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/vr/ - Retro Games

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1839221 No.1839221 [DELETED]  [Reply] [Original] [archived.moe]

Doom thread, (Last thread >>1835343)
(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.1839225 [DELETED] 


Doomhack! It's... well, it's something alright. It's also legal now! http://pastebin.com/X5dddz3F

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. http://pastebin.com/W8P7fdq3

The rumor mill/Tarnsman says Back to Saturn X's second episode will come out on August 31st (a day earlier!). 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)

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.


200 Minutes of /vr/: http://www.doomworld.com/idgames/?id=17781
GMOTA: http://forum.zdoom.org/viewtopic.php?p=742401
HDoom: http://www.best-ever.org/download?file=m12-hdoom-techdemo5.pk3
Metroid Dreadnought: http://zandronum.com/forum/showthread.php?tid=4561
The Space Pirate: https://drive.google.com/file/d/0BxbbtKR5bll_anFPaVhUQVZqcnM/edit?usp=sharing (tutorial: http://youtu.be/mrFF8LCZw5Y)

Doom RPG: http://forum.zdoom.org/viewtopic.php?f=19&t=33292
DoomRL Arsenal: http://forum.zdoom.org/viewtopic.php?t=37044
Hideous Destructor: http://forum.zdoom.org/viewtopic.php?t=12973
Pirate Doom: http://forum.zdoom.org/viewtopic.php?t=32674
Got something news-worthy? Reply to this post, or it'll likely be missed.

>> No.1839226


Doomhack! It's... well, it's something alright. It's also legal now! http://pastebin.com/X5dddz3F

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. http://pastebin.com/W8P7fdq3

The rumor mill/Tarnsman says Back to Saturn X's second episode will come out on August 31st (a day earlier!). 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)

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.


200 Minutes of /vr/: http://www.doomworld.com/idgames/?id=17781
GMOTA: http://forum.zdoom.org/viewtopic.php?p=742401
HDoom: http://www.best-ever.org/download?file=m12-hdoom-techdemo5.pk3
Metroid Dreadnought: http://zandronum.com/forum/showthread.php?tid=4561
The Space Pirate: https://drive.google.com/file/d/0BxbbtKR5bll_anFPaVhUQVZqcnM/edit?usp=sharing (tutorial: http://youtu.be/mrFF8LCZw5Y)

Doom RPG: http://forum.zdoom.org/viewtopic.php?f=19&t=33292
DoomRL Arsenal: http://forum.zdoom.org/viewtopic.php?t=37044
Hideous Destructor: http://forum.zdoom.org/viewtopic.php?t=12973
Pirate Doom: http://forum.zdoom.org/viewtopic.php?t=32674

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

>> No.1839230 [DELETED] 

first faggots

>> No.1839232
File: 201 KB, 734x455, 1406438239142.png [View same] [iqdb] [saucenao] [google] [report]

>> No.1839237

hahah I get it!

>> No.1839240 [SPOILER] 
File: 256 KB, 658x604, 1407307031891.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.1839242
File: 80 KB, 332x314, i have special eyes.png [View same] [iqdb] [saucenao] [google] [report]

>That skybox

>> No.1839243

Why, anon?

Why must you deliver us this dose of daily dicking?

>> No.1839245 [SPOILER] 
File: 104 KB, 1280x960, 1407307142764.png [View same] [iqdb] [saucenao] [google] [report]

Purple skin is pretty great.

>> No.1839246

I don't

>> No.1839247

Because imps need loving too

>> No.1839249

With the old doom engines you couldn't do such fancy things as sink in water so every liquid was always ankle deep.

>> No.1839253

That reminds me of someone who posted a gif of some mod's hindenburg bomb dropping on the middle of nuts.wad

It was pretty nuts.

>> No.1839254

I feel like maybe it wouldn't be so jarring if that skin had big pixels

>> No.1839258

Oh derp. That was dumb.
Not him but I feel stupid for not getting it either.

>> No.1839264
File: 11 KB, 256x256, succubus.png [View same] [iqdb] [saucenao] [google] [report]

Maybe something simpler like this?

>> No.1839265
File: 3 KB, 109x126, 1406572023004.jpg [View same] [iqdb] [saucenao] [google] [report]

>H-Doom finally gets a full release
>Somebody decides to play nuts.wad with it
>Player fires off a weapon, instantly alerting all the demonesses
>There's so much friendly fire
>A majority of them begin "Infighting"
>The map quickly becomes a giant demon lesbian orgy

>> No.1839268

Perhaps more in line with the established doom artstyle.

>> No.1839269



>> No.1839271

What is Grenouille.wad and where can I get it?

>> No.1839278
File: 2 KB, 55x96, run.png [View same] [iqdb] [saucenao] [google] [report]

it's hard to work with such little room for detail

>> No.1839279
File: 24 KB, 416x491, mmmmm.png [View same] [iqdb] [saucenao] [google] [report]

>> No.1839280
File: 986 KB, 500x207, finishing a megawad.gif [View same] [iqdb] [saucenao] [google] [report]

Spent 9 hours finishing Hellbound blind and now I am done. That was a brilliant megawad that impressed me from the beginning and only got better.

If someone doesn't recommend me anything I will play ETERNAL.WAD now.

>> No.1839287

Dont forget to load the .deh file with it

>> No.1839293

before you ask, google didnt provide me with any help

>> No.1839296

i've never heard of it sorry

>> No.1839297


t'was a reference to Perfume.go read the book you nuts

>> No.1839302

Whats your favorite wad?

>> No.1839303


Project MSX

>> No.1839306


>> No.1839307


Scythe 2.

>> No.1839310

Megawad: Alien Vendetta
Gameplay: Tied between Hideous Destructor and... pretty much anything by WildWeasel, with Samsara a close third.

>> No.1839312


>> No.1839316

Looks good! Can't believe I missed this one too, I wonder how easy it will be because Hellbound definitely got a little hard by the end

>> No.1839329

Good wads:
Beyond Reality
Ultimate Simplicity

>> No.1839335
File: 80 KB, 704x1216, scrap232_a.jpg [View same] [iqdb] [saucenao] [google] [report]

shotgun gal

>> No.1839342
File: 100 KB, 250x250, 2364528490135.png [View same] [iqdb] [saucenao] [google] [report]



Nice touch with the Episode 4 and the level with the 4 Cyberdemons

>> No.1839348

Can I load her with my buckshot?

>> No.1839364

There is no reloading in Doom.
The shells are put into her magically.

>> No.1839373
File: 206 KB, 1728x1984, scrap233_a.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1839378
File: 342 KB, 1920x1080, Screenshot_Doom_20140806_004731.png [View same] [iqdb] [saucenao] [google] [report]

These lost souls are colourful and purdy.
Also Map04 has awesome music

>> No.1839381

What is that?
A status bar for ants?

>> No.1839390

How are those first maps coming along?

>> No.1839403

nice mutton chops

>> No.1839407
File: 92 KB, 313x408, billymaysindapperhat.jpg [View same] [iqdb] [saucenao] [google] [report]

>blue flame coming out of the tip of the fire not vice verson

>> No.1839408

Blue fire is hotter than red, and the souls flames comes from their mind man.

>> No.1839420

I usually have the HUD as just the numbers without the status bar as I like having more visibility on the gun for whatever reason, but here I can see all the essential stuff just fine and I also get to look at the Doomguy mug which I personally like. Although in this WAD the mug is pretty lame.

Also incase you didn't notice, the shotgun is now sawed off for reasons

>> No.1839423

Is there any way to play both doom 1 and 2 with the sprites, effects and gameplay elements from doom64 ?

>> No.1839437

Consoledoom, I guess..

>> No.1839443

You'll need to run that on Zandronum with Skulltag data and actors if you're playing the ConsoleDoom made by Strikerman780

>> No.1839448


Seems that a mod for my needs doesn't exist.
I love the lighting, animations and sprites and most importantly the feel of devastation the new weapons give.
Will somebody ever work on a mod for this ?

>> No.1839451

PSXDoom with Doom64 sprites?

>> No.1839459

It doesn't look like the doom 1-2 levels in doom64 EX that i'm trying to find.

If really a mod like this doesn't exist, i will make it /vr/.

>> No.1839461

Someone is doing Ultimate Doom 64 and posted some webms.
It looked great.

I don't think he's doing Doom 2 though.

>> No.1839467


This is ALMOST what i want, but it seems the lighting effects, like color lamps affecting sprites and so on are not present.
Doom 64 EX should have an editor, why don't they use that ?

>> No.1839480

Custom weapons and shiznaz.

>> No.1839483


But we are talking about a straight port of doom 1-2 to doom 64 EX, there's no reason to worry about custom weapons.
I'm going to do it for fuck's sake.

>> No.1839523

Thanks Doctor Doom

>> No.1839553

where did based anon go?

>> No.1839563

Why are arch-viles so fucking annoying?

>> No.1839565

Their method of attack is hard to avoid without cover and they can bring back any enemy at full capacity just by walking over them.

I like them, they're great.

>> No.1839576

i am angry
angry about martians

>> No.1839580
File: 751 KB, 1072x544, cretewall.png [View same] [iqdb] [saucenao] [google] [report]

So, digging around I found a shitlot of textures I made for Quake 3 long ago. I think they might not look too bad in doom, with a bit of extra work.


>> No.1839581


And they're also fast and pretty damn sturdy.

Crafty goddamn murder mutants.

>> No.1839621

Whats the map?

>> No.1839624

Nuts3.wad or something.

>> No.1839642

thats awesome. any more like this?

already have brutal doom

>> No.1839654

Need to be lower resolution. Otherwise dont see why they wouldnt work.

>> No.1839661

What do you guys think about Master Levels of Doom?

There are some pretty good wads but they are short as fuck and the black tower wad is impossible to beat.

>> No.1839749

This needs an HDoom edit.

>> No.1839756

I second this

>> No.1839759


>> No.1839760
File: 67 KB, 371x296, unf unf unf unf unf.png [View same] [iqdb] [saucenao] [google] [report]

>doomguy pounding the everloving shit out imp-tan, who has a nigh ahegao face going on
I'm digging it.

>> No.1839772
File: 39 KB, 500x738, 1406753905835.jpg [View same] [iqdb] [saucenao] [google] [report]

>Read last thread
>Somebody saying ASESprite is pay-to-use
>"Huh, the one I have is free! I'll go check their websi-"

>> No.1839776

Torrents, my friend.

>> No.1839779

Is there a way to get the super shotgun for the original Doom using the Brutal Doom v19 mod?

>> No.1839783

>summon supershotgun

Put this in the console, without the memearrow.

>> No.1839793

There's a small chance a freed marine will have one.

>> No.1839807

Yes but last time I played it lacked the shooting sound so all youd hear was the reload. It actually sounded kinda nice.

>> No.1839808


Thanks anons

>> No.1839816

Someone made a version of the GZDoom alternate HUD with the face on it somewhere

>> No.1839830

The main reason nobody has done it is because, spoilers, there is no Spider Mastermind, Archvile, Chaingunner or Revenant in Doom 64.

If you want to give it a shot, go ahead, but be warned that you're probably getting into more than you can chew, because:

-Doom64 and Doom1/2 don't have nearly the same texture set, so you will either have to add in Doom 1/2 textures to Doom64 (which will clash visually) or make entirely new textures that match Doom64's style (also a pain)
This is even assuming Doom64EX can use custom textures
-You will have to learn how to map not just for vanilla Doom but also for Doom64EX, the differences between the formats, and all that crap
-It is technically illegal to redistribute IWAD levels, however modified, in a PWAD, for use with a different IWAD. This is why there's no "Doom 1 levels for Doom 2" type level set floating around. EVEN if you did all this, it would be impossible to distribute it on idgames (the largest repository of Doom levels on the internet) and most sites (Doomworld, zdoom) would give you shit for even making such a thing

Now you can see why nobody's done it.

>> No.1839832


>> No.1839834

Load Brutal Doom with Perk's HD sounds after it and you will no longer have this problem

>> No.1839840

Not him but I also have a version of PSP5 that's been with me since Win98

>> No.1839842

Heh, sorry. I didn't know he wanted it because he never said anything.

>> No.1839843
File: 1.85 MB, 1920x1080, Screenshot_Doom_20140806_175743.png [View same] [iqdb] [saucenao] [google] [report]

>still making first map
>oh god the details why won't they stop

>> No.1839845

>-It is technically illegal to redistribute IWAD
Call the cops I dont give a fuck

>> No.1839848

No, that does a lot of weird un-Doom-like changes. The one I'm talking about was just the GZDoom alt HUD with the face replacing the medkit icon.

>> No.1839849

Speaking of which, how do you do the roof in the top left? Also how do you enable skybox?

>> No.1839851
File: 863 KB, 1730x910, sectors.jpg [View same] [iqdb] [saucenao] [google] [report]


Vanilla Doom 2 doesn't have a skybox as we know it today. You just used the SKY1 texture or whatever it is called for the ceiling.

>> No.1839856
File: 163 KB, 985x811, 1407111197412.jpg [View same] [iqdb] [saucenao] [google] [report]

Fun fact about the Debauch Marine: He isn't actually that stupid. After the Phobos Anomaly and resulting chaos, he felt that his only place was continuing warfare, resulting in so many concussions and serious wounds that he lost quite a few brain cells.
His stupidity wasn't there from the start, it was caused by Hell itself.

>> No.1839861

thanks man!
scanned everything with virustotal because I'm a paranoid pansy and everything was clean as a whistle

>> No.1839867

You guys can say what you want, but I bought legitimate copies of Ultimate Doom, Doom II, and Final Doom just because it would support ID software and the lovely Romero head.

>> No.1839870

They should stop, because ALL those lights everywhere actually looks like shit, anon, AND I have a real hard time believing that an area with THAT many lights wouldn't be lit at 255

Replace the vertical ones with SUPPORT2, replace the horizontal ones on the bottom with STEP textures.

>> No.1839872

Lets say I wanted to add some textures to muh wad. What do I name the lump I put it under, and how do I get Doombuilder to see it correctly and everything?

>> No.1839873


Well, don't, because unless you did it pre-1996, Romero didn't see a dime, and since maybe 2003 nobody from the original Doom team except John Carmack has seen any money

>> No.1839875

I like the geometry, though it's nothing special. I'd definitly replace those lights though. At least 75% of them.

>> No.1839879

Carmack quit last year.

>> No.1839883

Carmack doesnt even care if you pirate it, hed be a hypocrite if he did.

Im sure Romero couldnt care less either.
id is part of Bethesda now right?
Id rather not support Skyrim 2

>> No.1839886

Did you make the textures, or are you just using an existing texture pack? What format is your map in?

Because there's a shit easy way to do it but it requires ZDoom-specific stuff. If your map is intended for vanilla compatibility, obviously that wouldn't work.

>> No.1839892
File: 1.53 MB, 1920x1080, Screenshot_Doom_20140806_182851.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1839896
File: 4 KB, 64x128, test_doom_tex2.png [View same] [iqdb] [saucenao] [google] [report]

It's just this one I made as a test a few threads ago, and a few painted wood textures I plan on making. Vanilla compatibility plox.

I'd use google, but I figured posting it here might get more interesting conversation out of it (like how you just said about the ZDoom shit).

>> No.1839904 [DELETED] 

>people actually play with texture filtering on
For what purpose

>> No.1839909 [DELETED] 

>people take issue with how other people play their games

But why?

>> No.1839912 [DELETED] 

Because half of /doom/ is full of "muh vanilla experience" faggots.
As long as they dont play Brutal Doom, I am ok with this.

>> No.1839914 [DELETED] 

>People who post on imageboards about videogames


>> No.1839926 [DELETED] 

We just had a server ruined because two faggots wouldn't shut the fuck up about people playing a game mode they didn't like.
Some people just like shitting all over others.

>> No.1839929

has anyone had plans to remake Doom 3 levels in classic doom? with the right enemy population they could be fun

>> No.1839931 [DELETED] 

oh so you're a hypocrite

>> No.1839932

The closest thing we have to Doom 3 in Doom 2 is probably Legacy of Suffering

>> No.1839935 [DELETED] 

not really. /doom/ is mostly zandrones.

>> No.1839940

I know, I was saying in 2003 nobody except Carmack was seeing dough

>> No.1839943
File: 109 KB, 320x240, justAMarineNothingToSee.png [View same] [iqdb] [saucenao] [google] [report]

>> No.1839945 [DELETED] 


What the fuck is wrong with you?

>> No.1839946
File: 53 KB, 512x1216, scrap234_a.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.1839949 [DELETED] 


No, /doom/ is mostly people playing whatever they want to play
Saying /doom/ is mostly X is ignoring all the people we have that are Y and Z

>> No.1839950 [DELETED] 
File: 698 KB, 1200x1395, 1403293811190.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.1839953

nice try skeleton

>> No.1839956


That looks nice. Let's see it in game.

>> No.1839959 [DELETED] 
File: 20 KB, 338x622, 1393534801094.png [View same] [iqdb] [saucenao] [google] [report]

>zdoom community is this immature
I thought they would be as elegant as an ant on a dead goose

>> No.1839960 [DELETED] 
File: 54 KB, 713x891, k.jpg [View same] [iqdb] [saucenao] [google] [report]


I could go on a tirade on why RGA2 coop is far better than gamemodes that make you wait to play (Survival) but everyone is too married to their own favorites to change their views.

And that's fine

>> No.1839961

So I saw a guy make really good use of the hexagon texture, how hoard is it to make individual hexagons like that?

>> No.1839962 [DELETED] 
File: 223 KB, 777x1300, 1402427720541.png [View same] [iqdb] [saucenao] [google] [report]

Seems we need this image again

>> No.1839965 [DELETED] 

>This post was brought to you by 4chan janitors

>> No.1839969 [DELETED] 

>And that's fine
until you start shitting all over everyone
but hopefully you won't do that again

>> No.1839972 [DELETED] 

>Getting this butthurt over a comic on the internet edited in MSpaint that was an edit of another comic
we hugbox now

>> No.1839975

Looks much better.

Personally, I'd replace the blue lights with some circuitry texture, as well, I think the raised step should have a shawn style metal texture rather than the same hexagonal tile as the regular floor.

>> No.1839978

Where are the enemies?

>> No.1839980 [DELETED] 


epic :)

>> No.1839989
File: 172 KB, 1344x1280, scrap236_a.jpg [View same] [iqdb] [saucenao] [google] [report]

It must one of those maps where enemies come out of the walls to instantly murder you!

More likely they're just doing the map design first and leaving items and monsters for later.

>> No.1839990

Alright, here's the trick. Doom textures aren't just like, textures. Textures are actually made up of what they call "patches." A texture like, say, COMPWALL, is actually made up of several smaller graphic "patches." This lets them reuse parts of graphics in multiple textures without wasting space on identical graphics.

So, okay, here's where it gets tricky: All the textures are defined in a block called TEXTURE1 (or TEXTURE2, or others I think). Since you seem to be creating the textures in a way that will work without you having to arrange patches, here's what you want to do:

-Before anything else, make sure the texture is in the Doom palette, or is only using colours in the palette. This is different for different graphic editors.
-Open up SLADE3 (you need SLADE3). Make a new empty WAD. Create two lumps called P_START and P_END. Put any and all patches between those markers. Name them the way you will name your textures (so for this texture, I might name it GRYMETAL)
-Convert them from PNG to Doom graphic format. (Right click > gfx > convert to)

Now the hard part:
-Select all the patches you had imported. Right click and hit gfx > Add to TEXTUREx Lump
-SLADE will give you some shit about "the archive does not contain any texture definitions," say Yes.
This is because the TEXTURE1 lump has to contain ALL the texture data from Doom 2.
-On the next dialogue box choose Import From Base Resource Archive, which will import the Doom 2 textures into the TEXTURE1 lump

It seems simple enough!

The good part is, once you have your texture properly defined in the game, DB2 (and I assume most other editors) will automatically pick up the fact that you have new textures loaded as long as you tell it to load your texture WAD as a resource. Alternatively, you can use SLADE and put the textures right in with the map WAD and not have to load anything.

Let me know if you have problems.

>> No.1839991

I'm pretty sure that's just an edit of a Community Chest 4 texture

>> No.1839994

Not hard at all, which is why so many people do it

Doom Builder 2 displays the floor flat on the editing screen, so all you have to do is set the grid to the right size and trace the hexagon panels

It's REALLY overused though

>> No.1840000

Personally I never understood this, the first thing I usually do after I do basic geometry is populate the room

>> No.1840003

Is there a way to disable monsters when testing/viewmoding doombuilder?

>> No.1840008

well yeah, Hexagons are cool, good training for rookie map buildiers

>> No.1840020

It's not. It's scratch. Though when I was done I thought it looked more like a Hexen texture than a Doom texture. But it was hastily done, so...

That was kinda the point to my question. To get it in game.

>> No.1840025

Good video, though I'm not liking how you end parts 1 and 2 halfway through a level.

>> No.1840027

You're right. I'll only end at the end of levels from now on. It'll take a few videos, I've got some more stuff to caption and put up.

>> No.1840034

BTW, for people who like watching good Doom streams, the goddamn doomguy is back and he's streaming doom. Fav doom streamer.

>> No.1840047

Can't you just dump an appropriate texture into a folder called 'textures', zip it into a pk3, and load those as an external resource in DB2?

>> No.1840048
File: 219 KB, 1600x900, doom03.png [View same] [iqdb] [saucenao] [google] [report]

Well it looks like I fucked up palettizing my texture (must've accidentally used an older version), and CC4-tex textures are shit up in-game now (though they look okay in the editor).

... but it sorta worked?


>> No.1840057

Looks fine to me, dont know what youre complaining about.

>> No.1840058


Call it an illusio-wall.

>> No.1840059

Aw crap. Now I understand. If I map with content from a pk3, I will need that pk3 on top of the wad for it to actually work.

>> No.1840067
File: 209 KB, 974x562, fuck.png [View same] [iqdb] [saucenao] [google] [report]

palettized, and in editor. Flat out crashes Doom now though.

Wat do.

>> No.1840069

that font sounds weak in my head

>> No.1840075

>crashes Doom
Try doom2

>> No.1840079
File: 1.20 MB, 320x232, firstPrize.gif [View same] [iqdb] [saucenao] [google] [report]

You're hilarious.

>> No.1840082


Does it crash with a message, or just stops and freezes/exits?

>> No.1840083

you sound like a tacticool person

>> No.1840084

just said error code 11. or error something 11.

>> No.1840096

you sound like a tacticool kind of person

>> No.1840103
File: 336 KB, 500x667, 88k1Mmu.png [View same] [iqdb] [saucenao] [google] [report]


Well, fuck.
I dunno, then.

>> No.1840108

I'll just try again, see if I fucked up somewhere along the time.

>> No.1840124

Yes. Click the dropdown button next to the testing. There's the four difficulties and then under that is four more, with a dead Caco next to them--these are no monster difficulty switches. So pick one of those and when you test, it'll run without monsters

>> No.1840126

Oh. Here. Says l_SignalHandler: Exiting on signal: signal 11

>> No.1840127

No, that only works if your map is ZDoom-exclusive. Vanilla, chocolate, Boom etc. WILL NOT recognize a "TEXTURES" lump

>> No.1840131

If they look fine in DB but not when you're testing then the problem is that Doom isn't loading the CC4tex.wad for some reason

Maybe you'd be better off letting someone with more experience do it for you. Like so...

>> No.1840137
File: 10 KB, 230x308, paladin1[1].jpg [View same] [iqdb] [saucenao] [google] [report]

These are great. It's like a mini Freeman's Mind

I'm really not. It's just that those wads tend to shake up the gameplay so much it makes going through old mods fun again.

Would he have to add the CCTEX textures along with his texture and the Doom 2 textures in his TEXTUREX lump?

>> No.1840148

Well I'd rather know how to do it myself, thanks though.
I changed my load order and now my texture is the hall of mirrors and CC4-tex shows up fine.

>> No.1840149


Gonna be honest.
This is the second time I've gone through a full video and didn't even crack a smile.
It just seems like a bunch of lame references and attempts at puns, and the gameplay is pretty rough and unpolished as well--not a lot of editing to smooth out the quieter moments, abrupt starts/stops...


>> No.1840158

Yes, the starts and stops are very rough, and that's going to change when I get done with this group of recordings. Instead of stopping in the middle of a level, I'll stop at the end.
As for smoothing out the quiet moments, what exactly do you mean? I'm very happy to receive constructive criticism, and what you're saying sounds very much like that.

>> No.1840160

From Doomwiki.org

"The Doom engine looks up a texture name using the wall texture lumps TEXTURE1 and TEXTURE2. (TEXTURE1 is present in all Doom versions; TEXTURE2 supports the additional textures in registered/Ultimate Doom, but is not found in Doom II.)"


You could probably just crossfade through an area if nothing's happening or being said beyond "I'm lost."

>> No.1840167

>Would he have to add the CCTEX textures along with his texture and the Doom 2 textures in his TEXTUREX lump?
Not technically? I mean it seems like he's having problems right now, but I have 3 separate texture WADs right now for my own project and they all work fine?

I think it's up to the wad compiler to make sure the whole thing works, so we'll see what happens then. Has anyone volunteered?

>> No.1840174

Very good idea. I'll use that in future videos, even though it really should have been something I did from the start.

Oh, and about the writing. I'm making an attempt at limiting the references I do, but they are there when it seems I can pop them in without sounding like Duke from "Forever," which was nothing but references. There are such things as the Parappa reference and the reference to NOT wanting to make a Mortal Kombat reference, but I'm trying to be as original as I can. Other things such as "Freeman's Mind" probably have at least one more guy to say whether certain things are funny or just stupid, and spend MONTHS looking over their footage and writing, and probably capturing and re-capturing to get a playthough that fits the jokes the best. I'm just a guy who's making videos and writing jokes by myself.

>> No.1840183

Well, one of the things about Ross (that's the Freeman's Mind guy's name) is that he actually can ramble quite a bit. He's good at that. Plus, he has the added bonus of using a microphone whereas you have text.

>> No.1840193

Is taking on 3 mancubi in a very large large room with a shotgun with max shells and 100 armor/hp too hard? Or should I make them go 1 by 1?

>> No.1840209

I think you're at your funniest when you put an image in my head, like in your first Hmod video at the end, with the "KYAAAAAA", I imagine the Imp girls squealing and jumping into Doomguy's arms. That was pretty damn funny.

>> No.1840210

That shit's easy.

>> No.1840218

Tested yours. Has the same issue. Interfering with CC4-tex...

Well. What to do then.

>> No.1840221

That's pretty much the easiest thing you could've said without an invulnerability sphere

>> No.1840230

I'd suggest making the room smaller, or increasing the number of Mancubi and giving the player a stronger weapon.

>> No.1840234

Hmmm. It's very hard to reliably do that, especially when the wad is very focused on combat rather than interacting with the environment. I'll try, though.

>> No.1840238

I made the floor tick -2/5% with only one small safespot, is that good?

>> No.1840248


>> No.1840251

Depends on the rooms layout. But maybe.

>> No.1840257

Open up CC4-tex and then add your textures to it, the same way I explained, except you won't have to build the table

Make sure you include the modified resources when you post the map

>> No.1840258

Is there any way to turn of the integrated janitor in Brutal Doom v19?

That shit is gay as fuck.

>> No.1840259

That's very bad.

Add some hitscanners or Imps to beef up the challenge level. The player should have to avoid multiple threats and keep track of them

>> No.1840261

Play Sperglord Edition instead. There's an addon for persistent blood.

>> No.1840262

Is there a way to "force" a monster to teleport or do I just open a door and hope it goes through?

>> No.1840271

Yeah, I thought about that. I'd rather have a separate file though if that's possible... If not, I'll just edit CC4...

>> No.1840276

surround its bounding box with a teleporter/door. Door opens up, It teleports immediately (so long as it's activated. It needs to hear the player first)

>> No.1840292
File: 18 KB, 335x363, shirtmockup.jpg [View same] [iqdb] [saucenao] [google] [report]

Would /vr/ buy my shirt?

>> No.1840295

What is this, a shirt for manlets?

>> No.1840302
File: 325 KB, 1600x900, doom07.png [View same] [iqdb] [saucenao] [google] [report]

Changed it to TEXTURE2, and now it shows up as a different texture. Which is... better?

>> No.1840308


Too cluttered.
If you can think of a way to simplify it to make just a few faces (or even one), then probably.

>> No.1840313

For you.

>> No.1840314

Needs more memes. Something like, "At first I was like", "but then..."

>> No.1840319

Make it say "you laugh at me because im different, i laugh at you because youre all the same" and have the doom guy grinning.

>> No.1840320

Maybe, but I'd never wear it outside of my house.

>> No.1840328

I'd prefer something stupid like just having "HUGE GUTS" in some slanted 2edgy 90's font, with a manic Doomguy's face jammed in the middle.

Fuck off it'd be funny :(

>> No.1840329

It's open source too. You can just download it off Github and compile it.

>> No.1840330

Create a box away from the rest of the level, big enough for the monster(s) to reside in. Now click on the box, and click on the sector you want the monster to "hear" the player from. Now press J to join the sectors (not shift+J to merge).

Now set up the door, because you're going to want to prevent a woken-up monster from immediately going through, presumably because there will be other monsters the player is busy shooting at. Do all that shit, and set the teleport up on the other side of the door.

How do you ensure the monster will walk through the teleport? You basically give him no other choice, but also, monsters are dumb. They will ALWAYS try to go towards the player in a straight fucking line. So the best way to do this is to align the monster room in a way that they will immediately walk towards the player, who is past the door.

Am I making sense?

>> No.1840335


>> No.1840338

If you don't want the monster to have to be awake and you're using Boom or better, you can use sector wind to push the monster into a teleporter.

>> No.1840349

youre getting a little Knee Deep in the Fedora

>> No.1840350

>be diagnosed sperg with BPD somehow
>Do nothing with my life
>the only thing that mmakes me happy is DOOM

I'm going to get smashed tonight and try making my first doom level.

Wish me luck.

>> No.1840353
File: 61 KB, 518x445, NextgenSamsara.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey Nerds,

Last night was fun, would you guys be interested for Samsara DM or Duel(low winlimit for more frequent matches) for day 2?

>> No.1840354

Make it just one of the two grinning faces, with the Today I Feel and the proper subtitle. And then a different face on the back

>> No.1840357

Holy fuck are you me
No seriously
are you me
I think we are the same person
who are you

>> No.1840358

Godspeed anon,
rip & tear.

>> No.1840359

>not "now you see me, now you don't" with a solid and transparent pinky

>> No.1840360

DM sounds good.

>> No.1840362
File: 136 KB, 457x512, ml77ilnnkp1qz4rgp.png [View same] [iqdb] [saucenao] [google] [report]

>last night was fun

>> No.1840363

Are you twenty years old, kissless virgin, getting fired from two jobs, and breaks down like a little bitch at least three times a week?

If so, you may be me.

>> No.1840374
File: 490 KB, 1000x1000, between-heaven-and-hell-52d6c5d4a3031.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey, guys, quick question. What do you think would make for a better BFG for DemonSteele?

1: The Lyre of St. Judas
You know how angels in heaven are all like playing harps and shit, right? Now you get a harp of your own--it's an electric guitar perpetually plugged in. Shredding on it invokes the dead around you to rise from their grave, and the screaming souls of the damned come out to seek out all enemies, tear into them, and rend them asunder. If you're especially lucky, they'll find shit they were carrying on their body (maybe ammo? Maybe an armor token?) and bring it back to you.
Uses health as ammo, and takes one life token per usage. Using it when you don't have any life tokens forces you into a state of weakness, slowing you down dramatically, keeping you from attacking for a bit, and blacking out your vision temporarily.

2: The Remaker
Much like how the demonic weapon of Hell was the Unmaker, the penultimate weapon of Heaven is a counterpart to it--a giant fucking laser gun with a skull and ribcage on it. It charges up momentarily, draining ammo from all of your pools, before firing a straight stream of energy that carves through anything in its way and leaves a hazy persistent trail that spreads out as it fades out, stunning and damaging any enemy it touches.
After firing the beam, energy drops down to the ground and a row of plants, grass, and flowers grow. Demons who accidentally step in this row are enveloped and dragged down into the soil order to feed the earth.

>> No.1840380
File: 26 KB, 335x363, shirtmockup.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1840385

Why no both?

#1 sounds the raddest, but the shredding could clash with whatever music you're playing at the time.

#2 has that neat dragging enemies into the earth effect, but the rest is a little bland.

So... The Lyre.

>> No.1840386

I am an eighteen year old kissless virgin with no job.
But I don't have breakdowns so I... wiiiiin?

>> No.1840393

Now slap "HUGE GUTS" on it.

>> No.1840395

Well then you're not me.

>> No.1840396

They're both so metal... fuck I can't decide. Maybe The Lyre because I prefer unconventional superweapons over big fat lasers.

>> No.1840397

thats stupid bro

you get that shit tattooed on your biceps

>> No.1840398

Does anyone have a specter sprite by chance?

Google is not helping

>> No.1840401

Anybody know where I can download Project MSX? The mediafire link on the ZDoom page is giving me a "File Blocked for Violation" error.

>> No.1840405
File: 134 KB, 231x676, 1395804107507.jpg_(JPEG_Image,_1600_×_1166_pixels)_-_Scaled_(60%)_-_2014-03-25_22.44.44.png [View same] [iqdb] [saucenao] [google] [report]

I'm not sure how to feel about that. Good luck man.

>> No.1840413
File: 30 KB, 385x366, 2cuteomg.jpg [View same] [iqdb] [saucenao] [google] [report]

Mix both, a Skeleton guitar that shoots lasers of pure heavy metal. The plant effect still happens, but instead of being dragged down, demons that step in it are purified and do the shit the lyre did

>> No.1840417

feel happy.

Now go masturbate to hdoom

>> No.1840418

Alright, got one running

>> No.1840425

I'm not feeling it.
Slashing through a horde of demons is fun enough, having an overpowered weapon somehow detracts from the experience, as instead of slashing through like a madman you will probably stand back and shoot the BFG.
However, I think having something like The Artifact in Doom 3: RoE would be interesting, or some kind of berserker-near-death trance, when you pick a berserker pack with no health left.

>> No.1840431
File: 32 KB, 714x1038, Doom_spectre_spritesheet.jpg [View same] [iqdb] [saucenao] [google] [report]



please give credit if you use them

>> No.1840432
File: 20 KB, 335x363, shirtmockup.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.1840436


>> No.1840437
File: 52 KB, 256x256, 1405622348044.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.1840441
File: 215 KB, 500x394, 1406077555751.png [View same] [iqdb] [saucenao] [google] [report]

Anybody know of an alternative download link for Project MSX? The one on the ZDoom page isn't working anymore.

>> No.1840442

The spectre doesn't have a sprite, it's just the Demon with the fuzz effect applied

>> No.1840443
File: 404 KB, 800x600, 204preview.png [View same] [iqdb] [saucenao] [google] [report]

So is actually possible to run Sonic Robo Blast 2 on ZDoom and its derivatives or would that require a hell of a hackjob with porting and shit?
Multiplayer through Zandronum could be FUN

>> No.1840445

Why are you such a sadist, anon?

>> No.1840446
File: 52 KB, 500x500, 1405189421100.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1840447
File: 660 KB, 540x468, laughingdemons.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1840490
File: 215 KB, 1920x1080, screenshot_hexagons.png [View same] [iqdb] [saucenao] [google] [report]

Orange Hexagon Cyberspace

>> No.1840496

lol, upper right demon is making the Costanza face.

>> No.1840505
File: 165 KB, 1024x600, Screenshot_Doom_20140806_170147.png [View same] [iqdb] [saucenao] [google] [report]

Here you go fellas, 3D blood spots in software mode using voxels, contrary to what some have said it's not resource intensive at all


>> No.1840506 [DELETED] 

On a scale of 1 to yes, how absolutely infuriatingly agitating do you find this video?

>> No.1840508 [DELETED] 





>> No.1840516


Sure looks ugly, though.

>> No.1840520 [DELETED] 


They got everything they possibly could wrong about Doomguy, and that's even taking into account their "the battle animation doesn't determine anything" clause, so a lot.
Death Battle would be much cooler if it was just the fight animations instead of this shitting around with bloody steel chains and spikes and guitar in the background as they talk about Sonic the Hedgehog canon.

>> No.1840526


no offence but that looks more like a beehive, that yellow thing looks like a honey cascade.

>> No.1840529

Looks like pizza sauce. Real blood isn't that bright.

>> No.1840530

Actually looks much better than that screenshot now that i'm testing it. Might have to do with the sprite clipping making it sink into the floor so that it doesn't seem ridiculously thick or something.

>> No.1840531 [DELETED] 

lol doom guy so slow

doom guy would hit that faggot with the super shotgun so fast master chief wouldnt even know what the fuck happened

>> No.1840536

reminds me of the Hive from Teen Titans. Might want to chill out with the honeycombs. Try having the hexagons unwrapped with an edge or two incomplete maybe? O

>> No.1840537


>> No.1840539


This link?


I am actually downloading it as we speak; I don't know what's the problem in your end but it's working fine for me

85.5MB, right?

>> No.1840541 [DELETED] 

Master Chief in-canon can run about as fast as Doomguy's normal movement speed.

Super Shotgun would still fucking rekk him, but Doomguy would have to find it first.

>> No.1840542


looks bretty good

>> No.1840543

Blood isn't that bright in real life, but in Doom it is.

>> No.1840545

oops i fucked up
meant to reply to >>1840437 and >>1840432

>> No.1840549 [DELETED] 

>Master Chief in-canon can run about as fast as Doomguy's normal movement speed.

Actually, he's slightly slower.
And that's not even taking SR-50 into account.

>> No.1840552 [DELETED] 


Who cares? It's just nerds having a little fun. At least it's not something nonsensical like Cloud Strife vs. Half-Life Guy.

>> No.1840558

Doesn't seem to work in Zandronum, is it a Zdoom only thing?

>> No.1840562 [DELETED] 
File: 11 KB, 300x240, 1399704774273[1].jpg [View same] [iqdb] [saucenao] [google] [report]

>lol doom guy so slow
That's the worst part, arguably
Doomguy is known for killing demons and speeding around while holding a few hundred pounds of weaponry.
To have him inching around like that is insulting.

pic related

>> No.1840565

No voxels in zandronum yet, ZDoom only

>> No.1840571

Then take a screenshot for us

>> No.1840572

/vr/'s FUN ONLY Samsara Deathmatch

Come on in, ladies!

>> No.1840574

Thanks, doc.

>> No.1840579
File: 137 KB, 1098x719, DoomGuy_2.jpg [View same] [iqdb] [saucenao] [google] [report]

I've seen the full version of that picture, and it's covered in ugly jpg artifacts, and whoever made it left all that haggard greyish crap in the background. I started to clean it up once, and then I realized it's shitty enough that it would probably be easier to just make a new one from a high quality sprite sheet. I'd change the text to the Doom font, too.

I like the idea, but no; I wouldn't pay money to wear design work of that level of laziness.

>> No.1840586

Just make a shirt of Today I Feel Sadistic and the Doomguy grin, and maybe on the back just have the Cautious face

>> No.1840593
File: 335 KB, 1017x1008, Doomguy emotion chart.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1840594

That link, yeah. It's working now though. Bizarre.

>> No.1840603 [DELETED] 

Master Chief does have one ace up his sleeve that we're forgetting. Even if he took a SSG to the face at point blank, if he just hides for five seconds, he's good as new.

Yes I mad. Doomguy would turn Master Queef into bloodpaste with his bare hands.

>> No.1840605 [DELETED] 

Master Chief would die from a single shotgun blast at point blank.

>> No.1840610

my previous hd i had constanza and his face molded into one in one of those facemelding things that was real popular on /v/ (this was before /vr/)
i wonder if anyone saved it

>> No.1840612 [DELETED] 
File: 231 KB, 673x1133, tumblr_n8ukinjras1tgjay7o1_1280.png [View same] [iqdb] [saucenao] [google] [report]

To be entirely fair, I think it's unfair to compare either of them. Doomguy comes from a game where story is an afterthought. As far as we know, he's just a regular old space marine. Canonically, we don't really know what he's actually capable of, outside of carrying several weapons and a fuck ton of ammo.

In Halo, however, there's tons of backstory on what the Spartans are capable of. Their armor has an energy shield to temporarily protect them from enemy fire, their armor can patch wounds they receive, they have super human strength, speed, etc, and they're aided in battle by an AI.

>> No.1840613 [DELETED] 

Doomguy ain't no archvile
hiding behing a rock for 5 seconds is more than enough time for Doomguy to haul ass and finish the job

>> No.1840614

YScale 0.1 that shit.

>> No.1840615 [DELETED] 

>Canonically, we don't really know what he's actually capable of, outside of carrying several weapons and a fuck ton of ammo.
He fought so hard in the Afterlife that Hell spit him back out, then he proceeded to kick the shit out of Hell again to get rid of it's presence on Earth.

That's kind of impressive on it's own no matter power levels.

>> No.1840621 [DELETED] 

Also another thing to consider is that Doomguy did it all singlehandedly.
He still fought armies of zombied soldiers, cybernetic demons and all sorts of crazy shit.
He can also stand on lava for a few seconds.

You can also assume that the tech available for Hell and Humans are at least kind of advanced since they can go to Mars, have really cool energy weapons and self loading rocket launchers.
Doesn't look as advanced as some Halo tech though but he's clearly really powerful in canon and in gameplay.

>> No.1840623 [DELETED] 

It is, yeah. Master chief blew up a couple planets.

>> No.1840624 [DELETED] 

>As far as we know, he's just a regular old space marine.
We do know all the other space marines died like bitches, so this seems somewhat unlikely.

>> No.1840625

About half the time when I start up GZdoom, instead of showing anything it has a blank black screen, the audio works fine but no video shows at all whatsoever. Sometimes it works fine, anyone have any idea why this might be?

>> No.1840626 [DELETED] 

Right, but it's like comparing Bugs Bunny to Arnold Schwarzenagger. Doomguy comes from a universe where logic just doesn't need to work.

>> No.1840628 [DELETED] 

MC never blew up any planets you silly billy. He blew up lots of spaceships and a couple Halos but not by himself.

>> No.1840630 [DELETED] 

Bugs Bunny would totally wreck Arnold, though.

>> No.1840631 [DELETED] 
File: 191 KB, 789x1200, how to rage.jpg [View same] [iqdb] [saucenao] [google] [report]

it made me rage almost as much as pic related

>> No.1840635
File: 199 KB, 1024x600, Screenshot_Doom_20140806_174207.png [View same] [iqdb] [saucenao] [google] [report]

Voxels can't be scaled like that. It only looks so thick because I am looking right down on it

>> No.1840637 [DELETED] 

Not necessarily. It's pretty common in stories like this where they just got lucky or something. There's plenty shooters where you're the rookie/greenhorn soldier, and all the other fully trained, capable soldiers get wiped the shit out.

Maybe it's not technically a planet, but destroying a Halo is still pretty impressive. And he did do it on his own in Halo 1. Halo 3 he blew up that other forerunner installation by activating a new Halo ring that was under construction. Aside from Cortana, he's usually on his own for the latter portions of most of the games too.

>> No.1840638

Try adjusting the sprite clipping option.

>> No.1840641


For your filtering pleasure.

>> No.1840643

This is actually funny because all the enemies in doom look the same, its not edgy its poking fun at fedora.

>> No.1840645 [DELETED] 


does anyone have one of these "page of rage" you know like a ppic compiling several of these rage inducing posts

>> No.1840647




>> No.1840648 [DELETED] 

That's what I'm SAYING.
Arnold's a complete crazy badass, but of course Bugs is going to win because he doesn't have to follow any rules. It's not really a fair comparison.

>> No.1840649

I disagree.

>> No.1840650

It's an image MD5. If you have 4chanX place it into that filter.

>> No.1840651

>all the enemies in Doom look the same
That's not even remotely true.

>> No.1840652

I think I know what you are talking about, I wish I could find it. Anyway I personally like the status bar that small, I don't have to compensate for anything.

>> No.1840653 [DELETED] 

In Halo 1 he only does it after being assisted by Marines to find a map system to get to a control room to download data on Halo's weaknesses to know he could destroy the Pillar of Autumn, to do so he needed Keyes' neural implants and Cortana to work the computers.

In Halo 3 Master Chief destroys a Halo under construction with the help of the Monitor, Cortana, Arbiter, and Johnson. And only got to it in the first place thanks to a three-pronged offensive by Miranda's forces, Johnson's squad and Shipmaster's armada.

>> No.1840654

pls someone send help
drivers are updated
latest version of gzdoom
zdl frontend

>> No.1840659

What I mean't is that each type looks exactly the same, same zombie-men, same imps etc.

So if you encounter a horde of one enemy type, that could prompt "you laugh at me because im different, i laugh at you because you're all the same"

I'm just being devils avacado here.

>> No.1840660 [DELETED] 

Oh yeah, that's true. It's been awhile since I've played.

>> No.1840662 [DELETED] 

Meanwhile, other people have only ever gotten in Doomguy's way when he's on an adventure, but at least they drop ammo.

>> No.1840663

But it does work!

>> No.1840665

Sprites don't clip in software mode. I could make the puddles lay just below the floor but that can cause a disorienting effect since the floor and the puddles won't align anymore

>> No.1840670

Why it needs to be so tall? Can't you make it only one pixel tall? Looks more like red cobble.

>> No.1840675
File: 210 KB, 1600x900, doom08.png [View same] [iqdb] [saucenao] [google] [report]

Well I buckled and just edited cc4-tex (now cc4-edt for me)

Here's what it looks like in game. It's okay.

>> No.1840676

But all Doomguys look the same with different colors.

>> No.1840680

But it is only one pixel tall

>> No.1840681
File: 553 KB, 600x422, 1395104836921.png [View same] [iqdb] [saucenao] [google] [report]

>TFW trying to revise the rifle, shotgun, minigun firing sounds
>Just can't get things to sound just right
>Alternate sounds are too overbearing, have too much outdoorsy reverb, and give me ear fatigue after a minute
>Don't have old hard drives with the huge library of sounds

Just kill me now. Lord Benellus will not smile upon me.

>> No.1840687

so what is it actually filtering

>> No.1840698 [DELETED] 

A.M. could learn a thing or two about hate from this.

>> No.1840707 [DELETED] 

nevermind, i just realized that when I change the video mode that my computer's native res is once it's already started, it works fine, but I have to delete the config file every time I want to start it up, meaning I have to reset the controls and video settings to how I like every time I want to play or it won't display video at all.
TL;DR: gzdoom sucks, zandronum is better, and I'm really sick of all the cool mods only being ported to a shitty source port

>> No.1840716
File: 515 KB, 1280x960, Screenshot_Doom_20140806_122522.png [View same] [iqdb] [saucenao] [google] [report]

That's what skins are for!

>> No.1840718 [DELETED] 



>> No.1840720 [DELETED] 


>> No.1840724 [DELETED] 

>literally just downloaded a clean version of gzdoom
>still won't run in my native resolution
must be my fault :^)

>> No.1840726

I like Zandronum and use it exclusively, so whenever someone releases a mod that only works on GZDoom it takes the wind out of it all.

I only played a tiny bit of MSX and several sessions of Reelism thanks to those limitations. But until Zandronum catches up on Zdoom features theres not much to be done.

>> No.1840729

What are you doing in my swamp?

>> No.1840731 [DELETED] 

Yep, must be.

What's your native resolution?

>> No.1840735
File: 78 KB, 658x482, 1407071867547.jpg [View same] [iqdb] [saucenao] [google] [report]

What's the weirdest platform for doom to have been ported to?

In terms of anything, I mean. Controls, gameplay, it all goes.

>> No.1840737

Can't see shit with the button overlays

>> No.1840738

Is there anyway to get supersampling in zdoom or gzdoom?

There's an option for multisampling, but without texture filtering, there is aliasing between pixels in textures.

>> No.1840740



>> No.1840742

I got it running on my Sansa Fuze before.

The control scheme was pretty fucked up.

>> No.1840748

What's the "latest" for you? Is it a devbuild from here? They might've fixed it already.

Also, what's your graphics card? That might help to know. Try vid_renderer 0 to make it boot in the Software renderer and see if that works.

Third, truth is Zandronum is literally an old version of GZDoom's renderer, a years-old version of ZDoom's codebase, and its own netcode, so calling GZDoom shitty...

>> No.1840749

Most ATMs run a special edition of win xp, so it's not really a port.

>> No.1840758 [DELETED] 

>Half-Life Guy.
My rage is so much right now

>> No.1840759 [DELETED] 
File: 432 KB, 500x394, AAAAAAAAAAA.gif [View same] [iqdb] [saucenao] [google] [report]


I still hate it but I choose to ignore it nowadays, so wha-



>> No.1840762 [DELETED] 


Hey. hey buddy.

They did a death battle with a transformer vs an mlp character

>> No.1840763
File: 34 KB, 620x463, FZQU0RNFAKWPHHK.MEDIUM.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1840765 [DELETED] 
File: 20 KB, 250x296, 1353925832403.jpg [View same] [iqdb] [saucenao] [google] [report]

>Half-Life Guy

>> No.1840768 [DELETED] 
File: 141 KB, 1024x768, cat.jpg [View same] [iqdb] [saucenao] [google] [report]

take this fucking bullshit back to /v/

>> No.1840774


Looks like the Lyre it will be, then. Thanks, guys.
I'll probably end up taking a few points from the Remaker so it's not just a direct Wraithverge clone, but either way I'm lookin' forward to this.

>> No.1840775
File: 47 KB, 390x212, doomcamera[1].jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1840798
File: 3.43 MB, 2230x1176, Screenshot_2014-08-03-11-32-15_framed.png [View same] [iqdb] [saucenao] [google] [report]

It's playable as long as you stick to vanilla, but anything else would probably be better suited with a controller.

>> No.1840819

Hey /doom/
What's your favourite arena shooter?

>> No.1840821
File: 600 KB, 839x460, a0a5fbeb23d334495b1ccc0bac8d2602.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1840825

its a toss up between Quake 3 and UT2k4

>> No.1840827 [DELETED] 

Halo 3

>> No.1840828

Was there anything more than a picture for this? It seems too easy to fake without any other proof.

>> No.1840832


>> No.1840839

Yeah me too. I like the dodging and shit and in a way, the lack of strafejumping, but I also like rocket jumping and plasma climbing, etc.
The weapons in the UT games look so much better, too.

>> No.1840843 [DELETED] 

i havent played halo in a while, but i think it at medium range its one to knock the shield out, and a second to kill.

doomguy's got both shots in one barrel

>> No.1840850

Please respond ;_;

>> No.1840851


>> No.1840863

when can I purchase this

>> No.1840876
File: 396 KB, 1366x768, Screenshot_Doom_ALT.png [View same] [iqdb] [saucenao] [google] [report]

>> No.1840881

send me bux
i maek 4 u

>> No.1840890 [DELETED] 
File: 25 KB, 262x303, 1406596361476.jpg [View same] [iqdb] [saucenao] [google] [report]

master chief moves about as fast as the soldier from tf2 in most of his games, i dont know about the newer ones.

i know that he's supposed to be able to run like a fucking track star in that armor according to canon and some cutscenes.

but i call bullshit on that, because if thats the case, then i should be able to move like that in game.

>> No.1840893

Hey /doom/, does anyone knows a (good) wad designed with jumping and crouching and aiming in mind?
I know it isn't very doom-like but I was just wondering.

>> No.1840898


>> No.1840905

Quake sounds like what you want.

>> No.1840907

Quake doesn't have crouching.

>> No.1840917

I played Quake, but it's a different feeling. I know I can disable jump/crouch but sometimes I hate handicapping myself to beat the level or get keys,etc without jumping/crouching.

>> No.1840921


>> No.1840930

Wow, thart looks Impressive! are you making this for something or is it your personal project? either way, keep going!

>> No.1840935 [DELETED] 


This is what pisses me off. In Death Battle they draw from the novels and shit too.

They're both video games characters. Stick what they can do within the boundaries of their actual games, and going by that, the only thing master chief can do that Doomguy can't is jump.

>> No.1840938

Is it Christmas already?

>> No.1840947

Literally anything but Doom.

>> No.1840950


QL is my favourite but I'd be all over Xonotic if anyone played it.

>> No.1840951


>> No.1840964


>> No.1840965


Zen Dynamics.

>> No.1840969

Looks like this guy didn't get the quad damage in 10 seconds :^)

>> No.1840975 [DELETED] 

But that makes sense, they're both Hasbro toylines with very long commercials.

>> No.1840982

Too bad it's beyond dead now

>> No.1840983 [DELETED] 
File: 193 KB, 325x325, doomguy.png [View same] [iqdb] [saucenao] [google] [report]

i guarantee that doomguy has a way higher bodycount from his complete canon career than Master chief does in his.

>> No.1840985 [DELETED] 

No, it's point-blank to kill and in Halo 1 it has fucking huge OHK range. In Halo 2 and 3 it was nerfed more and more but it also has an auto-kill melee.

>> No.1840989

Sauerbraten is bad and only survives because of its perfect netcode. The community only plays insta and coopedit anyway so it's not like you'll get any actual arena shooter gameplay out of it, and even then it's riddled with fundamental problems like moving faster going forwards than diagonally or sideways.

>> No.1840992

I think that Xonotic is like a better version of QL. And Sauerbraten is not that bad.

>> No.1840996 [DELETED] 

>In Death Battle they draw from the novels and shit too.
>They're both video games characters. Stick what they can do within the boundaries of their actual games

I hate Death Battle and this is still the stupidest argument against them you can bring out.
Yes, they're video game characters. They're also novel characters, comic characters, and movie characters. You don't get to play pick and choose, pick n' mix advantages and disadvantages.

>> No.1841005 [DELETED] 

Maybe, but maybe not. Masterchief blew up a Halo filled with Covenant and Flood, and Flood are just zombies so if you count the Zombies in Doom you have to count them.

Then he blew up another one.

Oh and John and four other Spartan-IIs blew up over five thousand Covenant ships just before Reach was glassed by destroying a refueling base. And each of those ships is significantly larger than the largest human ships.

And let's not forget John has been active for roughly 2 decades hunting down human insurrectionists.


>> No.1841006


>> No.1841009 [DELETED] 


What if the characters are vastly different compared to their game/movie counterparts?

>> No.1841015 [DELETED] 

If Word of God - forgive the tvtropes lingo - says it's canon, it is.

>> No.1841017

I wouldn't say better by a long shot, but it's shockingly good for an open-source free game made by enthusiasts.
All it needs is content and good netcode and it'll take off.

>> No.1841020 [DELETED] 

yea i guess i jumped the gun on that one, but if we limit it to the ones you personally killed in game, then i think the argument shifts in my favor.

>> No.1841027 [DELETED] 

Considering Doom is probably the most heavily content-flooded game in existence, probably so.

>> No.1841031 [DELETED] 


So if that's the case, does that mean Doomguy gets to draw resources from mods?

>> No.1841034 [DELETED] 

>And let's not forget John has been active for roughly 2 decades hunting down human insurrectionists.

At the end of Doom 64, Doomguy stays in hell to kill off every demon that would ever rise again.
He has been killing off infinitely-spawning demons for roughly two decades.

>> No.1841041 [DELETED] 


Basically this. It doesn't matter if it's stupid or not, if it's canon then it's what the character can do.
And this is the basis of why character vs character matchups are inherently fucking stupid.


Are the mods canon? No?
Then no, he doesn't.

>> No.1841043 [DELETED] 

mods aren't official canon

But we don't get anything that tells us if he DID that or if he just died at some point or what. I suppose until D44M comes out we won't know.

>> No.1841051 [DELETED] 

Doom 4 is a reboot.

Also Doomguy has died before.
He just respawns in Hell.

>> No.1841052 [DELETED] 

>I suppose until D44M comes out we won't know.
D44m is yet another AU, so

>> No.1841057 [DELETED] 
File: 23 KB, 450x600, JAPANESE PORNO FAGGOT.jpg [View same] [iqdb] [saucenao] [google] [report]

>Caring about who some dumbshits on youtube think would win in a fight

>> No.1841061 [DELETED] 

Then that means all the demons just respawn in hell too...
so his kills are pretty much worthless

>> No.1841062

Doomguy can not die even if he is killed.

>> No.1841063 [DELETED] 

only if nightmare mode is on

>> No.1841068 [DELETED] 

Even if they did, they would never be able to leave Hell because Doomguy keeps killing them, so it's not worthless.

>> No.1841098

Seems like no one cares anyway, but I just found out setting gl_vid_multisample to 16 actually does what I want and removes aliasing in the textures.

I don't know how the fuck that works, but whatever.

>> No.1841102

What am I looking at here

>> No.1841104
File: 2.68 MB, 640x320, ijon is a pretty cool guy, eh helps answer my dumb questions on how to make shit spray out 360 degrees and doesn't afriad of anything.webm [View same] [iqdb] [saucenao] [google] [report]

What's that? The big spikeball isn't strong enough?


>> No.1841107 [DELETED] 

>muh Doomguy loses ;_;
you guys have legit autism, its just a video, holy fuck.
Get back to playing Doom or mapping you shitbags

>> No.1841116

>Shoot so hard you clip through the invisible space behind you
Looks good though.
Would defnitely help with large battles too.

>> No.1841119

That's fucking great

>> No.1841124 [DELETED] 

Weeeeelll technically he doesn't die, the game waits till you have less than 10% health to end, which doesn't necessarily mean you gotta get killed.

>> No.1841127 [DELETED] 

The epilogue kind of confirms that he died.

And in Inferno it says Hell made a portal for him to leave because of how bad he kicked their asses.

>> No.1841130 [DELETED] 

Wow good job you had to pull someone else in to make the spike balls not suck ass, what an achievment

>> No.1841135


Scattering spikes in a 360 spray was my idea, I just needed to figure out how to make them shoot out like that.

>> No.1841150
File: 587 KB, 1366x768, Screenshot_Doom_20140806_221148.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1841152 [DELETED] 

>nearly half of the thread has been Death Battle general
Jesus fuck. It's a bunch of dipshit guys working for a shitty site and appealing to the larger fanbases so they can get money. Who the hell cares what they think?

>> No.1841157

It's like the spikeball in the Sonic 3D Blast, only it actually does something this time.

>> No.1841162 [DELETED] 

It's what happens when people respond to obvious bait. Shit should've been deleted by now, but the mods are apparently asleep. I guess /v/ "mods" did a coup de etat on usually based /vr/ moderation. RIP



>> No.1841163 [DELETED] 

>i can't read the current conversation so i'm going to whine about the previous one

>> No.1841168 [DELETED] 

>[shitposting loudly]
Fuck off Donald / Sarias / CZ / Mark

>> No.1841175

Can't you double xz size of it in a editor and then Scale 0.5 it?

>> No.1841190

Sure that wouldn't lag in plain ZDoom, but since GZDoom converts them to 3D models internally (unoptimized ones at that) it'll play like hell in a handbasket.

>> No.1841218

Anyone know where I can get NERVE.WAD with MD5 967d5ae23daf45196212ae1b605da3b0

Only one I can find has an MD5 of 89498C947EB8338E4907119FE6670D65 and I'm pretty sure it's a modified version to work with zdoom from before zdoom could load the unmodified one normally.

>> No.1841221 [DELETED] 


>> No.1841228 [DELETED] 


>> No.1841238
File: 999 KB, 640x320, taking steps to make the cluster missile not crap.webm [View same] [iqdb] [saucenao] [google] [report]

yo dawg I heard you like cluster bombs, so we put cluster bombs in your cluster bombs so you can blow shit up while blowing shit up.

If anyone has any clever ideas on how to make the scatter shot better, let me know cus all I've done recently is make them bounce off monsters

>> No.1841243


how the fuck do I MD5 image with 4chan X

>> No.1841252


>> No.1841253


The NERVE.WAD from the BFG Edition? Or at least the PC version.

>> No.1841257

Reminds me of the cluster bomb from Jet Force Gemeni.

>> No.1841259

Bouncing off monsters works.

>> No.1841270

Started playing the first Doom i'm loving it I have Thy Flesh Consumed to finish then i'll start on Doom 2.

>> No.1841275

Yeah, It's the XBLA and PC BFG Edition version.

360 BFG Edition version just has the MAPINFO lump missing for no reason, so it's different.

>> No.1841278


JFG is an amazing game and I'm going to be drawing inspiration and some sounds from it in future projects

>> No.1841280


No seriously how do I open an MD5 image?

>> No.1841282

I have it let me make a mediafire or something

>> No.1841285

Please tell me the machine gun is one of them.

>> No.1841293


For you anon, I'll make sure to add a JFG inspired machine gun in my next project. It won't be for some time because GMOTA still has lots of work. But you'll have it.

>> No.1841294

Awesome, thank you.

>> No.1841298 [DELETED] 

>the only thing master chief can do that Doomguy can't is jump.
You can jump in doom

>> No.1841302

I seriously don't know what the fuck you are even talking about.

>> No.1841310

Here you go buddy


I don't know if it's the right nerve, just the one that came with BFG

>> No.1841313



and >>1840650

>> No.1841315

an MD5 is a unique filehash, like a fingerprint

you complete and utter dumbass

>> No.1841321

What image is this for?

>> No.1841329
File: 593 KB, 350x264, 1377471485328.gif [View same] [iqdb] [saucenao] [google] [report]

Thanks, anon.

>> No.1841334

I did it and nothing happened.

>> No.1841335

Oh, and it is the right one btw. Hashes match.

>> No.1841357

Is anyone willing to play brutal doom deathmatch?

>> No.1841384

I'm gonna need a new dick for this.

>> No.1841389


That would require GMOTA to actually be finished first. :^)

>> No.1841395
File: 2.12 MB, 640x480, grind on.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.1841398
File: 29 KB, 225x220, 1406608584864.png [View same] [iqdb] [saucenao] [google] [report]

Need some help, /vr/. I'm totally familiar with playing Doom with source ports and all that, but not Duke. I wanted to play that Duke Nukem Forever 2013 mod, I got eDuke, downloaded Duke Nukem from the pastebin here, but it doesn't seem to work properly. I start the game up, and the colors of the splash screens are all messed up, and then when I get to the actual game, I spawn in a black room, with what looks like little credits screens that are supposed to pop up. The room after that is a couple guys standing in front of a TV, but I can't do anything beyond that.

>> No.1841404 [DELETED] 

Non-retro question:
Playing UT2k4 SP, after I win matches, the prize pool doesn't get added to my account balance. Am I being retarded or...?

>> No.1841409 [DELETED] 

The hell are you asking here for?

>> No.1841412 [DELETED] 

Dunno, just thought people might be familiar with AFPS, didn't feel like making a thread on /v/.
I'll delete these posts now.

>> No.1841461 [DELETED] 
File: 15 KB, 267x200, 995034_10204260588657501_8996480601033073202_n.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1841467

scaling does work, just up the dimensions for the rest of the pool of blood then scale it down

>> No.1841492
File: 15 KB, 712x308, Iquestionthefunctionalityofsuchcontraptions.png [View same] [iqdb] [saucenao] [google] [report]

Are any of you motherfuckers a bad enough dude to DECORATE?

>> No.1841494

I could, if I had any idea how to convert sprites for Doom.

>> No.1841497

>No dragon dildo rocket

>> No.1841501
File: 311 KB, 644x786, 1399774538881.png [View same] [iqdb] [saucenao] [google] [report]

Just set up a Whodunnit server.

:: [BE] Montreal :: /vr/ stabby stab staby WDI Whodunnit

Password - vrtroopers

>> No.1841506

How long is it gonna be up? And is Ping an issue for Whodunit?

>> No.1841514

not really

though if you have a toaster like me prepare for huge performance issues because every level has 9734867479837 linedefs and tons of effects

>> No.1841519

i hate that picture so much

>> No.1841521

>Those massive files
Well, see you guys in an hour or two.

>> No.1841529

i call it ripped and torn

>> No.1841532

More like "Artistic Stillborn"

>> No.1841537

Hold on, I gotta get all the files. and by hold on I mean go about your business

>> No.1841541
File: 438 KB, 960x718, Are you finished with those Barons.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1841549

Anyone have any funny soundfonts?

>> No.1841550
File: 303 KB, 644x786, 1399690387576.png [View same] [iqdb] [saucenao] [google] [report]

Should be up indefinitely.

>> No.1841552

fuck you

>> No.1841554
File: 100 KB, 800x898, -vr-lol.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh lord. That filename

>> No.1841564

So it turns out all I actually needed to run DNF2013 was a single Duke3D file, downloading eDuke32 was pointless, apparently. Are all Duke mods like this?

>> No.1841565

Can someone upload Heretic.wad for me? I can't find it on a reliable site with Google and don't want to download the entire IWAD pack to get it


>> No.1841567

eDuke32 adds some stuff to the engine IIRC

>> No.1841574

Well, I have some shitty wine I got because it and i Have the same last name (moscato) so I'm getting smashed and making a level like I said earlier.

I'll post it some time tomorrow. It'll be shit, sorry /vr/.

>> No.1841575
File: 1.30 MB, 640x480, wish you weren't here.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.1841581

Right. It just doesn't want to run properly with DNF2013, for whatever reason. Have to use the .bat file and miss out on the added features of eDuke.

>> No.1841582

I came, I cried, I came again,

>> No.1841584


Here you are.
If it's giving you weird text, try to use save as or whatever.

>> No.1841627


saved for later use

>> No.1841629

What's this from?

>> No.1841637


Needs a rocket rocket

>> No.1841646

Prepare thine anus for a massive amount of agitation.

I only did the skelly one, but I might do the others later.


>> No.1841653


>> No.1841654

Thanks based anon!

Gonna play is with OSJC's Quake mod. Never played Heretic before. Wish me luck!

>> No.1841671

>Script error, "Aggitator Missle.pk3:decorate" line 22:
>Invalid state parameter a_dropitem

>> No.1841679

Get latest SVN of (G)zdoom.
At least, I think that's the problem.

>> No.1841685

Oh yeah, I'm using fucking gzdoom 1.8.2

>> No.1841721

>"Friendly warning: most mods who are being talked about may only work with the latest SVN of (G)ZDoom. Get it here..."

thank me never


monster hunter ltd Pt1

>> No.1841729


>> No.1841753
File: 1.39 MB, 1920x1080, Screenshot_Doom_20140807_064846.png [View same] [iqdb] [saucenao] [google] [report]

The guy who said that deleting about 75% of the lights here was right.

>> No.1841758

looks pretty cool. I don't know if all the structuring around the door is that necessary but it's a definite improvement over what you originally had.

>> No.1841761

Which Doom 3 original do you most wish to see made into a sprite?

>> No.1841772

whodunit doesn't work for shit.

>> No.1841782


Have you tried messing with volume options in either the SNDINFO or alternatively right in A_PlaySound?

>> No.1841790
File: 469 KB, 634x464, marldoom.png [View same] [iqdb] [saucenao] [google] [report]

Has anybody ever made a HUD sprite with Doomguys or more appropriately, Duke's hands holding a cigarette?

>> No.1841791

Make a doom wad based on the last non doom game you played

>> No.1841793

Have fun with E4M2. Godspeed.

>> No.1841798

I'm sure you guys have all seen this but it never stops being interesting


It's equally amazing and sad watching the rise and fall of id like this, and it's such a downer that once Romero left, shit got stagnant.

>> No.1841805

E4M1 is harder.

E4M4 is also fucking bullshit if you're doing pistol starts.

>> No.1841806


If I had some artistic talent, I actually would really, really enjoy making a mod based off smt

Not devil survivor though, strange journey would work way better. . . that or go the way of samsara and have multiple characters, with the Space marine being the closest to doomguy.

>> No.1841812
File: 2.40 MB, 640x360, output2.webm [View same] [iqdb] [saucenao] [google] [report]

Dear Jesus.

>> No.1841814

I had problems with zandronum in hell revealed, sorry anon.

>> No.1841827

Duke doesn't smoke cigarettes.

He smokes Cigars.

>> No.1841841

This looks really fucking smooth, what are you using?

>> No.1841842

Dxtory at 60 fps.

>> No.1841851
File: 914 KB, 500x375, steallingalltheburgs.gif [View same] [iqdb] [saucenao] [google] [report]

>playing doom in silky smooth 59 fps

>> No.1841854

How do I add new animated textures?

>> No.1841863



>> No.1841865

Who's standing next to Parias? And next to her?

>> No.1841867

No, I mean, the textures, the graphical detail. What are you using to make doom look so good?

>> No.1841871
File: 3 KB, 78x78, QuakeRL.png [View same] [iqdb] [saucenao] [google] [report]

Quake-style rocket launcher. What do you think?

>> No.1841873

Nearest filtering at 1920x1080 resolution.

>> No.1841878


Looks damn nice.

>> No.1841882

I want Quake 4's blaster pistol doom-ified.

>> No.1841884

Well, it's been downscaled, so resolution is not important.
Just remembered that.
Oh, the smoothness probably stems from the WebM itself, because the low bitrate and resolution.

>> No.1841887

Those levels too. Actually, I think we can all agree that E4 in general is fucking bullshit.

>> No.1841891

Only if you're bad at DOOM.

>> No.1841894

So what would bee a good texture to emphasize both high tech and hellish?

>> No.1841907

Fuckin' told you, dude

>> No.1841910

Bruiser (TV chest monster), Pinky, Hell Knight, Mancubus, any monsters not in Doom/Doom 2, except the Vagary because it's basically just the Vore and we already have one of those

Failing that, do a fucking Shambler from Quake, we need more cool big-ass boss monsters

>> No.1841915

The SKINTECH textures, of course

>> No.1841917

unreal grill and blazkowicz, I'm pretty sure.

>> No.1841949

That's not the issue. I feel obligated to at least brush up the standard sounds for the upcoming v20, but I'm personally fine with the way it is.

>> No.1841965

Is there a portable version of Doombuilder 2? Or Doombuilder 1 even?

>> No.1841969


>> No.1841970 [DELETED] 

It's the dudes from Final Fight.

>> No.1841985
File: 1.93 MB, 800x450, zandronum 2014-08-07 02-35-40-23.webm [View same] [iqdb] [saucenao] [google] [report]

Probably not a system I'm gonna keep, but it does look pretty.

>> No.1841991

Aside from the handgun being pointed a good twenty degrees below the aim point, you mean?
And the uzi looks a bit off-bore too.

>> No.1841992
File: 57 KB, 704x1088, scrap238_a.jpg [View same] [iqdb] [saucenao] [google] [report]

IT'S SWORD TIME, GMOTA O' CLO-- just kidding pew pew eat lead

>> No.1842010
File: 1.93 MB, 3264x2448, IMG_20140806_232406.jpg [View same] [iqdb] [saucenao] [google] [report]

The new mousepad.

>> No.1842013
File: 331 KB, 1280x720, Screenshot_Doom_20140807_030432.png [View same] [iqdb] [saucenao] [google] [report]


Yeah, turns out the actual trail fires down and to the right of the crosshair too. And the farther away you are from the wall, the trail gets delayed.

>> No.1842027

You're supposed to do what Wild Weasel and MSX guy does and turn the bullets into super fast projectiles instead of hitscan with balls.

>> No.1842032

Looks less like pools of blood and more like meat patties or something.
Looks awkwardly thick and square. At least with 2D sprites as pools, it'd be a pool, even if it might look awkward if studied up close.

>> No.1842065

I think a lot of that has to do with the shape of them. They should look more splattery. But the height is definitely an issue. I think they have potential

>> No.1842103
File: 118 KB, 320x200, sowrd2.png [View same] [iqdb] [saucenao] [google] [report]

It's still a work in progress.



>> No.1842105

Looks really good so far! Is that blue orb supposed to be popping off the hilt all the way like that?

>> No.1842106


Probably not, it's still a WIP and he kinda threw it all together, but I'm hyped as fuck

>> No.1842119

It... just doesn't work. They're painfully square and thick. They look like they're made out of Lego.

>> No.1842128

The angle of the blade is a tiny but off.

Looks like the crossguard is normal but the flat of the blade is twisted to face you.

Other than that neat.

>> No.1842130

>doomguy stepping on legos

>> No.1842154
File: 2.90 MB, 640x320, this is a neat gun.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.1842179

That's a pretty bitchin' AR-15 rifle.
Got a link to the .wad? I feel like experimenting with it.

>> No.1842235
File: 138 KB, 1680x1050, duke0001.png [View same] [iqdb] [saucenao] [google] [report]

Sergeant Mark, are you around?
A while back you said something about working on a Vietnam War-themed WAD. How is that going?

I just fired up NAM a bit ago. Gotta say, for a shovelware title panned by many, I find it actually really engaging. Pic related, its me hiding behind a tank shitting my pants as vietcongOr the NVA? Am I retarded? I thought the south was non-commie and they were vietcong. No? are firing at me.

>> No.1842278

This can't be happening!

>> No.1842302
File: 181 KB, 516x594, Capture.png [View same] [iqdb] [saucenao] [google] [report]

Ive been doing a bit of testing and found this to be a pretty difficult arena (floor deals -10 damage). Should I make it harder? (more mancubi/add some lost souls)
Its designed for 100/100 + default shotty

>> No.1842304

Forgot to add: Green is the safe zone, lava does the damage.

>> No.1842351 [DELETED] 
File: 10 KB, 530x168, amassivefuckingidiot.png [View same] [iqdb] [saucenao] [google] [report]

>> No.1842356

>duke nukem 3d armor sprite

I wish more games like this came out. As in, games that were based on other games code and assets but were something else entirely.

>> No.1842392

Alright. This is driving me up the wall. I tried making a door, but every time I try to open it, the texture just twitches a little bit downwards for some reason, then goes up again with the door closing sound. I have no idea what is causing this, but it's most likely something small I overlooked and just can't find right now.

>> No.1842398

>eat lead

>> No.1842416

You might have lower/upper unpegged checked on the faces of the door. Only check those for the "track" part.

>> No.1842449

Proving it can be done, to>>1840635,here is the thinner blood voxels

>> No.1842483

So in /vroom/'s opinion, which WAD has the best level design out of anything? Talking from a solely gameplay perspective, aesthetics aside.

>> No.1842489


>> No.1842516

Make sure it's set to open/close and that the door is closed.

>> No.1842532

Be more specific. Do you mean the original iwads, or the various pwads that have come about over the decades?

I'd say the original doom or Plutonia for official releases. As for pwads, it's really really tough. Scythe was very well done in all departments.

>> No.1842538

Post the wad

>> No.1842540

So what do poeple think of the idea of grabbing an arachnotron's lower half after killing one and driving it around as a walking tank?

>> No.1842541

Stupid; where would Doomguy's legs go?

>> No.1842542

Would look goofy as shit, but I kinda wanna see it done.

Say, has anyone ever made an Arachnotron with a tank as a lower body? With threads instead of legs?

>> No.1842545

He'd probably sit with his legs crossed

>> No.1842547

Oh that's. Got a few, he hollows out the inner cavity, rides on top legs crosses or stands on top holding wires like the bridle of an animal

>> No.1842549

I do know that they made one with rocket jets in the place of legs

>> No.1842560

sounds fun

>> No.1842574

Maybe you could put some long platforms in between the mancubi and place meatshield enemies like imps of shotgunners on them.

If you do something like that, maybe you could add a secret that lowers the platform so the player can access the dropped ammo.

>> No.1842586

How do I do a switch that opens a door?
I gave the line action 61, tagged it 1, tagged a sector as 1 but it doesnt open.

>> No.1842590

Is it S1 or SR?
Is it a switch or a hidden line?
Is the linedef facing the right way?
Is the door sector itself tagged?

>> No.1842595

Any one here have favorite alt sprites?

>> No.1842597

Tried both
Yes its a switch.
Its facing the right way
Both are tagged
What happens is I activate the switch and nothing happens.

>> No.1842606
File: 2.66 MB, 960x540, zandronum 2014-08-07 12-02-24-96(1).webm [View same] [iqdb] [saucenao] [google] [report]

I just made a generic map to test stuff. I was about to start scripting enemy tanks, but don't expect much progress of it before I finish brutal v20.

>> No.1842612

Make sure the sectors next to the door have the same ceiling height and that those are high enough. Because, doors only go as high as the next lowest ceiling I believe.

>> No.1842615

Hey just curious, how many maps are you planning to redo in recurring nightmares?

>> No.1842618

That was for >>1842597

>> No.1842619

All E1, E2, and E3 maps.

>> No.1842621
File: 1.44 MB, 1920x1080, Screenshot_Doom_20140807_172502.png [View same] [iqdb] [saucenao] [google] [report]

As an example. Note that the left sector was lowered from the ceiling.

>> No.1842626

Tried that with no luck BUT I managed to make it work by changing it from open to door to lift ceiling.

>> No.1842628

Neat, keep up the good work

>> No.1842629

Weapons that are not centered really fuck up your play style if you don't like using crosshairs.

I wish nobody was using angled weapons for doom mods. It's so inconsiderate.

>> No.1842631

That M16 really bothers my autism.

>> No.1842632

I know its pre alpha and all but
>weapon not centred
>that muzzle
>those projectiles

>> No.1842634

>weapon not centered
Doesn't matter if he isn't doing centered weapons, which he is not.

That said, that M16 is all wrong.

>> No.1842638

For some reason the weapon firing reminds me of "Duty Calls"

>> No.1842643


>> No.1842664


I'm using angled weapons and you will like it, young man.

>> No.1842667

Mark stop posting without your trip its creepy

>> No.1842676

I just wish they were used less than they are. They don't feel like "doom" to me.

>> No.1842692

a megaWAD scenery with super weapons:
>unmaker; alter fire creates a bubble that repels projectiles, (not monsters), shots creates fields that release plasma shots then unleash a fierce explosion
>dark claw; reloading the weapon activates the shadow walk where you move faster and invisible but eats cell ammunition rapidly. slain enemies with its melee attacks emit a deadly gas
>shotgun repeater, a huge assault cannon; that works like Metalstorm MK6 in Yukkuri DooM aka TheCraftyTitan's Doomhack
>mega blaster BFG, ammo should be really scarce like 3-4 total in the entire megaWAD levels. secret levels should supply this ammunition if player ever needs them.

>> No.1842738

Is v20 going to have gibbable corpses?
Removing them was the worst change in v19

>> No.1842813
File: 1.20 MB, 1080x748, 45188791.png [View same] [iqdb] [saucenao] [google] [report]

>> No.1842819

When did she whip that up? It's really nice.

>> No.1842827

Literally just today, actually.

>> No.1842828

>that Archvile

>> No.1842840

so I was thinking of monsters to base demons on/rip off and saw the Splitter from dead space, so I was thinking of a monster made of Trites

>> No.1842845
File: 43 KB, 350x396, 1365029191043.jpg [View same] [iqdb] [saucenao] [google] [report]

Strange Journey wad when?

>> No.1842854
File: 415 KB, 800x1316, 1393811162800.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1842856
File: 201 KB, 930x926, smt1-mcd.jpg [View same] [iqdb] [saucenao] [google] [report]

I would love to see one, or even just one based on the original SMT.

>fucking metal (http://youtu.be/uFj4wwBdUxI)

Its a perfect fit, really.

>> No.1842880
File: 757 KB, 1860x813, DoomSewer.png [View same] [iqdb] [saucenao] [google] [report]

>decide to try out mapmaking
>tried to avoid making a sewer map, decide to go with a storage facility of sorts
>connect it to a sewer portion anyway

That said, what are the absolute no nos of mapmaking?

>> No.1842898

No sewers.

Honestly there are no "no-nos". For vanilla you probably want to avoid inescapable rooms with no death (though I just consider this another death myself).

Whatever works for the theme of your wad. Just don't make it boring.

>> No.1842905

>absolute no nos of mapmaking

Don't try to make something that you can't afford to make.

>> No.1842914

Uh, that's not me.

Nope. I still couldn't find a way to make gibbable corpses that doesn't blocks monster teleport locations. I found a way to make the bodies have a 0x0 collision box that only reacts to AOE damage, then I restored the bullet shrapnel damage, and made bodies highly vulnerable to it, but it didn't worked well. It was not as satisfying as the real thing, and plus the bodies couldn't spawn blood when getting hit.

>> No.1842915

>Honestly there are no "no-nos".


>> No.1842936

I just finished Doom 1 with Doom RPG

feed me wads

>> No.1842938

so a Trite Muppet man? would there be head trites and hand trites etc?

>> No.1842947
File: 349 KB, 477x530, 1407259042220.png [View same] [iqdb] [saucenao] [google] [report]

>the mancubus flat on his back, sweating profusely in the hot sun
Alice is a real gem.

>> No.1842963

Absolute no-nos of mapmaking
1) Heavy acid damage segments
Like 10-20 damage per tic with no radiation suits or some shit like that. Don't do that.
Hell don't do prolonged damage floor segments without a radiation suit of some kind.
2) Baron of Hell tier enemies with only a shotgun
At least give a rocket launcher with one or two rockets if you plan on beefy enemies.
3) Slaughtermaps

>> No.1842965

Play Thy Flesh Consumed.

>> No.1842968 [DELETED] 
File: 14 KB, 300x200, Fuck+you+I+m+Spongebob+_44113bd4db34cbf42a97025a5ccc7caf.jpg [View same] [iqdb] [saucenao] [google] [report]

What the fuck anons, man whips out something neat, and you are butchering him for not centered weapons? What about project msx? Or metroid dreadnought? Huh? You're gonna flame term and sigma for using them?
>hurr but sgt mark 4
Oh snap! He might be an asshole and stuff, but shit, hes still making something for us to enjoy!
Brutal doom v20 is on the way with neat little things planned. You're shitting on a man for doing a one thing "wrong" way too much.

Yes this is 4chan, and yes, we dont like things that other do. But fuck, by shitstorming brutal doom you're looking like fucking hipsters or shit, Its too mainstream for you to play = its bad.

Be more consistent, I beg of you.

There I said it.

>> No.1842975

I'm unhappy about the gun just because it's firing around fifteen degrees above bore. Which is just bullshit. Centered or angled, whatever, just be consistent and line the fuckers up with the crosshairs.

>> No.1842978

You should be thankful they're not being rude about it.
All those posts are pretty damn civil, really.

>> No.1842984

FKER.wad with his "shitty" maps he made at 12 years old.
It's surprisingly fun.

>> No.1842989
File: 432 KB, 637x624, muh armalite.png [View same] [iqdb] [saucenao] [google] [report]

>What the fuck anons, man whips out something neat, and you are butchering him for not centered weapons?
I'm not complaining about the weapons being centered, I'm fine with guns being off to the side.

My complaint is that the M16A1 really doesn't look very much like an M16A1 should, it has an extra ejection port on the right side, there's no flash-hider on the barrel, and what really tickles my autism the most is that he grabs a non existent charging handle on the side of the gun, while ignoring the real charging handle behind the rear-sight/carry-handle.

I made a chart once (because I'm a sperg like that), but I'm not sure Mark saw it.

Also, nothing wrong with people giving criticism, especially to a guy who has made a widely popular gameplay mod (one that we as a board has given a bit of input into here and there). I find that if we have a problem with something, we're not gonna sugarcoat it.

I like the visible, slow moving projectiles though, feels a bit like Contra almost.

>> No.1842995 [DELETED] 
File: 10 KB, 204x136, DANCE BONE DADDAY.gif [View same] [iqdb] [saucenao] [google] [report]

Nobody even mentioned past drama, they're just being autistic nitpicks as usual. That should come as no surprise to anyone familiar with doomgen.

>> No.1842998 [DELETED] 

>hes still making something for us to enjoy!
If only it was enjoyable.

There, I said it.

>> No.1843001

i don't mind if the weapons aren't centered, i just mind if they're not shooting in the direction they're pointing at.

he could just do it the strife way i guess

>> No.1843004 [DELETED] 

Try saying anything negative to that gmota guy. Seriously just try.

>> No.1843006

We like him, but that doesn't mean we won't tell him when we think something is wrong or not good.

>> No.1843007 [DELETED] 

Hey Mark i was really upset when you removed permanent blood effects and body parts in v19.

>> No.1843008


Like we do constantly whenever he asks for input?

>> No.1843017

>i posted it again

>> No.1843023 [DELETED] 

GMOTA guy is actually very civil, the problem is the /doom/culture guys will jump down your throat. Check the archives. For some reason the janitor we have allows this to happen.

>> No.1843026

>Baron of Hell tier enemies with only a shotgun
I disagree. The environment just needs to be more interesting, or promote in-fighting to make it less of a chore.

>> No.1843035
File: 129 KB, 467x700, my nigga.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1843036

>somebody whiteknighting Mark HAS to be Mark
>I want an already processor intensive mod to stay processor intensive, instead of easing the memory burden by a significant amount

>> No.1843037

I don't know about universal "no nos", but these are my personal pet peeves:

>spawning the player in the middle of a bunch of enemies at the start of the map
>getting ambushed from all sides and/or with no cover
>anything where you have to hit a switch and then run halfway across the map before a door or lift closes

Those are mostly related to playing with Hideous Destructor specifically, though.

>> No.1843041

Don't fucking respond to him. If you do, that makes you as bad.

>> No.1843048

Really, but why?

>> No.1843049 [DELETED] 

he probably wants Trips to look bad

>> No.1843073 [DELETED] 

I don't even understand how some people have the energy to lose their shit over trips.
If a trip isn't interesting or stands out from the anons, I basically forget who he is and his posting personality, the only trips I remember are the good ones, and the absolutely terrible ones, and I have to say, the good ones really outweigh the terrible ones, at least on my homeboard.

>> No.1843084 [DELETED] 

the stigmas born of so called "board Culture" and so on

>> No.1843085 [DELETED] 

All he does is make these thread unreadable on 4chan. I always have to load threads in the archive to even see what happened and what people area talking about because he always erases half the fucking thread. What the fuck, man.

>> No.1843094
File: 19 KB, 261x247, 1380263058873.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey guys what's going on in this threa-

>> No.1843097 [DELETED] 

he removes any posts he disagrees with, that's really it

>> No.1843098
File: 2.27 MB, 1927x1210, Doomy.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.1843102
File: 2 KB, 153x22, NitroSkull Rocket.png [View same] [iqdb] [saucenao] [google] [report]

Reminds me of one I did some time ago, using the NitroGolem projectile.

>> No.1843109
File: 91 KB, 252x252, 1365581503937.gif [View same] [iqdb] [saucenao] [google] [report]

So, I was thinking we could play through Wolfenstein 3D tonight, if you guys felt like it.

I hosted it about a year ago and it was a blast. Surprisingly difficult too.

>> No.1843112

so are BJ and Doomguy supposed to look identical?

>> No.1843113

Any way to replace the enemies with ROTT guys? That'd be more interesting imo. Duckin and rollin.

>> No.1843114

Yes. BJ is Doomguy's ancestor.

>> No.1843117

Wolfenstein RPG and Doom RPG iumply doom guy is bj's descendant

>> No.1843118

Shut the fuck about your headcanon.

>> No.1843120
File: 496 KB, 491x750, ashedit.png [View same] [iqdb] [saucenao] [google] [report]

Repostin my ash edit because someone said it looked like BJ.

Also, BJ has the bluest fucking eyes.

>> No.1843121
File: 29 KB, 369x480, 1377526352025.gif [View same] [iqdb] [saucenao] [google] [report]

Well, we'd need a .pk3 that just replaces the monster with ROTT faggots, but I don't know how well that would work with replacing the Wolf3D enemies, since the ROTT files would be made for replacing basic doom assets. I like this idea, however.

>> No.1843124


Wolfenstein RPG says the Harbinger of Doom (the cyberdemon sans cybernetics) will torment BJ's descendant.
Doom RPG says Doomguy's name is Stan Blazkowicz, and...fights the cyberdemon.

>> No.1843129 [DELETED] 

>this much of a martyr complex
hah hah hah hah sure

>> No.1843137 [DELETED] 

Sup Janitor

>> No.1843142

>(the cyberdemon sans cybernetics)
That's your interpretation.

>Doom RPG says Doomguy's name is Stan Blazkowicz
1. That's not canon
2. I haven't played it but the description says the player is only ever addressed as "the marine"

>> No.1843143 [DELETED] 


How self-deluded do you really have to be to seriously think that "nobody could actually disagree with me, ergo he must be X"?

>> No.1843146

Yeah, I kinda hoped something like that already existed (at least a doom monster replacement), but I'm not really seeing anything.

>> No.1843152

>That's your interpretation.
Gee, you're probably right, the monster that looks exactly like the Cyberdemon without his cybernetic enhancements and gets areas of his body blown off exactly where the Cyberdemon gets his limbs cyberneticized couldn't possibly be the Cyberdemon.

>That's not canon
[citation needed]

>> No.1843156


Nah man. Look at the sprite, it's a cyberdemon without the cyberparts.

But yeah, DOOMRPG is a completely different canon, it's like an alternate timeline.

>> No.1843159

DoomRPG isn't cacnon with the classic doom games - the ID RPGs basically have their own canon thing goin on.

>> No.1843161


>> No.1843163
File: 333 KB, 1366x768, Screenshot_Doom_Object_32.png [View same] [iqdb] [saucenao] [google] [report]

>> No.1843164


>Tom Hall's original design draft, also known as "The Doom Bible", talks about a character named Buddy Dacote. "Dacote" stands for "Dies at conclusion of this episode", as the character was slated to die at the end of the first episode. In the game's final version, this is indeed the fate of the Doomguy, although he continues his adventure in the second episode.

>In the Doom novels, the main character is referred to as Flynn "Fly" Taggart.

>In the Wolfenstein RPG, it is implied that Doomguy is the descendant of William "B.J." Blazkowicz. In a reference to the Doomguy's confrontation with the Cyberdemon, when Blazkowicz defeats the "Harbinger of Doom", the creature states that he will return in the future to confront his descendants. In Doom II RPG includes the character Stan Blazkowicz who is the descendant of B.J., he is however not the same character as the Marine in Doom RPG (though both look the same). It is mentioned in related Doom II RPG comic and in the game that there were no known survivors of the Mars Incident.

>"There was never a name for the DOOM marine because it's supposed to be YOU." - John Romero

>> No.1843168

for one thing, don't allow NUKESLAD to tile vertically, it looks awful...

>> No.1843182 [DELETED] 
File: 136 KB, 846x775, cacomemeon.png [View same] [iqdb] [saucenao] [google] [report]

T-this prison er I mean general sure is g-great. Thank you m-mods for such based d-discussion.

Anyway, whoever posted that Monster Hunter ltd webm: I really appreciate it. Just played through it and had a lot of fun. Thought the textures really made the levels feel unique.

Anyone feel like recommending some random wad with custom textures?

>> No.1843190

>Assblasted because the mods are doing their job

>> No.1843203
File: 297 KB, 1500x826, huntas doing huntastuff.jpg [View same] [iqdb] [saucenao] [google] [report]

That's not Monster Hunter at all

>> No.1843214
File: 176 KB, 480x480, ing.png [View same] [iqdb] [saucenao] [google] [report]

>T-this prison er I mean general sure is g-great. Thank you m-mods for such based d-discussion.
Oh man, poor little you, so persecuted because your posts on an anonymous message board where the topics last maybe four days get deleted
Everyone cry for him. Cry for his poor little prison life. ;_;

>> No.1843220

is it normal that lost souls and revenants bleed?

>> No.1843227

My posts were never deleted I just thought it was funny. So nothing on the rest of my post huh?

>> No.1843260

You're one conceited little piece of shit, you know that?

Most of us are happy with the moderation on here, the modstaff are doing their job rather well around here, you don't like that you can fuck right off, that's what you agree on by posting on this site.

>> No.1843271

The irony is that your post too will be deleted. This one as well. If you reply to this one, then that one too.

>> No.1843272


Yes, they delete the original posts and the responses.
This is nothing new.

>> No.1843284

I have saved this picture, and I am going to modify the sprites based on it, don't worry.
But it's not going to happen right now, I have so much work to do that I can't even touch this wad again in the next few months. Right now I have to work on BD v20, Recurring Nightmares, Extermination Day, NeoDoom revamp, my AvPvT mod, Kontra Commando's AVP megawad, I have to help Neumman with Beyond Hell and Earth. And at the time I finish everything, Killing Floor 2 will probably be out already, and it will take a month until I can drop it to get back into modding something again. And I am not sure yet if I should prioritize Brutal HeXen on this NAM mod.

>> No.1843293

>I have saved this picture, and I am going to modify the sprites based on it, don't worry.
I've honestly just always wanted to see a genuine M16A1 for Doom, and I think what you have right now could be a very good base, I'm glad you're interested.

>But it's not going to happen right now, I have so much work to do that I can't even touch this wad again in the next few months.
Hey, just take your time man.

>Right now I have to work on BD v20, Recurring Nightmares, Extermination Day, NeoDoom revamp, my AvPvT mod, Kontra Commando's AVP megawad, I have to help Neumman with Beyond Hell and Earth.
That's a lot of projects actually, man, I haven't really been involved with any projects besides giving people some input around here.

>And I am not sure yet if I should prioritize Brutal HeXen on this NAM mod.
I was gonna say you should focus on the Nam mod, but I always wanted to have fun playing Hexen, problem is that I never really liked Hexens gameplay, it would probably need a brand new mapset, not done in the boring bullshit style of the original.

>> No.1843307

>I was gonna say you should focus on the Nam mod, but I always wanted to have fun playing Hexen, problem is that I never really liked Hexens gameplay, it would probably need a brand new mapset, not done in the boring bullshit style of the original.

That seems to be one of the reasons behind the lack of hexen mods, not counting some of the problems people run into with hte mana system and the like. Even if you improve the gameplay mechanics a lot, the actual levels seem to drag it down all the same.

>> No.1843319

Yeah, the gameplay was always flawed, but you could still deal with it, the levels were really what killed it for me, I really liked the atmosphere and look of the levels, along with the music and general aesthetics, the levels were just not fun to play.

I wish there was some mapset that just kinda played with Doom gameplay, with some minor switch/key hunting that's not all bullshit.

I downloaded Hexercise, but I haven't gotten around to try it, as the stock levelset is really putting me off.

>> No.1843334


pls use this as the next OP

>> No.1843338
File: 2.63 MB, 960x540, zandronum 2014-08-07 17-47-13-31(1).webm [View same] [iqdb] [saucenao] [google] [report]

Reminds me of a Hexen map project I was working some years ago. It was intended to feature Doom/Heretic key hunting style, and secret areas that could be reached by doing parkour. I never got to finish the first level.

>> No.1843347

I always wanted a Doom game where half the arsinel was tech and weapons and the other half was magic artifacts, not macguffan artifacts just other weapons

>> No.1843352

looks nice

looks mighty cool

>> No.1843375


>> No.1843409

that looks amazzing

>> No.1843449
File: 105 KB, 1366x768, Screenshot_Doom_20140807_172828.png [View same] [iqdb] [saucenao] [google] [report]

I think I'm gonna take a break from Hideous Destructor for a while now.

>> No.1843542

That's my biggest problem with the first HeXen over it's sucessor. Instead of finding specific items which have very specific uses in specific place, most of the time you spend pulling switches that tell you where to go next. The keys that are used in Hexen end up simply just opening up your forward path within one level, and usually just lead to a switch not 10 steps after opening the door.

That being said, at least they used what they were working with. Coding around 300 keys and having reasons for having them within the abstract architecture Doom levels end up having could cause problems for level design and engine stability, at least back in the day.

>> No.1843569

Page 6
new thread
you know the routine


>captcha: subcking under
you sure that b was actually there

>> No.1843662

Looks pretty nice.

>> No.1844625

then you'd just waste more voxels and waste even more system resources just so it appears flatter

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