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1305960 No.1305960 [DELETED]  [Reply] [Original] [archived.moe]

DOOM THREAD, New Year Edition (Last thread >>1300834)
(other retro FPS games welcome too, chances are we played 'em too)

FAQ/Pastebin, still updated semi-frequently


##Our WADs can be found here!##

Steam Group:

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


Wanna learn how to...

Create maps?

Open/Edit WAD/PK3/etc to make 'em compatible with other mods?
http://slade.mancubus.net/index.php?page=downloads (download 3.0.2)

Load multiple WADS and mods at the same time? - ZDL (v3.2.2.2)

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

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)

>> No.1305964


-Have you checked The Space Pirate yet? http://forum.zdoom.org/viewtopic.php?f=19&t=37064 It's in Alpha as we speak, but that shouldn't restrain you from testing it out!

-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...

-TerminusEst13, of well known Samsara fame, is developing a neat mod featuring Samus Aran from the Metroid series, keep an eye on this threads for more info!

-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)

-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.1305980

The Space Pirate: Neo is up online for Zandronum.

Server Name: Spess Pirate

>> No.1305992

What's a good doom stream on twitch? I can't find anything ever. Or shit I'll take duke nukem or even Wolfenstein.

>> No.1305998 [DELETED] 

>TerminusEst13, of well known Samsara fame
Here comes the terminus cocksucker squad

>> No.1306000 [DELETED] 

Report and ignore.

>> No.1306008 [DELETED] 

>"accidentally" releases an alpha on a public hosting service
>everything is locked behind console commands
>was hyping the shit out of it beforehand

Hhhhhmmmmmmm this sounds familiar

>> No.1306010
File: 289 KB, 1366x768, Screenshot_Doom_NDCP.png [View same] [iqdb] [saucenao] [google] [report]

There's always time for some DOOM!

>> No.1306017 [DELETED] 

when is doomkart coming out

>> No.1306023

fifth for Doom: Oblige Unleashed hopefully getting finished and breaking the curse

>if they ever get on tracks on finishing the poor thing, that is

>> No.1306031 [DELETED] 

>shitposters could be anyone
>including anyone here

who is the faggot who pretends he cant post but still hangs in the channel

>> No.1306036 [DELETED] 

the hell are you going on about

>> No.1306056
File: 8 KB, 309x266, dg.png [View same] [iqdb] [saucenao] [google] [report]

Report and ignore your posts! You post shit! That means you're a huge shitposter! Report and ignore your posts!

>> No.1306061
File: 470 KB, 301x300, morelasers.gif [View same] [iqdb] [saucenao] [google] [report]

>Project MSX with Scythe
>Reach the hell stages

Oh my fucking christ there are so many fireballs someone help I barely scraped by. Now I've hit hatred and there's like 16 of those goat imps around me and another 8 hell knights

>> No.1306063

just fucking shoot them

>> No.1306065

Level 3 charge punch on the floor if they're surrounding you.
Level 2 charge grenades if they're at a distance.

>> No.1306073
File: 549 KB, 360x359, Fuuuuck.gif [View same] [iqdb] [saucenao] [google] [report]




I ain't got the time to wind up a punch, I'm taking a break right now but once I get back into that fucking mad house I need to get my ass OUT of the death circle and find an area where I'm not getting fireballed from all sides. Shit's intense

>> No.1306083

Cut through one of them with whatever method, charge a punch and slam them.

Even if you take damage this is probably your best bet.

>> No.1306085


My problem is I don't think I got the HP to facetank, I got the normal 200 shields, and I think like, 100 HP and no stimpacks. I'm in a real nasty situation, I WAS doing okay in the level before this but then they decided to drop two goddamn cyberdemons on my head, chewing up my ammo and HP.

>> No.1306104

I thought Anger started you in front of a Berserk pack and then you take a teleporter to get to the fight.

You should be able to take out something with your charged fists.

>> No.1306113


There's no berserk packs in MSX, just bigger medkits which are worth two heals. But I think I might wind up a fully charged fist before going through the teleporter. Man why the fuck didn't I think of that

>> No.1306120

I know it was replaced with medkits, but the point I was trying to make is that you get to prepare a bit before you even go into the battle.

So if you had a grenade then you could charge before you enter the fight, same with fists.
You could also beeline it to the Rocket launcher(Autocannon) on the level.

>> No.1306123

:: [BE] New York :: spess piracy

The Space Pirate: Neo for Zandronum with 32in24-13 DEATHMATCH

>> No.1306137

Wait for me.

>> No.1306138


Oh fuck I have a spare grenade too. But I feel a fist might be a better idea because I can't blow myself up with a punch. I'll get on this shit later.

Also MSX really does bring a lot of neat shit to doom. I love these gameplay wads that drastically change the flow of the game.

>> No.1306145

Project MSX is one of my favorite gameplay mods by far.
I'm still waiting for the next version with the new firing modes and Arm Blade

Also waiting for more Space Pirate and Metroid.

>> No.1306148

>I'm still waiting for the next version with the new firing modes and Arm Blade

Is that a thing. Is that seriously a fucking thing anon? You gotta tell me.

Also I like Project MSX because it makes me think of Brutal Doom's insane speed and how quickly shit dies, both you and the enemies, but with a sci-fi/crysis twist and without the edginess and dev drama.

>> No.1306158

I love powered suits of armor so that's one of the many many reasons I like Project MSX outside of it's gameplay.
Then all those glorious guns. Not a single gun I don't like.

And yes, those were apparently confirmed by the MSX guy, he took a vote for armblades and it won.

I kind of wish there was some sort of HUGE gun like a Minigun or a heavy machine gun though but that's just preference

>> No.1306165


How would armblades work though? A weapon pick up?

and yeah I dig powersuits too, the only gun I don't like is the pistol, and that's only due to the fact I can never find ammo for the fucking thing, its ammo is more rare than the pulse rifle's, something ain't right there.

>> No.1306167

>that's only due to the fact I can never find ammo for the fucking thing
Play with the Badass monsters addon.

You'll find so many more pistol rounds.
And grenades.
And guys with grenade launchers
And psychotic super soldiers with a Minigun that uses shotgun rounds

>> No.1306173

I think you start with the arm blade and would have to select it manually.
I remember reading that charging was intended for it but I'm not sure how it would work either way.

>> No.1306174
File: 915 KB, 476x253, octonope.gif [View same] [iqdb] [saucenao] [google] [report]


Hey that sounds gr-

> And psychotic super soldiers with a Minigun that uses shotgun rounds


>> No.1306176
File: 41 KB, 354x350, img080[1].jpg [View same] [iqdb] [saucenao] [google] [report]

>The Toom Parade (CDV Software GmbH, 1994) is a compilation contaiof roughly 150 Levels for Doom/Doom II from Germany. Likely to avoid lawsuits against Id Software and anyone else, Doom is referred to as Toom and Toom II on the cover and even in the paperwork. Copies are very rare, since about 1,000 discs were made.

>> No.1306179

They are my favorite enemies in the mod by far.

When they spot you they start firing nonstop while strafing and they will chase you around corners while firing

I want their fucking gun, man.

>> No.1306186

>Play Project MSX
>Absolutely love it in every way
>Feels like something is missing
> Give MSX Guy a girl's voice
It's perfect.

>> No.1306187

Download link?

>> No.1306191

While we're still on Project MSX, is it wrong that I want a handgun or sidearm of some kind with infinite reloads? I fucking love peashooters with bottomless ammo supplies

>> No.1306193


Give me time, I'll be uploading that thing on Dropbox, which is more friendly than four shared

>> No.1306195
File: 69 KB, 636x461, toomparadecdvmenu.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1306205

Ok, thanks.

>> No.1306217

I wonder if this works on DosBox...

>> No.1306229

I'd prefer a fancy as fuck futuristic break top revolver with explosive rounds.

>> No.1306235


infinite reloads is still preferable in my eyes, who needs accuracy or raw damage if you have an infinite supply of fairly fast-firing bullets? It's one of the reasons why I really like monster mash, and playing as Duke Nukem in Samsara

>> No.1306242

I don't think Visual Basic forms can work in dosbox unless you run a 16 bit windows within dosbox

>> No.1306252

How about a compromise and an infinite ammo revolver?

>> No.1306254


That works fine for me.

Do you love to reload during a battle?

>> No.1306262

It is one of my favorite things.

Part of the reason I love shotguns so much.

>> No.1306286


How does map05 play?

>> No.1306290




>> No.1306308
File: 12 KB, 238x302, 1364113148247.png [View same] [iqdb] [saucenao] [google] [report]


Me again, I just realized I beat that map. I'm currently on map 24 of Scythe. it's a fucking warzone and I have 0 breathing room, and there's a goddamn cyberdemon down one of the halls. Holy shit I don't think I can do this

I can kill the Kabros, but then the hellknights come around the corner and stuff a hoof up my ass, the mancubi in the distance sniping me don't help matters, and if I try to run out in the open there's a diabloist waiting to immediately set me on fire.

I'd say diabloists are more annoying than archviles seeing as they IMMEDIATELY start damaging you as soon as their fire locks on. Shitting fuck

>> No.1306314
File: 868 KB, 1366x768, Crosseye_stereo.png [View same] [iqdb] [saucenao] [google] [report]


Doomsday Engine 1.13 now has native support for the Oculus Rift, along with other 3D stereoscopy modes and OpenGL framebuffer effects.


>> No.1306316
File: 66 KB, 800x600, plas0003[1].jpg [View same] [iqdb] [saucenao] [google] [report]

So this afternoon I went looking for toy guns for the sole purpose of making sprites out of 'em, and I came up with this list of some guns that actually looked promising. I'll try to post videos featuring each toy

>Nerf Dart Tag Sharp Shot (14 bucks)
https://www.youtube.com/watch?v=mqrCIyQaB54 (a modding vid, surprisingly enough it still looks fine without the yellow plastics)

>Nerf N-Strike Elite Rough Cut 2x4 (roughly 30 dollars)
https://www.youtube.com/watch?v=qPbMU9Hszo0 (skip to 3:30)
https://www.youtube.com/watch?v=fXGWRE6amQ0 (a modding vid, you get to see the insides)
https://www.youtube.com/watch?v=0uPqLHS088U (another mod, this one has custom paint and it looks pretty cool)

>Nerf N-Strike Elite Firestrike ($12)

>Xploderz X2 Invader 700 (19 bucks)
https://www.youtube.com/watch?v=WD_TCeFMbuc (skip to min. 13, the weapon showcase lasts like 1 min.)

All prices are 'murrikan dollars. Currently my budget consists of $30 or something like that, so I'm still doubtful about what to buy.

>> No.1306319

Is there something preventing you from photographing it in the store?

Maybe there's a test model.

>> No.1306320


>inb4 Romero commissions an Oculus kit to Carmack just to play it on Doomsday

>> No.1306323
File: 801 KB, 1024x640, Ohgodsendhelp.png [View same] [iqdb] [saucenao] [google] [report]


Okay I found the diablolist was hanging up in a nook in the tower in front of me, so I ran around, jumped up there and shotgun-fucked his face in, now I'm stuck up here and there's still a million pissed off hellspawn down there, I got 29 autocannon rounds and I think like, 140 ish pulse cannon shots.

I might be DOOMed

>> No.1306324

>Levels for Doom/Doom II from Germany
Haha Not really, the Toom Parade contains the SAME old wads as D!ZONE, Maximum Doom, etc.

>> No.1306327

What also might be cool are those soft-air BB replica guns I keep seeing a lot of these days. Sure, there are >hundred dollar models you can get that are nearly perfect replicas of real firearms, but I've seen plastic Beretta and HK45 replica guns at Walmart for around $20 that are realistic-looking enough to make sprites out of.

I happen to have a couple, but don't have a decent quality camera. Also not certain how to go about positioning or getting ready to photograph/make sprites out of. If anyone could give a tutorial on the best way to do that, I might be able to provide a couple weapon-sprites.

>> No.1306336

>130 pulse rounds
That shit is OP, unless you don't have the gun.

It's really really powerful against anything that isn't the Cyberdemon/Mastermind.

>> No.1306342

I have no idea how to get that side-by-side 3D going.

>> No.1306343
File: 959 KB, 1024x640, 1388467707242.png [View same] [iqdb] [saucenao] [google] [report]



>> No.1306348

But you got autocannon rounds

Learn to full charge punch Cyberdemons, they go down in two hits

>> No.1306351

Oh, I remember that level. Whenever people mention how hard Scythe is I think they mean levels beyond what I've played (a few levels beyond the map you get to after the second secret map) but no, no they're talking about the shit I've beaten.


>> No.1306358
File: 905 KB, 1024x640, 1388468123681.png [View same] [iqdb] [saucenao] [google] [report]



Charge punches are insane.

>> No.1306360

It's one of my favorite things.
How I wish there was a God Hand mod

>> No.1306362
File: 690 KB, 1024x640, 1388468356340.png [View same] [iqdb] [saucenao] [google] [report]

Uh oh.

Is there a way to choose where GZdoom screenshots go? It'd be easier to have a screenshots folder

>> No.1306364
File: 723 KB, 1024x640, Take a seat, boneheads.png [View same] [iqdb] [saucenao] [google] [report]

Holy fucking christ, I REALLY need to use the charge punch more. All of these guys in one punch

>> No.1306440
File: 151 KB, 640x480, 1388471471.png [View same] [iqdb] [saucenao] [google] [report]

d2twid 13: one of the hardest maps so far i think. also i almost died whilst being distracted by laughing at this.

>> No.1306448


the hell is that?

>> No.1306452

A leg.

>> No.1306453


I was going to guess that but it seems silly to have a fucking leg up there

>> No.1306459

you're saying you stopped about halfway through? but that is one of the later maps. you're not making sense.

>> No.1306463

Stopped on Map 24, The Chasm.

>> No.1306470
File: 59 KB, 640x480, 1388471472.png [View same] [iqdb] [saucenao] [google] [report]

>it seems silly to have a fucking leg up there
that's why i was laughing.

it might be a reference to these, but these are just floating in front of you. the leg right up there way up high is far more egregious.

>> No.1306472

why did you stop, out of curiosity?

>> No.1306478

I wanted to try Winter's Fury.

>> No.1306481

Does anyone know of any good Hexen level WADs? I downloaded a few random ones I found a while back, they were pretty lackluster. I'm looking for something that I can play Wrath of Cronos on without immediately getting assfucked because lol Serious Sam style hordes of enemies and I'm a fighter, time to lose.

>> No.1306486

>"Doom 2 The Way id Did"
>an entire megaWAD worth of Doom levels painstakingly created in an attempt to mirror the design processes of the original authors
Uhh, does this mean a third of the levels are incomprehensible garbage? I don't want another MAP08.

>> No.1306495

you should just play it and find out.
you can always skip the current level.
that said i'm enjoying it so far.

>> No.1306502

I'm downloading all the ones that even look remotely interesting, just wondering if anyone had anything to say while I was installing them.

>> No.1306505

well i don't know what you mean by incomprehensible garbage. there are maps modelled on sandy petersen's mapping style, obviously.

>> No.1306510

Aesthetically and architecturally is the "incomprehensible" part, gimmicks would be the "garbage" part (i.e. Barrels O' Fun). So yes, basically Sandy Petersen

>> No.1306657
File: 37 KB, 365x102, weapons-tease.png [View same] [iqdb] [saucenao] [google] [report]

And then there were three...

>> No.1306661

Oh yes. I approve.

>> No.1306684

>things mike12 is working on:
>berserk mod
>doom porn
>shadow warrior deadly kiss
>anime musclegirl
>bloodyhell 3
>samus skin
>a redone spriteset for doomguy's weapons
>polishing brutal doom se's weapon
>evil dead weaponstuff
>alien thing space horror mod

mike, i love you, but
might need to take a break and focus on one thing

>> No.1306693
File: 1.16 MB, 1024x640, 1388483597844.png [View same] [iqdb] [saucenao] [google] [report]

>reach level 26 of scythe, using Project MSX


You just get dropped into a clusterfuck

>> No.1306717


There is an irresponsible amount of Cyberdemons on this fucking level. Really glad I saved those sniper rounds

>> No.1306720

>an irresponsible amount of Cyberdemons
it's too damn late, this phrase shouldn't be so amusing to me

>> No.1306724
File: 1.34 MB, 1024x640, 1388484939431.png [View same] [iqdb] [saucenao] [google] [report]

Alright I'm done fucking around, I'm going de-anus every butt in this level.

>> No.1306729
File: 1.05 MB, 1024x640, 1388485189853.png [View same] [iqdb] [saucenao] [google] [report]



>> No.1306730


>> No.1306737
File: 1.03 MB, 1024x640, 1388485515307.png [View same] [iqdb] [saucenao] [google] [report]



>> No.1306745

Fuck I hate revenenats, kill every one of those bastards.

>> No.1306751
File: 342 KB, 1024x640, 1388486253586.png [View same] [iqdb] [saucenao] [google] [report]



Also I just realized the music that plays between each stage on Scythe is from Goonies 2

>> No.1306772


Dark Portal
Serpent: Resurrection

Check out the Hexeb thread tho, the pastebin has some stuff

>> No.1306854

I haven't the slightest idea on what two of these guns do but I want it.

>> No.1306857
File: 12 KB, 285x177, 1386963756828.jpg [View same] [iqdb] [saucenao] [google] [report]

AAAAAAAAAAAAAAAAAAAAA Happy new year to you, /vr/!

>> No.1306901


Jesus christ, spoiler that, you scared the shit out of me

>> No.1306920

wouldn't it scare you more if you opened it and didn't expect a skeleton?

>> No.1306939
File: 645 KB, 800x1008, 1373719461471.jpg [View same] [iqdb] [saucenao] [google] [report]

So any resolutions planned that are doom related?

I want to make a full map that does not look like it came from the 90's.

>> No.1306951


>> No.1306961

this is a really terrible joke and i just saw it on /v/

>> No.1306965

You just admitted to going on /v/

>> No.1306967

yeah, well, uh....

>> No.1307013

Oh. There's a Hexen thread.
Well, now I feel silly.

>> No.1307019

I'm pretty sure he was joking, play on the whole "spooky skeletons"/"2spooky" general attitude

>> No.1307021


My favorite has always been Episode 1. I love all the low tier enemies the most. I don't like most of the enemies from Doom II much. The whole game feels like "Extreme Doom". Lots of gimmicky maps too.

>> No.1307056

Blame Sandy Petersen for that. I'm tired ofthis Petersen fellow his maps are so crazy why would he make something like this.

I wanna play DOOM none of this funhouse shit

Give me all my maps together and WE'LL SEE HOW FAR IT GOES!!!!

>> No.1307062
File: 14 KB, 500x334, 1345810553402.jpg [View same] [iqdb] [saucenao] [google] [report]

I remember watching an interview with Sandy Peterson and he was asked what his favorite doom map was. Know what he said? Guess.

go on, guess

>my reaction

>> No.1307073

Just finished The wad iD did 2. Great works by the community. Except for that lvl with the crushers. Whomever designed that was not right in the head.

>> No.1307114

What is wrong with e2m9?

>> No.1307118 [DELETED] 

wretched close-after-30s sector specials! this would have been the perfect first attempt!

>> No.1307119
File: 38 KB, 640x480, 1388508429.png [View same] [iqdb] [saucenao] [google] [report]

wretched close-after-30s sector specials! this would have been the perfect first attempt!

>> No.1307121

he did most of doom1 and doom2 maps.

>> No.1307125
File: 46 KB, 420x600, tumblr_myofbnfD581s7n9hno1_500.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1307132

It's just fucking lame. It's a gimmick, you start an infight between 2 groups of monsters. What a waste of an entire level slot.

I like Sandy and all that but E2M9 is a really meh map.

>> No.1307140

"fortress of mystery", you think it's going to be some giant castle full of secrets and impossible architecture and it's two rooms.
>it's a gimmick
i read that when it was made nobody had caught on to the idea of deliberately provoking infighting. they didn't even know infighting was possible. i find this hard to believe but perhaps my memory is incorrect.

>> No.1307149

Sometimes it helps to cycle between projects so that you get a fresh look at everything instead of spending hours on something.

Like the visual version of ear fatigue I guess, your eyes overlook problem areas and then when you stop looking at it and come back it sticks out like a sore thumb.

>> No.1307160

>i read that when it was made nobody had caught on to the idea of deliberately provoking infighting. they didn't even know infighting was possible. i find this hard to believe but perhaps my memory is incorrect.

No thats right, Sandy says it in an interview he does on Doom.
I guess it was cool for it's time then but still......I even remember getting to the end of the level and thinking "wait thats it?"

Like the "mystery" was an entire extra section of the map.

>> No.1307185

Hey, I've been looking for free-for-all deathmatch wads for 4-8 players , but most of them either have maze-like maps or hugeass open areas that instantly change deathmatches to sniperfests or hide-and-seek.
Any other recommendatons other than udmx.wad and all the 32in24 stuff?

>> No.1307190

staph1, it's only 6 maps but they're all great

>> No.1307192
File: 83 KB, 953x497, revenant_script.png [View same] [iqdb] [saucenao] [google] [report]

I made a script that makes the revenant follow you and scream


>> No.1307196

crucified dreams?

lol, you certainly know how to script shit

>> No.1307202
File: 32 KB, 453x500, 1383426976997.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1307205


Happy new year guys

>> No.1307220

Thanks, will test them out later with some bros.

>> No.1307224

holy fucking dog balls, he drew it, he actually drew it!

i dont fap to this stuff but on artistic merits alone i like it, i like males in striking poses (no homo), more masculine artworks I like

is it a wip or done?

>> No.1307252
File: 38 KB, 640x480, 1388514795.png [View same] [iqdb] [saucenao] [google] [report]

this was a pain.

you can reach the 30s door quite easily but getting out of the building again requires extreme luck as you have to jump out of a high window and there's a massive crowd of demons far below but still in the way.

also with a secret area that has nothing in it and a mancubus that always gets stuck in the wall after teleporting i have to wonder if this map was properly tested...

>> No.1307273

Want a zombie slaughter map, like Resident Evil stuff with hordes of zombie waves and maps that look Who Dunnit-ish.

Looked at Zombie HORDE but it's a multiplayer thing and someone plays as the zombie.

>> No.1307287

is there any more?

>> No.1307316

That Cyberdemon is a real cutey.


>> No.1307328

I am noticing a lack of cybernetic leg.
Other than nitpicking it looks great.

Do you have any more art? Even if it's not pornographic

>> No.1307329 [SPOILER] 
File: 156 KB, 1072x804, IMG00169-20131231-1314.jpg [View same] [iqdb] [saucenao] [google] [report]

>Is there something preventing you from photographing it in the store?

Well, let's put it like this. Each toy gun are inside their boxes, and if you were a security guard, what would you do if you see a random dude opening the boxes and taking pics out of the toy guns?

Also, I actually haven't checked for 3D models of each gun, I should actually try that, who knows?

Anyway, like I said yesterday I went looking for toy guns and I forgot to add that I bought two cheap plastic guns (1 dollar each) that, after looking at them in different angles, they convinced me well enough.

Pic related, one of them...and eh, yeah, as you can perceive with your own eyes, the camera I have sucks ass.

>VGA cameras are truly hell incarnated

The quality of this shot REALLY doesn't do justice to this thing. It actually has potential to become a good source for sprites.

>> No.1307331

>Pic related, one of them...and eh, yeah, as you can perceive with your own eyes, the camera I have sucks ass.

Hey, it's probably not bad compared to what the original devs had so take heart, bro.

>> No.1307337
File: 3 KB, 113x74, Beautiful.png [View same] [iqdb] [saucenao] [google] [report]

They drew over them. Want to see the alpha sprite? I'm pretty sure this was drawn over as well. IMX is an artist though, right? I know they do edits.

I'd probably put my hand on their shoulder and shake my head. So no demo toy? You'd think there would be some beat up toy they let the kids try out.

>> No.1307341

Where the fuck did you get that camera anyway?

>> No.1307358
File: 403 KB, 417x644, Bad-Cut.png [View same] [iqdb] [saucenao] [google] [report]

Here's a bad cut for people to try and edit. Could be fun to see what the community puts out.

>> No.1307384


Could work but you might want a centered one.

>> No.1307385

AEOD has a zombie survival mode that works with pretty much any map

>> No.1307405

Centred photos are such a pain in the ass. You'd need some sort of clamp set up to keep everything straight. Mirroring the photo doesn't work unless it's |straight|, there's no way around it.

Unless you just straight up redraw it but I think we're trying to avoid drawing something from scratch.

>> No.1307414 [DELETED] 

which doom has the best feet?

>> No.1307417

Doom Feet: Resurrection of Weevil

>> No.1307434
File: 153 KB, 1072x804, IMG00170-20131231-1315.jpg [View same] [iqdb] [saucenao] [google] [report]


>IMX is an artist though, right?

Top sides. All I do (at least until now) is Translation wizardry and a few rotations here and there in GIMP and Corel PhotoPaint.

>You'd think there would be some beat up toy they let the kids try out.

Not really. If the people were more honest and humble there would be certain liberties in things like that but nah

>Where the fuck did you get that camera anyway?

Man, I can't even remember, I have this thing for quite a while now.

>Could work but you might want a centered one.

I actually took a centered shot of it. Here.

>> No.1307445
File: 5 KB, 89x103, IMX-Toy-torridGristle.png [View same] [iqdb] [saucenao] [google] [report]

Here's my contribution.

>> No.1307459
File: 5 KB, 89x103, 1388522701225.png [View same] [iqdb] [saucenao] [google] [report]

And subsequent edit.

>> No.1307462
File: 601 KB, 1024x947, 1358395719789.jpg [View same] [iqdb] [saucenao] [google] [report]

Thats not bad at all, but what about the firing frames?
Like moving the weapon up/diagonally for reloading?

Well that turned out very nicely indeed.

>> No.1307469
File: 3 KB, 88x125, stopyourbullshitterra.jpg [View same] [iqdb] [saucenao] [google] [report]

>playing accessories to murder
>see a strong enemy somewhat far away
>shoot rocket at it
>assplode myself because 100% invisible demons

when I assplode because of lost souls it's at least my fault for not paying attention to the battlefield

>> No.1307471


I actually don't find it very doom 2-ish. But then again I don't think doom 2 had a recurring theme (level design wise).

>> No.1307472

It's still your fault for not paying attention.

Spectre Cues: Loud footsteps, dust puffs.

>> No.1307478

any progress on the doom sex mod?

>> No.1307479

Adapt or die, homie.

>> No.1307485

seconded. we havent got an update in a couple weeks i think

>> No.1307494
File: 93 KB, 428x200, crossbow-wip86.png [View same] [iqdb] [saucenao] [google] [report]

Finally getting close to finishing this one.

>> No.1307495


>> No.1307497


>but what about the firing frames? Like moving the weapon up/diagonally for reloading?

Lemme see what I can do.


I applaud your efforts in making that source pic actually not that useless. Looks pretty fine

>> No.1307501

I'm still doing the rotations for the Hellknight Girl, actually - that way there can be an enemy with an animation to test out.

>> No.1307509
File: 364 KB, 1600x1200, IMG00174-20131231-1455.jpg [View same] [iqdb] [saucenao] [google] [report]

saging while dumping

Starting with frontal shots

>> No.1307513
File: 356 KB, 1600x1200, IMG00176-20131231-1456.jpg [View same] [iqdb] [saucenao] [google] [report]


Also I forgot to add, Torrid's edit actually brought the color back, which was lost due to the shitty quality of this cam

>> No.1307518
File: 355 KB, 1600x1200, IMG00177-20131231-1457.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1307519


>> No.1307520
File: 6 KB, 105x120, 1388524227586.png [View same] [iqdb] [saucenao] [google] [report]

And the muzzle flash.

>> No.1307524
File: 360 KB, 1600x1200, IMG00178-20131231-1458.jpg [View same] [iqdb] [saucenao] [google] [report]

sided shots

>> No.1307527
File: 375 KB, 1600x1200, IMG00179-20131231-1459.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1307532
File: 373 KB, 1600x1200, IMG00180-20131231-1459.jpg [View same] [iqdb] [saucenao] [google] [report]


Whenever I get the chance to take shots of these with a more decent camera, I'll totally do it, because once again, the quality isn't doing enough justice to this

>> No.1307535

it's hard to pay attention to the footsteps when everything is loud as fuck in this

as for dust puffs i haven't seen one.It must be disabled somewhere

>> No.1307539

bfg 1000

>> No.1307541

Is Quake supposed to be so quiet? Whenever I play the game all I hear is enemies.

>> No.1307550

did you get it on steam?

>> No.1307552

Nah, I'm playing it via darkplaces.

>> No.1307558

just about all of the quake ports, you need to put the CD in the drive to play the music. or, you can rip the music and put it in a certain folder. if you don't do one of these there will be no music.

it's been too long since I've done this, google "darkplaces music" to find a tutorial

>> No.1307562
File: 296 KB, 1600x1200, IMG00181-20131231-1516.jpg [View same] [iqdb] [saucenao] [google] [report]

And a pickup shot because why the fuck not

>> No.1307564

how are you making the gun do that? where's your hand?

>> No.1307565
File: 27 KB, 125x125, 1384933496237.png [View same] [iqdb] [saucenao] [google] [report]

Would you guys like to see a Classic Rivalry if it was done by someone who wasn't Zygo?

What I'm thinking is something akin to Samsara, but with a less-means-more approach. Rather than trying to replicate everything, take three or so of their weapons that they're most iconic for, two or three of their abilities, and put them in tiny Duel arenas.
With much less emphasis on trying to recreate everything, you'd be able to not only include far more characters, but also have each character focus on something super-specific so you can make each character really different from the other.

>> No.1307570

So Samsara with 3 weapons?

>> No.1307587
File: 44 KB, 423x779, IMG00182-20131231-1532.jpg [View same] [iqdb] [saucenao] [google] [report]


Think, McFly, think! I am obviously holding it still from one tip of the handle

>> No.1307593

Quake One has ambient tracks, recorded by Trent Reznor/Nine Inch Nails.

Quake Two has metal without vocals, recorded by Sonic Mayhem.

Without the music, the game is quiet, but it isn't necessarily 'supposed' to be. The music can be found on the original CDs, in torrents, in .pk3 files, so on and so forth. Honestly, people make it much more difficult than it should be to obtain the music for any disc that holds .ogg music.

Quake I:
Site for .pk3 music (load like mod)

Torrent (need torrent client to download, in lossless format, may need to convert to .mp3 or .ogg to play)

.zip files (need to unzip, winzip is standard on windows, 7zip is recommended by me)

Quake II:
Ultimate patch for steam users that should work regardless of version (follow directions, may want to unzip in separate place to keep the visual changes separate from your installation then move music to correct directory, unless you wish it to be 'graphically improved')

Happy fragging.

>> No.1307601

Here is another Quake II soundtrack link (may or may not need to rename soundtracks)

>> No.1307635

Damn son that looks glorious.

>> No.1307664

Nope. Quake 1 has the most awesome ambient soundtrack ever made and you are doing something terribly wrong.

>> No.1307685

I would like to add that the N64 Quake ports have ambient music by Aubrey Hodges, the same man that made the PSX Doom/Doom 64 music. I highly recommend it.

>> No.1307704

Is there anywhere one can download the N64 Quake music?
Only results I can get is Aubrey's bandcamp.

>> No.1307710
File: 9 KB, 89x103, contribootin.png [View same] [iqdb] [saucenao] [google] [report]

I also made an edit.

This is kinda a fun way to make sprites. Can this be a thing?

>> No.1307715

Meh. It's good, but in the end, it just seems like an extended PSX Doom soundtrack. It's good but its a "hey I think I have listened to this before" thing. It can't beat Trent Reznor's most significant work made in his entire life.

Google is a very hard toll to use, isn't?

>> No.1307719

tool dammit!

>> No.1307720
File: 9 KB, 89x103, contribootin.png [View same] [iqdb] [saucenao] [google] [report]

One more edit on the soon-to-be-outdated version...

>> No.1307723

What, like posting photos and having /vr/ go at it or just using photos for sprites?

>> No.1307724

YouTube doesn't have download links, smartass.
Except for those terrible youtube-to-mp3 sites which send the sound quality through the wringer.

>> No.1307726

It looks pretty nice.
Not sure what kind of gun it could be though

>> No.1307729

I tried but it looks like it's nowhere on the internet except youtube streaming. Even ffshrine didn't have it. I propose it would be best request a rip of the game since the only ones that exist out there (i don't know where) are shitty 128kbps rips.

>> No.1307730

Alien Deagle. Maybe slap the side and the green core on the ring slides out and you slide a new one in.

Maybe a coil gun?

>> No.1307731

Damn. I'll see if I can rip from the rom, then. Thanks.

>> No.1307734
File: 112 KB, 320x200, revolverRifle.gif [View same] [iqdb] [saucenao] [google] [report]

Yeah. Uncoordinated random edits, hopefully with a consensus on a decent final image, but if not, whatevr.

It's just for random sprite resources anyway, right? And I like contributing to the doom community in what minor ways my time will allow... so. Yeah.

Thanks. Yeah, I didn't have anything in mind either :-p

>> No.1307736

futuristic plasma pistol, shoots green arachnotron plasma and makes any sound effect which isn't the doom pc or playstation plasma sound

>> No.1307741

Needs some anti-aliasing on those lines, Funk.

Also the hand is larger when it's farther away, and smaller when it's closer. At least that's the impression I'm getting. The hand holding it in idle and the hand loading it in reload.

>> No.1307747
File: 6 KB, 89x103, IMX-Toy-Rev1-TG-Funktasm-TG.png [View same] [iqdb] [saucenao] [google] [report]

You missed a few pixels. Also made some pixel edits to the hand.

>> No.1307750

If anyone played Turok 2, remember the the blaster thingy the lizard guys shot at you? I imagine it looks and sounds like that, but with a green energy bolt.

>> No.1307752
File: 5 KB, 31x34, medkitSprite.png [View same] [iqdb] [saucenao] [google] [report]

Yeah, it kinda is. I'm probably not going to revisit it for a while anyway though. Working on a sasquatch...

It's up for editing though, .psd included, for whatever.


>> No.1307757

Left out my shiny's and sight indicators (weren't missed pixels)

>> No.1307764

*hand looks nicer though

>> No.1307767
File: 496 KB, 1280x720, 1388534824489.png [View same] [iqdb] [saucenao] [google] [report]

Map 10 of Vanguard. Fuck me.

>> No.1307770

Ima shout out to the fella who recommended Hellbound for detailed maps. Shit is so cash. Thanks billions, brotoss

>> No.1307772


So I guess that the general consensus is a plasma pistol. That was something I was actually thinking about, also I wonder how would the centered sprite look

>> No.1307778

Does it animate?

>> No.1307781
File: 564 KB, 1280x720, 1388535290140.png [View same] [iqdb] [saucenao] [google] [report]

Oh god muh framerate

>> No.1307783


Way to go Josh. and rename your Doomguy.

>> No.1307790

What's a cool Doomguy name?

Something gruff, yet smooth, like Morpheus or Porridge.

>> No.1307793


>> No.1307795

I'll prolly just name him doomguy or something.

Also, Vanguard is getting 2slaughter4me.

>> No.1307801


Atube Catcher smartass. Can download youtube videos in any format, up to 320kpbs MP3.

>> No.1307802

Skip to the last level of the mod
It's really fun

>> No.1307803
File: 13 KB, 253x599, zandronumcommunity.png [View same] [iqdb] [saucenao] [google] [report]

Don't worry about what other people think of your name. I like you all just the way you are.

>> No.1307805

That's actually what I just did. Wasn't expecting that, but it was pretty sweet.

Also, playing FKER right now, this shit is fun.

>> No.1307810

Sure, at 720p and above stereo audio is 384 kbps (I'm going to assume they meant kilobytes and not kilobits), but are the people uploading the sounds at 320kbps?

And if it isn't ripping the sound stream straight from the video and leaving it alone, it's re-encoding it, meaning that it's throwing out even more audio information. That isn't something you want to do.

The only source for the music is the N64 cart and Bandcamp and if they bought the music from Bandcamp AND shared it on YouTube surely they would have shared it somewhere else where it could be distributed and reupped until it found its way onto a torrent website. The video is from 2011, that's enough time.

>> No.1307812


Get either Scriptish or Greasemonkey and install this


>> No.1307824
File: 6 KB, 139x153, 1388536976585.png [View same] [iqdb] [saucenao] [google] [report]

Missed another few pixels, muzzle flash is next.

>> No.1307826
File: 7 KB, 139x153, 1388537082142.png [View same] [iqdb] [saucenao] [google] [report]

Since the sprite isn't in the Doom palette I posterized the flash and the blue lights on the weapon.

In case someone is going to recolour the weapon to fit the Doom palette I'll post the unpaletted flash next.

>> No.1307827
File: 8 KB, 139x153, 1388537151014.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1307829

The flash looks a little offcentre to me so here's this version. First is posterized, second is true colour.

>> No.1307830
File: 10 KB, 278x153, 1388537331492.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1307835
File: 9 KB, 278x153, 1388537604604.png [View same] [iqdb] [saucenao] [google] [report]

And the next, or previous, frame. First is posterized, second is true colour.

>> No.1307841
File: 9 KB, 278x153, 1388537760081.png [View same] [iqdb] [saucenao] [google] [report]

Or maybe remove a few pixels.

>> No.1307858

Man, realm 667 shuffle is lots of fun too. So many fun new enemies and weapons, really breathes new life into some wads.

>> No.1307896
File: 622 KB, 800x600, Screenshot_Doom_idoom.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1307898

You have way more than enough cells and invulnerability to kill everything in that room at least 3 times over.

>> No.1307905

Except this isn't a room.
This is one giant ass map the size of ZDCMP, and it's fucking unplayable even in software mode due to the high amount of lag.

>> No.1307910


That's still a ridiculous amount of cells and invulnerability though.

>> No.1307919

Man, I want a wad that gives Doom more graphical flair, but keeps the gameplay totally vanilla. Beautiful Doom almost does that, but it changes the enemies slightly (Revenant rockets seek very strongly), and the weapons. Eriguns changes the weapon behavior as well, I think (the Chaingun replacement has a much higher ROF). I want something that plays 100% vanilla, but is just more aesthetically pleasing.

>> No.1307923

Actually, nevermind, I'm wrong. Eriguns chaingun replacement has the same ROF. I thought the vanilla chaingun was slower for some reason.

>> No.1307924 [DELETED] 
File: 30 KB, 316x240, SeemsLegit.jpg [View same] [iqdb] [saucenao] [google] [report]

I took a look at the Samsara source code and I dont understand why there are two different unique items for each class. They are called "PunchDrunk" and "PunchDrunkUnique". Someone care to explain?

>> No.1307927


it's for different cvars I think


>source code

>> No.1307930

>but it changes the enemies slightly (Revenant rockets seek very strongly),

So change it back?

>> No.1307931

I have no idea how, I know next to nothing about coding for doom. The most I've done is adjust the shell spawn in the aforementioned beautiful doom.

>> No.1307936 [DELETED] 
File: 17 KB, 384x286, Listen'ereSpidey.jpg [View same] [iqdb] [saucenao] [google] [report]

>"I took a look at the source code"
>source code
Do you even read?

>> No.1307937

>I dont understand why there are two different unique items for each class.

A unique for normal play and a unique for Punchdrunk play.

>they are called PunchDrunk and PunchDrunkUnique

No, the first item is something different.
You are looking at Punchdrunk-specific items.

>> No.1307941


Check how BeautyDoom's Revenant seeking missile is coded in the DECORATE. If it's just a simple heritage from the original actor (i.e. NewMissile : RevenantTracer) then it's just the normal Revenant missile and nothing else

Weirdly enough, any other custom seeking missile, no matter if it's just an heritage from the vanilla missile, it seems to "seek" stronger than the regular Revenant missile.

>> No.1307945

>Samsara has source-code

Huh, and here I thought it was just DECORATE stuff and nothing else, brb.

>> No.1307946

>I took a look at the Samsara source code and I dont understand why there are two different unique items for each class. They are called "PunchDrunk" and "PunchDrunkUnique".
If you looked at the samsara source code then you would know there is a mode called punchdrunk which uses different items.

>Huh, and here I thought it was just DECORATE stuff and nothing else
It's linked right in samsara's op

>> No.1307948 [DELETED] 

>>"I took a look at the source code"
>>source code
>Do you even read?

>I took a look at the decorate
>decorate code is now source code

>> No.1307956 [DELETED] 

>>Huh, and here I thought it was just DECORATE stuff and nothing else
>It's linked right in samsara's op

Breaking News:

DECORATE is now source code

Github is now also source code

>> No.1307957


but that github only seems to have ACS stuff, right?

>> No.1307965


nah, I think it's just an anon that said something kinda silly and a couple of anons that jumped on the silly thing he said

>> No.1307967
File: 262 KB, 1280x720, 1365383244106.jpg [View same] [iqdb] [saucenao] [google] [report]


It has Decorate and ACS.
It also has Sbarinfo, Dehacked, Fontdefs, Keyconf, Mapinfo, and more.

>> No.1307968 [DELETED] 

yeah, switch to the normal filenames, that surely will prolong your stay

>> No.1307970

He's pointing out that because ACS is the only one of those that is compiled and can be said to have source code, saying that the github is sourcecode is incorrect as is referring to the decorate code as source code.

>> No.1307971



why the hostility?

>> No.1307975

>"Huh, and here I thought it was just DECORATE stuff and nothing else"
>links to the git repository
>"But that only seems to have ACS, right"
>what, no
>"saying that the github is sourcecode"
>um, no

Because when someone says it's only Decorate, you link to the git, and then someone says right after "it only seems to have ACS stuff"
either someone's trying to be a master ruseman or someone's being legit stupid

>> No.1307981


I think people thought you were >>1307936 >>1307924 trying to get a rise out of people by calling things source code when they were not.

I think we all need to take a chill pill.

>> No.1307985

hey guys, what's all this about source code

did we have a gpl vs bsd war yet or not

>> No.1307992

Stronger as in it seeks better or it seems to do 80 damage every fucking time?

>> No.1308007

That could make a pretty rad freeze gun.

>> No.1308021

Niggas need to play some Samsara Armageddon, we only have 2 people. best-ever.org:15043

>> No.1308082


>> No.1308101
File: 20 KB, 400x400, mmmm.jpg [View same] [iqdb] [saucenao] [google] [report]

So John Carmack only needed Diet Coke a pizza to get in "Crunch Mode" (translation: non-stop coding and doing programmer stuff)

What gets you in Crunch Mode, /doom/? (for those who mod, of course)

>> No.1308103

just enough alcohol and sleep deprivation with eye drops to stop the burning

>> No.1308106

can /vr/ think of some doom-related clickbait links?

Eight Funny Tips For Killing Demons

>> No.1308109
File: 200 KB, 328x412, these fucking ads.png [View same] [iqdb] [saucenao] [google] [report]

>You Will Never See A Cyberdemons The Same Ways Again!

>> No.1308110
File: 76 KB, 507x800, YOUR MUG IS HUGE.jpg [View same] [iqdb] [saucenao] [google] [report]

Diet Mtn.

>> No.1308116

>Carmack Confirms Doom Can Be Connected To Occulus Rift
>10 Most Disturbing 'Doom' Facts
>15 Secret Tricks For Doom
>Does This >>1307205 Belong in Video Games?

>> No.1308117


>> No.1308121

This single mom found one AMAZING tip to killing the Cyberdemon

>> No.1308125

is dog really confirmed for a support class in space pirate for zan

>> No.1308132
File: 1.66 MB, 4608x3456, diet coke and pizza.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1308145

But anon, winners don't use drugs.

>> No.1308159
File: 13 KB, 288x306, Protip.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1308163
File: 50 KB, 250x250, Oh-boy-here-we-go-again[1].jpg [View same] [iqdb] [saucenao] [google] [report]


>The Changelog is all the money, so here it is!
>Changelog from the original Brutal Doom:
>[+] Much faster performance levels.
>[-] Tons of junk removed, allowing the engine to run smoothly.
>[+] Real Gore added, with new frames too.
>BD's old ass gore addon was readded

yeah, because seriously guys, what can go wrong?

>> No.1308168

I really like when I do anything and the screen shakes.

>> No.1308175

Is that who I think it is?

>[+] Real Gore added, with new frames too.

For what purpose.

>> No.1308189


>> No.1308193


>Posted on November 24, 2013


>> No.1308201

oh, I didn't see that

welp it's not the first time I'm a slowpoke

>> No.1308202
File: 63 KB, 500x500, COMEDY GOLD.jpg [View same] [iqdb] [saucenao] [google] [report]

>[+] Real Gore added, with new frames too.
[+] Real Gore added, with new frames too.
>[+] Real Gore added, with new frames too.
[+] Real Gore added, with new frames too.
>[+] Real Gore added, with new frames too.
[+] Real Gore added, with new frames too.

>> No.1308206


dun worry, you're excused

>> No.1308221
File: 171 KB, 1280x1280, MAPS.jpg [View same] [iqdb] [saucenao] [google] [report]



PHOBOSPHOBIA is ---back--- in your wad cabinets:




>> No.1308228
File: 2 KB, 124x252, Lydia life's a beach.png [View same] [iqdb] [saucenao] [google] [report]

Happy new year /doom/

>> No.1308231


happy new year dude

also, I haven't seen lydia being posted in the sprites thread in zdoom. you did her entirely from scratch, right?

>> No.1308239
File: 9 KB, 251x168, firsttry2.png [View same] [iqdb] [saucenao] [google] [report]

Yep. I don't really post on zdoom though, so that's probably why.

>> No.1308251




NEW SOUNDS: http://vocaroo.com/i/s1egnN1P2fM1 SHOTGUN

PISTOL http://vocaroo.com/i/s0iugkEexAG5


>> No.1308256

fucking beautiful.

you scroton?

>> No.1308260

Get hyped for the soon update: Not today. 7 new sprites? More than that!

Totally new, never before seen, Game Play Mod !2014!

Big Marty with the new guns: Chaingun, Nailgun, Grenadegun, Flame Thrown!

>> No.1308262



60 new mods in 5 minutes?


>> No.1308318


PUBLIC ALPHA RELEASED: https://www.dropbox.com/s/ol473zd7egn3oq1/Phobosphobia.pk3




>> No.1308323
File: 221 KB, 825x589, Happy thanksgibbing.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.1308325


wad is clean! Also, watch out for near ear-rape firing sounds, but that's about it

>> No.1308327

screenshot_dir "C:\dicks\"


>> No.1308330



>> No.1308364

10/10 it's shit -IGN

>> No.1308371
File: 265 KB, 640x480, 1388558284703.png [View same] [iqdb] [saucenao] [google] [report]

Is this the right place for help with Unloved? How do I get that blue key? I can't do anything without it because the only door in the room needs it.

>> No.1308380

Unloved supports jumping.

>> No.1308389

ok, got it now. :D thanks. I like old fashioned playing so I didn't realize

>> No.1308392

i dont think it does

>> No.1308401

It uses lots of ZDoom features.
And if you open up the level in whatever editor you want you can see that there's no way to get into that crib without jumping.

>> No.1308409

fair enough, i could have sworn it did not allow jumping though i have not played it in a while

>or i got annoyed at not finding the way in and jumped in thinking i was breaking the level but it was actually allowed

>> No.1308421
File: 7 KB, 139x153, 1388559531559.png [View same] [iqdb] [saucenao] [google] [report]

Forgot the blue light on the gun.

>> No.1308426

Perspective on that bright line under the metal rod on top looks wrong.

>> No.1308429
File: 618 KB, 900x900, GOTTA RIP FAST.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.1308432
File: 2.49 MB, 426x240, LavaBeam.gif [View same] [iqdb] [saucenao] [google] [report]

Plasma Beam done. Only Ice Beam and another (undecided) type of beam to go.

Well then I guess I need the BFG9000-tier weapon. Hmm.

>> No.1308435

I don't think he is

I'm like 70% sure >>1308132 is though

>> No.1308436


>> No.1308440

Yeah I gotta say Hyper is probably the best way to go. Either that or that beam you get in Echoes that's a combination of the Light an Dark beams.

>> No.1308442
File: 4 KB, 226x204, Doomguy Confused.png [View same] [iqdb] [saucenao] [google] [report]

My friend is telling me that charging the beams just increases the splash damage radius. Why doesn't charging the beam increase the damage?

Seconded. Thirded by said friend.

>> No.1308447

Because you coded it wrong.

>> No.1308449

I'm not the coder, jackass.

>> No.1308452

Don't try to put this on me.

>> No.1308453

maybe make it look like the super metroid version, i think the the multi colored beam looks a lot cooler than a blue energy ball

>> No.1308454

>Why doesn't charging the beam increase the damage?

It does, except for Long.
Power explodes and does more damage, Wave shoots three bolts at once that spew damage everywhere, Spazer shoots a whole bunch of bolts at once, Plasma makes the beam faster, rip harder, and explode.
Long just makes the beam wider.

Unless you mean something else, in which case I'm not sure I understand.

>> No.1308457
File: 103 KB, 1600x1200, 1353991497889.jpg [View same] [iqdb] [saucenao] [google] [report]

It has turned out great but now I wonder where it would be used?

Perhaps in a set of other weapons used in a gameplay mod/TC? Like a new character?

>> No.1308459
File: 39 KB, 480x360, hypermode7.jpg [View same] [iqdb] [saucenao] [google] [report]

Another idea, it could be a Phazon overload type thing as well, like in Prime 1 and Prime 3.

>> No.1308460

Friend says "Ah, I get it. It was a misunderstanding from a youtube video."

>> No.1308470


Power of toys.

>> No.1308473
File: 154 KB, 442x331, Sunburst_on_an_Ingsmasher.png [View same] [iqdb] [saucenao] [google] [report]

>BFG9000-tier weapon
Beam combos/missile combos

>> No.1308475

Beam combos could easily take the place of a BFG9000 weapon.

Super missiles alone would probably wreck everything's shit.

>> No.1308478

>Well then I guess I need the BFG9000-tier weapon.

If you're drawing a blank then just look at Super Metroid.
Power Bombs

>> No.1308480

a shoe in for the 2014 cacowards. fucking incredible

>> No.1308482

My friend should have just brought his fucking computer over. He wants me to ask more questions.

"We've only seen the beams being used in deathmatches. Are you planning on balancing the monsters against the beams?"

>> No.1308485
File: 208 KB, 377x530, 1365481913797.png [View same] [iqdb] [saucenao] [google] [report]

>beam combos
Combine spazer and long at once for three hitscan pitchfork beams
>charge missile combos
Charge up long, shoot missile for hitscan explosive beams
prepare your anus

>> No.1308490

Charge missile combos maybe?

I remember that being cool in Metroid Prime.

I never played Prime past 1.

>> No.1308495


Not so much balancing the monsters against the beams, as balancing the beams against the monsters.
If things start getting dramatically underpowered/overpowered in coop as compared to DM play, it's just as simple as another DM/coop damage divide like I did in Samsara. For example, if the Penis Beam is overpowered in DM and constantly dickslaps people but is worthless in coop, I just make two different actors (PenisBeamDM and PenisBeamCoop) with different damage values, and the respective actor is summoned depending on the different game mode.

There's also the obvious of how enemies will be able to be frozen by the ice beam, for example.

>> No.1308514
File: 3 KB, 100x60, perhapsAGun.png [View same] [iqdb] [saucenao] [google] [report]

More on this being "a thing"

It'd be cool to do a whole sprite like that imo. From block out to finish.

So I have a block out here. Mostly just some random shapes. Feel free to fill in anything.

>> No.1308521
File: 104 KB, 232x344, 1379688320859.gif [View same] [iqdb] [saucenao] [google] [report]

>There's also the obvious of how enemies will be able to be frozen by the ice beam, for example.

This can be done easily, almost entirely in decorate.

In the DM version have the playerclass Player.StartItem with a custom freeze powerup with the powerup duration set to 0x7FFFFFFF (basically permanent, about 2 years.)

Missiles and players have +NOTIMEFREEZE flag.

Players have a pain state for the ice beam damage type that changes their +NOTIMEFREEZE flag and calls an ACS script that changes their flag back after a set time. That should be it.

Unless their painstate would resolve without the +NOTIMEFREEZE flag, in which case you could have it change it back at the end of the time freeze and have it work entirely in decorate.

>> No.1308523
File: 411 KB, 1180x720, 1337071366559.png [View same] [iqdb] [saucenao] [google] [report]

>you are now imagining combining long, wave, and plasma and then charge comboing it with a super missile

>> No.1308525

>>1308521 here again

Just realized after looking into it that it doesn't freeze player actors natively.

You're gonna have to go look at how they did it in icon of party, but it can be done.

Imma go take a peek at icon of party now and check back when I have an answer for you.

>> No.1308527

...or you could go the simple route and have their pain state for ice do an A_ChangeFlag("DORMANT",1), eventually wearing off.

>> No.1308530


Does that work on player actors? Also it apparently means they don't take damage, though there might be ways around that.

>> No.1308531
File: 29 KB, 600x400, 1388563254441.jpg [View same] [iqdb] [saucenao] [google] [report]


Or even simpler with SetPlayerProperty and APROP_TotallyFrozen.

>> No.1308534

Also: Happy Doom Year on the west coast.

>> No.1308538


There we go then, issue solved.

>> No.1308540


don't fucking cocktease me like that

>> No.1308541

Hyper beam missile combo.

>> No.1308542



>> No.1308548

I'm holding out for a megawad where you collect abilities to progress, myself.

>> No.1308561
File: 29 KB, 576x532, 1388564705346.jpg [View same] [iqdb] [saucenao] [google] [report]

>A strife-like metroid doom wad with collectable powerups to get to new points

>> No.1308565

you realize doing trying to do graphics / coding / maps by yourself guarantees the mod will fail, right?
get someone to help, bro

>> No.1308574

Elevators between maps. Missile expansions and energy tanks. Bombable walls and morph ball tunnels. Areas you can't reach without using frozen enemies as platforms. Sequence breaking. Metroid.

>> No.1308576

What are some fun wads that go well with Project MSX?

>> No.1308583
File: 1.72 MB, 320x180, 1381698590710.gif [View same] [iqdb] [saucenao] [google] [report]


I'm just going for getting the weapons and a test level done, man. Just a concept build. If anyone wants to hop on board after that, I'd happily accept the help, but I don't want to go "~*~DO STUFF FOR ME~*~" until then.
Not looking forward to doing the map, because I am a fucking terrible mapper, but eehhhhh.

>> No.1308595


>> No.1308605


Pretty much any slaughterwad ever

>> No.1308615

Oh you.

I'm actually downloading DVII and DTS-T right now, which may or may not work well with it.

I've been trying to find some fun wads lately, but to be frank I'm pretty fuckin' bored of the aesthetics of Doom 2. "Oh boy more techbase/hell themed stuff."

>> No.1308681
File: 1.12 MB, 800x1373, knee_deep_in_the_DANCE.gif [View same] [iqdb] [saucenao] [google] [report]

Happy New Year dudes!

>> No.1308735
File: 9 KB, 566x79, CurrentCast.png [View same] [iqdb] [saucenao] [google] [report]

Well, here it is, as promised, 12 hours (or so) before the ZDoom thread.


Demonicron. A simple graphic mod focused on offering an alternative look to the original Doom and Doom 2 monsters and decorations, while STILL stickying to the Doom feel we all know. I'm doing monsters for now, but pretty much the long-term goal of this is to replace EVERY graphic of the original games.

The whole objective of this mod is to bring a more dark/eerie/surreal look on the Doom environment, while not falling in something cheesy and/or overexaggerated.

>What's with those wall textures?

Remember what I was describing a few threads back about working on a texture pack for *something*? Well, this is the *something*. If people like what they see and are well interested in me completing that thing (the custom texture pack) I can finish it with no probs at all, and put a download link.

As always, give me your thoughts on this. I'm all ears for suggestions

>> No.1308775

never been there
can't get there

>> No.1308832

>scuba steve's weapon making tutorial
10/10, most prolific writer on this area of doom

>> No.1308865

I'm digging the enemies, the Imps most of all.

>> No.1308920


Robo Mel voiceset for v0.1.2

>> No.1308939

>A Mecha Mel powerup like Moonwalker's Mecha Jackson

I really dig the looks of the zombies/imps/demon/spectres.

Feels like the Cacodemons shouldn't have eyes though.
And the shade of red on the Baron of Hell might be a little too bright.

Overall it's great though.

>> No.1309142

Alright I made some shitty sprite that I want to be the base of my gun. I've tried fumbling around with the sprites and slade and the decorate file but this shit never makes doomguy pull out my shitty gun.

>> No.1309149


You're gonna have to be a lot more specific than that.

>> No.1309157

Rotate the phase 90 degrees and the clocks should sync up.

>> No.1309238

What in the genuine fuck am I doing wrong.

>> No.1309242

It's "Sprites", not "Sprite".

>> No.1309243
File: 1.91 MB, 1463x1920, grezzodue.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1309250

Okay I changed that and it still doesn't work.

>> No.1309256

Did you save it?

>> No.1309258


You don't have a keyconf entry defining the weapon as usable.
Make a keyconf.txt entry, and in it put
"addslotdefault 3 SuperAutoShogun".

>> No.1309259

That's outdated you noob. You don't need that with Weapon.SlotNumber

>> No.1309265

Cool shit. If it's an idea that I like a lot, fuck your shit, I'm getting it *done*.

>> No.1309267
File: 382 KB, 1280x720, 1388606298846.png [View same] [iqdb] [saucenao] [google] [report]


Which is obviously why it works with keyconf and not with weapon.slotnumber.

>> No.1309269

That doesn't mean shit because it works for me with Weapon.SlotNumber

What are you running, I tested with ZDoom 2.8

>> No.1309270

Yeah it worked when I had the keyconf.txt. Is it normally supposed to work without that?

>> No.1309272

It even works in Zandronum with Weapon.SlotNumber and no KeyConf.

>> No.1309274

>pick up soulsphere
>walls come up; monster trap
>enemies bring you back to 100HP

map makers, stop doing this shit. please

>> No.1309276

https://www.dropbox.com/s/x8a472kke01fj17/diffuser-sprites.pk3 Here's the version of Diffuser I'm using. I only changed the directory Sprite to Sprites and it runs in ZDoom 2.8 and Zandronum.

>> No.1309281

setslot completely and absolutely overrides everything in DECORATE. addslotdefault is the only thing that can both work with setslot and still allow DECORATE slot definitions to work.

>> No.1309282


It's sort of hit and miss.
Keyconf is the old-fashioned tried and true method for defining weapon slots, and contrary to what captain sperglord here thinks, Weapon.SlotNumber alone sometimes is not enough depending on the alignment of the moon and how well your exe likes you, and no amount of calling someone else a "noob" or "doesn't mean shit" will make it work.

It's generally better to just have an addslotdefault going since it doesn't conflict with anything, adds a whole one extra line, and is pretty much guaranteed to not break.

>> No.1309284

Oh I had ZDoom 2.7. After deleting the keyconf.txt and trying it in that new version of Zan it works fine.

>> No.1309285
File: 10 KB, 250x250, 1344832831551.jpg [View same] [iqdb] [saucenao] [google] [report]

>Keyconf for weapon slots

>> No.1309287


>> No.1309296

It's been depreciated since ZDoom 2.3.0 (2009). Skulltag was based on this.

>> No.1309302

A_PlayWeaponSound is deprecated as well. Are you going to get upset about that, too?

>> No.1309305


>> No.1309307
File: 69 KB, 386x503, 1365399710496.jpg [View same] [iqdb] [saucenao] [google] [report]

>using "replaces" instead of running a looping acs script to check for a shotgun and spawning your replacement there

>> No.1309313

A_PlayWeaponSound is stupid, A_PlaySound("sound", 1) is shorter and offers more flexibility with the addition of a selectable channel, which you don't even need to include.

Why would you want to do that when Weapon.SlotNumber causes no problems?

>> No.1309316

because old mods still use setslot, and hey people sometimes like playing old mods with new mods

people also like keeping things in one place, and addslotdefault does that! isn't that unbelievable

>> No.1309320



that escalated pretty quicl

>> No.1309326

So the reason why people shouldn't use Weapon.SlotNumber is so that mods before 2009 can run with it?

How is having a list of addslotdefaults any more in one place than having Weapon.SlotNumber in your DECORATE? I can see where you're coming from with backwards compatibility (which isn't worth using outdated code for the possibility of a few users using an old mod), but this one is grasping.

>> No.1309330

>Why would you want to do that when Weapon.SlotNumber causes no problems?
>there was just someone who couldn't get weapons to work with Weapon.SlotNumber

>> No.1309340

There's also the possibility that they made a new modder mistake and didn't save the changes to their PK3 after renaming Sprite to Sprites when they tested it again. I assume they're a new modder because of the Sprite directory.

>> No.1309342

let's see
you could either have slot numbers scattered across every weapon in your mod

or you could have it in one place, in one file, right next to each other

by the way samsara uses addweaponslot for this compatibility since at least one popular invasion mod (armageddon 2) uses setslot for custom weapons, among other mods

compatibility's important yo

>> No.1309356

What possible use comes from having all weapon slots defined in the same place?

I'll agree with you on compatibility, but I still would not recommend KeyConf. Would it even matter if a mod with Weapon.SlotNumber was loaded after a mod running KeyConf?

>> No.1309369
File: 113 KB, 640x480, 1388609098668.png [View same] [iqdb] [saucenao] [google] [report]

I know it's no longer relevant, but it does work fine in a fresh install of Skulltag with the only change being Sprite to Sprites.

>> No.1309446

Or you could use the MAPINFO GAMEINFO definiton, you retard.

>> No.1309452

yes, because setslot override /everything/ in DECORATE on that slot.

>> No.1309453

>Would it even matter if a mod with Weapon.SlotNumber was loaded after a mod running KeyConf?

No, because if they're replacing the weapons their replacement weapons would override the spawn replacement so you would never get your hands on a weapon without Weapon.SlotNumber and since the weapon actor names are different from the ones in KeyConf the KeyConf data is irrelevant.

EXCEPT OH WAIT--KeyConf overrides anything else because it's a deprecated format that isn't as flexible as Weapon.SlotNumber, which works in all zdoom-derived ports and doesn't break compatibility as a matter of course.

The guy advocating KeyConf is an idiot because it guarantees your mod/map won't play nice with others and forces other modders/mappers to create patches for your work down the line just like you're having to do now for pre-2009 mods.

A much better solution is to use Weapon.SlotNumber and then also make available a several-kilobyte patch for use with things that use KeyConf.

>> No.1309454

>The guy advocating KeyConf is an idiot because it guarantees your mod/map won't play nice with others and forces other modders/mappers to create patches for your work down the line just like you're having to do now for pre-2009 mods.
>A much better solution is to use Weapon.SlotNumber and then also make available a several-kilobyte patch for use with things that use KeyConf.

>keyconf is terrible because it means you'll need to make patches
>use weapon.slotnumber and then make a patch

okay then

>> No.1309456
File: 23 KB, 409x437, 1375408337269.jpg [View same] [iqdb] [saucenao] [google] [report]

What. Was the mod edit itself any good?

>> No.1309457


Not really, to tell you the truth

>> No.1309460

except, you know.

addslotdefault DOES play well with weaponslot and setslot.

and is the ONLY thing that plays well with both.

and works in both zandronum and zdoom.

until setslot disappears entirely, KEYCONF with addslotdefault is still the safest route to go.

>> No.1309471


Can you read? It means that you are guaranteeing people will have to make patches for your work since your work will break compatibility as a matter of course. By using KeyConf you are compounding and perpetuating the problem that KeyConf creates.

In fact even if you use KeyConf you might have to make a patch for other stuff that uses KeyConf anyway since your mod may override things you don't want to be overridden.

If you're still defending KeyConf at this point I can't assume you're doing anything other than trolling or being an outdated fuckhead.

Tell me how mercurochrome is much better than betadine because the chromium kills a single species of protozoan cyst that betadine doesn't again gramps, you senile old fuck.

>> No.1309482

and yet addslotdefault overrides nothing.
it only adds slot defintions.

how can something that only *adds* slot definitions override something?

you've still not explained that

>> No.1309494


>> No.1309497

>Tell me how mercurochrome is much better than betadine because the chromium kills a single species of protozoan cyst that betadine doesn't again gramps, you senile old fuck.


>> No.1309503


Addslotdefault is not setslot, and setslot is not addslotdefault.

>> No.1309518


I thought you were advocating setslot. This is all a huge misunderstanding and I apologize.


Enjoy your mercury poisoning.

Maybe you too can someday play bacci ball by yourself while talking to people that aren't there.

That protozoan cyst isn't even killed by mercurochrome anyway, it's misinformation. GL&HF with your mercury diarrhea.

>> No.1309529
File: 4 KB, 331x90, heh.png [View same] [iqdb] [saucenao] [google] [report]

that's why you don't use setslot. not once have I advocated using setslot, because it sucks and breaks weapon.slotnumber, player.weaponslot, and possibly the gameinfo block in mapinfo (it's not in zandronum yet, so I've not used it yet).

however, setslot does not break addslotdefault, and addslotdefault does not break anything else, since it only *adds* slot definitions. and I've said this already, but it works in both zandronum and zdoom, so cross-port compatibility is not an issue in this regard (and never really has been).

not once has anyone needed to make a compatibility patch for any mod I've worked on with weapons, in regards to weapon slots, and they, among other things, all use addslotdefault so that they work with basically everything.

once setslot disappears entirely (it probably never will), then addslotdefault will serve no purpose anymore. until then, it bridges the gap and allows for your mod to coexist peacefully with both KEYCONF with setslot, DECORATE with weapon.slotnumber and player.weaponslot, and MAPINFO with gameinfo definitions.

why are you so angry about this now? it's god damned weapon slots, and all I'm doing is explaining why KEYCONF with addslotdefault is the safest choice for compatibility.

>> No.1309537
File: 97 KB, 359x308, 1356879121553.jpg [View same] [iqdb] [saucenao] [google] [report]

>mfw i just wanted to make my shitty pistol replacement and caused a shit storm

>> No.1309550


We will fight over anything.

>> No.1309560

>why are you so angry about this now? it's god damned weapon slots, and all I'm doing is explaining why KEYCONF with addslotdefault is the safest choice for compatibility.

see >>1309518

Also I wasn't mad at you guys just at my grandpa and his FUCKING WHORE of a live-in nurse.

>> No.1309632
File: 1.90 MB, 300x168, 1388615747925.gif [View same] [iqdb] [saucenao] [google] [report]

>position in line: 2


>> No.1309673 [DELETED] 

>Real Gore

uh, maybe the only thing that I actually ever regretted.

>> No.1309683 [DELETED] 

Mark please go.

>> No.1309689 [DELETED] 

Mark, teach me your ways of pro resource stealing.

>> No.1309691 [DELETED] 

I can do that for you!
1) find resources
2) take resources
3) "I'll do credits later"
4) ????
5) skeletons

>> No.1309693 [DELETED] 
File: 18 KB, 212x146, 437347457.jpg [View same] [iqdb] [saucenao] [google] [report]

What are you talking about Anons? I don't know any Mark.

>> No.1309762

Trying to make an actor that plays a sound when spawned and goes away. Isn't visible, doesn't damage, just a speaker.

Actor BOPendPlayer
TNT1 A 1 A_PlaySound("weapons/sawup")
TNT1 A 1

Why doesn't this work.

>> No.1309778

Never, NEVER play a sound in the first line of a state, nigga. Add a TNT1 A 0 line before the sound play.
Also, give some time for the sound to play. If the actor "dies" before the sound is finished, the sound will be stopped. After playing the sound create a TNT1 A 20 line.

>> No.1309783

There's no way to keep it from stopping the sound?

>> No.1309789

>If the actor "dies" before the sound is finished, the sound will be stopped. After playing the sound create a TNT1 A 20 line.

This. Though keep in mind it's not when it dies but when it's removed. When monster actors die they don't get removed.

>> No.1309790

As far as I know, nope. The actor MUST exist while the sound is playing.

>> No.1309795

I spammed the weapon and only TWO tails played. I put a high pitched beep on the end to count them.

What's up with that?

>> No.1309805

By default, Doom can only play the same custom sound twice. You need to change a thing on SNDINFO lump to make the specified sound play limit be 0.

>> No.1309808

Works great! Thanks.

>> No.1309853

>no mention of DoomRL Arsenal
Just checked the ZDoom forums and it looks fucking sweet.

>> No.1309864

Oh man IMX, that vote on your thread is fucking split.

>> No.1309869


I'm interested in SPRITES

>> No.1309870
File: 468 KB, 1280x720, 1388621596014.png [View same] [iqdb] [saucenao] [google] [report]

I've been playing it since I was it on this list:

Dude, I was not prepared for the assemblies. This mod has become easily one of my favs.

I'm currenlty playing it with Return to Saturn X, and it's fucking cool. What other wads would be good to play with RL? I'm thinking about any slaughtermap, since the game becomes easier with every weapon you make and every armor set you complete.

>> No.1309872

Fuck that map, good luck trying to bea it without savescumming

>> No.1309901

Eh, I already save scum as it is, there's no fucking room to even save though, I just ended up skipping the level.

>> No.1309905

I don't save scum, but I really think I should, i'm on map ten of UAC ultra and it's almost the same deal, how can anyone do this without savescumming is beyond me, ah well, I should keep trying.

>> No.1309909

>How can anyone do this without savescumming
Lots of practice

>> No.1309917
File: 469 KB, 335x335, 1312319443599.gif [View same] [iqdb] [saucenao] [google] [report]

>Using Mandoom

>> No.1309930
File: 443 KB, 1600x900, Lots of ketchup.png [View same] [iqdb] [saucenao] [google] [report]

Yeah, exactly why I said I should keep trying
"git gud" is the only real answer when it comes to doom

Nope, don't even know what that is.

Also turns out the map isn't going to bad..

>> No.1309932


>> No.1309940
File: 53 KB, 451x263, 1323604826711.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1309942


ah yeah, you die and then game over.

Nothing quite changes compared to what I usually do when playing Doom, really. I just happen to blast thru a few maps, save here and there at the beginning of some maps and when I die I usually quit

The only wad which have prevented me of doing so is dmonfear, which is a nice and well put set of compact maps

>> No.1309967


>> No.1309972

Makes sense.

Tell me good configs

>> No.1309987
File: 186 KB, 1600x900, 1388624648274.png [View same] [iqdb] [saucenao] [google] [report]

Well fuck, I beat the level on to map 11, didn't die, but I saved once, fucking Cacodemon freaking me out by sneaking behind me.

>> No.1310017
File: 106 KB, 1600x900, 1388625546331.png [View same] [iqdb] [saucenao] [google] [report]

Underwhelming and disappointing final boss, but a pretty good and short wad.

>> No.1310082

Space Pirate with rocket launcher equivalent when

>> No.1310089

>tfw can't into perspective

>> No.1310101
File: 10 KB, 250x140, NotRidley.png [View same] [iqdb] [saucenao] [google] [report]

I'll take "what is shading" for 500, Alex.

I'm still a shitty artist.

>> No.1310102
File: 12 KB, 500x280, StillNotRidley.png [View same] [iqdb] [saucenao] [google] [report]


2x version for detail.

>> No.1310116

where's the eye-ball guy from?

>> No.1310117

More like:
>Space Pirate with rocket launcher, super shotgun, plasma gun, and minigun replacement when
Hopefully in the next couple of days. Zandy version will also get a new triple barreled shotgun as well.

Also, in addition to Mag Grapple being it's own key (shared with the melee attack button), you can now Mag Push and Mag Sling! Woo.

>> No.1310118

>That everything
Holy fuuuuuuuuuuuuck

>> No.1310125

Everything is self explanitory but
>Mag Sling
What does this do exactly?

>> No.1310128

Brings YOU closer to an enemy instead of pulling them towards you.

>> No.1310129


No. I just drew him.
Though now that you mention it, he does look similar to a Compiler.

>> No.1310137

Everything sounds fantastic.

Will the Triple Barrel shotgun have the advantage of multiple shell types or will it only use buckshot?

How can all this stuff be added but still only stay at version 0.1.2?

>> No.1310143

It'll only use buckshot, so Zeke will be better in some areas. And about the version number thing, I'm dumb and don't know how version numbers work, but I guess it makes sense in terms of "public releases".

>> No.1310163

I was secretly hoping for some sort of huge secret update or big ass plans but that also works too

You ain't dumb

>> No.1310167

I plan on keeping a lot of stuff secret, no worries. 0.1.3 will be the big, super awesome update, but that doesn't make this upcoming one any less awesome.

>> No.1310190

Are there any good Doom levels involving rain?

>> No.1310207 [DELETED] 


>> No.1310230
File: 1.94 MB, 1920x1080, momart92-phantoon.png [View same] [iqdb] [saucenao] [google] [report]

this is going to sound harsh, but go back to the drawing board

the design is not metroid at all, he looks like some sort of hexentic mystic with pseudo-doom shading. even the most outlandish monsters in metroid (nightmare, phantoon), still were very obviously alien, while this guy looks like the archvile fucked the heresiarch and got a deadbeat kid

go for less mystic hobo style and more corrupted space sci-fi

>> No.1310292
File: 6 KB, 212x197, 211038_v1.jpg [View same] [iqdb] [saucenao] [google] [report]


Damn. Thanks for the input.
I'll see if I can figure out some different dudes.

>> No.1310341
File: 8 KB, 265x265, 1388635386624.jpg [View same] [iqdb] [saucenao] [google] [report]

>You know, there is something uncomfortably dark and seedy about using real pictures of gore as a resource for the gore sprites in a mod that is a celebration of Ultra-Violence in a First Person Shooter. it is going into very dark territory here.

>Just as a warning, there are people who do get off on seeing demons write in agony while their guts and limbs fall out of their bodies. The implication of giving this to them is thus quite disturbing, you are essentially giving certain members of the Brutal Doom fanbase a way to, essentially, jack off to real human corpses who are torn apart in horrific accidents or dead US soldiers dismembered by IEDs.

>So if you decide to keep going with this, just remember that this is on your conscience.

>> No.1310372
File: 442 KB, 1024x819, doomscape-wip19.png [View same] [iqdb] [saucenao] [google] [report]

Some very Hellbound-inspired Doom fanart I just started sketching up.

>> No.1310382


Niiice! Keep up, man!

>> No.1310410
File: 53 KB, 720x540, 1356420282790.jpg [View same] [iqdb] [saucenao] [google] [report]

As dumb as I think the idea of adding real gore into your game is some of these responses are fucking gold.

>> No.1310423

Most of these responses are right, though - the BD fanbase is composed of a high concentration of edgetards who want to show off how 'hardcore' they are, There's probably a good few who get off to that shit, too.

Still, >implying Immortal Destroyer is even intelligent enough to have a conscience

>> No.1310425

Oh I understand. It's just stuff like >>1310341 cracks me up.

>> No.1310439

Ah right, fair enough.

>> No.1310442
File: 64 KB, 500x500, 1353932165007.png [View same] [iqdb] [saucenao] [google] [report]

Yeah sorry if I made it seem like I was siding with Immortal Destroyer on that one. Should have worded my original post better.

>> No.1310501

Knowing who posted this, it's probably not a serious response.

>> No.1310528

I'm pretty new, wanting to get back into DooM again, any must play wads?

>> No.1310534


Back To Saturn X

>> No.1310541


Doom, Doom II.
Beyond that is all >opinions

>> No.1310548

I'd rather play user created wads, while I love the originals, I've played the shit out of them. I need something new.

>> No.1310565

Honestly, just go through all the ones that won cacowards, that'll give you plenty to play with.

>> No.1310570

Alright, I'll do this. Thanks.

>> No.1310645
File: 748 KB, 1024x640, 1388644036171.png [View same] [iqdb] [saucenao] [google] [report]


How come I can't get the HUD to work for me? Is it because I'm using Gzdoom instead of Zdoom?

>> No.1310649

hud_althud 0 in console

>> No.1310660


Thanks pal, that did it.

>> No.1310671

Hey guys is there any way to force certain configurations and switch between them using ZDL?

>> No.1310713

Wow. So I decided I'd try to learn a little bit about Doom mapping, and after looking up a few things, I stumbled upon this YouTube uploader, "Xane Myers."

This guy has some of the worst videos I've ever seen. He creates videos for the express purpose of teaching Doom Builder concepts, but becomes autistic and fucking dresses up his entire room in shitty textures "for the sake of beauty," amongst other things, stretching a video explaining one simple concept to over 13 fucking minutes. Not to mention his voice is horribly annoying, and the quality looks like a webcam from the turn of the century to boot.
Just check out this video he did on slopes:

In another video about raising and lowering floors, he textures a room in BSTONE2 and "disguises" a secret door (which also has a fucking switch panel adjacent to it) with BSTONE3, which has a lamp drawn on it. He then proceeds to say "the player might never notice." How the fuck can anyone not notice that when poorly hidden secrets are marked by slightly misaligned textures, let alone a switch and completely different texture?

>> No.1310768

Are there any wads with child zombies in them?

>> No.1310842

Hey guys? What soundcard format is this? I want to configure FOOBAR so I can listen to the original Doom Midis in this format.


God damn I love this tune

>> No.1310872

>Teasing Edward over netcode
It's effective because usability > clean code is a real argument with weight

>> No.1310878

Edward is the biggest fucking autist to ever pick up a compiler, and all of his arguments basically boil down to
3: "DEAL W/ IT"

>> No.1310889


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.1310891


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.1310902

wow what a dick

>> No.1310905


Wait isn't that bus ride thing part of a copy-pasta?

>> No.1310907


The entire thing is a take on the Ryan Gosling copypasta.
The proper response is "wow what a dick"

>> No.1310910
File: 805 KB, 1024x640, 1388658926848.png [View same] [iqdb] [saucenao] [google] [report]


well I never paid much attention to that shit, sorry I've been fucking around with the DoomRL weapon pack and Oblige.

Oblige can be a cruel mistress sometimes, I've already fought off and killed like, six goddamn archviles

>> No.1311121
File: 38 KB, 704x396, 1229970537718.jpg [View same] [iqdb] [saucenao] [google] [report]

>play brootal doom with doom2 for the hell of it
>try ultra violence because I'm not really sure how can I do well in brootal doom
>it went pretty smooth, had a small problem in level 7 like couldn't save enough marines in time
>grabbing BFG then heading to the cyberdemon room was a bitch in level 8
>start level 12 pretty well
>at the end of level 12 every bullet and shell I have went to the cacodemons next to BFG blasts
>they fucked the shit out of me
>start the level 13 with 7 hp and 6 armor
>gotta start level 12 all over again or find a way to recover my ass back to fray quickly in level 13

>> No.1311129

>every single hellbound map
>about to arrive at an entrance to a new area

>> No.1311151
File: 33 KB, 160x153, 1361395903470.jpg [View same] [iqdb] [saucenao] [google] [report]

Been lurking these threads for some time now and I have to say: goddamn. You guys are a pretty based group of fans.
Keep it up guys.

>> No.1311174

So how do I get my HUD to look xboxhueg like everyone's screenshots?

>> No.1311178
File: 233 KB, 1366x768, 1388679463005.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1311189
File: 531 KB, 960x540, CrossbowTease.png [View same] [iqdb] [saucenao] [google] [report]

>"Dahlia" Custom Concealable Weapon - "Dahlia" is a codename assigned to a series of crossbow-type weapons intended for use by special agents of the United Nations' counter-terror task force. Its original design was intended to mount to an agent's wrist, but agents complained of the retractable bow-arms' tendency to snag on long sleeves, and difficulties reloading the internal magazine. Some revisions later, the Mk.4 Dahlia takes the design back to basics: a two-handed, free-carry crossbow mounted on an assault rifle receiver, with no wrist-mount or magazine. While the bow-arms still retract for easier storage, the Mk.4 can technically only be concealed beneath long coats. There are also new explosive arrows available for the weapon, though only as an aftermarket option, as they defeat the purpose of a stealth weapon.

>> No.1311198

hud_scale 1 in console

>> No.1311201

>hud_scale true
in the console

>> No.1311205

Why is the Former Human corpse sunk into the ground?

>> No.1311206

He's making is voyage into hell.

>> No.1311261
File: 219 KB, 1366x768, Screenshot_Doom_NDCP.png [View same] [iqdb] [saucenao] [google] [report]

>> No.1311403

Anyone tried out Brutalized Doom yet? Because I find it the best thing ever.

I mean, it's one thing to find a new cool WAD with a bunch of difficult levels and not know what to expect... but it's completely another to know -exactly- what to expect and then have those expectations kicked to the ground.

>Going through the dark narrow corridors towards the end of the level, the usual shit
>There are rather more monsters here which make it a bit more challenging than before
>Go around the corner, rippin 'n tearin with my new chainsaw
>Suddenly a baron of hell
>Open the familiar secret door with a backpack inside
>Find a rocket launcher
>Oh hell yeah

This shit is gold and the best Doom-related thing I've played since I found Brutal Doom.

>> No.1311412
File: 196 KB, 1024x768, 1373256359253.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1311417


remind me next time a drawthread pops up to ask someone to draw a shocked Baron of Hell getting his belly ripped open by cute bunnies, and using that pic as a base

>> No.1311421


>> No.1311485

There's a Final Fantasy joke in there somewhere.

>> No.1311506
File: 96 KB, 300x350, 1388487181685.png [View same] [iqdb] [saucenao] [google] [report]

The hell is this dude's problem? Is it the language barrier? Is he misinterpreting everything? Does he really own an AA-12 and recording equipment to bring to a firing range? Or does he have his own private range behind his dacha?

>> No.1311556

Isn't that on the ZDoom forums? Most of the time I notice the moddb pages to be outdated as shit.

>> No.1311573

>Does he really own an AA-12 and recording equipment to bring to a firing range? Or does he have his own private range behind his dacha?

He doesn't. He took the sounds from games (yeah okay no problem) and then claimed he recorded them himself (HAHAHAHAHAHAHA)

>> No.1311584

Well, not exactly. He took it from a YouTube video that took it from a game.

It's also possible he took it from a YouTube video of an MP3 from a SFX website that took it from a game.

>> No.1311590

>hydros zdoom
>brutal doom


>> No.1311592

>brutal doom
Nah mate, you want Brutal Doom: SE


>> No.1311605

Hey Im looking for the mod that makes the enemys 3D, anyone know the name of that one?

>> No.1311609

>wanting the enemies to be 3D
>not wanting cardboard cutouts shooting at you

>> No.1311613


You're looking for Risen3D, and it's not a mod, it's a source-port

>> No.1311614
File: 34 KB, 1366x768, Doom3.png [View same] [iqdb] [saucenao] [google] [report]

>> No.1311616

Ultimate Realism

>> No.1311627

ah thanks!

>> No.1311632

You know what'd make for a neat mod, though? One that greatly reduces level lighting - removing light sources at places, making other lights flicker, candlelight isn't as powerful, and such - while also adding the player a flashlight. The flashlight can be wielded along with a weapon, but it has a limited battery charge that you need to expend and look for more on the levels.

Could be tense.

>> No.1311651

Lasting Light?

>> No.1311665 [SPOILER] 
File: 104 KB, 421x700, john189[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Is this spooky enough for you, guys?

Because this concept is totally going to Demonicron

>> No.1311667

Kind of, except with some guns and monsters to shoot them with.

>> No.1311668

>Are you me?

I've been looking for a mod like that. Sadly, I haven't been lucky.

I tried using a flashlight mod and also lowering the light levels, but that's just annoying. I don't know how DECORATE works so I'm stuck here, hoping someone can make it real.

>> No.1311671

Huh, I'm a little surprised that port still exists.

>> No.1311689

A little hard to be spooked when you're as deadly as Doomguy.

Dig the concept though.

>> No.1311782


Are there are any giant monster sprites that'd match my bellows?

>> No.1311834


None that I can think of; maybe you should try imaging how should it be

>> No.1311850

A whale. Now we need a Moby Dick wad.

>> No.1311928
File: 2.87 MB, 426x240, IceIceBaby.gif [View same] [iqdb] [saucenao] [google] [report]

Ice Beam is done.
Pain states for the player with it isn't done yet, but it's still nice to chill a dude and then missile them.

And with that, all the classic Metroid beams are finished.
Just one more to go.

>> No.1311936


>> No.1311942

I'm using DECORATE and trying to create a monster that acts like a mobile ICON OF SIN.

It works for the most part, however spawned monsters get stuck if spawned between bosses like cyberdemon, mastermind and the new monster itself

What could I do to kill boss monsters in area upon spawn?

>> No.1311982
File: 2.07 MB, 680x880, 2da.png [View same] [iqdb] [saucenao] [google] [report]

/r/ing that pic of the doomguy/sweating towel guy por favor, i usually use it for my steam profile pic

and not the one posted earlier

>> No.1311994
File: 109 KB, 250x250, jWS8QjGXkZPka.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1312023

Oh shit the japs have a DM server up.

>> No.1312035

I really like that a lot of people in these threads actually have their own projects they work on keeping things fresh instead of just talking about plain old vanilla Doom non stop.

>> No.1312039
File: 2 KB, 126x121, 1323614808760.jpg [View same] [iqdb] [saucenao] [google] [report]

Hyper when.

>> No.1312041

Well, it is over twenty years old. We couldn't keep talking about it so damn much otherwise, no matter how good it is.

>> No.1312061
File: 310 KB, 1366x768, 1388707380655.png [View same] [iqdb] [saucenao] [google] [report]

Why are my pinkies brownies?

>> No.1312070

software mode, romero is proud to tell you the diminished lighting effect is instant atmosphere and that he had fun picking out the colors for the diminished pallet

>> No.1312073

Because you're playing in software mode, which is restricted to the palette, so shadows often tend to change colors to greys and browns.

>> No.1312105
File: 703 KB, 1280x1280, 1355974233966.jpg [View same] [iqdb] [saucenao] [google] [report]

Would you guys play a cyber punk kind of wad made by a bunch of people who fell in love with neo 80's music and styles?

it's coming

>> No.1312108

Only if the guns and music is good.

I'd play anything really as long as it's fun

>> No.1312112


did you like the hotline miami soundtrack? We're aiming for something like that but with less beats.
We are still scouting soundcloud for artists.

cool. i cant wait to post the first screenshot in here

>> No.1312113 [DELETED] 
File: 33 KB, 251x242, 1378667877248.jpg [View same] [iqdb] [saucenao] [google] [report]

>calling maps "levels"

>> No.1312118


I'll be making the BFG-tier weapon much later on, after A: Finishing up some other items/systems (like Power Bomb and Super Missile) and B: Deciding what it is.

>> No.1312126

I liked Hotline Miami's music a lot.

My favorite song there was Paris.
I have no idea what a Neo 80s Doom level would look like

>> No.1312128

Sounds pretty good. Odds are I'll at least give it a try.

>> No.1312129

What are the best or more fun gameplay mods for Zandronum? I wanna run through a megawad with some other people.

>> No.1312130

Should prolly move it to the right a bit further. Right now that angle doesn't match up for the crosshair. Looks nice enough though.

>> No.1312131

Could anyone recommend any good HUDs? Starting to get a bit bored with the vanilla look now.

>> No.1312139

Paris by MOON is excellent! The synths in that song are spot on.

imagine doom chapter 1 maps with flashy neon and lots of purple, i guess. we are really trying not to look like a hotline miami clone though. there will be space stuff as well


good to hear! I was afraid someone would go berserk on me for just mentioning neo 80's. Then again, this is not /v/.

>> No.1312143

NCHud is good.

>> No.1312151

Hey /vr/, what's your opinion on Hunter's Moon?

>> No.1312163

Never heard of it.

So short but fun levels with lots of barrels to shoot at while listening to a good soundtrack?

>> No.1312171
File: 72 KB, 470x487, 1355974254771.jpg [View same] [iqdb] [saucenao] [google] [report]


yes indeed. funny that you mention barrels, they kind of tie in with the little backstory we came up with.

>> No.1312203

I'm curious as to how barrels fit into the backstory.

Either way it sounds like it should be a pretty good level set, some of my favorite levels are short but sweet.

>> No.1312224
File: 35 KB, 325x450, generic fps.jpg [View same] [iqdb] [saucenao] [google] [report]

>posting generic frog images because you're too lazy to come up with a unique response of your own

>> No.1312225

Take your time dude; I really appreciate what you're doing.

Even then I'd really wish you'd release an update with the new beams.

>> No.1312226

The Space Pirate

It's only in Alpha but it's really cool

>> No.1312228
File: 1.01 MB, 1366x768, 1388712792940.png [View same] [iqdb] [saucenao] [google] [report]

This is hard like fuck.


>> No.1312229

I'm not sure if I can karate kid a cyberdemon to death.

>> No.1312230

Hard Doom is pretty good with friends.
Space Pirate with it's next update sounds good.
Brutal Doom is actually pretty fun in co-op
Samsara as well.

>> No.1312231
File: 952 KB, 1366x768, 1388712857082.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1312271
File: 31 KB, 150x146, 1351294540711.png [View same] [iqdb] [saucenao] [google] [report]

I just started playing Project MSX for the first time and holy fuck that charged punch is so damn satisfying. I feel like I could punch god in the face while using that thing.

>> No.1312276
File: 350 KB, 840x1173, sc_pirates_english_05.jpg [View same] [iqdb] [saucenao] [google] [report]


If all goes according to plan (pfffttttthahahahahahahah), there'll be /vr/ DM testing tonight or tomorrow.

>> No.1312313

>a human grill

That better be fanfiction or so help me I'll be mildly annoyed.

>> No.1312339

So I haven't caught up with Doom news in about 3 months.

What was all the drama with Sgt. Mark IV? Why is he banned?

>> No.1312345

Yeah, it's a doujin released by some artist called marsspider.

>> No.1312346


tl;dr: He treats people like shit and has an ego the size of texas, he was told "knock it off" and given several temp bans before, he persisted and now is permabanned.

inb4 crying about how he should be unbanned

>> No.1312370

Is this doujin in the artist released meaning or the good meaning?

>> No.1312393

He only had one temp ban before, that just lasted one month. I think he should get an one year ban before a permanent one.

>> No.1312404

>He only had one temp ban before, that just lasted one month

>> No.1312409

he only got banned when he started a slapfight with Kinsie and Hellser. Or am I missing something?

>> No.1312418

Started working on the background of

I love cyberpunk, i'd be interested in lending a hand where possible.

>> No.1312425
File: 702 KB, 1024x819, doomscape-wip33.png [View same] [iqdb] [saucenao] [google] [report]

Forgot picture like a retard.

>> No.1312436
File: 279 KB, 1366x768, 1388719118061.png [View same] [iqdb] [saucenao] [google] [report]

Hellbound deserved a Cacoward.

>> No.1312442

Which forum because he's banned on three.

>> No.1312448

>i'd be interested in lending a hand where possible.
That'd be cool but from what I gather you've got enough on your plate already

>> No.1312449

He's banned on Zdoom and Zandronum.

>> No.1312452

He isn't banned on Doomworld?

>> No.1312456

Not surprised.

>> No.1312460

No. He got Losered once for calling out Esselfortium, he apologized, and got unlosered, but never banned.

>> No.1312461


Can someone point me in the right direction of this wad? Googling only gave me this


Or is this it?

>> No.1312462

What'd he call Esselfortium out on?

>> No.1312469

While were on the subject of bans, what did scroton do to get himself banned from zdoom? Or did he just request it like zygo?

>> No.1312470

when the racist joke happened, essel reposted everything that happened on Zdoom's BD thread on Doomworld forums. Mark questioned essel's competence as a moderator saying that he was trying to "spread the fire".

>> No.1312475

>Or is this it?

it is

>> No.1312476



>> No.1312478


Scroton posted DBZ porn of Piccolo deepthroating Vegeta.

>> No.1312482

Why everyone still cares about Sergeant Mark's ban? The ban didn't stopped him from working on Brutal Doom and his other projects, he still graces this board once in a while with his utter faggotry and we are all able to shit on him, BD got another award from Moddb making his giant ego to grow even bigger, its like if nothing ever happened. Time to stop talking about this once and for all.

>> No.1312483
File: 39 KB, 356x353, 1377023694958[1].png [View same] [iqdb] [saucenao] [google] [report]


>> No.1312484

New thread plos?

>> No.1312485

I suppose we're being selfish. We're only thinking about our own amusement, not the negative effects on the /vr/ Doom comunity.

I'm sorry, he's just such a piece of shit that it's very satisfying hearing about him being smacked down like a petulant child on the Internet.

>> No.1312486

>implying that Doomworld would ever ban someone who brought this much chaos and disgrace to Zdoom.

Just look at the Zdoom forums: There are more threads about edited versions of Brutal Doom than actual projects. Flamewars and Comedy Gold forum drama everyday. Doomworld users from 4 years ago would be jerking off as they watch the Furry HQ burning down to ashes.

>> No.1312490
File: 74 KB, 775x612, hurrdefuckindurr.png [View same] [iqdb] [saucenao] [google] [report]

>Why everyone still cares about Sergeant Mark's ban?

Because there's some idiots that think him getting banned numerous times wasn't enough and that he totally deserves yet another chance he'll be cool this time guys really!!!

>> No.1312492

I don't know, it's Mark. He'd undoubtedly shit up Doomworld if he felt like he had a hugbox there.

>> No.1312493
File: 58 KB, 626x754, Doctor_Piccolo[1].png [View same] [iqdb] [saucenao] [google] [report]

sounds like he was just trying to fill their prescription

>> No.1312495


you surely have a great fixation for furries and zDoom, don't you?

>> No.1312497

Impse where is the new thread?!

>> No.1312498


on the way

>> No.1312514
File: 42 KB, 600x400, laughingtomcruise.jpg [View same] [iqdb] [saucenao] [google] [report]

>"I don't care if you have to put your own ass on the line to get him unbanned"

>> No.1312515







>> No.1312904

>bfg tier
Phazon beam

>> No.1313358

I like it!
>I also liked your Brutal Doom image

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