] [google] [report]

You could name it after Natural Harvest: [insert reference to yurop or husbando here].

Or as >>1236801 said as I was writing this post, use something related to sausage.

I'm pretty sure the majority here plays kb+m. I used to be a religious keyboard user. I kept forgetting how to strafe lyl.

>> No.1236816


Banana and nuts.

>> No.1236837

>I'm pretty sure the majority here plays kb+m
Really? I would think people would be either keyboard or gamepad because of "b-but muh nostalgia!"

>> No.1236839


But you could play with mouse in the original Doom.

>> No.1236887

Holy shit.

>> No.1236896
File: 10 KB, 736x360, sample.png [View same] [iqdb] [saucenao] [google] [report]

Long time, no doom. I'm currently farting around with photos, trying to figure out the correct angle to hold the guns and the proper lighting conditions. Good grief this is a fucking nightmare. I don't have a tripod, so taking pictures of hands while running a camera is brutal. I need to figure out a better method before I make a more serious attempt. At least I have a general idea of what the end results might look like. Left is the one I drew by hand, right is the one merged with a photo.

>> No.1236902


Holy crap both look badass

>> No.1236903

I like the gloves on the right one much more.

>> No.1236909

this is some eternal champions-tier shit, dang.

>> No.1236915
File: 119 KB, 1024x565, Small_step_for_man.jpg [View same] [iqdb] [saucenao] [google] [report]



wish me luck, everyone

>> No.1236919
File: 2 KB, 124x124, sunglasses concept6.png [View same] [iqdb] [saucenao] [google] [report]

You can fuckin' do it!

>> No.1236968

i must inform that there's currently two (2) seeders in the /idgames torrent in the OP, so don't miss the chance and fucking get all now

>> No.1236973

bump for answer

>> No.1236982

Do you have any text in the search box?

>> No.1236989

Jesus Christ it's always the most simple shit that is right there and I never think to look for it. God damn I'm a retard.


>> No.1236995

The same happened to me once.

>> No.1237034

>Invalid data encountered for texture
I'm trying to play a wad in Zandronum but it spits a bunch of these at me.
The wad works fine in DSDoom (which is prboom based).

Any ideas?

>> No.1237117
File: 7 KB, 376x360, sample2.png [View same] [iqdb] [saucenao] [google] [report]

I dug out my old art easel and it works great as a tripod. I think I have a decent angle and I added a coat sleeve to the wardrobe.

>> No.1237124

>nobody cares about this get
well i do, good job there

>> No.1237125
File: 959 KB, 1025x641, 1375524316367.png [View same] [iqdb] [saucenao] [google] [report]

habe fun
mite not work with obhack though

>> No.1237163


Take a look at the zdoom wiki about weapons and projectiles. You should be able to replace the lines about firing hitscans (A_FireBullets) to the lines about firing projectiles. (A_FireCustomMissile).

I've actually done this before, and still have the modification. It was my first experience with modding DOOM.

>> No.1237180


Look at doomguy's decorate code in samsara.

>> No.1237219


holy shit this is so painful to watch

>Chillax with Hard Doom
>10k bucks on the line

And none of them can beat it, even with weapons with infinite ammo

>> No.1237226

Looks rad. Needs more limbs.

>> No.1237236 [DELETED] 

Trying out a 2 handed pose. This is what I wanted from the beginning.

>> No.1237240
File: 8 KB, 520x360, sample3.png [View same] [iqdb] [saucenao] [google] [report]

Trying out a 2 handed pose. This is what I wanted from the beginning.

>> No.1237281

Anyone know of an Christmas wads? Its the season to shoot some fucking demons!

>> No.1237284


>> No.1237286

I like it

>> No.1237287

this is amazing

>> No.1237316

You guys got any of the wads that Eric Harris made?

>> No.1237325

Valhalla, I think. A single map wad, but fantastic and has a fairly creepy atmosphere.

>> No.1237334

Skip Temple of the Lizard Men 3, it's nowhere near as good as 2 and starts going into creepy chained women/tortured women fetish territory (either that or the author is really young and didn't see how weird that shit looked)

>> No.1237341


Yes. They're shit.
Don't even bother, even for novelty value.

>> No.1237364

Doom 2 Reloaded I found worked very well with Brutal Doom.

>> No.1237370
File: 16 KB, 167x120, gunmotion.gif [View same] [iqdb] [saucenao] [google] [report]

Got motion going now. Should be ready for the game I think.

>> No.1237371

Hey sprite noob, I'm not sure how much it would help, but I'm a bit of an amateur photographer, and I do have an air revolver, I could try taking some pics for reference.

>> No.1237376
File: 184 KB, 316x312, ()()()()().png [View same] [iqdb] [saucenao] [google] [report]


>> No.1237382

Since theres chocolate doom, what if there was a source port called caramel doom or strawberry doom?

>> No.1237387
File: 124 KB, 324x420, output_4gWjcC.gif [View same] [iqdb] [saucenao] [google] [report]

I appreciate the offer. I'm not sure I'll need another pistol right now but honestly I may need other references. Do you have a website or contact info?
Big improvement over the old hands I've been using.

>> No.1237391

>Well, every frame of every thing in your FOV is a visplane, and every time a wall patch tiles it's a visplane (i.e. I have a 128px wall texture spanning 256 world units = 2 visplanes).
Visplanes are floors.

>> No.1237393 [DELETED] 
File: 36 KB, 250x167, tumblr_mgqtsrfFMC1re1odco1_250.jpg [View same] [iqdb] [saucenao] [google] [report]

Not really so much as a nother pistol, more or less just a reference for a hand holding a gun. When I say amateur photographer, I mean that in the sense that sometimes I take pretty pictures and stick them on my tumblr. For fun.

>> No.1237396
File: 170 KB, 1280x853, tumblr_mgqtsrfFMC1re1odco1_1280.jpg [View same] [iqdb] [saucenao] [google] [report]

Not really so much as another pistol, more or less just a reference for a hand holding a gun. When I say amateur photographer, I mean that in the sense that sometimes I take pretty pictures and stick them on my tumblr. For fun.

Also, I do have skype, as far as contact info goes.

>> No.1237426

Dibs on "The big cheese"

I never mapped for BOOM before. Is it better than Doom in Hexen format?

>> No.1237427


It is more compact and vanilla-related

No 3d floors whatsoever, no chance of adding custom DECORATE stuff or whatev.

>> No.1237435

Just got Hunter's Moon, this is seriously a fucking great mod.

>> No.1237519
File: 444 KB, 1920x1080, Screenshot_Doom_20131201_055732.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1237527

Boom format is basically limits removed and a some extras features:
>Configurable animated and switch textures.
>Deep water effects.
>Scrolling walls, floors, and ceilings (including support for conveyor belts).
>Translucent walls.
>Friction effects, such as mud and ice.
>Custom colormaps (which can provide, for example an underwater blue "tint").
>Silent teleporters, which can be useful for fake "room over room" effects.
>Generic linedef types - a particular linedef behaviour can be "calculated" using a separate linedef calculator program called TRIGCALC.EXE .
>A DeHackEd extension standard, BEX.

Most ports are boom-compatible, with notable exceptions being Chocolate Doom (since its deliberately staying as true as possible to the original dos executable), and Doomsday.

>> No.1237538

Not listed on the wiki, but Boom format also allows for locked doors/switches to specifically require the keycard or skull version of a key color, or even require any/all keys in the map.

>> No.1237541

I also heard you can choose whatever skybox you want for a level with it. How can I do that? Google isn't helping.

>> No.1237565
File: 23 KB, 249x204, SSG.png [View same] [iqdb] [saucenao] [google] [report]

Are there any good tutorials to get started on modding doom?

>> No.1237573

I don't know about caramel, but there is a fork called Strawberry Doom.

>> No.1237584


>> No.1237586

Hmm, looking it up, looks like its defunct, and never saw a proper public release.

>> No.1237591


Read these

WildWeasel's Gunlab (google it, first result)

And also, whenever you have a doubt, go ask in either the zdoom forums or even doomworld

>> No.1237606

ok, thank you

>> No.1237642

What are some things that make you cry fellow doomers?

Me. Seeing a wad labelled as x-compatible, then finding out that it doesnt work in such, and that the author didnt even playtest for such engine.

>> No.1237648
File: 478 KB, 283x200, ... What.gif [View same] [iqdb] [saucenao] [google] [report]

I've done some decent amount of work with ZDoom but want something a bit more advanced for map making & the likes. Boom seemed like a good option. Should I try Boom out?

>> No.1237652

Boom isn't more advanced than ZDoom. It's just what most mappers shoot for because PrBoom+ is the go-to port for demos.

>> No.1237653

Boom is less advanced than Zdoom

>> No.1237654
File: 11 KB, 130x125, 1332817043168.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1237662

Boom isnt nearly as advanced as Zdoom. And AFAIK, there isnt really anything more advanced than Zdoom, other than maybe GzDoom.

>> No.1237667
File: 7 KB, 189x198, Nice-eyebrows.png [View same] [iqdb] [saucenao] [google] [report]

pls no

>> No.1237675


>A village full of archviles.
>With the ability to raise eachother.
This is my map challenge, Doom General. Make this.

>> No.1237679

& demos are good for what? Besides speed runs.

So pretty much go to GZDoom?

>> No.1237686

If you have the OpenGL for it.

>> No.1237689

Pretty much just speed runs...

Speaking of which, I'm pretty sure the revanants fireballs home much tighter in zDoom. Anyone have any info on this? I was able to make them orbit me consistently in vanilla, but not so much in zDoom.

>> No.1237690
File: 7 KB, 189x198, Raise-eyebrow.png [View same] [iqdb] [saucenao] [google] [report]

Plutonia 2 and PCRP were made to be played Vanilla style (no jumping or crouching), of course, that was a few years ago now.

I think there's always going to be some people interested in making purist maps, if only because the limitations of the engine provide a fun challenge.

It's one of the reasons I love Doom modding so much, to see people do all kinds of things to work around limitations, sometimes in very very clever ways.

Ville sounds like it'd be more of a town.

Also, you could totally make them raise each other, you'd just have to alter their Decorate codes (if you're using ZDoom, as you should for advanced modding).

>> No.1237693

>Also, you could totally make them raise each other,
Yeah, I could do that. I worked on my own wad for a time a few months ago. Got it up to version 0.7, then stopped entirely because fuck making a parallel zandronum version like people asked.

>> No.1237695

So here's my next question; are there any major ports, or whatever you'd call Boom/ZDoom (sorry, tired,) that I should be sure my maps are compatible with?

>> No.1237696
File: 33 KB, 2644x660, shotgun2.png [View same] [iqdb] [saucenao] [google] [report]

Finished the next set, though I really need to make my own shotgun instead of using the Doom one.

>> No.1237697

Speedruns, and FDAs.

>> No.1237698

Not really. I wouldn't worry about it too much myself. You can't cater to everyone.

>> No.1237705
File: 12 KB, 151x149, mhy0ky.png [View same] [iqdb] [saucenao] [google] [report]

>visual cue for countdown to next spell
Hope you like writing Decorate code for 300 hours on no end.

Not really.

There's Edge and Eternity, but fucking nobody uses those engines at all. Edge is kind of clunky (though it was advanced back in it's day), and Eternity never quite caught on.

>> No.1237706

Looks a little too much like a photo, and not enough like a sprite. I might make sure it's using the doom (or whatever) palette to match better.

>> No.1237714
File: 44 KB, 190x222, 3.png [View same] [iqdb] [saucenao] [google] [report]

Understandable. Thanks, you guys. I'm gonna crash now.

>> No.1237717

Yup, it's using that palette. I'm not going to put that much extra effort into this one, as having a scratch-made shotgun will probably neutralize the photographic effect a bit more.

>> No.1237719

You don't have to force yourself to make it compatible to what everyone uses. Just make sure its actually playtested and compatible with whatever engine you intend to make it for.

>> No.1237720

Maybe. Might also try throwing an inner shadow on it. But the extra detail looks nicer than the old one surely. So it's a step up.

All in all: Good shit.

>> No.1237731
File: 23 KB, 189x198, Nice-glasses.png [View same] [iqdb] [saucenao] [google] [report]

Looks sloppy right now, but I kind of like the concept of it.
If you make a proper graphic out of a robed Vile, I'd totally dig that.

If you can find some skeletal hands balled up into fists as graphics, that'd be awesome.

Plutonia 2 is great.
I'm edging my way through Jenesis right now, and I kind of dig it, it's got a bit of a Plutonia flavor to it, except not slaughtermap bullshit.

Doom The Way Id Did It.
Which reminds me, I have to get to the sequel of that once I'm done with Jenesis.

I remember peering through some of the threads about Rampage Edition. Author was kind of a raging cunt.

This, Daedalus was pretty cool, as far as I got, but it's kind of annoying and tedious to play.
Also; AAAAAAAAAAAHHH http://www.youtube.com/watch?v=5TR6pfJMcqc

>> No.1237742
File: 384 KB, 1920x1080, Screenshot_Doom_20131201_073532.png [View same] [iqdb] [saucenao] [google] [report]

Thanks man. Tomorrow I'm gonna work on the punching and super shotgun, and maybe I'll get started on the original shotgun.

>> No.1237750

Haven't used EDGE in over a decade. And tried Eternity once and didn't think much of it.

>> No.1237757

>That's not weapon bob, that's thing that moves the entire screen up and down. Weapon bob is hardcoded into the weapon itself IIRC.
it's the other way around
weapon bob can be changed, but the screen up and down can not

>> No.1237758

nevermind, I just woke up and realised my mistake
it won't let me delete my post so just ignore it instead

>> No.1237808

>visual cue for countdown to next spell
>Hope you like writing Decorate code for 300 hours on no end.
What? No, the cast time would be the same for all spells, his "casting" animation would just spawn different rune sprites in front of him depending on spells. Orange jaggged rune = he's about to shoot a fireball etc.

>> No.1237809

I personally find it boring when a map doesnt have skill settings implemented or has very minute differences. Also to a much lesser extent, difficulty settings that make no changes to the supply of health/ammo.

>> No.1237812

Oh, well that makes much more sense.

I just remembered looking over the code for the grenadelauncher in Zero Tolerance, you'll actually see how many grenades are left in the gun, and code is a bit of a headscratcher (though it totally works).

>> No.1237818

It would be super obnoxious if they keep saying "AAAAAAAA" throughout their lifespan

>> No.1237819

That's like another version of Terry WAD

>> No.1237820

What if when they get into melee range, they had a small chance of going into permanent rage mode where they'd have +fast but only melee attacks and went AAAAAAAAA instead of HHHHhhheugh

>> No.1237826
File: 63 KB, 256x257, TheExtrudingHaunt.gif [View same] [iqdb] [saucenao] [google] [report]

>screaming screaming screaming
>running and animating faster
>punching faster
pls no

Part of me wants it.

>> No.1237828

What the hell is that scary gif

>Part of me wants it.
Well at least there'd be no point blank missiles :<

>> No.1237834

Fun fact: Revenants do not shoot their missiles at close range unless they entered a pain state, then they fire one regardless of distance but go back to the range limit afterwards.

>> No.1237835
File: 59 KB, 256x256, TheHaunt.gif [View same] [iqdb] [saucenao] [google] [report]

A monster someone on the ZDoom forums made.
Something called "The Haunt".

Don't know if The Haunt was ever used in anything, but it's fully animated.

>> No.1237836
File: 341 KB, 256x257, TheHauntingDeadeningrip.gif [View same] [iqdb] [saucenao] [google] [report]

Didn't know that. Might keep that in mind. I just tend to reflexively shoot them as fast as I can so that I don't have to deal with their shit.

>> No.1237838

Well not at extremely close range, but close enough where you can't dodge. They've some weird biz with their melee trigger range and actual punch range too right?

>> No.1237841

Well, I recall that there's a bug that determines whether or not their rockets will be homing or not. Homing rockets leave a smoke trail, regular ones do not.

I think they decided not to fix it, because they thought it was better that way. Some sourceports "fixed" it, but most people didn't like that.

>> No.1237843
File: 391 KB, 191x120, TheHaunting.gif [View same] [iqdb] [saucenao] [google] [report]

You can "bait them" like with Pinkies, as in running in for them to pull a swing, but backing off and shooting them before their fists connect with your face.

>> No.1237845

anyone got any really good morph .gifs for doom?
I want some ideas but in the zdoom forums it's just the same shit posted over and over again

>> No.1237851
File: 21 KB, 540x539, 1339430450296.jpg [View same] [iqdb] [saucenao] [google] [report]

Has anybody here actually finished Hexen & it's Expansion from start to finish?

Felt a bit too much of a slog for me.

>> No.1237858

I did. It had some interesting parts, but good GOD was it boring and tedious. Someone needs to make a full map replacement for Hexen and it's expansion, and make something interesting with it, because Hexen's levels are BORING AS FUCK.

>> No.1237863


The Phobos directive by Rex Claussen might be to your liking then


He also did some other stuff for episode 2 and 3, however it is nowhere near as polished or imaginative as this one

>> No.1237873

>those reviews
That's not looking promising.

>> No.1237875


I have, and I enjoyed it.

>> No.1237879

well how about you do the smart thing
make your own review
you look like you have plenty of free time, so it ain't gonna cost ya

>> No.1237901

>This definitely goes with True Marines (both versions) and anything by "Joey" as a candidate for Worst Wad of 2011. To all the people INTENTIONALLY posting crap like this: Please do something better with your time.


>> No.1237908

From what I remember going back it was fun at times, it certainly had it's moments.
Key/switch hunts were not those moments.

I mean, it's annoying enough doing a hunt across 1 level but it's worse when it's over an entire hub.
Good enough though to show promise, but I'd have liked more weapons/combat options.

>> No.1237929

Looks like the impaler on that ghouls v. humans server.

Digs around underground and attacks by shooting up spikes to impale people.

>> No.1237990

Couple of questions fellas.

How do you use music wads?
Can you use music wads with another wad?
Can you play wads for quake/heritic with doom?

>> No.1238000

You load the music wad along with the wad you're playing with. Only works though if music in the Wad has names that replace existing stuff in the main wad.

A song in the music WAD is called "d_runnin", this will now replace the same "d_runnin" in doom 2.

You load the files together by selecting the wad you want to run, then holding cntrl and selecting your other wad, then dragging them both over gzdoom or zdoom or whatever.
Wham bam thank you maam.

>> No.1238003

Thanks boss.

>> No.1238124

Does anyone here know how to make acs libraries work in a .pk3? The name.acs file is compiled to name.o in /acs, it does have #library "name" in it, and I do have a LOADACS file with NAME too.

Why does doombuilder refuse #import "NAME.o" when I have all that?

>> No.1238136

doing good!

>> No.1238175

I think it should jump up to the highest frame immediately when you fire. Recoil is pretty fast.

>> No.1238202

I know this post is old, but still. PrBoom+ still has plenty of relevance, as its great for demo playback, playtesting limit removing and boom-compatible wads, and overall offers more accurate compatibility settings compared to zdoom.

Plenty of traditional gameplay fans like to use it as their go-to port, too. Vanilla/chocolate doom are unable to play limit removing and boom wads, which are for the most part, still traditional with the gameplay, and still often get made. They may choose not to use zdoom as their main port, because zdoom wads tend not to be as traditional and often change things up more, and as such don't find it necessary to use it.

>> No.1238230

Is it still possible to get into the 1337 Doom Arena challenge server? Any way to get the password?

>> No.1238240


the challenge is ogre, anyway. NOBODY could go more far than the people that tried to clear the black Baron room, except when 3 zandronum PUBS arrived and it was like, the last group of people who got in

password was loungelive.

>> No.1238242

Did they end up beating the map?

>> No.1238258


Hell no. However Jace was like "uhmm yeah these guys got more far than the other noobs, so I might give 'em a consolation prize" or whatever

But yeah, nobody could win the 10 grand prize

>> No.1238305


Me again, there's one single person still seeding. Do not let this chance pass

>> No.1238338

So how many of you guys play darkplaces multiplayer?

>> No.1238354


There is a linedef quality of transfer sky texture (271) make a sector off the map and use that one, make all the necessary sky textres tagged as one action number. If you have predefined ones, just send it to the 32in24 channel.

>> No.1238454
File: 490 KB, 3264x2448, YawningDog.jpg [View same] [iqdb] [saucenao] [google] [report]

Can someone upload / post a link to the newest listacs? (ACS decompiler)

>> No.1238465


10/10 I just can't wait to play Samsara already

>> No.1238525

it's a portmanteau of "cacodemon" and "award". CacoWad would be of "cacdemon" and "wad", and thus not make sense given that the CacoWards are awards.

Also, not all of the cacowards refer to WADs. For example, "best mapper" doesn't refer to a WAD, but rather a person.

>> No.1238550

>We're TEN DAYS away (unless someone delays fucking everything like last year)

Story? Been loosely following the cacowards for a couple of years (read: downloading and playing the winners when I remembered the cacowards happened a couple of months earlier) but I know nothing about that.

>> No.1238564
File: 2.17 MB, 1920x1080, Screenshot_Doom_20131201_215357.png [View same] [iqdb] [saucenao] [google] [report]

FUG ! :D


>> No.1238580

whoops...totally fucked that one up then.

>> No.1238636

Fuck, the option to block sound between sectors isn't working on my map.

I already did a map before and worked... welp.

>> No.1238643

It's because you need 2 layers of sound blocking lines for them to work.

>> No.1238680

I wasn't planning on spoiling it, but I am remaking MAP11 of Doom 2. What would you guys add/remove from it to make it more deathmatch-friendly?

I'm open for ideas

>> No.1238685

Thanks, it's working now.

>> No.1238698

>make the O a bit more central to the map
>give it another track than healer stalks because goddamn they must have used that track like three times in that game
>make the archvile reveal a bit of a lowball, have it appear a moment after you've grabbed the key, in another room

Things that come to mind.

>> No.1238709
File: 145 KB, 1024x768, Screenshot_Doom_20131201_163707.png [View same] [iqdb] [saucenao] [google] [report]

Why does the invulnerability sphere sit on the ground while the other spheres float?

>> No.1238718

Maybe it's very dense?

>> No.1238721

Because it knows it's place as a shit tier powerup.

>> No.1238725

Is this just about deathmatch maps?

>> No.1238731
File: 71 KB, 100x83, 2niqvt0.gif [View same] [iqdb] [saucenao] [google] [report]

Granted, I value Soulspheres, Blue Armor and Megasphere's above it, but it's not like it's the Blursphere or anything, it DOES give you a buff that you can use to your advantage.

>> No.1238732

How the fuck is not taking damage "shit-tier"?

>> No.1238734

>>give it another track than healer stalks because goddamn they must have used that track like three times in that game

Oh yeah, will do. I am thinking of doing a nod to a certain vanilla-textured map in the most recent 32-in-24 cacoward winner that had Tik Tok as a song.

I have a MIDI of Wrecking Ball (piano only), not sure if I should put it in

>> No.1238741

Well it gives you an advantage, sure, but it's never *fun*. The blursphere is useful as a gimmick when you want to drop 999999999999 chaingunners on the player and still have him survive.

>> No.1238769

I don't like the blursphere because it doesn't actually make you invisible to monsters, if it did that, it would actually be a pretty sweet powerup.

Now, what it instead does is throw of the aim of monsters, which may seem useful at first, until you realized that their aim is ingrained into your brain and you will reflexively run INTO the fire that the game makes them miss on purpose.

Now, this is annoying enough with imps or chaingunners, but if you take something like a cyberdemon, the rocket will miss you... and then hit the wall next to you, hitting you with splash damage.
Or worse, you're circle strafing, and he fires the rocket off the direction you're strafing, and you take the full rocket in your face, Space Invader's style.

The invulnerability sphere allows you to do dangerous stunts and ignore enemy fire and map hazards, it can be useful in pinches (but mostly I don't like to grab them because the screen becomes an eyesore).

>> No.1238771


Yes. Deathmatch maps. Still has about seven hours.

>> No.1238790
File: 251 KB, 1280x1024, Why_am_i_still_playing_this_shit.png [View same] [iqdb] [saucenao] [google] [report]

>> No.1238791

Could somebody upload this for me? broken links

>> No.1238793

>Now, what it instead does is throw of the aim of monsters, which may seem useful at first, until you realized that their aim is ingrained into your brain and you will reflexively run INTO the fire that the game makes them miss on purpose.
This is true for every monster that isn't a hitscanner, like the zombies and the spider mastermind. Their attacks can't actually be dodged, it's simply a matter of luck+distance. Vs. them, the blursphere simply gives you better odds. However, any mancubi will fuck you up if you have it activated.

>The invulnerability sphere allows you to do dangerous stunts and ignore enemy fire and map hazards, it can be useful in pinches (but mostly I don't like to grab them because the screen becomes an eyesore).
Personally I think IVS is a crutch for bad map designers.

>> No.1238797

Oh god, those ugly fucking chainguns, why did people use them, they were ugly as shit

>> No.1238804

A crutch that could have been fucking dandy in E4M2.

>> No.1238813

>In Doom Legacy, voodoo dolls do not appear, and any tricks involving them will not work. However, most source ports do not alter voodoo doll behaviour.

So... fucking why? It's not a bug that occurs in any type of regular gameplay, and it's in fact shooting yourself in the foot when it comes to player mapping.

>> No.1238818

Oh fuck is that Rampage Edition? God damn the drama surrounding that mod was hilarious.

>> No.1238826
File: 40 KB, 79x80, caco-twirl.gif [View same] [iqdb] [saucenao] [google] [report]

Give us a quick rundown.

>> No.1238860

Yep, read the thread.

>> No.1238872

Can't be as ugly as the fucking cacogun.

>> No.1238875

I have a version of this that is 7MB and doesn't have that bug. It's still equally as bad.

>> No.1238876

it does ingame. I just linked all the images together in a gif to make sure they've animated properly.

>> No.1238881
File: 325 KB, 1280x1024, Screenshot_Doom_20131201_192015.png [View same] [iqdb] [saucenao] [google] [report]

What game is it from?

>> No.1238890

I have no clue, they might even be rendered by someone just for Doom, but they're fucking ugly.

Also, what is that, hexagonal barrels? That's so dated it might as well be hand-cranked.

>> No.1238909
File: 10 KB, 652x524, Fears_Amiga_04.png [View same] [iqdb] [saucenao] [google] [report]

Still no Fears TC. ;_;

>> No.1238947
File: 6 KB, 721x113, listacs_python_error.png [View same] [iqdb] [saucenao] [google] [report]

Why cant I decompile this shit?
Damn program always returns with an error code

>> No.1238983

damn nice get

>> No.1238990


>> No.1239015

Is there any dungeon crawler wad? random level generation is optional, but I would love to go deeper and deeper in a temple ala diablo.

>> No.1239031

I'm looking for this command that makes you sprint by default and when you press the sprint key you move at default run speed.

can you guys help me?

>> No.1239039

Do you mean like always run?

That's selectable in the player options

>> No.1239047

oh i feel stupid now

>> No.1239050

The soul sphere, mega armor, and megasphere improves your survivability indefinitely (untill you use it up through taking the damage obviously), the invuln sphere does the job of the other 3 but only for a short period of time. An invuln sphere in one level won't save you in the next.

>> No.1239051

Caps Lock toggles it for future reference.

>> No.1239062

The command you're looking for is "cl_run".

>> No.1239084

fall of mars

>> No.1239123

Thank you.

>> No.1239136

Hey guys

hey hey

hey guys


DoomRL in first person

>> No.1239186

Someone screencap this.

>> No.1239189

>not using doom textures
Still. Neat.

>> No.1239195
File: 378 KB, 866x499, skelegeton.png [View same] [iqdb] [saucenao] [google] [report]

Already have.

>> No.1239197

Already played, but I want actual doom, not a completely diferent game.

>> No.1239216


yo, you there?

Do I need to change something in specific in the nodebuilder options in Doom Builder? Or should I just build the map normally under Boom?

>> No.1239218

but, why
it's just a picture, just save the picture with the file name

>> No.1239242

Because 124567 revenant get, dummy.

>> No.1239247

>Hand-cranked guns for Doom

Somebody get onto this

>> No.1239258

Doom: Rampage Edition, i guess.
Hell, i really have a boner for bad wads and i just can't understand how did i miss that.

>> No.1239290 [DELETED] 

>playing that massive MM8BDM server with autists in it

>jokingly say that bronies are worse than hitler

>rage everywhere

>get kicked

>> No.1239292 [DELETED] 

Report and ignore.

>> No.1239297 [DELETED] 
File: 193 KB, 1098x1249, doombuilder14.jpg [View same] [iqdb] [saucenao] [google] [report]

This is the WAD of the experiment I'm trying to do where I have a room that floods with swimmable water. Pic related.

The room has multiple 3D floors in it and the idea is the room floods up to the line on the wall, then the player can come back down and swim around. I cant figure out how to make this work. What I have tried is in the image shown.

>player crosses line 1
>water in sector raises to the nearest sector
>risen water is now at this level, you can swim around the room

The map format is UDMF.

(remove this stuff, i'm filling up space because 4chan thinks speedyshare is spam)

>> No.1239305
File: 193 KB, 1098x1249, doombuilder14.jpg [View same] [iqdb] [saucenao] [google] [report]

If anybody that knows their way around UDMF can help me here, I'd greatly appreciate it.

This is the WAD of the experiment I'm trying to do where I have a room that floods with swimmable water. Pic related.

The room has multiple 3D floors in it and the idea is the room floods up to the line on the wall, then the player can come back down and swim around. I cant figure out how to make this work. What I have tried is in the image shown.

>player crosses line 1
>water in sector raises to the nearest sector
>risen water is now at this level, you can swim around the room
It's marked on the image. The line to fill up to is on the map itself.

The map format is UDMF.
I've managed the swimmable water, 3d bridge and bridge over 3d bridge so far but I've hit a wall on this water thing.

(remove this stuff, i'm filling up space because 4chan thinks speedyshare is spam)

There is the link for you, sorry I took a while to get back to you.

>> No.1239317
File: 58 KB, 752x752, skull.gif [View same] [iqdb] [saucenao] [google] [report]



>> No.1239319


Does your water sector share a wall with the desired-height-dummy-sect? It has to.

>> No.1239341

So has anyone on here gotten in their 32in24 submissions yet??

>> No.1239350

Yep, there's your error. Connect your water sector to the sector next to it. Then add like 5 more vertices, so you can have more linespecial:160 on your water sector, each pointing to another sector you want to flood.

>> No.1239363

The wad is really hard to find.

>> No.1239365

You mean like they have to be physically connected to eachother on the map? No void between them?

>> No.1239367
File: 18 KB, 350x300, cacodemon computer.png [View same] [iqdb] [saucenao] [google] [report]


I don't know; but one thing is for sure, not me.

Jesus dick what was I thinking? I shouldn't had wasted my time watching the Doom Challenge stream and going to sleep

>mfw testing the stuff I had so far

Just, nope. I can't do it under these conditions. I'll let the big dogs play for now. Whoever came to our thread to invite us, thanks for offering! It is really appreciated

>> No.1239379

>saging a Doom thread

>> No.1239387
File: 55 KB, 989x702, doombuilder15.jpg [View same] [iqdb] [saucenao] [google] [report]

Ok, I've had a partial success.

The water in the water SECTORS raises, but it does not flood the whole entire map. It just goes straight up like 2 big water columns.

>> No.1239403

That's because your water sector has one single special:160 linedef that points to one place. You need to have lots and lots of walls in your water sector pointing to every place you want water to appear when the line is crossed.

>> No.1239417

I see, now I see why you wanted all the vertices.
I'll try for 10 or so minutes to figure this out.

>> No.1239425
File: 313 KB, 1280x1024, original_character_do_not_steal.png [View same] [iqdb] [saucenao] [google] [report]

>> No.1239445

Gotta hand it to you kodi, you and some of the other guys here sure are handy.

The water is filling up most of the room quite well, I'm tagging all the sectors.
The problem now though is the 3D bridges, how can I make the water appear both under and over them?

Also, it's more a cosmetic point but the sidetexture of the bridge sectors goes missing, I suppose that cant be helped though, otherwise it will look fucked.

>> No.1239457

>The problem now though is the 3D bridges, how can I make the water appear both under and over them?
Just like with any other sector I believe. The water should rise through the bridge like anything else.

>Also, it's more a cosmetic point but the sidetexture of the bridge sectors goes missing, I suppose that cant be helped though, otherwise it will look fucked.
I'm not sure what that's about.

>> No.1239465
File: 375 KB, 1280x1024, Screenshot_Doom_20131201_222827.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1239467

It means if the texture loads past the edges of a 3d bridge, the textures on the edge of that bridge change to that of the rising water.

>> No.1239469 [DELETED] 
File: 133 KB, 816x816, pat.jpg [View same] [iqdb] [saucenao] [google] [report]

dat get

>> No.1239484
File: 33 KB, 320x200, Wimap0.gif [View same] [iqdb] [saucenao] [google] [report]

So last night i had an idea for /vr/.wad

Everyone gets to do a certain area using ONLY stuff from Episode 1 (textures, enemies, items, etc). My original plan was to use pre-1999 utilities to design the map. So that would've rendered us to DeePsea as the map editor of choice

Now HOLD ON, HOLD ON, HOLD ON, let me explain. I do know how annoying and utterly outdated is, so I found a workaround for this. We shall use the shareware limit of DeePsea as a rule to create our submissions using something more convenient and modern like Doom Builder

The shareware limit for the maps is 800 linedefs and 1200 sidedefs. And quite frankly it isn't that much of a limit for something like the stuff we're going to do anyways. WAD should and must be Boom compatible (latest release was in 1998 and PrBoom was created that same year).

(Yes, ZDoom was born that same damn year but are we really going to take the hassle to check what was allowed to do prior to 2000? Also just fucking see Hellbound, you don't really need that much to create something impressive)

There's no limit for submissions or whatever. I was thinking of putting all our submissions together in one single big map, unless you guys want 'em to do as if they were episodes? I dunno

Feel free to submit ideas and suggestions

>> No.1239490
File: 2.74 MB, 320x240, Sequence 01_2.gif [View same] [iqdb] [saucenao] [google] [report]

Hmm, that could possibly be solved by changing the back/invisible side of either line pointing towards the bridge's sector. I've never had water flood a 3dfloor in any of my maps, so I've never encountered it.

>> No.1239494

Limits are only good if they foster creativity. The limits you're proposing will just be an annoyance, I'd rather do something like that 10sector wad.

>> No.1239526

Hmmmm, I'm starting to get the hang of all this I think.

That said, making it so an entire level floods with water will be a major headache. I was hoping for a function which was like "raise all water to here" and then it just automatically flows over all the sectors and everything in between to get to that point.

>> No.1239690
File: 18 KB, 1780x332, reload.png [View same] [iqdb] [saucenao] [google] [report]

Decided to add an extra frame for the SShotgun reload just because I liked the release motion in other animation packs. This looks 900x better than the old reload animation I made by hand.

>> No.1239732


man that looks awesome

>> No.1239739

are you drawing these sprites or are you taking a photograph of a hand with a glove?

it looks good either way but i was just curious

>> No.1239760


Thanks for the effort though. Still got an hour forty-five. You can post them in this thread if you like, I can forward it to the powers that be.

(im trying to finish my own map)

>> No.1239768
File: 6 KB, 186x56, old.png [View same] [iqdb] [saucenao] [google] [report]

My old hand sprites were purely drawn out but I was very unhappy with how they looked. These new ones are a fusion of photos I'm taking using the actual gloves mixed with some drawing and photoshopping. Any guns I do will be purely hand drawn, but I've always sucked at drawing hands.

>> No.1239793

so they're photos which are then modified with photoshop?
ok, cool

i thought you were just modifying the original hands in photoshop, i was going to say, the glare on the gloves is quite something if you did it by hand

>> No.1239818

Are there any wads of irl places?

>> No.1239832


New York >>1235350
A random mexican high school - ITCM Doom http://www.doomworld.com/idgames/?id=16682 (requires GZDoom and a fair knowledge of spanish)

Also this

>> No.1239836

Is Strife worth playing through?

>> No.1239837 [SPOILER] 
File: 25 KB, 211x289, Neil_Patrick_Harris.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1239839

Wasn't that a myth?

>> No.1239840

I wish I had such talent. I guess if I keep at it I might, lord knows I've painted more complicated subjects.

>> No.1239842
File: 18 KB, 452x339, 1382494101707.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1239843

Sure thing, man. Go ahead


You know, there's a high % of chance that the only people still obsessed with the urban legend of the Columbine WAD are tumblr users. I wish I was writing this in a trolling attempt but I swear to everything's sacred that I'm not

>> No.1239845


>> No.1239846


I think he was making a joke.

>> No.1239849

I thought the filename was the joke and he was being serious.

i'm sorry i'll go hang myself

>> No.1239853


>> No.1239860

I bet he did make a wad of his high school, it just got lost or something

>> No.1239862

Oh I so have to play this. I fucking love urban maps.

>> No.1239865

Fuck this shit, preparing a fucking bible of a post.

Gonna post it in two hours or so. Let's kill this once and for all

>> No.1239883

what makes you say that

>> No.1239893


>Zygo is still trying to spread his shit


>> No.1239894

No, this is media bullshit because it sounds scary.

However, he *did* make some quake maps.

>> No.1239903

I dont follow Zandroum but at least the guy there is offering to make stuff himself.

There's this one guy on Realm667 who would pitch an idea then ask everybody else to make it and do no work or anything himself. Then come back later and be like "so how's the thing coming guys?"

I felt sort of bad for him actually.

>> No.1239906

>I dont follow Zandroum

He's posting ZDoom mods there because he got banned.

>> No.1239913


by request, I might add

>> No.1239924

I dont play multiplayer for doom at all, never really interested me but I know it's big with other people.
>translation: my nets crap

lol, he *asked* to get banned?
I'll never understand forum drama.

>> No.1239927

Its not so much a myth. Just that there isnt really any evidence pointing to it existing because he never uploaded anything as described online. Its possible he did make a map based on the school for personal use.

>> No.1239935

>forum drama
The only drama was him. People didn't suck his dick enough so he said he was leaving for Command & Conquer.

>> No.1239939


and three weeks later he came back to Doom modding with that DBZ mod


>> No.1239979
File: 61 KB, 235x235, 1331775544966.png [View same] [iqdb] [saucenao] [google] [report]

I mean in a more general sense. Like to me if I post stuff it's "hey this is this thing I made, this is how it works, I hope you like it and if you dont, oh well we cant like everything".

But I see arguements there that must date back weeks/months/years and which I dont care about. That shit with Sergeant MK IV in another example.

You could offer me a million dollars to say what it's about and I would have no idea other than some people thought he was a dick. A permanent all time never to be removed ban seems overboard to me. Though that is coming from somebody who just said he's got no idea what the drama was about in the first place.

>> No.1239987

>who just said he's got no idea what the drama was about in the first place.
Well that explains why you'd think it was overboard.

>> No.1239990

He made a randomizer mod then said samsara was ripping his mod. then drama and he got banned. it was actually kind of really funny.

>> No.1239995

>and if you dont, oh well we cant like everything

The drama was about how if Mark had reacted that way, he probably would still be unbanned!

>> No.1240014

he wouldn't have to have uploaded it, i'm sure the police had someone go through every file on his hard drive.

>> No.1240018

They did. And none of it got released. The only stuff that is floating about the net is the stuff that he uploaded.

>> No.1240019


allow me to point out the fact that Classic Rivalry (which was the name of that project) was so big, not because of the code, or the enemies, but because of the MP3 music files which he inserted in the wad

And this is another open call for everyone who still think that, just because it is possible, it SHOULD be done.

[[Do FUCKING NOT put MP3s in WADs, ever. There's several amounts of formats that are more conventional (wav, ogg, tracker format files, etc.) Use a GODDAMN audio editor to convert that file and then put it in your WAD]]

As a side note, he posted twice in our very threads too, trying to drive us against Terminus and Samsara, if you guys want it, I can look up for his posts

>> No.1240024

>They did

proof. and do not post fucking theories, "it seems", "it is possible" and related terms.

>> No.1240098
File: 4 KB, 222x211, 1322540661449.png [View same] [iqdb] [saucenao] [google] [report]

Well still, like permanant banning is a big deal and love him or hate him Mark has done some pretty serious work.
Not to say this makes him immune but he's not some random dude that wandered in and contributed nothing. If this is standard forum drama I'd say a month ban and then a "next time it's permanent" warning would have been better.

>then said samsara was ripping his mod.

Oh come the fuck on Mark. Gore is gore.

>> No.1240106


nonono, mark never sad nothing about the gore, Zygo did

>> No.1240109

Not who you're talking to but....

>[[Do FUCKING NOT put MP3s in WADs, ever. There's several amounts of formats that are more conventional (wav, ogg, tracker format files, etc.) Use a GODDAMN audio editor to convert that file and then put it in your WAD]]

Does this matter so much? I mean if it was lots of songs maybe but if it's just 1 it's only a few megs.
Is there a program I can just dump and mp3 into and it becomes an ogg and is way smaller? Just like that?

>As a side note, he posted twice in our very threads too, trying to drive us against Terminus and Samsara, if you guys want it, I can look up for his posts

I saw them, I hope he stays in the community but it seems he's gotten a big too big for his boots.

>> No.1240136

>make a black joke in the RGA2 server

>kids with terrible spelling ban for me "uncultured"

why does the internet suck so much?

>> No.1240145
File: 935 KB, 1703x1469, cheeky breeky update.png [View same] [iqdb] [saucenao] [google] [report]

A little update.

>> No.1240167
File: 66 KB, 640x480, doom09_zps173f0a38.png [View same] [iqdb] [saucenao] [google] [report]

I think the 32-in-24 mapping session is ogre

And holy shit I can't wait to get to play this map, it looks badass!

>> No.1240168

No one is saying its proven, though.

>> No.1240175

A thief one could fit there.

>> No.1240179


Thanks for playing everybody!

Even if you couldnt submit a map, there will be playtesting over the next few weeks. Stay Tuned!

>> No.1240189

Does anyone know anything about the Turbocharged Arcade? The wiki told me that its objective is to create a 100-map wad, but they've released only 2 wads which is 16 maps. Is the project dead?

>> No.1240196


if you're legit asking that, you pretty much never got the actual joke

>> No.1240206

Woot? But it had its own forum and shit. It all was just Xaser's ruse?

>> No.1240223
File: 919 KB, 1004x715, RIPNTEAR-AHUGEGUTSTALE-v1.png [View same] [iqdb] [saucenao] [google] [report]

I need to crop/edit this to fit that format or something.

>> No.1240231
File: 636 KB, 1920x1080, samsarabloodyhell3_10.png [View same] [iqdb] [saucenao] [google] [report]

also, here's a couple new Bloodyhell3 screenshots.

>> No.1240238 [SPOILER] 
File: 250 KB, 600x473, AAAAA and AAAAA your guts.png [View same] [iqdb] [saucenao] [google] [report]

Yeah, also this one isn't in the grid, but it's mush bigger than others and such. Our best bet would be to just expand >>1240145

>> No.1240242
File: 66 KB, 640x433, 1382435833534.jpg [View same] [iqdb] [saucenao] [google] [report]

because some people are hard coded to think that jokes like that are worse than all life everywhere dying simultaneously
they're idiots, really

>> No.1240246
File: 7 KB, 300x300, v.png [View same] [iqdb] [saucenao] [google] [report]

How about one that goes like this

>> No.1240248


try requesting that in the /v/ drawthreads, I'm not quite sure if any doomfags around us happen to draw stuff

>> No.1240252

>If this is standard forum drama I'd say a month ban and then a "next time it's permanent" warning would have been better.

Which happened.
This is the "next time", therefore it's permanent.

>> No.1240259
File: 692 KB, 1920x1080, samsarabloodyhell3_11.png [View same] [iqdb] [saucenao] [google] [report]

Here's a second one, showing off a couple new additions to the gore effects from a distance

I do

>> No.1240267

>that flying, shredded torso
Terminus you are wonderful

>> No.1240268

This is Mike12, actually. Terminus is the codemaster (I can't code worth two flying shits).

>> No.1240270


Nah, ain't me, bro. That's all Mike12's shit.
And yes, he's wonderful.

>> No.1240279

Uh, of course they wouldn't release it, that's not the point of them searching it. If they had found a map of the high school, they would have said something.

>> No.1240314



UAC Food Labs Nightmare

My second map ever, and first DM map. In keeping with the food puns I think I bit off more than I could chew; 3 of the rooms have placeholder columns and weapon drops just so they aren't empty. I just ran out of time. All starts are in with shotgun drops and nothing is broken, single player spawn is in too for single player testing.

Would appreciate feedback on layout and whether the rocket launcher or plasma would be a better weapon on this map so I can put the appropriate weapon in the hard to reach place.

>> No.1240315
File: 14 KB, 504x88, punching2.png [View same] [iqdb] [saucenao] [google] [report]

Last batch is the punch. Since these are a bit easier than pure hand-drawing, perhaps I should put more frames in.
This is outstanding. I hope I can ask you for tips sometime, Mike12.

>> No.1240321

Thanks! Punch animation looks great, by the way - might wanna change the angle of the fist a bit so that it's pointing more forwards: the way it is now looks like she's checking an invisible watch or something of the like.

As for tips, I'm pretty much on #vr all the time, though i'm usually afk when at class or sleeping.

>> No.1240350
File: 300 KB, 1000x1000, idkfa.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.1240386

Is that an actual album?

>> No.1240437

Making the new thread


>> No.1240439


>> No.1240442

do we need a new one yet?

>> No.1240445


we usually get new threads in page 5 or 6, varying when IMX is awake or not

>> No.1240459

yeah but i dont know if this threads long enough yet, has it started autosaging?

>> No.1240463

>has it started autosaging

yes. and next time enable the post counter in the settings, it helps wonders yo

>> No.1240470




>> No.1240930
File: 51 KB, 1327x583, zygo.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1241409

Post in the new thread, please.

>> No.1242197

No, I mean they did go through his computer. They never released whatever (if anything) they found. Cool your tits.

>> No.1242248



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