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1621109 No.1621109 [DELETED]  [Reply] [Original] [archived.moe]

Doom thread (Last thread >>1614552)
(other retro FPS games also welcome, 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 for mod compatibility?
http://slade.mancubus.net/index.php?page=downloads (download 3.0.2)

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

/idgames torrent (as of November 25, 2013; 12 GBs of wads, 18 years worth of user-made content!)

Vanilla/Boom related projects can be found here

ZDoom mods/projects can be found here

>> No.1621112


-Have you ever wanted to play as a dog in Doom? No? Well, whatever, here's DogDoom! https://copy.com/o4kYFNMdcwoFqYO6

-Guess who received a STABLE update? OBLIGE, motherfucker! Now it's in version number 6, and things surely have improved; go check it here! http://oblige.sourceforge.net/i_download.html

-On top of that, The Space Pirate also got an update! Now features a mugface and the best code on the market! Go check the latest version here! https://drive.google.com/file/d/0BxbbtKR5bll_anFPaVhUQVZqcnM/edit?usp=sharing Also be sure to check this nifty tutorial https://www.youtube.com/watch?v=mrFF8LCZw5Y

-John Romero was present at GDC and a kind anon set him up a LAN in Zandronum (yes, you read that right). Here are the demos https://dl.dropboxusercontent.com/u/88787354/MADE%20at%20GDC%20Zandronum%20demos.zip and these are some of the matches! http://www.youtube.com/playlist?list=PLXkipPv0b4KMKE7z3WwlYYUCDLACNoYfE

-Romero was also present at the NYU Game Center to discuss, along with Rand Miller (MYST) about their games, their legacies, and the current status of game developing. You can rewatch said event here http://vimeo.com/92838909

-The past Awesome Games Done Quick featured Plutonia (Go 2 It included) and a Doom 2 race. To rewatch the Doom speedruns, go follow this link http://www.youtube.com/playlist?list=PLQcxg3SUqlYBoSYrpNJVu58GsoCXMREa1

-HDoom has its fourth techdemo! happy now? http://static.best-ever.org/wads/m12-hdoom-techdemo4.pk3

-Help us test this new mod by Terminus: Metroid Dreadnought (http://zandronum.com/forum/showthread.php?tid=4561&pid=61847#pid61847)

-Dakka by ijon tichy is also getting tons of updated. Get it here ijontichy.lostsig.com/wads/dakka-0.051.pk3

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

>> No.1621176
File: 52 KB, 620x376, 261405-h1.jpg [View same] [iqdb] [saucenao] [google] [report]

First for you are all excellent and I wish you a nice day. Keep on Dooming

>> No.1621201

Got my friend to download the wads and such

what do you guys think would make a good place to start dooming with someone who never doomed before?

>> No.1621204

The beginning.

Hide your powerlevel too because going too fast for them is going to only frustrate them while they're in your dust.

>> No.1621243

Play keyboard only so your friend can do all the work in coop.

>> No.1621256

Alright... How the fuck do you get past that elevator puzzle in map09 of doom2 the way id did ? I've watched videos on youtube where guys did it by straferunning but even with straferunning it seems they lucked out and are cheating the system somehow.

>> No.1621280
File: 115 KB, 500x476, always bet on Dook Mootem.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.1621290
File: 72 KB, 640x480, 1400084300.png [View same] [iqdb] [saucenao] [google] [report]

if you mean this one, you have to run over it while it is still rising

>> No.1621294


That simple ? Well fuck.

I did it by raising the elevator all the way up then tricking it into lowering itself and I ran over it when it was just the right elevation. Took quite a few tries so it didnt really feel legit either.

>> No.1621309

yeah, if you step on it when stationary it will lower, but if you do so when it's still rising, it can't start lowering because it's already moving.

in nearly all cases doom won't activate another thinker on a sector that is already active (although there are certain exceptions) and this puzzle exploits that.

>> No.1621330

From old thread:
Nice. Good shit.

I also went the secret way round

The STARTAN1 thing comes from the editor assigning the wrong default texture to untextured lines. Should be STARTAN2. there is no STARTAN1...

>> No.1621336

let's be honest, it's not really very secret :-)

>> No.1621342
File: 47 KB, 437x466, setup.jpg [View same] [iqdb] [saucenao] [google] [report]


Huh... I missed that >>1620243. I'll give it a shot after getting a bit more drunk. That's the setup right? Because using Doom format with Doom 2 iwad sounds a bit odd.

>> No.1621350

Yea. Do that. Vanilla compatible is the setup.

Multiple entries are fine, winner gets nothing at all.

>> No.1621352

(I'm kidding of course, these aren't being scored in any way, it's just for the challenge of it)

>> No.1621357
File: 743 KB, 951x538, 1375579744823.png [View same] [iqdb] [saucenao] [google] [report]


Well, that depends entirely on the tastes of your friends.
Does he like wandering around and exploring? Some massive levels might be called for.
Does he like linear, straight-ahead marches and killfests? You may want to put up some Scythe/Scythe 2.
Does he like ugh modern FPSes and their ilk? You may want to throw up some Real Guns Advanced.
Does he like Smash Bros? Maybe throw up Samsara.

>> No.1621363

different guy, but suggest some massive levels for wandering around and exploring

>> No.1621372
File: 24 KB, 214x240, 1378667070472.gif [View same] [iqdb] [saucenao] [google] [report]

How about Whitemare 2 and Hadephobia? These are bretty gud.

>> No.1621373


Junko and Crapi, hands down.


>> No.1621378

Eternal Doom
Realm of Cheogsh
Cold as Hell
Happy Time Circus II

>> No.1621379

i think you should repost the announcement. you have saved the three (?) current submissions so far right?

>> No.1621384
File: 63 KB, 643x1139, 1399820379899.jpg [View same] [iqdb] [saucenao] [google] [report]

post some comics

>> No.1621386

Tired of looking for that supershotgun in RL:A?
Need that one mod pack you just can't find?
About to jump off a cliff because you don't have that armor you were looking for?
Well good news! I have made a map that is just 8 maps of RNG abusing fun. http://www.mediafire.com/download/6bglw7omohhg76r/RLDAcheats.wad

Just run Doom RPG with it so you can exit back to the hub level and move on to the map pack of choice after saving in it.

>> No.1621393

...Or just type "summon rlsupershotgunpickup" in the console.

>> No.1621397
File: 65 KB, 1014x723, Alien_Vendetta_Map_20.jpg [View same] [iqdb] [saucenao] [google] [report]

So I just finished Alien Vendetta map 20 again and I''ll post my thoughts

>The good
- Nice detailing, the author knows how to detail areas well
- It's fun when you know where you're going
- The fight up the mountain to get the skullkey was pretty damn fun.

>The bad
- Has that problem of not knowing how to use barons, there are quite a few barons placed in areas where they are not threatening, they're just a grind to kill
- Does the same with Cyberdemons and then a SpiderMastermind at the end
- You often wonder what a switch just did (especially in the latter half of the map) and find yourself in areas you just cleared unsure of where to go and it kills the flow
- An example would be walking over non-damaging lava down a hallway that looks like the other similar looking impassable areas that are there for detail
- Another near the end of the map you have to move between a few different rooms to hit switches that open up other switches to hit, this is just busywork, all the monsters are dead and there is no time limit

>> No.1621401
File: 86 KB, 838x608, 200minutes195minutestoomany.png [View same] [iqdb] [saucenao] [google] [report]



Simple idea: Make a single player map in 200 minutes or less, and post a link to it in the thread by Friday. They will then be compiled into a megawad.

-200 minutes or less
-Doom 2 iwad
-Vanilla compatibility (test in chocodoom, or dos if you want)
-No new resources (textures, sprites, or whatever).
-Levels must have an accessible exit. So if you run out of time just throw one in somewhere.

Previous entries:

Did I forget anything?

>> No.1621403

In hindsight they could have just gone to the test map anyways.

>> No.1621405

Whoops. Linked the same one twice...
One of those should be... >>1620705

>> No.1621412

Memento Mori was made with coop in mind, I know that.

>Memento Mori is a 1995 megawad that contains 32 new levels, designed by two members of the Innocent Crew, Denis and Thomas Möller, along with 19 other authors, including Tom Mustaine and both Dario and Milo Casali. In contrast to most megawads, it is designed especially for cooperative multiplayer gameplay


>> No.1621417

thanks, that was interesting.
>you have to move between a few different rooms to hit switches that open up other switches to hit, this is just busywork, all the monsters are dead and there is no time limit
i don't know if this is the case here (to my shame, although i have played the rest of AV lots of times i have never done the whole of map20) but in my experience if you find yourself running around pressing switches and otherwise engaged in "busywork" (nice term for it!) then what's probably happened is that you've played the map too cautiously and have hung back carefully killing monsters when the author intended you to charge ahead. this isn't always the case of course, it might just be that there is a genuinely empty section of a map, but often in my experience it does mean i've played too cautiously previously.

>> No.1621424

indeed, there are a lot of levels that play differently in co-op and have puzzles that need two players to do. they're worked around in single player by clever tricks with linedefs and blocking things that only appear in multiplayer.

some maps you can't even get 100% on without a second player, in particular the secret exit to map32 can't be reached in solo play (at least according to the authors... i was overjoyed when i discovered they were wrong...)

>> No.1621429

I play cautiously but I don't act like I'm going to die in one hit, I just don't want to get surrounded.

It happens twice in the level, the first is getting the key from the mountain, it's sort of ok there as it opens up rooms with monsters (and easy baron fights) but the 2nd time is near the end and the fights are a lot closer in. I think only really impetuous players would hit them as they find them but even then they're not especially standout from the wall in the darkness so you see them when you're not harassed by monsters.

>i have never done the whole of map20)

I don't hold it against you, it's unclear at times where to go. I got near the end and was sealed off by bars, I idbeholded to see the rest of the map and I just went straight to where I had to go through noclipping.

Turns out I had killed every other monster in the level anyway, we don't want to fuck around walking in an area we have visited a heap of times when the level was just having us kill at a fast pace. There is going slow then hitting a sudden halt where you're left feeling like a git for not knowing where to run off to.

Rest of the WAD is fucking great though, I have to say.

>> No.1621568
File: 69 KB, 265x305, homerdrooling.png [View same] [iqdb] [saucenao] [google] [report]

>play DOOM in DOSBox for the longest time
>not much of a multiplayer guy
>hmmmm maybe I should check Skulltag out
it's so much more fluid. Thanks for introducing me to this, guys.

>> No.1621587

Dead port, due to the creator focusing more on Wrack.
You may want to check out Zandronum, Skulltag's successor. If you don't plan on multiplayer much, another option is GZDoom.

>> No.1621589
File: 119 KB, 640x480, 1400093958.png [View same] [iqdb] [saucenao] [google] [report]

strictly, this map needs boom compatibility to get 100% kills. the pictured lowering floor starts with the imps with their heads in the ceiling, which blocks the movement.

you may or may not care about this, but if the maps are targeting any limit-removing source port, i felt i would mention it.

>> No.1621594

If you want..
Chocolate Doom
>graphics, advanced mod support
Zandronum (which is basically skulltag without the funny hats, or outdated gzdoom with mp if you will)

>> No.1621605

I noticed he had left the project but it was still a real step up from what I was playing. Does Zandronum and GZDoom let you just play the WADs the way Skulltag does it or is the interface different?

>> No.1621609

Skulltag was a fork of ZDoom and Zandronum is a fork of Skulltag, so yes.

>> No.1621610

OK cool, good to know, I'll take a look.

>> No.1621680 [DELETED] 

Report and ignore

>> No.1621713

Can you guys reccomend some WADs to me? I am getting back into the Doom Game after about 5ish years and am looking for some good levels that fit in with the "story" if you will of the original Doom/Doom2. I just played Winter's Fury and the Zdoom Community Map Project and loved them both.

>> No.1621732


>> No.1621741

switcheroom, it's not out properly yet but there's a beta at http://static.best-ever.org/wads/switcheroom.wad

>> No.1621745


Oh, shoot, I didn't know that. I guess just raise the ceiling where the imps are. I, uh, don't really play with anything other than zdoom stuff, so I guess it really is on me for that. Sorry

>> No.1621752


>> No.1621761

Doom 2 Reloaded is bretty good.

>> No.1621804

Guys, how do you beat level 4 in Cyberdreams?

I run up the steps, jump through the arch, and the cyberdemon teleports into the slime pit, but it doesn't die. I get the feeling it's supposed to? There isn't anything else in the level I can interact with, so I assume it's just glitched or something.

>> No.1621810

Oh shit. I played it with choco and just assumed I missed some monsters.

Well. So long as it's beatable, it's fine. Nothing gamebreaking.

>> No.1621831

Absolution TC. It's basically Doom 64 ported to PC, with a few new enemies and enhancements.

Since Doom 3 was a reboot and not a sequel, you can think of Doom 64 as being the "real" Doom 3.

>> No.1621835

Or better yet, Doom64EX, by the Absolution dude. Requires a D64 ROM to generate a wad to play, but the ROM is easy as shit to get (got mine from coolroms I think) and EX is more faithful to the original than Absolution.

>> No.1621838


I remember that guy from the past Quakecon...man oh man

>that fucking based Doom finals

>> No.1621845

It's glitched. Some of the levels are like that in source ports. I think it will work correctly if you use a Boom-derivative source port and use the right compatibility settings.

>> No.1621846


Alright, I believe this should do it. Basically just did what I said I'd do. I went and got chocolate doom and tested it, and it works like it should now. Sorry for linking basically the same map repeatedly, but this should be the last time!


>> No.1621847

>They will then be compiled into a megawad.

Would you mind explaining this a little bit further? Will there be an announcement of sorts? What'll be the final name?

>> No.1621859
File: 39 KB, 332x412, revenant-stuck.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1621863

Ey Spritenoob

What's the source of this? >>1620780 My brain is telling me Julia Roberts, but I'm not that sure

>> No.1621864



I need to take a shower...

>> No.1621873

yes this basically. stairs sometimes crush and sometimes they don't. in vanilla.exe it depends on uninitialized data and is basically random. prboom-plus prints a great big warning about crushing stairs affecting demosync to stdout.txt if it encounters them.

the situation was complicated by the unofficial doom specs erroneously stating that fast stairs crush but slow stairs don't, which was taken as gospel and enshrined in boom by its developers. thus in source ports cyberdreams 4, which relies on a slow stairbuild crushing the monster on it, will never work.

>> No.1621879

What kind of shower?

>> No.1621880

* not the good kind of deterministic random Doom uses, but really unpredictably not-a-hope-of-demo-sync random.

sadly that won't help in this case...

>> No.1621881

water sucks as a lubricant anon

>> No.1621884

Alright, thanks. I'll try setting it to Boom compatibility mode when I get a chance.

>> No.1621885

no problem, thank you for being so amenable to fixing it. i usually get told "use zdoom you damned purist" when i talk about this kind of thing here...

>> No.1621889

I assume you were still under the 200 minutes?

>> No.1621894

That's an invulnerability charge, does the same thing as an invulnerability sphere, and plus you probably have a full inventory which may be preventing you picking it up.

>> No.1621895

no, see >>1621873 - boom does exactly the wrong thing with cyberdreams map04

iirc it's the only map that broke the last time i went through it (which was admittedly a few years ago now)

>> No.1621907 [DELETED] 

Does anyone know which song this is a MIDI version of? It plays in MAP02 of WOOO.wad.

>> No.1621909

I don't mean to step on anyones toes with this, but how come most heavy mappers and modders in the doom community generally seem to be only average or slightly above average players? Shouldn't it be that the ones mapping and modding are the ones most into doom and doom pvp? Wouldn't this affect how well one could map or mod if they're mapping or modding to their skill level?

>> No.1621912


I'm just not very good at multiplayer, I mostly play single player Doom.

I don't want to hear any fucking remarks about me being unable to boost ball into certain people either or I will shit.

>> No.1621913

They spend more time modding of mapping than playing.

>> No.1621914
File: 263 KB, 500x375, 1399436490881.png [View same] [iqdb] [saucenao] [google] [report]

More often than not, mappers and modders spend most of their time mapping and modding instead of playing the game.

>> No.1621920

I guess that makes sense. Was this always the case do you think or a recent development in the Doom world?

How would you rank yourself in maps?

>> No.1621921

A lot of us enjoy playing survival and occasionally competitive stuff - but for the most part we like making and playing maps/mods. PvP really isn't interesting enough to be worth making it any sort of big skill.

>> No.1621923

different skillset, you don't need superfast reactions + fingers to map, etc.

>> No.1621926 [DELETED] 
File: 9 KB, 205x286, 1397946267442.jpg [View same] [iqdb] [saucenao] [google] [report]

>ask in a group chat full of people what it's based off of
>it's a song from MLP

>> No.1621927


Well, I'd say I'm over the limit if we're counting consecutively from when I started the map earlier this morning. In the first version I linked in last thread, I'd pretty much hit the time limit. I'm not sure how we're counting fixes, though, or the timing. Does it all have to be in one big chunk of mapping? Can you break it up into parts and stop the clock? I kinda assumed the first one. I think I may have screwed up and broke the time rule to fix a compatibility error.

>> No.1621929

Fag can't even boost ball

>> No.1621931

>it's a song from MLP
>Giving a fuck

>> No.1621934
File: 67 KB, 500x500, 1347976863401.jpg [View same] [iqdb] [saucenao] [google] [report]


You mean like in map design? I can't say one way or another as I haven't made a map yet.



>> No.1621945

Oh okay, so you're telling me I need to NOT use Boom compatibility. Gotcha.

It's a 1998 wad, so I guess the obvious fix would be to just use pure vanilla compatibility.

>> No.1621956

He seemed to like it until he knew.
Anyone care to link it? He got me curious now.

>> No.1621961


>> No.1621979
File: 715 KB, 1936x1056, ss_(2014-05-14_at_05.49.58).jpg [View same] [iqdb] [saucenao] [google] [report]

Is there a way to stretch textures in GZDoom Builder? I want to make it so the pictures take up the whole spot without tiling or not completely showing up.

>> No.1621990

You will prob need to resize it in a image editor

>> No.1622002

You can edit the size in the textures lump in Slade

>> No.1622005

No. Taking breaks is fine if need be. I had to stop to walk the dog and eat yesterday. I still ended up under the time limit either way (9-11:30)... But life doesn't just stop for Doom. Reasonable rules.

>> No.1622009

I think GZ doombuilder has a UV screen where you can do that... Not sure if it needs gzdoom or if zdoom would be fine to show the changes.

>> No.1622024
File: 2.67 MB, 800x450, gzdoom 2014-05-14 18-00-47-486.webm [View same] [iqdb] [saucenao] [google] [report]

Thanks anon, I am glad I decided to skip it and continue through my playthrough.

who needs powerups when you can just mow everything down in seconds?

>> No.1622028

Stretching textures? No, but you can use HiRes textures with ZDoom/GZDoom.

>> No.1622043
File: 1.18 MB, 800x450, gzdoom 2014-05-14 18-03-28-256.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.1622052

Oookay I guess I'll be that one fgt


>modifying an IWAD

>> No.1622053

jumping breaks oblige maps somewhat hard

>> No.1622067

Ya I know, I just upgraded one of my augmentations for double the jumping height so I decided to test it out on that map.

>> No.1622091
File: 13 KB, 450x607, Rocket Riding Revanente Rancheros.png [View same] [iqdb] [saucenao] [google] [report]

Question for people that have played Fractal Doom, which will eventually receive another update at some point:

Was it too hard in singleplayer?

Some of the feedback for TSP and the testing I did for FD back in the day has made me realize that I might have made it too ridiculous to be playable in singleplayer.

Also any other critiques you might have. Gimme your worst, really lay into it if you want, it can only help.

>> No.1622093

Just out of interest, are there any existing high-res texture packs you can recommend?

>> No.1622095

I'm making a joke wad. Yeah, another one. I plan to have the doom 2 maps changed.

>> No.1622104

It's shit. Start over.

I would say the only thing that bothered me was the speed of some things. Everyone is going with faster faster faster shit (except hideous distructor). It'd be nice to see a return to slow plodding rockets and what not again.

>> No.1622118

Not that I know about, hi-res texture packs tend to look like shit in Doom.

I could see it being used for a few special textures, but having hires textures for the entire game would look really weird, it doesn't jive with Doom's simplistic architecture.

>> No.1622123

I was going to reduce the speed of some things, probably the speed at which they replicate and some of the projectile speeds (which I think I made too fast, to the point of making it nearly impossible to dodge) but I don't think FD will ever be vanilla or HD speed.

Point definitely taken though, and I would definitely like to try a slower pace for a project in the future.

>> No.1622152
File: 1.79 MB, 700x306, 1291953407725.gif [View same] [iqdb] [saucenao] [google] [report]

Sorry for the late response, I've been out.
Not Julia Roberts, it's from this: http://youtu.be/7i9kjYrE_sQ?t=41s

>> No.1622175
File: 201 KB, 1052x736, batgitation.png [View same] [iqdb] [saucenao] [google] [report]

I think I have a problem.

>> No.1622186

Whenever I play the bridge level of Action Doom 2 I can't enter the bus; why is that?

>> No.1622190

Are you using the ZDoom build bundled with it?

>> No.1622249


>> No.1622259

Well then I don't know what to tell you. I've played it using that build myself and it worked fine, though I did have that issue you're having trying to play it with newer versions of ZDoom.

>> No.1622262
File: 80 KB, 402x496, back of the knee.jpg [View same] [iqdb] [saucenao] [google] [report]


So, Duke related announcement coming up apparently.

>> No.1622265
File: 40 KB, 414x524, samusaransprites.png [View same] [iqdb] [saucenao] [google] [report]

so i heard terminus needed samus sprites


>> No.1622267

but don't stop

>> No.1622270


I doubt it will have anything to do with Duke.
If anything else, it'll probably be Bombshell, Duke's ill-fated sidekick.

>> No.1622273


Jesus christ. Samus got chunky.

I dunno who you are but I might need your assistance later

>> No.1622327


Fucking dropped.

>> No.1622329

Yep, apparently.
Half an hour left to see how bad they fuck up.

>> No.1622339

Who/What is interceptor?

>> No.1622346

They developped Rise of the Triad 2013. I like the game but there's a couple of things they could've done so that its launch wasn't so ridiculous.

>> No.1622348

Dudes that made ROTT 2013. A lot of potential, hampered by being completely new and sticking with UE3 for whatever fucking reason.

>> No.1622353

Oh shit, I own the game but can't play it on my toaster of a laptop. Is it not very good? I'd heard it was good from most people.

>> No.1622356
File: 207 KB, 176x212, Lydia idle animation2.gif [View same] [iqdb] [saucenao] [google] [report]

Adjusted the color to match my other hands, cut the resolution by half, and adjusted the contrast to better match also. I'll probably still have to do some pixel editing, because I know I'll have ugly outlines on this ingame, but once I get that code in, I can move the hands around in slade's sprite editor so that the mirror isn't so stable.

>> No.1622359

It's rough around the edges, but it's fun. The problem is that they had no idea what the fuck they were doing at launch and lost a ton of players.

>> No.1622362

It's alright, just kind of underwhelming. But I guess you get what you pay for considering it was $15. Also >>1622359

If you haven't already, check out Wrack. It's being developped by CarnEvil of Skulltag fame and replicates the Doom player physics very nicely IMO.

>> No.1622363

Lookin' good! I'm not sure how I feel about the resolution being cut in half, but I assume it's to blend in with the other graphics being used. Also, someone asked you somewhere in this thread who the woman in the mirror was (I think they guessed Julia Roberts? I dunno, I don't feel like scrolling up lol)

>> No.1622368

How exactly didn't they know what the fuck they were doing at launch? What happened?

Yeah I got it on sale, I'm pretty sure. And I'll give Wrack a look as well.

>> No.1622372

Optimization issues mainly

>> No.1622379

5 minutes now.
Fingers crossed.

>> No.1622380

Pretty much. They should've had it on Early access like Carmageddon Reincarnation is doing. Instead of having to deal with shitty optimization at launch, they could've had it already dealt with during development.

>> No.1622387

>They should've had it on Early access like Carmageddon Reincarnation

This so fucking much. How is Carmageddon anyway?

>> No.1622391

Good call!

>> No.1622392

Yea, it stuck out pretty badly on high rez. I still want it to look like a dos game. Also, source is >>1622152

>> No.1622398

are you a wizard

>> No.1622402



>> No.1622410

>Likes: Kicking ass, motorcycles, kicking ass on motor cycles
>Dislikes: Bubble gum, sunglasses, blonde hair
Ya, fuck this cunt.

>> No.1622412

Very nice.

>> No.1622430
File: 86 KB, 200x125, mng.gif [View same] [iqdb] [saucenao] [google] [report]

get melted
(four more flash frames - two for entering it, two for leaving it)

>> No.1622431

Man Interceptor dropped that Douk game for this shit.

Gearbox better do something awesome with the Duke franchise.

>> No.1622435

Man, I don't see the problem. A bit disappointed that it's not a new Duke, but it still looks pretty good.

>Doing anything awesome
Oh boy.

>> No.1622440
File: 433 KB, 1280x720, bombshell.jpg [View same] [iqdb] [saucenao] [google] [report]

>dyke nukem

>> No.1622451

I hope she has more personality than edgy alt-grrrl.

>> No.1622456

I don't really expect much more personality than what Duke had, which is not very much.

>> No.1622463

I think it'd be awesome if Duke had more personality.

>> No.1622474

I don't really know what you could do to give Duke more personality without undermining his whole cheesy Arnold Schwarzenegger-esque action hero shtick.

>> No.1622481

W-well, remember Opposing Force? That was pretty nice.
And the first Borderlands was pretty f-fun.

I can't even deny it, they've done a whole lot of shit, but I want to believe that they could salvage Duke. A part of me still hopes.

>> No.1622485


No, I just know Duke history.

It also helps that I wasn't unrealistically expecting them to make a Duke game, what with the whole lawsuit thing going around.

>> No.1622486

Didn't like BL/2 I take it?

>> No.1622490

Sorry, not saying all their games are bad, they've done some great games, sure... Just not very many. Both Borderlands games were fun, the first Brothers in Arms game was okay, but just about everything else they've done has ended up being "Meh", or just plain shit. I can't say I trust them at all following all the shit they pulled with Aliens Colonial Marines.

>> No.1622504

Fair nuff. I had completely forgotten they had done CM tbh; what a mess.

>> No.1622512
File: 49 KB, 458x320, Jean-Baptiste_Emanuel_Zorg.jpg [View same] [iqdb] [saucenao] [google] [report]

Is that Gary Oldman?

>> No.1622519

Have you ever wondered why Gary Oldman's speaking accent's never twice the same?

>> No.1622521

>Broussard had a stroke early in the morning


>> No.1622536

I dig her design, this has the potential to be really cool but...well, it also has the potential to suck. That trailer was uh...almost as bad as the Duke Nukem Trilogy trailer. https://www.youtube.com/watch?v=6K00DCK1l98

Still, I hope it's good.

>> No.1622546

That is all. That duke game sounded good but it was cancelled because of these cunts.

>> No.1622548

I'm pretty sure that Duke game IS this game, just without Duke.

>> No.1622549

He actually lost his accent from acting too hard. Had to get it back with speech therapy.

>> No.1622550

I hope so.

>> No.1622552

If you're not much of a multiplayer guy, get GZdoom. It is more compatible with mods.

>> No.1622557

It wasn't too long ago that Interceptor/3D Realms were sued over the last Duke game, so they probably just gave it a face lift. Which, who knows, possibly could make it better.

>> No.1622558

Jesus fucking christ.

>> No.1622562

>"This was just a background video for the E3 Convention, so there's really nothing special here."
Well, that clears it up. Just the uploader that titled it Trailer for some reason.

>> No.1622564

The whole trailer was meant to be poking fun at an old Duke Nukem Forever trailer.

>> No.1622568

I dunno, going off of memory, I think GameTrailers actually uploaded that as a trailer as well. Then again, this was way back in the day. I could care less now. Point is, I was hoping for some gameplay, but instead of we got some shots of our protagonist, which I suppose isn't...awful. Just boring.

>> No.1622571


>> No.1622576

I honestly enjoyed playing a patched version of ACM on splitscreen with my friend on his 360, and I even plan to buy it on Steam Summer Sale.
ACM suffered of the same problems as DNF: it was a game that was touched by 1092476 other companies, and ended a complete mess of half-baked ideas. I am honestly surprised that the final product didn't got even worse.

They were pretty competent with Borderlands and Brothers In Arms, and if they could make a Duke game completely from scratch, I would expect some good results.

Is this shit serious, or just some fan video?

>> No.1622590

When are you going to learn cvars mark?

Hop on irc and I can teach you, then you can have a single file instead of 1092476 mutators.

>> No.1622641

uh, well, when I get time maybe. Thanks for the offer, anon. :P

>> No.1622643

I think he said he will learn after v20.

>> No.1622651


Oh it was serious.

>> No.1622656

>all this duke in my doom

>> No.1622660
File: 214 KB, 562x523, 1367042018127.jpg [View same] [iqdb] [saucenao] [google] [report]

Blow it out your ass.

>> No.1622665

Someone should ask JSJ to read the Doom comic

>> No.1622667

>want to download this shit
>torrent won't fucking start dowloading for some reason

>> No.1622683


Is that a taunt? pretty creative and clever, I like it.

>> No.1622689

It's an idle animation I think.

>> No.1622691

Yup. Idle animation. Terminus is helping me by providing code, but oh man this is some difficult shit for me to comprehend. Maybe I should rename myself codingnoob...

>> No.1622693


Yea I read the image name the moment I posted, I really need to stop doing this.

>> No.1622720
File: 121 KB, 704x1728, cgoc.jpg [View same] [iqdb] [saucenao] [google] [report]

whenever I hear "Chocolate Doom" I think of some kinda chocolate imp or something.

>> No.1622725

>what the fuck am i watching.jpg

>> No.1622751

Looks like Doom RLA with Doom RPG and Oblige.

>> No.1622753

well,if Vanilla doom is basically any source port configured to play like the original doom[no jump/crouch and vertical aim] and super vanilla would not make sense,then call chocolate the very original[and primitive] way to play doom

Also,imps are basically choco monsters

>> No.1622771


Other way around Anon, vanilla is playing the original .exe (the "very original" way to play) and chocolate is... just playing Chocolate DOOM I guess.

>> No.1622818

Well in case you're still here, or for anyone else reading, here is a basic rundown on cvars. Most of this post is copied from one of TerminusEst13's posts (https://archive.foolz.us/vr/thread/1296087/#1299775) but there are a couple additions of my own (most of which are a result of having knowledge I gained by looking at samsara .31's code.) I didn't >quote Term's bits because it would make it harder to read.

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

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

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

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

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

>> No.1622820

Consider this simple script:

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

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

For zand's cvars created as above, they're whatever value the player sets them too, so there is no distinction for a boolean or a floating cvar. This is not so in zdoom, where there are different varieties of cvars and they are set in CVARINFO rather than through acs as above. See http://zdoom.org/wiki/CVARINFO for more info.

It's also important to note that you have to make sure in zandronum that you're correctly assigning a cvar as a clientside or serverside cvar. I don't know that much about serverside cvars (for those talk to term directly), but for display things that only one player will see, like a different hud, more or less or different gore effects, you would use a clientside cvar, which would have to be declared in a clientside script. Declaring such a cvar, which will be used in clientside scripts, in a non-clientside script will cause desync issues.

>> No.1622821

These can be used pretty easily in decorate, here are the two easiest ways:

First you'd have the following scripts:

script 998 (void) clientside

script 999 (void) clientside
if(GetCvar("cvar_mycvar") == 0) { SetActorState(0,"StateName1"); }
if(GetCvar("cvar_mycvar") == 1) { SetActorState(0,"StateName2"); }

Then in your decorate you could use

TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(998) == 1,"StateName")

Which would cause a jump or not depending upon the value of cvar_mycvar

You could also use

TNT1 A 0 ACS_ExecuteAlways(999)

Anywhere in the actor and it would force the actor to either the state "StateName1" or "StateName2" depending upon its value.

You could also do stuff with scripts giving inventory items or not depending upon cvars, or other similar things, but all of that should be easy to extrapolate from everything so far.

>> No.1622850

How do you view ACS code? Can you view it in Slade or do you need another sort of program? I'm slowly learning this stuff and I'm starting to grasp decorate a bit so I figure a little exposure to ACS can't hurt

>> No.1622852


Best fucking strat right there near the end. That Afrit was made his bitch

>also requesting .webm

>> No.1622889


>> No.1622891

I meant to reply to >>1622850

>> No.1622894
File: 1.02 MB, 480x360, Made Afrit His Bitch.webm [View same] [iqdb] [saucenao] [google] [report]

How's this?

>> No.1622898
File: 240 KB, 960x540, gzdoom 2014-05-15 00-55-20-05.webm [View same] [iqdb] [saucenao] [google] [report]

So after a crap ton of help from Terminus and other bros on IRC, I not only got this to work, but I'm starting to understand doom coding a bit better.

>> No.1622901


OR here, I ca deal with that. Thanks a lot

>> No.1622931
File: 10 KB, 204x136, 1396455577871.gif [View same] [iqdb] [saucenao] [google] [report]

I wouldn't say made his bitch, just kinda outsmarted him with a door. Entertaining gif though.

>> No.1622932


Lookin' good, man.

>> No.1622939

i feel like after the launch "some fan" will release a douk TC for this game

>> No.1622942
File: 538 KB, 320x240, 1394170410614.gif [View same] [iqdb] [saucenao] [google] [report]


Fuck I didn't realize it was webm lol

>> No.1622947
File: 220 KB, 1440x900, 2013-12-13_00020.jpg [View same] [iqdb] [saucenao] [google] [report]

I... I just wanted a Duke Nukem 3D 2

At least, I'm quite happy with the Megaton Edition

>> No.1622956

Are you making a TC?
>if no
What .wad is that?

>> No.1622959
File: 266 KB, 960x540, gzdoom 2014-05-15 02-02-11-05.webm [View same] [iqdb] [saucenao] [google] [report]

Yup, slowly making a TC.
The level is After the Holocaust, which is one of my favorites. I have a soft spot for city levels. Also I cleaned up some ugly pixels.

>> No.1622973
File: 400 KB, 1024x768, Anim1.gif [View same] [iqdb] [saucenao] [google] [report]

I wonder if anyone would bother even use this skin if I finished it. Comments, questions, death threats?

>> No.1622974

>Killing moe anime girls
You're doing god's work.

>> No.1622975


I'm always fine with more skins.
And Lord knows that by having an actual animation with an actual fucking weapon, you're automatically doing much better than the previous shitty anime skins.

>> No.1622978

I will probably remove the pistol for the actual death animation so it makes sense when drop weapon flags are enabled. It's probably the run animation and actual cleanup into 2D bmps that I dread.

>> No.1622979

dyke nukem for hmod + samsara when?

>> No.1622982


After Dookie Pootem.

>> No.1623002

Is this 3D Custom Girl?
How advanced is its character creation?

>> No.1623005

nice. is there a build to test?

recommend some good city wads

>> No.1623040

>>1622095 >>1622104 >>1622273 >>1622463 >>1622481 >>1622485 >>1622947 >>1622974 >>1623002
Please stop misusing spoiler tags. You just make the board harder and more annoying to read, for no discernable reason. Thanks.

>> No.1623043

You seem upset, sir.

>> No.1623048

It's a "culture" thing, faggot_____________________________________.

>> No.1623064

It was a polite request wasn't it? How did you discern upsetness from it?
Thanks for the needless insult.

>> No.1623068 [SPOILER] 
File: 18 KB, 249x195, 1400142630017.jpg [View same] [iqdb] [saucenao] [google] [report]

I appreciate your concern but I will not abide by your request.

>> No.1623070

edgy faggots

>> No.1623107

So for those who've wanted to make a full-fledged commercial game with the GZDoom engine, there might be a glimmer of hope in the future.

oh no

Short of the matter is that this dude (whom you may remember from Arcadia Demade and Lessons from Doom) is trying to tackle all of the licensing issues and problems in the Doom engine and wrangle them out to make a version that's completely capable of working as a standalone game development kit.
It looks like it's just starting out and barely anything is done yet, but it's definitely something to keep an eye on.

>> No.1623113
File: 244 KB, 512x512, PLU3_T.png [View same] [iqdb] [saucenao] [google] [report]

Does anybody know of any links to any skybox sets?

The only link I've found is this

While it's good none of them are anything I want. I'd love one that is of perhaps a bright star but pic related is taken as if from the ground (notice the mountains).

>> No.1623138
File: 280 KB, 1280x960, s26.png [View same] [iqdb] [saucenao] [google] [report]


Well, Stimpack-tan pops up in game properly and I tested out using PNG for a few frames instead of doom format with good results. Technically everything should work but it's not final, but take a look at it and comment if you want.


Put it in a folder called "skins" in your Zandronum directory and you can select it (as long as you aren't playing certain mods that disable skins, like Brutal Doom). Tested only in Zandronum and will likely be broken in GZDoom.

>> No.1623176

You can do the same thing repeatedly to provoke monster infighting

>> No.1623186

>dose muzzleflashes
That is not how a minigun works you retard.

>> No.1623187

do you really have to be this caustic

>> No.1623190




>> No.1623223

fuck off

>> No.1623238


How though? viewing it usually just shows me this one line of text

>> No.1623246


Incoming shitstorm

>> No.1623262

Dis gon' be gud

>> No.1623267

It would need like 8 belts or something to feed off of.

The entire point of the rotating barrels was to feed bullets rapidly at a constant pace.
That minigun would be like BLAM.. BLAM.. BLAM.. BLAM and that's kinda cool if it was fed with shotgun shells.

>> No.1623298


I know, my point is that none of the weapons are portrayed realistically in doom, so a magical super space minigun that fires through all barrels at the same time (and rotates for whatever reason) isnt that much of a stretch.

>> No.1623308

I don't know, the Super Shotgun makes sense.

>> No.1623312


I guess that's the only weapon that's somewhat realistic, seeing as doomguy actually has to reload it. But it's really the exception more than the rule

>> No.1623313

Even then there is still a bit of logic behind it.

For the Chaingun the top barrel is the only one with the muzzle flash rather than the whole front setting aflame.

>> No.1623341

I think what annoys me more isn't even how that weapon is dumb, it's how it's dumb and not even tenth as cool and awesome and totally overpowered as an actual fucking minigun with 4000-6000 rpm would be.


>> No.1623378
File: 2.65 MB, 640x480, doomrla2.webm [View same] [iqdb] [saucenao] [google] [report]

I always felt like the Doom chaingun was unsatisfying as fuck. DoomRLA's Minigun made me very happy. Particularly when I turned it into the demo ammo assembly.

Also what setup do you guys use for recording webms? I feel like this came out really shitty for its filesize.

>> No.1623380

Sounds pussy and does not do much damage.
Dukes chaingun cannon in Samsara is basically a chaingun that always does max damage and it's a good balance to the plasma rifle I think.

>> No.1623464

How do I delete sector tags in Doombuilder 2?

I've got sectors no longer using a tag and I delete the sector tag when I select the sector, but it doesn't actually delete.

>> No.1623469

Nevermind, got it.
Set the sector tag to zero.

>> No.1623537

>a shotgun that fires six extra pellets magically from every shell it's given
Makes sense?

>> No.1623548
File: 100 KB, 96x96, want.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.1623569

Extra THREE per shell.
And you could just as easily say the standard shotgun magically fires three fewer pellets per shell.

>> No.1623573

Yeah, sorry, three per shell, six per pair of shells.

Still, it doesn't really make sense. I'd say none of the Doom weapons make any sense.

>> No.1623574

Don't think of the pellet count.

Think of the sawed off shotgun having a wide spread and the break action reloads.

>> No.1623579

also, the standard shotgun magically fires four pellets per shell fewer when fired by a zombie

>> No.1623608

Clearly, the dudes who got possessed had been issued oodles of the REALLY shitty ammo and the demons weren't smart enough to use the four actually good shells on the side of the gun.

>> No.1623617

this also explains why zombie shotgun pellets do 3*d(5) (that is, {3,6,9,12,15}) points of damage as opposed to the player's 5*d(3) per pellet (i.e. {5,10,15})

>> No.1623625

AND explains why no matter how many times a zombie shoots at you, you get the same amount of ammo. Doomguy's not even TOUCHING the crap ammo everybody else was issued.

>> No.1623727

So zombie pellets have a lower minimum damage and a flatter probability curve than the player. You can tell the designers put a shitton of thought into this.

>> No.1623735

>You can tell the designers put a shitton of thought into this.
heh i always just thought it was a typo...

>> No.1623747
File: 99 KB, 640x480, Screenshot_Doom_20140515_152303.png [View same] [iqdb] [saucenao] [google] [report]

my level is about 2/3rd done

>> No.1623762
File: 7 KB, 290x290, coffeeguy.png [View same] [iqdb] [saucenao] [google] [report]

There's mods for people who actually want their guns, monsters and levels to make things logically or scientifically explainable.

Until then, I'm just going with Doom's shit being designed the way it was for the sake of gameplay in the same way Doom's levels were only loosely based on what you were supposed to be going through.

Come on, it was a 90's action game where you run around shotgunning demons. Everything was just justified by how cool and fun it was.

Then again, they were D&D nerds. Even though it just seemed like Tom Hall was the one who wanted the deep lore while Romero wanted gameplay to take priority. Who knows.

>> No.1623772

Poppoppop guns (P and CG) are not fun or cool. Well okay, CG can be nice to chew through popcorn, but that fucking sound. Doom 64 sprite and sounds instantly make CG like 20 times more enjoyable to use, and I don't even think it does any more damage than original one.

>> No.1623779 [DELETED] 

>Everything was just justified by how cool and fun it was.

Fun is just a buzzword when you can't actually think of any real reasons as to why the game is good, don't use it.
Either way, being amused or entertained with something and being immersed are not the same thing.

Let's see how many people don't get this.

>> No.1623787

That's simple anon. It's called the SUPER shotgun for a reason, it's super.

>> No.1623795

Is it a game with three times the marketing budget then development costs?

Because if it is I have no idea.

>> No.1623796 [DELETED] 
File: 1 KB, 400x400, daily_dose.png [View same] [iqdb] [saucenao] [google] [report]

Report and ignore.

>> No.1623798

I still wish it at least had Marathon Terminals or System Shock Datapads. No required reading or passwords memorize, just fluff.

>> No.1623806
File: 22 KB, 320x200, DOOM00.png [View same] [iqdb] [saucenao] [google] [report]

I made a map

>> No.1623808

Has anybody made a sprite replacement wad to make all the default doom guns look and sound like the Doom64 versions?

>> No.1623818 [SPOILER] 
File: 185 KB, 940x1020, 1400183873577.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.1623831

Wow, I don't think I could have said it better:

"Three Lessons Today's Shooters Can Learn From Doom"

>> No.1623845

Nice. Jump on it.
And there it is. I'll play it soon as the dog is walked... by me.

>> No.1623848
File: 189 KB, 976x1264, hdsprites4doom.png [View same] [iqdb] [saucenao] [google] [report]

A reminder that if you're looking for HD sprites for Doom you're entitled to your own opinion but you might as well want to wait for Mordeth Ep2 and Doomscript

>> No.1623869
File: 57 KB, 600x480, fpsmapdesign.jpg [View same] [iqdb] [saucenao] [google] [report]

It hurts because it's true

>> No.1623874

It's okay-ish if you imagine it's an assault rifle, which it pretty much is in functionality.
I actually kind of like it, but it sounds so weak if you use it after using the SSG and shit after a while.
I agree that D64 CG is way better though.

>> No.1623879
File: 230 KB, 640x480, Screenshot_Doom_20140514_214427.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1623883


I think this needs a bit of explanation.
This is not the actually-minigun fire mode.
This is the flamethrower mode.
You have a minigun that is also a flamethrower.

Do you think this is trying to make sense?

>> No.1623889

these shots both look great

by the way, is the deadline still friday, because if so, i'm not getting done by then

>> No.1623892

ok its done

>> No.1623893
File: 762 KB, 1800x891, 1385455288949.png [View same] [iqdb] [saucenao] [google] [report]


I used to think this was an exaggeration. Like "Come on, nobody fucking believes this", and I thought it was made all the weaker for it.

No, I actually compared.
I actually fucking compared.

>> No.1623894

>Fun is just a buzzword
I have heard some stupid, stupid shit on these threads, but I think that might be a new low.

>> No.1623895

>You have a minigun that is also a flamethrower.

wait, let's read that again

>You have a minigun


>that is also a flamethrower.

hahaha beautiful

>> No.1623896
File: 247 KB, 500x350, 1398112175833.png [View same] [iqdb] [saucenao] [google] [report]

Just played it.
>That fucking skeleknight out of fucking nowhere

>> No.1623901

To quote someone who insulted me earlier today, it's "culture".

>> No.1623904

It's a reference to >>1623818 you ding dongs.

>> No.1623905

...what? what's "culture"?

>> No.1623907

Second Sun is a not-cutscene misstion, I don't even remember if you shoot anything here, you mostly just run around while planes crash and shit.

>> No.1623912

oh, okay. i thought somebody was seriously arguing/saying that in this thread.

I should probably lay down.

>> No.1623913
File: 47 KB, 596x570, BFvogUaCMAAnseU.jpg [View same] [iqdb] [saucenao] [google] [report]

>Fun is just a buzzword when you can't actually think of any real reasons as to why the game is good, don't use it
I cannot believe you just said that

>> No.1623914
File: 124 KB, 813x520, 1385454989203.png [View same] [iqdb] [saucenao] [google] [report]


How about this, then?

>> No.1623918

So, I'm replaying Ultimate Doom and I gotta say that I like it's level design a lot more than the second game's. Anyone else feels like this?

>> No.1623919

Dude, you think I remember them without names? The first Favelas map was pretty good in MW2, and I remember some others being okay too.

>> No.1623925

of course
doom 2's level design is like a child who just got into doom modding, just throw a big room with a bunch of enemies at the player and hope that it's fun
the only good maps are designed by john romero

>> No.1623932


Doom 2's level design is pretty lackluster, they even seem less detailed than in the first which is weird.

They're not all bad, but too many of them rely on fucking dumb gimmicks, like barrels of funs and tricks & traps.

>> No.1623943
File: 432 KB, 500x394, 1398251880597.gif [View same] [iqdb] [saucenao] [google] [report]

its just a skellyman who appears out of thin air and punches you in the face maybe it was a bad design decision... [/spolier]

>> No.1623947

i thought those were really neat

>> No.1623949
File: 230 KB, 1280x800, Screenshot_Doom_20140515_140827.png [View same] [iqdb] [saucenao] [google] [report]

Lotta fun. More sprawling than the others, and I liked the increased difficulty at the end. Should probably jump up the difficulty on newer maps anyway, so it doesn't get too easy down the line.

Screw it. No deadline. Heheh. I just wanted to place a fire under people who were on the edge. Willing to accept mutliple entries too. Since it's all anonymous anyway :-p. Feel free to include level names too. Right now they're all names "200, 200mins, 200minutes, 1"...

We won't fill out a megawad at this rate anyway. 5 entries so far. Pretty decent levels for 200 minutes so far though. I've played 4... onto the 5th.

>> No.1623954
File: 315 KB, 640x320, Testing new armcannon frames.webm [View same] [iqdb] [saucenao] [google] [report]


>skellyman who appears out of thin air and punches you in the face

>> No.1623958

What did you expect to achieve with that?

>> No.1623959

Short but sweet. A little harsh from a pistol start for me, but hitscanners fuck me up so, that might just be me.

>> No.1623965

Being harsh from a pistol start is good btw. Since
>Should probably jump up the difficulty on newer maps
So. Good.

>> No.1623970

I don't think there's necessarily anything wrong at all with linear level design. Some of the most enjoyable and popular games out there are linear.

Though I do think the Call of Duty-esque "Corridor" level design gets dull pretty fast. I wish there were more shooters with level design like the first three Halos. They progress in a linear fashion, but the levels themselves are fuck huge, wit secrets and easter eggs tucked away into the nooks and crannies, and the "Epic" events aren't scripted.

>> No.1623972
File: 931 KB, 301x240, 1399863469272.gif [View same] [iqdb] [saucenao] [google] [report]

here >>1623896
just ate something and beat it.
My thoughts (this is my first time playing a user made wad)
+Level design was big and gave the player a lot of free range
+Nice difficulty throughout (final fight was awesome)
+/- The amount of ammo made me feel like I was playing Resident Evil. Not sure if I really dislike this, but I like having a lot of shells in my Shotty.
-Not a fan of the design (artistically, not gameplay). This is a personal gripe, but I prefer Doom's hell way more than Doom's moon base levels in terms of looks.
-Felt lacking in terms of secrets, besides the orb thing (terrible at Doom item names) there wasn't anything else.
All in all a fun map and I'm excited for more.

>> No.1624040


>> No.1624053

I just think of it as Hell changing reality around for it's own purposes.

That's why buildings are mazes and you find crap all over the ground. The laws of physics are changed as well.

>> No.1624054
File: 485 KB, 1280x800, Screenshot_Doom_20140515_224951.png [View same] [iqdb] [saucenao] [google] [report]

Thanks for the feedback guys.
I will probably try a hell map tomorrow although I dunno how well it will go. Pic related is probably one of my better attempts at a hell area.

>> No.1624056

I like those guts.

>> No.1624058

Feasible on the practical level? Probably not.
Cool in a silly and absurd way? Fuck yes.

I imagine it using the muzzle-flash from a fired cartridge in place of a pilot-flame.

>> No.1624062

Now that's what I'm talking about!

>> No.1624065


It works pretty well, I mean, ep 1 of doom is somewhat believable as a space base and the level design becomes progressively abstract from there.

>> No.1624069
File: 419 KB, 795x824, 1399948205531.jpg [View same] [iqdb] [saucenao] [google] [report]

Quick nignogs, first time playing Doom since Doom 64. I'm on Windows 8. Is there any kind of software trouble with it?

Here take a touhou.

>> No.1624074

Maybe when you get some taste in SHMUPs I'll help you.
gzdoom should work fine, no worries

>> No.1624081
File: 2.10 MB, 1920x1080, Screenshot_Doom_20131205_005658.png [View same] [iqdb] [saucenao] [google] [report]

Sorry for the late response. I'm always very happy to share my work, even if it is pretty early.
I also HIGHLY recommend Dawn of Reality and Vanilla Sky if you want some excellent city levels.

>> No.1624082

On anything past XP you need either Dosbox or one of the sourceports. General rundown:
Chocolate Doom if you want the most vanilla experience
ZDoom if you want advanced single player and mod support
GZDoom is the above but with prettier graphics and evn more mods.
Zandronum is for multi.
ZDaemon is for old-school multi.

>> No.1624087


Software trouble mostly depends on what source port you're using. For the most part, though, if you like Multiplayer, get Zandronum and if you like singleplayer, get GZDoom. Both of those are extremely stable on Windows 8.
Let us know if you have trouble with 'em.

>> No.1624095

Here's my map finished with under 10 mins left.

>> No.1624126

Any word if mike12yo will let hdoom work with brutal doom again, or is he stuck on his irrational hateboner

>> No.1624131

Yup, that's what I thought of too, and I hope they take this route with D44M. Some say it's overused but I don't really care.

>> No.1624134
File: 172 KB, 800x600, Screenshot_Doom_20140515_164609.png [View same] [iqdb] [saucenao] [google] [report]

I just became The Fury by assembling the nano napalm launcher

>> No.1624138

nobody has an irrational hateboner,and he's currently working on more monsters,working with BD will come later

>> No.1624139

Oh,and i forgot to ask,how do i assemble the Mother-in-law?
i recall it was any Rocket Launcher with 2 F-Storms and 2 nanos

>> No.1624143


>let hdoom work with brutal doom
Why? It's a sex mod, not a brutality mod.

>> No.1624147

Rocket Launcher + PPNF

Has to be the normal rocket launcher.

>> No.1624148

Yeah, that thing is just crazy. Nanomanufacture anything single shot tends to be bonkers, where as nanomanufacture'ing something with a large magazine tends to just be OK.


>> No.1624151

What? Does the current compatibility mod AGITATE you?

>> No.1624160

Why i never though on this?
Anyway,the Napalm Launcher with Nano ammo is already enough power,shame that i am playing marine and i still havent found the BFG10K

>> No.1624162

>wants to play a sex mod with brutal doom
Who's the 12-year-old here again?

>> No.1624165
File: 741 KB, 1920x1080, 1398315796559.png [View same] [iqdb] [saucenao] [google] [report]

>nobody has an irrational hateboner

Hah. Hah. Hah.

>> No.1624174

Can you post a MEGA link? Mediafire isn't working for me.

>> No.1624181

Cool cool. Doesn't work in vanilla doom, though. Can't find STEPTOP. I assume you're using UDMF or something, and used a wall texture as a flat. (Under the mancubus)

>> No.1624186

Not liking a mod is fine
Going out of their way to shit all over people who play it is not fine

>> No.1624196

>Going out of their way to shit all over people who play it is not fine

It's a joke. It doesn't ruin playability because HDoom was completely borked when you tried to run it with BD in the first place.

>> No.1624197

It's a matter of it being fucking stupid, not a matter of disliking the mod. Why do you even want to play hdoom with Brutal Doom in the first place?

>> No.1624198

Boo fucking hoo. I guarantee you Mike12 doesn't give a shit what you play. It's just a joke.

>> No.1624203

It's somewhat cool, but it could use some touch-ups. I like the start, but the room with the skeleknight is easy to avoid. I ran over the falling floor by mistake, so I was safe while the skeleknight just walked around in his sad, pitiful pit, agitated. As for the final room (the one with the Cyber Demon) it was too easy. I ran in a circle, hit the switch and ran out. Then ran past the fat fuck and won.
It's too easy to avoid most of the conflict, you should try to fix that, not sure how though.
Besides that it has potential.

>> No.1624209

Going out of their way to shit on somebody who would want to seriously combine the two wads is perfectly okay, because A. running the two mods together would give you a broken piece of shit, and B. if you actually -want- the mods to work together, you're a failure at life.

>> No.1624216
File: 61 KB, 600x400, poor coloring job.png [View same] [iqdb] [saucenao] [google] [report]

speaking of hateboners.

also go easy I'm not good at this whole "coloring" thing

>> No.1624219

You mean Mancubus. Cyberdemons are tall and shoot rockets.

>> No.1624224

I didn't use UDMF format, I did use stairs so that might have broke vanilla and I really can't use wall textures as floors? Damn.

>> No.1624234

the acs source is right there
you could just
you know
read it and change it

>> No.1624241
File: 29 KB, 610x244, calvin&hobbes.jpg [View same] [iqdb] [saucenao] [google] [report]

By fat fuck I meant Mancubus, but I was mistaken about the Cyber Demon. It was a Baron of Hell, my bad. Anyway, that room (right after Skeleknight tele and after the room with the 2 colonels and Imps) was too easy. It seems like it'd be a challenge, but it is too easy to dodge. If it replace the Hell Knights with Barons of Hell, and the Baron of Hell with a Cyber Demon, and then make the room bigger and stuff some guns and ammo inside, it could be a great final fight, but as it stands now it's simply too easy.
see pic

>> No.1624243

Speaking of the BFG10K, I recommend slapping a Firestorm pack on it if you can find the gun and a spare pack. I was just experimenting since I'm drowning in packs as a technician. You won't be disappointed.

Exotic packs seem to do special stuff to unique weapons that isn't immediately obvious. I put a sniper pack into the Lightweaver and the alt fire became some kind of ball projectile similar to a BFG shot but it seemed like a downgrade from the hitscan rapelazer it already was.

If you can find a Plasma Shotgun, try applying the Plasmatic Shrapnel assembly to it. Good stuff.

>> No.1624246

Thank you

But it wasn't broken, it worked perfectly fine
They intentionally broke it

>> No.1624249

What's the best way to play Quake 1 online in 2014?

>> No.1624250
File: 703 KB, 441x297, HnightattheDoomsbury.gif [View same] [iqdb] [saucenao] [google] [report]

>putting effort into changing the code so that you can play two mods together in a completely, utterly broken state

>> No.1624251

I'm not even the guy who you are replying but, what the hell guys? Why is touhou bad? -other than the easy difficulty-
Personally I like how the bullet patterns are meant to depict things, ad not to mention the girls... because we like girls isn't it?

>> No.1624254

I think it's because the Touhou community generally likes to shove it in front of everyone's faces that they like Touhou.

>> No.1624260

Space ships are so much cooler that little girls. Why would I play as a little girl when I could play as a space ship? It's mostly a joke, I like Touhou just like to pick fun at it.
But space ships are way better than little girls.

>> No.1624261

It is broken. The graphics are all over the place and there are bugs out the ass.

Oh, and we're never going to support BD in any way.

>> No.1624264


Touhou is very shallow gameplay-wise and focuses entirely on flash and style over notable substance.
I don't actually fervently hate it, though, I'm just giving him a hard time.

>> No.1624272

It is very pretty and sounds very nice though. Shame about the gameplay.

>> No.1624274
File: 1.04 MB, 312x176, 3FCsa.gif [View same] [iqdb] [saucenao] [google] [report]

>go into the ACS
>// Get owned, Brutal Dumbasses
>// If you really are that desperate to play this with Brutal Shit and just can't get a stiffy without pretending
>// that the girls are being brutalized while you're being SO HARDK0RE AND BADAZZ then just comment
>// out this line and recompile the ACS, you worthless subhuman shit
>// Enjoy being such a fucking beta that I had to walk you through how to masturbate over a 13-year-old's wet dream


>> No.1624278

A lot of shmups are about girls piloting spaceships.

Anyway, I agree with you but that doesn't make 2hu shit

Touhou greatest sin is being shallow and the fanbase being mostly kids. Otherwise it's acceptable.

>> No.1624282
File: 462 KB, 500x700, 1398126427007.jpg [View same] [iqdb] [saucenao] [google] [report]

I downloaded zdoom and played for like 30 minutes. No troubles, besides swap usage went to 99%. I'm not sure what that means.

>> No.1624285

After 9 years I finally watched DOOM: The Movie

it wasn't as bad as I presumed, it's still bad... but not god awful

/vr/ thoughts over the "adaption"

>> No.1624286
File: 70 KB, 600x400, GradientOverlay.png [View same] [iqdb] [saucenao] [google] [report]

One word: Gradients. Drawing looks nice. Though a little artifacty.

Here it is with a cheap gradient overlay on the whole skelly.

>> No.1624287


>Hdoom has this
>TSP has a rap asking what the hell you're doing in the mod files

We need more mods that have shit like this laying around in the files

>> No.1624289


Oh, it's definitely very pretty and has a ton of excellent music. It's quite clear that ZUN is very talented on the design front, it's just a shame that his gameplay really doesn't hold up.
There's an endless amount of shmups that have a lot more depth, like Jets n' Guns, Radiant Silverguns, Guwange...
Hell, Twinkle Star Sprites is easily my personal favorite shmup, and it's the same "play as a magical girl" thing.

>> No.1624291


>> No.1624292
File: 21 KB, 600x400, 1399690193582.png [View same] [iqdb] [saucenao] [google] [report]


I didn't draw it. I just colored over pic related very poorly.

>> No.1624294

Speaking of DoomRL, I think my personal RNG just broke a new record: TWO Nightmare Cyberdemons on map02, with no rocket launcher, plasmagun or even super/double shotgun. I had to play peek-a-boo with my chaingun for half an hour to drop the first bastard. Not even thirty seconds later I met its twin. I just said 'fuck it' and cheesed it out using Oblige's love for abstract architecture. It dropped this beauty.

>> No.1624295


Hmmm, that's interesting. What mod were you playing, or were you going vanilla? Were you using any filters or fancier graphical effects?

>> No.1624297

It means it's time to put the 2hu down and play some Gradius
or Thunder Force
or Strikers 1945 plus
You know what
Screw Gradius and Thunder Force, just play Strikers
I want to but haven't gotten around to it yet. I'm still wating for a Doom OVA or something.

>> No.1624298
File: 777 KB, 1280x768, Screenshot_Doom_20140516_010748.png [View same] [iqdb] [saucenao] [google] [report]

Forgot pic

>> No.1624301
File: 196 KB, 600x400, blurryStuff.png [View same] [iqdb] [saucenao] [google] [report]

And it's a common thing to have 2 light sources, one for your base lighting and one for your rim lighting. Rim lighting generally backs up your shadows to make it feel more 3D-ey.

Here it is after I scribbled all over it.

>> No.1624304


Or R-Type, Zero Wing's also pretty decent


Woah how the fuck did you do that anyway, with the "light sources"

>> No.1624306

It buttfucked the lore for no particular reason, making everything into "mutants" instead of demon spawn from the pits of hell. It's a fun enough movie but definitely a bad one.

>> No.1624307

Include file key

>> No.1624308

You're playing marine? Put a firestorm mod on that fucker ASAP.

>> No.1624309
File: 134 KB, 490x585, 1389893653490.png [View same] [iqdb] [saucenao] [google] [report]


Swap usage is space on your hard drive reserved to actually run things. That means you either have a lot of things running at once, or you need to tweak your settings to run things more smoothly.

>> No.1624312

>>TSP has a rap asking what the hell you're doing in the mod files
Oh shit, really? Post it!
brutal doom has doomguy mounted on a cacodemon
I like it. Calling it Brutal Shit is uncalled for really.

>> No.1624313

Sonic Wings is also pretty rad IMO

>> No.1624315

I think that one's free on GOG.

>> No.1624316


Just explore the files anon. last time I checked the rap was in the root folder of TSP.

>> No.1624318

I think you're mistaken friend. Unless my google-fu failed me.

>> No.1624319

no problem.
that's tyrian

>> No.1624321

Man, I love the Deagle, it's got some nice power to it.
That's really the biggest flaw with Vanilla Doom. The pistol sucks.

>> No.1624325

Oh. Well my points are still there anyway...

Just imagine someone is shining a light onto the skelly. What places would light up, and what places would be in shadow. Then imagine them shining a light from behind the shadowed area as well. It's often a good idea to make the lights different colors. Just make sure the colors go well together (unless you're just studying value, in which case black and white is the way to go)

Paint in broad strokes then get more refined as you go.

>> No.1624326

Right, it was that one.
The music's neat.

>> No.1624339

It's supposed to be the brenten from miami vice, but it actually is a bit more powerful and faster than vanilla. I'm going to have various pistols later on that you can trade with a pawn shop owner. I actually got Clint from LGR to agree to do the voice for him too.
It's a great game. Right now I'm playing a ton of Apidya for the amiga. It's gradius, 'cept you're a bee. I'm also trying to hunt down a copy of Rtype for my sega master system.

>> No.1624347

I think that was the point of it, but yeah.
I would have prefered if the pistol was like in Polished Skull. A revolver wouldn't make much sense but it would still be cool.

>> No.1624348

hey, GMOTA Guy

>> No.1624359

Not really. For those folks, BD is like their heart and soul, so it's pretty much just a straight-for-the-jugular insult.

I mean hell, this thing effects BDSE too, and I actually enjoy BDSE.

>> No.1624364

goddamn he totally missed the chance to make it bdsm

>> No.1624368

neat, thanks

>> No.1624369
File: 104 KB, 280x280, _design.png [View same] [iqdb] [saucenao] [google] [report]

i just downloaded some WADS and the Doom Builder. i've seen the tutorial videos on the side.
Wish me luck Anon.

>> No.1624372


zdoom with doom.wad
The only program running was chrome.

I like to think that all the weird things that happens are always W8 fault.

B-but my little girls!

>> No.1624379

Good luck.

>> No.1624394

Give a 200 minute map a go. Good first project.

>> No.1624396

i'm well aware of my capability to overlook things, but how does this project solve the commercial licensing issue?

it seems like they're just going to package gzdoom, slade, and their original non-sci-fi resource collection wad and tutorials.

>> No.1624416

I've been thinking of doing a sprite version of her for an HDoom cameo (as well as the megasphere + soulsphere girls)

>> No.1624445

So is Necropolis actually happening or did the creator just fuck off with all that stupid bullshit?

>> No.1624447

I think it's still happening but there's a lot to do.

>> No.1624453

Those tutorials don't really help much, expesialy with the more tech details that you can't figure out by banging rocks together.
Here is a quick guide to maping for you from an amateur.
Download GZdoombuilder it adds a lot of handy features that will help you learn faster, like the linedef lines linking to same tagged sectors.
Doom maps are based off of three things, linedefs sectors and things.
The face of the linedef is really important, expesialy if you are doing it in doom format and not UDMF format. If it is facing the wrong way then then switches and doors won't activate.
Teleport destinations are a "thing" you need to put inside the tagged sector that has the same tag as the linedef of the teliporter, there I just saved you an hour of a head ache when you try to figure out why the telly isn't working.
When you diagnose your map and it says a sector isn't closed then you prob fucked up a linedef, look for linedefs that have two lines indicating facing and when you hover over it doesn't high lite one of them then you need to delete both and use draw line to remake it.
Learn good item and monster placement, I can't really explain this you have to learn it.
Ask for help, IRC is a friendly place.
Ask for people to play test your map. It can really help you figure out what design flaws you are fucking up with.
You need to set sidedefs on the walls if you have them move up or down, this is just a friendly reminder, it won't give you the warning sign if you have it in the position and it isn't showing.

>> No.1624457

Well, Brutal Doom can be pretty fun, but it has a lot of annoying 12-year old fanboys.

>> No.1624467

I kind of wish Brutal Doom didn't have such strong melee attacks for monsters.

Some ambushes just feel impossible to deal with because a Revenant punch knocked off like 130 HP with blue armor and there's still two more to deal with.

I also don't like Revenants still being alive after being blown apart.

I still enjoy BD and BDSE from time to time.
I hope v20 makes the plasma rifle feel better, never really liked the sounds.
And what I saw of the new rocket launcher looked pretty fucking nice.

>> No.1624471

>new rocket launcher
Oh right, I saw that thing, it was pretty cool!

>> No.1624493
File: 136 KB, 1088x1536, yay.jpg [View same] [iqdb] [saucenao] [google] [report]

You have my blessings!

>> No.1624526

Does anybody have a link to the Hdoom project page or whatever?

>> No.1624531
File: 105 KB, 960x718, image.jpg [View same] [iqdb] [saucenao] [google] [report]

Are you finished with those barons?

>> No.1624534

Firestorm it and you win the game no questions asked.

>> No.1624537

Your style is adorable! I love it.

>> No.1624541

I like this Stimpack girl.

I am surprised there is no girl version of Shellboxes though.

>> No.1624597
File: 78 KB, 544x944, feels good man.jpg [View same] [iqdb] [saucenao] [google] [report]

What is your proudest doom moment?
>tfw beating After the Holocaust in Hideous Destructor on Hideous

>> No.1624603

So is there a wad at all that replaces the standard doom weapon sprites with the Doom64 versions?

>> No.1624604

A no-damage clear of the first three episodes of DOOM, played with DRLA on Fall of Man.

>> No.1624608

Kind of impressive.

Now do Thy Flesh Consumed for true bragging rights

>> No.1624612

That's my current project, yeah. It is not going so smoothly.

>> No.1624654

Any way to run Dawn of Reality more smoothly?

>> No.1624659

A better computer is the only option.

>> No.1624664

Being a poorfag in Argentina truly sucks.

>> No.1624683

it's really processor heavy since there's a shit ton of enemies. I have a decent setup and even I get some slowdown on that one. It's so worth it.

>> No.1624689

I know that feel.

>> No.1624694

Prostitute yourself. It can sometimes be profitable.

Also, you're likely to not get clientèle of the opposite gender.

>> No.1624752

Try running it in PrBoom+
handles enemy AI way better than GZdoom

>> No.1624803

Not bad. The chaingunners kind of annoyed me though at the one part where four of them are firing at me and I have to run towards the to get in range.

>> No.1624947
File: 34 KB, 493x402, 1309630142737.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1624967

Hum. Got nothing. Check 3D fire effect renders. Might be able to find one worth using.

>> No.1624976
File: 99 KB, 800x600, zzz_zpsdce83ea3.png [View same] [iqdb] [saucenao] [google] [report]

>> No.1625000
File: 7 KB, 256x136, sky3.png [View same] [iqdb] [saucenao] [google] [report]

I dont know where to get any.. but I havent seen anyone use this.. or any of the other skies from the Press Release Beta

>> No.1625028
File: 782 KB, 1920x1080, Screenshot_Doom_20140506_131430.png [View same] [iqdb] [saucenao] [google] [report]

Looks a bit like the skybox from Overdose.

>> No.1625047

>if you actually -want- the mods to work together, you're a failure at life.

but playing a demon copulation simulator (or an offensively over-the-top gore mod / modern FPS simulator) doesn't? ;-)

>> No.1625053
File: 25 KB, 195x234, doomguy looks for secrets behind an unicorn.png [View same] [iqdb] [saucenao] [google] [report]

>> No.1625070
File: 14 KB, 120x200, 1400223652.png [View same] [iqdb] [saucenao] [google] [report]

EVERY actor needs a moe anthropomorphism, even floating skulls-tan

>> No.1625076

False,every actor and special texture[i.e. leon heads] needs to be fuckable
Take a look at those skulls,they become moe skulls that give free blowjobs

>> No.1625091

What does Megasphere-tan look like?

>> No.1625092
File: 477 KB, 1050x1050, Real man and a half.png [View same] [iqdb] [saucenao] [google] [report]

Right, so the ARMA guys are having some big sale and giving away free games and shit. This got me thinking.

Do we have something like the voice commands from ARMA? You know, like: ENEMY. IMP. SPOTTED. or something like that.

>> No.1625094


Here is a wad.

>> No.1625101

they've long been overshadowed by Ponies now though, so now most of the time it's an "oh, it's a Touhoufag...heh"

>> No.1625113


Clever wad.
Managed to beat it without firing a shot.

>> No.1625118
File: 5 KB, 189x267, onepunch.jpg [View same] [iqdb] [saucenao] [google] [report]

>try to play the Hmod with Brutal Doom
>the instant I start up, I see some greentext
>playing Brutal Doom
>get punched to death by invisible revenants
>try again and run like hell, only to be blown to pieces by revenant rockets
I'll never get to rip and tear my demon waifu

>> No.1625131

Thanks. I did it in under 200 minutes too, so that's a thing...

>> No.1625145
File: 18 KB, 108x114, 1stdoomguy.png [View same] [iqdb] [saucenao] [google] [report]

Is there anywhere you can download skyboxes from Unreal or Marathon or something?

>> No.1625163

Dude, just make one yourself, it really isn't that hard.

>> No.1625169

wrong vid

>> No.1625193


>> No.1625202

These could be useful so I've bookmarked them.
I'd still love to see the skyboxes available though. I've been looking for a resource of Marathon ones but no luck as yet.

It's mainly so I don't make a skybox, then find another better one was already there.

>> No.1625229

If anyone is interested in doing a 200 minute challenge map, we've only got 7 so far (though they've generally been decent). So <1/4th of a full 32 map wad (not that "megawad" is a strict term anyway)...

>> No.1625234

neither of these are correct
the guy's a master trell and has a history for making really good mods and never finishing them just to fuck with people

>> No.1625242
File: 1.44 MB, 1920x1080, Screenshot_Doom_20140516_102749.png [View same] [iqdb] [saucenao] [google] [report]

Got my own map here

>> No.1625260 [SPOILER] 
File: 51 KB, 288x288, 1400234036924.gif [View same] [iqdb] [saucenao] [google] [report]

Revenants in HMod when?

>> No.1625268

eat shit and die

>> No.1625306

Any footage of the Doom 4 beta that is supposed to be packaged with the new Wolfenstein yet?

>> No.1625309
File: 47 KB, 191x278, 1314270983468.jpg [View same] [iqdb] [saucenao] [google] [report]

>Doom 4

I dread whats coming, really.
Thank goodness Carmack kicked it in the head a while back and hopefully knocked some sense into the design team.

My main worry is it will suck and then we'll have an influx of idiots here for a few months being like "durr it sucks y u play it???"

>> No.1625312

From what I understand, it's a beta key for a beta that will apparently be released at some point in the future. "Apparently".

>> No.1625314

Considering how Wolfenstein is shaping up I have no hopes for Doom 4.

>> No.1625317

>Considering how Wolfenstein is shaping up

Hows it looking?
Is it just a shit game hoping that because they have nazis as bad guys they can ignore making decent gameplay?

Because that would remind me of Duke Nukem Forever thinking having Duke in it (and a big marketing campaign) means content can be skimped on.

>> No.1625319

from what i've seen one of the only negative point was the far cry 3 like health regen

>> No.1625332

>Hows it looking?

As far as I know, they removed the Swastika branded on the Nazi on the front and replaced it with the Wolfenstein logo. The gameplay trailer didn't have any actual gameplay.

Like with today's 'next-gen' games, it's supposedly going to be incredibly bloated as fuck in file size when it doesn't need to be. Apparently the obligatory Day 1 patches is rather fuckhuge.

>> No.1625334

have you seen the gameplay footage they put on twitch?

>> No.1625337

Not yet. The only thing I heard that was interesting so far was the blowtorch

>> No.1625341

>As far as I know, they removed the Swastika branded on the Nazi on the front and replaced it with the Wolfenstein logo

*For the Austria/Germany version

>> No.1625347

I stand corrected

Do the German/Austrian people still even give a shit?

>> No.1625348


i'll make a map in 200 minutes, but i won't start now. Need inspiration and a mind plan

>> No.1625362


It's going to be 50gb in size. It's fucking stupid, either the game is really unoptimized or it's a sign that the game has had tons of fucking money spent on it.

>> No.1625363
File: 152 KB, 625x790, 1317365566382.jpg [View same] [iqdb] [saucenao] [google] [report]

Probably not but Germany has a really strong lobby of those idiots that think if you see/do/are something in a game you work to bring that about in real life.
It's why all their videogames also have to have waaay less violence as well.

I imagine playing level 31 with the Samsara mod where you can play as Hitler, with the gore mod loaded alongside it would be fantastically illegal.

>> No.1625364

>It's going to be 50gb in size

Fuck me freddy.

Thats it, lets all make bets on what takes up the majority of space.

>> No.1625369

Probably the sounds if it's anything like Titanfall.

>> No.1625372

Sounds? Really?

I thought the sounds would be way smaller in comparison to uncompressed textures.

What was with Titanfalls sounds?

>> No.1625376
File: 14 KB, 600x600, 1340059831949.png [View same] [iqdb] [saucenao] [google] [report]

>lets all make bets on what takes up the majority of space.

A sprawling single player campaign made up of many levels that do not compromise on quality to make up for quantity. Full of interesting characters and plot intrigue, with a world that will dazzle gamers and reviewers alike with it's volume and depth.

It will make you laugh, it will make you think, it will amaze you with it's lack of hamfisted political points, but most of all it will make you see where that 50gb of data went.

>> No.1625380

The game is supposedly 12 hours long.

>> No.1625385

What the hell is this thing supposed to even be?

>> No.1625387

A bunch of floating rocks with a skull and a spine? Latest trend in hellish interior decoration.

>> No.1625389

I always saw it as some kind of demonic chicken thing.

>> No.1625391

IIRC they included all of the foreign language tracks in the game, for reasons.

...which would be bad enough for a SP game, but for a multiplayer game? One where the plot is fucking pointless because it has no real SP? stupid stupid stupid.

>> No.1625392

I laughed.

srsly though It'll be $15 in steam sale by Christmas.

>> No.1625393

Damn, well that figures.
Just shows how simple mistakes can have such huge consequences.

>> No.1625397

Yeah I never ever take any dev's game length estimations seriously. It's normally about 60% of what they say.

I wouldn't have a problem with short games, but Wolfstein is gonna be one of those 'play the SP and maybe the MP which will be dead in a year and then you'll never play it again'

>> No.1625402


It wasn't a mistake, it was deliberate. Probably because they decided it was cheaper to do it that way, even though it fucks over the consumers by taking up bandwidth, hard-drive space, and possibly performance as well.

Of course it would of been cheaper not to bother with new audio for non-english languages and just have translated text, because it's a fucking MP game and nobody is playing it for the story, but of course every Dev tries to shill their shit story so they can sell terrible books and sequals and blah blah blah.

>> No.1625618

There's more than one gameplay trailer out there, I hope you know.

So far from what I've seen it looks like a really fun balance between new and old games. You can dual wield just about any weapon you come across, even fucking knives, there's classic health and armor pickups (though I think the health is sort of like Resistance, or Far Cry 3 where in it regenerates partially), the levels look sort of open ended, like Return to Castle Wolfenstein, with secret areas tucked away, shit like that.

>> No.1625686

Here is my entry to the 200 minutes megawad:


My time was 01:25:32 seconds, map is short but decent at least

>> No.1625731

I want to create things with DECORATE but I don't know where to start.

>> No.1625737


I had quite a bit of fun opening up monsters in DECORATE and tweaking their settings/flags just to see how things go.

>> No.1625759

very nice, but sadly, has some classic zdoomisms.

- the blue door (linedef 194) isn't tagged, so will only open in zdoom
- the red door (linedef 323) is behind another special line (linedef 318) so it also will only open in zdoom

>> No.1625771
File: 438 KB, 960x718, areyoufinishedwiththosebarons.png [View same] [iqdb] [saucenao] [google] [report]

10000000 hours in photoshop

>> No.1625778

Certainly harder than the others. Not a lot of ammo floating about, but beatable. Nice open areas and such.

Also: Not vanilla compatible.

>> No.1625802

Good stuff. But like >>1625759 said. zdoomisms.

>> No.1625804

Wheee, beat it on first try. Didn't clear it, though, left tower reventants, the knights in the beginning (they were chasing me through the whole level, though) and sniper imps alive. Also didn't figure out how to get the blue armour and SSG near the start.

>> No.1625810

r_flatnumforname error, right?

I don't know why that happens and I thought it was a problem on my end.

>> No.1625820

Linedefs aren't the right tags. You're using UDMF tags or something, and vanilla doom doesn't know what to do with them. Finstance one door is marked to open with red skulls - in vanilla it would just be a red key door, since they didn't differentiate between skulls and keys.

not sure what r_flatnumforname error is.

>> No.1625821
File: 2.85 MB, 320x240, challenge 200 mins fixed really.webm [View same] [iqdb] [saucenao] [google] [report]

2:43 unoptimized max run (video sped up for 2min limit)

>> No.1625825

But I built this map in doom format, not udmf

And r_flatnumforname is for the ROCK5 texture seen on terrain walls. It says it cannot find that texture.

>> No.1625828

I think you are using flats as sidedefs which you cannot do in vanilla doom. I just opened it in doombuilder under the doom2 configuration and its full of question mark textures but if you open it under a zdoom configuration it looks fine. If you want vanilla compatibilty you're going to have to replace those flats which are being used as sidedefs with actual sidedefs.

>> No.1625830

Ah shit. I liked that texture.

>> No.1625831
File: 38 KB, 458x224, unknown.png [View same] [iqdb] [saucenao] [google] [report]

This one is what I was talking about. Tag 14638 is not a vanilla tag. Not sure what format it is. Might be zdoom.

>> No.1625839

How do I un-ugly GZdoom?

>> No.1625840

Texture filtering: off

>> No.1625842

Turn on OpenGL.

>> No.1625845

what i usually do is to search for specials > 141. 141 is the highest linedef special defined by doom2.exe. this gives:

line 268 type 15406
line 541 type 221
line 689 type 233
line 855 type 24664
line 856 type 24664
line 857 type 24664
line 989 type 13443
line 993 type 24706
line 1101 type 221
line 1107 type 14638

>> No.1625849 [SPOILER] 
File: 61 KB, 248x252, 1400266734077.gif [View same] [iqdb] [saucenao] [google] [report]

Its just something I found on paheal.net

>> No.1625874

thanks mates

>> No.1625880

is hellknight and imp really the only current h-monsters?

>> No.1625929
File: 38 KB, 1007x710, Samsara.jpg [View same] [iqdb] [saucenao] [google] [report]

Almost finished my Samsara run on AV as Duke.

Pic related.

>> No.1625932
File: 438 KB, 356x634, 1393723365323.png [View same] [iqdb] [saucenao] [google] [report]

>over 7k kills

>> No.1625936

>a shit game hoping that because they have nazis as bad guys they can ignore making decent gameplay
Isn't that exactly what Wolfenstein 3D was?

>> No.1625939


>> No.1625951

Wolfenstein 3D had great gameplay when it was released in 1992. It's just that Doom outperforms it in every way.

>> No.1625963
File: 889 KB, 1233x742, cathedral.png [View same] [iqdb] [saucenao] [google] [report]

Okay, where was that anon with the 200 minute compilation gig?

I finished mine. It's an E2 hellbase style thing. Pretty short, and the one room is kind of a piece of shit, but under the time constraints I couldn't really come up with anything better. The final confrontation is pretty heavy though, even though it shares the general layout of a similar fight in one of my other maps.

I think it's best done using a later-game sky or maybe even the Doom 1 E2 sky, and one of the E3 or later-end Doom 2 songs (like D_E3M3, D_IN_CIT or D_ADRIAN) if that's a thing we're gonna be doing, but if not I'm cool with whatever.

Here's the link.

>> No.1625965

Haven't played it for a while but wolf3d was really good

>> No.1625969

Also re: credit, my name is Onslaught Six

>> No.1625989

Hello doom players of /vr/. I am someone who has an interest, I've even so far made two maps I've submitted to the idgames archive. My problem is.... I suck dick when it comes to use of texturing. Any maps you guys suggest I should study to get an understanding of good texture use?

>> No.1625992

What are some good DM wads? I'm gonna be without internet for about a week, and I think LANplay with my bros might help pass the time. I have GothicDM, GothicDM2, and Dwango5.

>> No.1625995

The originals.

Whenever I come across a problem area, I load up any Doom 1 or 2 level (depending on what kind of level I'm doing) that has a similar feel to the level I'm doing, and I rip something off.

Not only is this super easy, but because it's a "recognizable" combination (i.e. from the original games) it will instantly lend an air of credibility and aesthetic to it.

>> No.1625996

Requiem has beautiful textures.

>> No.1626002


thanks guys, its also not just texturing I suck at, it's level layout. I often reach a point where I don't know how to keep the flow of the level going and end up scraping the map. I'll be sure to study these maps.

>> No.1626004

Alien Vendetta is good.
Memento Mori I and II were made for coop play so they might be good too.

>> No.1626005

Crucified Dreams, UDMX, SMDM if you don't mind ZDoom features.

>> No.1626006

He's around. I'm him. Fun level at the end. with the archvile and pit of death.

Though it's not vanilla compatible either. You can't use linedef textures for flats. I can fix it, and substitute something else, or you can.

>> No.1626009

It was okay. Fun for it's time, but I only really play it now for novelty.

>> No.1626014

Where did I use flats as textures? I've always been careful not to do that, where'd I fuck up?

>> No.1626017

I already have those, and lots of other good singleplayer/co-op stuff too.

Thanks. :)

>> No.1626020

Bottom of a door. If you set up DB like pic related it'll prevent you from making non vanilla maps for the most part.

If you go to Mode>Map Analysis Mode, or hit F4 it'll like the errors for your map... It won't list them as errors if Doombuilder isn't set up for vanilla though.

>> No.1626025
File: 20 KB, 436x538, guaranteedVanilla.png [View same] [iqdb] [saucenao] [google] [report]

Forgot pic.

>> No.1626030

too much meat
height is fine though

>> No.1626032

I see where I did that now. DB must've done that by accident while I was pasting some shit or something.

I also took the opportunity to fix all the unpegged doors (something I usually forget all about). I'm still under the limit because I timed it to be done with 20 minutes to spare for fixes, testing etc.

Redownload it now and it should be fixed.

>> No.1626034

fuck, double-check it now, there was a rock flat I accidentally had set on a linedef

>> No.1626038

Anyone know a good texture pack for making maps which its creator(s) won't mind if you use it?

>> No.1626045
File: 26 KB, 436x538, waterudoin.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1626046


I'm partial to 5th Episode and Recoloured Doom

>> No.1626049

Thank you very much.

>> No.1626050

Alright, I got the right config files (GZDoom Builder doesn't include them for some fucking reason) and fixed everything.

>> No.1626058

Well there's an unknown sector tag now... Under the cross. Sector 21. Dunno why that doesn't show up in the map analysis. It doesn't crash until after I walk into the sector.

>> No.1626060

I don't follow these threads much but I'm pretty sure Brutal Doom SE originated here so does it still get updates?

>> No.1626064

I assume it was supposed to hurt you? I dunno. It's the only one I've found.

>> No.1626069

Also, if you're not using GZDoom specific features I wouldn't bother with GZDoombuilder. Just stick with Doombuilder.

>> No.1626072

wtf. Phased lighting isn't a vanilla effect? I swear I remember seeing it.

>> No.1626080

Worked up until the last room. Then got a crash.

>> No.1626086
File: 140 KB, 640x480, 1400274311.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1626089

Got an error. Visplane overflow.
Too complex for vanilla

>> No.1626092

Yeah, just got that testing it in Choco myself. Fucking visplane errors...let's see what I can do.

>> No.1626093

you could just do like what the dmp201x projects have done and release a wad with maps01-xx vanilla, xx-yy boom, and yy-end zdoom

are we caring about strict vanilla or limit-removing?

>> No.1626096

It's getting to be a hassle...

>> No.1626116
File: 344 KB, 1267x713, tspscreen14.png [View same] [iqdb] [saucenao] [google] [report]

Quite a vexing situation we've gotten ourselves into...

>> No.1626117

No, fuck you! I just redid the entire last room to make it not leak visplanes everywhere without compromising the way it looks, if I had to do that shit, everyone else should too.

Also it makes the fight a little easier since you have more spots to hide from the Archie now.

>> No.1626120

>Also it makes the fight a little easier since you have more spots to hide from the Archie now.
I just run out of room after triggering enemies and fought them in a choke point.

>> No.1626125

That is also an option. The cacos come alive a little too fast for my liking; maybe I should make them deaf

>> No.1626134

what, are you gonna fondle the demons to death?

>> No.1626139

Alright, this is final. There was a HOM on the end portal thing (apparently in vanilla you can't have both the floor and ceiling be F_SKY??) and I made the end cacos deaf to change up the fight.

>> No.1626148
File: 38 KB, 800x600, maptest20002.jpg [View same] [iqdb] [saucenao] [google] [report]

Has anyone made dev textures for doom like pic related?
Like textures that have default doom guy height, crouch height, etc..

>> No.1626156

That doesn't look quite grab handy enough to be a fondling pose.

>> No.1626157

Alright. Looks good. All dandy.

There's still one other persons level that's not vanilla compatible... >>1625831

This one: >>1623892 wasn't also, but I fixed it. (simple flat errors, and incorrect linedef numbers). But if that offends you (whoever made it) feel free to correct them yourself and reupload.

>> No.1626174

Also you people should name these things, or I'm going to give them random names.

>> No.1626179

Doom Builder will replace untextured walls with a blank one that says "64x64" and has lines for it, which is pretty useful

Other than that, eyeball it

>> No.1626180

Ew god no, Interceptor already ruined a franchise I loved. No thank you.

>> No.1626181

Mine is obviously named Cathedral Of Pain. Which is a Shadowman reference. (And again, credit Onslaught Six.)

>> No.1626182
File: 845 KB, 3150x1140, playing_plutonia_with_gmota.png [View same] [iqdb] [saucenao] [google] [report]

Are there any mods like Russian Overkill where there's a bunch of weapons you can use?

>> No.1626185

Ya. You're the only one.

>> No.1626187

Not as massive as RO but
Project MSX
Zen Dynamics
And Doom RL Arsenal, of course.

>> No.1626189

I want to play this.

>> No.1626192

Want lots of weapons?

Want weapons that are actually fun to use?
Project MSX

>> No.1626197

So what kind of melee attacks does this person have?

Or is it Mel in some sort of power stance thing?

>> No.1626198

hey there guys, heard you were doing a quick map test for friday. this one isn't vanilla or even has gameplay but it serves a purpose - I am making a different wad and need to know the range of the general limits of the computers on this board, in the terms of number of things you can display at once.

I've already found an easy way to limit the number of things in a level, but the problem is I simply don't know how much to limit them *by* depending on the hardware in question.

If you guys are interested in helping me find out I will provide a test wad. It's less than 15 kb and just spams an increasing number of rockets with ACS, and you can choose when to stop when it gets laggy, and it will give you a number. If you post this number along with your CPU this will help me immensely in knowing how far is too far when it comes to detail relating to thing spam. This will also probably help out other people in the future when making /vr/ projects. if you want to help I will post the wad. thanks

>> No.1626208
File: 2.92 MB, 1920x1080, BALANCE.webm [View same] [iqdb] [saucenao] [google] [report]

What combination of freelook and autoaim do you guys use?

>> No.1626209

They're a bit slower than Mel and their combo strings are a bit fewer in number, but they're more powerful as a result.

Hopefully soon! Also the mapset is Winter's Fury, if you didn't know!

>> No.1626210

Holy FUCK. What mod is that?

>> No.1626212

Russian Overkill.

>> No.1626213

When playing with vanilla weaponry obviously I play it with standard Doom aiming.

When playing with Doom weapon mods I use freelook and no autoaim.

Will that revolver be in the next update too?

>> No.1626216

Yup! It's the new character's sidearm, which I've internally called the "revolvedeagle".

>> No.1626218

Why not freelook + autoaim? Seems like the best of both worlds.

>> No.1626219

>Got to play as Not Mel to get a cool revolver
Well damn it.

>> No.1626226

If I can look around I turn off autoaim.

My aim is good.
It helps my aim too.

>> No.1626228
File: 104 KB, 1024x800, caught.png [View same] [iqdb] [saucenao] [google] [report]

I just tested out sneaking while invisible in chocolate doom. It doesn't work at all.

>> No.1626246

As a whole the partial invisibility seems entirely useless.

>> No.1626250

I put it as a step below useless.

I'd say it's considerably more harmful since it makes projectile attacks harder to dodge.

Scythe 1 used it as the biggest threat in one level with a three Cyberdemon ambush by having you teleport on top of a Partial Invisibility.

>> No.1626253

in zdoom if youre super sneaky w/ your movements monsters won't see you

>> No.1626254

True dynamic lightning or vanilla's ghetto one?

>> No.1626256

I turn that off because it's silly
After all, it's only partial.

>> No.1626259

Whichever fits the levels more.

>> No.1626276

How does it make projectiles harder to dodge?

>> No.1626278

That's because the feature originated in Heretic.

>> No.1626281

it's kinda fun sometimes to see how far you can get into a level w/o being noticed though

>> No.1626282

Normally all monsters shoot directly at you.
With Partial Invisibility the directions enemies shoot at is random.

So you have to start paying attention to projectiles coming in random angles and if there's a wave of them they'll be all over the place.

Also it doesn't disable tracking revenant rockets so you have to consider that too.

>> No.1626285

Ahhh, I had never noticed that.

>> No.1626286

>see the picture that inspired the hell-dame for Hdoom
>first thing I think of is pain

>> No.1626289

It does work well against the zombies though.

>> No.1626298

If I am going to have freelook, I usually turn off auto aim completely. There are a few instances where I will want to shoot a rocket at a target above me and instead it shoots towards some monsters below me, hits a rail or floor, and kills me.

>> No.1626323

freelook disabled with autoaim enabled for vanilla
freelook enabled with autoaim disabled for mods

just find it more fun that way

>> No.1626347
File: 299 KB, 873x705, GamingHeads_-_Doom_-_PainElementalPlush01.jpg [View same] [iqdb] [saucenao] [google] [report]

I recently got one of these.
He's called Baconator!

>> No.1626350

no one seems to care but posting it anyway


Personal Results

Desktop - i5 2500K 3.70GHz 4 Cores, 660GTX Ti
Laptop - i7 2760QM @ 2.40GHz 8 Cores, NVS 4200M

GZDooM (OpenGL)
desktop - 6500 Rockets
laptop - 2500

Zandronum (OpenGL)
desktop - 1800
laptop - 550

>> No.1626363
File: 113 KB, 200x200, DICK KICKEM.png [View same] [iqdb] [saucenao] [google] [report]


>Kicking a cyberdemon right in the ass

I like your moxie

>> No.1626369
File: 6 KB, 321x281, Doomguy is happy while shirtless.png [View same] [iqdb] [saucenao] [google] [report]

just finished Threshold of Pain

>Propely placed custom monsters that fill gaps in vanilla monsters
>Requires jumping but no plataforming
>Maps just keep getting better and harder, wad ends before it turns into slaughterfest
>Good ending boss, although a bit easy
>Cool stuff from playstation doom


>> No.1626385

I'm still waiting for TOP2

>> No.1626386

Does anyone else have a problem were they can't drop their armour in RLArsenal? Maybe I'm just being stupid and not realising you have to use or equip each item when you pick it up though.

>> No.1626390

Select armor
Push use item button
Click drop button

>> No.1626393


>> No.1626403

Oh right. I'm a complete idiot, thank you.

>> No.1626405

Making new thread

>> No.1626425

Thank you for this post. It's looking really good so far.

>> No.1626448



>> No.1626575

Agree and disagree. I like the post-"death" danger of enemies, but I think it should be rarer (and maybe deadlier), and their hitboxes need some depth (as in the depth that sprites lack, but I don't know how hitboxes in zdoom work, so I might be asking for something impossible).

But, I mean, you have extremely strong melee as well, you have abilities that send enemy monsters in knockdown states, nut-kicked states, headshots, somewhat stronger weaponty than vanilla doom, and... Well it's a 9 foot tall fucking skeleton with rocket launchers mounted on it's shoulders, charging in for a fistfight is probably a suboptimal strategy in reality (I know, >real life, >doom)...

It's not bad, it's different. I, for one, think besides it not playing nice with 99% of other good mods (for legit reasons, and for LOLSPAGHETTICODEHOLESHITWHATSACVAR reasons), and its idiotic fanboiz, BD is an excellent, excellent mod, and BD/BDSE/BDEE have given me hours upon hours of joy.

>TL;DR you have some slightly valid balance complaints
>man I wish aspects of BD could be broken apart so as to make them play nice with other mods
>or patched/made as modules for said mods
>DRLA/M, DRPG, TUTNT or similar maps, persistent character progressions a little tuning, BD gore/physics/AI/kick
>anyone else's dick jump a little? Seriously, that sounds better than 99.9% of AAA titles
>maybe voxelize enemies so vertical combat could be a thing, sprites are pretty and efficient but they suck for vert maps

>> No.1626585

>from skelly (literally) to fatty
>I feel like this could be a /fit/ meme

>> No.1627783

>/vr/ in charge of working torrents

>> No.1627783,1 [INTERNAL] 

Less talking, more HDoom development.

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