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1721339 No.1721339 [Reply] [Original] [archived.moe]

Doom thread, (Last thread >>1717397)
(other retro FPS games also welcome, chances are we played 'em too)

FAQ/Pastebin, still updated semi-frequently


##Our WADs can be found here!##

Steam Group:

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


Wanna learn...

More about Doom? Check the OFFICIAL Doom Wiki!

To create maps?

To open/Edit WADs/PK3/etc for mod compatibility?
http://slade.mancubus.net/index.php?page=downloads (download 3.1.0)

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

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

Vanilla/Boom related projects can be found here

ZDoom mods/projects can be found here

>> No.1721340


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

-Don't forget to (re)watch this year's Summer Games Done Quick, as it featured Doom 64 and an Ultimate Doom race!. 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.1721354 [DELETED] 

I think I speak for the rest of /vr/ when I say we would all appreciate it if you contained your ridiculous copypastes to the 2nd or subsequent posts in a thread. They really make pages unpleasant to view with all these general threads now.

>> No.1721360


You don't speak for the rest of /vr/.
Sorry, mate.

>> No.1721363

Do NOT respond.

>> No.1721368

> what is hiding threads

>> No.1721372
File: 63 KB, 290x284, 1367211538977.png [View same] [iqdb] [saucenao] [google] [report]


What does /vr/ think of Complex Doom?

>> No.1721375


>your post being made less than a minute compared to the shitpost

this is getting ridiculous

>> No.1721376

>what if we took brutal doom
>and added hard doom
>and removed quality

>> No.1721378


It's basically a Ripoff of Hard doom with stupidly OP enemies, but this is just my opinion

>> No.1721384

Played through the 200 minute map wad. Surprised at the quality, most of the maps were pretty good. Playing some short easy maps is a nice change of pace from all the giant hard as fuck megawads I've been playing recently as well.

The two Cheesewheel maps were great, have you done any other wads?

>> No.1721389
File: 935 KB, 1920x963, newmap.jpg [View same] [iqdb] [saucenao] [google] [report]

I haven't made a doom map in ages but I think it safe to say I prefer making tech levels to ye old castle and marble levels.

I may give up on this one

>> No.1721398


>> No.1721408

wait so dime lost
what the hell

>> No.1721429

I can honestly second this right here
that and add to the factor of stuff having reloading and well what's the point on making a difficulty mod that's harder than hard doom and then giving the player a strap on to attempt to kill a bunch of blatantly OP monsters that can kill you before you can even swing said strap on, it just feels as if people who make difficulty mods now (or at least this one) don't understand what fairness in a difficulty mod is hoped into one server with it one day alone and it wasn't a challenge it was nothing more than getting ezmodedand on that note I have to say fuck the diabloist too

>> No.1721430


he is the holder of the WORLD FUCKING RECORD for UV-Speed in Plutonia. FUCKING PLUTONIA

https://www.youtube.com/watch?v=5vKyyipo3IM <<<- And this isn't even the current WR

All I'm waiting for is for twitch's retarded VOD to downgrade to a decent quality to rewatch the race.

>> No.1721440

that looks cool though

>> No.1721442



>> No.1721459

you aren't carmack go home

>> No.1721465
File: 67 KB, 640x480, Screenshot_Doom_20140627_175409.png [View same] [iqdb] [saucenao] [google] [report]

I want the door to open when the arachnotron is defeated. How would I go about that?

>> No.1721469

Repeating my question from last thread:

Is there no way to get Metroid Dreadnought to work on GZDoom? I got the latest version from SVN but it doesn't load the game properly (Doesn't load samus up as the player at all.)

>> No.1721473

If you're in Vanilla Doom, you fucking don't, because there are only a handful of specific levels that do stuff like that, and the only one that centers around Arachnotrons is in Map07, and even then it only lowers a platform the length of its sidedef textures

If you're in Hexen in Doom format or UDMF, just use ACS it's super quick to do that kinda shit

>> No.1721476

No, there isn't. It relies on Zandro's console cvar shit or something that G/ZDoom doesn't have

>> No.1721483

Wait what

It totally should work. The hell broke?

>> No.1721486
File: 23 KB, 1600x1000, doom200.png [View same] [iqdb] [saucenao] [google] [report]

Yeah. Was a pretty good challenge. Still is if the current coordinator isn't going to add his map in. (Though I feel like he aught to, if it was under 200 minutes. Get some representation in there).

Anywho... It's getting close to finished now. We could always do another sometime. Maybe with a theme

>> No.1721492


I got the whole download, deleted the .svn files from it and zipped it up, then changed to PK3,

If you think there's anything wrong I did, let me know.

As for errors, nothing popped up.

>> No.1721497

when you open it up, are all the mod files and folders in the root or did you zip up the svn folder holding them all as well?

>> No.1721498
File: 148 KB, 768x768, 1402521234675.jpg [View same] [iqdb] [saucenao] [google] [report]

MetroidMap Current Build:


Small updates
1. Added ice beam
2. Fixed some minor texture problems

Map intro https://www.youtube.com/watch?v=cKku3msRi_c

To do:
1. Expand abandoned federation base sector

Let me know if you guys come across any bugs, and if you want me to add some extra things

>> No.1721502

Continuing a discussion in the previous thread about DoomRPG, I agree with the anon who said it had too many features. Don't get me wrong (since I know the author checks these threads) it's all impressive but it just sorely needs a WAD to be actually built around it. At the end of the day you're not so much shoe-horning as industrial piston ramming a complex system into levels that were designed to be beatable with the base doomguy. You can only do so much with random item and monster replacements before it becomes meaningless.

Right now it just feels like number-porn where you play it alot just to see a bunch of numbers grow higher. It's extremely similar to Naferia's reign (although not as insane) down to using D3's menu sounds as well (at least it fits here) I was never too harsh on that mod because the author was clearly doing what he wanted rather than what anybody else did which was commendable but ultimately meant his mod would be incredibly incredibly niche.

Still though, keep working on it if you enjoy it. Just don't be disapointed if it only attracts a small core audience.

>> No.1721503 [DELETED] 

ACS to do somehing as simple as this?
Just give the monster an action special...

How many maps are still missing?

>> No.1721509

>action special
How do you do that in Doom Builder?

>> No.1721515


Excuse my ignorance, but the root folder?

>> No.1721520

Root, as in the base, as in what you see when you first open up the PK3. Is it full of a bunch of different folders and text files, or are they all contained in a single folder?

>> No.1721523

>I got the latest version from SVN

You don't need that.


Download, load up, and enjoy.


Also this guy is a lying faggot.

>> No.1721527


There was a PK3 folder in there but I pulled the files from that to the main Metroid folder

>> No.1721529


>they seriously said "no" to this

Jesus. Is there anything they DO accept?

>> No.1721530

thanks, gives me encourage to finish it

>> No.1721532


I tried that one before, didn't work (Got a bad syntax error)

>> No.1721534

The /newstuff Chronicles #453

Worry not, as this edition is free of bullshit


[falling through stairs intensifies]

>> No.1721536


That means your GZDoom is outdated.

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

>> No.1721537


I don't get the issue. It would create HUD inconsistencies if it was turned on, but that's why it should be an option.

>> No.1721540

it works alright if youre doing coop with a lot of people online but on sp its awful. the whole thing feels really badly put together and the enemies give you like zero time to react and can easily kill toy instantly

>> No.1721542
File: 303 KB, 1280x720, Screenshot_Doom_20140627_182753.png [View same] [iqdb] [saucenao] [google] [report]

Gettin' even better.

Any plans to do anything with this section, or gonna keep it like it is for ambience's sake? Seems really weird to have an area with just just nothing in it.

>> No.1721545

*you. how'd i even make that typo

>> No.1721547

each letter is one button to the left of the one you intended to press

>> No.1721548

except for o

>> No.1721553


Issue fixed, thanks!

>> No.1721560
File: 26 KB, 674x674, 1265778607262.png [View same] [iqdb] [saucenao] [google] [report]

>you can rocketjump with super missiles in metrood

time to fly

>> No.1721563

yeah, i was thinking the same thing, we should brainstorm for a good theme and start putting it together after the 200 minute wad is officially finished

>> No.1721568

its just weird that i accidentally spelled out an actual word

>> No.1721570


how do you use missles anyways?

I wish there was a readme on what button does what.

>> No.1721571
File: 70 KB, 493x502, 1403739365003.jpg [View same] [iqdb] [saucenao] [google] [report]

I played Chex Quest 2 on a Windows 98 Machine, a Windows 98 Virtual Machine, and Dosbox. What I noticed with level 1 is the game crashes upon open the red door ONLY in dosbox (also tried chocolate-doom since it is supposed to be just like dos doom, same effect); in the VM the game just slowed down while the door was opening, and on the machine nothing abnormal happened. Anybody know why?

>> No.1721572
File: 253 KB, 1280x720, Screenshot_Doom_20140627_184503.png [View same] [iqdb] [saucenao] [google] [report]


I take back what I said, you sneaky clever bastard.

>> No.1721573


Hold it down for Super Missiles when you hear a click.

>> No.1721574

Hit F1.
And missiles are alt-fire.

>> No.1721578

Maybe one, but there's a map to fill the void I think.

Could be fun. Sector limits, time limits, size limits, no limits. I wouldn't worry about it for a bit though. /vr/ might be a bit burnt out atm. A lot of people have other projects kicking too.

>> No.1721580

Graf always has reasons. They're usually a bullshit excuse for him to not fucking do anything though.

>> No.1721581

I see you didn't find the ice beam, I take pride in my secrets

>> No.1721585
File: 519 KB, 1280x720, Screenshot_Doom_20140627_185033.png [View same] [iqdb] [saucenao] [google] [report]

I'm loving all these secrets.

Also after picking up the Space Jump it seems the door leading to the Space Jump gets locked.

>> No.1721589

>that gun in his right hand
I never understood why they didn't have that in the game in the first place, I mean just looking at the pistol and then looking at that gun every time just makes me feel like it was wasted potential but then again they probably wouldn't have found the right sounds for it though

>> No.1721590

Let me be the first to point out that the messages being on the bottom is actually a crappy idea, because it covers up weapon graphics and the play field while the top doesn't. It'll also look retarded after you pick up 4 things in a row.

>> No.1721591

really?, It was supposed to unlock after you kill the cybie, it locks when you enter it so you wont jump out during the boss battle, thanks for letting me know about it

>> No.1721594


Might be worth mentioning that I'm coming from the outside to in, rather than going from the inside to out.

>> No.1721598

Let me be the first to point at that is specifically said one message at a time, and that it would be optional anyway.

>> No.1721606
File: 6 KB, 63x66, 1499hgfd.png [View same] [iqdb] [saucenao] [google] [report]

That actually doesn't look bad at all, you shouldn't trash it. I might have used different textures myself, but that's only because I was never too fond of those huge gray bricks, the layout and shape looks great either way.

How's that going anyway? How many levels are done? Are sky textures replaced? Are there new music tracks?

I'm kind of excited about it, but I'm holding off until it's finished to play it.

>> No.1721613

All, or nearly all levels are done. New sky textures. Some levels have changed music (authors discretion, though I'd personally like to see them all switched out). New secret levels (though I could understand Sneek being switched out if someone were to make a better one, since it's premise relies on modern source ports it is vanilla compat though). Anddddd-d-d-d-d-d-d. That's about it. Pretty much finished, just some tweaks and polish.

>> No.1721616

While everyone seems to have negative opinions of it - I don't know what this is, anyone got a link to the mod? (I did google, got like 1209381 unrelated results, refine spoonfeed me plx)

>> No.1721619

Also what the fuck is linking posts I click, then delaying about 8 seconds, and linking it again? Is 4chanX taking a shit? This has been going on for a while

>> No.1721621


Who made that level pack? was it MetroidLevels v1.3?

>> No.1721628


psx doom does one message at a time.

>> No.1721630

it would have been the sound of John Romero's asshole

>> No.1721635

Speakng of 200 minute challenge, and music...

Use this for Brutto.
stolen from http://ingeb.org - some German site that I suspect of being for white supremacy or something...

>> No.1721640
File: 495 KB, 600x450, wwhu9l.jpg.png [View same] [iqdb] [saucenao] [google] [report]

>that filesize

Man, what've you got in he

>open up
>uncompressed mp3s

Nigga let me introduce you to the magic of SPC format.
So you got six songs, coming together to 26 megs, right? About 21 minutes in length, good quality?




>> No.1721657


>> No.1721670
File: 204 KB, 595x600, 1402186505091.png [View same] [iqdb] [saucenao] [google] [report]

wow thanks dude

>> No.1721675
File: 226 KB, 348x403, 1383236222695.png [View same] [iqdb] [saucenao] [google] [report]

Daily reminder to watch the best thing IGN has ever done

How could he not ask Romero about the Doom movie FFS?[/spoiler}

>> No.1721683


Here's the map with the SPC format songs, thanks again.

..and if its okay with you, mind doing the other songs in SPC format too?

>> No.1721686



>> No.1721689

Can do, just tell me what songs you got in mind.

>> No.1721713

How do I set up ZDL to work in LAN? I mean, this new version doesn't even have the "join" option in the multi settings

>> No.1721715

these mostly







and this


Pretty much the whole soundtrack.

>> No.1721718

I wonder if Terminus should know that the red beam, weapon 3, is awful at opening doors.

>> No.1721735

>pretty much the whole soundtrack


I even included a few extras in case you feel like being a clever dick

>> No.1721737

thanks man, give me your clever dick instead~

>> No.1721738

Anyone know the time when they started the Doom runs on the official SGDQ twitch page? The Youtube link just gives me an invalid parameters error.

>> No.1721751

Well, the door system I'm working on extremely lazily responds well to beams - a bit too well, even; a missile shot not even glancing it will still trigger a door if it's close enough, due to the explosion.

I suppose that's better than "not responsive enough", though, especially given it can do beam/weapon-specific doors (tested: normal door, missile door, spazer door, power bomb door).

>> No.1721762

How close are you? Plasma beam has extremely short range.

>> No.1721792
File: 203 KB, 1366x768, Screenshot_Doom_20140627_204726.png [View same] [iqdb] [saucenao] [google] [report]

>no secrets to be found by bombjumping up these TUBES

>> No.1721796
File: 1.44 MB, 560x320, MetroidMap - Rain.gif [View same] [iqdb] [saucenao] [google] [report]

Found a few oddities.

1. The caution tape in the southeast corner of the map deals lava damage. They're the two strips on either side of the three pillars across the pit.

2. You can get caught between the invisible wall and the chain fence in the waterfall area if you hop over a column from the other side (the one across from the door by the Cacos).

3. The control box in the crate room is positioned from the wall in a way that looks like you can squeeze past it… but Samus is 2fat, so you end up having to jump over. It's really nitpicky, but could enough space be made to walk past?

4. Does anyone else get these weird rain splashes falling from the ceiling in the starting hallway? (pic related)

Also, I know there are already a couple secrets in that area, but I wonder if you could tuck a secret way down in the waterfall chasm, only accessible with Space Jump, or in the Pain Elemental cubby, also accessible with Space Jump (or Spring/Boost Ball, depending on your method)?

Keep up the good work! I really like how the lava area turned out, especially the boss room. Really impressive stuff made in such a short time.

>> No.1721804
File: 147 KB, 369x520, sc_HGCSM_011e.png [View same] [iqdb] [saucenao] [google] [report]

>Samus is 2fat

>> No.1721813

Am I a plebeian if I'm finding Plutonia and TNT pretty difficult?
I don't know if monster damage was buffed, but even a far ranged shotgun blast can be devastating. Not to say that I don't love the difficulty spike, It just seems a lot tougher even on "Hurt me Plenty".

>> No.1721816

It randomly opens and closes them. It's luck whether I can get through.

I was playing >>1721498 and had trouble with the first door. I cheated to get the weapon.

>> No.1721819

I cant say they didnt buff Hurt me Plenty difficulty, but on Ultra-Violence there are no changes.

>> No.1721823
File: 2.71 MB, 640x360, lifts are for FAGGOTS.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.1721824

wow I didnt think of that, I'll put in more secrets in 1.4

>> No.1721841


1. The caution tape in the southeast corner of the map deals lava damage. They're the two strips on either side of the three pillars across the pit.

a fix will be ez pz.

>2. You can get caught between the invisible wall and the chain fence in the waterfall area if you hop over a column from the other side (the one across from the door by the Cacos).

I still need to lrn how 2 do fences, but i'll just make it impassable for now.

>3. The control box in the crate room is positioned from the wall in a way that looks like you can squeeze past it… but Samus is 2fat, so you end up having to jump over. It's really nitpicky, but could enough space be made to walk past?

I'll move it just a bit, you can always jump ogre it

>4. Does anyone else get these weird rain splashes falling from the ceiling in the starting hallway?

Terminus has to fix that one.

Thanks for these finds dude, as for the secrets, I'll what i can do

>> No.1721847

t-thanks terminus

>> No.1721851

What is /vr/'s opinion on Terry-style WADs?

And which ones are the best/worst ones you've seen?

>> No.1721860

>virtual reality
Did the makers of that packaging know what virtual reality is?

>> No.1721864

>The 90s


>> No.1721867

at the time it was virtual reality

>> No.1721869


Terminus can't into webms.

>> No.1721891

So, is there some complicated technical hurdle that makes it difficult to code a functional PC source port with split screen multiplayer? Honest question; I'm a layman at best.

I know that the port for Xbox 360 and the console versions of BFG edition have splitscreen Doom and Doom 2, but why are Doom Legacy (which crashes arbitrarily, has weird sound issues, and controller support has to be adjusted with the console) and Remood (barely playable, no sound) the only PC ports for people with IRL friends?

>> No.1721902

Just LAN it

>> No.1721907

Well you can run multiple instances of G/ZDoom on one computer and have them connect to each other with the initial one being the host and the others connecting to

However I dunno if there's a way to enable it so the games can receive input when they don't have focus.

>> No.1721914

Why would you even?

>> No.1721932
File: 253 KB, 1360x768, Screenshot_Doom_20140627_185851.png [View same] [iqdb] [saucenao] [google] [report]

>update doom RPG through the launcher
>my old characters dont work now
do I have update RLA too or what?

>> No.1721938

Not everyone owns a proper PC. Even when they do, it can be a nightmare to fix someone else's computer enough to run a LAN game properly. I NEVER have a LAN game go smoothly when a new PC is involved, and I ALWAYS have to troubleshoot problems on other people's computers to make it work.

Most people these days have TVs that will accept video from a PC. Most of Id's shooters have an official console port with splitscreen multiplayer. Why wouldn't it make sense to want to play Doom with friends on a couch on a TV with user WADs? And half of a huge HDTV is still bigger than my laptop screen.

>> No.1721942

huh... I always roll a new char..

>> No.1721946

Also I have spent many frustrating hours on this Only one window can have focus at a time in Windows.

>> No.1721949

>So, is there some complicated technical hurdle that makes it difficult to code a functional PC source port with split screen multiplayer? Honest question; I'm a layman at best.

The short of the matter is that Doom was designed under the assumption that there would be only one player on a PC, and so much of the technology relies on only one client observing it.

The reason why Remood and Legacy are so buggy is because they've essentially had to rewrite Doom's rendering behavior completely in order to accommodate for the fact that one client can be going in completely opposite directions.

>> No.1721959

Okay, that makes sense, but now I'm even more curious as to why the console BFG edition has split screen and the PC BFG edition doesn't.

>> No.1721965

Because consoles have multiple controllers, and PCs are normally found to have one keyboard and mouse.

>> No.1721973

How do you keep characters through runs of DRPG?

>> No.1721994

I know there are some emulators that allow input even when the window doesn't have focus, so I'm sure it could be implemented into G/ZDoom. Though I dunno how difficult such a thing could be or if there's some program that can add such functionality to programs.

>> No.1721996

Is this actually a technical hurdle preventing PC splitscreen, or are you trying to be clever about not liking controllers? Because PCs these days support a number of USB controllers, and modern Doom source ports allow you to use these controllers.

If you are just hating on controller use, I at least hope you have equal or greater bile for keyboard-only, since it would be silly for obvious reasons to rate the precision of keyboard-only over that of a controller.

>> No.1721997

how do i level design? All i can make are big ugly box rooms. Are there any guides on making good levels?

>> No.1722001

Doom 64 speedrun


This is an approximate for the beginning of the Heretic speedrun, after that, the Ultimate Doom race takes place


>> No.1722004

you're doing god's work son

stop making box rooms maybe?

>> No.1722005


That's the big mystery, yes.
And unfortunately, Zenimax/Bethesda/new-id aren't going to be releasing the source code any time soon, so all we can do is just hazard some guesses.

>> No.1722008

It's not a technical hurdle, but it IS a reason behind the lack of split screen. When most people think "PC FPS", they think KB+M. And when people think KB+M, they think singular KB and singular M.

>> No.1722009

Non-focused control can be done, but it has to be coded into the game. I know of a couple more recent PC shooters that can achieve split screen or multiple monitor 2-player, but it is a feature of the game that is activated with game-specific command line arguments and possibly a sandbox to run the second instance. I don't have any idea how feasible or difficult it would be to implement this in an existing source port.

>> No.1722010

I know serious sam : FE allowed split screen (up to 16 players if I remember). It might be more of the fact it would be a lot of work for little payoff to implement split screen feature for doom.

>> No.1722012

Cool, just finished watching some of the vids in the playlist.

>> No.1722017
File: 373 KB, 1366x768, Screenshot_Doom_20140627_195157.png [View same] [iqdb] [saucenao] [google] [report]

So I just stuck all my doom stuff on to my new laptop, was gonna take it for a test drive after getting all my settings right, but when I get into the game, it looks fuck ugly. Pic related. I also noticed that "Shaders" is now missing from my OpenGL settings. What do I do?

>> No.1722019

To be honest, the best way to do it would be to just create a shell utility that ran two or more instances of the game and passed input from the designated control devices to the selected instance and passed audio/video to the selected output devices.

>> No.1722020


Look at areas around you, look at areas in games. Study them intently. Break them down into basic shapes and see how they're arranged.
Try and replicate those shapes.

The best teacher is research and practice.

>> No.1722024
File: 360 KB, 1366x768, Screenshot_Doom_20140627_195532.png [View same] [iqdb] [saucenao] [google] [report]

Actually, this screenshot illustrates it a bit better.

It just looks really ugly, Im not sure what setting to change.

>> No.1722027

>looks fuck ugly

I'm not sure what the problem is, it looks fine to me. A little dark on the brightness, but otherwise nice.
What did it look like beforehand?

>> No.1722031
File: 62 KB, 1321x961, snap0016.png [View same] [iqdb] [saucenao] [google] [report]

Here's is what I've done about heretic, it isn't complete, but it's going to take a loong time to be

There's no weapons included cause I hope other people do it and learn from it

>> No.1722036

...This is fucking bizarre. I'm looking at the screenshots on my old laptop now, and it looks perfectly normal. On the new laptop they look really shitty, as though I have open GL turned off and fucked around with the gamma, the colors are all muddy and stuff.

>> No.1722043


>> No.1722047

Monster behavior and stats are all the same, as are weapons, the maps are just designed to fuck you in the ass harder, shotgunners taking potshots at you, frequent use of Arch-Viles, revenants agitating you all the time, etc.

I think the map sets have very nice atmospheres though, really makes up for a lot of Final Doom's shortcomings.

>> No.1722052

how about you read the damn op in the doomrpg thread

>> No.1722067
File: 108 KB, 640x480, Screenshot_Doom_20140627_221918.png [View same] [iqdb] [saucenao] [google] [report]

I have bad memory or nobody has talked about Super Shotkun so far?

>> No.1722074
File: 791 KB, 1024x600, Xj13AzD[1].png [View same] [iqdb] [saucenao] [google] [report]

Well, this is awkward, ZDoom 2.7.1 for Heretic...

>> No.1722078

SSG is too busy murdering to talk.

>> No.1722082

Alright, I got a problem. I wanted to try and make a player skin out of one of the enemies in the Tartaru3 WAD, the Pyro Succubus. When I mentioned this during a livestream, Terminus suggested I use SLAD3 to help.
I did this, and after asking in the IRC chat, I decided to try and cheat a bit by looking into a different skin wad I have, specifically ST_Doom64Guy, and replace the relevant files: Replacing the graphics of the 64guy skin with the Pyro graphics (after being told to convert the graphics into PNG), as well as the specific sounds I wanted. I looked into the "skindef" file that was at the top, and wrote down the specific changes that I made, i.e. the name of the sound file used for the D64 guy death with the Pyro's death sound file.
I then saved my work as a new wad, and set it into my skin folder.
Thing is, it's not showing up AT ALL when I play a wad. And I don't know why.

>> No.1722091

Since it's H-Doom he don't murders he just fucks around.

>> No.1722119

The perspective on that Nickerson looks all wrong. It looks like a headless man with a face on his torso, not a hunched-over demon like they are in-game.

>> No.1722129
File: 962 KB, 1024x600, NfgSQHE[1].png [View same] [iqdb] [saucenao] [google] [report]

...and ChocoDoom for Kubelwagon, and CompDoom for Dime.

A couple of people got worried about them doing the race with zDoom, BUT since we never heard the secret area jingle and they pretty much did the E2M6 skip which is impossible to get in a non-vanilla port, it is safe to say they did this in a proper way

So alas, a shitstorm was prevented!

>> No.1722154

Attomic attack,it's basically UACMN for starters and it's better than UACMN

>> No.1722160

Before downloading and playing,loading heretic with woc+hexercise will do any changes?

>> No.1722168

>smooth doom

Yes a bunch of these totally feel like they're in slow mo.

>> No.1722174

Holy shit that looks like a fucking Minecraft book, boxels are fail.

>> No.1722182

You just wait until HD voxel models are a thing
You say it like if Minecraft invented voxels

>> No.1722185


AND DIME ACTUALLY WON THE THING! Whoever told me he lost is going to get his ass whooped

Highlights (spoilers for obvious reasons)

-Dime gets the E1M8 skip, which has to do with you straferunning perfectly towards the teleporter in a way which helps you to "jump" towards it thanks to the lowering wall meeting the floor (more info: http://doomwiki.org/wiki/E1M8#Routes_and_tricks)
-Both of them -like I said before- get the E2M6 skip with no issues at all; it is a little bit hard to explain but if you watch the race the dude in the couch pretty much explains it in a perfect way. There's also a cool skip I didn't know about which involves picking up the Invulnerability and doing a precise rocket jump in E2M7
-They both don't get to oneshot a Mastermind at all; Dime gets in trouble with the Ep3 Mastermind but he maintains his pace and advantage against Kubel; remember, this trick is harder to get in vanilla compared to ZDoom because of BLOCKMAP fixes that the latter has

I'm putting them in the /doom/ playlist pretty soon, so be sure to bookmark it (it's in the news post)

>> No.1722189

>spoiling everything up to the result
>not actually spoiling the result itself

Why are you such a tremendous shithead?

>> No.1722190

I don't browse other forums for doom man, it's enough of a pain to keep up with this. Mayhaps a link?

>> No.1722192



>> No.1722196

Add it fast I'm running out of shit to watch.

>> No.1722197

Oh. Sorry for the snarktastic response, I kinda thought you meant like, some obscure forum they have for DRPG.

My bad. Reading in depth.

>> No.1722204

I'm actually still not seeing how to keep a persistent character through multiple .wads either

>> No.1722209

Not the same guy, I don't play Doom RPG so I'm afraid I don't know. I just typed "Doom RPG" into google, got the forum link, and pasted it here.

It's possible the other anon is just being a dick and there isn't a good answer yet.

>> No.1722217

Always run: Y/N?
You gotta save in the Outpost I think.

>> No.1722220

Oddly, the game hasn't been letting me tele back to outpost since last update, thought that was 'cuz the fucked up .wads I was playing though

>> No.1722223
File: 762 KB, 1800x891, 1385455288949.png [View same] [iqdb] [saucenao] [google] [report]


Why is Doom so based?

>> No.1722225

Sometimes levels can get quite disorientating to be honest.

>> No.1722247
File: 346 KB, 1365x1801, HowDoIGoFast.jpg [View same] [iqdb] [saucenao] [google] [report]

Gotta go fast.

>> No.1722252

But that's planned man, on the contrary newer FPSes make it look like the map is enormous while really it's lineal as --------- <-this.

>> No.1722258

Oh no, did I miss Quake, Doom, and Metroid on AGDQ?

>> No.1722259

Yes yes and yes.

Metroid was nothing but turboglitching really.

>> No.1722272

Kill the Animals runs are always shit IMO, Saving the animals means they have to actually play the damn game.

>> No.1722276

good for him. i tried to do that in my e1 speedruns here, and missed both times...

>> No.1722279

Yeah, I can't teleport to base in DRPG, what the hell is going on

>> No.1722280

TURBO glitching? But that's the best kind of glitching!

>> No.1722289

as i understand it, plutonia in particular was designed by two players who explicitly felt the original game was not a challenge for them.

>> No.1722295

Any reason why that would show up red?

>> No.1722324

You know you can just google the schedule, right?

>> No.1722327

Thing is unlike DOOM it's a modern spunkgargleweewee title, it's not because of DOOM being based but because of the fact that the gameplay of DOOM is much different than spunkgargleweewee shooters these days.
DOOM is based around getting monsters to work correctly on how they work and function together, now take away all the depth that DOOM has and have only hitscan enemies, now take the laziness of the developers of spunkgargleweewee shooters and there you go, that's where the linearity comes from, lazy devs who don't care about the single player experience and only care about the multiplayer experience that most of their fanbase only cares about.
Also because of the way that spunkgargleweewee shooters are there isn't much reason to have secrets as well as items in the game, which leads to more shallow of a map design, you regenerate health already so there's no need for health kits, ammo is supplied in however the hell it is as well, and it's given to you in a massive supply, and to add onto this you can only have two weapons, so with that in mind there's even more reason not to have map design done better, because there aren't any items to work around with the player with, the player is given the weapons when they need them anyway instead of having to search for the weapons or any item for that matter anyway.6

>> No.1722329
File: 223 KB, 704x662, temp.png [View same] [iqdb] [saucenao] [google] [report]

Speaking of map size.

Here's something I'm working on now. It's not fuckhuge (yet), but what I'm mainly going for is density and exploration. Every room so far has multiple ways in or out. the idea is to have no keycards in the map and let you just wander about at will till you find the exit/further than that. Does this sound like something that might be fun?

It's not "entirety of new york" huge, but it's getting pretty big.

>> No.1722334

Sounds awesome, but Keycards and Secrets do give more of an incentive to explore

>> No.1722337

I'd like to see a whole 32 map wad of really complex levels like TUTNT etc... You can make pseudolinear levels compelling too.

I like options, mazes can be fun, but honestly I find switch hunting and keycard stuff to be boring a lot of the time it's used in maps.

>however, sometimes, when it's correctly used to gate encounters, or do something fun
>then it's pretty boss

>> No.1722343

There are secrets. Just no keycards.

It's called Agoraphobos... It's to be a counter-level to another map called Claustrophilia. So the idea that it's open ended and continuous is supposed to feel daunting... I'm considering other ways to make it feel this way. We'll see how it turns out. Been trying to theme my maps in this little wad I'm making... Been at it for almost a year now though on and off. No rush.

>> No.1722345

added, thanks

this is an accurate summation. i'd prefer to keep sneek, i like it, it is still "different" from a normal map (normal, where you just start killing immediately) even if the intentional use of the partial invisibilities is unavailable.

indeed, i must admit i wouldn't want to start compiling another one immediately. my other interests are being neglected.

to be honest i gave up and added it anyway, even though i am certain some players are going to call it a troll map, or otherwise be so frustrated to spit vitriol onto the board, as has happened with a couple of other maps already.

>> No.1722346

that looks great, is it for boom or zdoom?

>> No.1722348

Ok,here is the deal with Metroid dread

Put Remembuh me guy in the game as playable character and his alt form is the old trapezoid morphball

>> No.1722349

zdoom. I'll probably try to test it in boom and see if I can get it funtioning, but at this point it probably relies on too many zdoomisms in at least one map.

Might work fine though. Not sure yet. I got back into mapping after some years just a bit ago, and just started running with zdoom and damned the consequences. Sorry if that's an issue :-p

>> No.1722350

Do you have a link to a Kill the Animals run? I'd like to see what one looks like and I can't find any on youtube

>> No.1722352

Well the way keycards could be set up in this map wouldn't be obtuse or anything, just run through the map and see what the most common or obvious paths are, then put Keydoors or bars across other paths that will draw attention to them, and then when players get the keycard their attention is drawn back to those areas they passed and they can continue exploring.

But since the point of the map is apparently to overwhelm players with a huge explorable area, I can see this running counter to it.

>> No.1722353
File: 161 KB, 650x650, See Blaz, see Blaz run, run Blaz run.gif [View same] [iqdb] [saucenao] [google] [report]

Goddamn I've been too busy as of late. I have yet to work on GMOTA anymore fellas, but I do have something kinda nice on the way thanks to the artist of those goofy Doom monsters images you see floating around.

I'm probably gonna commission her more in the future for more /vr/ Doom related shit like skeletons

>> No.1722354
File: 432 KB, 500x394, AAAAAAAAAAA.gif [View same] [iqdb] [saucenao] [google] [report]


>fucked up the spoiler tags


>> No.1722357

pretty much every GDQ Super Metroid ends up being Kill the Animals. It just means they sequence break past a certain point, and it contributes more to the game being a completely glitched mess

>> No.1722358
File: 42 KB, 600x450, why.jpg [View same] [iqdb] [saucenao] [google] [report]

but why, gmote guy

>> No.1722360

If it's any consolation, it looks kinda cool.

>> No.1722361
File: 16 KB, 458x378, Boner beard.gif [View same] [iqdb] [saucenao] [google] [report]


Because I've got a boner for you guys.

>> No.1722363

Yeah. Maybe key cards for pointless areas, or just extra "oh neat a rocket launcher" type stuff. I dunno yet. If I do have keycards, they won't be for any necessary paths...

>> No.1722373
File: 170 KB, 1000x1000, 1397184626536.jpg [View same] [iqdb] [saucenao] [google] [report]


This is actually the plan, if I can figure out a viable method.

>> No.1722376

>thanks to the artist of those goofy Doom monsters images

Wait you've been commissioning Alice?
Ohhhh shit

>> No.1722380
File: 47 KB, 450x557, 1403038106879.jpg [View same] [iqdb] [saucenao] [google] [report]

>Halo pistol

>> No.1722387

What were you trying to do?

Something like this?


>> No.1722394 [SPOILER] 
File: 407 KB, 1144x792, 1403934989527.jpg [View same] [iqdb] [saucenao] [google] [report]

it's actually something like this



>> No.1722395

>>1722289 (me)
found the reference.

>Plutonia was always meant for people who had finished Doom2 on hard and were looking for a new challenge. I always played through the level I had made on hard, and if I could beat it too easily, I made it harder, so it was a challenge for me. I don't have a lot of sympathy for someone who plays Plutonia on hard skill and complains it's too hard. I had a lot of mail from people who had never even tried the easy skill setting because they "only play on hard". However, if someone does play Plutonia on easy and still finds it too hard, play Evilution through, and you should be ready to play Plutonia...


>> No.1722398

Man, I haven't done this in a while. Did Moot nerf nested spoilertags when I wasn't looking?


>> No.1722403
File: 1.61 MB, 1920x1080, momart88-paralyzer-gun.png [View same] [iqdb] [saucenao] [google] [report]


Close, but no cigar.

>> No.1722407

this is important
will i be able to call enemies punks and say they have no style

basically i'm asking to be a black duke nukem

>> No.1722408


>> No.1722413
File: 105 KB, 275x374, stahp.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1722415

the agitation will never cease

>> No.1722416
File: 35 KB, 350x334, NOT CANON.png [View same] [iqdb] [saucenao] [google] [report]


No no, not Alice, this artist

>> No.1722420

I played with Alice once. She called me a devil worshiper, and a communist. Japanese people are weird.

I don't really mind though, that's just cultural differences. I still think she's cool.

>> No.1722425
File: 116 KB, 974x1014, Federation.jpg [View same] [iqdb] [saucenao] [google] [report]


On the one hand, this goes completely against the thematic tone and atmosphere of Metroid.
On the other hand http://vocaroo.com/i/s09bybSZpe55

>> No.1722478
File: 31 KB, 624x1652, cwilv.png [View same] [iqdb] [saucenao] [google] [report]

new 200 minute mapping test build



- complete roster. first build without the placeholder map. (i'll miss it, it took 200 minutes to make. (not really))

- all maps have titles, thanks to those of you who suggested them.

- map10 and map31 have music submitted by author

- map20 no longer has a death exit, since the following map gives you almost all your weapons back again immediately, i didn't see the point

- map06: replace 30s door with fast door + alcove switch (door can also be opened from inside)

- map26 (200minsofhell): add a way out of an otherwise inescapable lava death pit

- map07: if the tag667 platform rises too far due to the arachnotron death race condition, you can now press on it to lower it. this has a side effect that you can't just run past the arachnotrons and press the exit switch early (the switch platform was too small to prevent this, but surrounding it with special lines eats the keypresses...)

- several sound tunnels and monster teleporter holding areas hidden from automap

- yet more endless fiddling of the map order. i'm trying to balance several variables which contradict each other, i don't think i'll ever be completely happy with it.


stuff still to do, maybe:

- add at least 4 co-op and 4 dm starts to every level; currently 10 maps have co-op starts and only 1 has dm starts.

- find all the incorrectly-pegged door tracks, and fix them.

mostly full list of wad compiler edits: http://sprunge.us/WEOi

>> No.1722495
File: 680 KB, 1280x720, Screenshot_Doom_20140203_062827.png [View same] [iqdb] [saucenao] [google] [report]

>Demon H.Q.

Didn't someone mention here that this one was awesome?

>> No.1722504

Lol. Just played Map30 and the monster roster screen has the nazi music.

>> No.1722542

the map31 music? doesnt that play in the roster screen in doom 2 by default?

>> No.1722547

This previous talk about unintentional and fully aware, shitty wads reminded me of this

Read this first
The aftermath

>> No.1722548

Something you could do to make the map very threatening while increasing the agoraphobic theme is to have a lot of tiny monster closets with imps and former humans in them that open up as you progress/kill in *other* parts of the map. This allows monsters to dynamically stalk and ambush the player, so he'll never be or feel completely safe.

>> No.1722549

..are those modified duke nukem sprites?

>> No.1722554

yes it appears so. i think >>1722504 was just amused, not reporting a bug. either way i'm not going to lose any sleep over it :)

>> No.1722561

That's a pretty good idea. It'd make 100% the map a bit crazy, but fuggit.

I was going to teleport monsters in semi-randomly, but I think I may take you idea and have it so instead of opening up just closets it opens up new areas too. Or at least new paths...

>> No.1722573

Yeah, temple of the lizard man 3. It really put me off the episode since it went from a slightly weird thing in TOLM2 to something that was very clearly a vore fetish on the author's part.

>> No.1722578

I'm personally a huge sucker for maps that open up, have lava raise, or change shape in other was as you go along. My one and only released map is based on that.

Anyway, I look forward to playing yours. Hope I won't miss it.

>> No.1722581

have you tried pol.wad or boom map?

>> No.1722586

Well it probably won't be anything drastic, but I hope you like it anyway.

>> No.1722594

Only the former. Surprisingly quite good actually, considering the subject matter.
I'd be interested if there wasn't even a moving door on the map. I love interconnected open maps.

>> No.1722601

You might like this, dunno tho:

>> No.1722603

>I'm personally a huge sucker for maps that open up, have lava raise, or change shape in other was as you go along.


>> No.1722605

doom is a puzzle game

>> No.1722606


Xaser's Sector is also a great example.

>> No.1722610

is it me or is he calling himself Hellser now?

>> No.1722615

So on Refueling Base if you get the secret where you can fight the Cyberdemon early, is there any way to finish the level? I don't have the Blue Key yet and there's no teleport back to the zombie room that I'm aware of.

>> No.1722616


...Hellser and Xaser are completely different people.

>> No.1722617
File: 22 KB, 668x601, cowd.png [View same] [iqdb] [saucenao] [google] [report]

I'm trying to make it so!

Started using notepad++ for acs yesterday. I've never used a coding tool like this before, and it's fucking amazing.

>> No.1722620

oh. i was on zdoom forums where, as i recall, xaser uses a tennant doctor avatar. i saw another post by someone else with a tennant doctor avatar, but the username was hellser. given the comon suffix -ser and avatar subject i assumed it was a name change.

>> No.1722632
File: 46 KB, 900x470, ss (2014-06-28 at 04.36.47).png [View same] [iqdb] [saucenao] [google] [report]


Now that I give it a second glance, it looks like they're taking after each other.

>> No.1722653

Hello, was Eriguns ever updated with the Automatic Shotgun?

>> No.1722661

so since I cant seem to use my old character on the new version of RPG with RLA im gonna make a new character
give me some recommendations and some decent weapons for that class

>> No.1722679

Play scout and turn a pistol into a revolver. It'll do like 600 damage eventually, instant killing cacos and whatnot.

The no fun allowed build is marine with high power chaingun/minigun.

Stick 3 bulk mods on a double shotgun while playing Renegade. It's pretty funny.

>> No.1722771
File: 251 KB, 1079x1079, gg.jpg [View same] [iqdb] [saucenao] [google] [report]

>be playing doom RLA on doom 1
>find 2 techincal modpacks
>find 2 firestorm modpacks and shit bricks
>put them on shotgun
>mfw , shotgun becomes repeater of awesome

>> No.1722778

Is there a guide as to how armor mods work? Onyx is pretty obvious, but the one that sits in your inventory confuses me.

Also, hell, how does any of the mod work? Like, I truly wish you could look at armor stats in the store so you have SOME idea of what you're buying.

>yes I know obscurity is part of a roguelike
>still, drives me batshit

Also, I can't get teleport to base to work, and I can't get dropping invtentory items to work - am i just retarded? Halp.

>> No.1722793


>> No.1722794


You seem to be in the wrong thread, friend.

>> No.1722801

Who /DunIt/ here?

Why do I always lag out when I am murderer? How can I stop this? (upgrading my shitty decade old Dell is not an option)

>> No.1722804

how do demolition ammo works in DRLA? just like in doomRL?

i'm asking because we did a demolition ammo combat pistol and my (scout) friend found it "not as good as the revolver"

>> No.1722809

>Is there a guide as to how armor mods work?
I don't know, and I've no idea how to use them either. I *think* you can only apply them to an armor you're carrying but not wearing.

>yes I know obscurity is part of a roguelike
>still, drives me batshit
I'm fine with item effects being obscure, but not when game mechanics are.
>Also, I can't get teleport to base to work
You need to highlight the skill in your skill menu, press and hold the skill wheel key, flick your mouse to one of the empty slots in the skill wheel, leave the menu, hold the skill wheel key again, and select the skill. Then you just press your skill key.
It doesn't give splash damage iirc :(
The revolver is fucking amazing as scout though. It's good for anything but heavy shadow revenants with a gajillion resistance and the like.

>> No.1722810

Demo ammo is not very good for scouts.

>> No.1722815

really interesting, thanks
armor mods are pretty confusing, yeah, and you can only use them on armors in your inventory
shame you can't use regular modpacks on armor in rla, i'm sure sticking that to fists (and lowered fists for the boots) wouldn't be too counter intuitive

>> No.1722835

Actually, The Cybernetic armor's ability lets you apply one modpack to it to boost its resistances.

>> No.1722867

Yeah, that's the big flaw of it right now, some of the animations need their speeds tweaked.

>> No.1722869
File: 1.38 MB, 900x540, gzdoom 2014-06-28 14-20-58-62_2.webm [View same] [iqdb] [saucenao] [google] [report]

It's not entirely visible here, but there's a little string that says "lel" drawn on the pillar.

It works perfectly on the X axis, but Y is wonky. When that's fixed, I just have to make it account for all fov and resolution settings manually.

>> No.1722885

>- map07: if the tag667 platform rises too far due to the arachnotron death race condition, you can now press on it to lower it. this has a side effect that you can't just run past the arachnotrons and press the exit switch early (the switch platform was too small to prevent this, but surrounding it with special lines eats the keypresses...)

Thanks for this, it was the one major flaw of the map, I couldn't figure out how to get the platform to not bug out when the Arachnos fuck up and die at the same time.

>> No.1722893

So I just started playing the Doom Roguelike. Any tips?

>> No.1722896


>> No.1722897


If you get a message popping up when you enter a level, read it. Trust it. Be extra careful.

>> No.1722901

It's a script for things having health bars or whatnot hovering over monsters, or making it possible to interact with objects with a cursor.

>> No.1722912

>Thanks for this, it was the one major flaw of the map, I couldn't figure out how to get the platform to not bug out when the Arachnos fuck up and die at the same time.

no problem, i'm just glad i found it in time. you should have said something sooner! :)

there isn't much you can do as a mapper other than to ensure the raise by shortest lower texture floor motion takes longer to finish than the time between an arachnotron first dies and when it calls A_BossDeath, which as i recall is about 55 tics. this means the floor has to raise by at least 55 units.

i habitually try to leave one arachnotron alive on any map07 until i'm sure all the others are dead, so i know the floor raise will only get triggered once. this is why luring one into the platform teleporters is useful, because you can leave it up there out of harm's way until you're ready.

>> No.1722919
File: 42 KB, 488x519, 1403477948277.png [View same] [iqdb] [saucenao] [google] [report]

>That one message that means the level will be full of barrels
Absolutely Irritating

>> No.1722939 [SPOILER] 
File: 223 KB, 960x960, 1403962431399.jpg [View same] [iqdb] [saucenao] [google] [report]

So, how is monster girl Doom progressing?

>> No.1722947

Isn't woc+hexercise a Hexen mod? These are for heretic

>> No.1722951


Well it just recently got a release so pretty well I guess?

>> No.1722990


>> No.1722993

The worst part is when there's good stuff in the level so you can't just run to safe distance and set them all off

>> No.1722995

At the bottom of the Doom RPG Options menu, there are options to load and save your character.

>> No.1723019

the pc sucks at doom, you can dodge but you will probably spend a lot of time in cover
there's one when you do the angel of 100 challenge that means that the level has only cyberdemons. tons of them

>> No.1723023

>the pc sucks at doom, you can dodge but you will probably spend a lot of time in cover
I'm finding this out. Except cover doesn't seem to do jack shit since everything shoots around it.

Also Cacodemons are bullshit. Chainfire an entire Minigun round into ONE on HMP difficulty, it doesn't die and then pours 4 shots down my throat that I cannot dodge. GG no re.

Is DoomRLA a little more fun than this? Because this feels like bullshit. Or maybe I just don't know what I'm doing.

>> No.1723027

>angel of 100
I really don't understand how people can do that to themselves. I've seen guys posting about it in /rlg/ and it just looks genuinely painful.

>Is DoomRLA a little more fun than this?
DoomRLA is a lot more fun than RL. I mean, I like roguelikes well enough, but RLA is just awesome. It is worth playing DoomRL at least a few times to appreciate some of the stuff in RLA though.

>> No.1723029

>I'm finding this out. Except cover doesn't seem to do jack shit since everything shoots around it.
cornershoot m8
learn it, love it
never had a problem with them, just cornershoot them with a shotgun (even if you are going to use fast fire weapons, carry a shotgun around), they can't reach you because of the knockback
also pick traits for accuracy if you use ff weapons man
ya it's fun

>> No.1723030

One of the problems with DoomRL is the way it emphasizes strange gameplay tricks that don't exist in Doom. Like cornershooting that is basically required, shooting enemies you can't see yet, and the not very intuitive dodging system that takes some getting used to.

>> No.1723032

>I've seen guys posting about it in /rlg/ and it just looks genuinely painful.
even worse is that angel of 666 thing
and i find that playing doomrl just makes me miss doom's level design and gameplay
i think i would like it more if enemy attacks were actual projectiles, like in some other roguelikes

>> No.1723036

>maybe I just don't know what I'm doing
This is the case. Since DoomRL doesn't have reflex elements it has to be strategically demanding to maintain difficulty.

If you ran straight into Hell's Arena and took chaingun pot shots at a Cacodemon from fifty paces you absolutely deserve what you got.

>> No.1723037


What, it came out this month?

>> No.1723038

Whoever wrote this should change the part about High Power weapons being bad for Scout.
Scout always does 8x damage, or the maximum randomization of damage, whichever is higher. So he does 10x damage with a HP pistol.

Also, it's not in yet, but the next patch changes the Burst and Assault Plasma Rifles to do the same damage as the other weapons, not sure why they did less, must've been crazy at the time.

Hopefully this gets posted before my internet dies again.

>> No.1723062

How do I bind the equip Armor/Boots keys in DoomRLA? It's not showing up in the options or anything.

>> No.1723068

It's the "use item" key.

>> No.1723069

It's at the bottom of the Customize Controls part of the Options menu.

>> No.1723083

uh, yeah, except those aren't there...
I'm running it on the latest version of ZDoom so I don't know what's causing this

>> No.1723090

There is no way in hell that product is real, I refuse to beleave that christians that insain still exist

>> No.1723094

I assumed you were after the specific Remove Armor / Boots keys, as they are specific to the mod, my bad.

Armor and Boots are just inventory items, so the Activate Item keybind is what you want there. By default it should be Enter, with [ and ] cycling through inventory items.

>> No.1723095

Use reverse image search on it for the truth

>> No.1723097

>I assumed you were after the specific Remove Armor / Boots keys, as they are specific to the mod, my bad.
Wait, what's the difference? I got the wad from http://forum.zdoom.org/viewtopic.php?t=37044. Is there something else I need?

>> No.1723105


You should make it so the skull sticks out a bit. Like one block while the black holes in the skull stay at the same level.

>> No.1723114

You asked about specific Armor / Boot keybinds. The only specific keybinds are for removing Armor and Boots. If you want to equip Armor or Boots, you must activate them like any other inventory item. Press the Activate Item key to manipulate them.

>> No.1723115

>Chex Quest 2
not gonna answer your question

>> No.1723120

Okay, so you've got to understand that when you're standing still and shooting...your character is literally just standing there shooting. Don't be afraid to move perpendicular in relation to whats attacking, it will increase your chance to dodge, and always try to back off and lure enemies too you

cover works and is the only thing that will get you through the game, (well that, and building your guy properly) the point of contention is that what determines if you are covered or not is the angle from which a monster is approaching from. When approaching a corner try too, if at all possible, step back and away from it, kind of like a real life soldier pieing the corner, it'll help you get a better first look, and bait monsters in for some easy corner shooting.
Hell's arena can be easily completed without taking any damage.

It's critical to never stand and just trade fire with any monster EVER unless you know for sure you're going to gun them down quickly, by virtue of the monster being weak or your weapon being really powerful.

>> No.1723138
File: 39 KB, 1321x961, snap0017.png [View same] [iqdb] [saucenao] [google] [report]

this is what it looks like with that kind of changes.
It is prettier, but to me it looks less "magical book older than the printing press" and more "Horror movie prop"

>> No.1723141

in any cases, it was a good idea to make the pages shorter than the cover

>> No.1723149

Best way to play doom on android?

>> No.1723162
File: 66 KB, 946x720, 1385936254558.jpg [View same] [iqdb] [saucenao] [google] [report]

>playing Doom 1 with DoomRPG
>put all the points in agility and strength, ultimate glass cannon mode
>buy SSG in the store
>become death, destroyer of worlds

And then I reached Inferno and shit got completely fucking insane with Cyberdemons knocking me down from 200 armor and ~200 health to -300 health. This might take some time, my GOTTA GO FAST style isn't fit for a world where a single Cacodemon is serious bad news if I don't notice him (can kill me in about three shots).

>> No.1723168

Okay so I just spent the past twenty minutes trying to make sure I had the right version of ZDoom and trying to load DoomRLA properly and now nothing's working right whatsoever and I'm tired. I don't think I should computers.

>> No.1723170

>And then I reached Inferno

Wait, wrong episode. I meant Thy Flesh Consumed. Inferno wasn't that tough.

>> No.1723171

If you're just playing normal doomrla, just drag and drop all it's associated wads into (g)zdoom. If you're playing doom rpg too, get the doom rpg launcher that's specifically made for the purpose.

>> No.1723205

>Doom RPG launcher
Oh hey that sounds like it'd be usefu-
>it's much worse
I give up trying to mod this game. When it goes from drag and drop to filling out spreadsheets, I quit.

>> No.1723214

>it's much worse
No it's not. Just check all your RLA wads in the wad list, and then check the appropriate patches in the left part of the window.

>> No.1723221

This looks like a lot of fun-

>> No.1723260




>> No.1723269


>> No.1723301

k what? you agree, you don't, what?

>> No.1723306

Anyone got the name of that one mod that was a big ass survival mode where before each wave you had this slot machine determine the enemies that will appear, the weapons that will spawn and some gimmick like moving at sanic speed or being in a tank? I can't remember the bloody name.

>> No.1723308


>> No.1723312

Thank you.

>> No.1723465

Launcher is pretty nifty, it loads all the files from a folder, though the way it prioritizes the load order means you have to mod the launcher too, which you can because its source code is in there too.
Launcher makes it pretty awkward to distribute add-ons for DoomRPG without Kyle updating the launcher, but you can always hi-jack one of the patches like I did with Chests.

it might be outdated now, but guess it still works just fine

>> No.1723505

I need help finding a wad my brother had a while ago. The game starts out with you being arrested for looking at rabbit porn, and your punishment is going through the 25 glitchiest websites.

>> No.1723513

Deathz0r Online - The Internet Made Stupid

>> No.1723519

Yes, it was me.
Why do you ask?

>> No.1723521


Much thanks, my friend

>> No.1723587

What color is vanilla's Doom automap?

>> No.1723592

Black background, redwalls, yellow doors

>> No.1723637

hexen speedrun never ;_;

>> No.1723646

And me too. It seems a few people like it.

>> No.1723649
File: 120 KB, 627x476, facepalm1.jpg [View same] [iqdb] [saucenao] [google] [report]

You are obviously retarded.
There are lots of Hexen speedruns out there.

>> No.1723657

talking about gdq m8

>> No.1723675

What addons are there to rpg/rla other than rla monsters? I heard something about boxes or something I believe.

>> No.1723692


We're getting there, we just got a Nightmare speedrun of Quake after it being ALWAYS made on Easy

And let's not forget that SpeedRunsLive started as a Quake speedrun hub

>> No.1723695


I mean, SpeedDemosArchive. gg me again

>> No.1723869

Estimate on the next Samsara update? Or is it When It's Done territory what with mike doing Hdoom and Terminus doing metroid

>> No.1723871

Wait, did I miss the Quake and Doom runs?

>> No.1723893


They were yesterday, so yep

Someone posted youtube links to them earlier in the thread

>> No.1723903

considering the bullshit with the addons and people's reaction to the character announcement was literally "so what, i'll just play the addons for more characters"
i wouldn't be surprised if terminus doesn't even want to touch samsara again

>> No.1723924

From what I hear .31 is pretty much done except Mike12's sprites for Bloody Hell. That's the only thing holding up.

.31 isn't going to include Gina, she'll be in .32

Terminus isn't dropping samsara, all his stuff is already done.

>> No.1723938
File: 214 KB, 939x811, lol_fail.jpg [View same] [iqdb] [saucenao] [google] [report]

Played through it.
MAP29 is boring and I was really disappointed.
Why is the map so fucking small and tight for a map right before the final boss fight?

And whats up with the texture placement in MAP07?

Friendly reminder: The map and the "Frequently given advice" one was made by the /doom/ shitposter. His maps suck, do not like his map and do not encourage him to make more maps.

>> No.1723946
File: 65 KB, 600x337, 1374192587485.jpg [View same] [iqdb] [saucenao] [google] [report]


Yeah, >>1723924 is pretty much has the short of the matter. 0.31 could use a few more tweaks and adjustments, but the beta build that's been floating around on BE is pretty much feature complete.
Just needs Mike's bloodyhell, but he's interested in HDoom at the moment, so.


As absolutely crushing as that was, it would be incredibly unprofessional of me to quit because of that reaction.
Gina will come. Eventually, but she will come.

>> No.1723953

>The map and the "Frequently given advice" one was made by the /doom/ shitposter.

So that's why we've been getting so many posts of said map as if it were Jeebuz's second coming and the best thing out of the mapset? Go figure.

Seems quite understandable, considering a few things.

>Eventually, but she will come.

Reminds me of Bethesda's "At A Later Time"© which is all over the place in the Doom beta disclaimer. With that said, I can't fucking wait for her.


>> No.1723963

>So that's why we've been getting so many posts of said map as if it were Jeebuz's second coming and the best thing out of the mapset? Go figure.
>Seems quite understandable, considering a few things.

The next thing you'll say is "The shitposter IS STILL BROWSING /DOOM/" or "The shitposter is DONALD / SGT MARK / CZ!!!"

>> No.1723974


No, the next thing I'm going to say is: Is this thing what you always spout every time the topic gets brought? http://archive.foolz.us/vr/search/text/mark%20cz/

>> No.1723982

Two of those are me, and I'm not the guy you're replying to.

I think you seriously underestimate the number of people dedicated to stirring shit on 4chan if you think everything happening in the Doom threads is one guy.

>> No.1723985

>And whats up with the texture placement in MAP07?
That...wasn't in my original. Looks like something might've gotten fucked up when the compiler switched my teleporter around.

>Friendly reminder: The map and the "Frequently given advice" one was made by the /doom/ shitposter. His maps suck, do not like his map and do not encourage him to make more maps.

>So that's why we've been getting so many posts of said map as if it were Jeebuz's second coming and the best thing out of the mapset? Go figure.
I'm Onslaught Six, I made four maps in the thing and I definitely don't shitpost. I also legitimately like Demon HQ. I think it's a fun-ass map with some cool shit going on; it isn't too hard and it isn't too easy, it looks neat and it has some cool stuff you wouldn't expect (shooting the flesh wall was awesome).

>> No.1724050

>all these deleted posts after the post with the Decade image

>> No.1724086

Hey, DYKGaming did a Doom video

>> No.1724091

isn't that the pewdiepie with glasses guy

>> No.1724097

When he starts screaming he totally is like Pewdiepie.

When he's not he is okay.

>tfw finally knowing everything DYKGaming had to say in an episode

>> No.1724107

You should just go ahead with what you have and not worry about waiting for me to finish Bloodyhell, since that's gonna be an on-going thing anyways. I'm sure I'll have something much more substantial for the next version, (I already have a nice little bit of stuff I cooked up between working on HDoom).

>> No.1724110


Eh, they did the respective research for everything they mentioned, so it's okay for me.

>> No.1724118
File: 49 KB, 1024x576, shutupdecade.jpg [View same] [iqdb] [saucenao] [google] [report]






>> No.1724120

It was a good video.
They missed some things though, but mostly small stuff.

>> No.1724131

>implying that isn't the plot of Doom 4

>> No.1724142

Well the original post got deleted but there is definitely something fucked going on with some sidedefs or midtextures or some shit in my Map07

>> No.1724158
File: 214 KB, 939x811, lol_fail.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1724185

Watch out. The Soviet janitor will probably strike you down for reposting that.

>> No.1724204


what the fuck are you talking about

>> No.1724283


Someone got mad that their shitposting was caught.

>> No.1724307

Hm. Weird. Wonder how that happened.

>> No.1724323
File: 12 KB, 196x171, 1403500636174.jpg [View same] [iqdb] [saucenao] [google] [report]

>You can't edit enemies to drop weapons using DeHackEd

Lame. I mean, yes, I know already it would be piss-easy to do in ZDoom, but this thing I'm doing is between the limits of vanilla and Doom 1.9 .deh wizardry (I'm more akin to do stuff using DECORATE, but I'm testing my skills with this thing for the first time), and before anyone ask, I'm planning on turning the SS into a "sniper" of sorts, so using its frames for anything is completely out of the question

The only alternative I can think of is to create a ZDoom-only file (which would work in that map only), which would replace the monster in question with the one that actually drops the weapon, and replace the weapon in the map with another item.

Such a messy workaround just for what I was planning to do. Ehh

>> No.1724326

Well, from the looks of things, it probably got screwed up when the teleporter got moved from one end of the room to the other. There was some tricky sector shit going on to make sure the detail strip above remained uninterrupted while the floor was consistent and it could easily be accidentally messed up. I can also see how it would be easy to miss seeing this since it's not really a smart decision to go running up to Mancubii with a rocket launcher on such small ground

Also the guy could be cheatan because he's got 100% health and cut off the face so we can't see that his eyes are gold

>> No.1724351

/doomg/ I have a few questions:

Doom RLA+RPG, is there a limit to how many weapons you can carry? I would end up getting to the weapons but collect ammo instead.

Also, I want to try out technician, but I am not sure how to play him, I know about the mod packs but is there a list of weapons and mod requirements?

Technician can't use the standard chaingun...

Also, the blaster is an odd weapon.

>> No.1724362

Six weapons total, not counting your fists.
For basics, check the DOOMRL wiki.
Haven't experienced any issues with the chaingun, just tested it and it worked fine.
It regenerates ammo if you stop firing it for a bit. It's pretty useful.

>> No.1724369

Are there any mods or add-on that increase how many weapons and modpacks you can carry in doomRLA?

>> No.1724378

No, but it'd be easy to just edit the code yourself.

>> No.1724403
File: 80 KB, 640x400, DOOM07-pcx.jpg [View same] [iqdb] [saucenao] [google] [report]

Cheesewheel here, i'm planning to do about 7 maps with vanilla compatibility and release them probably at the end of July or start of August. Pic related is a little teaser. I can keep you updated with my progress if you any of you are interested at all.

>> No.1724412


>> No.1724443

Hard to tell when he's sitting down, but Dime looks pretty damn tall.

>> No.1724480

donate and ask him in your donation comment

>> No.1724483

Good noob builds for Doom Roguelike? I keep getting my shit #rekt by Pinkies because they outrun everything and when you stop to reload they eat my anus. Even with Shottyman on a Scout they outspeed me and just eat my shit.

Also I have godawful luck getting modpack drops.

>> No.1724490

masterless rapid fire
take some eagle eyes and son of a bitch level, some finesse and you're pretty much done
as for pinkies, cornershoot them, and use the damn running tactics

>> No.1724525

that's pretty helpful.

About the Run tactic - since Shotguns literally can't miss, if I'm playing a Shotgun build should I just always be running? The aim penalty doesn't affect anything and the dodge increase is better, right?

>> No.1724538

So I beat Doom II PSX TC.

Anyone else find it like easier? I did. There's no archvilles, and the Pain Elementals and Lost Souls seem seriously nerfed.

The ending text is goofy as shit too. Then again so was most of PC doom's intermissions.

Trying PSX Final Doom next. It sort of takes levels from Master Levels, Plutonia, and the other one and turns them into a single campaign.

Someone should make "PSX Doom TC: Complete"

Edit the maps to include enemies removed from the games (arch-villes).

>> No.1724549

Why does zdoom exist when gzdoom exists?

>> No.1724556
File: 15 KB, 120x240, melspritewalk.gif [View same] [iqdb] [saucenao] [google] [report]

Working on a full sheet.

>> No.1724597

You should always be running in Doom.

>> No.1724614

Could you create a single huge castle/mansion for the entire campaign? Like huge. I really like Resident Evil style games and just running around exploring a place, finding keys. Sort of like a single Doom level but on a bigger scale, and with more backtracking.

Could you carry items (like keys) between levels? Or would you be forced to make it a single map? If so, what would be the limit?

>> No.1724615

Go play Strife NOW.

>> No.1724616


I think that's what the anon map maker for Metroid Dreadnought is doing

>> No.1724619

Feels like she is a bit too skinny over all.

Like the sprite is a little too low res maybe.
Maybe I am just used to Doomguy's more thicker body.

>> No.1724626

feels a bit clunky atm but good work overall keep at it
you can use it more freely, yes
it's useful for getting closer too, but you will probably be cornershooting shit
running in doomrl is limited m8

>> No.1724628

her right leg should probably kick toward the middle instead of out to the side.

>> No.1724629


Will do.


So I haven't played it, but I'm guessing it means you can keep upgrades/weapons between levels right? I was thinking more along the lines of RE style thing with inventory.

>grab the Skellington Key on the top level
>go down to the first level and open the Skellington Door.

>> No.1724632

This. A Doom Resident Evil mod would be amazing. Actual exploration, going back to areas with overpowered weapons, finding secrets and such would be GOAT.

>> No.1724637

What levels have you played for Doom like this already? I might be able to suggest a few.

>> No.1724640


Speaking of for Doom engine games. I have played:

>Doom 2
>Final Doom

Have not played:

>Hexen: Beyond Heretic
>Chex Quest
>Chex Quest 2

which should i play first?

>> No.1724646

Heretic is a good place to start.

Goes into Hexen too.

Chex is fun.

Strife is interesting but it will probably take the longest out of what you listed.

>> No.1724652

>>Hexen: Beyond Heretic
they are good
heretic weapons feel a bit dinky but it has nice enemies (AND NO HITSCANNERS), and their death animations are great, also the inventory system and flying around is fun
hexen has little weapon variety but the atmosphere is great, also classes. there are mods for it which try to improve the experience if you into that
you also WILL get lost, watch out for that
i found strife kinda boring, combat wasn't special or anything, and the game pulls off some dick moves on you
story is decent and the voice acting is, too
chex's too easy, not really a lot to write home about but it's short so you don't lose much by trying i guess

>> No.1724721

Without ZDoom, there is no GZDoom. ZDoom was first.

>> No.1724757
File: 61 KB, 620x349, Moddb_Profheader_large_01.1.jpg [View same] [iqdb] [saucenao] [google] [report]

There is some tech. demo mod for Doom using GZDoom that makes it play like Resident Evil

Would be cool to see someone make something from it.

>> No.1724761

Beat Doom 2 on ultra violence today. Glorious fun.

>> No.1724770

haha oh that's embarrassing. i know exactly how it happened too.

yadex's auto texture aligner is braindead and only works on middle textures. so i have to set a middle texture on a two-sided line to get it to do anything.

then obviously i forgot to set them back to "-" afterwards, and since the lines face the back of the map at the one side of the arena you don't need to go into, i never noticed.

again, sorry about that and thank you for catching it.

>> No.1724773

Heretic also has the best chainsaw-like weapon ever.

Those fucking gauntlets, man. ESPECIALLY when you use a tome to power them up.


>> No.1724780

author of 200 minutes of tech? you know i'm interested

>> No.1724781

Hexen is one of my personal favorites. the atmosphere, the hub system, replayability with classes, etc. the whole thing was epic to me. just be ready for puzzle solving and some confusion.

>> No.1724789

Playing as the warrior is lots of fun. It's such an awesome feeling to run up and punch those flying gargoyles.

Final boss is a bit of a letdown though.

>> No.1724796

Warrior's punch was so bad ass.

Wap, wap, CRACK

>> No.1724806


yes indeed. I had too much fun running up to enemies and punching them to death. the warrior also can really power through the early hubs. the downside is the later levels with many more ranged enemies.

I feel like hexen dev was a bit rushed, especially at the end. Korax was alright as a boss, I liked that he could 1 shot you, but it could've been better. I think that monster was originally supposed to be the mount, then you'd fight a humanoid boss like in heretic, but that's just speculation.

>> No.1724829

I never felt that Fighter had any disadvantages.

Timon's Axe tears through everything and Fighter's speed puts Doomguy to shame.

>> No.1724839
File: 14 KB, 120x240, melspritewalk0.gif [View same] [iqdb] [saucenao] [google] [report]

Does this look better?

>> No.1724840


the speed is great, and the axe is highly reliable. I just find that using the hammer shot for all those dark bishops later on is a disadvantage. but warrior is still the best to play with.

>> No.1724843

Something about her peg legs just look really off-putting.

Also it feels like it's trying to be too high-res, especially on the face which just looks like pixel vomit.

>> No.1724847

Smooth out the face with one color.

There was an old Skulltag girl sprite that tried to overdetail the face, didn't look so good. I feel that this one has the same issue.

Then someone later on remade her and she had less detail on the face and it looked better.
She was also thicker.

The legs might need work but not sure how to go about it.

>> No.1724873

I just figured out what's off about the legs to me.

When she's running her legs are a little too one in front of the other.
Makes it look a little unnatural.

>> No.1724902

I disagree. Your legs naturally do go one in front of the other. What makes it look off is the one frame where their not. It makes it look like she's swinging both of her legs around each other at the same time.

If I remember right, spritenoob, didn't you have a decent run cycle for Lydia? Or did that not get finalized/finished?

>> No.1724929
File: 12 KB, 92x228, lydiawalk.gif [View same] [iqdb] [saucenao] [google] [report]

Oh Lydia's full spritesheet has been done and implemented for a while. It's not great, but it works well enough ingame. I basically matched her animations to Doomguy's and tried to deviate when possible.

>> No.1724940


The torso should never be completely in-place, especially while running.

>> No.1724946

(almost) Nothing should ever be completely in place in animation unless it's a holding frame, and even then ideally you'd have slight settling movement. Isolated movement always looks weirdly off. Only ever works in pixel art (smaller than lydia) and even then a little extra usually looks nicer.

>> No.1724960


>3D models

Why don't more mods try that?

>> No.1724963

Doesn't look so good on a lot of things.

That mod in particular had to do it or else enemy and player sprites would be a huge bitch and a half to aim.

>> No.1724998
File: 14 KB, 120x240, melspritewalk1.gif [View same] [iqdb] [saucenao] [google] [report]

last attempt for the night. I really appreciate all the constructive critique.

>> No.1725007

Could use a pixel or so of bob on the head, having the face immobile looks REALLY strange.

>> No.1725010

I wrestled with that idea in the past and it always looked really bad with my sprites.

>> No.1725024

I like it.

>> No.1725039

I like the overall movement of it, a lot of improvement over the other ones. I do agree with removing some detail from the face though. There's too much going on and it reminds me of quasimodo somehow

Really nice work overall, though.

>> No.1725048

Speaking of TSP
when is it getting updated?

>> No.1725061
File: 38 KB, 400x400, 1390807963825.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1725090

Tips on defeating the Barons of Hell on DoomRL? Got to Phobos Anomaly with a really good setup, Combat Shotgun, Ballistics Armor, Shottyman build and they still wiped the floor with me.

>> No.1725108
File: 254 KB, 500x282, 1399433764540.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1725130

Face is fine, gun hold and point is fine. hair is fine.
Her body looks to the side but her legs have no in-depth look or waist movement. Her shoulders look like they are made out of solid bricks; when you put your arms on your waist and run, your shoulders suppose to move with the gun you're carrying swaying at the rear.
For fixing legs you need a bit more shadow work and contrast. Finally, legs are too short compared to her arm length. Give an elbow to those arms to compensate or make the legs longer.
I'm no expert but that's what I'd do to fix this model.

>> No.1725261
File: 749 KB, 1920x1080, Screenshot_Doom_20140628_233925.png [View same] [iqdb] [saucenao] [google] [report]

>Also the guy could be cheatan because he's got 100% health and cut off the face so we can't see that his eyes are gold
No sorry, Im just too good for the 200 min maps.
They lack of difficulty to be honest, but thats ok. One cannot expect that every anon contributing to this project has a lot of mapping experience.

>> No.1725296

the gamma is real

>> No.1725343

Will Metrood have eventual support for 8bit deathmatch?

I'd like to have sort of a smash bros match.

>> No.1725386
File: 11 KB, 304x231, 1396681243582.jpg [View same] [iqdb] [saucenao] [google] [report]

>take the longest
I'd say that would be Hexen, or, at least I feel that Hexen takes much more time to play. Especially with it's expansion.m
Maybe it's because I find Hexen boring and tedious as shit, with lots of unclear switch hunting between hubs and levels.

Strife never bored me, or had me looking for a switch in another hub somewhere for an hour. Or constantly throw an enemy at me that constantly blocks your attacks. Strife had fun, varied enemies.

>> No.1725401
File: 162 KB, 329x353, 1401766121104.gif [View same] [iqdb] [saucenao] [google] [report]

Is there a Brutal Doom version or mutator that keeps the overhauled weapons and enemies without so much of the gore and gibs? I'm having buzzword with it overall but keep having issues with bodies and gibs blocking monster teleports.

>> No.1725419

BDSE fixes most things in brutal doom

>> No.1725451


You could also use DoomRLA for an alternative fun weapons/enemies mod.

>> No.1725514

The only reson I like the gore is the fact that it helps me feel like the weapons are doing damage, I like that they get weapon specific animations, and the executions are cathartic at points, oh that's three reasons, oops

>> No.1725525

I was working on cheats. For destructable environments, has anyone ever made a monster sprite that was just an immobile wall sprite that had a hitbox, threashold and death animation?

>> No.1725549

that should work, but you should probably do it with a 3D model if you don't want it to look too awkward

>> No.1725602


You didn't get a rocket launcher?

>> No.1725603


>> No.1725617

in addition to what others said, the shoulder and hair movement are weird

>> No.1725623

First of all, those arent barons. They are the bruiser brothers, stronger versions of barons basically.
Secondly, ballistic armor is a good setup? Both barons and bruisers do acid damage, ballistic is Original + 30% bullet, 30% shrapnel, 30% melee, -30% fire; 0% plasma, 0% acid , so it doesnt do anything. Its specially shitty if you have imps in your anomaly.
Equip either a tactical armor or the highest raw defense you can manage (red armor with power mod).
Corner shooting from the top of the exploding wall with any shotgun or RL should be more than enough though. Even on Nightmare its "easy" to kill the brothers that way while taking no damage.
If you're using exclusively shotguns, remember to start running. Shotguns dont suffer from accuracy penalties, so you just gain the extra evasion for free, even while standing still.

>> No.1725629

In propotion, doomguy happens to have very a big head. They had to caricaturize it in order to fit in the sprite.

>> No.1725630

Shottyman should make them pretty easy; just alternate between firing and stepping back, and the knockback from the shotgun will keep them off you.

Switch to Run mode as soon as the wall comes down, then use standard pinky tactics until they're in viewing range. By that point you'll hopefully have them standing close together in the doorway to the cacodemon room, and then it's time to switch to my favorite strategy - shitloads of rockets. There's several stacks of them behind the teleporter room, so go nuts. >>1725623's suggestion is good too, since corner-shooting is always safe (as long as the target doesn't survive long enough to reach you).

>> No.1725635

Map order wasn't known til way late also. So they're mostly meant to be pistol started.

>> No.1725701

Where's the 200minute wad?

>> No.1725809

a funny thing I just learned, those inverted crosses that are used to evoke satanic imagery, aren't actually a satanic symbol, they are actually the sign of Saint Peter, and wearing it is supposed to be like a personal admission of unworthiness, this is because when Saint Peter was being crucified he felt shame for disowning Christ three times and felt unworthy of dying in the same manner that he did, so demanded he be crucified upside down

>> No.1725810
File: 90 KB, 256x327, 1399390179180.jpg [View same] [iqdb] [saucenao] [google] [report]

PrBoom+ doesn't display "you found a secret" or make a sound when you do. Did I mess up something?

>> No.1725831


It's a common mistake people make in regards to Satanism.

>> No.1725858

I feel like I want to use this mistake to play with players heads somewhere... because Doom used it too and now that gets me thinking some where is a tiny faction of demons revering St. Peter

>> No.1725886

find hudadd_secretarea in prboom-plus.cfg and set it to 1. or go to advanced hud options (options -> setup -> status bar / hud -> page 2) and change it there.

>> No.1725889
File: 612 KB, 1000x897, n6hewtR3s41rbrgo3o1_1280.png [View same] [iqdb] [saucenao] [google] [report]


Eventually I'd like to make Breadnut independent of all iwads, so you can load it up in whatever (or standalone) if you'd like.
'Course, y'know. Eventually.

And this would exclude Strife because fuck Strife.

>> No.1725893

ok guys, seriously. Not all of Donald's posts are harmful.

>> No.1725903

I feel silly I overlooked it.

>> No.1725905


Donald is a known shitposter who has repeatedly thrown away all chances to improve and contribute to the community.
There is no reason for him to continue tripping except to intentionally provoke people with "IT'S MEEEEEE".

>> No.1725916

you're too kind. anyone else would complain about the byzantine menu system

>> No.1725962

Oh, another question regarding PrBoom+, is there anyway to make it stop the music when you alt tab out, like ZDoom does?

>> No.1725971


>> No.1726010

I wasn't aware you could reply from foolz. What's the purpose? Isn't it supposed to be a flat archive of threads?

>> No.1726035

So banned people can post too
Its an exploit

>> No.1726038

>What's the purpose?
Passive-aggressive wankery, mostly.

>> No.1726042
File: 1.72 MB, 625x477, tumblr_mvcjsxtgKs1ruxwh9o10_1280.jpg [View same] [iqdb] [saucenao] [google] [report]

>scroton is the one doing the Serious Sam addon

Clarence, where the fuck are my pills? this can't be happening

>> No.1726057

everyone on /a/ piles over to foolz when 4chan goes down, and you get one thread with 5000 ghost posts in it.

i went there once during some downtime to see if /vr/doom did the same but found nothing.

>> No.1726060

>a tiny faction of demons revering St. Peter
this sounds hilarious, in hell you do youthful rebellion by going legit and become straitlaced

>> No.1726093

>maybe if i say random names one of them will stick

scroton is stapler-san too, right

>> No.1726096

I always took it to be that his helmet was big.

>> No.1726101

To shitpost, obviously.
Sega for offtopic

>> No.1726106


>> No.1726110

Because it had huge guts.

>> No.1726116

Spaceballs Doom

>> No.1726123
File: 269 KB, 1024x768, lookatem.jpg [View same] [iqdb] [saucenao] [google] [report]


but...he is; yesterday he was asking in the IRC for people to join a Zandro server to test Serious Sam pickups

>> No.1726134

>the entire game is on Mega Maid.

>> No.1726146


I was on all day and I never saw this.

>> No.1726149

>>scroton is the one doing the Serious Sam addon

This is a misunderstanding. I'm working on serious sam style pickups, as in pickups where each player gets a single copy of a stimpack or whatever and items don't respawn. I started on it when I had an idea two days ago how to get it working, I've only mentioned it in irc. I got some help from Ijon yesterday with the acs (apparently == !1 is not the same as != 1) but his crazy loop tech didn't pan out so now I gotta figure out some other stuff to get it working without spawning unnecessary pickups. Still 99% of the acs is tichycode since "my" acs was all lifted from samsara anyway.

I'm not involved in the Serious Sam Samsara Addon at all, and I don't know who is doing it. The only stuff I've done with Samsara is Duke's shoot and boot in .31 and minor decorate help with Donald's Lo Wang and Grondoval addons.

I'm (obviously) not stapler-san. Term thought I was a while ago for some reason though.

Right now all doom work has pretty much stopped since the ear infection that I've had the last couple of days appears to have taken a turn for the worse, which makes it hard to concentrate very well. Hopefully the Amoxocillin wins before I have to go get stuff drained.

>> No.1726160

>Term thought I was a while ago for some reason though.

What? No.
I was making fun of how people kept randomly trying to guess.

>> No.1726162

Can anyone help me run the medroid doom wad? I get tons of missing textures and crap.

>> No.1726168


Term still axed me if I was one day when I went in irc.

>> No.1726176


What sourceport are you using?
What version?

>> No.1726178


Load with the order of Metroid.pk3 > Levels.pk3 > Closetmapguy's map

>> No.1726183

GZDoom. What do I need?

>> No.1726184

>== !1 is not the same as != 1
Well, yeah.
==!1 executes the ! operator before the == operator. !1 is 0. Thus, it's checking if the thing you're comparing is equal to 0. It's operator==(operator!(1)). And !X is 0 unless X is 0, in which case it's 1.
!= 1 just checks if the thing you're comparing is not equal to 1.

>> No.1726185


It was a joke

>> No.1726187

>Script error, "metroiddreadnought-v1.pk3:sbarinfo.txt" line 9: Bad syntax.

>> No.1726192

update your gzdoom

>> No.1726207

Yeah, I know now.

This is what I get for having my only coding experience in Doom and TI calculators.

ur a joke m8
sorry that was rude

>> No.1726210

I'm on 1.8.02, there is no newer version

>> No.1726214

use a dev build

>> No.1726223



>> No.1726225

neat, how do I morphball?

>> No.1726232
File: 425 KB, 800x600, F1TipBox.png [View same] [iqdb] [saucenao] [google] [report]


have an f1 tipbox

>> No.1726242

Why is Samus aiming at the floor in the Super Missile graphic? Why does the Space Jump graphic depict a walljump instead of a spacejump?

>> No.1726249

how can I jump while morphed?

>> No.1726260

maybe if you guy actually permanently used names/trips in the threads this wouldn't be a problem and less confusing to people not in the /doom/modding know

but no,
>muh legion

>> No.1726261

Because you can walljump with that item.

>> No.1726268
File: 31 KB, 499x268, Spaceballs-the-filename.jpg [View same] [iqdb] [saucenao] [google] [report]

An entire .wad done in the style of a Mel Brooks movie could actually be pretty fucking fun.

>> No.1726270


Well this is a first.
Haven't seen someone bitching over how we shouldn't be anons before.

>> No.1726273

It's got just as many monsters as Dead Simple does, doesn't it? And then some on top of that.

>> No.1726280

put your mods and maps names in the email field so people know it has a purpose, make a mention in the op, bam its easier for everyone

>> No.1726284

"hey the cyberdemon is a ni-" AAAAAAAAAAA
"what'd he say?"
"i think he said the cyberdemon is near"

>> No.1726286


Yes, this sounds like a wonderful idea that in no way could go wrong.

>> No.1726290

Have you never played Metroid? Use the bombs

>> No.1726292

Its still too easy, mainly because the mancubi are stuck on the top level and cannot move towards the player to surround him properly. I'd place imps on the top and move the fat faggots down

>> No.1726293


>forgetting about rifles and muzzleflashes

2/10 apply yourself

>> No.1726294

put a trip list in the post after news to certify trips authenticity, remove trips from that post that say they created things they didn't

>> No.1726298

Are you nuts? They kill me most of the time. And forget going up there unless it's to telefrag, I'd get massacred.

>> No.1726336

i think it would be easier if the mancubi and imps swapped places.

the mancubi could be herded into the center of the park and circle-strafed, and the slower, much less numerous imp fireballs (one per monster attack, not six, unless a lot more imps were added on the wall) are easier to ignore for the duration.

as it is, you actually have to take care to dodge mancubus fire coming from all directions as you run around the park. a single mancubus fireball can wipe half your health away.

>> No.1726342

Is Daikatana REALLY as bad as people say, or is it more of a failed to live up to the hype situation?

>> No.1726347

No matter to what I set the assemblies page or armor/mod info buttons on DoomRLA, they dont work. No error message, simply doesnt do anything when pressed. All other custom controls work perfectly.

Any ideas on what might be wrong?
Currently using the latest zdoom dev build, but I tried using other versions / regular zdoom and no luck.

>> No.1726359

where's the download for rla?

>> No.1726370


>> No.1726382

You shoot frogs for hours to start, your black teammate's name is Superfly Johnson, and fairly often, the enemy AI decides that doing nothing is the best course of action.

So the design, writing, and actual gameplay are pretty bad.

That said, some people like it, even despite John Romero basically saying "I'm the best designer ever and you're gonna buy my game whether you like it or not unless you want to be a pariah."

>> No.1726387


There's bits and pieces of a very good game in there...

Buried under tons of shit. A game for the true septic tank archeologist.

>> No.1726397
File: 318 KB, 176x213, 1400052926946.gif [View same] [iqdb] [saucenao] [google] [report]

Why are people in our community still afraid of idle animations?

>> No.1726401

beginner status mapfag here
what should I do for inspiration when making maps? so far all I can think to do is boring wolf3d-ish levels

>> No.1726404

I think it's more like not thinking about them

>> No.1726407

i'm not
and i think there's a newer version of that thing

>> No.1726415


The Serious Sam addon will have them for the weapons that had idle animations at least.

>> No.1726418

find a map you like, analyse it to figure out why you like it, do the same thing in your own map.

>> No.1726419

So who is doing that thing then? Is it anyone from /vr/doom?

>> No.1726428
File: 42 KB, 280x278, dk_gbc_box_front_small.gif [View same] [iqdb] [saucenao] [google] [report]

The PC version may not be good, but I do recommend checking out the GBC version of it.
Romero's site has info on it along with a ROM download.

>> No.1726471

Just found a bug with the Mysterious Magnum
There is a chance it will give itself infinite ammo after reloading

>> No.1726475

Modding the magnum fixes the problem

>> No.1726476

is it possible to make a SAA that can bounce bullets in doom?

>> No.1726479

Why would recoil push her aim downwards? It'd be a force applied directly along the axis of her forearm, so it'd push backwards. Elbow would bend upwards if at all.

>> No.1726489


Because there wasn't a sprite showing her recoiling with the arm going upwards.

>> No.1726515
File: 266 KB, 960x540, gzdoom 2014-05-15 02-02-11-05.webm [View same] [iqdb] [saucenao] [google] [report]

Yea, I finished that one. Looks better ingame since it actually moves, but it's lower res to match doom scale.

>> No.1726519

Is that footage from what I think it is?

>> No.1726523


Name of mod, please.

>> No.1726539
File: 363 KB, 960x540, gzdoom 2014-05-07 06-39-07-58.webm [View same] [iqdb] [saucenao] [google] [report]

From my mod. Doesn't actually have a name yet, I just call it Lydiatest.

>> No.1726542


I think it's from a commercial.

>> No.1726545

yea, some superbowl ad

>> No.1726558

Yes you can use the mouse to look left & right
What are you using to play final doom?

>> No.1726559

Oh, thought it was from Rocky horror for a second.

>> No.1726613

It's pretty shitty, but the n64 version was probably about the best. Namely because there are no npcs to get themselves killed by acting like retards like in the pc version

>> No.1726628

No. Only assholes write on church doors.

>> No.1726672

Best official secret level?

>> No.1726681

Go 2 It.

>> No.1726696
File: 29 KB, 202x57, file[1].php_id=1.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1726705
File: 1.03 MB, 2880x1920, 1342407708926.jpg [View same] [iqdb] [saucenao] [google] [report]

There might be a way to do that, but I'm almost certain it would require ACS coding or something.

That said, that'd be one magical gun, as deflecting or ricocheting bullets lose a significant amount of energy, and be significantly less deadly.

If you'd want it be mechanically faithful, it should be Single-Action only, requiring you to cock the hammer before every shot.
If it' an antique example, or a faithful repro, it would have 6 chambers to load, but typically only 5 chambers would be loaded, as carrying it with a live round under the hammer, even if the hammer isn't cocked, can be a safety hazard, as if you drop it or hit the hammer against something, it can still go off.

Modern single-action revolvers often have a transfer bar, which will prevent such a thing from happening, making them safe to carry fully loaded. Another thing worth noting is that modern firearms chambered for .45 Colt tend to be rated for much higher pressures than the old black powder counterparts, and that you can easily approach .44 Magnum territories with a properly hot load of .45 Colt (usually you'd have to go and look in specific places for these, or load them yourself, as most brands of .45 Colt today are loaded to pretty mild pressures).

I apologize for my autism.

>> No.1726727

>That zombie

>> No.1726764

No worries man, the idea started as a joke, Ocelot dives into hell to save Big Boss, while I left that behind the idea of bullet bouncing in doom sounded fun as hell

>> No.1726765

I fucking love it.

>> No.1726791

That is a fantastic rendition of the tarman. I love it

>> No.1726792

i really wish zandronum was more up to date with zdoom cause multiplayer doomrl would be the shit

>> No.1726797


But anon, you can always use GZDoom for multiplayer!

It's complete shit, but it's there!

>> No.1726805

you can do non-lan multiplayer in gzdoom?

>> No.1726813

Hey, colt autism, could you talk more about them? I'm genuinely curious. Not the guy you're replying to, but I enjoy hearing about this sort of thing. it makes it easier for me to digest the gallons of info that can be laid onto someone by wiking it

>> No.1726814

If you sacrifice 20 virgins under a new moon during a solar eclipse, yes.

>> No.1726817


If Zandronum multiplayer doesn't work for you or you have an irrational hatred of it, GZDoom's multiplayer suddenly starts working a lot better.
Shit's like magic.

>> No.1726849

A big problem with Brutal Doom is the balance between player and monsters.

It does buff the enemies but not as much as it does buff the weapons. Your shotgun now fires 10 pellets and is now a beast when combined with headshots. I'm one shotting demons. The enemies just never feel like a threat. If anything, mods should try to make the weapons weaker.

>> No.1726858

what do the boots even do in doomrla?

>> No.1726860

Wouldn't matter if weapons are weaker, headshots make everything very fragile by comparison to what their normal HP pools are.

>> No.1726864

Provide protection from nasty stuff on the ground, mostly. Shockwave boots give your kick some sort of wimpy range attack.

>> No.1726868


Well obviously remove headshots. Or tone them down so they do far less damage bonus.

Also "iron sights". It basically gives you a sniper assault rifle, sniper shotgun. The enemies just can't compete. A Sargent on the other side of the map isn't using his iron sights. He's just firing wildly, while you take careful aim with your god damn PSG1.

>> No.1726875

"colt autism" isn't a good way to start a request i feel

>> No.1726876

The shotgun buff merely makes it half as powerfull as the super shotgun. You can already fire a single barrel for the same damage (not as accurate ofc) and snipe with virtually anything else, so its not a huge issue unless you're playing Doom 1. If the regular shotgun didnt get a buff, the SG would be even more dominant. I doubt -3 pellets would make the weapon balance any less shitty.

They really need an option to disable headshots though.

>> No.1726880

I don't even use the iron sights.
Feels entirely pointless and weapons are very accurate as is.

>> No.1726884

> Or tone them down so they do far less damage bonus.

This isn't how headshots in Doom works.

You get two actors.
The monster itself.
And the head.

Both have seperate HP values.

If the head dies then the monster is killed.

SSG has an extra pellet fired with the double barrel shot that will deal massive damage.
This is why it instakills most monsters with headshots and tears things apart with point blank shots.

>> No.1726885

>SSG has an extra pellet fired with the double barrel shot that will deal massive damage.
>This is why it instakills most monsters with headshots and tears things apart with point blank shots.

Are we talking regular or brutal doom here?

>> No.1726886

Brutal Doom.

Default Doom weaponry has no fancy stuff with it's code and that's part of why I like it.

>> No.1726891

The BFG9000 says hi, by the way.

>> No.1726892

That's not fancy.
It's very straightforward.

>> No.1726893

Has anyone made a Nightmare Imp? They were in Doom64 I think.


Well in any case BD weapons are OP. The minor buffs to enemies doesn't do much in comparison.

The weapon sprites are really gorgeous though. Where did they get them?

>> No.1726896

Compared to the weapons in brutal doom, it's complex.

>> No.1726901

Nightmare Imps are from PSX Doom.

>> No.1726902

>The weapon sprites are really gorgeous though. Where did they get them?
Check the credits.txt.
And I think Brutal Doom SE has better sprites.

>> No.1726903

>Both have seperate HP values.
So, in theory, the head can "soak" some bullets and make the monster harder to kill than normal?
Like instead of doing lethal damage with a shotgun, a few pellets go for the head, but not enough to kill the head, so both survive.

>> No.1726907

DoomRLA has almost all nightmare variants, but not the n64 ones.

>> No.1726908

>Has anyone made a Nightmare Imp? They were in Doom64 I think.

DoomRLA has Nightmare Imps with unique attacks and the Doom64 sounds. They also have Nightmare variants of every other monster as well.

>> No.1726909

>Nightmare Imps are from PSX Doom.

No, that's Nightmare specters.

PSX Doom has:

>Nightmare Specters

Doom 64 has:


>> No.1726910

I think hitting the head also hits the body.

So it's taking proper damage

>> No.1726919

Good stuff.

>> No.1726920

To be honest I like the idea of headshots, if only because I like games that offer lots of ways to kille enemies and BD excells in this, if anything I'd like to see more weapons added to the arsinel, like the Railgun or the Grabber, or deployable sentry drones etc.

>> No.1726924

I saw a weapon that looked like some kind of black BFG with red energy and visable ray tracers

>> No.1726932
File: 500 KB, 1280x800, Screenshot_Doom_20140629_194730.png [View same] [iqdb] [saucenao] [google] [report]

Both of these mods will get a release eventually.

>> No.1726947

>your black teammate's name is Superfly Johnson
I see no issue with this. I work with many black people, and many have silly names.

Fair points with the rest of it though. My friend liked it once it got patched.

>> No.1726968

I'm sure that is some medical stretcher or something that fel victim to photoshop.

>> No.1726991
File: 483 KB, 1600x1200, 1375542580933.jpg [View same] [iqdb] [saucenao] [google] [report]

what's the doom community's stance on freelook as far as how it fits in with the game? been trying it during my current doom 2 run and its neat considering i've never played with it before but it makes mindlessly running and a bit difficult

>> No.1727002

It's more intuitive to modern FPS players, and it's needed for any weapon mod that has arcing weapons and any map designed with freelook in mind. It does make shooting harder, allow some shots that shouldn't be possible to be made, and allow for hitting shotswitches above/below the player when they shouldn't be accessible.

>> No.1727003

I feel the same way.
It also can make the sprites look kind of fucked up.
I dunno, I feel like in vanilla I like autoaim a lot more.

>> No.1727010
File: 147 KB, 1366x768, psxskies.png [View same] [iqdb] [saucenao] [google] [report]

I don't mind freelook/no autoaim. All it does it give you more freedom in what you can look at, things like "but autoaim blah blah monsters in front block monsters in back you're destroying the ENTIRE meta" kind of deal really don't factor in much.

When playing plain Doom I like to turn crosshairs/freelook off and turn autoaim on. With mods I always use freelook.

>> No.1727016

it'd fit better if shit didn't autoaim anyways. That crap has gotten me killed so many times with rockets. Oh you want to shoot a rocket at a distant enemy? Well, I'ma fire it at the dude that just showed up to your close right!

>> No.1727019


You can disable autoaim, at least in ZDoom/GZDoom/Zandronum.

>> No.1727031

Yea, it is. Rockets still hone in to nearest target instead of shooting straight.

>> No.1727034

I don't specifically that much more knowledge about the Colt Single Action Army, but I know a fair bit of other things.

If you want to, you could ask me about a particular weapon, if there's something you'd like to know about it.

>> No.1727040

is DoomRL Arsenal not compatible with Gzdoom? I need my opengl

>> No.1727049

Use a devbuild GZDoom like the DRLA thread tells you to.

>> No.1727060
File: 50 KB, 360x419, GgVwZ.gif [View same] [iqdb] [saucenao] [google] [report]

Well, to be fair, the guy across the map plinking at you is a zombie, or undead, or mutated, or whatever, and he appears to be shooting from the hip, at a great distance, usually with reckless abandon and with little to no effort put into trying to control the weapon, his chances of hitting you from that kind of distance is kind of fuck-all really.

(I liked how the books explained this, that zombies never blink, so their eyes dry out and they can't really see properly anymore)

Now, if we were to have a guy who's more aware of his surroundings, who still has some of his old mind left in his head, and isn't stiff and clumsy, say, he's just possessed by a demonic spirit, but mainly keeps his faculties in a relatively working order, I could see that totally be a much better threat.

He remembers how to aim from the shoulder, he instinctively fires in short bursts and tries to keep his weapon under control, he has in the back of his head how to use cover, he still has his blink reflex, so he can still see, he can orient by sound much better. He's not all there, but he's about as much of a fucker to fight as when he was alive, except he doesn't really fear anymore, his mind consumed with rage, voices in his head telling him what to do, strange visions flashing before his eyes, a hunger for human flesh, doesn't much remember who he is as a person, the people he used to know, the things he did, all he knows now is KILL.

A Possessed Soldier, if you will, a step up above the Former Humans, and the Imps, a threat that can't wait, something you need to resolve as soon as possible.

Kind of like the Doom 3 Z-Sec's, except much more dangerous.

>> No.1727063

No they don't.

>> No.1727071


Made this page. Going to re-organize the enemy pages. Right now enemy pages including info on other versions.

I don't know how to move/rename pages. I'm going to set it up as:

>Page title: Enemy name (Doom I + II)
>Other versions:
>Doom 64
>Main: Doom 64 monsters


>> No.1727089

Is this necessary? What's wrong with keeping the info on the main pages?

>> No.1727090

I completely remade the headshot system on v20. The old system was pretty primitive, it had to "guess" how much damage the head took based on damagetypes, and deal a pre-estabilished ammount of damage that could fuck up things. With the new system, using the magic of A_JumpIfHealthLower, it can do a much more accurate calculation of the damage received, and multiply it by x2. So, if the Baron of Hell has 1000 hp, it would require at least 500 damage points to the head to insta-kill it with one shot. Since the SSG currently can't do more than 400~450 damage, one-shooting the Baron will no longer be possible. This will also fix the "7 rockets" easy kill for the Cyberdemon.

That's a very accurate view of my interpretations of how the zombies in Doom works. In fact, I'm tweaking the zombies again on v20, the zombieman will fire on full auto at the same fire rate as the player's rifle on close range (but with nerfed damage, of course), and will able to aim down the sights and snipe the player from long ranges.

>> No.1727092

He might have autoaim on, which could give that impression.

>> No.1727096


90% of the page is devoted to the Doom 1/2 version. The page should be made to only focus on that one, and have a separate page for the other monsters. Then expand the Doom64 enemies page. For instance, they lack anything on their statistics.

>> No.1727097

He said his rockets still home after disabling autoaim. He obviously hasn't disabled it.

>> No.1727115
File: 109 KB, 640x480, Sgtnojoi[1].png [View same] [iqdb] [saucenao] [google] [report]

I've seen the images for the original puppets for these guys been posted? I know a few of the original puppets have been, but not sure about these guys.

I see them as:

>military buzz cut
>black clothing
>stained with blood

The clothing could also be black/red camo style.

>> No.1727120

From what I know the humanoid enemies didn't have models, they were just edits of Doomguy.

>> No.1727127

Variation and contrast, period. Big hub room, cramped hallway, low ceiling but wide room, thinner room with high ceilings. Bright area, dark area. Pick two or three texture/colour themes and STICK TO THEM.

>> No.1727130


Oh that explains it. They look a little different than some of the other sprites.

Looking at it again, the red has to be blood. Black/red camo pattern would be pretty baller but since he doesn't have any red on his back it has to be blood.

I also see a t-shirt, belt, blood on hands and side pouches. A lot of little details for the little guy.

>> No.1727139

Great, now I'm imagining Shottyguy with Red & Black camo

>> No.1727148
File: 444 KB, 420x420, 5346635974a8a95b42085a4a93d4f8f.png [View same] [iqdb] [saucenao] [google] [report]


It'd be a cool as hell camo for hellish soldiers.

>> No.1727157

That's how I saw them when I first started playing a year ago
>>military buzz cut
>>black clothing
>>stained with blood
Yeah that's how I see them now.
I think they are my favourite enemy color wise. Red and black looks great.

>> No.1727161

I don't think I can stop seeing black and red camo. And I don'[t want to.

>> No.1727162

That's... not quite what I had in mind, I was more thinking another "variant" of the zombiemen, not like the sergeants or troopers, but a rarer kind, one that's faster, more aggressive, more competent, not replacing it, rather, being a whole new kind of enemy.

I kind of like the idea of the regular stooge zombiemen being the shambling dunces they are.

>> No.1727165


Am I seeing things or do they have knee-pads and jock straps?

>> No.1727173

Making new thread

>> No.1727241

Actually I have been thinking about something for the Friendly Marines revived by Archviles.

But I don't like the concept of dumb zombies. It's way too much implausible to think that they can overtake well-trained and competent military personnel.

>> No.1727250

if the uac got taken out by zombiemen its no wonder doomguy was the only survivor

>> No.1727318
File: 313 KB, 1280x960, tumblr_n0ac37myBU1s559q7o9_1280[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Oh shoot I'm running out of pictures to use as OP

>> No.1727320

do the technician's face sprite from doomrla cause its badass

>> No.1727324
File: 196 KB, 600x400, 1400195741615.png [View same] [iqdb] [saucenao] [google] [report]


Here, use this

>> No.1727326


okay, using that one

>> No.1727340



>> No.1727359

>There might be a way to do that, but I'm almost certain it would require ACS coding or something.
Nope, just projectiles with the +BOUNCE property.

I once made a grenade launcher that shot grenades that would bounce like 20 times at huge speeds all over the room.

>> No.1727486

I figure they would just enslave/mutate a whole bunch of them for easy cannon fodder and psychological warfare, you'd still have the actual demons doing legwork.

And, I would picture the smart zombies issuing commands and orders to the dumb ones (with varying results).

>> No.1727787

belated kek
sorry, i was afk all day

but seriously mel brooks doom is a great idea

>> No.1728852
File: 241 KB, 979x731, Untitled.jpg [View same] [iqdb] [saucenao] [google] [report]

Some of these look happy.

>> No.1728863

Wrong thread, dork!

>> No.1728863,1 [INTERNAL] 


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