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1954758 No.1954758 [Reply] [Original] [archived.moe]

DOOM + ASSORTED RETRO FPS THREAD - Last thread >>1948119
(We mainly talk Doom, but Unreal/Duke/Quake/Marathon/whatever are also welcome! Let's post like gentlemen)


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.1954759 [DELETED] 


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

One anon released a "cyberpunk shoot out" wad and has declared it to be an open-source community project. Numerous other anons have been expanding on it and contributing to it, maybe you'll want to give it a shot as well?


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.1954767

Okay what the fuck I know for a FACT I fixed that

>> No.1954769
File: 46 KB, 400x600, 1349617406952.jpg [View same] [iqdb] [saucenao] [google] [report]

>Realm667 is still kill.

>> No.1954770

I just checked the released WAD and it IS fixed. Did you play an old one or something? Download the new one.

>> No.1954771


RIP fun

>> No.1954775

It's just the forums, not the whole site

>> No.1954776


The forums, you mean, because I just downloaded something off the beastiary

>> No.1954780
File: 40 KB, 400x400, 1350534552363.png [View same] [iqdb] [saucenao] [google] [report]

It's a great repository for resources, clean, crisp, tries to have a standard of quality. Has most things all in one neat place.

Some cock just keeps hacking it every few months.

I like to look over the resources and imagine levels.

>> No.1954789
File: 81 KB, 565x506, JBRa6uM.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1954793

>Some cock just keeps hacking it every few months.
Not even, it actually just happens that some cock just keeps hacking the server it's on coincidentally

>> No.1954801

Does anyone know any basic piece of audio software I can use to double the volume of a sound-file without horribly distorting it?

Audacity won't let me do it for some reason.

>> No.1954802

If I had the talent, I'd draw this as a comic and send it to them both.

They really were all a great team when they were trying to be one.


>> No.1954806
File: 21 KB, 690x340, ow the feels.jpg [View same] [iqdb] [saucenao] [google] [report]


Is it time?

>> No.1954807

That's because you can't do that. If it clips (the distortion) then you are literally hearing the sound go past how loud it can be.

Use the compressor in Audacity, it will do what you want.

>> No.1954821

What book is this from?
I might borrow it.

>> No.1954825


Masters of Doom.
Required reading for any fan of retro games.

>> No.1954826

Masters of Doom.

>> No.1954832

Thanks, I'll look for it.

>> No.1954836
File: 13 KB, 202x204, Exodus1b.png [View same] [iqdb] [saucenao] [google] [report]

New grenade launcher design done, animated, and implemented.

All that's left is the hammer, now. And hoo boy, that's gonna be something and a half.

>> No.1954840

I dunno. I went by the link you gave. Did you link an old version?

>> No.1954856


>> No.1954861
File: 370 KB, 1024x768, 11.png [View same] [iqdb] [saucenao] [google] [report]

...yeah, it turns out I did, shit. Well. New post for new thread.

New version of my megawad:


>> No.1954863

Just beaten "Hell_school". While most would say that it's bad, I love it. I'm a fan of 90's realistic maps.

>> No.1954867
File: 731 KB, 640x480, map08_hom.webm [View same] [iqdb] [saucenao] [google] [report]

oh i was going to say i found a missing texture, but if it is an old version...

>> No.1954882

Well, the link in my above post is now accurate and up to date

But I dunno if I fixed that one texture...I've been aware of it but it keeps slipping me to fix it

>> No.1954891

based Carmack

>> No.1954896

still seems to be there in BadBlood_092114.wad

yadex is telling me that lines 991 and 999 are superimposed onto 1008 and 1009, i suggest this be cleaned up.

>> No.1954901


How in the fuck did this man ever get a child?
Did his wife spread her legs and he just kind of stared at it and went "MMMMMMMMMMMMMMMMMMM" until she was impregnated?

>> No.1954902

i mean it looks like you've tried to fix it but drawn another line on top of one that was there already...

>> No.1954903

Thanks anon! That did it

>> No.1954906

No, I think it's because the problem came because of all the shit I did when creating the rocky terrain. I did an analysis and there were at least 4 other lines like that

Just sloppy fixing up the map; that's what beta is for!

>> No.1954914

The man has priorities. Fuck off with your whore pizza

>> No.1954940

Does /vr/ play UT99/2k4?

>> No.1954946

>that duke nukem 3D pistol bottom that sticks out
>that badly cut line above the hand

>> No.1954960


He may be a nerd, but he's not THAT much of a nerd.

>> No.1954964

Haven't you ever been mad at computers? NOTHING ELSE MATTERS until that son of a bitch stops segfaulting

>> No.1954974
File: 332 KB, 1366x768, Screenshot_Doom_20140921_141847.png [View same] [iqdb] [saucenao] [google] [report]


changes from v3.72

>shotgunners shotgun again, now with slightly slower projectiles
>cyborgs fire single, faster shots
>cyborg HP reduced from 200 to 150
>shell drops replaced to accurately represent quantity
>shotgunners exclusively drop shells
>riflemen exclusively drop bullets
>cyborgs still drop both
>casings fade out over time
>riflemen now spawn in waves 16-25
>redid spawning scripts to offer better control over what spawns in what waves
>increased enemies per wave from 7 to 8
>added more shells to the store
>new outside textures

Enjoy, cyberpunks.

>> No.1954978


Bit more than just the Duke 3D pistol, actually. There's a whole ton of things in that I frankensprited together.
There's the Doom 3 shotgun, the Shadow Warrior rocket launcher, the Shadow Warrior Uzi, the NAM Assault Rifle, the Unreal flak cannon, a grenade launcher from some half-life mod, the Blood tommygun, some of Mike's hands, and a lot of chewing gum.

I'll fix that cut line, though.

>> No.1954982

My point is the pistol bottom sticks out, doesn't fit with the rest

>> No.1954989

Assume I'm a complete retard in terms of working with audio software (because I am), what exactly is it that the compressor does? How do I use it? There's a bunch of sliders, but they don't seem to actually -DO- anything whenever I use them.

>> No.1954992

>new outside textures
>inside of store still looks the same
Those visuals clash pretty horribly.

>> No.1954998

I'll grab the sprites from MSX Badass Enemies Pack tomorrow and start on the grenadiers. Probably gonna grab the gas actors from one of the FKER Pain Elemental replacements to make the grenade.

>> No.1955000

Mike's working on it. Those textures will be replaced Soon™.

>> No.1955004

First you have to select the entire sound (drag the mouse cursor from start to finish) because the effects in Audacity don't do shit unless you select a sound

Or you could just upload it and let me figure it out; I'm a musician and have plenty of experience with this shit

>> No.1955009

The hand is just awful. It's because you're using what is obviously the top of a marine arm for the "bottom," the inside of even Robin Williams' arms wouldn't be that hairy, and the angle is all wrong

The hand looks okay but the arm needs replaced ASAP

>> No.1955013


Oh, all right. I'll see if I can find something else to slap on it, thanks.

>> No.1955017

Not online, just with my friends once in a while. We are mostly playing Quake Live/CPMA now tho.

>> No.1955018


UT99 is the shit.

>> No.1955032
File: 45 KB, 160x160, Romero_Joke.gif [View same] [iqdb] [saucenao] [google] [report]

Sure, I'm not getting any wiser at this.

>The hand is just awful.
I know, I made the point that half of the graphics are ugly as shit, if any of you want to, feel free to make them not shit.

>It's because you're using what is obviously the top of a marine arm for the "bottom," the inside of even Robin Williams' arms wouldn't be that hairy, and the angle is all wrong
Yeah, it made more sense back... 2 or 3 years ago when I didn't know what the fuck I was doing, and I looked at it and thought "yeah, looks good enough, lol"

>The hand looks okay but the arm needs replaced ASAP
I honestly think the hand looks like shit too.
I literally just drew over and pasted over the original AvP arms because there was no way I could make any of the original Doom arms and hands fit in a good manner. If you look at the gun itself on the last few pump-frames, it looks blurry, atrocious, and off in scale.

My logic was basically, you'd never really get a good look on some of the frames because of how they'd move over the screen quickly.

>> No.1955042
File: 3 KB, 64x64, SWALK4.png [View same] [iqdb] [saucenao] [google] [report]

These street tiles need more definition.

>> No.1955070
File: 17 KB, 936x426, stereo.png [View same] [iqdb] [saucenao] [google] [report]

>Sure, I'm not getting any wiser at this.

I can't fucking believe this

Right from the last thread:
>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.

So I assumed you'd already done that but I open the fucking file up and what do I fucking see

Here's what you do
> Click on the triangle next to where it says SHOTPUMP
> Click "split stereo to mono"
> Click the X next to either one of the tracks, it literally doesn't matter
> save

>> No.1955076
File: 90 KB, 590x626, Doom-AlphaWeapons.png [View same] [iqdb] [saucenao] [google] [report]

Gank an arm from this, the shotgun reload frame is perfect

>> No.1955080
File: 600 KB, 839x460, a0a5fbeb23d334495b1ccc0bac8d2602.png [View same] [iqdb] [saucenao] [google] [report]

so i have oblige set to run with a batch file using the a config file, in the config it clearly states "episode," it overwrites the same oblige wad every time i run the batch, and then i use other batch files to boot certain gameplay mods with the same oblige file.
i wouldn't think that the batch files have anything to do with this, but why does oblige only generate one map instead of a full episode? after i beat the first map i just go straight to Underhalls, the E1M2 map from doom2

>> No.1955083


+Tweaked the street so that bits of trash are on it.
+Fixed a couple minor texture errors.

>> No.1955096
File: 563 KB, 496x539, 8911827d674c9361048d1c101bb59f06.png [View same] [iqdb] [saucenao] [google] [report]

honestly i'm sick of having to redownload this thing and delete the old file every half an hour

space out your releases a bit more
that is if im not the only one who feels this way.

start replying to the news post, so that they can include it th news for the next doom thread.

>> No.1955104 [DELETED] 



>> No.1955105


>> No.1955106


I think you're under the assumption that just one person is doing this.

>> No.1955109

Maybe we oughta put it in a GitHub, like what Mike12 did with DemonSteele.

>> No.1955110

This is a community project. If we don't push out our individual changes quickly, other people are going to be overwriting everything with their own changes.

>> No.1955113

how are you not stomping on each other?

are you organising it so only one person works on the file at once?

if two people make a change independently someone is going to get their work stomped on

>> No.1955114
File: 21 KB, 447x335, 1377705440.jpg [View same] [iqdb] [saucenao] [google] [report]

>like what Mike12 did with DemonSteele.

>> No.1955116 [DELETED] 
File: 50 KB, 152x181, 3ee30a1b728060a0d903b2e4c2f433c5.png [View same] [iqdb] [saucenao] [google] [report]

>this faggot

>> No.1955117

Wait, shit. Mike12's only doing sprites for DemonSteele, isn't he?
It's Terminus Est who did the rest of it.
My head's on backwards, sorry!

>> No.1955119 [DELETED] 


>> No.1955121 [DELETED] 
File: 94 KB, 305x307, 60e57367eea28d8c4261d1283ae14aa0.png [View same] [iqdb] [saucenao] [google] [report]

lol he's still here
he doesn't even know what this board is i bet.

>> No.1955124 [DELETED] 
File: 32 KB, 342x267, REPORT AND IGNORE.png [View same] [iqdb] [saucenao] [google] [report]

Remember, Anon.

>> No.1955125 [DELETED] 

>hurrr durrr hurrr xD

>> No.1955129


Mike jumped ship to cyberpunk too.

>> No.1955130 [DELETED] 

its like genuinely funny though

>> No.1955136

The point is we might try putting Cyberpunkshootdown on a github page, so that we don't have five hundred different download links.

>> No.1955137 [DELETED] 

then why is your anus so devastated? :3

>captcha organs Numnti

>> No.1955142 [DELETED] 

s'not tho, i was smiling, i was enjoying it.

>> No.1955145 [DELETED] 

you enjoy having your anus devastated? lol

>> No.1955150 [DELETED] 

alright, this getting a bit out of hand, they're gonna figure out that we're samefagging

>> No.1955157 [DELETED] 

Fuck, you don't even belong in /vg/, you should just go back to reddit.

>> No.1955162

The thing about a GitHub is that anyone who wants to contribute would have to be approved by someone else. As it as, anyone who wants to add something can, without any approval needed. If someone makes a shitty addition, like a Terry map or something blatantly unfitting, then we just work off the previous release. It's not exceptionally well-organized, but it's worked well so far.

>> No.1955165

Allright so those of you hacking on it can carry on and the rest of us will ignore you? Fair enough

>> No.1955167

>The thing about a GitHub is that anyone who wants to contribute would have to be approved by someone else.

What? No. If you put those people in the dev group, they wouldn't need approval at all.

>> No.1955168

What, you can't set a GitHub up to be open for anyone to commit a change?

Anyone got any other ideas?

>> No.1955171

>I can't fucking believe this
I told you I was retarded.

>Click on the triangle next to where it says SHOTPUMP
> Click "split stereo to mono"
> Click the X next to either one of the tracks, it literally doesn't matter
> save
It's already mono though. I think you were looking at the wrong file, that's the original one I sent for comparison.

>> No.1955172

>If you put those people in the dev group
And that requires approval of whoever's in charge of the GitHub, no?

>> No.1955174

anybody know what the deal is here?

>> No.1955184

Why would you want to do that? If somebody wants to make a change they fork the repo and change their fork. If it's good you can merge it with the original. You don't let random strangers commit whatever malware or shitty code they like into the official repo without checking it.

>> No.1955186

Good point. I'm only vaguely familiar with the way Github works.

How easy is it to track forks, though? Does the owner of the master branch get an alert whenever someone forks it?

>> No.1955189 [DELETED] 

yeah doomshits are faggots

>> No.1955191


I dunno, mate.
Try full levelset or megawad and see what happens.

>> No.1955201

please post the batch file.

>> No.1955206

Oblige -b ..\paks\OB.wad -config CONFIG.txt

>> No.1955213

Someone give me a great wad that differs from vanilla doom gameplay somehow. I'm fucking bored.

>> No.1955223

when i execute it just closes after a short time, and doesn't say anything in the command prompt besides what was written on the batch

but i does make a new map each time, but just one new map, even though the config is now set to full game

>> No.1955227

I don't jump ships, I just take breaks. And yeah, DemonSteele is Term's thing, i'm just the graphics guy.

>> No.1955231


Zen Dynamics
Pirate Doom

>> No.1955235

Man with a bit of work those guns would have been 10x better than the chaingun.

>> No.1955238

>plz give credit
>for opening a .wad file with XWE.exe or Slade.exe and exporting some sprites
>and then making a chart of them in MS-Paint
Sprite-rippers never cease to amaze me with that shit.

>> No.1955240

You want a .wad that replaces the sprites and animations of the chaingun with one of the old Alpha/Beta sprites while maintaining it's sound, damage, spread and rate of fire?

I can hook you up bro.

>> No.1955241

I can understand it for games where ripping is actually difficult, like if the game's files are all encrypted or some shit. But Doom? Come the fuck on.

>> No.1955249


The best ones are those that intentionally fuck with the sprites in some way so that they can identify "their" rips and then chew the fuck out of people for "stealing" them.

See: The extra pixels of height on the Revenant.

>> No.1955250

i would like that changed too

>> No.1955270

Well what kind of sound?
Like the SMG in Quake 2? A low profile, yet satisfying, high-pitched popping noise?
Or a loud, quasi-realistic, echo-y noise, like an old German MP40 ringing out shots across the ruined streets of Berlin?

>> No.1955272

>The extra pixels of height on the Revenant
But that's just being a fucking dipshit, who does that?

>> No.1955290

the funniest one i saw was a sprite sheet from freedoom. freedoom, where all the sprites are available as gif files from https://github.com/freedoom/freedoom/ to anyone with a web browser...

>See: The extra pixels of height on the Revenant.
which revenant is this (so i know what to avoid)

>> No.1955293

I feel like there should some explosives in Cyberpunk Shootdown, maybe a limited amount of pipe bombs at the start.

>> No.1955295

is it a different single map each time?
or is oblige writing the file into a different place to where you're expecting it to be written?

>> No.1955305

see this batch file contains a relative path, so the location of the output depends on what the current directory is set to when you run it.

>> No.1955308


Pipebombs, IRA nailbombs, molotov cocktails, or homemade hand grenades.
No rocket launchers/grenade launchers, please. Let's keep it to civilian stuff.

>> No.1955309

>civilian stuff
>starts out with a UMP

>> No.1955327

It's like a robot's dong.

>> No.1955329

Having such a tight knit dev team is a double edged sword.

>> No.1955331

Once we have a pistol replacement, the UMP will probably be moved to a rifleman drop (and likely buffed accordingly, because it's pretty wimpy right now).

>> No.1955335

whoops, meant for

>> No.1955342

What'll be the pistol replacement? Deckard's gun in Blade Runner?

>> No.1955351 [DELETED] 
File: 51 KB, 480x480, 1379729718121.jpg [View same] [iqdb] [saucenao] [google] [report]

How can one man be so based?

>> No.1955357
File: 88 KB, 475x582, 1409969105553.jpg [View same] [iqdb] [saucenao] [google] [report]

Anyone's got some Plutonia-related images?

>> No.1955364

I think so, yeah. Mike has a spriteset in the works.

>> No.1955367 [DELETED] 
File: 630 KB, 725x725, 1410741368764.png [View same] [iqdb] [saucenao] [google] [report]

fuck yeah

>> No.1955378 [DELETED] 
File: 162 KB, 640x480, 1411331983.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1955382 [DELETED] 
File: 98 KB, 640x480, 1411332143.png [View same] [iqdb] [saucenao] [google] [report]

>> No.1955389 [DELETED] 

That probably went way over her head.

>> No.1955427
File: 13 KB, 650x225, madsen_1953.jpg [View same] [iqdb] [saucenao] [google] [report]

Went ahead and picked for you.

This is a slightly updated variant of a previous upload. Still behaves like the chaingun in terms of gameplay, but different gfx and sfx.


Even redrew the little pickup sprite for it, gave it a little folding stock like on an old Danish Madsen smg.

>> No.1955429

Carmack has really fucking burly man arms for being a geek

>> No.1955434

That's because Carmack is pretty /fit/.
I think he started working out to pass the time when in juvenile hall or something like that.
Or it was before that.

I think part of the reason was so that he could also beat up bullies. Other people's bullies.

>> No.1955456
File: 326 KB, 558x691, 1411327289202.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1955465
File: 136 KB, 421x315, ha ha oh wow.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1955480

>which revenant is this (so i know what to avoid)

not him but it's impossible not to avoid a bad sprite ripping work since both spritesheets that are laying around are messed up

i think someone did a PSA regarding that. i feel sorry for whoever guy was working on a medieval imp, he was using one of those low-quality sprite rips

>> No.1955491
File: 117 KB, 1786x1277, skel*.png [View same] [iqdb] [saucenao] [google] [report]

but isn't it really trivial to make a sprite sheet

>> No.1955498

Yes it is, which it's so fucking flabbergasting that these kids want credit for doing it.

>> No.1955502
File: 19 KB, 350x233, mmm.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1955504

Oh god I am crying

>> No.1955514

I can't tell if he's trying to make a funny or not. Either way, I'm laughing.

>> No.1955538

It's John Carmack looking up Abs()

sounds like a funny in itself to me

>> No.1955582

no it's definitely outputting right where i want it to, and the game launching batches use it just fine, it's just after i play that first random map, it goes to the second map of doom2

>> No.1955591
File: 145 KB, 560x762, bork.png [View same] [iqdb] [saucenao] [google] [report]

Here, have some weird shit about Finland, Van Helsing and the Necronomicon. I don't even know either...


>> No.1955596

*muffled hm's*

>> No.1955602

alright i fixed it by adding "length=episode" to the batch file, although that makes me wonder if my config file is even being used, even though i linked it in the batch

>> No.1955609

Wow, that was terrible.

>> No.1955614

if i'm making a batch file for a custom wad tha needs a dehacked file, do i do this

-file game.wad -file game.deh

or do i do this

-file game.deh -file game.wad

>> No.1955618
File: 485 KB, 1018x578, carmack.png [View same] [iqdb] [saucenao] [google] [report]

You don't want to fuck with Carmack, dude.

>> No.1955626


What the fuck is a gender gap?

>> No.1955627

SJW caterwauling.

>> No.1955634

I miss Todd's magnificent arms.

>> No.1955643

Dehacked has it's own command line parameter, so it'd be
-file game.wad -deh game.deh

>> No.1955673

thanks man, worked perfectly

>> No.1955689
File: 120 KB, 1280x960, going_down.png [View same] [iqdb] [saucenao] [google] [report]

>> No.1955716
File: 124 KB, 400x400, REYN TIME.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1955738
File: 102 KB, 1366x768, Screenshot_Doom_20140919_102941.png [View same] [iqdb] [saucenao] [google] [report]

>demons talk like chavs
God bless you, cyriak.

>> No.1955764 [DELETED] 

It's simple, instead of actually working they have to force some status quo onto someone else because instead of developing the skills, taking the time and effort into their work, they want to try and force people to get more "diversity" into a work place.

Instead of allowing people to hire for talent, which is what Carmack is looking for, they want to shoehorn people that don't belong in there to have a presence in the industry for the sake of being "diverse" instead of being productive.

>> No.1955794

Guys help I'm dumb. How do you activate Iron Maiden mode in demonsteele?

>> No.1955797

Hold attack down then push inventory button.

It's not very good right now though so don't worry too much about it

>> No.1955798


If you're using a new build, then hold down fire and hit Use Inventory.

>> No.1955807
File: 459 KB, 1920x1080, Screenshot.png [View same] [iqdb] [saucenao] [google] [report]

Do you guys mind checking out my work-in-progress mod?


Bear in mind that it is not complete; only the shotgun, chaingun, pistol, Rocket Launcher, Former Human, Shotgunner, and Imp are replaced, and even the shotgunner replacement isn't finished.

Few things to know:
Choose the "pick me" difficulty below Nightmare, that's the intended difficulty.
It is supposed to be very difficult and not that intended for vanilla doom maps.
The Shotgunner replacement has no sound, yet.

>> No.1955808
File: 441 KB, 846x476, 1411339527737.webm [View same] [iqdb] [saucenao] [google] [report]

Carmack vs Feminist


>> No.1955812

why does that man have incredible tits?

>> No.1955817 [DELETED] 

>those arms
>burly and manly
lol, i'm sure they would be to doom babbies

>> No.1955820


...did he pulled a Romero Head death? because that's what the intermission screen is hinting

>> No.1955823

Script error, "WIP MOD.pk3:actors/monsters/cop.txt" line 32:
Unknown identifier 'CHAN_6'

wat. playing with GZDoom

>> No.1955828

Yeah, at the end of Map20 you jump down the "mouth of madness" and get romero'd. Normally I hate that, but Going Down executes it nicely.

>> No.1955830

Need to update GZDoom to latest SVN.

>> No.1955832
File: 157 KB, 667x335, I'm getting too jewish for this shit.png [View same] [iqdb] [saucenao] [google] [report]


Weapons are so slow. Why on earth are they so slow, like gut-wrenchingly slow.

>> No.1955836


Well, the slow player speed and super-aggressive enemies means I had a hard time getting out of the very first room.
Also the constant spraying of the zombie replacements would probably be better for a special death than the default death.
Also, the weapons are really quite slow and choppy. I'm having trouble determining when the assault rifle will actually fire--at times I fire it an it doesn't really do anything, and the grenade/shotgun animation could use with a lot more frames.

>> No.1955864

OK, how's this? I've upped all the attack speeds of weapons and lowered the amount of blood on all monsters.


>> No.1955871


Better. Now the deaths feel less like "my fucking gun wasn't ready" and more like "uh wow that's a lot of damage".
What's your overall goal with this? What are you aiming for?

>> No.1955880

I've been thinking about some sort of cyberpunk mod for a while, and the wave survival one finally made me decide to make it.

Hopefully it'll be kind of like Strife. You know, hub, story, characters, etc.. I want to add in some sort of augments or mods for your character, things like faster running speed, more accuracy, less damage from specific types, all that jazz.

>> No.1955910

The SMG does not fire nearly as fast as it should.
The pistol also feels slow, compared to what the Zombiemen replacement is using.
The Zombiemen aren't moving enough. They feel less like the zombies in Doom, and more like bullet-sponge turrets.

>> No.1955917

>The SMG does not fire nearly as fast as it should.
Fixed here >>1955864
>The pistol also feels slow, compared to what the Zombiemen replacement is using
They're using the SMG.
>The Zombiemen aren't moving enough
That's the tradeoff of -fast. Either they move and slide way too much and never fire, or they stand in one place. I'll try to make a solution soon, though.

>> No.1955919
File: 250 KB, 800x600, Screenshot_Doom_20140921_193317.png [View same] [iqdb] [saucenao] [google] [report]

So regarding that pump-action sound, I managed to fix it.
I turned the sound into stereo.

On a sidenote, Buttsex2 is jawdroppingly fucking beautiful.

>> No.1955925

OK, just downloaded the latest version.
>The SMG is firing fast now, but there's an odd four-bullet pattern to it--instead of going one-two-three-four, it goes one...twothreefour.
>Enemies are still doing a massive amount of damage. While the 200 health start is nice, it barely lasts me past the first room on the recommended difficulty. Granted, I'm no pro, but still.
>The shotgunners that replaced the Imp are probably gonna cause a bit of confusion for players. They probably won't expect a shotgun that early in the game.

>> No.1955936
File: 266 KB, 800x600, Screenshot_Doom_20140921_200230.png [View same] [iqdb] [saucenao] [google] [report]

God, I can't wait for Ep3.
And I haven't even finished Ep2.

Also, I'm sitting in that chair.

>> No.1955937

Also, I played it on HMP instead for a little bit.
In HMP, the Zombiemen slide around all over the place, the Impshotters are still taking as many shotgun blasts as the player usually does, but the game feels less ridiculously unfair.
But, at the same time, by the end of MAP01 I had full ammo in both bullets and shells, and there were shotguns and SMGs lying around everywhere.

>tl;dr: lrn2balance fgt

>> No.1955940

>it goes one...twothreefour.
That's intentional. The first shot is much more accurate than the rest, making it kind of an early-game sniper.
>Enemies are still doing a massive amount of damage
That's intentional. You're going to have to prioritize targets and duck into cover when fighting groups. Crouch before enemies shoot, the bullets may just go over your head. Also, it's much more difficult originally, as the player only takes half damage coupled with the 200 health start.
>shotgunners that replaced the Imp... cause a bit of confusion for players
That I'm not too concerned about, but I might set it to the Shotgunner eventually.

>> No.1955946

>HMP, the Zombiemen slide around all over the place
>end of MAP01 I had full ammo in both bullets and shells
I've not gotten around to editing ammo and ammo drops yet so you get too much and they still have the default pickup message. That won't happen later.
>lrn2balance fgt
It's going to happen. This was made just over this weekend.

>> No.1955951
File: 291 KB, 800x600, Screenshot_Doom_20140921_200246.png [View same] [iqdb] [saucenao] [google] [report]

Yeah! This is awesome!

I don't think this chair is my size, wonder who it's for?

>> No.1955954
File: 5 KB, 84x108, CYBRB5.png [View same] [iqdb] [saucenao] [google] [report]

Only the finest of asses.

>> No.1955965
File: 212 KB, 800x600, Screenshot_Doom_20140921_193508.png [View same] [iqdb] [saucenao] [google] [report]

Hmm... I don't know, are you sure he'll fit?

>> No.1955969

>odd pattern
>That's intentional
It throws people off. Make the first shot accurate, without a pause.
Not to mention that the pistol is already 100% accurate.
>enemies doing lots of damage
>that's intentional
Okay. Not used to that in a Doom mod. I figured Hideous Destructor was the only mod that'd do that.

>haven't gotten around to editing ammo
>this was made over this weekend
Okay then. Thanks for sharing your work. You're faster than I am with weapon and monster replacements.
Keep goin' at it.

>> No.1955983
File: 87 KB, 616x608, Excited 05.png [View same] [iqdb] [saucenao] [google] [report]

>throws people off. Make the first shot accurate, without a pause.
Ehh, I'll think about it. I like how it is.
>pistol is already 100% accurate
Oh, I didn't know that. Going to fix it.
>Keep goin' at it.
I will!

>> No.1956027
File: 2.11 MB, 382x369, 1404438413959.gif [View same] [iqdb] [saucenao] [google] [report]

I wonder why these threads expire so quickly when this board is slow as hell.

>> No.1956038

What's the deal with that room from an in-universe perspective? Was the moon base on Phobos run by some sort of Sixth Reich?

>> No.1956039

In-universe everything is normal and that's an easter egg which doesn't count.

Outside-universe everything is too abstract so you shouldn't put too much thought into the structure.

>> No.1956042

My guess would be that Hell's influence has extended to that part of the base, contorting it into a swastika.

>> No.1956045

Nothing's that normal in universe, they opened a physical gateway to Hell on one of Mars' moons.

>> No.1956049

The books say the demons arranged a bunch of computers in that pattern to fuck with the humans.

>> No.1956054

Why are the demons so good with computers? Shouldn't those spiders be able to walk around without being hardware/software gurus? Shouldn't the Cyberdemon and king spider be able to shoot things without relying on WWII technology?

>> No.1956056

Because the whole board is in here

>> No.1956057

The demons are good with computers either because they're aliens or because Hell's keeping up with the technology

>> No.1956060

>WWII technology
U wot m8? Fully functional mechanical prosthetics is not WWII tech, not to talk about a quadruped mechanical carrier that can walk upright perfectly and not fall over like a floppy dildo.

>> No.1956061


Not really "that quickly". We post until we reach 500 posts, then it slowly starts fading away.
Earlier on, it was much more active, we'd reach 500 posts every night or so.

>> No.1956067

Their weapons tech is WWII or even WWI. Not the plasma mini spiders though.

>> No.1956069

I've seen threads in /tv/ with hundreds of reply? Is each forum limited to a certain number?

>> No.1956079

Does anyone run this game with a mechanical keyboard or with one of those MAME input cards for the shit that samples at 1000 mhz USB with some crazy CRT nonsense for super-low latency? And if so, is this done for competitive reasons or just for personal quasi-masturbatory WAD running?

>> No.1956080
File: 177 KB, 1366x768, Screenshot_Doom_20140921_223822.png [View same] [iqdb] [saucenao] [google] [report]

They wired a computer with corpses. CORPSES.

>> No.1956086


Well, yes, 500 replies is also hundreds of replies.
After you reach a certain number of hundreds though (the number of which varies from board to board) the thread starts entering "auto-sage" mode where it can't be bumped.

>> No.1956089

We had a four-legged, pneumatic vehicle in WWII.

It was experimental, yeah. And the pilots had to operate all four legs manually, which led to mental confusion. But they were able to do it.

They've got magic AND technology. For all we know, those corpses provide liquid cooling for some really advanced processors.

>> No.1956095
File: 75 KB, 915x687, Fokker-leimberger.jpg [View same] [iqdb] [saucenao] [google] [report]

What weapons tech of theirs is WW2?
The chainguns? Maybe, but even by WW1, Germany was experimenting with a 12 barreled 7.92mm gatling weapon running on an electric engine, that could reach a rather staggering rate of fire (when it didn't tear cases during extraction). All the chainguns seem to fire rather slowly though, I'll give you that.

The big fireball cannons on the Mancubi? I don't know about that, those fireballs seem to be able to reach incredibly far.

The small rockets the Revenant fires, that home in on their target and correct their path in flight, seemingly indefinitely? That's some mighty advanced shit.

The big rockets from the Cyberdemon's launcher? It fires pretty fast for a single-barrel getup, and either it has fierce recoil which he soaks up with his muscular might, or the backblast is redirected/dissipated somewhere else.
That's pretty remarkable.

>> No.1956097 [SPOILER] 
File: 217 KB, 1366x768, 1411354076310.png [View same] [iqdb] [saucenao] [google] [report]


what an mess

>> No.1956113


...was this texture used ONLY for MAP11? We need confirmation

>> No.1956117


wait nvm, Icon of Sin came to my mind, herp.

sage for dp

>> No.1956118

>what is map30

>> No.1956119

>The small rockets the Revenant fires, that home in on their target and correct their path in flight, seemingly indefinitely? That's some mighty advanced shit.
Except real homing missiles predict their target's path and intercept it mid-flight, and don't just trail doggedly behind them at less than 30 mph.

It's impressive that they're so small and seem to have infinite fuel, but I think those could be sacrificed for faster speed and better computing.

>> No.1956126


>> No.1956128

>personal quasi-masturbatory WAD running
Probably this.

Input latency in Doom is negligible at this point, because source ports over the years have fucked with the original Tics system (http://doom.wikia.com/wiki/Tic), especially in ZDoom and its derivatives.
And even an average shitbox and cheapo office LCD in the early 2000s can run software Doom at faster than 35Hz.

I use a mechanical keyboard, a Datacomp DTK121 with Futaba clicky switches, and its fucking awesome. Came with a Baby AT Pentium MMX system one of my college professors gave me a few years ago.
I mainly use it for typing, don't actually game as much as I used to, but Doom I always come back to.

>> No.1956129

I was mostly talking about what the setting should look like.
And except for the whole demon issue, they didn't just make everything out of whack and abstract.

I do not think you should take map design as what it is supposed to be, I feel that the levels were just made to be levels as well.

>> No.1956152

Doom has the deepest lore

>> No.1956165


you know how many sidedefs E1M1 has?


>> No.1956183

Fo real? They would've had to do that on purpose.

It also give an idea for a new mapping challenge/megawad if anyone is up for it. 666 linedefs only. Exactly. Not under, not over.

>> No.1956185
File: 7 KB, 320x200, 200Splash.png [View same] [iqdb] [saucenao] [google] [report]

And every one must be used. No random linedefs without a texture, floor, lighting, or linedef action change.

>> No.1956187
File: 90 KB, 590x491, underhalls_remix4.jpg [View same] [iqdb] [saucenao] [google] [report]

Hello everybody.

I'm the guy who was working on his first map, a remix of Underhalls. I was away for a long time because I got a back injury that made me unable to sit down properly and I let doom mapping fall by the wayside.

Anyway, I'm back at it now and eventually before I fully release my map I'd love for some of you to test it in a week or two.

Pic related is an old screenshot of it, the large, plain sections at the bottom need to be filled out and the other half of the map isn't being worked on yet.

>> No.1956197
File: 23 KB, 1600x1000, doom200.png [View same] [iqdb] [saucenao] [google] [report]

flat*, floor height*, lighting, linedef action... I mean...

We seem to have more mappers on here than ever before. Could be fun.

Looks like it's mostly scratch rather than remix. Underhalls was the first level I played... Shit was scary when I was a kid. Specially the part where you drop down into the lower area.

>> No.1956198

I don't know what you mean by scratch man :(

>Specially the part where you drop down into the lower area.

I've got that part drawn out on paper, I'm intending on making that area much larger as it resonated with me quite a bit when I was younger too, like now you're really down on the bowels of it all.

>> No.1956207

I mean it looks like nearly all of the map is remade from scratch. As in. Not an edit. Though I could just be getting the definition of remix wrong.

It's just nice to see more mapping going on here either way.

>now you're really down in the bowels
Yeah. I always like large changes in map flow when they're pulled off well. Like going from large areas to small ones, or bright to dark. Looking forward to it.

>> No.1956232
File: 174 KB, 1024x1536, 1400657100218.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh now I get you, well yes you're right it's a remake from scratch but the idea is it follows the same "flow" that underhalls did, like the two map halves, getting the key, finding the super shot gun, that kind of thing.

It would still be very recognizable as underhalls but I'm kind of expanding on the original idea too with more and bigger fights and areas to explore, especially since Doomers have been around the block for so long.

Anyway, thanks buddy

>> No.1956263

don't mind me, just making people aware this exists


don't request silly stuff guys, stay frosty

>> No.1956327
File: 20 KB, 320x240, 1399952123737.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.1956473
File: 48 KB, 332x334, this is why I trash things.png [View same] [iqdb] [saucenao] [google] [report]

>thread about random project


>> No.1956479

I could understand them doing it if they had a really strong concept and some maps to show off of their own, so you can see the dev behind it actually knows how to do things instead of be a backseat driver.

>> No.1956524
File: 20 KB, 780x247, 1411366678.png [View same] [iqdb] [saucenao] [google] [report]

the guy who was remaking Underhalls has returned? great news!

>> No.1956534


thus, doomworld's [newproject] tag. which has fallen out of use, because the lazy idea guys have worked out that instead of saying "my project needs mappers" you can just call it a community project instead.

>> No.1956591

God these people suck, I actually feel bad for women in tech because you know they're there because they want to be there, but they're hounded by deadbeats who want them to join their sjw cult.

This is like going to Campbells soup company and asking them how they won't import manliness into soup because the board has men on it.

I just want to see what the Japanese will do with this technology ....

>> No.1956598
File: 175 KB, 714x792, tumblr_nca44sFWZe1ty70x1o1_1280.png [View same] [iqdb] [saucenao] [google] [report]

>but they're hounded by deadbeats who want them to join their sjw cult
That always makes me sad when I think about it.

>> No.1956603

This. I can only imagine what would happen if a stripper turned up to my workplace.

>> No.1956623
File: 46 KB, 400x438, pussy-snorkeling-world-champion.jpg [View same] [iqdb] [saucenao] [google] [report]

I figure his sexuality is context sensitive, in that it only matters to him with his wife.

Can't question his work ethics I guess.

>> No.1956625

It would be funnier if they got a cake and she jumped out of it and he just didn't react.

>> No.1956634
File: 1.01 MB, 1200x680, 1368396367156.png [View same] [iqdb] [saucenao] [google] [report]

Carmack seems like the strong and silent type, just a no bullshit straight to business mechanical kind of guy.

I can see how he'd project a confident, capable personality, though he's certainly a bit stony as well.

>> No.1956636

Or if he plain approached the cake, took a slice and went back to his work without saying a word.

>> No.1956648

The flamethrower in Wolfenstein doesn't do burns this sick.

>> No.1956662
File: 28 KB, 1600x900, doom48.png [View same] [iqdb] [saucenao] [google] [report]

Could feasibly make a pretty large map with this limitation. only at 214 linedefs and I've got a few rooms in.

>> No.1956714

Me and my bro are gonna co-op some Doom tonight. Question is, what are the best or just awesome co-op wads out there? No gameplay changes, no pk3's, just vanilla gameplay.

>> No.1956735

On the top of my head, I'd recommend Scythe2.

>> No.1956749


>> No.1956763

Didn't Scythe 2 add new enemy types?
I'd still recommend it or the first.

>> No.1956769

It added a DEHACKED plasma marine, but that's an entirely different thing than "gameplay mods"

>> No.1956770

>We had a four-legged, pneumatic vehicle in WWII.

but it wasnt attached to demonic flesh, thats beyond ww2 technology

>> No.1956814

I'll get shit for this and I deserve it but I have to ask a question. Does DOOM 1 and 2 pick up after a certain chapter? I've always tried to play them and they never caught me like Duke 3D or other games. I'm not saying they're bad it's just they didn't catch me. I've always stopped playing before I got super far and I'm wondering if the earlier episodes are regarded as not as good as the later ones

>> No.1956817


Doom 1 picks up when you get into hell (second episode)

also Doom may not be the game for you anon

>> No.1956819

You forgot the Afrit baron.

>> No.1956821

>shitting on Doom 1 E1

I'm sorry my mind can't process this faggotry right now.

>> No.1956828

Just the pacing always struck me as slow

>> No.1956835

Can someone explain to me GZdooms settings? What is the fuzz effect? Should the particle number be maxed? Should the settings be sprites&particles or just one?

>> No.1956849

-Fuzz effect is how Spectres and partial invisibility are displayed, it defaults to 'noise' I believe.
-Personal preference, I've always had it maxed and never had particle based slowdowns.
-Again, personal preference. Sprites only is the 'vanilla' experience.

Most of these settings take effect instantly so you cant try them out easily.

>> No.1956852

E1 is usually seen as the greatest. Some prefer E2, and I think it's really great and has more interesting themes.
Dunno, I love all three of them, they're the most fun levels of any FPS.

>> No.1956868

You didn't get far enough to get the chaingun and rocket launcher. By that point, monsters are coming at you from everywhere and shit starts getting tough

Also what difficulty did you play on? The default levels are really balanced around UV so you should be playing on that if you can handle it; if you can't (because you suck) then you can go down to HMP, but any less than that and the game becomes a shooting gallery

>> No.1956871

I can't remember. I'll try ultraviolence then

>> No.1956882

Also, if that's still somehow too slow paced, play on -fast

>> No.1956907


Doom 2 isn't really well-designed at all when it comes to levels, especially in the middle part. If you don't like the earlier levels, you especially will not like the later levels.
For Doom 1, the strongest episodes are generally episode 1, early episode 2, and episode 4. So if you're not enjoying the pace...well, don't force yourself, anon.
Not everyone has to like Doom. Though it would be nice.

>> No.1956916
File: 7 KB, 384x318, colorblindness is a bitch.png [View same] [iqdb] [saucenao] [google] [report]

How closely do these colors match up?

>> No.1956923

The left shield is borderline green, the right is more orange

>> No.1956924


Not at all.
The one on the left is a bright lime green, the one on the right looks like a rotting banana.

>> No.1956929


Fuck my useless eyes.

>> No.1956930
File: 6 KB, 256x212, asdsadfasg.png [View same] [iqdb] [saucenao] [google] [report]

Okay what about now

>> No.1956932


Oh god what have you done to the beautiful colors of the left one
If anything you needed to change the right shield

>> No.1956935
File: 386 KB, 700x700, 1366335691176.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1956936


I am not changing the colors for 20+ frames. especially with my useless. Useless. colorblindness.

>> No.1956939
File: 15 KB, 256x212, betta than butta.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.1956940


Okay, if you're colorblind, then it's probably best to tell you now that what you're trying to do isn't going to work.
See, what >>1956924 said is right. The shield on the right looks like a rotting banana--most importantly, it has a multitude of colors across it. It doesn't just have yellow, it has orange and brown arranged in a miniature pool. That's three different ranges of color.
The shield on the left is just green, and green alone, and it looks like you're trying to shift it to match the shield...while still only using one color range.

Simply put, you're going to need external help for this.

>> No.1956942
File: 116 KB, 500x575, 1373425690623.jpg [View same] [iqdb] [saucenao] [google] [report]


Fuck. I really don't feel like wasting someone's time for the sake of an attack that flashes out so quickly.

>> No.1956943

Okay so how about I just don't use the godawful glowing shield frames on the imp warlord and have him just fire the ghostly shield out

But I feel like I need some indicator that he's firing this off

>> No.1956965
File: 8 KB, 265x200, simp.jpg [View same] [iqdb] [saucenao] [google] [report]

Could one mod Doom so much that none of the original source code would be left?

>> No.1956989

i'm no scientist but i would say it would be game breaking

>> No.1957025

Wow, people were actually talking about it?
That's pretty cool. Well I'll try harder to get half the map done and ready for a tryout by mid october at the latest, since now I know there's an interest.
So thanks for the nice messages, guys :3

>> No.1957026

Yeah its called Build engine

>> No.1957079
File: 103 KB, 641x800, 1.jpg [View same] [iqdb] [saucenao] [google] [report]

alright, so i'm looking to make a batch file for DoomRL,
i know how to make oblige batches, so all i wanna know is what files and what order i need to include them to get the complete DoomRL experience. and also how to get get oblige to generate new maps everytime i open DoomRL, whether that by linking that batch file to another oblige file, or just including that set of commands in the original batch file

>> No.1957084

> that batch file to another oblige file
i meant oblige generating batch file

>> No.1957107 [DELETED] 

Work on the Build engine started BEFORE the Doom engine was released.

>> No.1957109

Work on the Build engine started BEFORE Doom 1 was released.

>> No.1957235
File: 13 KB, 226x204, Doomguy Confused After Ripping and Tearing.png [View same] [iqdb] [saucenao] [google] [report]

Is there a good, easy to follow beginner's guide for Doom modding? Maybe even something in the spirit of "X for dummies?

>> No.1957242

Check the FAQ or Pastebin for the gunlabs tutorials, there are also video ones in there for DoomBuilder

>> No.1957254 [DELETED] 

dont try to educate doom babies
let them flounder around in their own shit, piss and ignorance

>> No.1957256


>> No.1957271
File: 204 KB, 1360x768, Coop-20140922-201712.png [View same] [iqdb] [saucenao] [google] [report]

Hey, took a little pause with very little mapping and as a new starts I continue mapping, an area I just made, still on the E1M3 it's almost 15 minutes long now, need to finish the map.

>> No.1957279


2k4 when my connection is not crappy, some servers still have players with a level you can reach in a few playing hours, I find surprising to see newcomers to ut2k4 on the servers

>> No.1957291 [DELETED] 

doom babies

>> No.1957296

We're getting more levels for Mayhem Mansion
Source: jack101's tumblr

>> No.1957320

Looks pretty good.

>> No.1957325
File: 29 KB, 360x480, HIMIL838GJCNGA80.jpg [View same] [iqdb] [saucenao] [google] [report]

I want to play BLOOD. How do?

>> No.1957367

Buy on GOG, download BMouse, configure to your liking, run the preset Dosbox GOG provides you.

Have fun, but be aware that the game is very hard. Save a lot.

>> No.1957760

what does /doom/ think of cyberdemon531

>> No.1957763


>> No.1957768

He's a speedrunner, what else you want us to think about him?

that should be the real question

>> No.1957769


literally who

>> No.1957774

is this a wad or what

>> No.1957805

Just know him for the 1 star speedmapping wad (GZdoom) on /IDgames

>> No.1957860

Screw speedrunning. Killing all of the monsters and finding all secrets is best

>> No.1957916


Have you heard of UV-Max? It's basically what you just described

>> No.1957975
File: 12 KB, 192x245, 1407871431783.jpg [View same] [iqdb] [saucenao] [google] [report]

>Buying any game over 15 years old where the original creators won't receive any of the money

>> No.1958036

>finding all secrets
I dunno man, that can be pretty hard.

>> No.1958064

There's not much shame in cheating sometimes.

>> No.1958074

What are some good .wads to run with the dynamic boss mod in the pastebin?
I like the idea but I don't think the bosses mesh well with vanilla doom/doom2

>> No.1958126
File: 16 KB, 318x371, a31.jpg [View same] [iqdb] [saucenao] [google] [report]

and even if they did, they still wont release the source code

>> No.1958140

requesting the newest version of demonsteele please, i have discovered that my version is quite out of date.

>> No.1958149


>> No.1958163

new trailer for insanity's requiem
lemme know whatya think, bros


>> No.1958173


Still looks like a generic weapons mod with an unbalanced version of Hard-Doom tacked on... at least in my opinion.

>> No.1958179

Oh hey those weapon sprites look pretty neat.
The sounds are kind of punchy, too.
This might not be too ba

>> No.1958182
File: 318 KB, 516x811, 1399874688616.png [View same] [iqdb] [saucenao] [google] [report]

>tfw H-Doom

Nice mod, but it needs more stuff[i know its in early alpha tho]

>> No.1958189
File: 43 KB, 500x625, Tribal Mask.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1958191

>pistol from ww-diaz with an OC donutsteel twin
>shotgun from russian overkill
>explosions from project MSX
>hueg muzzleflashes that are like twice the size of the gun
>nothing particularly unique or interesting
>hard doom enemies
2/10 it'll fit in perfectly on zandronum

>> No.1958196

Note that I haven't seen this mod yet.

Yes, good.
>sanic pace
Not bad.
>blood explosion mist
I can't see.
>neat guns
Not Doom but I like it.

I'll play this mod. Looks great.

>> No.1958218


The Diaz pistol was nice a few years ago, but I can only focus on how awkward the hammer looks now. Might as well remove the hammer entirely and make it striker-fired, like a Glock or M&P9 (as in, smooth out the rear of the slide or place a backplate over it).
The muzzleflash looks out of place and weird. And too big for the kind of weapon it is.
I don't like the brightened pistol.

The rocket launcher looks weird, but I'll admit, it looks like you can really feel the impact when you fire it, and the explosion is cool. The blood mist is annoying as fuck though, it's silly and looks like it would just be a resource-hog and obscure your vision.

The Ralston Repeater from Bioshock Infinite just looks terribly out of place with the other weapons, and I'm reminded by how retarded the overheating was with that weapon in Infinite.

Monsters look fine I guess, the best part of the video is the map.

>> No.1958220

This is a guide for Doom Builder 1, which is not Doom Builder 2, so there will be some minor differences, but the basic principles still apply:

>> No.1958230
File: 93 KB, 500x526, 1409946443750.png [View same] [iqdb] [saucenao] [google] [report]

Are there any good megawads whose maps don't turn into switch and keycard hunts as the game progresses? I want something I can load up when I just want to shoot and run.

>> No.1958243

scythe 1

>> No.1958253


>> No.1958256
File: 118 KB, 396x615, 1391145749419-2.png [View same] [iqdb] [saucenao] [google] [report]

Any invasion mapset.

>> No.1958257

Slaughterfest 2012

>> No.1958262

Oh, man. This looks great. Really nice coloring on it too.

>> No.1958289
File: 301 KB, 1360x768, Screenshot_Doom_20140922_214005.png [View same] [iqdb] [saucenao] [google] [report]


>new weapon: autoshotgun. inaccurate, inefficient, crazy DPS.
>increased variety of waves
>difficulty ramps up every 25 waves
>store interior finally retextured. mspaint textures all but eliminated now

Server up at: :: [BE] Montreal :: Cyberpunk convenience store SHOOTOUT v3.99 - Blast 'em cybercops with your depezador, survive for as long as possible!

>> No.1958290

This guy here again. New testing release. What do you think I should change/add?


Made weapons fire faster
Added custom ammo types for the existing weapons
Made pain states just a_scream instead of pausing the actor
Tweaked blood to make it less like burl tumd
and more of a shotgun spray.
Reduced blood amount and increased fade time
Increased the hitscan amount spawned from the grenade, decreased explosion damage and range
Created custom sprites for pistol and SMG ammo
Removed shotgunguy replacement

I think that's all I've done since last release.
This will probably be the last release until everything is replaced. Don't want to flood the threads.

>> No.1958318

Can someone tell me for the love of fuck how do I disable filtering in GZDoom? It's my first time using this shit and it looks ugly as sin.

>> No.1958323

Options, Display Options, OpenGL options, Texture options, Texture Filter mode None or None (Nearest Mipmap).

>> No.1958327

Thanks, much better now.

>> No.1958349

i've been fucking with dosbox all weekend, i am ready to buy a dos game that runs out of the box.

>> No.1958365

>exaggerated bloodmists
>exaggerated explosions
Tell me, you think Brutal Doom is bad too?

>> No.1958370

If you want to make DOSBOX easier to configure and stuff, I whole-heartedly recommend the DOSBox SVN-Daum build. It has a neat GUI for easier configuring.

>> No.1958385

it's excellent

>> No.1958392

Store insides look great now, especially the bathroom.
Waves are much more reasonable now.
Wave 50 took me by surprise.
Spas still reloads by holding down the reload button, that shit drives me up the walls.

The UMP being mirrored becomes especially egregious when it actually does eject to the left. Anyone with any spriting skills willing to fix that? Either deleting the ejection port on the existing sprite and drawing a new charging handle on the left side of the gun, or mirror the entire thing and re-hand it. Maybe it's just my autism flaring up again but it bothers me something fierce.

>> No.1958460
File: 632 KB, 900x675, 1309404805537.jpg [View same] [iqdb] [saucenao] [google] [report]

I think it got lost man.

Speaking of lost, Shadow Warrior's expansion, Wanton Destruction got lost too and was considered gone forever but got found.


> This add-on was produced by a company called Sunstorm (featuring DNF developer Charlie Wiederhold). The add-on was completed, but then shelved by the distributor. It wasn't our choice, and it wasn't Sunstorm's choice. So the product sat. Eventually Sunstorm went out of business, and the product essentially died. As time went by, we at 3D Realms had thought the product was lost. We never had a copy ourselves of the add-on, and with the company non existent, the chances of releasing it were pretty much zero. We tried to locate it a few times over the years, but pretty much gave up hope, and wrote it off.

>Fast forward to this Monday, and we get an email from Anthony Campiti, the former President of Sunstorm. Anthony tells us that he discovered a CD called "Add-on Archive 1". Much to his surprise (and ours), this CD contained the completed version of the Wanton Destruction add-on. A few emails were exchanged, and a CD arrived at 3D Realms HQ on Thursday afternoon with the materials!

>> No.1958465

>drum-fed shotgun pistol
Dear God

>> No.1958467


Imagine the melee attacks. In general that is. Dunno what /vr/ thinks about melee attacks with weapons.

>> No.1958470

If they're punchy, satisfying, and not just firing a small spurt of damage right in front of you, yes.

>> No.1958471
File: 62 KB, 1336x312, This is the CYBERDEMON, he is made of FUCK YOU.jpg [View same] [iqdb] [saucenao] [google] [report]


Cyberdemon can take the recoil of its own rockets.

>> No.1958472


What if the skull in the drum shot lost souls as a melee attack/secondary fire?

>> No.1958473

not s shotgun, a bolltgun

>> No.1958480

Z doom can do stuff like that, it's just noone has

>> No.1958494 [DELETED] 
File: 74 KB, 741x232, bKe14[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Webguy here.
Added 200 min. of /vr/ to /mods.php since I can't think of anything else at the moment. If you all need anything else, give me a shout here or in the IRC.
Site's at the usual address. http://万板.縮.jp/

>> No.1958501

I dont speak moon language.
Is this is a link to a screamer?

>> No.1958502

but doomguy can just hold down the trigger and fire as many rockets as he wants, so what does that say about his strength?

>> No.1958503

Nope. It's just a link that 4chan doesn't detect as spam, if I remember correctly.

>> No.1958507

Given how the barrel is basically nothing, if you chambered a round, it would either stick out at the end of the barrel (if it's rimmed), or plain plop out without doing anything.

It looks cool, but it doesn't actually make any kind of physical or spatial sense.

>> No.1958510
File: 1.07 MB, 5000x5000, GOTTA_RIP_FAST.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1958513

You should probably directly link Term's github than the outdated alpha.

>> No.1958540

But I am? At least in the news post. What are you referring to exactly?

>> No.1958553

anyone have anything to say about zbloodx?

>> No.1958570

I was hoping someone would use the later ZDoom functions to make a better ZBlood.
Took us long enough.

>> No.1958612

Oh shit. This better have Caleb's one-liners.

>> No.1958641

Oh shit. I'll try this tomorrow. Zblood and its ilk are terrible.

>> No.1958646

>Zblood and its ilk are terrible.

Hey man, at least the guy tried :(

>> No.1958647
File: 37 KB, 116x178, 1410683833849.png [View same] [iqdb] [saucenao] [google] [report]

Is there any good source port for android
>mfw trying to find one

>> No.1958648

So Cyberpunk Shoot Out is only currently one level with 2 weapons? I love this idea, and I want more.

>> No.1958653

Three weapons. But yes, it's still in a very early stage. If you want to help contribute, maps are what is most needed at the moment.

>> No.1958654

I've yet to do anything doom related, so I fear that I wouldn't be able to put out anything quality at all.

>> No.1958657


>> No.1958660

If you're the main dev could you use a tripcode or something?

Do you post on the doomworld/zdoom forums too?

Easier identification will make it easier to centralize ideas and production of stuff.

>> No.1958675

There isn't really a "main dev". A few of us in the IRC are working together, talking stuff over, but there isn't really anyone in charge over anyone else. If you want a list of people involved, I can only give you a partial one, since quite a few people have contributed anonymously, including the original author.

>> No.1958681
File: 9 KB, 606x113, Capture.png [View same] [iqdb] [saucenao] [google] [report]

Any DOSBox whizzes itt?

I bought a laptop the other day with specs as in pic related. Yeah I know I could have built a far more beastly PC for the same price but I only want a laptop.

Any idea how this will run DOSBox Blood? I understand that DOSBox only uses one core, so will it still run like shit since it's only 2.5ghz? My currently laptop is a Core2Duo 2.4ghz and I get 50-60 fps at 320x240 native res. I'm hoping to be able to run the game at 640x480 native at 60+ fps. Wishful thinking?

Also this thing apparently has 'Turbo Boost' technology which can take it to 3.5ghz, but I don't know how effective it would actually be.

>> No.1958710

I don't exactly see the point when you can run the GoG release with the pre-set dosbox and get the actual game.

I thought it was pretty swell when I first played it.
Then I played the real Blood, and it all kinda falls apart in hindsight.

Depends, modding Doom is actually quite easy.
What are your previous experiences?

>> No.1958718

A bit of texture work for some past PC mods and a few forays into building duke 3D maps about 10 or 15 years ago.

>> No.1958720

Building maps for Doom is considerably easier, especially if you get familiar with it's limitations (or optionally, the much expanded capabilities of sourceports such as ZDoom)

>> No.1958750

What would I need to look into? Any handy links or programs I need to know about?

>> No.1958757

>I don't exactly see the point when you can run the GoG release with the pre-set dosbox and get the actual game.
So you can have Caleb run through /pol/.wad

>> No.1958763

Isn't there a Samsara addon for that?

>> No.1958764

I don't think Caleb is available for Samsara, because they stated he'd be too similar to an already existing character.

>> No.1958773

That's why he said "addon" you double revenant.
The add-on is terrible anyway

>> No.1958786


Doom is easy as fuck to mod, nothing else to say, every kid in the world able to hold a mouse could create a map and replace sound, textures, sprites and all the other stuff.

>> No.1958787


you wouldn't want to try playing Doom on a phone or some shitty tablet, you wouldn't!

>> No.1958792

Grabbing Doom Builder 2 then, I suppose I'll try my hand at something.

lol I remember playing Doom on a Sansa Fuze and it was horrible

>> No.1958793


Basically DoomRL with the Doom engine and futuristic maps and theme.

>> No.1958795


You'll see, mapping for vanilla Doom is so easy thanks to DB2, just need to "learn" textures and how to use them, then you can do whatever you want.

>> No.1958802

Make sure to also grab Slade, invaluable tool for editing .wads
If you're working ZDoom, make sure to bookmark the ZDoom wiki.
Alternatively, you can kick it oldschool and make vanilla compatible maps. Personally, I find that Boom offers more options while maintaining vanilla gameplay, but that's all up to you.

>> No.1958803

Thanks for the info! I'll likely be using ZDoom as a base, as I use GZDoom to run everything.

>> No.1958805


Find and replace mode from Doombuilder is better than any cheat for secret switch hunting.

>> No.1958806


I also use Zdoom/GZdoom to play but I don't really like mapping for those ports, I think it's better to start with vanilla mapping to get the basics of doom limits and possible actions before moving to a "new-school" port

>> No.1958821

I'd strongly suggest you start a thread on the Zdoom forums, especially if you want mappers since people like to be credited or know who's talking to who about what.

>> No.1958834

If we make any major progress and have something beyond three enemies, three weapons, and one map, sure. A thread can be on the table.
In the meantime, though, we're still figuring out what the hell to do with the thing in the first place.

A thread saying what the project is and what it'll be about isn't really wise when we're still trying to figure out what it is and what it'll be about.

>> No.1958853
File: 184 KB, 500x375, 1313659063996.jpg [View same] [iqdb] [saucenao] [google] [report]

>If we make any major progress and have something beyond three enemies, three weapons, and one map

That already is more than many other projects I've seen. Some of the most famous mods are just guns, let alone new enemies and a map.

Anyway, talk it over in the IRC. If I had more mapping talent I'd help you out (as I love cyberpunk) but at the mo I'm cutting my teeth on a map of my own. Most I can offer you is that Zsec variant I'm afraid.....

By the way, the music you use, I listened to the whole album that's from the other day, it's the bee's knees.

>> No.1958863

perturbator's music is almost always really badass, ye
hopefully cyberproject can get more tunes in

>> No.1958873

Haven't Doomed out for a number of years but there were some Raven levels that came out with the 360/etc. version of Doom? Are they actually well made or forgettable?

>> No.1958876

No Rest For The Living? It's really good.

>> No.1958903

Doom Touch

>> No.1958914
File: 217 KB, 480x360, 1377239732047.png [View same] [iqdb] [saucenao] [google] [report]

NESfag, you around?

I've been playing DukeHard, shit's really well done, which level did you make?

I've played the first few maps just tonight.

>> No.1958915

I tried to tell you, man, I make this shit


>> No.1958919
File: 319 KB, 1477x2137, old soldiers never die.jpg [View same] [iqdb] [saucenao] [google] [report]

>It's really good.
Well, it's not bad, by any means, the maps all look good and play good (at least to a degree), but a few things bother me:

1), all 9 levels use the same music and sky as the corresponding 9 levels of Doom 2, you really think they could have nabbed a sky, any sky, from Doom 1, TNT or Plutonia, all of which they had the rights to and was in the same bundle and same software, and then grabbed some tracks from one of these, like use a mix of D1 tracks and maybe one track from later in D2, and one track from TNT.
The levelset is nice, but the fact that it uses the same damn sky and tracks makes it feel like it lacks that final bit of polish that you'd feel wanting for a nice levelset.

2) It was too rough for my dainty casual ass. It was maybe a year ago, so I can't remember if I played on HMP or UV, but the later levels really don't care about cutting you any slack, ammo is manageable, but they hold tight on health, often I would find myself with less than 30-40% HP, and I'd find a stash of stuff, which may have been a stimpack and a green armor, like "Yeah that's all you're getting motherfucker, though titties!"

3) Too much red marble-bricks, it was never one of my favorite textures (I prefer my marble to be green, thank you very much), but I can stand it when coupled with a fitting red sky, such as in E3. No Rest For The Living has a sky that's the color of Bubba's rusted out, "sporterized" 6.5 Carcano, and thus an ill fit.

It's -not- a bad levelset, but it's not entirely my cup of tea. If I was in charge of releasing it, I would nab the sky from D1E1, some tracks from E1, E2, E3 and TNT, and maybe sprinkle a couple more stimpacks on the episode, at least on HMP.
But I don't know, maybe I'm just a punk-ass bitch faggot, it's just how I felt, I played it on the PS3, so I'm not as good as with a mouse.

>> No.1958920
File: 112 KB, 550x800, dead-or-alive.jpg [View same] [iqdb] [saucenao] [google] [report]

>Nichijou Wolf3D
>Misato as a Wolf3D boss
would play

>> No.1958929

I tried this zbloodx addon but can't figure out how to play the Blood levels. It always start with the doom levels. Can anyone help ?

>> No.1958969

>FAS cyberdemon
no, thanks

>> No.1958978

Love it, just bought a copy.

>> No.1959007

Speed of Doom is my personal favourite megawad.

>> No.1959024

I made the first level (Lobby), the last level (Rooftop) and the secret level (Parking).

I tend to like my work a lot, because I'm the kind of guy who makes the kind of maps he likes to play, but every map in the episode is good in its own way imo.

>> No.1959025 [DELETED] 

Why are you poofters discussing John Carmack's sexual prowess in bed? You dweebs get more pathetic every day I swear to god.

>> No.1959030 [DELETED] 
File: 563 KB, 569x802, cia.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1959057

I'm through a good chunk of them now. Some I like, some I don't.

I liked the first level the most actually, has a good flow, you don't get lost and has decent amounts of ammo.

As for the last level, how do you finish it?
I'm dumping ammo at the moving alien spaceship thing and it's not doing anything.

>> No.1959113

I get 40fps on a pentium 4. you can easily get 60 fps on 800x600

>> No.1959135

You have to find and press 3 switches throughout the map, which will allow you to power up the teleporter again so you can call the boss (in the middle of the upper part). There are hints to this, the 3 switches are numbered plus if you look at the pipework it links the console that controls the teleporter directly to all 3 generators which have switches.

You can't destroy the ship, it's like the alien spaceship at the start of the first map of the 2nd episode of the original game; except that this time you have to avoid its shots.

Thanks for the comments

>> No.1959192

Is that with DOSBox? What is your Ghz?

>> No.1959208

Ah I get it now, yeah I didn't think it was the ship as it's moving map sectors.

Thanks again.
By the way, how is the Duke Nukem forever (2013) mod?

>> No.1959217

It's pretty good overall but doesn't really deserve all the hype it got. It also has a 3 levels 'DLC' made by a couple of other mappers which I find hit&miss depending on the level.

>> No.1959242

So what are some of the really kickass duke mapsets?

On a side note, Dukes comments really help liven up the game, you certainly notice their absence. Even when he's just commenting on random shit he see's in the world.

>> No.1959257

3GHZ but ghz don't mean the cpu speed

>> No.1959270

>mfw every single people whop told me not to play brutal doom because it was crap just told me they didn't play it. Another point for the anti new school community, I don't like so much NS mods but I don't say something is crap because I look cool to the eyes of the eyes of other players when I say it

>> No.1959271

Well, DNF mod is good, do give it a try.

I highly recommend WGRealms (1) :
It has textures and 'new' guns but it's still Duke3D, unlike WGrealms2

Also I really like Daikarin, I think it's very underrated :

Also there is Metropolitan Mayhem mimicking the original game that I contributed about 3 maps to, it has 15 maps (including 4 boss maps and a secret map)

But the DN3D community has always more been about single maps if you ask me

>> No.1959284

What can I say? People are fucking idiots. Especially no fun allowed purists.

>> No.1959286

Dude I really hope you're not getting my hopes up for no reason. If I really could run the game at 800x600 I'm gonna be so happy.

>> No.1959289

*at 60fps minimum, of course

>> No.1959293
File: 67 KB, 1024x576, Bloom.jpg [View same] [iqdb] [saucenao] [google] [report]

You know one feature I would *LOVE* to see?

Bloom applying to textures, because as it is when you use it it's to everything everywhere so it's a gimmick instead of a viable option to try using....but if mappers could use it just a tiny amount in the right places, it would become a really kickass feature.

>> No.1959302


Hopefully in the future the bloom hack gets expanded that you can apply it to specific sprites or textures.

>> No.1959317

It'll come around the time GZDoom starts having more than just simple GL features. So feel free to wait around 10 years or so.

>> No.1959332

>So feel free to wait around 10 years or so.

May as well build a time machine, go to the future and bring it back.

All I have skills in is mapping and spriting, not coding.

>> No.1959368


Well you now know that half the French Doom Community follows the opinion of 2 people there, funny to see some of them trying to take side when the 2 "leaders" don't have the same opinion about something.

The worse is that they're trying to talk about BD and discovering sentence about sentence they have no idea what they're talking about it deceiving, then they conclude with a "not interested anyway" to be sure to cover themselve and don't look stupid.

>> No.1959376

>People are fucking idiots. Especially no fun allowed purists.

Yeah, too bad this place is also filled with th---oh wait

>> No.1959381 [DELETED] 

Did I say it is? Why is your pussy so destroyed faggot?

>> No.1959383 [DELETED] 


>that passive-aggressiveness

is there an issue you want to talk with us, anon?

>> No.1959386
File: 266 KB, 200x183, 1409206895110.gif [View same] [iqdb] [saucenao] [google] [report]

Is it possible that two or more players can move when time is frozen? Testing some stuff, it seems like only the activator can move, even adding +NOTIMEFREEZE flag to the players classes wont help.

>> No.1959393 [DELETED] 

>passive aggressive
I'd say it was pretty direct anon :x

>> No.1959402 [DELETED] 

not the same guy but you don't know what 'passive aggressiveness' means. your post is actually a much better example of it than what his was.

>> No.1959405 [DELETED] 



>> No.1959418 [DELETED] 

No, really. He's right. Go look up the term and use it correctly next time.

>> No.1959434 [DELETED] 

>"We want the Zandronum audience!"

>> No.1959461

I know in coop/coop survival the players can all move when one picks up the powerup, so maybe setting the game mode to that, and telling people to start games that way, would accomplish what you want.

>> No.1959557

Its supposed to be TDM / TLMS, ah fuck it, guess I have to drop the class

>> No.1959565

Anyone got that huge doom /vr/ comic i can't seem to find it anymore. Would anyone be so kind and re post it.

>> No.1959576
File: 553 KB, 1179x2678, 1409967571390.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1959582 [DELETED] 

a setup? let's see how it develops

>> No.1959583

thank you

>> No.1959585


sup guys
Insanity's Requiem has a new release and is out!

lemme know whatya think and shit....

>> No.1959640

Try to find a replacement for the rifle sprite, the function is fine, but the style just doesn't fit.

Sometimes the shotguns don't seem very fluid when loading the next shell. Would it be possible to make that more smoother? Maybe have the use the reload key to load the next shell and/or get rid of the delay between shooting and cocking.

A very, very small nitpick. Since the scope has multiple zooms, maybe you could also make it so reload takes you out of the scope regardless of level. It would just make it a lot more useful.

Everything else is pretty good. I especially like the alt fire on the later weapons. Riddick is always cool, too.

I'll keep my eye on this one.

>> No.1959659
File: 273 KB, 1600x900, doom49.png [View same] [iqdb] [saucenao] [google] [report]

I went ahead and did a map01 replacement for this anyway, just for shits. 666 linedefs. All used for something (lighting, block monsters, flat/height changes, etc).


>> No.1959661

Best non-flashy blood replacements?

I'd use polished skulls, but it's a little daunting, what with a lot of it being tied to the head shot boxes. getting the modded decals might take a bit for me to work out.

>> No.1959820


looks nice, will test laster

>> No.1959909

He still gets pushed back a fair bit.

>> No.1959945

Droplets, motherfucker

>> No.1959961

Thanks! Unfortunately the money went to my Bandcamp revenue share thing so I didn't see a dollar of it, but that's the price I pay for using their terrific service

I got the sequel coming out in a few weeks though

>> No.1959970


I don't really like droplets at all, unfortunately

>> No.1960023 [DELETED] 

Whats with the boogeymans lately

>> No.1960175

What direction this mod will take? Will it move to regular keyhunting levels, or will it remain with invasion/survival maps? If you guys decide what kind of maps are required, and set up a good resource base, I can contribute with a map.

>> No.1960217

Hey NESfag, maybe you can help me. Back in the day (1997-1999) I downloaded a map pack/mod for Duke3D. Unfortunately all I remember about it was that there was a large castle level and that every episode started with a kind of "hub" headquarters level that was the same; it had every item and weapon and there were cameras that pointed to text walls that would give you info on your "mission" for that episode

Unfortunately this is all I remember but hopefully it's enough to go on

>> No.1960272

Has anyone here played Fistfull of Frags? I find the core mechanics of the mod to be amazing:

>Weapons fire slow and inaccurate
>infinite ammo but long reloads
>powerful as fuck kick attack
>melee is valid
>pass the whiskey

I wonder if that sorta gameplay could translate into Doom?

>> No.1960278

I have, but I'm awful at it.

>> No.1960283


I play it like Duke: Sawn off, run close, give them one spray of buckshot, kick them, give them another facefull. After that I punch them in the face.

then pass the whiskey.

>> No.1960313

Last time I played it the Sawn off was easier to kill people with. As were the Deringers.

>> No.1960317

I put like 100 hours into it, I don't play it anymore. I was Bolt Thrower if you ever saw me online. I won like every match I played I am the best ever with that colt walker nobody is even a challenge. I might play again after a few updates and some more maps, I love the teamplay objective maps the deathmatch maps are fun too but that gets boring fast, the best team maps are the cart ones too imo.

>6 shots with walker
>6 kills

>> No.1960336
File: 282 KB, 562x321, 650a42ddf7feb5321a49398b74b49bea.png [View same] [iqdb] [saucenao] [google] [report]

i would like to play some doom on an nvidia shield.

if i had one

>> No.1960361

Heh, it's nice getting all the references.

>> No.1960362

So, I've been away for awhile and I went to go check out accessories to murder....


It's such a great combination of chunky, satisfying new weapons and the magazine reload mechanic is so great. I don't know if it'll really play well in harder map sets but this is definitely gonna be a keeper for me in my mod folder.

>> No.1960367

So I played some Insanity's Requiem

It talks about insane weapons, but holy FUCK the monsters.
The Cacos cloak and fire homing blasts, the Revenants fire extremely fast plasma bolts, the Shotgunners are ridiculously deadly, the Lost Souls are bullet sponges, there's Rainbow Hellknights, and the Archvile replacement is amazingly well put together but fucking deadly.

>> No.1960389
File: 2.87 MB, 2680x4832, innahood2.jpg [View same] [iqdb] [saucenao] [google] [report]

>I can contribute with a map.
That would be nice actually.
What about a cyberpunk slum?

Like old derelict brick buildings, boarded up windows, a bar or shop here and there with a neon sign, a train-track overpass over the area, cloudy overcast sky, the nicer neighborhoods and business districts visible as the skyline in the distance.

Dark, dank alleys, full of trash, trashcans, a building or two burned out in electrical fires, a construction site that got started, but then never was, leaving only the metallic, skeletal remains of what would have been a house.
One edge of the map could be a drainage canal, where there's some low-income housing on the other side. One street could end with a dead-end. Lawns with dead grass, withered trees, garbage bags just left around.
Also some shanty-town like buildings here and there, illegal hovels built out of scrap and garbage. Also look at some Projects, you know the kind, these would be the only really tall buildings in the area, tall apartment buildings full of poor and/or criminal people.
The paved road is worn, dirty, cracked, potholes, sidewalk as worn, the odd spots of grass growing from out the cracks.

A derelict factory or two.

Enemies could be street punks and street gangs, junkies, thugs.

Imagine a really scummy and down low neighborhood, not in total ruins, but just awful, like some of the hoods in Detroit in the Robocop movies. Or current day Detroit. Or Detroit 20 years into the future.

Now, don't focus so much on scattering decorative things everywhere (well, use those, but be sparing), that shit can take a backseat to architecture and texture usage. Here's a chart of inspirational images, I went to Google and grabbed as many pictures as I could fit under the 3mb limit, of absolutely terrible shitholes and places, Detroit, New York, a bit of LA, select parts of China.

>> No.1960408

Also, any kind of business would have bars or grating on their window to prevent breakins.

>> No.1960420

It should also take place at night or dusk.
Here's some mood music: https://www.youtube.com/watch?v=LS7k3G_6IjE

>> No.1960425
File: 203 KB, 600x800, index.php.jpe.jpg [View same] [iqdb] [saucenao] [google] [report]

>Or current day Detroit.

>> No.1960434

I ain't lying or exaggerating nigga, a lot of those photos are from the past couple of years.

>> No.1960454

Oh, I know. I thought it was funny.

The slums of Michigan would be perfect for this mod.

>> No.1960457

Lovely pics. I was planning to do a map such as this for Extermination Day, but I dropped the idea right after I decided that it's city levels would take place in Los Angeles.

I just need you all to decide what kind of gameplay this wad is going to have, so I can start mapping.

>> No.1960462
File: 37 KB, 500x329, Brutalist.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh shit, you know what would be great for this mode?
Brutalist architecture is cyberpunk as hell, I'm not even trying to make a joke here.

>> No.1960475

D-Touch (formerly known as Doom Touch), it supports GZDoom and Chocolate Doom.

I've tried to find an apk for this, and I can't find it anywhere. Earlier versions of this app don't work because they ask for an update that can't be done

If you guys have a working 3.1 version of D-Touch, please share it

>> No.1960478

JXD s5800.

It plays Quake 2 and Open Arena just fine.

>> No.1960485
File: 1.68 MB, 1600x900, Screenshot (38).png [View same] [iqdb] [saucenao] [google] [report]

The Ultimate Doom Arcade is back up and is highly improved.
if you'd like to come visit it, you'll need Anarchy Arcade off of steam
if you've never heard of anarchy arcade, i recommend checking it out, even if you're not interested in the doom arcade.

if you want to play the games all you need is the zip file linked in this pastebin, simply extract it to the C drive and you can play everything in the arcade.

i'll be posting screenshots too.

>> No.1960486
File: 16 KB, 209x408, hyneman disapproves.jpg [View same] [iqdb] [saucenao] [google] [report]

>oh fuck not again

>> No.1960489
File: 1.61 MB, 1600x900, Screenshot (39).png [View same] [iqdb] [saucenao] [google] [report]

oh shit i forgot to ctrl V the pastebin link

but yeah it shouldnt be hard to find in the server browser if anyones interested.

i made this mainly for the /doom/ community so if anyone has any ideas, or comments, by all means

>> No.1960492
File: 1.56 MB, 1600x900, Screenshot (40).png [View same] [iqdb] [saucenao] [google] [report]


>> No.1960494
File: 1.80 MB, 1600x900, Screenshot (41).png [View same] [iqdb] [saucenao] [google] [report]


>> No.1960497
File: 1.01 MB, 1600x900, Screenshot (42).png [View same] [iqdb] [saucenao] [google] [report]


>> No.1960502
File: 1.58 MB, 1600x900, Screenshot (43).png [View same] [iqdb] [saucenao] [google] [report]


>> No.1960506
File: 1.52 MB, 1600x900, Screenshot (44).png [View same] [iqdb] [saucenao] [google] [report]


>> No.1960508
File: 1.71 MB, 1600x900, Screenshot (45).png [View same] [iqdb] [saucenao] [google] [report]


>> No.1960512
File: 1.21 MB, 1600x900, Screenshot (46).png [View same] [iqdb] [saucenao] [google] [report]


>> No.1960514
File: 1.18 MB, 1600x900, Screenshot (47).png [View same] [iqdb] [saucenao] [google] [report]


>> No.1960518


What? The architecture is basically fit for Doom. No matter what your premade assumptions based on a random graphic mod are (Brutalist Doom), that's the truth.

>> No.1960519

Yeah, but it's gonna start a shitstorm about Brootalbabies.

>> No.1960520


...It's not? And why should we bring them into the discussion anyway? Those are two different things

The hell's with you?

>> No.1960523

Nothing. I'm just pointing out that someone's gonna mistake Brutalism for Brutal, and at that point the thread will shit itself.

>> No.1960528


...You're clearly getting paranoid. Go take a rest.

>> No.1960531
File: 490 KB, 1280x1181, tumblr_mcxtv6xKQd1qzglyyo1_1280.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.1960532
File: 68 KB, 535x400, san-jose-architecture-modern-post-brutalist-socialist-bauhaus-urban-costa-rica-capital-design-2.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.1960534
File: 468 KB, 1024x640, brutalism2[1].jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.1960549

Shame that program only streams through twitch. It'd be cool to pop in and see what people were playing.

>> No.1960553

yea, but it's still early access, im eager to see where this program goes, the dev is really pluggin away at it, he updates about once every other day. it's like his baby.

>> No.1960560

Yeah, I have high hopes. Just mediocre expectations.

>> No.1960567

at the very least, its the closest thing to seeing all your digital files and games become 3d objects.

>> No.1960576 [DELETED] 

Ehh, this comic is not bad, but there are way too many references. And judging by the 15th and last panel, I know who's behind this comic, this makes it even worse.

>> No.1960617
File: 9 KB, 322x236, rev.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1960635

>There's too many references to these threads in this comic about these threads

>> No.1960636 [DELETED] 

I don't get it? What do your eyes see, Jason?

>> No.1960643 [DELETED] 

Careful guys, this is another setup

>> No.1960645

I need to know

what was the map format used for the cyberpunk thing?

ZD in Hex?

>> No.1960647

I agree. It's not a really good comic.

Someone did share it in an earlier thread (check archive.moe), but it uses shitty protection to make sure you're not pirating the APK (like you are). You might be able to figure something out.

Actually, you'd be surprised how well id games run on tablets. The iPhone 3GS could run a mediocre port of Q3A at a consistent fps.

>> No.1960650 [DELETED] 

>judging by the 15th and last panel, I know who's behind this comic
It's a joke about puzzles, anon. Layton does puzzles. Hexen has shitty "puzzles".

>> No.1960653
File: 36 KB, 397x600, 1347103395201.jpg [View same] [iqdb] [saucenao] [google] [report]

Ever seen Assault On Precinct 13?
Imagine a never-ending stream of punks and thugs looking to end you, with no regard for their own life, for a set amount of time, like maybe half an hour. Most of them only have knives, crowbars and other improvised weapons, but a good few of them have handguns and shotguns, some have molotovs, and then a couple of them have submachineguns and semi-automatic rifles, then the big bad ones have assault rifles and maybe a fancy laser or plasma gun.

Though that's a lot of work when I actually stop and read what I typed. But if anything, the map itself would be cool, I always liked your urban maps.

We could throw in some brutalist buildings here and there, like later developments, a few brutalist buildings around all the old buildings.

Take a chill pill, brutalism is an actual architectural style (that happens to look fairly Doom-ish). I think we'll be alright.

Yeah, shit like these, we could have a couple of crunk brutalist buildings like that, maybe an office building of some manner.

>> No.1960656 [DELETED] 

The comic is horrible, every panel has at least 3 "memes", it's Borderlands all over again

>> No.1960658


That hallway unnerves me.

>> No.1960660

It was Doom in Hexen, updates coming Soon™ will change it to UDMF.

>> No.1960661 [DELETED] 


>> No.1960662 [DELETED] 

You have to include the first, red panel with the Cacodemon.
And I made a mistake, I meant to say its the 14th panel, its just too fucking obvious

>> No.1960664 [DELETED] 


You fool, now they're only going to shitpost harder

>> No.1960667 [DELETED] 

>updates coming soon, will increase filesize by 700%

>> No.1960668

>updates coming Soon™ will change it to UDMF

O...kay, thanks for the heads up

Does Zanbanana at least supports that format?

>> No.1960669 [DELETED] 

>implying that's not trivial

>> No.1960678

Dunno what sort of math you learned, but last time I checked the increase from 5.22 MB to 5.30 MB was pretty far from 700%.

It does, though I think there's still some issues to be worked out with it.

>> No.1960681 [DELETED] 

I still don't get it.
Who / what?

>> No.1960687
File: 46 KB, 396x119, D3_Artifact.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.1960697 [DELETED] 

Do you even Paint?

>> No.1960698

This reminds me of 10 years ago when I scrolled through the Doomworld forums and saw people complain that too many mappers used the same texture sets and that they shouldn't because of their poor aching bandwith.
And I was awestruck because of how fucking slow their connection must have been for that to matter.

Even if the actual size increase would be 700% (and it isn't), I think that increase is 100% worth it.

>> No.1960702


That's disgusting.

well done

>> No.1960707

these boney bastards think theyre hot shit but theyre just as retarded as the pinky goblins

play some punch out with these neards and beat them 2 the punch

take a seat boneheads

>> No.1960709
File: 136 KB, 525x700, 1347102032167.jpg [View same] [iqdb] [saucenao] [google] [report]

I think it's a photo from an abandoned hospital if I remember right.
Spooky, ain't it?

Oh that is just the fucking coolest!

>> No.1960726


Anon please this shit is creepy.

>> No.1960749
File: 161 KB, 459x700, 1347102490899.jpg [View same] [iqdb] [saucenao] [google] [report]

Yeah, but it would be cool running around shooting at thugs and shit while they chase you, wouldn't it? It'd be like an old thriller.

>> No.1960790
File: 174 KB, 466x700, 1347102746489.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1960797
File: 155 KB, 700x464, 1347107484100.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1960802
File: 32 KB, 327x312, dog enjoys an orange.jpg [View same] [iqdb] [saucenao] [google] [report]

Anyone happen to have that "So you want to play some DUKE" chart? I want to play some Duke.

>> No.1960805
File: 31 KB, 325x279, 805f65bc00fef7f2a2ddd50e3cabc861.png [View same] [iqdb] [saucenao] [google] [report]


>> No.1960823
File: 2.23 MB, 640x320, witty name goes here.webm [View same] [iqdb] [saucenao] [google] [report]

Not sure if this is a good idea.

>> No.1960829

>the most basic and most common enemies discourage the player from going into melee
I would say no, chief.

>> No.1960831


Yeah I'll only have the death knights be able to do this trick, though it'll be a little different for them.

But god damn it it really jostles my skittles that they have a shield but don't do anything with it. I dislike having misleading sprites

>> No.1960832
File: 364 KB, 580x388, 1408109559113.png [View same] [iqdb] [saucenao] [google] [report]

huhuh what an mess. *snap crackel*

>> No.1960853

Okay, so the shield push is out. I got one more dilemma before I consider the skirmisher done.

Xdeaths. Should I have them? If so, I'm thinking either an explosion of limbs, or an explosion of bones

The revenant replacement will have a bonesplosion Xdeath too, though with black bones

>> No.1960889

Would be a little cooler if the hands animated with it. Sorta like the Hexen 2 mage hands. Always thought they looked particularly nice.

>> No.1960926
File: 74 KB, 320x200, BloodStyle.gif [View same] [iqdb] [saucenao] [google] [report]

Shivers never fails to surprise me

>> No.1960937

Gotta have XDeaths

>> No.1960941
File: 462 KB, 500x500, 1409352410938.png [View same] [iqdb] [saucenao] [google] [report]

That is beautiful.

>> No.1961000

What are the best .wads customized for co-op play?

>> No.1961030
File: 70 KB, 551x609, 1315096315984.jpg [View same] [iqdb] [saucenao] [google] [report]

and the burning barrels man, don't forget them!

>> No.1961063


T-thanks for shotgun in the last room.

>> No.1961078
File: 70 KB, 415x458, 1307105396467.jpg [View same] [iqdb] [saucenao] [google] [report]

>lost in a map
>trying ages to find the way ahead
>find something
>it's a secret

>> No.1961085

How to play The Sky May Be in zdoom with the dehacked settings correct?

I'd know how to do it in DOS, funnily enough.

>> No.1961115
File: 25 KB, 320x200, mm2.png [View same] [iqdb] [saucenao] [google] [report]

You mean like, mapsets? Memento Mori 1 and 2 are specifically designed for coop with segments/puzzles needing two people, if that's what you mean. It does work in singleplayer too, but the levels just change to work around that.

Try just loading the .deh or .bex after the .wad in zdoom. Just adding it in the load list of a launcher like ZDL or IDE will work, or by adding -deh myfile.deh to the command line like:

zdoom.exe -iwad doom2.wad -file yourfile.wad -deh yourfile.deh

Chocolate Doom also supports loading .deh and .bex files this way, if you want.

>> No.1961120

Wait, fuck. My bad, I thought TSMB would come with one.


I guess this works.

>> No.1961130

Oh yeah, gotta have some burning barrels, one in an alley, along with some trashbags in some corners, along with blankets, empty bottles.

And of course some burn barrels by the shanties, I imagine a few buildings forming a small shanty town built on an old ruined factory lot.

I figure maybe the Strife bums can be reworked a bit.

>> No.1961164

There are sure to be a handful of sprites from the future section of Chrono Trigger that could work. The sitting dudes, mostly; you could barely see the faces

>> No.1961172
File: 1.50 MB, 640x320, bonesplosion.webm [View same] [iqdb] [saucenao] [google] [report]

I'm gonna work on making this feel more dramatic and fix that bouncing head issue, but I do like where this is going

>> No.1961174

Is the gibbing them exploding into bones?

You thought of adding blood or don't you like the effect?

>> No.1961180


I'm probably gonna add blood. I need a new blood system, honestly.

>> No.1961195
File: 657 KB, 640x320, What the fuck are they putting in the milk around here.webm [View same] [iqdb] [saucenao] [google] [report]


This is odd.

>> No.1961214

I recognize that heart from Demon Eclipse.

>> No.1961217

So out of curiosity, how do revenants gib?
If they gib in your mod...

>> No.1961223


Oh they well, and they're going to explode into bones too. Just bones though. I'll add some blood spray to this once I get the bones acting in a way I'm happy with

>> No.1961265
File: 1.18 MB, 640x320, snap crackel.webm [View same] [iqdb] [saucenao] [google] [report]

what an mess

>> No.1961289

Looks good to me, but where's the double-barreled shotgun replacement? It's not doom without that you know.

>> No.1961357

Make it not do damage.

>> No.1961360
File: 37 KB, 967x721, doom_lighting.jpg [View same] [iqdb] [saucenao] [google] [report]

Is there a way in any sourceport/mode to have it so you can have bright lights on the floor but dark on the ceiling?

Just realized after making a trial area that I really don't want to use a skylight or whatever for this so I'm going to have to redesign it.

>> No.1961362

There should be options for the sector called Floor Light and Ceiling Light or something like that. It's in SLADE, anyway. Go into the sector's properties.

>> No.1961368


>> No.1961371

Found it in GZDoom mode, UDMF......sadly, it's not in vanilla format.

Thanks for putting me on the trail though, I'll keep it in mind for the future. As for where I have currently, gonna have to redesign things.

>> No.1961372

Thanks for the link, I'll book it.

>> No.1961389

>tfw there will never be a good mecha mod for Doom

>> No.1961395

What about Necrodoom?

>> No.1961407

Hey, guys, I'm new to Doom but I see a lot of cool videos and mods for it so I'd like to check it out. Googling for Doom source port gets me thousands of results, though.

What's /vr/'s suggestion? Where would be a good place to start?

>> No.1961412

Gzdoom is your best bet for all the latest and greatest mods.

>> No.1961461

If you play on easier difficulties you get it earlier.

>> No.1961468

Make one. Du eet!

>> No.1961474


My main advice is to play all the Iwads and famous Pwads on a port like PRboom then play mods and whatever you want on the port you want

>> No.1961495

>shielding enemies

>> No.1961498
File: 2.30 MB, 319x238, strifewalker.gif [View same] [iqdb] [saucenao] [google] [report]

This one isn't too bad. Not really meant for strife though.

>> No.1961504

make it bones and dust or some shit
bones only doesn't feel good

>> No.1961508

Basically, we decided the map/gameplay style would be whatever the mapper decides to go for. Gives the gameplay some variety.

I actually was thinking about something ala Assault on Precinct 13 not too long ago when brainstorming shit for this, since I thought it would serve well with the second-character idea i have.

>> No.1961534

For vanilla there's this mapping trick.

>> No.1961539
File: 3.68 MB, 1543x4500, SoYouWantToPlaySomeFuckingDoomV5.png [View same] [iqdb] [saucenao] [google] [report]


Welcome, friend. Enjoy your stay. Here's a decent start for you.
If you have any questions, feel free to ask in the thread or pop on the IRC.

>> No.1961763

I don't have the chart (thought I had saved it...), but try the following :
- WGRealms (1) episode
- WGSpace episode
- Duke Nukem Forever 2013 mod
- Duke Hard
- Metropolitan Mayhem
- Daikarin

and there is plenty of single quality usermaps available too

If you're interested in classic FPS based on EDuke32 but that is not DN3D anymore and standlone, try AMC TC and WGrealms2.

If you're interested in some good EDuke32 mods that have nothing to do with DN3D or even FPS anymore, try Sonic 3D TC or Slender Woods.

>> No.1961926
File: 12 KB, 640x480, Eversion9.png [View same] [iqdb] [saucenao] [google] [report]

That's great.

>> No.1961947

Isn't it a little silly to recommend ZDoom over GZDoom to the people who don't know the difference?

>> No.1961949

They're not recommended in any sort of order, they're put that way because GZDoom is based on ZDoom.

>> No.1962318
File: 130 KB, 500x297, 1367678872701.jpg [View same] [iqdb] [saucenao] [google] [report]

You are HUGE! That means you are made with MANY pieces!

>> No.1962321
File: 142 KB, 500x250, 1367685455595.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1962329

It's really nice.

I wish the shells flew up more into your face like in Blood though.

>> No.1962337

so when is demonsteele getting a new/better player skin?
the girl doesn't look like hae-lin at all

>> No.1962363

Who is the guy in the middle supposed to be?

>> No.1962370

Holy shit that's beautiful, where's it from?

>> No.1962437


>> No.1962439

>mfw I own that Icon Of sin poster and have it hanging above my bed

>> No.1962481
File: 160 KB, 700x310, AP13-NapoleonWilsonMod1897_06a.jpg [View same] [iqdb] [saucenao] [google] [report]

>second-character idea i have
Is he Napoleon Wilson?
Because he was the fucking coolest.

>> No.1962489

I'm gonna guess he's the guy from Powerslave.
Needs an M60 though.

Also, these figures aren't all too fantastic.

>> No.1962513

Considering what they're working with, that Keen is nice work. His face doesn't make sense and his gun is the wrong color but everything else is perfect.

>> No.1962589


Whaddya mean by dust exactly?

>> No.1962664
File: 459 KB, 1366x768, Screenshot_Doom_20140924_212938.png [View same] [iqdb] [saucenao] [google] [report]


>outside area redone
>map format changed to UDMF
>spawns per wave doubled in MP
>support for difficulty settings added
>delay between waves decreases when all enemies are killed
>small delay before first wave spawns to allow preparations

>> No.1962690
File: 291 KB, 590x449, John-Carmack.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1962691

Like clouds and plumes of dust, imagine tearing up a drywall with a hammer.

Also cover your face when you do that, construction dust is seriously bad for your lungs.

>> No.1962730
File: 7 KB, 247x281, I love 2 kill.png [View same] [iqdb] [saucenao] [google] [report]

completely rad

>> No.1962746
File: 43 KB, 320x200, PsychicStyle.gif [View same] [iqdb] [saucenao] [google] [report]

Shivers please. That smearing

>> No.1962750



Avoid at all cost, it must be dolphin porn

loljk guys

>> No.1962751
File: 114 KB, 231x235, 1411589079281.png [View same] [iqdb] [saucenao] [google] [report]

Are the cars supposed to be driving on top of each other? There also seems to be a lot of them driving through a slum. And how about spawning some enemies on the roof tops.

Keep up the good work guys.

>> No.1962756

They're flying cars.

>> No.1962773

That's what I thought. Though, it probably isn't too safe for them to fly so close to each other.

>> No.1962807

>The future

>> No.1962813
File: 1.74 MB, 640x320, now with less horribly clashing art styles.webm [View same] [iqdb] [saucenao] [google] [report]

crunch splat argh etc

I'm halfway tempted to go full mortal kombat levels of retarded and have a chance for imps to spawn several ribcages, skulls, etc

>> No.1962816
File: 1.39 MB, 308x212, 1410734641641.gif [View same] [iqdb] [saucenao] [google] [report]

Alright, point taken.

>> No.1962853

OP of that question.
Just, bone dust. Because you cruched the bones so hard, or just because it was old, or whatever. But it feels better I think.

>> No.1962857

this kills the fps

>> No.1962859


I'll make sure to add that with the skellingtons.


You think so? I don't want that red mist shit some other mods do but I wanted a visible explosion of gibs. Also I really need to get looking into a new blood system. I've been thinking about Mortal Kombat blood splatters, they're large and over exaggerated, I think they'd work well for GMOTA

>> No.1962883

Watching them explode makes me want to see coins fly out of the cyberdemon.

Will the bones have a stereotypical rattle to them when they drop? That would be gold to at least have this for revenant.

>> No.1962887


Yes. I need bone clattering sounds but I can't find any. I know I've played like a million games with them but I can't recall of any and I know a lot of castlevania games have bone clatter sounds. but I can't find any

>> No.1962892

You mean like this?

>> No.1962912


This is the only other specific one I can think of, too. I'm surprised at how little results come up for this kind of thing.

>> No.1962913

It's not Brutal Doom tier gore, get a better computer, christ.

>> No.1962914


I need something more dramatic and loud, like a CLUNK for each time the bones bounce.

But I'm definitely making the revenant make those sounds while it walks

>> No.1962927
File: 2.14 MB, 640x320, Oh god it's everywhere.webm [View same] [iqdb] [saucenao] [google] [report]


Hey now I should be taking what folks say into consideration. Because he has a point, gibbing a lot of these bastards could cause a mess

>> No.1962930

how about this

I always loved the sounds of the bones hitting the floor in this fatality.

>> No.1962932


>> No.1962946
File: 150 KB, 800x800, 1409797572425.jpg [View same] [iqdb] [saucenao] [google] [report]


that clattering is hilarious. If someone can get me a clean rip of those sounds I'll totally use them

>> No.1962947

You might be able to get away with using just sounds of light wood falling on the ground. I'm sure a ton of people do that anyways.

Maybe lower the count in favor of slightly larger varied pieces?

>> No.1962954

What about having them despawn at a set time, like maybe 30 or 60 seconds?

>> No.1962959


They do despawn. Only the skull, shield, and mace linger

>> No.1962962

Look for Mortal Kombat soundrips, I know there's a sound variant of TSR.

>> No.1962965

you can find it on sound-resource

>> No.1962968
File: 202 KB, 299x226, 1409809056636.gif [View same] [iqdb] [saucenao] [google] [report]


Thanks fellas. I checked there earlier for Castlevania sounds and found fuck all so I gave up on it. I would have never looked there again.

>> No.1963004

Want a suggestion? Remove these flying blood actors spawning gazillions of smaller actors. One single of them takes more system resources than 20 of these bone actors on the ground. They look ugly anyway. Replace them by a single actor.

>> No.1963006
File: 206 KB, 960x820, 1410785348602.jpg [View same] [iqdb] [saucenao] [google] [report]


>Download the folder
>371 items
>none of them are named

welp, time to listen to each one


I'm gonna eventually replace the current blood system with something different, probably mortal kombat blood droplets or some shit

>> No.1963024

>welp, time to listen to each one
>implying you wouldn't want to listen to one of the most iconic sound libraries in videogames, even if you're not looking for resources

huge shame coming from you

>> No.1963029
File: 55 KB, 960x604, 1382728811287.jpg [View same] [iqdb] [saucenao] [google] [report]

>put up demonsteele server
>don't tell anybody about it

:: [BE] Montreal :: DemonSteele - Come With Me To Anime World

let's get sugoi as kuso

>> No.1963035
File: 34 KB, 160x100, BTRLA1A5.png [View same] [iqdb] [saucenao] [google] [report]

Use Brutal Hexen's blood droplets. They do the job of recreating "angled" mortal kombat blood very well. You can also spawn 20 of them at the cost of spawning one of these nashgore-ish ones.

>> No.1963042


Honestly I'm listening to them all and having a good time with it. I found Raiden's fucking hilarious yells again. They never get old.


I'll keep that in mind Mark, thank you, but I want to take a crack at this myself first, if it completely crashes and burns, I might use these.

>> No.1963052

But I like those cartoony blood effects =(

>> No.1963054


Anon I'm still gonna aim for cartoonish and absurd blood sprites, but the BURL_Gore is a little fugly

>> No.1963060

What about having a tiny random chance of an xDeath spawning a spray of those?

Or having it reserved for a really big enemy?

>> No.1963063


Eh. Then there'd be inconsistency with blood sprites. and I fucking hate inconsistency

>> No.1963069

You don't need to use a nashgore-like script to make a cartoonish blood. It can be done - and much better - with single sprites.

I would recommend GMOTA Guy to check Hexen's centaur death sprites, deleting the centaur, and isolating the blood droplets. You can spawn a nice shower of cartoonish blood by using just 3 of these.

>> No.1963087

hey sargeant mark, do you mind if i ask you how to replace the doomguy's voice files? i just want to try messing around with some other character voices and shit.

>> No.1963104

Open BD in slade.
Sounds > Doomguy

>> No.1963105

Looks cool.

>arms with Spas still looks like shag carpet
>reload is still wonky with Spas, stops reloading after putting in one shell, requires you to hold the reload down, gives you absolutely no incentive to use the Spas once you get the big riotgun, which is faster to shoot, faster to reload, and doesn't necessitate you holding down the reload button, leaving you free to run for cover or do other things while the drum is switched and the action cycled
>cars moving is a sweet detail, but they move too slow, there's a bit too many of them, and they're too close to each other

Also, while I kinda like the idea of the palette, I feel it's actually a bit too saturated, I don't know, does anyone else think it would look better if toned down slightly? So that you could actually see a bit more range of color?
I like that the map is expanded and bigger though, that there's things past the blocked off streets, makes it feel more live, so to say.

I don't think the store map was specifically meant to be in the slum, that was another map that's still on the drawing board.

>> No.1963131

Speaking of slade, how do I convert an image to sky texture?

>> No.1963134

>arms with Spas still looks like shag carpet
To be honest, I want to replace the sprites for both the shotgun and the UMP. Neither of them look particularly cyberpunk to me.

>reload is still wonky with Spas, stops reloading after putting in one shell, requires you to hold the reload down
I don't see why people have a problem with this. I'd much rather be able to stop reloading whenever I want than try to figure out which frame to press fire on or have to sit through an entire reload cycle.

>gives you absolutely no incentive to use the Spas once you get the big riotgun
The shotgun actually has the best accuracy out of all the guns (discounting tapfire with the UMP, which is perfectly accurate). The riotgun has crazy DPS, but its huge spread means that you have to get close, which usually gets you shot. It also does less damage per shot - the shotgun fires 8 pellets doing 7 damage each, while the riotgun fires 12 that do 4 damage each. You use the shotgun to take out that cunt shooting at you from the other side of the map, while the riotgun is for blasting your way through a horde of cyborgs about to tear you a new cyber-asshole. That said, nothing's really set in stone, especially things as easily changed as damage and spread values.

>> No.1963140
File: 46 KB, 400x300, underwater_space_aliens.jpg [View same] [iqdb] [saucenao] [google] [report]

Agreed on the palette.

Play duke nukem and go underwater, that put's a good wash out on the colors but you can still be distinct.

>> No.1963198
File: 41 KB, 700x250, calico_m960.jpg [View same] [iqdb] [saucenao] [google] [report]

>To be honest, I want to replace the sprites for both the shotgun and the UMP. Neither of them look particularly cyberpunk to me.

The Spas was always really just meant as a filler item. I just kinda wanted to help get the ball rolling. Don't know what to replace it with though.

As for the UMP, it's been bugging me for a while. I kinda think it would be cool to replace it with something such as a Calico M960A, it has a really weird and futuristic look to it, and actually has 50 and 100 round magazines. Problem is, I don't think there's any sprites of one.

The palette has been bugging me a bit though.

>> No.1963207

>You use the shotgun to take out that cunt shooting at you from the other side of the map
I get that, and it's good for that, but having to hold down the reload key to keep feeding it is seriously making it too clumsy to use over the other weapons, it completely kills the weapon for me.

>> No.1963218
File: 97 KB, 612x731, 1379173761591.jpg [View same] [iqdb] [saucenao] [google] [report]

>The Spas was always really just meant as a filler item

Put neon lights on it - now it's from the future.

>> No.1963219
File: 38 KB, 640x480, calico_furn.jpg [View same] [iqdb] [saucenao] [google] [report]

I am all for this idea.

>> No.1963229
File: 168 KB, 1366x768, 2014-09-23_00002.jpg [View same] [iqdb] [saucenao] [google] [report]

>Don't know what to replace it with though.
Something along the lines of Neotokyo's Supa 7 would be pretty cool. Could probably start with the shotgun in ww-doomnukem as a base.

>> No.1963236

>Page 10

well fuck

>> No.1963248
File: 1.22 MB, 1600x900, SPACE .png [View same] [iqdb] [saucenao] [google] [report]

I think the palette should gradate between two colors. Like the purple you got there and yellow, or blue. Pic related: painting I'm working on with a similar idea. (very wip)

Gun looks cool as fuck.

>> No.1963265


Um, fuck.
New bread?

>> No.1963268
File: 156 KB, 1100x239, Calico M105S.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm not saying a Spas in itself is a bad fit for cyberpunk, yes, it's a clunky old piece of shit, but it LOOKS cool, but the sprite is fugly as shit at parts, the arms need to be redone or replaced, and the final pump frames are atrocious and rushed, I said this from the start.

I was thinking more like one of the 9mm SMG variants, with a 50rd mag, but I'll be honest, I would not complain a second if someone made a stylish .22 caliber Calico rifle with a 100rd mag just because.
Wouldn't make for a very fantastic combat weapon though.

>> No.1963276
File: 51 KB, 378x363, 1342497775086.jpg [View same] [iqdb] [saucenao] [google] [report]

There are certainly worse sprites, plus a SPAS is certainly closer to the future than an old fashioned pump or a two barrel.

It depends how much work you're willing to do.......I still think neon would work, but it might look a bit campy or be hard to pull off the lighting effect of it.

>> No.1963281

I'm on it.

>> No.1963285

>There are certainly worse sprites
Well, yes, like the original AVP sprites.

>plus a SPAS is certainly closer to the future than an old fashioned pump or a two barrel
It's a pump-gun that can fire in semi-auto, something Benelli has done so much better (although later).

>It depends how much work you're willing to do...
Dude, open it in Slade and look at the last pump frames, I cut corners like fuck when making that back then. It was the limit of my abilities back then, and I haven't improved, in fact, I haven't really done much spriting at all these past years, so it'd probably look worse.

>I still think neon would work
What? Putting some neon lights on a set of half done sprites will fix them? That's terrible reasoning!

Again, I think the Spas is an alright addition in concept, I just don't think the graphic is that well done.

>> No.1963289



>> No.1963295
File: 7 KB, 200x234, Bow.jpg [View same] [iqdb] [saucenao] [google] [report]

>Dude, open it in Slade and look at the last pump frames, I cut corners like fuck when making that back then.

There is actually 1 step worse than this.

Lowering the gun down and then having the reload happen off screen, then bringing it back up......lazy as faaark.

>What? Putting some neon lights on a set of half done sprites will fix them? That's terrible reasoning!

Lol, I'm referring to a joke from Far Cry Blood Dragon, but you're right.


>"It’s a bow. Seriously, if you need a description of what a bow does, maybe you should stop playing. Maybe read a dictionary. People who don’t know what bows are get shot in the eyeballs. "But a bow isn't the future", you're whining. That's why we put neon on it, because neon is the future. Hence, this is a bow of the future."

>> No.1963314

>Lowering the gun down and then having the reload happen off screen, then bringing it back up......lazy as faaark.
That's literally how it was devised, you have the gun up to the side, before it's pumped, it looks alright there, it's obscured partially off-screen but it's there, while the shells are loaded in, then it's brought even further off-screen to be pumped, rapidly, so that you don't get a good look of the final frames.

I like the rest of the frames, I'm proud of that, despite the unrealistically hairy arms, but the final frames really just kills it for me.

>> No.1963327

I wish I could help you out man, sorry :(

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