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1695173 No.1695173 [Reply] [Original] [archived.moe]

Doom thread (Last thread >>1683242)
(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 Nov.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.1695175


-Doom 4 Trailer here. It's damn true. http://www.youtube.com/watch?v=0C4F1h-HSXU. Further details will be shown at Quakecon.

-Doom 2: In Name Only represents everyone's wishes of playing the Doom 2 maps in a more literal way. Check the dev. thread here. http://www.doomworld.com/vb/post/1124737

-Metroid Dreadnought IS OUT! GO GET DEM TUUUBES - http://zandronum.com/forum/showthread.php?tid=4561&pid=61847#pid61847

-DoomRL Arsenal got updated too - http://forum.zdoom.org/viewtopic.php?f=19&t=37044

-Also The Space Pirate got an update! Check the latest ver. here! https://drive.google.com/file/d/0BxbbtKR5bll_anFPaVhUQVZqcnM/edit?usp=sharing And be sure to check this tutorial https://www.youtube.com/watch?v=mrFF8LCZw5Y

-Some anons are doing a 200 min. speedmapping challenge; vanilla compatible (Doom 2 format), no custom textures and MUST be done in 200 mins and have an exit; ask in the thread f/details!

-John Romero was present at GDC and a kind anon set him up a LAN in Zandronum (yes, you read that right). These are some of the matches! http://www.youtube.com/playlist?list=PLXkipPv0b4KMKE7z3WwlYYUCDLACNoYfE. He 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 AGDQ 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. ALSO, don't forget to watch this year's Summer Games Done Quick, as it's going to feature Doom 64 and an Ultimate Doom race! Check the schedule here http://bombch.us/bJz

-HDoom has its 5th techdemo! happy now? http://www.best-ever.org/download?file=m12-hdoom-techdemo5.pk3

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

>> No.1695182

AHUHUHUH, messed up the last thread link again, my bad.


>> No.1695190
File: 20 KB, 408x272, DMC-12.jpg [View same] [iqdb] [saucenao] [google] [report]

DoomRL Chests : Back to the repostan edition

Kinda makes it easier with more ammo and mods to go around, almost cheating even...
-Replaces Stimpacks, Medikits and Berserker Packs with chests.
-Chests drop various goodies, but also guaranteed to drop what they replaced.
-Explosive barrels maybe replaced with barrels that drop loot or remain the same (making "Barrels Of Fun" really fun)

Up next;
*Replace Health/Armor bonus with random junk since they drop from chests too.
*Moar chests (as in a certain type of chest reward certain kind of items, instead of sprinkling different kinds of items) and graphix for different sizes of Demon Chests.
*Lootable decorations.
*Prevent "loadsa pistols"

Works with DoomRL 7.1, load last, all in decorate so it might even be save compatible, pk3 so rip stuff if you really want... etc. etc.

>> No.1695191

>That schedule link

what the fuck

>> No.1695198

so how would you do a full on fight against Baphomet (aka the icon of sin)? how would it fight? how would it look under all that tech shit?

>> No.1695201
File: 79 KB, 479x350, Tourettes-Guy-DVD-1-tourettes-guy-18948847-479-350[1].jpg [View same] [iqdb] [saucenao] [google] [report]






>> No.1695208


>> No.1695210
File: 10 KB, 342x342, 41EbL5FZq4L._SX342_.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1695212

I don't think the Icon of Sin should actually be a battle.

I think if you are going for a boss fight it should be something new itself.

I don't think the Icon of Sin is baphomet either.

>> No.1695213
File: 38 KB, 523x332, Laughing boners.jpg [View same] [iqdb] [saucenao] [google] [report]

>IMX nigging things up again


>> No.1695214

>that fucking schedule link

>> No.1695217


>> No.1695226


>> No.1695227

Final Doom isn't canon.

>> No.1695229

it needs the boobs, just make it absolutely freakish

>> No.1695230
File: 182 KB, 1600x1106, Chicken-+here%2527s+lookin+at+ya[1].jpg [View same] [iqdb] [saucenao] [google] [report]

at least there's a news post this time.

>> No.1695231

Does GZdoom require a more then sub par graphics card? I'm playing on an old computer and am getting fatal error on start up

>> No.1695234

Needs OpenGL support, one of the newer ones.
So you'll have to go with ZDoom probably. Or PrBoom+

>> No.1695236


does Prboom+ support multiplayer?

>> No.1695237
File: 47 KB, 500x670, dog nugget.jpg [View same] [iqdb] [saucenao] [google] [report]

Repostan from last thread

Whenever I try to load DoomRL Arsenal in GZDoom, I get met with
>"Script error, "DoomRL Arsenal Beta >7.1.wad:DECORATE" line 7112:
>"DONTDRAIN" is an unknown flag"

Am I making some kind of common mistake?

>> No.1695238

oh hey that's the romero image i put on one of my posts on tumblr
glad to see you liked the post, IMX

>> No.1695239 [SPOILER] 
File: 522 KB, 960x540, 1402967253884.png [View same] [iqdb] [saucenao] [google] [report]

Rule 63 Marty confirmed for brawl.

Anyway, Stapler-san? Mike? Mystical? I'm still down for doing those voices! No pressure though!

Well that's one way to get them in bed Mel...

>> No.1695240

has anyone made a sprite version of the Guardian of hell?

>> No.1695243

i can't wait for the next time the PSN version of doom goes on sale. I only have $10 in my account, so I need to wait for it to go under that value. Has it ever?

>> No.1695245 [DELETED] 


>> No.1695246

No idea man. If it does it's probably ZDoom mode, activated by the console.
Get Zandronum if you want MP, run it in software mode.
Though a lot of mods require OpenGL.

>> No.1695250


You need to update your GZDoom.

>> No.1695254

grab the one at the top

>> No.1695258

we already have chinese tony danza (the voice behind brutal doomguy) lined up
if he doesn't come through tho then we'll hit you up

>> No.1695265

when is space pirate getting updated? pull rank and tell the other fella that tsp comes first before secret projects

>> No.1695271

+1'ing the guy who suggested a wall of ahegao faces to replace the tormented ones

>> No.1695272

Yuri? Noice.
Energy punches? Just as nice.

Unless this is midpull in which case darn.

I just want a mod with the God Hand

>> No.1695275

Could you please actually use inheritance? This addon will screw with shit the moment I update any of the items you've made weird duplicates of.

>> No.1695278

Hopefully soon! Honestly besides fixes there's not a lot for Scrobro to do right now. And I'm working on a bunch of stuff outside of Doom as well at the moment.

But hey! I promise* that you won't experience the "Great TSP Drought of 2014" ever again.

This is midpull! I'm thinking about making a compatibility patch but I need to do player sprites first and...well, it's gonna take a bit to do those.

>> No.1695281

Is there a mod that improves vanilla sounds and sprites? And makes them more responsive? Not just smooth them, revamp them. Kinda like BD, but without the crapton of blood and shit.

>> No.1695283

YHOLL! The legends spoken by the mystics were true, you have arrived!


>> No.1695284

Eric's working on "gunmod" which does that.
And ijon has dakka.

>> No.1695287

I'd settle for a God Hand mode in TSP

>> No.1695289
File: 11 KB, 488x300, SPIT AND SPUTTER.png [View same] [iqdb] [saucenao] [google] [report]



Holy shit, hi.

>> No.1695290

I'll just post this for you folks that missed it.
There was a small update for Hideous Destructor.

>> No.1695291


I might post here every now and then, I just didn't want to fiddle with stuff till I knew what I was doing.

>> No.1695292

Dakka changes how all guns behave big time though.
Like I wouldn't call it a revamp, more of a total overhaul.

>> No.1695293

gunmod's weapons actually come from Paul's cancelled "Stomper" project. The scripting is all mine though.

>> No.1695294
File: 651 KB, 440x247, 1366327567931.gif [View same] [iqdb] [saucenao] [google] [report]


Fucking hell, welcome to the crew, man.
I love the shit out of DoomRL arsenal, you did at least ten kickass jobs with it.

>> No.1695298


get back to work on TSP, slacker ;p

>> No.1695303

Oh noes, the prophetical Yholl has arrived to smite all the peoples and agitate all the revenants!

>> No.1695304

Heh, thanks for the welcome.

>> No.1695305 [DELETED] 

yo srg did nothing wrong
dont bully her!!

>> No.1695306

Any betas or something yet?

>> No.1695307

Since the creator himself is here, and I'm a total dipshit, mind if I ask how I should set up my keyboard to play DoomRL Arsenal?

>> No.1695308

oh shit
oh fuck
oh shit
we're getting all of the mod gods

>> No.1695313

i make no guarantees as to the quality of this project

i may or may not have blatantly reused burl tumd's pistol code

please understand

>> No.1695315

Not him but I'm positive more than one /vr/doomer uses google drive.

>> No.1695316


yholl did you beat DoomRL?

>> No.1695317

umm kinda new here.... I humbly ask who are these people and what have they done?

>> No.1695319

>impling all of the mod gods didn't normally hang out in #vr before this

>> No.1695321

>Yholl=DoomRL Arsenal

>> No.1695323

He IS the DoomRL.

I made Doom RPG.

>> No.1695326

Yholl made DoomRL Arsenal, which basically turns Doom into a semi-roguelike with randomized weapon pickups, mod packs, and classes, and etc. It's one of the greatest new mods for ZDoom and is easily a great contender for cacoward.
Kyle873 made DoomRPG, which...well, turns Doom into a semi-RPG, with upgradable stats, bonuses, and etc etc.

Both can be combined into the coolest damn experience in Doom for a while.

>> No.1695327
File: 42 KB, 498x498, speedrunned.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1695328

I dunno.
I've got Drop Item set to Q
Reload to R
Armor Special to C
Remove Armor to V
Remove Boots to B
Change HUD Page to M
The Assmblies page to ,
Armor/Mod Info to .
Inventory stuff to my extra mouse buttons.

That's my set up, maybe it'll work for you too.

>> No.1695334

terminus and ijon are really good
but it's been a while since we had someone really reputable come hang with us lowly anon faggots

mark doesn't count and magsigmax only hung for maybe a day or two

>> No.1695340

That works great! Thanks a bunch, Yholl.

>> No.1695342

Can I get a rundown of the names that are associated with /vr/?

And not just "this guy" and "that guy", but project names would be cool, even better if a more complete list than most recent. I know Terminus is behind Dreadnought and Samsara, but would like to know what he did before, for instance if possible.

>> No.1695343

So which ZDoom mods that are incompatible with the current version of Zandronum will become compatible with Zandro 2.0?

>> No.1695347

Has anyone arranged Final Doom TNT's score?

>> No.1695348

>He IS the DoomRL.
No, I mean, the actual roguelike.
>mark doesn't count
Not the biggest fan of the guy, but I disagree.

>> No.1695351

>but would like to know what he did before, for instance if possible.

I worked on ZDoom Wars with Repo Man before Samsara.
I have a small slew of other projects, like BUTTPAIN and the Ranger, the latter of which was my first published mod.

>> No.1695357

PSX/64 Doom sounds



>> No.1695360

Much obliged, thanks.

>> No.1695362

cool! where are they published, on zandronum forums? what was the last version of zdoom wars you were involved in?

>> No.1695363

D64 has better sounds for the pistol and chaingun. I prefer vanilla's to the others.

>> No.1695365


well there's me, I'm working on GMOTA, the only thing I can recall off the top of my head that Term also made in the past except for the Ranger mod, Mike12 who's responsible for some good spritework and H-doom Stapler-san is also helping with that, Ijon who's code can be seen in a shit load of mods out there, also making DAKKA.

Vince, who's behind Dakkamonsters and eventually GMOTA-monsters. Eric who made BURL_TUMD and Gunmod, the last person that immediately springs to my mind is Scroton, and he made Fractal doom, and also gave me the idea of transforming weapons.

They're all pretty cool peoples.

>> No.1695368

Why is the AGDQ news still in the news post while news about actual doom community events is getting phased out?

>> No.1695370

Because SGDQ is coming up.

>> No.1695371


Buttpain: http://zandronum.com/forum/showthread.php?tid=4559 - April Fool's mod I made. Zandronum-only, sorry.

Ranger: http://www.doomworld.com/idgames/?id=16660 - Read the comments for extra fun.

ZDoom Wars: http://zdwi.neszone.net/zdoom-wars-i-v2-9b/ - This was the final version I was involved in, but at that point my involvement was just making pretty pictures.

>> No.1695374

Apparently I've beaten the Mastermind twice, and Ao100 once, all on medium.

I'm not very good at it, hehehe.

>> No.1695375

thanks for the quick replies, I'll definitely be checking these out

>> No.1695379

Jeez, what's with all of the mod devs crawling out of the woodwork all of a sudden? Is it a special occasion?

>> No.1695385

I found someone's lack of inheritance disturbing.

>> No.1695391

as a person currently playing doom for the first time with hopes of being a modder both big and small, what advice can all you greats give me

>> No.1695393

People told me people talk about Doom RPG here, so I figured I might as well hang around and stuff.

>> No.1695394

Hello Doom thread.

I'm wondering if someone can recommend me a source port that aims for vanilla compatibility that isn't Chocolate Doom. I don't play too many wads (and those that I do usually are vanilla/Boom-compatible) and really the only reason I want to switch is the -fast bug.

Basically, I'm wondering if there's a source port that's vanilla Doom without the vanilla Doom bugs. I'm looking at PrBoom at the moment, which I've never used, although I'm pretty familiar with Boom.

>> No.1695395

>all of a sudden

Buh? We've had modders here with us for a while.

>> No.1695401

I know, but there just seems to be a rather large influx of them showing up all at once, and some who are completely new here.

>> No.1695402

PrBoom+ (not PrBoom) is the way to go, you can play boom maps with it too, and play all boom or vanilla demos.

>> No.1695405
File: 439 KB, 560x560, 1402965721151.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey, Term, what was the mod shown in the Buttpain trailer that had 50 Cent with a Minigun?

>> No.1695407

PrBoom+, I think.

>> No.1695410

Cool, what's the difference? I really dislike the appearance of OpenGL and otherwise graphically enhanced ports (in fact, that's what I'm trying to avoid).

>> No.1695412
File: 302 KB, 1000x1000, 1402328942158.jpg [View same] [iqdb] [saucenao] [google] [report]

Neato. Well, welcome to /vg/.
Here's your commemorative Cacodemon.

>> No.1695424

bugfixes and stuff.

PrBoom+ has an opengl version too (like PrBoom.) Both .exes are included in the download.

It's also worth noting that ZDoom doesn't have graphical enhancements unless used with mods that use them.

>> No.1695426
File: 74 KB, 500x596, 1402294630600.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1695427


I decided being dead sucked so I came back from the grave. Besides I needed to actually get GMOTA finished.

>> No.1695431


Be objective to your own work. Take a long hard look at something and think about how it would/wouldn't work.
Look at other mods and see what you like/don't like. Be able to properly articular what you like/don't like about them in objective terms--not so you can discuss them with other people, but so you can look at what seems fun and good and pick up from there.
Test early, test often, test with others.
Don't mod to be famous. Mod to have fun and make something fun.
Aim for high expectations, but work to achieve reasonable goals.

>> No.1695432

How goes the progress anyway, mate?

>> No.1695435

>It's also worth noting that ZDoom doesn't have graphical enhancements unless used with mods that use them.
And can be played with vanilla compatibility mode.
For maps that have tons of monsters though, PrBoom+ is better.

>> No.1695440
File: 23 KB, 189x198, 1384362516754.png [View same] [iqdb] [saucenao] [google] [report]

got to admit I actually laughed at that one even though I knew it was wrong

>> No.1695448

I believe you if you say it, but both PrBoom+ and ZDoom end up looking quite obviously different than Chocolate and Doom 95 (static reference point). Perhaps I'm just looking in the wrong place.

>> No.1695450

so I'm looking into getting doom 3 for the classic mod, how far does the classic mod go into the old level recreations? I might also grab a weapon sound mod because damn the weapons sound shitty in the vanilla doom 3

>> No.1695453

can you play brutal doom for ZDoom?

>> No.1695454


well seeing as I've decided other big things are gonna wait for future updates, all I wanna do for v0.9.1 is:

>Get new HUD icon for earthshaker bomb
>Get HUD icon for scatter grapple
>Get a power up/down sound for the arm cannon
>get new sound for scatter shot
>add some more flamey/woosh sounds for the blaz shot charging
>add food barrels, mystic wine and arcane chicken

>> No.1695457


Also ZDoom isn't vanilla or boom demo compatible, or even demo compatible with different versions of zdoom.

Personally I keep PrBoom+, ZDoom, GZDoom, Zandronum, and Chocolate Doom all installed, then install eternity or legacy depending upon if I hear of a good mapset for one of them.


Also when configuring PrBoom (the .cfg file included in the download) don't set mouse sensitivity to 255 right away, that's much higher than any other sourceport allows from the menu. I have it set to 30. If you want mouselook only (no movement) set vertical mouse speed to 0.

>> No.1695462

The only real difference should be lighting and resolution. I don't mind hi screen res but some might, you can adjust it in both though.

As for lighting, in PrBoom go into the .cfg and set gamma or usegamma (I forget which it is) to 0, default is 3.

In ZDoom there is a gamma slider and different lighting modes, some darker or ligher than vanilla doom and one that aims to be the same.

>> No.1695463
File: 104 KB, 800x600, 1289418303074.jpg [View same] [iqdb] [saucenao] [google] [report]


Some generic zombie survival mod called Zomb8. I don't know if that's actually the name, but it's what the titlescreen narration called it and is what the filename is, so.
Whoever made it put a lot of work into it, but it was so droll and boring I gave myself some new weapons, chopped up the ACS, put in a new mugshot, increased the player speed/stats, and recorded it.


Or don't, it's not very good!

>> No.1695465
File: 32 KB, 239x252, 1402436732158.png [View same] [iqdb] [saucenao] [google] [report]

Thanks, Term.

>> No.1695468
File: 158 KB, 640x480, yaygamma.png [View same] [iqdb] [saucenao] [google] [report]

>default is 3.

>> No.1695472

>but both PrBoom+ and ZDoom end up looking quite obviously different than Chocolate and Doom 95
How so? Gamma?
Speaking about, even the damn speedrun vid has gamma up the ass, goddamn.

>> No.1695473

>arcane chicken
I'm hyped already

>> No.1695476

What's a good set of maps to use with DoomRL Arsenal? Good Co-op wads would be a plus, too.

>> No.1695480

Memento Mori 2, to both questions.

>> No.1695483

It only goes for the first Episode.
Then again, it's been over a year since I last played it, so it might have updated and got more maps.

>> No.1695489

I lowered the gamma and it looks better. I can't get the game to run at 320x200 without going into a tiny window, so there's that. The lighting also seems off, but I'm not knowledgeable enough about it to make a declarative statement. Maybe some comparison shots are in order.

Are there any settings in the config that are especially relevant?

>> No.1695504

>me in charge of not bumping depleted threads


>> No.1695505

Also I'd like to hear peoples' thoughts on this:


>> No.1695507

I am all for it.

I don't think it would ever happen but I would not be against people making mods that they'd like.

>> No.1695513

non sexualized is hard, as demons are all about vises, so it's either sexy demons or hags

>> No.1695516

my dream is an all futa mod, player and demons alike, just my own personal fetish

>> No.1695518

What version of Brutal Doom works with ZDoom?

>> No.1695519
File: 189 KB, 456x628, 134505454039.jpg [View same] [iqdb] [saucenao] [google] [report]

Still here..
Still waiting

>> No.1695521

What do you guys have in your autoload?

>> No.1695525


You're loading the mods in the wrong order.

>> No.1695529

I just downloaded Unloved 2. Can't seem to get it to load up, though. It just dumps me at the starting level of Doom 2.
Am I doing something wrong?

>> No.1695535

Unpack it.

>> No.1695539

I'm going to need SLADE to do that, right?

>> No.1695554

What? No.
Just unpack it so it's just a PK3 instead of a rar or a zip.

>> No.1695559

Oh. Well, I did that already. It seems to load fine, but when I start it up, I just get normal Doom 2.

>> No.1695573
File: 641 KB, 1920x1080, Screenshot_Doom_20140616_221113.png [View same] [iqdb] [saucenao] [google] [report]

>Going Down

Now THIS is a proper slaughterwad

What the fuck is with this music, though

>> No.1695576

>What the fuck is with this music, though
It's cyriak, that's what.

>> No.1695578

>non sexualized is hard, as demons are all about vises, so it's either sexy demons or hags

That's not very good reasoning. I don't see why it's not at all possible to view the demons as animals, biologically speaking. The females don't necessarily have to have sexy hair and child-bearing hips to be represented as such. They don't even necessarily have to have humanoid faces to appear female. All it really takes is some knowledge of basic human anatomy mixed with some idea of the implied anatomy of the monsters. I could see this being quite feasible.

I also didn't specifically say demons. By "monsters" I was also including the former humans.

I'm not demanding someone make this because I'm too lazy to learn to sprite myself (which I actually am). I'm just asking if someone's done something like this before.

>> No.1695579

>cyriak's music for a slaughter wad

Oh my god this is too perfect. Could I get a link?

>> No.1695581

I don't mean he just used the guy's music, by the way. Cyriak's actually the author of the mapset. There's confirmation on his twitter if you don't believe me.

>> No.1695582 [DELETED] 

I know this is just bait, but fuck...

>> No.1695587


What's the filesize?
If it's not 67.8 megs, it's possible the download stopped early.

>> No.1695591 [DELETED] 

>not liking the second most pure love in this plane of existence
And before you ask what is the first most pure love,that's /ss/

>> No.1695595

Does anyone know if there is an episode 3 of Going Down? I'm loving it so much, been playing with RL arsenal.

>> No.1695601

>that's /ss/

Can't argue with that.

>> No.1695603

From the above Doomworld link:
>I'm currently working on map23, hopefully I'll get the last episode done in the next month or 2... or 3

>> No.1695605
File: 25 KB, 402x402, wtf.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1695606 [DELETED] 

that's for people that didn't get over oedipus complex

>> No.1695609

Even better! That dude's batshit crazy imagination sounds fucking perfect for Doom.

The only thing that could be better is if he tried his hand at making something similar to Sky May Be, haha.

Please tell me this exists too.

>> No.1695610

As far as I know the only other thing he's done is The Eye, a map so fucking hard it still doesn't have a UV-Max run on Youtube.

>> No.1695612

No shit, I had no idea.

>> No.1695613

i think there's a female former scientist in reelism, but that's about it.
basically, if you want the monster to fit with the rest, you don't have many pixels to work with, so without an unique concept you will end up with something either parodic or basic, and a and in a parody a female will always be at least a little sexualized (gotta identify that it's a female at the first glance)
and let's be honest, unless it's some really sick shit a few people will be like "damn, i'd tap that", sexualized or not

>/ss/ more pure than loli yuri
let's agree to disagree

>> No.1695614

>armor special C
Damn,you and probably everyone will hate me for this but i have C binded as Crouch so i do this
Drop item/weapon-Q
R for Reload
Armor Special-T
Drop Armor-Z
Drop Boots-X
Armor info-V[change page-B]
Inventory is the default keybinds for change item because i am a masochist and my mousewheel doesnt work,otherwise i would put it there,and Mouse wheel button is item use

>> No.1695621

>implying this always pertains to parental figures


The reason I'm into this is because of my lack of an older sister figure throughout my childhood.

>> No.1695629

+-More variety on enemy sounds[Pinkies,Barons,Hell Knights and the Cyberdemon have the same OUGH sound when you hit them hard]
+Plasma rifle sounds more powerful
+Arachnotron death sound is badass
+- Monster sounds are actually badass
++Chaingun sound way,WAY BETTER than Original chaingun[and in Doom64 it looks better],Shotgun sounds more powerful and the BFG9000 sounds more destructive than the original BFG9000
-No variety,the OUGH sound that enemies do will be on a lot of enemies
-Cyberdemon doesnt have his iconic roar when he spots you
-No Archvile,Revenant and Spider Mastermind sounds

>> No.1695631

The Doom RL Arsenal Monster mod has a few female former humans, but that's not a whole lot.

>> No.1695632

oh right, i almost forgot about those

>> No.1695649
File: 702 KB, 1050x1400, GetCreative.png [View same] [iqdb] [saucenao] [google] [report]

Let's see how well this goes over.

>> No.1695653

1 month to quakecon
my heart can't take it

>> No.1695656



>> No.1695661

Damn SGDQ already, seems like AGDQ was yesterday. Both runs should be sick assuming that the race is evenly matched between Dime/Kubel.

>> No.1695670
File: 67 KB, 640x480, First_3D_model___incomplete_by_Diaboy.jpg [View same] [iqdb] [saucenao] [google] [report]

>6: Puzzle

You are in a room full of corpses, without weapons, and an archvile is slowly coming along his way and will arrive in one/two minutes.
In this room you have to look around the room and find out what sector looks off, what texture is misaligned, what decoration is colored wrong, etc--behind there is a secret infinite-ammo Super Shotgun, which you then must use to kill the Archvile and whatever others he revives.
On killing them, the level ends and you move on to the next.

>> No.1695675

I have something for every one of these.

>> No.1695678


>> No.1695681

Rollin rollin rollin

>> No.1695689

Oh boy...

I was thinking a kart racer.
However, using chasecam, you get your behind the car perspective, and in first-person, you get a cockpit perspective, with the cockpit appearance changing depending upon vehicle.

One of each ammo type is scattered among the track, respawning after each lap. You can only hold one ammo at a time. You can use it against only one other opponent (unless you get another ammo during the lap), and it homes in on the opponent nearest to your crosshair up to a certain distance.

Hell theme tracks, techbase themed tracks, WWI trench tracks/WWII theatre tracks/Wolfenstein tracks. Urban tracks a la Duke Nukem 3d.

>> No.1695691


>> No.1695692
File: 66 KB, 680x657, 1912631863.jpg [View same] [iqdb] [saucenao] [google] [report]

You are a generic anime-style martial artist with mastery over their ki. Primary fire is melee attack, secondary fire is your martial art's ki specialty.
Your weapons are not guns, your weapons are instead ancient mystical scrolls detailing martial arts long lost to man, and each martial art specializes in a simple style. Say, the Chaingun martial art behaves like a chainsaw with its melee while its ki blasts are rapid-fire, while the Rocket Launcher martial art allows you to charge up your fist MSX-style for the melee or launch destructive beams of energy.

>> No.1695693

why not make an ultimate doom wad with 4 episodes, each using one of these concepts in every maps

>> No.1695697


I would totally play these.

>> No.1695698


>> No.1695701



>> No.1695707


First-person brawler.
Left Punch, Right Punch, Kick, Hold, Block, and Berserk-pack-special.
Combos can be used to perform Brutal Doom-like fatalities.

Destructible Things like Trashcans, trees, signs, and other decorations, will contain hidden items as necessary, like health.

Each enemy drops items worth points (like coins or something).
At either the end of each level or a "shop" in a hub, you have a chance to purchase new combos/fatalities to perform, or misc bullshit like skins to unlock.
Like God Hand.

>> No.1695712

Shit, really? Uh... it's a game where you learn about the anatomy of each Hellspawn. You basically watch a slideshow that explains each part of the demon's inner workings in the most disgusting, unholy way possible.

When the slideshow's over you will play through a map that recreates the inside of said demon. To progress there will be points where you have to answer questions you learned about in the slideshow, i.e. "does this organ digest the souls of the damned or boil them?" if you answer wrong, a whole fuckload of monsters gets dumped on you.

So it's basically a quiz with gameplay, and there's one map for each demon.

>> No.1695713
File: 691 KB, 1280x800, Screenshot_Doom_20140601_163057.png [View same] [iqdb] [saucenao] [google] [report]

I was actually trying to make a space-ship simulator in GZDoom.

A tad difficult when the engine doesn't actually do 6DOF. But having things like flying, gravity, air control, movebob, and stillbob, help make it convincing.

Ripped off the HUD from Descent as a placehodler.

>> No.1695714
File: 317 KB, 700x467, bar_fightCOLOR.jpg [View same] [iqdb] [saucenao] [google] [report]


Bar Brawl, a multiplayer mod where you and a friend/enemy/whatever are put in, well, a bar brawl. The crowd surrounds you, and if you try to escape, they push you back in.
Fire attacks, secondary blocks.
Scoot around to try and pick up whatever you can as a weapon (plank? beer bottle? chair? pool cue?), which does a lot more damage and defends better but swings slower and breaks after one hit.

Whoever knocks out/kills the other person first wins.

Could probably adapt this to multiple people in an LMS-style.

>> No.1695719

kinda like the bar fight in the first level of action doom 2

>> No.1695721


Fine. Roll it.

>> No.1695723



>> No.1695725
File: 149 KB, 526x454, 324526.png [View same] [iqdb] [saucenao] [google] [report]


Okay, fighting, let's go for a scrolling brawling game:

How about a medieval hack and slash with a bunch of different sub weapons, powerups, and playable ch-

God damn it I think this has been done before.

>> No.1695727
File: 329 KB, 566x800, finally_by_cottonvalent-d65kna8.png [View same] [iqdb] [saucenao] [google] [report]

Turn the lights off and silence the music. Replace all demons with different types of zombies. All the zombies you kill are stored in an ever-increasing variable.
Every time you get in a new level, ghosts of all the people you killed will spawn throughout the level, noclipping and slowly getting closer to you--upon touching you, your soul gets sucked out and die.

>> No.1695729

Ah, you're right. Download came to a halt.
Pardon my stupidity, and thank you very much.

>> No.1695730

something else then you buttmunch

>> No.1695734

For the sake of the post, I will use a name. Sorry I couldn't get on earlier. If it is too late, I understand, but I am willing to run a few levels of DTWID if it interests anybody. I will try to continue the DTWID game tomorrow, if not right now, at preferably 8 PM EST, though it is up for debate. And to VoxelBro, i love you man, pls forgive me

>> No.1695736


What's keeping people from just not killing any zombies?

>> No.1695738

Do you really think you could go through a level full of shotgun/chaingun guys without even one dying, even if just from infighting?

>> No.1695757
File: 781 KB, 1680x1050, Screenshot_Doom_20140616_214503.png [View same] [iqdb] [saucenao] [google] [report]

I was also working on a first-person remake of the light gun game "Aerosmith - Revolution X."

Bit off a bit more than I can chew considering I can't make maps for shit.

Made some cool TITLEPIC and CREDIT graphics for it though and had Eat The Rich to replace D_RUNNIN

>> No.1695760

Let's roll

>> No.1695761
File: 69 KB, 1027x802, temp.png [View same] [iqdb] [saucenao] [google] [report]

Another 200 minute map hot off the presses. Enjoy, won't you?


>> No.1695765
File: 99 KB, 832x1088, scrap981_a.jpg [View same] [iqdb] [saucenao] [google] [report]

Arachnotron-chan resents all the attention all those hourglass shaped Doom girls are getting.

>> No.1695768

yes, the spider demons totally need to be utter geeks

>> No.1695772

With pear-shaped/chubby body shapes

>> No.1695773


are you guys ready to getrekt

>> No.1695778
File: 616 KB, 658x150, dkroster.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.1695780
File: 654 KB, 500x476, 1401322840732.gif [View same] [iqdb] [saucenao] [google] [report]

Ooh, I've got one:

Has anyone done something along the lines of Tamagotchi in Doom?

Adopt a demon (and not just a pinky) for a pet, feed it, water it, bathe it, clean up after it, play with it, buy it accessories and toys. Random events that can boost the bond with your demon. Enter it into competitions like races and fashion shows. Stuff like that.

>> No.1695781
File: 156 KB, 1280x720, Watamote-OP1-Large-01.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.1695783

This would be cool as shit and I would love to see it.

>> No.1695787


Thanks, mang. I've been looking for this for a long time, ever since Wadhost and Skulltag went down.

>> No.1695797

Finally posting some more content, this time a video testing out some new sounds for the Blaz shot


>> No.1695798

Perkristian HQ sounds and a few crosshairs. Das it.

>> No.1695802


>> No.1695807


Right now, just a .pk3 I whipped up to replace ZDoom's default secret noise with the one from Quake.

>> No.1695815

Purely from an asthetic stand point, what is your favorite version of your favorite monster?

>> No.1695816
File: 1015 KB, 1920x1080, Screenshot_Doom_20140617_003638.png [View same] [iqdb] [saucenao] [google] [report]

Oh jesus

>> No.1695818
File: 681 KB, 1280x720, Screenshot_Doom_20140617_013835_01.png [View same] [iqdb] [saucenao] [google] [report]

What does /vr/ think of hi-res textures?

>> No.1695819

What if instead of the icon of sin, we fought against sin herself, the daughter that lucifer birthed from his head

>> No.1695820

I don't like them.

Doesn't matter how HD you make the textures, the sprites are going to be the same quality as they always are.
Makes them stick out much more as a result. In a bad way.

>> No.1695823

They don't mesh well with Doom's low poly architecture.

>> No.1695824

This, you gotta preserve the timless quality

>> No.1695827

What about HD monsters

>> No.1695828

They don't look so good and nobody has made a really nice set of HD monster sprites yet.

>> No.1695830

HD sprites is where you need to pull a design overhaul, the old sprites were made with the graphics limits in mind, I'd love to see sprites of the Doom 3 designs

>> No.1695831

Smooth Doom.

>> No.1695832

They already made a Doom 3 sprites mod.

It looks fucking ugly.

>> No.1695834
File: 554 KB, 1280x1024, hh.png [View same] [iqdb] [saucenao] [google] [report]

They usually are somewhat jarring, but it's generally way easier to make a HD texture work decently well, as opposed to a highres monster or player skin that has to have rotations and animations.

>> No.1695846

someone should make a multiplayer version of buttpain where players control the monsters.

>> No.1695849

I ment good ones, not just screen rips turned into sprites

>> No.1695850


So...Ghouls VS Humans?

>> No.1695853

Hypothetical, let's say hell turns damned souls into demons, now pick some nasty from history, what sort of demon do you think they became?

>> No.1695856

Where are the organizers? Where are we with this?

I might be interested in doing another one tomorrow but I wanna see where we are first

>> No.1695857

no, you could kill the monsters in ghosts versus humans and it wasn't really atmospheric or scary.

>> No.1695859

And big juicy spider abdomins

>> No.1695861

Hmmm now there's a mod... Left 4 Doom, selectable demons vs 4 doom guys, in any of the maps with a hord of small fry back up

>> No.1695865

and every once in a while it chooses a demon player at random to be a cyberdemon

>> No.1695870

Or a mastermind, can't forget the brain, there would need to be a reson to pick knight over baron

>> No.1695872

make barons slower. also i'm not sure if a mastermind would be very intuitive considering how much space it takes up and how annoying it'd be to get around, it'd already be hard enough playing a cybie,

>> No.1695897

Right, forget that mastermind is bulkier, still this all has precident with the playable monsters mods

>> No.1695902

One of them is only up during the US nights. Aussie or something I assume. He's the one who's set the level order. I think level 20ish is still open, so I'd make a level with that in mind. There only a few slots left, I know that much.

>> No.1695940

hi. as it happens i'm just preparing a new test build. give me a few more minutes.

>> No.1695949
File: 64 KB, 320x240, rip_n_tear_huge_butts.png [View same] [iqdb] [saucenao] [google] [report]

Gray pixel on one of the h-doom pinky's sprites

muh immersion

>> No.1695982
File: 38 KB, 640x480, 1402989437.png [View same] [iqdb] [saucenao] [google] [report]

this map is cool

the chaingunner under the crusher jumped four feet in the air when i activated it, because it overlaps the sides of the cage.

i've moved it a bit so that doesn't happen any more (move thing 32 from (-1096,256) to (-1092, 260))

>> No.1696004

Do what this anon said. Play a LOT of stuff, because that's the best way to get ideas. Have an idea you like, seek something similar and play the fuck out of it to see what you like and don't like.

Most importantly, do it for yourself. If you don't enjoy it and just do it to get your dick sucked by fans, don't bother.

>> No.1696009

i'm sorry to impose myself but do you think maybe it could have a title that doesn't try to force it into a particular map slot?

>> No.1696028

I just thought of something, remember the idea to replace pinkys with kleers, well what if we left the pinkys themselves along but used the to replace the specters? I always felt like they needed their own sprite

>> No.1696049
File: 32 KB, 624x1652, cwilv.png [View same] [iqdb] [saucenao] [google] [report]

new 200 minutes mapping challenge test build


three new maps:

- Bad Memories (the second version), currently map29
- Archives, currently map09
- 200Map19Vanilla.wad, currently map19


i am not sure about Bad Memories as i don't think spending 200 minutes modifying an existing map is really in the spirit of the challenge, and also, i believe it will disqualify the whole wad from /idgames under the switcheroom clause. but as beggars can't be choosers, it's in for now. i took the second version as it is not so immediately obvious that it was derived from an IWAD map.

i am also not sure what to do with maps that break vanilla rendering limits. this caused an argument last time - some don't care, others were forcefully against it. maps known to be affected are doom2map.wad, Dead Cargo, Bad Memories, and Anachronism (although the latter is a secret bonus map you can't reach by normal means). i am willing to fix demo compatibility / game physics issues which show up in prboom, but vanilla's rendering limits are beyond my patience to work with.

i would appreciate comments from the original project founder and other contributors here. (background: https://archive.foolz.us/vr/thread/1683242/#1687748 , https://archive.foolz.us/vr/thread/1683242/#1688315 )


200 minutes mapping challenge:

make a map in 200 minutes or fewer. it should be for doom 2 and, for simplicity, vanilla compatible (test with chocolate doom) and only use stock textures.

post it here and it will be compiled into a megawad.

>> No.1696058


Didn't have that issue in chocolate doom, or zdoom. But that's cool.

>> No.1696061

Assuming this is you.

Yeah. Name it... Duck and Cover.

The filename is just the level slot I used. Like he music, and it seemed like a good level 19

>> No.1696063

I'd rather maps work within vanilla limits myself.

I liked the second version of bad memories, but I don't feel like edits are aight for this wad (sorry guy).

I feel like anachronism is alright so long as it's only accessible through cheats (which would also be okay for other disqualified maps, though being ruled out of idgames would be a bummer).


>> No.1696068

So I was wondering:

Brutal Doom gets mods.
TSP got that mod with the rifle.
Why nothing for Project MSX?

>> No.1696075


Gameplay that well rounded doesn't need an addon

But now that you mention it a melee-based addon would be the tits

>> No.1696078


Oh yeah. I am (>>1696063) the original project fellow... Guy. Whatever.

As for dead cargo. I guess... No? It seems like a better cutoff point to be vanilla only than vanilla rules only. It's a fun map, and a great later level, but it doesn't fit with the rest of the maps due to strict compatibility.

Could be another secret level though. 34. I'm fine with stacking the honorable mentions into cheat only levels.

>> No.1696080

>project msx
>well rounded
what? its fucking halo. in doom. its shit and breaks every map that isnt expressly built for it.

>> No.1696081

I agree, being able to charge up additional/other weapons for an explosive gun strike would be awesome.

>> No.1696082

The only thing it has resembling Halo gameplay is the energy shield. It's basically straight up Crysis for everything else.

>> No.1696085

I think MSX would be rad as shit with a LMG of some sort.

I also would not mind some sort of super overcharge mode for a melee extravaganza.

If Halo played like MSX then I wouldn't hate Halo.
If modern shooters even tried to match the speed I wouldn't be so bitter about modern FPS.

>> No.1696090

>I saw a screenshot and the hud was blue so it must be halo

>> No.1696094
File: 60 KB, 320x200, chaingunner.gif [View same] [iqdb] [saucenao] [google] [report]

>Didn't have that issue in chocolate doom
this is what it looked like in chocolate doom for me

>> No.1696098

>Why nothing for Project MSX?

Someone did mod compatibility + monsters for Hexen and Strife

>> No.1696103

Ehhhh I'd rather have guns.

I don't particularly like Hexen or Strife's map design.

>> No.1696104



>> No.1696114


RPG? hmmmm
Okay, so here's a bit of an oddball, but let's see if this works, it's time for HELLISH CUISINE

Gameplay is endless/survival in constant waves. Play as a hunter who has been thrown for a loop with the demonic invasion - all the deer and animals have been scared off/killed, but he still needs to eat. It's time to start checking out the demons.

Since you're not a soldier, you have no fucking clue how these guys work, what their anatomy is, or etc. As you kill some, though, you start getting XP representing familiarity with their body/weaknesses/etc.
You can drag some killed demons to your shack to dissect and study up on their anatomy--select choice cuts of demon meat and mix with spices, vegetables, or other meats in order to feed yourself to survive. Higher XP means, of course, better choice of meats and a better dish, so you can survive longer.

You can't live on only one dish alone, though, you have to keep going with different types of demons. Last as long as you can until the end of the week, when Doomguy successfully defeats the demons and saves the earth

>> No.1696117


>> No.1696123


This is what happened the other day when someone attempted "HD sprites"


>> No.1696129


>> No.1696132

>the other day
>4 years ago
Shit anon, that's some fucked up time perception you've got there.

>> No.1696137

Replacing replacers felt odd, but yes you are right.
I am not TSP and won't use anything else

>> No.1696140


yeah as fucked up as ur mum lmao #rekt


>> No.1696143
File: 1.09 MB, 560x420, whyfilterssuck.gif [View same] [iqdb] [saucenao] [google] [report]

I guess its better than just putting filters on sprites and calling HD

>> No.1696145

>Name it... Duck and Cover.
done, thanks.
i'll leave it at map19 for now but my first impression was that it should be earlier.

excellent, thanks for the clarification. i will move doom2map and dead cargo, and, with apologies, drop bad memories.

>> No.1696147
File: 28 KB, 1600x900, Screenshot_Doom_20140617_060506.png [View same] [iqdb] [saucenao] [google] [report]


you used to live in a colorful world
but for some reason, you woke up and everything became black and white...not even grey
nobody else but you seemed to notice, but for you, everything changed. you couldn't look at the world in the same way again.
life hasn't changed much since then, but you miss the old colorful world

so you set out in order to find what was lost from long, long ago

gameplay is split into two sections, platforming and exploring through black and white mazes, which occasionally dump you off into voids of pure color where you shoot off waves after waves of colored blobs before the door at the end opens up to dump you back into the blocky black and white world

in the end, you circle around the world to come back home to find a strange man in your room who claims to be stealing all of the colors
your family seems perfectly cool with him, but obv this shit won't stand, so you fight him and kill him

when you kill him, he breaks apart into a million pieces, revealing himself to be a mirror

the colors represented your childhood innocence. you were growing up and growing older, and stopped being enthralled with colorful childlike things and joined the bleak and depressing world of an adult.

you drop your gun and step out of the house one final time, walking into the distance

10/10 - ign
8/10 - kotaku
11/10 - gamespot
9/11 - the escapist
4/20 - eurogamer

>> No.1696150


That's a lot of bugs in the engine right there.

>> No.1696152

Huh. Wonder why. No worries, if a simple move fixed it then it's all good in the hood... Applebees.

>> No.1696157
File: 1.78 MB, 500x281, XEKjVl9.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.1696179

What are the best mods to play vanilla DOOM in the best ways?
>inb4 just play vanilla

I mean mods like better weapon animations or something. I like Polished Skull but it kinda ruins the gameplay with little things like the delayed minigun or the fact that headshots do more damage.

>> No.1696181

Perk's animations and sounds.

>> No.1696183

Smooth Doom

>> No.1696186


>> No.1696190

Smooth Doom includes Perk's animations and sounds, but it also adds some gore and well, see for yourself. There's also Sprite Fixing Project (again, unnecessary with Smooth Doom).

>> No.1696216

Problem with HD sprites is that it's always a clusterfuck.
There's never a set design decision, or anything like that.

Big thing that bothers me, is that they never settle for just double the resolution, no, it's gotta be fucking four or eight times the resolution, way to bite off more than you can fucking chew, THIS IS WHY EVERY HD SPRITE OVERHAUL FAILS!

>> No.1696231


>> No.1696235

A DoomRL Arsenal style beat 'em up where you receive a whole bunch of melee weapons (including big sledgehammers, good old fisticuffs) which you can augment and upgrade. There's no ammo spawns for guns you find, so you have to utilize the guns you do find as efficiently as possible. Different melee weapons would differ in attack speed and range.

>> No.1696256

I suggest pushing all maps that don't fall under necessary requirements (e.g. crashing Vanilla Doom because they don't fit limits) past map 33 and stating this in readme file. Of course you'd have to state that these maps are for limit-removing vanilla-compatible ports (e.g. PrBoom+). Also don't forget to mention to launch every map past map35 with -nomusic parameter.

>> No.1696271

Actually, I've been wondering this for some time (how to make a non-human character feminine while not being sexual). As close as I can figure, come up with a set of features that denote male and female in the species, but make them differ from human definitions. Think about what a female would be doing in the wild and try to make her body look like it fits the purpose without accentuating it too much. Get creative. Beyond that, there' not really much to go on.

On an unrelated note, my dream is to one day see a Killer Klowns from Outer Space mod.

>> No.1696292

You can't make a feminine character without being sexual, just as you are can't make a masculine character without being sexual.

You can't escape sexuality.

>> No.1696296

>can't make a masculine character without being sexual.
Doomguy's face is pretty generic and his armor doesn't tell us much about him except for the fact he's ripped but he's masculine as all get out

inb4 Incoming gay/female brigade telling me of their Doomguy fantasies

>> No.1696297

And /ss/ has already been pretty thoroughly confirmed for the mod.

>> No.1696305



Very bottom of the page.

>> No.1696308

What did I miss?

>> No.1696310
File: 2.27 MB, 1927x1210, ultimate-doom-wallpaper.jpg [View same] [iqdb] [saucenao] [google] [report]

>implying his midriff isn't sexy as fuck
>implying he doesn't have big manly arms
>implying his strength and ability, coupled with likely confidence isn't attractive

>> No.1696323

but he isn't dualwielding

>> No.1696325

Dual wielding is for fagets, you have two hands, use both of them to make the most out of one weapon at a time, rather than wasting the potential and ammunition of two weapons.

>> No.1696328

I was joking.
I got your point.

>> No.1696331

Accuracy and ammo conservation is never a problem for badasses. Doomguy isn't a realistic protagonist to begin with anyway.

>> No.1696334

>but it also adds some gore and well, see for yourself

Can you turn the gore off? It's rather goofy.

>> No.1696337

Does the Phaser serve much purpose?

You'd want to save cells for the BFG. Super Shotgun and Rocket launcher is what you'd want to use against big baddies.

>> No.1696338

It has great sound.

>> No.1696340


1. Why can't the sprites be made into detailed 3D models? Is there a limitation for 3D models? The only monster 3D models I've seen were rather not that well detailed.

2. Why not HD sprites? Why does the game have to resize them? Can't zdoom be modded to change that?

3. Why not make detailed 3D models, and then make sprites from those? That would be easiest.

>> No.1696341

Long-range combat where the chaingun would be inadequate, suppression.

>> No.1696343

>Long-range combat where the chaingun would be inadequate, suppression.

Nah. You'd use the rocket for long range big enemies. Chaingun for low tier.

I also hate how the balls are huge and tend to get stuck on doors.

>> No.1696348

>1. Why can't the sprites be made into detailed 3D models?
Because that's a lot of work.

>Is there a limitation for 3D models?
Not that I know for GZDoom.

>The only monster 3D models I've seen were rather not that well detailed.
Yeah, because most of them were done in the late 90's or early 2000's, and then nobody made any more of them because they all looked like shite.

>2. Why not HD sprites? Why does the game have to resize them?
Because if you don't have the game scale the sprites (which you can do without reducing it's resolution), you'll get a fucking gigantic sprite, like an imp with the sprite the size of a cyberdemon, and the like.

>Can't zdoom be modded to change that?
Change what? Scaling?

>3. Why not make detailed 3D models, and then make sprites from those? That would be easiest.
Yeah, that's been suggested. And done.
Problem is, there's not a whole lot of modelers in the community.
The only one I can think of, off hand, would be Lil' White Mouse, and while I think she's done some good stuff, her model work is frankly very crude and unappealing to look at.

>> No.1696351

question: what kind of weapon mods are there for quake? not necessarily new weapons or any of that stuff, just something to give some umph to them, like better sounds and maybe some visual firing effects. ive been spoiled by doom mods

>> No.1696363


>> No.1696365
File: 688 KB, 1134x1158, Guile-by-Pseudo-pod-a1[1].jpg [View same] [iqdb] [saucenao] [google] [report]


You'd figured someone would do Doom monsters. There's people who model stuff for little projects or for fun. This Guide was made as some side thing.

>Because if you don't have the game scale the sprites (which you can do without reducing it's resolution), you'll get a fucking gigantic sprite, like an imp with the sprite the size of a cyberdemon, and the like.

So why does it have to scale things to the original game resolution? You're playing the game in HD why can't it scale to HD too?

>> No.1696371

>So why does it have to scale things to the original game resolution? You're playing the game in HD why can't it scale to HD too?

I don't think you're understanding me.

You can use Decorate to scale down the size of a sprite, without rendering the sprite in a lower resolution.
You could scale down the Cyberdemon to 0.50 or something, and it'd be the size of a Baron, while still having all the detail and resolution of Cyberdemon.

>> No.1696421


>> No.1696457
File: 139 KB, 640x480, qTXP3.png [View same] [iqdb] [saucenao] [google] [report]

Does anyone know where are these voxel textures to be found?

The pic comes from a thread where they are making random voxels from id games, but I don't really know if there is even a mod that contains all this (Tried voxelbro+hellspawn but that's not it. I think)

>> No.1696469

I sit just me or does the ssg in Brutal doom: sperglord edition suck real hard? is there anyway i can change it?

>> No.1696472

was it this thread : http://forum.zdoom.org/viewtopic.php?f=39&t=45593 ?

I don't think there's a pack.Damm, they didn't even link to single files.
There's no reason for texture voxels being in the pack I made as they need to be replaced by the mapper.

>> No.1696474

Mind sharing? I fucking hate ZDoom's secret sound.

>> No.1696480

>not just smooth them

>> No.1696484

there's a badass monsters addon

>> No.1696490

Yep. Options, Smooth Doom options, turn blood off.
D64 chainsaw and shotgun sprites are there as options too. I would recommend activating them, they look cool.

On a related note, chaingun when ;_;

>> No.1696548

Smooth Doom is not a high resolution project; it doesn't upscale sprites and then apply a smoothing filter. Instead what Smooth Doom is is a "Smooth Animations project"

So instead of a Pinky's walk cycle being only 4 frames it's now 8 frames, or a Baron's attack cycle only being 3 frames it's now 6-8 (for example, I don't know how many).

It retains the original look and feel of the game while simultaneously making everything appear to move much better.

>> No.1696551

I can make Dead Cargo etc. conform to vanilla architecture standards if nobody minds. I actually do have the patience for it.

>> No.1696553

That's what I was talking about. The smoother monsters are neat, but I want a mod that revamps the vanilla guns, not just smooths their animations.

>> No.1696559

Well, what do you want, exactly? Do you just want different graphics and sounds?

Check out Eriguns, it's a mod Xaser made from Eriance's Demon Eclipse that's just the guns. They aren't strictly vanilla but they're pretty damn close.

>> No.1696569


yep. It also appears in http://forums.duke4.net/topic/3322-duke-3d-voxel-pack/page__st__300
but that's a duke3d forum.

And that's it. Not a single file, pack or anything.

Also, i understand that hellspawn voxelized switches too. they aren't working for me. Are they in the pack? Is some voxel texture setting needed to turn on to make them work?

>> No.1696573

>voxelized switches
Those need to be defined in the map itself.

>> No.1696604

I made another map, probably too late for it now but here you go anyway.


>> No.1696617 [DELETED] 
File: 2.84 MB, 419x313, jew-rub-hands[1].gif [View same] [iqdb] [saucenao] [google] [report]



>> No.1696623

Do not respond to the post above.

>> No.1696636
File: 2.52 MB, 320x240, 200map19-1.webm [View same] [iqdb] [saucenao] [google] [report]

webm in 2:58, part 1

from a speedrunning pov the two slow lifts are unfortunate. also if you're doing max it's easy to forget to enter the last secret on the way out (my first exit under 3 minutes was 66% secrets so i had to do it again...)

>> No.1696638

During my tests, the only place where Dead Cargo crashed on Chocolate Doom, was when you try to look at the crate depot from the top of the bridge. If you want, I can edit the map to remove some sectors on that area and make sure it won't crash.

>> No.1696639

From what I see there are at least 2 map slots open; more if they decided to let the non-vanilla ones go to the post-32 slots

Honestly I can fix those maps for visplane errors and crap, it won't take me any time, as long as the authors are cool with it

>> No.1696646
File: 2.86 MB, 320x240, 200map19-2.webm [View same] [iqdb] [saucenao] [google] [report]

oh and this was obviously recorded on the version with the repositioned chaingunner

>> No.1696657

so brutal doom?

actually scratch that the only good weapons in bd are the rifle, shotgun and plasma rifle

>> No.1696673

Id love for BD to switch the minigun for the one in 64, maybe randomly mix in doom 64 monster sprites in addition to the classics

>> No.1696674

I don't like the removal of the pistol, I like the AR, but it's too good for slot two. Maybe add a deagle or some nice strong cool pistol design, then put the AR as a slot 4 alternative.

Plasma rifle is underwhelming, shotguns are both stellar, BFG feels like it could be tweaked but I like it. EE and SE both have better chainguns and rocket launchers.

Chainsaw in v20 is pretty fuckin' neato, despite the fuel thing (which I believe he's abandoned, so I'm probably running an older test version)

>> No.1696676

Sperglords rocket launcher is pretty neat in my opinion

>> No.1696680

I just keep imagining some of the better features of Brutal mixed in with DRPG/DRLA/DRLM.

I honestly feel like it'd be better than 99% of AAA retail products nowadays.

>find a way to work Oblige generator into the game
>generate wads procedurally
>add/tweak multiplayer
>allow persistent characters
>fix DRPG/DRL's shitty inventory crossover (on their own they're both fine, together they're fucking unbearable)
>doomablo achieved, best game in history

>> No.1696682

V20s out? What's the opinion of the revenant and mancubus weapons?

>> No.1696683

v20 is NOT out, it's a test version that isn't meant to be distributed (but you can often find it on WADSEEKER).

Revvie/manc weapons were unchanged from v19 that I could tell in this iteration of 20. Changes may be planned/upcoming however.

>> No.1696694

I was asking overall, I personally found them to be good rainy day life savers, mancubus canon in a room full of hell knights and one cyberdemon

>> No.1696696

Guys, first time around playing Doom, and looking down feels weird and confusing as fuck.

I'm using zdoom with the Ultimate Doom iwad.

>> No.1696698

Ah, then yeah, love that shit. Good for spamming while you're running away from shit too.

then don't? Turn Mlook off

>> No.1696703

Here is Dead Cargo Redux (but don't name it as Dead Cargo Redux on 200min wad, just leave as Dead Cargo). I made sure that it would be possible to idclip through the entire level without crashing. I also nerfed some parts of the map, by increasing ammo and health depots at the blue key area, and reduced the number of enemies on the final room.


>> No.1696704 [DELETED] 
File: 45 KB, 183x200, tmp_Are_you_sure_that_guy_wasn_t_that_1_fish_from__162f9e2e99ab57d27a24c952d92055d0-1638201338.png [View same] [iqdb] [saucenao] [google] [report]

>check the music and the line/sectordefs of each map
>3 maps made by the /doom/ shitposter
what the fucking fuck
have you gone bananas
why would you support some shitposter

>> No.1696709

Then I just can't seem to hit anything on higher ground? You know the first enemies in Knees Deep in the Dead, the guys on the stairs, I just couldn't fucking hit them. But with mlook it's fine

>> No.1696710

You must have autoaim/smart autoaim turned off

>> No.1696712

Heh one run I had a nest of imps with a hidden telaporter to behind me, I fired a few shots at the intruding imps and the ones after it caught fire too, like a conga line of hellfire, I really think a cool effect would be maniacal skulls in the mancubus fire, like Reds fire from that creepypasta

>> No.1696713

Oh alright, thanks

>> No.1696717

Which one are the shitposter maps?

>> No.1696756


Try GZDoom, then.
Software freelook is odd.

>> No.1696761 [DELETED] 
File: 639 KB, 320x240, dc.webm [View same] [iqdb] [saucenao] [google] [report]

>During my tests, the only place where Dead Cargo crashed on Chocolate Doom, was when you try to look at the crate depot from the top of the bridge. If you want, I can edit the map to remove some sectors on that area and make sure it won't crash.

there are definitely more places than that to fix i'm afraid. this webm is made from the last few seconds of a .lmp which stopped abruptly at the first visplane overflow in chocolate doom, to give you an idea where it is. i just stand around the exit door and look towards the machine with the soulsphere on it.

you've gone to considerable lengths to make everything cast shadows, which looks great and frankly i am amazed you did all that in 200 minutes, but the thing is, it is killer on rendering limits.

>> No.1696768

That .webm doesn't seem to want to load for me.

>> No.1696770

Get GZDoom instead mate. If you're after an updated rather than authentic experience you might as well go all the way imho.

>> No.1696775


I don't know if you'll actually see this Anon, but here:

If you don't know how to make files autoload, edit zdoom-[username].ini.

>> No.1696778

yeah sorry about that. i got interrupted while writing and by the time i finally posted mark had put up a fixed wad already. so i deleted it

>> No.1696782

Download the addons, there's one that restores the pistol.
I said no brutal doom man.
I guess I'll roll with Smooth Doom, just cuz I can't really find anything better.

>> No.1696794
File: 214 KB, 1920x1080, 1401336992336.png [View same] [iqdb] [saucenao] [google] [report]

Hey, /vr/, I got a new monitor for my computer and gzdoom doesn't work for me anymore. All it does is be a blank screen with the doom music playing. Can I get some help?

>> No.1696801


Sounds like it's trying to use a resolution your monitor doesn't support to me.

Try renaming zdoom-[username].ini and loading it again, that should reset your video settings (and everything else) to defaults.

>> No.1696805
File: 34 KB, 332x448, 1398335399308.png [View same] [iqdb] [saucenao] [google] [report]

Still didn't work.

>> No.1696808


Hmm, I don't think I can help then.

Hope you figure out how to fix this.

>> No.1696809

i guess the now deleted post meant 200minutes_map2x which has "report and ignore" written on the automap. i think also demon hq and bad memories are by the same author. demon hq is fine by me, i fixed it a bit and recorded a demo. bad memories we have already agreed to remove (cf. >>1696145 and the posts it replies to)

as for music, a few maps were submitted with music lumps which i duly renamed to the appropriate slots, but i never listened to it. nobody has ever really said anything about music so i assumed it was fine.

>> No.1696836
File: 141 KB, 997x600, 1394760641299.jpg [View same] [iqdb] [saucenao] [google] [report]

It's a Benq, do they have a bad record?

>> No.1696840

Maybe change your desktop resolution temporarily, I know there are some resolutions that zdoom just hates. Maybe it could be some multiple monitor weirdness but that's probably not the cause.

>> No.1696850
File: 35 KB, 350x334, 1398334350251.png [View same] [iqdb] [saucenao] [google] [report]

Tried that and still doesn't work.

>> No.1696859

Are your using multiple monitors? Does windows think you do?

>> No.1696860

No, but they look nice.

A little overdone depthwise maybe, but cool.

>> No.1696864

Showing everyone my secrets. How dare you.

Good run though.

>> No.1696867

there's fullscreen, which should be set to 1. Other than that, play around with options under display.

>> No.1696870

pistol start options

>> No.1696872
File: 434 KB, 500x767, 1396094587008.png [View same] [iqdb] [saucenao] [google] [report]

I'm just using one.

>> No.1696874

>That picture

Holy christ that is awesome.

>> No.1696876
File: 14 KB, 192x171, 1531.jpg [View same] [iqdb] [saucenao] [google] [report]


That image never fails to make me smile

>> No.1696883

Key is to make them 2x or 3x res, not ridiculous res. Computer screens look great when they're 2x and the rest of the stuff around them is regular scale. They have a bit more detail but don't look out of place next to normal textures or monsters.

>> No.1696893

Gif is wrong because zdoom keeps detail on scaled down sprites that have been rescaled in textures rather than before being put into the wad/pk3.

>> No.1696894
File: 38 KB, 640x480, 1403037614.png [View same] [iqdb] [saucenao] [google] [report]

thanks, another "wow how did you do all this in 200 minutes" entry. i found everything but it just keeps on going, you think you must be near the end but there's a whole other section with the blue key behind what i initially thought was just decoration. amazing.

>> No.1696927
File: 189 KB, 976x1264, hdsprites4doom.png [View same] [iqdb] [saucenao] [google] [report]

I thought I posted this already


>> No.1696941


>New video! With 50% more surf music! Looks like crap below 720p!

The band would HATE it if you called them that.

>> No.1696946


Sweet jesus those gibbing animations are amazing

>> No.1696951


You can barely see it after the FOUNTAIN of blood that erupts.

>> No.1696968

thanks, i got no crashes after a run-through with -nomonsters in chocolate doom. i will try again with monsters tomorrow.

>> No.1696970


Does zdoom work for you?

Assuming you have brightmaps.pk3, fmodex.dll, gzdoom.pk3, lights.pk3 and the zdoom.ini file, all should be will. Deleting the ini file will just ensure another is created when you next launch Gzdoom, you may even need to delete the gzdoom.pk3 and download a fresh one.

>> No.1696973

that... doesn't feel right. Like all the enemies are dying in slo-mo just so they can showcase how 'good' the new frames made are.

>> No.1696974

Why is there no chaingun sound?
Why is there a mountain of gibs?

>> No.1697002

They're paced a little wrong is all. Smoothed out for even animation instead of timing. Most are pretty alright though.

>> No.1697005

Crashed for me when you walk to the exit and turn around.

>> No.1697027


The animations are smoother, but it looks like they just added more frames, for longer time to finish animation. Which makes it look slower.

>> No.1697090


I like it actually. Good job m8.

>> No.1697136

>Dick girl Cyber Demon screams "WHAT'S THE MATTER? AFRAID OF MY DICK!?"

>> No.1697167

It's a shame these are /hdoom/ now

>> No.1697173

it's the flavor of the month, it will pass (I mean about the constant asking here, not the project itself; I have every confidence that mike12, stapler-san and mystical will finish it)

it's also partly because there isn't an hdoom thread anywhere else, so anyone wanting to know about it comes here and ask

>> No.1697180

There is not that much hdoom talk compared to just Doom talk.

>> No.1697198


I had the same problem with Zandronum.
I did a temporary solution and changed the config file

Fullscreen= Window

to play it in the window

>> No.1697258

Hdoom talk happens usually near HDoom releases/updates - other than that and the occasional questions, it's mostly talk about Doom and it's many assorted mods.

>> No.1697272
File: 1.74 MB, 349x248, 1400898375988.gif [View same] [iqdb] [saucenao] [google] [report]

Thanks, that fixed it.

>> No.1697286

Can monsters telefrag each other? I've been playing for a long while but have never personally witnessed it.

>> No.1697294

Nope, if a monster goes through a teleport while a player or monster is on the teleport spot, the teleport just won't activate for them.

>> No.1697296

nope, except for map30 of doom2

either when spawned from the IOS or, if playing with a pwad, a regular teleporter on map30

also in zdoom maps, which allow the option of telefragging for monster teleports

>> No.1697297

There is a way to disable that, like it's hardcoded into MAP30.

>> No.1697301

thanks, /vr/eterans

>> No.1697374

What mods do I use to pimp out doom?

>> No.1697451

In what way?

>> No.1697462


Graphics, music, sound, etc. I want it to look modern.

>> No.1697472

When you do this, you're supposed to speed it up so it's the same rate. Perk did it right with his original weapons mod; this obviously needs some tweaking.

Also don't judge it from that Chaingunner gif, I am assuming it's not game accurate

>> No.1697478

>When you do this, you're supposed to speed it up so it's the same rate. Perk did it right with his original weapons mod; this obviously needs some tweaking.

Well tell them that? Do they not know?

>> No.1697483

brutal doom it has bloody screens

>> No.1697485

>look modern

You're not gonna have much luck, mate. Sorry.

Closest you can do is run Smooth Doom with Perkristian weapons/sounds and hi-res texture packs.

>> No.1697492 [DELETED] 

It won't.

Even if you get a (shitty) high-resolution texture pack and a (shitty) monster 4x scaled "high-res" blurred to shit wad, any NEW content is made to blend with the original game and not that shit

There ARE projects which can make things look BETTER but it will never look like a AAA 2014 title. It won't even look like a 2008 360 title.

Ideally, get used to pixels and enjoy it. If you want to use filters or anything gay like that, Doom's not for you; go play Cawadoody

>> No.1697493

Doom Metal will do the music for you.

>> No.1697496

The most "modern"-looking Doom engine is Doomsday, and there are mods for it to add HR textures, icons and 3d models for monsters, pickups, etc.

Sadly Doomsday is one of the worst Doom source ports, and even worse than it used to be since it went into and past the 1.9.0 rewrite which pretty much fucked it up beyond all repair.

>> No.1697497


That sucks mate. I'd love to see the game properly remade.

>> No.1697504

No need to be a douche

>> No.1697505
File: 123 KB, 1600x900, 1396894424303.jpg [View same] [iqdb] [saucenao] [google] [report]

I only wish I had the time and the know-how to do something like that

>> No.1697506

Here's the deal: Smooth Doom started with a project Mark was doing but then all that drama went down with him and it got abandoned

This guy saw it and said, "Hey, what a great idea, I bet I, someone with very little DECORATE experience and who has never made a mod before, could finish it"

You can obviously see where the flaws are going, starting with him basing all the code off Mark's which included some non-vanilla tweaks and changes (monsters calling A_Chase more times than they did in vanilla for example, which makes them more aggressive) which the guy didn't even know about

Honestly I'm considering going over all the code it in myself and fixing all his problems and just submitting it to him as "Hey I fixed your bullshit"

Most of the people in the thread seem to be people who are uninterested in actually fixing the project, they just tell him what's wrong with it as opposed to fixing it themselves

>> No.1697510

Not likely going to happen any time soon.

>> No.1697517


what are Doom's flaws, in your opinion?

>> No.1697520
File: 123 KB, 411x600, k's wetdream.jpg [View same] [iqdb] [saucenao] [google] [report]

>not Digimon

>> No.1697525
File: 24 KB, 146x120, 1391411080679.gif [View same] [iqdb] [saucenao] [google] [report]

Original request here, thank you.

>> No.1697527

Yes, need to be a douche. I'm tired of people getting into the game and immediately trying to figure out how they can fuck with it to make it look "better" or "modern"

I play with ZDoom and the only things I play with are Perk's sounds and a wad to make lights and decorations destructible, and a music WAD that is still MIDis. Nothing else. The high resolution and better sounds are enough to cover it and make it as modern as it needs to be. You don't need anything else when you're starting out.

You don't immediately start playing Super Mario World ROMhacks, you play the regular game first.

>> No.1697531


Just modern graphics. Can you imagine it? The levels would be unrecognizable.

>> No.1697536

Imo, Doom looks better when you don't try to modernize it too much. But that's just me.
Some good mods are:
Doom Metal, for the music.
Smooth Doom for, well, smoother animations and new sounds (which reminds me >>1697485 smooth doom already has perk's stuff) and some sprites from Doom64 (they rock)
Hi-res textures if that's your thing.

There's also Beautiful Doom and Particle Fire Enhancer. Both improve lightning effects quite nicely, add new sounds and shit. They're pretty neat.

Brutal Doom Sperglord's Edition is nice too, though it's different from vanilla in a lot of respects.

>> No.1697539

>Honestly I'm considering going over all the code it in myself and fixing all his problems and just submitting it to him as "Hey I fixed your bullshit"
Please please please do. That would be awesome.

>> No.1697541 [DELETED] 

Why are you in /vr/? Go to /v/ with the rest of the underage children and play Call of Fucking Duty.

>> No.1697543

>Doom Metal, for the music.

I haven't checked that one out yet. But I use this:


His goal is to create high quality versions of Doom Music. Trying to make it sound exactly the same, but better. He's done live instruments for Knee Deep in the Dead and it sounds phenominal. He's done the rest of Doom 1 and 2's scores, but using samples so it's not as good. Better than midi I'd say though.

>> No.1697549

>There's also Beautiful Doom and Particle Fire Enhancer. Both improve lightning effects quite nicely, add new sounds and shit. They're pretty neat.

There's also Doom PSX TC:

Version 2.134 for GZDoom1.8.6 onwards.


>> No.1697552

and now we know who posted >>1697492

>> No.1697553


Nah, they wouldn't be unrecognizable. Compare the levels in the original RotT with the remake--they're still very recognizable.
The catch is just checking and seeing what the notable layouts/set pieces are and then trying to upgrade them.

>> No.1697558


IMO a GOOD doom remake would be pretty awesome.

Keyword: GOOD. Most "HD" remakes are garbage done by some b-team losers who are rushed and not that talented.

>> No.1697563

>people recommending Doom Metal

It sucks

>no PROPER MAP18 remake/instrumental
>music remixes of varying quality -mixing Classic Doom 3's 192kbps with other 320 songs)

If you seriously can't stand MIDIs go get a soundfont, set up timidity and voila! There's your "updated" Doom.

>> No.1697564
File: 25 KB, 797x594, ecks ecks ecks.png [View same] [iqdb] [saucenao] [google] [report]

>You don't immediately start playing Super Mario World ROMhacks, you play the regular game first.

Not something I entirely agree with. I've made a small handful of mods because I'd start playing a game and decide I don't like who I'm playing as. Sure it helps to have context on the game, but sometimes that shit can wait, yo.

>> No.1697568


There's also:

>> No.1697573

That's all well and good, but spewing mindless CoD insults just makes you look like a retard.

>> No.1697574
File: 61 KB, 468x317, 163477127.jpg [View same] [iqdb] [saucenao] [google] [report]

>If you seriously can't stand MIDIs

There are actually retro gamers like this???

>> No.1697578

hell yeah, Digimon had some pretty metal looking angels and demons too

>> No.1697585
File: 185 KB, 850x907, 1399489631458.jpg [View same] [iqdb] [saucenao] [google] [report]

There are also pretty metal Digimon like Mugendramon, who's a combination of various Machine Digimon.

>> No.1697587


Something else to think about. Ignore the crappy looking 3D models. Look at how they move. They spaz out like retards especially pinkies. That's how the Doom monsters move, , but it looks so absurd in 3D.

>> No.1697589

Maybe I'm stupid and I'm just missing it, but is there a reason the alternate HUD wouldn't be working in ZDoom? I've enabled it in the HUD options.

>> No.1697591
File: 786 KB, 1010x720, how do I hold gaijin piggu gun.png [View same] [iqdb] [saucenao] [google] [report]


What, people that can't stand timeless and legendary MIDIs such as Doom's? Yes they do.

There's also people who are willing to play with 3D models of questionable quality (see pic related) instead of the original and "shitty 1993 graphics". And they preach themselves to be "real gamers" for not playing "modern day shit", as if ALL the FPS recently released were Call of Duty or something


I agree; I must note, however, that it would take AGES to get done (as a one-man project) as there's no real interest in the community to create "HD sprites" for Doom because there's no need for them

>> No.1697595


I like the weapon switching sounds, but man those models ARE awful. The animations for the super shotgun are slow and don't synch up well either.

>> No.1697598


Yeah, the models are what you'd expect from amateurs from the early 2000's.

>> No.1697613
File: 112 KB, 320x200, revolverRifle.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.1697615
File: 5 KB, 31x34, medkitSprite.png [View same] [iqdb] [saucenao] [google] [report]

>> No.1697617
File: 29 KB, 400x400, 1358863317063.jpg [View same] [iqdb] [saucenao] [google] [report]


Oh my.

>> No.1697618

>Beautiful Doom
Heh, I never liked it.

You should try ReDoom, It uses Perkristian smooth weapon animations, has high quality versions of the original sounds, has additional sound variety and increased gore (but nothing near Brutal Doom levels of gore). Its a very simple mod, and despite its bugs, it is the Vanilla Doom "enhancer" mod that I enjoyed the most.

>> No.1697620
File: 5 KB, 34x30, ammoSprite.png [View same] [iqdb] [saucenao] [google] [report]

>> No.1697621

We need an image of that 3d revenant with the caption "THREE DIMENSIONS OF AGITATION".

>> No.1697630


What's this from?

>> No.1697634

is that the mod where having the chainsaw out makes it act like it was permanently hitting a wall

>> No.1697639
File: 778 KB, 277x288, doomguyFaceShadows2.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.1697643

Just a model I did a while ago, and turned into a sprite. I have no plans for it or anything (hence why the cylinders/speed loader are empty).

It's got an inner cylinder and outer, for 20 gauge rounds, and pistol ammo. I was originally thinking of making it a doom weapon as a pistol replacement, but I have too many projects kicking as is, so it's likely to never happen.

>> No.1697648
File: 809 KB, 699x1049, gun.png [View same] [iqdb] [saucenao] [google] [report]

forgot image. what it looks like not all small and stuff.

>> No.1697668

Imma include it in the project I'm working on slowly on the side, as well as stuff like smooth animations, the gzdoom brightmaps (because everybody doesn't know how to run them) software brightmaps, voxel weapons. Lotsa CVars for stuff so you can turn one on or off at will.

Mod's gonna be called Sprinkles

Unless someone already took that name. I searched and couldn't find any. I wouldn't be surprised if it is though.

>> No.1697691

>Beef Jerky is a mod for GZDOOM that attempts to recreate various worlds from numerous video game series in the DOOM engine, pitting you against the protagonists from those series and allowing you to take their powers. Or in other words, it's a thing that lets you shoot Sonic The Hedgehog in the face and then steal his gloves.
Well this looks pretty neat, I think.

>> No.1697694


That's pretty fucking impressive man. You did really well in taking a model rip and turning it into a doom sprite

>> No.1697701


HD and 3D models don't really fit doom mechanics and general look but...

What about voxels?

I'm loving the effort the community doing with making voxel models for all the items in several widely used mods. I think they just give doom the 3dr dimension that is missing without messing the whole set of the game, nor the 90s smell. I can say that, if the voxel doesn't look EXACTLY like the sprite, I find them dissapointingyes, I know monsters are buttrapingly difficult to voxelize

I'm even planning on getting involved in making voxel monsters or at least one when I finish my finals. Gonna need to acquire skills but we'll see where I get.

A lot of people is going to be needed in voxelizing doom. Just think that once there is the base monsters, modded versions of them and palette changes are going to be easy to makeI hope

>> No.1697705


What's up with these "pretty" mods that include absurd levels of blood and gore? There's more blood released than was in those monsters.

In Brutal Doom it's pretty annoying because once you start shooting explostions, blood, etc starts flying everywhere and it's so chaotic and hard to keep track.

>> No.1697714

You can disable the blood in Beautiful Doom in one keypress.
I wish that feature was in BD but Mark can't into CVARS sadly.

>> No.1697719


>once you start shooting explostions, blood, etc starts flying everywhere and it's so chaotic and hard to keep track

I find that feature as an additional difficulty rather than a hassle. I find it fun except when it lags.

>> No.1697721

Yes. It's the most annoying bug in the mod. I don't know if the author ever fixed it.

>> No.1697728

nope, he didn't

and it sounds exactly like smooth doom minus bugs tbh

>> No.1697739

Any idea if Project MSX will ever be updated again?

>> No.1697742
File: 1.22 MB, 540x360, 1318111824725.gif [View same] [iqdb] [saucenao] [google] [report]

>Thy Flesh Consumed
What sick twisted fuck designed this shit?

>> No.1697746

the models look terrible, the animations out of synch, but i must say, i just LOVE the fact that you can see the damage you do to the monsters

yeah, i think voxels are where it's at too, but someone tried and there's still progress to be done

guess who made you his bitch...

>> No.1697748


Welcome to the hardest levels in Doom 1 and 2.

>> No.1697751


Planned to, at least, but plans are fickle bitches pliable by time and resources, so.

>> No.1697754

I tend to fire in bursts unless its a mass of enemies anyway

>> No.1697757

the guy that knows that sense of satisfaction when you beat it, trust me, it's worth it

>> No.1697778
File: 45 KB, 352x395, 1402240562897.jpg [View same] [iqdb] [saucenao] [google] [report]


I'd like to see you play quake on nightmare.

>> No.1697779

>Hardest levels in Doom and Doom 2
Stop shitposting.

>> No.1697782


>> No.1697784

Thy Flesh Consumed isn't that hard compared to some Megawads

>> No.1697785

Post goofy/cool/over the top headcanons

>> No.1697791

Well, ReDoom is quite an old mod... and Smooth Doom looks great so far.

I wish I know

>> No.1697792

There was no Doomguy.

Only Doomgirl.
All mods have Doomgirls.

I edit all mods for Doomgirls

>> No.1697793


Doomguy was chosen by heaven as an angel of death right after episode one of Doom 1, this is why he was able to keep fighting after "dying", rather than wielding a flaming sword, God decided Doomguy's methods of beating ass were efficient as is, and said "Rock on, my son."

Doom 64 is the real Doom 3 and the canonical end of Doomguy's adventures: Endlessly beating the shit out of demons and rocking the fuck out whilst doing so. I like to picture that he made an axe out of demon parts for shredding sick as fuck music and for shredding demons to pieces.

>> No.1697801

Eventually doomguy becomes the new king of hell in the name of ensuring the demons do their fucking job instead of terrorizing the virtuous mortals, he keeps a harem of succubus versions of the demons

>> No.1697804

HDoom is canon.

>> No.1697805

H-Doom is an alternait universe where hell was overtaken by the succubi in a massive co'detat, the rest of the demons all had to follow their rules and live like them, even take bodies like them, things actually settled, but they got bored until the mars experiments opened some doors to play with the mortals

>> No.1697814

Doom guy can move so fast and tank hits because of chromozone 24, which lacks the idiotic complications of the movies and is pretty standard now

>> No.1697823

Hell torments souls to turn them into demons, some stay as loyal shades instead, (explaining zombies in hell) and thus the wulfenstien levels are canon, and the cyberdemon at the end is infact hitler

>> No.1697829

when he's not kicking demon ass and screwing around in hell, he takes care of little animals, specifically bunnies he will protect them to fill the sadness of daisy's death

>> No.1697846


>> No.1697860 [DELETED] 

New idea for HDoom! bunny girls to save or usable items! Seriously we have medikit tans and berserker tans, why not place them with girls with bunny ears? let's get yiffan alil bit! :3
On an unrelated note, someone ever thought adding cockbees or dunno; impse queen? Where you got in a competition with them about who will rape her first?

>> No.1697865

no rape in hdoom
how many times will we have to repeat this

>> No.1697869 [SPOILER]  [DELETED] 
File: 10 KB, 249x251, 1403065326872.jpg [View same] [iqdb] [saucenao] [google] [report]

I am absolutely loving this idea

>> No.1697883

first person escape the room game
http://www.momchill.com/crimson_room.swf - here's the granddaddy of escape the room games for reference
https://www.sendspace.com/file/d1tcj2 - and here's a quick three-minute one i made for reference which is stupidly easy to beat but it's just an example dammit

>> No.1697890

>why not place them with girls with bunny ears? let's get yiffan alil bit! :3

How about no.

>> No.1697896

Only he's not bi, he's gay because girls have cooties and laugh at me.

>> No.1697902

All versions of doom are canon, each universe is dealing with different segments of the same hell, which like heaven is a multiversal singularity, thuse hell is the thread that connects them, the doom movie is hells attempt to infiltrate genes instead of full bodies, allowing the victums to go assuming literal hell isn't involved and thus further lower the victums defences

>> No.1697934

Another new idea for hdoom.

Instead of marine corpses, have marines that are sleeping with their pants down, obviously post-coital.

>> No.1697938

there are already sleepy marine replacements

>> No.1697939


>> No.1697957

So I just watched the old doom 3 alpha, holy crap it looked better, guns that sounded like they could hurt things, demons with genuinly creepy audio, no vanishing bodies, why did they change it?

>> No.1697959

Doom 1:He goes to the Phobos base and clear it out but gets trapped and teleported to Deimos above hell then goes to hell itself and beat the shit out of everyone[almost] and when he returns in earth he avenges Daisy[his bunny] but later realizes Hell over raided Earth [see below]

Doom 2:Doomguy kills the demons but he later finds that demons brought their own reality to earth and he saved humanity then he,by himself went to kill demons,go to hell again and kill the icon of sin,but there were more icon of sins and he goes to clear another base [see below]

TNT-Evilution:He goes to other base and beats everyone but he is tired and finds some demons on egypt and after clearing egypt he goes on a vacation on the caribean,but it's also invaded by demons so he clears the caribean then goes to hell AGAIN and beats the icon of sin again but this is only the beginning

Plutonia:Doomguy is about to be made his bitch since he goes to the hour zero area that was invaded,meeting and killing a fucklot of demons and another icon of sin,but after that Doomguy realizes that clearing earth is pointless since there is a damn lot of demons anyway and more will come so... [see below]

Doom 64: He goes back to deimos,considering he rapeled down to hell from deimos in Doom 1,more demons used that route and used Deimos' technology to bring their reality on earth so Doomguy goes to kick ass over there and find the mother of demons,and to prevent no more demons appear from hell,he stays in hell making sure NO DEMONS get up.

And after that,the .wads become canon,everything custom made by fans are just the rest of the shit that Doomguy is currently making in Hell. And if you ask "but some wads feature cities,why there are cities in hell?",because using the same logic of Smash Bros Brawl's Subspacial emissary logic,Hell replaces some parts of earth with their own reality and brings whatever they replaced to hell

>> No.1697962

>no rape
what about grope?
If you sneak behind them and they haven't spot you,you press use item[button that trigger sex scenes] to grope dem boobies

>> No.1697970

So I want to try running DoomRL Arsenal co-op with a friend. It's having problems with zandronum, so how would I go about setting it up?

>> No.1697982

That would be rape irl dude

>> No.1698001

Every wad is a canon multiverse set after Plutonia

>> No.1698007

Wait until Zandro is updated.

>> No.1698008

DoomRL Arsenal doesn't work in Zandornum.

The only options is to somehow figure out GZDoom netplay (good luck), or wait for Zandronum to catch up (which will be a long wait).

>> No.1698012

not if you only do a buttslap or a short boobgrab[basically a 1.5 seconds animation] then you go and fight demoness like normal

>> No.1698028


I see a couple of vids in the DoomRL Arsenal thread of multiplayer working, but I'm guessing they figured out GZDoom Netplay.

One vid included Yholl in the player list too so I don't think I'll be getting it to work anytime soon.

>> No.1698041

This, right?


It looks really fun in multi.

>> No.1698045

>I'm guessing they figured out GZDoom Netplay.
They usually go with the GZDoom netcode dev who is also the biggest cunt I have ever had the pleasure of interacting with, and not a lot of people would know it better than him.

http://forum.zdoom.org/viewtopic.php?t=45124& - If you want to try anyway and read a tl;dr on how to possibly maybe sometimes get it to work, refer to this.

>> No.1698049

It looks like ZDL has settings for multiplayer games. I guess I'll try to mess with it first.

>> No.1698086
File: 82 KB, 502x304, hdoom.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1698176
File: 588 KB, 1200x675, Screenshot_Doom_20140618_193233.png [View same] [iqdb] [saucenao] [google] [report]

What is this and why cant I pick it up?

>> No.1698179

Shoot it.

>> No.1698182

Thanks mang

>> No.1698226

What was the normal shotgun based off of again? Browning something I think.

>> No.1698232


Tootsie Dakota toy capgun.

>> No.1698290 [DELETED] 


but apparently shotacon shit is a-okay
the twisted mind of a weeb

>> No.1698292


I'd like to see you play Serious Sam on Serious
I'd like to see you play x on y

>> No.1698314 [DELETED] 

>no rape in hdoom
the feminists have won

>> No.1698323

Just for the record, I personally think you'd be hard pressed to find a similar style FPS that's more challenging than what the Serious Sam series has to offer.

>> No.1698342 [DELETED] 


>> No.1698378

sounds were changed maybe because reznor left
and doom 3 was pretty hard on the pc back then, non vanishing bodies would kill performance

>> No.1698402
File: 22 KB, 346x367, voxels.png [View same] [iqdb] [saucenao] [google] [report]

>voxel monsters
Good luck.

>> No.1698403

It wouldn't quite be rape, it would be molestation.

Also, beating a girl with a pillow or squirting her with water until she submits and has sex with you, isn't rapey?

I think playful groping could be a fun idea for H-Doom, but that's just my own opinion (and that other anon's).

>> No.1698419
File: 355 KB, 500x447, m9vzd3Mb0J1qbowx0.png [View same] [iqdb] [saucenao] [google] [report]

>or squirting her with water until she submits and has sex with you, isn't rapey?


>> No.1698423

>squirting a girl is rape-y
Nigga i'm down with groping but that was a buttfuck crazy thing to say

>> No.1698471
File: 224 KB, 334x501, 1388965351186.png [View same] [iqdb] [saucenao] [google] [report]

Switch difficulty from HMP to UV, add -fast parameter, voila! We've got Quake's Nightmare difficulty equivalent.

>> No.1698496
File: 1.52 MB, 2036x2284, ContainersOfDoomRL.jpg [View same] [iqdb] [saucenao] [google] [report]

DoomRL Chests Progress report
Code: Cleaned up duplicate entries and copy/pasta properties from actors. Still doesn't touch DoomRL Arsenal Randomspawners, but I won't touch them since it adds even more randomness.
TODO: Randomize chest spawns even more.
TODO: Less cardboxes moar Medikits/Stimpacks.

New Loot:
Trash Tier; as seen in picture, single shotgun shells, magazines with 3 bullets and almost empty cells.
Also junk food that works as health item but heals up to only 50 and Armor bits which repairs armor by one point up to 25.

Average Tier; "Weapon Assembly Assistant" gives assembly info like mapreveal power up there are three kinds of them. But one of them is broken and gives Cell ammo instead. I would like to keep these somewhat common. It is hard to memorize these things and they are pretty too rare in DoomRL.
"Mars Rations" +5hp up to 200.

Awesome Tier; These will be assembled/exotic... etc. items from DoomRL. Probably gonna touch up default Supply Crate(s).

Boss Drops; That one will have to wait but I promise when you blast a Cyberdemon you'll have a fountain of drops ala Diablo 2.

Barrels: need destroyed states (sprite+sound), scale tweaks otherwise, done.
Urns: Replaces HealthBonus, like barrels needs some work.
Demonic/Uac chests: Sounds probably but pretty much done.
Strongboxes: Needs labels (since it replaces power ups) and a demonic variant(s). These take more then a couple of shots to open.
Gotta figure out chests for ammo"boxes".
More "disappear" effects.

I never found a Steel Beast, but there were two in that test map.

>> No.1698503

Thanks. Gonna need it.

>> No.1698518

As in, bothering them and wearing them down until they just give in, that's frankly kind of rapey.

Playful groping, as long as it's not violent or anything, could be fun or charming, in my opinion.

Also, does doomguy have bloodless death animations yet?

>> No.1698546

yes, "bothering them" and "wearing them down" by squirting them with water or pillow-fighting them. yeah, no.

that, and it's been confirmed that the plot involves them looking to get the dick anyways - they fight because they want you to submit to -them-.

>> No.1698634

Fair enough.

So how about some playful groping, like some couples do?

>> No.1698643

dunno, it's a possibility.

>> No.1698737
File: 74 KB, 400x270, 1371328721710.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1698741
File: 43 KB, 169x156, dermgeay-herrrrr.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1698746 [DELETED] 

/vr/ is the shittiest board on 4chan

>> No.1698749 [DELETED] 

Go back to /v/ and wallow in your own misery.

>> No.1698750 [DELETED] 

Do NOT give him attention.

>> No.1698751 [DELETED] 

hahahahha homos

>> No.1698761

So I just learned that the Mancubus was supposed to have six nipples, could this transfer into their H-Doom versions?

>> No.1698768
File: 1.00 MB, 1600x900, Screenshot_Strife_20140618_111607.png [View same] [iqdb] [saucenao] [google] [report]

So I sort of loaded h-doom with strife

>> No.1698770

Load it with Chex Quest 3 and go to the same map.

>> No.1698793

Six titties.

>> No.1698798
File: 61 KB, 408x468, AEROSMITH1974.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.1698850
File: 219 KB, 1152x864, Screenshot_Hexen_20140618_113144.png [View same] [iqdb] [saucenao] [google] [report]

I loaded H-Doom with Hexen and this is what I got.

>> No.1698871

Oh my yes... what shall her personality be?

>> No.1698873
File: 66 KB, 470x352, tmp_13756312276281465489126.jpg [View same] [iqdb] [saucenao] [google] [report]

I suggest Lost souls should be flying pairs of boobs and asses (50/50 chance)

>> No.1698910
File: 176 KB, 480x421, lost soul.png [View same] [iqdb] [saucenao] [google] [report]

Lost soul's already dealt with.

>> No.1698938

Huh, kinda weird but as long as she likes it, what of the cacos?

>> No.1698956

looks too much like the imp

>> No.1698962

Who's the artist making these?

>> No.1698968
File: 20 KB, 192x197, revenant checks his watch.jpg [View same] [iqdb] [saucenao] [google] [report]


Holy shit man. I think he never got hit, too.

>> No.1698971

What is your favorite monster redesign?

>> No.1699036

Does Metroid Dreadnought have any single player maps or is it just the normal doom maps?

>> No.1699109

The amount of custom content for doom is amazing. I bet you could make a whole new game out of it.

>> No.1699118

AAAAAAAAAAAAAAAAAI don't care what the communit at large thinks but mouselook and no autoaim should be a must. Still impressive though.AAAAAAAAAAAAAAAAAAAAA

>> No.1699121


No singleplayer maps yet.

>> No.1699135

I was just thinking, the allied marine mechanic in BD, what if there were alternate allies as well, like guard dogs, or sentry bots?

>> No.1699143


>> No.1699184 [DELETED] 

Please don't tell me you literally believe this. Men like you are scum and give the rest of us a bad name.

>> No.1699212 [DELETED] 
File: 117 KB, 205x310, gengar.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1699235
File: 96 KB, 292x490, illustration.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm in the deep end of the ACS pool guys. I just made this illustration for myself just to wrap my mind around every number I need to keep track of.

(the purpose is to be able to interact with objects or NPC's by clicking them with a cursor)

>> No.1699241

Several have been made actually.

>> No.1699310


>> No.1699438
File: 167 KB, 729x487, 1363710303126.png [View same] [iqdb] [saucenao] [google] [report]

All right, anons, pick a mod you're working on/like

what's a big pipe dream that you have in the future for it? Like any sort of "might be cool but not the least bit feasible" things? Or maybe a "hopefully this gets added in the future" thing?

>> No.1699445

Voxel DooM

>> No.1699452

My own pet project.

Maybe things like a attachable/detachable bayonet for the rifle, being able to use the stock of the shotgun for a melee attack, a quick button for throwing hand grenades...

>> No.1699453

With monsters and all I mean.

>> No.1699459

with solid hit detection, dismemberment, and ragdolls

>do it

>> No.1699461

The monsterpack actually having a full roster for at least Nightmare and Cybernetic enemies.

>> No.1699462


I'd like Dreadnought to have a full Metroid-style campaign, done hub-style like Strife or Hexen.
It's never going to fucking happen, but it'd still be nice.

>> No.1699465
File: 62 KB, 500x622, _inline_my0c29Kjng1r5sj59.jpg [View same] [iqdb] [saucenao] [google] [report]

>Nightmare Icon of Sin

>> No.1699467

Doom RPG

I'd like some form of file I/O to let your characters be persistent between games. However, as much as I try to push for this, the devs basically just tell me to fuck off each time. So the chance of this happening is about equal to Zandrobum reaching feature parity with ZDoom.

So instead, I've resorted to an over-convoluted password system using every trick in the book I know: crazy shit like bit-packing, bit-shifting, bitfields...

>> No.1699469

Project MSX

God Hand mode.

>> No.1699482



finishing the fucking thing.

No in all seriousness, I want v1.0 to have player sprites for Blaz, a new sword sprite, and all that good shit

future versions are gonna have different playable characters, and I'm gonna need someone to show me how to make pickups look different and give different things depending on the character.

>> No.1699485

>You don't immediately start playing Super Mario World ROMhacks, you play the regular game first.
Well....i started playing Doom after i lost my sides to the stupid terrywads and i played terrywads then find out some cool mods and megawads,my first regular doom play was with Scythe 2

>> No.1699487

You already have all monsters to have Nightmare versions unless you dont count the elite soldiers to be Nightmare monsters,the cybernetic monsters,well you only have the arch-vile,Pain elemental and cacodemon left

>> No.1699490

Monster pack that gives the monsters a fluid blend between the exagerated siilloete of classic doom, with the sheer edgyness of the doom 3 looks made with good sprite work instead of shitty cam ripped images,

>> No.1699491
File: 484 KB, 1224x1632, Arch-Vile.jpg [View same] [iqdb] [saucenao] [google] [report]

does anyone have a working download for Chris Dorner's Last Stand Survival Game?

>> No.1699493

There are already nightmare archviles, pain elementals, and cacodemons

>> No.1699495

i said that there are no cyber cacodemons/arch-viles/pain elementals you fool

>> No.1699501
File: 22 KB, 195x110, Nightmare Mastermind Concept.png [View same] [iqdb] [saucenao] [google] [report]

I already have all Nightmare variants? News to me.

Anyway, there's no Nightmare Mastermind yet, the sprites aren't finished.

Tech-vile should be coming sometime soon, hopefully.

>> No.1699503

a-are those quadruple rocket launchers

>> No.1699504

newb here. Please forgive retardedness.

What are the "master levels for doom2" in the zip from the pastebin about? I'm guessing like masterquest for Zelda OOT?

>> No.1699507
File: 105 KB, 600x451, chris-hansen[1].jpg_w.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.1699508

Quad Plasma Disruptors (Nightmare Mancubus guns)
Main gun is a Particle Beam Cannon.

Snipes you with pinpoint accuracy, hide behind a wall and it'll spray AOE blasts all over the place to try and smoke you out.

>> No.1699512
File: 9 KB, 150x150, 1347432053367.gif [View same] [iqdb] [saucenao] [google] [report]



>Cyborg archvile with heat vision and undodgable AOE electrical discharges at closer ranges
>reassembles slain enemies into their cyborg counterparts

>> No.1699514


A batch of third-party maps that id liked and put together in a single compilation.
Utterly passable.

>> No.1699515

Hey, I have a question for you: I was fighting Nightmare cybers in your mod, and it seems like they prefer using PBC at long range, rockets at mid range and the Green Ball Gun at short range. Is it really how it works?

>> No.1699518

a master quest for doom would be pretty cool, same level layouts, but with enemies items and maybe some switches/doors changed around

>> No.1699523
File: 238 KB, 500x493, 1401588089534.png [View same] [iqdb] [saucenao] [google] [report]

Nah, it's just another officially released collection of levels for Doom2. By the way, I recommend you to check ALL the commercially released Doom wads. They're Doom, Doom 2, Plutonia Experiment and TNT Evilution (these two also can be called Final Doom), Master levels, Perdition Gate and Hell to Pay (I recommend ripping out all the enemy sprites and sounds from the wad while playing the latter). Also, check No Rest for the Living.

>> No.1699527
File: 1.28 MB, 1280x800, Screenshot_Doom_20140601_221649.png [View same] [iqdb] [saucenao] [google] [report]


It also has even MORE nasty tricks if you're playing with Doom RPG, heheheh.

Let's just say that not even your Augmentations are safe...

>> No.1699528 [DELETED] 
File: 161 KB, 315x339, 49b.png [View same] [iqdb] [saucenao] [google] [report]


>someone posts samsara is entirely full of stolen content
>someone posts uh no even some of the developers got involved and helped out and samsara maintains a massive list of credits/permissions
>LOOK OUT FANBOY RAGE INCOMING [oh no i hurt some feels]

>> No.1699531

Read this on the /doom/ website about Ketchup
>could be a nice autoload if it didn't replace the damn enemies

Ok guys, if you want to play with a shitton of blood but don't want the monsters to be replaced; just delete the "monsters" decorate files with Slade or something. Thought somebody would find that useful

>> No.1699532
File: 5 KB, 67x78, TECVG1.png [View same] [iqdb] [saucenao] [google] [report]

Pffft. It's not that weak.

More like
Fires homing plasma from it's chest.
Has an AOE attack that pulls you in, damages through armor, dirsupts high tech armor, drains DoomRPG aug power and equips itself with copies of all your augs.
Shields itself occaisonally if hit by plasma.
Hacks sentries to become hostile.
Resurrects enemies as Cybernetic variants.
Has 1400 health.

Haaaave fuuuuuun.
Oh, and if it steals enough DoomRPG augs from you, it has it's own boss music too.

More or less. PBC at long range, both rockets and PRC at close range. If you have immunity to fire, it'll only fire the PRC at close range.

>> No.1699535


That means no xdeaths for the higher-up monsters, though, as well as no reduction of the threshold for xdeaths for mook monsters.

>> No.1699538

>More or less. PBC at long range, both rockets and PRC at close range.
Oh, I was wondering if I'm seeing things. I don't know shit about Doom modding and I wasn't sure if AI is capable of advanced stuff like that.
> If you have immunity to fire, it'll only fire the PRC at close range.

>> No.1699540


Thanks. Did stock Doom let you look up and down with the mouse? Because it feels weird in zdoom when you change to mouselook. Unfair advantage if I use it?

>> No.1699542
File: 582 KB, 800x600, Screenshot_Doom_20140618_230238.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1699543


Nope, freelook wasn't in vanilla Doom. Could only look left/right.

>> No.1699545


No it didn't. The reason it feels weird in ZDoom is because of the software renderer. If you use GZDoom, it will feel more like the mouseaim you're used to.

>> No.1699546


Words cannot begin to describe how fucking devious this is.

well done, you've augmented my fear of archviles. Now if you make some cyber-boners that are a genuine threat, I'll be really impressed

>> No.1699547

Turn off texture filtering in OpenGL options.

>> No.1699548

I did after I took that, but the sprites and menu are still fucked up.

>> No.1699551
File: 899 KB, 1920x1080, Screenshot_Doom_20140618_180726.png [View same] [iqdb] [saucenao] [google] [report]

So uh, I'm playing the Samsara Addons for the first time. Heard the creator was incompetent. Haven't even started actually playing yet. What a horrible HUD.

>> No.1699552 [DELETED] 


>> No.1699553

Well, that's kinda the point really. It's just about the blood (like say, if you want to play Smooth Doom with ketchup)

>> No.1699556
File: 50 KB, 578x568, Doomguy, our lord and savior.png [View same] [iqdb] [saucenao] [google] [report]

You sure?

>> No.1699559

The Heavy Revenant?
In one video of me and a bunch of people playing Armageddon, one of them gets a double kill on Kyle873 and Cyndus with a single rocket. You can't see it, but you can hear my astonishment.
They are preeeetty nasty.

>> No.1699560

There's somethign else that can be called "wrong" with that screen? Low resolution?

>> No.1699562

I am fixing the news post this time, if I had that one GIF of the wapanese guys stacking each other apologizing I would post it

Give me a couple of minutes

>> No.1699563

I fucking hate it when people say this shit. if you claimed you actually made the graphics, than yeah it's stealing. If not, than it's resource borrowing (because these retards can't understand that not everything can be original artwork) if they had their way there would be like 10 mods out instead of 1000's

>> No.1699564

It's windowed.

>> No.1699565
File: 54 KB, 500x515, mch1acKlrY1qb10tt.png [View same] [iqdb] [saucenao] [google] [report]


Be strong, man. Be strong.

>> No.1699567
File: 157 KB, 480x254, 4342353.png [View same] [iqdb] [saucenao] [google] [report]


wrong answer

>> No.1699568

you're doing god's work son, keep it up

>> No.1699570
File: 232 KB, 500x500, TSP-Icon.png [View same] [iqdb] [saucenao] [google] [report]

The Space Pirate.

Right now we have one character in, I want to end up with four (five for TSP Neo), each with their own abilities/exclusive weapons. TSP is going to be a hugely cooperative experience, meant to be played on the hardest difficulty with allies.

Monster hierarchy, kind of like Doom RPG (the mobile one), a huge variety of weapons that you can swap out on the go. Like if you really just like classic shotguns, you can swap out Zeke for a shotgun called the "Classico" that fires just buckshot shells, or maybe that triple barrel shotgun. Possibly carry up to six weapons at once, one per each slot, akin to DoomRLA and ww-magop. Not to mention a single player level set and deathmatch/CTF level set. All in due time, hopefully!

Those are long-term goals though, my short-term goals are to finish the next character, plasma rifle replacement, and do player sprites for both Mel and the new character. OH BOY!

Oh yeah, and to finish it of course!

>> No.1699571

>Has an AOE attack that pulls you in, damages through armor, dirsupts high tech armor, drains DoomRPG aug power and equips itself with copies of all your augs.
>Oh, and if it steals enough DoomRPG augs from you, it has it's own boss music too.

That's pretty fucking nice.

>> No.1699572

>That's pretty fucking nice.

We thought so, yeah. :D

>> No.1699574

Good luck with it, but don't get swallowed up with too much work!

>> No.1699576

Will the Diabolists get any love like that?

Tech Archviles sound way more dangerous and fun to fight than their Nightmare counterparts.

>> No.1699580

Try updating your video card drivers, I had this issue eons ago. Also update your GZDoom if you haven't done that yet!

>> No.1699583

First of all, that doesn't show in your screenshot.
Second, that can be fixed in the Video Settings.

>> No.1699594

Dunno, might give them another attack, but I'm pretty happy with their horrifying murder potential right now.

One thing to keep in mind is that if you keep your distance from a Tech-vile, it's actually fairly weak. It's attack is far less dangerous than that of even the normal Arch-vile, let alone the insta-killing Nightmare Vile.

>> No.1699598

Nightmare Vile is still super awesome though. I think I said it in the thread, but it warrants saying it again!

>> No.1699601

Hey Yholl, if you're still here, Removing antigrav boots doesn't take away their set bonus token.

>mfw nuclear plasma pistol

>> No.1699604


Thanks. I was going to ask if zdoom had an option to simply lock non-vanilla features out but I'm off to Chocolate Doom anyway.

>> No.1699605

Tell me more about this Classico.

>> No.1699609

Hey Yholl, since you're here, is it possible to outline what one would need to do to get DoomRL Arsenal working in multiplayer? I have no clue what I'm doing when it comes to multiplayer outside of Zandronum.

>> No.1699612




>> No.1699695

>fires out five cubes a second

>> No.1699981

>that pic
man, we look chill as fuck

>> No.1699995

the imps buried into the ground

>> No.1700034

Didn't even notice that.
Shit, I can't exactly help you there.

>> No.1700497
File: 155 KB, 349x360, 1402513459121.png [View same] [iqdb] [saucenao] [google] [report]

>When Romero crosses his eyes, they almost straighten out instead

>> No.1701001


That sounds like a voxelization of brutal doom v20
It's just more voxel work. a shitton of voxelwork

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