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1903649 No.1903649 [DELETED]  [Reply] [Original] [archived.moe]

DOOM THREAD - Last thread >1897970 404'd
(other retro FPS games also welcome, chances are we played 'em too)

FAQ/Pastebin, updated semi-frequently

http://vrdoom.weebly.com/ (obsolete)

##Our WADs can be found here!##

Steam Group:
http://steamcommunity.com/groups/vrDOOM (unused)

IRC (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.1903654


The rumor mill/Tarnsman says Back to Saturn X's 2nd episode will come out TONIGHT

AND TOMORROW (Sept 1st), Plutonia 1024 will be released too! http://www.doomworld.com/vb/post/1286407 THAT'S A LOAD OF WADS!

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

Doom 4 reveal! Well, kinda. Only those who went to Quakecon got to see it, but here's a basic rundown of what was shown. http://pastebin.com/W8P7fdq3

Demonsteele lets you slash demons, Donte style; while being lml METAL lml. Try it here! https://github.com/TerminusEst13/Folded1000Times

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


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
Hocus Doom: http://forum.zdoom.org/viewtopic.php?t=45804

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

>> No.1903657

for shame

>> No.1903662
File: 496 KB, 491x750, ashedit.png [View same] [iqdb] [saucenao] [google] [report]

>Last thread >1897970 404'd
Wut? That hasn't happened in... Ever.

Anyway. Nice. B2SX.

>> No.1903665

>"It should be up by midnight EST."

now THAT is an actually RELIABLE word, people. let this be a lesson for ya.

>> No.1903674

Still got to play the first. I'll make sure to get around to both.

>> No.1903676


Where does everybody get their news from? Essel has been muttering insane ramblings aboout tonight for at least a week.

>> No.1903693

>Where does everybody get their news from?

WELL, that's uh...an unfortunate subject that may never be known since it was buried 6 feet beneath the clay for the past few months.

Hopefully the next months are going to be filled with a lot more of Doom activity since we're close to the cacowards and everything.

>Essel being nuclear

knowing him, no big surprise. If I were the big man in the most prominent megawad I'd be pretty concerned about release dates too

>> No.1903706


yeah. everything I am relaying for now is just coming from the hotbed that is a certain irc channel.

>> No.1903720

oh shit

>> No.1903725


I am not actually essel, btw
Just to be clear.

>> No.1903727
File: 76 KB, 335x525, 1409271220521.jpg [View same] [iqdb] [saucenao] [google] [report]

Where were you when Best Ever was kill?

>> No.1903732


i was eting hot indian chili when fone rang

"best evr is kill"


and u

>> No.1903736
File: 138 KB, 619x594, shun whut.png [View same] [iqdb] [saucenao] [google] [report]

>The thread 404'd

Dude what? That's legit never happened before, as far as I know.

>not stating the name of who was phone to inform of الموت
Akbar pls

>> No.1903741
File: 6 KB, 240x110, Flamethrower[1].png [View same] [iqdb] [saucenao] [google] [report]

>> No.1903742

>tfw HDoom is probably dead
I just wanted to see what the other monsters would look all Haichified

>> No.1903754

Who the hell is this furfaggot you keep reposting.
And what the hell happened to the last thread? Did we just miss the chance to bump/new thread it? Or did we get mod'd?
And where's BE? Is Doom ded?

>> No.1903757
File: 1017 KB, 2322x4128, 20140901_131027.jpg [View same] [iqdb] [saucenao] [google] [report]

pew pew pew

>> No.1903759

and another nickel for the jar

>> No.1903764



>> No.1903767

>And what the hell happened to the last thread? Did we just miss the chance to bump/new thread it?

I believe so.

>And where's BE?

Still there? Everything's fine, people are hosting servers.

>> No.1903773 [DELETED] 

Cool, the previous thread was stealth killed so that some other autistic tripfag could post his precious OP and news post. And they say mods do it for free.

>> No.1903779


Im not even one of the usual thread starter people.

Im only here to mention BTSX and was confused that there was no Doom thread.

>> No.1903781
File: 274 KB, 320x480, 1397796481266.png [View same] [iqdb] [saucenao] [google] [report]


Don't respond, trust me. We have fags who intentionally shit around to bait for replies.

>> No.1903786

Aren't dead threads supposed to be archived for the next 48 hours?

>> No.1903792


and then we have other dudes who pay the price for other asshats shitposting where they unfortunately happen to voice an opinion

some people's head need to cool off, we're taking it too seriously


some, not all. it's selective, that's for sure, no idea how it's done

>> No.1903794
File: 421 KB, 1024x509, Untitled-3.png [View same] [iqdb] [saucenao] [google] [report]

The protagonist of the last non-Doom game you played is now fighting the demons.

How does he/she fare?

>> No.1903802


They are. That is how I found all the OP material and obsolete "news" to copypaste.

>> No.1903804

>the last non-Doom game you played

I...I don't understand.

>> No.1903807
File: 199 KB, 700x749, 1363200644569.jpg [View same] [iqdb] [saucenao] [google] [report]


Welp, off to work.

>> No.1903810

I thought that was still exclusive to /a/ and /v/.

>> No.1903813
File: 42 KB, 640x480, _-The-Punisher-Xbox-_.jpg [View same] [iqdb] [saucenao] [google] [report]

Probably fine

>> No.1903814

>anyone from Killing Floor
I'm sure they'll be fine, as long as they don't have to dodge anything.

Actually, yeah, they're fucked.

>> No.1903815

Well, fuck. I'ma need to draw this one.

>> No.1903818
File: 37 KB, 485x347, mp9iqcTUgK1rw0szfo1_500.jpg [View same] [iqdb] [saucenao] [google] [report]

>NES CastleVania

Well on the one hand he controls like a dude with fucking morningstars for testicles.
On the other hand this is kind of his daily grind, so.

>> No.1903819
File: 466 KB, 1366x768, Screenshot_Doom_20140831_235629.png [View same] [iqdb] [saucenao] [google] [report]

As is the case with most things, there's a mod for that.

>> No.1903830
File: 531 KB, 1920x1080, sw-secret.jpg [View same] [iqdb] [saucenao] [google] [report]

>Shadow Warrior(2013)

>> No.1903835
File: 255 KB, 535x535, serious-sam-3-bfe-07-535x535.png [View same] [iqdb] [saucenao] [google] [report]

This is Seriously not at all different from what I normally do.

>> No.1903859
File: 25 KB, 400x300, simpsons-are-we-there-yet-traveling-with-kids[1].jpg [View same] [iqdb] [saucenao] [google] [report]

>"Is it out yet?"
>"Is it out yet?"
>"Is it out yet?"

>> No.1903863

Anyone have good server recommendations, I can never seem to find anything appealing, its all like AOW or brutal doom or something

>> No.1903865


Well, is it?

>> No.1903868



>> No.1903870

Make your own.
No, seriously, do it. People will join.

>> No.1903872

I don't trust the stability of my connection to host

>> No.1903874

>Diablo 3 Barbarian lady
I think she'd be fine just because she is borderline invincible by shouting and spinning

>> No.1903880
File: 116 KB, 363x800, 352964-yoshi_tag_super.jpg [View same] [iqdb] [saucenao] [google] [report]

He'll be fine

>> No.1903885

Who said you had to be the one hosting?
This post brought to you by Best-Ever.

>> No.1903901

This. Host on BE, it's super reliable and easy to do. Never be held down by what other people want to play again.

>> No.1903903
File: 87 KB, 800x600, Screenshot_Doom_20140831_232416.png [View same] [iqdb] [saucenao] [google] [report]

Hello /DOOM/ I'm remaking GBADM.wad to be more enjoyable and better looking.

so far the first map is almost completed while the second map is in the works.


Its it true that people can hack into dropbox or it is just a big ruse?

>> No.1903906
File: 120 KB, 800x600, Screenshot_Doom_20140831_232355.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1903908
File: 90 KB, 800x600, Screenshot_Doom_20140831_232449.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1903914
File: 61 KB, 800x600, Screenshot_Doom_20140831_232440.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1903918


Why not?

>> No.1903923

why would people lie about btsx ep2 coming out....

>> No.1903929



>> No.1903932
File: 114 KB, 493x499, 1367684283903.jpg [View same] [iqdb] [saucenao] [google] [report]

So how many of you can beat Doom, Doom II, on Ultra-Violence or Nightmare using the original keyboard, non mouse bindings

>> No.1903934

I did. Not sure if I can anymore.

>> No.1903935

Well doom had mouselook soooooo

>> No.1903936

on UV? Probably, but It would take me a while.

>> No.1903941

It had mouse turning and mouse movement, not mouse look.

I can.
I can also do it with crummy controllers.

Vanilla Doom and Doom 2 aren't that difficult.
Fuck the Chasm though.

>> No.1903953

Back to Saturn X is a Guided by Voices album, is this a reference to it?

>> No.1903954

Where is back to saturn X ep 2 :(

>> No.1903959
File: 185 KB, 800x600, Screenshot_Doom_20140901_000231.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1903963
File: 74 KB, 800x600, Screenshot_Doom_20140901_000323.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1903973

Kind of.

>> No.1903979

each map is named after one of their songs

>> No.1903985

>btsx was originally released on December 10, 2012
Holy shit it was that long ago, and we are just now getting ep 2? Will it be another 2 years for ep 3?

>> No.1903991

I like to think they have been in simultaneous development. I don't know though.

>> No.1904007


remember, we are getting a PUBLIC BETA. and Episode 1 hasn't been officially finished yet.

I seriously don't want to be essel for the next two years

>> No.1904021

Better yet, how about beating Scythe 1 and 2 using keyboard only and no save scumming.

>> No.1904024

>One of the project members says when it's coming out
>Not a reliable word

>> No.1904029
File: 1.41 MB, 478x218, doom car.gif [View same] [iqdb] [saucenao] [google] [report]

How do you become a playtester?
Does being a playtester help you improve your mapping skills?

>> No.1904035

>How do you become a playtester?
Usually by asking or knowing a mod maker.
Or when someone is really nice they post the alpha to let people test.

>Does being a playtester help you improve your mapping skills?
Not in the slightest.
Just because you know how a level should be made or flow doesn't mean you'd know how to make a level yourself.

>> No.1904037

it's not that reliable a word in the sense that it has already been falsified (time is now after midnight EST i believe)

>> No.1904039


Tarnsman is known for being a dick sometimes.
Essel is pretty much nuclear right now, and giving word about something when you're the maintainer and op of the longest, most ambitious vanilla project going on at Doomworld is pretty much: "this is what will happen or fucking else"

with that being said

>"edit: lol delays. soon!"

Expect at least one head rolling in the next two weeks

>> No.1904052

oh yes i just saw the delays edit too.

>Tarnsman is known for being a dick sometimes.

are you suggesting that his leak of the project release date was not officially sanctioned?

>> No.1904054

>the longest, most ambitious vanilla project

Except for the 1994 Tune-Up Project.

>> No.1904059


Leaks are usually not officially sanctioned.

>> No.1904063

The leak was probably meant to drive up controversy and to hype it up

>> No.1904073


>> No.1904074

I think I found a bug in Demonsteele.

When killing the flying wizards with the back special they don't seem to leave behind any sort of corpse.
They just blink out of existance.

>> No.1904078


Fixed, thank you.

>> No.1904079


you could have at least posted a link

>> No.1904080

Terrible, doesn't work with Complex Brutal MM8DM support

>> No.1904086


yes, I would love to do ironic posts but unfortunately I got laid three years ago

no sexual contact since then ;-;

>captcha: ingratitude sedaydea

>> No.1904090

Really? You couldn't buy a second real doll?

>> No.1904091

I think welfare only goes so far, anon.

>> No.1904093
File: 23 KB, 150x150, DeusEx.jpg [View same] [iqdb] [saucenao] [google] [report]

I have nothing to worry about.

>> No.1904094


No, they told me the mold bassed on ur mum's vajayjay broke and there's no way to create another one since she's loosen up so I'm pretty much fucked.


>> No.1904097

hey, if you care enough

>> No.1904106

the adventures of square, too? is that newsworthy?

>> No.1904110

>the adventures of square, too?

well, it's a cartoony TC with some pretty goddamn rough levels full of snipers and fairly engaging gameplay, so I think it would be fair of mentioning it at least.

>> No.1904112


More than Plutonia 1024, thats for sure.

>> No.1904113
File: 74 KB, 800x1166, glory to hellztotska.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1904117
File: 223 KB, 412x261, 2HDf7Gb.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1904123

So the main color of BTSX Ep2 is orange, huh?

>> No.1904132
File: 237 KB, 1600x900, Screenshot_Doom_20140901_022857.png [View same] [iqdb] [saucenao] [google] [report]

Not compatible with gameplay mods, eh?
Well, guess I'll have to go vanilla.

Huge shame, though.

>> No.1904137


>playing something for the first time with mods

there's something a bit ironic in all of this but I can put my fingers on it...

>> No.1904138 [SPOILER] 
File: 2.00 MB, 640x480, 1409553253838.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.1904139

>Playing modified on your first run

>> No.1904141

>calling zdoom without weapon mods "vanilla"

>> No.1904143

>doesn't have the Shrek Your Privileges at the end

>> No.1904145 [DELETED] 

ahahaha holy shit the knee-jerk anger

>> No.1904146


hi rjy how are you doin?

>> No.1904147

You kinda deserved that.

>> No.1904148

>Not compatible with gameplay mods
Well I ain't happy with this one bit.

>> No.1904149

I'm too lazy to replace all the Doomguy faces with the same pic, it's just a mock-up

>> No.1904150

hello, i'm just downloading btsx2.

>> No.1904152

So I have these custom sprites I did, they're basically custom deaths, how do I go into applying 'em in DECORATE? Do I need ACS too?

thanks in advance

>> No.1904153

>first run
I ran through the first three maps vanilla, you jumpy mexican beans. I just wanted to see how they'd react with certain mods.
If you want to get angry at something, fuck is that a sad thing to get angry over.

>> No.1904154

Blame the source ports for not remapping in RGB space the gameplay mod sprites to the new palette. This isn't BTSX's fault.

>> No.1904156
File: 1.74 MB, 1920x1080, Screenshot_Doom_20140831_234000.png [View same] [iqdb] [saucenao] [google] [report]

Damn, MSX and Ep1 was such a good combo...

>> No.1904158

i'm not angry, just disappointed

>> No.1904159


shh, you're giving 'em too much info. let this run for a month or so

>> No.1904160

Dude, there's an established Gone Home webm with Albino Shreks at the end/

>> No.1904161

If you want to get disappointed at something, fuck is that a sad thing to get disappointed over.

>> No.1904162

It's okay anon, I don't really mind that much.
I have a slightly modified vanilla weapon mod to play with.

It's Eriguns and the modification is Doomgirl

>> No.1904163

It wasn't about the gone homo wad, it was to test a mock-up HUD i did in 5 minutes.

>> No.1904164

yes i've been trying to convert my engine to 32bpp software and use rgb triples everywhere for a while now, but the game's pervasive use of colour palette indexes makes supporting non-standard colormaps problematic (either by replacement COLORMAP lumps, or using boom linedef 242). i don't think i'm even going to try doing boom tranmaps.

>> No.1904165
File: 769 KB, 300x184, gone_home_longplay.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.1904167

Oh, okay.

>> No.1904168


>> No.1904173
File: 105 KB, 1280x720, Screenshot_Doom_20140901_024619.png [View same] [iqdb] [saucenao] [google] [report]

Guaranteed Cacoward.

Turns out the b wad loves to stop downloading halfway through.

>> No.1904179

Make a new DECORATE lump.
If you're making a .WAD, add your sprites in between S_START and S_END lumps. If it's a PK3, add it in the /sprites/ folder.

Sprite names go like this:
The first four letters are the name you give the sprite. It can literally be anything. In this case, my name is ABCD. The fifth letter is its frame. This used to be hard-set in vanilla, but at this point DECORATE lets you use them whenever you want.
The last number is its angle. 0 means "It will always face the player". More on angles can be found here: http://zdoom.org/wiki/Sprite#Angles

In your DECORATE lump, add the following.

NewDeathImp : DoomImp replaces DoomImp

The naming conventions in a DECORATE lump work like this.

The first four letters (before the space) are the name (same as the first four in the sprite filename). The next letter is its frame (A, B, C, D...) The number after that is how long it happens in tics. 2 means 2 tics, and -1 means forever. If you want the corpse to disappear when it's over, replace the last frame (the one with the -1) with the keyword "stop".

>> No.1904183

but it's all in one .zip?

>> No.1904186


It is two separate wads or something.
I'm lost too D:

>> No.1904187

Why is this specific tower in all the screenshots on here?

>> No.1904189
File: 20 KB, 256x312, 256px-Dukecaribbeanbox[1].jpg [View same] [iqdb] [saucenao] [google] [report]

New server. Doom vacation.

/vr/ wahhhhsploosh

Pass: doomdudes i think.

>> No.1904191
File: 44 KB, 640x480, doom00.png [View same] [iqdb] [saucenao] [google] [report]

it's the first thing you see when you enter map01

>> No.1904192

More about how the DECORATE naming works:
At the top you see where I put "NewDeathImp : DoomImp replaces DoomImp". This is what that means.
"NewDeathImp" is your new Thing's name, so feel free to replace that with whatever you want.
" : DoomImp" means to inherit the DoomImp class. This means that you make it the exact same as the class DoomImp. That's the internal name in zdoom.pk3 for the Doom Imp (obviously). " replaces DoomImp" means "Every instance of DoomImp that appears in the game should be this instead."

>> No.1904195


It's actually doomedguys.

>> No.1904197

vanilla uses a strange way to load a wad's directory that imposes a hard limit on the number of lumps in the wad (of something around 4000 iirc)

it's not necessary in source ports and you can catwad the two files together if you like (i haven't tried this yet, but i see no reason why it should be a problem for source ports that stopped using alloca in w_wad.c)

>> No.1904198

Be sure to load both WADs. Vanilla Doom has a lump limit and episode 2 exceed it so we had to split it into two WADs. You absolutely can run gameplay mods with BTSX but they must be loaded in the right order to avoid palette fuckery.

>> No.1904203

And this order is...?

>> No.1904204

The level of detail is appreciated

But for fuck's sake, unpeg the textures on those pillars so they match up, or throw in a border texture

>> No.1904206

it's either btsx then mod or mod then btsx. you've a 50% chance to guess correctly first time.

>> No.1904208


a mirror

>> No.1904212

Depends whose palette you want to fuck up. If you do BTSX first, the gameplay mod you use will use BTSX's palette, which only matters if it uses a paletted graphics format. (A lot don't.)

...I think.

>> No.1904214

Yeah basically. However if the sprites for the weapon mod or PNGs they should convert to BTSX's palette. Or you can just run it in OpenGL

>> No.1904215

...Right. Should have known that. Probably should get some sleep.

>> No.1904219
File: 8 KB, 176x225, Lee_Everett.jpg [View same] [iqdb] [saucenao] [google] [report]

Totally fucked, not a chance in hell.

>> No.1904221

oh if only there was 32bpp software mode...

>> No.1904224

Thank you for informing me that this is a problem with the number of lumps IN A WAD, not altogether. I had feared my project might have to go limit removing because I have too many textures.

>> No.1904227

Software mode displays HUD sprites in truecolour in software now

>> No.1904228

a deep elf wizard in dungeon crawl stone soup. i guess it depends on what level i am and whether or not i can cast Firestorm yet.

>> No.1904229


....and you had to tell 'em

ah well, there it goes. everything must indeed come to an end

>> No.1904231
File: 1.06 MB, 640x360, 1408936413550.gif [View same] [iqdb] [saucenao] [google] [report]

>Hurr let's not tell people how stuff works
literally why

>> No.1904232

If I had to guess, it's to keep the idiots who think the map should be tuned to their mod still flailing, trying to set it up. But now they know how.

>> No.1904235
File: 43 KB, 482x720, 1409001475979.jpg [View same] [iqdb] [saucenao] [google] [report]

But wouldn't it be better to stop the flailing right away rather than deal with WOW THIS MOD SUX ITS BROKKEN

>> No.1904242

I was actually wondering why it was split into an A and B.

Also I like to play levelsets vanilla first so I can appreciate the design as intended before changing it up entirely with Hideous Destructor

>> No.1904245


we would have some pretty good giggleloos; you know, like the ones that are to be expected when you load up two certain gameplay mods which have no business being loaded up at the same time

>> No.1904248

>Two gameplay mods at the same time
but no one did that

>> No.1904250


not today, of course. it has happened weeks, months ago.

not going into details because it might lead people doing it on purpose

>> No.1904253 [DELETED] 

itt: It's better to be a grognard and not tell people how shit works because of something that happened months ago that I didn't agree with.

>> No.1904263

I really like BTSX2 so far.

It is very fun.

How many levels is there total?

>> No.1904265
File: 79 KB, 300x200, 1385522061167.gif [View same] [iqdb] [saucenao] [google] [report]

>The Adventures of Square's unexpected release
>BTSX's second Episode's beta also fucking unleashed after weeks of expectation
>Yet another Plutonia wad for the h4rdc0r3 Doom audience
>People finding obscure wads from Tom Mustaine and discovering TWO doom2.exe bugs in matter of DAYS
>Rideable bikes, pinkys and cacos

This fucking week, man. This fucking week.

>> No.1904268
File: 244 KB, 400x225, 1408333333083.gif [View same] [iqdb] [saucenao] [google] [report]

Too bad that last one isn't that good

>> No.1904271

>MAP01's music

I know this from somewhere else...any help?

>> No.1904282

Hanger 18 by Megadeth?

>> No.1904283

it goes up to map26 according to the text file

* Map listing *

--- EPISODE II: Tower in the Fountain of Sparks ---------------------------

01 Joshy/Esselfortium/dew: Shadow Port
02 Tango: Underwater Explosions
03 Brad Spencer/Xaser: Wings of Thorn
04 Use3d/Tarnsman: Dirty Water

05 Xaser: Episode Hub

06 Vader: Useless Inventions
07 The Green Herring: Shrine To The Dynamic Years (Athens Time Change Riots)
08 Matt Tropiano/Tarnsman: A Blue Shadow
09 DeathevokatioN/Esselfortium: Adverse Wind
10 Esselfortium: Eureka Signs

11 Xaser: Episode Hub

12 Skillsaw: Demons Are Real
13 Jimmy/Tarnsman: Nation Gone Dry
14 Mechadon/Vader: Shocker in Gloomtown
15 Vader: The Theory of Broken Circles

16 Xaser: Episode Hub

17 Xaser: Steeple of Knives
18 Skillsaw: Optional Bases Opposed
19 Tarnsman: Unbaited Vicar of Scorched Earth
20 Tarnsman/Esselfortium: Speedtraps for the Bee Kingdom
21 Khorus/Esselfortium: Bulldog Skin
22 RottKing: Bite

23 Xaser: Episode Hub

24 Tarnsman: Perhaps Now the Vultures
25 Mechadon: Unstable Journey
26 Xaser: Beneath A Festering Moon

31 Joshy/Esselfortium/dew: Fireking Says No Cheating

>> No.1904289


Heh, I was talking about BTSX's Ep2

>> No.1904291
File: 222 KB, 1536x1344, scrap897_a.jpg [View same] [iqdb] [saucenao] [google] [report]

Phoenix Wright vs Professor Layton

Well Layton can puzzle open keycard mazes and Phoenix can bullshit his way out of trouble, I guess?

>> No.1904295
File: 168 KB, 640x1440, 1409558135.png [View same] [iqdb] [saucenao] [google] [report]

1. heh
2. heh again, also secret plasma gun yay. that i didn't need to use, but oh well.
3. oh i seem to have missed some stuff. actually come to think of it i had a blue key that didn't fit any doors i saw.

i'll have to do it again anyway because i died at one point. the first third to half of the map has a paucity of health and ammunition.

>> No.1904301
File: 336 KB, 640x1920, 1409558740.png [View same] [iqdb] [saucenao] [google] [report]

1,2,3. okay i reloaded and turned the map cheat on. what the heck!
4. ouch!

>> No.1904302

How can I get Chocolate Doom to run two wad files at once? My levelset is split into two files right now (the maps and the textures) and I don't want to go through the hassle of merging them just to get it to work.

I tried just doing two -file parameters in a shortcut/batch file but that didn't work

>> No.1904308

you dont do -file twice. you do -file file1.wad file2.wad

it's a bit strange, it takes every argument after -file that doesn't begin with - as a filename. or something.

>> No.1904315

Thanks, that...sort of helped

Now it just runs like absolute shit on even the first map, and crashes on others. The first map is no bigger or more complex than E1M1, so I dunno what the deal is

I can barely bring up the menu, and the sound is just a constant stuttering mess. Normal choco doesn't run like this so I dunno what the deal is

>> No.1904319

the medusa effect? do you have middle textures made up of more than one patch?

>> No.1904325

I doubt it, I haven't made any new textures, just added two existing texture packs together. If there are any, I doubt I've used them.

These are only problems I'm having in choco, too, they don't crop up in say, PRBoom+, which is making me consider moving the project to limit removing and surpassing this bullshit

>> No.1904329

>I haven't made any new textures
yes but have you in your map placed a texture made of more than one patch on a two-sided middle texture?

>> No.1904330
File: 1.22 MB, 997x706, noop.png [View same] [iqdb] [saucenao] [google] [report]

Ehhhhhhhhhhhhh. Was I expecting a room full of spooky scary skellys? No, no I wasn't.


>> No.1904343

MAYBE in map03 but this shit is happening in my map 1 and 2 too. I don't think it's caused by that. This is something else

>> No.1904383

Wait wat? Does that mean it won't run properly with AtM?

>> No.1904384

It does.

AtM would even run without flaws regardless of load order because it doesn't touch palettes in the slightest.

BTSX needs to load after whatever gameplay mod you choose.

>> No.1904390
File: 7 KB, 359x862, cacosneak.png [View same] [iqdb] [saucenao] [google] [report]

>ridable caco
>not the best thing to ever have happened
I want a Zandronum multiplayer wad where you joust on cacos

>> No.1904402
File: 7 KB, 273x54, fun deleted.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1904470
File: 355 KB, 1024x1373, 349759374.jpg [View same] [iqdb] [saucenao] [google] [report]

Richter Belmont (Rondo of Blood)

Should fare well.

>> No.1904472

Back To Saturn X Episode 2 ?!

Oh boy, I'm torn between playing the beta or waiting for the final...

>> No.1904476

Are you still waiting for E1?

>> No.1904482

Good point... It says to load both wads at once, how does one do that? Just select both and drag?

>> No.1904512

You know, with the whole gamergate thing I'm really surprised nobody's thought to make an E3M5 tribute called the Cathedral of Misogyny yet.

>> No.1904516


The commander from Xcom.

Well, time to send some rookis to their death.

>> No.1904520

>how does one do that? Just select both and drag?

the loading order is wad A, then B, then the DEH file

>> No.1904523

I'd just get ZDL then set that up.

Then you can just choose the load order and you're good to go.

>> No.1904525
File: 438 KB, 1920x1080, 2014-09-01_00001.jpg [View same] [iqdb] [saucenao] [google] [report]

I don't even know who is fucked.

>> No.1904526
File: 212 KB, 233x294, heh.png [View same] [iqdb] [saucenao] [google] [report]

heh heh, that's exactly what I was thinking when I saw that.

"man, that sounds like a good Doom level"

>> No.1904563
File: 23 KB, 333x424, Archvis_and_Bonehead.png [View same] [iqdb] [saucenao] [google] [report]

OC donut steel

>> No.1904568



>> No.1904569

So I was playing Demonsteele with Zpack and in E1M2 I tried to walk over one of those fake bridges but it was completely impossible.

A complete impenetrable wall.
Is it two scripts clashing or something?

It happened in BTSX2's Map05c as well but I am thinking I tried to go under a bridge I shouldn't have.

>> No.1904580

I vote "Beaville"

>> No.1904595


>> No.1904616
File: 125 KB, 300x309, 1349411806541.png [View same] [iqdb] [saucenao] [google] [report]

>Visplane Overflow
premium kek

>> No.1904638


let me guess, there's one secret unable to reach unless you do a glide

>> No.1904643

I love how BTSX Ep2 feels like Doom 64 in a sense. The heavy use of water + hellish structures really remind me of that game. Playing with the PSX sounds probably has an impact as well.
The third map is my favorite so far. Fucking solid.

>> No.1904678


And yet we still managed to let the thread 404.

>> No.1904680
File: 179 KB, 448x564, ian.png [View same] [iqdb] [saucenao] [google] [report]

>>People finding obscure wads from Tom Mustaine and discovering TWO doom2.exe bugs in matter of DAYS

Wait what

>> No.1904682

i want to ride cacos

>> No.1904707

Is it out yet? I have to sleep soon and I need a taste.

>> No.1904713
File: 99 KB, 800x600, Screenshot_Doom_20140901_084315.png [View same] [iqdb] [saucenao] [google] [report]

Why was nothing done with this amazing metroid mod?

It's got everything except it only has a shit demo level with no enemies.

This would be fucking amazing as a full mod.

I'm playing doom 2 on nightmare mode with it right now and holy fuck.

>> No.1904720

If I remember correctly, there was a shit-ton of work done on it. Things like new maps and other stuff, but the guy working on it lost all the data.

Don't quote me on that, though.

>> No.1904726

Lost the data is code for got bored/not motivated and don't care anymore.

>> No.1904730

If I remember correctly, he got quite a bit done. I think there were screenshots of all kinds of things and just got really burned out after it was all lost.

>> No.1904731

I know the guy, he did actually lose all his data.

>> No.1904732

You guys mean Terminus?
Doesnt he usually use github to maintin code and graphics?

>> No.1904734

The creator of the mod got a warning from Nintendo, So he has to be careful of how far he takes this mod, or something like that. Don't qoute me on this, but I guess that's why no levels and stuff have been made yet.

>> No.1904737

nope, although the thing you actually need the blue key for (which isn't a secret) was a bit obscure (see >>1904301)

>> No.1904754

>Lost the data is code for got bored/not motivated and don't care anymore.
The mod looks and feels fucking awesome, why would he get bored with it.

>> No.1904758

>The creator of the mod got a warning from Nintendo
No fucking way.

People make shitty mario mods all the time.

He's not selling it or anything.

>> No.1904774

As far as I know it was just a "don't pretend this is official or try to make money with it" letter.

>> No.1904798

>nothing done

Yeah. Nothing. Nope. Nothing at all.

>> No.1904802
File: 778 KB, 277x288, 2.gif [View same] [iqdb] [saucenao] [google] [report]

>tfw you will never make a noteworthy wad

>> No.1904803

Nintendo is super-protective of their franchise's image, and anything that portrays them in an overly violent way - even Metroid - is going to get some bigwigs worrying. it's cult of personality, i guess, although that maybe seems a little too sinister.

>> No.1904805

realistically, how hard is it? you don't even need to code to get the basics in place. just make your house, enlarge every room by about 10x, add some monsters/keys/doors and you're done. it's only uphill from there.

>> No.1904806
File: 211 KB, 800x600, Screenshot_Doom_20140802_040250.png [View same] [iqdb] [saucenao] [google] [report]

Anyone who can recommend any .wads, preferably multiple levels, with lots of outdoorsy, natural environments, plains, marshes, mountains, hills, caves, forests, maybe some old ruins too or something?

I'm thinking large, wide and decently detailed maps.
Alternatively, I played these huge fucking maps this summer made by some slav, pic related, and they had an insanely delightful bleak and hopeless feeling atmosphere, if anyone knows anything of that sort.

>> No.1904808

>make your house
Do you really think I'm going to resort to lazily designed realistic levels? With toilets?

>> No.1904810

BTSX e2's music is great. I've only heard a bit of the first track, but it's all great.

>> No.1904812

Make an entire level out of toilets.

>> No.1904815

i meant the basic geometry of your house, not the specifics you silly billy.

but now that you've mentioned an Outhouse Slaughterhouse i kinda want to play that
alpha when

>> No.1904820
File: 105 KB, 1303x595, btFSGrD.png [View same] [iqdb] [saucenao] [google] [report]


Yes, I got a note from Nintendo. No, it's not a warning about how I should cease development. It was an automated "yo we can't officially approve of this" thing.
Pic related.

>Why was nothing done

Heeehhh, I like you. You're silly.


The code for Breadnut is still intact and not in any danger of being lost.
One of the mappers lost all of the data on the map he was making in a harddrive failure. I still have the latest iteration of the map he was making, but it's only about a third of the way done and I sincerely doubt he's interested in picking it up again.
A shame, but it can't be herped.

>> No.1904827
File: 713 KB, 1280x1024, screenshot.png [View same] [iqdb] [saucenao] [google] [report]

Sgt. Mark IV's After The Holocaust is pretty good.

>> No.1904830

I played it, and it's a nice map, but I'm thinking less city maps (though I love exploring dark derelict apartment complexes full of monsters).

Though ATH was pretty damn laggy for me to play as well.

>> No.1904841

what the fuck are your settings? You can't see shit and it looks like shit

>> No.1904842

Holy supergamma, Batman!

>> No.1904846


>> No.1904850


That sucks though, did you at least design any metroid monsters?

>> No.1904859
File: 618 KB, 900x900, GOTTA RIP FAST.gif [View same] [iqdb] [saucenao] [google] [report]

Hosting WoC on BTSX and BTSX2, for anyone that cares to come join.

BTSX server: "/vr/ plays Dungeons and Dragons!"
BTSX2 server: "/vr/ plays Dungeons and Dragons: Spelljammer!"
Password: vrtroopers

>> No.1904865

Just finished BTSX E2 on UV. Pretty disappointing, to say the least. Map design felt like it took a huge step backwards, music was alright but it (and the wad as a whole) felt more like a quake track than a doom one. I know they mentioned it and they were going for a more surreal/gothic approach with episode 2, but it just doesn't fit for doom. The first few maps are agonizingly slow. Not overly large, because compared to other BTSX maps they're just average sized, but going through them is a pain in the ass. There was an issue with map 10 where the mapper put in a really stupid platforming section that took minutes to get past for no real reason other than the elevators moving slow as fuck. It would be a bad puzzle in any other game, and it has no place in Doom of all places. A few maps also have really obnoxious triggers or switches that are hidden in the dumbest of places. Episode 1 had some obtuse maps but for the most part it was a good wad. The shit in episode 2 is just aggravating.

Fortunately the second half gets a little better, it has some really fun maps with good pacing, right up until you hit the 800 monster map. Took me an hour to clear it out and had a lot of the same problems earlier maps did with awkwardly placed switches.

Overall it's not terrible, but it's nowhere near as good as episode 1 was. Maybe I was expecting too much - I think that if you were to play E1 for the first time, then follow with E2 and eventually E3, it'd come together better.

>> No.1904871
File: 5 KB, 302x114, Untitled.png [View same] [iqdb] [saucenao] [google] [report]


Design? Yes, I've got code for a good chunk of Metroid enemies lying here, waiting to be used.
But, unfortunately, I'm not an artist and they would require making completely custom sprites in order to do. None of the artists I've asked so far have actually finished any. I have a ton of half-finished concepts, half-baked sprites, and single-frame enemies.

>> No.1904890

>I'm not an artist
who designed samus's guns and the ui?

>> No.1904893

>right up until you hit the 800 monster map. Took me an hour to clear it out and had a lot of the same problems earlier maps did with awkwardly placed switches.

There isn't a ton of this I hope? This crap got too much in the Scythe wads.

>> No.1904903

There's only the one 800 monster map, but most maps average about 300-400 monsters to start out with, not counting pain elementals and arch viles (and there are a LOT of arch viles. episode 1 was sparse compared to what episode 2 has. There's even a map dedicated to arch viles, which is about as fun as it sounds).

There are also a few smaller maps, sitting around 100-150 monsters and one or two with sub 100. Some of the later levels were actually really fun even if they had 300 monsters in them, but almost all of the first 12 or so maps I just couldn't stand. Especially with arch vile placement. It's not fun when you have to reload a save before spawning an arch vile and hope you can kill it or get pain chances before it tears you a new asshole, because there is nowhere to hide behind a wall. That is not good level design, and it happens WAY too fucking much.

>> No.1904904

Have you tried playing on HMP?

>> No.1904908

I only tried on UV. Maybe HMP would have been a better experience but I personally think most mappers these days expect people to play on UV and create the maps around that. UV for episode 1 was fine, especially since most maps were about 10-15 minutes in that wad and they didn't pull the same bullshit I've said about episode 2. I'd say the map lengths stretch to about 25-30 minutes per map in E2, which seems great except it stems more from harsher ammo/health management (I think it was around map 12 before I got my first backpack?) and way too many fucking AVs/revenant packs. I had to play a lot slower, but I didn't want to choose a lower difficulty level in hopes it would get better. It did, but it never got good enough to redeem the shitty first half.

>> No.1904909

>There's even a map dedicated to arch viles, which is about as fun as it sounds).
Well that one arch vile map in Doom II I believe was pretty fun. The maze map.

>It's not fun when you have to reload a save before spawning an arch vile and hope you can kill it or get pain chances before it tears you a new asshole, because there is nowhere to hide behind a wall. That is not good level design, and it happens WAY too fucking much.
Yeah completely agree here.

>> No.1904913

For lower skill settings, rather than just reducing the monster count across the board (which just results in boring, empty maps) we primarily concentrated on adjusting the most pressuring parts of fights (i.e. archviles), whether by replacing/removing strategic monsters or adding extra supplies. UV is designed to be hard -- the lower skills are there for a reason.

>> No.1904914


Zrrion and Mike12, respectively.

>> No.1904918

BTSX2 is disappointing. It's clear they wanted to get away from the techbases of the first episode and do something else but it's also clear they had no idea what that something was. There's a bit of Doom, a bit of Heretic/Hexen, some Duke and even a touch of ROTT here and there but there's no cohesion to the whole experience and the level design has more bad than good to it. Want huge sprawling outdoor areas? You got it. Want to know what that button did? Too bad, have more teleporting monsters than Doom 64.

I will say that some of the maps have absolutely gorgeous set pieces and areas. When they wanted to, they really made that old engine shine.

>> No.1904919


I approve of this.

>> No.1904920


>> No.1904923

Actually, E2 and E1 were developed concurrently. E2 was at least 70% done before E1's first public beta came out.

>> No.1904925

E1 probably got more love because E2 just ain't fun to play.

>> No.1904927

That was plutonia, and Hunted was a better map than the one in BTSXe2.

There's one point where you teleport into the middle of a room with 3-4 archviles respawning a host of revenants, mancubi, and other shit. Then you get onto an elevator where other arch viles are doing the same shit and try to run past them quick enough to get out of their range. I think I had to reload a save over thirty times to get past that one room. It's not fun there's no way to fight them because there's no places to hide and you don't have the ammo to kill them all anyways, and it's just a crapshoot on whether you can get out.

Being hard is different from being stupid. Episode one UV is great, it's pretty difficult but doesn't bullshit you by teleporting you into the middle of multiple arch viles. Stripping resources away can be good too, I liked the first map for the most part and it was halfway a berserk map. But there were only a few points where I felt I had complete control over a group of enemies. Usually I was stuck behind a wall popping out to shoot some enemies then hiding when four rockets came my way. Or swearing because there's yet more arch viles right on top of me and the only thing I can do is pray for good luck.

>> No.1904936


>> No.1904962

the whole thing, already? wow

>> No.1904986

So btsxE2 suffers from the affliction of sequels never being as good the original? I want to try it anyway.

>> No.1904990

Yeah must have been pretty exciting times to keep him interested the entire way through. Oh wait.

>> No.1905001

that's not what i meant :(

i mean so far i have spent 1 hour carefully playing map01 twice, does no one else savour new maps? or do you just play everything as fast as possible and move on to the next thing?

>> No.1905013


Sounds like you need to play better. Or you know, try a lower difficulty. it's what they're there for.

>> No.1905014

Sure, completely ignore what that guy you're quoting just said.

>> No.1905020 [DELETED] 


>> No.1905024

Sure, completely ignore non-UV settings and then complain about the difficulty.

>> No.1905029

Not any of them but I'm >>1904918 and played through on TYTD because I'm a bitch who just wanted to check out the level design.

The difficulty is just as bullshit.

>> No.1905054
File: 736 KB, 1680x1050, Screenshot_Doom_20140901_171336.png [View same] [iqdb] [saucenao] [google] [report]

Only played 4 of 5 levels so far but I'm enjoying it a lot. I've absolutely loved this level (pic related). Well, not so much the layout because in the end it felt way too much (and there was a WHOLE part I hadn't visited when meeting the ending), I mean I didn't get lost and it was obvious what the buttons did; but there was a whole part of the map (with the grey textures) that not only didn't add anything to the map, but also felt completely out of place. But anyway, I love the map for its theme and textures, this is exactly the kind of theme I would like to do in a FPS.

The best thing about the wad so far though was the weapon progression at the beginning.
There is a slow build up that starts with the barefists and I only got the shotgun after what felt like a long enough time, which made things even better.
However I was pretty disapointed to find the super shotgun so quickly (in the next map I think ?). The double barrel shotgun singlehandely changes how Doom plays and you know it; and suddenly, as soon as you have it, you start facing bigger waves of enemies. After such a great build up at the start, I was expecting things to keep this way for a longer time; and having several maps without the double barrel shotgun would have fit with that slow progression and would have been a welcome change of pace as far as Doom 2 megawads are concerned (out of 27 maps, 4 or 5 maps without it would have been fine).

I also enjoyed the map in pic related due to how Plasma gun oriented it was. That too was felt like a fresh take on gameplay to me.

>> No.1905098

Has there ever been an Aliens style sequel to a Doom mod?

>> No.1905146

I do that in ChocoDooom routinely as a kind of cleansing when I'm suffering from mod fatigue.

>> No.1905187

Shun Kodori
The thread 404'd for possibly the first time in its history
Seems to have went down earlier, but it's now back up.

>> No.1905197

Not the only one suffering from this; threads in /v/ suffered from this too

think it has to do with a certain event happening related to a big ass leak

>> No.1905204
File: 321 KB, 400x721, TLDoom.png [View same] [iqdb] [saucenao] [google] [report]

Just gonna put this here

>> No.1905217
File: 432 KB, 500x394, 1404358761230.gif [View same] [iqdb] [saucenao] [google] [report]

Are red pants and grey shirts possible with the Mii creator?

>> No.1905218

Actually, the closest I've gotten in Tomodachi Life is a white shirt and red camo pants

>> No.1905223 [DELETED] 

why did this thing just say the thread had been pruned or deleted briefly
did anyone else see this or am i going mad

>> No.1905224
File: 954 KB, 1229x922, sc5revenant.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.1905225

You've been taken too many berserk packs I'm afraid.

>> No.1905236
File: 75 KB, 320x240, HNI_0051.jpg [View same] [iqdb] [saucenao] [google] [report]

oh wait.. there isnt any red camopants.. my bad. Brown ones will have to do.

>> No.1905238

yeah i'm just going mad. deleting posts. sorry

>> No.1905239

haha are those water bottles on the shoulders

>> No.1905241

It happened to me too. Not only on /vr/.

>> No.1905245

It 404'd before the site started going weird.

>> No.1905268

It's better with pistol starts. Also, E1 had SSG in map01 (in MP, heh).
I'm playing this thing on UV w/ pistol starts on every level and I like it so far (currently at map11). There's no complete pushovers yet and I can honestly say that every death I've scored here is completely my mistake. Though I'm feeling it's design is going to bore somewhere half way through because it's going to be 25 (?) castles.

>> No.1905273
File: 509 KB, 1037x691, sc5baronofhell.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1905274

oh yes i remember the ssg on btsx_e1 map01, it was a quite well hidden secret and set off a teleporter trap that was way more fierce than the whole of the rest of the level. i enjoyed that

>> No.1905278

Useless Sexy Baron

>> No.1905304 [DELETED] 

If you could experience any of the Brutal Doom fatalities for yourself (human-on-monster or monster-on-human), which one would you pick? I'm kind of leaning towards being slowly ripped in half by a baron, but having an imp pounce on me and stab me over and over could be exciting too.

>> No.1905308

Do you like custom music, /doom/?

>> No.1905316 [DELETED] 

you're a creepy fuck

>> No.1905320 [DELETED] 


>> No.1905325

Doomero does the craziest shit

>> No.1905328

Doomero and LilWhitemouse do all sorts of crazy crap with the Doom Engine.

You'll never know what they might come up with next

>> No.1905331
File: 441 KB, 500x279, exploding head HD.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.1905345

that must play like shit.

>> No.1905346

>It's better with pistol starts

Yeah, but since it's an episode and not a mappack and there was nothing telling that the maps could be played from pistol start, I didn't try that way.
But anyway - it's not a "map pack", it's an episode, so continuity and progression must have been taken into account with and without pistol starts.

>> No.1905359


>tfw i could have made a noteworthy wad
>tfw i was making the metroid map
>tfw my HDD took a shit
>tfw i forgot to backup

I hated myself since then

>> No.1905370

i chuckled.

>> No.1905372

Been loving the shit out of Reelism lately, but what the heck is this music? It's killing me to find out. It only ever plays when the result screen comes up if you die. I know a lot of the other tracks.


>> No.1905378

Have you resumed working on it?

From what I played of your Metroid map, you have the chops to make pretty fun levels regardless of what mod it would be for.

On an unrelated note, I really like BTSX2's music.

>> No.1905380
File: 313 KB, 792x637, keyboard mouse since the beginning.png [View same] [iqdb] [saucenao] [google] [report]

>the original keyboard, non mouse bindings

i get you don't like mouselook, but for clispaeth's sake quit insisting nobody ever used a mouse when the game came out. see pic related? taken when doom was still in development.

>> No.1905408

I'm a little lost. I'm coming to you all, thinking you can help.

I know this is the wrong place to talk about such things, but since this thread is somewhat related to what I'm looking for, I might as well give it a try.

What happened to the Doom wad development thread that used to be posted in /mlp/? I keep looking for it, but its never there

>> No.1905415


Uhhuhuh. Bone. Huhuhuh

Mnehehenh, yeah me too

>> No.1905426

Is there a way to put the player upside down in the ceiling?

>> No.1905427

He he he he. Beavis, check out my bone.
Uh huhu hu. Butthead, you dumbass. You're all bone.
Oh yeah. Hehehehe

>> No.1905430

I thought keyboards back then were required by law to be beige.

>> No.1905431
File: 923 KB, 464x407, 1403174294663.gif [View same] [iqdb] [saucenao] [google] [report]


I've been here since the beginning of /doom/ and there's only been a few faint rumbles of what an /mlp/ wad would be like.
I suspect most of the people who were interested in working on it kept quiet and posted about it only there.

Considering the reaction even a Scootaloo rip and tear edit had in the shitty rip and tear edit compilation, I wouldn't be surprised if a themed mod would have set off fucking wildfires.

>> No.1905432

I think there was as tech demo on the Zdoom Forums doing that. Kind of a flipping system like VVVVVV.

>> No.1905435

He never did.
He just asked if anybody other than him and me ;_; ever still play with the default bindings.

He never said he didn't like mouselook and he never said nobody ever rebound keys. Stop bogeymanning.

>> No.1905441
File: 104 KB, 350x350, 1403976700566.gif [View same] [iqdb] [saucenao] [google] [report]

that is a cute gif

>> No.1905442 [DELETED] 

>people using mouselook
omg I've been triggered

>> No.1905445
File: 35 KB, 673x505, 2988823812.gif [View same] [iqdb] [saucenao] [google] [report]

>new Demonsteel enemy
>replaces Pain Elemental
>neat, those guys were complete fuckheads
>head up to The Pit


>> No.1905449
File: 2.43 MB, 2600x2150, RIP AN' TEAR.png [View same] [iqdb] [saucenao] [google] [report]

>shitty rip and tear
Ok, which one are NOT funny? And WHY aren't they?
If you do not have any well formed argument, I suggest you commit sudoku.

>> No.1905451

I want to know more.

>> No.1905454

Replace where? What mod?

>> No.1905456

Any way to set up a certain kind/family of monsters to be hostile against other race/family of monsters?

For example, Cacodemons against Barons, I want 'em to be hostile against each other whenever they spot each other

How do I go into that, do I need ACS or Decorate?

>> No.1905457


>> No.1905460
File: 3.82 MB, 2872x2419, Rip & Tear.png [View same] [iqdb] [saucenao] [google] [report]

Yours is incomplete, and I too would like to know which ones aren't funny/good and why not

>> No.1905461

Well it sounds like SNES music most certainly. The Reelism devs should really put a list of the music they used somewhere.

>> No.1905462 [DELETED] 

What do you guys think of this?


>> No.1905468 [DELETED] 

Do NOT respond to the "rip and tear" posts.
They are made by the one and only /doom/ shitposter to cause a flamewar.

>> No.1905472 [DELETED] 

...and do not respond to the Masterchief one

>> No.1905478

I'm a lazy motherfucker. Is there just a gallery of all the H-Doom stuff?

>> No.1905480
File: 659 KB, 1680x1050, Screenshot_Doom_20140902_002921.png [View same] [iqdb] [saucenao] [google] [report]

>this map

I love it.

>> No.1905481

>Ok, which one are NOT funny?
Almost of them.

>And WHY aren't they?
Too many of them suffer from having either a terribly forced meme ham-handed into them with only vaguely-related terms ("Inhale and spit", "yank and split", "slash and explode", etc).
A ton of them have cringe-inducing art and/or were saved as jpeg (the Quaker Oats one, that god-awful edit of the Samus one with even more god-awful text, the side of the Chex one having a random extra panel, the Witchhaven shading is fucking embarrassing).
Nobody has any sort of fucking quality control, with one side accepting any edit that's only vaguely related and looks somewhat similar and the other side only accepts an arbitrary amount. When pressed on this, the only response I got was "let's fill the thing out first and then we can focus on what to trim" yeah well the thing's already been fucking filled out and expanded and now it's even worse.

It's magnificent at demonstrating how quickly you can run an okay copypasta into the fucking dirt, but aside from that it has no worth or value or relevance.

And this is coming from someone who contributed several, which I wholeheartedly regret now.

>> No.1905482
File: 66 KB, 544x400, LoL.jpg [View same] [iqdb] [saucenao] [google] [report]

>Mask... Gloves... SCALPEL!

>> No.1905484

Holy shit, why are there so many?
Anyways, I read them all and they're okay, I think the focus is on the image itself.
The only one I dont get is the Corvus one.
>Yank and split

>> No.1905489
File: 62 KB, 345x264, DRIP AND SMEAR.png [View same] [iqdb] [saucenao] [google] [report]

As the guy who did the original CQ one (which prompted the creation of the template by some other cool anon), I did the extra panel because, well, there wasn't a template or any sense of "rules" at the time of its creation. I went for completeness (it was based directly off of the comic itself) instead of simplicity.

>> No.1905491

That one has different dialogue than the one I have. Want me to replace it with this one?

captcha: 420

>> No.1905492
File: 11 KB, 184x184, 1258379901225.jpg [View same] [iqdb] [saucenao] [google] [report]

I made 26 of the 62 RIP AND TEAR pictures (just look for the ones with the Segoe Print font / just look for the images with similiar font).
I love to create the images but I cant sometimes think of a proper quote and just slap it into the speech bubbles, so I tested two times if /doom/ can think of a proper quote and they did, so I guess Im just a lazy cunt.
sorry, but they are still funy, fucker

>> No.1905496

I was the anon who did the "Spoon and Zorch your Flems" edit.

>> No.1905497

*22, sorry

>> No.1905498

Dude, that's just, for lack of a better word, a meme.
There's an exploitable and it's easy to edit. They are what they are, and they are silly. Nothing more nor less.
They aren't meant to be the funniest thing ever., people just make use of the template to create their own version, based on something they like besides doom.

>> No.1905501

Whatever you want man. Don't let me tell you how to enjoy your jokes.
I'm not sure why that guy did that edit though. It's kind of a stupid one anyway.

>> No.1905502

Do you really expect to look at an edited image macro and burst out in laughter?
Do you have by any chance autism?

>> No.1905504

>Tell me why they are shit
>This is why they are shit
>sorry, but they are still funy, fucker
I knew discussing this with you would be fruitless.

No? Why would you think that anyone's reaction to an edit would be that?

>> No.1905505

I did the Quaker Oats one as a joke based upon something I said off hand in a Doom match with some /vr/ folks one day.

I had more detail on it that ended up looking like shit once I went to its default size and saved it.

>> No.1905507

>I knew discussing this with you would be fruitless.
Do you even reading comprehension?
I was talking about the images.

>> No.1905512

He didn't reply to the post where you mentioned that. ( >>1905484 )

>> No.1905513

Coincidentally, so was I.

>> No.1905517
File: 260 KB, 486x450, 1405666403196.png [View same] [iqdb] [saucenao] [google] [report]

>MFW BDSE doesn't seem to mind it at all
The water's static, and some imps have purple specks in their teeth if your get really close, but that's about it so far.

>> No.1905532
File: 60 KB, 245x523, freudianjoshy.png [View same] [iqdb] [saucenao] [google] [report]

Just in case anyone missed it.

>> No.1905534 [DELETED] 

I'm certain you guys suffer from an incurable disease, that forces you to shit yourselves over tiny image macros. It is called aspergers.

>> No.1905537 [DELETED] 

Hey man, my posts were about enjoying them and attempting to clarify another person's post.

>> No.1905538 [DELETED] 

Okay then, so which one of them is Omegalore?

>> No.1905540 [DELETED] 
File: 15 KB, 625x626, 1379156589828.png [View same] [iqdb] [saucenao] [google] [report]

You have made yourself clear.

>> No.1905542 [DELETED] 


No, no, see, in /doom/ we accuse people of being Donald or IMX because

>> No.1905543

its don't cry Jennifer, from the original clock tower

>> No.1905545 [DELETED] 

Just so you know, I knew who you were from that first post alone. Thanks for exposing yourself with those pictures.

>> No.1905546

I actually like them, dunno what you're going on about.

If you look at it sideways, it looks like an eskimo with an upside-down cock.
but otherwise it just looks like a cock and balls.

>> No.1905548

What wad?

>> No.1905549

>Donald or IMX
Who? Is this IRC drama I should know about?

>> No.1905554 [DELETED] 


>> No.1905556


No, it's not IRC drama, it's just two nerds who did an oopsie once or twice and now everyone clamors over each other trying to accuse everyone of being them.

>> No.1905562 [DELETED] 


well, to be fair, imx never tried to brick everyone's PC by saturating them with zombiemen, so there's that.

>> No.1905570
File: 37 KB, 1096x649, 1369457718625.png [View same] [iqdb] [saucenao] [google] [report]

Are there any maps that aren't impossible with Hideous Destructor?

>> No.1905571
File: 88 KB, 854x859, Skeleton explaining dooms level design.jpg [View same] [iqdb] [saucenao] [google] [report]

So, I found a bug in BTSXep2.
It's pretty minor, the selection glow that you get when you go into the options in PrBoom+ doesn't appear.

>> No.1905575

Alright, thanks. Looked up their names in the archive, wtf....200 posts mentioning IMX and 400 posts Donald.
How come I have never heard of them? I've been here since July.

>> No.1905579 [DELETED] 

Does anyone else think Jim Carrey might be a JIDF shill?

>> No.1905580 [DELETED] 

Go away /pol/, you are drunk.

>> No.1905583

>So how many of you can beat Doom, Doom II, on Ultra-Violence
Sure I can and did beat all of th-
>using the original keyboard
awww... I only did beat Doom1 with k-board only. and I guess I did Doom2 back in the day but it was in ITYTD difficulty, I was young...

>> No.1905584


Mostly because they're nobodies. We have amateur internet detective sleuths who keep trying to pretend they're someone special and we need to either ban all mentions of their name/figure out what really happened to them, but they really aren't. They're just two tripfags with emphasis on the fag.
They made some stuff, it wasn't that great, they did some stuff, wasn't that special, they vanished. But because they were tripfags, some people latched on to them.

Even now, you can see some people
incredibly angry and trying to invoke the mods because they were mentioned.

>> No.1905592


ah, so we pullin a chris benoit on them? got the memo

>> No.1905595

When making a level, should the designer build the basic map with architecture first, or the basic map with monsters first?

>> No.1905598

IMX used to make the threads.

He's also still around on the Zdoom forums. I dunno what the big deal is

>> No.1905602 [DELETED] 

>I dunno what the big deal is

he did a bad thing, so we must hate him forever and ever.

he never existed, ever ever ever. as a matter of fact who are you talking about?

>> No.1905605

Monsters obviously.
But you should have a basic concept before placing monsters like "hellish map with many fatsos" etc.
Once the monsters are placed, add detail to the maps and try to increase the difficulty by playing around with the room architecture (add pillars, change the shape, add pits etc.)

>> No.1905616

someone tell that lovable gal to please get back on bitter.wad or remake it somehow

>> No.1905625

Sorta off topic, but are any of you guys having issues posting right now?

>> No.1905647


>> No.1905654


If you use 4chanx, you probably have troubles.
Disable greasemonkey for now.

>> No.1905665 [DELETED] 

To be fair, I dislike IMX purely for the fact that he has an overall shit attitude in anything I see him post.

A good indicator of his horridity is that the first thing he did when he came to these threads is asking for help on making Gone Homo.

>> No.1905682

>Male Nord Dragonborn with Blackswordsman armor and Dragonslayer sword
Dis gonna be gud

>> No.1905683

How the hell are you supposed to deal with the second level of Back to Saturn Ex ep 2? Its in some sort of ruins with explosive barrels all over. There is hardly any ammo and you are constantly encountering revenants, archville and mancubus. Halp

>> No.1905687

You have to manage the barrels wisely.

>> No.1905696

So while I'm certain as to what I'm gonna do with almost all of the monsters on GMOTA. I have no idea what to do with cacodemons and pain elementals/lost souls

Any ideas?

>> No.1905709

So with Demonsteele are the zombies and their laser guns placeholders?

Seems weird to see a pump action shotgun going pew pew pew

Could always make Cacodemons more aggressive and Pain Elementals shoot spreads of shots like airborne Mancubi if you didn't want them having Lost Souls anymore.

>> No.1905714

Seconding this. I need a new wad to play.

>> No.1905718

Is it just me, or BTSX2 is heavily leaned towards speedrunning? I mean, berserk pack and nothing but imps and pinkys at the beginning?


same here; talk about paying the price of other people's fuck ups

>captcha: resolved arshipse

>> No.1905720
File: 1.59 MB, 425x247, 1392634634267.gif [View same] [iqdb] [saucenao] [google] [report]

Seriously guys? Come on. It's Back to Saturn X Episode 2. You know, came out yesterday, the whole thread is talking about it?

>> No.1905721
File: 853 KB, 1600x900, Screenshot_Doom_20140901_131117.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1905723

They're kinda tough on the hidden difficulty.

>> No.1905724


nice lost soul replacements, where do they come from?

>> No.1905725

I'd imagine speedrunning BTSX2 is probably about as fun as shoving rusty nails into your hands.

>> No.1905728


believe it or not, trial-and-error is considered by some people as good level design

same goes with monsters inside secrets. "ah, you just got extra ammo and a soulsphere? here, more high tier demons"

>> No.1905730


I want to keep the general roles for my monster replacements. And pain elementals main gimmick is being a mobile monster spewing meatball.

... How about some kinda floating ghost that throws sentient possessed swords that fly around and try to cut your face off? There's a floating scimitar in realm667

>> No.1905732

Monsters inside secrets are fine.

Parts of the game being a coin flip on whether you can make it through or not, that just boil down to reloading a save until you live - those are not good level design and awful for speedrunning.

>> No.1905735

Looks like something out of Blood

>> No.1905737


Wizards and flying demons, of course. Red Arremar is mandatory.


The guns might be placeholders, but the lasers and zombies are not. Mike's done a whole ton of custom deaths for them, I'd really rather not toss all that down the drain.





>> No.1905742


>red arremer

Jesus Christ how horrifying

We need to make it happen guys. NEED

>> No.1905746

>The guns might be placeholders, but the lasers and zombies are not. Mike's done a whole ton of custom deaths for them, I'd really rather not toss all that down the drain.

I was just wondering.
Lasers really need a different sound though, way too Star Wars.

>> No.1905749

Okay so.

How about this: a red arremer style enemy to replace the caco

And a blademancer for the pain elemental. A wizard dude who'll throw sentient scimitars, and other blades and pointy objects

>> No.1905761

These guys are honestly pretty fucking annoying. They just keep spewing and spewing and spewing lost souls without stopping. If you retreat for more than a few seconds to get health or whatever, they'll have spewed out dozens.

>> No.1905764

That would probably work out okay.

Red Arremers might be annoying in huge droves though.

>> No.1905778
File: 59 KB, 400x541, Beholder.jpg [View same] [iqdb] [saucenao] [google] [report]

If I remember correctly you were taking some inspiration from Shadow Over Mystara? Cacos would be great to see as Beholders firing off eye rays and shit

>> No.1905803

The music after the guitar sting (though this is the one with that), the Earthbound kinda thing, though I know it's not Earthbound.

>> No.1905805

It's a bug in the Chocolate Doom music code that only got fixed recently. Switch to Native MIDI in the setup tool and it won't stutter any more.

>> No.1905847

So can Revenants in Demonsteele have a slight pause at the start of their neverending firing?

Many times I have opened a door and a Revenant missile was already traveling into my face since they start firing the second they spot my feet.

It's a bit annoying.

>> No.1905852

I'm playing TNT for the first time. What the hell was Habitat?

>> No.1905868
File: 327 KB, 900x600, hornyfloatingpyromageknightdude.png [View same] [iqdb] [saucenao] [google] [report]


this guy would work like a normal caco, but at 800~ units he would speed up and
start using his slash projectile (50~units wide hitbox, that travels at higher speed) and maybe strafe dash? or even do a charge attack!

replace pain elementals with hexen/heretic style necro-wizard who switches between summoning lost souls and firing homing screaming skull in flames which deals same damage as baron-projectile but can be killed mid-air... maybe have him teleport when struck in melee for total annoyance!

>> No.1905876

>start a new DoomRL Arsenal game
>choose Scout because I haven't actually finished a game with it
>Handcannon drop in the first map
>Uzi in a box in the third map
dis gon be gud

>> No.1905890


Sure, I can do that.

>> No.1905902

>That armor design
Shit son.

That's pretty fucking rad.

>> No.1905904

>rocket launchers spin around like a chaingun winding up

>> No.1905910

4chan went down for a bit I think. That's what the main page said anyways.
Doesn't Term have a copy of your map's latest iteration?
Literally the first line of his post.

>> No.1905928

>related to a big ass leak

>> No.1905930


I would've gone with a lock-on beeping, but that works too.
Done, implemented, and pushed, thank you.

>> No.1905946 [SPOILER] 
File: 15 KB, 177x271, 1409626604268.jpg [View same] [iqdb] [saucenao] [google] [report]


have you LITERALLY been living under a rock?

and you know, as much as I vehemently hate /a/...

>> No.1905950

Not everyone browses a red board, faggot.

>> No.1905952

I've stopped going to other 4chan boards til I get my shit together. Timesinks.

>> No.1905956

Not everyone cares about real life drama and/or browses the shitty boards.

>> No.1905960


you know something? it's not totally true that said subject was only known in non-blue boards. as much as we hate to listen about unrelated shit from other places, it just, you know...it leaks. be it related to politics, media, religion, etc.

and this has been going on for over more than a year, honestly; I'm really surprised you took that comment to heart, as if some of the people in /doom/ don't discuss about non-doom things on other places

>> No.1905967 [DELETED] 

Do NOT even think about responding to the shitposter...

>> No.1905971 [DELETED] 

Posting these only encourages elitist "We can ostracize everyone if we want" emotions.

>> No.1905972 [DELETED] 


but I just did in this post

>> No.1905980

Hi, /vr/. I'm an idea guy.

>> No.1905990

>I'm an idea guy.

welcome, feel at home. you're in it. loljk guys

I think you forgot to mention about melee attacks when acquiring certain masks; in my opinion cacodemon's melee is totally underrated and should be equal to that of a revenant in terms of strenght

>> No.1905993

Or altattack could just always melee.

>> No.1905996

Hit-scan enemies make the whole 'one-hit kill' aspect of Hotline Miami a lot less appealing in the Doom engine

>> No.1906048

any good cyberpunk WADs?

>> No.1906065

have you played the original action doom?

>> No.1906105

Action Doom had 0 hitscanners.

>> No.1906114

but it had 1 hit kills
just replace the hitscan with a fast/small projectile

>> No.1906118

> have you LITERALLY been living under a rock?


What happened? I'm curious now.

>> No.1906119

All enemies also had to come from the front of the player.

>> No.1906123

then make some maps

>> No.1906132

I have no clue what he's talking about either.

>> No.1906140



Shit that might be better than red arremers. Seeing as that other guy said, a flock of those red cunts would not be fun

>> No.1906145


That is so fucking cool. Like I'd love to use that

>> No.1906232
File: 149 KB, 500x608, 1409015207538.jpg [View same] [iqdb] [saucenao] [google] [report]

How high of brightness does /vr/ play doom at? I feel like a pussy turning it up, but it's ridiculous not being able to see past two feet in front of myself.

>> No.1906235

Real niggas use 4.8

>> No.1906242
File: 278 KB, 1366x768, Screenshot_Doom_20140902_013322.png [View same] [iqdb] [saucenao] [google] [report]

the way doom was meant to be played

>> No.1906249

Brightness 0.0, Sector Light at Dark

>> No.1906272

1.0 almost all the time.

1.1 if it's a dark level set.

I also changed the Invulnerability sphere colors from inverted white black to gold.

Because my eyes feel like they are on fire with the default look.

>> No.1906274

But just to clarify, 1.0 is the default right?

I'm just talking about Doom's default gamma system.

>> No.1906276


I just started playing at 1.4. Any lower and it becomes near impossible to see like I previously stated, any higher and it just looks washed out.

>> No.1906302

So I beat the BTSX E2, and wanted to give it a go with Project MSX, but it makes the skybox and stuff tweak out, is there any way to fix that?

>> No.1906304

Load order goes like this: <Gameplay mod> -> BTSX2a >BTSX2b

>> No.1906314

Are there any hd mods /vr/ uses?

>> No.1906323


>> No.1906326


Hideous Destructor.

>> No.1906332

My computer is surrounded by 5 windows, 3 of which are directly around the desk it's on, so during the daytime I need to crank it sometimes as high as 1.5 just to see decently. If it's dark out I can crank it lower though

>> No.1906338
File: 70 KB, 650x433, fuckyeah.jpg [View same] [iqdb] [saucenao] [google] [report]

Damn, that's cool as hell.

>> No.1906341
File: 100 KB, 1023x638, zz.png [View same] [iqdb] [saucenao] [google] [report]

I don't even understand what half these settings do.

Fuzz effect?
Column render mode?
Lost soul translucency?

And sprites or particles, or both (on blood), which look better?

>> No.1906372

Lost Soul Translucency means you can see through the Lost Soul.

Sprites > Particles every time.

>> No.1906385

If you don't know what the settings do, you probably shouldn't fuck with them.

But since I'm feeling generous, the fuzz effect changes how Spectres are displayed--original Doom gave them a "fuzzy" black see-through effect, but you can make them plain transparent demons, or a couple other options in GZdoom. Lost soul translucency lets you control how see-through lost souls are. I don't know what column rendering mode is but it sounds like something that wouldn't affect the look of the game much anyway, just performance

Regarding particles vs sprites, neither one is objectively better than the other. Pick one. If you don't like it, switch to the other one. If you don't like that, look up Ketchup or Droplets and stop bitching. (For what it's worth, the original Doom did not have particle blood as an option.)

>> No.1906387

Particle blood looks good
Sprite rocket trails a shit

>> No.1906398


>> No.1906402

Rocket trails should be off.

Particle blood just looks like Quake and Doom already has really good blood splats.
Not to mention mods like to add their own blood splats which look better than particles.

>> No.1906404

i use both for blood but sprites and particles for rockets looks bad

>> No.1906405

Minecraft-level particle effects stick out like a sore thumb against sprites.

>> No.1906410

>Demonsteele's new Pain Elemental
>Dodges shit all the time
>Can't get close to it since it will dash dodge away
>Will start infights with it's own little souls and call endless armies of them
>Guns are terrible at dealing with the little souls and the guy that calls it
>Hitting it with the back special just forces it to teleport
>Can't peg it with grenades because it dodges
I've never met such a bastard in any monster mod.

Even Demonsteele's Archviles are less a nuisance.

>> No.1906419

what UI is that

>> No.1906423
File: 554 KB, 1366x768, Screenshot_Doom_20140902_001428.png [View same] [iqdb] [saucenao] [google] [report]

So what's up with BTSX E2 fucking up sprites and stuff? I went to play it with Smooth Doom, and a lot of sprites have their colors messed up with certain frames.

>> No.1906424

Palette issue with the mod you're running.

Load Smooth before BTSX.

This will happen in ANYTHING that has a customized palette.

>> No.1906426

look under doomguy's face

>> No.1906427

I am, doesn't fix it.

>> No.1906435

thanks anon

>> No.1906438
File: 9 KB, 394x404, ZDL.png [View same] [iqdb] [saucenao] [google] [report]

I kind of went out of my way to make it mostly compatible with BTSX ep1 way back. It ought to work OK with episode 2. If you load it like pic related, you should be fine.

>> No.1906459

Is the snes port of wold 3d good, aside from censorship?

>> No.1906467

Then Smooth doom is running with sprites that are completely incompatible.

Drop Smooth Doom.

>> No.1906470


Play Jaguar or 3DO or ECWolf

>> No.1906472
File: 39 KB, 513x385, Cyberdillo 2 Can't find an iwad.png [View same] [iqdb] [saucenao] [google] [report]

I decided to update to GZDoom version 1.9 for Cyberdillo, and all of the sudden it stopped recognizing both CD2DATA.pk3 and CD2IWAD.wad as iwads.

I already modded iwadinfo in the gzdoom.pk3 to re-add Cyberdillo 2 as a iwad, but it simply put refuses to load either of the two..

What did I fuck up this time?

>> No.1906475

your version is from 2013 :/

>> No.1906478

>update to 1.9
>update to a version from a year ago

You don' fucked up.

>> No.1906483

well, that explains alot...I'm fucking retarded
I'm looking for the latest version now, let's hope that it will work then!

>> No.1906491


>> No.1906501
File: 40 KB, 512x383, Naamloos.png [View same] [iqdb] [saucenao] [google] [report]

Thank you. I've set everything up, just like the last time, but it still refuses to load.

>> No.1906505

>cannot find IWAD
have you tried feeding it an iwad?

>> No.1906516
File: 28 KB, 816x639, old version works....png [View same] [iqdb] [saucenao] [google] [report]

I tried it with the doom 2 iwad. It will boot straight into doom, and won't give you choice of which iwad you want to play. placing the doom 1 iwad in the same directory will just give you a choice between doom 1 and 2.

the strange thing is, playing that early beta i uploaded which still uses gzdoom 1.8 works perfectly, and there's no difference between the CD2DATA.pk3 or the CD2IWAD.wad form that version and the one in my workfiles folder, aside from a few extra sprites.

sorry for bothering you guys with something like this.[\spoiler]

>> No.1906523

It is what it is.
It's not faithful, it censors violence and just about all traces of Nazism and WW2.

It's still Wolfenstein 3D, it still has action and stuff, it's just kinda stripped down, yet it still a bit fun to play (get a gamepad if you're emulating). I guess it's a bit like GBA Doom, in that it's still fun to play despite the butchered quality.

It does change the guard dogs into rats, which makes precious little sense, as they didn't exactly have a Ratten Bataillon or anything. I don't have to feel guilty about shooting dogs though.

>> No.1906542
File: 38 KB, 512x383, yes!.png [View same] [iqdb] [saucenao] [google] [report]

finally got it working again!
I forgot to add the names of both files to the bottom of the iwadinfo file in gzdoom.pk3.

now i can finally continue on it!
thanks to everyone who helped me with succesfully updating from gzdoom version 1.8 to 1.9!

>> No.1906547

BTSX's palette replaces one cluster of browns with dark red, and a skin color and a few other colors here and there with some self illuminated bluish purples.

A lot of custom monsters tend to use said cluster of browns, so you get garbled images.

For my part, I went through all of RGA2 Refined's custom sprites yesterday to make them BTSX palette friendly.

(thank you based Slade)

>> No.1906549

That change to Revenants in Demonsteele makes Revenants much less frustrating.

Before the change in levels where the player starts off in their sight there would be a handful of rockets already heading my way before the autosave even happens.

>> No.1906574 [DELETED] 
File: 8 KB, 261x193, goldbloom[1].jpg [View same] [iqdb] [saucenao] [google] [report]

>This will happen in ANYTHING that has a customized palette.

the community has found a way

>> No.1906580
File: 8 KB, 261x193, goldbloom[1].jpg [View same] [iqdb] [saucenao] [google] [report]

>This will happen in ANYTHING that has a customized palette.
>mfw BTSX2 is the first self-acknowledged wad that messes up gameplay mods

the community has found a way

>> No.1906583

It only messes up rare exceptions like Smooth Doom. Almost all are compatible provided you load it in the right order

>> No.1906587
File: 158 KB, 640x480, yaygamma.png [View same] [iqdb] [saucenao] [google] [report]


[The ZDaemon community approves this post]


Well, first things first, what's driving you to turn brightness/gamma on? Sometimes when playing PrBoom+ on my laptop I can't see the Spectres at all (compared to my PC where I don't need to change a thing), ZDoom gives me an option to change the fuzz effect so that it gives me the chance to see them and therefore attack 'em most properly.

>Almost all are compatible provided you load it in the right order

makes me wonder what would happen with heavily-leaned DeHackEd wizardry. For example, UAC Ultra has some, and both D2TWID and D2INO use .deh for their secret maps.

>> No.1906593

Gameplay mods are bad?

>> No.1906598

This limitation has always been around.
It is not a new thing in the slightest.

It's why you can't run a lot of Doom mods in Heretic and Hexen and vice versa.
Along with many other reasons.

BTSX ep2 only has the palette in the way and there are ways to get around it.

>> No.1906604
File: 177 KB, 1291x965, hartman.jpg [View same] [iqdb] [saucenao] [google] [report]

>implying it does dick to anything that's with the times and uses unpalleted .png graphics
>implying gameplay mods are bad
Unfuck yourself.

>> No.1906609
File: 26 KB, 312x750, HAY GUISE.png [View same] [iqdb] [saucenao] [google] [report]


fuck no; I mean, we talk about them a lot, and personally I DO play with 'em a lot.

it's just that sometimes you have to figure: "well, do I give this shit the first playthrough normally, or do I play it with [insert preferred gameplay sodomizer here]?"

Then you realize that, despite one having the last say about how to play and enjoy Doom, it's not bad to give the WAD author the chance to play his work in the way he thought about it. AT LEAST, one time. I'm not saying that you MUST, but despite the effort he may/may not have put in his work, playing it solo is a good option.

Fortunately we have a good set of source-ports that help people to experience regular Doom play in a much modern way like PrBoom+ and GlBoom itself, there's also 3DGE and Doomsday (with no 3D models because oh lord what were they thinking) which also have modern day effects applied into them in the ports themselves


that's a sweet knee-jerk reaction right there


were their attack states put immediately at the beginning of their code or what? that's a first for me


yeah, SLADE helps a ton in that aspect. it takes time, yes, but if the loading order it's bothering you that much you should take time to get used to open SLADE and add that custom PLAYPAL

we might need a tutorial because...

>> No.1906619

Well before Term did the edit they would pretty much start firing the second they saw any bit of you and don't stop until after they lose track of you.

Felt a lot like Fast Monsters was on in any other mod.
It is why I asked for a bit of startup considering the homing rocket barrage and how they'd start firing the second they saw my foot in a door.
I think considering their firing rate and the homing rockets a bit of start up before their relentless firing is okay.

I have played Demonsteele with every level set I have. I need more level sets, holy shit.

Demonsteele is probably my favorite gameplay mod right now too. I've just been marathoning it

>> No.1906647
File: 586 KB, 1680x1050, Screenshot_Doom_20140902_130746.png [View same] [iqdb] [saucenao] [google] [report]

I'm sorry but what the fuck?!

Exit of map15, i've pressed all three switches and the pillars went up; but now they're so high it's not physically possible to reach them (unless I use a jump but the episode was obviously designed without jumping in mind), and there is no way to make the pillars come down... What am missing? was i only supposed to press TWO switches (that would be fucked...) ? or am i missing an extra switch or teleporter somewhere?

>> No.1906651

I am assuming it's a bug.

Two switches pressed lets you exit the level.

>> No.1906652

Oh nvm, after using the MAX momentum and trying a few times I did it, but I couldn't pull it off the first 4 or 5 tries... you have to be expert with Doom physics and strafe running for this stuff. I don't see the point of building a thing that requires full knowldege of Doom physics, not every player is a Doom expert... but anyway that's just nitpicking.

>> No.1906692

Don't do what >>1906467 said. Just open Smooth in Slade and convert every sprite to .png.

>> No.1906697


I doesn't look so hard it seems a cheap straff50 could do it. Anyway it's a bad idea to include this kind of things as some people may don't know about it and stay stuck at the end of the map : /

>> No.1906702

dew here. It's a bug indeed, I was horrified when I saw it in one of the streams. Two keys give you an easy early exit, but three keys have you perform a nasty sr40/50 trick. It will be fixed ASAP.

>> No.1906703


please do not pet the caco.

>> No.1906709

it's also possible to exit map 18 with only 2 keys. I only got the blue and red and I could go through to the exit.

>> No.1906730

Yeah, but map18 is called OPTIONAL Bases Opposed. We're famous for terrible puns.

>> No.1906750
File: 95 KB, 1024x768, do-not-pet-the-caco-demon.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1906768

>close to the cacowards again.
Where does the time go?

>> No.1906824

scout best class. seriously, gottagofast plus superdamage pistols makes it near easy mode once you find a decent one. I killed doom 1 ep 21st cyberdemon with a modded combat pistol on UV

>> No.1907021

>Playing BTSX E2 Coop
>The Start of Map 19 or whatever map the lava map is
Fuck you mapper, seriously fuck you.

>> No.1907047 [DELETED] 
File: 346 KB, 1680x1050, Screenshot_Doom_20140902_173917.png [View same] [iqdb] [saucenao] [google] [report]

I'm not sure if this is another glitch or not but I'd rather ask to be sure ('cause in case it is, the map is HUGE and I could be wondering for maybe 1 hour)

Map 25 : The pillar with the red key, after pressing the switch it only came down a little, is this how it's supposed to be? There is nothing else in the area except something locked requiring that key, and it's either that or backtrack the entire map in case I missed something


>> No.1907103

Essel mentioned to me that it's actually a bug and should be fixed, so don't worry, you don't need no SR50 shenanigans.

>> No.1907221

err, episode 2, not 21

>> No.1907226


>> No.1907236
File: 2.86 MB, 1280x720, SEEEGAAAA.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.1907245

demo when

>> No.1907251

That looks bretty good. I think movement could use a bit of work though.

>> No.1907263




>> No.1907275

imo you should make the character be more towards the left of the screen, not completely though, but definitly not centered. You'll be able to make better action that way, less "shit appears in your face on the screen with no time for you to react".

>> No.1907302
File: 1.66 MB, 800x600, realistic historical world war 2 simulation.webm [View same] [iqdb] [saucenao] [google] [report]

That's Pogo stick, made by tormentor667.
I'm just loading GMOTA with all sorts of weird wads.
Like this one.

>> No.1907317

Follow up. Just played BTSX E2 Map 24 on coop. Double fuck you mapper.

>> No.1907375



Here's a little update

unpeg a lot of textures and fixed some miss placed items

>> No.1907379

Now that the thread is winding down. What's your overall opinion on BTSX E2? Rate it if you want.

>> No.1907436


>> No.1907462

Said it earlier in the thread, but overall a step back from E1 gameplay wise. The different level themes were great but the monster placement felt incredibly samey as E1, except they ratcheted up the "difficulty" by adding more bullshit where you're thrown into the middle of multiple arch viles and no place to hide. I didn't want to savescum - I usually try to beat levels at least a few times before I save mid-level, but I gave that up after just a few levels.

Bad level design is not good difficulty. It's just bad. Also 3d platforming does not belong in a doom wad. The second half starts getting better for the most part, but the first half, and the penultimate level especially, are slogs.

>> No.1907471

I enjoyed it a fucking lot, timer said 8h20 when I beat it (but that doesn't count time spent afer loading a save or dying), and I never got bored. In fact, I'd love some more.

Every map ranged from Very Good to Fucking Great ; and this map must be one of my fav Doom usermap ever >>1905480

Also great job with textures and musics.

The only thing I didn't really like were the "interlude" maps, those big maps with no enemies. To me they didn't really work as an interlude. I didn't feel like it was connecting things together (which is what it's supposed to I guess), so I thought "yeah okay this looks cool, but bring me to the next map already"

>> No.1907476

I thought the 'platforming' was very well done to be honest. It was never too much or too hard, and they were generally well blended into the maps which gave another dimensions to it rather than just being "a platforming part into the map".

>> No.1907487

Some of the platforming was done fine, but the shit on map10 is pretty much inexcusable. It's a "puzzle" where each attempt is going to take 20-30 seconds to see if the pillars line up properly. It's not quite guesswork, but it's not intuitive because the pillars you control move at a different speed than the automatic crusher blocking your way. It's going to take several minutes to get past unless you get lucky on your first try, and it brings the gameplay to a screeching halt when it happens.

>> No.1907519

I like that it seems to be an intentional design choice to withhold the backpack. Encounters are actually interesting and require usage of all weapons when you can't carry 100 shells everywhere.

>> No.1907527
File: 241 KB, 1366x768, Screenshot_Doom_20140902_152639.png [View same] [iqdb] [saucenao] [google] [report]

I guess I spoke too soon...

Still, at least it's not found until halfway through the wad.

>> No.1907594

Yeah I enjoyed that a lot too.

>> No.1907642

It was an intentional design choice, there are many people on the team who have grown to hate the backpack and we collectively agreed to remove it. Personally I don't mind it because I think it's a really nice ammo pickup but continuous play basically means that with a backpack more often than not you will be inundated with max ammo in at least one category and marginalize certain map aspects.

>except they ratcheted up the "difficulty" by adding more bullshit where you're thrown into the middle of multiple arch viles and no place to hide
>Bad level design is not good difficulty
If you can provide actual places you felt this was a problem we can look at them and make adjustments if we feel it is indeed "too bullshit" based on consensus feedback. I am particularly curious about the lack of cover as I can only think of one or two viles where you have a sketchy cover situation but both of them have ways to dodge their attacks.

this map must be one of my fav Doom usermap ever >>1905480

Thank you.

>> No.1907651

map15? Enjoy your backpack, HA HA!

>> No.1907662

>If you can provide actual places you felt this was a problem we can look at them and make adjustments if we feel it is indeed "too bullshit" based on consensus feedback. I am particularly curious about the lack of cover as I can only think of one or two viles where you have a sketchy cover situation but both of them have ways to dodge their attacks.

Map24, near the end where you pull a switch then a teleporter goes back to the courtyard below you. It's a clusterfuck with a bunch of archviles targeting you as well as anything else they've respawned. If you get to the elevator in time, there's more arch viles on top of that that I had to hope I'd get a pain chance on them while running past.

>> No.1907673

well played

>> No.1907696

>It was an intentional design choice, there are many people on the team who have grown to hate the backpack and we collectively agreed to remove it.
I don't really see why, but alright I guess. Yeah it makes it easier, sure, but then just make it really rare.

>> No.1907702

There are 4 pillars that raise up in that area to give you cover against the Viles. Is the problem that the Viles just provide too much pressure that even with the four pillars you can't combat them?

>> No.1907713
File: 147 KB, 388x344, sometimes pizza times.png [View same] [iqdb] [saucenao] [google] [report]

What are some weapon mods that stay true to the original weapons but give them different effects, graphics, and sounds?
Preferably nothing with reloading and magazines, must be compatible with PrBoom+

>> No.1907719

Yeah I agree with that anon, that part was kind bullshit. I had to reload my save just before the fight quite a few times, then I finally got lucky and made it to the elevator after a few tries (I didn't even consider fighting them within the area with the pillars), and only then I was able to get them little by little.
Also I got a weird stuff with the elevator which seemed like a glitch. It's made of two sectors, a middle one and an outer one, and at some point both were independant (the middle one being down when the outer one was up and vice versa) until they got back together again.

>> No.1907727

It's for balancing continuous play. All the maps are balanced from pistol start because the map order during development was pretty nebulous and none of the content was developed in order (E3 is already 50% done and was when E1 was released E2 was 75% done when E1 was released etc...) because E1, 2 and 3 were originally supposed to just be 32 maps all together with stuff like Tough Skin River being map 11, Tower Beneath a Festering Moon being map 20, etc...

As such the focus never really shifted away from pistol start balance, especially since nearly all forms of Doom are exclusively balanced from that. Even the stock IWADs which become a joke on continuous due to the sheer amount of munitions you are able to carry from level to level.

So the "fix" for this was to remove the backpack where possible as not being able to tackle every fight with 100/100 shells and 300+ cells preserves the original desired difficulty. Is it a hacky lazy fix? Yeah, kinda, but it worked for what we wanted it to do.

>> No.1907730

There was a pillar close to the elevator that I tried to hide behind sometimes. Problem is, if I hid for the first attacks, the elevator would raise again so I had to pop out and get retargetted, and if I tried to hang around the arch viles would move around the courtyard so that there was no safe place at all.

And many times, I would be boxed in immediately after teleporting and I couldn't move at all. Fighting multiple arch viles in an open area with limited weaponry didn't seem like a possibility, rockets would just splash on to me and there were enough monsters spawned by the time I teleported that it was unfeasible anyways. The rest of that map was fine, it was usually just a few viles at a time, even if they would respawn other enemies you could keep it all under control and effectively use walls. But the part I'm describing wasn't fun at all, it was an exercise in spamming the load button.

>> No.1907760

I'll look into tweaking it, maybe stagger the vile ports a bit so there is some more time between the first wave and the second.

As for that elevator glitch that's just vanilla being vanilla, there is no real way in vanilla to get around that. I might be able to do some really hacky 500+ unit high untextured sky hole plus control sectors but probably not to the design.

>> No.1907773

fug i thought of that one but i was too lazy to google the guy's name

>> No.1907775

What's that mod?

>> No.1907781

Uh... Freedoom?

>> No.1907790
File: 7 KB, 251x201, The end.jpg [View same] [iqdb] [saucenao] [google] [report]

Everyone's talking about BTSXep2, but I'm waiting for UDTWID.
I am hype.

>> No.1907795

I thought The Square EP1 was pretty fuckin great and I'm looking forward to EP2

>> No.1907808
File: 778 KB, 1366x768, Screenshot_Doom_20140902_171409.png [View same] [iqdb] [saucenao] [google] [report]


Doesn't change the gameplay much but the beautiful sprites and smoother animations fit really well with BTSX.

Also the chaingun replacement has an ammo counter on the sprite itself, which is pretty cool, even if it doesn't have much of a purpose.

>> No.1907813

Got a link? Every one I find is ded.

>> No.1907816


Here's my copy, which I edited to include the fixed pistol frames.

>> No.1907853

I actually independently played through it with Eriguns as well

My only complaint is the same one I always have, I wish I had the entire arsenal

>> No.1907864

Get Stomper, gank the weapons from it, replace the sounds with ones you like

Unfortunately, even vanilla-style weapon mods usually need Zdoom because it's much easier to code your own new weapon with as many frames as you want without having to deal with the original number of frames

>> No.1907931

In what world it is allowed to hide linedefs in the automap?

>> No.1907963

This one.

Some levels want to be a maze, others want to hide sections of the map for either puzzles or to hide something that might not be so obvious at first.

I think it's fine.

>> No.1907987

In one where sensible souls want our maps to not be a white mess despite their half hundred sectors per meter.

>> No.1907993

Also a world where there are expansive outside areas that the player cannot reach, and thus do not need to be put on the map because they are irrelevant.

>> No.1908005


then how the fuck you explain BTSX2 where MAP02's first secret is hidden from the automap for some stupid reason?

>> No.1908009

I'm waiting for Shores of ZDoom

For years.


>> No.1908013

Because It's a secret

>> No.1908014

It's working perfecly with Complex Doom, minus some trivial color bugs.

>> No.1908017


Hey, at least is going to be developed and released faster compared to Knee Deep in the Knee Deep in the Knee Deep in ZDoom

and yes before anyone asks, that's an actual name of a Doom wad.

>> No.1908107
File: 617 KB, 500x365, 1409337844142.gif [View same] [iqdb] [saucenao] [google] [report]

The main antagonist of the last non-Doom game you played is now leading the demons

How fucked are you?

>> No.1908112

Pretty sure if those slow heroes from Diablo 1 can take him then Doomguy can do it easily.

>> No.1908113

>The guardian from Ultima VII
>Can trap a master of time and space easily
>Does not even need to be on the same dimension as him to do so

>> No.1908115
File: 192 KB, 1280x720, zdoom 2014-09-02 16-15-25-495.png [View same] [iqdb] [saucenao] [google] [report]

I have a nice bright screen, so 1.0 is fine here. The difference between black and the next shade of grey is clear and sharp. If you have a CRT and can't see faint shapes clearly, then you have an excuse to turn it up. Doom's a moody game and I like it that way.

Really though, who cares? Play how you want. If you're using zdoom or zdoom-derived ports, just set "png_gamma 1" so any screenshots you take don't sear the eyes of people with bright monitors.

>> No.1908118
File: 22 KB, 150x150, Frank_Horrigan.jpg [View same] [iqdb] [saucenao] [google] [report]

Frank Horrigan from FO2.
Oh shit.

>> No.1908174

>Get to those odd Hub places in BTSXep2 that is placed between levels
Am I the only one that thinks those level transitions are comfy even if I have no idea where I'm going half the time?

>> No.1908179
File: 96 KB, 285x487, msl4d9N2SY1qz4rgp.png [View same] [iqdb] [saucenao] [google] [report]

>last played Silent Hill
you have no idea how fucked i am

>> No.1908210

I know this post is old now, but does anybody know where to get PogoStick? All the links I can find to it on zDoom Forums and Doomworld are dead

>> No.1908226
File: 371 KB, 1366x768, Screenshot_Doom_20140902_170654.png [View same] [iqdb] [saucenao] [google] [report]

Playing Caverns of Darkness, getting these all over the place. Any way to fix it?

>> No.1908234



New leader of hell. SC1 mengsk might be an issue, but SC2 mengsk would fuck up and make things easier.

>> No.1908263

are you using gzdoom?

>> No.1908269
File: 269 KB, 548x440, patriarch.png [View same] [iqdb] [saucenao] [google] [report]

Well he's insane and he's actually a Cyberdemon on steroids, nothing changes I guess.

>> No.1908289

PW vs Layton
Well uh. Hm.

>> No.1908291

Have you tried messing with load order?

>> No.1908293


If it's an old wad, try loading it with Skulltag actors/data.

>> No.1908301

Will there be a BTSX episode 3?

>> No.1908304


probably at the same time The Shores of ZDoom gets released, but yes. if people are willing to get it faster, they may considerate offering themselves to help in the project, I dunno

>> No.1908309

It's already 50% done, apparently.

Then again, E2 was apparently 75% done when E1 released in 2012, so I guess we can look forward to E3 coming out in 2018.

>> No.1908313

This wad was meant to be played with port it was bundled with (which is a very old version of Eternity Engine). The problem is this is the only port that actually recognises some necessary actors (some maps even become unbeatable because of that). (G)ZDoom doesn't recognise these actors and so they're replaced with <!>.

>> No.1908331

What's the best way to play Doom on a PSP?

>> No.1908363

PSP Legacy is bretty good.

>> No.1908406

Is BTSX episode 2 supposed to end on Map 27 with the Icon of Sin text?
The rest of the interludes had their own custom text.

Also the world went white when I saw the edge of it.

>> No.1908431


Can I use those with GZDoom?

>> No.1908437

If I'm playing a mapset or drastic gameplay mod (GMOTA) then sure. If it's regular Doom, hell no.

>> No.1908438

Nope, but someone answered your question anyway.

>> No.1908441

I played the wad awhile back, almost a year ago, and of course I had the same problem. But somebody provided me a fix for it on GZDoom. I just can't remember what it is.

>> No.1908446

Nevermind, found it, there's a compatibility patch for zdoom.

>> No.1908448

what's up doom thread, i'm retarded as all get out and can't get zdl to associate with my files? i checked it was running as admin, not read only etc. when i try to set wads, dehs etc to open with zdl it ignores the command. i tried other programs to associate and they work. i'm running windows 7 32-bit

>> No.1908475 [DELETED] 

Yo' IMX, wake up.
We need a new thread

>> No.1908480
File: 29 KB, 300x300, 1406521158389.jpg [View same] [iqdb] [saucenao] [google] [report]

>Master Zilla
Well, considering his immense wealth...

>> No.1908482 [DELETED] 

Where have you been all summer? IMX is gone.

>> No.1908487 [DELETED] 

Really? Wow, I thought the OP was IMX, he just removed his name.
Sorry, am not familiar with their tripcodes

>> No.1908490 [DELETED] 

No I love them too

>> No.1908496 [DELETED] 

What? Why did he leave?

>> No.1908501 [DELETED] 

it's a setup peeps. be careful

>> No.1908502 [DELETED] 

We just don't know.

>> No.1908504 [DELETED] 

and that should be the end of it.

>> No.1908506 [DELETED] 

Wait a minute, that post

>> No.1908510

He took his home and went ball because a certain anon was causing drama

>> No.1908520
File: 1.04 MB, 400x2400, Doom Miis.png [View same] [iqdb] [saucenao] [google] [report]

Updated the Doom Miis for Tomodachi Life
Also added new ones

>> No.1908521



>> No.1908531

[boogeymanning intensifies]

>> No.1908537


about what, that imx is still here posting in the threads?

he is GONE. with no sign of coming back anytime soon. and here we are discussing this when people argued they never cared about him in the first place at the beginning of this one; makes no sense

>> No.1908541

Do NOT respond to the post above

>> No.1908546



a similar post was deleted just yesterday. desist form doing the same every day

>> No.1908551

haha oh wow

>> No.1908565


Why do we need a new thread? We're only just barely over the bump limit.

>> No.1908568

last one 404'd

>> No.1908569

We're on page freakin 7

>> No.1908570

if u guiz are doing the next one, grab the previous op which wasn't bloated to death, not this one

>> No.1908571

>> No.1908579

>> No.1908583

Yes and?

>> No.1908586

We usually make a new thread when we reach bump limit and on page 5


>> No.1908587

Friendly reminder to add all german IPs to your server banlist.

IMX come home

>> No.1908592

i like ice cream

>> No.1908602

Gimme a second and I'll do one.
I'm no trip-coated chocolate godsend but a thread's a thread.

>> No.1908606

Well, as long as you do it correctly.. go ahead

>> No.1908625

Would've been faster but my gif had "malicious code"


>> No.1908729

Dude nobody cares if Nintendo says no. Just do it, I was so excited when this mod came out and showed my friends and stuff and was like "HA YOU HALO FAGS DONT HAVE A METROID MOD!" and then this happens. Please don't give up.

>> No.1908736

The combine?
Eh, this isn't anything too different.

>> No.1908768

I downloaded psp legacy for my psp and I when I was transferring my pwads over, I noticed that on the main menu, it will only show 14 pwads at a time, forcing me to delete others to save space. Also, some wads I have been testing crash when I hit the end switch.

>> No.1908854

>dew here
hello :)

>> No.1908913


Nintendo saying no is not the problem.

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