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1513278 No.1513278 [Reply] [Original] [archived.moe]

TF2 THREAD, (Last thread >>1508803)
(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)

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

Vanilla/Boom related projects can be found here

Zfortress mods/projects can be found here

>> No.1513285


>> No.1513286


-Switcheroom is on the verge of being uploaded to /idgames!!! Keep track of said project here! http://www.doomworld.com/vb/post/1230811

-The past Awesome Games Done Quick featured a playthrough of Plutonia (Go 2 It included) and also a Doom 2 race which was a result of a bid war between that game and Ultimate Doom. To rewatch the Doom speedruns, go follow this link http://www.youtube.com/playlist?list=PLQcxg3SUqlYBoSYrpNJVu58GsoCXMREa1

-Guess who received an update? OBLIGE! Now it's in version number 6, and oh man things surely have improved; go check it here! http://oblige.sourceforge.net/forum/index.php?topic=307.0

-ChocoDoom got updated in the 20th anniversary. 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

-Jimmy's Jukebox may be get a new update very soon...get hype!!! http://forum.zdoom.org/viewtopic.php?f=19&t=29117&start=180

-HDoom has its third demo! happy now?

ATTENTION! If you know about something news-worthy, reply to this post and mention it so everyone can see it

>> No.1513287


>> No.1513301


Final tally:
No: 13
Yes: 10

We stay on Zandronum.

>> No.1513302

>10 mins later IMX arrives
>we got a lame TF2 joke thread when we could've riled up more people with a Half Life joke thread


>> No.1513304
File: 297 KB, 1440x900, aaa.png [View same] [iqdb] [saucenao] [google] [report]

My captcha is agitated

>> No.1513318

>that feel when the new Demonicron update


also I would take wapanese captchas instead of numeric captchas ANYTIME

>> No.1513324 [DELETED] 

Do you remember ROOTPAIN? Of course you do, we all do!
Well from the creators of the same people behind the making fun of Classic Rivalry comes the latest and greatest revolution to Zandronum modding: ROOTPAIN II: BUTTPAIN - The Wrecktum Analhilation!


http://static.best-ever.org/wads/buttpain.pk3 - Run in Zandronum OpenGL with a megawad of your choice and have a blast blasting away endless hordes of demons and ghoulies!

>> No.1513330
File: 2.75 MB, 230x173, 1390031749613.gif [View same] [iqdb] [saucenao] [google] [report]

Forgot my pic, sorry.

Do you remember ROOTPAIN? Of course you do, we all do!
Well from the creators of the same people behind (the making fun of) Classic Rivalry comes the latest and greatest revolution to Zandronum modding: ROOTPAIN II: BUTTPAIN - The Wrecktum Analhilation!


http://static.best-ever.org/wads/buttpain.pk3 - Run in Zandronum OpenGL with a megawad of your choice and have a blast blasting away endless hordes of demons and ghoulies!

>> No.1513347


>> No.1513351

>that trailer
Hahahahahahahahaha i gotta try this
>open and play mod

>> No.1513353


This is what I like about this year's AF, we can actually get to play the jokes.

>> No.1513358
File: 1.80 MB, 689x415, atatatata etc etc.gif [View same] [iqdb] [saucenao] [google] [report]

well the good news is I figured out how to use TEXTURES to make a shit load of sprites using only one sprite.

The bad news is this method cuts off the sprite if it's outside the HUD view box. is there a way to fix that?

>> No.1513362


>> No.1513378

I guess that comic wasn't wrong.

>> No.1513394

does hmod have custom infighting?

>> No.1513398 [DELETED] 

where's hmod at?

>> No.1513408
File: 399 KB, 480x270, pls.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.1513414

Not yet.

>> No.1513417

check last thread

>> No.1513418


>> No.1513421
File: 78 KB, 888x596, Untitled.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1513459

is aeons of death any good

>> No.1513467

I personally didn't like it.
Bad sprite ripes that don't fit in the game.
I like FKER better.

>> No.1513468

Watching that video led me to believe the mod was going to be really stupid. It was only kind of stupid. I liked it.

>> No.1513473
File: 203 KB, 400x324, 1393829252505.png [View same] [iqdb] [saucenao] [google] [report]

What's the mod being shown in the video? Looks interesting.

>> No.1513476


Look in the video description.

>> No.1513479


No idea where the enemies came from but all of the weapons from lelweps.

>> No.1513514

they weren't fully ripe?

>> No.1513548

>The bad news is this method cuts off the sprite if it's outside the HUD view box. is there a way to fix that?

Adjust your definitions in textures, dummy. You're the one cutting the sprite off. Look at textures in Slade to see what I mean.

>> No.1513562


Would you believe I'm doing that right now? The problem is I can extend the bounding box to the right, which will fix the right side, but I can't extend it to the left

>> No.1513568

So I tried running in Zandronum, with Open GL. Flashlight doesn't work. How come?

>> No.1513569

Do you have dynamic lights on?

>> No.1513570

I hope somebody has a server up for that Tech Demo Stapler-San released.

>> No.1513572

Download link for lelweps?

>> No.1513576

Oh. Oops. Now I do, thanks.

>> No.1513585
File: 35 KB, 605x474, 1396394492732.jpg [View same] [iqdb] [saucenao] [google] [report]

Make it the same size as the sprite(s), then give the entire thing offsets.

>> No.1513597
File: 36 KB, 393x391, 1354619006173.jpg [View same] [iqdb] [saucenao] [google] [report]


Oh the offsets thing does work, just not in real time. I thought it wasn't working there for a sec.

I should be able to fix it now, I dunno who you are, but thanks pal

>> No.1513601

What was the map with the gas station?

>> No.1513603

Holy shit this looks awesome
> Pinkamena gets blown the fuck out
> not all an actual one mod

>> No.1513607

Nevermind, I was stupid and didn't look at the video description.

>> No.1513608

I'm scroton.

>> No.1513615
File: 20 KB, 400x400, 1357455979889.jpg [View same] [iqdb] [saucenao] [google] [report]


I figured as much. Once again you answer my dumb questions and bail my ass out without fail.

Thanks man

>> No.1513617


>> No.1513630
File: 145 KB, 1280x720, 1396395091819.png [View same] [iqdb] [saucenao] [google] [report]

So does Buttpain become more scary at any point? I played through a few vanilla doom 2 maps, and all that happened was I took random damage with pseudo-scary sounding noises.

Now I'm trying a map with a bit more "Atmosphere" to it, and literally nothing is happening.

>> No.1513683
File: 228 KB, 500x394, 1396395868304.png [View same] [iqdb] [saucenao] [google] [report]

Is there a download?
If there isn't, I'm going to get agitated.

>> No.1513707

There appears to be one here, haven't tried it to see if it works though.

>> No.1513728


Were you expecting a skeleton to jump out at you?

>> No.1513739
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>> No.1513742
File: 1.12 MB, 800x1373, 1395817684243.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.1513809
File: 69 KB, 456x386, Stop It.jpg [View same] [iqdb] [saucenao] [google] [report]

Anybody got Doom related pet peeves?

Shit like:
>%o died
>Missing more than 1024 packets
>Doors you cant open and have nothing behind them when you noclip through them.. Basically painted-on doors.

>> No.1513825

Those doors don't bother me if I can't reach them, or if they're partially open. If they're made apparent that they're not real pretty much.

>> No.1513851


>> No.1513873

>enemies inside secrets

>> No.1513885
File: 221 KB, 400x324, 1396400610755.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1513897
File: 122 KB, 400x378, 1386697911488.png [View same] [iqdb] [saucenao] [google] [report]

Still my fave DOOM image

>> No.1513898


>> No.1513905

>smooth animations project also adds blood spurts and shit
Oh come the fuck on.

>> No.1513929

What's wrong with that?

>> No.1513938

I usually play Slaughterwads with friends and it usually gets pretty laggy with stuff like that, cuz we play with netbooks usually.
I just ried it and the fps hit isn't that big, but still. I think I'll stick to the perkristian pack.

>> No.1513940

If you don't want it, just go into slade and edit it out. It's pretty easy.

>> No.1513941


I think I went overboard again

>> No.1513947

I'll give it a try I guess.

>> No.1513951
File: 2.04 MB, 270x180, 1394156681873.gif [View same] [iqdb] [saucenao] [google] [report]

Can I get a good doom edit of this?

>> No.1513964

As a fan of HnK, I approve.

>> No.1513981


It's one of my favorite shows, as the original over the top crazy kung fu action show, it's still the best in my eyes.

>> No.1513984


It's supposed to add JUST smooth SPRITE animations; he previously attached the Perkristan's HQ Sound Pack too when there's arguably no need for it

>> No.1513987

perkristian sounds and animations are still in

>> No.1513996



it's okay, they're supposed to be the base of the project anyway



>> No.1513997

I know exactly what you mean. I still have to get around watching the second season though.

>> No.1514001

To be honest I think perk sounds are really well made and an upgrade to vanilla's. I know what you mean tho.

>> No.1514015 [DELETED] 

Hey /doom/, I have been thinking a lot lately, and now I have made my mind. I decided to retire from this community for good. I am cancelling Brutal Doom, Brutal HeXen, my maps, and everything else. I have caused too much harm to this community, so much drama and flamewars were caused due my childish behavior, and I regret everything. I know that making apologies at this point is useless, what is done is done and unfortunately I can't go back in time and undo my actions, but I just wanted to say that I am very sorry. I hope someday you can forgive me. Farewell, Doom. Best luck for everyone, I wish you all succeed on your lives.

>> No.1514020 [DELETED] 

Report and ignore.

>> No.1514024

the only problems i have with doors that cant be opened are...
1)They are actually walls[think in those UAC walls from TNT Map 06]
2)They are supposed to be opened BY SHOOTING AT THEM[i fucking hate that]
3)This might be unrelated to my post but,i hate when secrets are super obvious[either texture looks super obvious or you can see the secret door trough a window]
>enter in some room
>oh dude,the key!

>> No.1514027

just add a filename,like "Marine gets BFG10K"

>> No.1514028

You should make that thing to instagib enemies

>> No.1514047



>> No.1514049

Honestly, this brutal stuff is only a small, insignificant drop in the bucket of ZDoom crapola that drove me away from the community. Quite simply: every other port is like a second-class citizen these days. You can't even play vanilla-ish maps without the boneheaded zdoomism sneaking in there somehow. I give up man, playing other games instead, it's less headache. I think you should rename your community to "ZDoom" instead though, becase as it is, it's false advertising.

>> No.1514052


Switcheroom is finally out


>> No.1514075

It's not really mark.

I don't know where you got the notion that everything is a second glass citizen compared to zdoom. It is the most popular advanced source port, but all of the other advanced source ports are also active and have various projects that take advantage of their respective strengths.

Overall though, Boom is still king.

The only ports that are dead and forgotten are failed multiplayer ones like csdoom, but that's just because there's really only room for three multiplayer ports in the community, an advanced one, a vanilla one, and a competitive one. And that's just because when it comes to multiplayer the number of people playing a port matters a whole lot more.

>> No.1514083


It's me. I formated my computer, and I forgot to write down my tripcode somewhere. Now I am trying to find it.

>> No.1514084

>implying you can quit doom
see you next week, nerd

>> No.1514089

Please post on your facebook something that would prove that it's you in this thread.

Even if it is you we all know it's april 1st mark

>> No.1514091

Hold on. Last try.

>> No.1514094


So far so good; let's see if I can get on the sekrit exit door

>> No.1514101


DOHOHOHO, I just hit a hidden switch somewhere~~

>> No.1514102


You typed the same wrong tripcode twice, your idiot.

>> No.1514106


Wrong tripcode.

You aren't spelling your name the same as the real Mark either.

And to top it off, we know it's April 1, so even if you are the real Mark we aren't going to take your "I'm sorry for being Mark, I'm quitting Doom forever" speech seriously anyway.

>> No.1514115

OH MY LORD (actual spoilers ahead, go play the damn wad already) THAT BLUE KEY TRAP

>> No.1514120

i would if you tell me which one

>> No.1514124


>> No.1514131

Fuck Solidfiles download button up the fucking mancunt

>> No.1514140
File: 65 KB, 640x480, 1396408196851.png [View same] [iqdb] [saucenao] [google] [report]

Okay so uhhh you will need to hit a couple of switches here and there (protip: you will just KNOW where it is as soon as you arrive to the place) and also if you get the computer area map you will find the secret exit too


do you happen to be the same dude from the past thread?

>> No.1514142

The guy asking about a .rar.exe? No. I nearly got tripped up by their download button being one with an exe with a direct download link in fine print below the green abomination itself.

>> No.1514154
File: 136 KB, 1366x768, 1396408662389.png [View same] [iqdb] [saucenao] [google] [report]

Honestly this shit is spooking me

>> No.1514176

Words can't describe how awesome E1M5 is. So far this promises to be a great mapset and a strong Cacoward contender

>> No.1514182
File: 81 KB, 640x480, 1396409814230.png [View same] [iqdb] [saucenao] [google] [report]


Prepare ur anus

>> No.1514226
File: 65 KB, 640x480, 1396410810146.png [View same] [iqdb] [saucenao] [google] [report]


I swear to mormon Jesus, the rest of this Episode needs to step the FUCK up because of this single map. It may be too big for some people's tastes (it is arguably larger than E1M7), but man, it is quite fun to play (and admire, too)

>> No.1514282

I just played the first episode. Shouldn't E1M8 have mimicked Dis instead of Tower of Babel?

>> No.1514293
File: 87 KB, 640x480, 1396414547419.png [View same] [iqdb] [saucenao] [google] [report]

>That feel when killing a cyberdemon with GMOTA

>> No.1514306

Alright fellas, the fist's item crash is just about done, but before I move onto the next thing, I got a question for you:

Kenshiro's ATATATATATATA has a chance of happening when you wind up the fist's item crash, right now it's just an aesthetic thing, should I give it a small perk of some kind? Like an extra surge of energy for more ATATATATATATAT-ing or something like that?

Also what should I work on next?

one of the item crashes:
>The boomerang (I still need to figure out something for this)
>The torch
>the goddess bracelet

or should I work on some new projectile sprites for the wrist cannon's subshot types and retool the cluster missile?

>> No.1514329

make a shovel

>> No.1514339


Not really, E1 was based on tons of E4 and E2 maps, it was randomly decided

>> No.1514340

Well, almost at the end of Hellbound. Map 26 I just go to I think. Just a few maps to go. This will one of the first megawads I beat in a long time, I generally don't have the patience, but Hellbound for the most part has just been so good.

>> No.1514362

I have a feeling I would enjoy Buttpain more if Brightmaps worked for me. I've never been able to get them to work for whatever reason. Shit is annoying.

>> No.1514368
File: 19 KB, 290x705, 1364118680466.png [View same] [iqdb] [saucenao] [google] [report]


later. I want to make a small, stupid weapon set after I release v1.0 of GMOTA, and just have a bunch of dumb, unorthodox weapons, the shovel can be a melee weapon, and hitting the reload key will cock it like a shotgun.

cocking it will do nothing.

>> No.1514379

make a dildo and start working for the hmod

>> No.1514398

Any tank sprites?

>> No.1514434


What wad is that?

>> No.1514435

>Be playing Hellbound
>Map 28
>Almost at the end
>Decide to save game because gonna get to bed soon
>Game crashes as I save for whatever fucking reason
>Lose save

Jesus christ why does GZDoom do this shit so much?

>> No.1514438


try checking the previous posts, that might give you a small hint

>> No.1514462 [DELETED] 

:: [BE] New York :: Buttpain: Competitive FFA Flashlight Pussying-Out Simulator

pvp anal pains go

>> No.1514474
File: 236 KB, 480x640, sub woofers.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1514475

I'd rather have a Doomgirl option but that's just me

>> No.1514482

Same. Doomgirl with male demons.

>> No.1514483
File: 815 KB, 1280x720, 1396423222658.png [View same] [iqdb] [saucenao] [google] [report]

Well, I finally beat Hellbound, fucking fantastic set of maps, only real issue I have is a couple of the maps drag a bit, but as a whole it's pretty amazing.

>Go to start up new wad
>Downloaded one earlier called ALT
>Don't know much about it
>Decide to boot it up
>Accidentally had ZDL to start me on the 28th map
>See pic related

I think I'm in for another fun wad.

>> No.1514489


>> No.1514490
File: 78 KB, 500x500, 1387702989097.png [View same] [iqdb] [saucenao] [google] [report]

>They are supposed to be opened BY SHOOTING AT THEM

>> No.1514501


Also, again, I recommend taking a look through this guys blog. He reviews Doom wads, he gives an overview of the wad, its features (whether it has new weapons, enemies, textures, etc etc), and then breaks the review down to a level by level format. I've come across some fantastic wads through his blog.

>> No.1514502

Google it nigga.

>> No.1514504


I guess it would help if I linked his blog. But yeah, this is where I found ALT.

>> No.1514513

Probably the best Doom blog out there, very nice for discovering new stuff to play.

>> No.1514521

So apparently XWeapon has been updating, and I had no idea. It's really fucking good though, a ton has been improved since the last time I played. The only issue I have is that the default version with the custom monsters is still way too fucking hard, even on easy difficulty, like "I dont know how you could possibly play this" hard. Which is a shame, because I want custom enemies.

>> No.1514524

Delete custom monsters
Run it alongside a mod with custom monsters you do like.

Or tweak the monsters down

>> No.1514531
File: 11 KB, 251x166, mic.jpg [View same] [iqdb] [saucenao] [google] [report]

What are some things mappers do that annoy you?

What are some things mappers do that you like?

>> No.1514536

>What are some things mappers do that annoy you?
Slaughtermaps. Ever.
Encounters that aren't dangerous but are just tedious(Like lots of beefy monsters but they aren't placed smartly so it's just a damage sponge wall)
Very very linear levels.
Stupid gimmicks, like that one Community Chest level where ALL the items are at the start and only at the start.
Custom weapons that are really fucking cool but a bitch to seperate from the rest of the mod to use standalone(I don't hate levels that do this though but I wish some things were just standalone. Think ZDCMP2)

>What are some things mappers do that you like?
Cool music, especially kind of obscure music that's really fucking nice to listen to.
Fast paced battles
Multiple routes in their level.
Smart traps.
Real boss battles.

>> No.1514552

>linear levels

What if a mapper sort of states straight up in the readme that the level is very linear?
I'm making a level right now but because of the nature of it, it's very very linear.

Funnily enough the other map I'm making is very *non* linear so I guess I'm just playing around with two concepts.

>> No.1514556

I don't mind some linearity just to let you know, but if a level is kind of a straight line with little to find then I'm not going to be particularly engaged unless the fights make up for it somehow.
Usually they don't make up for it.
I like at least one or two forks in the road or something, man.

I'm not asking for something super open, just.. A fork or two, or maybe let me tackle something out of order.

>> No.1514559

Also to note I'd put pacing over linearity in terms of importance.

A linear slaughtermap?
No thank you.

>> No.1514560

I see what you mean, it's something inherent to the design of the level though so I'll have to state on the box "this is very linear" so everybody knows what they're in for.

Forks and side bits I can certainly do though.

Think like getting out of an exploding building, you want it tense and you want to know where to go.

>> No.1514562

Well hey if the fights are fun and solid then I'll overlook linearity as a fault.

God Hand is one of my favorite games and that's pretty much a straight line filled with fun battles.

>> No.1514563

So any advice on making linear things more fun? Or at the very least common pitfalls in things that are too linear?

>> No.1514567

> Or at the very least common pitfalls in things that are too linear?
Don't have enemies all coming in at you from the front.

Close the door behind the player so they can't bottleneck every enemy.

Enemies should come from above and possibly below and flow into the fight as it goes on. Enemies coming from outside the borders are also fine, like what they do in those 1024 maps.

Maybe take a look at Serious Sam, but don't use it's numbers unless you beef up Doom's weaponry.

Nothing stronger than a Hell knight if there's no Super Shotgun or Rockets.

Have it all build up to a boss fight, think Soulcrusher or Claustrophobia: The Walls Close In.

>> No.1514571

>look at Serious Sam, but don't use it's numbers unless you beef up Doom's weaponry
Doom RL is arguably stronger than SS RL (it seems to have more more splash). The weapons above RL are probably superior, though.

>> No.1514573

Make it fast. No backtracking. Rotate out encounter types very quickly, because if the player dies they're going to see the exact same ones in the exact same order every time. Consider breaking the wad into tinier maps or using the zdoom autosave action to keep the player from having to do slow areas over again.

>> No.1514578

Doom RL is about the same level, but Sam's RL is considerably faster.
The shotguns are identical between the two games as well.

That's about where the line ends, Sam's knife/Hammer is as strong as a rocket and the Tommygun(Which I think is the Chaingun equivalent) is 100% accurate and fires faster than the Chaingun AND hurts more, then Sam just gets stronger and stronger from there.

I think the main difference is the design though, since Sam's weaponry tends to have higher rates of fire since he's dealing with huge hordes from the get go.

While Doomguy's weaponry kind of builds up to large groups but never reaches Sam's numbers.

I like Doomguy's weaponry more, no contest

>> No.1514589

Already doing much of this, but it's good advice so thank m8.

>> No.1514594


>> No.1514595

where can I get hmod?

>> No.1514596


>> No.1514601

>mfw the Doom r34 I drew last year is still on there

oh lawd

>> No.1514602


>> No.1514604

It's been years and I still can't believe people fap to drawn images

>> No.1514618



>> No.1514641
File: 248 KB, 1280x1024, 1396433377529.png [View same] [iqdb] [saucenao] [google] [report]

Map 2 Lava Armour, huh.

>> No.1514643

Lava armor breaks the game pretty hard.

So does the Marine.

It probably doesn't help that most of the weapons feel pretty bad.
The enemies really need to be more dangerous by default.

>> No.1514647

The whole thing is pretty unbalanced to be honest.

>> No.1514653

Marine might break the game the most out of the classes.

By default he makes some of the strongest guns have 4x the ammo.
Plasma rifle does bonus damage against Nightmare enemies and bullets stunlock bosses.

And 50% longer powerups means more invincibility.

I would have liked some of the RL challenge to carry over, at least for enemies to be somewhat threatening as you get decked out. Maybe finding rare shit makes tougher enemies more common.

Also the fact that Barons and Hell Knights are doing fire damage instead of acid damage made them more invalidated than they should have.

Doom RLA was pretty fun though, just needs balancing.

>> No.1514656

When I first read the description of marine I thought it would only apply to bullet based weapons...then I got a plasma rifle. Maybe if it did that, and instead of increased powerup duration you could carry more ammo?

>> No.1514657

Scout is kind of stupid.

>> No.1514661

and Technician is pointless

>> No.1514662

I sort of like Techie for two reasons:
>He feels like you actually play Doom and have to manage ammo and use different guns
>He takes away a lot of modpack management pressure, which is awful and unfun

>> No.1514663

I really like the techie tbh.

>> No.1514664

Good pistols are pretty rare
Plasma rifles are EVERYWHERE on the hardest difficulties

>> No.1514669

Scout can't really kill enemies that fast, even with the Storm Combat Pistol.
That's his strongest weapon by the way.

He doesn't do so good with groups, unlike Marine.

And the shotguns are pretty bad unless you have the Nano ones so Renegade is kinda lackluster.

Technician gets lots of mods but he doesn't get enough to really make up for the lack of combat bonuses.

I think the four classes should have a big change for what their bonuses actually are. Ripping them from the RL doesn't work so good when it comes to balance.

>> No.1514671

So what's the deal with the difficulty menu in DoomRLA?

After Technophobia there seems to be another difficulty. 'cause it says Nightmare and Technophobia are known the cause problems but the very bottom invisible option seems to work. It says "The fall of man".

>> No.1514672

I don't know, SCP felt like a Minigun, but stronger and without ammo issues. Then you have big guns, but no one really gets the bonus to those except from stuff like Marine and Firestorm'd beam cannon.

I agree that the balance is awful, though.

>> No.1514673

Nightmare: only nightmare and elite enemies
Technophobia: only cyber enemies
Fall of Man: Nightmare AND Cyber enemies, all zombiemen and shotgunners have a plasma rifle, all chaingunners have a tristar blaster.

>> No.1514676

He isn't nearly as good as in the roguelike, where he was the only one who could mod or assemble worth a damn.

>> No.1514680
File: 1.36 MB, 1286x745, doomrltitlescreen.png [View same] [iqdb] [saucenao] [google] [report]

Man, I wsh projectiles in DoomRL were actual projectiles that you can actually move to dodge, not just a dice roll that you can help win by moving to simulate strafing.

>> No.1514681

I did a run recently with Alien Vendetta as a Scout.
He was pretty shit until I found a pistol(Took 16 levels) then the pistol was okay until I turned it into the SCP.

Got to the slaughtermaps, he couldn't really deal with enemies that quickly.

Then I picked Marine and did Alien Vendetta again, found a Minigun relatively quickly and tore ass.
If I didn't have a Minigun I'd have a selection of rifles and chainguns and Plasma Rifles.

The thing with the Marine is that the Plasma Rifle rocks shit and the Minigun does too.

Scout is only good with SCP and it's only okay. Kills a Baron in like 6-8 shots but Barons are weak to Plasma anyways.
The handcannon is much weaker than SCP even if you gave it Demolition ammo.
The unique pistols are also inferior to SCP except maybe a Firestorm'd Anti-Freak Jackal.

Did both runs on Nightmare, because Fall of Man gives too many Plasma rifles and absolutely zero pistols which would skew statistics.

Another thing to note is that Invulnerabilities last for like 45 seconds on Marine.

I'm not really impressed with most of the weapons, but Marine gets all the best ones.

Renegade needs a buff.
Like faster reloading on shotguns.

Scout's pistols need to be reworked.
Technician needs some Tech exclusive stuff to work with.
Marine needs something besides 4x ammo.
And enemies definitely need to be more dangerous overall, if only because the player continues to grow as the levels go on.

Could have enemies grow a bit with the player or more dangerous enemies spawn when you get more cool shit or something.

>> No.1514687 [DELETED] 

>So does the Marine.

Scout more OP than marine.

>> No.1514690

He really isn't.
He peaks way too early and almost all pistol options are really lackluster except for the Storm Combat Pistol.

And that needs a Firestorm mod after turning into the SCP because it's firing rate isn't impressive.

8x damage isn't that impressive when the gun selection is kind of lackluster.

>> No.1514692


Scout more OP than marine.

>almost all pistol options are really lackluster except for the Storm Combat Pistol.
>Scout is only good with SCP
>the Storm Combat Pistol.
>That's his strongest weapon by the way.

Nope. Neural Stunner is best. With firestorm or nano it becomes completely redonkulous.

Also Uzi, nanomachic Uzi and Demo Uzi.

Micromissile Launcher is fucking nuts.

Plasma Combat Pistol stunlocks cyberdemons to dead in two clips.

Scout Stronk

>> No.1514696

>Neural Stunner is best. With firestorm or nano it becomes completely redonkulous.
Guess I need to test that out.

>Also Uzi, nanomachic Uzi and Demo Uzi.
These were pretty bad and don't compare to the Marine's Minigun or his Plasma rifle

>Micromissile Launcher is fucking nuts.
Is that the rocket pistol? I made that and it felt so weak god damn

>Plasma Combat Pistol stunlocks cyberdemons to dead in two clips.
You sure? I didn't get THAT good results with it.

>> No.1514701

Neural Stunner is completely miserable, what are you on about?

>> No.1514708

>Try Neural Stunner
>Use over 150 cells to take out a Cyberdemon
I don't know, this isn't feeling so good. Even when modded with Firestorm.

>Test out the Plasma Combat Pistol
>Kills a Cyberdemon in just a couple of shots after two magazines
That's pretty nice.

I guess my view on Scout was a bit skewed since I didn't find anything particularly amazing outside of the SCP.

>Anti-Jackal with Firestorm
>Still takes a lot of shots to kill a Baron all things considered

>Trigun with Firestorm
>Kills a Cyberdemon in 7 shots
>Barons in two
That's the real impressive weapon here, and it uses bullets.

>> No.1514719
File: 2.96 MB, 290x188, that's my fetish.gif [View same] [iqdb] [saucenao] [google] [report]

>seducing a big strong, well endowed baron

>> No.1514729

>These were pretty bad and don't compare to the Marine's Minigun or his Plasma rifle

Minigun, unmodded:
5-15 per 1 tic, 10/tic average
20 tic windup to fire, at least 6 tic windown before you can fire again, more if miss the points you fire at since there's a window every 6 tics
200 clip, 115 tics to reload

Uzi unmodded:
32 per 3 tics, 10.3333.../tic
no windup to fire and stop firing
32 clip. 61 tics to reload

The minigun is better with the marine's perk, but the uzi is no slouch either.

The rocket pistol does half the damage of a normal rocket, but it's really efficient and fast as shit, especially reloading. Not as good as some of the later stuff like the MIL but everyone is on the same level for stuff like that.

I'm retarded, I meant the trigun.

Also it looks like in the latest rla the scout actually ends up getting a debuff to his neural stunner, as his firestorm projectile does half the damage of non-scout firestorm projectiles.

He does get a buff to the Unknown herald, the Mysterious Magnum, the and the Beretta though, though I've not really played with any of those.

>> No.1514735

>let go of the camera, Carl!

>> No.1514757

Cool as fuck, but it needs some YOU WA SHOCK

>> No.1514789
File: 1.83 MB, 512x284, shovel-pump.gif [View same] [iqdb] [saucenao] [google] [report]

Like this?

>> No.1514802

Ok 2 Hypothetical (?) questions here

1. Which is better?:

A: Super shotgun with 24 pellets
B: Super Shotgun with 20 pellets but randomly does 6 damage instead of 5

Both have a potential max damage of 360. I know buffing the super shotty is outrageous but level with me here.

2. Do all weapons do 1D3 damage? if so, can a the fist with berserk that does Randomly 1 or 10 damage potentially 1 Hit a mancubus?

>> No.1514810 [DELETED] 
File: 366 KB, 1280x885, waliszevska-69o1_1280.jpg [View same] [iqdb] [saucenao] [google] [report]

Keep a consistent thread name to allow filtering, you shithead.

>> No.1514838
File: 22 KB, 406x638, 1234558496591.jpg [View same] [iqdb] [saucenao] [google] [report]

Report & Ignore

>> No.1514863


Don't be the way. There's a shithead who comes by and posts in these threads all the time, but let's be honest. If he doesn't want to read or see the thread, he shouldn't have to.

To that end, I suggest he filter one of the Pastebins in the OP since they're in every OP and will block the thread.

>> No.1514940 [DELETED] 
File: 1.90 MB, 312x250, 1396452544565.gif [View same] [iqdb] [saucenao] [google] [report]

Look guys he posted it again! Such intellectualism. I tip my fedora to him.

>> No.1515004
File: 2.62 MB, 288x194, 1323140520038.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.1515025
File: 10 KB, 204x136, 1396455577871.gif [View same] [iqdb] [saucenao] [google] [report]

>find out you can turn off shit in Beautiful Doom if you press y, u, i, and o
>turn off advanced blood effects, advanced deaths, advanced fire effects, weapon effects, trail and debris

>> No.1515035

to be fair the last time it was pointed out one could put a filter on "DOOM THREAD". what is the one thing this thread doesn't have?

also breaks my usual search/text/"DOOM THREAD"/type/op on foolz

>> No.1515041
File: 22 KB, 260x268, aweface.jpg [View same] [iqdb] [saucenao] [google] [report]

>My face when disovering the secret behind the MIL.

The rockets have larger and more damaging splash the further they travel. There is no limit.

>> No.1515042 [DELETED] 

Just search for Doom then, dummy. You will get other results but they'll mostly be Doom generals.

>> No.1515046

>I don't know where you got the notion that everything is a second glass citizen compared to zdoom.
i don't know where you get the notion that they're not
>Overall though, Boom is still king.
"using boom features" and "making sure your map works properly in ports other than zdoom" are two completely different things

>> No.1515049

>You will get other results

>> No.1515052

"using only boom features", even

>> No.1515056

Not him but it's on you to prove that "everything is a second class citizen compared to zdoom."

>> No.1515061

That's pretty neat.
Too bad most areas are pretty cramped.

>> No.1515152

Why was this deleted?

>> No.1515176
File: 499 KB, 1280x720, 1396459911230.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1515184

Is that just a reskin (resprite?) of regular PG?

>> No.1515196

Yeah, I'm using Beautiful Doom.
Vanilla's PG looked like an accordeon to the mod creator so he changed it.
I like it. I still think Brutal Doom SE plasma gun sprite is better though.

>> No.1515201

Out of those I like vanilla the most.

>> No.1515202

>Vanilla's PG looked like an accordeon
better than having "READY" stuck on it

>> No.1515208

why is your post spoilered
same question

>> No.1515212


Eh. Eriance's plasma gun looks the best.

>> No.1515217

I really dig Eriance's sprites.

I wish the Autoshotgun was put into Eriguns.

>> No.1515224

I disagree. BDSE projectiles are prettier - even without dynamic lights - and the sound is more percussive.
I also think the sprite looks cool, and it's what I imagined the gun to look like when I see it on the ground.
I dislike vanilla's, huh, well, accordeon like thing when you fire, too.
I think I'll get that Slade thing and put at least the sprite in Beautiful Doom.
I don't know that one, can you please post a pic?

>> No.1515231
File: 255 KB, 1280x720, 1396461373702.png [View same] [iqdb] [saucenao] [google] [report]

This one?
I think it's because of the cooling down thing.

>> No.1515234



>> No.1515237

anything that breaks the automap or makes it useless. e.g.
- the mapper sets the "never show on automap" flag on the entire map (or large parts thereof)
- the map is so smothered in detail the automap is cluttered beyond recognition. (e.g. Vela Pax)

>> No.1515238

That wasn't Eriance's work I think.

>> No.1515245

>imgur link
>on a fucking imageboard
Anyways, it looks pretty nice.
I agree with the other anon though, I like the BDSE one more. I just like the colors better I think.

>> No.1515249

Ya, it was a guess. I kind of remembered that I had a wad made by some guy that may have been named eric or eriance and that the name of the file was weird. That pic was what I thought it was.

>> No.1515250


It's a habit, i'm sorry.

>> No.1515256

That would be Eric.

His weapons are kind of nice too.
Different and a bit funky, but nice.

>> No.1515260
File: 12 KB, 184x184, 3080805-1335673950563.jpg [View same] [iqdb] [saucenao] [google] [report]


>Teleporting monster spam
This isn't Serious Sam. You're expected to exercise good level design. Stop fucking doing this.
>nonstandard damaging floors with no indication beforehand
It was terrible when ID did it and it's still terrible now.
>Endless Barons
They're not difficult by themselves, they're just tanky. All it does if you put one behind every door is ruin the pacing. Remember they're a boss enemy and use them sparingly, for hard encounters.
>Pain Elementals in wide open areas
Fuck em.
>Powerups that lead to a trap... which you can't actually collect.
FUCK that.
>Secrets that only open up once
Just why

>> No.1515261

>I think it's because of the cooling down thing.
well yes. but i think a couple of lights would be enough, was my point. having "READY" at the foot of the screen all the time would be irritating

>> No.1515265

>>Endless Barons
That's what made Doom64 just "good" and not "great" for me.

>> No.1515273

>>Teleporting monster spam
>This isn't Serious Sam. You're expected to exercise good level design. Stop fucking doing this.
I can't agree with this at all, I love monster teleporters.
>>nonstandard damaging floors with no indication beforehand
>It was terrible when ID did it and it's still terrible now.
I don't think there *was* a standard when id did it!

What do you consider the standard anyway? I usually expect the green stuff to be damaging and lava to be heavily damaging, the blue stuff (water presumably) and the brown stuff (sewage, ew, but not damaging) not, and blood could go either way (it's not hard to imagine a huge lake of blood is imbued with unholy magics in a hell map for example)

>> No.1515276

It hasn't bothered me to be honest, but I can see understand your position.
My problems are with the colors and the shape of it. The sound is a little too pew-pewy too, and the projectiles look nice, but, uh, I don't know, not dangerous enough I guess.

>> No.1515282
File: 114 KB, 640x480, 1396462268.png [View same] [iqdb] [saucenao] [google] [report]

what do you think of this, from e2m5?

>> No.1515284

Playing through Plutonia at the moment.
Damaging water. Just, why.

>> No.1515292

>invisible map parts that can only be shown by IDDT
>Chaingunners in invisible walls and hard to reach platforms
>Nazi soldiers. Basically it's just them. They don't contribute anything to the game and also doesn't fit into the atmosphere

Guess i've been playing so many 1994 wads.

>> No.1515293

That's the one that opens up as you enter the room, then never opens again if you don't get in, right? That's fine because it's a clearly denoted opportunity. What's infuriating is when crossing a linedef opens a unmarked wall on the other side of the map and you have a minute thirty to sprint back to the exact right point despite never knowing that was a triggering linedef because it opens the door silently.

>> No.1515294

And they're weaker than zombiemen too.

>> No.1515296

no it's just a demon face with a non-standard damaging floor in front of it

i actually thought it was pretty clever

>> No.1515304

Not him but iirc it has lava on top doesn't it? That kind of gives it away.

>> No.1515310

>I can't agree with this at all, I love monster teleporters.

In moderation they make a good ambush and a nice surprise. If every fight is just warpdumping monsters into an arena at random there's very little planning or forethought involved.

>What do you consider the standard anyway? I usually expect the green stuff to be damaging and lava to be heavily damaging, the blue stuff (water presumably) and the brown stuff (sewage, ew, but not damaging) not, and blood could go either way (it's not hard to imagine a huge lake of blood is imbued with unholy magics in a hell map for example)

Pretty much this. If you put hazard signs near the sewage I'll accept it and blood can go either way but don't make me guess, give some clues.


I actually like this for the flavor- and once you know about it, you can easily avoid it. It doesn't take a leap of faith. Plus you'll regard every wall like that afterwards with some caution. I kind of want to set up some walls like this that use a voodoo doll to inflict minor damage to the player if you shoot them.

>> No.1515316
File: 16 KB, 327x173, 1367452627916.png [View same] [iqdb] [saucenao] [google] [report]



>> No.1515346
File: 119 KB, 640x480, 1396463662.png [View same] [iqdb] [saucenao] [google] [report]

in 16 years i have never noticed the ceiling above the face!

in my defense i claim it is hard to see unless one freelooks. that's my story and i'm sticking to it.

>> No.1515350

>Not using a bolt action shovel
>Not having a break action chainsaw
>Not having a belt fed hammer

>> No.1515364
File: 31 KB, 500x375, meatloaf-claims-another-victim.jpg [View same] [iqdb] [saucenao] [google] [report]

>break-action chainsaw
>not lever-action chainsaw
>not a falling-block screwdriver
>not a percussion cap power-drill

>> No.1515369

>Nobody has a shoulder mounted tape ruler

>> No.1515372
File: 13 KB, 184x617, floor.png [View same] [iqdb] [saucenao] [google] [report]

damaging floor types in doom.wad (+E4)

>> No.1515375
File: 43 KB, 268x841, floor-damage.png [View same] [iqdb] [saucenao] [google] [report]

further separated by damage type

>> No.1515382
File: 88 KB, 338x1121, floor-damage-by-episode.png [View same] [iqdb] [saucenao] [google] [report]

and by episode

>> No.1515387
File: 202 KB, 352x2157, floor-damage-by-map.png [View same] [iqdb] [saucenao] [google] [report]

and finally by map

>> No.1515413
File: 267 KB, 800x600, 1396465019068.png [View same] [iqdb] [saucenao] [google] [report]

>> No.1515469
File: 132 KB, 1360x768, Caco Picnic.png [View same] [iqdb] [saucenao] [google] [report]

Which do you guys think is better, Doom 1 or 2?
I prefer 1 because of the level design.

>> No.1515471

Doom 1 for level design and "atmosphere", Doom 2 for enemies, SSG and pacing.

>> No.1515476

Doom 1 with Revenants and Archviles.

>> No.1515485

>That's the one that opens up as you enter the room, then never opens again if you don't get in, right?
The only thing I can think of that matches that description is the soulsphere on E2M2

>> No.1515508

Doom 1 because I prefer the level design.

That super shotgun is no slouch, though.

And if we want to talk atmosphere Doom 64 is king

>> No.1515510

Doom 2. Sorry, level design fans, I like new monsters too much!

>> No.1515519

I thought Doom 1 was pretty well paced
Arch-viles are annoying but I can see why you like them both
wait is Doom 64 worth playing? I heard it was bad

>> No.1515524

Archviles add a nice element to gameplay, and I'm not talking about the monster revives.

It's how the attack works.

Doom 2's monsters are the reason I like Doom 2.

The SSG is nice, but honestly if it was removed I'd still be fine because dem Revenants, Mancubi and Archviles make the combat much more engaging.

>> No.1515525

>wait is Doom 64 worth playing?

Yessir. It's not the same as Doom 1/2, but it's a legit experience and is a lot more "scary" than either of those two games were. It's also a very atmospheric game.

I love it so.

>> No.1515526

Doom 64 is worth at least a playthrough.

It's not perfect but it's nice.

>> No.1515529

>It's how the attack works.
yeah, it works well when paired with good placement in my opinion though
thanks, I'll try it out

>> No.1515541

Evilution had non-damaging lava in map 29, I was fucking mad.

>> No.1515693

>Berserk fist taking more than one hit to kill an Imp
On that note, the damage calculation in general. Enemy projectiles have their base damage multiplied by a number between one and ten. Why so fucking random? I don't want to feel like my ass was saved by a dice roll.

>> No.1515714
File: 62 KB, 850x556, 1396475872692.jpg [View same] [iqdb] [saucenao] [google] [report]

My two universes together
This pic is perfect

>> No.1515717
File: 245 KB, 614x528, You had my curiosity.jpg [View same] [iqdb] [saucenao] [google] [report]

Stuff like Switcheroom >>1514052 that uses IWAD levels as inspiration? Heaven forbid

Butchering works from 1995, and reupload 'em while claiming 'em as your own?



gg /idgames

>> No.1515718

Is the Space Marine kneeling? Or does Doomguy stand atop a mountain of demonic corpses?

>> No.1515720
File: 292 KB, 1260x824, Doomguy.jpg [View same] [iqdb] [saucenao] [google] [report]

Now I really want a wad where you play as Doomguy and destroy the Empire.
Doomguy can do it, you know he can.

>> No.1515725
File: 508 KB, 1221x800, 1386429035880.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1515742


Wouldn't they end up getting along once they realize both hate the absolute fuck out of demons?

>> No.1515747

Could someone fill me in the whole warhammer thing? is there some kind of book I can read?

>> No.1515751

Imaigne every pulp sci-fi cliche thrown together with purpose of selling (man)children overpriced plastic toys.

You can start here I guess:

>> No.1515771


>> No.1515792

Any body have any news about Action Doom 2 expansion? I pm'd Steve on doomworld and he told me that everything is almost done (even they added a shotgun) but Michael's voice acting is still missing and ISLE is still working on some fine details.

Any news?

>Scuba Steve at the charge of working on anything

>> No.1515795

Okay so I know this isn't really the place for it, but I'm in my ipad, I can't post on my laptop, it says I typed the captcha wrong every time. Does anybody know what's up with this?

>> No.1515796

reload the captcha by clicking over it at least once, when you get this error. Just to be sure

>> No.1515801
File: 18 KB, 640x400, wolfenstein-3d.png [View same] [iqdb] [saucenao] [google] [report]

Figured this'd be the best thread to ask.
Would any of you be interested in a Wolf3D styled game that had roguelike level generation? Maybe on mobile?

>> No.1515802

Disable 4chanX.

>> No.1515804

Tried that, doesn't work.

>> No.1515805

>Would any of you be interested in a Wolf3D styled game that had roguelike level generation?

>Maybe on mobile?
Absolutely not, playing an FPS on a phone is the worst thing ever.

>> No.1515807

Okay, disabled it, this is just a test.

>> No.1515810

And that worked. What the fuck is it with 4ChanX that's preventing me from posting? It was working fine this morning.

>> No.1515876

No thank you.

I'm not sure I'd want to play a Wolf3D-like if you mean just three weapons and like five enemy types.

>> No.1515890

I just meant in terms of level setup. In this case, RotT would be considered "wolf-3D like"

>> No.1515893


Wasn't there a game like that already?

4Chan X being broke is pissing me off, I blame moot

>> No.1515897

Yeah but that has the four weapon issue too.

Only thing I really liked in ROTT was the music to be honest.
The guns were dinky as hell and the levels were kind of confusing.

If you did go with the Wolf3D/ROTT RL-like then please have some decent guns and enemy variety.
And a map

>> No.1515901

same issue here, and i saw people complaining in the 4chanX bug report thing
let's see if disabling QR helps...

>> No.1515906

>please have some decent guns and enemy variety.
>And a map
Already implimented
Did not know about that. I know the idea isn't super-original. The inspiration was 8-bit killer.

>> No.1515914


Honestly you don't have to be 100% original, just make damn sure your game is fun and presented in a fresh way.

Also give us cool and outlandish weapons, and whatever the starting infinite-ammo weapon is, don't make it useless

>> No.1515918

You don't got to be completely original.
Just try to put your own twist on something and focus on something solid.

Also you need good music and sounds

>> No.1515924

Thank you.

>> No.1516053


>> No.1516071

>Long levels with traps near the end
>Pinkies that can't reach you
>Hitscanners still prevalent late into a megawad

>> No.1516073

>Hitscanners still prevalent late into a megawad
Shotgun Guys and Chaingun Dudes are the most dangerous enemies in the game next to Revenants and Archviles.

>> No.1516102

Hitscanners are a vital part of the game, they have to be killed as quick as posible and are easy to put into infighting.

>> No.1516104

When I've got bigger guns and armor? Only when you throw a ton of them in every nook and cranny like a bad paint job. Regardless, they're annoying.

>> No.1516106

Even with big guns and armor they are the most dangerous because avoiding damage is based entirely on you killing them or running behind cover.

Everything else besides them, Revenants and Archviles have very standard linear attacks.
And Masterminds are too big and wonky to even consider dangerous except in rare circumstances.

>> No.1516114

I'm not against them being used at all, I just hate when they're EVERYWHERE. At the very least, don't make "Oh look, thirty Chaingunners in separate alcoves! Hide behind cover and kill them slowly to survive!" The most viable strategy.

>> No.1516125

Yeah, ideally, hitscanners are for controlling player movement around a level and making them thing about how they move (instead of rush around corners and into open without thinking), but they shouldn't be used to make death walls that you have to move really slowly with. That's just poor form.

>> No.1516134

>Action Doom 2 expansion
beg your pardon?

>> No.1516165

gib link pls

>> No.1516175


>> No.1516187

Nevermind found it.
Sorry, I thought it would be harder to find.

>> No.1516230


The screenshot came from a personal-use version I was tinkering on a while ago, but yes, it's not all that hard to find.

>> No.1516260

Does Doom64 EX kinda run like ass or am I doing something wrong? Whether or not I cap framerate, it's constantly stuttering. Makes it feel like there's a few brief milliseconds where it doesn't read mouse input and it keeps stopping while I turn.

>> No.1516290

i have played D64EX and i have never experienced any lag or framedrop

>> No.1516451
File: 71 KB, 640x480, 1396494285764.png [View same] [iqdb] [saucenao] [google] [report]

Switcheroom's E2M1? Frenetic. If you want to know how to create an engaging WAD, check this single level

>> No.1516473
File: 65 KB, 640x480, 1396495013734.png [View same] [iqdb] [saucenao] [google] [report]


Is it supposed to look like this?

>> No.1516487

What's weird?

>> No.1516492


E2M2 done in E1M2 style, I'm allegedly outside of the building...

Think, McFly!

>> No.1516515 [DELETED] 

Yes, its supposed to look like that

>> No.1516521


ah, bugger off

>> No.1516573

To the ss13 guy that jumped in.
Im going to start a DM server, just gimme a minute, its been a while since I did this.

>> No.1516580
File: 63 KB, 640x480, 1396498190638.png [View same] [iqdb] [saucenao] [google] [report]

Now this is what I call smart detail

>> No.1516582

Is there any chance there's a server running with that Hmod tech demo Stapler-San Released? If there is, please tell me!

To be on topic: I was playing with some other people with DOOM Connector. I had a real blast.

>> No.1516591

Sorry man, as it turns out its been too long, I dont remember how to host servers and shit sorry.

>> No.1516605


it's cool man

we can try anotha time, i'm bout to pass out

have some spessmen

>> No.1516607

>two universes
It's been suggested that they are the same universe, one being the far future of the other.

>> No.1516612

dont forget to add me on steam.
itll make this thing a whole lot easier

Monsieur Hon Hon

>> No.1516616


is that yer steam id?

as in community.com/id/monsieur_hon_hon


>> No.1516620

Nope, that jsut the name im using right now
look up Riukanojutsu
thats my id.
its weird, usualy people find me easily with Monsieur Hon Hon

>> No.1516627

d&d-influenced origins, i think most of id used to play it

also i vaguely recall reading about a source port with the random damage rolls removed, can't recall if it was a choco or zand fork

>> No.1516630

you seem to have all the news already...

>> No.1516643

>Yes, its supposed to look like that
That dark?

>> No.1516693

And there goes E2...Tomorrow I'll blast thru Episode 3; best level out of this Episode was E2M2, hardest one was E2M7 without a shadow of a doubt

>> No.1516708
File: 246 KB, 285x224, 1396502514365.gif [View same] [iqdb] [saucenao] [google] [report]

Test post. Just checking to see if the 4chan X update worked

>> No.1516724
File: 132 KB, 640x960, 1396502767.png [View same] [iqdb] [saucenao] [google] [report]

berserk-fist-only run of e2m7
nice pile of splattered corpses

>> No.1516751

Punching all the monsters in a level is pretty satisfying.

I think it's because of the weaving through projectiles, that shit is always rad.

>> No.1516760
File: 293 KB, 1366x768, 1396504530302.png [View same] [iqdb] [saucenao] [google] [report]

Not pictured: Lightweaver /w sniper

>> No.1516769
File: 581 KB, 248x222, shatterhand is fucking awesome.gif [View same] [iqdb] [saucenao] [google] [report]


That's because facing near impossible odds with nothing but your bare hands and massive testicles is fucking RAD.

>> No.1516776

why are those boots in the inventory so long

>> No.1516780

Oh man dat fucking final level song

>> No.1516791
File: 629 KB, 247x220, 1396505636543.gif [View same] [iqdb] [saucenao] [google] [report]

On the subject of RAD games. Power Blade is also good, also known as Duke Nukem with a fucking boomerang.


>> No.1516793

ALT is an interesting wad so far.

Playing with XWeapons, by the way.

>> No.1516795

Well I can see Shatterhand with having a bunch of robot pals and punching the fuck out of everything with robots doing cool assist moves.

Never played Power Blade, does Duke only get a boomerang or does he get more than that?

>> No.1516798
File: 561 KB, 1280x720, 1396505816872.png [View same] [iqdb] [saucenao] [google] [report]

And I guess it would help if I included the screenshot in my post.

>> No.1516801


He also gets power armor that fires sonic booms, Power Blade 2 introduced more armors that did unique things.

>> No.1516802

Oh yeah, the japanese version of Shatterhand had some sort of power armor thing going on.

>> No.1516808



>> No.1516810


Power blade is a different game altogether, Shatterhand/Sol Brain is about a one man army punching faces in, Power Blade is the story of Duke Nukem fucking up a million robots with boomerangs.


No fuck YOU.

what're you working on?

>> No.1516820

You're not selling me on Power Blade here.

I'd rather punch the shit out of everything.

Like God Hand in Doom.

>> No.1516829


I'm working on Metroid and Samsara.

>> No.1516860

explain what you mean, please

>> No.1516878


Go play that wad and idclev to E2M4

>> No.1516938

What wad?

>> No.1516979

switcharoom i think?

too hot for /idgames

>> No.1516981



>> No.1516984

i looked this up. http://www.doomworld.com/idgames/?id=16780 claims it only works properly in pr+. now i'm curious. reverse zdoomisms?!

>> No.1516986

I'm playing it in GZDoom just fine

>> No.1517021
File: 500 KB, 1366x768, 1396514792166.png [View same] [iqdb] [saucenao] [google] [report]

>mfw there are people in this very thread who think scout is overpowered and technician is useless

>> No.1517030


Eric that's just you being you. You could play completely unarmed and find a way to totally mop the floor with the butts of the demons.

>> No.1517046


You have a very strange, screenshot-shaped face.

>> No.1517047

>Playing with XWeapons

>> No.1517048

my life is one of pain and suffering

>> No.1517051

i dont find the techician useless,but it takes longer to get beefed up than the rest of the classes unless you are lucky to get a load of enemies that will drop battle rifles that end up being more modpacks

>> No.1517053

You could play as a lost soul in a mod that allows you to do so and win the game,so your argument is invalid since you are 2school4cool

>> No.1517057

>battle rifles
I love those fuckers, but even I think they should cut the drop rate or make them non-exotic like combat shotguns.

>> No.1517079

Doom RLA works multiplayer?

>> No.1517089

>Scout's best weapons are best at killing maybe 3-4 enemies at once
>Technician can get infinite ammo super guns with relative ease if items are good enough

Damn, Scout really blows.

>> No.1517092


It's GZDoom "multiplayer".

>> No.1517119

>Teleporting monster spam
I hate this. It's kind of unfair, really - 50 monsters teleporting into map at the same time, all in see state, aware of where you are. If they're teleported via an ACS script and sleeping, it's fine, but otherwise (the old as vanilla Doom trick with monsters being in the same sector) it only leads to enemies stroming you from the entire map. See Congestion 1024.

>> No.1517126


How the fuck are y'at that?

So, just jotting down more ideas for that project.

Dunno why faggots keep coming in and claiming they're me. FOTS is nowhere near the first bouts of development. I can sprite and code. just not well.

If anyone needs inspiration/ideas for things to sprite into doom monsters, oddly enough, check out the UBD spore creations. Seriously. They're incredibly high quality and you sort of HAVE to make them off-kilter nightmare-spawn

I'm going to start spriting the first weapon soon. I just don't know what or for what faction [Marines/Demons/Xenos]


>> No.1517135

>Dunno why faggots keep coming in and claiming they're me.
And you are...?

>> No.1517136 [DELETED] 


Take a wild guess you twat. They're SArais.

>> No.1517139 [DELETED] 

Seriously have no idea who that is.

This is an anonymous website. Try to remember that nobody has an identity here )and those who attempt to are rightly shunned).

>> No.1517143


They're just some inept person.

Sure, the idea's good, but that's all it is right now. An Idea.

>> No.1517151

Not that guy but honestly I have no fucking clue who the fuck you are.

>> No.1517168

Or what the hell you're talking about

>> No.1517213
File: 250 KB, 499x389, 289564525.png [View same] [iqdb] [saucenao] [google] [report]

Goddamnit. All I really had was a combat storm bolter and a combat plasma pistol.

Meanwhile you're sitting over there with your nanomachic minigun, nano SSG, nano napalm launcher, biggest-fucking-gun and god knows what else you pulled out of your nerd ass because you shit exotic modpacks everywhere.

I'm gonna play mohawk goggles man from now on.

>> No.1517226 [DELETED] 
File: 18 KB, 912x93, Hacx complex.png [View same] [iqdb] [saucenao] [google] [report]

> Hacx + Complex

Is this like Complex Doom, but for Hacx?

I'm trying to join the server but the download always fail

Welp, I'm too curious

>> No.1517229 [DELETED] 
File: 5 KB, 997x27, complex hacx.png [View same] [iqdb] [saucenao] [google] [report]

> Hacx + Complex

Is this like Complex Doom, but for Hacx?

I'm trying to join the server but the download always fail

Welp, I'm too curious

>> No.1517230
File: 7 KB, 997x115, complex hacx.png [View same] [iqdb] [saucenao] [google] [report]

> Hacx + Complex

Is this like Complex Doom, but for Hacx?

I'm trying to join the server but the download always fail

Welp, I'm too curious

>> No.1517245

>state your purpose
>To kick demons asses
>We may have a job for you

>> No.1517291

How good can ZDoom look? Can you make something modern and atmospheric in it, albeit with a retro style?

Does anyone have a video of some nice zdoom graphics? I hear it's the best for making a doom game look good, but I've never seen an example.

>> No.1517307

Just look at Thunderpeak or The Ultimate Torment And Torture

>> No.1517409 [DELETED] 
File: 31 KB, 604x604, 1394980540061.jpg [View same] [iqdb] [saucenao] [google] [report]

>Try to remember that nobody has an identity here )and those who attempt to are rightly shunned).

I want /v/ to leave

>> No.1517410

Just played this on a whim and wow, after random Oblige boxes an actual map with actual encounters that were planned that also looks great was a treat to play.

>> No.1517419

Putrefier, Legacy of Suffering to a lesser extent, Hell Ground, and Knee Deep in ZDoom.

>> No.1517443


Just a heads up. The default XWeapons mod has custom enemies, and it's very very hard no matter what difficulty you play on. There is a version with no monsters as well... Which makes you kinda overpowered against the vanilla enemies.

>> No.1517448
File: 118 KB, 685x600, Thou Requirest A Key.jpg [View same] [iqdb] [saucenao] [google] [report]

Taking the gameplay elements as canon, who is the strongest enemy Doomguy could defeat?

>> No.1517450


Doomguy can defeat everybody except himself.

>> No.1517456

Thank you!

>> No.1517543
File: 24 KB, 320x494, mad at myself.jpg [View same] [iqdb] [saucenao] [google] [report]

i feel retarded
how do i play DoomRL wad on an oblige map?

>> No.1517545

Look, guys.

I just want to sell a game made in (G)ZDoom.

Does that make me a bad person? I mean, it'll be entirely my unique creation. My unique resources. But I have that whole "non-commercial" license issue staring me in the face.

>> No.1517552

ZDoom has a whole truckload of licensing issues that make it nearly unusable even in noncommercial ways.
Use the EDuke32 engine if you're looking to make a commercial game on a doom-like engine.
Or make your own, you lazy ass.

>> No.1517553

>Or make your own, you lazy ass.
Holy shit, I don't even know where to start with that.

>> No.1517561

>EDuke32 engine
Isn't that licensed under GNU GPL and the BUILD License?

Doesn't that mean I couldn't sell anything made with it?

>> No.1517563

I'm mostly joking.
If you're genuinely interested, I have a lot of programming PDFs over here.
bit ly/m_prog_pdf

>> No.1517565

agh doublepost
IIRC the GNU GPL is alright with commercial distribution, and the BUILD license is unrestrictive.
However, even so, you could just sell the game data and tell people to download the engine separately.

>> No.1517570

package your resources with an installer that downloads and installs zdoom and any decorate or acs you use with your project, that way you aren't selling zdoom or the decorate or acs.

>> No.1517575

get zdl and load all the wads you want, keep the oblige wad at the top

>> No.1517579

But wait, in order for that to work, wouldn't the person getting my game have to own Doom (or Doom 2) already, so that ZDoom would function?

>> No.1517585

ive tried that but i get

Execution could not continue.

W_GetNumForName: PLAYPAL not found!

>> No.1517587

no, just edit the zdoom resources so it will run as an iwad

if it needs doom to run then you ain't gonna be able to sell it

>> No.1517608

get a dev build of zdoom

>> No.1517614

the name field is there for a reason

>> No.1517631

yes! got it to work, thank you!

>> No.1517634

>if it needs doom to run then you ain't gonna be able to sell it
didn't someone talk about selling a mod not so long ago?
like, he has a (public) beta and wants to sell the futire versions

>> No.1517641

Sure you would be able to sell just the data for your mod, but you can't include the doom.wad with your game and ain't nobody gonna buy it if they have to already have bought doom to play your game. You also couldn't sell your game if it had anything based off of doom, so nothing like a baron variant can be in it.

>> No.1517719


>> No.1517768
File: 371 KB, 401x599, DoomImpIrl.png [View same] [iqdb] [saucenao] [google] [report]

beep boop

>> No.1517818
File: 21 KB, 456x183, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

>create .ini file
>uncheck "read only"
>still get this bullshit

Wat do?

>> No.1517821

Run as an administrator.

>> No.1517945
File: 424 KB, 1400x917, 39933215.jpg [View same] [iqdb] [saucenao] [google] [report]

I've never really noticed how the intermission maps for the first two episodes don't actually look like they take place on moons

The second episode definitely does a better job but I've always figured it was snow in the back of my head without realizing how little sense that would make

And some of the structures always made me confused, like that giant split-open walnut (Spawning Vats?)

>> No.1517959

lol or could just be dust

>> No.1517985
File: 769 KB, 1024x768, fsist.png [View same] [iqdb] [saucenao] [google] [report]

any good tanks sprites? trying to make a mini tank propelled chainsaw

>> No.1517995

don't even try putting shit in the /programs folder since win vista

>> No.1518006

Or can he?

>> No.1518058

Does anyone still have those HexChat tutorials?

>> No.1518062

Nope. Maybe check the archives?

>> No.1518076


>> No.1518112

Any idea why I can't alt-tab out of GZdoom? OS is Win7. Is that a feature?

>> No.1518142

I've never had a problem alt-tabbing.
Are you using the newest version? I haven't bothered updating yet so maybe it's that.

>> No.1518143

I have that problem too.
I just play in windowed mode now.

>> No.1518150

Goddamit, I like fullscreen. What do I lose if I just use regular ZDoom, anyway? Stuff like silly 3D flames, colored lighting, anything else?

>> No.1518168

A lot of great mods require GZDoom.
You lose dynamic lightning and brightmaps too.
Maybe update to a dev buld and check?

>> No.1518179

>what do I lose
Well you're going from OpenGL to software, so horrible stretching if you use mouselook, and in general it looks worse.

>> No.1518182

The latest compiled version on their site seems to be the one I'm using now.
I'm playing a wad that looks fairly vanilla now (Hellbound) so I guess I'm not losing that much.
Ah right. Stretching, for that familiar not-quite-3D look.

>> No.1518186
File: 296 KB, 750x3579, how_to_irc_hexchat.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1518210

>The latest compiled version on their site seems to be the one I'm using now.
This site?: devbuilds.drdteam.org/gzdoom/

>> No.1518225

Thanks! And nope. But I guess I can just summon task manager if I need to alt-tab. That works.

>> No.1518234
File: 179 KB, 620x4999, 1257928527895.png [View same] [iqdb] [saucenao] [google] [report]

Enter a menu first to free your mouse. OpenGL games also take over your desktop when attempting to view anything besides the taskbar and windows in my experience.

Also, update to a devbuild.
Bookmark this, a fair number of mods do use the latest features not in release. They're pretty stable.

>> No.1518237

Oh. Someone else just posted about it.

Well fuck.

>> No.1518254

>epuck video
>excited for pseudo 3d hentai tiem with the devil
>open mod
>play through e1m1
>play through e1m2
>nothings too creepty...but I just have this feeling, like I really don't want to be in this level
>shoopity doowoopity bix nood backmask comes on.
>meh, creepty, but pretty standard fare doopity "scary" noises
>invisible enemies out of nowhere
>meh, it's ramping up.
>dunno how health works in this mod
>marathon philosophy tiem: never stop moving; never stop...well, no weapon, so just never stop moving
>as soon as level load, I just don't want to play any more -- too scared.

10/10 horror wad.

>> No.1518328

Well it looks like even with a linear equations solver you still can't get that great of an approximation of an arc function. It's off by quite a bit.

Why doesn't randy just put arc functions in decorate already?

>> No.1518361

how well does this hold up to custom palette jobs a la BTSX?

>> No.1518370


Should be fine.
Give it a run and see if anything breaks.

>> No.1518374

just did...and cracked it open in slade as well.

All resources are truecolour pngs, so I guess I was just being a dumbass

>> No.1518375
File: 111 KB, 640x480, 1396567410018.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1518389

Here's an oddly specific question.

What are some of the best chainsaw sounds you've heard in a wad? Or, well, out of a wad?

I'm currently working on a chainsaw weapon and I want it to sound badass as all hell.

>> No.1518391

Why is your resolution so small?

>> No.1518392

gonna try this with some terry wads...see how that rolls.

>> No.1518404

Haven't heard any cool chainsaw sounds ever.

I've heard lots of cool impact sounds, and cool slashing sounds.

But chainsaws feel kind of lame in general.
Especially the Doom 3 Chainsaw.

>> No.1518408

That's what he's ripping and tearing about.

>> No.1518416
File: 79 KB, 800x600, Heretic_ironlich[1].png [View same] [iqdb] [saucenao] [google] [report]

i know it's Heretic, but was anyone else freaked the FUCK out by the iron liches back in the day?

i remember trying out episode 3 after upgrading from shareware (which i never completed) because oh my god i can select episode 3 now, and running into one of these guys in level one

quit the game so fast

>> No.1518421
File: 119 KB, 640x480, 1396568870965.png [View same] [iqdb] [saucenao] [google] [report]




>> No.1518428


>> No.1518431


Nope, I'm playing Switcheroom's Ep3, like I said in >>1516693, this is E3M6

>captcha (and spoilers): brothers igazoic

>> No.1518434

with that texture it looks like he'll have to fight the bruiser bothers (if that's an E1M8 remake)

>> No.1518459

Jesus fucking dick they should've renamed E3M9 to E3M9: Fireblu

>> No.1518464

how do the replacers in this work?

I loaded this with a map I made that contains custom monsters, weapons and textures and encountered some oddities:
>all flats and patches turned white (i.e. super-bright) when the flashlight was on them
>my custom monstered would spawn regularly
>custom weapons would spawn from enemies that were supposed to drop them as normal.

buttpain enemies still spawned as usual.

>> No.1518469
File: 76 KB, 640x480, 1396570113291.png [View same] [iqdb] [saucenao] [google] [report]


FUCK THIS, never again

>> No.1518512

DoomRLA in a nutshell

You are spess muhreen,get a minigun and any rapid fire weapon and you will be invincible
You are faster than the rest,get pistols and get crazy
Holy shit,you can make a weapon even from a dildo,battle rifles are useless[Except for muhreen] so scrap them into modpacks and assemble big guns
You are a motherfucker whose RNG gods allow him to get rare weapons from boxes,and you are stronger with shotguns

>> No.1518531

I feel like they each need major weaknesses to balance it out. Like the Marine has bad accuracy (I know he's a trained soldier but just roll with it), the Scout takes a lot more knockback, etc.

>> No.1518536


Renegade's armor should degrade faster because he's a rough fucker

>> No.1518537

bad luck to marines?
less weapons slots for scouts?
less accuracy to techs?
no stealth for renegades?

>> No.1518543
File: 53 KB, 640x480, 1396572090098.png [View same] [iqdb] [saucenao] [google] [report]


Aaaaand that's the end of it

Don't know (or care) about playing thru Ep4, at least for now. A humble WAD which promises to be a huge contender for this year's Cacowards.

Best map out of Episode 3? I think it lies between E3M5 and E3M7, hardest map? E3M5, probably, because of all of those shotgunners at the beginning and little to no health items. Avoid getting in the secret level at all cost unless you want your eyes to bleed.

>> No.1518547

>The marine randomly lets out PTSD riddled war cries that attract monsters

>> No.1518635

Fellas I still need to think of something cool for the boomerang's item crash, and I'm still having a bitch of a time trying to think of something interesting.

Generally my idea for item crashes is to take the base mechanic of the weapon and ramp it up by 10, like the lance is a basic straight flying projectile that hits fairly hard, so the rocket lance is a faster, harder hitting projectile, and the dagger is a rapid fire weapon, so its item crash is just a clusterfuck of blades.

and the boomerang is a short range ripping projectile that flies forward and then comes back.

I don't necessarily have to follow my own guideline either, seeing as the shield's item crash is a speed booster that protects you and lets you plow through enemies.

>> No.1518640

Bounce between enemies?

>> No.1518642

>and the boomerang is a short range ripping projectile
Try to do the same like the Original Predator's disk thing donut steel from Turok 2

>> No.1518645


Like Xena's chakram? I was kinda thinking about giving Kuros a projectile subweapon that does that though.


The Razorwind? That'd be just doing the same thing as it is right now, just giving it a massive range

>> No.1518648

Yes,the Razorwind sounds,use them
Or what are you actually doing because i think i missed the point

>> No.1518658
File: 346 KB, 481x348, CvXGneM.gif [View same] [iqdb] [saucenao] [google] [report]


Okay so when you power up your sword, almost everything gets a massive increase somehow, your attacks, the grappler, and any subweapon you're currently wielding. The boomerang under normal circumstances is just a short range ripper that reverses its flight after going a set distance.

>> No.1518667

So...you are asking what the boomerang should do when you power up the sword?

>> No.1518671


Yes. and this is where I'm stuck.

>> No.1518678

Well,as you said,making the thing to be a copy or the Razorwind[or Predator's boomerang] would be just boosting the range,i think making the thing to bounce like the chakram spell and boosting the range would work,but the detail here is when it returns,its possible to do that?

>> No.1518684


I'm not sure if I should do a rebounding ripper though, the hatchet's item crash involves throwing three ripping hatchets that bounce all over the goddamn place and they linger forever

>> No.1518691

hmm,then im out of ideas
Unless its possible that the powered up boomerang can work like a Revenant's projectile and chase down multiple enemies,that would be perfect[Along with using the sounds from the Razorwind]

>> No.1518695


now a HOMING projectile that buzzes around like an angry wasp, fucking shit up for a short time before coming back, that could be interesting. I'll keep that in mind.

>> No.1518701

>now a HOMING projectile that buzzes around like an angry wasp,
IIRC:You said you had plans to make a wizard,you should add a Bee spell that summons bees and said bees attack[NOTE:If you shoot them they will attack you] and everything goes BZZZZZZZZZZZZZZZZZZZZZZZZZZZZT

>> No.1518717


Why is this even a question? If you want Powered Up Mode to be +MORE+, let's look at the function of a ripper--it's to deal consistent damage that pulverizes enemies.
So what's another function that deals consistent damage that pulverizes enemies?
Every few tics it lasts in flight, it spawns a fucking explosion.

>> No.1518721
File: 1.18 MB, 320x240, bee cat.gif [View same] [iqdb] [saucenao] [google] [report]


Actually he's gonna be an alchemist who throws various jars and flasks. But a jar full of bees could be a funny sub weapon to find.


Because I don't know if I want to go +MORE+ with the boomerang or do something else, hence why I'm spitballing ideas.

>> No.1518790
File: 120 KB, 821x487, 1396578372172.jpg [View same] [iqdb] [saucenao] [google] [report]

Don't forget Renegade turns into a tank with any given armour.

>> No.1518792

Hitscanners are shit and shouldn't exist.

>> No.1518796


They serve their purpose: a high priority threat that's fragile as hell.

chaingunners suck though

>> No.1518806


How about really fast but weak projectiles?

>> No.1518810
File: 62 KB, 220x247, a.png [View same] [iqdb] [saucenao] [google] [report]

>mfw chaingunner/shotgunner/ss hordes

>> No.1518834
File: 178 KB, 1366x768, 1396579284776.png [View same] [iqdb] [saucenao] [google] [report]





And on a side note PrBoom or PrBoom+?

>> No.1518857

>PrBoom or PrBoom+?

GlBoom, but then you'll have to deal with how you basically can't turn off that texture filtering, but MAN, you're (sort of) basically playing Chocolate Doom in OpenGL mode

But in all srsness, PrBoom+

>> No.1518859

That's what Brutal Doom (SE? I don't remember) did. I like it a lot.
>chaingunners suck though
Agreed. I'm playing through Plutonia atm and I got gud at dodging revenants and mancubus projectiles but when the hordes of chaingunners appear it feels like I'm playing Gears of fucking war or something, taking cover like a bastard. It's manageable but kinda boring.

>> No.1518864
File: 50 KB, 818x818, UrDBeeT[1].png [View same] [iqdb] [saucenao] [google] [report]

Original (unoptimized) Doom palette...

>> No.1518868
File: 49 KB, 818x817, dHvnVRQ[1].png [View same] [iqdb] [saucenao] [google] [report]


...and a reordered, optimized Doom palette.

10 free slots for anything you want.

>> No.1518870

They are the only absolute dangerous enemies outside of Archviles.

They belong.

>> No.1518872
File: 51 KB, 123x164, scrapperfire.gif [View same] [iqdb] [saucenao] [google] [report]

New gun for Dakka (no code yet). Chainsaw replacement.

Primary fire: shoots out a bunch of molten lead or plasma or SOMETHING that tears through enemies, splits apart, and lingers. Really short range, good damage,

Alt-fire: shoots out a glob of molten slag that spreads out on floors. It's unstable, and it reacts with other slag; the more slag there is around it, the more violent it'll get. One blob will sputter and burst some; a room full of the slag will be Hell.

pic related: the gun (gif)

>> No.1518876


>> No.1518879

looks really neat but it's not centered...

>> No.1518886



>> No.1518890

I'm working around that by making you dual wield them.

Dakkaguy doesn't fuck around.

>> No.1518895
File: 425 KB, 800x600, F1TipBox.png [View same] [iqdb] [saucenao] [google] [report]

Turns out some people have never actually played Metroid before and thus have no clue what a "morph ball", "power bomb", or even a "super missile" is.

This cannot stand.

>> No.1518898
File: 5 KB, 303x243, 1357385989920.png [View same] [iqdb] [saucenao] [google] [report]


Now that's a slick help screen

>> No.1518901

I'm one of those people.

>> No.1518902

hey, great
but isn't there a simple "double jump" before the space jump (infinite) ?
i had no idea what a charge combo was, when did it appear?

>> No.1518903


Now that's a cute Wario

>> No.1518905
File: 16 KB, 320x288, 1360986136295.gif [View same] [iqdb] [saucenao] [google] [report]


wario is always easy on the eyes

>> No.1518915

>but isn't there a simple "double jump" before the space jump (infinite) ?
Sort of. The Space Jump Boots in the Metroid Prime series gave Samus a double jump.
...but they used the thruster on her back, and so the boots were entirely purposeless, rendering it basically just the Space Jump.

>i had no idea what a charge combo was, when did it appear?
Metroid Prime 1 and 2, they were optional upgrades that, well, were performed pretty much exactly like that. Charge up a beam, fire a missile.
Missing from Metroid Prime 3, for some reason. I assume they Retro had to meet some sort of minimum "fun hatred" quotient.

>> No.1518919

What is Dakka?

>> No.1518923


Really fun.

>> No.1518927

Unofficial Hmod music replacer coming out purdy soon, will include next and last song functionality.

Track list:

"Windowlicker" - Aphex Twin
"Plastis Wafers" - Of Montreal
"Ball and Biscuit" - White Stripes
"Let's Get it On" - Marvin Gaye
"I Touch Myself" - Divinyls
"Pull up to the Bumper" - Grace Jones
"Closer" - NIN
"Soccer Practice" - Gay Pimp
"The Bad Touch" - Bloodhound Gang
"S&M" - Rihanna
"Ass Up!" - IC3M4N
"Ooh La La" - Goldfrapp
"I Can't Hear You" - The Dead Weather
"New Pony" - The Dead Weather
"The Difference Between Us" - The Dead Weather
"Infected Girls" - Electric Six
"Danger! High Voltage" - Electric Six
"Strokin'" - Clarence Carter
"Relax" - Frankie Goes To Hollywood
"Shut Up (And Sleep With Me)" - Sin With Sebastian
"Satisfaction" - Benny Benassi
"Ding Dong Song (You Touch My Tra-La-La)" - Gunther
"Teeth" - Lady Gaga
"Gigantic" - Pixies
"Monique The Freak" - WEEN
"Touch My Tooter" - WEEN
"Squeeze Box" - The Who
"You Shook Me All Night Long" - AC/DC
"Barbie Girl (Dutch)" - Aqua
"Shake My Ass" - Liquid Stranger
"Rollercoaster of Love" - Red Hot Chili Peppers
"Straight Ahead" - Tube and Berger ftg. Chrissie Hynde
"Foxy Lady" - Jimi Hendrix
"Whole Lotta Love" - Led Zeppelin
"Ice Cream Man" - Van Halen
"Hot For Teacher" - Van Halen
"Get Down, Make Love" - Queen
"Fat Bottomed Girls" - Queen
"Can't Get Enough of Your Love, Babe" - Barry White
"What Am I Gonna Do With You" - Barry White

>> No.1518943

>Implying E1M1's music isn't all the saxxiest sex you'd ever need to listen to

>> No.1518946


>> No.1518958

If I hear d_runnin ever again in my life it will be too soon

>> No.1518959


do it

>> No.1518963


I would personally change Queen's Fat Bottomed Girls with Body Language or probably See What A Fool I've Been


But once again, that's just me

>> No.1518986

I can just add them

>> No.1519023

I'm having trouble finding a version that's higher quality than a youtube rip.

>> No.1519028
File: 74 KB, 450x350, WEEEEEEEEEELL.jpg [View same] [iqdb] [saucenao] [google] [report]

>Load up DRLA with Oblige and DoomRPG mod
>Play on Hard
>Take Technician
>Craft Autocannon by map 5
>Have Power Armor and over 900 health from Soulspheres

>> No.1519046
File: 25 KB, 200x303, 1387653792677.png [View same] [iqdb] [saucenao] [google] [report]

>mfw filename

>> No.1519049

You will have more fun with BFG10000

>> No.1519054
File: 95 KB, 1000x1000, chainsaw.jpg [View same] [iqdb] [saucenao] [google] [report]

I haven't really heard any other chainsaw sounds besides the original Doom ones, and the Doom 3 ones. I really like the horrible grinding noises the Doom 3 chainsaw makes against hard surfaces, makes it feel genuine.

I'll fight you in real life, sir.
I think how they did the chainsaw in Doom 3 was the best part, if you put in the effort, you could use it to fight just about any enemy in the game, and it was fun. I loved how powerful the saw was there.

>> No.1519063

I like chaingunners when they're not abused.
As in, not put on top of tall ledges or in windows (come to think of it, how do they get in some of those places, I don't see any doors?), for the express purpose of spraying you with machinegun fire from above while you're hounded by 20 pinkies.
If used as zombies should be, they are an alright threat, and can also be used to set off infighting.

>> No.1519064

The only weapon I liked in Doom 3 was the chaingun.

Sounded damn good.

>> No.1519068


torrent it

>> No.1519082

After i played GMOTA,i've been thinking
Why not making doom mods that are just putting old videogames in doom?

>> No.1519083

That's what I tried m8

>> No.1519086

Not so many would make the conversion without taking liberties very well.

I could see Shatterhand and Turrican.

>> No.1519095


Welcome to what's been crossing my mind ever since Doom modding became a thing.


Shatterhand doom would be rad as fuck, and I'm sure you've noticed I've been taking a few liberties with the GnG weapons I've been adding, as in, not making them suck.

>> No.1519096

>come to think of it, how do they get in some of those places, I don't see any doors?
Doom level design doesn't make sense in the real world (one of the reasons for what it is so good.). Don't dwell on it too much.
There are some projects. Like the Metroid one, or Action Doom 2.

>> No.1519097
File: 404 KB, 4154x2574, 1370286982283.jpg [View same] [iqdb] [saucenao] [google] [report]

I liked the chaingun, but it had two problems for me.

One, it only held belts of 60 rounds at a time (which is an awful little for something that seems like it would be a GPMG or SAW), and I don't think there's any reason the belts shouldn't have been 100 rounds, or alternatively, just linked all together, so you wouldn't have been reloading (but I guess gameplay balance is an issue). Also, it would have been cool to see the actual belt feed into the gun as it fires.

Another is that it fires just way too slow to justify all six of it's barrels, it could have had one barrel and it would probably not have overheated at all. I guess it's a throwback to the first games, where it was used as the game's machinegun because it's simply cool looking.

I know it's just a videogame, but it does tickle my autism.
I guess if I could change some things, I'd make the chaingun fire 50% faster, and feed from belts of 100 rounds, rather than 60 rounds.

Otherwise, it felt powerful, and I loved the thundering thumps of every shot.

>> No.1519101

well,GMOTA did a pretty job at making some combination of GnG items with HeXen gameplay in steroids,Now with shatterhand,it would be cool as fuck

My idea was put the Einhänder arsenal in Doom[along with a weapon that works like Einhander's arm,steal the weapons from enemies]

>> No.1519104

>Doom level design doesn't make sense in the real world (one of the reasons for what it is so good.). Don't dwell on it too much.

I know, but I'm just picturing in my head a chaingunner standing on an imp's shoulders, straining, because he's heavy, while the chaingunner crawls into a tiny alcove 10 feet off the ground, and they bolt a grate over it once he's in there.

>> No.1519114

I pretty much liked it for the feel and sound.

But like all other Doom 3 weapons it just wasn't strong enough.

I want to be shooting big bullets and having lots of casings flying off to the side and shit, not ambling about like a slow dude in a "scary" place.

>> No.1519117

>Imp carrying people
No way, it's got to be Revenants.

They're really tall after all.

>> No.1519130

Charge combos actually date back to Super Metroid, but they weren't actually announced to the player as something you could do.

>> No.1519181


Oh, yeah, I guess those technically count.
I wonder if I can work them in somehow.

>> No.1519187

I think i have an idea of how to make them work
>charge beam>morphball=lots of bombs
>plasma/wide/long/wave/ice charge>morphball=combo
But i see coming a XBox HUEG framedrop with power wave bomb

>> No.1519192


He actually already has the bomb scatter thing implemented.

>> No.1519224

Command for prime charge combo is hold fire for charge -> hit altfire, right? Could always use hold altfire -> hit fire for the SM style ones.

>> No.1519238

well,screw you,its a bigger scatter beam thing now

>> No.1519245

What does TF2 have to do with /vr/?

>> No.1519251


Someone's lame attempt at a April Fools thread involving /doom/; check the thread's creation date

>> No.1519254

Ok so

Demonicron's actual update involving monster translations is bound to be released in the next mins.

I call it NHF Edition, try to guess why.

>> No.1519271

Nein Herr Freud?

>> No.1519286

Technicians are the ones with better crate loot, not Renegades. Renegades have bonuses with shotguns and armor protects them better.

>> No.1519297



So far these are the monsters with new colors

-Pain Elemental
-Hell Knight

I might add that these changes are merely for placeholder purposes, but there's a chance the final versions may retain the exact colors that these foes have. The concept for the Lost Soul has been decided, but until some stuff gets sorted out I can't go further on creating his spritesheet. Same with the Mancubus since they're going to receive a new set of flamethrowers.


>> No.1519320

>the file you were looking for was deleted or moved

>> No.1519334

I miss the original RGA ;_;

>> No.1519341

so what is the flashlight supposed to do in buttpain?
also in future updates are there gonna be bigger flashlights like alan wake?

>> No.1519345

>hear door open out of no where
oh god

>> No.1519349

didnt mean to reply

>> No.1519356
File: 74 KB, 781x943, analpain the wad.png [View same] [iqdb] [saucenao] [google] [report]

Buttpain is cool and all, but when will we see Analpain?

>> No.1519374

What's the issue with GZDoom exactly?

Everyone tells me to stick with ZDoom, but I'm not sure why. GZDoom seems more expansive.

>> No.1519381

Not to play with, but to make a doom-like game with, I mean.

>> No.1519392

GZDoom is fine and is necessary for a lot of newer mods and fancier wads. ZDoom is the most up to date and has only software rendering, though GZDoom doesn't stay behind for very long

Using Zandronum for solo play on the other hand will invoke the wrath of buttblasted /v/irgins who believe there is only one way to play Doom

>> No.1519402

I hated chaingun for those reasons. Ugly, slow, low ammo.
I'm among the few who didn't mind SMG, though.

>> No.1519445

The only thing GZoom adds is OpenGL effects, which all look like absolute shit. It's just bloat.

>> No.1519449

>Looks like shit
U wot m8?

I like being able to look up and down and not have the game world distort around me.

>> No.1519452
File: 100 KB, 756x772, eugh.jpg [View same] [iqdb] [saucenao] [google] [report]

>complete 100% freelook without distortion
>unlimited colors
>dynamic lighting
>better static lighting
>slopes and 3D objects/floors
Yeah nigga, changes nothing.

>> No.1519457

um wtf

>> No.1519464


>> No.1519475

Are there any mods that add custom enemies to doom, but don't add custom weapons? I want to run some custom enemies with the No Monsters version of XWeapons.

>> No.1519476

a flashlight, you doof
It lights up your way.

>> No.1519481

You can use .png format with GZDoom for unlimited colors, transparency, higher resolution HUD sprites at the same scale and shit, it really opens up possibilities.

>> No.1519483


you can also whack shit with it. Though it's not very good at that

>> No.1519486

then I must be doing something wrong because the flashlight doesnt light anything it for me its just there

>> No.1519490


You gotta play Butt pain in Zandronum using openGL mode.

>> No.1519495
File: 225 KB, 1360x768, 1396597546185.png [View same] [iqdb] [saucenao] [google] [report]

I am playing it in zandronum in openGL and it still doesnt work

>> No.1519497


The future's not looking very bright for you pal

>> No.1519498

guess the UAC gave me a broken flashlight

>> No.1519505


You appear to have dynamic lights disabled.

>> No.1519510
File: 361 KB, 1360x768, 1396598319063.png [View same] [iqdb] [saucenao] [google] [report]

well im a dipshit

>> No.1519514 [SPOILER] 
File: 509 B, 108x64, 4720281780519998.png [View same] [iqdb] [saucenao] [google] [report]


Yeah, that seemed a little dim of you

>> No.1519528



Oh wait you're not Carlos.

Well fuck.

>> No.1519621

You can use .png in zdoom, but alpha blending doesn't work (I.e. transparency is all or nothing).
I think transparency turns to black on patches too, so no transparent patches without using palettes.

Either way, though, it can and does render png.

>> No.1519631

Yeah, but it's not optimal.
Aside from the transparency issues, it also only renders colors in the Doom palette.

>> No.1519636




>> No.1519693
File: 120 KB, 1203x569, lava2.jpg [View same] [iqdb] [saucenao] [google] [report]


Those that actually are addicted to PAIN AND SUFFERING in Doom WADS, do not miss this one


Yep, Mouldy just updated it. 11 more maps. If you don't know who is Mouldy and HOW does he put monsters, go play The Eye. By his own words, Going Down is harder than his previous work, so those that have played The Eye before know what this means.

>> No.1519872

>Going Down is harder than his previous work
I dunno. Going Down is hard, but it feels a lot more possible than The Eye. Maybe it's just because it's a lot of relatively small maps instead of one big map.

>> No.1520010


That's great and all. but where's episode 1?

What map is that? I didn't come across it when playing.

>> No.1520014

I'm just downloaded it and it's right there.

>> No.1520034

Is it possible to decrease the visible sway when moving, and add footstep sound effects?

I want my mod's movement to feel heavier and more realistic.

>> No.1520035

Working with GZDoom btw

>> No.1520039
File: 577 KB, 1600x900, 1396628448935.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1520060

Yes and yes.
You want weapon bob properties for the first and
this for the second.

>> No.1520084

Holy shit, thanks to Going Down I now know that chainsaw reks revenants.

>> No.1520184
File: 41 KB, 216x220, 1350711265473.jpg [View same] [iqdb] [saucenao] [google] [report]

thank you based anon

>> No.1520248

Man, punching a revenant to death feels great.

>> No.1520284

>tfw realizing the full extent of what it would take to build my own engine with the same capabilities as gzdoom


>> No.1520331

>It's just bloat.
Then why do most "enhanced" wads run much faster on GZDoom for me?

>> No.1520445

It's a bit risky since sometimes a punch can go through.

Chaingun feels safer

>> No.1520451

>not dancing around them like a mofo and taking them out with 2 ssg shots

>> No.1520458

Who said I don't do that.

But sometimes a mapper won't give the SSG an- Who am I kidding here

>> No.1520553


Can I make an IWAD that will change the GZDoom interface?

Like, some of those graphic options it has, for example, I don't want to be available for my game.

...Also, to what extend do I have to modify gzdoom and its interface before I can just not even call it gzdoom?

>> No.1520558

>Can I make an IWAD that will change the GZDoom interface?

>...Also, to what extend do I have to modify gzdoom and its interface before I can just not even call it gzdoom?
Nobody is going to download another source port just to play a single thing.

Just get ZDoom or Chocolate Doom.

>> No.1520562

>Can I make an IWAD that will change the GZDoom interface?

But /vr/! I want my doom-like game to have a custom interface, but still run on GZDoom with all those bells and whistles!

Do I have any options here?

>> No.1520565

Just use GZDoom.

>> No.1520576

But I kind of want to sell my assets to mainstream users, and gzdoom's options are cluttered as shit.

>> No.1520580

Fuck you IMX, I'll make a new thread

>> No.1520581

>and gzdoom's options are cluttered as shit.
By which I mean there are things I don't want there, like different transition effects, and stuff that would break the atmosphere/intended look of what I'm developing

>> No.1520590

>Can I make an IWAD that will change the GZDoom interface?
>Like, some of those graphic options it has, for example, I don't want to be available for my game.


>> No.1520647

IMX confirmed for double revenant


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