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1948119 No.1948119 [Reply] [Original] [archived.moe]

DOOM THREAD - Last thread >>1942172
(other retro FPS also welcome, chances are we played 'em too)


The OFFICIAL Doom Wiki, actively maintained and supported by the Doom community. Want to learn more about Doom? Check this site first!

FAQ/Pastebin, updated semi-frequently

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

##Our WADs can be found here!##



Vanilla/Boom: http://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames torrent (as of 11/25/2013; 12GB): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

>> No.1948128


Randy has been working on porting Blood stuff to ZDoom! Could this mean Bloodites can finally get a day to shine?

Aliens: Ultimate Doom is a texture/enemy replacement mod that takes Doom levels and reskins them to Aliens! http://forum.zdoom.org/viewtopic.php?f=19&t=45213

Another Dark Forces TC? Will it be better than Ryan's? (Probably not) http://forum.zdoom.org/viewtopic.php?f=19&t=46173

Some dork's been working on a site for us to replace the old, shitty one! Will this one thrive or will it flop as well? http://万板.縮.jp/

Got an itch for realism? Shattered Tranquility is a super-early WIP aiming for slightly more realistic weapons and weapon behaviors. http://forum.zdoom.org/viewtopic.php?f=19&t=46650

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

We've been featured on Doomworld! Well, sort of. /newstuff Chronicles gave 200 Minutes of /vr/ a pretty favorable review. http://doomworld.com/php/topstory.php?id=4198

"Ulti Doom" is yet another take on Doom 3 weapons/enemies in Doom, but Skornedemon's known to have made some pretty impressive stuff before. Will this succeed? http://forum.zdoom.org/viewtopic.php?f=19&t=46675

One of our own has just replaced a beta of his megawad. Give it a shot and let him know what you think! http://forum.zdoom.org/viewtopic.php?f=19&t=46676


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

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.1948131
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>> No.1948147

>no mention of Going Down episode 3


>> No.1948148

adde a burger

>> No.1948151
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>> No.1948154
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well maybe if SOMEONE wasn't being a lazy fuck they could have made the thread themselves, but NOOOOOO theyre working on something that the GMOTA randomizer can do

>> No.1948157



>> No.1948159 [SPOILER] 
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>more scary skeletons

>> No.1948164
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>Fill music randomizer.pk3 with hotline miami music
>Load it with PURPLE
just as effective and way simpler

>> No.1948167
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>> No.1948180


Nah, you'll see.
It's a bit more than that.

>> No.1948182
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>Not providing a link


>> No.1948189

>linked directly to the news post three times in the past two threads

>> No.1948231

I'd hug Lord Blaz

I do like this picture.

>> No.1948236 [SPOILER] 
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>> No.1948239


>> No.1948252
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thanks doc

>> No.1948268
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>> No.1948271
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>> No.1948275

any wads with grappling hooks? not the ones used to attract enemies but to attach yourself to walls and ceilings

Just Cause 2 and Terraria are to blame

>> No.1948298
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Link to Going Down for those that want it.

>> No.1948318

thanks doc

>> No.1948338

Why do so many people refer to Doom as "DooM"?

>> No.1948343

I spell it like DOOM
Cyberrunner RIP

>> No.1948347

It's in the cover.

>> No.1948350



>> No.1948356


Oh wait shit, reading comprehension, I don't have it

>> No.1948357



>> No.1948391

Term said he might put one in dreadnaught

>> No.1948478
File: 370 KB, 925x449, cyber_feat.jpg [View same] [iqdb] [saucenao] [google] [report]

So inspired by that palette from earlier I decided to try my hand at making a mod, a cyberpunk convenience store shootout!
Gun down waves of cyborg military demons trying to hunt you down, and survive for as long as possible.


UMP45 by Sgt Shivers
UMP45 firing sound by WildWeasel
Purple playpal by PresidentPeople (Try saying that five times fast)
Cyber cop thing by Captain J
Laser bullets by TerminusEst13
Enemy sounds from the Dark Inquisitor off Realm667
Map and textures from iogw.wad
Music is Raining Steel from Perturbator

>> No.1948481

kewl, imma try it tomorrow

>> No.1948490

I have the id1 folder in darkplaces but hear no music?

>> No.1948495

Is Quake Live discussion allowed in this board and these threads in particular? Like, Q3A is allowed by the rules, but dunno if Live counts; and I want to see how you guys feel about me posting some Live stuff here.
You got cdtracks folder inside the sound folder inside id1?

>> No.1948498

Live is basically just a port of 3A, so I don't see why not.

I'm sure if the mods have an objection, we'll find out soon.

>> No.1948507


I don't have a sound folder at all.

But I'm getting this here.


>> No.1948509
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das it mane

You should totally keep working on this.

>> No.1948514

Not too shabby, but could definitively need more polish.

>> No.1948515

No idea then. Try extracting the pk3 and making a sound folder?
It should work like it is right now though, I think. Maybe you have to manually load the mod inside the game?

>> No.1948519


Made it to wave 14 before dying out.
Not bad, but definitely bare-bones. Could use some more stuff. More enemies, more weapon types, escalating enemy types, and a wider area.

Maybe some sort of plot about the player being a criminal trying to get away with loot/a freedom fighter trying to shut down the government?

>> No.1948524

Sorry, what I meant to say is that I'm downloading that mod to get music because I do not have any or cannot get any to play.

>> No.1948527

the gun doesn't keep firing if you hold down the trigger after a reload
4/10 not as good as REELism

>> No.1948535

Ah alright then.
Imo you should also get a sound pack because the default ones kind of suck.

>> No.1948562

I'm liking it anon. Any plans on what you want to do with it next?

>> No.1948572

What comics are these from?

>> No.1948595

only worked for me when I extracted it.
quake music is a funny thing, mine still gives preference for any actual cd I have in my drive

>> No.1948609
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>> No.1948628
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I don't entirely know, to be honest.
I'd like to expand on it and make it a series of cyberpunk run-and-gun sessions fighting off demon cops, but
I mostly copy/pasted code from other places, very little of this is actually mine. Won't people be upset if I continue on with it?

>> No.1948648
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suck it down, fascists!

>> No.1948651

It's pretty easy to write your own code.
Check out Wild Weasel's GunLabs blogspot for all your gun-making needs, the Zdoom Wiki has some excellent tutorials on all of the stuff, and on the forums there are some pretty barren tutorial subforums.

It's not that difficult and you'd be able to make the mod your own and better than it could be with just copy-pasta.

If you do expand is, be sure to add a skull-gun

>> No.1948659
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I can't beat that.

>> No.1948665
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>BTSX1 map19

is this why I never finish megawads?
I though you would be different from the other ones, BTSX

>> No.1948667

how the fuck

>> No.1948693
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post your retro fps related unpopular opinions

>i dislike quake, only good thing about it are the setting/graphics and 3d enviroments imo
>pain elementals is the worst enemy ever and it should never ever be fucking used
>cacos are too tanky
what are yours

>> No.1948694
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Nyeeah, as long as you learn from the code and stuff, make your own alterations and stuff. You also started out with crediting everyone you used resources from, which is pretty good.

I'd use some less MS-Paint like textures, maybe switch out the sky texture to something dark (pic related is more or less the same, but has a darker feel, try it out), make the store darker, but with some ceiling lights and floor lamps.
Can't say I'm 100% fond of the purple pallette, if you want rich purples and neon teal colors and other cyberpunky stuff, you should use .png sprites and textures.
There's some convenience store textures in Duke Nukem 3D, such as milk fridges and shelves with goods, vending machines, stuff like that, have a look at those and see if they'd fit the design you had in mind.

I also got pretty quickly overrun by the troopers, maybe throw in some kind of marine mook (as in, a zombieman without blood on them), with a helmet and a rifle as cannon fodder, and then have the big buttfuckers be less common?

Could also use some more objects and stuff to take cover behind, like a crate or two.
I'm overall pretty curious about where this could go with some effort.

>> No.1948709


I fucking hate Strife and Blood.

>> No.1948712

>I think that DoomRPG is too needlessly complex, especially for the DOOM Engine.
>I hated Quake 2 Not sure if this is unpopular...
>I think that DOOM is really easy on the "playable" difficulties (less than Nightmare), while Duke, Blood, and Shadow Warrior are much more difficult.

>> No.1948714

>I fucking hate Blood
i'll fight you irl

>> No.1948717


>> No.1948726

>Not sure if this is unpopular...
Not that much.
>I think that DOOM is really easy on the "playable" difficulties (less than Nightmare), while Duke, Blood, and Shadow Warrior are much more difficult.
I think even the devs agree, the pistol start design thing made stuff too easy. Thank god for mods. And PlutoniAAAAAAAAAAAAA
Also agreed on the DoomRPG thing. DRLA I kind of like.
The code for both is pretty nice tho

>> No.1948738
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You'll cowards don't even remove fascist.

>> No.1948752
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Should you decide to expand this, you should have levels where you hunt down powerful enemies in a large neon city.

>> No.1948756


I want to make a bionic commando mod later.

Also Terraria and just cause 2 are great games

>> No.1948759

This needs the shotgun from EYE. There's no better weapon for the job.

>> No.1948765


We're gonna need a clean-up on aisle six.

>> No.1948778


I don't think shadow warrior is fun.
Duke nukem sucks when you leave the urban stages.
If Duke nukem's combat was more like doom with emphasis on projectile dodging. It would outclass doom.
The traditional weapon list of useless melee and useless pistol is a retro tradition that needs to be laid to rest. Useless starting weapons are dumb

>> No.1948785

>If Duke nukem's combat was more like doom with emphasis on projectile dodging. It would outclass doom.
On a related note, I think Douk's gameplay sucks because of so many hitscanners.

>> No.1948793


I agree. The battle lord is horrible because of his high HP and constantly facing you and firing hitscan attacks

>> No.1948794 [DELETED] 

>doom babies
top kek. Duke shits all over Doom. stay pleb and enjoy your grandpa shooter designs for faggots with zero reflex

>> No.1948798
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First time through, I suck at this! It was surprisingly enjoyable for its simplicity though!

>> No.1948808 [DELETED] 

You do know that Duke Nukem 3D isn't reflex based, right?

>> No.1948810

I love Pain Elementals
I love Archviles
I can't play Blood because of the spiders.
I refuse to play anything with spiders
I think Quake has very terrible guns outside of the grenade launcher, rocket launcher and super nailgun
I think Quake 2 is good
I think Duke Nukem 3D would be better for modding and I'm not sure why it isn't as popular as Doom

And the biggest offender I have on my list I think Doom mods are more fun than vanilla Doom

>> No.1948812
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After 30 minutes it tends to get boring and repetitive.
To be honest, it's mediocre, the enemies are too weak and I kill them way too easily (lol my rocket launcher rapes them).
I suggest you increase their health and fix some stuff, I crashed once playing on this map.

>> No.1948816 [DELETED] 

more so than doom faggot
they're all easy games, undeniable, but doom is an absolute cake walk, as demonstrated by that fag crying about duke having more hitscanner enemies

>> No.1948819

And you know you're replying to bait? Unless you're him, samefagging to stir up shit.
> I think Quake has very terrible guns outside of the grenade launcher, rocket launcher and super nailgun
>I think Doom mods are more fun than vanilla Doom
Well I mean some of them improve on certain aspects of the game, it's not that weird to like them better.

>> No.1948826


>> No.1948827

>After 30 minutes it tends to get boring and repetitive
>wave 105
No shit man, I mean fuck ya gotta be nuts to stick around for that long.

>> No.1948828

Well about the last one there, I have a lot more fun playing Doom with Project MSX, GMOTA, Demonsteele and AtM.

I do think Accessories to Murder needs a better Sledgehammer though.
I love the concept, hate the animation.

>> No.1948831

>I think Duke Nukem 3D would be better for modding and I'm not sure why it isn't as popular as Doom
I think it's because that Doom has much better modding tools available than Duke. Mapster32 is still the best mapping, and it's still much worse than DoomBuilder.

>> No.1948832

I think I would like AtM better if it weren't for the hitscanners. And the sparks in the HUD. Both combined are a nightmare.
I hate AtM with a passion.

>> No.1948835

Please tell me this is bait

>> No.1948837

Sparks in the hud?

I just have it extended so I can only see the Doom 64 HUD setup.

I replaced the hitscanners with vanilla enemies.
And the poison Pain Elementals with normal ones.

I also play it with Quake enemies.

>> No.1948845

>Sparks in the hud?
The ones that appear when you get shot.
>And the poison Pain Elementals with normal ones.
Fffffffuck that. PE in MSX are a bit UP but I prefer them to vanilla's.
>Quake enemies
Don't really like them either, but whatever floats your boat.

>> No.1948848

I don't recall any sparks on the HUD for AtM.

But I don't have the helmet hud on anyways.

And for MSX I keep all those enemies left alone.

I think AtM is fine with Quake monsters.

>> No.1948854

I fucked up, I meant MSX. MSX's the one with the sparks in your vision.
And I thought you said you replaced MSX enemies' with Quake's, my bad too.

>> No.1948860

Oh no, MSX's enemies are great on their own.

I do play with the badass monsters addon though.
I like what it added

>> No.1948873 [DELETED] 

>duke 3D is better than doom is b8

>> No.1948914 [DELETED] 

Personally I like both equally.

>> No.1948916 [DELETED] 

personally idgaf

>> No.1948918
File: 550 KB, 1920x1080, Screenshot_Doom_20140919_050301.jpg [View same] [iqdb] [saucenao] [google] [report]

How do I make this work properly? Every second there's an "Unknown script" error, it's annoying.
Is it even possible to make the Cacodemons stronger? They get blown away by a single shot of the Explosive Shotgun.

>> No.1948927

Are you playing it with Brutal Doom?
If so, stop. Gameplay mods don't work together.

You'd have to mod it yourself.

>> No.1948929 [DELETED] 


He appears to be the same person as >>1948812
Pretty sure he's just trying to ruse.

>> No.1948935

Oh, I didn't know about that.
But how am I supposed to know if it is a gameplay mod or not? I don't mod, sorry.

>> No.1948943

If a mod changes monsters/weapons/player then it's a Gameplay mod.

>> No.1948956
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Cool, thanks!

>> No.1948957

Does anyone thing that shotguns need a serious buff in DoomRPG? I'm seriously regretting my playthrough as renegade.

>> No.1948980

Mike12 here - I've wanted to do shit with a cyberpunk mod for fucking *ages*. I could probably help out with textures and sprites here and there when not busy with other shit - I even have resources laying around from previous tinkering with cyberpunk environments (along with all sorts of weapon sprite stuff i just got laying around).

>> No.1948990
File: 35 KB, 576x450, pdk-wip1.png [View same] [iqdb] [saucenao] [google] [report]

In fact, here's something i tinkered with awhile back that might be helpful if i were to polish it up a bit.

>> No.1948994

Which weapons you've got so far? Because various shotguns in there are pretty crummy. Also remember that his ability doesn't extend to anything that shoots more than one projectile at a time, like storm pistols.
Storm nuclear plasma pistol on Renegade is pretty good.

>> No.1948997

I got the Supershotgun, Double, assault, etc., but never really looked into the storm pistols. I'll have to check them out.

>> No.1949000
File: 500 KB, 1280x720, 1400335527637.png [View same] [iqdb] [saucenao] [google] [report]

Men I would kill for a Doom cyberpunk/shadowrun mod
>cyberpunk city Hub where you can get missions and win money to buy weapons and cyber upgrades.
>you have to do runs against evil corporations and that kind of shit
>sexy ass weapons, body modifications, stats and whatnot
>Matrix runs

A man can always dream...

>> No.1949003

Could always pretend Strife is good.

>> No.1949012

BBF on a shotgun/double shotgun gets you an autoshotgun/double autoshotgun. Better than the assault shotgun, mostly because of the 20 shell magazine.
Personally I prefer the single barrel one of those two, it also shoots faster than the other.
If you find a Steel Beast don't bother with sniper or nano, go straight to firestorm for a flood of pellets.
Meanwhile the Quad Shotgun is pretty good with all three rare weapon mods, sniper for super accurate, firestorm if you like to get on the demons face and nano if you want something that fires real fast, doesn't consume ammo or need to reload and is still a shotgun.

>> No.1949014

OK, thanks! I'll have to try that.

>> No.1949016

Are you fucking dense

>> No.1949035


Oh, thank you! I'll see if I can fit this in.

Possible changelist for v2:
1) Plasma pistol running off regenerating ammo for when you run out of, well, ammo
2) Another type of enemy, starts off with it before bringing in the Cyber Cops
3) Widen up the map, make it easier to navigate through and have a bit more cover
4) Another area for the cops to burst through and swarm in
5) Look at Duke 3D for better textures
6) Let rifle continue firing after reload

Anything else?

>> No.1949038

Could probably use some low-tier Strife enemies for some extra enemies.

>> No.1949042
File: 22 KB, 750x273, SPAS_12.jpg [View same] [iqdb] [saucenao] [google] [report]

If you plan to add a shotgun, it's got to be the SPAS-12. More music would also be nice.

>> No.1949045


sorry, meant for >>1949035

>> No.1949064

Any wads with HUGE maps? Like ZDCMPII levels of huge?

Not as crazy detailed like that, but just the size.

>> No.1949070 [DELETED] 

doom babies think that gives them even more 'hipster cred'

>> No.1949073
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>> No.1949083
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>> No.1949087 [DELETED] 


>> No.1949090 [DELETED] 


>> No.1949095


With stock down, I hope

I hate that stock up is the popular depiction

>> No.1949096 [DELETED] 


>> No.1949109

Doom is pretty cool

>> No.1949115

yeah doom is alright
a shotgun without a stock is hardly a shotgun at all

>> No.1949121
File: 74 KB, 660x431, H&K USP Match 9x19mm Short-Recoil Pistol.jpg [View same] [iqdb] [saucenao] [google] [report]

>I don't think shadow warrior is fun.
I agree. I did not enjoy it.

>Duke nukem sucks when you leave the urban stages.
I disagree, I thought Lunar Apocalypse was pretty great.

>If Duke nukem's combat was more like doom with emphasis on projectile dodging. It would outclass doom.
No opinion.

>The traditional weapon list of useless melee and useless pistol is a retro tradition that needs to be laid to rest. Useless starting weapons are dumb
I agree, to an extent. Starting pistols should be useful, like, they wouldn't be powerhouses and super accurate, but they should be able to hit what you're aiming at across a room, and they should do some damage, not just minimum damage.

I think that Half-Life 2 had a pretty decent pistol in terms of behavior, it had a roomy magazine, and you could carry a bunch of magazines on you, it was fast to fire, like an actual semi-automatic pistol, it wasn't TOO powerful, but when push comes to shove you could put down a bunch of bullets into a guy at close range really fast, it would add up.

As for melee weapons, I find that Accessories To Murder has a nice sledgehammer, that's amazingly useful with a Berserk pack. Generally, I find that starting close combat weapons should be quiet, or, quiet enough that you don't wake up an entire map of enemies, and for more modern games, I figure that it's nice for it to have a quasi stealth kill option for weak mooks, Far Cry 3 had some pretty nice stealth takedowns for example.

>> No.1949123

what about maps with arachnotrons/masterminds

>> No.1949124

If you HAVE to use the SPAS-12, give it either a solid stock or have the stock folded out, and at least have it fire in semi-auto.

>> No.1949129

deus vult map05? holy hell map05? i'm not sure how big zdcmp2 is, having never played it

>> No.1949130
File: 781 KB, 2445x1497, SPAS_12_Fixed_Stock_and_Folding_Stock.jpg [View same] [iqdb] [saucenao] [google] [report]

>I hate that stock up is the popular depiction
To be fair, the folding stock on the SPAS was really shite.

The SPAS is really a big, dated, clunky, heavy hunk of shit, but it looks incredibly cool so I'm sort of fine with it in movies and games.

>> No.1949136
File: 80 KB, 2696x528, m4s90tac.jpg [View same] [iqdb] [saucenao] [google] [report]

I prefer the look of the M1014, personally.

>> No.1949143

Personally I prefer standard pump shotguns.

Never cared for the SPAS, love stuff like Mossberg 500.

They aren't really spiders and don't look freaky.

I was talking like actual spiders.

Blood's spiders are horrifying as hell, just hearing that weird squeak of theirs sends shivers up my spine.

>> No.1949149

SPAS-12 looks fantastic

Too bad there won't be anything like it

>> No.1949152

fragile-looking stock

>> No.1949157

that's true. only 4 legs

>> No.1949197


Yeah, HL2's pistol is fucking great, ammo is plentiful, it fires at a great rate and it's an all around reliable weapon.

>> No.1949212
File: 2.87 MB, 640x480, spiders.webm [View same] [iqdb] [saucenao] [google] [report]

aw come on
they're alright
they play football with you with the zombie heads

>> No.1949220

I can't deal with it anon, I have to look away every time those spiders come at me.

It's horrifying.

Kinda bugs the shit out of me too since I really like Blood.
Wrote a list of levels without spiders even

>> No.1949225

Hey GMOTA_Guy, in Shining Knight mode, are you supposed to be able to fly eternally if you hold down Zoom?

>> No.1949231


Pretty much.

>> No.1949239
File: 2.64 MB, 640x480, door.webm [View same] [iqdb] [saucenao] [google] [report]

Hmmm. Well that is a shame.

>> No.1949242

On a lighter note I think Blood has a wonderful retro FPS shotgun and it's explosions are the best out of all retro FPS.

>> No.1949243

I don't know why people like Blood so much. I find Duke and Shadow Warrior better build games.

>> No.1949245


Even though it's incredibly easy to clip through the borders of a map and end up leaping up higher and higher through a white void?

>> No.1949246

I think Caleb's dry humor and voice adds a lot.
Blood has some really nice weapons too.

Level design is hit or miss but there's some memorable stuff in there.

>> No.1949253


I think Caleb is the only good thing about Blood.
Well, Caleb and the music.

>> No.1949254


I should probably look into limiting the super jump in some fashion, but for now it's more along the lines of player self restraint and how hard you want to break the map.

>> No.1949261

make a strife mod

>> No.1949262
File: 2.86 MB, 640x480, zombies.webm [View same] [iqdb] [saucenao] [google] [report]

It's my favourite shotgun out of all FPS games. I love its fire+alt fire modes, the sound it makes and the shrapnel blast.

>> No.1949281
File: 1.81 MB, 640x480, close.webm [View same] [iqdb] [saucenao] [google] [report]

more shotgun love

>> No.1949320

there's something not quite right about how all the blood splats float in apparent slow motion, in such perfect parabolas

nice videos though

>> No.1949341

I love that splatter. Reminds me of anime.

>> No.1949343
File: 101 KB, 700x2000, armed and deadly.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1949372
File: 322 KB, 1280x800, Quake-Live-Gets-Loadouts-Auto-Bunny-Hopping-and-More-in-Preparation-for-Steam-Launch-456709-2.jpg [View same] [iqdb] [saucenao] [google] [report]

What do you guys think about Quake Live? It just got a Steam release.

>not retro, >>>/v/
It's basically a tweaked Quake 3.

>> No.1949378

lel loadouts and heavy machine gun

>> No.1949383

please refrain from attempting to second-guess replies

>> No.1949394


This is important:

can you still play as Doomguy?

>> No.1949395


Loadouts are the shittiest thing they've ever done.

Also, yes, this >>1949383
We've already said we're fine with discussing Quake Live here.

>> No.1949413

Unless they changed it in the past few days, yes you can.

>> No.1949426

Hellcore 2.0
Planisphere 2
Vanilla Sky
Untitled 2

I'll post more if i can think of them.

>> No.1949431
File: 11 KB, 730x413, but-.gif [View same] [iqdb] [saucenao] [google] [report]

>Idly browsing steam
>Notice a game called heavy bullets
>"that's fucking retarded."
>Main gimmick involves shooting fat bullets that can be picked up and re-used after firing them

Now THAT. Is an interesting premise. We need more interesting weapons like that.

I love gimmicky weapons and mechanics sue me

>> No.1949450

Only in matchmade baby FFA, you don't have to play with them if you don't want to.

>> No.1949484 [DELETED] 

please refrain from sucking dicks
oh wait
you can't :(

>> No.1949495

Play it again with Pistol starts. Makes it much more fun when you don't start each level with a full arsenal

>> No.1949498
File: 21 KB, 480x360, 1401084287486.jpg [View same] [iqdb] [saucenao] [google] [report]

Speaking of sexy, I just found out about HDoom.

>> No.1949501


It's been posted in the OP for, like, quite some time, dude.

>> No.1949502


I just started paying attention to these threads on account of replaying the Doom games for the first time since I was a kiddywink.

>> No.1949503


Oh. Well, in that case, welcome back to the crew. Enjoy your stay, mind the shitposters, and have a blast. Feel free to pop in the IRC as well.
Refer to >>1946681 for a good ol' infographic on some great mods to get you started.

>> No.1949504


Actually, looking at the pastebin, I think it's up to techdemo5. Somebody in R34 posted a link to it.

Does it have a page where the author posts shit? I'm grotesquely fascinated.

>> No.1949506



>> No.1949520


Someone needs to redo it with the new pinky girl hdoom animation.

>> No.1949523


That animation is Mezzo Forte good.

>> No.1949571 [SPOILER] 
File: 21 KB, 329x302, 1411122383871.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.1949574
File: 73 KB, 162x281, YOU KNOW WHAT IT ISSSSSSSSSSSSSS.png [View same] [iqdb] [saucenao] [google] [report]

>Not naming it daily demon

>> No.1949575


Finally ! Thanks, doc !

>> No.1949578

thanks mr skeltal

>> No.1949582
File: 2.84 MB, 640x320, check this pistol.webm [View same] [iqdb] [saucenao] [google] [report]

Rooty tooty point and INFINITE SHOOTY.

Shivers is a great man and his sprites are good.

>> No.1949587

For DoomRLA? Yes please

>> No.1949589


Both DoomRLA and the VR weapon mix.

>> No.1949591

Gonna need a name for credits
Unless you're Yholl

>> No.1949594


Shivers made the sprites anon, and he made the base code, I just slap-dashedly made it infinite reloads for the VR Mix, it's up to Yholl whether or not he wants to use it DoomRLA.

I certainly wanna see it though, it's rockin as shit.

>> No.1949595

>leaping up higher and higher through a white void?

Till you get into another time loop.


>> No.1949610

I haven't been able to finish BTSX E1 guys. I guess I have just grown a little worn out of Doom since I have been playing it a lot. I still absolutely love it though.

Should I force myself to finish the dozen or so levels I have left or should I give it a rest and go back when I am craving some Doom?

>> No.1949613

>Kinda bugs the shit out of me

>> No.1949616

suggest this link goes in the op. it has been getting reposted several times per thread.

>HDoom: http://www.best-ever.org/download?file=m12-hdoom-techdemo5.pk3
replace with or just add
>HDoom: http://hdoomguy.tumblr.com/
please. thank you.

>> No.1949620

I just got a coupon for it.

>> No.1949621


Nice. Dark Synth fits so well with Doom

>> No.1949652

feel free to stop and come back to it later.
don't play through one long wad at a time.
have several on the go at once and switch between them.

>> No.1949658

I've been playing The Golden Souls, and I went to that Ghost House stage, but for some reason I get stuck in it. I don't know if it's just a bug, but after getting the red coin from the library section nothing happens, no switch or warper to get back to the first floor. I don't know if I missed a secret passage, so it might just be me being dumb.

I still skiped the stage because of the bonus soul you get from that bonus stage, so it's no big deal. Just wondering.

>> No.1949664
File: 1.46 MB, 1018x728, 1377808574291.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1949665


Only two guns are gonna reload, the pistol and the revolver. So it's not like you have to use them

>> No.1949668

then you have a consistency issue.

>> No.1949674


Well the shotgun needs manual pumping, the flak cannon (ssg) doesn't need a manual reload but there's probably gonna be an animation of sorts between shots.

The needler (Chaingun) is gonna be belt-fed so that doesn't need a reloading explanation, the rocket pistol is gonna use a reload animation after a few shots or if you use the alt fire and blow your rocket load in one go

The heavy machinegun slug-shooter thing won't need reloading because of energy weapons an excuse, and I have no clue what the BFG is gonna be yet

also you can't reload a mace don't be silly.

>> No.1949792

I want to make a short quick Duke3D map to get my mind off real life (and I need a break from my bigger projects as well) but I can't think of a theme idea.

Any suggestion?
I'd like it to feel classic, with an interconnected layout and it won't be too detailed.

>> No.1949809

A highway above a sea of acid.

>> No.1949845

Save it for later.
I'd say the last levels are some of the greatest.

>> No.1949867
File: 19 KB, 75x75, 1382936074379.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.1949874
File: 25 KB, 380x368, 1407871472163.jpg [View same] [iqdb] [saucenao] [google] [report]

About to start working on a Neo-80's total conversion. Complete with riding bikes through a dystopian city full of cyborgs, demon cops, lasers, and a shitton of colored fog.
Anyone know a good place where I can find Shiny black, grey, and blue textures? Needs to look futuristic.

>> No.1949879


A theme park
A hospital

>> No.1949896


oh well, for the texture i guess you can try your luck using google for pictures of metal plates and mess with them?
copper oxidation can give some pretty cool looking stuff

>> No.1949965
File: 152 KB, 329x318, 1408439351563.png [View same] [iqdb] [saucenao] [google] [report]

I'm making the status bar head sprites, but I'm having a problem where whenever I try to save it, it gets really distorted. (Using MSPaint)
Any help?
Just lost 2 face sprites.

>> No.1949968

what version of paint are you using?
XP/early vista or some more recent crap?
if you're using the recent crap, downgrade or use something else (paint.net?)

>> No.1949976
File: 11 KB, 320x240, doomguy's rabbit.jpg [View same] [iqdb] [saucenao] [google] [report]

Anyone still playing that cyberpunk survival level someone made for the PURPLE palette?
I wanna see some new stuff for it--namely, these things:
>Player classes: A basic one using the SMG, a Brawler or StreetSamurai that uses a katana and starts with armor, and a Decker whose weapon doesn't damage some enemies but causes massive problems for the bigger, more augmented guys (and causes robots to switch teams!)
>Bigger levels. The convenience store is neat, but it feels easy to get trapped by the massive waves of Cybercops, and the response seems kind of disproportionate, even for a dystopian future. I suggest making a whole shopping mall.
>If the Decker is implemented, it would be really frakking cool if he were able to flip certain special switches and cause explosions, activate traps, spwan extra health, etc.

I frakking love it, though. Reminds me of the epic, disaster-ridden sessions in this cyberpunk homebrew RPG my friend runs...

>> No.1949992

It crashes when I load it with BD, is there no patch?

>> No.1949995

Well, what you could do is download the Useful Textures pack, and darken the bright metallic textures (SHAWN_xx), stuff like that. Convert them to .png so that you can get just the colors you want, instead of being limited to the existing palette of Doom.

You could also look for the odd textures from Duke Nukem, Blood and Shadow Warrior, as well as Starwars Dark Forces.
HacX, Quake, Quake 2, Quake 3, Doom 3, Chasm The Rift, these all also have nice textures to steal.

There was also some unfinished megawad, what was it now again? RTC_0378 something or other, can't remember exactly, someone else might be able to fill me in. Also check out some old Team TNT megawads, like Eternal Doom, Daedalus, Icarus, etc, some of those had really nice textures.

>> No.1950003

There's not supposed to be a patch, nor are you supposed to run it with BD. Don't worry, it has its own gun. Right now it's kinda bare-bones, though.

>> No.1950014

>It crashes when I load it with BD

Well then don't load it with BD.

>> No.1950017 [DELETED] 

Why? I like BD, and I want to play other mods with the gore and the nice weapons and fatalities

>> No.1950020 [DELETED] 


...Because it crashes?
It's not rocket science.

>> No.1950026


>> No.1950027

But as far as I know, good mods are supposed to have a BD patch, else it is not a good mod. Without a patch other players cannot enjoy the mod, and this sucks.

>> No.1950030


Oh, so you're just baiting.
Nevermind, then.

>> No.1950034
File: 66 KB, 1024x1024, m12-cyberpunk_mastersheet-wip1.png [View same] [iqdb] [saucenao] [google] [report]

Working on some cyberpunk stuff for Cyberpunk Shootdown + whatever other cyberpunk projects that might want to use them.

So far, all based off of tiles/textures I made from taking screenshots of Zyclunt (cyberpunk hack-and-slash) and stiching things together. Put them together ages ago, just now recolored them and added a whole ton of lighting effects.

Keep in mind these are true-color PNGs and should be used as such, but incorporate the Cyberpunk Shootdown pallete as a basis for consistency's sake.

>> No.1950037


Oh good Lord that is beautiful.

>> No.1950038

You gotta be kidding

>> No.1950045

Holy shit yes
Street chase with a giant robot Cyberdemon replacement when

>> No.1950063 [DELETED] 

No. You gotta be kidding for biting that. This is Donald level of bait, you are the only one to blame.

>> No.1950067 [DELETED] 

Do not respond to the post above.
+It's obvious who's behind the shitposts

>> No.1950068 [DELETED] 

[boogeymanning intensifies]

>> No.1950070


>less than a minute

step the fuck up

oh wait who am i kidding, you won't. ever.

>> No.1950071 [DELETED] 

Are you implying I am Donald? This doesn't make any sense, because if you were samefagging, you had to wait 45 seconds.
Fuck off

>> No.1950075 [DELETED] 

ban every single IP

>> No.1950076

>because if you were samefagging, you had to wait 45 seconds.
>49 secs

>> No.1950081

Holy shit that looks great.

>> No.1950082

I don't remember if i asked already, but has anyone here played this shit?
We've been remaking it with added multiplayer support, and it's almost done. Would you play it, /doom/?

>> No.1950085 [DELETED] 

Why haven't we dox'd Donald yet? He did the same to Scroton iirc

>> No.1950086

Gettin' back on topic:
I'm thinking of trying to add the riot-shotgunners from Realm667 into cyberpunkshootdown.pk3
Anyone think I should go for it?

>> No.1950087


Do it, can't see why not

>> No.1950089


>> No.1950090

OK, just gotta figure out which one it is.
Z-Sec, maybe?
Time to open up FKER and look for it...

>> No.1950092

Why is everyone shitting themselves if someone mentions this faggot?

>> No.1950094

Shit, FKER is a pk7, and SLADE can't open those.

Fucking SLADE.

>> No.1950097


Could need a shotgun at either rate in the Cyberpunk thing.

>> No.1950098


get 7zip, the pk7 are just renamed .7z files

and now that I think about it, why they haven't added pk7 support? nonsense

>> No.1950109

i actually kinda like the music

>> No.1950116

OK, found the zombie I'm looking for. Just drag that WAD file into cyberpunkshootdown.pk3 and then set the script up to spawn it? Or what?

>> No.1950117 [DELETED] 


I know this is bait and I'll be deleted for this, but fuck it, I have to post anyway.
Every German IP IS banned at the moment, in light of all the Gamergate threads on /v/.

Sorry, you'll have to find another boogeyman.

>> No.1950125

>Every German IP IS banned at the moment, in light of all the Gamergate threads on /v/.

I've yet to see factual proof instead of "I know because a friend of mine told me"

Hey, kind of like all the stuff that's related to that thing.

>> No.1950127

Bullshit, but I believe it anyways, I want to feel safe.

>> No.1950130

please stop

>> No.1950141

Yeah, that should work.

>> No.1950143

>I know this is bait and I'll be deleted for this, but fuck it, I have to post anyway.
So you decided to shitpost instead of discussing Doom, alright

>> No.1950151

Yeah, it's nice.

>> No.1950156


Yeah, I'd play it. Looks kind of like the old Duke Nukem games.
Curious how you'd do multiplayer support, though.

>> No.1950159
File: 128 KB, 1162x831, impromptu-machinegun-team.jpg [View same] [iqdb] [saucenao] [google] [report]

Also, consider stealing some enemies and graphics from HacX, a few of them really fit the Cyberpunk aesthetic.


Here's a cool ass track you could swipe for another level. Generally, there's some really cool shit on that guy's channel.

Would be cool to see some factory/warehouse level, and perhaps a police station, a corporate office, and maybe a slum level. Play around with some stuff.

>> No.1950168

The original had split-screen coop and deathmatch for two players. Screen splits horizontally, and the giant unused space in the HUD panel is used for the second player's HUD.
The remake has network multiplayer with up to 16 players, though. Some shitty gameplay videos:

>> No.1950172

>The remake has network multiplayer with up to 16 players, though.

This is important.
What engine are you using for the multiplayer?

>> No.1950182

ENet. We kind of duct taped it onto the game, but it works allright. Not with a lot of packet loss, though.

>> No.1950185


Interesting. All right, can't wait to give it a shot.

>> No.1950205
File: 236 KB, 1280x720, Screenshot_Doom_20140919_134733.png [View same] [iqdb] [saucenao] [google] [report]

Keep in mind that I am not the original author of the original version. This is a fan-made addition to a fan-made addition.
It should spawn ZSpecOps shotgunners for the first ten waves, then CyberCops for the rest.


Totally undeserved changelog for V2:
+Added Shotgunners
++Shotgunners spawn in waves 1-10
++They will drop shotguns
+Tweaked wave structure
+Acted like this was a big deal
-Removed Donald

>> No.1950226 [DELETED] 

Epic boogeymanning

>> No.1950230 [DELETED] 

>no Brutal Doom patch

>> No.1950235 [DELETED] 

Report and ignore.

>> No.1950236
File: 7 KB, 429x410, this shit again.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1950237 [DELETED] 

Nice try Donald

>> No.1950238 [DELETED] 

>Jim Carrey
>not a JIDF shill

>> No.1950240 [DELETED] 

kill yourself IMX

>> No.1950241

In other news, I just updated the download. Now, ZSWATs will have about a 1 in 2 chance of dropping stimpacks. Waves 1-10 are now referred to as EASY MODE.

>> No.1950242

>unknown flag 'AvoidMelee' in 'ZSpecOpsShotgun'
>hitscanning enemies
>enemies don't adhere to the palette

You tried, anon.

I like the idea of a community-made gameplay mod as each person passes from one to the next, though.

>> No.1950243
File: 2.83 MB, 700x394, xenoblade x.webm [View same] [iqdb] [saucenao] [google] [report]

Are there any good Mecha themed mods?

>> No.1950245

Ok what the fuck is going on

>> No.1950248

Correction: Upload is taking some time. Don't freak out if it isn't working right yet.

I tried, yes. Now if only I could into texture editing.

>> No.1950249 [DELETED] 

I can only report so fast ;_;

>> No.1950251


Shitposting, nothing new. We have this in spurts, same as all established communities on 4chan.
Just continue on discussion as usual, ignore all boogeymanning, and report the bullshit.

>> No.1950256
File: 150 KB, 400x225, no bro.gif [View same] [iqdb] [saucenao] [google] [report]

Don't announce reports, anon

>> No.1950260

Yeah, oops. Sorry.

>> No.1950261
File: 27 KB, 476x248, shitposting.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1950265

Meh. The shotgunners feel like a bigger threat than the mutants. There's also a very jarring difference between the vanilla shotgun and the UMP45 with its recoil, reloading, and punchier sound effect.

>> No.1950272 [DELETED] 

Its quite bad. Repeptitive and boring, nothing new, incompatible with other mods etc.

>> No.1950280

There's a public test version if you wanna try it. Not many people are playing MP right now, though, and if there is a server, it'll most likely be Russian and you'd have horrible latency on it.

>> No.1950290 [DELETED] 

I remember reading the /doom/ comic.
Jesus, the elitism in this comic is staggering, making /doom/ look like snobs or narcissistic nazis

>> No.1950295

>incompatible with other mods
>a gameplay mod incompatible with another gameplay mod
You don't fuckin' say.

>> No.1950298

Do you need a sprite artist for interiors and exteriors or a retro synth musician?

>> No.1950305 [DELETED] 

/doom/ is a pretty elitist community in general tbh

>> No.1950318 [DELETED] 

I know, the comic describes /doom/ pretty well. but it may confuse outsiders.
/doom/ is even more elitist than doomworld

>> No.1950319


Lemme guess, your favorite mod got called shit?

>> No.1950325


Yes, Hideous Destructor, :^(

>> No.1950328 [DELETED] 
File: 553 KB, 1179x2678, 1408293888271.png [View same] [iqdb] [saucenao] [google] [report]

>talk about something
>not posting it

>> No.1950335 [DELETED] 

holy shit that's some reddit-tier meme pandering

>> No.1950336

Check this shit out:
>improved shotgun
>organized basically everything
>integrated ZSpecOps properly and paletted their sprites

>> No.1950337


Having a lot of trouble seeing how this pastes as as "elitist", but it's only two people whining about it anyway so.

>> No.1950338

I know right? It's horrible. That's why I saved it, to show how horrible it is

>> No.1950345 [DELETED] 

>epik maymays in every single panel
>actually including Donald and IMX into the comic
>horrible font and art
This comic is shit and you should feel shit too.
Whoever made this piece of crap deserves an ISIS beheading

>> No.1950346
File: 10 KB, 600x350, H&K UMP-9.jpg [View same] [iqdb] [saucenao] [google] [report]

It doesn't really change a ton of the previous variant.

Well, to be fair, the UMP would recoil a good bit, the body of the weapon is made out of plastic, and is very lightweight, as a result, most of the weapons weight is the bolt and barrel, mostly the bolt, so when the gun fires and cycles, the majority of it's mass shifts in your hands, not one of H&K's better designs. It's cheap and looks cool though.

>> No.1950347 [DELETED] 

This comic is fucking awful. Hell, even the modern /v/ comics are better, wtf

>> No.1950351 [DELETED] 
File: 339 KB, 992x359, tumblr_90fdn89f4390g54nm89.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1950352

I wasn't knocking the recoil of the gun, I'm just saying that it's very jarring to have a "modern style" weapon like that next to the vanilla shotgun, which has a slow animation, obviously no recoil, and a relatively weak sound.

>> No.1950353 [DELETED] 

What the fuck is your problem? It's just an exeggeration of the generals, and it's a god damn comic, calm your tits

>> No.1950357

>tfw I just implemented a more complicated structure of waves
>tfw I made my filename cyberpunkshootdown-v3.pk3

Ah well. Downloading this now! Thanks for your help, friendly Anon!

>> No.1950358 [DELETED] 


They're all barely a minute after each other, and they're all getting deleted.
Some nerd is samefagging HARD.

>> No.1950359 [DELETED] 

why would you save this leddit tier crap

>> No.1950363 [DELETED] 
File: 4 KB, 276x55, ss+(2014-09-19+at+12.51.12).png [View same] [iqdb] [saucenao] [google] [report]

Awwww, are you getting mad that people don't like your meemz? :v(

>> No.1950367

Samefag much.
The original post had a lod ot positive replies, we are not as frightened of references as /v/.

>> No.1950370


>> No.1950371

>dat shotgun
Fucking sexy, Anon. Well done.

>> No.1950373


Don't worry, the mods know.

>> No.1950376

>Layton stomping on a copy of Hexen
lol'd and saved

>> No.1950380 [DELETED] 

Stop talking bullshit, the comic is OBJECTIVELY bad

>> No.1950381
File: 2.89 MB, 1280x688, GROOVY.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.1950389 [DELETED] 


>> No.1950393 [DELETED] 
File: 155 KB, 248x319, 1410302975790.gif [View same] [iqdb] [saucenao] [google] [report]

yeah, that's where the /doom/ comic should go

>> No.1950395 [DELETED] 

Epic weeaboo picture, faggot.
Kill yourself

>> No.1950398 [DELETED] 

I am sick of this comic and this leddit tier community

>> No.1950403 [DELETED] 
File: 287 KB, 250x400, 1410479181053.gif [View same] [iqdb] [saucenao] [google] [report]

No thanks, unlike you I'm not a self-loathing pathetic excuse for a human

>> No.1950404
File: 2.47 MB, 959x525, 1377683989524.jpg [View same] [iqdb] [saucenao] [google] [report]

>mfw /v/ and /a/ getting BTFO

>> No.1950405 [DELETED] 

This is neither /v/ nor /a/, now get out

>> No.1950408 [DELETED] 
File: 82 KB, 500x434, german_shitposter.png [View same] [iqdb] [saucenao] [google] [report]

>mfw he does it for free

>> No.1950410

Well a vast majority of us here find it amusing. If you don't like it, don't look at it. Jesus you people get so fucking worked up over the smallest things. It's not like the entire focus of this thread is on the comic. All that ever happens is somebody posts it, several people reply to it, praising it, or whatever, and then that's the end of it. You're just like the people who complain about the mere presence of doom threads on /vr/.

>> No.1950414

By people, you mean person, and by just like, you mean the exact same as.

>> No.1950419 [DELETED] 
File: 43 KB, 413x315, 1409288311554.jpg [View same] [iqdb] [saucenao] [google] [report]

Thanks for deleting the comic, mods! :3

>> No.1950427

>people are taking my little wad and expanding on it

I love you /vr/.
This is already more than I could have asked for.


I wouldn't be opposed to the idea of a community-made wad, especially since a lot of people seem to love this idea and I'm super-new/inexperienced/useless with mod editing and I'm going to be moving to a country globally banned from posting. We'd need some major quality control but I would love to have /vr/ get its own board-made wad to call its own.


If we can get an arrangement going with people, I'd love to take all the help we could get.

>> No.1950431


>> No.1950434

Necrodoom comes to mind

>> No.1950435

I can do mapping, and I'm already working on taking that texture sheet another Anon made and ripping it into the WAD. Cyberpunk Shootdown V3.1, coming soon!

>> No.1950463
File: 621 KB, 1024x683, Shibuya_Night_(HDR).jpg [View same] [iqdb] [saucenao] [google] [report]



It's the year 2315. The demons invaded long, long ago--and they won.

You are...or were...Detective "Violent" Genji, formerly of the Neo-Tokyo special Military Police brigade. For years, you and your squadron kept the peace. And when the demons invaded, you were the last man standing--but you kept fighting. For peace. For people. For the future.
But, bit by bit, humanity fell. Nations fell. And governments fell. Only in the last minute did the mega-conglomerate AllCorp step in and barter with the demons. You don't remember the exact specifics of the deal, but either way they sold out your kind--the demons left, and government was replaced with industries. AllCorp became the ruler of the entire globe.

AllCorp would rebuild society...with a price. Their products would go in every house, and everyone was registered with a name and a number. The military police was disbanded and in its place were squadrons of demon-humans infused with machinery and given police weaponry, designed to keep the "peace". In reality, it was just to enforce their will.
But for you, your desire to serve the public remains. Even if you're all by yourself, you bow to no demon. Even if they cover the entire globe, you bow to no industry.
You still have your gun, your grit, and your know-how.

It's time to get violent.

>> No.1950478

.. Very much in support.

>> No.1950481

That cyberpunk mod needs more synth music. Grab shit from deus ex and far cry blood dragon

>> No.1950491

Shit, I can dig it.

Should have a trusty revolver.
Nanomachic rounds for an infinite ammo gun if things go down wrong?

>> No.1950492
File: 21 KB, 240x200, 1312418682075.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1950498
File: 13 KB, 168x312, violent genji.png [View same] [iqdb] [saucenao] [google] [report]


whoops what's photoshop doing open

>> No.1950505

sort of reminds me of RoboCop

>> No.1950508

>pain elementals is the worst enemy ever and it should never ever be fucking used
Abuse their pain chance, they're called "Pain" Elemental for a reason and it works as a double edged sword. Use Chaingun, if they shit out switch to normal Shotgun and abuse their pain chance too.
>cacos are too tanky
Still Shotgun or Super Shotgun makes a quick work of them, if you wanna give a shot Chaingun works too just like Pain Elementals. They're just one step down of Hell Knights in the ranking, let them be tanky abit.

okay, here's mine:
>I think Plasma Gun is the best weapon in Doom and Q3A
>Even people love Railgun in Quake2 Chaingun and Hand Grenades are the best weapon combination
>I never liked Blood
>Half-Life and Borderlands took ideas from Strife and perhaps System Shock 1

>> No.1950524


I know anon. That's one of the reasons why I called it retarded.

Cool weapon gimmick though

>> No.1950525

I Suggest Robocop VS Terminator music, it sounds fitting for the cyberpunk mod

>> No.1950529

forgot link

>> No.1950532

Now with added textures!
CYBWALL1 thru CYBWALL5 are the wall textures, and SKY1 has been replaced with the cityscape sky texture. Unfortunately, it looks kinda shit in the actual level. If anyone else here knows how to make the sky look better, just do it. I'm not ready to fuck around with editing textures or changing palettes yet.

I also tweaked the outside of the store. Looks more city-like now, and player can exit the store. I advise against going out there in the early waves, though, because I *also* shifted the spawns around--the shotgunners and cybercops now spawn just outside a pair of super-shitty-looking Union of AllCorp cars, which means that standing around outside will leave you fucked from two different ends at once with shotguns. Haven't tested past wave 10 yet, I don't know if the CyberCops are easier to deal with or not...

>> No.1950559
File: 119 KB, 734x368, SPAS12.jpg [View same] [iqdb] [saucenao] [google] [report]

Well, that's true, it doesn't fit with the vanilla shotgun that well.

Here, I'll upload an old SPAS-12 I made a few years ago. Some frames look kinda dicks, but those you don't get a good look on because they move by a bit fast, and by the edge of your screen, so that's not as bad as it seems. Basically, it's the old shotgun from Aliens Vs. Predator for the Jaguar, except I drew over them with... mixed results.
The hands could look better, the final few frames look really awful if you stop and look at them, but it flies. It also lacks the charging-handle that's supposed to be attached to the bolt and it's cutout on the receiver, but I figure since this is a set of pump gun animations, it's not quite as egregious.


Took it from an old .wad I used to tinker with. Polished it up a bit, feel free to use it, whoever you are.

>> No.1950562

>robocop/doomguy hybrid as a detective dishing out justice

>> No.1950565
File: 632 KB, 500x271, 1395261866900.gif [View same] [iqdb] [saucenao] [google] [report]

Oh, someone already posted a shotgun.
Nevermind mine then.

>> No.1950567


>> No.1950572
File: 170 KB, 397x296, just this once.png [View same] [iqdb] [saucenao] [google] [report]

Thanks for trying, Anon. The other shotgun is fucking fantastic, though.

>> No.1950575


Nah, this is great. I'm gonna mix Eric's sounds/functions with these sprites.
Because Eric is a nerd who can't into sprites/sounds.

>> No.1950583
File: 57 KB, 1794x316, violent gamegenie.png [View same] [iqdb] [saucenao] [google] [report]


i am duh law

>> No.1950586

You had better fucking make that the berserk pack pickup sound.

>> No.1950590

How do you manage to have the mouselook so good? I barely can use it when I play...

>> No.1950596

great job

>> No.1950598

The big issue is that, while not good sprites, they're way too big to be consistent with the sprites we seem to be using.

>> No.1950601
File: 194 KB, 1366x768, Screenshot_Doom_20140919_171016.png [View same] [iqdb] [saucenao] [google] [report]

Missing a texture here. Good work, otherwise.

>> No.1950604

There's a custom mouse driver sort of deal called BMOUSE. It removes the bad smoothing and axis limiting of the default mouse drivers. Look it up, it makes Blood, Duke, and Shadow Warrior a ton more fun.

>> No.1950606

Ah, yeah, I'm the texture guy (Mike12). Will have some more tomorrow, along with some brightmaps. Should be able to help out inbetween working on HDoom baroness.

>> No.1950615

Also, you should probably make the alleyways wider, especially since there's some storefronts in them.

>> No.1950620

This is good, all it needs is for the palette to be fixed.

>> No.1950625

Pallete looks good to me - color scheme works really well.

>> No.1950627

Damn, knew I was missing something.

I'm working on the alleyways now, gonna upload it as cyberpunkshootdown-v3.2.pk3 when I'm done. Version control, bitches.


>> No.1950634

Scaling, nigga.

>> No.1950640

Nope - it'd be inconsistent as fuck due to the massive difference in pixel size.

>> No.1950672
File: 228 KB, 1280x720, Screenshot_Doom_20140919_170301.png [View same] [iqdb] [saucenao] [google] [report]


+Alleys in the outside area are wider, and can provide another option for places to take cover in.
+Texture issues with the storefront have been fixed for now. Better textures for the front of the store will be here soon, hopefully.
+Adjusted the way the waves are made--now, the first five waves are shotgunners, the second 5 have both shotgunners and CyberCops, and there's nothing but CyberCops after that
-Removed the "Removed Donald" joke, because that's Minecraft-tier humor

>> No.1950685
File: 168 KB, 1280x720, Screenshot_Doom_20140919_171005.png [View same] [iqdb] [saucenao] [google] [report]

And then I found another mistake.
I tried to tweak the sky problems earlier by removing the "horizon" special from the linedefs with the sky texture on them. Unfortunately, that just made them all display F_SKY1, so I switched them back...and forgot about the window.

BRB, fixin' it.

>> No.1950692


Nice. I'm working on the enemies/shotgun with the enhancements posted before. After you release the fix, I'll integrate your map in and then put out a v3.3.

>> No.1950707
File: 1002 KB, 211x119, MAXIMUM OVERHYPE.gif [View same] [iqdb] [saucenao] [google] [report]

Fix is up, same download link as in this post (>>1950672)
I'll take a break for now and let you take care of the shotty stuff. Thanks for helping!

>> No.1950716
File: 57 KB, 1726x308, barefoot genji.png [View same] [iqdb] [saucenao] [google] [report]


yeah, i'm just posing a model and screenshotting it a lot
someone else will need to polish/edit it later on
this is just bare minimum work

>> No.1950760
File: 170 KB, 1280x720, Screenshot_Doom_20140919_174652.png [View same] [iqdb] [saucenao] [google] [report]

Well, technically I made it to wave 20...

>> No.1950772

Did you have some good retro fps feels recently anon?
>finished back to saturn x ep1 with msx as per anon recommendation
>played quake live ctf and wrecked everyone's shit
>tried blood again and got past the few first levels (cultists op)

>> No.1950773

Cultists lose out pretty bad to poking out of cover and crouching.

>> No.1950782

>yeah, i'm just posing a model and screenshotting it a lot
u wot m8
This sprite is from an unfinished fps game called Fate, here's the full sprite sheet: http://www.spriters-resource.com/pc_computer/fatecapstone/sheet/55554/

>> No.1950801
File: 210 KB, 705x588, 1365745176039.png [View same] [iqdb] [saucenao] [google] [report]



0: Renamed shotgunners to Officer, big dudes to SWAT.
1: Shotgunners now use projectiles
2: Cyber cops use the same spray of projectiles
3: UMP no longer reloads for twice the ammo on Skill 4 or sv_doubleammo
4: Replaced the Depezador's sprites, split the sounds in twain and beefed them up slightly.
5: Added reloading for the depezador
6: Added particles on firing the guns
7: Removed all of the unnecessary AI on the SpecOps. While good AI is great for later foes, for mooks that'll go down in one hit (and are supposed to charge in blindly anyway), this is just...bloat.
8: Gave their laser a new sound too.
9: Rehauled everyone's death drops to be the same. Even more of a chance to drop clip, now also a chance to drop shells.
10: Smoothed out the recoil on the shotgun a bit to match the assault rifle.
11: Instead of a guaranteed chance, now both officers and SWAT have a 1/4 chance to drop the depezador. I think it'd be better if one of the bathroom doors opened up to reveal a pathway to the shotgun after the fifth wave or so?

>> No.1950816

Excellent work.

I don't think a pathway to a shotgun is necessary since you'd be mowing down enough enemies that you'd get the shotgun fairly quickly.

>> No.1950829

Hell yeah. This is awesome.
The shotgun sprites are looking good--smooth animation, feels like it should.
Don't know what to feel about the CyberCops/SWATguys using a spread of beams. I figured having them use single, accurate beams--or even rapid-fire, inaccurate beams--would have fit better with the look of the SWATguys.

>> No.1950830

maybe a slow charging plasma pistol

>> No.1950835
File: 36 KB, 453x640, 422235_3239001532312_1184979448_33319357_100914889_n.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1950837

>single, accurate beams--or even rapid-fire, inaccurate beams--would have fit better with the look of the SWATguys.

>> No.1950838
File: 2.86 MB, 640x480, e5m3p2.webm [View same] [iqdb] [saucenao] [google] [report]

I don't play with BMouse. These webms are alll with vanilla Blood DOSBox. You just get used to it m8. Also bear in mind you don't really need perfect mouse aim owing to the auto-aim, so you shouldn't be worrying about your Y-axis apart from when you're aiming dynamite throws.

>> No.1950839

FKER please go

>> No.1950840
File: 2.86 MB, 640x480, muh flare.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.1950842
File: 3.00 MB, 640x480, e4m2p2.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.1950843

its more cyperpunk than "nanomachinges make bullets"

>> No.1950846

Not to ask a stupid question but are you recording these? If so you should record a play-through of the game, I'd certainly watch it.

>> No.1950850

Yeah, but if you've ever played FKER, you'd realize that the slow-charging infinite ammo sidearm is a shit idea. Unless it charges when other weapons are out, and charges to a decently large capacity. Otherwise, as a starting weapon, it's shit.

>> No.1950851
File: 80 KB, 390x300, dirty-harry-punk1.jpg [View same] [iqdb] [saucenao] [google] [report]

wouldn't mind having something like an evolved S&W M29

>> No.1950856


All right. Single accurate (occasional burst-fire) beams for the officers and rapid-fire beams for the SWAT?

Also we should have a win condition for the map.

>> No.1950857

How about a boss?

>> No.1950859

That sounds right.

As for win condition, how about a simple "survive this long" goal? After wave 15 (or 20 if you're feeling mean), your ride shows up, and you GTFO.

Alternate ending: It ends when you die, and the rest of the WAD is a flashback.

>> No.1950868
File: 29 KB, 400x400, Blade-Runner-Gun.jpg [View same] [iqdb] [saucenao] [google] [report]

Maybe something like this?

>> No.1950870
File: 22 KB, 441x594, 1b8.jpg [View same] [iqdb] [saucenao] [google] [report]

>After wave 15 (or 20 if you're feeling mean)

Wave 25, then.

>> No.1950876

>Unless it charges when other weapons are out, and charges to a decently large capacity.

This is pretty easy to do via ACS.

>> No.1950882

:: [BE] Montreal :: Cyberpunk convenience store SHOOTOUT v3.3 - Get 'em demon cybercops, survive for as long as possible!

server's up, let's check this shit out

>> No.1950884
File: 231 KB, 1280x720, Screenshot_Doom_20140919_195541.png [View same] [iqdb] [saucenao] [google] [report]

Heh. Can't get me from here.

>> No.1950891

Do it faget

>Wave 25
Might as well let the level end when you die and add a secret difficulty level

>> No.1950893

Is it possible to record demos of separate maps or do I have to keep starting from the beginning?

>> No.1950903
File: 2.86 MB, 640x480, reflective shots.webm [View same] [iqdb] [saucenao] [google] [report]

Yeah dude I want to go through each episode in one sitting on Well Done. I did three episodes but then Quake suddenly hooked me and I decided to do a playthrough of each episode of that on Nightmare. I want to upload both playthroughs to youtube. Unfortunately my screen recently got fucked up and keeps flickering and is headache inducing. Once I get it fixed I'll go back to Blood and finish it off.

>> No.1950909


Of separate maps? Yeah, easily, just keep recording.
Of separate mapwads? No, you have t start from the beginning.

>> No.1950910
File: 2.83 MB, 640x480, trusty remote mines.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.1950917
File: 2.86 MB, 640x480, Voodoo.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.1950920


Oh dear. I hope you get that fixed soon. I only found like... one complete Play-through of blood on Youtube and the guy (as good as he is) doesn't seem to be nearly as good in the "Not waste ammo" department.

>> No.1950924
File: 2.86 MB, 640x480, ghost.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.1950926
File: 2.86 MB, 640x480, tommy gun fun.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.1950932
File: 1.68 MB, 640x480, it never gets old.webm [View same] [iqdb] [saucenao] [google] [report]

Well, I'm pretty lenient with my ammo. I like for instance to blow up grounded zombies just for the fuck of it, but only when I'm decked out of course.

>> No.1950938

I say "not waste ammo" because the guy would choose to gun down those Statue Gargoyles with just the sawed off when he had better weapons that could probably do the job with less ammo.

>> No.1950954
File: 2.86 MB, 640x480, gib jump.webm [View same] [iqdb] [saucenao] [google] [report]

yeah that's definitely doing it wrong

>> No.1950992

What overall gameplay are we going to be going for with this?

Stronghold-esque pseudo-invasion?
Smash TV progress-through-a-level-and-hold-off-the-waves?
A hub system where you capture areas by shooting all the police and unlock new areas?
Killing Floor-esque fight the waves and kill the boss?

>> No.1950993

KF's system isn't very fun for Doom.

Smash TV mixed with whatever else you listed would be cool.

>> No.1951010
File: 153 KB, 680x650, 1404352593993.jpg [View same] [iqdb] [saucenao] [google] [report]

>Smash TV progress-through-a-level-and-hold-off-the-waves?
>A hub system where you capture areas by shooting all the police and unlock new areas?

Those two.

>> No.1951027
File: 146 KB, 380x540, 1407274392549.jpg [View same] [iqdb] [saucenao] [google] [report]

>Never ending waves
>No win condition

>> No.1951035 [DELETED] 

Does Doom General have any plans to move to eightchan(dot)co? /vr/ may hold out longer against the mods, but it's a concern nonetheless.

>> No.1951037

those mixed together could work pretty well

>> No.1951038
File: 1.83 MB, 400x232, 1410483090392.gif [View same] [iqdb] [saucenao] [google] [report]

>A hub system where you capture areas by shooting all the police and unlock new areas?
That would be fucking awesome in my opinion.

I found (stole) some textures, a few are from Duke, some from the Doom alpha and beta, a couple from Quake and Hacx.
I figure the store could need some polish, it still looks like a plain gray room in the current state.


I figure we need to replace the MS-paint shelves with something, they stick out something fierce IMO.

>> No.1951039 [DELETED] 


as much as I support what you guys are doing, we're not in position to do a "move" of sorts

We've been here since day 1, so splitting up would not be a good decision

>> No.1951040

go away

>> No.1951042

what concerns do we have with the mods?

>> No.1951045


We have our own little offshoot there, but I don't think we're going to lift up an move completely.

>> No.1951047

hit the submit button too fast
anyway I was about to say that my post would be the most noble answer you guys might receive so you might want to take mine in consideration

>> No.1951048 [DELETED] 

Go shill your site somewhere else.
I understand why GamerGate is important, but moot has made himself fairly clear.

I feel that discussion should at least have been allowed on /pol/, but that's not what he said. That doesn't mean this shit will go away though, people are talking about this shit, it's not just gonna blow over.

But 4chan isn't dying, this isn't the cataclysm you people say it is.

>> No.1951051


>you might want to take mine in consideration

*you guys might want to take that into consideration
also meant for >>1951035 too

>> No.1951052 [DELETED] 

Yeah. You guys may not be as affected, but it's sure as hell spooked a lot of people away.

Anyway, peace guys.

>> No.1951059


peace, and farewell bro, wishing the best for all of this

>> No.1951062 [DELETED] 

Why would we want to go to another neo /v/ cesspool?

>> No.1951065 [DELETED] 


Best of luck with the site, but I don't think we're going to completely move there.
We'll have our threads every now and then, though.

>> No.1951078 [DELETED] 
File: 28 KB, 307x411, better days.jpg [View same] [iqdb] [saucenao] [google] [report]

but i can't whine about my boogeymen anymore boohoo boo hoo hoo hoo

/v/ blown the fuck out

>neo /v/

Thanks for tanking your own argument, as agreeable and rational your viewpoint may be.

Let's drop the subject and move on.

Dook has a map themed after a grocery store. You could use the textures from there, as well as the texture of the shelves of various "male interest" magazines

>> No.1951081 [DELETED] 

Fuck off faggot. I understand that Doom generals are full of neo /v/ but no reason to get so butt devastated about it. But yes certainly, let's move on.

>> No.1951093

>Fuck off faggot
>no reason to get so butt devastated
>calls US neo /v/

6/10 made me respond

>> No.1951102 [DELETED] 

But you are indeed neo /v/. Most kids itt only jumped onto the Doom bandwagon since /vr/ was formed. Hardly any of you actually know about FPS or are even any good at video games. Sorry son.

>> No.1951106 [DELETED] 


Lol okay.

>> No.1951107

so I guess we know what the intent of that post was

>> No.1951113


no I don't know. What was it?

>> No.1951125


Why not a Painkiller-style format?
Go between area to area, doors lock in, fight off waves of enemies.
Continue until the final area where you fight a boss, then level/mission complete.

>> No.1951129

So Smash TV?

>> No.1951136

I'm not the biggest fan of the Smash TV gameplay personally. What if we make select maps like that instead of all of them?

>> No.1951150

I haven't been here in a while so I was wondering.

Is there any word on the Berserk mod?

>> No.1951159



>> No.1951174

Why is the exit on e1m2 a pain?
It always kills my time because of the two imps down by the switch. Is there a way to get them to come up the elevator instead of it being random as hell?
Sometimes they're up already sometimes they take their sweet time

>> No.1951178


Doom/doom 3s pistol looks an awful like that gun. Just magazine fed

>> No.1951181

>Why is the exit on e1m2 a pain?
because you're autistic

>> No.1951190

Though the actual movie gun was a .44 Special revolver (underneath all those parts), I can't recall if it was ever made clear that the gun was a revolver or magazine fed.

>> No.1951192
File: 74 KB, 416x352, Pic_444.png [View same] [iqdb] [saucenao] [google] [report]

Maybe an alternate take on that gun?

>> No.1951202

I am being autistic about it.
I can get such a good pace going but I can't PB most of the time cause of bad luck on where the NPCs are in the exit

>> No.1951205
File: 269 KB, 500x360, wilson THAT OFFENDS ME.png [View same] [iqdb] [saucenao] [google] [report]

>two barrels
>one aligned with cylinder
>the other appears to go nowhere

>> No.1951206


The other problem is the plasma pistol only had one firing option: blow your entire load with a single pull of the trigger.

>> No.1951217


>the bear killer

Anon please that would be a BFG tier weapon

>> No.1951220
File: 420 KB, 773x611, Screenshot 2014-09-19 21.58.52.png [View same] [iqdb] [saucenao] [google] [report]

As much as I love the bearkiller, I think the 222 would be better for a basic/backup weapon.

>> No.1951225


I consider that an unexpected but pleasant side benefit.

>> No.1951231


Fuck yeah that's such a fun weapon.

>> No.1951250

That looks way more reasonable.

Also, 222? As in .222 Remington?
That would make for one hell of a fireball by the muzzle, along with a loud as hell bang, but not quite stellar performance for what you're actually loading.

I feel something like maybe, .30 Carbine would more suited if we're going the route of rifle rounds in a handgun, it's kinda like a super-loaded .357 mag in terms of performance, and has been used in revolvers before, still very flashy and loud, but you're not wasting as much gunpowder as with a .222

>> No.1951258

Already working on a centered version of this.

>> No.1951263


With a slick reload animation?

>> No.1951274

Jesus, really?
Do you draw stuff on the spot or what? Because that's awesome.

>> No.1951313
File: 72 KB, 250x250, 1352028869814.png [View same] [iqdb] [saucenao] [google] [report]

>ZSpecOps shotgunners

I wish Ghastly finished working on the ZSpecOps plasma gunner I sprited for him.


>> No.1951321
File: 32 KB, 1402x193, gud.png [View same] [iqdb] [saucenao] [google] [report]

Well, I guess we can't say the mod doesn't have appeal to people.

>> No.1951331
File: 77 KB, 887x1097, jesus christ how hellsing.jpg [View same] [iqdb] [saucenao] [google] [report]

>20 people in the server

>> No.1951339

aww here it comes
i can feel it

>> No.1951348



Most important question for Violent Genji

Penis or tits?

>> No.1951352


>> No.1951353


Does it really matter?

>> No.1951421

Why not both?

>> No.1951428
File: 197 KB, 1047x1000, doombuilder22.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey guys, have a problem with a raising platform, explained in the image.

I'm trying this in the regular doom engine.

The problem I run into is the texture changes but the platform doesn't go up. I'm guessing this is because there is a floor somewhere else in the level it's raising to.

This isn't super important, I can just make a different platform, but I'm willing to give it a go this way for reasons of aesthetics.

Thanks in advance.

>> No.1951451

I think you have to make it a switch to change texture... Could be wrong.

You can definitely make it lift though, yeah.

>> No.1951459

Oh. I forgot to read further and am also drunk. It's set to next higher floor right? Or just nearest adjacent or whatever?

It needs to be next higher.

>> No.1951460

Oh the texture changes, I only just noticed that because I have the sector highlighted it's harder to see but before the player crosses the line the sector is water like it's supposed to be.

It's just that when they cross it the texture changes to what I want but the sector height doesn't.

>> No.1951464

It's next higher, yes, action 22.

Unless I have the wrong one? You can see the action in the bottom left of the first image.

>> No.1951474

No, tag 22 should work... Unless that sector is just lower than the water sector. then it'd just click up a map pixel and change color... I could be remembering wrong though. It might also break if it's higher than the water.

Might fix it to just connect it to the walls of the channel, but that might ruin your aesthetics.

>> No.1951486
File: 38 KB, 968x563, doombuilder23.jpg [View same] [iqdb] [saucenao] [google] [report]

>Might fix it to just connect it to the walls of the channel

Thanks buddy, that fixed it.

I'll have to tinker with the look though and yes I did prefer the platform to be disconnected because the texture transition looks off, but at least now I have the principle of the action working.

>> No.1951515
File: 2.42 MB, 159x114, plutonia wad.gif [View same] [iqdb] [saucenao] [google] [report]

There's ways to make it free standing, basically, hide a tiny sector outside of the map, just in the wall somewhere, and then split the sector in two, now, select both the platform and one half of the dummy sector, and join them, as in, they're separate, but the engine regards them as the same sector, there's a function for this in DoomBuilder I think.

Then, you raise the floor height on the other half of the dummy sector to the map height you want the platform to rise, and then you set the switch to "raise to nearest", and when the switch is hit, the platform in the water should raise up to your desired height.

They're both joined, so when you raise or lower the ceiling or floor in the dummy sector, or the platform itself, they'll both raise or lower, likewise, they will share the same light value, floor and ceiling texture, and sector properties.

>> No.1951517

Yeah, I had a separated sector in a map, so I knew it worked, but I didn't remember how I did it. I thought it was possible without a tiny sector, but whatever.

>> No.1951526
File: 2.58 MB, 1920x1080, r2w.png [View same] [iqdb] [saucenao] [google] [report]

So whatever happened to this mod?

>> No.1951531
File: 288 KB, 800x1231, 1300428345932.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh cool, well I'll try that out along with a few other things, right now I'm trying the look of using pillars as supports for the bridge.

Anyway, I'll cap your post and try it's advice later because now I have to leave, but thanks again for your help.

>> No.1951543
File: 6 KB, 133x126, 1411076756247.jpg [View same] [iqdb] [saucenao] [google] [report]

Gee, I wonder

>> No.1951567

Did something happen to Doomnukem?

>> No.1951590
File: 154 KB, 427x276, platform.png [View same] [iqdb] [saucenao] [google] [report]

I have to say, that title screen looks like shit.
What's it from?

Well, you could also put like, two small platforms on each side of the main platform, raise them to the desired height, then lower the ceiling all the way and it's a pair of pillars.
It would be a more cluttered, and different aesthetic, but it would fill the same function.
Personally, I think you should try my first suggestion.

Also, if you follow my first suggestion, I figure, you can surround the platform sector with a just slightly larger sector, then, lower both the platform and the surrounding sector by, like, one pixel, leave the linedefs of the outer sector untextured (red square), with the platform as is, done right, the water texture should bleed over, and the gray platform wouldn't be visible, that is, until it's raised, at which point it will appear as if it's rising out of the water.

>> No.1951605

nah, smash tv has branching paths, and levels tend to be short

>> No.1951610

>What's it from?

Would it be mean if I laughed at you?

>> No.1951621

How am I supposed to keep track of all the shit people do? Also, it's 0640 in the morning, give me a fucking break.

>> No.1951629


Well, if you look a little bit downwards towards the big, fiery orange text...

>> No.1951656

>You'll know when he turns up the heat
That doesn't tell me anything.

>> No.1951675

He's talking about the big, fiery orange text.
That's on fire.
And glowing.

>> No.1951742

who did back to saturn x's music

>> No.1951749


>> No.1951760


Lots of people. Esselfortium, Jimmy, Xaser...a few others I can't think of at the moment.

>> No.1951769

Hey cyberpunk anon


>> No.1951842
File: 5 KB, 125x125, 1410152578509.jpg [View same] [iqdb] [saucenao] [google] [report]

Doom is a fun game.

>> No.1951848

I am a skeleton

>> No.1951853

And I'm okay.

>> No.1951854
File: 1.85 MB, 850x530, spooky.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.1951861

i punch all night and agitate all day

>> No.1951864
File: 41 KB, 518x360, Lumberjack_Song.jpg [View same] [iqdb] [saucenao] [google] [report]

Agitating all night
Agitating all day

>> No.1952016
File: 1.27 MB, 640x320, MACES TAKE SKILL.webm [View same] [iqdb] [saucenao] [google] [report]

Oh this guy is gonna be a fucker. with missilemore the maces are just gonna keep coming. Though I think I'll need to look into making him shoot less at longer ranges, otherwise the place will be full of spears flying every which way

Still not sure if I want to give him a blocking mechanic at all

>> No.1952017


actually I'll leave it up to you guys, it could work either way


if I give him blocking I'll look into making the imp project a shield that can be walked through to attack him directly, maybe give it a damage threshhold too

>> No.1952018

Holy crap, this agitating skeleton meme is so beat into the ground.

>> No.1952019

Does it agitate you?

>> No.1952036

That's just the way 4chan works

One guy comes up with something remotely amusing, 1000 other assholes start parroting the same thing in an attempt at being funny until all the humor has been sucked dry

>> No.1952038
File: 10 KB, 204x136, agitation.gif [View same] [iqdb] [saucenao] [google] [report]

just finished doom 2 for the first time
is final doom worth playing or should i just move on to mods?

>> No.1952039


>Is final doom wor-

YES YOU FOOL. Final Doom has great level design

>> No.1952041

Correction: half of Final Doom has great level design.

>> No.1952047

Correction, Final Doom is......I hope you like chaingunners and revenants

>> No.1952049
File: 18 KB, 422x347, 1410786267221.jpg [View same] [iqdb] [saucenao] [google] [report]


Wait fuck I mixed final doom with ultimate doom.

>> No.1952050

but which half


>> No.1952058
File: 655 KB, 1130x733, anim3.jpg [View same] [iqdb] [saucenao] [google] [report]

this is getting silly

>> No.1952060

Both were kind of average for me, I didn't think plutonia was as amazing as a lot of people say it is, I find it mostly annoying, some times fun.

>> No.1952064


Well if no block, I could always make the Imp's shield flash and put out a shield that flies out a short distance and stop projectiles and shove players back

>> No.1952071

I only started using bMOUSe a few months ago but I have to say it really made things more confortable, and yes, dynamite throwing becomes a lot easier (it kinda feels like cheating though)

>> No.1952075


How did that duke nukem skyscraper thing turn out?

I'm considering buying Duke Nukem on Steam just to play it.

>> No.1952086
File: 8 KB, 249x202, images.jpg [View same] [iqdb] [saucenao] [google] [report]

>Making Neo 80's mod for DOOM
>Call it NeoDoom
>Think I have an original idea
>Find out days later that there are already WADS with that name

>> No.1952093

Come on man, it's been 20 years. Did you honestly not think NeoDoom would have been taken by then?

>> No.1952097

NeoDoom was fun as fuck too.

Though the one I played didn't have all the extra item shit it has now.

>> No.1952108

My girlfriend is trying to connect to Doomseeker to play co-op with me.

But she keeps getting a server timeout to the masterlist. Does anyone know what to do?
We set up her game right and stuff.

Could it be her router.

>> No.1952249

I've decided that my Mod is really turning into The Protomen Doom.
I'm not going to base it off of the "Protomen" universe, but alot of it is going to be inspired by that. I may even use instrumental versions of some of the songs off of Act 2 as the soundtrack. It should be fine, since I'm not going to be profiting off of the mod.

>> No.1952254
File: 657 KB, 500x281, coolspooko.gif [View same] [iqdb] [saucenao] [google] [report]

>mfw Strife style game driving around on a motorcycle through the different parts of the city, slowly learning more about the guy controlling the city, until it leads up to you and the rebels leading an attack on the citadel, all with a Protomen soundtrack

Fuck this is gonna be great.

>> No.1952262

The levels kinda seem shitty. Would be cool to have this with an easy mapmaking mode

>> No.1952265


>Making wallpapers for mods that haven't been in public alpha yet

'Things That You Shouldn't Do With Your Mod/Project', page 113

>> No.1952270

Ooh, make it about 80's anime and call it Demon Steel--oh, wait.

In all seriousness, call it Doomkira. Then go watch Akira, Then add a random chance of playing TETSUOOOOOOOOOOOOOO when you use a wall

>> No.1952285

I find Duke Nukem really fucking boring and I always quit after a few levels

>> No.1952287


Hey now, even after 20 years there's still a lot of unexplored areas in terms of WADs

For instance, we have a crapton of 90s action shows that never got their TCs, and there's at least three unexplored themes: cyberpunk, oriental and wild west

And of course you have the option to do something of your own, but that obviously goes without saying

>> No.1952298
File: 314 KB, 619x600, tumblr_mrwfcyiVdR1s4q1vio1_1280.jpg [View same] [iqdb] [saucenao] [google] [report]

Aw yeh.


>> No.1952305

I always felt Plutonia had the best level design but the overabundance of chaingunners and revenants can become quite agitating.

>> No.1952309
File: 2.66 MB, 320x240, zx doom.webm [View same] [iqdb] [saucenao] [google] [report]

Has anyone here played this?

>> No.1952312
File: 29 KB, 225x220, JESUS CHRIST HOW AGITATING.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1952314

where does one get it
how does one play it

>> No.1952319
File: 52 KB, 504x696, 1.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1952321
File: 47 KB, 720x720, Happy baby.jpg [View same] [iqdb] [saucenao] [google] [report]

I-is that Doom made out of... Clipart?

>> No.1952323


>not knowing about Spectrum Doom
enjoy the amazing music

>> No.1952325

>ZX spectrum doom

>> No.1952418

Why did Doomguy cross the road?

Because there was a huge offal sale on the other side.

>> No.1952432

When I select map on ZDL it doesn't load the map I want but goes to E1M1

>> No.1952635

Do you guys savescum?

I did on my first on only playthrough of Doom (and Doom 2), and I'm wondering if you guys do it/did it too.

>> No.1952649

I did it too. I don't mind savescumming as long as it's built into the game, not like save states in an emulator. I only really use it if the game I'm playing is tough, like I did with Doom 1 and 2 on UV.

>> No.1952652


Nah. I resurrect-scum.

>> No.1952656

Nope, not even once.

I like doing whole levels in a single sitting.

This made Holy Hell into a bigger fucking mess than it should have

>> No.1952683

I probably save more than I have to.

>> No.1952703

One save per map, load as much as i want.
Because of that choice my brother chewing me out on thing, like "y don u save no? u gonn play dis shet al over!".

>> No.1952715

Is it just me...or Going Down's music is...intentionally made to be annoying?

>> No.1952721

I save after every "big" encounter (Multiple barons/mancubi, any time an archvile shows up) and load if I feel i can handle a later encounter better.

>> No.1952804 [DELETED] 
File: 138 KB, 1208x1040, jew.jpg [View same] [iqdb] [saucenao] [google] [report]

>being this crappy at an easy as fuck FPS

seriously? You actually find those enemies difficult? oh christ

>> No.1952812

>You actually find those enemies difficult?
Never said that.

>> No.1952835
File: 2.88 MB, 320x240, 1402677145411.gif [View same] [iqdb] [saucenao] [google] [report]

>implying doom is THAT easy

>> No.1952839


Ignore him.
He's just an incredibly persistent shitposter whining about how we're babbies and/or neo-/v/ and/or >projecting and/or whatever else he wants to throw a temper tantrum about.

>> No.1952841
File: 216 KB, 713x658, 952d010dee1752f47afcb73fdaa5961e.png [View same] [iqdb] [saucenao] [google] [report]

i want to send my younger cousin a ready to boot batch file and game data for GMOTA, i already have it setup to boot straight into GMOTA, but i know the keybinds i use won't stick when he uses it on his computer, how can i make sure GZDoom boots into GMOTA with the keys properly bound?

>> No.1952843


Package an .ini with it as well.

>> No.1952850

Sculptris haro?

>> No.1952852


>> No.1952857

how should i got about making the ini, i see i have one in my GZDoom directory, it's my profile name on it, should i make a copy of it, name it to say GMOTA.ini and then tell the batch file to also open that file?

>> No.1952864


Make a copy of it and change the profile name to the profile name of your cousin's computer.

>> No.1952868

Sure I used to, now I don't because I realize Doom is truly fun to play as an arcade game.
Pistolstart every level, if you die you repeat the level. So much fun.

>> No.1952875

alright, i could probably do that if i can get him to figure out what it is from my remote location, in the mean time, is there a way to have a universal ini that gets booted with GZDoom no matter what its named? that would help me distribute it to other people as well

>> No.1952880 [DELETED] 
File: 31 KB, 250x251, lol.jpg [View same] [iqdb] [saucenao] [google] [report]

>implying doom isn't that easy

>> No.1952885

renaming it to zdoom-Default.ini should work

>> No.1952918

when i do that it just resets every configuration in GZDoom to the originals

>> No.1952920

if i do i all the binds and stuff now will they get saved into the default ini?

>> No.1952953
File: 22 KB, 402x386, imlazyatmakingnames.png [View same] [iqdb] [saucenao] [google] [report]

1. Make an .ini file with console command like this "writeini GMOTATATA.ini".
2. Open GMOTATATA.ini with text editor.
3. Edit it so all necessary keybinds look like "bind examplekey exampleaction" and/or edit other stuff to look like as if you changed them in game via console.
3. Drop GMOTATATA.ini in the gzdoom folder.
Hint: you don't have to do so, but otherwise you'll need to write path to your config file.
4. While in-game write "exec GMOTATATA.ini" or add "+exec GMOTATATA.ini" in batch file/command line.
5. ???????
6. Profit!

>> No.1952992

i know the maps are designed to be beatable with a pistol start, but its just the way i always played fps games

>> No.1952995

Who's in charge of the cyberpunk project?

>> No.1953006

There's someone in charge?

>> No.1953029


...I could make a joke right now but people are going to get SO uneasy

also what's the latest file I should try?

>> No.1953045


>> No.1953053

Good question.
I think it was started by some anon, then some other anon built onto it, and then another, then Mike12 got involved (in yet another project) then I donated that old SPAS-12, and some textures, then I don't really know.

>> No.1953057


If there isn't, the project is doomed.

>> No.1953074

>then Mike12 got involved (in yet another project)
RIP demonsteel & hdoom

>> No.1953080

And Berserk.

>> No.1953085


And bloody_hell

>> No.1953086

And Forgotten Planet.

>> No.1953114

And Deadly Kiss

>> No.1953116

Taking a break from Demonsteel since I did a lot of stuff for it, focusing on Cyberpunk and Hdoom at the moment. Berserk, Bloody Hell, and Forsaken Planet are still alive - i just tend to cycle through my fuckhuge list and work a couple things at a time.

>> No.1953151
File: 94 KB, 800x800, a5b2a030-3416-4a99-8ef1-55439af5771a.jpg [View same] [iqdb] [saucenao] [google] [report]


Nah, DemonSteele's fine. If anything, I'm going to be making an announcement post and start putting out public test builds soon. Mike's done a ton, I don't expect him to do everything.
He's already done, oh, four weapons, 13 death sequences, four different bloody cutting sequences, nine gibs, and all the blood decals. That's quite a hefty amount for a dude that said "Yo I like the idea of this mod, lemme sketch some things up".

Really, pretty much the only major things left are the player skin, the Omen, and the Exodus, the latter two of which I already have my own designs for.

>> No.1953198

Well that is good to know then.

I was just worried that Berserk might never be worked on again.
That is one mod I was really interested in.

Omen and Exodus?

>> No.1953205
File: 10 KB, 278x241, 1406087313778.png [View same] [iqdb] [saucenao] [google] [report]

I do. I'm not bad at the game by any means, but I lose my patience easily, and don't like constantly repeating the same thing over and over again, having to redo everything I already did. It partially depends on the wad I'm playing too. If it's something like Back to Saturn X or whatever, I do it fairly frequently since some of those maps are long as fuck. I don't find myself doing it as often, or not at all with more "Vanilla" length maps.

>> No.1953247


The hammer and grenade launcher.

>> No.1953274

i don't savescum until i keep making a ton of progress, and dying around the same areas.
when i start a map i typically forget all about saving until the 2nd or 3rd death.

>> No.1953359

Oh you got a new sprite for the grenade launcher?

I just keep thinking Duke Nukem when I see the current sprite.

>> No.1953376
File: 197 KB, 600x776, Agitatting waifu.jpg [View same] [iqdb] [saucenao] [google] [report]

Why do we never play deathmatch/duel? Why is it always coop?

>> No.1953380


Because I suck at deathmatch

>> No.1953393

because doombabbies know they suck so can't into competitive play

they prefer to hold each others dicks and fight 'challenging' doom enemies. kek

>> No.1953395

because you live longer in co op
that means more kills
that means more adrenaline
that means more ripping and tearing.

>> No.1953396

>coops vs ai is more exciting than death match

>> No.1953397

and that means more fun

>> No.1953401 [DELETED] 


>> No.1953407

I was never really fond of Deathmatch, or multiplayer that much.

Team deathmatch, capture the flag and stuff like that, I can enjoy that, but I wasn't ever much for free for all.

>> No.1953408

>Why do we never play deathmatch/duel?

People keep saying this.
It keeps being patently untrue.
I'm starting to wonder if you people are just blind or are willfully ignorant.

>> No.1953412

Oh god, is it because I never go to the irc?

>> No.1953415

the one honest doom baby itt

>> No.1953416


No, we've hosted numerous times in the thread as well.

>> No.1953417


Don't reply to him, buttmunch

>> No.1953418
File: 15 KB, 225x225, Douk.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1953419
File: 53 KB, 197x190, Comfy_guy.jpg [View same] [iqdb] [saucenao] [google] [report]

oh yeah 'cause that's gonna work right

>> No.1953427

Fuck, I really want to play some duel now.

>> No.1953430

yeeaaaah fuuuuuck that would be so kewwwwwl xD

>> No.1953441


Well, a better way to do that would be to host a server and then announce it, instead of going "Why don't we ever do X?????"

>> No.1953445


reminds me of that time when someone hosted DM because, golly gee, people were complaining that we never, ever did vanilla DM

then the server died three hours later after it was made because almost nobody joined

>> No.1953449

Anybody have the big "Rip and Tear" collage?

>> No.1953452

Vanilla Doom was never really meant for Deathmatch, so it basically boils down to everyone running around at highspeed with double shotguns, with the occasional player getting a rocket launcher to mix things up a bit. This is why we have mod specifically meant for player vs. player combat.

>> No.1953453


We need more deathmatch focused mods

>> No.1953454

MM8DM isn't much better.

>> No.1953459

>Vanilla Doom was never really meant for Deathmatch
>the one game that coined the term Deathmatch



oh yeah, it ain't better by a mile

>> No.1953464

I've played it a bit. My only problem with it is that I don't know the classes well enough to make an informed decision on which one to play as.

>> No.1953482

its just how cyriak makes music

>> No.1953483

Deathmatch is fun but it's not something people tend to play for long periods of time. After awhile people clear out and without people deathmatch is literally pointless.

>> No.1953631


tons of new changes

server up

:: [BE] Montreal :: /vr/ goes to the 80s

>> No.1953647
File: 261 KB, 1360x768, Screenshot_Doom_20140920_225746.png [View same] [iqdb] [saucenao] [google] [report]

New update.

>Reload button introduced, bind in controls
>Shotgun reload changed to function similarly to the MSX nailshotgun reload
>Shotgun mag size increased to 9, with a pump after loading the first shell instead of the last
>Skybox trimmed so you can actually see it
>various map additions - parking lot, back room, bathroom
>new enemy introduced: rifleman, fires a constant stream of projectiles
>casings added
>probably other stuff but that's all I know of

We've got a server up, so come check it out: :: [BE] Montreal :: /vr/ goes to the 80s

>> No.1953652


oh oops

>> No.1953653
File: 208 KB, 486x892, revenant is not agitated.png [View same] [iqdb] [saucenao] [google] [report]

Doing God's work, Anons.

>> No.1953654

>Shotgun mag size increased to 9, with a pump after loading the first shell instead of the last
>accurate depiction of maximum capacity
Fuck yeah! 8+1 shells! Time to waste some mufuggas!

>casings added

>> No.1953678

how am I suppsed to reload the shotgun?
the reload key does nothing

>> No.1953681


Scroll to the very bottom of customize controls.

>> No.1953683

why not just use the reload key?

>> No.1953684

Because we want Zan compatibility.

>> No.1953689


>> No.1953693
File: 24 KB, 592x300, Troys_whore[1].jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1953701

>Zandronum compatability
Why don't we just make that a patch-file?
I don't want to have to uproot my binds for a new mod.

Also, I really hate that you need to hold down the reload key to keep reloading the shotgun, that's so incredibly counter intuitive to me, I'd rather it would run the reload sequence by itself, and allow you to interrupt it by pressing fire.

>> No.1953703

Huh. Does the person who took this screenshot have brightmaps off? You should turn em on.

>> No.1953704

It doesn't quite work that way. If there's an incompatibility in the base file, no amount of patches will prevent Zan from shitting itself when loading the base.

>> No.1953713
File: 49 KB, 807x605, 6.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey, I haven't played your mod but a long time back I made some ZsecSpecOps Plasma Gunners for Ghastly.

He was going to program them but he never quite got around to it.

I see you're using the ZsecSpecops soldiers, if you like we can communicate on the Realm667 or Zdoom forums and make a new monster addition?

Pic related is my edit.
For the record, I'm the user "Cauldron".

>> No.1953716

So why Zandronum capability then?

>> No.1953718

Because co-op is fun.

>> No.1953719

I'm assuming it's because of the easy to set up multiplayer.

>> No.1953720


Can I help you?

>> No.1953723

I don't speak for everyone involved, but I don't think having two enemies with such similar sprites would be a very good idea, especially since we already have an enemy that provides similar functionality with a more unique look.

>> No.1953724

i think a better question is more "what was wrong with alt-fire reloading"

>> No.1953730

Altfire reloading is so 2006.

>> No.1953731

isn't that exactly what we're going for

>> No.1953734

...No? Better methods than altfire reloading exist, why shouldn't they be used? This opens up the possibility of having real altfires for weapons, too.

>> No.1953738

i think if we're going for a mod that's explicitly retro, some retro-style mechanics would help solidify that feel
not to mention we've had a lot of people having trouble with A CERTAIN OTHER MOD come in and ask what to do because the default reload key wasn't working, those troubles would only persist here as well
plus, it helps keep thing simple, instead of needing to give every single additional weapon an alt-fire as well, even assuming everyone can agree on an alt-fire for the existin weapons in the first place

>> No.1953747

AltFire reload is an old clumsy workaround, that isn't even necessary for Zandronum these days.

>> No.1953753

>i think if we're going for a mod that's explicitly retro
Where are you getting this? Are you confusing cyberpunk for neo-80s? While the themes share some aesthetic qualities, they don't have many other similarities.

>instead of needing to give every single additional weapon an alt-fire as well, even assuming everyone can agree on an alt-fire for the existin weapons in the first place
I never said we needed to have alt-fires for guns. Just that not using altfire reloading opens up that possibility.

And really, if you're going to argue for "retro" mechanics, why aren't you arguing for a complete lack of reloading rather than using a dated method for it?

>> No.1953879

How do you convert sprites to the palette so well?
I've tried and only ended up with shite.

>> No.1953880

Well, shit.
I just figured it out.
Never mind...
Nice mod, by the way.

>> No.1953908

So I wanted to replace the pump sound on the shotgun in Accessories To Murder with my own, and I did, but the problem is, it doesn't want to work right, it plays on a really low volume as opposed to the original pump sound.

I tried altering the volume with SNDINFO but that didn't work, and I tried to alter the sound value with the A_PlaySound, but that did nothing.

Anyone have any ideas?

>> No.1953936

Well, it turns out the sound just plays at a lower volume in ZDoom for some reason.
Anyone know a way to make Audacity increase it's volume without making the sound distorted and echoing?

>> No.1953938


What if we choose to make altfire reload for simplicity's sake?

>> No.1953990
File: 152 KB, 320x200, hangonigottareload.gif [View same] [iqdb] [saucenao] [google] [report]

It's not a stereo sound file, is it? I think zdoom has issues with stereo sound volume. I guess it makes sense, if a sound is only coming from a single point, who's to say where the left and right channels go?

Try making the sound mono.

>> No.1954176
File: 40 KB, 604x499, 1306538509273.jpg [View same] [iqdb] [saucenao] [google] [report]

Why is the duke nukem strip club music so hypnotizing?


>> No.1954213

>That picture
This is what happens when you only fap with one hand.

>> No.1954234

Is there a way to stick stuff to each other without noticeable flickering? I have a bunch of stuff (including a camera) that I'd like to smoothly parent to a moving object at different coordinates, but the SetActorPosition+GetActorX/Y/Z method is too jumpy for what I need.

>> No.1954235


Don't forget to accommodate for the player's momentum.
That'll get rid of a lot of flickering right there.

>> No.1954237

The player is frozen, and I'm only using the button/mouse inputs to control the moving object.

>> No.1954238


speaking of Duck Fuckem music.


Stalker is still one of the best first level themes out there

>> No.1954240


The object's momentum, then.

>> No.1954256

Why do other posters in other threads get pissed that Doom threads are so big here?

>> No.1954259

It's just one persistent samefag

>> No.1954313

Anybody know any good mods that go with brutal doom?
I just installed it and it's pretty fuckin coolio

>> No.1954314

newstuff #465 if it hasn't been posted already

>> No.1954318

We were having a discussion earlier about how "we never play vanilla DM"

I was also recently thinking about how we haven't really done much collectively (besides the cyberpunk mod--great job on starting that dudes!) since 200minvr, especially in a mapping capacity

And then it hit me

/vr/ Vanilla DM compilation

Who's in?

>> No.1954326

Other mods are unlikely to work. Stick with level packs.

>> No.1954380
File: 1.74 MB, 640x320, now they got spears.webm [View same] [iqdb] [saucenao] [google] [report]

Still ever so slowly working on this guy, but I'm having fun with it

>> No.1954381
File: 214 KB, 900x954, 1355620727824.jpg [View same] [iqdb] [saucenao] [google] [report]

Well, assuming you're the main developer.... If you ever change your mind about it you can drop me a line on the forums and we can help eachother out. I'd love to see a use for the monster.

I was hoping to create a level with the Zsecs when Ghastly finished coding the plasma one I made but he never quite got around to it unfortunately.

Anyway, I like Cyberpunk so best of luck to you with your project.

>> No.1954382

mods as in megawads or gameplay mods?
brutal doom is notorious for being incompatible with practically every gameplay mod, but megawads that dont replace weapons or enemies should work fine. if you're talking megawads, i had a lot of fun playing BD with TNT, early plutonia maps, scythe 1, early scythe 2 and both BTSX episodes

>> No.1954419

Loadouts are okay imo, HMG is whatever.
Not sure about unified ammo though.
I still like the game, and apparently being in Steam brought a lot of new players, so.

>> No.1954442

After hours of failed experiments and agitation, I still couldn't figure out how I'm supposed to accomodate to momentum. I've tried doing all sorts of things with the speed of my object in the camera's SetActorPosition, but it ended up doing more harm than good. Attempting to smooth movement with ThrustThing did not work either.

>> No.1954478

> I need someone to code DECORATE for me
Did he give you something half finished?
Did you stuff the sprites in a WAD?
Is it just a ZSec that shoots plasma shit?

Because this could literally take 20 minutes

>> No.1954504

I don't know much about DECORATE but reading over the ZsecSpecops they have a sort of AI to them, it's pretty interesting.

The idea was that I would do the sprites and he could code the monster, they were meant to go with the other Zsecs, not be their own monster.

The original idea was from Ghastly if I remember, the sprites were sitting on my HD and I only just remembered them when I saw the other anons project.

>> No.1954570

It ain't that complex. If all it was supposed to do was shoot plasma instead of, say, shotgun blasts, then it could take even less time. The hard part is putting the sprites in a WAD (cutting them up, offsets, etc.) so if that work is done, that'd be nice

>> No.1954585

>The hard part is putting the sprites in a WAD (cutting them up, offsets, etc.) so if that work is done, that'd be nice

Oh yeah I did all that, you're right too it was a bit finnicky though when you have the scheme down it's more time consuming than technically difficult.

Regarding the AI though I was never sure how it would play out, I'd never seen the other variants used in a WAD so Ghastly would know how he would want it to behave whether it wants to sometimes get aggressive or timid or stand where it is or whatever else.

I might give it another look in the future now that you've got me talking about it, or I'll post it up and ask somebody if they want to try their hand at writing DECORATE for it that fits with the other Zsecs.

>> No.1954642
File: 122 KB, 1024x768, 06.png [View same] [iqdb] [saucenao] [google] [report]

New version of my megawad beta. 9 maps. Give it a go, tell me what you think, tell me what's broken. Take screenshots.


More screenshots:

>> No.1954651

I didn't really like Duke Nukems music when I was playing it. I dunno it just doesn't click with me.

>> No.1954654 [DELETED] 

/vr/ hates all of you, this is a fact

>> No.1954664 [DELETED] 

Because Doom threads are always the giant threads they wish they would get but never achieve?

>> No.1954672 [DELETED] 

Don't give it attention. Just follow the usual procedure.

>> No.1954673 [DELETED] 

I'm all for free debate instead of shoving things under the rug, otherwise attitudes fester and things become one sided....but alright then.

>> No.1954685

I see what you mean, but what he's giving is not constructive criticism; it's garbage.

>> No.1954690

Possible idea for the Cyberpunk wad:
A later-wave enemy that launches gas grenades.
It'd make a good Mancubus replacement.
If only I weren't shit at DECORATE and texture work.

>> No.1954695

I would have to agree with you.
I'm expanding the point though that in future other more...contentious...issues here which shall remain nameless can be called the same thing and debate stifled as censorship is enforced, making only one side allowed to say it's views and creating an echo chamber....

Anyway, mods will probably temporarily ban that guy for shitposting.

>> No.1954697

> texture work
You mean sprites.

Anyway, it's a good idea, and there are plenty of sprites around. Look at the Badass Monster pack for MSX, it's got some shield-faced grenade launcher fuckers

>> No.1954705

I only do it when maps get ludicrously hard, like say Sunder, Newgothic or Slaughterfest 201X for examples.

>> No.1954724

>Anyway, mods will probably temporarily ban that guy for shitposting.

Thing is, speaking as someone who's experienced more than his fair share, most bans only last for one or three days and there's no real escalating curve for repeat offenses. So he can just shitpost, wait the ban out, and then continue to his heart's content.
Which just only makes it funnier just how damn persistent he is.

>> No.1954725

Some maps are huge anyway so you'd want to.

I couldn't imagine doing some of Sunders maps and wanting 100% kills (as I do) in one sitting. I'd save after big battles.

>> No.1954730

>Which just only makes it funnier just how damn persistent he is.

well that is silly
if he's so keen on getting banned he should at least use the statement that get's him banned on something worthwhile like trolling sjws instead of saying he doesn't like doomers making threads

>> No.1954742

new thread please, the thing says this one is on page 9

>> No.1954743

People have hobbies
Some people play tennis
Others throw temper tantrums at anonymous people on a message board about a 20 year old game

>> No.1954745

Making new bread.

>> No.1954748

do you think he does things the same way normal people do do?

like, wakes up in the morning and is like "hey honey, just going to /vr/ to tell doomers they're fags"
"ok, wear your sweater"

>> No.1954751
File: 311 KB, 1280x800, Screenshot_Doom_20140921_094555.png [View same] [iqdb] [saucenao] [google] [report]

Skipped the first 5 maps (already played them), and couldn't pistol start the 6th (was trying to rush). Died. Skipped to 8 and saw this. I'll probably play it some more sometime soon.

>> No.1954760

New bread.


>> No.1955307
File: 1.03 MB, 1280x720, TOOT.png [View same] [iqdb] [saucenao] [google] [report]

>I really like the second episodes of Dook and Blood
There's something about how the Build games do creepy that resonates with me.

>> No.1955315

Why do hitscanners in all games have to have such good aim? Would it be that hard to have an enemy's aim trail just behind the player when he's moving fast enough or occasionally overcompensate for jumping around?

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