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1831354 No.1831354 [DELETED]  [Reply] [Original] [archived.moe]

Doom thread, (Last thread >>1827302)
(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.1831359


Doom 4 reveal! Well, kinda. Only those dudes who were actually at Quakecon got to see it firsthand, but here's a basic rundown of what happened there. It might not be terrible! http://pastebin.com/W8P7fdq3

The rumor mill/Tarnsman says Back to Saturn X's second episode will come out on September 1st. Nevermind that they're more like full seasons, but hey!

hobomaster22 is making a mod manager for Doom in the vein of Quake Injector, and has built-in /idgames support! It's pretty neat, give it a look. http://www.doomworld.com/vb/doom-general/69346-doom-frontend-development-beta/

Here's a music stream that only plays Doom music, 24/7; feel free to listen if you're interested http://liquiddoom.net/ (direct link 403s)

Some anons did a 200 min. speedmap WAD and this is the result! http://www.doomworld.com/idgames/?id=17781 COMPLETELY VANILLA, tell us what you think!

Wanna see John Romero deathmatching in 2014? Do you live in England? He will be present at Revival '14 on August 9, see more details here http://www.doomworld.com/vb/post/1283115; for reference, this happened at GDC http://www.youtube.com/playlist?list=PLXkipPv0b4KMKE7z3WwlYYUCDLACNoYfE.

The Space Pirate still hasn't updated! Latest version is currently https://drive.google.com/file/d/0BxbbtKR5bll_anFPaVhUQVZqcnM/edit?usp=sharing (tutorial: http://youtu.be/mrFF8LCZw5Y).

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

Mods that also got updated (links lead to their forum thread)

Doom RPG (not the mobile game): http://forum.zdoom.org/viewtopic.php?f=19&t=33292
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
GMOTA: http://forum.zdoom.org/viewtopic.php?p=742401

Got something news-worthy? Reply to this post, or it'll likely be missed.

>> No.1831383

1st for "What mod is that a screenshot of?"

>> No.1831393

So I shut everything off involving shaders in GZDoom, and it still won't run the games properly.

What the fuck could've happened? I played through the entirety of Doom 1 fine, and then it couldn't run anything.

>> No.1831398

Took it from the Doomworld screenshot thread. Dude named Da Werecat posted it a week and a half ago, and I don't see it on the ZDoom forums or Doomworld forums, so it's a WIP.

>> No.1831401

Has anyone made a Guardian of hell sprite?

>> No.1831408

looks really good

>> No.1831465
File: 3.43 MB, 2230x1176, Screenshot_2014-08-03-11-32-15_framed.png [View same] [iqdb] [saucenao] [google] [report]

You can now run GZDoom on Android, but I don't quite understand why you would want to.
>paying for sourceports

>> No.1831472

you have to pay to be able to run GZDoom on Android?
Shouldnt there a lawsuit or something?

>> No.1831496

I'm surprised there isn't, even if you still have to supply the IWADs.

>> No.1831497

touchscreens a shit

I just want an xperia play (why don't they make new ones with better hardware?). Wonder if prboom+ for android can utilize the controls.

>> No.1831498

Any wads that are sort of like Blood Dragon? Have like a cheesy, 80s B-movie feel?

>> No.1831503

This is the same app that packages chocolate and prboom+. It supposedly supports gamepads, but I don't have one, so I haven't tested that.

>> No.1831513

There's people who charge for fucking EMULATORS on there too. Google play is a fucking mess.

>> No.1831528
File: 67 KB, 300x174, 1395499631715.png [View same] [iqdb] [saucenao] [google] [report]

What's a Wad that has some seriously bullshit moments but still is fun overall? I have an idea.

>> No.1831535

Both Turbocharged Arcades, but I think that's the point.

>> No.1831536

What of we make a blood dragon wad?

>> No.1831542

apk when?

>> No.1831552

Is that Baron dressed like a clown?

>> No.1831561

I love the hell out of those, and might do a video on them, but they don't fit what I'm looking for. I'm talking about wads that are just maps, no added gameplay elements.
Something you can pair with a gameplay wad.

>> No.1831572


>> No.1831585

Scythe, the last ten maps in particular.

>> No.1831613

Anyone got some nore asthetic mods like sipsons batman and pirate?

>> No.1831668

If the dude who de-IWADified DoomHack it's here I want to say you should release it, if you credit the persons who made the sprites and all that shit you shouldn't fear anything since even the guy who made it haven't said anything about it for a long time.

>> No.1831682
File: 343 KB, 1366x768, Screenshot_Doom_DTWID-LE.png [View same] [iqdb] [saucenao] [google] [report]

>> No.1831701


Did you try overwriting your current GZDoom files with the latest version?:


>> No.1831707

Hey Debauch have you tried reuploading those videos with less potential-to-be-removed names?

>> No.1831710
File: 55 KB, 400x300, 1395432307475.png [View same] [iqdb] [saucenao] [google] [report]

Nah, but I put 'em up on Mega. Got the links right here.


And the other two weren't removed, I just moved 'em here: https://www.youtube.com/channel/UCP9AAA-q_ZmY7cWOjCEey6Q

>> No.1831715

Hey, what was the name of that one wad that was all of Doom 2 in a single map? I want to try it out, but my mind is drawing a blank on the name.

>> No.1831725


>> No.1831731

Interesting, i havent heard of this before. Does it change the levels at allthough ive played through doom 2 maybe a dozen times and not really feeling like doing the same thing again

>> No.1831732


>> No.1831734
File: 1.20 MB, 480x360, cleavergirl.webm [View same] [iqdb] [saucenao] [google] [report]

1st for dinos

>> No.1831735

>Does it change the levels at all
there are a couple of changes here and there. it is mostly identical, though.

>> No.1831757

That Firestorm Cannon really needs more than 4 frames of animation.

>> No.1831760

What sourceport should I use for playing old as dirt wads? ie: batman doom, aliens tc

>> No.1831765

I think batman only works in prboom

>> No.1831783


chocolate doom claims to support it by the existence of this page.

>> No.1831794
File: 1.81 MB, 1920x1080, Screenshot_2014-08-03-14-18-11.png [View same] [iqdb] [saucenao] [google] [report]

DoomRLA manages to load, though actually playing it with a touch screen is another story.

>> No.1831818

I recently asked on the forums who I would actually get sued by if I hypothetically distributed G/ZDoom for money

The answer was along the lines of, "Bethesda probably, and Ken Silverman, and the guys who made FMOD"

i.e. not Randy or Graf Zahl

>> No.1831821

I can provide the music, and work on levels, and I'm good at code and graphic manipulation.

>> No.1831845
File: 267 KB, 826x732, Map1.png [View same] [iqdb] [saucenao] [google] [report]

>tfw completing your first ever map

This is quite fun. It's one of those activities that just eat the entire day away in what feels like 10 minutes.

>> No.1831883

How do you feel about maps that look like things in the map?
I've been considering making a few of those.

>> No.1831890
File: 1.28 MB, 568x454, 2014-08-03-0825-03_VER2.webm [View same] [iqdb] [saucenao] [google] [report]

stimpack drawan

>> No.1831901

Man, I'd almost be tempted if my piece of shit phone didn't slow down when playing on Boom.

And if I had some kind of gamepad attachment, because playing Doom on a touch-screen is just wack.

>> No.1831904

>no ctrl Z ever
I wish I could be that confident with drawan, but no, never

remember when you make shotgunchan she has to be the best waifu ever, better than all others
she's the one you rely on

>> No.1831909


>> No.1831926
File: 17 KB, 320x375, PROMOTIONS.jpg [View same] [iqdb] [saucenao] [google] [report]

good going keeping track of people PROMOTING stuff from /doom/


gg fgts, no re

>> No.1831930
File: 72 KB, 1188x340, Ifeellikefilth.png [View same] [iqdb] [saucenao] [google] [report]

With apologies to both Erik Alm and GMOTA Guy... a sneak preview of the next series of non-content that I'm "working" on. Yes, that's Windows Movie Maker. It's all that's needed, really.

>> No.1831942

It's licensed under GPL, which gives them the Ok to sell it. Freedoom is the same way.

Only problem is that (G)ZDoom features non-GPL code and assets so that would definitely be lawsuitworthy.

Actually, I got an e-mail back from that guy. I'll post it there in a minute.

What happened to that dino doom guy?

post it nigga

>> No.1831945

Now post it so I can tell you what to fix

(Although I can already say right now it needs more non-square geometry inside the actual levels, and you could probably do with some different floor textures throughout)

>> No.1831947
File: 33 KB, 225x220, 1398958208624.png [View same] [iqdb] [saucenao] [google] [report]


>Windows movie maker

How can you possibly subject yourself to that

>> No.1831956

I'm progressing slowly, nothing presentable yet, this would be better with my own PC

>> No.1831959

>Computer can't run OBS

Now I'm sad.

>> No.1831960

It's not that bad, and it's free if you have a modern computer

Honestly I've edited all my music videos with it:

>> No.1831971

Because, as I said, it's all I need for now. It ain't great, but it works.

>> No.1832029




>> No.1832038 [SPOILER] 
File: 37 KB, 336x482, 1407095304365.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1832046

It's actually pretty good for making something in a hurry, if you don't need anything more than titles and transitions.

>> No.1832047
File: 35 KB, 350x334, NOT CANON.png [View same] [iqdb] [saucenao] [google] [report]


I was wondering why you're doing a scythe playthrough. But I didn't say anything because I wanted to see your silly commentary.

Please finish the video and upload it?

>> No.1832062

hey I'm on zandronum, anyone knows how do I prevent particles from disappearing ?

>> No.1832065

We really care a lot more about your commentary than you playing something no one else has. It's what turned just another video into something worth downloading from Mega.

>> No.1832089



There's probably something glaring I've missed completely, but advice is always nice.

>> No.1832090
File: 43 KB, 652x312, quake weapons set.png [View same] [iqdb] [saucenao] [google] [report]


Can't wait for these to be done

>> No.1832095

>Doom styled Quake sprites

>> No.1832105


oh my.

>> No.1832107

Waiting for somebody to play HDoom on a touch screen

>> No.1832124

no, batman doom runs fine in chocolate-doom.

>> No.1832131

Well, alright!

You have a handle on mapping, but there's some "quirks" that I'd like to point out. These could easily become part of your mapping "style" but are things people don't generally do, which in turn kind of makes your map seem like it doesn't "belong."

-Cardinal Romero-breaking rule: "If the player can see outside, make sure there's a way to get there." Obviously you can just jump out the window but considering the map is otherwise vanilla-compatible and there's no way to get back in (or out) without jumping, it's...not a great idea. Mark the window lines as Impassible, and add a real way to reach outside.
-Similarly, I don't really like to put enemies that drop ammo or weapons in places the player can't reach them; I'd replace them with Imps since this is obviously a Map01
-A LOT of enemies wake up when you first shoot, and suddenly become active and start swarming the player. Consider making some of them deaf.
-Similarly, your monster closets are really telegraphed; they seem to come through these SUPPORT2 doors which don't look really good. Similarly, I don't really like mixing SUPPORT3 in with techbase textures but there's no reason you can't do it.
-Plus, lots of little rooms seem to exist for the sole purpose of having monsters in them, and nothing else. Instead of building the level around little hallways with little rooms, in the future consider making larger rooms (separated and connected with smaller rooms and hallways) that have non-orthogonal (read: not square or rectangular) shapes, with lots of height variation.
-In fact, the level has almost no height variation at all; everything is the same basic hallway shape. Plus, I REALLY don't recommend using the same floor texture throughout most of a level--change it up between room themes, the tan STARTAN can use the tan variation of the floor texture you have. Don't forget to change the floor height (even if only by 8 or 16) when you change floor textures.

>> No.1832137

>-A LOT of enemies wake up when you first shoot, and suddenly become active and start swarming the player. Consider making some of them deaf.
Better: sound-blocking lines. It's more natural, anyway.

>> No.1832175

-Similarly, don't use the same flat for the ceiling in the same room, that just looks bad
-There are some COMP textures that are missing from the level; are they from Doom 1? Doom 2 has a few missing textures/flats from Doom 2; I recommend using the Doom1 Textures for Doom 2 pack (d1gfxd2.wad) for that. You can include it in the zip, include it in the WAD (use SLADE) or just tell people they need to run it.
-I would recommend against chaingunners in the first map, just because killing them gives the player the chaingun, and that's already half their arsenal in the first level. It's very hard to balance a larger level set around that.
-I would very much recommend against using a door as an exit switch, and definitely put an exit sign by the exit so the player knows it's the end. Players don't always want to exit the level as soon as they find the exit; they may want to travel back and find secrets, pick up weapons, ammo, health, etc. Making it an innocuous door texture makes it easier for the player to "accidentally" exit the level; doubly so if there's no exit sign to tell them, "Hey, this is the exit."
-My main concerns about texturing is the very liberal use of SUPPORT2 the way you seem to do it; IMO that texture doesn't really look good in large patches the way you tend to use it, but that's personal taste I guess
-None of your doorways have Upper Unpegged on the textures; do this and they will automatically align with the rest of the wall
-No secrets, what the hell? ALWAYS place a secret in the level, even just one.

>> No.1832185

-Almost the ENTIRE level is lit at the same level. Lighting variation is a HUGE part of Doom levels and their atmosphere; keeping everything at 192 just keeps everything the same level throughout, and isn't very tense. You use a lot of light textures as steps or details (particularly, say, around the indented "carpet" rooms) which is...a little weird, and would make lighting those areas a little weirder. I would recommend using STEP textures instead and keeping the lights to areas they make sense.

This is also an option but is a little harder to control. Deaf enemies aren't purely deaf, either, it's a misnomer. What they really do is they still "wake up" when they hear you, but will only attack when they see you.

>> No.1832201

Overall I wouldn't say it's "bad" and a lot of the problems I have are more design-related than technical, but IMO both things are equally important to Doom level design. A lot of levels are better done if you think about specific areas you want to make first, and then build the level around that, instead of just starting a level and building from there. Doing it the other way will let you more organically integrate secrets, monster encounters, different shaped rooms with interesting lighting and variation, etc.

You've got a good start, now just keep working. Play through Knee Deep In The Dead again and really look at the way certain things are, and don't be afraid to pull it up as a reference point when you're doing a level. If you're ever like, "What ceiling texture goes good with TEKGREEN?" don't be afraid to minimize Doom Builder, open up the game and literally go find a level with TEKGREEN and use that same texture.

We're conditioned to look at the game as it exists, so by imitating and aping parts of it, players will immediately think your stuff is good.

>> No.1832203

Oh, last thing I swear: You seem like you like detailing; it's entirely possible that you might just be a "detail mapper" and not be any good at coming up with layouts. Which is fine! There are tons of mappers who like to do level layouts but suck ass at detailing, so maybe you can team up with someone and make maps that are the best of both worlds.

>> No.1832212

>This webpage is not available

>> No.1832215

Oh I got it, had to put in the dots.

>> No.1832216

Put periods in the obvious places. He did it to avoid spam filter

>> No.1832220

Did id really test their games on Nightmare difficulty? Who exactly did it?

>> No.1832221


probably Romero. He's arguably the father of speedrunning, after all

>> No.1832231

Nightmare didn't exist when Doom first came out.

They use Ultra Violence.

Speedrunning goes back much further than Doom.

>> No.1832238

Also Romero set the PAR times.


>> No.1832247

>John Romero generated the par times by completing each level as fast as possible, rounding off the resulting time and adding 30 seconds.
So he completed the level in approximately zero seconds?

>> No.1832248


>> No.1832251

>Rounding off the resulting time.

Sorry, just wanted to answer the question quickly.

>> No.1832260

Anny suggestions for how to redesign a Guardian of hell as a doom sprite?

>> No.1832261


They look pretty damn nice, but something about that painting style bothers me. The highlights aren't sharp enough. Everything kinda looks like the same material, but with a different texture/color.

I like the pickups a lot though.

>> No.1832265
File: 145 KB, 1280x800, doom19.png [View same] [iqdb] [saucenao] [google] [report]

Found a technical issue.

These boogers were stuck together. Like boogers.

>> No.1832271

>Rounding off the resulting time.
You needed to give slightly more information. He rounded down to the last 15s increment, it seems, so he beat E1M1 and E1M8 in under 15 seconds.

>> No.1832278
File: 143 KB, 1280x800, doom21.png [View same] [iqdb] [saucenao] [google] [report]

Also, I can't get out of this room. I'm guessing you only tested in ZDoom.

>> No.1832286

E1M8 doesn't have a par time, as you don't get an intermission screen after it (at least in vanilla).

>> No.1832292

Happens all the time on the Android market. There are people who actually have the balls to charge like $5 for SNES9X.

>> No.1832297
File: 104 KB, 1585x1527, 1397030795729.png [View same] [iqdb] [saucenao] [google] [report]

>some mapping contest for a sonic mod
>someone made a map based off the great gatsby

>> No.1832298

You can't open that door? There's no reason you shouldn't be able to. (Not the map maker)

>> No.1832304

It resembles D64 a lot, so

>> No.1832323

E4M8 has a >30s par time though, but it's been so long I don't remember if it actually has an intermission screen or not.

>> No.1832332
File: 406 KB, 1280x800, Screenshot_Doom_20140803_142756.png [View same] [iqdb] [saucenao] [google] [report]

So I had this idea the other day, mentioned it in the IRC, but would anyone be interested in starting another hopefully manageable /vr/ wad project? The idea:

A 20 level mega-wad, each level being done in the style of of your average pwad in a year of Doom wad creation. 1994 - 2014.

So level one would be 1994, so maybe start out with a room similar to ORIGWAD, and move up to slightly more advanced stuff as it goes, pretty much just using Doom 1 resources and monsters.

1995 would be more doom 2, and may feature some altered textures that probably don't fit well with the palette too well. But areas are more thought out and such.

1996 things would pick up and geometry would be getting more detailed, but nothing amazing. Sprites/textures are more in-tune with the Doom style.


Anyway. Thoughts, concerns, input?

>> No.1832340

Have /vr/ collabs actually produced results before?

>> No.1832341

We just put out a megawad of speedmaps.

>> No.1832348

Yeah there is - there's a WR line right in front of the door that eats the use attempts.
Marking the line to have use pass through (Pass Use in SLADE 3, dunno in DB2) fixes the issue.

>> No.1832350

200 minutes of /vr/ was the first collab we ever really did.

Someone wanted to get together a room by room wad, but that's not super feasible.

This idea might not be either, at least not with anonymous posting. Would probably have to either hop on IRC, or start a group somewhere else to get anywhere... But that's why I asked for input :-p

>> No.1832351

Would you guys like to see Romero working with ID again or rather not? Especially after Carmack left the ship.

>> No.1832352

Doesn't sounds quite interesting.

Why don't we start a normal boom-compatible megawad without any gimmicks? No restrictions, no specific rules, just stick to few pre-defined themes. I think we got what it takes to make the next classic megawad.

>> No.1832356

I don't give a shit about id. I just want Carmack and Romero reunited.

>> No.1832357

How do you begin to define the maps after that though? What constitutes a "2014" map? A "2007" map? etc.

>> No.1832358
File: 2.86 MB, 1280x720, Dildo.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.1832362

I...have never heard about "Pass Use" and it's not an option in DB2 at all; is it a Boom feature maybe?

I'm in, I have tons of stuff laying around. Boomp-compatible or limit removing would be fine with me; I'm used to doing straight vanilla.

>> No.1832364

That did seem an issue to me too, you'd have to start aping specific mappers, since doom wads got more organized and categorized.

I'd be happy with this too, honestly.

>> No.1832365
File: 2.98 MB, 1280x720, Hitlerdidnothingwrong.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.1832370
File: 90 KB, 275x288, rock-wut.png [View same] [iqdb] [saucenao] [google] [report]

We did 200 Minutes of /vr/, which I think actually turned out pretty good.

And when I say "we", I insinuate that I gave some pointers and ideas that showed up in the final result. Gosh, you guys make me blush, hurr hurr!

>> No.1832376

Yeah, Boom added a flag that allows use actions to pass through a line. Bit 9, if it's useful.

also is it just me or do my captchas get harder depending on which computer I use

>> No.1832380

I think instead of by year you should have them be done by jumps in technical advancements. So like have the first mod be something straight out of 1994 and then have the next one be a few years ahead for whatever advancement someone discovered in the Doom engine next for the wad and so on.

>> No.1832382

Well I'm already making a map for another piece of shit, and it's Boom-compatible. When (if) I finish that one, I could contribute to this.

>> No.1832384

Could use the top 10/Cacoward winners for each year as a baseline. For instance, 2007's Cacowards included KDIZD and UTNT, so the map for that year would likely include hyperdetailing to the point of annoyance (not to the point of unplayability, though) as one of its main features.

>> No.1832390
File: 232 KB, 1366x768, Screenshot_Doom_20140803_144552.png [View same] [iqdb] [saucenao] [google] [report]

Hey, I posted a short MAP01 here a while ago. I'm mostly finished with the MAP02 but I wanted some advice on the gameplay and balance so far. Hopefully some of you fine folks can help on the ammo/monster balance front. I'm just uploading the MAP02 by itself so it can be played from pistol start. (Ignore the red door in the blue door room, there's nothing there yet.)

I'm thinking about putting the berserk pack in the chaingun room, since right now you can only get it through the secret, and you get enough shotgun ammo from the secret that you never need to use the berserk pack.

>> No.1832393

The video is doing it's thing. You folks be patient.

>> No.1832396

I usually hate slaughter maps but I really enjoyed /pol/ wad. That happening meter that goes up as you continue was such a nice touch.

>> No.1832398

Well then to use that, you'd have to make sure the map is made to Boom specifications instead of just Doom 2

Honestly it wouldn't be a problem if the dude made his doorways a lot bigger; 32 units should be enough instead of the 8 he has now

IMO the Doom engine isn't really built for subtlety that way; do shit in big swatches and it works much better

>> No.1832407

That's even harder to figure out in my mind...

Maybe it was a silly idea. Though >>1832384 has a good point.

Maybe we should just work our way up to a themed wad, and go with the next logical step like >>1832352 suggested. Though it'd still be nice to have some coordination with level difficulty and style anyway. Tech to Hell, or tech to Earth to Hell, or something. Start with Pluto, and move to jupiter then a space station over earth. That's what I'd do... Yeah... Space is rad.

>> No.1832409

How do I upload stuff to /idgames?

>> No.1832413

>is it just me or do my captchas get harder depending on which computer I use
Yes, captcha will be harder if you're not logged into a Google service on your computer in some way or other.
It also gets harder the more you fail at it.
(I really think moot should look at a better alternative)

>> No.1832421

>Ken Silverman

>> No.1832425


Build engine code which was allegedly borrowed

>> No.1832429
File: 124 KB, 1024x768, Screenshot_Doom_20140803_175418.png [View same] [iqdb] [saucenao] [google] [report]

I would say, add more health. Not a lot, just a few more stimpacks here and there in non-conspicuous places, or even just tossing them in the player's path. Ammo is fine, weapon progression is fine. I didn't find the blue key but I was too busy worrying about my health to do much exploring

Those stairs with the STEPTOP texture will cause a tutti-frutti effect in vanilla/chocolate since the actual texture is only 16 pixels high, but they're on a 20 pixel high surface. Any texture in vanilla Doom that isn't exactly 128 tiles high will texture oddly and have misplaced random pixels after its texture "runs out"

This room has a weird lighting effect that I think might actually be a slime trail (see picture)

>> No.1832431

What the difference between Pluto and Jupiter would be? I don't see many difference.

My suggestions are for three level sets:

> Map01-Map11 Space Stations
> Map12-20 Tech Hell (Either UAC Bases on Hell, or technological Demon strongholds, you know, let's make a "Sci-Fi Hell", to evade the "Medieval Hell" cliche)
> Map21-30 Twisted/Hellish/Destroyed City (Stuff like Hellbound or After the Holocaust)

>> No.1832440

Just the skybox. I was thinking a moon orbiting jupiter.

>> No.1832442
File: 93 KB, 1638x664, chocoproblems.png [View same] [iqdb] [saucenao] [google] [report]

Here's what the steps (and the other area you used that texture on) look like in Chocolate

If this isn't your target, then you might consider making the map Boom-compatible instead, since most people using Boom will be using PRBoom+ or ZDoom, neither of which have the tutti-frutti problem

>> No.1832443

I'd suggest split the first episode between space stations and moon bases.

>> No.1832445

What sourceport do you guys usually play in?

>> No.1832448

I don't think Boom can do multiple skyboxes beyond what Doom 2 initially has, so keep that in mind.

I like this guy's concept. Gives me a chance to do a bunch of neat Hellbase E2 shit. Some of that can come creeping into the later E1 shit too (I think 11 levels of straight techbase will be boring as fuck but that's me)

>> No.1832452


ZDoom, pretty often because I'm lazy to play Boom maps on their proper port

But whenever I have the chance I do actually whip up PrBoom+ for Boom stuff, ZDoom for ZDoom stuff, yadda yadda. Mostly because there's an actual purpose for me to play it under the correct port (bugfixing, giving feedback about map testing, etc.)

Regular Doom play? ZDoom, once again, because I'm just that lazy and I just want to play Doom

>> No.1832465


Zandronum because that's what I mod for and GZDoom is quite broken for me at the moment.

>> No.1832467

Well, what about this?

>MAP01-MAP06 Space Stations
>MAP07-MAP11 UAC Tech Bases (either on moons or other planets)
>MAP12-MAP20 Variated hell levels (techbases, castles, organic levels)
>MAP21-MAP30 Variated City levels (destroyed cities, cities being assimilated by Hell, etc.)

And I think we should take Hellbound's example, by interconnecting levels exits and entrances, making it look like one level is a continuation of the previous one.

>> No.1832469

Yeah I got the same lighting issue in Prboom+. Not exactly sure what I fucked up there, I'll go back in and take it apart later.

Damn. Is there a way to convert it to Boom format without screwing up sector specials and linedef actions and such? Or does that all transfer smoothly?

>> No.1832481

Isn't recurring nightmares trying to do that with Knee Deep?

>> No.1832487
File: 88 KB, 1280x800, doom22.png [View same] [iqdb] [saucenao] [google] [report]

Honestly, health isn't that big of an issue - once you get your hands on the blue key, the hard part is over, and you can get a shiny SSG and kill everything without much issue. I didn't have any health troubles once I got the SSG.

The red key door behind the blue key door not opening was counterintuitive - why use the red door texture if the red key can't open it?

>> No.1832495

GZDoom all the way homie.

>> No.1832503
File: 1.39 MB, 747x1097, dumb.png [View same] [iqdb] [saucenao] [google] [report]

>> No.1832507

ZDoom if I'm not using fancy wads or playing regular Doom, GZDoom if I'm using the more fancy wads.

>> No.1832537

>City levels.
Honestly, did anybody like the city levels? And not in a "I don't mind them" way, I mean, did someone really like the city levels way more than the Tech Base/Hell Base/Hell levels?

>> No.1832545

Well we only need 3 for pluto Jupiter and a space station (or whatever).

Regardless 3 should be fine.

>> No.1832548

Here's a reverse for you. Start in hell, move to earth, last levels are a space station.

>> No.1832549

See the first post. Level isn't finished yet, there's nothing behind that door.

Thanks for the feedback - getting the SSG immediately actually made the level harder on my test runs, since you're probably going to be dealing with all the shotgunners in the main room at lower health. Also, using the SSG a lot may leave you a little short on ammo (I like this since it keeps you using the OG shotgun to take out imps and zombiemen).

>> No.1832551

No, I've never like the city sky textures, which is why I'd rather stick to more of a space horror theme. We can do Hell on Luna or something, but I'd like to stay off earth myself. Having earth itself in the skybox would be neat though.

>> No.1832554

I like anything that isn't Tech Base/Hell Base/Hell for the sole fact of not being another Tech Base/Hell Base/Hell map for the nth time.

>> No.1832561

why 20 levels? if its gonna be based off doom 2, why not a full 32 mega-wad?

>> No.1832563

Has there been any popular .wads based on other games? I'm surprised I've never seen any Mass Effect based stuff. I've only ever seen that Call of Duty one and Resident Evil Mercs one that was pretty cool

>> No.1832564

How's life 12 years in the future, anon?

>> No.1832568

excuse me?

>> No.1832571

We could go another route entirely. Underground cavern, Desert, Snowy, Space (I really want some portion of it to be in a space/lunar station), inside a canyon, that sort of thing.

Well the original idea was to do one level for one year. There aren't enough years.

But if we're just doing a restriction removing wad, then 32 (or however many worthy applicants we get) is fine. Which brings me to another thought: Quality. I feel like we should have some quality control. We can always add rejects to levels 33+ like we did with Anachronism, but for the main wad I feel like there should be a vote of some sort.

>> No.1832574

hey guise, I'm kinda new to the Doom modding scene, any PWADS i must try?

>> No.1832578


we just had a 32-level megawad released, try again

>> No.1832580

The idea for the project was to make a map based on the average map from each year. Since Doom 2 is 20 years old, that'd be 20 maps.

>> No.1832582

read the suggestion really carefully
one map per year
per year
has doom been around for 32 years?

>> No.1832584

I doubt it. I really loved the idea of city levels but they really flubbed when it came to the design of it. It hardly felt like I was in a city on earth at all.

>> No.1832586

Oh wait I thought you were talking about Doom 2 not city levels in general. I like city levels when it feels like I'm in an actual city.

>> No.1832590
File: 58 KB, 1000x924, cuoc-song-that-cua-5-nhan-vat-bi-che-anh-nhieu-nhat-internet_11_635246365012278750[1].jpg [View same] [iqdb] [saucenao] [google] [report]

>has doom been around for 32 years?

who knows

>> No.1832594

Speedrunning Downtown is fun but it's kind of boring to play normally. The second half of industrial zone is cool. Other than that they're mostly shit.

>> No.1832595

Sup. >>1801909

I recommend Deus Vult 2. It's pretty great.

>> No.1832601

I thought we were talking about the sky boxes... I don't like the city ones.

I actually don't care for the city levels in general either, but I'm sure we can do nicer in this day and age.

>> No.1832602

first 12 maps are maps in the style of maze war, midi maze, catacombs 3d, wolfenstein 3d and other early fpses

>> No.1832639

ZDoom for casual play of new levels, mods, etc.
PRBoom+ for casual "vanilla" play & sometimes level testing
Chocolate Doom for testing

>> No.1832645


Metroid Dreadnought was released recently.
It's pretty nice.

>> No.1832654

Interconnecting exits & entrances can be tricky, especially with as many map authors as we might have. Plus, some levels can end in, say, a walkover into a teleporter or a floor hole with a skybox; how do you "connect" those levels?

>Is there a way to convert it to Boom format without screwing up sector specials and linedef actions and such? Or does that all transfer smoothly?
Boom is basically just "Doom extended," it's not an entire rewrite of the line special system like Doom in Hexen or UDMF is. Honestly though, you'd be better off choosing a different texture for it entirely, it doesn't look that great in ZDoom either.

I never found the blue key, so I never got the SSG.

>> No.1832665

It would be hard to do very interesting desert or snow levels with the regular texture set; maybe we should decide on that first instead

>> No.1832704

So is there an apk of the newest version of doom touch? I know the gzdoom support and controls are gonna be shit but i can work with it.

>> No.1832709

I imagine we'd make textures as needed/wanted. 64x128 is pretty easy to knock out.

But yeah, those probably aren't the best choices.

>> No.1832723

Telling people to make new textures opens up a whole can of worms...It'd be easier to just pick a pre-existing texture pack and say, "Use this or use nothing."

Community Chest 4 had a good texture pack, there's the Doom 2 Recoloured pack, and some others that are all solid

>> No.1832738

Recommending cc4-tex.wad. It can get you through tons of maps styles easily.

>> No.1832741

Seconded. I haven't used it yet so it'll be interesting!

>> No.1832746

Do we really need another boom-compatible megawad?

Why don't we use Doom in Hexen Format our UDMF? Let's make something like Zpack, but without the unecessary Realm667 monsters.

>> No.1832750

Eh. I like Boom more, using it now. If I contribute to a UDMF project, it'll be... a Boom map copy-pasted over.

>> No.1832761
File: 412 KB, 1366x768, Screenshot_Doom_ALT.png [View same] [iqdb] [saucenao] [google] [report]

>> No.1832768
File: 163 KB, 985x811, 1405788881870.jpg [View same] [iqdb] [saucenao] [google] [report]

What are some good, retro fps related, videos? Speedruns, frag movies, whatever.

>> No.1832782

What are some WADs with good custom monsters like Scythe 2?

>> No.1832789

Is Doom 64 worth playing?

>> No.1832801

There's no point in using Hexen format anymore, UDMF has surpassed it

Besiding that, much like the last project it will PROBABLY have a handful of "MyFirstMap.wad" and if possible, I'd like to encourage vanilla/Boom compatible for that instead of telling newbies to brush up on their fucking 3D floors and shit

It's VERY hard to get started with UDMF because then you have to keep track of shit like the door movement speeds, etc. and not a lot of people have the patience for that; it's easier to just say it's Boom compat and do that

>> No.1832802

Batman Doom
Twilight Warrior
Massmouth 2
Action Doom
Action Doom 2
Super Sonic Doom
Phocas Island 2
Foreverhood v1.0
Zen Dynamics
Cheogsh 2
Realm of Cheogsh
Knee Deep in ZDoom
BGPA Missions: Liberation
Cold as Hell
Community Is Falling 3
Temple of the Lizardmen
Temple of the Lizard Men 2
Temple of the Lizard Men 3
Happy Time Circus
Happy Time Circus II
School Doom II
Vanessa the killer bitch
NeoDoom Gold Edition
The Ultimate Torment & Torture
The City of the Damned Apocalypse
The Refinery


>> No.1832803
File: 4 KB, 64x128, test_doom_tex2.png [View same] [iqdb] [saucenao] [google] [report]

Yeah, CC4 is great. There's no reason to not use custom textures if you want to though.

>> No.1832805

Ultimate Torment & Torture, since a lot of the R667 monsters come from that.

On the console, I'm not sure. Emulating, definitely not, because if you're going to emulate it, you might as well just play Doom64EX, which runs on the PC and has mouselook and is basically awesome.

>> No.1832807


Doom 64 is the real Doom 3.

>> No.1832810

Beyond Reality.

>> No.1832816

>much like the last project it will PROBABLY have a handful of "MyFirstMap.wad"

So much of this; having it on any ZDoom-based format will be ironic considering how most people never expected us to whip up something in vanilla; you know, because we're /doom/, the little dirty zdoomish peoples who pirated their IWADs and play gimmicky mods

>> No.1832821
File: 40 KB, 394x325, 1343593531635.jpg [View same] [iqdb] [saucenao] [google] [report]

>happy time circus II

>> No.1832826

why are quake 3 weapon models so bad christ

>> No.1832827

yes, it's good. playing it with a real n64 controller (or any controller) can be a bit of a pain, there is a source port that takes the doom 64 rom, and makes it into a .wad to be played as a doom mod. It's called doom 64 ex, I like it better than doom 64 tc because it's more faithful to the original doom 64.


>> No.1832828

I with the vanilla/boom compatibility. Boom mostly. Vanilla is too limiting, and (sorry new mappers) it'd be nice to out a quality wad out of /vr/ (other than gameplay mods)

>> No.1832835
File: 231 KB, 796x654, DOOM español.jpg [View same] [iqdb] [saucenao] [google] [report]

Has anyone ever attempted to translate DOOM?
I've been an amateur translator for years and I'm beginning a translation degree this year, and this looked like a good challenge in creativity translating the amusing text, and modifying the game's texts and graphics.

A lot of text is actually graphics and I have to tamper with the game's code, so I'll probably end up releasing it as a recompiled ZDoom with patches for the WADs.

>> No.1832837

correction, it would play as a standalone doom iwad that would be used by the source port it comes with.

>> No.1832838
File: 4 KB, 64x128, test_doom_tex2.png [View same] [iqdb] [saucenao] [google] [report]

Looks a little nicer when darker. More like a Hexen texture either way...

>> No.1832841

>laser sight on a double-barrel shotgun

>> No.1832848

I think most of the places it was released it had a native translation (French, German, etc.)

>> No.1832853

Well if anyone doubts we can do "quality" there's /vr/speed to shut them the fuck up

>> No.1832868

I know there is an official French translation, which is apparently rare and I can't find the WAD file.
I couldn't find anything about other languages. I doubt it was in Spanish and Italian because we got next to no games in our languages until the early 2000s, and there doesn't seem to be a German translation.

>> No.1832876

I only know of the French Doom II release and the Doom I/II releases for the Japanese PC-98.

There is this
and this

>> No.1832883


Yeah I remember a video on youtube of a french guy (who happened to speak english, too) playing Doom 2 coop with /vr/ and /v/ (I think?) and the text messages and hud text was in french, interestingly.

>> No.1832891

dude are you using a potato

>> No.1832896
File: 246 KB, 285x224, 1393978070033.gif [View same] [iqdb] [saucenao] [google] [report]

Ta-da! It's live!

>> No.1832897
File: 143 KB, 1024x768, doom11.jpg [View same] [iqdb] [saucenao] [google] [report]

Anyone know which WAD this pic is from? It's prolly the most well known image of doom (ingame, anyway).

>> No.1832898

Doom 2 Map24

>> No.1832901

Well, no, i agree. I mean consistent quality. For 200 minutes and the skill level many mappers were at I think we did damn admirably. But far from the level of many renowned wads.

>> No.1832906

I recommend every one to make a simple placeholder exit room, that can later be replaced and connected after the map order is decided.

>> No.1832910

I disagree, because that's just going to cause more problems than it would "solve."

We're already going to have a variety of mapping styles, difficulty curves, etc. so IMO there's no reason to worry so much about "continuity"

IMO honestly, if a WAD has a bunch of cool levels I don't give a fuck what order they're in

>> No.1832912


Why are there trees in nukage?

>> No.1832913
File: 109 KB, 320x240, 1407004224955.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1832914

Good plan.

Alright... So... Episode themes... Spit out ideas, and we can strawpoll for the top 3.

>> No.1832921

Oh, so there's a patch available!
Hopefully with this I can compare and learn more about changing the game's text... and getting more examples for the NIGHTMARE font style.

There's apparently some way to put several translations in a single file:
And the original DOOM seems to have files for most (if not all) text strings in English and French, but I can't find where they are in zDoom.

I am pretty new to DOOM modding and editing source code in general, so I'd greatly appreciate it if someone knows where's those text strings.

>> No.1832924

Do whatever. Can't they come organically? If we have a bunch of spacey maps, then there's a space episode. If there's a bunch of hellbase shit, there's a hellbase ep. Anything that doesn't fit can probably be retextured.

I think you're overthinking it. Get off 4chan and get on Doom Builder.

>> No.1832927
File: 109 KB, 320x240, justAMarineNothingToSee.png [View same] [iqdb] [saucenao] [google] [report]

Alright. Let's just fucking do it then.
CC4tex and random mapping - go.

pic related

>> No.1832928

Timeframe? As in, when's the cutoff date? Whenever we get 32 maps?

>> No.1832932

Connecting levels is easier than it sounds, I could even do this myself. On levels that seems impossible to be connected, you can always just toss a teleport, and make sure that these teleports matches the same style.

>IMO honestly, if a WAD has a bunch of cool levels I don't give a fuck what order they're in

I disagree. It's ok if they follow up the same theme, but I think it's a big of a buzzkill when you are playing a good hell map, then suddenly and without any explanation, you are on a techbase, then on the next level you get back to another hellish level. It ruins the atmosphere, and breaks any fantasy about fighting the forces of Hell to save humanity, and reminds the player that he is just running through mazes, shooting stuff and collecting keys.

>> No.1832948

Sounds fine to me. But shoot for a Halloween release.

>> No.1832956

They are pretty unforgivable, yeah. UT99 models were so much better it's not even funny.

>> No.1832957


City levels are only good in Duke Nukem

>> No.1832964


Douk's city levels are the best in douk. Some of my favorites in vidya

>> No.1832965

As a mapper, I don't like when other mappers make sweeping structural changes to my maps, even if they're only in the very end or beginning of the map

I am VERY picky about how my levels start, and having to match someone else's ending, or to shoehorn in my beginning to someone else's ending, is not a good idea.

If there are maps that it'll work for, fine, but not every map needs to do this.

> I could even do this myself.
I'd rather you don't.

>> No.1832972

Post some wads with great city levels.

>> No.1832975

Fuck it, guys. Just map. No matching entrances/exits unless agreed upon by the authors when the level order is figured out.

If you're cool with matching exits, then plan for it. If not, no worries.

>> No.1832976

Doom 2 IWAD.

>> No.1832982



>> No.1832985
File: 257 KB, 1440x900, 2013-09-02_00010.jpg [View same] [iqdb] [saucenao] [google] [report]


Roch Saga is the best

>> No.1832989


Urban Slaughter
Vanilla Sky

>> No.1832996

Would it be impossible to make a Doom source port that adds the build engine's features?

>> No.1832998

Doom 2 has terrible city levels. Shit looks like someones first attempt at a doom map.

>> No.1833000

Randi's doing Blood support for ZDoom.
So no.

>> No.1833006

Nice, looking forward to that.

>> No.1833012

>Randi's doing Blood support for ZDoom
Beg your pardon?

>> No.1833017

Scroll to July 29th.

>> No.1833027

>>Randi's doing Blood support for ZDoom.

Like Blood Blood? Or something like the TC wad? Cause if it's the actual game then holy shit I am really excited.

>> No.1833034

Caleb for samsara CONFIRMED

>> No.1833038


Didnt Termy said he wouldnt add him because of simularity issues?

>> No.1833046


I'm being a smartass. Let me have my fun

>> No.1833048
File: 2.93 MB, 960x540, cantgetcrazywithouthud.webm [View same] [iqdb] [saucenao] [google] [report]

Dammit Terminus, I can't play a pre alpha over the top mod without a over the top hud, you made me do a shitty one myself

>> No.1833060
File: 346 KB, 480x640, 1406836347886.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey guys.
Sorry if this is not the place to ask, I haven't played videogames in ages, much less visit these boards.
What do I need to play this? http://forum.zdoom.org/viewtopic.php?t=33219

>> No.1833062

Speaking of Blood, looks like we know who owns the IP rights: Warner Bros.

>> No.1833065

You'll need GZdoom, and a copy of any of the Doom IWADS.

>> No.1833069

Ok. Why GZdoom and not Zdoom?

Also is it worth buying it or romero and carmack are getting no money out of it?
if that is the case, where can I find it?

>> No.1833075

Wait so ZDoom is also gonna support the Build engine now?

>> No.1833076


Oh shit, I fucking love that skull effect.

>> No.1833080


GZDoom because it renders using OpenGL and thus generally looks a bit better.

As for the buying thing, Romero and Carmack are not getting a dime out of it.

The IWADs can be found here: https://dl.dropboxusercontent.com/u/27048651/iwads.zip

>> No.1833082

>Also is it worth buying it or romero and carmack are getting no money out of it?

Neither of them are getting money out of it.
And check the FAQ in the OP.

>> No.1833083

Thanks anons.

>> No.1833085
File: 104 KB, 1280x540, incoming_tears.jpg [View same] [iqdb] [saucenao] [google] [report]


>or romero and carmack are getting no money out of it?

they don't get money out of the steam release.

carmack doesn't even care if you pirate it

>> No.1833091
File: 73 KB, 600x600, cage_science_of_annihilation_cover.jpg [View same] [iqdb] [saucenao] [google] [report]


I really like the skullhud (though it could use some polishing), but the extended bars are guaranteed to not cooperate with people who don't play in widescreen.
...that being said, before anyone goes >NOT PLAYING IN WIDESCREEN, there's the ability for sbarinfo to check for someone's screen ratio. So it might be double the work, but I could have the HUD accommodate people's preferences easily.

>> No.1833093
File: 26 KB, 940x296, it begins.png [View same] [iqdb] [saucenao] [google] [report]


wut. not even the file i meant to post


>> No.1833096
File: 273 KB, 1366x768, Screenshot_Doom_ALT.png [View same] [iqdb] [saucenao] [google] [report]

>> No.1833097 [DELETED] 

Report and ignore..

>> No.1833105 [DELETED] 

What do you guys think of Brutal Doom, but be honest.
I think its actually okay, despite the fact that it uses modern elements.

>> No.1833106

You guys know if it will ever be possible for Reelism to get multiplayer support in the future? Seems like it'd be fun as hell to do infinite mode seeing who could survive the longest.

>> No.1833108 [DELETED] 

I think it's an ok wad that gets more praise than it deserves. Pretty much everything it tries to accomplish has been done better in other wads, hell Doom RPG has better gore than it and the gore isn't even the main focus of that one.

>> No.1833110

Shit you normaly expect this for eduke32, but Zdoom?

>> No.1833112


wait fot Zandro 2.0 for a semi-functional compatibility experience; in the meantime someone actually did a semi-butchered version of Reelism, it's in the forums somewhere

One thing is for sure, once Reelism arrives on Zandronum, oh boy, many mods will suffer a gruesome death for sure

>> No.1833117

You can always use the ZDoom multiplayer. Make sure the skill level is set to like 0 or 1 because that determines the game mode.

>> No.1833120 [DELETED] 


>> No.1833128

it's a skull from Heretic's hud that i tinted and slapped the shiny eyes, of course it needs polishing.

Doing code for widescreen is worth it as with longer bars you feel like the bar fills faster

also christ almighty coding without else

>> No.1833129 [DELETED] 

If mods delete that post then there's something wrong with mods
he's just trying to help

>> No.1833135
File: 204 KB, 640x1200, Doomhackguy speaks..png [View same] [iqdb] [saucenao] [google] [report]

Doomhacknon here. I'm back and I have an orange slushie. Here's what I got in response to that email.

It's a 5+ year old laptop that has no working internal fan, no working battery, chipped, scratched, and just generally doesn't work right.

Excellent work good sir!
>Lady Imp-tan
Medieval Princess Imp-tan. We must see it.

I thought he was just making a Blood port via Reverse-engineering, similar to how what'shisface who did the Strife reverse-engineering did it.

None of the Id OGs are still in Id Software. Carmack was the last man keeping us fearful of distributing IWADs, and he's gone 4 gud.

Anyway, regarding the e-mail (read it if you want), I'll go ahead and throw up what I've got.

First off, his link there is
(Not too sure what's in it yet.)

FIRST LINK: Doomhack the PWAD.
This still has the modified Doom levels in it, but there's not enough to make it a full IWAD. It won't run standalone. I can find Doom 1 level modifications from 1994 on /idgames, so I figure this is cool.

SECOND LINK: Doomhack the Gameplay Mod
This is pretty much the same as the first, but does not contain any maps or textures. It's pretty easy to make yourself from the first one if it's taking too long to download. This can be run on top of any megawad (or single-map wad even) that you want, provided it doesn't modify original monsters via DECORATE or something.

This mod DOES require ZDoom to play. Even though it uses DeHackEd it just doesn't seem to work in PRBoom+.

>> No.1833139
File: 87 KB, 640x480, Screenshot_Doom_20140803_005344.png [View same] [iqdb] [saucenao] [google] [report]


- Yukkuris will revert to original Demon graphics on death. This happens in the IWAD too.
- Sometimes the Autoaim function will just refuse to work. A port to DECORATE may fix that.
- Some songs might be really quiet or just not play at all. Trying to pin the cause of this one. (It might just be my computer.)

So uh, enjoy. I'd like to hear what you guys would like to see from this mod. The first thing I'm thinking about doing is adding obituaries so you don't just keep getting "Player died." I thiiiiink I removed every copyrighted asset.

>> No.1833141

>Medieval Princess Imp-tan

So, the HDoom imp-tan in a dress?

>> No.1833145
File: 48 KB, 251x230, 1379616054315.jpg [View same] [iqdb] [saucenao] [google] [report]

B-but I don't know how to sprite edit!
I was just going to use HMOD again, except censor the boobies and caption it: "Within the lady's personal bedroom..."

>> No.1833148

>- Yukkuris will revert to original Demon graphics on death. This happens in the IWAD too.

They're all supposed to play a Doom 2 gibbed death animation on death; can't really remember which one

Anyway, HUGE, HUGE thanks for releasing this.

>> No.1833154


>> No.1833156

Oh hey yeah, here's some news, newsguy!
Nothing truly spectacular but "Some guys are fixing Doomhack!"

Also I just checked that "Work folder" TCT posted and it's already tons better than what I hockled together. Use that instead.

>> No.1833160


What's Doomhack? It's prolly in >>1833135 but I'm too lazy to read it atm.

>> No.1833164

what are the maps that have the best geometry/architecture?

already played sunder and frozent

>> No.1833173
File: 112 KB, 640x480, Screenshot_Doom_20140803_005804.png [View same] [iqdb] [saucenao] [google] [report]

Doomhack is a mod from 2010 for ZDoom using DeHackEd. In it, you play as Dick Gumshoe and there is a lot of internet memes in it.

It's terribly horribly OP and unbalanced and tons of fun at least just to look at.

The only thing stopping it from garnering any sort of attention was due to it being a modified IWAD, which is illegal. These are modified modified IWADs turned PWADS, so they're significantly "more legal".

It's hard to describe. Just give it a shot.

(I'd post a better file but the one I was going to post is already here >>1830548 )

>> No.1833176
File: 144 KB, 180x180, DON'T WAY YOUR LOSE.gif [View same] [iqdb] [saucenao] [google] [report]

>attempt to activate wall with lift texture
>nothing happens

Map pet peeves?

>> No.1833183


>map geometry perfectly doable in vanilla
>map was done in ZDoom in Hexen

>> No.1833191

this question was left unanswered >>1830216 probably no one had the will

or maybe people thought it was a rhetorical one

>> No.1833197

Are there any levels that use the 32X soundtrack?


>> No.1833202


none as far as I know, probably because it'll be berated by AVGN groupies

>> No.1833210

>it'll be berated by AVGN groupies

Or because the 32X soundtrack was just rushed garbage. It could have sounded fantastic if the people who made that port actually took their time.



Would love to see a soundfont using the sound that the Genesis or 32X had.

>> No.1833213

If you don't like pixels you don't belong on /vr/ period

>> No.1833218

The Genesis chip was just perfect for doing all the instruments that were popular in the late 80s early 90s. It's amazing.

>> No.1833223

>Megawad is a roller coaster of difficulty with a map having monsters near the thousands, then the very next having barely a hundred
>Overuse of monster closets
>Cyberdemon popping up behind you with no warning, no alert sound, no teleport sound, nothing
>Map kills you if you don't speedrun it, yet is extremely heavy on trial and error traps
>Map says you're on Earth
>It's textured like the fucking moon
>Lifts that surround you with hitscanners when you reach the top
>Every map is designed to be pistol started but the last few maps pretty much give you nothing until long after you've been anally fisted by Revenants and Arch-viles
Guess the wad

>> No.1833228



>> No.1833235

To be fair, the 32X had a shelf life of about three weeks. If they took any more time to work on the music, the console would have already been on clearance

>> No.1833236

Well that was definitely my verbal reaction. All those relate to the same wad, by the way.

>> No.1833248

>"decorative" doors that can't actually be opened
>uses the exact same door texture as openable doors

>> No.1833249
File: 478 KB, 1280x720, Screenshot_Doom_20140804_001240.png [View same] [iqdb] [saucenao] [google] [report]

>Map says you're on Earth
>It's textured like the fucking moon

Out of all the complaints to level, this one is pretty fucking weak.

>> No.1833253

>personal stupid request:
adding a "GS pokéball" (rare and limited ammunition) as a weapon is out of question? So I can capture Broly or Airman and use it against the horde?

>> No.1833254

>Thunder Force 4 style

>> No.1833259

Can that even be done?
I don't think that can even be done.
And if it can I want my Pokemon Doom mod already.

>> No.1833263

Scythe? I don't remember it having some of those though.

>> No.1833269

Lots of recommended WAD's tend to be megawads. What are some other high quality WAD's that are lunatic/vanguard length???

>> No.1833271


>> No.1833278

Yeah, it's Scythe. Pretty good wad overall, but I was getting a little agitated towards the end.
And no, a map isn't ruined for me if it doesn't look like what it should, I just found it strange. I guess considering Doom 2's city I shouldn't be surprised, but eh.

>> No.1833281

What mod is this?

>> No.1833282


Shaitan's Luck
Combat Shock

>> No.1833283

>Honestly, did anybody like the city levels?
Hellground has great city levels.

>> No.1833286


DemonSteele, a very-pre-alpha mod started up recently about being an chinese ninja. Pretty fun, though the lack of weapon sprites is starting to show.


>> No.1833289

I don't care what do you say, you are awesome for converting DoomHack into a .wad file and you have my grattitude.

>> No.1833290


>> No.1833314
File: 15 KB, 528x545, aDUSn[1].png [View same] [iqdb] [saucenao] [google] [report]

Wow, are DeHackEd patches always a mess to read?

>> No.1833316

I just finished playing through Reverie as recommended in one of these threads. It was very enjoyable. I think I like maps like those in Reverie better than the type where you have a huge open room with 200 enemies all shooting at you at once. It has a few situations like that but nothing like what I had in some other wads that people say are great.

>> No.1833320

It has a distinct style, pretty unique but it is super easy to get lost on some of the maps. Tech towers comes to mind.

>> No.1833321


you may probably want to open that using either the DOS exe or WhackEd.

there's people within the community which would easily create a .DEH file from scratch without guides, just the pure text editor. remember, this thing has been around since 1995


>> No.1833327
File: 6 KB, 570x119, aDVnX[1].png [View same] [iqdb] [saucenao] [google] [report]

Of course, of course, I just was hoping I could decipher this shit without having to download another program.

To be fair, I got kinda close!
(Someone please come up with a better obituary than that.)

>> No.1833328


you may waint to replace the ["$OB_Zombie"] bit with the actual ["%o was yadda yadda"]; the stuff in green is for comments

//this is how you put random comments in DECORATE without harming the code

>> No.1833338

>Mfw I've worked in DECORATE before and I miss this.
Fuck me.

>> No.1833343

"%o's power was stolen by Mega Man. "

>> No.1833361

tarnsman got all butthurt last night when someone here said he had the worst stream on twitch. he made it the title of his stream and was complaining about how it's fucked up everyone hates him.

>> No.1833370

Oh for crying out-

I didn't think you were gonna post that email I sent.

Well, as long as DoomHack is on the table, I may as well offer my input. I just ran the PWAD and Gameplay Mod versions on clean installs of ZDoom, PRBoom and Chocolate Doom, and ZDoom is still the only one that works "fully." Here's what I found as far as bugs:

-The music anomalies are probably because, aside from MAP30's, they're all SNES SPC files which only play in ZDoom and even then, not very well. Flavorful as they are, they should probably be axed or placed in a separate WAD. And feel free to get rid of MAP30's music, it's an MP3 and would shrink the filesize quite a bit.

-Kunios (Shotgun Guys) aren't supposed to make the Pikachu noise or the freaky scream, just the "huh-HUH" laugh. This is because their idle sound is DSPOSIT2, which now also calls DSPOSIT1 and 3 but didn't in older versions of ZDoom.

-In MAP02, somehow I botched my Zelda lore for the title. The Blue Ring was only 250 rupees. Durr.

-The Yukkuri does indeed play the last few frames of the Demon death when it dies...It's not supposed to do that. It looks like its death frames past SARGH0 didn't make it into the PWAD version...was it like that in the one I sent you? I dunno how that could have happened but I can resend the correct frames if needed.

-Pikachu doesn't play the right idle sound. It's supposed to play that shrill noise that the Kunios do.


>> No.1833371


-Devil Gundams (what replaces Arachnotrons in maps) don't trigger their respective MAP07 linedefs. IIRC, this is because I had to shuffle some creature IDs around in DeHackEd to get...SOMEthing to work right, I forget what, and even though DGs "replace" Arachnotrons, they aren't Arachnotrons internally. If you use "summon arachnotron" from the console and kill the resulting Metroid that spawns - or if there's a Metroid on the map in the first place - the linedef will trigger. This is no bug, this was me being a dumbass and not thinking of what might happen if DoomHack were to be played with another level set. DECORATE can probably fix this.

-Some strings from the endgame sequence didn't make it, as well as the intermission paragraphs. This is because they're running off of the outdated/limited DeHackEd strings. I ended up tweaking the LANGUAGE lump, which didn't make it into the PWAD version because I had it in zdoom.wad instead... *facepalm*

-Any MAP30 other than the one I made for it (I promise this one wasn't a bastardization of an existing map) probably won't play nice or even be beatable. This is because I left the head-on-a-stick alone (for compatibility purposes, ironically) and used the normally-invisible-and-intangible cube spawner as the basis for the final boss. The final boss is very much tangible, which means it gets stuck in the original Icon of Sin's brain hole and doesn't do anything until you shoot it, at which point it launches a shitload of danmaku in response and everything goes to hell. This could present a problem, unless there's a method in DECORATE to make a Thing not clip walls but still be shootable with projectiles.

>> No.1833372


-By the way, the final boss being able to kill you while invincible is NOT a bug. That was 100% intentional. Maybe it's a bad design choice, maybe it isn't, but I personally felt that a final boss should be challenging and not cheeseable with IDDQD. The final boss may have to be nerfed or axed altogether, honestly, as the fight is very much one of attrition and most maps probably don't have the health and ammo (and invulnerabilities) required to actually kill it.

-There's supposed to be a MAP33 after MAP30, with a "zoo" of all the different creatures, but it doesn't load in either the PWAD or Gameplay Mod versions. This, like this strings problem, is because I was a lazy fuck and just modified D2INFO in zdoom.wad instead of putting it with the rest of the material.

-STBAR is slightly broken. Vanilla Doom and the older ZDooms aligned their digits differently, so they fit perfectly with the little HP and PTS suffixes in the Health and Armor boxes. Now, they should just be erased, in my opinion.

Here's a zip with those aforementioned lumps in it, for anyone interested:

>> No.1833383

...Shit just got real. Uh oh.

>I didn't think you were gonna post that email I sent.
I was just going to end up having to relay it to /vr/ for an explanation as to what's going on. Sorry. I did censor the names though! :U I just figured you said it best.
I'm not good with my words.

>ZDoom is still the only one that works "fully."
I don't think it would work on the others anyway. I'm assuming ZDoom special bit magic had something to do with that. I figured "Gameplay mods are ZDoom exclusive nowadays anyway."

>would shrink the filesize quite a bit
Would it scare you if I said this is one of the smaller "completed" ZDoom wads I've downloaded?

>[Any DeHackEd errors mentioned]
Well I'm going to DECORATE anyway...

>somehow I botched my Zelda lore for the title.
Duly noted!

>was it like that in the one I sent you?
It most certainly is. I'm working off that one right now. The ones linked in the other post are based on the really old Doomhack IWAD I had, so they're bound to have glitches galore.

>Devil Gundams don't trigger their respective MAP07 linedefs
There's a ZDoom DECORATE flag that fixes this!... If I recall...

>Some strings from the endgame sequence didn't make it, as well as the intermission paragraphs.
You'll have to Pastebin them or something. That'd be neat and help me figure out what kind of mindless plot this thing was supposed to have anywa-
>which didn't make it into the PWAD version because I had it in zdoom.wad instead... *facepalm*
...Old habits die hard, eh?

>the final boss being able to kill you while invincible is NOT a bug.
It's an old design trick people liked to use. It's why you could telefrag yourself in God Mode in certain maps.

>> No.1833387

>The final boss may have to be nerfed or axed altogether, honestly, as the fight is very much one of attrition and most maps probably don't have the health and ammo (and invulnerabilities) required to actually kill it.
First off we're not really gunning for balance anyway, but yeah it might be a little broken even by its own standards. We have a lot of fancy DECORATE nonsense that lets us do this kind of crap. The Creeper in Lasting Light is a monster that can clip through walls and still be shot (if you summon in some gunz) and someone posted a ghost revenant thing earlier that did the same, so that's definitely doable. Heck, I've been brainstorming ideas for ways to make bosses have little cinematic stuff without being idiotic ZDoomismy

...I thought that was supposed to be a hidden map. Lots of packs add a MAP33 that can't be accessed by default for a secret so I thought it was supposed to be like that. (Hell, 200 Minutes of /vr/ does it too.)
If you want to, It'd be trivial to add a MAPINFO lump that could do just that, AND we'd keep the THE END lumps showing and whatnot.

>STBAR is slightly broken.
Yeah, that'll need a lot of tuning up.

Anyway thanks for even showing up. That was a pleasant (and scary) surprise! And doubly thanks for the input!

I'll see where this goes from here, I suppose.

Sorry if I stepped on any ground/toes/et cetera!

>> No.1833394

Make a wad based on the last anime/cartoon you watched

>> No.1833396


But I'm doing that.

>> No.1833397

It's all cool, dude. I'm not mad, I just wasn't expecting to have the whole thing laid bare. It's probably for the best, though, since it provided a little insight into DoomHack's IRL history and saved me the trouble of having to retype my apologies. I'm kinda glad it forced my hand. And you did good censoring the names.

That does scare me. I still think any WAD over 3 or 4 megs must be srs bizness.

NTCTDOOM2.WAD does have SARGI though M, so it should be usable.

>design trick
I didn't know that was a "trick", though I have seen it done to force pistol starts on some maps. neat.jpg

I uploaded those lumps, you want me to gut them for you and Pastebin 'em instead?

And you're welcome! Believe me, you haven't stepped on any toes. I'm surprised to see this thing even getting positive attention at all. Now that the cat's out of the bag I'll probably hang around.

>> No.1833401

>Gurren Lagaan
Um... halp!

>> No.1833402

What do I do with Digimon Savers?

>> No.1833405

Based on what?

>> No.1833407

>making smarmy comment title of his stream

yeah sure

>> No.1833412

Is that the one where the kids henshin into digimon? Or the one where they have to fight the world tree at the end? Because the former has some potential

>> No.1833416

>I uploaded those lumps, you want me to gut them for you and Pastebin 'em instead?
Well I didn't notice the link before I hit post there so It's fine. I got em. Thanks tho!

>Now that the cat's out of the bag I'll probably hang around.
Haha! Welcome! Didn't mean anything malicious about this!

Now back to deciphering DeHackEd. Megaman is so almost done it hurts.

>> No.1833423

Well shit, that sounds easy. Reskin hitscanners to be anime grills and make a map imitating a warzone.

>> No.1833424


M.D. Geist, Bastard!!, Berserk, Cybernetics Guardian, the DMC animu, and Claymore.
I've been piling on some stuff for research as of late. Some of it's good, some of it's crap, but it's been giving me a lot of wonderful ideas.

>> No.1833426

I bought Blood on GOG. But when I ran it it runs worse than 25 fps most of the time. Is that the way the game was supposed to be ran? I would play the blood tc for duke nukem but it only has two episodes done. Also is there a way to disable the mouse mouse movement?

>> No.1833427

I liked it.
Thank you for uploading it.

>> No.1833428

>JoJo's Bizarre Adventure
I'm not entirely sure how I'd do it, it was the Part 3: Stardust Crusaders one that's currently airing though I'd probably wanna start with Part 1 and go from there. Still though, no clue.

>> No.1833431

Well each spirit would be a Blaz stile load out and maybe alter perspective and such to mach scale, you get one to start but have to hunt the others down as bosses while plowing thru mooks, then finally kill Lucemon

>> No.1833434

The Blood TC (BloodCM I bet you're referring to) Is complete shit.

What resolution are you running it at? 320x240 will run it spectacularly better than say 1024x768.

>> No.1833435

Try adjusting the CPU cycles for DOSBox while it's running, as for the mouse go and grab bmouse.

>> No.1833437

>Is that the one where the kids henshin into digimon?
That's Frontier. I'm talking about Savers/Data Squad where the protagonist punches out digimon on a regular basis.

>> No.1833442

As you kill demons you gane a stock of their avatars as your arsinem of stands, along with an expanded melee arsinel, all the stands fill the weapon slots

>> No.1833446

Is it me or is there no such thing as the perfect MIDI soundfont? Weeds3GM and SGM both suck. It seems like the best ones are copies of the SC-55.

>> No.1833447

Oh that's simple, reskin enemies accordingly , give the player options to play as hum an or digimon partner, partition abilities fittingly

>> No.1833452

Your screwed, no game could do it justice

>> No.1833454

>Is it me or is there no such thing as the perfect

There isn't.
There's no such thing as a perfect anything, much less a MIDI soundfont.

>> No.1833460

I have a solid one but I am unfortunately not at my computer right now. Tomorrow though.

>> No.1833461
File: 4 KB, 225x172, aDZwi[1].png [View same] [iqdb] [saucenao] [google] [report]

Okay so question.
I've got this monster inheriting the Zombieman and I've redefined the See state. It works fine when I'm spotted, but when the monster gets hurt or shoots, he goes back to the default Zombieman's active movement style instead of the redefined one.

What's happening? How can I fix it?

>> No.1833463

So Doom 4 is essentially going to be the Brutal Doom mod?

>> No.1833467

I keep getting an issue when trying to run DoomRL Arsenal with GZdoom. The error is "Script error, "DoomRL Arsenal Beta 7.9.wad:DECORATE" line 12721:
Invalid state parameter a_checkrange". Anyone know what the issue might be?

>> No.1833468

>Fairy Tail
I don't know man.
I guess it would work best as Erza since she has a bunch of different things she could use as weapons.

>> No.1833471

It will probably be Serious Sam 3 with double jumps.

I guess that would be okay.
I just want it to be fun and better than Doom 3.

>> No.1833472

Do you have the latest GZDoom dev build?

>> No.1833479

I have version 1.8.02 is there a later version?

>> No.1833481

When you inherit from an actor, it's because you want to use that actor's old info, so any info that you don't redefine (like shoot and death states) will remain identical

What you SHOULD do for this is just define a brand new actor and use the "replaces" command to replace all Zombiemen with...well, Megamans.

>> No.1833483


Inheritance is wacky.
The short of the matter is that he's not going back to the redefined states, he's going to the old inherited states.

Think of it like this:
Zombie behavior: NewSpawn > NewSee > Hurt > 1 > OldSpawn > OldSee > goto 1

Does it make sense? Not at all.
But that's what happens.

>> No.1833484

wow thanks, is my computer a potato or is this game not well optimized?

>> No.1833486

Yes. Use the developmental version, not the stable "official" release

>> No.1833489

Do I get it off the git repository?

>> No.1833490

Yeah, the unstable test builds are at 1.9. I forget the link to download them.

Cripes. That's painful.

Well at least I can redefine THOSE states and keep the old deaths and stuff without having to redefine them. It's a little ass-backwards but It'll do.
(I like how the ZDoom wiki tells you not to copy default actors directly because it can cause problems but if you change some names then poof, it works fine.)

>> No.1833491

Try copypasting the original code for pain and shooting into the states. Even though it's the same code it will be considered "new" and won't be connected to the old behavior.

>> No.1833495
File: 166 KB, 1919x1078, nukem.png [View same] [iqdb] [saucenao] [google] [report]


Jesus god this website

>> No.1833503

Thanks I got it downloaded and working. Would it be possible to play GZdoom multiplayer online without too many issues? The person I want to play with lives pretty close so ping isn't an issue.

>> No.1833507

GZDoom over the internet is bad, but it's usually blown way out of proportion by haters. You may experience a Desync once in a... well once in a normal moon, but it's still an experience that at least works.

Just make sure your machine spirit is having a good day and make sure you do everything correct. You'll be fine, especially if you're command-line inclined.

>> No.1833510

Just copy all the states over.

>> No.1833513
File: 469 KB, 500x281, 1366156052043.gif [View same] [iqdb] [saucenao] [google] [report]

>that tab

>> No.1833518

> (I like how the ZDoom wiki tells you not to copy default actors directly because it can cause problems but if you change some names then poof, it works fine.)
Then you don't understand WHY it says not to do that.

Right now you're inheriting from an actor named Zombieman. Let's say that you change Zombieman's Missile state to fire rockets. Instead of inheriting, you just copy over the Zombieman definition from the Wiki and make him fire rockets, without changing the name or anything else.

Now in my mod, which I claim can run with anything else, I inherit from the Zombieman; the only difference is, he drops red skull keys when he dies. Now because you redefined the original Zombieman, my skull key dropping Zombieman shoots rockets.

You see how this can quickly become a problem?

You can define a new, differently named actor where the code is identical. The problems come if you are literally redefining Iwad actors.

>> No.1833528




>> No.1833529

Well right it's just the way it's worded kind of makes it sound unnecessarily like everything will become glitchy and broken.

I understand exactly why It's not meant to do that but it kind of made me fear doing anything in DECORATE for the longest time.

>> No.1833531

I dunno, each level ups the scale?

>> No.1833532

>but it's usually blown way out of proportion by haters

Heh. Sure.

>> No.1833537
File: 41 KB, 192x171, 1532.png [View same] [iqdb] [saucenao] [google] [report]


>goddamn it feels good to have a gauntlet that shoots sharp objects
>It's like a nerf gun only it hurts a little less when you get shot in the face

>> No.1833546

Well the thing is GZDoom over lan is wonderfully nominal unless your printer goes haywire or something.
GZDoom over supremely low ping is tolerable, as all of Edwardwhateverhisnameis's YouTube videos.
GZDoom over the average person's network, however...

>> No.1833552

alright, I installed bmouse and now it's running properly. Now how do i change the sensitivity? the in-game options aren't doing much and right now it's set to "quake pro". Also is there a way to allocate the right mouse button to alt fire?

>> No.1833557

Shit I forgot there was a new thread

>> No.1833562

thats the old one stupid

>> No.1833563

>as all of Edwardwhateverhisnameis's YouTube videos.

Well, see, there's the thing.
Of course Ednerd's videos are gonna showcase it being good, he made the damn netcode.

>> No.1833564

He's linking to something he said in the old thread that he wants the new thread to see, numbskull.

>> No.1833570

Fucks sake my phone refuses to let my copy this to me browser bar, it claims its copied to the clipboard and then nothing

>> No.1833572

Seemed a little rustled to me, why even acknowledge, much start a stream directly after getting done playing just to make an issue of it.

>> No.1833579

>200 minutes of /vr/

>> No.1833582 [DELETED] 
File: 11 KB, 1009x536, pleasebemyfriend.png [View same] [iqdb] [saucenao] [google] [report]

>> No.1833589
File: 9 KB, 640x800, blood_setup.png [View same] [iqdb] [saucenao] [google] [report]

Go into Blood's Setup program under Controller Setup:
Setup Mouse you can change what buttons do what
Setup Advanced Control Options -> Advanced Mouse Setup you can change the sensitivity as well as whether or not you want it inverted (the mouse sensitivity under regular mouse setup doesn't do anything with bmouse). By default, from what I remember, the mouselook is inverted so to make it normal you set the sensitivity to the negative value of what you want.

>> No.1833590 [DELETED] 
File: 25 KB, 819x460, ejaculationlevel6.png [View same] [iqdb] [saucenao] [google] [report]

>> No.1833591

So basically Castlevania: Dawn of Sorrow?

>> No.1833601
File: 45 KB, 640x360, Biiqug0IcAAWJbE.jpg [View same] [iqdb] [saucenao] [google] [report]



and it better stay that way

>> No.1833603
File: 57 KB, 591x215, Agitation.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1833605 [DELETED] 
File: 122 KB, 819x460, PonyArt.png [View same] [iqdb] [saucenao] [google] [report]

I do pony art

>> No.1833607

>Samurai Jack
i only need to make a mapset and wait for demonsteele to be completed

>Courage the cowardly dog
Buttpain but without being dark and no post-abortion PTSD, instead its a big escort game in order to protect Muriel. THE ONLY BIG PROBLEM, the background music hasn't been leaked, therefore i can't convert it into MIDI without taking a lot of effort

>> No.1833609

watch CyberCity OEDO

>> No.1833610 [DELETED] 

Why do mods delete posts but dont ban?

>> No.1833613 [DELETED] 

thats cuz ur a fag

>> No.1833619

>buy laptop with 12 GB RAM
>i7, 8 motherfucker cores
>4 GB Nvidia Graphics Card

Time to run 10 NUTS.wad in Brutal Doom at the same time.

>> No.1833621


Will do, thanks.

>> No.1833624 [DELETED] 

that was my first pony ill paint more soon.
Probably get my sister to help me out with the next one. She probably has many usefull ideas.

>> No.1833625

i dare your sister to draw a Revenant

>> No.1833630 [DELETED] 

next time mention something a common person knows instead of whatever you just said (cant look it up sorry). second I want to mention that my sister died in a horrible car accident her head was crushed and deformed so badly we didn't even have a funeral for her and I was talking about communicating with her through black magic and receiving messages through her spirit. don't worry shes in heaven with jesus and the angels but I could try to have the spirit give you your answer if you want. you want that?

>> No.1833631

Yo buddy, using a name/tripcode is only allowed if you contribute to the community[i.e. making a map or a mod]

>> No.1833632

Where can I find the map from this pic?

>> No.1833634 [DELETED] 

>next time mention something a common person knows instead of whatever you just said (cant look it up sorry)

You're in a fucking Doom thread.

>> No.1833635 [DELETED] 
File: 19 KB, 200x200, Headless deadpool holding a greanade.jpg [View same] [iqdb] [saucenao] [google] [report]

That just escalated quickly

>> No.1833639 [DELETED] 
File: 35 KB, 500x375, 1398600316973.jpg [View same] [iqdb] [saucenao] [google] [report]

>I was talking about communicating with her through black magic

>> No.1833647
File: 140 KB, 900x1192, you lil bastard sanicguy fuck you.jpg [View same] [iqdb] [saucenao] [google] [report]

Honestly not sure why this became a thing here, but yeah... WE SANIC NOW


>> No.1833648

Yo Doom RLA guy, how long until new monsters?

>> No.1833650
File: 552 KB, 923x1034, 1405134963703.jpg [View same] [iqdb] [saucenao] [google] [report]

>Playing DoomRLA in Hellbound as renegae
>Map 06
>Open a box
>Motherfucking Judge of the dead appears
>Sniper moded it
>Killed everything in my way
>oh boy a portal with lots of enemies
>kill them all
>Go to portal
>icon of sin death skipmap
>lost the judge of the dead, along with all my upgrades
>my face when
I hate when they do that, i get that they try to do Doom 1's episode formula but come on, its ass sometimes

>> No.1833651 [DELETED] 
File: 434 KB, 1366x768, nature7.jpg [View same] [iqdb] [saucenao] [google] [report]

sorry I don't know what thread im in.
im lost help please help me.

>> No.1833652


I've got quite a few new ones done, but I really want to at least get Armageddon a bit more playable than it is right now. Stupid bloody drone chainguns.

>> No.1833660 [DELETED] 

You are in /vr/
the board you are searching is >>>/b/

>> No.1833664


You can't get that out of a supply crate.
Like, at all.

>> No.1833665 [DELETED] 

goodbye 4chan goodbye forever

>> No.1833669

because i remember i got it out of a crate

The point here is
i lost it
Still, im renegade, i could get stronk because lots of shotguns

>> No.1833670 [DELETED] 

Why am I having massive deja vu from these posts


>> No.1833671 [DELETED] 

black magic

>> No.1833674

That's why DoomRPG is so good once you played through Hellbound once. Screw those death exits, use an invuln charge! :P

>> No.1833676 [DELETED] 

shut the fuck up fag

>> No.1833679

actually, in project MSX you can throw low charged greanades through teleporters, You can beat the icon of sin without getting out of the first room in MSX

>> No.1833680
File: 6 KB, 80x99, UASRA0.png [View same] [iqdb] [saucenao] [google] [report]

Yeah, it cannot drop from a supply crate at all.

Losing that gun... I'm pretty sure Hellbound just kicked you in the teeth, stole your wallet, and then pushed you into a puddle.

Here, have a picture of a new assembly to cheer you up!

>> No.1833683 [DELETED] 

Take your schizophrenia and shitposting somewhere else


>> No.1833685

i gotta be honest, i got pissed off that i forgot i could load up map 06 then just simply use IDDQD when i get to the portal and keep the judge of the dead, because holy fuck, the last time i got a legendary weapon was in Deus Vult II and it took me dodging the cyberdemons while dropping a weapon

>> No.1833686 [DELETED] 

nobody cares what thread this is or what youre talking about. youre all losers in my opinion. I understand that my opinion definitely does not matter to any of you but I still cant seem to see a reason why this wouldn't be true and the opinion I have also might be a reality. a reality where you are losers and im a winner whos only built to destroy your self confidence and disable you from being able to do anything and accept your worthlessness.

>> No.1833690 [DELETED] 


>> No.1833691 [DELETED] 
File: 783 KB, 320x240, 1365017457768.gif [View same] [iqdb] [saucenao] [google] [report]

This is you

>> No.1833692 [DELETED] 

Just report and move on.

>> No.1833693
File: 371 KB, 401x599, DoomImpIrl.png [View same] [iqdb] [saucenao] [google] [report]

What are the quintessential Doom demons to you? Like, you think of "enemy from Doom", and this dude pops into head?

>> No.1833695 [DELETED] 



>> No.1833696 [DELETED] 


>> No.1833701

i always said Cacodemon when someone mentioned monsters from doom
Now its revenant what pops in my head when i think in "enemy of doom"

>> No.1833702 [DELETED] 


>> No.1833705


>> No.1833706

It will always be my main fucking man Baron of Hell and his good buddy Cyberdemon.

They are the definitive Doom monsters to me.

>> No.1833712 [DELETED] 


>> No.1833714 [DELETED] 


>> No.1833716

For me, it's the Cyberdemon. I don't think any other monster sums up so well the concept and attitude of Doom. The fusion of occult and technological horror. The brutality, the violence, the relentlessness. And he appears first at a point when you just start to think you're some hot shit, able to stare down Hell itself and not blink... and when he does, you fucking blink. You feel a moment of animal panic. You're doomed.

>> No.1833717
File: 31 KB, 1024x1044, 1395093548950.jpg [View same] [iqdb] [saucenao] [google] [report]


Ohhhh yes. This fucker is the grandest.

>> No.1833718 [DELETED] 


12 year old detected

mod, delete this post

>> No.1833719

Worst part is that the only way to kill it is to shoot at it until it dies

>> No.1833720
File: 34 KB, 332x448, confused boner.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1833721

>Doom64 cyberdemon
Mah nigga

>> No.1833723 [DELETED] 


>> No.1833724 [DELETED] 

No u

>> No.1833725

Yeah, that's the other thing. You have to hit the Cyberdemon with everything you've got, but you can't stand still. He'll turn you into meat paste in a second if you're dumb enough to stand still. You have to scurry, scramble, constantly adjust your aim and fire with weapons that suddenly feel far too slow, far too cumbersome.

>> No.1833727

You just hit him over and over with rockets and plasma, and he just keeps moving toward you, firing back with deadly rockets.

Shoot him until he dies? Suddenly, you wish this game gave you other options.

>> No.1833730

There should be this option
He will dash like Heretic Maulotaurs when he's not hitting you and will smash your ass

>> No.1833735

Any tips or advice for making outdoor areas? I had this problem where you could see parts from the rest of the level through the skybox.

>> No.1833737

I wouldn't mind having groups of Imps invade my techbases if they all looked like that.

Also exploding barrels, to answer the question.

>> No.1833740 [DELETED] 


>> No.1833751

>babby's first rig
come back when you get a real computer chump

>> No.1833757

nuts.wad will run like horseshit in ZDoom-based ports anyway.

>> No.1833767

Really off topic here but why do people say "motherfucker" over "motherfucking" in cases which would implicate a verb over an adjective?

>> No.1833768

for fun

>> No.1833780

>implying 12gb memory is a lot
>implying cores matter
>implying graphic memory matters on a laptop

This is probably bait but people like this actually exist

>> No.1833782

>tfw my computer is worse than that

>> No.1833786

But it probably didnt cost over 2k like that laptop surely did, and you can always build a better pc for half the price of a laptop

>> No.1833790
File: 71 KB, 500x500, pleb patrol.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1833818
File: 334 KB, 1024x768, end of the road.png [View same] [iqdb] [saucenao] [google] [report]

A few days ago I started to, for some reason, play Hell Revealed with Brutal Doom, on Full Ultra Violence. Somehow I made it all the way to the map 13 ("Last Look at Eden"), but then I met my match. Pic related. I can't get past this trap room. Once you pick up the blue key, lots of painful things will happen. The door out from the cage won't open in 30 seconds and that's more than enough time to kill me several times over. Everytime. There is a soulsphere in the yard outside that I saved, but it will only prolong my suffering for 3-4 seconds more, not enough for me to kill the bad guys.

03:59:56 total playtime for the first 12 maps plus partial map 13. I really never expected to get this far, but Brutal Doom makes things so much easier. Even if I could survive this trap, there's no way I'd survive the next level (the cloud city), so it would have ended soon anyway. Fun times.

>> No.1833824 [DELETED] 

Babys first blog

>> No.1833842 [DELETED] 

>using sage as downvote

>> No.1833925

Has there been any word on Necromicron?

I think that's what the mod was called.

>> No.1833940



>> No.1833946
File: 3 KB, 315x48, Doom aAbBáÁ.png [View same] [iqdb] [saucenao] [google] [report]

Anyone knows how to add special characters to Doom's Smallfont?
I'm trying to add áéíóúñ¡¿ to no avail. I added á as STCFN160 to doom.wad and set Smallfont in ZDoom's fontdefs.txt, but I can't get it to work.

I tried changing the nightmare mode prompt to aAbBáÁaA but this is what appears on screen.

Here's how I set fontdefs, by the way. I only added these characters to test if it worked.

a STCFN065
b STCFN066
á STCFN160

>> No.1834012

Format-C is that you

>> No.1834027
File: 1.51 MB, 1518x1726, Stupid_burns.png [View same] [iqdb] [saucenao] [google] [report]


>actually giving a fuck if it's played on a laptop
>not taking your laptop gaming vs desktop gaming bullshit to more appropriate boards such as /g/ and /v/. preferably /g/

upstairs I have a good gaming laptop. If he had said he had a 32-bit OS, then by all means you can call it bait.

>> No.1834064
File: 1.66 MB, 798x598, muhlevel.webm [View same] [iqdb] [saucenao] [google] [report]

This is the first map I have ever tried making and the first room is almost finished except the switch doesn't work, although I got my first secret working correctly.

Excuse the bad framerate I can't into webm properly.

>> No.1834074


I don't think a door behind the starting point should be considered a secret. Try making the door openable by some other way, such as shooting it or by walking over some object nearby so you can hear it open, making the player explore and backtrack.

>> No.1834078


Imps and Cacodemons. They're the most Doom-like standard enemies in the game. By Doom-like I mean unique monsters that you don't see in other games.

>> No.1834087


>> No.1834091
File: 2.83 MB, 798x598, secret.webm [View same] [iqdb] [saucenao] [google] [report]

I changed it so it opens when shot

>> No.1834104
File: 1.32 MB, 640x480, hr13o0101.webm [View same] [iqdb] [saucenao] [google] [report]

it's possible to pick up that key without triggering the trap and getting locked in. you need to use mouse walking to be able to go this slowly, keyboard movement will make you overshoot. sorry, freelookers!

demo: http://temp-host.com/download.php?file=to48ez

>> No.1834128
File: 1.12 MB, 1920x1080, Screenshot_Doom_20140804_173941.png [View same] [iqdb] [saucenao] [google] [report]

[agitation intensifies]

>> No.1834147

But someone might have spent more money than they needed to for something portable! Real gamers only use desktops because we don't leave our houses.

>> No.1834151

Holy shit, it worked!

I feel like I'm cheating, though. I got the key, but I need to think if I'll continue or stop. All the speedrun demos are full of tricks like this, so it's not like I'm the only one doing it.

>> No.1834158

What exactly happens when you trigger the trap?

>> No.1834159

Just finished caverns of darkness and gotta say it has probably the most impressive design ive ever seen

>> No.1834162

>Ammo clip has a dynamic light
Please tell me that's just a light source offscreen.

>> No.1834165
File: 63 KB, 1918x1180, hr13bluekeytrap.png [View same] [iqdb] [saucenao] [google] [report]

the door closes for 30 seconds. the outer wall opens. you are attacked from three sides by a plethora of nasty things.

>> No.1834168

Woah, what editor is that?

>> No.1834170

You can't yet. Srry.

>> No.1834171

what do you think

>> No.1834176

I wouldn't know, the name's not in the picture and the only one I've used is DB.

>> No.1834185

yadex. pray that you never have to use it. it's good for examining levels. but if you actually have to map with it, prepare for endlessly repetitive tedious busywork. and no undo function.

>> No.1834191

That's a real crying shame. I heard that was the only one that worked on Linux natively, at least until the Slade 3 map editor is finished. At least it looks good.

>> No.1834196
File: 65 KB, 640x480, 1407166428.png [View same] [iqdb] [saucenao] [google] [report]

i must admit it took me a long time to realise what this texture meant, and was referring to

answer: start to crate

>> No.1834212

weeeeeeeeellllllll the slade 3 map editor does work -- if you can be bothered to wait several days for wxwidgets 3 to compile. others in #vr with more powerful systems have done so and are using it to map successfully.

there's also eureka. i tried it once but its interface gave me a headache, quite literally, the contrast between the map display, which inherits yadex's dark-colours-on-black scheme, and the enormous screen-estate-wasting fltk toolbars, which are white-on-very-light-grey, gave me a headache from staring at it for 10 minutes.

i concluded: yadex is the worst editor, except for all the others.

>> No.1834214

Dear god, the nostalgia.

>> No.1834223

Will the SLADE 3 map editor be better than DB2?

>> No.1834231

it's not THAT bad man, never played hell revelaed but I played BD. I see no arch-viles at least.
Considering you're at lvl13 and assuming weapons aren't that scarce in HR; some plasma streams or BFG shots would melt that room in seconds then you draw rocket launcher for the last cleaning.

>> No.1834254

BFG and a rocket launcher would indeed even the odds... if I had ammo for them. The only weapons you aren't going to run out of ammo on HR level 13 are your shotguns and maybe chainguns. Ammo for other weapons is scarce.

>> No.1834263

How do we make the Maggot Demon something interesting?

>> No.1834274

Hell no.

>> No.1834287

This is what I'm using right now. It's pretty good. Hard to say "perfect" but nothing will ever be.

>> No.1834294

Ask IMX, he still sticks around on ZDoom

>> No.1834303

Is it me or am I the only one who can't access the first two links because Firefox and Chrome cannnot connect to Mega?

>> No.1834312

>not using OPL

>> No.1834316

I'm using Firefox and can connect fine.

>> No.1834317

Chrome here. Works fine.
Problem must be on your end.

>> No.1834320

You can't? That's odd. I use Chrome and everything's all right.

>> No.1834327

I like to use OPL for classic-style level sets, but for more "modern" stuff I like to use soundfonts.

>> No.1834328
File: 1.34 MB, 1920x1080, Screenshot_2014-08-04-13-07-48.png [View same] [iqdb] [saucenao] [google] [report]

Touching is good.

>> No.1834336

Eugh... Is there a feature to turn off those ugly scaling filters in the mobile port?

>> No.1834339
File: 20 KB, 400x400, mmmm.jpg [View same] [iqdb] [saucenao] [google] [report]

I really hope you can put up an APK for us, anon.

>> No.1834352



>> No.1834357

Heh. I'll try it later.

>> No.1834363

I found it in the same place as regular GZDoom (Options>Display options>OpenGL>Textures)

I wouldn't know how to do that.

>> No.1834370

Are there any differences between gzdoom and zdoom?

>> No.1834372

GZDoom runs in Opengl, which looks prettier and makes freelook less nauseating.

>> No.1834379


ZDoom is usually ahead by maybe a few days before GZDoom backports stuff.

>> No.1834380

GZDoom has an OpenGL renderer, while ZDoom only has a heavily modified version of the original software renderer. Differences include full-color world sprites, non-distorted freelook, and better handling of 3D floors and translucency.

>> No.1834384
File: 925 KB, 1280x720, Screenshot_Doom_20140804_124204.png [View same] [iqdb] [saucenao] [google] [report]

>dat gzdoom quality
Green lights. Green lights EVERYWHERE.

Turning lighting to Software fixes most of it but there's still some fucked up colors here and there. zdoom doesn't do this shit.

>> No.1834391

what the shit

>> No.1834393

I have never seen this happen before. Are you playing the PSX Doom TC, by chance?

>> No.1834398

No, this is plain Doom II running through gzdoom.

>> No.1834401

Also happens in any other main WAD (doom, tnt, etc) I load up.

>> No.1834403


>> No.1834406

Then I have no idea what's going on with your game. That is... very strange.

>> No.1834408
File: 1.87 MB, 1280x720, Screenshot_Doom_20140804_125141.png [View same] [iqdb] [saucenao] [google] [report]

This is sector lighting set to Software. Green's gone but other weirdness still happens, like the red Spectres here.

>> No.1834410 [SPOILER] 
File: 19 KB, 486x202, 1407174794061.png [View same] [iqdb] [saucenao] [google] [report]


Did you load Quake 2 as an iwad?

>> No.1834412

Is your graphics card an AMD? GZDoom has a serious hateboner for AMD.

>> No.1834415

Yeah, but it never happened until recently. No idea what's changed.

>> No.1834416

Does zdoom look similar though? I have a problem with gzdoom being opengl as shadowplay currently doesnt work with opengl

>> No.1834417
File: 421 KB, 1280x800, Screenshot_Doom_20140804_105511.png [View same] [iqdb] [saucenao] [google] [report]

Are you working on your level, /vr/?

>> No.1834428
File: 2.80 MB, 800x597, firstmap.webm [View same] [iqdb] [saucenao] [google] [report]

Here's what I have of my very first map so far, I only have a few small minor things to change like texture offsets.

Excuse me playing like shit pls

>> No.1834429
File: 17 KB, 300x250, nvidiafuckyou.jpg [View same] [iqdb] [saucenao] [google] [report]

That's okay, as a GNU/Linux user I have a serious hateboner for nvidia. Open drivers for AMD are more stable and workable than anything AMD themselves or nvidia has ever shit out.

>> No.1834435

Okay, managed to pull the apk off another device, but I wouldn't know how to bypass the Google Play license check, perhaps you might have some luck with Lucky Patcher.

>> No.1834439

You could probably use the console command vid_renderer 0 to use the software renderer inside GZDoom. That way you can use GZDoom only wads without significant slowdown.

>> No.1834440

Im thinking about doing a level focused around letting you jump and crouch. Yay or nay?

>> No.1834443
File: 1.21 MB, 1920x1080, Screenshot_Doom_20140804_200415.png [View same] [iqdb] [saucenao] [google] [report]

Yes. Remarkable work on the hexagon floor there.

>> No.1834445

Damn good for a first map. I'd say you probably don't want the UAC logo repeated so much, I'd break it up with some SHAWN texture, and you generally want to find the door before you find the key. But all in all, again, damn good.

>> No.1834447

>Secret door has no indication of being secret.
May want to fix that.

>> No.1834457

Thanks. I dig the recessed lighting around the floor you have there. I will likely steal this.

>> No.1834458

> the DMC animu
I'm so sorry.

>> No.1834460

>>> the DMC animu
It was good

>> No.1834472
File: 618 KB, 1248x905, changes.png [View same] [iqdb] [saucenao] [google] [report]

Thankyou I spaced out the UAC logos and made it look less mirrored across the walls in this image, I also fixed the texture in the back too

I think I am going to add another door to get the red key card now.

>> No.1834480


That's okay, anon. It was a learning experience.
And not all learning experiences are painless.

>> No.1834504

>Remarkable work on the hexagon floor there.
this is such a doom builder cliche, ever since it came out people have been cutting the tiles out of floor4_8 and putting borders round every sector

>> No.1834510

>DMC animu
Are you guys talking about detroit metal city or devil may cry?

>> No.1834516

Meant to post this

>> No.1834524


DmC: Devil must Cuhrazy.

>> No.1834525

DMC: Dale Might Cry

>> No.1834527

That wasn't a korean cartoon, that was a sorry excuse for advertising for dmc3. The bayonetta show is equally as bad.

>> No.1834540

>Live action version.
Meh as fuck.

>Anime version.
Fucking awesome.

Johannes Krauser II wad when?

>> No.1834551

preferably no slaughtermaps

>> No.1834567
File: 662 KB, 1366x768, Screenshot_Doom_20140804_150014.png [View same] [iqdb] [saucenao] [google] [report]

Grenagitating Revenashotgunation

>> No.1834619

>bossfight in giant collapsing tower against sentient corpse machine firing cables from the walls

>GMOTA with Dragon Slayer, cannon-hand, and repeating-crossbow-hand

I never knew I needed these until just now.

Would ViolenceJack.wad be like a brutal/hdoom hybrid?

>> No.1834626

>>bossfight in giant collapsing tower against sentient corpse machine firing cables from the walls
I've had nightmares exactly like this.

>> No.1834638


I'm not sure about the Dragon Slayer, but you have an arm cannon and a mode that shoots little bolts.

I want to buff the big spike ball and make it so when it hits the end of its lifespan, it scatters spikes in a 360 degree radius

>> No.1834642

Analog sticks kick ass on Nvidia shield

>> No.1834646

given the fact that Violence Jack was more interested in just fighting shit, it'd probably be hyperviolent Brutal Animu.

I actually screened/streamed Violence Jack and Mad Bull 34 for Term as a study in anime gore/violence. I'll probably show off M.D Geist and Cybercity Oedo next as well when the chance arises.

Speaking of Cybercity Oedo:

>> No.1834651

He removed all the nongpl code and rewrote some stuff himself.

>> No.1834680

See, I remember Violence Jack more for all of the rape and its dismissal thereof. That scene in episode 2 where they find all of the women who hid away because the police drugged and raped them? And then they're like "Violence Jack! Big strong man! You can have your way with us if you want!" Ugh.

Mad Bull is great fun, though. Any Mad Bull wad needs to have a Green Goblin boss that flips you off. And maybe have captive blonde women in danger replace invisospheres like the marines in Brutal Doom, since Sleepy stops like eleven rapes in progress and kills everything that doesn't have a vagina by the end of the series.

>> No.1834685

Is there a combination pack of cacoward winners? Is that what the op 12gb link is of?

>> No.1834701

amongst tens of thousands of others, yes.

last year there used to be a pack of doomworld top 100 + caco award winners maintained by some tripcode user but i don't know what happened to it.

>> No.1834703

Sure, why not? There's nothing wrong with doing this as long as you tell the player beforehand "you'll have to jump and crouch," or make it obvious from the first room that that's what's going on here.

>> No.1834705

To be fair - they were pretty desperate for help given the circumstances. And he never took them up on their offer

Then there's the part where the rapists die horrible, violent deaths. Violence Jack: Evil Town is easily one of the goriest ovas i've seen.

>> No.1834708

Well shit, I guess I'll just have to go through and download them manually. And the top 100 was only for 1993-03

>> No.1834714

It's in the OP under
##Our WADs can be found here!##

>> No.1834716

Letting us play the map instead of showing us you play the map is way more fun, and gives you a better idea of how a different player might, uh, play your map

>> No.1834725

>And the top 100 was only for 1993-03
And the CacoWards run from 2004-Current
So it's nice and continuous.

>> No.1834729

How do I widescreen in PRBoom+?

>> No.1834736

Options -> General -> Aspect Ratio
(does auto not work?)

>> No.1834747

I don't even have that option... Maybe I have an old version, but I just downloaded this on /vr/speed's release.

>> No.1834760

Stupid question.
Is there a way to make ZDOOM autosave every (n) minutes?

>> No.1834765


These are some new MIDIs for a project I'm working on. Feedback appreciated.

>> No.1834770

No, just press F5 when you want to save

You don't want to do that shit anyway because what if it autosaves right before you get hit with a rocket?

>> No.1834776

How did you manage to connect to Mega?

>> No.1834789

it prints out the version at startup and on exit. i get:
PrBoom-Plus v2.5.1.4 (http://prboom-plus.sourceforge.net/)

>> No.1834804

Am I honestly the only one that preferred Quake 1 over 2? The weapons in 2 felt bland and the level design... wasn't as good, to say the least.

>> No.1834814

Some people do. Some people don't. I think they're both cool.

>> No.1834834
File: 24 KB, 400x275, 1379502902699.jpg [View same] [iqdb] [saucenao] [google] [report]

>MD Geist

Could be neat but I'd be wanting to fight anal program death force instead of demons.

>> No.1834951


Guess I'll try a different version.

>> No.1834970

>go on /vr/ server, devoid of life, start playing samsara survival
>"solid snake" has joined
>"hey friend ive been playing since i have five anos"
>I know its a BR? but I try to extend a friendly hand by saying "do you go on /vr/ often?"
>"whats vr?"
>tfw my hopes and dreams of bro-op with someone from here died right then and there

>> No.1834981

>tfw you want to make maps but all you ever end up doing is a series of boring grey halls and brown caves that expand like a web and end at the same point
>tfw you haven't cracked the code on how to make fun maps and fear you never will

>> No.1834987


If you wanna play, make a server and post the server title here, and if people are interested they'll join.
We're not always on servers 24/7, but we tend to flock to them every now and then.

>> No.1835004

Here's the trick: Make a bunch of big unrelated rooms, and THEN figure out how to connect them.

You don't have to make the rooms in chronological order. A lot of my best mapping has come from, "I know the player will end up in this cool room and they start in this cool room, I just have to figure out how to get from A to B."

>> No.1835015

Fuh. Was using the wrong download... Bleh.

>> No.1835021

I've actually been trying to avoid the "series of rooms" approach to level design recently. Say for instance you make a room, and then a ledge for monsters to shoot down from. It's a lot more interesting to extend that ledge into the center of the room and have it as a separate floor in the same room, but gameplay wise it'd be it's own thing. Like having 2 rooms hugging each other on different levels is cooler than just having a doorway between the two and a hallway to go down. Try to make everything more integrated I guess is what I'm failing at saying.

>> No.1835040

I had a similar idea when making my first official speedmap, Administration Center. The end result was a map lacking any kind of corridors, and with very variated room themes. I suggest you to only use a corridor when you are either sure that you can make a very fancy and remarkable one, or you just can't connect the rooms in any possible way. Try to think realistically, if you were a real engineer trying to build this structure in real life. Making a room too far from each other, and connecting it with a corridor would be a total waste of space and resources.

>> No.1835051
File: 621 KB, 440x247, 1375932748668.gif [View same] [iqdb] [saucenao] [google] [report]

>Playing Reelism
>Barely survive last round
>Rolled explosive enemies, fire weapons, and dogs

>> No.1835054

At least I was there saying "what an mess" :^)

>> No.1835067
File: 2.95 MB, 320x240, DECORATEd.webm [View same] [iqdb] [saucenao] [google] [report]

This is what progress looks like!

>> No.1835084


was that the shining finger at the end?

>> No.1835085

What is this and where can I get it?

>> No.1835097

it's the new grezzo.

>> No.1835106

Does anyone know if BDSE is compatible with Doom RPG? I think the regular BD is but I'm not sure.

>> No.1835109
File: 27 KB, 400x299, nah.jpg [View same] [iqdb] [saucenao] [google] [report]

Whats keeps you guys motivating when making maps? I wanted to make a megawad (32 maps), but I just finished 2 maps. I want top finish it, but I dont feel motivated.

pic related, its me the entire time
I just cant stop browsing 4chan

>> No.1835112

Well this give me the feeling that I am going to hell for playing the wad like Grezzo did?

>> No.1835115

I'd just work on smaller projects. 32 maps can take a year or two if you're not being paid to do it.

>> No.1835123

BDSE's the only version Kyle's really supporting, since the code is apparently cleaner and the mod less of a clusterfuck to deal with.

>> No.1835127
File: 399 KB, 1600x900, doom01.png [View same] [iqdb] [saucenao] [google] [report]

You could also just contribute to our limit removed vanilla megawad. Still no indication of a head count of who's down to attempt it.

>> No.1835129

I don't have any motivation. I've spent nearly two years working on a single large map.

>> No.1835145 [DELETED] 
File: 26 KB, 226x251, 1399039429381.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1835150 [DELETED] 

oh quit your bitching

I still play with other mods occasionally (MSX, GMOTA, Fractal Doom)

>> No.1835183

Are there mutators for BDSE like disable reload, no weapon and monster changes and disable shake/bloody screen effects?

>> No.1835203 [DELETED] 

Yeah it's called playing without brutal doom

>> No.1835210

I cant get those nice effects and satisfying gunplay without BD. It' just most of the actual features i hate

>> No.1835216 [DELETED] 

>I cant get those nice effects and satisfying gunplay without BD
confirmed for trolling
dont respond

>> No.1835218

lack of my own PC to have

>> No.1835223

>what is beautiful doom

>> No.1835225

not him but
>has opposing opinions
>must be trolling
Muh Hive mind

yes actually

>> No.1835226

I remember somebody posting here recently and posting a custom map for shadow warrior.

Does anyone have it?

>> No.1835227
File: 29 KB, 225x220, 1406608584864.png [View same] [iqdb] [saucenao] [google] [report]

>tfw you find vanilla doom gameplay boring after years of playing it and can only get enjoyment out of doom through various mods

>> No.1835232

>tfw giving vanilla Doom a break for years because of mods
>Go back to standard Doom
>Turn on fast monsters
>Wreck everything's shit anyways because other mods are much harder

MSX is still my definitive Doom experience though, holy shit.
Demonsteele and GMOTA are tied for second place

>> No.1835236 [DELETED] 

Its not a troll how fucking dense are you. With most BD features disabled its closer to vanilla but the guns feel a lot better and some people enjoy the ridiculous gore

>> No.1835241

saying you like brutal doom is a troll in the first place

>> No.1835242

I usually roll with Brutal Doom SE or RLA. MSX is fun too. Kinda patiently awaiting an update for Metroid Dreadnought, the totally OP wavebeam bugs me.

What's Demonsteele?

>> No.1835243

>yes actually
can you link? i havent been able to find them

>> No.1835246

I wouldn't mind a version of BDSE with GMOTA's level of gore, toned back but still gives it that oomf

>> No.1835247 [DELETED] 

Silly anon, thats an oxymoron

>> No.1835252

I like MSX but i feel like it makes most maps easier than they should be. Maybe i should stop using grenades and charged up fists so much

>> No.1835253

Damn I hope I got the name right.
It's that mod Terminus is doing with the chinese ninja girl that has sword wave slashes.
It's fun.

Only thing I don't like is all the placeholder sprites but the gameplay keeps me coming back to it again and again.

>> No.1835258

I play MSX with the badass monsters addon.

The new enemies are fun.
I kind of wish I could use a Gatling Shotgun like one of the enemies does.

>> No.1835260

If I remember correctly, Mark said he would be cutting back on the blood and gore a bit.

Oh right, I remember the webms of that. Looks fun.

>> No.1835262

give me a sec, I lost track, I swear it came packed with modifiers, that or the Brutal doom mutators work for SE

>> No.1835265

yeah, v20 looks like it will be pretty gud, I still want to wait for how SE makes that even better

>> No.1835268

I don't mind blood and gore.
Only thing I really like is BD's shotguns and rocket launcher.
I liked seeing the zombies and imps fly back with shotgun blasts.

Gave me a Blood vibe.

>> No.1835270

How is SE different from regular BD anyway? I know theres little balance fixes but anything significant?

>> No.1835271

Is there a release date at all for v20?

I'm not so much bothered by the blood and gore itself, just the sheer amount there is. Every little shot you make creates pools of the stuff that paint the walls.

>> No.1835276

i havent actually tried brutal doom mutators with SE but ive heard it doesnt work

>> No.1835281

You can find a full list of changes here: http://forum.zdoom.org/viewtopic.php?f=19&t=37889

One of the major differences is there's a new attack added for the chainsaw.

>> No.1835283

I'm indifferent to to the gore volume really.

The only reason I ever play BD is for the shotguns and rockets.
I really like how the shotgun has range too.
And how the super shotgun obliterates enemies point blank. That still doesn't get old.
Had to change the super shotgun sound though. BD and BDSE don't have good ones, so I gave it the DMC shotgun sound.

I don't play BD too much because I think MSX has the superior satisfying weapons all around.
Dat Gauss
Dat Nailshotgun
Dat Autocannon.
Dat charged punch.

If it had a better melee system I'd probably just stick with that completely.

>> No.1835286

Right here, good sir.

The first PWAD is still technically not legal until I figure out some way to prove the user is using Doom 2 and not Freedoom.

I'm thinking about doing some ACS interjection and releasing the map pack separately. If the map doesn't match up with the Doom 2 level, it goes haywire.

The other option I thought of is a program that checks MD5sums to figure out if it's D2 or not and then extracts the wad for you, though that could cause problems for an aspiring hacker.

>> No.1835287

nail gun feels weird, it's not even really a weapon

>> No.1835292

It's a shotgun that shoots a spread of nails that kills Diabolists in a single shot.

I'm not sure what feels weird about it.
I would have propably preferred a real badass pump action shotgun with pellets instead of flechettes but whatever, I like it.

>> No.1835301

Make a map01 edit that's clearly an edit, but distinct enough that it's /idgames/ kosher. (See that one 32in24 wad that was a tribute to DWANGO's abundance of modded id maps)

>> No.1835325

Trying to get reelism going on multiplayer, but it keeps spitting us out on boss mode. What do? Manual isn't much help in this regard.

>> No.1835353



>> No.1835409
File: 44 KB, 171x165, frog.png [View same] [iqdb] [saucenao] [google] [report]


I just saw a webm of a doom mod where you get a blowjob from an enemy. What is it called and where can i find it?

>> No.1835427

Hdoom. Its somewhere

>> No.1835437

How can I fix the DoomRPG/RLA HUD so that the Berserk icon doesn't overlay over the keys on the top right?

>> No.1835454


>How can I fix the DoomRPG/RLA HUD so that the Berserk icon doesn't overlay over the keys on the top right?

>> No.1835472
File: 98 KB, 320x200, Concept-SSG-Pistol-Shot.gif [View same] [iqdb] [saucenao] [google] [report]

That aloof fella that's working on his project just made another neato gif

>> No.1835479

Hdoom, it's at the second post; first reply of OP
>HDoom has its 5th techdemo! http://www.best-ever.org/download?file=m12-hdoom-techdemo5.pk3

>> No.1835513

This; I've been working on my mapset since about January of this year and I'm only on Map07

You can do a 32 map set but it's easier to set a goal smaller first; my goal is basically to do 10-12 maps first and then see what happens

>> No.1835515

That was NESfag

>> No.1835518

I know, that's the pack for the first 10 years. I want a pack for the last 10

>> No.1835895

Why not, Anon? It looks nice.

>> No.1836054

>Mega Man

>> No.1836221 [DELETED] 

>today I learned doomguy has 2 right hands

Nah but seriously a snap shot or quick kick option is great

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