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File: 726 KB, 1280x1632, Doom Hotline.jpg [View same] [iqdb] [saucenao] [google] [report]
1712327 No.1712327 [Reply] [Original] [archived.moe]

Doom thread (Last thread >>1703227)
(other retro FPS games also welcome, chances are we played 'em too)

FAQ/Pastebin, still updated semi-frequently
http://pastebin.com/AfQkPem3

======WEBSITE======
http://vrdoom.weebly.com/

===COMMUNITY===
##Our WADs can be found here!##
http://pastebin.com/5sKRiJzS

Steam Group:
http://steamcommunity.com/groups/vrDOOM

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

===TUTORIALS AND UTILITIES===

Wanna learn...

More about Doom? Check the OFFICIAL Doom Wiki
http://doomwiki.org/wiki/Entryway

To create maps?
http://www.doombuilder.com/index.php?p=tutorials

To open/Edit WADs/PK3/etc for mod compatibility?
http://slade.mancubus.net/index.php?page=downloads (download 3.0.2)
http://zdoom.org/wiki

How to load multiple WADS and mods at the same time? - ZDL (v3.2.2.2)
http://www.mediafire.com/?eq4zyb6k8c0o6nc

===WADS===
/idgames torrent (as of Nov.25, 2013; 12 GBs of wads, 18 years worth of user-made content!)
https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

Vanilla/Boom related projects can be found here
http://www.doomworld.com/vb/wads-mods/

ZDoom mods/projects can be found here
http://forum.zdoom.org/viewforum.php?f=19

>> No.1712334

REAL link to last thread >>1707443

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

-Doom 4 Trailer here. It's damn true. http://youtu.be/0C4F1h-HSXU. Further details will be shown at Quakecon.

-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 https://gamesdonequick.com/schedule. The past AGDQ featured Plutonia (Go 2 It included) and a Doom 2 race. To rewatch said games, see this link http://www.youtube.com/playlist?list=PLQcxg3SUqlYBoSYrpNJVu58GsoCXMREa1.

-Doom 2: In Name Only represents everyone's wishes of playing the Doom 2 maps in a more literal way. It just got an /idgames link now! Check the 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

-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 http://youtu.be/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!

-Wanna see John Romero deathmatching in 2014? This happened at GDC http://www.youtube.com/playlist?list=PLXkipPv0b4KMKE7z3WwlYYUCDLACNoYfE.

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

Mods that also got updated

Hideous Destructor - http://forum.zdoom.org/viewtopic.php?t=12973
Pirate Doom - http://forum.zdoom.org/viewtopic.php?t=32674
DoomRL Arsenal - http://forum.zdoom.org/viewtopic.php?t=37044


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

>> No.1712353
File: 589 KB, 1323x1988, dykehard.jpg [View same] [iqdb] [saucenao] [google] [report]
1712353

>(other retro FPS games also welcome, chances are we played 'em too)

Duke Hard released for Duke Nukem 3D.
It's a 17maps community episode by the Duke4 community (involved 15 mappers and 17 people total).
Requires EDuke32.

MODDB page (video trailer, screenshots, and of course download link with instructions on how to installation&play) :
http://www.moddb.com/mods/duke-hard

Enjoy!

>> No.1712378

>>1712353
"Unsupported QR Code" said the 3DS

>> No.1712396

>>1712353
How long does it take to make the levels?

>> No.1712443
File: 609 KB, 1280x768, Screenshot_2014-06-24-10-53-43.png [View same] [iqdb] [saucenao] [google] [report]
1712443

>>1712378
hurr

>> No.1712454

>>1712396
Depends how big and detailed you want to make it. Some of the mappers say they made their maps pretty fast for the episode like map05 in around 8 hours, map15 in 11hours.

The boss map took me 5-6 days of non stop mapping and it's only about 5-7 mins of gameplay.

however I got into Doom mapping (using Doombuilder2) recently and I have to say Duke3D mapping takes a lot more time and is a lot more complicated.
It's mainly due to how you have more freedom, and can do a lot more things in Duke3D. For instance, you don't do 'sector based' shading (which is pretty fast; but also very limiting), you do wall-based shading (you have to shade every surface individually).
Also, since Duke3D has tons of effects, they're a lot harder to make. For instance, to make a basic swing door you need to tag the sector properly, then add a special sprite which you have to tag properly to set the right effect (and that sprite has to be at the right spot and at the right angle so the door opens the way you want it), then if you want sound you need to add another effect sprite and tag it according to both the start and stop sounds you want. You CAN also add another effect sprite controlling speed of the door.
Compared to Doom doors which are all the same kind and which is as simple as 'tag the wall'
Also, even though mapster32 has added tons of very useful small features which make mapping easier and more comfortable; it still uses the old DOS interface based on obscure key combinaisons. It's not as user friendly and easy to understand as modern Doom map editors.

>> No.1712484

So what capabilities does EDuke have that Doom could benafit from?

>> No.1712489

>>1712484
This is just a very small feature but it's all i can think of right now (i'm not the best person to talk about eduke32's awesome features since i'm mainly a 'classic style' guy; but basically I heard you can do anything you want with eduke32. someone even made a prototype shmup).

in mapster32, in 3D mode, when holding right click (or space) it 'locks' what you are editing; so you can keep editing it without having to worry whether you're still aiming at it or not.

AFAIK this feature isn't in Doombuilder 2 and imo it's very convenient. Especially when you want to do some major height changes for a sector, with no locking feature, you constantly have to go up alongside the sector.

>> No.1712538

>>1712484
Voxle mapping, you can speckle this around to enhance wall graphics and such with a touch of real texture

>> No.1712578

>>1712538
didn't someone already make some walls/switches in voxels for zdoom?

>> No.1712609

>>1712578
Hmm... I do know that EDuke still has abilities most Doom engines lack, I just wish I could recall them

>> No.1712613

>>1712609
wild guess: dynamic shadows?
that's really the only think i can think of

>> No.1712640

I'm trying to finish Doom 2 on Ultra Violence. It's a lot harder than Doom on UV.

What's the best way to take care of the meatball daemons? Those little shitballs with arms really got me mad as piss. I bully the shit out of them and make a fight, but I usually end up with a face full of flaming skull.

>> No.1712648

>>1712640
https://www.youtube.com/watch?v=HJcf0aOwmiA&index=4&list=PLQcxg3SUqlYBoSYrpNJVu58GsoCXMREa1

>> No.1712649

>>1712640
>meatball daemons

haha that's a cute name.

I'm guessing you're playing a standard source port right? There's no limit to the amount of dudes a Pain Elemental can shoot out. In the original game, there was a limit. The levels are balanced around that limit. Go into compatibility thing and set things to Doom Strict. Makes it easier.

Otehrwise:

>chainsaw
>get up close to their face so they can't shoot lost souls
>Double barrel shotty, or rocket,
>target Pain Elemental FIRST

>> No.1712651

>>1712640
You're not bullying them enough. Don't just come close, make them choke on your pelvic areas. They don't bite, so your buttcheeks are safe even when meatballs are sucking at them.

>> No.1712654

>>1712649
>>get up close
>rocket
does not compute

>> No.1712656

https://www.youtube.com/watch?v=D-p4PALFpZc
HOT DAMN

>> No.1712658

>>1712654

Not at the same time silly.

>> No.1712664

>>1712651
On UV I usually end up having to fight 2 of them at once. Or they'll show up over a pit / nukage / floating up high. That's when I run into trouble.

>> No.1712667

>>1712664
At long range, plasmagun should be your best friend.

>> No.1712668

>>1712648
That Doom64 speedrun video reminds me. Is there a wad with Doom64 levels, but classic visuals and sounds? I can't stand Doom64's ones. I honestly tried several times, but I can't just bear it past the first level.

>> No.1712671

>>1712667
That's your best friend for everything in Doom.

>> No.1712681
File: 48 KB, 879x1168, douk nukkum.png [View same] [iqdb] [saucenao] [google] [report]
1712681

The "Go play KDITD from start to finish on UV ironman (no saving, restart if you die), then post your final time, ss of finish screen, or even a demo here" challenge is still ongoing for people that want to give it a shot, or give it a second attempt.. It's not sourceport specific, so do it in whatever you want, though PrBoom+ makes it easy to record demos.

How to record Demos in PrBoom+:

Create a shortcut to the .exe and then modify the shortcut to have the following

"[path]" -file [wad] -complevel [number] -skill [number] -warp [number] -record [demoname]

so for instance to make the demo "vre1.lmp" my shortcut was

"C:\Program Files\prboom-plus-2.5.1.3\prboom-plus.exe" -iwad doom -complevel 9 -skill 4 -warp 1 -record vre1

People that have done it:

https://archive.foolz.us/vr/thread/1707443/#1709516
https://archive.foolz.us/vr/thread/1707443/#1709721
https://archive.foolz.us/vr/thread/1707443/#1709756
https://archive.foolz.us/vr/thread/1707443/#1710652
https://archive.foolz.us/vr/thread/1707443/#1710894
https://archive.foolz.us/vr/thread/1707443/#1710947

Imma try to manage a lower time later tonight.

>>1710947
>Well, E1 is easy for almost any kind of retarded and not so gameplay.

That's the point, we're speedrunning an episode everyone is guaranteed to be familiar with and even those that aren't as good as some of the people here can still complete. If I said "go ironman episode 3 of hell revealed" we would have far less people doing it.

>> No.1712683
File: 26 KB, 185x158, 185px-Seriousbomb_2.png [View same] [iqdb] [saucenao] [google] [report]
1712683

I have no idea what I should do for Sam's unique.

Serious Bomb just seems like it would be too OP.

>> No.1712684

>>1712668
I like some aspects of the visuals but others like the double bladed chainsaw bug me, quad barrle super shotty though, that was kinda neat, also liked the remade Pinky and pain elemential, and the unmaker

>> No.1712689

>>1712683
How about a Serious Pack?

>> No.1712725

Okay so Doombuilder 2's Visual Mode is making my dick hard

>> No.1712756
File: 1010 KB, 1600x1200, 1291203848214.jpg [View same] [iqdb] [saucenao] [google] [report]
1712756

>Playing DoomRPG with DoomRLA
>Random Class, got Scout
>Build Revolver
>Find Cowboy Armor (I can't remember what it was called, it boosts Revolver damage)

HOLY SHIT I AM 1-SHOTTING EVERYTHING UP TO BARONS

Man, these mods are so much fun.

>> No.1712802

Any news on the Doom EU drama?

>> No.1712810

>>1712683

How about an item that kicks in the "MOOOOOORRRREEEEE"

https://www.youtube.com/watch?v=7aBAy9cOdKM

Makes accuracy, firing rate, and damage SERIOUS

>> No.1712816

https://www.youtube.com/watch?v=aD2oM6J8-5k

Well this sounds good. I should download this. I'd like to use it in the game proper.

https://itunes.apple.com/us/artist/nemistade/id836522817

>selling Doom covers

Is this even remotely legal? The songs are already borderline covers as it is. He didn't really make the songs so I don't think he should be able to profit from them.

Is there a way to extract the audio from the .mp4 without any loss of quality?

>> No.1712827

>>1712756
>Revolver Ocelot fights his way thrue hell to rescue Big Boss
Six Shots enough to kill any demon

>> No.1712846

>>1712683
>another awful addon class
No please stop Jesh.
Every fucking time you add another useless class.
Hell, the fucking addon is not even balanced.
There are already too many gay / unbalanced / unfinished addon classes out there.

I cannot think of one single good Samsara addon classes. Yours suck, Donalds suck, that Strifeguy sucks (who made him anyways), Doom64guy sucks.

>> No.1712853

>>1712827
Yeah he dives into hell to find that Big Boss has already forged a new Outer Heaven in hell

>> No.1712859
File: 182 KB, 858x644, 1401923638714.jpg [View same] [iqdb] [saucenao] [google] [report]
1712859

>>1712756
>>1712827
>"THE COLT SINGLE ACTION ARMY, THE GREATEST HANDGUN EVER MADE, SIX SHOTS, ENOUGH TO KILL ANYTHING THAT WALKS"

>> No.1712864

>>1712846

That's not Jesh, you idiot.

>> No.1712873

>>1712846
>I cannot think of one single good Samsara addon classes.
katarn
also why the fuck do you think that's jesh

>> No.1712874

>>1712859

>Western FPS

That should be a thing.

>knife
>6 shot revolver
>dynamite
>long range winchester

>levels consist of going through towns/mines/farms/countryside clearing out bandits
>bandits on horses
>ride horses

>> No.1712878

>>1712874
>What is Call of Juarez

>> No.1712891

>>1712878

I meant like 2D/3D. It'd work well with Doom level graphics I feel.

>> No.1712894

>>1712891

>What is Outlaws

(no horses though)

>> No.1712902

>>1711402

Errr... If you think of me making the voxel... I think that thats gonna have to wait till summer.

>> No.1712903

>>1712894
>>What is Outlaws

http://www.youtube.com/watch?v=odNueZ2ru5k

Man those weapons are just hideous. Someone should make a TC, and then make better weapon models.

>> No.1712910
File: 26 KB, 306x291, 1402176484132.png [View same] [iqdb] [saucenao] [google] [report]
1712910

>>1712873
>katarn

>> No.1712915

>>1712903

I admit the weapons look a bit like ass, but the game is great and the music is awesome.

>> No.1712945

>>1712903
>make a TC

Is there a list of TCs using Doom source ports? In principle all the 2D/3D games could be ported to that engine right?

>> No.1712948

We've sort of hit the limit of the Doom engine really. We should focus on a new engine. Like the EX engine.

>> No.1712963

>>1712948
>We've sort of hit the limit of the Doom engine really.

Nope.
We need to go deeper.

>> No.1712973

>>1712948
In my opinion, we've hardly scratched the surface.
But what if we could port Doom to other engines?

>> No.1712974

>>1712903

Someone made an outlaws mod for Doom already, complete with that HUD and stamina system

>> No.1712979

>>1712974

Link?

Did it port all the maps and music too or just made it replace the enemies?

>> No.1712990
File: 320 KB, 1920x1080, c03[1].jpg [View same] [iqdb] [saucenao] [google] [report]
1712990

>>1712973
>In my opinion, we've hardly scratched the surface.

http://www.youtube.com/watch?v=OOg0BhlIvyQ

>you will never see Doom 1 +2 remade in this quality ever

>> No.1713027

>>1712973
While I'm on the subject of porting games to different engines..

http://www.gameranx.com/features/id/8993/article/mind-blown-16-games-in-a-different-graphics-engine/#p1

>> No.1713035

>>1712990
I've seen this vid so many times
Never ceases to blow my mind

>> No.1713037

>>1713027
>Each example needs its own page
Why the fuck do people do this
Why

>> No.1713043

>>1713035

I think it's because it's one of the few Doom mods where someone bothers to make new 3D stuff. Most everything is either rehashing stuff from other games, or 2D.

>> No.1713049

>>1712979

http://forum.zdoom.org/viewtopic.php?p=726039#p726039

Mainly gameplay mod but it's a start

>> No.1713050

>>1713035
>>1712990

Is there any stuff in there we can cannabalize for Doom stuff?

>> No.1713058

>>1713050

It's made in Doom.

>> No.1713061

>>1712979
>>1713049

Ooh wait, looks like it includes a music pack too

>> No.1713062

>>1713037
More ads!

>> No.1713071

>>1713058
>It's made in Doom.

I know that. I mean could we canabalize anything for either enhancement Doom mods, or our own mods?

>> No.1713083

>>1713050
Yes.. the engines themselves.
We could make stuff like this.

This sort of thing most likely will never happen unless we start it.[/motivationalspeech]

>> No.1713105

>>1713083

It's because few of us know jack about 3D modelling.

The game itself looks like another one of those Slendaman spooky games that I can't stand. it works really well as a tech demo.

Is there any limit as to what you can put into the Doom engine through sourceports like GZDoom?

>> No.1713113

Does Brutal Doom have its own campaign yet? It really feels like it should have its own thing, and storyline.

>> No.1713117

>>1713113

No, and I doubt it ever will.
What in the world could a Brutal Doom-specific campaign offer that just any ZDoom-emphatic mapset can't do?

>> No.1713125 [DELETED] 

>>1713050
>>1712484
Just listen to yourselves.

Anytime something shows up, your immediate reaction is
>ANYTHING WORTH STEALING ???

Like >>1713043 said; this is like the only Doom mod ever that actually bothers to create all its own content from scratch, but the only thing you think of is "CAN'T WAIT TO STEAL THIS SHIT!"

It's like that site the community use as a resource of "free" textures/enemies/etc ; it has content taken from plenty of different games, either with shitty edits or as is, but NEVER with credits saying where the original come from.

Even ZDoom itselft has stolen, like the slope code illegaly taken from another game without crediting it.

Look at yourself through a mirror. You are worse than Sonic "ORIGINAL CHARACTER DO NOT STEAL" fanbase.

>> No.1713130

>>1713043
I think its that people like the 2.5 D look of the doom sprites.

>> No.1713158

>>1713130

I do too. But detailed 3D models that looked as good would be amazing.

>> No.1713159

>>1713125
>Even ZDoom itselft has stolen, like the slope code illegaly taken from another game without crediting it.
http://forum.zdoom.org/viewtopic.php?p=495208&#p495208

>> No.1713165

>>1713125

>not using old stuff to create something new

>> No.1713168

>>1713113
Well.. sort of..
http://forum.zdoom.org/viewtopic.php?f=19&t=32929

>> No.1713178

>>1713125
Look out everyone, we've got a Master Baiter over here.

>> No.1713181

>>1713113
I had some ideas, but I was going to start small with my own designs for the enemies and stuff, I had this plot that involved different factions of hell viying for dominance after they deposed satan, the largest faction led by his daughter, Sin

>> No.1713185

>>1713181

>new monsters
>new story

It should be something like that. Brutal doom seems nice, but it strays too much from standard doom. It feels like some sequel to Doom that pays homage to it but goes nuts.

>> No.1713186

>>1713181
what would this do for brutal doom that can't be done with any other gameplay mod

>> No.1713193

>>1713158
Ill consider looking into it as a later project

>> No.1713198

>>1713193

Most of us are too untalented to do anything really good.

>> No.1713203

>>1713125
8/10, deserves to be copypasta

>> No.1713204

>>1712802

in order to have drama you should be talking about something that wasn't expected to happen

Yet another Doom Bible project failing wasn't that much of a big news, to be honest

>> No.1713206

>>1713125
>Just listen to yourselves.
>Anytime something shows up, your immediate reaction is
>>ANYTHING WORTH STEALING ???

People want the engine to get new features? Scandalous!

>Like >>1713043 said; this is like the only Doom mod ever that actually bothers to create all its own content from scratch, but the only thing you think of is "CAN'T WAIT TO STEAL THIS SHIT!"

There have been plenty of Doom mods that have created their own content, including 3D stuff.

2D stuff is numerous to list, but off the top of my head Risen3D's models and ZanZan (no, ZanZan isn't Zandronum)

>It's like that site the community use as a resource of "free" textures/enemies/etc ; it has content taken from plenty of different games, either with shitty edits or as is, but NEVER with credits saying where the original come from.

Except everyone in the ZDoom community is fanatical about crediting sources. You will get your project taken down and possibly banned if you don't provide a credits list. You'll be outright banned if you claim the work of others as your own, either from inside or outside the Doom community. Most mods and maps have extremely exhaustive credits lists.

>Even ZDoom itselft has stolen, like the slope code illegaly taken from another game without crediting it.

http://forum.zdoom.org/viewtopic.php?p=495208&#p495208

>This seems to be a common misconception. Build draws slopes vertically, just like walls, and suffers from some terrible cache thrashing as a result. ZDoom draws them horizontally, just like regular flats. The code is quite different, and ZDoom was drawing slopes before the Build source was ever released. ZDoom even uses Michael Abrash's fdiv trick for doing the perspective divide in parallel with the rendering.

>Look at yourself through a mirror. You are worse than Sonic "ORIGINAL CHARACTER DO NOT STEAL" fanbase.

Except most ZDoom stuff is free to use by others in the community, with credit. The entire engine and all the mods are fucking free too.

>> No.1713213

>>1713204
touché

>> No.1713217

>>1713125
>Look at yourself through a mirror. You are worse than Sonic "ORIGINAL CHARACTER DO NOT STEAL" fanbase.

At least we PUT EFFORT into our OC's.

>> No.1713221

>>1713186
Sadly nothing much it was a plot idea I was kicking around but I knew that when I made the monsters and stuff Id want to ensure it had compatability with BD or had elements of it integrated, the lore I'm crafted is a blend of over the top grim derp and classical works like Paradise lost and The Divine Comedy

>> No.1713232

>>1713198
I'm just getting started but have a vested interest in learning, it may not be soon but Ill get to it

>> No.1713239

>>1713125
>Look at yourself through a mirror. You are worse than Sonic "ORIGINAL CHARACTER DO NOT STEAL" fanbase.

Not really. The Doom community would be "ORIGINAL CHARACTER EDIT [SONIC (c) SEGA], FREE TO USE (GIBE CREDIT PLZ)"

>> No.1713240

>>1712891
Why does it have to be in Doom? Just play another game anon.

>> No.1713243

>>1713206
Do not engage the shitposter troll.

>> No.1713246 [SPOILER] 
File: 7 KB, 286x286, 1403642555383.jpg [View same] [iqdb] [saucenao] [google] [report]
1713246

>>1712683

And so it begins...

>>1712846

There's nothing to be worried about, trust me.

>> No.1713247

>>1713204
Yes but. Didn't this one have some actual promise before Crowdfundinggate poisoned the well?

>> No.1713257
File: 102 KB, 321x326, 1403137420073.png [View same] [iqdb] [saucenao] [google] [report]
1713257

Sup, Metroid Map updated, I'm bad at outdoor areas, But let me know what you guys think so far, If it needs anything, Kisses to people who find both secrets.

https://dl.dropboxusercontent.com/u/20454382/MetroidMap1.1.wad


Reposting my separate maps again, because there are still more people to agitate.

Part 1: https://dl.dropboxusercontent.com/u/20454382/closet.wad

Part 2: https://dl.dropboxusercontent.com/u/20454382/ThereAreNoSkeletonsInThisMap.wad

Part 3: [Unfinished] https://dl.dropboxusercontent.com/u/20454382/Skeletonbetav1.1.wad

>> No.1713273

>>1713257
Forgot to mention the metroid map uses resources from metroiddreadnought-levels-v1,pk3

>> No.1713278

>>1713246

It's not Donald either, idiot.

>> No.1713287
File: 372 KB, 686x384, Diamond-Dallas-Page[1].png [View same] [iqdb] [saucenao] [google] [report]
1713287

>>1713247

>Didn't this one have some actual promise

Being the most optimistic motherfucker on gawd's green earth, I must declare that I'm also realistic.

Let's get things clear, all it would take to finish Mordeth is JUST the right person who gets in contact with Lahaut, studies the level design of the first episode, and he'll get the second episode actually done. On the other hand, the Doom Bible project just...it just refuses to get done on a pre-release form

And let us not forget that a person involved in said project also started out a Boom mapping project focused on redoing KDIZD in an attempt to "mock" Tormentor, and lo and behold, not even the first map has been fucking done.

Now let's see Metroid: Dreadnought, what happened? A random person asked something to Terminus via Tumblr, and fucking BAM! Months later? We got an almost complete TC.

>> No.1713297
File: 67 KB, 500x347, 1366161517852.jpg [View same] [iqdb] [saucenao] [google] [report]
1713297

>>1713257
>that more decorated spawn area
>that long elevator ride down
>that bleary-ass outside area
>one monster through the entire map
>the entire suspense just building up

FUCKING HELL
MY DICK

also terminus sent a texture pack to other mappers. by his own admission it's bloated all to fuck, but you might find more options in there to help

https://www.dropbox.com/s/dg31gbf1zsq5yzf/projectmetroid-textures.pk3

>> No.1713310

>>1713278
Noone mentioned him, aka the report-ignore-shitposter.
Are you retarded or merely pretending to be? If so, thats pathetic.

>>1713257
Lookin very good. Especially the elevator part.

>> No.1713315
File: 171 KB, 428x709, 3a93606055499108.png [View same] [iqdb] [saucenao] [google] [report]
1713315

>>1713257

Oh shit.
This is magnificent.
In Metroid Prime 3 there were originally supposed to be side missions where Samus was going to head off to another planet, trek through an area or two, and hunt down a bounty for cash. Sort of quick popcorn "instant action" things.

This would be perfect for something like that.

>> No.1713325

>>1713257
Why yes I would like more of this

>> No.1713352

>>1713257
My only issue is that some of the edges in the spawn room doesn't have textures.
Other than that, It's a beautiful map.

>> No.1713365

Rise of the Triad and System Shock 2 are for sale on GoG right now.

>> No.1713394

Two days left

>>1707980

>> No.1713404

>>1712396
I made CEO Bathhouse and I managed to do it in an afternoon, but I didn't want to be too ambitious.

>> No.1713428

>>1712484
I would go into an effort post, but I think it would be wasted effort.

Basically Zdoom is fairly case specific, you can get detailed things going but from what I understand it's all workarounds and stuff involving inventory.

Eduke32 gives you absolute control over just about anything. You can code anything you want, but the flip side is that you have to do alot of work yourself since there's only a very small amount of hardcoded features available. Getting a friendly AI in Doom for instance is easy as fuck, but you have to code your own system from scratch in Duke. Same goes for hub systems, the base code is there but you have to make your own to do anything with it.

There's no built in reloading or alt-fire either, but the beauty is that you're not limited by the way GZdoom do it either if you do it yourself from scratch.

I can go into more detail if anybody wants to hear more.

>> No.1713446

>>1713105
One of the things I hate the most about modding is when some fucking jackass comes along and says "WELL WHY DON'T YOU MAKE IT YOURSELF"

the whole point of using stuff from other places is because we can't fucking make it ourselves (or even if we could it would look so atrocious nobody would want to see it)

>> No.1713457

>>1713287
Yeah, it's kinda luck but sometimes you luck out and find the right person with the right amount of drive to push you through and actually see the light of day with a release. sometime's it's not easy sharing your baby with another person but when it works it gets shit done.

my stuff would of been dead without another mapper coming along and filling in when the rest of the team went missing.

>> No.1713474

>>1713287
>Now let's see Metroid: Dreadnought, what happened? A random person asked something to Terminus via Tumblr, and fucking BAM! Months later? We got an almost complete TC.

Wait, what?

>> No.1713495

>>1712681
>skill 4
isn't skill 4 nightmare?

>> No.1713518

>>1713495
The command line parameter is 1-based, so 4 is UV.

>> No.1713525

Does a single Archvile warrent the BFG?

>> No.1713528
File: 29 KB, 225x220, b38.png [View same] [iqdb] [saucenao] [google] [report]
1713528

>>1712327
>*25 cents gives you 21.4 seconds.

>> No.1713530

>>1713525
Yes. It's the only thing that oneshots them.

>> No.1713532

>>1713525

Depends on the situation, if it appeared suddenly and just made your situaition from normal to oh shit wtfdoido then I'd say yea.

If an archie is running you down a corridor, thats a good time too.

>> No.1713547

>>1713525
If it's a room with sufficient wall/pillar cover and no other demons, you could reasonably fist them to death.

>> No.1713634

>>1712874
You should play Fistful of Frags. I heard it's super fun in a simple and funny way.

>> No.1713649

>>1713037
I have no script on, they are all on the same page, they wouldn't get more ad hits.

Over the top jquery kek
(though it might be for mobiles for easier browsing)

>> No.1713661

Why do people insist on trying to do "Doom Bible" wads for Doom (as in based on released Doom principles)? You need talking, reading and a lot slower pacing. And frankly you can do much better and go further if you base it on Strife (again as in design principles).

>> No.1713673

>>1713113
It actually has two. One of them already has a 13 map demo released, and includes new monsters, new weapons, new fatalities, new marines, and some maps with objectives and scripted sequences.

fb page:
pages/Brutal-Doom-Beyond-hell-and-earth/609278359086854

>> No.1713689
File: 193 KB, 500x519, 1383801811950.jpg [View same] [iqdb] [saucenao] [google] [report]
1713689

>> No.1713704
File: 62 KB, 283x261, 1385716629864.jpg [View same] [iqdb] [saucenao] [google] [report]
1713704

Dumping Doom related pics 'till I found the one I'm looking for in my drive (which isn't related to Doom since it has non-/vr/ stuff and yadda yadda)

>> No.1713708
File: 178 KB, 997x632, 1385777544577.jpg [View same] [iqdb] [saucenao] [google] [report]
1713708

>> No.1713710
File: 30 KB, 638x429, tumblr_mwwsyvW4cL1ri27wvo1_1280.png [View same] [iqdb] [saucenao] [google] [report]
1713710

>> No.1713713
File: 32 KB, 768x511, 1386107103099.jpg [View same] [iqdb] [saucenao] [google] [report]
1713713

>what's gooooood, Doomguy!?

>> No.1713723
File: 1.20 MB, 408x230, 1387998360157.gif [View same] [iqdb] [saucenao] [google] [report]
1713723

>> No.1713729
File: 179 KB, 636x960, 7da.jpg [View same] [iqdb] [saucenao] [google] [report]
1713729

>> No.1713730

Quick, someone name 3 random lesser known map packs.

>> No.1713737
File: 294 KB, 1280x1024, 1390214452242.png [View same] [iqdb] [saucenao] [google] [report]
1713737

>> No.1713742

>>1713723
Ring of Fire? That's

>> No.1713749
File: 192 KB, 500x607, wrequest323_by_fupoo-d6qefy6.png [View same] [iqdb] [saucenao] [google] [report]
1713749

>> No.1713760

Why don't we have a 24/7 server yet

>> No.1713761

>>1713749
What is Gordon's pkmn? Mr Mime?

>> No.1713767 [DELETED] 
File: 542 KB, 1058x1058, Machamp.png [View same] [iqdb] [saucenao] [google] [report]
1713767

>>1713761

>> No.1713773
File: 98 KB, 640x441, 31.jpg [View same] [iqdb] [saucenao] [google] [report]
1713773

>>1713760

Because nobody can decide on something that would be unanimously enjoyed.
If we play co-op, someone bitches that it should/shouldn't be survival.
If we play DM, someone (bafflingly) bitches that we never do DM servers and/or that we're all casuals.
If we play with mods, someone bitches that we're playing the wrong/bad mods.
If we play without mods, someone bitches that we're not having fun the right away.

And that's not even getting into the eternal headache of "what mapset to use".

>> No.1713775

>>1713767
no, that's doomguy's
the requester also asked for freeman's

>> No.1713779
File: 612 KB, 208x219, 1394009201239.gif [View same] [iqdb] [saucenao] [google] [report]
1713779

>> No.1713786

>>1713773
is it possible to build a system that lets you automatically switch wads?

>> No.1713789

>>1713786
Odamex has the capabilities. None others.

>> No.1713791

>>1713786

The closest thing we could do is load up 12-in-1 survival, load up a non-map01-map32 DM mapset, load up a varied gameplay mod that allows for switching between normal/fancy play as desired, and then have a very attentive admin that pays attention to when people want to play DM/co-op and swap gameplay/maps accordingly.

>> No.1713793

>>1713760
We did, still kinda do but they're not often tagged "/vr/". It's just that a lot of people started playing zdoom mods and singleplayer, understandably so since most zandronum mods are mostly far lower in quality and are limited in what they can do.

I'd like to play some more zandronum; I'm just observing what's happened.

>> No.1713795
File: 121 KB, 960x540, 1369632553192.jpg [View same] [iqdb] [saucenao] [google] [report]
1713795

do you remember, /doom/?

>> No.1713812

>>1713791
I might look into something. I have a server I can use that can run 24/7 without issue. Use it for a website and 4 minecraft servers, so it's gotta handle some serious CPU strain. Doom would be a drop in the bucket.

>> No.1713815

>>1713786
It would be sweet to have a randomly rotating set of wads that come up, and players get to vote on which one they want to play.

>> No.1713818
File: 133 KB, 494x580, q1_melvin_comic.jpg [View same] [iqdb] [saucenao] [google] [report]
1713818

An interesting comic. Check the author. Masters of Doom has more info on this

>> No.1713820

>>1713818
Thanks for compressing that to hell and back. Did you dig this out of the depths of phobos?

>> No.1713829
File: 20 KB, 585x312, beast.gif [View same] [iqdb] [saucenao] [google] [report]
1713829

>>1713820

actually, yes, because that came from web.archive.org; the same goes with this other pic

from the oldest webshot of idsoftware.com

>> No.1713832

>>>/g/42640079

th-th-they are making fun of us

>> No.1713838

>>1713832

So what?

>> No.1713843

>>1713832
>one /g/ troll gets told by everyone else he's a dumbass

Shit man, there's the eternal CRT thread folks and we have plenty of /diy/-like folks doing MAME cabs as well.

Also
>Check Quest 2

>> No.1713846
File: 11 KB, 135x135, finaltee.jpg [View same] [iqdb] [saucenao] [google] [report]
1713846

I wonder how many peeps still own this t-shirt

>> No.1713858 [DELETED] 

Top quality bait on /v/ right now.
>>>/v/250051068

>> No.1713874
File: 13 KB, 500x130, I'm gonna go build my own League, with blackjack and hookers.png [View same] [iqdb] [saucenao] [google] [report]
1713874

>> No.1713880
File: 4 KB, 226x204, Doomguy Confused.png [View same] [iqdb] [saucenao] [google] [report]
1713880

>>1713874
>esports
Meh.

>> No.1713889

>>1713257

I just love your maps. Never stop making this stuff.

>> No.1713890

What would /vr/ do if they heard this playing on a Doom map?
https://www.youtube.com/watch?v=AsX6HllTQPY

>> No.1713893
File: 279 KB, 800x407, 1403477166643.jpg [View same] [iqdb] [saucenao] [google] [report]
1713893

still dumpan pics

>> No.1713904
File: 312 KB, 1920x1080, Screenshot_Doom_20140624_220037.png [View same] [iqdb] [saucenao] [google] [report]
1713904

I need some help.
So this is the red torch voxel. It uses decorate and sprites for the flame. this is the decorate:

ACTOR VP_RedTorch replaces RedTorch
{
Radius 16
Height 64
+SOLID
states
{
Spawn:
TRED AABBCCDD 1 BRIGHT A_SpawnItemEx("VP_RedFlame", random(-2, 2), random(-2, 2), 58, 0, 0, 1)
loop
}
}

ACTOR VP_RedFlame
{
radius 2
height 2
mass 400
-SOLID
+NOGRAVITY
// renderstyle add
states
{
Spawn:
REDF ABCDEFGGG 2 BRIGHT
stop
}
}

question: How do I make the fire spawn higher/lower? changing "height" had no effect

>> No.1713928

>>1713904
>question: How do I make the fire spawn higher/lower?

Change the "58" in A_SpawnItemEx.

>> No.1713951
File: 373 KB, 1920x1080, Screenshot_Heretic_20140624_222532.png [View same] [iqdb] [saucenao] [google] [report]
1713951

>>1713928
thanks, now I can do some neat stuff

>> No.1713978
File: 257 KB, 800x600, Screenshot_Hexen_20140624_200516.png [View same] [iqdb] [saucenao] [google] [report]
1713978

GREETING MORTAL...

>> No.1713979 [DELETED] 
File: 258 KB, 800x600, Screenshot_Hexen_20140624_200517.png [View same] [iqdb] [saucenao] [google] [report]
1713979

...ARE YOU READY TO DIE?

>> No.1713985

>>1713428
>but you have to code your own system from scratch in Duke. Same goes for hub systems, the base code is there but you have to make your own to do anything with it.
>There's no built in reloading or alt-fire either, but the beauty is that you're not limited by the way GZdoom do it either if you do it yourself from scratch.

Is there a repository of code for other Duke mappers/modders or do people at least include source code when they release stuff?

It seems like that would be almost be as good as the ease of use of ZDoom's stuff with the benefit of much greater flexibility then. But if people hoard all their code it wouldn't work.

>> No.1713995
File: 214 KB, 800x600, Screenshot_Hexen_20140624_204302.png [View same] [iqdb] [saucenao] [google] [report]
1713995

ARE YOU READY TO DIE?

Sorry,wrong screenshot

>> No.1713998
File: 22 KB, 319x460, GREETINGS MORTAL.jpg [View same] [iqdb] [saucenao] [google] [report]
1713998

>>1713978

>> No.1714025

So I just tried Doom Rising, and no matter how much ammo I pick up the counter still says I have none, also it crashed after the first level

>> No.1714027

Question,how do i play serpent resurrection with hexercise/WoC/WoC+hexercise combo?

When i load them i get a big mess because the RPG options from the wad combined with WoC's RPG elements and no Hexercise's alt fire because alt fire is Serpent's RPG menu

>> No.1714036
File: 56 KB, 400x400, 1397419712474.png [View same] [iqdb] [saucenao] [google] [report]
1714036

>>1714027
>playing three completely unrelated wads together

oh
my
fucking
hell

>> No.1714040

>>1714027
It sounds like there are probably conflicts and someone would have to throw together a compatibility patch, unless the conflicts are too great in which case they'd also have to remove some parts of one or more mods as well.

>> No.1714048

>>1714027
They have no chance of working together because of how much was changed from just Serpent Resurrection.

>> No.1714057

>>1713221
some good... eh interesting old stuff.
http://www.doomworld.com/idgames/?file=docs/misc/dtnc.zip

>> No.1714076

>>1713985
>But if people hoard all their code it wouldn't work.
EDuke32 scripting is interpreted, like JavaScript. It is technically possible to strip out all the formatting and human-readable labels, but that hasn't been seen since the DOS days.

However, the Duke community despises the Doom community's tendency to rip off everyone and everything. Looking at someone else's code to learn is one thing, but ripping it off wholesale is unheard of.

ZBlood? A sacrilege to Monolith Software's Blood. It's worse than Doom's and Blood's worst qualities combined.
Aeons of Death? An abomination. Literally nothing is original--every 90s FPS makes an appearance in some mangled form. Imagine the Ripley 7 from Alien Resurrection.

Look at this way: We are open about sharing and knowledge, but we value integrity and ingenuity in creating your own content. There are no plans to create a "code repository" because such cookie-cutter modding is cancer.

If you can't handle the ropes without stealing code from someone else, *you shouldn't be modding*.

>> No.1714087

>>1713951
Oh sweet jesus, that is sexy as fuck.

>> No.1714093

>>1713446
>the whole point of using stuff from other places is because we can't fucking make it ourselves

How about, you get a bunch of modders together and produce something amazing together, instead of stealing art and code from others and releasing lackluster, forgettable content because you can't cover all of the aspects as thoroughly alone as you could with a proper team?

>> No.1714103

>>1714093
Brutal Doom (apparently) takes content from every source possible, and it's conisdered even there to be a pretty good mod (as long as you don't claim it's "Vanilla 2.0", because that will get you rightfully lynched).

Sure AoD is shit, but does it really harm anyone? You look at it, you say "Oh. it's shit" and you forget about it.

>> No.1714104

>>1714093

Okay, let's pretend that someone is resourceful enough to be able to get an entire team together. Someone who can handle art, someone who can handle sounds, someone who can handle code, someone who can handle PR, etc.
What are the chances they all want to work on one single thing?
And what are the chances that all of them are dedicated and aren't just going to sit back with ADHD and work on everything except that?
And what are the chances that they all work smoothly together as a team?

>> No.1714112

>>1714104
Apparently pretty good, since that's basically how Doom was made in the first place and how lots of small teams go on to make their own games.

Or you could be like the guy ho created Cave Story and just make everything yourself from scratch.

>> No.1714114

>>1714076
it's ok to think that, but that hinders development and goes against the current way to code

while it makes rip-offs impossible, some mods become inviable due to having to build from zero

>> No.1714117

>>1714104
>Okay, let's pretend that someone is resourceful enough to be able to get an entire team together.
>And what are the chances that they all work smoothly together as a team?

By definition, a team is more than the sum of its parts. A team is not a gathering of random Doomtards who happen to be skilled in the different aspects of modding. Instead, a team is a group of people who are cooperative and interested in the same goal.

>someone who can handle PR

Idiot.

>> No.1714121

>>1714112
>>1714117
Oh so you basically want mod teams to be the next id software okay yeah good luck with whatever mod you're guaranteed to not be working on

>> No.1714123

>>1714112
>Or you could be like the guy ho created Cave Story and just make everything yourself from scratch.
On a somewhat related note I wish Eriance would get some help with his Demon Eclipse.

He's just tackling everything on his own and it makes me sad

>> No.1714126

>>1714121
>wanting mod teams to create original content, something done ALL THE TIME, is wrong
Actual retard

>> No.1714132

>>1714114
We actually have a thread of free-to-use resources called the "Community Stockpile" for beginners to start somewhere.

What's key is that the permission for sharing is *explicit*. Not implicit, as it is in the Doom community.

>> No.1714134

>>1714126
sure

>> No.1714137

>>1714104

>And what are the chances that all of them are dedicated and aren't just going to sit back with ADHD and work on everything except that?

Don't search for people in the DOOM community then?

>> No.1714140
File: 505 KB, 1920x1080, Screenshot_Heretic_20140624_233828.png [View same] [iqdb] [saucenao] [google] [report]
1714140

>>1714087
Yeah, but for some reason heretic prefers yellowish fires, so it had to be changed. Pity.

>> No.1714142

>>1714140
>>1713951
I like both.
They look cozy.

Is it hard to voxelize everything?
I've been wondering this since you seem to work really fast.

>> No.1714145

>>1714076
>EDuke32 scripting is interpreted, like JavaScript. It is technically possible to strip out all the formatting and human-readable labels, but that hasn't been seen since the DOS days.

Ah, so you'd have to go grab each file you wanted to examine and see how they did something. Still seems like a code repository would speed things up so people aren't separately duplicating functionality. Maybe even a library of common functions.

>However, the Duke community despises the Doom community's tendency to rip off everyone and everything. Looking at someone else's code to learn is one thing, but ripping it off wholesale is unheard of.

See, this is where I don't understand the different use of "ripping off." I wouldn't consider using someone else's work while crediting them to be ripping off.

If you're using something saying "this is my work" when it isn't, that's obviously unacceptable but I don't get the mentality that someone using someone's work while crediting that person is somehow bad or makes the original worse. Plus for some simple things there would probably be a limited amount of ways to similar ways to code it, and with people having not to use others' code it seems like you would end up with less than optimal coding for some stuff, all for the sake of originality.

>ZBlood? A sacrilege to Monolith Software's Blood. It's worse than Doom's and Blood's worst qualities combined.
>Aeons of Death? An abomination. Literally nothing is original--every 90s FPS makes an appearance in some mangled form. Imagine the Ripley 7 from Alien Resurrection.

Again, I don't see the reason these are "sacrilege." Neither is my cup of tea, but since neither claims others' work as their own I don't have a problem with them. They don't denigrate the original works they're using stuff from.

cont.

>> No.1714149

>>1714076
>>1714145

>Look at this way: We are open about sharing and knowledge, but we value integrity and ingenuity in creating your own content. There are no plans to create a "code repository" because such cookie-cutter modding is cancer.

See what I said above about efficiency and preventing people from separately duplicating functionality, which is pretty much 100% lost time. That's a lot of time and energy lost for the sake of originality, especially if the end results are identical or nearly so for the player.

>If you can't handle the ropes without stealing code from someone else, *you shouldn't be modding*.

I don't think this is a good mentality to have. You probably end up with a lot less people modding, including noobs that will eventually become experienced modders, because of it. You're basically requiring people to know how to code before taking up modding, which severely limits the pool of potential modders.

Does the Doom community have a lot of crappy content? Yes.

But we also have a ton of great content, and it's because of the ease of use, the same reason there's so much crappy content. It's worth it to me, and others in the community, to have to ignore the crappy content for the wealth of good content that gets produced.

>> No.1714157

>>1714145
>I wouldn't consider using someone else's work while crediting them to be ripping off.

If the original author has not given explicit permission, it's ripping off. Credit itself does not absolve you.

>They don't denigrate the original works they're using stuff from.

On the contrary, ZBlood is more visible to the Doom community than the original game, to the point where it's considered original content out of ignorance.

>> No.1714161

>>1714157
>On the contrary, ZBlood is more visible to the Doom community than the original game, to the point where it's considered original content out of ignorance.
wot
who actually thinks that

>> No.1714163

>>1714149
>I don't think this is a good mentality to have. You probably end up with a lot less people modding, including noobs that will eventually become experienced modders, because of it.

Nothing says users can't experiment on their own. But no one should be releasing finished products that amount to nothing more than regurgitated turds.

>> No.1714175

>>1714142
I'm fast cause I do easy stuff mainly and use great tools ( it took hours back when it was slab6 only).
It's pretty fast even when it's someone's fist try

>> No.1714176
File: 2 KB, 51x53, twerkin_imp.png [View same] [iqdb] [saucenao] [google] [report]
1714176

slow down
grab the wall
wiggle like yo tryna make dat ass fall off

>> No.1714187
File: 587 KB, 500x366, 83Wp3N8.gif [View same] [iqdb] [saucenao] [google] [report]
1714187

>>1714161

Literally nobody.
But I guess the armchair expert ran out of ways to tell us how we should mod a 20-year-old game.

>> No.1714194
File: 71 KB, 635x323, slow.jpg [View same] [iqdb] [saucenao] [google] [report]
1714194

>>1714175
>trying to do things in slab6 only
Only the dead can know peace from this hell.

>> No.1714196

>>1714093
>How about, you get a bunch of modders together and produce something amazing together, instead of stealing art and code from others and releasing lackluster, forgettable content because you can't cover all of the aspects as thoroughly alone as you could with a proper team?

>>1714126
>>wanting mod teams to create original content, something done ALL THE TIME, is wrong

Here's the thing you're either failing to understand or willfully ignoring:

Everything released in the Doom community is entirely noncommercial, something done in people's spare time for fun, released for free. Anything done with ZDoom is in practice unable to be sold. Sure you can sell just the IWAD and then have an installer that downloads everything , but that's a pretty silly workaround for something that would sell for, at most, a dollar or two. And probably be shunned by the community and pirated to here and back.

There are a handful of Doom projects that use entirely 100% original sprites, sounds, textures and other assets. 100% code if you count decorate as "original code."

But most of the teams that would go to the effort to make entirely original assets (something even a large percentage of indie games don't do, instead opting to license stuff) will actually want to sell their work, something the Build Engine allows but ZDoom doesn't. This is why you usually don't see dedicated teams working to create entirely original work for free, because it has to be done for love of the game solely, which isn't as much of a driving force as money.

What you do see are plenty of mods or maps that have partially original work, or even 100% original sprites, art, textures, music, sounds or code, but usually not all of them at once.

>> No.1714207

>>1714194
Have you tried the new tools, aka Magicavoxel, m8?

I know you haven't been moding that much recently, but have you fidgeted with it?

>> No.1714209

>>1714093
Why is anyone still responding this shitposter? Where are the janitors?

>> No.1714212

>>1714196
>But most of the teams that would go to the effort to make entirely original assets (something even a large percentage of indie games don't do, instead opting to license stuff) will actually want to sell their work, something the Build Engine allows but ZDoom doesn't. This is why you usually don't see dedicated teams working to create entirely original work for free, because it has to be done for love of the game solely, which isn't as much of a driving force as money.
Number of Build Engine mods released for money: 0

>> No.1714215

>>1714207
I haven't been messing with voxels in a good while since I've been mostly focusing on sprite work, but you've intrigued me. I haven't even heard of magicvoxel. I've been making .mdl files and converting them to voxels using mdl2voxel. I might give this program a whirl.

>> No.1714219

>>1714157
>If the original author has not given explicit permission, it's ripping off. Credit itself does not absolve you.

And most of the Doom community respects permission. The people that don't are usually ostracized. There's no way to proactively prevent people from using stuff without permission until they make their project known, and even then it might not be known at first due to unfamiliarity with the stolen work or (in most cases) limited visibility of the work using the assets. Use of commercial assets falls under fair use.

I still don't understand the mentality of people that restrict the use of their code when their code is written in a proprietary language for an open-source engine that wouldn't even be available to them if others before them had the same mentality that they do.

>>They don't denigrate the original works they're using stuff from.
>On the contrary, ZBlood is more visible to the Doom community than the original game, to the point where it's considered original content out of ignorance.

I don't think that's true, but if someone is that ignorant to early FPS then I don't think they would know about the original Blood anyway, so it's probably a step from the awareness they would have had otherwise. And they can always learn about Blood later on.

This probably wouldn't be anywhere near the case if the Blood source code had just been released already. In fact I doubt ZBlood would even exist.

>>1714163
>Nothing says users can't experiment on their own. But no one should be releasing finished products that amount to nothing more than regurgitated turds.

The vast majority of crappy work is given crappy reception and forgotten. A select few are memorialized for being exceptionally crappy.

But there's literally no way to prevent people from releasing "crappy finished projects" unless all the Doom community forums start having all project posts require moderator approval before getting posted, which seems like a bad thing to do.

>> No.1714223

>>1714209
Report the shitposter and they'll come.

>> No.1714224
File: 57 KB, 640x480, 2553-9-nam.jpg [View same] [iqdb] [saucenao] [google] [report]
1714224

>>1714212

Confirmed for talking out of your ass. Pic related. And it's hardly the only one.
Also confirmed for never having released anything notable throughout the entire lifespan of either games, which obviously makes you the perfect person to sit back in your chair and tell others the ~*~one true proper way to mod~*~.

inb4 "i-i-i have too i j-just don't want to sh-sh-show you!" or "y-you don't need to m-mod in order to c-criticize how to m-make them!"

>> No.1714227

>>1714224
NAM isn't a mod, shithead. GT Interactive contracted the makers of Platoon TC to make a full game. In any case, this is unrelated to
>something the Build Engine allows but ZDoom doesn't
because said quote refers to each engine's respective source code licenses.

>> No.1714229

There is a weird part of me that wants to play this piece of shit badly, on multiplayer!

https://www.youtube.com/watch?v=PPYpNDRhlqI

>> No.1714234

>>1714224
Published by a legit company, the same company which published Blood and Duke Nukem 3D: Plutonium Pak. It's pretty significantly different from stealing artwork from a game and trying to sell a DOOM mod done with the art to unsuspecting victims. What are you smoking?

>> No.1714235

>>1714212
>Number of Build Engine mods released for money: 0

The build engine allows commercial licensing though, and when something is 100% original assets (or at least 100% mixture of original assets and licensed assets) it's no longer a "mod," but rather a "game."

How many Build Engine games have been released commercially?

How many Build Engine mods have been released with 100% original assets? 100% original sprites, 100% original sounds, 100% original music, 100% original textures, 100% original maps, and 100% original code, all at once?

>> No.1714236

>>1714227
>>1714234

https://www.youtube.com/watch?v=NULjIGunKKk

Oh shit, you're right, sorry. I was completely blinded by how much of a full game and not-Duke-Nukem-3D this was.

>> No.1714245

>>1714149
>>1714145
>sake of originality
>end results are identical

So what you're saying, is that even if you piss on originality and rip all artwork from god knows what game this time, it's the basically identical as doing everything from scratch with love and care?

>> No.1714249

>>1714236
>>1714235

The BUILD engine has never been licensed after the release of its source code in 2000. Any comment about published BUILD games, NAM or otherwise, is irrelevant.

>> No.1714256

>>1714249
For clarity, the terms of the BUILD source code license are entirely different from the format licensing agreements enacted for all the BUILD games, Witchaven through WWII GI.

>> No.1714257
File: 41 KB, 468x399, 52-alt.png [View same] [iqdb] [saucenao] [google] [report]
1714257

>>1714249

Oh man, this fucking backpedaling.

>> No.1714261

just fucking report him holy shit

>> No.1714263

>>1714245
I think you're being intentionally obtuse, but I'm talking specifically about code in those instances.

And yes, if someone codes something from scratch with love and care (say a gun that reloads after 5 shots), and someone codes the same functionality by ripping someone else off, and yet a third someone codes something with the same functionality from scratch with love and care but in an entirely different manner which is original when compared to the first guy, then yes it is basically identical for the player.

The player can't tell how something was coded, only what the code does.

>> No.1714268
File: 23 KB, 456x297, Implied-Facepalm.jpg [View same] [iqdb] [saucenao] [google] [report]
1714268

>>1714187
If you ask a random Zandronumtard about Blood, this misconception is what you'll get. It occurs regularly in servers. It was all over the Skulltag forums too, but they're gone.

>> No.1714269

Report and ignore.

>> No.1714272

>>1714036
the / mean or,i didn't mean to combine the same mods twice

>> No.1714279
File: 59 KB, 589x530, mmjql7daC81s1amtbo10_1280.jpg [View same] [iqdb] [saucenao] [google] [report]
1714279

>>1714268
>If you ask a random Zandronumtard about Blood, this misconception is what you'll get. It occurs regularly in servers.

You know, normally I'd just call you a shithead, but I decided to put your claim to the test.
I asked a pool of ten different Zandro users about what they thought of ZBlood. For the sake of reference, I decided to go in five servers and ask five IRC users. You know, for fairness.

Three told me to fuck off.
Four told me it was a port of Blood to Doom.
Two told me that it was a port of Blood to Zandronum.
And one never answered.

So, no, actually, you're still a shithead.

>> No.1714283
File: 550 KB, 1156x1546, 1402813547012.jpg [View same] [iqdb] [saucenao] [google] [report]
1714283

>>1713889
Thanks man, And I love you and your mod~

>> No.1714286

>>1714263
I guess this is a big gripe for me when it comes to DOOM modding, everything has to be about guns and explosions and how many of each people can fit into one mod. It's like some sort of a Michael Bay kindergarten.

I want to see something fresh and innovative, come on.

>> No.1714290

>>1714249
>>1714256
The question still stands:
>How many Build Engine mods have been released with 100% original assets? 100% original sprites, 100% original sounds, 100% original music, 100% original textures, 100% original maps, and 100% original code, all at once?

You're basically saying all mods MUST be 100% original everything to be worth a shit.

At that point they're their own game, and not a mod anymore. And even still, there have been a number of Doom mods that have done that, or very close to it.

>> No.1714292

>>1714286
Well to be fair, that's sorta what Doom was about in the first place, killing big things with big guns. I'm not sure what exactly more you want from it.

>> No.1714296

>>1714235
>The build engine allows commercial licensing though
Open to the general public through personal negotiation with Ken Silverman, according to its 2000 source code release.
>How many Build Engine games have been released commercially?
All of them before the source code. They are not mods.

It's like calling Doom 2 a mod because it's based on Doom 1, even though it's a new campaign and things have been added.

>> No.1714309

>>1714292
You have a powerhouse of an engine (speed-wise when it came to rendering back in the day), that's supposedly very expendable.

Like not everyone licenses the Unreal Engine and just churns out Unreal clones until the end of time.

Take an easily modded engine and create your dream game. I see a lot of posts here talking about how people would love to fix issues in their favourite games, why don't they take those ideas and roll out with it, possibly creating something beautiful in the process - all while being happy with their own output as well.

>> No.1714312

>>1714286
>I guess this is a big gripe for me when it comes to DOOM modding, everything has to be about guns and explosions and how many of each people can fit into one mod. It's like some sort of a Michael Bay kindergarten.

I'm not saying they have to be about guns, but in my simplified example in >>1714263, the third guy would have benefited from using the first guys code, or at least using it as a base to do something very similar, and been able to move on to other aspects of his project more quickly and got more done in the long run.

Sure it means the second guy also gets to use the code, and will make unoriginal shlock, but who cares? Fuck him, he can be ignored, his mod will probably fall to the wayside and if not it will only be popular among other shitheads, probably all in a shithead clan together.

>I want to see something fresh and innovative, come on.

There are plenty of fresh and innovative things being done in Doom modding. If you selectively focus on crap though you're not gonna see it.

>> No.1714315

>>1714286
Have you tried any of the creepy/atmospheric wads out there? Like Buttpain or Haunted Forest (or whatever it's called)?

>> No.1714317

>>1714279
>Implying Anon's <4 minute poll is at all trustworthy.

>> No.1714319

>>1714296
The more important part of that post is

>How many Build Engine mods have been released with 100% original assets? 100% original sprites, 100% original sounds, 100% original music, 100% original textures, 100% original maps, and 100% original code, all at once?

Because like I said in >>1714290 at that point they're their own game, and not a mod anymore.

>It's like calling Doom 2 a mod because it's based on Doom 1, even though it's a new campaign and things have been added.

But for anyone that isn't id Software, if they made Doom 2 when Doom 2 didn't exist, it could only be released as a mod without id's permission.

What you're basically asking when you say "how come nobody releases Doom mods with 100% original assets?" is "Why doesn't anyone or any group create an entirely standalone game in the limiting ZDoom engine, then release it entirely for free?"

>> No.1714320

>>1714245
Alright I've been looking at this for a while and it's about time you sit down and listen to a little story here.

So I'm a coder. I've been doing this for a few years, and I'm pretty alright at what I do. I'm no beginner. I largely work on my own, although I do partner up with other people at times. I can get shit done, and I can do a bit of graphical work here and there. Sound editing is mostly off-limits to me, and modeling is still largely impenetrable, despite my attempts. But I can code pretty well, and in ZDoom and Zandronum that alone can get you far.

But not on its own.

See, most mods require sprites and sounds. There are the mutators like Oneshot and Parkmore and Shared Resources that can get by with pure code, and there's things like ACSTris where the bar is so low graphically that it's nonexistent, but for most everything else, you're gonna need sprites. Weapon sprites, monster sprites, UI sprites, whatever. They're also gonna need sounds. After all, who's gonna use a gun that doesn't go bang? Who's gonna fight a demon that doesn't growl and snarl, or in HDoom's case, moan? And sound goes great with any UI; it gives you more confirmation that things are happening, and it means you can keep your eyes on the bipedal rocket-launcher-armed monstrosity of a prize.

How am I gonna be able to meet these sound and sprite requirements? Am I going to stick with stock Doom sprites and sounds? Sometimes I do. But those are my coding experiments. People don't want to play mods that only use stock Doom sprites and sounds; we want something different.

<cont.>

>> No.1714324

>>1714309
But the Doom engine is also very, and I mean VERY, limited in terms of what it can do, especially with level geometry. It doesn't have collision detection, it can't generate true 3D physics, it can't generate sloped ground, etc. When your framework is that limited, putting in the effort to really overhaul things is sorta pointless.

I mean at that point why even bother using the Doom engine? Just grab something like, as you mentioned, Unreal. Or Unity, or even Cryengine.

The Doom engine is really a product of its time and it's quite dated by now. I will agree with you that more interesting and varied games would be great but there's only so much you can really do.

>> No.1714328

>>1714320
<continuing>

Turns out some nice guys on Realm 667, on the ZDoom forums, and what have you make some really nice weapon sprites. Turns out AAA video games have some really nice sound effects, as they should - after all, they have professional sound teams. They'd work great for my weapons - much better than SGN2A0. So I put them on, and after going through a few sprite and sound sets, I find a set that works perfectly.

Well, almost perfectly. Turns out one of the sprite sets I'm really fond of is a bit lacking, so I decide to try my own hand at extending the sprites and adding more punch to them. I show it to an accomplished spriter, and he says it's pretty good, so I use it.

So now I have a set of nice, smooth weapon sprites, and clean, punchy sounds. I like them a lot, and I feel like my code complements the resources very nicely. It's all dandy, so I package it all up, with ample credits to the companies and people whose resources I used.

People play the mod. They like the mod a lot, so I know I've hit something good. In fact, one person likes the mod so much he goes ahead and makes a monster pack for it! That's great. It's a lot more than what I was expecting!

But according to your view that all resources must be original, my mod is now scum. Despite the fact that the code is 100% mine, the gameplay is solid, the sprites and sounds work very well together, and everything complements each other nicely, it's now scum because not *everything* is original.

Seems rather close-minded, don't you think?

>> No.1714329
File: 19 KB, 486x202, a29ad7d3cb80e0f3f9bbafb4717a6a6a.png [View same] [iqdb] [saucenao] [google] [report]
1714329

>>1714317

Oh, is something wrong? Is being faced with an opposing claim sending you into a panic attack?
Scientific method, bitch. Your supposed inconsistency didn't hold.

Sorry, chump, them's the breaks. You're gonna have to find something else to cry about.

>> No.1714331

>>1714312
>I'm not saying they have to be about guns, but in my simplified example in >>1714263, the third guy would have benefited from using the first guys code, or at least using it as a base to do something very similar, and been able to move on to other aspects of his project more quickly and got more done in the long run.

This is why I'm wondering why the community is so divided that nobody can find a friend to do mods with (is it?).

>There are plenty of fresh and innovative things being done in Doom modding. If you selectively focus on crap though you're not gonna see it.

It feels like a pointless voyage when you type "doom mod" onto youtube or google and you get bazillion of results of brutal doom, which is exactly this type of michael bay egoshooter crap that adds nothing to the original game.

>> No.1714332

>>1713673
>new fatalities

I like a lot of what Brutal Doom does, but the fatalities are a bit goofy.

>> No.1714337

>>1714315
I'm not sure, but "Buttpain" sounds exactly like even the makers of it didn't care, why should I?

Haunted Forest sounds like someone cared but didn't have the imagination to come up with anything original.

By name I'd have to steer the hell away from these, but since you pointed out them on this topic, I guess I'll check them out.

>> No.1714341

>>1713713
>Doomguy

I always called him "Doom Marine"

>>1713729

Has anyone made a sub-machine gun replacement for the chain gun that matches the artwork there?

>> No.1714342

>>1714332
that's just it channeling the Doom Comic, which was very goofy, much like the old one liner button, I don't mind them, some are very satisfying, heck on Pain Elementals they are down right practical

>> No.1714346

>>1714319
>But for anyone that isn't id Software, if they made Doom 2 when Doom 2 didn't exist, it could only be released as a mod without id's permission.
NAM could only be released with the permission of Ken Silverman and 3D Realms. So this discussion seems like a dead-end.

>> No.1714348

>>1714328
You sound like the opposite of me. I can sprite up a storm and churn up textures, even map a bit, but I can't code worth a solid shit, so I have to ask for help and permission to use borrowed code. I get the feeling I'll fall into this same trap.

>> No.1714350

What's the name of that mod where you can energy punch shit?

>> No.1714351
File: 75 KB, 4064x4128, newface1.png [View same] [iqdb] [saucenao] [google] [report]
1714351

>>1714329

>> No.1714354

>>1714350
Project MSX, most likely.

>> No.1714356

>>1714331
>This is why I'm wondering why the community is so divided that nobody can find a friend to do mods with (is it?).

No, not at all. But having something like the ZDoom wiki or allowing others to use your work when you release it is a lot better than relying on new people learning from people through email, irc, pms, etc. I always release all my work for unconditional use by others.

>It feels like a pointless voyage when you type "doom mod" onto youtube or google and you get bazillion of results of brutal doom, which is exactly this type of michael bay egoshooter crap that adds nothing to the original game.

That's really a failing of those outside of the Doom community rather than a failing of the Doom community itself. Blame journos that can't be arsed to do more than 5 minutes of research and say that dynamic lighting was introduced by Brutal Doom or MM8BDM is a "hack" of the Doom (not ZDoom) engine.

>> No.1714357

>>1714341

no one
ever ever like
ever in history

this is what itches me the most, the ideas are there and no-one seems to take 'em and put them in practice; a lot of the monsters shown in those Doom shovelware CDs look cool as hell but no-one seems to care enough to create sprites based on them.

and let us not talk about the dozens of demon redesigns and altern takes.

>>1714350

Project MSX

>> No.1714360

>>1714346
The more important part of that post is

>How many Build Engine mods have been released with 100% original assets? 100% original sprites, 100% original sounds, 100% original music, 100% original textures, 100% original maps, and 100% original code, all at once?

Because like I said in >>1714290 at that point they're their own game, and not a mod anymore.

What you're basically asking when you say "how come nobody releases Doom mods with 100% original assets?" is "Why doesn't anyone or any group create an entirely standalone game in the limiting ZDoom engine, then release it entirely for free?"

>> No.1714362

>>1714357
>a lot of the monsters shown in those Doom shovelware CDs look cool as hell but no-one seems to care enough to create sprites based on them.

What are those?

>> No.1714365

>>1714315
>download Buttpain
>hey this looks cool as fuck
>start game
>script errors
>flashlight doesn't work right

Well that was fun.

>> No.1714368

>>1714365
You need zandronum

>> No.1714370

>>1714365
>using Software ZDoom for a Zandronum OpenGL mod

>> No.1714371

>>1714365
You using Zandronum? 'Cause it's for Zandronum.

>> No.1714373

Hey, is the cool anon working on the Caster gun from Outlaw Star still around?

>> No.1714374

>>1714368
>>1714370
>>1714371
Well that's stupid, it's a single player mod isn't it? Why base a mod around that port if it isn't multiplayer?.

>> No.1714378

>>1714324
>but there's only so much you can really do.

I think this goes to show you that you can take it and do something completely unexpected.
>>1714320
>ACSTris

Obviously it's just Tetris, but it's still a completely new game on an engine you'd think it shouldn't belong in.

Doesn't ZDoom have server/client code? What's stopping you from creating some sort of cooperative mini-mmo experience, a racing game or a Metroid Prime style adventure game (it has guns, should be right at home, right?).

Using the base assets is more than fine when you want to do interesting proof of concepts. This is how actual game development teams end up together as well, someone sees a nice bit of code using some game's assets (legally, unlike Aeons of Death) and wants to join in to help out with art or sound.

>> No.1714380

>>1714374
Because it's also meant for multiplayer.

Also it uses ConsoleCommand to temporarily mute music (testmusvol 0, so it's non-destructive).

>> No.1714383
File: 7 KB, 640x400, zandronum.png [View same] [iqdb] [saucenao] [google] [report]
1714383

>>1714365
>not using Zandronum
Zandronum.

>> No.1714384
File: 47 KB, 499x801, 134421.png [View same] [iqdb] [saucenao] [google] [report]
1714384

>>1714374

It's a single/multiplayer mod in an engine that can do both, you dunce.

>> No.1714385

>>1714374
From what I know some parts of the mod rely on Zandronum's exclusive ConsoleCommand feature. It'll never work in G/ZDoom as a result, and it'll stop working in Zan when they phase out ConsoleCommand, as they've wanted to do for a while now, but I assume Term will update the mod as necessary when that happens.

>> No.1714386

>>1714362

You know, I just went to the Doom CD Shovelware collection at archive.org, and I discovered two new uploads

https://archive.org/details/doom-cds

One of them was shared in our threads not too long ago, it even links to warosu's /vr/ archive

https://archive.org/details/maximum_doom
https://archive.org/details/TheTOOMParade.7z

>> No.1714394

>>1714378
Problem is I don't want a development team for this, since it's easily a one-man mod and no one in the community wants to get near my code anyway out of fear that the ACS beast might bite their leg off. It's also not a proof of concept; if it was, I'd be using sprites and sounds in doom2.wad. It's gone beyond that.

>I'm not sure, but "Buttpain" sounds exactly like even the makers of it didn't care, why should I?
That, I did to see how hard it'd be.
I finished it in 12 hours.

>> No.1714397

>>1714394
But ijon, you didn't create buttpain

>> No.1714402

>>1714397
ah fug I quoted the wrong line WHOOPS
I meant this
>I'm not sure, but "Buttpain" sounds exactly like even the makers of it didn't care, why should I?

Also re. the ZDoom client/server thing, it's... limited, to say the least. You can't even join in mid-game, making it completely useless for what I want.

>> No.1714405

>>1714402
okay, fool me twice shame on me
I FORGOT I WASN'T IN LINUX OKAY
>Obviously it's just Tetris, but it's still a completely new game on an engine you'd think it shouldn't belong in.

>inb4 >>>/g/

>> No.1714407

>>1714402
>quoted the wrong line
>still the same line

U DUN FUKT UP

>> No.1714408

>>1714407
I know :(

>> No.1714410

>>1714378
>Doesn't ZDoom have server/client code?

Yeah, but ZDoom multiplayer is terrible. It's janky to get running, easily falls apart for everyone if anyone has a somewhat slow connection, and is really only worthwhile on a LAN or with 2 players. Zandronum is the way to go for multiplayer.

>What's stopping you from creating some sort of cooperative mini-mmo experience,

This already exist, or at least a mini Diablo style rpg leveling system.

If you mean something more permanent through games then there is some stuff being done in Zandronum that might make it possible some day.

>a racing game or a Metroid Prime style adventure game (it has guns, should be right at home, right?).

The first has been attempted multiple times, never finished. The second is in the works and snippets are being posted in this very thread.

>Using the base assets is more than fine when you want to do interesting proof of concepts. This is how actual game development teams end up together as well, someone sees a nice bit of code using some game's assets (legally, unlike Aeons of Death) and wants to join in to help out with art or sound.

I think comparing a bunch of people mapping/modding for an existing game in their spare time for free to actual paid development teams is pretty unfair.

>> No.1714416

>>1714410
Also AOD using the assets isn't illegal. It falls under fair use.

>> No.1714421

>>1714328
I guess it's one of those situations where you have to think both sides.

Someone takes your awesome code and release a mod and leaves your credit in a footnote of the readme.txt (that nobody seems to be reading these days, what gives?). Gets super popular because of it and your work gets none of the recognition it deserves?

I don't know, maybe I'm just too proud with this stuff, but I exclusively use material that's absolutely free to use instead of taking material from commercial games.

For sounds, you should look up at Freesound.org.

Hell, if you get an artist to wrap up some art from scratch, I'd be willing to do sounds/editing of sounds from freesound to compliment your code. But only as long as the sounds aren't involved in a project that illegally distributes material from commercial products. I hope you get what I mean with all this.

>> No.1714437

>>1714421
>Someone takes your awesome code and release a mod and leaves your credit in a footnote of the readme.txt (that nobody seems to be reading these days, what gives?). Gets super popular because of it and your work gets none of the recognition it deserves?
As long as it's not downright plagiarism, I'll accept it, if begrudgingly ("how dare your mod get popular and not mine"). When I do license my stuff, it's either under BSD license or the WTFPL.

Also, as multiple anons above me have noted, using commercial resources in very-definitely-nonprofit mods such as ours is fair use.

>> No.1714439

>>1714421
>Someone takes your awesome code and release a mod and leaves your credit in a footnote of the readme.txt (that nobody seems to be reading these days, what gives?). Gets super popular because of it and your work gets none of the recognition it deserves?

Pretty much all the people that have been replying to you with serious posts have coded various Doom mods and release their code freely even though this is certainly a possibility and most have had this happen to them, sometimes without credit being given

They do it anyway since them's the breaks and they love the game and modding for it. If other people learn from it and make cool stuff, it's worth it even if some people steal it and are shitheads.

Also
>>1714219
>I still don't understand the mentality of people that restrict the use of their code when their code is written in a proprietary language for an open-source engine that wouldn't even be available to them if others before them had the same mentality that they do.

>> No.1714446
File: 100 KB, 250x250, WIPE AND SCRUB.png [View same] [iqdb] [saucenao] [google] [report]
1714446

Holy fuck these threads have been going fast in the last couple of days

>> No.1714450

>>1714437
When using a sound effect from a commercial game, you risk breaking the a license from a sound library. If they grant a license for a single product and someone goes using it in a random mod, there's no way it falls under fair use if the license explicitly says no redistribution.

>> No.1714456

>>1714410
Lots of teams end up starting a game on an engine that you license properly after a few mods. Nothing new there.

>> No.1714457 [DELETED] 

Well it's getting late and I'm getting tired, so I guess we'll continue the discussion another time.

Also, holy shit are you guys gullible.
Someone just needs to put up a shitty argument and keep at it, and half the thread is derailed.

>> No.1714461

>>1714456
>Lots of teams end up starting a game on an engine that you license properly after a few mods. Nothing new there.

Then that's still not comparable to ZDoom modders, since any mods made can never be commercialized and any experience gained from modding ZDoom will not be applicable for modding in an engine that does allow commercial licensing.

>> No.1714463

>>1714450
How about we apply the four-factor fair use test, since that's what judges actually use?

>In determining whether the use made of a work in any particular case is a fair use the factors to be considered shall include:
>1. the purpose and character of the use, including whether such use is of a commercial nature or is for nonprofit educational purposes;
The purpose is to make a gameplay modification for people to enjoy. It is not at all commercial, and never could be, given the nature of the ZDoom engine.

>2. the nature of the copyrighted work;
It is a sound of, for example, a double-barreled shotgun firing, and its actions. Nothing really huge.

>3. the amount and substantiality of the portion used in relation to the copyrighted work as a whole
It's a shotgun sound. It doesn't define the game at all. Another one could easily be swapped in and no one would care.

>4. the effect of the use upon the potential market for or value of the copyrighted work.
Absolutely nothing. It's a non-profit mod for a 20 year old game.


Going by this, yeah fair use applies, and it's okay for us to use it.

>> No.1714467

>>1714461
I'm not sure why you're so pertinent on commercializing stuff you make for the love of making it anyway.

I don't know what kind of language ZDoom uses but it must be something with a syntax similar to C, Lua? Anything? Sound effects, textures, 3D modeling, every learned skill can be reused.

>> No.1714468

>>1714457
>Also, holy shit are you guys gullible.
>Someone just needs to put up a shitty argument and keep at it, and half the thread is derailed.

>I was only pretending to be retarded
>:^)

>> No.1714469

>>1714450

I've noticed a lot of romhacking and modding exists in legal grey areas. I don't think anything has been challenged in courts, and by and large companies don't care. This is small time stuff for obscure games.

The only thing I can think of is fan games getting shut down. A full 3D remake of Chrono Trigger was shut down. A 2D MLP:FiM fighting game was shut down too. The reason is that these were very good and modern and they claimed that it infringed on their copyright.

>> No.1714471

>>1714463
>>4. the effect of the use upon the potential market for or value of the copyrighted work.
Someone thinks it's still free and re-uses it from that Doom mod, then it gets reused and reused.

The value of the sound library plummets because all of the sounds are being distributed all over the internet.

I agree with fair use in a lot of things but breaking a licence is still breaking a license.

>> No.1714472

>>1714467
>I don't know what kind of language ZDoom uses

Wow. You don't even know anything about ZDoom modding.
No wonder you've been talking out of your ass the whole time.

>> No.1714475

>>1714469
>I don't think anything has been challenged in courts, and by and large companies don't care.

Fox loves to do a lot of C&D. So did 3D Realms.

They give/gave you a single warning and then it was off to the courts.

>> No.1714483

>>1714467
>I'm not sure why you're so pertinent on commercializing stuff you make for the love of making it anyway.

Because you're comparing people getting paid to create games to people modding in their spare time. This is an unfair comparison because you can spend way more time doing something when you're getting money to do it. Unless someone is independently wealthy they can't mod for 8 hours a day every day and not starve in the street.

>I don't know what kind of language ZDoom uses but it must be something with a syntax similar to C, Lua? Anything? Sound effects, textures, 3D modeling, every learned skill can be reused.

I don't know why you're having this huge discussion then if you don't know that much about ZDoom modding, but ACS is kinda a simple C and Decorate really isn't similar to any other code that exists. Expertise in either one won't really transfer to working with anything else.

>> No.1714493

>>1714471
And how would I ever anticipate a tiny mod like mine ever doing that? That seems ridiculously far-fetched.

>> No.1714495
File: 50 KB, 360x419, GgVwZ.gif [View same] [iqdb] [saucenao] [google] [report]
1714495

>>1712656
Yeah, kid plays a mean guitar.

This is my favorite:

https://www.youtube.com/watch?v=LhYu7a68XGw

>> No.1714496

>>1714471
>Someone thinks it's still free and re-uses it from that Doom mod, then it gets reused and reused.
>The value of the sound library plummets because all of the sounds are being distributed all over the internet.
>I agree with fair use in a lot of things but breaking a licence is still breaking a license.

That's not how the test works. You're including potential, hypothetical illegal actions by parties other than the one that originally used the asset in their mod. That isn't how fair use works.

With that standard you could disallow movie reviews from using any footage from films in their review because others might think the film was free to distribute and showing how much a film sucks (if it was a bad review) would cause the value of the film to plummet.

>> No.1714497

>>1714483
I said teams that get together because they love doing it. And I might've used the word "proper" because they dedicate their free time to it without asking for anything in return.

>I don't know why you're having this huge discussion then if you don't know that much about ZDoom modding

Modding is more than just coding. That's like saying you're not allowed to make textures or maps in a team if you don't know what the programmer knows about the engine's secrets.

Should probably take a look at the Doom source code, then, so I'm not talking out of my ass.

Learning new syntaxes always helps, believe it or not.

>> No.1714502

anyone have the pastebin of doomrl arsenal assemblies?
i'm combing the wad file now with slade3 but i'd rather have that page on for easy reference

>> No.1714504
File: 275 KB, 100x119, espurr-flashback.gif [View same] [iqdb] [saucenao] [google] [report]
1714504

>>1712874
>>1712859
>authentic Single-Action Army
>no transfer-bar
>carrying it with all chambers loaded

>> No.1714507

>>1714502
http://pastebin.com/mG7F9ktg

I think this one is a little outdated (Missing some uniques, I think) but it should be good enough.

>> No.1714509

>>1712894
>What is Outlaws
Really really ugly?

>> No.1714515

>>1714497
>I said teams that get together because they love doing it. And I might've used the word "proper" because they dedicate their free time to it without asking for anything in return.

But as you said in

>>1714456
>Lots of teams end up starting a game on an engine that you license properly after a few mods. Nothing new there.

The difference is that they can create licensed games in the engine after a time spent working on mods. Many if not most teams that create successful mods in such engines end up doing just that. Learning the engine is an investment towards future licensed creations. Doom modding isn't even enough to put on a resume as a sidenote, really.

Show me a team that creates a mod for such an engine that uses 100% original assets that doesn't end up commercializing it or a version of it at some point.

>Learning new syntaxes always helps, believe it or not.

Yeah, but if you're looking to learn a language you could use elsewhere learning pretty much any other language would serve you better than ACS or Decorate.

>> No.1714525

>>1714515
Phrased wrong, not my first language. I mean after they've done a few mods on whatever engine they can't license, they usually end up stepping up and grabbing something like Unity or Unreal Engine to create a new game.

1) Create a proof of concept with ZDoom
2) Get a couple of talented, interested people jumping to help you
3) Release a nice mod regarldess of how much of it is original
4) Realize you have a team that's now capable of doing games from scratch for Unity
5) Follow your dreams
6) ??? etc.

And the earlier quote:
>This is how actual game development teams end up together as well
I mean actual as in actual teams that know what they're doing and have a common goal, not "actually in commercial development".

>> No.1714532

>>1714525
Most people that mod for doom aren't interested in making standalone games in other engines.

>3) Release a nice mod regarldess of how much of it is original
>4) Realize you have a team that's now capable of doing games from scratch for Unity

That's just plain retarded. Even if you released a nice mod with 100% original content your team would not be capable of making a game from scratch in Unity.

None of the coding experience would transer to unity. At all.
None of the spriting experience would transfer to unity, unless maybe if you're doing a low res neo-retro sidescroller
None of the mapping experience would transfer to unity. At all.
The texturing experience would not transfer unless you were using low res textures in the new game.

The sound design and music is the only thing that would transfer, assuming again that it was done 100% from scratch.

In short, no, modding for ZDoom provides completely negligible transferable experience which could be used in making a proper game.

>> No.1714536

>>1714525
And another thing: The example you provided would still not result in a mod with 100% completely original assets in the ZDoom engine.

Even if every single person that mods for ZDoom followed the outline you put forth, all the creations with 100% original assets would be released completely outside of the Doom modding community.

>> No.1714537

>>1714532
I'm just trying to say that common goals get people together.

There must be a reason people still mod for ZDoom, why is so hard to get people together then?

>> No.1714546

>>1714537
It isn't hard to get people together. There are a bunch of projects made by teams of people.

It's just that making stuff that is entirely original EVERYTHING is a huge undertaking, team or not. And plenty of people want to work on something by themselves to begin with, or want to work on something that not a lot of other people are as enthusiastic about. So there are things which are 100% completely original from top to bottom, but not everything is like that.

That was your original question: "Why aren't there more 100% original content mods for ZDoom?" It's been answered a bunch of times, and people have pointed out that there are TONS of things which use completely original code, textures, etc, and plenty of things that use 100% original everything. You haven't even said if there is a Duke mod which uses 100% original assets and was still released as a mod or not.

At this point it seems more like you're asking "Why are there ANY mods which don't use 100% original content?"

>> No.1714564

>>1712649
This

>> No.1714565

>>1714532
There's also FPS game design in general. After all, to make a mod people like, you have to figure out how to do it right, right?

Assuming you don't just bumble onto it entirely by accident, of course.

>> No.1714573

>>1714565
Yeah but "I know how to make a mod people like" without having any applicable coding experience or know-how to actually execute it outside of ZDoom just makes you an Ideas Guy.

You'd also have to make not just a mod, but mapsets as well, since you can't release a game without maps, which for singleplayer stuff is a huge undertaking as well and takes a while to learn how to do properly.

And again, both of these don't 100% translate to other things. An expert Doom mapper isn't going to just start creating maps in Unity right away.

>> No.1714575

>>1713730

Heroes' Tales
http://www.doomworld.com/idgames/?id=15852

Extremal Doom
http://www.doomworld.com/idgames/?id=14156

Mini-level megawad
http://www.doomworld.com/idgames/?id=15837

>> No.1714587

>>1714573
Right, but you can still build up fundamentals in ZDoom.

There's a direct analogue in programming. Yeah, if you master one relatively oddball language, you're not going to be able to transfer that syntax mastery to other languages at all. But you can still transfer thought patterns over fairly easily, and in fact, when C programmers mass-migrated to C++ (because business) and C++ programmers mass-migrated to Java (because business), you saw exactly that: C ideas in C++, and C++ ideas in Java.

Yeah, you can't transfer over the specifics. That much is obvious. What you can transfer over is the abstract, from knowing how to code efficiently and without many bugs (there will *always* be bugs), to good level design, to knowing what makes a texture work, to knowing what makes a sound work, etc.

ZDoom ain't worthless. It just ain't anything like Unity and UE3.

(tl;dr we agree)

>> No.1714594

>>1714076
>If you can't handle the ropes without stealing code from someone else, *you shouldn't be modding*.

not entirely disagreeing with this - i sometimes think if you have no technical skill you should not be using a computer at all - but on the other hand, if you choose quality over quantity sometimes you get zero quantity.

>>1714132
>What's key is that the permission for sharing is *explicit*. Not implicit, as it is in the Doom community.
no, it's explicit in doom as well. see every /idgames text file that says you may or may not use this as a base for modification, not mentioning stuff like freedoom which has an explicitly BSD-like licence.

>> No.1714614

>>1713257
No skeletons he said, LIES! And one archville.

>> No.1714683

>>1713257
>Part 3: [Unfinished] https://dl.dropboxusercontent.com/u/20454382/Skeletonbetav1.1.wad

If it weren't for the red fog, I bet this would go great with Buttpain. At the moment, the fog overpowers the darkness effect, which in turn makes the textures appear a solid color. Two spooks don't always mean spookier, I guess.

>> No.1714746
File: 43 KB, 500x500, 1402872912973.jpg [View same] [iqdb] [saucenao] [google] [report]
1714746

>>1713257

https://dl.dropboxusercontent.com/u/20454382/MetroidMap1.2.wad

Here's another map update

>> No.1714749

>>1714076
>
However, the Duke community despises the Doom community's tendency to rip off everyone and everything. Looking at someone else's code to learn is one thing, but ripping it off wholesale is unheard of.

Uhh, speak for yourself? I have a fair idea who this is, please don't put forward an extreme opinion like that as if we all share it.

>
If you can't handle the ropes without stealing code from someone else, *you shouldn't be modding*.

This is also bullshit, I can code myself fine but some people learn best by looking at other's people's shit and peicing things together from there.

please don't jump into this topic and spread some bullshit about the Duke community dude.

>> No.1714751

>>1714093
>get a bunch of modders together

do you live in a fucking dreamworld dude? The days of finding a coder and SEVERAL artists to produce content are long over, if they even existed to begin with. The majority of projects with new art are either done by the author themselves or in extremely mitigating circumstances. The duke community has like 1 artists and he's not exactly taking casting calls for free work (and I don't blame him because Cage is like a god of artwork) We had more but unsuprisingly they left for greener pastures as soon as they got old enough to make proper money from their work.

>> No.1714756

Silly question,is it possible to create a whole new game that doesnt use any doom IWADS on GZDoom?

>> No.1714760

>>1714746
>those imps next to the missiles
FUCK YOU I JUMPED

seriously though this is turning gloriously atmospheric
also will it end in skeletons

>> No.1714764

>>1714112
You are the modding equivilent of the people who say

>just be yourself!
>man up!

when anon asks for advice about girls

>> No.1714770

>>1714764
BUT ANON
THAT'S HOW GIRLS WORK

>> No.1714772

>>1714756
A handful already exist.

>> No.1714774

How do I run Doom RPG?

I aint done much doom modding or whatever. I tried the instructions but its a bit beyond my comprehension.

like where do I put the RPG files in GZdoom, or how do I get GZdoom to recognize the rpg files?

>> No.1714775

>>1714746
wait is this meant to be played with Dreadnought or just a standalone?

>> No.1714778
File: 170 KB, 743x708, 1265777258273.jpg [View same] [iqdb] [saucenao] [google] [report]
1714778

>>1714746
>corpses leading into the fortress
>gigantic beam-fenced-off room
>lava pit going downwards
>broken doorway with hanging corpses right behind

Really loving how this is turning out so far, but definitely ease up on the impassable walls. There's a lot of areas where my jumps are inexplicably blocked off but shouldn't be--such as that pillar in the blue key room, or the control panel for the pulley.

overall m8 i r8 it p gr8, an 8/8

>>1714775

With Dreadnought.

>> No.1714779
File: 67 KB, 800x600, Screenshot_Doom_20140625_024759.png [View same] [iqdb] [saucenao] [google] [report]
1714779

>>1714746
Welp

>> No.1714783

>>1714746
I'm loving it.
Going off what an anon said earlier about popcorn missions, is this going to be just one/two maps with a dramatic fight at the end, or are you planning on something bigger?

Those three doors after the elevator down make me wonder...

>>1714779
Dreadnought > Levels > map 1.2

>> No.1714785

So is there anything like Shotgun Frenzy, but with say, an infinite survival mode? Just curious. Might be fun, get the most ridiculous setups and go nuts.

>> No.1714786

>>1714774
There's a launcher you can get from the forum for it. http://forum.zdoom.org/viewtopic.php?f=19&t=33292&sid=354e40011d7c2e48f6cd1bbd505cc780

>> No.1714792
File: 115 KB, 800x600, Screenshot_Doom_20140625_030127.png [View same] [iqdb] [saucenao] [google] [report]
1714792

i have to say,this is pretty good and i expect this HOM wall to be the "thanks for playing the trial version,wait for more updates"

I am kinda bitter,i was expecting agitation

>> No.1714801

>>1714786
Ah, thank you sir.

Tried that on my shitty laptop. Didnt work. On my DT atm and I think Ive got it sorted. Way too easy

>> No.1714803

>>1714746
muh nigga
it's dangerous to go alone
take this

https://www.dropbox.com/s/8sgimzmamtm3h03/metroid%20dreadnought%20-%20the%20last%20skeleton%20is%20in%20captivity.ogg

>> No.1714809
File: 53 KB, 507x811, gz.png [View same] [iqdb] [saucenao] [google] [report]
1714809

>>1714801
Hmm actually, this is happening now...

>> No.1714817

>>1714337
it's just that it was released on april 1st and as a parody of rootpain who was just "olol3spooky5me"

but buttpain is actually geat

>> No.1714820

>>1714809

You have an outdated GZDoom, you need the latest dev build to run RPG IIRC.

http://devbuilds.drdteam.org/gzdoom/

Just pick the one on the top.

>> No.1714846
File: 43 KB, 863x703, 1402980255287.jpg [View same] [iqdb] [saucenao] [google] [report]
1714846

>>1714778

Here you go anon-kun~

1. Unnecessary impassable walls have been removed,
2. Minor texture tweaks,
3. Added rain,
4. Blue Key Room pillar has been changed to do lava damage instead of impassable wall that makes you fall to your death,
5. Added agitation

https://dl.dropboxusercontent.com/u/20454382/MetroidMap-v1.2b.wad

>> No.1714856

>>1714783
> is this going to be just one/two maps with a dramatic fight at the end

I'll probably just stick to a single map.

>you planning on something bigger?

I dunno yet, I'm kinda just aimlessly rolling along making this map to be honest.

>> No.1714862

>>1712668
http://www.doomworld.com/vb/wads-mods/64353-doom-64-for-doom-ii/

>> No.1714884

>>1714846
>added rain
muh framerate

if you get on irc, please yell at term to make less laggy plz kthx

>> No.1714897

>>1714884
Talked to Term and gave him a potential solution.

>> No.1714903

I'm kinda running into an unusual issue with GZDoom. It's all of a sudden loading VERY slowly, or not playing well.

I had been playing through hellbound using Doom RLA, though I was getting kinda bored of RLA, so I decided to continue from where I was using a different mod (Project MSX), I skipped to map 9, used the Summon command in the console to give myself the equipment I would have at that point in the wad, and then I set out... But then I start getting sudden, heavy, unplayable framerate drops at random, or just from simply firing my guns. So I figure I'll just restart it, I close GZDoom, bring ZDL back up, hit Launch, and it takes a very long time to load, and just ends up crashing. So I close a few programs (Chrome and Steam), no change, still slow, so I remove Project MSX from the external files list, still the same issue.

Anybody have any idea what it could be? I've never had issues playing with MSX or Hellbound before.

>> No.1714916
File: 37 KB, 366x488, george-marks-man-smoking-a-pipe.jpg [View same] [iqdb] [saucenao] [google] [report]
1714916

>>1714897
Bronificent

>> No.1714981
File: 2.86 MB, 320x240, E1-01.webm [View same] [iqdb] [saucenao] [google] [report]
1714981

>>1712681
i did this again. (i was >>1709721.)

>> No.1714985
File: 2.86 MB, 320x240, E1-02.webm [View same] [iqdb] [saucenao] [google] [report]
1714985

>>1714981

>> No.1714989
File: 2.86 MB, 320x240, E1-03.webm [View same] [iqdb] [saucenao] [google] [report]
1714989

>>1714985

>> No.1714992
File: 2.86 MB, 320x240, E1-04.webm [View same] [iqdb] [saucenao] [google] [report]
1714992

>>1714989

>> No.1714996
File: 2.86 MB, 320x240, E1-05.webm [View same] [iqdb] [saucenao] [google] [report]
1714996

>>1714992
i completely forgot to pick up the blue key here. watch for the point around 0:39 where i comically stop in my tracks, spin round, and go back for it.

>> No.1715001
File: 2.86 MB, 320x240, E1-06.webm [View same] [iqdb] [saucenao] [google] [report]
1715001

>>1714996
E1M6 was a bit of a disaster, all things considered. the end went terribly.

>> No.1715002
File: 2.86 MB, 320x240, E1-07.webm [View same] [iqdb] [saucenao] [google] [report]
1715002

>>1715001

>> No.1715006
File: 2.86 MB, 320x240, E1-08.webm [View same] [iqdb] [saucenao] [google] [report]
1715006

>>1715002
and E1M7 took ages as usual. i don't know why i always feel the need to take a diversion for the partial invisibility.

>> No.1715010 [DELETED] 

>>1715006
don't know why i bothered with the computer map lift at the start of E1M8 either. and i always miss the jump to the teleporter at the end. watch as i fail repeatedly to press a switch.

final time: 15:43. an improvement over the previous 19:33, but could still be much better.

>> No.1715015
File: 1.22 MB, 320x240, E1-09.webm [View same] [iqdb] [saucenao] [google] [report]
1715015

>>1715006
don't know why i bothered with the computer map lift at the start of E1M8 either. and i always miss the jump to the teleporter at the end. watch as i fail repeatedly to press a switch.

final time: 15:43. an improvement over the previous 19:33, but could still be much better.

>>1715010
whoops, let's try that again with the video this time.

>> No.1715027

>>1714981

>M1 can be beaten in seconds

This is why I like the PSX version of that map more, as it removed the switch that let's you skip most of the level. It forces you to play it.

>> No.1715036

>>1713890
Probably jizz myself.

>> No.1715038

>>1715027
I doubt PSX version would prevent this from happening: https://www.youtube.com/watch?v=EXmDuj-5jss

>> No.1715039

>>1712681
>>1715015 (me)

incidentally, the current world record is 5:00, so we've a way to go yet.

http://www.doom.com.hr/index.php?page=compet-n_database&cndb=1&wad=1&category=movie&current=1

>>1715027

more likely the psx version was based off the older edition without the switch. but i'd be willing to be corrected if there was evidence for it.

(i go that way because the halved damage from the armour is most helpful against hitscanners on a speed run. otherwise i agree, and prefer to go the proper way round. i believe the switch was added by romero for deathmatch amenability. there are better ways to implement that kind of thing, though.)

>> No.1715040

>>1715039
That pillar the switch was on was removed and they didn't bother to put the switch on something else.

>> No.1715041

>>1715040
ah, i stand corrected then. fair enough, thank you.

>>1715038
heh. well, you don't need to care about the armour if you're not going to carry on with the rest of the episode, of course :)

>> No.1715056
File: 7 KB, 153x72, DC_forum_logo1[1].png [View same] [iqdb] [saucenao] [google] [report]
1715056

The end of an era

http://home.comcast.net/~mrrocket/dcsite_finals/doomconnector.htm
http://forum.zdoom.org/viewtopic.php?p=768836#p768836

>> No.1715058

>>1715056
Nigga why don't they just go full P2P?

>> No.1715061

>>1714373
Yeah, still working on it. I posted an updated version last thread.

>> No.1715064
File: 189 KB, 800x600, 3309ca8f8c7fc22d15aac9856f1b0f9c.jpg [View same] [iqdb] [saucenao] [google] [report]
1715064

https://dl.dropboxusercontent.com/u/20454382/MetroidMap-v1.3.wad

Update's a little early, I'm calling it for today, I was up all night, Hope you guys enjoy this update, I'll pick up again later today, Not gonna list the changes in this, except for one

1. Reduced rain effect to decrease framerate issues

Find out the rest on your own~

Also i do plan on expanding the Abandoned base area

>> No.1715073

>>1715061
Oh, and for the record, it's Mike12 - so if you have any ideas/things you want done with it, you can just talk to me there. Though, It'll probably be a day or two before I can get back to work on it since I'm helping someone get some extra graphics stuff done before a deadline.

>> No.1715074

>>1715056
...Doom Connector still existed? Wow.

>> No.1715087

>>1715058
Look at Duke Nukem Megaton Edition's P2P before you ever consider mentioning it here again

>> No.1715091

>>1715087
I think he meant pay to play, not peer to peer. G/ZDoom already is peer-to-peer.

>> No.1715092

>>1715087
>playing (not to mention paying) for glorified ports using stolen code

HAHAHAHAHAHAHAHA

>> No.1715096

>>1715091
I mean peer to peer. I know ZDoom supports P2P as I've done a few games with people, but what is actually going down? The master server for listing games? Can't they just afford a toaster to do it? I don't think even TCP/IP could be an issue.

>> No.1715098

>>1715096
I think the lobby is what's going down, which would make P2P play pretty much impossible.

>> No.1715102

>>1715098
Why? P2P implies there's absolutely nothing between the clients. Why can't someone else host the lobby? It's not anything overly expensive resource wise. Someone explain this to me.

>> No.1715158
File: 221 KB, 400x324, Let go of my camera you son of a bitch!.png [View same] [iqdb] [saucenao] [google] [report]
1715158

>Zandronum 1.2.2 came out

>> No.1715169

>>1715158
>it's literally fucking nothing

>> No.1715174

>>1714157
>>1714161
>>1714219
>>1714187
>>1714268
>>1714279
>>1714317
>>1714329
>>1714351
Can we all just agree that ZBlood is terrible?

Seriously. It's the worst attempt at porting another game to Doom that I've seen so far.

>Monsters don't even behave like they should
>Weapons are shite
>Maps are butchered

>>1715169
Hey, at least it fixed the split between 1.2.1 and 1.2 users.

>> No.1715220
File: 588 KB, 1280x720, Screenshot_Doom_20140625_104920.png [View same] [iqdb] [saucenao] [google] [report]
1715220

>>1715064
I like it, but the cave area behind the blue door looks like it could use some more variation in texture, especially on some of the ledges you have to jump to. Also, this.

>> No.1715235

>>1715174
>Hey, at least it fixed the split between 1.2.1 and 1.2 users.
indeed, and that's a lot more than "fucking nothing".

>> No.1715241

Has anyone ever made an invasion map set using Doom 64 textures?

I would love to play something like that.

>> No.1715243

I've never played the original Quake. (1 or 2).
Are they worth picking up on Steam, or should I cop them off ebay?
It's a shame GoG doesn't have them.

>> No.1715278
File: 5 KB, 82x116, h0mTgwg.png [View same] [iqdb] [saucenao] [google] [report]
1715278

>>1715061
>>1715073
Ah I should've known! I suspected it, just going off of the glove, but awesome! I really dig it, torridgristle did a Caster for me a while back for TSP but I'm really digging yours, and I'm sure whatever you do with the animation is gonna be at least 300 times better than whatever I would do on my end. BASICALLY what I'm saying is I'd really like to use it for TSP.

Also Outlaw Star is one of my favorite shows ever! How are you liking it so far?

>> No.1715282

>>1715243
Steam version doesn't have the music I think.

>> No.1715305

Sorry for responding to stuff from the last thread, but I was gone for two or three days and there was some active discussion re: my maps

Here's the full thread if anyone cares:
>>https://warosu.org/vr/thread/1707443

>1712042
>not quite. to clarify: the plasma gun and megasphere pillars are secrets, the chaingun and invulnerability pillars are not. this means the two pillars affected by the right switch - both near and far - are secrets, but neither of those affected by the left switch are secret.
>i propose to make the megasphere (far pillar from right switch) and invulnerability (far pillar from left switch) secret, and plasma and chaingun (pillars near to switches) not.
>i don't intend to move the items themselves, just change which pillars are considered secret. i see the purpose of the switches as giving you the weapons, but also having additional, secret effects.

This is all the intended behaviour. It seems I made a mistake and tagged the wrong sectors. (I do remember moving around which items were on which pillars at one point during mapping so it's entirely possible that they were correct at one point.)

>i believe this is intentional. the arachnotrons don't spawn up there, they walk into the teleporters and then get stuck and are trivially telefragged. i consider this a legitimate strategy for playing the level - you can also telefrag four of the mancubi this way - and don't want to change it.

If I could make it so the Arachnos couldn't teleport up there and get stuck, I would. It could perhaps be remedied by increasing the platforms slightly, but that could affect the entire level layout. As-is, it's just a consequence of the game--sometimes monsters go through teleporters and get stuck.

>> No.1715309

>i think the intention is to actually go in the final room instead of trying to fight the monster through the doorway, which would be terribly tedious. (i usually save the invulnerability for this.)

This guy knows what's up. Ideally, any player going through the level the first time will be a little surprised to see a Cyberdemon finishing up a Dead Simple-style map, and if they haven't already used the invulnerability, megasphere or other health/powerups in the other secrets, then they can use them there. A player who knows what's coming up will ration out the items instead.

Also, there's another bug where some of the rocket boxes are attached to the Mancubus platforms and go down when they lower for the Arachnos. Just moving them slightly inward will fix the issue; I can do it myself if you want.

Regarding moving the teleporter: There is actually some stupidly complicated line/sector shit going on to make it all look nice while still working as intended, so moving it to the bottom would be harder. Also, it makes it more difficult to find the teleporters at a glance because, as it is now, I usually look for the door when I want to use the teleporters.

>> No.1715326

>>1715039
>more likely the psx version was based off the older edition without the switch. but i'd be willing to be corrected if there was evidence for it.

PSX Doom is based on Jaguar Doom. This is all done by Williams. The first 8 levels were strongly edited for Jaguar Doom, and they kept it for later ports. The rest of the levels are not as heavily edited.

>> No.1715339

>>1712816
>>selling Doom covers
>Is this even remotely legal? The songs are already borderline covers as it is. He didn't really make the songs so I don't think he should be able to profit from them.

Well, first off, there are plenty of video game bands that do covers and charge for their shit. Music equipment takes money to buy, and if they do it in a studio, studio time costs money. If he has actual CDs or anything like that, that costs money to print. He should be able to recoup that.

Some video game bands don't pay any licensing fees because they're small enough to fly under the radar. Other guys actually do pay the fees (The OneUps are big on this) and do everything legit.

Regardless of how "borderline cover" the original Doom songs are, I would assume the compositions are nonetheless copyrighted, either by Bobby Prince exclusively or by id. (Given how Bobby used to be a lawyer anyway, he probably made sure he kept all the rights to the music.) Given that he's a working man he probably doesn't give a fuck if people make a little money off the music he wrote 20 years ago, especially when they actually put all the time and money into recording it themselves.

tl;dr it can be legal but this guy probably isn't paying Bobby Prince any money

>> No.1715341

How do you contact Zdoom team? I have two major requests:

>PSX style messages (bottom of the screen)
>non-integer scaling menus/messages

To avoid "illegible" text, the messages and some menus are scaled using integer scaling. But on resolutions like 480 it means TINY fucking text. Impossible to read.

>> No.1715346

>>1712816
Also, unrelated

> metal
> only using one guitar track
> not at least doubling it in every channel
> detuned for no reason
> "djent" riffing
> changing the melody in places for no reason

Fucking plebian musician is plebian

>> No.1715358

>>1712816
ffmpeg -i video.mp4 -acodec copy -vn out.m4a

or something

>> No.1715385

>>1715339
>there are plenty of video game bands that do covers and charge for their shit.

Many I know negotiate the rights first though. And note, I am not sure if Nemistade has negotiated the rights or not.

That being said, he does really good covers. They keep to the original sound of the songs, just using live instruments. I dislike how most covers are heavy remixes.

I'd love to use his versions but I feel he'd get offended and throw a fit, eventhough if he is selling the tracks without right he has no legal basis.

>> No.1715393

>>1713791
What a convoluted piece of shit way to do this

What's so hard about just starting a server on best-ever with whatever you want to play at the time, posting it and saying "get in here faggots?"

If someone wants to play DM they should just start a DM server and announce it

>> No.1715416

http://doomwiki.org/wiki/Doom_3:_BFG_Edition#Differences_with_Doom_and_Doom_2
>On Nightmare!, the fast monsters setting has been modified: fireballs shot by imps, cacodemons, barons of Hell and Hell knights are no longer sped up, and neither is the running speed of demons.

https://www.youtube.com/watch?v=Zw1tfSsR4Dk

>muh nightmare

>> No.1715439

On the subject of music, what modern ablums could yo see/hear being in doom? I'm trying to work out some diverse music for my plans

>> No.1715451

>>1715439
I have some pretty off the wall choices, since I play a ton of different shit while I play Doom. Hesitation Marks by Nine Inch Nails would be a good "Doom-style" choice though.

>> No.1715452

>>1712915
How do you even play Outlaws without shit compatibility.

>> No.1715457

>>1714357
>his is what itches me the most, the ideas are there and no-one seems to take 'em and put them in practice

What would that gun even look like from behind? Because that's where the player sees it from.

>> No.1715458

>>1715452
Wasn't the guy from DarkXL working on an Outlaws implementation?

>> No.1715469

>>1715458
XL Engine hasn't been updated since March 30th.

>> No.1715482

>>1715439
Dethklok instrumentials might work, also just had a thought for a doom 3 like, the base computer gets posessed and starts spouting satanic propoganda in its monotone, and the monitors are all full of hellish images and stuff

>> No.1715489

>>1714751
>The duke community has like 1 artists and he's not exactly taking casting calls for free work (and I don't blame him because Cage is like a god of artwork)
Cage does stuff for Douk too?

>> No.1715504

>>1715489
I think Cage started off on the Duke side of things before he came over to Doom-land. I remember him doing most of the graphic-related stuff for WGRealms 2.

>> No.1715507

>>1715385
>I'd love to use his versions but I feel he'd get offended and throw a fit, eventhough if he is selling the tracks without right he has no legal basis.
Well, fuck him then, if he gets all pissy and offended I will personally download them all from YT and distribute the WAD myself

>> No.1715516

>>1715341
Go to the forum on zdoom.org; post it in "feature suggestions," wait for them to say no

That said, your second suggestion is already in the engine
Options > HUD Options > Scale Text In High Res
You have off (scales it according to pixel size), on (makes it as big as default Doom) and Double (makes it twice as big as "off"

Of course this only affects the main game and not the menu options; if you have a fucking problem just change the game resolution while you use the menu. You shouldn't need to fuck with the options much during gameplay anyway

>> No.1715519

>>1715451
> he liked Hesitation Marks
Marty confirmed for shit NIN taste

>> No.1715524
File: 161 KB, 278x243, Aw shit,it hurts my hands.png [View same] [iqdb] [saucenao] [google] [report]
1715524

>>1713773
Could one have some sort of vote or strawpoll like, every other week, where a playing mode, mapset, difficulty, and maybe gameplay mod is chosen, and then let that set run for two weeks, until it's time to decide again?

Say it's decided that the gameplay mode is Coop Survival, mapset is Doom The Way Id Did It, on UV, with maybe, Burl Tumd for gameplay mod, and that runs for two weeks, or maybe one week, whatever.

>> No.1715529

>>1715282
Really? Can anyone confirm this?

>> No.1715548

>>1715529
Confirmed.
Buy it on Steam, download the ogg's and play on an ogg supported source port.

Otherwise, you'll have to acquire the game iso by nefarious means, and burn it or mount it virtually to get the music.

Google is your friend.

>> No.1715559

I'm searching a good vanilla map for Doom 2. What's your favorite?

>> No.1715598

>>1715559
Map15

>> No.1715616

>>1714176
HE'S TWERKIN MAHGULL OLE OLE OLE OLE

>> No.1715707

>>1715616
i want argentina to leave

>> No.1715732

>>1715278
Yeah, sure. Whole reason I started it in the first place is because I recall you saying you had plans for one.

>> No.1715748

>>1715732
>Whole reason I started it in the first place is because I recall you saying you had plans for one.
we have some super nice people here

>> No.1715804

Also I never got a response re: this so I'm reposting it

https://dl.dropboxusercontent.com/u/62697468/Doom%20Stuff/vr%20Music.wad

Here's a music WAD for /vr/speed. There was some replacement music for D_BETWEE which was one of my levels but I didn't like it so I replaced it. The first four are all my levels: D_RUNNI2, D_SHAWN, D_BETWEE and D_DOOM2.

D_BETWEE - D_E2M3 remix by Jay Reichard (Zorasoft.net) from prjdoom.wad
D_RUNNI2 - D_E3M5 remix by Jay Reichard (Zorasoft.net) from prjdoom.wad

D_SHAWN and D_DOOM2 are Slayer midis; I don't think we'll need to credit those because they're goddamned everywhere and I couldn't even find credits on the sites I found them on

I also took the liberty of adding a few more MIDIs that I placed in strategic places, mostly chosen based on the MIDIs I chose and where they fall in the level set. (I thought it would be weird to have the real South of Heaven and then the "fake" one on D_SHAWN2 and D_SHAWN3.) Feel free to use these or not; I would like it if someone who actually cared about the music in Doom gave it a once-over though.

The replaced MIDIs and credits are:

D_SHAWN2 - Aliens, Say Your Prayers! (Duke Nukem 3D E2L7) by Bobby Prince
D_SHAWN3 - 'Darkness' from Castlevania: The Adventure remix by Jay Reichard (Zorasoft.net)
D_ROMER2 - 'Annihilation Awaits' original by Jay Reichard (Zorasoft.net)

>> No.1715818

>>1715804
Sucks that music won't play when I play anything with the RPG mod.

>> No.1715820

Can someone make a mod that turns Doomguy's gloves Purple?

I p-promise its for a friend

>> No.1715827

>>1715818
I don't see any immediate reason that would happen.

>> No.1715832

>>1715818
Why is that?

>> No.1715845

>>1715220
>>1715064

Yeah, the new cave area could definitely use more texture variation, since it's too easy for the walls and the floors to blend in to each other at the moment--so sometimes it's hard to see exactly where to go.

Also delicious space jump pickup.

Hey Term, would it be possible to have multiple space jump pickups increase the number of mid-air jumps? Like say instead of just having a jump and a midair jump, picking up another space jump gives you two midair jumps, then another gives you three, and etc?

>> No.1715848

>>1715827
>>1715832
I don't really know either, I just keep getting errors about midi playback every level change.

>> No.1715874

Anyone happen to have links for the DRLA Chest and the Compat patch made so it works with DRPG?

>> No.1715885
File: 32 KB, 459x638, defeated.jpg [View same] [iqdb] [saucenao] [google] [report]
1715885

>>1715845
>consecutive and stacking space jump pickups

I like this idea.
I'd have to redo the jump count to not be cvar-based, but I don't think people use the cvar anyway.

>> No.1715887

hdoom doesn't use the voices from neptunia, does it?

>> No.1715891

>>1715305
>>1715309
>both quoted posts are mine
and i actually fixed all this already :) changes.txt for map07 follows

- change which pillars are considered secret. the secret pillars are now always the furthest ones from their button.
- you no longer have to wait for a lift to get credit for the secret at the top of it; just step onto the lowered lift.
- also exchange the tags on the side lifts so you can get both secrets with one button press if you run fast enough.
- move the pillar buttons onto the wall, instead of having them as separate raised columns on the platforms. if an arachnotron teleported up there, it could get stuck in mid air on top of the switch, where it could not be telefragged. (i didn't want to remove the possibility of killing the arachnotrons this way.)
- move the teleporter pads from the north to the south end, move a demon up in front of the pads so it doesn't immediately teleport. by request - "they're really in the way of navigating when you first open the door [to the exit]"
- move four boxes of rockets to not overlap the wall that lowers on death of all mancubi. otherwise they jump up in the air when the wall begins to lower.

i might put the teleporter back because as you say it makes the main arena rather more confusing to navigate.

[tbc]

>> No.1715895

>>1715885

I use the Cvar... I think just one space jump is enough, at least in my opinion.

>> No.1715897
File: 13 KB, 342x20, a.png [View same] [iqdb] [saucenao] [google] [report]
1715897

>>1715827
I want to report a strange bug: whenever I pick up a key, I get fake key that won't open key-locked doors at all. I've used DRLA beta 7.5 and latest DoomRPG aviable. GZDoom build: picrelated.

>> No.1715903

>>1715897
Update to the latest version of GZDoom.

>> No.1715905

continued from >>1715891

>>1715804
oh yes this too. i did see this post but with the thread transition i didn't get around to a reply.

in short i added the four midis for your maps (i hope i got them right). i kept the other three in reserve because they appear to be chosen for map numbers, rather than for maps. the build system i made for doing this wad associates a midi with a map and gets renamed appropriately if i change the map order.

i still keep constantly tweaking the map order so i need this kind of flexibility. especially since there's still one missing map which might need to go anywhere.

new test build to follow. i will also repost my map submission for evaluation...

>> No.1715909
File: 186 KB, 850x637, sample_930bdb4bf8584b769e56b831145785cf.jpg [View same] [iqdb] [saucenao] [google] [report]
1715909

>>1715845
the lava area is still not polished yet, i always make a vague layout before i do some serious decoration

>> No.1715926

>>1715909
Something tells me that you are excited for Splatoon.
Ma nigga.

>> No.1715935
File: 32 KB, 624x1652, cwilv.png [View same] [iqdb] [saucenao] [google] [report]
1715935

>>1715905
>new test build to follow

200 minute mapping test build

http://temp-host.com/download.php?file=ve13ax

--

changes in this version:

- computer array (4), opening the gates of hell (7), cathedral of pain (13), and valley of hatred (15) music submitted by author

- bugfixes/tweaks to opening the gates of hell (7), 200mins.wad (10), dead cargo (18), blood river (24) arising from discussion in previous thread

stuff i haven't done yet:

- figure out how best to fix the 30 second door on 1.wad (6). maybe rework the monster teleporter.

>> No.1715941
File: 16 KB, 320x200, aggravatingly-cramped.png [View same] [iqdb] [saucenao] [google] [report]
1715941

>>1715905
>i will also repost my map submission for [further] evaluation...

presenting "AGGRAVATINGLY CRAMPED", a 200 minute mapping challenge entry.

this is a tiny but utterly vicious berserk-fist-only map. after two previously failed attempts, i decided the only way i would make a complete map in <300 minutes with yadex would be to make it very, very small.

there are skill levels implemented, and even on UV, i know it can be maxed, since i already have a demo - indeed, i wouldn't have posted it if i didn't know it was beatable. it might also be disqualified under timing rules - it was made in under 300 minutes but i went over the time limit making balance tweaks (and dying a lot during demo recordings...)

however this map might be considered far too fiendish, and thus inappropriate for the project, and i will cheerfully withdraw the submission if consensus deems it so. i can imagine it breaking up the "flow" of the megawad and people quitting when they reach it.

i await your judgement - good luck...

http://temp-host.com/download.php?file=hl80te

>> No.1715952
File: 2.30 MB, 319x238, strifewalker.gif [View same] [iqdb] [saucenao] [google] [report]
1715952

>>1715941
I couldn't beat it, but if it was under 200 minutes it should be included. If demo recordings were the only reason you're over 200 minutes that doesn't really enter into the mapping aspect. Otherwise, save it for a 300 minute map challenge :-p

>> No.1715963

Why are there no solid Shadow Warrior source ports?

Shouldn't eDuke32 just work with it?

>> No.1715973

>>1715416

So it's just UV with respawn on?

>> No.1715989

>>1715973
well as i recall there's also the zero reaction time of monsters aspect of nightmare skill and the doubled ammunition but basically what you said is what it sounds like. how lame.

>> No.1715994

>>1715963
uh heh, no - there is plans for an updated source port for SW from the Eduke devs, but SW is coded completely differently from Duke. The maps aren't interchangable apart from the very basic core architecture. Even things like doors are made differently in SW (the same shit goes for Blood)

>> No.1716004

>>1715935
OH BOY!

The only thing you need now, besides fixing Map 6, is to rename some the maps to.

>> No.1716008
File: 7 KB, 368x96, finally.png [View same] [iqdb] [saucenao] [google] [report]
1716008

Does anyone else hate this level with a burning passion? I can imagine Sandy Petersen giggling to himself as he made it, muttering things like, "DON'T FALL~~!" and making >:^)~~ faces while he thinks of other ways to infuriate the player. It's hard to believe he made one of my favorite levels (e2m2), but then, that level isn't wholly his.

>> No.1716010

>>1715963
Both SWP and Redux work fine. They're pretty simple as far as sourceports are concerned but you can play the game fine. I even played multiplayer with SWP some years ago (and loved it, Shadow Warrior deathmatch is the most fun I've ever had in ANY FPS period)

>> No.1716020

>>1716008
i think it's a great map. a huge lonely cavern that looks at first glance to be featureless, but a bit of exploration reveals all sorts of nooks and crannies around the edges....

... except for all the ledgerunning, i could do without that part...

>> No.1716023

>>1716008
I hated it too, it's not the narrow ledges so much as the FUCKING CACODEMONS. I despise Cacodemons so much, stupid dodging abilities, makes one shotting them with the super shotty so satisfying

>> No.1716029 [DELETED] 

>>1716023
given a caco has 400hp and the max ssg damage is 300 in theory but in practice more like 220, i don't see how that's possible

>> No.1716032 [DELETED] 

>>1716029
wait, never mind, i missed "dodging abilities" and realised you are playing with a mod. ignore me. sorry.

>> No.1716034
File: 371 KB, 401x599, DoomImpIrl.png [View same] [iqdb] [saucenao] [google] [report]
1716034

Why is the concept of "overmodded wads" actually a thing?

Is there some sort of limit, like you must have only up to X new content/gameplay, anything beyond and you're "overmodding"?

>> No.1716036

>>1716029
close range also Brutal Doom

>> No.1716038

>>1716036
yes, sorry, i realised too late (i.e. after posting) what was going on.

>> No.1716065

>>1716004
I say we put map names (not named by authors) up to a vote.

My suggestions:
MAP02 - Brownout
MAP03 - Command Center
MAP05 - The Dig
MAP06 - Unearth
MAP08 - Power Relay
MAP10 - Junxion (My map actually, feel free to go ahead with this, unless someone has a better name
MAP11 - The Overhalls
MAP12 - haven't played this one yet, no suggestion
MAP16 - Something to do with sewage control? Waste management? I dunno
MAP22 - Deep Shit (not to imply the map is shit, it's just in a canyon)

And if 200 min dance isn't the final name, then I'd just rename it Dance.

>> No.1716079

>>1715935
Hey, whoever made Demon HQ, show yourself because that is the best fucking map in the entire set, for my money. It's got such a cool concept and the architecture and texturing perfectly describes "Hell merging with Earth" the way Doom 2 itself never actually does

>> No.1716086

How do I change the amount of pellets a shotty fires?

>SHTG A 0 A_FireBullets (5.6, 0, 7, 5, "BulletPuff")

7 = amount of pellets
5 = damage

What do the other numbers mean?

>> No.1716092

>>1716086
horizontal and vertical spread

>> No.1716095

>>1716086
http://zdoom.org/wiki/A_FireBullets

>> No.1716101

>>1716034
Well, okay, think of it like this. A mod like Demon Eclipse has a shitload of new shit--so much new shit that it, in all likelihood, will never ever be finished--but it's all the same theme, it's all the same idea, and it's all new content created explicitly for the mod.

Meanwhile you might have something that has an interesting core concept, something that is new and unique or at least fun and interesting. But then on top of that interesting concept, you have a bunch of shit that's completely unnecessary that just shits it up.

For example, Smooth Doom! It's got a great idea--add more frames to monsters, items etc. to make them animate more smoothly. But it also adds extra blood, and has a bunch of stupid shit like added particle effects and Doom64 weapons--some of which you can turn off, but I shouldn't have to turn anything off, it shouldn't be there in the first fucking place.

Imagine a mod that begins simply as a weapons mod, with some fresh new graphics and sounds and some good code behind it, only the guy making it is a little new so he threw in a monster randomizer with a bunch of shit from R667 into it. That's unnecessary, it shits up the mod and doesn't make it worth playing anymore.

>> No.1716117

>>1715935
Map 5's outside area, behind the yellow card door, feels extremely empty. Unless a Cyberdemon spawns or something on UV that I haven't tried out yet it feels like there should be either more Mancubi or some Arachnotrons.

Of course the map designer probably intended it that way, it just sorta feels like a wasted space.

>> No.1716129

>>1715941
Alright. Beat it. But only by blasting past the arch vile. I couldn't kill him man. I just don't have what it takes

>> No.1716132

>>1716079
I'd like to get a look at it, not sure if I want to get this wad, been disappointed recently

>> No.1716138

>>1716008
Probably my least favorite map in Doom 2. Certainly my least favorite to play without saving. But I don't mind the fact that Doom 2 has a handful of gimmicky experimental maps, I kinda like that about it and I can always skip the ones I don't care for.

>> No.1716146

>>1716132
I'd wait til it's finished anyway, but it's got a few gems in it for sure.

They're all made in 200ish minutes, so. Keep that in mind.

>> No.1716149
File: 644 KB, 899x720, commonArt.png [View same] [iqdb] [saucenao] [google] [report]
1716149

>>1716079
I like the late 90's feel of it myself. Cramped hallways, and a vague attempt at real architecture.

I played a lot of doom circa 1997 and a lot of the maps you'd get back then felt like this. I'd check some maps from that era if you like Demon HQ.

>> No.1716168

>>1715935
Map Seven's secret, the one where you activate the pillars and then have to run across the room to get to an elevator. It is INFURIATINGLY hard to do, I haven't been able to get it without turning on Jumping and the reward is trash. Why have an Invisibility in a map where getting an Invulnerability is far easier?

Should have been a BFG or Super Armor. IMO

>> No.1716176

>>1716168
> Map Seven's secret, the one where you activate the pillars and then have to run across the room to get to an elevator.

Map creator here.

Unless something changed, you're not supposed to run across the map, you're supposed to push the button and go around the back. There's one in each side of the map; one does hold a Megarmour and the other holds Invisibility--which I agree is kind of useless but fuck dude, I'm not putting a BFG in the game at Map friggin' 7, especially when your only competition at that level is a single Cyberdemon.

>> No.1716185

>>1716168
Yeah okay I just looked and the guy switched the tags around for some reason; completely screwing over those secrets. It's hard enough just to get across to get the invulnerability or megasphere, I can't imagine making it the whole way to the other side

If the compiler's argument is that the secrets are too easy to get to, my counterargument is that a beginning player is not necessarily going to realize that those secrets are even there because he's going to be more preoccupied with getting the weapons and spheres.

>> No.1716187

>>1716185
Oh and also, a lesser player who isn't good enough to run the whole way across to get the spheres still has a chance of getting their health back before/during the Cyberdemon fight via those secrets. It's kind of a catch-22; a player is either going to try for the Megasphere/invulnerability or they're going to figure out there's elevators behind where they're looking, but the average player probably won't try to get both.

>> No.1716192

>>1716187
I think the compiler switched it in the interest of speedrunning; it's possible (although difficult) to get both the Megasphere AND go up the elevator if you're skilled enough, but as the map creator I say fuck that, you don't alter a map to make it easier for a very small subsection of players to be able to beat it even easier; if anything you make it MORE difficult for speedrunners.

>> No.1716219

>>1716192
So the tags were switched around? That makes a lot more sense than what I thought was the case, which was that you had to SRFifty or something to get to them, and I couldn't even get THAT to work without still jumping so even speedrunners would be fucked. If the rewards were meant to be much easier to get to, having health/ammo/invisibility in the secrets makes A LOT more sense.

>> No.1716253
File: 137 KB, 1280x720, Screenshot_Doom_20140625_172858.png [View same] [iqdb] [saucenao] [google] [report]
1716253

Is this a custom texture on the window? I've never seen this before.

Also DAMN does this map need more health items, especially since the last map had that Archvile/Cacodemon/Revenant/Mancubi bullshit. Although maybe that's just my own opinion and I need to git gud.

>> No.1716273

>>1716095
>>1716092
>>1716086

Okay neat.

Now if I change the amount of pellets, is the pellet decals and wounds changed or is that a separate thing? It still seems to be causing 20-ish bullet holes in the wall.

>> No.1716325

>>1716273
>is the pellet decals and wounds changed or is that a separate thing?

Not sure I understand your question.
Unless you specify +NOBLOOD on the monster or +BLOODLESSIMPACT on the weapons, they'll spawn blood.
Unless you change the decal to something like plasma lasers or the rocket scorch, they'll still be bullet chips.

>> No.1716326

>>1716219
Yeah, not sure why the guy switched them and I would appreciate having them switched back

>>1716253
I've seen it before, it's just very underutilized.

>> No.1716339

Checking out PSX Doom Lost Levels.

I just want to check out their edition of Sewers and Betray, since I've never played those. How do I IDCLEV to them?

idclev## takes me to regular maps. All these maps are called "lost##".

>> No.1716342

>>1716339

If you're on ZDoom/GZDoom/Zandronum, try the console commands "map lost##" or "changemap lost##".
No quotes, of course.

>> No.1716349

>>1716008
thats one of my fav doom 2 maps

i don't know why doom 2 gets such a bad rep map-wise, doom 1 has a few stinkers too

>> No.1716354

>>1716342

GZDoom

hitting "t" brings up chat message.

>> No.1716357

>>1716354

Press the ~ key instead.

>> No.1716363
File: 366 KB, 600x480, BosnQ.png [View same] [iqdb] [saucenao] [google] [report]
1716363

Why didn't I know about Hacx? It's an awesome TC, holy shit.

>> No.1716370

>>1716363
it sux

>> No.1716374

So, speedrunning videos. Do I watch Doom or Doom 2? I feel like Doom 2 would be more fun to watch but dunno.

>> No.1716438

>>1716374

https://www.youtube.com/watch?v=UPduH1uMI5I

Watch this nerd doing a Brutal Doom speedrun.
And completely flop at it.

>> No.1716460

>>1716438
>second lowest difficulty
why bother?

>>1716374
Doom 2 becomes BFG spam about 5 minutes in, and lots of mapskipping. Doom 1 seems a little more involved.

>> No.1716491
File: 2.48 MB, 320x240, vr07-142.webm [View same] [iqdb] [saucenao] [google] [report]
1716491

>>1716192
>>1716219
>if anything you make it MORE difficult for speedrunners.
I never thought I would say that, but... get good. Player is able to make it to both far pillar and elevator with just SR40 (yer regular straferun). This change actually made it easier for speedrunners since you don't have to press goddamn switches 4 times. Webm related.

>> No.1716513

>>1716491
The map maker himself said earlier ITT that he'd prefer it be switched back so average players would be able to reach the secrets, not just the relatively small amount of speedrunners who will be playing these maps.

>> No.1716521
File: 70 KB, 493x502, 1403739365003.jpg [View same] [iqdb] [saucenao] [google] [report]
1716521

I do not comprehend this image

>> No.1716547

>>1716521
Noone does anon.
Noone does.

>> No.1716548

>>1716521
Why is DoomGuy wearing a belly shirt?

>> No.1716559
File: 78 KB, 640x960, 1366190263440.jpg [View same] [iqdb] [saucenao] [google] [report]
1716559

>>1716521
>Virtual Reality

>> No.1716562

>>1716548

People keep thinking that his armor has an exposed navel, for some reason.

>> No.1716563
File: 402 KB, 1600x900, Screenshot_Doom_20140625_202002.png [View same] [iqdb] [saucenao] [google] [report]
1716563

So, anyone out there Experts in DRLA? I have this And I dunno what to slap onto it, Mod wise. I need advice.

>> No.1716569

>>1716562
Which is silly.
But I don't understand why is armor is basically a t-shirt.

>> No.1716575
File: 55 KB, 166x224, dQoJS[1].png [View same] [iqdb] [saucenao] [google] [report]
1716575

>>1716513
Player is unable to make it to far pillar and back to elevator unless he's on turbo or something. But speedrunners won't need bonuses behind these elevators anyway. Plus I'm kinda bad player and this demo could be better. :)

>> No.1716578

>>1716563
Firestorm for DPS, sniper for accuracy, or power for efficiency. I'd recommend firestorm given you're a murheen.

>> No.1716583

>>1716491
As the map maker: I don't believe that a player should be able to 100% my map AND do it fast. In my mind, you either get all secrets/items OR you do the map fast. If you want to 100% the map, you need to accept that you might have to do it slow.

The only reason the elevator secrets are even there are to provide for players who AREN'T good enough to get the fucking Megasphere or Invulnerability. Look at how you're playing the map; you are good and therefore you clearly don't even need any of the items in those rooms, whereas a player who ISN'T very good and won't be able to get the sphere powerups WILL be able to get to the lifts and get health and extra ammo.

>> No.1716602

>>1716583
I should also explain: I suck ass at Doom. I bitched that I couldn't beat 200 mins of Going Down (and yet wholly said that I was okay with it remaining because I am not the be-all end-all of Doom players). I also sometimes play it with my girlfriend who is also very fucking terrible--at Doom, at FPS in general, at a lot of video games. And yet she is able to play through the default maps and some degree of user-made maps (solo and with me) because they are designed well for ALL skill levels; not just catering to fucking speedrunners.

The maps might have been made in 200 minutes but that doesn't mean they were designed to be beaten in less than 200 seconds.

>> No.1716607

>>1716562
When they saw the big poster with Doom with the iconic shooting at Barons of Hell scene they saw his stomach is bare but they don't see the ripped clothing.

So they figure he goes around exposing abs because he's that hardcore.

>> No.1716626

>>1716065
No thoughts on this? Other suggestions?

>> No.1716630
File: 2.63 MB, 1600x1000, doom_00340461[1].png [View same] [iqdb] [saucenao] [google] [report]
1716630

>>1716607

They traced Doom Marine and the Demon.

It's a common misunderstanding. In the original if you look at a high resolution version up close, it should be clear. The armor is green and covers the top chest and shoulders (like in the game), with green fabric covering the rest.

>> No.1716642
File: 2.27 MB, 1927x1210, Doomy.jpg [View same] [iqdb] [saucenao] [google] [report]
1716642

>>1716630

>> No.1716649

>>1716642
>>1716630

I know nothing about mars.

Could you survive on the surface with just a sealed helmet like that?

>> No.1716653
File: 1.51 MB, 182x168, modern art.gif [View same] [iqdb] [saucenao] [google] [report]
1716653

>> No.1716657

>>1716649
This IS set in the future, and in Hell. I'm pretty sure they AT LEAST STARTED terraforming the planet for habitation. Hell is magic.

>> No.1716659
File: 325 KB, 950x950, doom-front[1].jpg [View same] [iqdb] [saucenao] [google] [report]
1716659

>>1716642

>PSX Doom guy

>> No.1716661

>>1716649
No, but you couldn't run at freeway speeds or carry multiple heavy weapons without burden or take a shot from a shotgun point blank and keep moving.

>> No.1716665 [DELETED] 

>>1716653
Shitposting goes on
>>>/v/

>> No.1716687

>>1716649
That's Hell for sure.
Notice the flames in the background.

And in Doom, Mar's moon is terraformed, that's why it has such lush green mountains.

>> No.1716691

>>1716687
>And in Doom, Mar's moon is terraformed,

Is this ever mentioned in the back story?

Plus the game takes place on Phobos and Deimos.

>> No.1716693

>>1716691
>Plus the game takes place on Phobos and Deimos
It is obviously terraformed.

I did specify Mar's moons, didn't say Mars

>> No.1716697
File: 33 KB, 600x400, 710485081-sep-28-2012-1-600x400.jpg [View same] [iqdb] [saucenao] [google] [report]
1716697

>>1716665
Since we have some people reporting this, the joke is that the guy is literally posting a shitflinging weapon.
Guess I should've added a disclaimer.

>> No.1716707

>>1715885
Perhaps change it to set the maximum space jump count (and keep players from picking up any more than is necessary)?

>> No.1716806

225 dollars left and we'll have Watch Me Die for Doom 64

http://gamesdonequick.com/tracker/bid/1454

>> No.1716807

>>1716806
D64 is kind of boring to watch, and you can't really go fast and avoid enemies.

>> No.1716810

>>1716023

Are you playing it with Brutal Doom?

>> No.1716832

>>1716810
he already said he was

>> No.1716836

>>1716832
Not him but to be fair the post he replied saying he was playing BD got deleted.

>> No.1716838

Finished writing the Password System for Doom RPG, and all it requires on the user's end is using the save/load character options at the bottom of the Doom RPG options menu. I'm so proud of this it's not even funny.

>> No.1716840

>>1716807
You can go pretty fast with the movement glitch.

>> No.1716851

>>1716838

Can't wait to check it, dude.
Glad to hear you kept your sanity, too.

>> No.1716852

>>1716836
oh, OH I see, oops

>> No.1716856

>>1716807
>>1716840
is there any work on Brutal Doom 64?

>> No.1716857

>>1716838
So how hard was it to do that?

>> No.1716867

>>1716857
Not as bad as I first thought, luckily I had some help, but it took the entire day to get everything together and finished. I'm still in shock we managed to pull it off, and make it so user friendly in the process.

>> No.1716879

>>1716867
Will Jimmy's Jukebox support appear in DoomRPG anytime soon?

>> No.1716883

>>1716838
What is Doom RPG?

>> No.1716886

>>1716883
I don't want to go all /a/ but man, would it kill you to google (or whatever) it?

>> No.1716889

>>1716886
And they would get the iphone game?

>>1716883
http://forum.zdoom.org/viewtopic.php?f=19&t=33292

>> No.1716892

>>1716879
I'm not too sure what that is. I'll have to look into it and get back to you on that.

>>1716883
My RPG Mod for Doom
http://forum.zdoom.org/viewtopic.php?f=19&t=33292

>> No.1716897

>>1716889
>And they would get the iphone game?
No. That link is the first result of DoomRPG mod.

>> No.1716902

I'm trying to make Doomrl-a work with Heretic, but the sounds for the pistol, chainsaw, double chainsaw, rocket launcher, and BFG 9000 aren't working, any ideas to fix this?

>> No.1716903

>>1716902

They probably rely on native Doom sounds, like DSPISTOL.

>> No.1716908

>>1716903
Some of them (the ones I mentioned earlier) have sound replacements within the wad (like say DSPISTOL has a replacement for it), unless I'm being very stupid

>> No.1716928

>>1716856
Brutal Doom 64 and any way to combine a mod to Doom 64 are dead ideas for a lot of reasons related to Doom 64 modding

>> No.1716935

I have a cool idea that will be so cool,it will die

Heretic/Hexen Rougelikes

>> No.1716939

>>1716935
>ded

>> No.1716940

>>1716928
ohh.... that bad huh

>> No.1716948

>>1716928
>>1716856

First they need to make Doom 64 maps in Doom 2 format. That is ongoing:

http://www.doomworld.com/vb/wads-mods/64353-doom-64-for-doom-ii/

After that, there will be all sorts of forks.

>Doom 64 PSX style
>Brutal Doom 64

etc

>> No.1716957

but why in the name of fuck do we need brutal doom on fucking everything? it's like these people who just won't stop putting ketchup over everything they eat

>> No.1716961

>>1716957
>but why in the name of fuck do we need brutal doom on fucking everything?

http://forum.zdoom.org/viewtopic.php?f=19&t=45046

>> No.1716962

>>1716935
Someone unhappy with how DoomRL turned out set off to make a Heretic roguelike.
He was an amatheur and I haven't heard of him in months.

The transition from Old school fps to roguelike is kind of harsh too. DoomRL just makes me want to play Doom.

>> No.1716967

>>1716957
because some people think it's fun, and while it's not vanilla 2.0 or whatever the fuck some people dislike playing without it but want to experience other things too

>> No.1716971

>>1716957
it's not only brutal doom,is modding in general

Adding TSP,MSX,DoomRLA,RGA/RGH and many more mods to Doom 64 along with making it zandronum compatible so it has bro-op would make the thing more enjoyable

>> No.1716985

>>1716962
DoomRL is cool,fuck you but the DoomRLA mod is 10 times cooler

My point was to make HexenRLA or HereticRLA,in short

More weapons with the same type of assemblies
More enemy times,cybernetic enemies equivalent is heavy armored enemies and nightmare enemies to be replaced with hex monsters[super wizards], ettins,centaurs and afrits can vary like the soldiers do[i.e. Tristar blaster soldier replacement for Hexen is a Centaur that has the ethereal crossbow and shield shots with the same patten of the tristar blaster]

Deep in my heart,it might be a waste of time since WoC+Hexercise mod makes Hexen better and serpent resurrection would be uncompatible anyway

>> No.1716989
File: 213 KB, 742x1320, 38-HZqtw.jpg [View same] [iqdb] [saucenao] [google] [report]
1716989

>>1716971
>you are now imagining trekking as Samus through Doom 64

>> No.1716991

>>1716985
>fuck you
Rude.
>My point was to make HexenRLA or HereticRLA,in short
Those wouldn't be roguelikes.

>> No.1717010
File: 435 KB, 1600x900, Screenshot_Doom_20140626_005522.png [View same] [iqdb] [saucenao] [google] [report]
1717010

>>1716856
What if I told you that Brutal Doom 64 was almost a thing, and I just stopped it because I decided to start Smooth Doom?

>> No.1717017

>>1717010
I'd say oh well.

Unless you were going to sprite the Super Shotgun's animations to be properly animated like Doom 2 instead of that two frames of animation that Doom 64 has.
Then I'd feel a bit sad.

>> No.1717025

>>1717010

I can't see a lot of ways Brutal Doom 64 would be different from Brutal Doom aside from graphically, so I wouldn't really care.

>> No.1717026

>>1716961
I am liking the music in the PSX version

>> No.1717028

>>1717010
not too broken up, but I wouldn't mind seeing the assets released

>> No.1717037

Taking a quick shower, and then posting some bits from the Masters of Doom's audiobook

You can find the whole thing by checking past threads, I remember someone posting a link

>> No.1717041

>>1717025
Wouldn't even play like Brutal Doom at all. It would be basically Doom 64 with faster monster projectiles, Ketchup and gibs for everyone, all textures edited to have a rusty look, and a mix of 64 and PSX music.

>> No.1717043

>>1717010
What if I told you that you could stop hueing about with mutators and start using cvars right now?

>> No.1717049

>>1717043
Too afraid of broking (more) stuff. I'll leave it to v21.

>> No.1717051

>>1717041
I did like Doom 64's aesthetics a lot.

But it feels like the darker lighting and colors would be mandatory.

Doom 64 monsters don't look so good when you have such a clear view of them.

>> No.1717057
File: 73 KB, 402x402, 1369084458386.jpg [View same] [iqdb] [saucenao] [google] [report]
1717057

>>1717041

Huh.
Well okay then.

>> No.1717059

>>1717051
Yep. Everything would still pass over a process of desaturation and brightness reduction/contrast increase.

>>1717049
>breaking
damn

>> No.1717076

What is the limitations of the Doom engine?

Could you remake games such as Quake 3 in it?

What couldn't you do?

>> No.1717083
File: 13 KB, 216x216, 781166-doom64_cacodemon[1].jpg [View same] [iqdb] [saucenao] [google] [report]
1717083

>>1717051
>Doom 64 monsters don't look so good when you have such a clear view of them.

They never looked good. I remember recently having a big smile when I saw the Cacaeodemons. They look so goofy.

>> No.1717089

>>1716961
so that's where that dramatic reading of the NES Godzilla creepypasta got alot of it's music from

>> No.1717102

>>1717076
>What couldn't you do?

Make a racing game.

>> No.1717105

>>1717083
I liked the Imps and Pinkies, they felt actually intimidating

>> No.1717113

>>1716967
>because some people think it's fun, and while it's not vanilla 2.0 or whatever the fuck some people dislike playing without it but want to experience other things too
Then this is the problem. They don't actually like Doom, they only like Brutal Doom.

I played BD before, and while I didn't think it was anything special, I didn't hate it either. It's just another mod, to me. The fact that is isn't compatible with so much shit by default is kind of hilarious though and the fact that 90% of the people begging for versions that can be used with other shit when it would literally take 20 minutes of coding, if they bothered to learn at all what makes the engine tick, makes me piss myself with laughter

>> No.1717115

>>1715952
What's the name of the mod in the gif?

>> No.1717116

>>1717017
>Unless you were going to sprite the Super Shotgun's animations to be properly animated like Doom 2 instead of that two frames of animation that Doom 64 has.

He wouldn't have to, other people already did it

But knowing Mark he would have just stolen them

>> No.1717121

>>1717113
that cuts deep man... cuts deep.... the truth hurts me.... I am not a true doom fan... I am sorry

>> No.1717123

>>1717083
I really liked the Imps and Pain Elementals.
Cacodemons don't look any dorkier than normal Pain Elementals.

Cyberdemon also had a nice redesign, and I do dig the Arachnotrons too.

It was a mixed bag, but over all I did like them.

>> No.1717125

>>1717115
I was going to be a snarky dick and be like "Google the gif name" but I did that and didn't come up with shit

I also tried "strife mech mod" and "strife mech zdoom" and got shit so uh

>> No.1717126

>>1717116
Did they really do it?
I know the standard shotgun has proper animations.

But the only thing I saw for the Super shotgun was when they just hold the barrels in place and Doomguy just puts them in without the big fancy animation.

Looked really awful.

>> No.1717127

>>1717115
dunno, terminus made it a loooooong while back, it's one of his early mods

http://www.best-ever.org/download?file=te13-mecha2.pk3

>> No.1717131

>>1717116
>>1717017

Yes, I remember seeing that. I don't have a link though. Anyone have it?

>> No.1717132

>>1717127

Actually, it's an edit I did of WildWeasel's mecha mod, in order to learn Decorate. It is decisively not mine.

>> No.1717149

>>1717125
Yeah, happened the same to me, I always search for things by myself though.

>>1717127
Thanks man.

>> No.1717152

>>1717121

your post doesn't help

>> No.1717153

>>1717113
>I didn't hate it either. It's just another mod, to me.

Name a better gameplay mod.

>> No.1717159

>>1717153
Personally I'd say Project MSX is more fun.

But that's because it has pretty much all the weapons I ever wished for, except for a LMG.
And the armor, love powered armor.

And in the next version it's getting a Glaive.

>> No.1717161

>>1717153

Project MSX

>> No.1717162

>>1717153

...Are you serious?
Terrorists, Nazis, Accessories to Murder, Dreadnought, Project MSX, Psychic...

>> No.1717171

>>1717153

Project MSX, Metrood, Doom RLA, ATM, Nazis, Terrorists, Psychic, etc. etc.

>> No.1717174

Is it bad that I enjoy all these gameplay mods listed for different reasons?

Except for WW-Terrorists, just couldn't get into it because of the enemy replacements.

>> No.1717176 [DELETED] 

>>1717153
They won't because there aren't any, and they're just full of hot air.

Saying "Brutal Doom is okay" or "It's not my cup of tea" or "I don't hate it" or "I like it but don't love it" or "I just play it sometimes" is just another copout nonconfrontational chickenshit way of saying they hate it because it's popular and they're jealous. Whining about the fact that most people that play Brutal Doom don't have the time to be complete sperglord nerds about the way ZDoom mods work is just icing on the cake.

FACT: Brutal Doom is more widely played than any other mod in existence.

FACT: The number of people that play Brutal Doom and only Brutal Doom is greater than the sum total of all other Doomers.

FACT: Brutal Doom is the most popular Doom mod in the history of Doom

FACT: Brutal Doom is basically the new Boom, as far as "King of Doom" goes

FACT: Nobody outside of the Doom Community cares about any other mod or map besides Brutal Doom

FACT: Brutal Doom is Doom 2.0, Romero himself even said so

FACT: If it wasn't for Brutal Doom the modding community wouldn't still be around 20 years later after Doom's release

>> No.1717181 [DELETED] 

>>1717176
FACT: People are going to take this post seriously

>> No.1717182 [DELETED] 

>>1717181
DO NOT FUCKING RESPOND

>> No.1717187

>>1717153
Hideous Destructor
if you disagree that's okay

>> No.1717190

>>1717187
>Hideous Destructor
Too slow paced and hardcore for this anon.

I can see why people would like it though.
But it feels like the player there is very inept.

>> No.1717192

http://www.youtube.com/watch?v=W7v8kLcvItE

Forgive me for stupidity, but can someone explain the uh, "dottiness" of certain accurate sourceports/emulators vs. the smooth look of openGL ones? Is it dithering?

>> No.1717194

>>1717192

Looks like he's playing at a lower resolution, which means bigger pixels. So you get a dottier look.

>> No.1717195

>>1717192
Vanilla Doom and Chocolate Doom render at 320x200, regardless of the actual resolution the game's being played at.

>> No.1717203

I've always heard

>funky balls

as said by an 80's hair metal singer when the Mancubus fires his flame thing. What is it supposed to be?

>>1717192

Return to Saturn X is a really pretty mapset. Just nice colors.

>> No.1717207
File: 2.32 MB, 640x360, happy to see me.webm [View same] [iqdb] [saucenao] [google] [report]
1717207

>>1717190
That's what I like about it. It's really the only mod where it feels like the enemies are truly on the same level as you. Also all that sweet technology that blows away any other mod out there.

>> No.1717235
File: 89 KB, 810x346, iMTaQ2POoCFt0.png [View same] [iqdb] [saucenao] [google] [report]
1717235

>>1717131

>> No.1717240

>>1717203
>What is it supposed to be?
A grumbly demon roar.

>> No.1717242

>>1717235
I love how Doomguy just donkey punches the ssg and it is loaded.

>> No.1717243

>>1717235
That's real nice.

I wish I knew how to put it into a proper Vanilla resprite mod.
I'd totally go back to playing with vanilla.

>> No.1717248

>>1717235

Shotgun is shit, it's a lever-action in Doom 64, not pump.

>> No.1717249

>>1717248
You can very clearly hear a pump, not a lever action.

>> No.1717258

>>1717248

[citation needed]

>> No.1717267

>>1717248
You talkin' shit 'bout lever actions?

>> No.1717273

>>1717248
>Pump sound
>No hand animating at all
>No pump done at all

It uses the PSX sound though and that was clearly for a pump shotgun.

Also if you look at the Doom 64 shotgun sprite pickup there's no lever.

>> No.1717281

>>1717153
Dreadnought, Doom RLA, heard good things about project MSX

>> No.1717286
File: 169 KB, 600x450, 1283157975698.jpg [View same] [iqdb] [saucenao] [google] [report]
1717286

>>1717235
>We'll never get to see what the original Doom 64 animations looked like

>> No.1717295
File: 175 KB, 640x480, 1403762205.png [View same] [iqdb] [saucenao] [google] [report]
1717295

new 200 minute mapping test build

http://temp-host.com/download.php?file=tt40yc

one change: revert the exchange of the tags on the secret side lifts in map07.

>>1716168 >>1716176 >>1716185 >>1716187 >>1716192 >>1716219 >>1716326 >>1716491 >>1716513 >>1716575 >>1716583 >>1716602

oh dear. i just woke up and saw all this. i'm really sorry. i did indeed flip the tags round for speedrunning amenability, as the person who posted the webm so neatly demonstrated... i never considered players would find the run hard to do, as, as long as i concentrated on what i was doing, i was able to make both pillar and lift with relative ease.

i didn't think for a second that others might have excessive trouble with it. i sometimes forget that not everyone has obsessively wasted the last 15 years of their life playing this and nothing but this stupid game :(

again sorry everyone, especially onslaught six, for shitting his map up.

>> No.1717298

>>1717243
Get SLADE and get Spricer. Cut up the frames with Spricer, import them in SLADE, put in the offsets (use Doom2.wad for reference) to line up where it'll be on the screen, fix the transparency (SLADE can do this for you with a few clicks!) and make sure they're named appropriately

Also if you just look in the threads (google "cage doom 64 reloads") I'm sure someone already did the hard part

>> No.1717306

>>1717295
It's cool bro. It's easy to forget lesser players when you're making a map; I will openly confess that probably all of my maps (once put side by side with the others in the wad) are kind of the easiest levels in the bunch.

Also like half of those replies are me (O6) so don't feel too bad, I'm just a wordy motherfucker who gets pissy over stuff. I also might have got extra defensive because it's *my* map; I've never done anything notable in the Doom community and these maps (along with the ones I made a few months ago when I first got back into Doom) so I might have been overly cautious of someone else fucking with my "vision."

My points still stand though and I think you were right to revert it back. IMO it's better to err on the side of shittier players than more skilled ones. Experts can always play on Nightmare or with -fast or use mods like HardDoom to toughen up the monsters, but IMO a pure mapset--especially a vanilla mapset--should aim to be playable by the widest selection of players available. (After all, isn't that half of why we were doing it in vanilla in the first place?)

>> No.1717307

What's with scythe and other megawads that kill you with an icon of sin after each 9 maps?

>> No.1717308

>>1717307
Icon of Sin death ends the level.
The player dying at the end of the level at completion forces a pistol start on the next level.

>> No.1717309

>>1717308
To what end?

>> No.1717310

>>1717309
Usually to signify the end of an episode in Doom 2 and.. Forcing a pistol start.

It's a level design thing.

>> No.1717314

>>1717310
Ehh....i can deal with that,but fuck their asses,im going to resurrect because muh weapons,i hate assembling cool shit then said cool shit disappears due icon of sin deaths

>> No.1717315

>>1717307
It's to revert the player's inventory and ensure a pistol start. After a few maps, it's easy for the player to become overpowered and lug around a shitload of weapons, making it harder for the mapper to ensure a challenge for the player.

If the player's going 60 miles an hour, you have to go 60 to keep up with him, but if you shoot out his tires and he has to get new ones, you suddenly can prey on him a lot better.

It also emulates Doom 1's episode system rather than Doom 2's megawad format, where the player would play 8 levels (9 with the secret) and then lose all their shit when starting the next episode, which was done for similar reasons. (The other reason is Doom 1's ability to start at any of the episodes without having beaten the episode before it yet. Sometimes I wish Doom 2 was broken up like this; I'd probably like it a lot more.)

In fact, I think even the /vr/speed wad uses it; Punch It! ends with one of these because it's got a lot of ammo/weapons and it's easy to be overpowered going into the maps after it.

I will say that Scythe kind of goes overboard with it; IMO it should only ever be used once, MAYBE twice in a standard megawad.

>> No.1717317
File: 14 KB, 489x514, Surrpias.png [View same] [iqdb] [saucenao] [google] [report]
1717317

>>1716521
>>1716559

>> No.1717318

>>1717314
>,i hate assembling cool shit
Well there's your problem

Like I said above though, that's most of the point, it's a balance issue.

>> No.1717323

>>1717318
i have my doubts with the balance issue because when i played hellbound,the woods kicked my ass really good despite i was level 12[i was playing WoC+Hexercise on doom] but again,i can deal with it since it's better to use an icon of sin death rather than making the challenge of the megawad to turn into slaughterhard

>> No.1717324

>>1716626
>>1716065

>The Overhalls
this made me smile.

>Deep Shit
not sure i like this, seems out of place

for what i hope are obvious reasons i really want to name map16 "frequently given advice"

the rest of your suggestions are fine as far as i'm concerned.

>> No.1717337

>>1716117
i see your point but i think it was intended as an easy, early-megawad map. either way i don't intend to edit it.

really i shouldn't be doing anything except fixing bugs, anything else is beyond my remit as wad compiler. not that it's stopped me, as previous posts in this very thread have indicated...

>> No.1717341
File: 1.26 MB, 1280x1024, Screenshot_Doom_20140625_231023.png [View same] [iqdb] [saucenao] [google] [report]
1717341

this dude looks like James Hetfield

>> No.1717342

>>1717323
Scythe 2 doesn't go full slaughter hard after a forced pistol start.

Usually it's just small but real challenging then escalates hard and quickly.

>> No.1717349
File: 75 KB, 640x480, 1403764066.png [View same] [iqdb] [saucenao] [google] [report]
1717349

>>1716132
>I'd like to get a look at it, not sure if I want to get this wad, been disappointed recently
it starts off like this. if you want to see the map in action, here's my video of it:
http://archive.foolz.us/vr/thread/1683242/#1684475

>>1716146
>it's got a few gems in it for sure.
nice to read :)

>> No.1717356

>>1717337
Don't feel too bad, there were legitimate problems with my map there and you did fix them fine, you just went a little overboard

It's easy to get caught up in it but this is why we have playtesting in the first place. Besides Doom I am also a musician, and that also sometimes involves collaboration, with both artists and other musicians, and the first thing I do when I start working with someone is to go in the craziest direction they can imagine. I might give them a short direction (like "Draw Gypsy Danger punching Godzilla") but then they have to figure out how to execute that; and then they come back to me and then I can go, "Okay, I like this part and this part, but this part is too much so reel that back a little bit."

I wish a handful of the mappers on this hadn't chosen to stay anon because I damn sure would love to work with them on another megawad--perhaps one not limited to 200 minutes per map. (Seriously, Demon HQ guy--get in contact with me, let's work together. And whoever did 200 Minutes of Tech and Duck & Cover.)

>> No.1717358

>>1716838
>I'm so proud of this it's not even funny.
i know this feeling. it's what keeps me in the game! that and discovery of new super weird engine behaviours that make you go "how the hell did that ever happen?"

>> No.1717360

>>1717324
Yeah, Deep Shit is a bit abrasive I suppose. What about Deep Trouble? Or Canyadigit?

>> No.1717363

>>1717360
Deep Doody

>> No.1717371

Making new thread.

>> No.1717372
File: 8 KB, 124x100, astounded goblin.jpg [View same] [iqdb] [saucenao] [google] [report]
1717372

>>1717324
>mfw map16

my fucking sides

>> No.1717373

>>1717356
I did duck and cover (also Junxion, Carousel, Sneek, Brutto, Home Sweet Hell). I'm on the irc, and have these threads open pretty much all day.

>> No.1717381

>>1717363
Deep... Doomy... I dunno. I've got nothing.

>> No.1717386

>>1717203
it just sounds like "blugh blerh blaarghgle"; random gurgling to me, but a long time ago on doomworld someone suggested "i'm your mom".

i went through a period of being unable to hear the pain elemental's death as anything other than the intro to queen's "we will rock you"

>> No.1717391

>>1717315

As the anon why made Punch It!, I didn't really understand what you meant when you mentioned the icon of sin part of it, because I hadn't actually put it in. I guess the one compiling the maps added that in, but I'm fine with it.

It was originally meant to be a gimmick map where you use berserk punches to kill everything, with guns and ammo as secret bonuses. I guess I kinda went overboard with them though, so again, I think it's kinda warranted for a map that's made really trivial with the goofy amount of guns, ammo, and bonus health and armor I stuffed into the secrets, which are super easy to find.

If another mapping project comes along like this, I'll try not to go too overboard with the secret stuff next time.

>> No.1717402

NEW THREAD

>>1717397
>>1717397
>>1717397

>> No.1717526

>>1717295
Guy who complained in the first place here, I have to give you props for responding to criticisms so quickly and not trying to present your opinion as the end-all-be-all of the wad. It's really a joy to play with and talk to people who are sensible after living on /v/ for so long.

>> No.1717536

>>1717360
Just "In Deep" would work fine, makes the geometric reference and the player can finish the analogy for themselves.

>> No.1717616

>>1716653
where is this even from?

>> No.1717658

>>1717162
>>1717171
>AtM
Not the guy you replied to but I found it pretty meh to be honest. The sprites are nice and all but I don't know, there's something missing.

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