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/vr/ - Retro Games


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1283948 No.1283948[DELETED]  [Reply] [Original]

DOOM THREAD (Last thread >>1276875) (other retro FPS games welcome too, chances are we played 'em too)

FAQ/Pastebin, still updated semi-frequently
http://pastebin.com/AfQkPem3

======WEBSITE======
http://vrdoom.weebly.com/

===COMMUNITY===
##Our WADs can be found here!##
http://pastebin.com/5sKRiJzS

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

IRC (The password is in the FAQ.):
irc.zandronum.com
Channel: #vr

===TUTORIALS AND UTILITIES===

Wanna learn how to...

Create maps?
http://www.doombuilder.com/index.php?p=tutorials

Open/Edit WAD/PK3/etc?
http://slade.mancubus.net/index.php?page=downloads (download 3.0.2)
http://zdoom.org/wiki

Load multiple WADS and mods at the same time? - ZDL (v3.2.2.2)
http://www.mediafire.com/?eq4zyb6k8c0o6nc

===WADS===
/idgames torrent (12 GBs of wads, 18 years worth of user-made content!)
>>>/t/582597
https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

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)
http://i.imgur.com/yeSiyQo.jpg
http://pastebin.com/XSVn3zzJ

>> No.1283951
File: 2 KB, 80x102, cacoward[1].png [View same] [iqdb] [saucenao] [google]
1283951

****************************
NEWS
****************************

-FINALLY, THE CACOWARDS ARE HERE! http://www.doomworld.com/20years.. Feel absolutely free to share your thoughts about the works chosen for this edition. And man oh man, they surely left a lot of stuff to discuss related to the decisions made on some wads...

-An anon put up recently a neat website for everyone to upload wads, go check it here (if your antivirus gets paranoid, do not worry, it's a false positive)
http://pseudo3d.org/wads/

-December 10th marked the 20th anniversary of the release of the shareware version of Doom; there were tons of stuff and special events that were done for it, if you missed 'em all, feel free to ask for links to them!

-Samsara is getting BIGGER, BADDER and BETTER. If I were you, I would keep track on future news. Special gore modes have been implemented, but we all feel there's more to come!

-Reelism is expected to receive an update in certain things such as new levels (so far, a MAP07 tribute has been confirmed) and new "reels", stay alert for any movement regarding one of the wackiest mods in the community

-ChocoDoom got updated in the 20th anniversary, but it didn't stopped there. Now you can play Heretic, Hexen and Strife too! Go grab each version of them here! http://www.chocolate-doom.org/wiki/index.php/Downloads

-The upcoming edition of Awesome Games Done Quick, will feature a full set of retro FPS games, Doom included! But this time is different, since there will be a bidding war between Ultimate Doom and Doom 2: Hell on Earth, and also a Plutonia speedrun will take place too! (yikes). The event will take place in January 6, at 19:00 hrs Central time (aprox)

>> No.1283956
File: 49 KB, 311x307, im hunting marines.png [View same] [iqdb] [saucenao] [google]
1283956

http://www.doomworld.com/vb/doom-general/66309-mancubus-pain-sound-sped-up-200/2/

>I contacted Bobby Prince and asked him about the sound.

>He said he used stock animal sounds from a CD and meticulously layered them.

>I gave him a link to this thread and he downloaded the Fudd clip and manipulated it, and got the same results we did. He said it is either the mancubus sound or an amazing coincidence. He says that he did not knowingly use Elmer Fudd, but speculates it is possible a sound clip labeled as an animal or a monster was an already altered Fudd.

>If BP gives me permission to do so, I will post the email conversation here.

>> No.1283958
File: 391 KB, 600x3411, 1379549413789.jpg [View same] [iqdb] [saucenao] [google]
1283958

Oh hey, found the thread.

I heard you doomguys were working on some sort of Metroid thing?

>> No.1283963
File: 4 KB, 124x144, warnings.png [View same] [iqdb] [saucenao] [google]
1283963

Reposting here for the guy that was looking for them last thread.

I went ahead and fished up for you the ones I know about (from Jenesis and pol.wad) and put them in one image for easy sharing, added the fluoride one to it since there was space. I don't see one for falling rocks so these aren't all of them, but these are all the ones that were in Jenesis and pol.wad.

The original name of each individual one was ESIGN01-ESIGN07, maybe that will help you find the rest.

>> No.1283969 [DELETED] 

Oh boy another one of these lame threads

>> No.1283973
File: 1.80 MB, 2300x2249, 1387469806225.png [View same] [iqdb] [saucenao] [google]
1283973

Looks cool, now let's wait till someone attempts to make this monster a reality, let alone do something more than a simple ****A1 frontal sprite. Gotta loooove procastinating wimps~

>> No.1283975
File: 2 KB, 80x116, terminus's new dildo.png [View same] [iqdb] [saucenao] [google]
1283975

BOY AM I LATE TO THE PARTY

STILL GRATZ ON THE AWARD TERM.

>> No.1283974

>>1283956
The resemblance is uncanny.

>> No.1283979

>>1283975

THANKS

>> No.1283991
File: 402 KB, 1280x720, 1387477469144.png [View same] [iqdb] [saucenao] [google]
1283991

>>1283958

Yeah, I'm currently working on one.
Still an early WIP, but hey, it's there.

Here, have the Spazer Beam.

>> No.1283992

REMEMBER ME, /doom/?

http://www.mediafire.com/?bl9hx9j4noap83e

>> No.1284002
File: 47 KB, 342x176, Invade2.gif [View same] [iqdb] [saucenao] [google]
1284002

>> No.1284005

>>1284002

Grooovy, name of wad?

>> No.1284008
File: 56 KB, 500x667, 1387477950259.jpg [View same] [iqdb] [saucenao] [google]
1284008

>Plutonia + Revenantation

>> No.1284010

>>1284005
Its in the filename

>> No.1284012
File: 27 KB, 376x440, CYBRE1-wip14-upscl.png [View same] [iqdb] [saucenao] [google]
1284012

Put some more work into this.

>> No.1284017

>>1284008
plutonia with a thing that turns all monsters into revenants? how would you notice the difference? huh, am i right folks? am i right?

>> No.1284016

>>1284012
why don't you just make the whole thing out of metal? it'd look creepy
like a terminator endoskeleton

>> No.1284020

>>1284012

an upscaled chaingunner's chaingun*, I assume?

(*) how dumb that sounds

>> No.1284021

>>1284020
Upscaled and drawn over, yeah.

>> No.1284023
File: 212 KB, 720x499, barlowe_streets-of-dis[1].jpg [View same] [iqdb] [saucenao] [google]
1284023

Barlowe.wad when?

>> No.1284024
File: 214 KB, 1366x768, 1387478434800.png [View same] [iqdb] [saucenao] [google]
1284024

>>1284005
INVASION... Level 2--The Upper Decks

http://www.doomworld.com/idgames/?id=944

Check the date.

>> No.1284025

what I think would be interesting is doom levels, same textures and monsters and sprites
but drawn/put into a modern 3D engine, adding stuff like light sources (for outside to draw shadows or not and mapping to textures and maybe motion blur
I think it'd be really interesting, maybe the first F.E.A.R. engine? shadows from shots, sprites would have shadows too, light sources on the outside
constructive replies, if you please

>> No.1284035

>>1284025
>constructive replies, if you please

Do you know how to do any of that?

>> No.1284038

>>1284035
excuse me?

>> No.1284045

>>1284035
>>1284038
oh I see
no, no I do not know how to do any of what I was talking about
I just wanted a discussion about it, I could learn how to do it, however
are you interested?

>> No.1284047

>>1284045

Yes, I'm interested, but there's always different idea guys wanting to see Doom in an HD 3D engine.
If you want to see it, it's best to make some progress yourself and show it to other people.

Time to learn how to do it.

>> No.1284049

>>1283991
I like how Spazer looks.

How will you balance Plasma?

>> No.1284051

>>1284047
it wasn't really an "idea guy" thing
I just thought it sounded cool and wanted to see what other people thought
I may get around to do it, but if there are multiple people thinking about it they could pick it up
it's just simply recreating doom, still using its sprites, in a 3d engine (which isn't a source port)
I got the idea when I found some doom stuff in gmod one time

>> No.1284061
File: 1.24 MB, 1165x1026, cro_godofwar_zm.png [View same] [iqdb] [saucenao] [google]
1284061

>>1284049

So far, here's the weapon loadout I've got so far, along with balance notes. Mind, it's still pretty tentative so things might change.

Power Beam: Yellow - Fastest firing and fastest travelling, does the weakest damage but makes up for it in speed of firing rate and speed of travel. [Unique Trait: Speed]
Kinetic Beam: Blue (Chainsaw) - Uncharged launches an invisible grapple that yanks enemies over to you. Charged fires a blue bolt that constantly thrusts enemies away. [Unique Trait: ???]
Spazer Beam: Green (Shotgun) - Uncharged shoots three bolts side by side that sail over. Charged layers another two on top and bottom, then adds two more firing at an angle off to the side. [Unique Trait: Spread]
Plasma Beam: Red (Super Shotgun) - Uncharged is a short-range blast of fire that rips and tears. Charged is slightly longer range with constant A_Explode accentuating the ripping. [Unique Trait: Ripping]
Wave Beam: Purple (Chaingun) - Can be rapid-fired. Fires a short-range blast of plasma electricity that arcs and bends wildly and bounces off the wall. Charged fires three spinning bolts that burst into more bouncing balls of plasma electricity. [Unique Trait: Bouncing]
Ice Beam: White (Rocket Launcher) - Fires an ice chunk that does little damage but slows enemies down slightly on hit, rendering them open for missiling. Charge slows them down much more significantly. In PvE, it freezes enemies completely, stopping them in place. [Unique Trait: Freezing]
??? Beam: ???? (Plasma Rifle) - [Unique Trait: ???]
??? Beam: ???? (BFG9000) - [Unique Trait: ???]

>> No.1284075

>>1284061
If Plasma is doing ripping damage you might want to lump it under a higher category of weapon.

Ripping weapons tend to dominate Doom because of how pain chance works.

>> No.1284083

>>1284061
Will Ice Beam feel powerful?
What I liked about Metroid Prime was that Ice Beam felt like a powerhouse of a beam.

>> No.1284090

>>1284061
Wood Beam: Brown - A worker's beam designed for interplanetary logging and tilling, it has since seen use in civilian warfare and riots. It fires an energy disc a decent distance away that hovers there, spinning constantly and acting as a buzzsaw, carving all that come into its path. Letting go of fire will launch the disc, nailing opponents to the wall. (Unique Trait: Wood)

>> No.1284109

>>1284090
I'd like the wood beam, but
It needs a function that makes sense (not lol firing hunks of wood) but is still distinctly related to wood (not lol buzzsaw)

Just imo

>> No.1284131

>>1284090
I was half expecting that to read like
>Wood Beam: It's a beam of wood. You swing it lolol

>> No.1284143
File: 1.94 MB, 235x180, 1381001915738.gif [View same] [iqdb] [saucenao] [google]
1284143

>>1284024

>Date: 10/03/94

How is this not more well known? Why wasn't it in the 100 wads for 10 years of doom?

>> No.1284154

>>1284143
INVASION2: 10/03/94
Alien TC: 11/03/94

Both wads have a lot in common.

>> No.1284159

>>1284143
Is way better than Return to Phobos.

>> No.1284163
File: 95 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
1284163

>>1284002
Reminds me of pic related.

>> No.1284169

>>1284163
>TFW you finally win the prize, but it's useless since you already killed everything in vicinity in order to focus on the carnival games

>> No.1284178 [DELETED] 

>>1284163

It could have very well been an influence on James Wilson when he was designing the blood maps, he was mapping doom stuff around the same time back then and even has it hosted on idgames; to find them just search the author James Wilson (aka shade)

Theres also stuff by Richard "levelord" Gray on their too

>> No.1284180

>>1284163

It could have very well been an influence on James Wilson when he was designing the blood maps, he was mapping doom stuff around the same time back then and even has it hosted on idgames; to find them just search the author James Wilson (aka shade)

Theres also stuff by Richard "levelord" Gray on there too

>> No.1284186

>>1284090
that energy disk reminds me of mars 3D...

talking about that, is anyone working on a TC?

>> No.1284196

>>1284180
>Misc. Author Info: Level Designer for Q Studios currently working on the project "Blood" to be published by Apogee. These are the levels that earned me that position :). These levels included I've designed over a dozen levels for Doom 1 & 2.

http://www.doomworld.com/idgames/index.php?id=12663

>> No.1284198

>>1284061
How about the MPH Omega Cannon for the BFG replacement? It was nicknamed the light of death for a reason.

>> No.1284220
File: 594 KB, 249x214, 1385314665688.gif [View same] [iqdb] [saucenao] [google]
1284220

>TFW 2ch not only knows about Brutal Doom SE, they seem to really like it

I was just curious, but the fact at least one person out there (let alone a whole bunch of people on the other side of the world) likes it gives me a massive party in my pants. I'm going back to shutting up now.

>> No.1284256

Welcome to AAAAAAAAAA

>> No.1284261

>>1284198

Hunters and Pinball are the only Metroid games I haven't played, so I don't know how it works.

>> No.1284271

>>1284261
in Metroid Prime hunters,the Omega cannon is a exact copy of the BFG

>> No.1284269

>>1284261
From what I remember it's just a big ball of explosive death. Kind of boring, honestly. I dunno what else you could put in the BFG slot, but maybe the Annihilator Beam from Prime 2 for the Plasma Rifle?

>> No.1284274

>>1284220
You need to change that Hook finisher, man.
It doesn't feel good ending a combo with that.

>> No.1284278

>>1284269
>Don't know what to put into the BFG slot
Hyper.

>> No.1284282

>>1284278
>>1284269
Maybe something original, like the kinetic beam
Maybe the Doom Beam

>> No.1284284

>>1284278
>>1284282
>Beams

I got a better idea.

Speed Booster

>> No.1284317

>>1284143
There were many wads that left unnoticed.
It's fucking IdGames database.

>> No.1284320

>>1284024
I got lost a few times because of some switches defaulting at an active sprite instead of inactive.

But other than that was a really nice level.

>> No.1284326
File: 149 KB, 1400x1050, 21666.jpg [View same] [iqdb] [saucenao] [google]
1284326

>>1284282
>Doom Beam

Samus treks deep into ancient marble ruins, long forgotten by man and beast. The walls are greened with age, soiled by the claws of time digging away at it day by day. Music is completely silent.
Blood and ichor spatter the walls, corpses line the hallway--long dead and long decayed, speaking of battles fought years, decades, millenia ago. Rows upon rows of monsters lie here, scan visor cannot identify them.
Ahead on a pedestal lies a strange holographic projection, depicting a long black barrel on a wooden stock. Scan visor identifies it as a legendary weapon, used long ago by a timeless hero to fight off creatures of great id and evil.
Picks it up, and her arm cannon starts to divert energy to craft synthetic shells inside the barrel.
It's a shotgun.
The wall opens up, and E1M1 blares as ancient demons pour through.

y/n

>> No.1284347

>>1284198
Hyper beam from SM makes more sense. It one shots everything that isn't mother brain, and if memory serves right, even had penetration

>> No.1284351

>>1284326
yyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy

>> No.1284352

You idiots know there's no reason to make a new thread each time the bump limit is hit on such a slow board, right?

The previous thread is still here and can still be used.

>> No.1284356

>>1284352
>and can still be used

and who would use it anyway?

also how new?

>> No.1284358

>>1284352
You idiots know we wait until page 5 for exactly that reason, right?

>> No.1284367

So, I'm trying to play the Aliens TC . I got the Ultimate Doom 1.9 version, but when I type "INSTALL 1" in DOSbox, it just tells me to specify "INSTALL 1," "INSTALL 2," or "INSTALL 3" endlessly. I tried just specifying the PWADs in ZDL and adding the -deh line, but I'm not convinced it worked properly. Some textures seem misalligned.

>> No.1284402
File: 132 KB, 1600x900, 1386028672821.jpg [View same] [iqdb] [saucenao] [google]
1284402

>mfw first Deus Vult run

>> No.1284430

>>1284402

Ancalagon is a fucking god

https://www.youtube.com/watch?v=PMD3Ycaq0SE&list=PLQcxg3SUqlYBoSYrpNJVu58GsoCXMREa1&index=2

>> No.1284449
File: 193 KB, 1487x1111, 1385442782528.jpg [View same] [iqdb] [saucenao] [google]
1284449

>>1284256

>> No.1284460
File: 1.99 MB, 245x230, 1386032543108.gif [View same] [iqdb] [saucenao] [google]
1284460

>>1284430
g-goddamn

>> No.1284468

>>1284326
Y

>> No.1284476

>>1284274
Unless there's some more assets that looks in the style of Brutal DoomGuy's melee attacks, I don't think there's much else to be done besides tightening up the current combos.

>> No.1284481

>>1284476
I saw an uppercut sprite posted here once

>> No.1284531

Not sure if it'll be of much use to you guys, but here's a midi remix/arrangement I did of PSX Doom's title theme. Might clean it up a bit more later (and probably reverse-engineer it into a more true-to-source version of the PSX Doom theme)

https://www.mediafire.com/?s10bemryb1a0gf2

>> No.1284534

How I can make vanilla Doom map feels fresh?

>> No.1284539

>>1284534
Get a lobotomy.

>> No.1284546
File: 32 KB, 390x238, 8196372018263.png [View same] [iqdb] [saucenao] [google]
1284546

>>1284430
>%111 deaths

>> No.1284550
File: 408 KB, 1920x1080, Ice_Spreader.jpg [View same] [iqdb] [saucenao] [google]
1284550

>>1284061
Some thoughts.

How about the Annihilator Beam or Nova Beam? The Nova Beam could be a slower-flying version of the power beam that does ripping damage. Basically a rapid-fire ripping green fireball launcher, which could be a stand-in for the plasma gun.

Annihilator beam is pretty self explanatory as a superweapon or plasma rifle. It could possibly require an ammo source like Missiles, so that it would need to be conserved and keep reckless spam in check. The charged beam would fire a gigantic slow ball that dealt damage to anything it could see, like the Quake 2 BFG 10k. A twist on that is one that dealt constant, wide radius damage and sucked things into it as it flew, then detonated in a massive explosion on impact with something. Deal is, charging obviously leaves you open, and it'd use a lot of ammo.

Also, Ice could use splash or constant radius damage through the flash-freezing of the surface it hits to fit the rocket launcher slot better. Damage would be fairly heavy, but have a real slow rate of fire.

Charged wave beam could interfere with enemies' visors for PVP, and the charge could paralyze monsters.

What about the Hyper Beam

Charge combos when

>> No.1284568
File: 953 B, 250x140, Shadow.png [View same] [iqdb] [saucenao] [google]
1284568

Does Tormentor667 has a fetish for this monster? This little bitch is EVERYWHERE on his maps.

>> No.1284576

>>1284568
It's the most popular custom monster period.

>> No.1284612

>>1284568
It's one of the best custom monsters.

>> No.1284616
File: 63 KB, 264x185, chainsawSideSwipe.gif [View same] [iqdb] [saucenao] [google]
1284616

>> No.1284626

I found this secret in map 15 of TNT but I have no idea what to do

you press this button and it opens a door next to the exit, but the time frame to get there is really small and on top of that it has a ledge so I can't get in anyway, is there something i'm missing? I think it might be a secret level so I don't want to pass it up.

>> No.1284630

>>1284616
Ooohhh shit, mang.

>> No.1284635

>>1284626
Probably a missing switch in somewhere. But i don't blame TNT 'cos the whole game mechanics are fucked up.

>> No.1284640

>>1284616
I want this.

>> No.1284641
File: 16 KB, 469x320, 31969-1-1361263058.jpg [View same] [iqdb] [saucenao] [google]
1284641

>>1284616
>>1284630

>> No.1284648

>>1284616

It should be in the opposite direction given the sprite facing.

>> No.1284653

>>1284616
There was a Chainsaw swipe attack in Legacy of Suffering.

>> No.1284667

>>1284568
I still don't quite understand why it sometimes resurrects itself for seemingly no reason other than to shoot you in the back.

>> No.1284680

>>1284667
Shadows don't do that.

>> No.1284723

>>1284616
Post it you nignog, I wanna see if I can make something fun out of it.

>> No.1284726
File: 8 KB, 264x185, SAW SWING.png [View same] [iqdb] [saucenao] [google]
1284726

>>1284641
Before I get ahead of myself, may I ask who made this? Also, all I really need is the center frame which I've already diddled.

>> No.1284750
File: 2 KB, 24x40, jaw.png [View same] [iqdb] [saucenao] [google]
1284750

>>1284430

>> No.1284791

I've been playing reelism, and I have a question.

Is it even possible to kill Mrs. The Jerk?

>> No.1284826
File: 14 KB, 184x184, 1386266450070.png [View same] [iqdb] [saucenao] [google]
1284826

>>1283963
Thanks brostronaught!

You extracted them straight from the WAD? I see, I remember seeing aaaages back on the Zdoom forums (i think in "resources" somewhere) which would be important for crediting.

Thanks again for the effort though.

>> No.1284852

>>1284791
The final boss one, yes.
The one that appears in between rounds?
No you just run away - preferably high up.

>> No.1284860

>>1284616
AW
FUCK

I forgot I was going to do something with this.

>> No.1284861
File: 75 KB, 1280x800, 1367010837895.jpg [View same] [iqdb] [saucenao] [google]
1284861

>>1284012
Liking it so far.
Good coloring.

>> No.1284862

>>1284726
not me.

so um... "some awesome anon in a doom thread", i guess?

>>1284791
yes, you can stunlock her, usually the super minigun (GOU-7 ?) or the anti-gun work pretty well

>>1284852
a few time he appeared while i was a dog or in a tank, so yeah, gotta enjoy that invulnerability.

.

oh, and while we're talking about reelism, do you consider using the "drop weapon" feature cheating or not?

>> No.1284864

>>1284862
>oh, and while we're talking about reelism, do you consider using the "drop weapon" feature cheating or not?

How is it cheating?
Is there some exploit with it?

>> No.1284874
File: 35 KB, 695x421, doom_golden_souls.jpg [View same] [iqdb] [saucenao] [google]
1284874

I have not played it, but pic related looks like it's shaping up to be pretty cool.

http://forum.zdoom.org/viewtopic.php?f=19&t=35135

The setting really stands out.

>> No.1284883

>>1284864
well, it helps you have less "junk" weapons in your inventory, that's about it

>> No.1284887

>>1284883
yeah reelism had that a lot
but no that's not cheating

>> No.1284916
File: 1.33 MB, 300x300, 1357859198110.gif [View same] [iqdb] [saucenao] [google]
1284916

>>1284874
>mfw seeing this

>> No.1284924
File: 7 KB, 180x135, 180px-Spider_Mastermind_model.jpg [View same] [iqdb] [saucenao] [google]
1284924

Whats up with the way pinky demons chase you?

Often times they can run right up to you but then piss off for a while before meandering back to attack you again.

>> No.1284962

>>1284924
It depends on what difficulty you're playing on, actually.
On easy, they tend to idle around a bit in odd ways before going to bite you.

Personally, I find this behavior very annoying, and prefer to play on UV, where the monsters don't fuck around, they don't run around in circles before going for you, monsters run straight for you, without stopping, and attack you. Zombies level their guns at you without meandering around.

I like it better that way, the monsters feel like they have absolutely no self-preservation, their primary, and only goal is to find you, and make sure that you die, no matter the cost.

>> No.1284964
File: 79 KB, 823x646, wadsinprogress.jpg [View same] [iqdb] [saucenao] [google]
1284964

So "WADs In Progress" is back online after a very long time of being dead, pretty cool.

>http://www.wadsinprogress.info/

>> No.1284965

>>1284874
Horey shet.
Does anybody else get an error after finishing the first level?

>> No.1284973
File: 318 KB, 1366x768, 1387512757000.png [View same] [iqdb] [saucenao] [google]
1284973

lel

>> No.1284980

>>1284964
20th anniversary spawned a fuckton of things

on other topic
in MSX,the best monster is the god damn Baron of Hell,this fucker has more attacks than any other monster

>> No.1284983
File: 5 KB, 390x420, COI2E0.png [View same] [iqdb] [saucenao] [google]
1284983

>>1284874
those fucking coins

>> No.1284984

>>1284980
I play with the extra monsters mod, it's a ton of fun.

Fuck the cloaked marines though

>> No.1284990
File: 129 KB, 750x374, ColtPython6In.jpg [View same] [iqdb] [saucenao] [google]
1284990

>>1284874
>look at video
>brings up revolver
>BANG BANG BANG BANG BANG BANG
>tilts it to the side, unlocks the cylinder, empties casings and loads it again, with good animations
>download before I can see anything else
Oh boy this is gonna be great!

>> No.1285000

>>1284990
There's a Lever Action Shotgun too.
It's nice.

>> No.1285003
File: 490 KB, 500x250, lever-fun-time.gif [View same] [iqdb] [saucenao] [google]
1285003

>>1285000
UNNNNNNFFFFFf

>> No.1285006
File: 1.07 MB, 5000x5000, 1364532810158.jpg [View same] [iqdb] [saucenao] [google]
1285006

>Slaughterfest 2012 map07+MSX
>mfw
aside of the lagfest i had,holy fuck this is hard as shit and considering MSX doesnt have a BFG equivalent[the shock mode of the plasma rifle is not enough]
but holy fuck that was intense

>> No.1285008

>>1285003
Wait, my bad. It's an over and under shotgun.
I'm mixing up shotguns now.

It's still good. There's a few lever action shotgun mods out there if you're interested in them

>> No.1285013

>>1285006
>Doesn't have a BFG equivalent
Charged grenades and Level max charge punches

>> No.1285031

>>1285013
i didnt had the chance to use them because lagfest[im using a toaster and if more than 360 enemies appear i will lag like crazy] and using them makes my framerate to drop to 1 fps and then i die
thank god for Taurus auto-cannon

>> No.1285036

>>1285031
I love the Taurus Autocannon.

I wonder what it's altfire will be like.

>> No.1285047

>>1285036
if i recall,the Auto-shotgun,Nailshotgun,Autocannon and the pistol are the only ones that doesnt have altmodes too

>> No.1285070

>>1285047
If I remember correctly:

Autoshotgun is getting a burst mode.
Nail shotgun is getting a tight spread mode.
Pistol.. No idea, probably burst.
Autocannon, no idea.

>> No.1285084

>>1285070
Also armblades.

>> No.1285087

>Download new wad
>It seems pretty good
>Play it
>Levels are well designed and lots of fun
>Get several levels in
>It decides to become a slaughter wad
INTO THE TRASH IT GOES.

Seriously, I fucking hate when wads do this.

>> No.1285092

>>1285084
>armblades
WE PREDATOR NOW
if only it had a Suit power that makes you invisible

>> No.1285096 [DELETED] 

>>1284973

When are you going to stop being a drama queen?


I know it's you; only you like/post about fractal doom.

>> No.1285107

>>1285092
There was mention of it once, more suit powers were planned

>> No.1285106 [DELETED] 

>>1285096
>fractal doom.
What? It's a glitch.

>> No.1285110 [DELETED] 

>>1285106
oh, woops

>> No.1285119
File: 1.08 MB, 2272x1704, ak magazines.jpg [View same] [iqdb] [saucenao] [google]
1285119

>>1285008
Well, I was quite amazed at the existence of just a fully animated over/under, that's pretty damn nice enough.
Also, it had a realistic spread, which I'm quite glad over, though the muzzle-flash frames could stand to animate a bit of recoil, to make it look more dynamic. I really liked that it had a separate animation for reloading just one barrel.

I liked the revolver, though it could stand doing one or two more points of damage. The hammer seemed to cock itself after every shot, as if it was semi-automatic, but that's just nitpicking.

AK was nice and satisfying, though the charging handle seemed to be invisible until the bolt-carrier had reached the back of the receiver. Could use another frame for the flash animation.

A nitpick is that 50 round magazines, while existing (I'm sure), and functional (I can only think of one design of an AK magazine that's inherently, mechanically, a piece of shit, and that's the 100 round half-circle one), they are a bit longer than the regular 30 round ones.
If you look at the 40 round RPK mags by the drum mag down in the bottom, they should be like that, just a little bit longer.


I fucking loved the big coins, and the golden caco caught me by surprise. All in all, was fun, and I'd love to see this finished.

>> No.1285137

>>1285008
Man, you know what I'd like? A cowboy themed mod, one that isn't a sprite replacement that adds weapons from that Outlaws game.

>> No.1285138

>>1285119
I really want the shotgun, revolver and AK-47 to replace the vanilla Doom weapons.
They felt pretty good.

>> No.1285142

>>1285137
If you take Doom's Gold Souls revolver and shotgun, then take the Yellowboy from Realm667 and modify it for rapid firing like in >>1285003 then you'd have a fair amount of weapons to work with.

Maybe sprite Blood's TNT to have Doomguy hands for explosives.

Don't know what could replace Plasma and the BFG9000 at all.

>> No.1285143
File: 45 KB, 500x375, over-under-zapper.jpg [View same] [iqdb] [saucenao] [google]
1285143

>>1285138
Would probably be easy to do, you could extract "Redemption.wad" from the pk.3, I think that's where all the guns and items are, and then remove the stuff from it that you don't want.

I particularly liked the Over/Under, it felt very nice and had good animations.

>> No.1285150

>>1285142
I guess you'd probably just have to resprite the BFG and Plasma gun to look more "Western", maybe Steampunk-y even. I think it'd be fun to have a lever action as a replacement for the pistol, a browning auto-5 or a Model 1887 for the shotgun, could probably keep the double barrel as it is.

>> No.1285165

>>1285143
I have no idea how to do that.

>> No.1285179

>>1285150
Maybe the Plasma Rifle replacement could be two revolvers with very high firepower, or one revolver that's fanned or something.

It's hard to think of something that would fit.
Even just adding a steampunk design to it wouldn't make much sense considering blue energy balls.

>> No.1285190

>>1285179
remember the movie called Treasure Planet?
well if you see the laserguns they used,that kind of design can be used for the western wad

>> No.1285197

>>1285190
Never seen it.

>> No.1285203
File: 29 KB, 199x277, chainsawSideSwipe.png [View same] [iqdb] [saucenao] [google]
1285203

>>1284616
>>1284723

>> No.1285205
File: 21 KB, 199x277, chainsawSideSwipe2.png [View same] [iqdb] [saucenao] [google]
1285205

>>1285203

>> No.1285208

>>1285203
>Potential Chainsaw combos
Two sideswipes into Uppersawcut?

>> No.1285212

>>1285205
hold on, hold on.
did you take a picture of THE authentic chainsaw?

>>1285208
at some point the idea was just to have a swipe as an alt fire for the chainsaw, but who knows?

>> No.1285217

>>1285212
Sure didn't. It's a later model I think... The exhaust is a little different I believe.

I work at home depot, so I might be able to find something comparable though.

>> No.1285223

>>1284726
Oh. I made it.

>> No.1285228
File: 13 KB, 640x172, auto5-sbs.jpg [View same] [iqdb] [saucenao] [google]
1285228

>>1285150
I was thinking a gatling gun, but realistically, those weigh like 800-900 pounds, or more, so you probably wouldn't carry one (though doomguy IS insanely stronk).

When would you figure the mod should take place? That would be kind of important to make the theme consistent.

Maybe a small muzzle-loaded handcannon, like, .80 or .100 caliber or something, that you load with bunch of black powder (or a large paper-cartridge full of black powder) , and then load in a canister shot in it, it could be a percussion cap weapon, so the player puts a cap on the lock and cocks the hammer. Lots of bang, lots of noise, lots and LOTS of smoke, and lots of death.

No weapon like that existed (to my knowledge), but theoretically, the design could have been conceived sometime during the civil war (though reasonably not fielded, as it's fucking insane).

http://en.wikipedia.org/wiki/Canister_shot

Basically, it would be like an enormous shotgun, could fire the big shot, which would break down into balls, which would slam forward, not stopping for anything, ripping through monsters.


An Auto-5 exists, cool enough, so that should be easy to implement, though we still need some kind of revolver, like a Single-Action Army or a cap-n-ball revolver.

>> No.1285225
File: 112 KB, 320x200, revolverRifle.gif [View same] [iqdb] [saucenao] [google]
1285225

>>1284874
Aw shit. Over under.

I've always wanted one of those. Partly why I did the over under revolving carbine thing...

>> No.1285230

>>1285228
>When should the mod take place
For best results: Whenever Trigun takes place

>> No.1285231

>>1285230
The future? Then it's not much of a Wild West mod then, is it?

>> No.1285234

>>1285231
But it's future Wild West.

>> No.1285237

>>1285234
A lot of planets have a west.

>> No.1285236

>>1285231
Trigun was a future wild west.
It could work out well.
Also it would fit with the Doom levels instead of limiting it to like the three western Doom level sets.

>> No.1285238

>>1285234
In the same sense that Firefly is Wild West, there's spaceships and laser guns and stuff.

I think the game would really make a fun Pirate Doom sort of mod, dress the monsters up to be more Wild West looking, have some music from the Clint Eastwood movies, it'd be great.

>> No.1285241
File: 114 KB, 922x615, MC255-2.jpg [View same] [iqdb] [saucenao] [google]
1285241

>>1285225
That thing looks a bit ridiculous. Should be more like pic related, MTS-255 revolver shotgun.

>> No.1285242

>>1285238
I would cut doom out of most of it. Make new weapons and monsters and slightly alter movespeed, jumpheight and go to town.

>> No.1285246

>>1285241
Well it's not just a shotgun. Top barrel is a 20 gauge shotgun round, bottom is a .45 carbine.

Really I imagined it for small game hunting. In doom it'd have been a sidegrade to the shotgun. Generally weaker but with longer range. Mapped to the pistol slot.

>> No.1285247

>>1285246
Ahh okay, gotcha.

>> No.1285248

>>1285241
I'd want this gun in Doom so fucking bad.

>> No.1285250
File: 18 KB, 480x318, triplr-threat.jpg [View same] [iqdb] [saucenao] [google]
1285250

>>1285248
Now that I think about it, the MTS-255 would make a good pump action replacement, and the Chiappa Triple Threat would make a fantastic Double Barrel replacement.

Pic related.

>> No.1285251

>>1285250
God damn it now I really fucking want these

>> No.1285252

>>1285250
Does that thing have a rotating firing pin or what? Only see one trigger.

>> No.1285253

>>1284430
I love you Rodrigo.

>> No.1285256
File: 303 KB, 941x528, 1325061393307.png [View same] [iqdb] [saucenao] [google]
1285256

>>1285250
That thing is beautiful

>> No.1285254

>>1285252
Or rather, firing pins that rotate... functionally.

Sage for offtopic

>> No.1285258

>>1285250
It even has an extractor. Now it needs a second trigger that fires all three barrels simultaneously instead of (what I assume) sequentially. I don't care if it'll impale you or explode.

>> No.1285262

>>1284612
>It's one of the best custom monsters.

Try reading this with a straight face

>> No.1285267

>>1285087

You and me, brah. You and me

>> No.1285270

>>1285165

Read the OP veeeery carefully

>> No.1285271
File: 21 KB, 600x370, quad-shotgun.jpg [View same] [iqdb] [saucenao] [google]
1285271

>>1285250
Mite b cool
It'd kick something fierce if you fired all three barrels, but it could be done, could be handled. Though you can also bumpfire it.

Pic kinda related. Silly gun really, since you could get a repeater or autoloader with a single barrel for much less money and weight. Cool though.

>> No.1285278

>>1285252
Most modern Double (In this case Triple) barreled shotguns only have one trigger, and one pull of the trigger fires one barrel. Earlier double barrels had two triggers, allowing you to fire both barrels at once.
However, as demonstrated in this video, the Triple Barrel here fires very fast: http://www.youtube.com/watch?v=7BE6J9X8zXQ

>> No.1285275

>>1285271
Legacy of Suffering had a Quad Shotgun and it was really good.

>> No.1285282
File: 54 KB, 640x480, 1387519929.png [View same] [iqdb] [saucenao] [google]
1285282

I wonder if the CChest4 player in these threads recently has found this yet

>> No.1285285

>>1285087
what were you playing?

>> No.1285291
File: 38 KB, 640x480, .45-70 Flamethrower.jpg [View same] [iqdb] [saucenao] [google]
1285291

>>1285275
I know, it was cool.
Never did finish that actually.

>>1285278
Pretty badass. Secondary fire should be doomguy letting loose as fast as he can with that baby. I wanna load it with slugs or something, it'd be cool as shit. I mean, it'd kick like a horse on steroids, but it'd fuck up whatever it hit.

Also, I like the railings on that guy's stairs.

>> No.1285297

>>1285285
It's more of a general statement for wads that do it, but some examples, Lunatic, DTS-T, Ultimate Torment and Torture, and a few others.

>> No.1285304

>>1285150
for the plasma, i guess you could go for a "realistic" railgun/coilgun (meaning, magnetism-powered) but yeah, that'd change the way the weapon is used a lot.

and for the BFG, how about akimbo golden guns that shoot magic guided piercing bullets (pretty much like that vampire chick with a musket in hellsing)

>> No.1285313

Is it just me, or does Beautiful Doom make the seeking of the Revenant Missiles more strong?

>> No.1285320
File: 413 KB, 1280x720, 1387524209638.png [View same] [iqdb] [saucenao] [google]
1285320

MotherFUCKER.

>> No.1285326
File: 118 KB, 895x592, panic.jpg [View same] [iqdb] [saucenao] [google]
1285326

>>1285320

>> No.1285338

>>1285320
>that archvile that isnt facing forward in the middle
muh autism

>> No.1285339

>>1285297
i played Ultimate TNT and the last map isnt exactly a slaughterfest but the custom enemies become a pain in the ass

>> No.1285342

>>1285320
I POOP MAH PANTS

>> No.1285343

>>1285338
Despite facing away from you, as soon as you move he somehow sees you, so he's kinda standing there wiggling around but can't move because of his buddies.

>> No.1285345

>>1285320
BFG, plasma, dakka
that can work.
can.

>> No.1285346
File: 475 KB, 500x366, ArchVile meets DooMguy.gif [View same] [iqdb] [saucenao] [google]
1285346

>>1285320
>mfw

>> No.1285349

>>1285345
As soon as you fire they all teleport to various places around the map. THIS IS GONNA BE FUN.

>> No.1285353
File: 38 KB, 455x455, rorschach-dynamicentry.jpg [View same] [iqdb] [saucenao] [google]
1285353

>>1285349
Oh, it's Map 11 I see.
What wad?

>> No.1285357
File: 561 KB, 1280x720, 1387525077789.png [View same] [iqdb] [saucenao] [google]
1285357

>>1285353
Vanguard.

WELP.

>> No.1285361
File: 312 KB, 1280x720, 1387525287091.png [View same] [iqdb] [saucenao] [google]
1285361

This can't possibly be a ruse!

>> No.1285364
File: 321 KB, 1280x720, 1387525347716.png [View same] [iqdb] [saucenao] [google]
1285364

>>1285361
fuck.

>> No.1285369
File: 509 KB, 1280x720, 1387525409138.png [View same] [iqdb] [saucenao] [google]
1285369

>>1285364
Fuck!

>> No.1285371

>>1285297
I never thought of Lunatic as a slaughter wad. How is it a slaughter wad?

There's that place in map03 where the walls come up and you have to survive 30 seconds of teleporting monsters with a rocket launcher, and there's the last map where the walls come down and you have to survive 10 waves of monsters, but the last few waves are easy because by that time you have the whole outer circuit to run around so you can just keep orbiting while the monsters kill each other. the two cyberdemons do most of the damage.

>>1285320
I know that map, its from Vanguard, don't worry, they don't all come at you at once.

>> No.1285373
File: 495 KB, 1280x720, 1387525472773.png [View same] [iqdb] [saucenao] [google]
1285373

FUCK!

>> No.1285375

QUICK CHALLENGE
post a pic that summarizes the Slaughterfest maps

>> No.1285379

>>1285373
Oh no, a whole two archviles and you have a SSG and walls to hide behind. Tricky, but not impossible, and certainly not something to cry on the internet about.

>> No.1285380
File: 345 KB, 1600x900, 1387525696458.jpg [View same] [iqdb] [saucenao] [google]
1285380

>>1285375

>> No.1285381

>>1285379
Oh lighten up, it's nothing I can't handle, I'm just having fun.

>> No.1285384

>>1285357
Hi Joshua.

>> No.1285385

>>1285384
Y-You too.

>> No.1285387

>>1285373

look at that bitch ass busta taking a picture of you while you're dealing with that shit

>> No.1285390
File: 122 KB, 400x378, lets-look-in-this-closet.png [View same] [iqdb] [saucenao] [google]
1285390

>>1285375

>> No.1285394

>>1285390

all is missing is a BFG and a fuckton of cellpacks

also a red BFG is fine, too

>> No.1285401
File: 943 KB, 1280x800, HEEEEEEEEEELLBOOOOUUUNNDD.png [View same] [iqdb] [saucenao] [google]
1285401

TWISTING THE STRANGLE GRIP
WON'T GIVE NO MERCY
FEELING THOSE TENDONS RIP
TORN UP AND MEAN

>> No.1285407
File: 49 KB, 640x480, 1387526825.png [View same] [iqdb] [saucenao] [google]
1285407

>>1285394
But it's clearly pink.

>> No.1285408
File: 479 KB, 800x600, CREDITS.png [View same] [iqdb] [saucenao] [google]
1285408

TSP ALPHA! Coming probably very VERY soon...

Featuring four weapons to kill enemies with! Other things I forgot!

>> No.1285409

>>1285407
fuck it,its scarlet

>> No.1285413

>>1285408
smochi banzai. john cannon! some of those names...

>> No.1285418

>>1285408

lookin' good!

>>1285407
>>1285409

It's a sorry assed excuse to bastardize the properties of the BFG, that's what it is.

>> No.1285415

>>1285408
Can't wait to see it, man.

>> No.1285421

>>1285408
Oh god, muh dick, I cannot wait.

>> No.1285425

>>1285408
Will it be ready in time for christmas? that would be fucking excellent.

>> No.1285428
File: 397 KB, 500x267, groovy.gif [View same] [iqdb] [saucenao] [google]
1285428

http://www.youtube.com/watch?v=LhYu7a68XGw

>> No.1285429
File: 252 KB, 320x180, 1379161089697.gif [View same] [iqdb] [saucenao] [google]
1285429

Just finished "Suspended in Dusk".

Man, what a great map set.

>> No.1285430

>>1285408
>The fine folks at /vr/
we are not even 1 year old and we are already a known team
anyway,cant wait to go crazy with that wad

>> No.1285436

>>1285408
Any chance the space pirate will be able to face off against the metroid hunter

>> No.1285435
File: 16 KB, 385x332, soundsaboutright.png [View same] [iqdb] [saucenao] [google]
1285435

>>1285425
I know how this usually goes, and if I say yes like I really want to, I'll suddenly have issues and also come down with super AIDS flu or something like that. So I'll say "it's what I'm aiming for" and also post this picture from a Magic 8 Ball online thing that also will suffice as an accurate answer.

>> No.1285440
File: 128 KB, 1600x903, the-ol-banana-in-the-tailpipe.jpg [View same] [iqdb] [saucenao] [google]
1285440

>>1285435
Do you want a soundtrack for the end-credits?
http://www.youtube.com/watch?v=K4qdgno-huo


Either way, I'm looking forward to it.

>> No.1285441

>>1285436
I would be so down for that. Once the Space Pirate is to a point where I can get it out of alpha/beta/omega status I'd love for Mel to join the ranks of Samsara and get all sorts of cameos and junk. It's totally possible, yeah?

>> No.1285445

>>1285436
>>1285435
>>1285430
>>1285425
>>1285421
>>1285418
>>1285415
>>1285408
Dont all rush me at once.....I've been away for a while.....but
What is "the space pirate"?

>> No.1285447

>>1285445
Awesome looking mod
http://forum.zdoom.org/viewtopic.php?f=19&t=37064
Relevant link

>> No.1285453

>>1285445

Marty Kirra is a badass artist. It's pretty much guaranteed you've seen his gun graphics in hundreds of different mods. He used to work with WildWeasel and make really kickass graphics for Weasel's weapon mods.
Weasel kind of strained creativity a bit, though, so now Marty's out on his own.

Since it's Marty's first entirely-solo coding effort, we're all pretty excited to see how it'll turn out.

>> No.1285456

>>1285445
basically a gameplay mod that adds melee combos,a lot of them and it looks amazing

>> No.1285470
File: 12 KB, 318x269, Dr. Bashar Al-Assad.jpg [View same] [iqdb] [saucenao] [google]
1285470

>>1285456
>>1285453
>>1285447
Sounds P cool, I'll check it out.
I cant think of many mods that spring to mind that include a lot of melee combat, actually.

>> No.1285492 [DELETED] 

http://pastebin.com/L1G2wJ8S
Shit guys, check this out!

>> No.1285496
File: 44 KB, 342x267, carmack.png [View same] [iqdb] [saucenao] [google]
1285496

>>1285428
Every single time I hear music from TNT, I want to replay it..

>> No.1285502
File: 955 KB, 360x360, 1375040887198.gif [View same] [iqdb] [saucenao] [google]
1285502

>play Espi's map "The Shrine"
>from a pistol start
>right at the start is a stealth archvile

Am I being trolled from beyond the grave.

>> No.1285505

>>1285502
Youre trolling yourself by playing zdoom maps, stick to vanilla or boom, and no dehacked stuff.

>> No.1285506

>>1285505

___________
* only joking.

>> No.1285509

>>1285505
>>1285506
I'm playing on UV so I'll let it slide, plus it's Espi and I just finished Suspended In Dusk so I know he's good.

Surely though that was just trolling around.
Zdoom and GZDoom shit are great if they're used well, just extra tools in the box.

>> No.1285510

>>1285373
Is that Former Human taking a selfie?

>> No.1285513

>>1285510
I laughed harder than I shoudl

>> No.1285515

>>1285387
>>1285510
What th- oh it's that weird sprite again...

>> No.1285516

>>1285515
I'm using Beautiful Doom, it changes up some of the sprites, adds some additional frames of animation, new deaths, and extra added flare, sort of meant to be a vanilla brutal doom, so to speak. Has some of the nice flair of brutal doom, while retaining vanilla gameplay, save for one or two minor gameplay changes.

>> No.1285521
File: 102 KB, 340x484, 1325809241903.jpg [View same] [iqdb] [saucenao] [google]
1285521

"Doom Radio"

What is it?
I've heard about it but what happens on it? Any recorded versions of it?

Do they do stuff like have mappers/modders come on and talk about their work?
Sounds nifty.

>> No.1285524

What's the best DOOM port, and why is it psx?

>> No.1285527

>>1285524
>What's the best DOOM port
The original.
>and why is it psx?
µ.

>> No.1285528
File: 112 KB, 150x150, hohoho.gif [View same] [iqdb] [saucenao] [google]
1285528

>>1285524
>psx
>not GBA

>> No.1285531
File: 27 KB, 365x400, dance_dance_revolution.jpg [View same] [iqdb] [saucenao] [google]
1285531

>>1285524
>What's the best DOOM port

The DDR port.

>> No.1285532

>>1285137
How about an ICP-themed mod?

Boom shaka boom chop chop bang, I'm 2 Dope and it ain't no thang!

http://www.youtube.com/watch?v=oZI1MlTVROk

>> No.1285534

>>1285531
that's presumably the one where all the monsters look like this

>> No.1285535

>>1285534
oh, duplicate file.
>>1283304

>> No.1285537

>>1285532
>Boom shaka boom chop chop bang, I'm 2 Dope and it ain't no thang!

what

>> No.1285540

>>1285537
My axe is my buddy, I bring him when I walk.
Me and my axe will leave your head outlined in chalk.
My axe is my buddy, he always makes me laugh.
Me and my axe cut bigot spinal cords in half.
My axe is my buddy, and when I wind him back,
Me and my axe will give your forehead a butt-crack.
My axe is my buddy, I never leave without him.
Me and my axe will leave your neck a bloody fountain.

>> No.1285546
File: 19 KB, 290x705, Allow me to introduce myself.png [View same] [iqdb] [saucenao] [google]
1285546

>>1285532
>>1285540
>>1285537

>juggalos
>in muh Doom

Anyway, whipping out a juggalo sprite using the chaingunner as a base shouldn't be that hard.

>> No.1285548

Fuck Celine Dion, and fuck Dion Warwick.
You both make me sick. Suck my dick.
Fuck the Berlin Wall, both sides of it.
And fuck Lyle Lovitt, whoever the fuck that is!

>> No.1285550

>>1285546
Chaingunner can be Violent J, shotgunguy can be Shaggy 2 Dope.

>> No.1285553

Where can I download the latest version of Demon Eclipse? I want to take a glance at a certain sprite and clear my doubts about the origin of it before doing something

>> No.1285560
File: 131 KB, 608x342, 1387533789021.jpg [View same] [iqdb] [saucenao] [google]
1285560

>>1285546
>>1285550
ROCKET, SHELL, BULLET AND CELL

FUCKING ARCHVILES

HOW DO THEY WORK

>> No.1285569
File: 42 KB, 600x745, 1387012142525.jpg [View same] [iqdb] [saucenao] [google]
1285569

Could someone help me find an artist for me? I've seen cacodemon pictures made by the same artist by the looks of it in these doom threads, if anyone could help me name the artist it would be much appreciated. Reverse image search didn't help.

>> No.1285570
File: 662 KB, 1920x1080, 1387534166705.png [View same] [iqdb] [saucenao] [google]
1285570

gg cyberdemons

>> No.1285571

>>1285569
88alice

>> No.1285575

>>1285569
https://twitter.com/88alice/

>> No.1285576

>>1284531

Holy shit it's fucking great

>> No.1285582

>>1285571
>>1285575

Thanks guys.

>> No.1285585

>>1285553

Nevermind, I checked myself and downloaded the latest beta and I just confirmed something...

Ehhhhhh, does anyone knows if Eriance is nitpicky about allowing sprite edits of his works? Because I can use certain parts of some of his monsters for a couple of things of mine

>> No.1285607

>>1285453
Wait, what? I didn't know MK and WW had a falling out.
Details, man! Details!

>> No.1285642

>>1285607
I didn't get that from his post, it just reads like Marty wanted to try some new things and Weasel didn't. hardly a falling out.

>> No.1285657

>>1285585
I don't think so, Eriance is actually pretty cool about people using his sprites and stuff. He always posted the spritesheets of his latest work when he was done with it. I miss those days.

>> No.1285694

>>1284531

I might do a rendition of this now.

>> No.1285708

so, when spriting
what do you consider the best program to use?
paint? paint.NET? photoshop? GIMP?

>> No.1285715
File: 34 KB, 600x750, 1311999726357.jpg [View same] [iqdb] [saucenao] [google]
1285715

>>1285521
http://doomradio.org/

Hey this might be kind of interdasting.
Can listen to this while I'm mucking about with doombuilder.

>> No.1285738

>>1285708
i used GIMP

>> No.1285812

>>1285708
Photoshop, didn't like GIMP's bullshit after that update

Never tried Paint.NET

>> No.1285849
File: 2.27 MB, 1600x900, 1387547488557.png [View same] [iqdb] [saucenao] [google]
1285849

i should really focus on doing one project at a time.
Now that I've finished the weapon V carving roman numerals in skulls is getting boring

This sprite was a strange one because the cool part wasn't shown

>> No.1285893

man... spriting is hard...

>> No.1285906

>>1285893
yep, gotta do eeevery siiiingle fraaame

did it once in GIMP, not planning on returning to it anytime soon

>> No.1285907

>>1285576
Thanks!

>>1285694
Sounds good!
In fact, here's the Guitar Pro sheet for it (since that's what I used to compose it):

https://www.mediafire.com/?qtd9iitr32sd5f2

>> No.1285919

>>1285906
I just can't get the sprite right
it looks flat, even if i put shadows in
props to those who can sprite competantly

>> No.1285931
File: 3 KB, 31x55, ZSP1G1.png [View same] [iqdb] [saucenao] [google]
1285931

>>1285919
post up the examples you have so far, i'm going to bed soon so may not comment for a long while

my sprite though was an edit of the Zsec Specops with a plasmagun but some edits would be much harder like the fellow here doing this >>1284012

>> No.1285932

>>1285907
Actually, disregard this: Gonna fix a couple things and reupload now that i actually got some sleep.

>> No.1285935 [SPOILER] 
File: 2 KB, 41x56, PSDGA1ED.png [View same] [iqdb] [saucenao] [google]
1285935

>>1285931
fine, but only because you asked to see it and I need pointers because I thought I'd be good at this and I feel like I'm not

>> No.1285941
File: 350 KB, 999x1454, PSXDoomBoxArt[1].jpg [View same] [iqdb] [saucenao] [google]
1285941

>>1285939
here's the reference
I just wanna play as this doomguy and a different pistol blaster and shotgun blaster and soime new animations!

>> No.1285939

>>1285935
so what are you using it for?
doom in general? a TC?
are you basing it off another sprite or starting from scratch?

I would not worry so much about the lighting because that would be influenced by the map and the lighting in the sector

my sprite was an edit so my main job was keeping it consistent and making sure all the frames went together but other sprite editors/makers here would have a much better idea than me

>> No.1285952

>>1285941

That demon on the floor looks so sad.

It's okay demon. You control Mars's satellites!

>> No.1285953

>>1285952
it keeps reminding me of freiza when he is defeated

>> No.1285957
File: 6 KB, 131x179, Doom66601.jpg [View same] [iqdb] [saucenao] [google]
1285957

>>1285941
i see what you mean
however i dont really have enough ability to help you, sorry bro :( wish i could help you out

good news though there would be others here who can help you, if you dont get any help in a few hours you can always ask in the next thread

>> No.1285961
File: 166 KB, 1366x768, 1387552451862.png [View same] [iqdb] [saucenao] [google]
1285961

What's the point? It's not like he is going to escape.

>> No.1285964

>>1285957
I don't think people would want to help me out
I just wanted to make something ambitious, like a new character, or at least a new pistol and shotgun and keeping fists, not sure about the other weapons
I also wanted to give him a breathing animation, that was his standing still pose
like an action movie hero, and if he died it'd be kinda long where he falls to his knees, bleeds a little and then passes out
can't think of an x-death
and making a portraits would be hard
I don't have the ability to make it the way I imagined it, even if I try (which I did, I spent about 2 hours on that sprite)
so it bothers me a lot

>> No.1285978
File: 509 KB, 1500x1875, 1355606010325.jpg [View same] [iqdb] [saucenao] [google]
1285978

>>1285964
chin up bro, being bad at something is the first step on the road to being good at something

it's cliche to say but it's true and there are all manner of tutorials around that will help you,
failing that you could ask around on other doom forums or even just send PMs to people you think are pretty good and might help you

that you spent two hours on it shows you've got drive, better than people saying "yeah i'd like to make this" and then never ever doing anything with it

>> No.1286007 [DELETED] 
File: 12 KB, 319x328, MickeyIsNUTS.jpg [View same] [iqdb] [saucenao] [google]
1286007

>>1285978
>tumblr nose

>> No.1286009

forewarned is forearmed

>> No.1286010
File: 322 KB, 1366x768, Screenshot_Doom_Arachna.png [View same] [iqdb] [saucenao] [google]
1286010

>> No.1286012

>>1285524
The Xbox360 port.

Because new campaing for Doom 2.

>> No.1286017

>>1285964
Well, I can't sprite at all, but I think that's a really cool idea and I urge anyone who could sprite to try that out.

>> No.1286025

>>1286012
no rest for the living?
it's on PC too

>> No.1286027

>>1286012
Isn't that the one with censored levels? Also console controls are awful.

>> No.1286034

>>1285246
So like the M6, but with a revolving magazine?

>> No.1286042 [DELETED] 

Sorry to bring this up again, since I don't want to rehash drama shit, but about scroton being a faggot:

Does anyone know if he actually understands how cacowards work? I was wondering if he might think that since fractal doom didn't win 2013 it is ineligible to win 2014 and he might be trying to pull shenanigans to make the committee think it was completed in 2014 rather than 2013. (Which isn't the case for gameplay mods, see BD, samsara, MSX, etc.)

>> No.1286043

>>1285532
What is whatdafuck.wad

>> No.1286048

>>1286012
>The Xbox port

FTFY

>> No.1286054 [DELETED] 
File: 7 KB, 359x862, 1387557489148.png [View same] [iqdb] [saucenao] [google]
1286054

>>1286042

First of all, it is more than obvious that scroton is just being ebin trole again, since he's mimicking what he did when Mark got banned from the zdoom forums. At this point it has become so obvious and tiresome for anyone to play along with him, so fuck it

Second, the staff has most likely never heard about his project and by consequence it has chances to be eligible for the next year's Cacowards.

>> No.1286063 [DELETED] 

>>1286054
>since he's mimicking what he did when Mark got banned from the zdoom forums.

I'm not sure what you mean, wasn't it just the nonsense capitalizing every letter post?

>Second, the staff has most likely never heard about his project and by consequence it has chances to be eligible for the next year's Cacowards.

True, but I don't think it matters even if they had heard about it since there have been other gameplay mods that have won even though they were started before the year they won in. Samsara even won in 2013 when it was mentioned in the 2012 awards as a runnerup.

>> No.1286065
File: 214 KB, 700x900, cacodemon-jfish.jpg [View same] [iqdb] [saucenao] [google]
1286065

>> No.1286068 [DELETED] 

>>1286063
>wasn't it just the nonsense capitalizing every letter post?

but that was just ONE post, BEFORE Mark got banned. he blanked some of his posts as a "protest" for Mark's banning, and that got him warned

also

>Last visited:
>Thu Dec 19, 2013 2:51 pm

he's not fucking going anywhere. as soon as he realizes NO ONE outside of /doom/ gives a fuck about deleting everything related to fractal doom, he's going ro bring back everything to normal

>> No.1286078

Anyboby knows a good alternative to VirtualMIDIsynth?

People were talking about it in the previous thread in order to enhance the sound of midi musics, but for some reasons it just won't install on my fucked up computer.

>> No.1286081
File: 290 KB, 1366x768, Screenshot_Doom_Basilica.png [View same] [iqdb] [saucenao] [google]
1286081

>> No.1286087

>>1285570
whats this?

>> No.1286089

>We also saw one sad individual masquerading as several authors of a mapping collective, their supposed musician recruit, and a little girl that won Doomworld's heart until his house of cards came tumbling down.

Story? I just started playing Doom again like 2 weeks ago and had no idea this community existed.

>> No.1286091

>>1286087

DoomRL weaps mod

>> No.1286092
File: 24 KB, 377x243, 1387559729992.jpg [View same] [iqdb] [saucenao] [google]
1286092

>>1286089

Let's see how much can you last

http://www.doomworld.com/vb/wads-mods/62984-little-doomlings-still-exist-demon-laden-vanilla-wad/

>> No.1286095

>>1286092
wow, this is already much more sad than i thought just reading the OP. this guy invented this whole story, probably just to get attention for his map?

damn. thanks for the link though

>> No.1286141

>>1285907
>>1285932

Alright, here's the updated version:

Midi - https://www.mediafire.com/?xzb1fnrtqfu1196

Guitar Pro sheet (gp5) - https://www.mediafire.com/?xzb1fnrtqfu1196

>> No.1286149
File: 125 KB, 600x675, 1387562100778.jpg [View same] [iqdb] [saucenao] [google]
1286149

I will never understand why anyone would have a clip based reload system in a fast pace game like doom. It's so annoying, and it's just more of a reason to just use the shotgun constantly.

>> No.1286151

>>1286149
>clip based reload system

But anon, that doesn't exist yet.

>> No.1286157

>>1286151
>http://www.doomworld.com/idgames/index.php?id=15321
>http://forum.zdoom.org/viewtopic.php?t=37254

>> No.1286159

What if there was a megawad where instead of going the typical hell theme with the 20's, and instead went with a heaven theme, and made the final boss God himself or something.

>> No.1286161

>>1286149
agreed, i don't understand how having to stop and reload your guns all the time isn't annoying
>>1286151
pedantry won't win you any friends

>> No.1286167

>>1286157
>not clip-based

Are you confusing it with magazine-based, anon?

>>1286161

Man if /k/ can flip its shit in here about completely irrelevant burrshet I can have a little giggle about clips.

>> No.1286168

>>1286149
I think implementing reloading is fine, as long as the animation is done quickly enough, that its not really wasting any precious time.

>> No.1286169

>>1286161
I didn't mean that, but I can see where you are coming from.
I was talking about a clip reload system, where when you reload manually, you lose all the ammo left in the clip. This means you have to wait until you're empty in the middle of a fight and have to reload when you're being shot at just to save ammo.

>> No.1286173

>>1286151
A lot of Wildweasel's mods have clip based reloading systems.

I don't mind it too much if the guns are good.
The real problem I have with such a system is that there's almost always way too much ammo, even if you're reloading and wasting bullets.

>> No.1286180

>>1286167
>spoiler
my eyes just glaze over those kinds of posts, honestly. sorry to single you out.

>> No.1286181

>>1286173
i'm pretty sure that guy is a certified gun nut on the level of Eric Raymond or worse

>> No.1286187

>>1286181
I don't mind.
I'm open to just about any weapon mod, as long as the weapons are satisfying and Doomguy is wearing gloves

I really like ww-doomnukem. It has one of my favorite shotguns in Doom mods
Kind of wish Diaz was finished too, but it's alright. The only thing I didn't like in that was the shotgun.

>> No.1286195

>>1286092
What's really sad is that i know exactly why he did this whole act. From what i've gathered over the years it's just a psychological coping mechanism for people who have shitty lonely lives. I know this because i do this exact sort of thing from time to time, just on a smaller scale. I'm not sure why we do it, i guess just to escape from the nightmare routine called our lives.

>> No.1286201 [DELETED] 

>>1286068
>>Last visited:
>>Thu Dec 19, 2013 2:51 pm

That's unfortunate, I was hoping (probably naively) he was gone for good. Overall he has been negative for /doom/. I'm not trolling, and this is all just opinions, but let me explain.

>pol.wad

While the map itself was fun, his releasing it the way he did as a singular release rather than revealing it as he worked on it and getting feedback as he went along ended up changing the dynamic of projects on /doom/. Because he just had to have a giant release so the project could have hype, there hasn't been the same level of openess regarding projects here since then. Go look at the archive, before pol.wad people would release WIP maps as they went along so they could improve and have a better quality product in the end. Since then it's been nothing but teasers and hype-building crap.

>fractal doom

The trolling regarding the project before it was released was already nauseating and got it off to a terrible start.

I will admit that it was a decent project (though not my cup of tea) and probably under played. Note that I said under played and not underrated, because it wasn't underrated; if you look at the threads people that did play it they gave it near universal praise, and it was nominated 3 times for the cacowards by 3 different people. For a no-name project released a month before the awards that's critical acclaim. But there were probably 50 or so people at the most that played it outside of /doom/. There were unreleased projects, mods of mods and terribad mods that received more attention than fractal doom did.

(con)

>> No.1286205
File: 3 KB, 25x32, MCWST01.png [View same] [iqdb] [saucenao] [google]
1286205

>>1285607
Like >>1285642 said, it wasn't a falling out or anything. I still talk to WW and what not. Basically, what happened was while I was doing some things in meatspace, WW took it upon himself to do a "version 3" of Diaz without really talking to me. It kind of rubbed me the wrong way, but instead of making a big deal about it, I just decided to propose an even more drastic reworking with all new weapon graphics/behaviors and possibly combining our WIP Hernandez mod together with Diaz. I had a couple of weapons I was working on and it would've been a really cool revamp, but WW, for whatever reason, wasn't into it. At the time he was working on WW-Cash2 which is understandable. The melee system I was envisioning in Diaz V3 stood out to me because I've literally tried doing something like that for every other project I worked on, so thus the Space Pirate came into the picture.

WW is pretty cool and if I ever need help with anything he's got my back for the most part. I'm glad Diaz V3 didn't work out because having complete creative freedom has taught me a lot. Will Diaz V3/Hernandez be worked on in the future as I see it? I dunno. Maybe.

Oh hey, it's Mel's mugshot from the Space Pirate.

>> No.1286203 [DELETED] 

>>1286201

It's really fucking hard to feel sorry for him though because people fucking warned him when he was doing his epic trole that this would happen. Multiple fucking times. His own asshattery was the biggest reason people ignored it, the other being the fact that he couldn't seem to take trailers seriously and had to fuck around. Even then, he could have fixed all his issues if he just released a single serious trailer or waited a couple of months. If having a shit computer was preventing him from making a good trailer then he should have asked someone to help him; before this there were plenty of people that would have. He wasn't even really hated or shunned by the community, there is literally no excuse/reason for him pulling what he did.

The one thing is he did seem to have a knack for solving problems creatively, but there are a handful of such instances at most and overall the drama he seems fond of causing every couple of weeks outweighs any such tricks he might have come up with.

(con)

>> No.1286206 [DELETED] 

>>1286203
IMO I hope he doesn't come back, and if he does I don't think he should be welcomed. We need to treat this like an old yeller situation. I would recommend a blanket policy of not replying to anything he says either on /doom/ or on other forums, and sending him to #rekt in the irc and having everyone put him on ignore so he can't pm people through the zandronum server. Tell as many as will listen from zdoom, zandronum and doomworld to do the same. Salt the earth that he decided to shit on.

If he doesn't come back in a month, and there are still people that want to see fractal doom expanded (though it's pretty much complete afaik) then have someone else pick it up; in his credits he said anyone could use his work so maybe someone that's less of a dramawhore can make a decent Fractal Doom: SpergLord Edition.

If he doesn't come back within a couple of months, then I think it's time to strike his name from the history books completely. Don't acknowledge him in the SE version of FD, and since he had a similar clause in the credits of pol.wad, change something slightly to make a SE of that and remove him as the official map author and delete other versions of the pol.wad that list him as the author.

If you're reading this scroton (and you probably are) everyone here is real tired of your shit.

>> No.1286216 [DELETED] 

>>1286201
>>1286203
>>1286206

tl;dr, also you're pretty much making a storm in a glass of water

>> No.1286217

>>1286205
>Short hair + Eyepatch
EVEN MORE HYPED
Well really about the same level as hype as before but it was at maximum levels anyways

So one thing I was wondering about Space Pirate, what kind of levels will it work best with?
Not talking about theme, since it should fit with all the Doom standard stuff.
But on scale.
Would it work for something like Hell Revealed?
Or slaughtermaps?

Maybe small scale stuff like Hideous Destructor?
Or a kind of catch all like Project MSX?

>> No.1286220 [DELETED] 

>>1286201
>Since then it's been nothing but teasers and hype-building crap.

wot
um
no

>> No.1286230 [DELETED] 

That's some overreacting there. eh.

>> No.1286235

>>1286217
I haven't done nearly as much testing as I'd like, but if you've ever played any of the Diaz stuff, they're vaguely similar in terms of what they'll play well with. TSP might work a little bit better for slaughter maps because the armor works like it does in Marathon (I believe, going off of Samsara here), giving you complete protection instead of just a fraction. I did this mostly to encourage close-encounters, but I suck at Doom, so we'll see. I'll probably be "leaking" the Alpha for TSP on THESE VERY BOARDS a bit before I do on ZDoom, because the feedback I get here is awesome and it's helped me a lot.

>> No.1286238

>>1286235
That sounds good.

I pretty much ran Diaz with just about anything I could.
I don't really demand Slaughtermap compatibility, was mostly just wondering on what to expect.

>> No.1286247
File: 418 KB, 408x516, 1385482128185.gif [View same] [iqdb] [saucenao] [google]
1286247

>>1286141
Bah i fucked up, here's the MIDI version:

http://www.mediafire.com/download/dv5d33d3laanaks/Doom-PSX_Arrangement_v2.mid

>> No.1286250 [DELETED] 

>>1286201
>>1286203
>>1286206
you are either scroton himself trying to pull something like a self-troll*, or DKG or some other ne'er-do-well trying to stir the pot. Either way, I ask the moderators to delete your posts.

_________
* http://www.bbc.co.uk/news/magazine-25120783

>> No.1286260 [DELETED] 

>>1286250
>scroton or DKG
Dont you mean Sgt. Mark or DKG? Because theyre both faggots and probably the same person?

>> No.1286262 [DELETED] 

>giving it attention

Report and ignore.

>> No.1286263 [DELETED] 

ignore and report

>> No.1286271 [DELETED] 

>>1286262
>>1286263
what

>> No.1286273

>>1286195
He was doing that on an advanced scale, I was almost wondering if he was some compulsive liar or histrionic person.

The worst part was that people thought his levels were pretty nice, and saw potential, but he squandered it all.

>> No.1286274

>>1285849
I like you anon.
I like you very much.

>> No.1286281 [DELETED] 

>>1286260
>>1286250
>mentioning DKG
Its like you're trying to summon the greatest shitposter of /vr/

>> No.1286331 [DELETED] 

This has gotten out of hand to the point that I can't keep my mouth shut any longer.

I'm the anon that scroton was talking to through zdf. The reason he's doing this is because he's actually a little girl from France pretending to be an adult male from the US and the ruse was about to fall through.

>> No.1286347

>that feel when looking for a reference pic showcasing an exact kind of haircut you were envisioning for a new HUDface

I am not even sure if anyone would be willing to help me creating that spritesheet since I suck balls at spriting

>> No.1286363

>>1286347
You don't get any better by bitching on the internet.

I'd start by hacking someone elses sprites if you're really that unsure of yourself.

>> No.1286403

>>1286247
That image is amazing.

>> No.1286420

>>1285524
>the best port of doom
i'd say that the SNES port aside of graphics it was the best port,or at least the least bad of 4th generation
but Doom 64 stays superior over all the ports of doom because this thing was its own standalone game and it played like doom
>no framedrops
>no bad music
>no loading times
PSX might be cool because it got a Final Doom port but Doom 64 stays superior

>> No.1286513

>>1286420
to me? doom64 was good, really cool and stuff
but the weapons? the animations? the models?
the level design and some textures?
I didn't like those, and the laser was super lack luster
you get the bfg's amazing playstation sound, and then you get "peow peow peow" for the demon laser
the level's weren't so great, but the monsters really were placed perfectly

>> No.1286542
File: 43 KB, 1881x102, BaldDoomguy1.png [View same] [iqdb] [saucenao] [google]
1286542

A bald Doomguy I whipped out rather quickly using Zarkhov's very own bald head. Give me a couple of mins while I put a more organized version

Credits go to Xaser, of course.

>> No.1286563

>>1286542
Looks nice.

I usually prefer original doomguy unless it's a complete overhaul of weapon sprites and what not as well, but it's visually pleasing non-the-less.

>> No.1286565
File: 35 KB, 361x277, BaldDoomguy1___1.png [View same] [iqdb] [saucenao] [google]
1286565

>>1286542

Here it is

>>1286563

Thanks

>> No.1286572

>>1286542
The beard looks awesome. But the head,,,yya blew it

>> No.1286578

>>1286572

the bearded Doomguy comes from here. it's zharkov

http://www.doomworld.com/idgames/?id=15194

>> No.1286603

>>1286513
correct me if i am wrong but the PS1 version of Doom had the same sound effects of Doom 64,and both had the awesome BFG sound

>> No.1286623

>>1286603
yes, it does
as I said, the only good thing about the game is the sound effects

>> No.1286639

>>1286078
I had trouble with it myself (an online game I played thought it was a hacktool for some fucking reason and wouldn't start) so I set up Timidity instead.

Here's the Doom wiki page
http://zdoom.org/wiki/TiMidity++

And the soundfont I used, which sounds good with Doom stuff:
http://www.arachnosoft.com/main/soundfont.php

>> No.1286647

>>1285087
I don't see why people find slaughter maps so fun. Yeah Doom has large amounts of enemies on screen but it was no where near Serious Sam tier when it comes to it and when it does reach that amount it just feels tedious because the game wasn't built for that many enemies like Serious Sam was.

>> No.1286649

>>1286647
They like shooting lots of monsters.
It's not complicated.

>> No.1286650
File: 1.03 MB, 1703x1469, RIP AND TEAR BY ∕ vr∕ .png [View same] [iqdb] [saucenao] [google]
1286650

Guys we need moar of these

>> No.1286658

>>1286647
I think it handles large amounts pretty well to be honest, although I would say that would be more due to Doom's monster AI being really good for the time. The player can also tank damage a bit better with the Megasphere and Invulnerability power-up.

Slaughter maps for Duke nukem 3D on the other hand are fucking terrible, because it is completely and utterly unsuited to it. Enemies have no awareness of each other and will fire through and kill each other. Your weapons are either completely unsuited to killing large groups of enemies or will just kill them all near instantly (Duke's RPG is insanely strong compared to the DoomRL)

>> No.1286676

>>1286650
who is on the top left?

>> No.1286686

>>1283956

Looks like he posted the emails from Bobby Prince

>http://www.doomworld.com/vb/showthread.php?s=&postid=1224228#post1224228

>> No.1286693
File: 200 KB, 1366x768, 1387584397401.png [View same] [iqdb] [saucenao] [google]
1286693

Not homo.

>> No.1286737
File: 22 KB, 242x307, Witchaven.jpg [View same] [iqdb] [saucenao] [google]
1286737

>>1286676
Grondoval, from Witchaven.

>> No.1286780
File: 335 KB, 720x1038, 1386724808191.jpg [View same] [iqdb] [saucenao] [google]
1286780

What're some good Youtube channels for Doom playthroughs? Doesn't necessarily have to be Let's Plays.

>> No.1286781

>>1286780
I don't think there is any.
All I ever look for is speedruns anyways.

>> No.1286795

>>1286780
You can check http://doomedsda.us/ for .lmp's

>> No.1286813
File: 1.01 MB, 898x1181, Death+Dealer+WEB[1].jpg [View same] [iqdb] [saucenao] [google]
1286813

>>1286737
why does Grondoval look so much like Death Dealer?

>> No.1286823

>>1285849
That looks really nice

Can't wait to see the finished project

>> No.1286834

>>1286092
Someone should make a wad out of this whole tranwreck.

>> No.1286869
File: 216 KB, 1366x768, 1387594422433.png [View same] [iqdb] [saucenao] [google]
1286869

haha What?

>> No.1286976

Every single second that passes just reinforces my idea

Sigfloyd/FDM is the most patient man in the world

>> No.1286979

>>1286976
What happened this time?

>> No.1286983

>>1286976
That guy's the the developer rbutl dum deserves.
>implementing chainsaw swinging, that thing that SgtMark kept shooting down because 'muh rbutl realism'
Based as fuck.

But yeah, I take he's getting a lot of idiocy/stupid suggestions and questions from forum folk?

>> No.1286984

>>1286979

nothing, to be specific, but man...keeping up with, you know, the BD crowd and everything that comes with it...

>> No.1287034

>>1286693 >>1286869
*please* post the wad name - random unlabelled screenshots help no-one

that said, i think those are from Lodge of the Undead

>> No.1287041

>>1287034
Sorry. The first one is Wasteland: Dead Base and the second one: Lodge of the Undead.

>i think those are from Lodge of the Undead
Impressive, how do you figured it out with one texture?

>> No.1287058

>>1286983

They just keep asking for shit.

Asking and asking and asking and asking.

>> No.1287060

>>1287058
That really annoys me with any mod, I dont make them myself but seeing modders constantly having people be like "add this! it would be cool if [x]! why dont you do this!".

Like there is suggesting minor things and then there's asking for a whole lot more.

>> No.1287073

>>1287041
>Impressive, how do you figured it out with one texture?
played it before years ago and it kind of stuck in the mind, i guess. a giant cat head texture is fairly unique amongst doom wads after all.

>> No.1287116

>>1286650

Maybe Gordon Freeman

>> No.1287132

>>1287041
>The first one is Wasteland: Dead Base
thanks for reminding me about this. i thought the screenshot was familiar...

>> No.1287159

>>1286983
Oh hey. It has a combo now. A fairly shitty combo, but still. Chainsaw combo.

>> No.1287165

>>1287159
Can you twirl the chainsaw in your hands like some sort of badass knife trick?

>> No.1287170
File: 996 KB, 500x221, walter-white-pizza.gif [View same] [iqdb] [saucenao] [google]
1287170

>>1286542
>>1286565
Now I want to see someone make Walther White.
Wasn't there some mod Cory Whittle was working on back in 2001 or something, where he had put glasses on the HUD face?
Also, whatever happened to Cory Whittle?

>> No.1287173

>>1287165
If someone gives me the assets, I'll make it dance. Also, god damn. I didn't think that swing would be this fun, running around like a barbarian with a battleaxe.

>> No.1287183

>>1287173
There was another Doom mod that let you swing your Chainsaw around.

No combos though but I thought it was fun.
It cut the demons half and then they'd disintergrate on the floor.
It was a lot of fun but wouldn't always cut in half for some reason, like the damage variation was huge.

I was also joking about the chainsaw spinning

>> No.1287198

>>1286976
When something catches my interest, it consumes my mind until I get burned out on it. A blessing and a curse.

I don't know how I'll cope when Mark releases v19b, but I'll manage.

>> No.1287203

>>1287198
Fuck it, your Brutal Doom is better.

>> No.1287208

>>1287198
I thought he quit Brutal Doom forever.

>> No.1287258
File: 139 KB, 500x482, MechDevourer.png [View same] [iqdb] [saucenao] [google]
1287258

And now, for my next trick...

>> No.1287261

>>1287258
Nice trousers

>> No.1287263
File: 86 KB, 606x820, 1380520440166.jpg [View same] [iqdb] [saucenao] [google]
1287263

Mapping question:

>How do I introduce new monsters to the player in a way that's sort of fair?

My map uses a custom monster, it's a suicide bomber, pretty self explanatory.
I dont really want them to suddenly fight a horde of them and think "oh i know what these are, they're suicide bomber things".

I might also use another monster that is a baron of hell variant.

>> No.1287294

>>1287263
You need to establish early on that the player will be meeting threats they may not be prepared for.

No one in the year 13+200*10 is going to be playing a custom Doom wad without near-complete familiarity of the vanilla game. If you don't foreshadow that they might be facing new mechanics, you risk jarring them with a hamhanded introduction of the monster. Perhaps a single one early, maybe even, position it in a way where it has a high chance of infighting and it ends up attacking another monster. It'll kill itself, probably before the player has a chance to collect his thoughts on what it is. Even if the player doesn't understand what it was, he/she will witness a behavior that is slightly out of the ordinary for Doom. Your player will then be more accepting of new tweests in maps.

Not that you need to baby them/not surprise them, it's about making them understand that the map is not a vanilla doom map, some point before they start to really invest in playing it.

>> No.1287297

>>1285401
What wad?

>> No.1287304

>>1287297

Have you tried reading the filename

>> No.1287306

>>1287297
filename presumably

>> No.1287326

>>1287294
>If you don't foreshadow that they might be facing new mechanics, you risk jarring them with a hamhanded introduction of the monster

Yeah thats my main worry.
Thing is, it's a suicide bomb monster that is deployed in waves and not on it's own.
I see what point you're making though - can you expand it a bit more? What about a monster that's a bit upper tier? Say around baron/revenant ability?
Do you think it's ok to introduce them in a capacity where they could still have a chance of killing the player?

This is making me think about playing the original wads again and seeing how they introduced new monsters there.

>> No.1287334

>>1287326
Well, the Arch-Vile came fuck all out of nowhere on Map 11, there was no indication of anything, it just came down on a platform when you grabbed the blue key.
It was an obvious trap, sure, but the first time you saw the place, you didn't expect some brand new horror.

>> No.1287390

>>1286983
The infrastructure of Saw-jitsu is now complete. It now has an air-attack that does a downward slash, which also can lead into the kick/slash/thrust combo. For example, in map01 of vanilla Doom 2, after grabbing the saw just leap into the group of zombies and practice your saw-kata.

Now I just need some red/blue blood covered variants of that saw, and it's be almost perfect.

>> No.1287393

>>1287334
To contrast, the first appearance of mancubi and arachnotrons was an arena-like level that put them in the spotlight, and was practically a boss fight.

>> No.1287454

>>1287326
>Thing is, it's a suicide bomb monster that is deployed in waves and not on it's own.
Give it the Serious Sam treatment.

Start with one that just comes right at Doomguy from the front.
Then go from there.

>> No.1287467

>>1287454
Or the Mega Man treatment

>Introduce enemy by itself to the player, so they can observe its behavior
>Introduce level element or hazard, so they know what they're in for
>Mix the two together, getting progressively harder

In this case

>Introduce lone suicide bomber in a room with a little more than enough time to react, don't leave too much or too little
>Level starts getting maze-like, windy paths with a few dead-ends
>Suicide bombers are placed around a corner and give chase moments before you turn into it

>> No.1287487

>>1287334
And that's the way it should be done. It may have been surprising, sure, but you're not goddamned unprepared.

For reference, Barons first show up at the end of E1M8--pretty big lead up. I always assumed they were supposed to be larger, and they scaled them back so they could be used as mini bosses later.

>> No.1287514
File: 53 KB, 400x400, 1386894425728.jpg [View same] [iqdb] [saucenao] [google]
1287514

>>1287487
>>1287467
>>1287454
>>1287393
>>1287334
Sorry for late reply, went out.
All good points, I may be overthinking things.

The other concern is, it's a short mapset (it's either 1 or 2 maps, depends if I merge them) so is it even worth a lead up to their main usage? Since it's used in the final fight anyway.

>> No.1287519

>>1287514
Toss it before the final fight then throw them into the final battle.

>> No.1287609
File: 817 KB, 320x240, 1387638577387.gif [View same] [iqdb] [saucenao] [google]
1287609

>playing slaughtermaps with russian overkill

>> No.1287616
File: 5 KB, 148x160, 1385687863819.jpg [View same] [iqdb] [saucenao] [google]
1287616

>>1287609
>playing any map with Hideous Destructor

>> No.1287621
File: 432 KB, 800x800, No thank you.jpg [View same] [iqdb] [saucenao] [google]
1287621

>>1287616
>Playing Call of Doomfare 2 because a friend wanted to play with the CoD mod

It could maybe be enjoyable if it was faster paced or something but it's so tedious and boring

>> No.1287642

>>1287621
>doomfare 2
Don't you mean RGA2?

>> No.1287643

>>1287642
Yes that is exactly what I meant.

>> No.1287646

>>1287198
Just take SgtMark's additions and implement them, easy as shit. His 'updates' as of late look like really trivial and simplistic shit in comparison to yours.

>> No.1287650

>>1286780
http://www.youtube.com/watch?v=MdCqelSoCqQ

>> No.1287652

Is there any way to play Doom with red/cyan 3D glasses?
Does Zandronum or Chocolate Doom support it?

>> No.1287654

>>1287390
>>1287173
i'm in the process polishing up the chainsaw-swing sprite, I'll give it the blood while i'm at it. Will post here and on the Zdoom forums.

>> No.1287663

>>1286780
http://www.youtube.com/watch?v=MdCqelSoCqQ

>> No.1287669

>>1287663
>>1287650
https://www.youtube.com/watch?v=OGGQxJLuVjg

>> No.1287678
File: 41 KB, 526x353, 1351559385538.jpg [View same] [iqdb] [saucenao] [google]
1287678

>>1287646
I feel like Mark is not really as active as he used to be, I'd say owing to his perma ban on the Zdoom forums.

Still cant see why a permaban was the punishment, it's not like he posted highly illegal content. He just acted like a douchebag and should have been sin binned for a few months.

>>1287652
Dont know about that but there was a guy wanting to put it on the Occulus Rift.

http://www.youtube.com/watch?v=urT717FUsNM

http://forum.zdoom.org/viewtopic.php?f=18&t=33910

>> No.1287681

>>1287678
>Still cant see why a permaban was the punishment, it's not like he posted highly illegal content. He just acted like a douchebag and should have been sin binned for a few months.

I agree. It's not like he posted piccolo dick. Or, even worse, nine piccolo dicks.

>> No.1287687
File: 524 KB, 1680x1050, 1387646000849.png [View same] [iqdb] [saucenao] [google]
1287687

Well, this looks amazing.

>> No.1287689

>>1287678
There could be some really cool WAD's to enjoy with the rift, especially ones where there is more exploration involved.

>> No.1287690

>>1287687
the music in that level is great too, ended up finding the original on youtube

http://www.youtube.com/watch?v=bA4PAkrAVpQ

>> No.1287714

>>1287678
>He just acted like a douchebag and should have been sin binned for a few months.

It would have been if this was the first time he was banned.

>> No.1287723

>>1287714
I thought he had just been given warnings and not bans?

>> No.1287724

>>1287723

Noooo. He's been banned before. This was, what, the fourth, fifth time he's been banned?

It's pretty clear he wasn't going to learn.

>> No.1287732
File: 86 KB, 473x508, 1344283046909.jpg [View same] [iqdb] [saucenao] [google]
1287732

>>1287724
>Noooo. He's been banned before. This was, what, the fourth, fifth time he's been banned?

Didn't know this, jesus fuck Sarge.
It's a shame too because I liked his mod for romping around in and he certainly knew how to make levels.

Hopefully he grows some tact and comes back.

>> No.1287738

>>1287724
He was only banned once from zdoom for some weeks, then second ban was forever.

>> No.1287750
File: 48 KB, 500x283, bfuok.jpg [View same] [iqdb] [saucenao] [google]
1287750

>>1287738
nope, i can vouche

first ban was for a few days when he first started out, a year or two back for stealing resources
third ban was when the real gore stuff happened and he got all pissy at errybody
fourth ban was when he and kinsie got into a slapfight
this is his first

>> No.1287751

>>1287750
>this is his first
this is his fifth
i cannot type

i guess i can't count either because i jumped from first to third
i'm typing on my phone hush

>> No.1287776

>>1287750
no, he was only banned when he and kinsie started a flamewar that dragged half of the community. He still got several warnings for his behavior after that, but never another ban.

>> No.1287784

>>1287732
>It's a shame too because I liked his [work]
>Hopefully he grows some tact and comes back.

Unfortunately this applies to like a couple dozen talented people in the doom community that have for whatever reason thrown tantrums and left forever over the years. (As well as some untalented people, see: Zygo) To my knowledge none have ever grown tact and returned.

>> No.1287797
File: 12 KB, 197x259, 1333127037419.jpg [View same] [iqdb] [saucenao] [google]
1287797

>>1287784
that's a real bummer, i can see why it happens though

i remember watching this doco thing a while back talking about people who tend to get really involved/passionate in their work are the most likely to have eccentric behavior
it's not always the case 100% of the time, it's just much more pronounced/likely to happen with those sorts of peope

>> No.1287805

>>1287784
Even if he grow tact, nobody will ever accept his return to the forums (wildweasel stated many times he is never going to be unbanned). His image is ruined forever, so, he has no reasons to try to improve.

>> No.1287809

>>1287784
Heh, well since /vr/ had both its first Cacoward winner and its first ragequit tantrum recently I guess /vr/ really has joined the Doom Community proper.

>> No.1287814

>playing Hellbound with BURL TUMD
>only have rockets left
>revenant fires a rocket at me
>see it slightly too late and shoot at the revenant
>both rockets collide and kill me
welp

>> No.1287815

>>1287814

update your version of burl tumd

>> No.1287821

>>1287809
>Heh, well since /vr/ had both its first Cacoward winner and its first ragequit tantrum recently

wait what
deets

>> No.1287835

>>1287821
it's auto archived
I just want you to look for it because it really isn't worth talking about

>> No.1287836
File: 790 KB, 1264x802, d.png [View same] [iqdb] [saucenao] [google]
1287836

Welp. Enjoy an odd extravaganza for this round, I need a drink...

http://www.youtube.com/watch?v=_3U7zoQJZpw

Source wad: http://www.doomworld.com/idgames/index.php?id=12693

>> No.1287837

>>1287835
this, search on https://archive.foolz.us/vr/ or ask on irc but keep it out of the threads

>> No.1287840
File: 25 KB, 200x303, brbr.png [View same] [iqdb] [saucenao] [google]
1287840

>>1287687

>> No.1287882

>"Ah man, it would be cool to replicate the spriting process of the weapons in Doom!"
>that feel when nowadays it's hard as balls to find and buy a toy weapon, let alone find one that could be disassembled

>> No.1287909

>>1287750
>real gore stuff

which reminds me, IF (and I strongly remark, IF) someone adapts gruesome imagery with the proper spritework to match the Doom feeling, I would totally approve its inclusion

So far what I saw with Samsara's gore mod is a good example of this

>> No.1287919

>>1287882

One of these days I'm going to go to a gun range with a wide variety of rare guns and take video from POV with my gopro and use it to sprite/share on zdf for others to sprite with.

For futuristic guns you would probably be best served by making a mockup gun using future looking stuff from a hardware store and taking video/pictures with that.

>> No.1287987

this is one of the reasons why I prefer playstation doom over doom64
http://www.youtube.com/watch?v=nBRcRZaco8w

>> No.1288000

>>1287732
I don't get the reason why some modders decide to become iconoclasts. Why not just leave all drama and snark behind and like, you know, make shit that's fun?

>> No.1288002
File: 61 KB, 625x999, 1364866996249.png [View same] [iqdb] [saucenao] [google]
1288002

Any good urban maps?
Like NeoDoom for example, but without all the new shit.

>> No.1288006

>>1288002
what the fuck is this absolutely terrible and sense insulting picture I resent just looking at?

>> No.1288008
File: 63 KB, 625x999, 1364867029332.png [View same] [iqdb] [saucenao] [google]
1288008

>>1288006
What would happen if B^U lurked our /vr/oom threads

>> No.1288018
File: 13 KB, 119x115, WHAT.jpg [View same] [iqdb] [saucenao] [google]
1288018

>>1288002
>>1288008

>> No.1288034

>>1287652
Why ISN'T there a red/cyan 3D sourceport for Doom? There's one for Quake 2.

>> No.1288040
File: 60 KB, 625x999, 1364867062542.png [View same] [iqdb] [saucenao] [google]
1288040

>>1288018
Atleast there's a happy ending

>> No.1288046
File: 80 KB, 212x209, toralol.png [View same] [iqdb] [saucenao] [google]
1288046

>>1288008
>MAZINGA

Fuck

>>1288002
Hellbound and Doom City are the only one's that come to mind right now. Kama Sutra also has a couple urban themed maps IIRC.

>> No.1288052

>>1288002
IMO "Doomguy" is only acceptable if you're talking about the male marine who canonically fought the demons in Doom 1, 2 and Doom 64.

If it's some fan-made thing he should be called "Marine."

>> No.1288067
File: 17 KB, 512x384, BuckleyGoesToBed.jpg [View same] [iqdb] [saucenao] [google]
1288067

>>1288040

>> No.1288078

Hey guys,

I'm trying to get started with Zandronum to play some multiplayer but I'm not sure how to use my mouse.

Anyone have any idea?

Thank you

>> No.1288082
File: 611 KB, 1680x1050, 1387663453949.png [View same] [iqdb] [saucenao] [google]
1288082

Community Chest 4, map 21.Horrible map.

You fight like, 3 Cyberdemons, 3 of Mastermind, and then you get to this room with invicibility. You're supposed to kill them before the inviciblity is out except it's fucking impossible because you've used up ALL your rocket and plasma and the shiton of previous bosses.

Terrible design, the map was good and original until this shitty boss rush. It's like he was desperally trying to make boss fights in Doom interesting (we all know it's not), except it made it even worse than it already is to begin with. i'll cheat to get to the next map i've wasted enough time on this shit. How other mappers in the community chest 4 allowed this to ruin their wad is beyond me.

>> No.1288086

>>1288078
long studies have been made, and, contrary to popular beliefs, computer mouse can be used as a potato masher, prostate massager or even as a small cup.

of course, they are best used as a precise and swift aiming device

>> No.1288087

>>1288078
Go into options and turn on mouselook.

>> No.1288090

Why aren't they running the who dunnit servers anymore? They were the best ;-:

>> No.1288091

>>1288087
Thanks mate

>> No.1288098

>>1288090
WhoDunIt is only good when nobody knows what the fuck they're doing.

Once people know what does what and how it works, everything falls apart and gets boring.

>> No.1288101

>>1288090
because it was played to death

>> No.1288102

Is there some kind of Doom community out there that isn't 99% central americans? Every server I go on in Zandronum is full of Spanish speaking third worlders.

>> No.1288107

>>1288102

Then stop joining in around Spanish time.

>> No.1288105

>>1288090
Because people can't play it. Either you get server wide tking, the killer gets raped right away by a tker or the killer goes full retard and suicides.

>> No.1288113

>>1287390
Here's a demo of it. Please be gentle.

http://youtu.be/uRwLoWO4lHQ

>> No.1288112

>>1288107
It's always Spanish time.

>> No.1288162

I've never played Doom64 and I have no idea how to get Doom64 EX installed. The download page on the official site has everything but a direct download of it.

>> No.1288168

>>1286737
Hey,my mom have a big poster of this on her room

>> No.1288169

>>1288162
download the Doom megapack,it already has doom 64 EX installed and ready to play
and if you have problems with that,give up and emulate Doom 64

>> No.1288172

>>1288162
download this http://sourceforge.net/projects/doom64ex/
extract/install it
download the doom64 n64 rom
open up wadgen (it's a file when you install ex) and select the doom64 rom
run launcher.exe

>> No.1288215
File: 44 KB, 632x434, 1387667697639.png [View same] [iqdb] [saucenao] [google]
1288215

>>1288172
>http://sourceforge.net/projects/doom64ex/

>> No.1288217

>>1288107
The Spanish don't hibernate and are always in blooming huehuehue season.

>> No.1288221

it is confirmed that Samsara will have Shadow Warrior,Rise of the Tirad and Blood protags to join?

>> No.1288223

>>1288215
scroll down

>> No.1288230
File: 199 KB, 5000x5000, you wont sleep tonight.jpg [View same] [iqdb] [saucenao] [google]
1288230

>>1288040

>> No.1288229

>>1288223
It isn't fucking there.

>> No.1288231

>>1288217
>Spanish
>huehuehue
It's MESSIMESSIMESSIMESSIMESSIMESSIMESSIMESSIMESSIMESSI over there.

>> No.1288234

>>1288229
well then it's not my problem
I can't tell you anything else, that's the exact shit I downloaded and I have all that stuff there

>> No.1288237
File: 77 KB, 886x687, where the fuck is wadgen.png [View same] [iqdb] [saucenao] [google]
1288237

>>1288223
COME ON, REPLY ALREADY

>> No.1288239

>>1288237
>>1288215
>>1288229

you downloaded doom builder 64
hahahahahahaha

here, try this
http://doom64ex.wordpress.com/downloads/
and learn to read
second line under downloads, chump

>> No.1288240

>>1288237
That's doom builder 64 you fag. Doom 64EX is a completely different thing.

>> No.1288241

>>1288237
>>1288237
>COME ON, REPLY ALREADY
if you talk like that, especially me, ever again, I'm gonna sacrifice a lamb in your name and you're really gonna get it

>> No.1288242

>>1288240
>http://doom64ex.wordpress.com/downloads/
Thats what you linked you fucking idiot.

>>1288239
The tech document?

>> No.1288249 [DELETED] 

>>1288242
>Thats what you linked you fucking idiot.
that's not him, read the fucking link
I'm the guy who linked you the wrong one by accident
holy fuck, I hate you
die, die, die again

>> No.1288247

>>1288242
The binary you dipshit.

>> No.1288250

>>1288247
>second line

You people are atrocious at giving instructions.

>> No.1288253

>>1288249
>holy fuck, I hate you for calling me out on being stupid

>> No.1288258

>>1288253
he/you are the only stupid ones here!
it is the first fucking link to download on the downloads page!
right under binaries, that link

"no download link on the page"

I gave helpful instructions, failing the fact that I made a mistake
instead of laughing it off, you act like a bitter chump with a tiny dick because your pride to anonymous entities on the internet found it funny

you've got everything else here, the information, the links
do it and shut the fuck up
I hate ungrateful people so much, especially stupid ungrateful people

>> No.1288301

>>1288221
No.
Why would you think that?

>> No.1288307

>>1287882
>that feel when nowadays it's hard as balls to find and buy a toy weapon, let alone find one that could be disassembled

There's all kinds of airshit, stuff with moving slides, bolts, hammers and detachable magazines. Or alternatively, you can just buy the gun you want in question, if you're American.
Why can't you find toy guns as much anymore though?

>> No.1288331

>>1287882
>that feel when nowadays it's hard as balls to find and buy a toy weapon, let alone find one that could be disassembled

maybe it's safer that way. with the average cop IQ getting close to that of a (cooked) oyster, kids would get shot daily for having toy weapons.

anyway, thoughts on the "blood pools" in brutal doom? i think they look pretty bad, and a small blood fountain from the dead bodies would look (silly but) great

>> No.1288341

>>1288113
11/10 I'm so fucking sold on it.

>> No.1288356
File: 52 KB, 204x204, 1378228168064.gif [View same] [iqdb] [saucenao] [google]
1288356

>>1288113
>I like chainsaw
>It's a personal weapon
>BANZAI

>> No.1288358

>>1288113
hype hype hype
looks pretty cool, but i'm not sure if your presentation is the best

>> No.1288391

>>1288113

Looks great, but it needs to one-hit those imps man. Scratch damage isn't worth the cool factor.

>> No.1288491

>>1288391
It easily can, if you hit them squarely. If there's a few of them in a line, you can cleave all of their heads off in one swing. If I up the damage on it any more, it'll outclass two SSG shots for no ammo.

>> No.1288556

i hope in the next thread someone hosts a server,i am bored and dissapointed[i want to beat slaughterfest but im on a toaster and i always lag when more than 300 enemies appear]

>> No.1288586
File: 1.60 MB, 468x360, SimonCame.gif [View same] [iqdb] [saucenao] [google]
1288586

>>1288113

Now we hope Mark doesn't steal from this

>> No.1288591

MP mod idea:
fight the hellraiser:
players can either be marines or demon summoners. at the beginning of the game, cacower-ups (think, harmless and fragile cacos) are spawned on the map. killing them will loot weapons, (and rarely powerups) for the marines, and will give extra health or rare scroll to the summoners.
summoners have a really high amount of health, but no weapons (save for the rare, 1-use offensive scrolls). to defend themselves they have to summon demons by paying a blood (HP) tribute. run out of hp and it's game over for you.

marines play more classically, they start with basic stuff and two 1up tokens (you can get extra ones from the cacos). run out of tokens, you lose.

(but it's just an idea like that...)

>> No.1288595

>>1288113
I like it, and for some reason makes me think of the old Splatterhouse games.

>> No.1288598

>>1288586
As far as I'm concerned, if he wants to, he's free to use anything I come up with. I'm all up in his house after all.

>> No.1288610

noob question /doom/:Considering that in Doom 1 Episode 1 you only have the SSG and the Chaingun only[and maybe the Rocket Launcher if you found the secrets] the 2 Baron of Hell that appears in E1M8 are considered a boss fight?

>> No.1288613

>>1288610
>Doom 1 Episode 1 you only have the SSG
You mean the regular shotgun.

And yes.

>> No.1288619

>>1288613
thanks for info

>> No.1288632

>>1288610
yeah, they are the bruiser brothers
and there's no SSG in doom1

>> No.1288650

>>1288632
>>1288613
>>1288610
Someone should try remaking Doom 1 with Doom 2 enemies and the SSG

>> No.1288653

>>1288650
You can already play with the SSG in Doom 2 with some mods.

It becomes much easier.

>> No.1288654

>>1288650
Can't remember if the SSG is part of it but the PS1 version of the Doom1 levels has D2 enemies (first level has chaingunner and pain elemental!).

>> No.1288665

>>1288653
Well no shit. In Samsara the III takes the place of the computer map, too.

If the maps were redesigned a bit and used Doom 2 enemies, then it could be balanced out.

>> No.1288679

>>1288665
Doom 2 was very easy solely because of the SSG

>> No.1288685
File: 692 KB, 1920x1080, samsarabloodyhell3_11.png [View same] [iqdb] [saucenao] [google]
1288685

>>1287909
Yeah, gonna be putting more work into that stuff again starting next week or so.

>> No.1288715

>>1288650

Someone should repost this at first fucking sight someone hints a UDoom with Doom 2 stuff

https://www.dropbox.com/s/pjkx5p2reh6qu6g/Doom2Randomizer_v0.2.1.wad

>> No.1288731

>>1288650
Use fker, the new enemies balance it.

>> No.1288732

>>1288586

here's a funny trivia, when someone opened a "spriting carnival"-ish thread in Doomworld, he whined for people to post actual content "that could be used" instead of random sprites and shit

While I may agree at SOME degree when it comes to random sprites posted regarding some temporary in-jokes, it isn't the whole case of the thread in general.

what that bastard wants is stuff to steal only

>> No.1288751
File: 38 KB, 814x698, 1310607729412.png [View same] [iqdb] [saucenao] [google]
1288751

anonfiles[dot]com/file/c930c70d0fc1f57ed0ce600d2e890485

There, a BD mutator that makes the all the zombies and the imps run around screaming.

How to properly use it:
>Make an Oblige map with only zombies and imps in it
>put on God mode
>do idkfa
>type "anubis" in the console
>I blow off some steam after a stressfull day

>> No.1288757

>>1288113
>Who's a man and a half
>I'm a man in a ham
Not the best one liner.

>> No.1288764

>>1288751
Wait, wait, wait.

You can make monsters afraid of you?
Would it be possible to have zombies and imps run away while you have the red tint of Berserk?

>> No.1288770

>>1288764
Possibly. I know that Russian Overkill has a custom powerup that does it.

>> No.1288773

>>1288764
The anubis cheat makes monsters afraid of you.
There's also the flag +FRIGHTENED that makes the monster be always afraid.
When scared they run away from you and attack less frequently.

>> No.1288774

Does Reelism work in coop at all?

I tried it with a friend, and we kept going to boss practice mode for some reason.

>> No.1288795

>>1288082
>You fight like, 3 Cyberdemons, 3 of Mastermind, and then you get to this room with invicibility. You're supposed to kill them before the inviciblity is out except it's fucking impossible because you've used up ALL your rocket and plasma and the shiton of previous bosses
Sorry to hear it but my experience did not match yours at all. I played the map from a pistol start, and found at first it was nowhere near generous enough with health and ammo, but by the end I was drowning in the stuff. Perhaps you missed some secrets or other caches of ammo earlier in the level?

>> No.1288816

>>1288795
>Perhaps you missed some secrets
>Adjusting level resources counting the secrets

I do REALLY hope people stop doing this. They should test their levels adjusting them with zero secrets in mind

>> No.1288819

Clearly Doom Evil Unleashed is a fucking mess.

If I decided to start my own Doom Bible project would anyone be interested?

>> No.1288820

>>1288816
>>1288795

>level is balls-to-the-walls hard
>go check the UV-max run
>bitch ass nigga discovers the sekrit with the BFG
>the whole level becomes a cake

evrtiem

>> No.1288825

>>1288819

>Doom Bible project

follow these steps

>get 99% of the whole fucking thing done
>THEN make the thread promoting your project
>???????
>CONGRATULATIONS, YOU JUST BROKE THE CURSE!

>> No.1288830

I tried playing Chex Quest 3 multiplayer with zandronum but only the sprites loaded. We kept playing anyways only to get stuck when the keycards did not work. When I tried again single player with zdoom, the Chex Quest levels loaded but the keycard problem was still there. There does not seem to be any more relevant files aside from the chex3 wad and chex 3 exe, which worked fine. Anyone have any help on getting Chex Quest multiplayer?

>> No.1288853

>>1288816
I thought the point of older FPS was to find secrets and use the cool bonus shit hidden away.

>> No.1288854

>>1288820
Map21's BFG is not secret, you're gifted it after you have the two keys and are about to teleport to the final section with the aforementioned bosses.

What I'm most surprised about is that he was complaining about map21, without having even mentioned map19 - now that was an impossible map...

>> No.1288869

>>1288774
Message the creator.
CooP reelism sounds pretty funny I must say though.

>> No.1288873

>>1288853

Most of the people still find secrets up to this date, having played those games for YEARS.

Who knows about that one pentagram who teleports you back to the start of E1M5? What about the backpack that you can get in MAP03 once you hit the switch that leads to the teleport to the left?

REALLY GOOD mapsets have adjusted resources for EACH difficulty, not just UV. And they DO test their levels without counting secrets too. Try playing thru any of the original levels without pushing any secret walls at all. That kind of playthrough should be doable too.

>> No.1288887

>>1288873

which reminds me, remember that one trap in E1M3 where you pick the blue key, the lights go off and 3 imps attack you? Try reaching that area in lower difficulties and see what happens.

most people disregard a lot of fucking stuff from Doom, id software REALLY put effort in their work and thought about fucking everything.

>> No.1288889

>>1288873
He made a strategic error by failing to keep enough ammunition for the end of the map, and that's somehow the map designer's fault.

>> No.1288890

>>1288774
Gotta set skill to 0.

>> No.1288895

>>1288890
Welp, that seems to be it, thanks.

>> No.1288896
File: 12 KB, 640x480, 1387691984.png [View same] [iqdb] [saucenao] [google]
1288896

>>1288887
you are presumably referring to this..

>> No.1288904
File: 277 KB, 800x1000, 1379387412437.jpg [View same] [iqdb] [saucenao] [google]
1288904

So how come I cant see MIDI's that have been made by artists here in this thread?

>http://forum.zdoom.org/viewtopic.php?f=37&t=30446

As a mapper I was thinking of getting a new MIDI track to use, I have reservations about using an mp3.

Tech support appreciated. Thanks.

>> No.1288919

>>1288896

yes

try playing that shit in ITYTD and then play it on UV

Do you see any difference?

>> No.1288929

>>1288919
the lamp is in the center of my screenshot for a reason.

>> No.1288942 [DELETED] 
File: 30 KB, 640x480, 1387692075568.png [View same] [iqdb] [saucenao] [google]
1288942

>>1288929

Except it's not you stupid fuck.

>> No.1288947 [DELETED] 

>>1288942
Eat shit.

>> No.1288948
File: 14 KB, 274x200, 1387693817970.jpg [View same] [iqdb] [saucenao] [google]
1288948

>>1288904
>Just as in genetics, unnecessary information and memory must be filtered out to stimulate the evolution of the species. Who else could wade through the sea of garbage you people produce, retrieve valuable truths and even interpret their meaning for later generations?

Less than 2% of the human genome is actually "read" and used, the rest is "garbage" data that was possibly used at one point ("one point" being up to hundreds of millions or even several billion years ago) but is used no longer. The 2% was not arrived at through any conscious or directed process but rather a microcosm of the directionless, goalless, purposeless process through which all species undergo change. And even that unused "garbage" data is beneficial as it insulates organisms from genetic damage which would otherwise cause cell death, or worse, malfunction.

I know the answer to your question but I'm not going to answer it because while I don't know what videogame that text came from, the fact that you saved and reposted that image full of pretentious, uninformed, unintentionally ironic, likely hipster tripe means that no good can come from assisting you in mapping or modding in any way. I'm sorry anon.

>> No.1288956 [DELETED] 

>>1288947

I hope you have your balls skinned and dunked in rubbing alcohol. Fuckhead.

>> No.1289000

>>1288948
It's from Metal Gear Solid 2 and you, like many of those that played it, missed the point entirely.

>> No.1289006

>>1288948
>I don't know what videogame that text came from, the fact that you saved and reposted that image full of pretentious, uninformed, unintentionally ironic, likely hipster tripe means that no good can come from assisting you in mapping or modding in any way.

That was the villain who wanted to confuse the fuck out of the hero.

>> No.1289025

>>1286205
>Short hair
that is my fetish.

>> No.1289030
File: 45 KB, 400x279, slap_to_face.jpg [View same] [iqdb] [saucenao] [google]
1289030

>>1288948
That guy was the villian of the story, dingleberry. Trying to throw the protagonist off course with a giant infodump.

>I know the answer to your question but I'm not going to answer it because while I don't know what videogame that text came from, the fact that you saved and reposted that image full of pretentious, uninformed, unintentionally ironic, likely hipster tripe means that no good can come from assisting you in mapping or modding in any way. I'm sorry anon.

I dont think you do know actually and instead you have decided that being a shitposter on /vr/ and commenting on something you admit you know nothing about is preferable to helping.

>> No.1289063

>>1288948
oh god please stop getting trolled by some guy's random image
>>1289006
>>1289030
oh god please stop getting trolled by some guy getting trolled by some other guy's random image

>> No.1289068
File: 739 KB, 800x440, pdvd049dw2.png [View same] [iqdb] [saucenao] [google]
1289068

WAD idea: Doom Arcade Edition.

The game would be left mostly the same, but each level would have a time limit, and you would need to use credits to play. Continuing with a credit makes you pistol start the current level. Also, there would be a scoring system based on kills, pickups, secrets, and time on the clock at level exit. Upon a game over, you get to enter three initials for a high score board.

I really want to realize the Doom 2 cabinet from Grosse Pointe Blank. Doom could totally work with a Street Fighter 2 type control layout with an 8-way stick and six buttons.

>> No.1289074
File: 14 KB, 466x588, What I'm talking about.png [View same] [iqdb] [saucenao] [google]
1289074

>>1288773
>>1288764
>>1288751
Ok guys, I've been thinking about an advanced AI project.

Not about pathfinding or anything boring like that. I'm talking about monster personality.

I want to make a wad where the monsters are even more different from each other besides simply their abilities and pain thresholds. I'm thinking fear, infighting, and noticing you are all variables here.

Like a few weeks ago I posted an idea about a "commander" type enemy; He'll alert enemies "under" him to your presence. Also, his presence will prevent infighting and fear to a certain degree.

>> No.1289075

>>1289074
That might be cool, have you checked out the Zsec Specops at Realm667?

They have some little AI personalities to them, they will sometimes run away when injured and depending on how far away you are change their attack.
Like if you're up close to the machinegun one he will spray rounds at you in full auto but if you're at a long distance he switches to semi auto and takes potshots.
He can also stop chasing you and instead stay in one spot, so you cant lead him around corners for an easier kill.

I think too with the shotgun one he can freak out and go rapid fire and get really aggressive.

>> No.1289162

>>1288889
>He made a strategic error by failing to keep enough ammunition for the end of the map, and that's somehow the map designer's fault.

So it's MY strategical error if you are to fight 3 Cyberdemons and 3 Masterminds in a row followed by about 6-7 Archevil at the same time with almost no ammo given during those fights and a door that apepared to make you unable to backtrack to earlier parts of the level?

It's badly designed, period. The simple fact that the author of the map was trying to create interesting boss fights by putting 5 of the 2 same bosses one after the other is terrible.

>> No.1289167

>>1289162
Not who you're talking to but I played that level myself and did not have trouble. BUT I did think I just got really lucky in a few parts and thought to myself at the time "I think somebody will find this bullshit".

super secret confession time here by the way
i played with brutal doom

>> No.1289179

>>1289167
Well you didn't play with intended gameplay mechanics so maybe that's why you had enough ammo.

>> No.1289183

>>1289162
>So it's MY strategical error if you are to fight 3 Cyberdemons and 3 Masterminds in a row followed by about 6-7 Archevil at the same time with almost no ammo given during those fights and a door that apepared to make you unable to backtrack to earlier parts of the level?

Bluntly, yes. As I said, there's plenty of ammo on the map. Also I don't recall not being able to return from the final area to search for resources I'd missed.

Not every map should be beatable first time just playing by instinct. Long maps which require some planning, and maybe having to restart, or go back to your savegame at the end of the previous level, are interesting, sometimes, for a change of pace.

Just so you know, I'm about halfway through replaying the level in prboom (currently 170/300 monsters). I have 79 shells and 67 rockets. I've died a couple of times due mostly to not being able to pick out incoming long-range fireballs from the overly colorful wall before I get hit by them... (not doing it properly, just using savegames for expediency. I'm finding as I get older that my patience for replaying the start of a map over and over again is wearing thin...)

>>1289167
IIRC, the most luck-based part was where you had a cyberdemon going up and down on 4 pillars and it forces you to pick up an invisibility to make the incoming fire unpredictable. I haven't quite got that far yet in my replay, I'll let you know.

>> No.1289189

>>1289179
by the way did you find this >>1285282 ?

>> No.1289190

>>1289179
>>1289183
I had been playing from the start of the wad though, not a pistol start. So I had all the guns and plenty of ammo.
I also really only like to use cells in scenarios where it's hit the fan so I can just spam away on the BFG.

>> No.1289193

>>1289179
>>1289190
PS: I'll accept the point about "intended mechanics".

I was the poster from the other day on your side when we were both talking about how creators expect how their stuff will be used

>> No.1289201
File: 56 KB, 640x480, 1387710499.png [View same] [iqdb] [saucenao] [google]
1289201

This is going pretty well, I've only been hit by one rocket so far. I survived due to the blue armor from the secret.

>> No.1289206
File: 47 KB, 640x480, 1387710745.png [View same] [iqdb] [saucenao] [google]
1289206

>>1289201
Hah.

>> No.1289209

>>1288929

good luck trying to find the difference in that area between those difficulties, kid.

Maybe it will take you 5 years, I dunno

>> No.1289229

>>1289189
Nope, haven't beat the wad yet though.

>> No.1289230

>>1289201
>>1289206
To be honest the map plays really fine until the end. Actually for more than the first half of it I loved the map for its originality, it felt poetic with all the decor moving and the "dancing" enemies fitting the music. The theme, textures, were also very original.

It's just the ending that's atrocious.

>> No.1289242

>>1289209
I think you don't know yourself, so you're trying to goad me into telling you.

>> No.1289245

>>1289242

not him, but I just found out, and yeah, id really thought about everyone's tastes.

>> No.1289248

>>1289242

>>1289242

ITYTD has lamps that help you to get out of the pitch black area
UV has no lamps

There.

>> No.1289252

>>1289248
Oh you ruined it now :/

>> No.1289254

>>1289248
In Doom you can make any sprite appear in certain difficulty settings only?

If that's the case that's pretty cool. In Duke3D the only sprites you can decide will be there or not depending on the difficulty are enemies, health, weapons and ammo

>> No.1289259

Interested in some story? HERE GOES! Lemme know what you think!

http://vocaroo.com/i/s0vsoFdd2bKi

>> No.1289260

>>1289252

Muh spiderdooming sense warned me that if I were to blueball him with that thing he would go on an ironic shitposting parade, so I don't want anyone to get angry

>> No.1289261

>>1289259

Noice

>> No.1289262

>>1289254
yes, have you never made a map before?
using the doom builder programs, placing a thing into the map, you can choose which skill settings it applies for
things include all actors; monsters, lights, decorations etc

>> No.1289268

>>1289262
That's cool I wish I had this feature for Duke, I'll ask the makers of eduke32 to include it. No I only make map for Duke3D which already takes enough of my time.

>> No.1289273

>>1289259
It sounds like I'm being briefed on "Operation Kino" based off the accent

>> No.1289275
File: 85 KB, 640x480, 1387714026.png [View same] [iqdb] [saucenao] [google]
1289275

Nice view from up here.

>> No.1289278

>>1289260
Heh. The next thing I was going to do was post the answer, but symmetrically encrypted with gpg. Apparently that makes the system think you're a spammer, though.

>> No.1289297

>>1289268
How is the Duke Nukem modding and mapping scene?

>> No.1289302

>>1289297
Steam workshop's given it a kick up the ass, just had a new usermap released there:
http://www.scent-88.com/reviews/A/acb/acb.php

mod news, nobody posts shit much but EP2 of the AMC TC is going pretty well. If anybody here liked it and have an idea or request let's hear it (or if you wanna see some shots just say)

>> No.1289303

>>1289254
Sounds pretty amazing, both of your voices are pretty fucking great for non-professional gigs.

Marty, that's your voice right? It's not urgently needed now but would you be up for doing some VA for the AMC TC in the future? I have a character who's perfect if you'd be willing.

>> No.1289305

>>1289302
More of that armored lady with the heavy machine gun. Maybe more weapons for her or something. I liked her in extra maps despite being so overpowered

>> No.1289307

>>1289303
Thanks! I'd absolutely be down for that! Gimme the deetz!

>> No.1289308

>>1289305
Jane? yeah don't worry her weapon set wasn't properly finished since she didn't feature in the story for Ep1. I want to put her in the main campaign but alas I have no VA (I don't think we have any women in the Duke community, not unsuprisingly)

>> No.1289314

>>1289307
Sweet! I'll have to get the dialogue together but it's for the character Magnus Giesler who showed up in IW and in AMC TC's secret ending. I have an account on the Zdoom forum so I'll send you the details when I get them ready.

>> No.1289327

>>1289308
Personally I liked her weapon set even if it wasn't finished.
I liked a lot of the other characters too, but she kind of stuck out to me.

Also I really really liked that series of levels in Hell and that haunted town with.. Rusty Nails? I think that's the guy's name.
The snowy cultist level was awesome too but it kind of freaked me out more than a few times.

>> No.1289334

>>1289201
>>1289206
>>1289275
Wad name?

>> No.1289336
File: 81 KB, 1024x640, Mine.jpg [View same] [iqdb] [saucenao] [google]
1289336

>>1289327
I think it was the combination of the power-suit (I'm a sucker for the Bubblegum crisis suits, they look really damn cool) and her weapon set being more futuristic in general.

There's more Hell levels coming in Ep2, as well as yet another snowy cult level (and a bunch of new things as well)

>> No.1289337

>>1289302
>>1289303
I don't, what? >>1289307


>>1289297
>>1289302
Yeah steam workshop has made duke's modding scene more popular suddenly than it has been in 10 years. it's amazing. If you want a comparaison point, one of my (not even so good) map got downloaded roughyl 300-400 times since release (like 2 or 3 years ago), and in less than 2 weeks on the workshop it's been downloaded more than 500 times.

>> No.1289354

>>1289334
Should be Community Chest 4.
Map 19 or 20.

>>1289336
Well I'm real excited to see what else is added.
I really liked AMC TC a lot.

>>1289337
That is great news, I hope it continues to grow.

>> No.1289356

>>1289334
Community Chest 4, one of the later levels

>>1289337
I don't get what you mean when you quoted me and Marty (sorry, point went over my head)

>> No.1289357

>>1289356
I thought you were asking me for VA >>1289303

but turns out you were asking something else? i don't get it

>> No.1289362
File: 141 KB, 1024x640, MOONHUB.jpg [View same] [iqdb] [saucenao] [google]
1289362

>>1289354
Cheers dude. here's a little pic of the moonhub. It's not finished yet but you can visit it from the AMC base anytime and visit a few shops and shit. I had to keep the pedestrian areas a bit basic since the civilian AI is pretty simple so performance isn't too bad.

>> No.1289363

>>1289357
Oh sorry I fucked up and quoted the wrong post, I meant to quote Marty. Sorry for the confusion.

>> No.1289378
File: 85 KB, 640x480, 1387718770.png [View same] [iqdb] [saucenao] [google]
1289378

>>1289230
All right I can see how this part might waste a lot of rockets/plasma but I still remain hopeful of having tons left to do the end with

>> No.1289383
File: 64 KB, 640x480, 1387719105.png [View same] [iqdb] [saucenao] [google]
1289383

>>1289378
Haha whoops I didn't think they'd follow me this far out!

>> No.1289390
File: 112 KB, 640x480, 1387719675.png [View same] [iqdb] [saucenao] [google]
1289390

>>1289383
Fuck this I'm going back for the BFG...

This took 200 cells btw. It should have took 160 but the dance is harder when there's two of them firing at you.

>> No.1289405
File: 164 KB, 640x480, 1387720139.png [View same] [iqdb] [saucenao] [google]
1289405

>>1289390
All right so let's take stock. Before entering the final area I have 90 rockets and 120 cells. There are another 440 back here >>1289378 and at least another 90 rockets lying around in various places.

Oh, and a megasphere...

>> No.1289409
File: 52 KB, 640x480, 1387720544.png [View same] [iqdb] [saucenao] [google]
1289409

>>1289405
It turned out I didn't even need to pick up the megasphere. Also there were 300 cells and 30 rockets in the first room after the teleporter, which is two-way (you can go back immediately if you want)

>> No.1289419
File: 56 KB, 640x480, 1387720746.png [View same] [iqdb] [saucenao] [google]
1289419

>>1289409
Seemed to have managed to one-shot the first of the three spiders! How often does that happen, it's a lot harder in engines that don't have ZDoom's blockmap fix.

Anyway since there were 40 cells in its room, net plasma loss: zero...

>> No.1289423

I've started making a map and I really like the start but I don't know what to do in my hub room

>> No.1289425
File: 32 KB, 768x511, 1386107103099.jpg [View same] [iqdb] [saucenao] [google]
1289425

>>1289259
Damn, that sounds pretty well done actually.

Gud job.

>> No.1289427
File: 68 KB, 640x480, 1387720922.png [View same] [iqdb] [saucenao] [google]
1289427

>>1289419
Something about this map makes it really easy to one-shot spiders

>> No.1289430

>>1289423
You can post pics or something to give us a better idea.

>> No.1289431
File: 56 KB, 640x480, 1387721092.png [View same] [iqdb] [saucenao] [google]
1289431

>>1289427
Couldnt manage three one-shots in a row. Oh well.

>> No.1289437

>>1289431
>>1289427
>>1289419
Each of them took me 3 shots I remember that clearly, and I shot in their faces.

Hence why you're going to have enough ammo for the archeviles and I didn't.

>> No.1289439
File: 71 KB, 640x480, 1387721335.png [View same] [iqdb] [saucenao] [google]
1289439

>>1289431
Final destination. The last cyberdemon took two BFGs and a few shells to finish it off, to save plasma.

I must concede that at this point the map does decide to prevent you from backtracking, which is annoying.

>>1289437
Yes, to take final stock: I have 300 cells (7 BFG shots) and 75 rockets to kill 6 archviles before the invulnerability wears off.

Three shots each? From how far away? Maybe I should play this thing in ZDoom.

>> No.1289443
File: 79 KB, 640x480, 1387721780.png [View same] [iqdb] [saucenao] [google]
1289443

>>1289439
4 BFGs and 3 rockets to finish the last one off... plenty of invulnerability left but still, could do better...

>> No.1289446

>>1289439
Not too far really, like for the 2 last ones, behind the corner

Distance matters how effective the bfg is? had no idea

>> No.1289448

>>1289446
Well yeah you need to get as much of the damage cone on the monster as possible.

>> No.1289450

>>1289446
Yeah, the BFG's splash damage actually originates from you and not the projectile.

>> No.1289454
File: 216 KB, 160x120, 1387722422.gif [View same] [iqdb] [saucenao] [google]
1289454

>>1289443
wheeeeee!

>> No.1289461

>>1289430
I want to but I have no idea how to compile the resources so it sounds how it plays in gzdoom builder, the level itself is only 37kb but adding the resources makes it 2.29mb

>> No.1289464
File: 7 KB, 640x960, 1387722893.png [View same] [iqdb] [saucenao] [google]
1289464

>>1289446
>>1289448
>>1289450

>> No.1289467

making new thread

>> No.1289469

>>1289464
Well shit, had no idea that's how it worked. YOu wouldn't guess that from how the splash sprite is.

>> No.1289471
File: 13 KB, 200x206, 1351044951689.jpg [View same] [iqdb] [saucenao] [google]
1289471

>>1289461
Well I thought you dont know what do do with it as in you're unsure about the decor or the layout or something like that.

>2.29mb

After you've zipped it?
Dude, anybody who shits the bed over a 2.29 meg map download in the year 13+(200 *10) is an absolute cretin anyway.

For 1 map, when you start pushing 5 or 10 meg though and it's only 1 level, ok we're pushing the envelope.

>> No.1289473

>>1289469
The BFG is actually kind of complicated when you get down to it but I always simplified it as "closer = better".

>> No.1289475

>>1289471
>For 1 map, when you start pushing 5 or 10 meg though and it's only 1 level, ok we're pushing the envelope.

I'd say that's fine for a TC/PC project though.

>> No.1289476

>>1289469
http://doomwiki.org/wiki/BFG9000

Back in the day entire long documents were written about the BFG mechanics. Look up the BFG FAQ!

http://www.gamers.org/docs/FAQ/bfgfaq/

>> No.1289480

>>1289471
>>1289475
I'll post it in the next thread, I'm uploading it now
the map is really small, I just want to get some comments on how it looks and if I should put something somewhere
I do want to use a blue door somewhere, though

>> No.1289487

>>1289475
>I'd say that's fine for a TC/PC project though.

Agreed, my own limit for the map I'm making it 5 meg but most of that would be the song. If I cant compress it enough I'll have to get a new one.

I think people just wonder where all the data is if it's over that size. Though my level has custom textures n' shit like that as well.

>> No.1289494

>>1289461
>37kb map
>2.29mb resources
yeah that does make me "why" a bit... seriously, 37k, it must be tiny

>> No.1289498 [DELETED] 

>>1289494
it's 3 rooms but I'm stuck after that, since the new thread isn't here yet
here https://dl.dropboxusercontent.com/u/17640143/sleep.rar

I suggest you play it in opengl mode since that's what I was creating it in
I'm surprised by a lot of people here who use software mode, sometimes I use it before I really like the depth fog, but it doesn't work so well in colored sectors

>> No.1289510

NEW THREAD

>>1289506

NEW THREAD

>>1289506

NEW THREAD

>>1289506

>> No.1289515

>>1289510
Ran out of thread titles I see...

>> No.1289643

>>1289201
>filename

>> No.1290503

>>1289337

What map?