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/vr/ - Retro Games


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1296087 No.1296087 [DELETED]  [Reply] [Original] [archived.moe]

DOOM THREAD, Doomcember edition (Last thread >>1289506)
(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 to make 'em compatible with other mods?
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.1296090
File: 5 KB, 93x121, adventure ho.png [View same] [iqdb] [saucenao] [google] [report]
1296090

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

-CACOWARDS? SURE, 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...

-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)

-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!

-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

>> No.1296095

second for AIEIEIEIEIEIEIEIEEEEE

>> No.1296097
File: 481 KB, 860x641, 1379570169967.png [View same] [iqdb] [saucenao] [google] [report]
1296097

Third for some faggot who doesn't read the FAQ coming in and saying "weh weh weh why aren't you on vg weh weh weh weh".

>> No.1296098

Fourth four our hero Scroton

>> No.1296101

>>1296097
Well that wasn't the picture I uploaded but I'll take it.

>> No.1296102
File: 15 KB, 250x250, 1351139761757[1].jpg [View same] [iqdb] [saucenao] [google] [report]
1296102

>>1289772

>">also this might serve as a poll to check how many browse our threads as well"
>check votes
>73 different people browse /doom/

>> No.1296107

>>1296098

who are you?

>> No.1296110
File: 8 KB, 251x206, 1374776846346.jpg [View same] [iqdb] [saucenao] [google] [report]
1296110

>mfw trying to take AOW seriously

>> No.1296115
File: 26 KB, 226x212, come quick larry.jpg [View same] [iqdb] [saucenao] [google] [report]
1296115

Could John Romero be considered the father of speedrunning?

He explicitly stated in Wolf3D his personal best, PAR time exists in Doom and Quake featured tons of elements that encouraged speedrunning as well; not taking into account, of course, that SpeedDemosArchive itself was conceived first to host Quake speedruns

>> No.1296117
File: 280 KB, 1366x768, 574567456.png [View same] [iqdb] [saucenao] [google] [report]
1296117

Can you let her in? She is just a fairy.

>> No.1296121

>>1296102

Give or take a few that didn't care enough to vote on the poll or reset their IP to vote multiple times.

>> No.1296127
File: 378 KB, 1080x1920, 2013_1225_1545_49.jpg [View same] [iqdb] [saucenao] [google] [report]
1296127

WHAT THE FUCK DID YOU FAGGOTS GET THIS GIBMAS?

>> No.1296132

>the BDSE mutator for varied ally arsenal didn't include custom sprites that show what weapon they're carrying
i'm 99% sure someone already did these sprites...

>> No.1296134
File: 268 KB, 1366x768, 1388023171562.png [View same] [iqdb] [saucenao] [google] [report]
1296134

Why am I still alive?

>> No.1296135

>>1296127
Bertrand Russell's History of Western Philosophy and a Current 93 shirt. No Doom related items sadly

>> No.1296136

>>1296127

I got forty dollars, and that's all.
Only one person showed up to the party after I did all of the work cooking, cleaning, preparing, and fixing things up for everyone so that everyone else could have a fun Christmas.

>> No.1296137

>>1296134

I ask myself that every day.

>> No.1296140

So exactly how shitty is this palette mod?

https://dl.dropboxusercontent.com/u/63152810/PaletteFun.wad

>> No.1296152

>>1296127
Literaly nothing.
Thanks for remembering it.

>> No.1296153

>>1296140

Not bad at all dude, dat green is cool

>> No.1296159

>>1296153
Thanks, and yeah - the green was a great discovery I had when I did some shit for another game. (The blue is more or less plagiarized from some other guy's accidental discoveries, while the red was a subtle edit someone wanted me to do.)

>> No.1296164

>>1296097
Oh god that pissed me off to no end, Metroid is one of my favorite things ever, and Nintendo just ignored the 25th anniversary.

>> No.1296173

>>1296087
Why use an image to list the best WADs? There are plenty of places to host an HTML document, like the public folder of your Dropbox, and put the screenshots on Imgur so you can link to the WADs.

>> No.1296225

>>1296164
I know, it's like the only 2 franchises Nintendo ever gives a shit about is Zelda and Mario, meanwhile they pass Metroid around like some kind of unwanted daughter who pretty much got lead into prostitution

>> No.1296229

Anyone make new sprites today?

>> No.1296231

>>1296225
I like Mario, don't care for Zelda, but goddamn I would kill for a new Metroid. They should just let Retro Studios do everything.

>> No.1296240
File: 29 KB, 964x204, fatso_reimagined.png [View same] [iqdb] [saucenao] [google] [report]
1296240

>>1296229

I am definitively going to create new flamethrowers for him. Not sure if I'm going to add small tidbits to his face in general

Obviously this is loosely based on Eriance's take on it (a sprite of his has the mouth which I just simply copied)

>> No.1296241

>>1296231
Apparently Miyamoto was saying something about Retro working on a Metroid game after Tropical Freeze, or so they say.

>> No.1296245

>>1296240
That face is pretty freaky.

>> No.1296246

>>1296241
They have been kinda hinting a bit at a new Metroid. Maybe at E3?

>> No.1296251

>>1296240
Perhaps you should try adding some highlights and shadows around his mouth where skin could bunch up like a big baggy anus.

>> No.1296256
File: 334 KB, 1366x768, Screenshot_Doom_Dotims.png [View same] [iqdb] [saucenao] [google] [report]
1296256

>> No.1296257

>>1296246
God I hope so. That and a new F-Zero.

In the meantime, I kind of liked Steamworld Dig for my fix, which is pretty much Metroidvania + that flash game Motherload. Originally 3DS eShop exclusive, but it's on Steam now.

I wonder what a Metroidvania-like ZDoom mod would play out like

>> No.1296260

>>1296257
Like Cheogsh 2 but with needing powers to get past the map obstacles to new areas.

>> No.1296264

>>1296257
Daedalus is KINDA metroidvania.

>> No.1296273

>>1296257
And maybe a new Starfox while we're at it

I did sorta have plans to make a re imagining of Super Metroid in Doombuilder, but I never had the time thanks to shit and depression

>> No.1296280

Zdaemon got released in version that finally have fucking unlimited framerate.

After 10 fucking years.

I remember how I've been waiting for that change in 2005.

Still, I'm going to try it, since I like it's physics more than Zandronum's.

>> No.1296282

>>1296280
>Zdaemon getting updated
Holy fuck nuggets

>> No.1296325
File: 43 KB, 345x101, Download-Button.png [View same] [iqdb] [saucenao] [google] [report]
1296325

Hey guys! You can grab the alpha for The Space Pirate on the ZDoom forums! Please read up on my last post as there are some issues and things to note! Thanks for playing guys!

http://forum.zdoom.org/viewtopic.php?f=19&t=37064

>> No.1296328

>>1296280
what do you mean you like its physics better? They all you vanilla physics dont they? just depends what version they use like if you can outrun rockets or not or if strafe running is super fast. because I'm sure thats just a setting on any source port. the unlimited fram rate thing is cool though

>> No.1296336

>>1296325
YESSSSS. IT'S HAPPENING.

>> No.1296338
File: 278 KB, 1366x768, 1388032612942.png [View same] [iqdb] [saucenao] [google] [report]
1296338

>>1296325
Great work!

>> No.1296339
File: 392 KB, 1280x720, gzdoom 2013-12-25 23-37-25-95.png [View same] [iqdb] [saucenao] [google] [report]
1296339

>>1296325
Great work.

>> No.1296340

The /newstuff Chronicles #441

http://www.doomworld.com/php/topstory.php?id=3962

>> No.1296343
File: 2.75 MB, 426x240, colors.gif [View same] [iqdb] [saucenao] [google] [report]
1296343

Integrated the new sprite, implemented colors so you can tell at a glance what you're wielding. Fade out if you swap out, get more intense as you charge up.

>>1296325

Awwww shit I need to get in on this.

>> No.1296359

>>1296325
>Pull Imp in with grab move
>Quick switch to shotgun and blast it

>> No.1296364

>>1296325
Well so far I'm having a lot of fun with it.
Feels like the armor goes away pretty quickly though, so I'm usually shooting hitscanners and punching anything with a proper projectile

Also pulling explosive barrels is fun and it fits in really well with Knee Deep in the Dead since it doesn't ask for too much heavy firepower.

I really can't wait to see more of this.

>>1296343
That looks great.

>> No.1296370

>>1296343
That doesn't look like the Doom palette.

What do you think this is, the Zandronum forum?

>> No.1296373

>>1296364
I'm glad you're having fun! I might raise the armor values back to their originals, I figured that since it absorbs everything it would unbalance the game putting it at the normal amounts. I'll see what kind of feedback I get on that!

>> No.1296378

>>1296373
Maybe it's just the shotgun guys right now, those guys HURT.

>> No.1296382

>>1296359
Quick switch, how do you do that?

>>1296373
One thing I have to say, right now the shotgun zombiemen seem really OP, I had about 60-70 health and had one one-shot kill me. And this is just my opinion, but the pistol sounds kinda wimpy. Aside from that I've been having lots of fun, I can't wait to see more in coming versions.

>> No.1296387

>>1296382
When you're doing your melee combos you can switch to another weapon quickly as long as you didn't do a combo finisher.

So P > P > P > Push shotgun button > Shotgun blast works
You can also quick switch after doing the pull.

It's very versatile and also you can pull enemies into enemy projectiles.

>> No.1296389

>>1296387
Ahh, sweet, thanks!

>> No.1296390

>>1296378
Someone on IRC mentioned that, and I think at some point I might've given them Zeke's damage values as an experiment and never changed them back. Whoops!

>> No.1296405

>>1296370
wat

>> No.1296434 [SPOILER] 
File: 57 KB, 300x322, ID Software stares at you with mild contempt.jpg [View same] [iqdb] [saucenao] [google] [report]
1296434

>excertp from Masters of Doom, page 55

...however. Carmack, in particular, seemed almost inhumanly immune to distraction. One time, Jay tested Carmack's resolve by popping a porno video into the VCR and cranking it to full volume. Romero and the others immediately heard the “oohs” and “aahs,” and, turned around cracking up. Carmack, though, stayed glued to his monitor. Only after a minute or so did he acknowledge the increasingly active groans. His sole response was “Mmm.” Then he returned to the work at hand.

>> No.1296438

>>1296325
Just finished Knee Deep in the Dead with this.
Punched out the Bruiser Bros to test out the melee system as much as I could without any interruption from Shotgun Guys.

To outline what I think of the mod so far

The good:
Melee feels really nice
Throwing the Pull move in the middle of some combos will retain your place in the combo
Ex. P > P > P > Pull > P results in uppercut finisher
K > K > P > Pull > P > P > P also works.
Shotgun is very reliable and feels really nice, compliments the pull and melee combos perfectly.
Uzi works very well.

The bad:
Due to the way armor works in Doom, 100% damage reduction will result in it going away really fast
The pistol felt pretty lackluster. Feels like there's a lot of overlap with the Uzi. Maybe it should be like a heavy hitting gun instead? Or maybe a more accurate gun in general? Never relied on it once I got the shotgun, definitely didn't touch it once I got the Uzi.
Melee might need a tiny tiny bit more range. But then again maybe being so close while attacking was part of the fun.
Kicks could use a little more range either way.


tl;dr version: I want more.
Even if Shotgun Guys do ridiculous damage right now it was a ton of fun.

>> No.1296439
File: 91 KB, 751x412, tasrtrgstgegfd.png [View same] [iqdb] [saucenao] [google] [report]
1296439

Guys, does anyone here know any good megawads with a dark/creepy feel a la Doom 64/Quake 1?

Just wanted to play through them on Samsara as Ranger with some Quake music wad I found.

>> No.1296442

>>1296439
The Ultimate Torment & Torture

>> No.1296445
File: 1.85 MB, 320x240, 1359440136423.gif [View same] [iqdb] [saucenao] [google] [report]
1296445

>>1296434
>His sole response was “Mmm.”
Then he returned to the work at hand.

>> No.1296448
File: 135 KB, 331x319, NYOHO.png [View same] [iqdb] [saucenao] [google] [report]
1296448

>>1296439
>That pic

>> No.1296449

>>1296439

Dissolution, and The Slipgate Experiments.

>> No.1296456

>>1296439
Slipgate
Cheogsh 1 and 2
Threshold of Pain

>> No.1296458

>>1296359
this might be a stupid question, put how does one activate the pull move?

>> No.1296463

>>1296458
Push reload with your fists out.

>> No.1296470

https://soundcloud.com/calibermusic/caliber-presents-ordure

These hard as fuck beats might be good for a Doom playthrough.

>> No.1296474
File: 314 KB, 2500x1842, 572931.jpg [View same] [iqdb] [saucenao] [google] [report]
1296474

Pinky pistols: feasible?

>> No.1296475

>>1296474
It would look really weird in Doom if you had the status bar up at all.

>> No.1296491
File: 16 KB, 320x200, wait-fuck.png [View same] [iqdb] [saucenao] [google] [report]
1296491

>>1296475
I spent an embarrassingly long amount of time on this before realizing the hands didn't even make sense.

>> No.1296494

>>1296474

No.
The ninety-cock is annoying enough.

>> No.1296505

>>1296491
That honestly looks painful.

It probably wouldn't ever work with Doomguy hand sprites unless you tweak it so it looks more natural.
The pistols also need to be aiming forward a bit more, looks like he's aiming at the sides a little too much.

>> No.1296515
File: 247 KB, 1366x768, 2013-12-26_00001.jpg [View same] [iqdb] [saucenao] [google] [report]
1296515

So
Valve is giving out L4D2 for free
The workshop has a mod that replaces the main characters with the various Q3 Doom models.

They also have a mode where you are given infinite fuel chainsaws.

Hilarity ensued.

>> No.1296516

http://www.youtube.com/watch?v=FH1OAPiSIBE

upside-down pistol trickshot

>> No.1296527

http://freesound.org/people/ecfike/packs/9550/

finally

some new duke nukem phrases

>> No.1296547

>>1296434
I don't think he is human to be honest.
Also it's a shame he left id. Doom 4 is Doomed.

>> No.1296551
File: 8 KB, 118x151, Absolutey Cacodemon.jpg [View same] [iqdb] [saucenao] [google] [report]
1296551

>reinstall windows
>WAD collection was too big for backup
>one more time from the top
>download the 12 gigabyte WAD pack
>everything's sorted into categories
>weird but okay
>go spelunking through categories
>all the WADs are zipped separately
>almost every zip has more shit in it than just the wad
Why the fuck would you do this?

>> No.1296556

>>1296551
Because it's just everything from /idgames packed into a torrent.

>> No.1296558
File: 4 KB, 226x204, Doomguy Confused.png [View same] [iqdb] [saucenao] [google] [report]
1296558

>>1296556
Why couldn't it have been all the WADs from /idgames instead of all the WADs plus 10 gigabytes of varying degrees of assorted useless bullshit from /idgames?

>> No.1296559

What's the point of having every fucking wad?

>> No.1296563

>>1296136
That sucks, I would have came if you invited me

>> No.1296565

>>1296343

I want to play this. Very badly. I mean to be fair I'd probably just use it to mash through maps generated with Oblige

>>1296515

[RIPPING INTENSIFIES]

>> No.1296569

>>1296127

Nothing, that doesn't bug me but I missed my chance hanging out with my dad before he left to go work again. Least I got to hang out with him the day before and watch movies.

But hey, he DID leave me some of his honey-glazed ham though, so it's not all bad.

>> No.1296578

When I beef up a gun sound I usually slip a bit of an acoustic kick drum under it.

https://www.dropbox.com/s/wb1heyfggm83qe1/ABOXFIRE-EDIT.wav as opposed to https://www.dropbox.com/s/4xi9zx0aovr61w2/ABOXFIRE.wav from The Space Pirate.

What I did was:

"Undid" the clipping in the original sound with a declipping effect (not sure if it really helps but I feel like I should undo previous compression / clipping as much as possible before tacking on my own), popped an EQ on it, cut out the 20hz or so range and lowered the bottom end (there wasn't much to begin with but I was worried about phasing issues later), then I slipped an acoustic kick (a sonor drum kit specifically) sample under it and faded it out very quickly, then I automated a bass boost on an EQ so the initial BANG has boosted bass and the tail has less bass than before, added a bit of high end from a sped up SMG sound from Alliance of Valiant Arms, ran it through a vintage limiter effect with bias turned up so the bass makes the rest of the sound kind of flutter, then through a compressor that soft saturates a bit, then through a bit of distortion, then I rendered it out and opened it in Audacity so I could use the envelope tool and shape the sound with that and then I saturated it further to crunch the initial BANG and then I straight up clipped it 2db.

I think I made it too beefy for an SMG but Marty Kirra says it's going to be completely redone so maybe it'll fit the new sprites.

>> No.1296579

>>1296578
After pointing out there's a kick in there you can probably hear it but I made the concious decision to boost the beater in the kick sound for more attack. In game it cuts through well, almost too well.

Of course my ears could be shot.

>> No.1296580

>>1296559
In case the /idgames archive were to ever go down, people would have backups then I suppose.

>> No.1296582

So I just got the Quake Collection on steam... how do I enable Mouse Look for Quake 1? There's a button in the controls for it, but you have to HOLD it to mouse look, it's not a toggle.

>> No.1296584

>>1296582
It depends on your keyboard, Some need a 2lb weight, others need 5. No way to know for sure until you experiment.

>> No.1296585

>>1296582
+mlook in console

>> No.1296586

>>1296584
I just have a laptop keyboard, I'm not sure about this weight stuff. Anyways, I found out if you punch in +MLOOK it toggles the free look... But now I'm having more issues, the game's graphics flip the fuck out if I alt tab out, and then if I quite and go back in, it doesn't retain the +MLOOK, or SV_AIM 1, or any of my video settings at all.

>> No.1296592
File: 1.78 MB, 1024x768, IOS.png [View same] [iqdb] [saucenao] [google] [report]
1296592

>> No.1296593

>>1296558
Because that's not everything, and is therefore not a proper mirror.
Also you can run a ZIP in Zandronum/ZDoom and have the WAD file in it play.

>> No.1296594

>>1296592
Soo... where do I shoot my rockets?

>> No.1296605

>>1296593
But not all Doom mods run through just the zip.

It doesn't read the pk3s and dehs

>> No.1296673

>>1296373
If anything I think the armour values should be raised above the vanilla values - absorbing ALL damage isn't as effective as you think it is. It may mean you don't take damage but it vastly reduces how long armour lasts. Instead of improving your durability it essentially becomes another health bar. Right now it doesn't last long enough at all, it's more of a novelty than an actual asset in combat (unless you're playing a WAD which has tons of armour pickups per level)

>> No.1296681 [DELETED] 

>>1296673
I'll let this sit for a couple of days while I get more feedback on it. I've been playing a lot and it really varies, but we'll see where this goes.

>> No.1296691

>>1296673
I'll have to check this out over time. I'm having mixed results but I might start the player out with some armor to compensate but I'll let this stew for the next couple of days.

>> No.1296692

Oh god. So I've only ever played the homebrew Quake 1 DS Port before, and now I'm playing it for real on PC. I never noticed the box of Nail Gun Ammo had the Nine Inch Nails logo on it. So clever.

>> No.1296697
File: 1.80 MB, 2000x2593, 120.jpg [View same] [iqdb] [saucenao] [google] [report]
1296697

My GF drew me this for Xmas.
It's meant to be me as doomguy and her holding all my guns.

>> No.1296805
File: 69 KB, 640x360, arthur and doomguy.jpg [View same] [iqdb] [saucenao] [google] [report]
1296805

>>1296697

Too animu

I wish I could have found this guy and had him properly scan this

>> No.1296810

>>1296697
That's her style...she's a girl...

>> No.1296863

>>1296697
Can another drawfag reverse that image so we can see the scene from the demon's perspective?

Assuming he'd have the same kind of eyes as our heroes.

>> No.1296938

>>1296697
it's very cute how she's holding your guns

>> No.1296940
File: 74 KB, 350x447, 1382479336444.jpg [View same] [iqdb] [saucenao] [google] [report]
1296940

Are there any mods recreating the weapons from Doom 3 that INCLUDE the Resurrection of Evil Super Shotgun?
I've found so many sprite recreations that leave out the SSG and it's saddening.

You can't just ignore that thing, guys.

>> No.1296948
File: 1 KB, 152x134, socialist agenda.png [View same] [iqdb] [saucenao] [google] [report]
1296948

So how did /doom/ react when Romero implied that Brutal was better than Vanilla?

>> No.1296953

>>1296948

He didn't imply that at all, so we reacted pretty fine.

>> No.1296961
File: 13 KB, 114x145, AB50Rework.png [View same] [iqdb] [saucenao] [google] [report]
1296961

Here's a rework of the graphic for the Ammo Box 50.

>> No.1296979

>>1296370
What the fuck are you talking about?

>> No.1296987

>>1296961
Looks just like an Uzi. I like it.
Is it like a classic Uzi in that it fires from an open-bolt, or like a modern one that fires from a closed-bolt?

>> No.1296998

>>1296961
That looks nice.
Will it be dual wielded or will it be a lone weapon like in the Alpha?

>> No.1297002

>>1296998
It'll be a lone weapon, but trust me, it's going to be kick-ass.

>> No.1297007

>>1297002
It kicked ass pretty good in the Alpha.

>> No.1297008

>>1296474
Have you tried holding a pistol upside down? It's uncomfortable and awkward as all hell, the grip fits the opposite of your hand (because it's made to be held NOT upside down), and your pinky finger has less muscle strength and reach, so pulling the trigger will be awkward as shit.

Accuracy, rate of fire, and recoil management will be fucked, it always annoyed me that a person with OCD wouldn't use his weapons in the most optimal way (IE; with proper grips and using the sights).

>> No.1297019

>>1296586
>the game's graphics flip the fuck out if I alt tab out
Some games do that, so don't fucking alt-tab then, save what you're doing, and exit the game, if you want to do something else.

As we did back in the day

>> No.1297029

>>1296692
Well, they DID do the sound design for the game, if I'm not mistaken.

>> No.1297035

>>1296961
Much, much better! is there gonna be an assault rifle in the selection? (I don't know, like a plasma replacement or something)

>> No.1297037

>>1297035
Not in the cards at the moment, but there will be something that'll fit the "super fast firing" weapon slot later on...!

>> No.1297045
File: 216 KB, 1944x555, mosin-nagant.jpg [View same] [iqdb] [saucenao] [google] [report]
1297045

Say, has anyone done a Mosin Nagant for Doom yet?

>> No.1297079
File: 64 KB, 640x426, 1374136276594.jpg [View same] [iqdb] [saucenao] [google] [report]
1297079

>mfw you can GRAB enemies closer to you in space pirate
HOLY SHIT.

>> No.1297094
File: 397 KB, 960x540, tease.png [View same] [iqdb] [saucenao] [google] [report]
1297094

Needless to say, the AmmoBox 50 is wayyy better now.

>> No.1297106
File: 466 KB, 1680x1050, 1388068520100.png [View same] [iqdb] [saucenao] [google] [report]
1297106

So I got recommended Whisper Of Satan because I really liked one of its author's map in Community Chest 4.

Well I'm not disappointed. It's a great wad of small to medium sized maps. I really like the square-ish, symetric and perpendicular architecture, layout and detailing. Really great shading as well. Gameplay is well thought too, and never over the top.

i've reached map 19 which is the best looking one so far with a great ice-theme.

>> No.1297134

>>1296940

the D3 SSG? It's in Realm667, I think

You just need to downscale it juuuust a little bit

>> No.1297138
File: 44 KB, 500x441, 1388070098930.jpg [View same] [iqdb] [saucenao] [google] [report]
1297138

Yo, guys

From the regular Doom/Doom 2 monsters, who would look cooler if his/her/its head was on flames, sorta like the Lost Soul?

I liked this pic (by Wayne Barlowe) and I'm looking forward to apply this concept on someone, so that's why I'm asking

>> No.1297141

>>1297138
Maybe the skellington, but I honestly like most of them the way they are. The only thing I'd really change on any of the stock monsters would be giving the hellknight smaller horns, scale him down by 10-15% with Decorate, and make his somewhat projectile smaller, weaker, and slower.

>> No.1297150
File: 111 KB, 1366x768, 1388070999431.png [View same] [iqdb] [saucenao] [google] [report]
1297150

Guess the wad.

>> No.1297154

>>1297150
Nazi Afurstehung or whatever it was?

>> No.1297160

>>1297106
What was Satan whispering?

>> No.1297161

>>1297154
Hell yes.

>> No.1297165

>>1297160

tnatropmi taht ton s’ti tub ,ereht eb ot detcepxe s’ti ;eivom nrop a ni yrots a ekil si emag a ni yrotS

>> No.1297168
File: 93 KB, 1920x1080, 84784678.jpg [View same] [iqdb] [saucenao] [google] [report]
1297168

>>1297165

>> No.1297189

>>1297165
Thanks Satan.

>> No.1297224

Hey, I'm having trouble with textures in my .wad, they sometimes disappear, and sometimes are listed with an error marker in Doombuilder 2, am I doing something wrong? I haven't mapped in so long, I've forgotten a whole lot.

>> No.1297247

>>1297224
How are you loading them to your project? Are you just adding them as resources inside Doom Builder or you already imported them to your .wad?

>> No.1297249

>>1297247
I imported them with Slade, and then added them to the textures.

>> No.1297250

>>1297165
Satan telling it like it should be.

>> No.1297252

>>1297249
One thing I read from somewhere I don't remember, is that you should leave the textures above everything else inside Slade, just select them all and move them up until they're on top.

Also, be sure the textures have the PP_START and PP_END surrounding them; sometimes they have problems loading without those markers.

>> No.1297253

>>1297252
They're between the markers, but I'll try what you suggested.

>> No.1297254

>>1297253
Wait, they're already at the top.
I can't remember ever having this problem before.

>> No.1297258

>>1296097
That's so fucking cute.
Jesus I'm going to get a stroke or something.

>> No.1297276

>>1296961
The grey lines on the side from the original sprite look bent.

>> No.1297309
File: 12 KB, 114x145, 1388078205203.png [View same] [iqdb] [saucenao] [google] [report]
1297309

>>1297276
>>1296961

>> No.1297345
File: 446 KB, 1366x768, 1388079685012.png [View same] [iqdb] [saucenao] [google] [report]
1297345

I'm glad its over.

>> No.1297347

>>1297345

did you actually...? holy dicks

>> No.1297351

>>1297347
I've also finished Doom: Rampage Edition.

>> No.1297358

>>1297345
Did you really actually play through the entirety of (a very outdated version of) Freedoom?
Good job, I guess.

>> No.1297360

>>1297358
Nop, that's Auferstehung.

>> No.1297361

>>1297360
Oh, I thought it was an outdated version of Freedoom due to the skull, the rocket launcher and that armor and health sprite.

>> No.1297363

>>1297361
http://www.youtube.com/watch?v=Xf6FjBU2oP0

>Original content do not steal

>> No.1297379
File: 167 KB, 650x525, uzi9mm2be6.jpg [View same] [iqdb] [saucenao] [google] [report]
1297379

>>1297309
>>1297276
They're supposed to, that's how the top cover for the Uzi is stamped. Adds structural strength.

>> No.1297381
File: 33 KB, 266x298, terror.jpg [View same] [iqdb] [saucenao] [google] [report]
1297381

>>1297360
Jesus Christ why would you do that yourself?

>> No.1297486

>re-reading Masters of Doom
>discover how much Adrian Carmack was wishing to express himself drawing the crude and demonic art he always wished to do when he was working with Romero and John Carmack
>he had to wait 5 long years (or so)

>> No.1297487

>>1297379
Oh neat.

>> No.1297501

>>1297486
>those 5 long years were spent drawing cute stuff for Keen and boring real stuff for Wolf3D
Adrian had a hard life.

>> No.1297502 [DELETED] 

>>1297501
Adrian was an tryhard edgy faggot.

>> No.1297503

http://www.doomworld.com/vb/post/1225507

>What the... Why didn't Grezzo 2 win the Mockaward..
>This isn't right. Its a masterpiece of bizarreness, and you give it to some weapons pack?

Isn't TheUnbeholden that one faggot who reuploads Doom mods in Moddb without permission at all?

>> No.1297504

Also, look, ScubaBitch actually did more Doom-related stuff!

http://www.doomworld.com/vb/wads-mods/66752-urban-brawl-dead-of-winter/

>> No.1297506

>>1297503
Yes.
And then cried like a bitch when Sgt. Mark IV was banned.

>> No.1297508

>>1297503
>talking shit about Extreme Weapon Pack
What a faggot.

>> No.1297520

Tried making a scifi explosion https://www.dropbox.com/s/yqa65e6o82k35r0/Chord-Explosion.7z

>> No.1297534
File: 145 KB, 1366x768, 1388088096748.png [View same] [iqdb] [saucenao] [google] [report]
1297534

>>1297504

>> No.1297543

>>1297504
Does it still play like utter shit?
>Yes
I don't care, then.

>> No.1297560
File: 139 KB, 1366x768, 1388088956301.png [View same] [iqdb] [saucenao] [google] [report]
1297560

>>1297534

>> No.1297567

what happened to that doom h-mod?

>> No.1297571

>>1297560
Kind a hurts my eyes a bit there captain.

>> No.1297595
File: 3 KB, 74x81, cylonel.gif [View same] [iqdb] [saucenao] [google] [report]
1297595

>>1297501
Re-reading it as well, because of 20 years and all that jazz. Wolf3D was certainly a step up for him though.

>>1297502
>pot calling the kettle black

>>1297503
>grezzo
That thing that requires you to know Spanish to understand, as well as being built on resources by a bitch ton of people?

>>1297504
Aww neat, I love his work!

>> No.1297598
File: 10 KB, 204x136, 1364913871833.gif [View same] [iqdb] [saucenao] [google] [report]
1297598

>*+ - Updated Zandronum's (G)ZDoom base to ZDoom SVN revision 2509 / GZDoom SVN revision 880 [Torr Samaho]

>> No.1297603

>>1297567
H-Mod?

>> No.1297606

>>1297598
>Accessories to Murder on Zandronum
:OO

>> No.1297613
File: 19 KB, 320x337, YES.jpg [View same] [iqdb] [saucenao] [google] [report]
1297613

>>1297598
http://zandronum.com/forum/showthread.php?tid=4114

>> No.1297621

>>1297606

Not that far ahead.
But we're only a year behind ZDoom now as opposed to being behind four years.

>> No.1297725

>metroid mod hasn't been released yet
>but it's clearly finished enough to host "private" servers on BE and invite Medicris/Eric/vincent to
>metroid will never be released and terminus is just viralfagging

>> No.1297729

>>1297595
>Spanish

Italian

>> No.1297730

>>1297725
>>but it's clearly finished enough to host "private" servers on BE and invite Medicris/Eric/vincent to

how do YOU know

>> No.1297737

>>1297730
Because you have to post in #bestever to start a server, thus alerting everyone to it

>> No.1297741

>>1297737

so now

>stalking what Terminus hosts in #BestEver

Explain the above

>> No.1297745 [DELETED] 

>>1297725
Metroid is fucking autism who cares

>> No.1297753 [DELETED] 

>>1297745
>Autism
You guys keep using that word, do you know what it means?

>> No.1297756

>>1297753
its called projection

>> No.1297757

>>1297756
Speaking of words that people don't know the meaning of...

>> No.1297759

I feel a bit ashamed for the lack of cacowards we have.

>> No.1297763

>>1297741

I am not going anywhere. Still waiting

>> No.1297764

>>1297595
>Dat Cylon-esque Lich

In which wad/s does it appear in, if any?

>> No.1297768

>>1297759
What are you talking about? Samsara won a cacoward.

>> No.1297776

>>1297757
Define projection in a way that makes >>1297756 not make sense.

>> No.1297792

Any chance of knowing where to find nashgore.wad? Will it work with FKER?

>> No.1297801
File: 19 KB, 1007x415, 1388094557275.png [View same] [iqdb] [saucenao] [google] [report]
1297801

I've seen people putting less stuff and/or almost nothing palpable and ready to play tagged as [WIP] compared to what I'm about to put very soon (read: the upcoming week; quite possibly before/during New Year's Eve)

So yeah, what the hell. Let's get this stuff prepared already.

>>1297792

Maybe this?

http://wads.coffeenet.org/zips/nashgore.zip

>> No.1297809

>>1297801
It says website unavailable...

>> No.1297814

>>1297809

http://static.best-ever.org/wads/nashgore.wad
http://ftp.floorchan.org/wads/nashgore.wad
http://www.l1tcomputing.com/wadlist/nashgore.wad
http://wadtemp.fathax.com/files/nashgore.zip
http://killerinstinct.ath.cx:2000/wads/nashgore.wad

What now?

>> No.1297817

>>1297776
Or maybe you can explain how it was correct? He called Metroid "autism". How does that even make sense? Why would you think he's projecting because he called a game series autism?

If anything, he's just throwing around words without knowing the meaning, not being autistic.

>> No.1297823

>>1297814
Hahaha, thanks a bunch... I was browsing through zdoom's forum, and found the mediafire link. Here it is:
http://www.mediafire.com/download/dia8518ujwcbokn/nashgore.zip

>> No.1297829

>>1297817
Anon could have been referring to the Metroid fanbase, but even if he wasn't you can project your own fears of being autistic onto inanimate objects and concepts, like how someone bad at math might say that math is stupid. How can math be stupid? Same concept.

>> No.1297841

>>1297829
Anon was referring to Metroid the game.

>> No.1297852

>>1297829
>Anon could have been referring to the Metroid fanbase
Well, now I've pretty much heard everything

I guess by that sense the Doom fanbase is autism. Fuck, every game out there (Even Bubba goes #2) has an autistic fanbase! You like a game? You're an autist!

>> No.1297854

>>1297852
Yeah, that's 4chan. Trying very hard to convince themselves that they are not autistic--everyone else is.

The people doing the projecting probably aren't even autistic, they just have really terrible self-esteem.

>> No.1297857

So a Metroid mod is being made.

Did anyone ever plan on a Zelda mod?

>> No.1297863
File: 12 KB, 330x282, inigo-montoya.jpg [View same] [iqdb] [saucenao] [google] [report]
1297863

>>1297852
>>1297854

>Autism

>> No.1297869

>>1297863
We're not going to go in a circle with this. We (myself and >>1297852 ) were referring specifically to the typical (on 4chan) misconception of what autism is since that's what 4chan users fear that they have.

>> No.1297882

What do people here think about DOOM 3?

>> No.1297885

>>1297882
Needs better weapon sounds
Needs more speed
It's okay as long as you don't compare it to Doom 1 and 2

>> No.1297908
File: 137 KB, 479x350, wot.png [View same] [iqdb] [saucenao] [google] [report]
1297908

>people playing as the boss in Saxton Hale Rebalanced Classes always resort to running directly into fire like a kamikaze bomber
You might as well declare a loss before the game starts.

>> No.1297924

>Not isolating player sounds from Lil Jon acapellas
>Not giving players the ability to spam WHAT on Zandronum

>> No.1298000

>>1297725
You see, in the biz this is called a 'closed beta'.

>> No.1298024 [DELETED] 

>scroton an hero

rip

>> No.1298025

>>1297908
>Saxton Hale Rebalanced Classes
What the hell is this shit? I always keep seeing these but every time I try to join, the .wads don't work.

>> No.1298032

>>1297381
Why? What's wrong with Auferstehung?

>> No.1298049

>>1298032
Really?

>> No.1298053

Man, Back to Saturn X with Brutal Doom is pretty good.

What are other wads good to play with Brutal Doom?

>> No.1298057
File: 341 KB, 1366x768, 1388103444242.png [View same] [iqdb] [saucenao] [google] [report]
1298057

Phocas Island is hard like fuck.

>1000 monsters.
>Arch-viles everywhere.
>Huuuuge map.

>> No.1298058

>>1298053

Hellbound
Nuts
Holy Hell
Plutonia
Newgothic
Going Down
The Eye

>> No.1298064

>>1296697
Based GF

>> No.1298067

>>1298053
Anything that isn't a slaughter map.

>> No.1298073

>>1298053
I liked UAC Ultra with it.
Slipgate was alright.
Knee Deep in the Dead is perfect with it

>> No.1298076

>>1298067
Why?

>> No.1298084

Realism mod where health packs are replaced with health kits that work like in L4D2 and smaller health packs are food that takes time to eat and heals a little over time, maybe stamina.

Possibly some sort of system that detects when there's a large cluster of heath potions and only spawns a few foods.

Piss / Shit meter and if you're Berserked you can shit and piss at the same time during a fight instead of stopping.

>> No.1298085

>>1298076
All those bullets and other shit will fuck you up considering how much damage everything does to you in BD.

>> No.1298087

>>1298076
Damage is a little bit on the high side.
All the extra details can cause the game to slog pretty hard.

Brutal Doom just feels better with less enemies.
Something like 300-600 feels right.

>> No.1298089

Asking this again since I dunno man

>Reloading animations ONLY when being idle

Yes, or no?

>> No.1298092

>>1298089
Can you interrupt it?

>> No.1298096

>>1298092

Basically you will be free to shoot in the middle of the animation, as if you were on an arcade-ish run-n-gun like Metal Slug

I am not saying I will be making a Metal Slug mod anytime soon (feel free to ask and piss the hell out of Rottking since that faggot was making one a long time ago), but I am taking that game as an example of what I'm trying to achieve

Oh, and reloading won't be an actual feature at all. The animations will be there just for show

>> No.1298103

>>1298089
I don't think it is that hard. I mean, I only know basic DECORATE but still I think it's simple;

Just make a Reload state without Loop when Fire ends while the fire button is not pressed.

Although, there are some points that I do not know how to do, so... if I can get enough motivation I can start working on it, of course, with enough sprites.

Or maybe some other anon with enough knowledge can get it done. It's not that hard as I see it.

>> No.1298105 [DELETED] 

http://www.youtube.com/watch?v=FEtJTf00xS4

arin and ross playing on Let's Rock

complete shit

>> No.1298109

>>1298096
Then I have nothing wrong with it.
When you say reloading while idle do you mean while standing still or while not shooting?

This does matter.

>> No.1298124

>>1298109

Good question, I honestly never thought about it.

I was definitively expecting to put the "reloading" animations after a couple of secs of doing absolutely nothing (i.e. being idle) , but now I'm not sure if by "nothing" I should include when the player is just running around while not shooting anything.

I'm also not sure how unrealistic it would look that you're pushing walls and doors while you're reloading stuff. What do you guys think?

>> No.1298128

What are some good wads to play with ww-nazis?

Aside of Epic 2.

>> No.1298129

>>1298124
You could always have it just be after a looong amount of time, possibly sooner if the player has shot recently.

>> No.1298131

>>1298128
Ruinbros

>>1298124
I don't think anyone who plays Doom just stands around.

>> No.1298132

>>1297729
You say potato, I say tomato.

>>1298128
Epi... fuck, I don't know.

>> No.1298138

>>1298124
Don't want it reloading when I need to shoot things.

Who stands around doing nothing in Doom?

Just have a reload state, it's what we all expect and it doesn't need to be changed.

>> No.1298143
File: 15 KB, 351x314, doomguy waving arms.jpg [View same] [iqdb] [saucenao] [google] [report]
1298143

When describing Project MSX as the Best Gameplay Mod of this year's Cacowards, Xaser pointed out the term "Doom's core gameplay" and one of its elements being "speed", and how PMSX makes it the focus of the whole thing correctly.

Now, I ask you /doom/, could you please describe to me other elements of "Doom's core gameplay"?

>> No.1298148

>>1298143
Speed as defense.
It's one of the big reasons why hitscanners a shit.

>> No.1298149

>>1298143
Dodging.

>> No.1298153
File: 247 KB, 1280x868, #YOLO #SWAGGINS.jpg [View same] [iqdb] [saucenao] [google] [report]
1298153

>>1298124
If the gun feeds from detachable box magazines, you could just do it Duke3D style, gun tilted to the side, at the same time as the magazine is dropped, and a new magazine is put in, all in a real quick motion.

Alternatively, you could have a reload animation play on the weapon you're currently holding, every time you start a level.

>> No.1298157

>>1298143
Simple puzzles, reliable conventions (secrets have a different texture), adapting to how monsters operate.

>> No.1298160
File: 57 KB, 597x400, Blank_Computer_Exploitable.jpg [View same] [iqdb] [saucenao] [google] [report]
1298160

>>1298131
>>1298138
I stand around a lot
sobbing in the corners of maze maps

>> No.1298169
File: 2.96 MB, 640x480, doom-dance-party.gif [View same] [iqdb] [saucenao] [google] [report]
1298169

>>1298148
>>1298149
These, fighting monsters in Doom is essentially like dancing.

Ducking, dodging, running, jumping, all to dodge projectiles, all with mouselook, it's so fast, fluid and rapid, it's exhilarating, I don't use it to break sequence, just plain evading enemy fire. I don't mind taking cover for hitscanners every now and then, but avoiding volleys of projectiles is just so fucking FUN.

The Arch-Vile scares me, but it's VERY exciting to duck behind pillars to avoid his devil magicks, letting off both barrels at him when running to the next column.


>>1298160
You probably play on I'm To Young To Die, then.

>> No.1298178

Hey folks

I'm working on a wad with newly created monsters from decorate, trying to come up with some original ideas rather than default realm models

Most of them are turning out pretty well and I should be starting the graphics, mix of reskins and new designs.

But I am am having a few troubles for more advanced decorate situations and the forums are not helping me much, does anyone here use decorate and can you help me?

My steam ID is Blackgaze, you can add me there for further details

steamcommunityDOTcomDASHidDASHBlackgaze

>> No.1298182

>>1298143
But Doom was designed to be played with the keyboard only.

Sure, you have the custom maps, but the original game was not fast.

>> No.1298195
File: 139 KB, 1366x768, 1388107604386.png [View same] [iqdb] [saucenao] [google] [report]
1298195

>>1298057
Fucking finaly. Almost 2 hours ripping and tearing.

>> No.1298198

>>1298182
>But Doom was designed to be played with the keyboard only.
The first commercial release had mouse support.

>the original game was not fast.
PAR
sr50

>> No.1298206

>deus vult
>map05
>jump into teleport
>batteries = 37
>no bfg
>These Guys everywhere
>tfw
WELCOME TO AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

>> No.1298207

>>1298198
Mouse support, yes, but most people played it on the keyboard.

It was designed to be played on the keyboard.

>> No.1298209

>>1298207
It was designed to be played however you want.

Pretty sure it had joystick support too.

>> No.1298214

>>1298206
>>no bfg

go watch Ancalagoon's legendary demo run of that thing. Pretty sure he picks the BFG earlier in the map

>> No.1298216

>>1298207
>Mouse support, yes, but most people played it on the keyboard.

Move that goalpost again, why don't you. First it was "Doom was designed to be played on keyboard" then it became "No one played Doom with a mouse"

Also, will need a citation on that.

>> No.1298217
File: 143 KB, 436x424, 1331035303920.png [View same] [iqdb] [saucenao] [google] [report]
1298217

>>1298207
>It was designed to...
OH BOY HERE WE GO

>> No.1298219

>>1298214
I meant no AMMO for bfg, not that I dont have bfg. Still. Fisted to death ;_;

>> No.1298225

>>1298216
Stop giving him attention.

>> No.1298226

>>1298219

STILL, go watch Ancalagoon's run. Also remember that slaughterwads do not rely on the player killing all the enemies but on provoking infights to save ammo, so keep swinging that fist in the air, if you know what I mean

>> No.1298227

>>1298209
Joystick is even slower than the keyboard

Did the ""AWSD + mouse" combo even existed in 1993?

>>1298216
I didn't moved my goal post. I said that the game was designed to be played on the keyboard. Then the other anon said that the game had mouse support. So yes, some people played it with mouse or even joystick, but the game was made on the keyboard and almost everyone in the past played like this.

>>1298217
What? Just for comparison, Quake maps were not designed with rocket jump in mind.

>> No.1298228

>>1298225
Sorry. I'm done.

>> No.1298229

>>1298227
WASD did exist once people got used to mouse controls.

It makes sense when you think about it.
All the gun selection at the top, WASD to move, etc.

>> No.1298231

>>1298229
>WASD did exist once people got used to mouse controls.
This happened with Quake lan-games, probably.

>> No.1298235

>>1298216
>Also, will need a citation on that.
The massive aim-assist of Doom.

>> No.1298236

>>1298227
>Quake maps were not designed with rocket jump in mind.

Goodbye

>> No.1298238
File: 41 KB, 470x312, dsgsdgseghsh.jpg [View same] [iqdb] [saucenao] [google] [report]
1298238

Good grief, why does E4M4 of Quake 1 have to be so boring as fuck?

>> No.1298248

>>1298235
Mouselook wasn't intended.
Mouseturning was.

It even had sensitivity options anon.

>> No.1298249

>>1298235
>This is a game with mouse support but no looking up or down
>It also has autoaim
>Clearly the autoaim is meant to compensate for people who don't use a mouse, rather than for the lack of looking up or down

>> No.1298251

>>1297852
> Well, now I've pretty much heard everything

The Metroid fan-base is pretty autistic, anyway.

>> No.1298252

>>1298235
I personally hate using auto-aim in any game, it's clunky and unintuitive. I'd rather just place my shots on my own. I mean, I *can* deal with Doom's aim assist, but if I have the option, I rather don't.

Also, I bet that faggot didn't even know you were meant to "rocketjump" in Doom at one point, for a secret.

>> No.1298258

>>1298248
>>1298249
And what's the point of mouse aim if you can't look up or down?

Mouse support was optional. In 1993 people played FPS with the keyboard only.

>> No.1298263

>>1298252
What secret?

>> No.1298273

>>1298258
If someone wanted to use mouse in 1993 they could. Just because it was more common to use keyboard only doesn't mean everyone who played Doom did it.

>> No.1298275

>>1298258
To turn faster.

You know, in Deathmatch speed is quite a lot of the game even before free mouselook and turning was a thing.

People who only used the keyboard would lose to people who used the mouse because they didn't have the better aiming options.

Romero played with a mouse

>> No.1298286

>>1298252
>I bet that faggot didn't even know you were meant to "rocketjump" in Doom at one point, for a secret.

It isn't quite a "rocketjump" per se, You can purposedly shoot a rocket between you and that wall to "jump" or slide towards that pit; it was intended (if I remember correctly from what Sandy said) for you to do that while having the invulnerability sphere on so you don't take damage, but you can do a safe straferunning to reach that area too

>> No.1298289

>>1298286
Straferunning wasn't discovered until a year after Doom's release.
Their words.

>> No.1298290

>>1298258
>And what's the point of mouse aim if you can't look up or down?

Alright, you go fire up Doom in chocolate and speedrun with a keyboard, then speedrun with a mouse. Yeah, there's definitely no reason to use a variable lateral speed mouse over analog directional keys.

Other anon is also right. Romero used a mouse. Romero is the doom god and played deathmatch a shitload.

As to your original premise, "doom wasn't fast", fuck you. Doom brought PAR times to the gaming world.

>> No.1298291

>>1298273
Ok, I will make a better comparison: the PS1 had a control with analog stick, but the games (with the exception of Ape Escape I think) were designed with the d-pad in mind, because the developers didn't wanted to marginalize who played without the analog stick.

>>1298275
Deathmatch in Doom sucked anyway.

> Using single-player maps for deathmatch

>> No.1298292

It's pretty obvious you're not supposed to be looking up and down in Doom. It fucks up the rendering and Icon of Sin as well.

>>1298263
He's probably talking about the exit to E3M9, which of course you don't need to look up and down to reach. He's a moron.

>> No.1298293

>>1298291
>Deathmatch in Doom sucked anyway.

I'm done talking to you. This discussion is getting ridiculous. You keep redefining the game that you are attempting to define.

>> No.1298296

>>1298290
>Doom brought PAR times to the gaming world.
WHAT

>> No.1298298

>>1298296
>he thinks NES golf games having par means speedrunning began with them

>> No.1298304

>>1297801

>Draft saved successfully

I need screenshots of that shit. Oh, and also, I'm most likely prone to release that WIP release FIRST here, maybe 12 hours before posting it in ZDoom, so yeah.

>> No.1298306

>>1298275
>Romero played with a mouse
Was just about to say.

>>1298286
I was hesitant, but I mentioned it anyway.
Shit, Carmack was considering adding slopes, and suggested people add things such as crouching and jumping once the sourcecode was out.

It's like purityfags don't understand that Doom was meant to be alive, it was meant to be modded and tampered with.

>> No.1298308

Do not give it attention. Report and ignore.

>> No.1298312

>>1298291
>the PS1 had a control with analog stick, but the games (with the exception of Ape Escape I think) were designed with the d-pad in mind

You do know that the analogs were added later in the console's lifespan, and that the initial models didn't have them, right?

>> No.1298318

>>1298290
>Doom brought PAR times to the gaming world.
Didn't Wolfenstein 3D have PAR too?

>> No.1298320

So now that everyone's giving him shit for his blatant attempt at making creepypasta bullshit, do you think the Necropolis guy will try to keep it going and make himself look like a dumbass, or drop the act and make himself look like a dumbass?

>> No.1298324

>>1298320
He might as well look at it this way; at least he's not Zygo.

>> No.1298326

I am....quite intrigued on what this is going to be about.

http://forum.zdoom.org/viewtopic.php?p=736615#p736615

>>1298324
>at least he's not Zygo.

true dat

>> No.1298327

>>1298291
>Deathmatch in Doom sucked anyway.
But it didn't.

>Using single-player maps for deathmatch

Early levels are good for Deathmatch.
E1M1 is good fun.

>> No.1298340

>>1297857

Well, the code for a hookshot and a (quite buggy) boomerang is there already

>> No.1298348

>>1298286
Sounds like a bad designed secret.

>>1298290
I already played like this and it's not comfortable since you still need to rely on the aim-assist.

Also for PAR times, yes you can RUSH the levels (if you memorize every inch of it), but this doesn't make the ACTUAL game fast. Is the combat fast? No, the enemies are slow and they come in small quantity. Playing Doom 1 and 2 with the mouse is so easy, even on Ultra-Violence, because of that. Playing it with the keyboard is more challenging, but also slower.

So, if you want fast gameplay, you need to rely on modern custom maps with massive ammount of enemies per roor (big enemy quantity compensate for their slow speed) or a strong boss like the Cyberdemon in a small room. But these kinds of maps didn't existed in the original Doom.

>> No.1298349 [DELETED] 

>>1298236
> This is what Quakefags actually believe

>> No.1298350

>>1298340

we need a LttP style mod, with a boomerang, hookshot, bow, the sword of course, fire rod, ice rod, bombs, etc. Make it so any enemy can drop hearts/magic jars/arrows/bombs

Fuck that'd be sweet

>> No.1298354 [DELETED] 

>>1298349
Rocketjumps were invented before Quake and was popularized by Quake.

>> No.1298357
File: 24 KB, 500x372, abstract kind of hell.jpg [View same] [iqdb] [saucenao] [google] [report]
1298357

>>1298348
>Sounds like a bad designed secret.
>thinking outside the box and being rewarded for it is bad design
Well ok.

>> No.1298361
File: 148 KB, 985x369, doomguy-stronk.png [View same] [iqdb] [saucenao] [google] [report]
1298361

>>1298348
>but this doesn't make the ACTUAL game fast
Doomguy can outrun a fucking lion, your argument is invalid.

>> No.1298363

>>1298350

Taking this a bit further you could do a two-fisted inventory system similar to Zelda games, as in left click would be the sword, and right click would use your selected item of choice.

>> No.1298364
File: 18 KB, 640x400, seena.png [View same] [iqdb] [saucenao] [google] [report]
1298364

>>1298318
No, that and Blake Stone actually came out afterwards. DOOM actually came out in 1978 when John Carmack invented raycasting. There were no games inbetween them where speedrunning was encouraged.

>> No.1298367

>>1298364
LMAO

>> No.1298375
File: 169 KB, 750x750, 1373671090326.png [View same] [iqdb] [saucenao] [google] [report]
1298375

What was that one eye-candy wad where you started on an island?
It wasn't Phocas 2, in this one you actually had guns. IIRC you got some sort of uzi right in the begining

>> No.1298379

>>1298290
>Doom brought PAR times to the gaming world
What? No.

Lots of games had time limits, and rewarded speed. Pitfall and Metroid are a good non-arcade examples.

>> No.1298385

>>1298379
The island.

>> No.1298386
File: 216 KB, 450x330, bill nye the doom guy.png [View same] [iqdb] [saucenao] [google] [report]
1298386

>>1298348
>Sounds like a bad designed secret.
There is a visible ledge you can't reach, so you fire rockets into your own face until the explosion knocks you over there.

>> No.1298392

>>1298363
Just the other day I was thinking of how cool this would be for a Castlevania mod.

i.e. leftclick is always your whip, and rightclick is your selected subweapon.

>>1298348
>Sounds like a bad designed secret.

They're called SECRETS for a reason, dude.

If it were actually a required part of the path to beat the level you might have an argument.

>> No.1298402

>>1298392

Castlevania would work nicely too. Though would you get whip upgrades with increasingly longer ranges and power?

>> No.1298405

>>1298392
>Castlevania mod
Would probably work better for Hexen/Heretic but I'd play it.

Holy water and Cross would dominate as always

>> No.1298414

>>1298405
That's what I was thinking, basically Castlevania 3 remade in 3D, with Hexen features.

And the option to play as Trevor, Sypha, Grant, or Alucard. Actually, would it be possible to have Castlevania's tag-team mechanic in a Doom game?

>> No.1298415

>>1298405
Hell, in 3D sniping with the dagger might actually be worth doing. If anything Axe would be the weak link in the chain. I mean, you aren't going to fight lots of enemies straight above you in a Doom mod, right? The billboarding would be terrible.

>> No.1298418

>>1298415
You're right, I was thinking about how the axe wouldn't really translate well to 3D.

I mean, the whole point of the axe is to attack enemies that are above you. But if you can aim up, the knife and boomerang can already do that.

Maybe the axe could be like a homing missile?

>> No.1298420

>>1298418

If anything make it a slow, heavy projectile that pierces through enemies, and either make it bounce on the ground a few times or travel straight before dropping downwards

>> No.1298426

>>1298420
The fact that it throws in an arc says to me it should almost be like a mortar.

>> No.1298428

>>1298426
That would be pretty neat. Firing in a fixed arc so it's hard to hit with, but extremely damaging if it connects.

>> No.1298434
File: 516 KB, 1600x900, 1388114284519.png [View same] [iqdb] [saucenao] [google] [report]
1298434

I GOT A BONE TO PICK WITH YOU

>> No.1298435

>>1298428
I was actually thinking you'd still aim the arc, but it would be affected by gravity and if you wanted it to go anywhere you'd have to aim up.

If my grenade spamming in S.T.A.L.K.E.R. has taught me anything it's that you can eventually learn the weight of a throwable object to get pretty good accuracy.

>> No.1298442

>>1298434

What the fuck is that

>> No.1298445

>>1298442
It's the DOOM II TC for Army of Darkness.

>> No.1298448

>>1298445

Groovy.

>> No.1298450

>>1298448
That's the item pickup sound.

>> No.1298467

>>1298418
Two ways to handle the axe.

Do what 3D Castlevanias did(Goes forward, rips through things)
Or give it ripper properties so it's a really really heavy hit and then reward the player for arcing their shots onto monsters.

>> No.1298478

>>1298414
Use a token system that switches your classes.

Tokens would be navigated through inventory, using it gives a token that switches your character.

RSL did something with one guy that could turn into three things that were really different from one another.

>> No.1298479

>>1298467
Slow ripper that flies forward but turns left and right, loosely following your crosshairs

Or it turns left, right, up, and also down.

>> No.1298489
File: 31 KB, 315x337, MelSamsara.png [View same] [iqdb] [saucenao] [google] [report]
1298489

Space Pirate confirmed for Samsara.

jk

>> No.1298493

>>1298479
being able to control the arc would be pretty sweet

>> No.1298498

>>1298489
Depending on the badassitude of the shotgun shell types I would main her.

Seriously, what are the shell types. I'm dying to know

>> No.1298507

>>1298498
Buckshot (normal), Electric Shock, Hellfire, and Poison.

>> No.1298508

>>1298350
There was that ZelDoom project from many moons ago, looked promising but nothing ever really came from it aside from two wad files. A weapons pack and a small level area which if I remember had a guard enemy from LTTP in it.

>> No.1298509

>>1298507
Want

>> No.1298512

>>1297138
the revenant

>> No.1298525

>>1298508

Weapons pack you say?

>> No.1298538

https://soundcloud.com/invisiblerecordings/axon-all-is-invisible

Played this on max volume while going for a run with Space Pirate.

So extreme.

>> No.1298559 [DELETED] 

>>1298354
>I'm wrong!
Yes. Yes you are.

>> No.1298562

>>1298076
Because in slaughterfest you basically meet a fuckton of enemies that can blast you in 0.0 seconds flat because BD increases the power of the enemies,therefore if you re surrounded by archviles,you can say "bye bye" to your ass
MSX is a bit better for slaughterfest maps because you have regen-shields
>inb4 <complain about regenshields>
it wont matter really,MSX+SF.wad=your ass is doomed

Try out relam 667 wads,they are great with BD but avoid SF maps,they become annoyingly hard as balls

>> No.1298572

>>1298525
Yeah, has like a sword a slingshot and a few other things.
http://www.doomworld.com/idgames/index.php?id=14213

>> No.1298573

I don't see a pack of L4D2 sounds on the ZDoom forums.

I better fix that.

>> No.1298589

>>1298251

Once again, this
>>1297863

>> No.1298591

>>1298572

aw man they're just reskins, damn shame

>> No.1298593

Burl Tumd update when?

>> No.1298598

What is that Hexen gameplay mod? Hexciser or something like this.

>> No.1298602

>>1298591
Sadly yeah, but they were made in 1997 afterall.

Suppose one could take the graphics from that and make proper weapons with'em.

>> No.1298608

>>1298559
Rise of the Triad had rocketjumping before Quake, I'm sorry anon.

>> No.1298610

>>1298608
Marathon too

>> No.1298616

>>1298598
Anyone?

>> No.1298618

>>1298598
>>1298616

Hexercise?

>> No.1298620

>>1298598
>>1298616
>waiting only nine minutes for an answer

It's Hexercise you impatient twat.

>> No.1298628

>>1298618
>>1298620
I can't find to download

>> No.1298637

>>1298628
Try google.

>> No.1298643

How do I tell ZDoom to still run the game and play sounds while being minimized like PrBoom does?

>> No.1298651

>>1298637
I tried

The mod doesn't appear

>> No.1298653
File: 227 KB, 800x600, 1388119113418.png [View same] [iqdb] [saucenao] [google] [report]
1298653

What was your greatest reelism score?

pic related, mine

>> No.1298654

>>1298651
I don't believe you.

>> No.1298659
File: 27 KB, 912x458, ss (2013-12-26 at 11.38.10).png [View same] [iqdb] [saucenao] [google] [report]
1298659

>>1298651
It's the very first goddamn link.

>> No.1298673

>>1298659
Well, thanks

I blame the google version of my country

>> No.1298690

>>1298653
what is this and how do I get it?

>> No.1298698

>>1298690
http://thekinsie.com/reelism/

>> No.1298703

>>1298698
Now that I think if it didn't Kinsie promise an update to Reelism sometime in the next few days?

>> No.1298719
File: 2.80 MB, 426x240, fancybeam.gif [View same] [iqdb] [saucenao] [google] [report]
1298719

I'm not too keen on the color, but with Power Beam taking red, Wave taking purple, Spazer taking Green, Plasma taking yellow/orange, and Ice taking White, there's not a lot of other options.

Can the hardcore Metroid fans guess what beam this is?

>> No.1298724

>>1298719
It's not the Phazon Beam! (therefore it sucks)

also stop stealing my code :<

>> No.1298727

>>1298724

NEVER

>> No.1298729

>>1298719
Hyper?

>> No.1298734

Hey fam, how's the haps? Any hot Doom modding news?

>> No.1298748

>>1298719

Hey how are you planning on making the weapon system work anyway? Left click shoots/charges beams, right click fires missiles?

Are beams going to have ammo?

>> No.1298751

>>1298719
Shouldn't Plasma be Green, and Spazer Yellow?
I haven't played any of the FPS Metroid games yet, so maybe I'm wrong on which game you're taking the colors.

>> No.1298760

>>1298734
see
>>1296325

>> No.1298762

>>1298751
the colors are still wrong, because plasma was red in prime, with power being yellow-orange

>> No.1298765
File: 55 KB, 570x320, PlasmaBeam.jpg [View same] [iqdb] [saucenao] [google] [report]
1298765

>>1298762
plasma looks pretty orange to me here

>> No.1298772
File: 32 KB, 405x549, mxb92zDwfs1sorarco1_r2_500.gif [View same] [iqdb] [saucenao] [google] [report]
1298772

>>1298719
I'd go with

Power = yellow
Wave = purple
Plasma = red-orange
Ice = blue
Spazer = green?
Imperialist = hot pink

That leaves white you can use for something else

>> No.1298773
File: 33 KB, 256x224, Super Metroid_00040.jpg [View same] [iqdb] [saucenao] [google] [report]
1298773

>>1298762
Well I won't try to change your decision; after all, this mod will be awesome regardless of the colors.

Still, I'll always think of the colors used in Super Metroid.

>>1298762
That's what I don't know, since I haven't played that game. I see the Plasma Beam as this one (pic related) but since the sprite is based on that pic, I can't argue.

>> No.1298775
File: 42 KB, 480x360, prime1plasma.jpg [View same] [iqdb] [saucenao] [google] [report]
1298775

>>1298765
that's prime 3, where all the beams combine

pic related is prime 1, where you have just the plasma beam

look at how red that shit is

*look at it*

>> No.1298776

>>1298773
also I'm not term; term uses capitalization

>> No.1298787

>>1298775
Yeah, why not just go with Prime colors? Prime forced you to memorize them, get some more mileage out of that.

>> No.1298789

>>1298719
So will the beams have varying effects? Or just varying damages? I think it'd be fun if the different beams had different effects, like the powers in Psychic.

>> No.1298794
File: 860 KB, 707x1062, Mpt3.png [View same] [iqdb] [saucenao] [google] [report]
1298794

>>1298748

Right now, that's how it is. Left click shoots/charges, right click fires missiles. Beams don't have ammo--maybe the BFG-tier weapon will, though, since it needs to have a disadvantage.
I'm currently experimenting with a Super Metroid-esque system where you have to right-click in order to prep the cannon first, though, then left-click shoots missiles.

>>1298751

I'm going for Prime colors for the most part, yeah. Spazer didn't exist in Prime, so I went with an almost-yellow green. Specifically, chartreuse--green enough to stick out from the others because I'd really like to give each weapon an individual color, but yellow enough to resemble where it came from.

>>1298762
>>1298772
>>1298775

That sounds pretty good. I'll go with that, especially since the blue here is making this look distressingly icy.
Thanks.

>> No.1298796

>>1298794

I think for simplicity's sake, right click should fire a missile, and holding right click can charge it up for a super missile

>> No.1298805

>>1298789

They will definitely have varying effects. Each of the beams have a different quirk and unique function (Spazer spreads wide, Wave bounces and fires really damn fast, Plasma rips, etc).

>> No.1298815

>>1298805
Sweet, sounds fun. Will the ice beam freeze enemies, and the plasma beam ignite enemies?

>> No.1298819

>>1298796
or you could go exactly how prime did it and have charged alt-fire do a super missile combo

then we can have flamethrower and wavebuster and shit

what would spazer super missile combo be, for that matter

WHAT WOULD PHAZON SUPER MISSILE COMBO BE

>> No.1298829

>>1298819
>Phazon super missile combo
It wouldn't have one and maybe that could be it's downside

>> No.1298831

>>1298794
Don't forget, Ice beam was white in Prime. Don't wanna hafta shoot blue doors with the ice beam, 'taint right.

>> No.1298858
File: 27 KB, 500x375, ice_spreader.jpg [View same] [iqdb] [saucenao] [google] [report]
1298858

>>1298831
ice looks pretty blue to me here

>> No.1298904

>>1298489
Tipbox for Mel, because I'm bored.

Time to get back to work! V.0.1.1 of The Space Pirate comes tomorrow!

>> No.1298906
File: 593 KB, 800x600, MelSamsaraSheet Mockup.png [View same] [iqdb] [saucenao] [google] [report]
1298906

>>1298904
Oops, forgot to actually attach it to the post.

>> No.1298909

>>1298904
What kind of changes are coming with V.0.1.1?

>> No.1298912

>>1298906

I'd play as her in Samsara.

>> No.1298913

>>1298909
>>1298904
Shotgun guy fix and new Uzi sprites?

>> No.1298917

I'm not a regular on here but what are the best source ports for playing doom online right now? I've just been using zandronum for now am I missing out on any other port with a good player base though?

>> No.1298920

>>1298917

Zandronum is the main method of playing online, you're fine anon.

>> No.1298963

>>1298917
A lot of the newer mods use ZDoom / GZDoom. While Zandronum is based on GZDoom it's based on a really old version of GZDoom. Mods like Accessories to Murder and Winter's Fury (I think) won't work on Zandronum.

>> No.1298967

>>1298963
I'm just talking about multiplayer, I have zdoom installed too.

>> No.1298968

>be two thousand and almost fourteen in the year of our lord
>load up newest, shiniest modern-day doom engine source ports
>shitty win95-style fullscreen fucks up my desktop, scattering icons to the four winds
>window sizes all get randomly readjusted
>game forces hardware brightness and gamma settings
>trying to adjust levels ingame changes entire settings for operating system
>have to reset profile values using nvidia control panel to fix
Why is this allowed?

>> No.1298971

>>1298967
You could just play online with ZDoom or GZDoom, you just have to tell people you're looking to start an online game so they know the IP to join and the WADs.

Setting up multiplayer ZDoom is embarrassingly stupid compared to Zandronum but for some mods it can be worth it.

>> No.1298973

https://www.dropbox.com/s/4ffi2iwt7wvxubi/L4D2-Sounds.7z

Left 4 Dead 2 (L4D2) (Sounds, sans survivor chatter, music, and atmosphere)

>> No.1298974

>>1298968

Play in a window. That'd solve some of your problems

>> No.1298984
File: 8 KB, 100x77, ScreenShot271.png [View same] [iqdb] [saucenao] [google] [report]
1298984

>>1298971
4 man MSX coop

>> No.1298985

>>1298984
It doesn't work at all because of ACS, I'm so sorry anon

>> No.1299005

>>1296673
>>1296691

Do what I was considering doing for a project I was working on, make armor give a flat damage reduction (so 10% or 20% or whatever) but also have normal armor points that behave like vanilla doom armor. When the armor points run out the damage reduction goes away.

>> No.1299009

>>1298906
This description kind of makes her sound like a tanky character.

>> No.1299010

>>1298906
Don't like that firing and pumping is the same button. If I forgot if I pumped it and I try I waste a shot.

That's fucked up why would you even do that.

>> No.1299027
File: 134 KB, 740x516, ss (2013-12-27 at 02.47.51).jpg [View same] [iqdb] [saucenao] [google] [report]
1299027

>>1298794
>>1298775
>>1298772
>>1298762
>>1298751
>>1298719
So after doing scientific research I came up with this list about what colors each of the beams are in the different games, except Hunters because fuck Hunters.

METROID:
Power: Yellow
Long: Yellow
Wave: Red/Yellow
Ice: Blue

METROID II:
MAN EVERYTHING'S BLACK AND WHITE
I CAN'T SEE SHIT

SUPER METROID:
Power: Yellow
Spazer: Yellow
Ice: Blue
Wave: Purple
Plasma: Green

METROID PRIME:
Power: Yellow-orange
Wave: Purple-pink
Ice: White
Plasma: Red
Phazon: White/black

METROID PRIME 2:
Power: Yellow-orange
Dark: Black-purple
Light: White
Annihilator: White/black

METROID PRIME 3:
Power: Yellow-orange
Plasma: Orange
Nova: Green

METROID FUSION:
Power: Yellow
Charge: Yellow
Wide: Pink
Plasma: Green
Wave: FUCKEN' DNA HELIXES OR SOMETHING MAN I DON'T FUCKING KNOW
Ice: Blue

METROID ZERO MISSION:
Power: Yellow
Long: Yellow
Charge: Yellow
Ice: Blue
Wave: Blue
Plasma: FUCKING BLUE

So what answer do we get from this?
We should make the beams polka dotted

>> No.1299028

>>1299027
Don't dwell on the colors so much.
Just use the best sounds for each one
And Super Metroid's Speed Booster

>> No.1299034
File: 11 KB, 800x800, 1339821173894.png [View same] [iqdb] [saucenao] [google] [report]
1299034

>>1299027

Is... Is that the Wood Beam?

>> No.1299035

>>1299027
You should copy the Metroid Prime 1 colors, because that helps distinguish them from eachother and gives each beam a distinct elemental flavor.

>> No.1299048

noob question:

are grafix important for mods? will people play a mod that changes stuff but doesn't have grafix?

>> No.1299050

>>1299048

Depends. What "changed stuff" are we talking about here

>> No.1299051

>>1299034
Yes.

>> No.1299056

>>1299048
if it uses the doom assets nicely then sure

>> No.1299057

>>1299048
If it's levels you can use whatever standard stuff you'd like.

If it's weapons it's ALL about how it's handled.

Parkour uses default resources but it's actually pretty spiffy.

>> No.1299058
File: 10 KB, 249x220, 1331282759163.png [View same] [iqdb] [saucenao] [google] [report]
1299058

>>1299051

Holy fucking shit I haven't heard about the wood beam in like 12 years.

>> No.1299059

>>1299050

gameplay stuff

what threshold would be required? I'm trying to decide whether to pursue a project that would be a huge time sink and wouldn't be worthwhile if nobody gonna play it.

>> No.1299064

>>1299059
Man just say what you want to do.

>> No.1299065

ETA: 30 Hours

>> No.1299069

>>1299059

what this guy said >>1299064

are we talking new weapons? New monsters? what?

>> No.1299070

>>1299064
>>1299069
change enemies and weapons to fit a certain strict theme using resources from elsewhere (enemies and four weapons from non-doom games), and the graphics I'm wondering about are that I don't know how to make a custom hud

>> No.1299073

>>1299070
Even if you just change enemy behavior and some weapon properties it would be acceptable.

As long as the things you put together doesn't clash and the gameplay is solid you should get at least a few people to have fun with it.

>> No.1299074

>>1299070
forgot to add that the enemies WILL NOT play/behave like they did in their original games, they'd just have their sprites and probably sounds used.

>> No.1299076

>>1299074
So like zombiemen with burst rifles and dodging?

>> No.1299082

>>1299076
No, also zombiemen will be replaced as all monsters will have projectiles or be really fast and have melee

>>1299073
>you should get at least a few people to have fun with it
how many? I guess I'm asking because if I sink a couple hundred hours into it and there are only a dozen people that bother to play I'll feel like a failure.

>> No.1299084

>>1299082
>I guess I'm asking because if I sink a couple hundred hours into it and there are only a dozen people that bother to play I'll feel like a failure.
Anon, maybe modding is not for you.
You should be doing it because you like it, not just for recognition.

>> No.1299087

>>1299084
>You should be doing it because you like it, not just for recognition.
I don't care so much for recognition as it is just people actually playing it. like I would be happy seeing that a good number of people downloaded my mod even if people didn't tell me they were playing it or there was any recognition because it means people are actually playing it.

>> No.1299091

>>1299087
If the gameplay is good you'll get people to play it.

You shouldn't feel like a failure because there's only a handful of people that'd try it.
Don't go expecting like a shitload of people right off the bat though, unless you're doing a lot of original work.

The important thing is to not lose heart no matter how it turns out. Soulcrusher was one of my favorite releases but it got little attention

>> No.1299096

>>1296325
Execution could not continue.

Script error, "mk-tsp (122513).pk3:actors/weapons/dec_wep1.txt" line 16:
"weapon.bobstyle" is an unknown actor property


WHAT THE FUCK, HELP ;-;

zandronum inb4

>> No.1299103

>>1299096
>Zandronum
Found your problem.

You don't put newer stuff in Zandronum.
You use mods before 2010 on Zandronum

>> No.1299115

>>1299103
and why zandronum can handle with Brutal Doom 19v?

GZDoom inb4

>> No.1299117

>>1299115
Brutal Doom was also made with Zandronum in mind.
The multiplayer experience was part of it.

Space Pirate seems to use things that isn't supported in Zandronum yet, so it won't work in Zandronum.

>> No.1299118

>>1299103

Just erased the wad, gonna try again

>> No.1299163

>>1298375

It's just called "The Island"

>> No.1299173

Blood has the worst sprites in any official Build engine game.

>> No.1299181

>>1299173
I disagree, duke's and redneck's are the worst

>> No.1299195

>>1299173
>>1299181
I think the least we can agree on is that all the Build games are absolutely terrible looking.

>> No.1299203

>>1299195
I think the least we can agree on is that this is a doom thread, not a build engine thread
regardless of your argument; no need to say it
I know the (g)zdoom engines are built around build engine mechanics

>> No.1299217

>>1299203
I think you're a fucking faggot who needs to stop telling people what the rules are when we're trying to have a discussion. Your reply has added NOTHING to this thread, go away.

>> No.1299245

>>1299203
>I think the least we can agree on is that this is a doom thread, not a build engine thread
>>1296087
(other retro FPS games welcome too, chances are we played 'em too)

>> No.1299250

>>1298435
Yeah, it's like the hand grenades and 40mm grenades in Half-Life, eventually you'll just subconsciously learn how to best arc them.

>> No.1299252

>>1298434
As silly as that entire mod was (and it had to be, being based on Army Of Darkness), and as hamfisted as it was (due to limitations at the time), the levels in AOD Doom were incredibly fucking fun.

>> No.1299256

>>1298292
>He's probably talking about the exit to E3M9, which of course you don't need to look up and down to reach.
Note that "rocketjump" was in quotes, because it's not a true rocket jump, you just shoot the wall and the blast gives you the speed necessary to reach the secret exit. You can do it with SR40/50 too, but that trick wasn't known until years later, so that's pretty obviously not the intended method.

>> No.1299260
File: 1.35 MB, 1920x1080, gzdoom 2013-10-29 22-29-26-96.png [View same] [iqdb] [saucenao] [google] [report]
1299260

>>1298653
Get on my level, pleb

Play infinite

>> No.1299293

>>1298984
>>1298985
next update, anons

stay strong

>> No.1299314

>>1299048
Check out the two Doom Mutator Contests. All the mods submitted are pure code, no new sprites, sounds, or anything. It's really impressive what some people can do with TEXTURES.

>> No.1299362

If I upload my .wad somewhere, can someone have a look at why the textures are misbehaving? I'm really at my wits end here.

Wasn't there someone running a site for temporary .wad hosting?

>> No.1299380

>>1299362
Yeah, it's pseudo3d.org/wads/.
Post on there and give us the link in this thread, I'm sure someone can help you.

>> No.1299392

do you guys know of a way to play doom in your android? I downloaded AnDoom but it comes with the shareware version, and whenever I try to replace the wad file, I get a black screen.
So is there any other way to play doom?

>> No.1299401
File: 639 KB, 1366x768, hell factory.png [View same] [iqdb] [saucenao] [google] [report]
1299401

This fucking wad.

>> No.1299402

>>1298906
Is this Ada Wong?

>> No.1299406

>>1299402
Yeah he said it was an edited model or something.

>> No.1299412

>>1299392
pls respond

>> No.1299415

>>1299380
>>1299314
Here; http://pseudo3d.org/wads/uchan.php?replyvar=26

>>1299412
I wouldn't bother. Believe me, I've tried running Doom on my Android, it's somehow too weak to do it properly, slow, stuttering, buggy, and most of all, the controls are completely inadequate for such a fast-paced action game as Doom.

>> No.1299461

>>1297567
Still being worked on, I assure you.

>> No.1299463
File: 9 KB, 258x195, 1368913795095.jpg [View same] [iqdb] [saucenao] [google] [report]
1299463

>start map
>turn around and press "use" on the door behind the player's start
>no secret

>> No.1299513

> Playing Deus Vult
> Big room with Spider Masterminder and chaingunners
> No cover

> Playing Back to Saturn X
> Enter teleporter
> Room with chaingunners on windows and you have no cover

Please, anyone who design maps... stop doing this kind of bullshit.

>> No.1299516

>>1299415
>http://pseudo3d.org/wads/uchan.php?replyvar=26

Took a look at it...made some corrections (although not perfect/just to illustrate what's going on) and re-upped your WAD in your thread on pseudo3d. Also left some explanations of what I saw going on...

>> No.1299520
File: 1 KB, 64x72, door3.png [View same] [iqdb] [saucenao] [google] [report]
1299520

>>1299463
it has a padlock so why would it open

>> No.1299524

>>1299520
>it cannot be unseen

holy shit I never noticed that.

>> No.1299525

>>1299520
you spend the whole map getting keys

DOOIIIIIIIIIII

>> No.1299526

>>1297106
you like the symmetry? i thought it was a bit excessive

someone made a parody named "whispers of startan" that was the same room repeated 38 times in a row or something, it was quite unkind but i could see where he was coming from

>> No.1299528

where can i find someone willing to do David Bowie hud status sprites that look like Doom

for free

pls don't make me look within myself

>> No.1299535

>>1296280
boycott zdaemon until its source code is published under a free licence

>> No.1299562

>>1299526
I love symetry and squarish design in general. Makes me feel at ease, like everything is right.

>> No.1299636

Why hasn't someone turned the fat SSG zombie into a Boomer?

Also, because I know someone will think it, the Mancubus is definitely too large for a bloated zombie.

>> No.1299640
File: 147 KB, 900x1315, Boomer[1].jpg [View same] [iqdb] [saucenao] [google] [report]
1299640

>>1299636
>into a Boomer

a wha---AHH. This thing?

>> No.1299642

>>1299640
Yeah. It vomits bile on you which attracts a horde of zombies and blows up pretty easily, also spreading bile. The bile only attracts the horde if it gets on a person though.

You'd think it'd be easy to pop them far away but they're pretty sneaky and they have a tendency to levitate over shit like trucks. That might be a glitch though.

>> No.1299727

>>1299642

hmm, you got me interested

is this bile harmful to the player? does it have healing properties to the rest of the enemies?

>> No.1299728

>>1299727
The bile is harmful to players but doesn't heal the enemies.

>> No.1299730

>>1299727
No, the bile doesn't damage players. All it does is attract a lot of zombies and obscures your vision for a few seconds.

>> No.1299735

>>1299728
>bile is harmful to players

http://left4dead.wikia.com/wiki/The_Boomer

See Primary Attack and Special Attack.

http://www.youtube.com/watch?v=pDR75Bx7yVY Here's a video of someone playing as a Boomer since I can't find a video of an AI Boomer.

>> No.1299740

>>1299735
Oh, I was thinking of the Spitter's acid.
Sorry for the confusion.

>> No.1299756

TerminusEst13, how do CVARs work in zandronum? Also is there a tutorial online or other page that could explain them and how they work? All I can find seems to point to custom CVARs only being introduced in 2.7.1 version of zdoom but since you're using them in zandronum there must be some other way around that. Making a post about this on here or zdoom would help a lot of modders/mappers out. Thanks.

>> No.1299769

>>1298858
http://images4.wikia.nocookie.net/__cb20090301162233/metroid/images/b/ba/White_Door.jpg

ice beam looks pretty white to me
(link because android chrome can't select a fucking file)

>> No.1299774

>>1299091
>Soulcrusher was one of my favorite releases but it got little attention

It has a large thread on zdf and a cacowards mention

>> No.1299775
File: 16 KB, 325x325, Peering2.png [View same] [iqdb] [saucenao] [google] [report]
1299775

>>1299756

To put it very very very simply, cvars are basically numbers registered into the player's .ini file detailing the exact nature of their personal settings--and each setting all comes down to a number. It can be as simple as sv_nojump 1, which disables jumping, or dmflags3 16 which allows friendly players to pass through each other.
Think of it as your own personal board of switches where you can enable or disable options as you please.

They've actually been in ever since the console was introduced to ZDWhatever, but only recently did ZDoom give modders the ability to make their own. With Zandronum, though, cvars can only be manipulated and adjusted through ACS, thanks to ConsoleCommand.
Making your own cvar is easy enough, as it's just basically one simple script:


script 550 OPEN { if (!GetCVar("my_cvar")) { ConsoleCommand("set my_cvar 0"); ConsoleCommand("archivecvar my_cvar"); }

What this does is when the level opens (OPEN), it checks to see if the cvar exist (!GetCvar), and if not it creates it (set metroid_noaircontrol) and then saves it in the player's .ini (archivecvar metroid_noaircontrol).
Simple!

From there, the server can adjust and set the number of the cvar to whatever they want in the server's console. Determining behavior based off the cvar's setting, however, is up to what the modder wants to do in ACS.
Consider this simple script:

script 551 ENTER { if (GetCVar("my_cvar") == 1) { GiveInventory("SuperShotgun",1); SetWeapon("SuperShotgun"); }

This is a (very primitive) recreation of Zandronum's Buckshot mode, as whenever the player first enters the map (ENTER), it checks to see if my_cvar is set (GetCvar == 1), and if so it does a simple GiveInventory to give them the SSG right from the start and then sets it to their active weapon.

>> No.1299778

>>1299057
>>1299091
Would a custom hud be a good way to get people to go bananas though? It seems like the most popular mods all have custom huds, even the ones that don't change gameplay much.

>> No.1299783

>>1299775
You forgot closing brackets for the scripts.
Just add one more } at the end of both of them.

>> No.1299787

Does anyone have any of the entries from the doom mutator contest? I'm looking for movie camera, shrunken world, and any level invasion in particular.

>>1299513
dunno about the one in Deus Vult, but that chaingunner trap is easy to avoid. You don't have to use the teleporter before going up there.

>> No.1299797

>>1299774
On ZDoom forums it has like three pages in it's thread.

It was also mostly ignored on Doomworld.
It got a Cacoawards mention, but still it seems to have been overlooked for the most part.

>>1299778
A custom HUD is okay but not mandatory.
The gameplay matters more.

>> No.1299816

>>1299778

The way I see it, there's two big things about mods, the gameplay and the aesthetics.
The aesthetics grab people right away, make them say "whoah man this looks fucking cool, look at how pretty this is!". This is the hook that makes people initially check out your mod. That's why people play Russian Overkill and not, say, lelweps.
Even if you hate Brutal Doom (and there's a lot of reasons to hate Brutal Doom), you can't deny that there's a LOT of aesthetics that can hook people.

The gameplay, however, is what keeps them. And after you hook your players, you have to keep them playing--provide something that's not just fun for them right off the bat, but keeps being fun after the initial "omg so prety" wears off.

>> No.1299821

>>1299775

Ah, thanks. I didn't know at all about the ability to do custom cvars in ACS in zandronum. If scripts are named by number will they interfere with other mods with scripts the same name? If so will naming them strings fix that?

While I got you here, which is better for a custom HUD, ACS or SBARINFO? Which is more customizable? What are the limitations for the lesser customizable of the two?

>> No.1299829

>>1299816
If you have the second part but not the first how do you go about building a playerbase in a way that isn't Tormenter667 annoying hypebuilding?

Would making a singleplayer mapset (say 9-15 maps) be a good way or would it not really do anything? If you make it compatible with other mods/separate from the mod (which would be nicer for other people IMO) and the levels are good do you run the risk of people just playing the levels and disregarding your mod?

>> No.1299836

>>1299829
Release maps + weapons
Release weapons seperately if asked

Problem solved.

>> No.1299837

>>1299821
>If scripts are named by number will they interfere with other mods with scripts the same name? If so will naming them strings fix that?

Aye, if they have the same script number they'll interfere. And while naming them strings will fix it, Zandronum doesn't have that yet--it's a ZDoom-only feature at the moment.

>which is better for a custom HUD

For HUDs, SBARINFO is vastly superior and more customizable by far.
ACS isn't really designed for HUDs, and if you have it do constant loops and checks there's a huge change it'll lag or desynch in online play. Or just, well, freeze up entirely.

>> No.1299918

>>1299836

No, I want to have the maps playable by anyone without the mod.

AIso I don't know why I would release the mod only if asked when that's what I want people to play in the first place.

>> No.1299927

>>1299918
Then why are you still asking about how to release your mod when you seem to already have an idea in mind?

Work on your mod, release it here then listen to critique and shit.

>> No.1299930

>Work on a sprite
>Hit a roadblock, leave it resting for a while
>two months later, get on it again
>everything starts flowing again
>finish it (3 mins ago)

feels gud

so gud

>> No.1300040

>>1299930
Only one sprite? What is it?

>> No.1300042

>>1299930
post it fagget

>> No.1300046

>>1300040
>>1300042

you will see the complete thing very soon, actually. most likely this week or two. it's for a friends project.

>> No.1300047

>Play Brootal Doom
>Shot a super shotgun through a Revenant's waist
>SSG tears off Revenant's upper body now its legs move around aimlessly while upper body shoots at me
wtf man...

>> No.1300051
File: 566 KB, 469x163, Demon Party.gif [View same] [iqdb] [saucenao] [google] [report]
1300051

http://forum.zdoom.org/viewtopic.php?f=19&t=43468&start=15

this is getting out of control

>> No.1300065

<TerminusEst13> With Boost Ball, Bombs, and Spider Ball.
<TerminusEst13> ...I just realized I'm going to end up using even more tichycode.
<TerminusEst13> Redeemer explosion for Power Bomb.
<TerminusEst13> IJON BASICALLY IS CODING THE ENTIRE THING

I, uh
okay

>> No.1300068

>>1300065
>Power Bombs confirmed
That is going to dominate in slaughter maps so hard.

>> No.1300069

>>1298904
>>1298912
>>1298913
V.0.1.1 coming VERY soon! Doing some last playthroughs and what not. Major changes include bumping armor back to their original values, increased pistol damage, the ability to use Mag Grapple in the middle of all combo strings, shotgun responsiveness fix, new graphics for the Ammo Box 50, Shotgun Guy damage fix, zombie nerf, and also a highly increased stun rate for some enemies hit with melee attacks!

>> No.1300073
File: 116 KB, 300x370, hoppity_doo.gif [View same] [iqdb] [saucenao] [google] [report]
1300073

>>1300069

glad to hear!

>> No.1300074

>>1300069
Wait, the shotgun wasn't responsive?
I had no problems with it.

>Increased stun rate on melee attacks
>Pistol is stronger
>More grabbing
>Better graphics on uzi
Noice

>> No.1300076

>>1300074
I had gotten some comments (more than one, anyway) that the fire to pump time was too long, so now it's a bit better, I hope! I need to hit up one of these DECORATE pros about the multi-shell system, as that is a major component that is still missing. (go and have a look at the scary code in the .pk3 file for it if you want to!)

>> No.1300087

>>1300076
Altfire should be pump-only so if you aren't sure if you pumped you can try it without firing it.

>> No.1300090

>>1300087
You can also push reload, which will put a shell in and pump it.
And it's interruptable too.

I don't think you need a dedicated pump button.

>> No.1300091

>>1300090
Oh, I suppose I'll try that.

>> No.1300092

>>1300087
The only reason that won't happen is because altfire will be dedicated to swapping shell types.

>> No.1300094

>>1300091
The timing on it in the current version is really strict, but I've chanced this for the new release.

>> No.1300096

>>1300094
So I got a question.

Right now Berserk packs do nothing for melee attacks.
Will Mel have upgraded punches/kicks at some point for a powerup, or will berserk packs just be reserved for a full HP restore?
Or even replaced entirely?

>> No.1300097

>>1300096
The only change will be triple the amount of screaming.

>> No.1300104

>>1300094
Will there be a peg leg?

>> No.1300106

>>1300096
Oh yes...I just need to get Smochi to do new kyahs for it, but there will be berserker rage.
>>1300104
Peg leg confirmed for Brawl.

>> No.1300109

>>1300106
Was just wondering.
Thanks for answering all the annoying questions I got for you Marty.

>> No.1300110

>>1300106
Will there be taunts at all? I remember Diaz having a taunt button, which at the time was just snippets of audio of Revy from Black Lagoon, I believe.

>> No.1300113
File: 43 KB, 379x411, 1385168269183.png [View same] [iqdb] [saucenao] [google] [report]
1300113

>browsing thru a zipped texture pack with over +2000 textures
>just to replace the ones that are contained in Episode 1 (219)

>> No.1300116

>>1300110
It was? I never watched the dub.
Also, I love Black Lagoon.

>> No.1300118

>>1300116
I THINK it was. It sounded a helluva lot like her. Mel's voice sounds pretty great too, I'd love to hear some little oneliners and stuff.

>> No.1300123

>>1300110
Funny enough, Diaz used voice snippets of Ada from RE4 and Tavion from Jedi Knight 2. These were later given original lines from another voice actress, but I never really had a hand in that so I have no idea who it is. Whoops!

But yeah, Mel will get some taunts. She already has lines in the ,pk3 for picking up weapons, believe it or not!

>> No.1300125

>>1300123
Aha, I never beat RE4 so I didn't get to do the Ada stuff (I wasn't good at conserving ammo), and goddamn it's been a long time since I've played Jedi Knight 2.

>> No.1300187

>>1300123

I'll download the mod and see what I can do in decorate once the new version comes out, but I had a couple of questions first:

What exactly are you wanting done with the multi shell system you mentioned in >>1300076 as I'm not exactly sure what you want done from what you've said.

Would doing all the jumps and legwork for an alternate berserk attack be something you would want done, so that you could just easily edit a couple of lines once you decide what you want done with berserk attacks? Do you have an idea of how powered up you would like berserk attacks now or something else you would want done other than a placeholder state?

Anything else on your decorate wishlist?

>> No.1300192

>>1300187
Also what do you think about >>1299005 ?

>> No.1300198

>>1300187
First off, thanks for the offer!

Regarding the shotgun: So here's how it goes. The shell spawns will have a chance of spawning four different types of shell ammo (Shock, Normal Boring Shells, Poison, and Hellfire), with the normal shells being the most common. All these different shells would add up to the same shell ammo count, so you can't get 50 of each, if that makes sense. My first idea that I tried executing was having the different shell types act as an "inventory item" that would appear on your status bar; selecting the type of shell you want to load would unload your current type, giving you back that ammo in your inventory, then reload your selected ammo type. In my head I thought I had a good system for that, but I screwed something up or I'm missing something. That would be the preferred method, anyway.

The second idea was just to have alternate fire cycle through the different types of shells and play an unloading/reloading animation, but I had the same issue as far as the inventory system goes, so I'm at a lost.

The berserk attack is something I haven't completely designed yet, so I can't comment on what exactly I want to do with it yet, so that can probably be left alone...for right now anyway.

Lastly, on the armor suggestion, do you have a code example of this? I'm a bit confused on what you mean.

>> No.1300202

>>1300187
>What exactly are you wanting done with the multi shell system you mentioned in >>1300076 as I'm not exactly sure what you want done from what you've said.

I read the zdf post and now I think I've got the basic gist, are the different shell types in the code or do you have an outline elsewhere?

How are you envisioning the switching, altfire to switch and an additional reload button to reload? When you switch ammo what do you want done with ammo of a different type already in the gun?

>> No.1300216

>>1300198
didn't see your post before I posted >>1300202

I can do both things you've outlined for the shotgun. The only wonkiness would be if someone idfa'd or idkfa'd and then it would either shoot a single ammo only or they'd have 50 of each ammo type but only the ability to shoot 50 shots total.

Even if you don't know what you want to do with berserk I can put the states in so you just have to plug in your desired attack later on. It will change nothing in game until you change the berserk attack.

>Lastly, on the armor suggestion, do you have a code example of this? I'm a bit confused on what you mean.

When you pick up armor it would give you a damage reduction as long as the armor had points remaining. The points would function like vanilla armor, with whatever saver percentage you wanted. The way to do this would be giving a powerup that lasts forever and then state checks later to see if it needs to be removed from the player.

So for instance if Blue Armor, functioning like it does in vanilla with points, with a 20% damage reduction, and the player got hit for 100 damage.

The player would take 80 damage, health would be damaged 40 points, the blue armor would be damaged 40 points. The blue armor would be down to 160 and the damage reduction to hits would last until the armor amount reached 0. The numbers or save percentage or damage reduction could be modified any way you'd like.

>> No.1300220

>>1300216
The first idea I had would be the one I would want to go with! I greatly appreciate your help! I suppose you can do the state junk with the melee/berserk, as I'd probably ask for it in the future lol. BUT YEAH, on the armor system, I like it, but I'm not sure if I'll implement something like that soon. We shall see, I guess!

>> No.1300221 [SPOILER]  [DELETED] 
File: 271 KB, 500x461, feels.gif [View same] [iqdb] [saucenao] [google] [report]
1300221

>>1300113
Doom has no room for beta faggots.

god that fucking cancer feels face is fucking everywhere and shoehorned into fucking everything like fucking magic horses when the fuck will it ever fucking end fucking fucker fuckass fuckfuck

>> No.1300226

>>1300216

One other thing I forgot to mention for an armor idea I had for you to make the player more durable in melee combat: you could have a_jumpifintargetinventory checks for armor before melee attacks to have the monsters use a different melee attack that would effect armor protecting better against melee attacks than missile attacks, or even certain types of melee attacks or whatever.

>> No.1300230 [DELETED] 

>>1300221
>getting this mad over an image

Seriously?

>> No.1300232 [DELETED] 

>>1300230
When it's fucking everywhere whether it makes sense or not (and especially when it makes no fucking sense), then yes. I mad.

>> No.1300234 [DELETED] 

>>1300232
Report and ignore

>> No.1300236 [DELETED] 

>>1300232
It's really nothing to get mad over. Enjoy those stomach ulcers and heart problems, though.

>> No.1300238 [DELETED] 

>>1300236
I just hate that they've now tainted even Doom. Nothing is sacred anymore, though I should've already learned that courtesy of the magic horses.

>> No.1300240

>>1300220

I just realized I actually misread your post and I'm not sure about the first shotgun thing. I have an idea of how it can be done with powerups and can look at what you've got and see if I can make it work but I can't make any promises.

I can definitely do the second one no problemo.

I'll wait until you release the newest version then take a look at it.

>> No.1300243 [DELETED] 

>>1300238
There's also sweating towel DoomGuy, and probably many other doom related variations of memes.

Also what does MLP have to do with anything?

>> No.1300250 [DELETED] 

thank you based mods

>> No.1300251

>>1300240
Honestly, what ever way is more convenient to the player. I suppose the second way would be more preferable just to have altfire do something.

I really like the armor check idea! That would be good.

>> No.1300259

Does anyone have a link to ZDL? I've changed to Win7 recently but my usual method of dragging and dropping doesn't work anymore.

>> No.1300260

>>1300251

Awesome, what time do you think the new version will be out so I know when to check back?

>I really like the armor check idea! That would be good.

Gimme some damage reduction numbers for which armortype and which monsters you want it used for (all melee attacks, certain monsters, etc) and I can put it together when I do the shotgun stuff or I can just add dummy attacks so you can change it later if you're not sure yet.

>> No.1300264

>>1300260
Hopefully here in the next hour or so! As far as the armor type, I might do 25% and 50%, but I'm not sure what I'll do with it in relation to monsters/attacks.

>> No.1300265

>>1300259

czech the OP

>> No.1300297
File: 84 KB, 400x400, 4839646.jpg [View same] [iqdb] [saucenao] [google] [report]
1300297

>>1300069
"Soon." - Marty Kirra

>> No.1300305
File: 7 KB, 576x237, soonmk.png [View same] [iqdb] [saucenao] [google] [report]
1300305

>>1300297

>> No.1300316
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1300316

>>1300305

>> No.1300350 [SPOILER]  [DELETED] 
File: 10 KB, 576x324, 1.png [View same] [iqdb] [saucenao] [google] [report]
1300350

>>1300316

>> No.1300356 [DELETED] 

Do not reply to the image above. Report and ignore,

>> No.1300361
File: 95 KB, 566x413, 1330122938026[1].jpg [View same] [iqdb] [saucenao] [google] [report]
1300361

>Marty Kirra's gf is the one that does the voiceacting
>Imagining being the man lucky enough to have that vixen melee my body while she HYAHHHs seductively until I am seriously injured.

>> No.1300375
File: 1.51 MB, 1920x1080, 1388199611969.png [View same] [iqdb] [saucenao] [google] [report]
1300375

boom

>> No.1300376
File: 7 KB, 576x324, bored.png [View same] [iqdb] [saucenao] [google] [report]
1300376

I got bored waiting for borderlands to reinstall for the jillionth time

(re-uploaded to respect baleet)

>> No.1300384

>>1300264
Another idea for melee: have an opener that can stun enemies but doesn't do much damage so that you can better handle large groups in melee but make it short enough that you would have to bounce around which enemy you were stunning to be able to tackle a group.

>> No.1300386

>>1300375

Interesting, name of wad?

>> No.1300418

I don't dislike Edward850 because he's a twat, or even because he's a grown ass man that has a youtube channel dedicated to making fun of teenagers who don't have a full understanding of a proprietary coding language and have the disadvantage of posting on an english forum when their first language isn't english.

I dislike him because he's a weird asshole. I know because I made the mistake of going to a con with him. I went as part of a group to share costs, and he was a friend of a friend who I didn't know beforehand.

He went dressed up as "Professor Layton" except all he did was wear a suede jacket over his t-shirt and cargo shorts and wear tortoise rim glasses without any lenses in them. He introduced himself as "the lead game dev and loremaster of zdoom." He spent the first couple of hours tagging along with us, insisting on stopping when we came across a kid when he would ask their parents if he could take a picture of their child "for netcode purposes" and then turn and wink at us. We left him after two parents called security and he pretended to only speak german when the security guards asked him questions, saying "einz? einz? einz?" in an exaggerated teutonic accent. I don't even think "einz" is a german word.

>> No.1300420

>>1300418

He must have sorted it out because we saw him later trying to walk away from a booth with like sixteen sailor moon action figures without paying. The lady at the booth was very nice about it and professional and was like “Sir, you need to pay for those first.” At first he kept pretending to be "german" again and shaking his hands speaking fake german, but eventually turned back and paid for them.

The entire bus ride home he kept farting and complaining about zandronum (which he calls "AndromeDUMB") and it's client-server architecture. Every time after he'd farted really loud he'd pause a couple of seconds later and ask if anyone else heard that. At first I told him that I knew it was him that farted but then he started holding his breath and shaking until his face turned red and his friend shot me a look so I left it alone. He went back to asking us if we heard the farts and when we said yes he said it was really weird since it "sounded like the bus was farting." Eventually the old lady sitting in front of us asked him if he needed to go to the bathroom, and if he could keep his voice down, but he just interrupting her saying "huh?" really loudly every time she tried to speak. Overall he made it the worst con experience I've ever had.

>> No.1300423

>>1300418
>>1300420
What and asshole.

>> No.1300430

>>1300418
>>1300420
/wooo/ pls

>> No.1300434

>>1300430

wait a sec, a pasta from that place? at least it's not the one with the bears

>> No.1300442

>>1300434

I just wrote it especially for Edward850 but it's inspired by the Ryan Gosling copypasta

>> No.1300506
File: 1.27 MB, 1366x768, 1388205099923.png [View same] [iqdb] [saucenao] [google] [report]
1300506

My body is ready.

>> No.1300508

>>1296097
Any Doom mods that have a Prime-esque feel to them?

>> No.1300513

>>1300508
Feel as in gameplay, or aesthetics?

>> No.1300515

>>1296257
>Steamworld Dig
Would you recommend it? the trailer made it look kinda slow. I hope Nintendo brings the eShop back online before the sale ends.
Also they should port Doom to the 3DS, I would kill to see a sprite-based shooter on that machine. Polite sage for off-topic.

>> No.1300517

>>1300513
Either are fine.

>> No.1300518

http://forum.zdoom.org/viewtopic.php?f=19&t=43949

New mod hot and fresh out of the kitchen: VEAR Armory

>> No.1300519

>>1300515

I got it on my 2DS a few months back, it was pretty enjoyable but I beat it in about 6 hours, could have done with more game modes and visual variety, as your upgrades don't actually show on your character

>> No.1300520
File: 321 KB, 1000x750, doom4.jpg [View same] [iqdb] [saucenao] [google] [report]
1300520

hey guys. I really want to start modding classic doom or doom 3, but I only own a macbook and have been unsuccessful in finding a proper guide anywhere. I'm pretty new to this kind of thing, but if anyone can help it would be greatly appreciated.

>> No.1300521

>>1300518

Just tested it out, way too early to be enjoyable. you don't even start with the machete, it's slow and awkward as fuck, and most of the guns have no impact.

>> No.1300523

>>1300508
>>1300517

I'd suggest Daedalus, it's sort of got a Metroidvania esque open world vibe, lots of exploration, it can get confusing as fuck though, I unf'd walls a lot.

>> No.1300524

>>1300518

>Tomi--

Tab closed. I even had to display his post since I have him on my list of hidden people

>> No.1300525

>>1300524
Why do you hide him? Is he an asshole or something?

>> No.1300527

anyone know how to get classic doom and mods to work on a mac?

>> No.1300541

>>1300525

His very first post on the ZDoom forum was bitching about how someone stole his GMod prop hunt idea.

>> No.1300546

>>1300525

he is a nice guy and all but...he's kind of your typical "i have a lot of ideas but pls do everything for me" guy

>> No.1300550

>>1300541
That's not true at all.

http://forum.zdoom.org/search.php?st=0&sk=t&sd=d&sr=posts&author_id=8949&start=195

His very first post was asking for sprites.

His fourth post was his GMod in Doom idea and his forty-eighth post was "Now i know the idea was original by me so if you want to make credit give me to the inspiration. Please" and this is where he asks to be credited for the idea of bringing Prop Hunt to Doom. http://forum.zdoom.org/viewtopic.php?f=4&t=37571&p=714485#p714485

>> No.1300559

>>1300525
He's the resident 13-year old Argentinian kid.

>> No.1300582

http://forum.zdoom.org/viewtopic.php?f=19&t=37064

Space Pirate V.0.1.1 released!

>> No.1300586

>>1300582
It doesn't mention it at all in the post

>> No.1300590

>2014
>Bothering to create a buy / sell function without simulating an economy
ACS can do so much more

>> No.1300594
File: 48 KB, 879x1168, douk nukkum.png [View same] [iqdb] [saucenao] [google] [report]
1300594

>> No.1300595

>>1300594
hell rekker

>> No.1300601
File: 156 KB, 800x600, 1388209489793.png [View same] [iqdb] [saucenao] [google] [report]
1300601

>PSX doom maps
>Hideous Destructor

oh shit nigga, what am I doing?

>> No.1300602

>>1300601
JUST SHOOT IT

SHOOT IT

WHAT GAME DO YOU THINK YOU'RE PLAYING

>> No.1300619
File: 213 KB, 1280x1024, 2013-06-29_00008.jpg [View same] [iqdb] [saucenao] [google] [report]
1300619

BFG Edition.
Yes? No?
It's on sale right now for five shekels.

>> No.1300621

>>1300619

No. It's censored.

>> No.1300626

>>1300621
Didn't they just change the red cross on the health packs to a pill?

>>1300619
No, just pirate the games like anybody else. BFG edition has like no mod support.

>> No.1300648
File: 112 KB, 1024x576, 1388212863864.jpg [View same] [iqdb] [saucenao] [google] [report]
1300648

>>1300626
Disgusting.

>> No.1300654

>>1300626
Little more than that.

http://www.movie-censorship.com/report.php?ID=337145

Apparently killing Nazis is offensive. Who knew.

>> No.1300664

It's here! Visit the topic on ZDoom Forums for a download link and complete changelog! Thanks for playing!

http://forum.zdoom.org/viewtopic.php?f=19&t=37064&p=737056#p737056

>> No.1300674

>>1300654
That's fucking ridiculous. You fight demons from hell but god help you if you kill nazis like you did in all the world war 2 shooters of earlier this generation.

>>1300664
This pleases me greatly.

>> No.1300679

So, are Doom's 'demons' aliens or actual demons?

>>1300654
>>1300626
How will this work for when people play online with each other on something like Zandronum? Who takes priority and how would MAP31 and MAP32 be handled without the Nazis on one?

>> No.1300685

>>1300679
>So, are Doom's 'demons' aliens or actual demons?
They're actual demons. Why the hell would you think otherwise?

>Who takes priority and how would MAP31 and MAP32 be handled without the Nazis on one?
There is no "priority". If you don't have the same level data, you get kicked from the server.

>> No.1300698

Kuchitsu is fucking throwing me off. Sometimes it seems like it wants me to jump, other times I feel like I'm cheating when I do, same goes with crouch.

>> No.1300705

AH FUCK, D2TWID HAS AN /idgames RELEASE NOW

http://www.doomworld.com/idgames/?id=17424

Those in the known know what this means...

>> No.1300706

>>1300698
I'm on Map 3, I should have mentioned. I used cheats to give myself the computer area map, and at this point I'm just going to assume the map is broken.

>>1300705
So what does it mean?

>> No.1300775

Those in favour of me doing the new thread in less than 30 mins say aye

>> No.1300789 [DELETED] 

>>1300775
i vote for sevenleaf to do so!
#7LFanClub

>> No.1300790

>>1300705

Fuck off Xaser

>> No.1300795

>>1300775
Aye!
Space Pirate in OP? :D

>> No.1300839

NEW THREAD

>>1300834

>> No.1301238

>>1300619
No. Fuck BFG edition. Just get any older version.

Doom 3 BFG looked okay, but I haven't played it. Doom 2 and 1 are censored or slightly changed, and it includes some no names babby-tier-first-map-evah as a secret level.

>> No.1301747

>>1296140
Not at all bad.
I think it's great.

>>
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