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2138084 No.2138084 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2129296
(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



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

##Our WADs can be found here!##
http://pastebin.com/5sKRiJzS (old)


200 Minutes of /vr/: http://www.doomworld.com/idgames/?id=17781
Demonsteele: http://zandronum.com/forum/showthread.php?tid=5302
GMOTA: http://forum.zdoom.org/viewtopic.php?p=742401
HDoom: http://hdoomguy.tumblr.com/tagged/hdoom
Metroid Dreadnought: http://zandronum.com/forum/showthread.php?tid=4561
Push: http://zandronum.com/forum/showthread.php?tid=5423
The Space Pirate: http://forum.zdoom.org/viewtopic.php?f=19&t=37064

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
Shut Up And Bleed: http://forum.zdoom.org/viewtopic.php?t=47302

>> No.2138085


[12-22] Strife VE 1.2 update: http://steamcommunity.com/games/317040/announcements/detail/215376355260428922

[12-22] New HDoom features http://hdoomguy.tumblr.com/post/105844089822 http://zombie-nsfw.tumblr.com/post/105843041741

[12-21] 32in24-14 single player: http://www.doomworld.com/vb/post/1330738

[12-18] Threshold of Pain II Act 2: http://www.doomworld.com/vb/post/1067497

[12-17] Doom Forever update: http://www.doomworld.com/vb/post/1329812

[12-16] Some modern gaming news site mentions the Cacowards: http://www.rockpapershotgun.com/2014/12/16/cacowards-2014-doom-awards/

[12-16] Vile Shatters update: http://www.doomworld.com/vb/post/1329566

[12-15] Looper beats Doom 2 in 21:55 http://www.doomworld.com/vb/post/1329250

[12-15] Shut Up And Bleed thread/download: http://forum.zdoom.org/viewtopic.php?t=47302
- DISCLAIMER: This mod has nothing to do with 4chan.

[12-14] DECK (Doom Engine Creators Kit) considers crowd-funding: http://forum.zdoom.org/viewtopic.php?p=800876#p800876

[12-13] Five Rooms Of Doom possibly final release: http://www.doomworld.com/vb/post/1328772

[12-12] 1993res, "a wad-ified collection of unused doom art": http://www.doomworld.com/vb/post/1328580

[12-11] Brutal Doom v20 beta release: http://www.mediafire.com/download/h49ahv6jy2go9ft/brutal20testdec10b-2014.zip

[12-10] Cacowards 11: http://www.doomworld.com/21years/
- Winners: Going Down, Adventures of Square, BTSX E2, Plasmaplant, Shadows of Cronos, Monster Hunter Ltd, Resurgence, Mayan Mishap, Urban Brawl: DoW, TFTIAD-E
- Runners-up: Bauhaus, Bloody Steel, Mayhem2048, Whitemare 2, You Dig, The Wailing Horde, Reconstruction / Decomposition
- Multiplayer: 32in24-13, Push, Rage CTF
- Gameplay: DemonSteele; Runners-up: DoomRPG/DoomRLA)
- Mordeth: D2INO
- Mockaward: Brutalist Doom; Runners-up: Laundry 2, WOOO 2
- Mapper of the Year: Joshy
- Most Promising Newcomers: BigMemka, Tuxlar, jmickle
- Lifetime Achievement: Ty Halderman


Please reply to this post with news.

>> No.2138101



>> No.2138119
File: 87 KB, 654x568, map1.png [View same] [iqdb] [saucenao] [google] [report]

This is my progress from yesterday. Blue thing in the oval room is a booby trap with a sweet gun placed upon. All those little rooms are filled with henchmen. Still gotta learn how to make doors open and how to make things happen given a condition.

>> No.2138124
File: 167 KB, 781x505, map01door.png [View same] [iqdb] [saucenao] [google] [report]

Also, this door looks like shit, right? I made the lights around it the color of the key I need to open them, but I guess it's missing something. Are there colored doors anywhere to be found? And how can I edit textures?

>> No.2138128
File: 58 KB, 299x403, christmas snake.png [View same] [iqdb] [saucenao] [google] [report]

Also2: Merry christmas, /vr/ and /doom/.


>> No.2138131

>And how can I edit textures?

you could export the texture from the iwad with slade, edit it in a normal image editor, and then reimport it into your pwad.

>> No.2138141
File: 36 KB, 1280x720, achaa.jpg [View same] [iqdb] [saucenao] [google] [report]

So, I've been modding for myself for a while, and after listening too many times to Archer's theme, I decided to make a mod about Archer from Fate/StayNight and release it for once.

Shit's still in development, after I sort some things left to do, write a credits.txt and the likes I'll release a first version.
Second version will come later with Hrunting and Unlimited Blade Works powerup.

excuse my faggotry, and merry christm/a/s


>> No.2138149

Is there a good PSP port?

>> No.2138151
File: 464 KB, 1324x992, 141083757820.png [View same] [iqdb] [saucenao] [google] [report]


Oh wow.

>> No.2138154


I'm interested in those sword sprites, but those hi-res textures have got to go.

>> No.2138157

Nice mod.


>> No.2138164

>I'm interested in those sword sprites
Over9000 hours in Photoshop, from a 3D Oblivion mod model of the weapons, along with bits and parts of official Fate artwork

>but those hi-res textures have got to go
I keep changing how I play Doom so... This time is HD time

Fun thing is the swords strike in a different way depending on your movement, like in Skyrim for example. So you walk left, you swing left. Also, the swords strikes keep alternating.

Alfire is mostly DEMONSTEELE's katanah funcionality, except you throw boomerang +RIPPER swords

>> No.2138168

*Altfire, fuck

>> No.2138170

Im stuck on strife, playing on elite, im at the loremaster, got him down to spectral form, and I don't have enough health to kill him without the sigil killing me, what can I do?

>> No.2138232

Have you already found all the health in the map? There's a couple little side rooms with additional health in them.

>> No.2138240

Why is the MSX hud there?
Why is there Brutal Doom enemies?
Why the HD textures and why are the arrows so tilted so far to the side?
Why does his arms stretch out so far when you zoom in?

I don't know the source material but what you are showing isn't so bad, it just lacks coherency outside of the swords and bow

>> No.2138280

It's built on top of my personal mixmash of mods which I keep changing. I wasn't planning to release it at first, so yeah.

I'll do a cleanup before releasing. Also, the HUD is because I have nothing better to use unless I go with the default statusbar.

The zoom is plain old zoomfactor

>> No.2138309
File: 217 KB, 1360x768, Screenshot_Doom_20141222_221925.png [View same] [iqdb] [saucenao] [google] [report]

Why does this happen? There is an empty space beside these rooms, as you can see in >>2138119.

>> No.2138314

I drew it again and it suddenly fixed itself.

>> No.2138316 [DELETED] 
File: 128 KB, 850x1031, Head2Humong.jpg [View same] [iqdb] [saucenao] [google] [report]

Look, the Harry Clan put about a year's effort into UACMN, and you all just bag it because "OMG RAPE JOKS R NOT FUNI" and then watch Pewdiepie who makes rape jokes in every video. And you find just a palette swap and texture replacement of gray "HAHAHA LE SO FUNI"? How the fuck did that even win a Cacoward?!

>> No.2138318 [DELETED] 

Do NOT respond to the post above

>> No.2138321 [DELETED] 

Why not? And what the fuck is it even talking about?

>> No.2138323 [DELETED] 

Why? Because you can't handle the truth?

>> No.2138326

>Transition at startup to the title screen

That has literally never happened before, what the hell

>> No.2138329 [DELETED] 

It's talking about UACMN and Brutalist Doom.

>> No.2138330

single sided lines must face inwards

>> No.2138332 [DELETED] 

>Look, the Harry Clan put about a year's effort into UACMN, and you all just bag it because "OMG RAPE JOKS R NOT FUNI" and then watch Pewdiepie who makes rape jokes in every video.

It isn't fun to play though.

>And you find just a palette swap and texture replacement of gray "HAHAHA LE SO FUNI"? How the fuck did that even win a Cacoward?!

That was Doomworld's doing, take it up with them. There are a couple of things that people around here seemed to want to win more, since while Brutalist Doom had a great pun it was just that, a pun that was funny the first time you loaded it up and got stale midway through map02.

>> No.2138335 [DELETED] 

Don't enable him

>> No.2138339 [DELETED] 

The only good thing about Brutalist Doom is "5 stars because it would be awesome if people wanting to download Brutal Doom were mistakenly directed to this instead." -Anonymous

>> No.2138343
File: 464 KB, 1280x720, gzdoom 2014-12-22 19-37-23-717.png [View same] [iqdb] [saucenao] [google] [report]

I wish I could actually finish anything.

>> No.2138349
File: 347 KB, 1280x720, gzdoom 2014-12-22 19-37-44-426.png [View same] [iqdb] [saucenao] [google] [report]

It pains me to know I have about 20 unfinished projects, most of which actually have a lot of stuff done.
I don't even have any motivation to do anything with them.

>> No.2138350

>caco cola
top cac, would be agitated again

>> No.2138353

If you really think you'll never work on them again, and there's unique stuff in there that might interest others or be useful in other projects, consider releasing them in their current state for others to continue or pick through and use in their own projects.

If you think you might work on them again but need help finishing them, consider bringing someone else on to help you bring them to completion.

If you think you might go back to them someday, but don't want to right now, maybe wait and see if you still feel that way in a month or so before deciding what to do. If you have enough to throw together trailers or presentations or whatever for the projects maybe put those out there so you can gauge reaction. Might help motivate you and would be useful to determine which one is most worthwhile to finish.

>> No.2138357

>- Lifetime Achievement: Ty Halderman


>> No.2138358
File: 390 KB, 1280x768, gzdoom 2014-03-17 00-35-48-779.jpg [View same] [iqdb] [saucenao] [google] [report]

Thanks for the advice.
I was working on this with TheMisterCat, but dropped out because his ACS was too confusing to me.
I quite regret it now. I'm not sure if I'd be able to work with him again.

>> No.2138362
File: 341 KB, 1280x720, gzdoom 2014-12-22 19-44-37-103.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2138391 [DELETED] 

alright, i bite
>Look, the Harry Clan put about a year's effort into UACMN, and you all just bag it because "OMG RAPE JOKS R NOT FUNI"
People trash it because terrywads are not fun unless you're a 13 year old kid with spaz, and the rape jokes from something like UACMN aren't even offensive, you're just talking out of your ass. That and UACMN is just plain shit and not worth the weight to even review it for the mockawards.
>and then watch Pewdiepie who makes rape jokes in every video.
Do you see PDP streaming terrywads or other shit?
No, don't put unrelated shit
> And you find just a palette swap and texture replacement of gray "HAHAHA LE SO FUNI"? How the fuck did that even win a Cacoward?!
I give you the part of how the fuck it won the mockaward when Laundry 2 was the best contender for the title, but you have to admit that getting salty over a simple pallete+texture wad is very stupid

The important thing is, terrywads are not going to be worth the weight of getting a mockaward because they are simply shit with more toilet humor than AVGN, and you cannot deny that UACMN is used the most to make a shitty attempt to crash Best-ever or at least fuck with players because of the key config wads that basically swap your name to "LOLISUCKDICKS" and unbind all your shit. For that sole reason people hate terrywads and they are also banned from BE

If you really defend terrywads, you need to rethink your life

>> No.2138413

Laundry 2 was boring and unfunny, that's why it didn't win the Mockaward

>> No.2138425
File: 48 KB, 906x881, happy caco.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2138426

Imagine if there was an award for "best joke" and the two finalists were a moderately clever pun and an 30-minute shaggy dog story. Sure the shaggy dog story took time to think up, and various shit happens in it, but it's not actually funny and there's never any payoff and all it did was waste your time so fuck that nonsense

>> No.2138449

>shaggy dog story

I don't think you know what that term means.

>> No.2138491

Fractal Doom also got nominated twice

>> No.2138514
File: 776 KB, 956x638, 1371601032660.png [View same] [iqdb] [saucenao] [google] [report]

No, it was because it wasn't making fun of a shooter the old fucks at Doomworld didn't like.

The last 4 Mockaward winners, in order of oldest to most recent, were:

>No Winner - because nothing is funny anymore, forever, we will not have this category again, the end
>Call of Dooty II - making fun of COD
>Extreme Weapon Pack - making fun of Doom mods
>Brutalist Doom - A pun based on Brutal Doom, it only sorta makes fun of BD, though from the cacoward description you wouldn't realize it

>> No.2138517 [DELETED] 

>making fun of Doom mods

Yeah, 'cause everyone knows Doomworld fucking hates mods. God damn maps and community projects and gameplay mods. Fucking things.

>> No.2138518 [DELETED] 

Why does that post still fucking exist? Where in the goddamn fuck did the mods go?

>> No.2138525

>Yeah, 'cause everyone knows Doomworld fucking hates mods.
>Personally I don't care about gameplay mods much and the rare times I try one I generally don't even finish MAP01 with them. The only one I actually played with (played, instead of checked out by goofing around in a single map) was Samsara where I went about halfway through Hexen Deathkings.

>all the mods in existence are ridiculusly unbalanced, everybody knows that.

>Sorry weasel but "would be better with dedicated maps" remains firmly my view of the matter.

>Same here. I get all this work and then - plain old simple MAP01? Ugh..., sorry, no.

>I find gameplay mods boring. Period. I don't want to search for maps that may play well with them.

>He wasn't talking about examples, he wants you to explain exactly why you think its well balanced, and please, convince us.

>and no, that doesn't explain them being balanced if they change the very gameplay the mapsets were intended for.

>This, 100%. By definition all gameplay mods are unbalanced because they modify gameplay.

>I've never found a Doom mod I didn't hate.

>> No.2138526 [DELETED] 

Y...your jimmies... my god....

>> No.2138537

Having trouble connecting to my friends server. Added the address and port in doomseeker, but always get no response. What am I doing wrong here?

>> No.2138540

Legacy PSP

>> No.2138546

>I don't want to search for maps that may play well with them.

To be fair, I can agree with this sentiment. Doom maps are meant to be played with Doom weapons. So when you have mods that radically alter how the game is played, it sometimes doesn't work so well.

I at least wish people that make the gameplay mods would give some examples of maps that work well with them.

Those other people can fuck off though.
>Doom should never be modded ever

>> No.2138548

I unironically like playing with Brutalist Doom

It goes especially well with Hideous Destructor

>> No.2138549

>tfw hideous destructor is only possible with maybe 10% of maps ever

>> No.2138554

my problem with brutalist doom is that it fails to evoke the feelings of brutalism.

most brutalist archetecture is that good ol' sandy petersen tan/brown...not stark grey. Doom 2's default maps already express brutalist tendancies with some geiger-ish motifs thrown in here and there.

I mean look at some real brutalist buildings -- they're not grey, but a desaturated tan!

otherwise, the entire mod is literally the same as WW's noir wad imo

>> No.2138565

You need an open port to host servers with doomseeker. Then I advise hosting it as a LAN server, so you can find it in the servers list. If you want it to be a private game, just put in a password.

>> No.2138584

>Yeah, that, too. I really miss mods like Hell Factory, or Dark 7, which stayed true to Doom gameplay, just using ZDoom features to enhance things a little. Of course they haven't disappeared completely but 10 years ago there was definitely more of them.

>But at least partially I choose to blame the Doomworld community for that, too, often complaining that mappers should restrict themselves to more basic features so the ZDoom-naysayers can play them, too, in their engines of choice - meaning Boom features at most.

I think the blame is more towards the speedrunning side of Doom's community (which a fair amount of doomworld's mappers belong to) loathing the fact that zdoom is terrible for recording demo's with. Every new version effectively breaks older demos. As such, theres much less incentive to do any speedruns on zdoom maps.

I kinda wish we had a port thats more advanced than PrBoom+, but still kept demo compatibility as a priority. I used to think Eternity would be this, but its actually behind PrBoom+ in certain features (OpenGL and Portmidi, to name a couple), and i believe quaser isn't even interested in keeping boom demo compatibility, just vanilla.

>> No.2138585


>> No.2138587

Is DOOM 64 worth buying? I know it doesn't have multiplayer, but is the single-player campaign worth the current market price for the game?

>> No.2138591

If you want to buy it for Collecting purposes, I guess.

Otherwise, just download the rom, and get Doom 64 EX.

>> No.2138593

Yeah he had his port open. Should I forward mine too?

>> No.2138595

If you're the one hosting then yeah.

>> No.2138632
File: 174 KB, 800x585, 1373215444826.jpg [View same] [iqdb] [saucenao] [google] [report]

How comes this game is still so fun?

>> No.2138638

The gameplay is basically the embodiment of core FPS without any silly extra stuff unless you feel like adding them in with mods.

Nothing but action and dodging.

It's simple and fun like Megaman and how that doesn't get old

>> No.2138640

Because people continue to make new levels with interesting architecture and gameplay challenges to keep the vanilla doom spirit alive.

>> No.2138641

Episode 4 of Doom was okay. I don't get why people hate it so much. I had a lot of fun on E4M3 E4M6.

>> No.2138645

can i make maps without the mouse wheel?
just askin'

>> No.2138658
File: 6 KB, 380x210, 1414338042857.png [View same] [iqdb] [saucenao] [google] [report]

How does one go about hosting an online game on G/Zdoom? I know the netcode is bad and setting up a game is hard, but I'm through with zandronum's ancient ass code.

>> No.2138663

I don't hate it. It actually has some of the best level design out of the id iwads.

The level order just isnt balanced. E4M2 should've been far later in the episode. E4M4 and E4M5 should've been far earlier.

>> No.2138670

That layout looks kinda boring.

>> No.2138686

I've always wanted to figure out how exactly making custom monsters was done. I looked up some tutorials online, but i cant seem to find for changing graphics and exporting them into your own wad!

This is mostly a curiosity for me and I'll probably never create a real, actually decent character because my skills with art is ass.

Anyone know of any tutorials to make custom graphics for an enemy with? Thanks!

pls respond

>> No.2138734

Inset your doorways. What that means is, put a sector on either side of the front and back of the door that is about the same width as the door. Now lower the ceiling until it looks good. Also, with door textures, try not to make them longer than 128 units.

Now, since it's a key door, you want to put some 8-unit wide border textures of DOORRED or the skullkey texture (if you're doing skullkeys). Don't just use that lighting you got there because many players won't take that as a hint.

Open up E1M2 and look at the red key door in the opening room. Do that. That looks good and it's what players expect.

>> No.2138791

Dear god what a bunch of grognard pricks.

>> No.2138795
File: 89 KB, 607x544, map.png [View same] [iqdb] [saucenao] [google] [report]

It's my first map, so it's to be expected, I guess. Just simple go, pick up key, go back stuff. But I won't do a new level after this. I'll probably tweak it a lot and make many variants of it. Here''s how it looks now. I'll probably make a second floor later.

>> No.2138801

>How does one go about hosting an online game on G/Zdoom?
Unless you're doing LAN, that shit ain't ever going to fly, ZDoom's netcode is 100% rubbish

>> No.2138807

open port 5029 (UDP), use ZDL to setup the server (difficulty, starting map, number of players)..., launch it, give your ip to your friend (just google "my ip") and tell him to join
ta dah

>> No.2138808

Most of what I'm getting out of this is that they'd be more open to gameplay mods, if they weren't just "gameplay" mods, and actually included maps that are specifically balanced for the mod.

>> No.2138810


Which is a really fucking dumb argument, since not every gameplay mod needs to be a TC.

I say that but I immediately admit I'm a hypocrite since I really wouldn't mind some unique maps for DemonSteele or GMOTA.

>> No.2138816

>not every gameplay mod needs to be a TC.

I agree, not every gameplay mod needs to be a TC. But that also means, not every gameplay mod needs to have a TC level of change in balance.

>> No.2138825 [DELETED] 

Fucking disgusting casual ass tryhard doom babbies shitting up /vr/.

>> No.2138827

if I never see another webm of a gameplay mod being demo'd on Doom 2 Map01, I would be thrilled

>> No.2138829

We love you too, baby.

The archer doom dude actually didn't do it on map01.

>> No.2138831

Nobody responded the first time because your post makes no fucking sense. Are you asking how to draw new monsters? Because tl;dr learn to draw. You can get far with frankenspriting but only so far.

If you're asking how to take a sprite sheet of a monster and put the sprites in a game, get SLADE and start fucking around. If you want to learn how to code the monster so it actually shows up and does things, get SLADE and start fucking around with DECORATE. Look up tutorials on the Wiki.

>> No.2138835

So, does anyone here know about a SS13 DoomWad that was in development?

>> No.2138838
File: 31 KB, 1918x1180, 1419318555.png [View same] [iqdb] [saucenao] [google] [report]

it's weird how similar this map layout is to shalom04. total coincidence of course.


>> No.2138840 [DELETED] 

die doom shits
go back to halo already

>> No.2138848

What is even that? I never played anything beside doom 1 and 2, and some plutonia and TNT. And it doesn't even look all that similar. I will give it a try to see how it feels, though,

>> No.2138851

> second floor
Exactly what do you mean?

Anyway I looked at your screenshot again and you're using a shitty new tiled door; what you want is the actual BIGDOOR2 type textures. You're also asking how to add more textures but you're already using goddamn CC4-TEX (aka the most overused texture pack ever) so no, you don't need anymore textures. Learn to use what's at your disposal before you expand it. When you are literally frustrated because you have exhausted every possibility with the default textures, then IMO you're ready for new ones.

It's like when people start doing music with a digital workstation; they can make literally any sound so instead of mastering how to use a few to sound amazing they just pile on 70 things with shitty presets without learning how to make it all work.

Also, try to make asymmetrical layouts or shapes, this will make your map more interesting. And don't forget Romero's "rules" eg. changing floor height with floor textures and using border textures (SUPPORT2/3) when changing textures.

>> No.2138872

Will adding "unnecessary" vertices to a map bloat it's file size?

>> No.2138874

>What is even that?
some random map i played a few weeks ago.

>I never played anything beside doom 1 and 2, and some plutonia and TNT.
i suggest that playing a lot of PWADs will broaden your horizons and make you a better mapper in the long run.

>And it doesn't even look all that similar.
"central rings with knobbly bits stuck to the outside, one of which is a large box". perhaps i see patterns where there are none.

sorry, i should keep my stupid ideas to myself and not waste everyone's time.

>> No.2138875
File: 250 KB, 1239x503, this shit don't look right.png [View same] [iqdb] [saucenao] [google] [report]

This was nowhere near the idea of my map. I don't like this stuff of passing in a certain area to open certain spots, unless it's for secrets.

I wanted the tiny details on the door to match the color of the key you need to enter them. Of course this is just me being a huge faggot. Second floor as in a second floor, where you get there through an elevator. Of course this is actually after I finish the first floor. I can lock 6 different types of doors with red, blue and yellow keys and skulls, right? Also, my problem with doors is that they look kinda stuck to the wall. Should I add a frame to them or something? And I actually needed the big door, it just wasn''t well positioned, so it looked like shit.

>> No.2138880 [DELETED] 

it was just a vague sense of similarity. as i said, sorry, i shouldn't have posted.

>> No.2138882

>sorry, i should keep my stupid ideas to myself and not waste everyone's time.
Don't say that, anon. That made me sad. Still, your opinions are appreciated, since I'm only beggining. The map may look similar, but the idea isn't. Mine is much more linear, his was more random.

>> No.2138883

it was just a vague sense of similarity gleaned entirely from a map editor screenshot. there was no way i should have been able to extrapolate any other similarity from that. as i said, sorry, i should not have posted.

>> No.2138898

For texture alignment, there should be hotkeys to fiddle with each wall sector or, failing that, you can manually adjust them with the arrow keys. I think the auto adjust one is "a," and it's shift+a to adjust it vertically.
Based off of the file name.

>> No.2138936
File: 329 KB, 1360x761, Screenshot_Doom_20141223_062236.png [View same] [iqdb] [saucenao] [google] [report]

I'm talking about this kind of frame. I guess I gotta do them manualy. Positioning is actually clicking on the tezture and using the arrow keys. Simple as that.

>> No.2139091

I used to think this meant "its too hard to setup for noons"... then I watched term play gzdoom over the internet.

after seeing that (and losing my sides), I realized quite well why zandro is what we use.

>> No.2139103

Reposting for visibility.

>> No.2139106

shit idk, maybe make some 80s porn soundtrack for it and send it to the guy making hdoom

>> No.2139114

I'm an uncreative fuck.

>> No.2139172

>I wanted the tiny details on the door to match the color of the key you need to enter them. Of course this is just me being a huge faggot.
Yes, it is you being a faggot. Players want the big fucking familiar DOORRED shit around locked red doors, period. This is an established convention going back literally to the in game maps, and jettisoning it for random retard shit like red lights along the wall is just going to confuse of frustrate a player, especially an experienced one. If I see a door from across a room and don't see DOORRED or DOORBLU etc around it, I assume I can enter it without bullshit. Follow the convention, it exists for a reason.

>Second floor as in a second floor, where you get there through an elevator. Of course this is actually after I finish the first floor.
You know Doom can't do room over room, right? Even if you're explicitly in UDMF you'd have to do a fuckload of 3D floors and weird shit to make that work. Connecting two unrelated areas at different heights with a lift is much easier, and can (for your purposes I guess) be considered a "second floor" but nobody who actually builds Doom levels would call it that.
Also, separating your map like that makes it kind of boring and one-dimensional. A better idea would be to build the area so that the two "floors" are interconnected and visible from each other, like E1M4's intro area. That has a second "floor" that really works.

> I can lock 6 different types of doors with red, blue and yellow keys and skulls, right?
That all depends on what map format you're in. Vanilla Doom/Doom 2 makes no actual distinction between the keycards and the skullkeys, there is simply red, blue and yellow. Boom (and thus ZDoom's Doom In Hexen and UDMF formats) added the distinction between keycards and skullkeys and also added some combo shit. I dunno because I don't mess with UDMF or boom. What map format is your map in?


>> No.2139173


>Also, my problem with doors is that they look kinda stuck to the wall. Should I add a frame to them or something?
Do what I said earlier: INSET YOUR FUCKING DOORS. Open up E1M1 in Doom Builder and look at how the very first door in the goddamn game is constructed. There is a sector in front of the door, between the "room" and the door, and it has a lower ceiling than the rest of the room. This creates a small short "hallway" or "doorway" that looks good.
You also did not "need" that big door texture. You could just as easily edit the map so it was appropriate to use a 128 width door, the standard width of a door. If you want an area with a larger door, then here's a docking trick: Put two doors next to each other with a small wall inbetween. Problem solved, no shitty patched together texture needed.

I see your problems starting, you want to just do things your own way because you're starting out, but there are some vital conventions that are very quick ways to make your maps looking 200% more professional and more like "real" Doom levels instead of something you shit out in a weekend. Other things I would suggest to beginning mappers is choosing a texture and then designing the room around that rather than vice versa; lots of times in the early going I would draw a room and then texture it with a random texture and I would have a headache trying to get it to align but if you start with the texture first, then you'll be fine

I think very soon you should actually post your map and I (and others) can actually give you solid feedback. Screenshots are okay but overhead map shots are...well, they barely tell anyone shit

>> No.2139181

>2 post reply
Shit, man, I'm afraid to read it.

>> No.2139198

Don't be, this is nothing. I always dispense useful tips and shit like this. If you ever actually post your map I've been known to do 3-4 posts of actual criticism instead of vague shit

Have you read the Wiki article on map design and Romero's "rules?" They are seriously all you need to know

>> No.2139229

>Yes, it is you being a faggot. Players want the big fucking familiar DOORRED
Ok, ok, I got it. Still, dividing sections by color is allowed? I really like this since I played a lot of UT99, and all the colored bases gave me a good feeling.

>You know Doom can't do room over room, right?
I seriously didn't know that, but now that I think about it, I never entered a room that was below another one.

>That all depends on what map format you're in.
I think it was on UDMF. How can I check'em it?

>you want to just do things your own way because you're starting out
I just rushed into it without really thinking much and started doing what came to my head. I have more experience playing other types of FPS, so I didn't think ahead. I also didn't know of some of these limitations.

>you should actually post your map
Will definitely do. But it will take long, because I'll take some time actually editing stuff.

I'm reading it now. Also, I've noticed a door problem. I set it to be always opened when I press the use key, but it only works on one side. I've checked the properties of both lines and they are the same. What is wrong?

>> No.2139258

As much as I agree with you in what you said (Except for the door thing), I think you could afford to not be such an asshole about it.

>> No.2139305

Any MIDI composers here? What's the best MIDI sequencer to use? FL Studio? Because I tried that and can't get it to compose MIDI files, unless I first import a MIDI file.

>> No.2139306

And I think some people can afford to not post thingss that add nothing to the conversation.

>> No.2139320

Constructive criticism is easier to take in when it's not delivered with a massive surplus of bile.

>> No.2139324 [DELETED] 

That's one person's opinion.

>> No.2139328 [DELETED] 

make that two

>> No.2139335 [DELETED] 
File: 280 KB, 705x480, ecchi-face.png [View same] [iqdb] [saucenao] [google] [report]

>Well that's just your opinion

>> No.2139336 [DELETED] 

That's one person's opinions.

>> No.2139337 [DELETED] 

guys stop

>> No.2139339 [DELETED] 

Make that 3

>> No.2139349

I use FL to do both all my MIDIs and regular music. Here's what I do (not saying this is the best way, just what I've found). Start a new project. Add an instrument/whatever and add MIDI Out. Make the first one on Channel 10, which will default it to drums. Now just add a MIDI Out for every instrument you want and make each one on a new Channel. (You can use more than 10, but drums are always channel 10. I dunno why, it just is.)

>> No.2139352

Make that four. Being an asshole just for the sake of being an asshole is amazingly retarded, and does not make your criticism better in any way, shape or form.

>> No.2139354

Well, looks like the mods are in full DO NOTHING UNTIL LITERALLY 48 HOURS AFTER THE FACT mode

>> No.2139356 [DELETED] 

Quit being a bunch of whiny pussies. I told him to inset the doors and to use BIGDOOR textures that are 128
Units wide, and explain why these things work. He proceeds to go "but hurr I don't know about the convention because I played a lot of Unreal Tournament, I've never played a fucking pwad before, I NEED the extended door texture." That's what ticked me off.

I'd like to remind everyone that Tom Mustaine (I believe) submitted an Innmost Dens remake to Master Levels and Sandy Petersen told him "maybe try making your own fucking level geometry"

Ps you're all on 4chan, if you want the hug box, Doomworld is over there

>> No.2139357 [DELETED] 

oh nice he's from /v/, too

>> No.2139361

>Ok, ok, I got it. Still, dividing sections by color is allowed? I really like this since I played a lot of UT99, and all the colored bases gave me a good feeling.
I guess, unless you finish it and it looks stupid!

>I seriously didn't know that, but now that I think about it, I never entered a room that was below another one.
Maybe you should learn some things about the engine limitations, because they can change drastically depending on your map format. You still can't do true 100% room over room in UDMF but you can almost fake it, IF you plan it right.

>I think it was on UDMF. How can I check'em it?
When you load your map in DB, there will be a drop down box that says "Map Format." When you have the right format that your maps are, they'll appear. You can't, for example, load UDMF maps as Doom 2 maps or Boom maps.

>I'm reading it now. Also, I've noticed a door problem. I set it to be always opened when I press the use key, but it only works on one side. I've checked the properties of both lines and they are the same. What is wrong?
It's impossible to actually tell without looking at the map (or at least a screenshot) but my gut tells me that you haven't checked which way the linedefs are facing. See that little tick halfway across the door linedefs? That determines which way the line is facing. Many linedef types (especially doors and switches) can only be activated from the "front." Click on the back of your door to highlight the linedef and press F.

>> No.2139363 [DELETED] 

>you're on 4chan so everyone is assholes here, le deal with it meme xD
I can't even tell if you're a /v/ shitter or a /b/tard.

>> No.2139392

I always loved that level, shoot the button.

>> No.2139402

I'll try that, thanks.

>> No.2139403

it's funny to me that my "make that two" post was deleted but yours and >>2139352 weren't

in a brazen act of defiance and retaliation, i will therefore reply to another deleted post

>I told him to inset the doors and to use BIGDOOR textures that are 128 units wide, and explain why these things work.
yes, whilst swearing a lot and also calling him a faggot and a retard. civilized people don't speak to each other that way.

>Tom Mustaine (I believe) submitted an Innmost Dens remake to Master Levels and Sandy Petersen told him "maybe try making your own fucking level geometry"


>McGee, the author of the original Inmost Dens, was apparently nonplussed with Mustaine's attempt at a tribute due to it being too much a calque of his own work, and declared, according to Mustaine, "...go make some of your own geometry! We aren't putting this in the Master Levels."

>Mustaine returned home immediately and began work on what became Paradox, his successful contribution to the Master Levels.

i very much doubt he used the word "fucking".

>> No.2139442

I will go ahead of the asshole:
>>yes, whilst swearing a lot and also calling him a fagot and a retard. civilized people don't speak to each other that way.
>inb4 but this is 4chan
>If you aren't a fagot then you are a fagot because everyone else is a fagot

>> No.2139446

It's not an "argument," someone asked a question about a perceived difference in discussion and got opinions about what people like (and therefore what they talk about). The forums are not closed to those topics, the question is one of what people play.

"Map balance is very important to me so I'm not interested in most mods" is hardly a controversial opinion.

>> No.2139460

>i very much doubt he used the word "fucking".
I very much doubt you understand what id software was like in the 90s

>> No.2139476

it's been my experience that participants in these threads have liked to hold themselves to higher standards of discourse than what some consider to be usual for 4chan. if that's changed, let me know.

>> No.2139481

Things haven't changed but sometimes a guy or two come into the thread and rile things up.

>> No.2139510
File: 39 KB, 345x298, 40,000 cakes later.jpg [View same] [iqdb] [saucenao] [google] [report]

The premise to this sounds badass as fuck, does anyone know where I can find the .wad for this?

>> No.2139521


Yes, but the idea that gameplay mods all break these maps, even those that are balanced around the typical Doom weapon structure, enemy hierarchy, and gameplay style, is bupkis.

>> No.2139527
File: 446 KB, 500x282, 654163541.gif [View same] [iqdb] [saucenao] [google] [report]

>got BFG
>falls all lower
>fire a shot
>all dead

>> No.2139553

the truth of gameplay mods is that you should only.. no wait. my rule for gameplay mods is to only use them with maps i know really well already

>> No.2139580

literally the first result of "the lost episodes of doom wad" on google



>> No.2139584

second link was supposed to be this


>> No.2139597

Hmm, for some reason, I expected something more than what was in those screenshots.
I suppose I could load up a quick .pwad with it that contains some swanky new sky textures.

Wonder if anyone has that book?

>> No.2139603


I've played it, it's not bad but it's definitely like 94-95 quality.

There's a patch at this page which will fix some minor bugs:

>> No.2139606

Yeah, it didn't look nearly as exciting as I pictured it in my head when reading it, I sort of expected at least TNT tier sky replacements and a few new textures.
Does it even have new music?

I'm kind of in the mood for dark space adventure in Doom, Double Impact was fantastic with that.

>> No.2139608

>Hmm, for some reason, I expected something more than what was in those screenshots.
>I suppose I could load up a quick .pwad with it that contains some swanky new sky textures.
It's the name, "lost episodes" always implies some really cool new shit, but the reality is the "lost" episodes are usually lost for a reason.
Also, the "lost" episodes of Spear of Destiny had an entire texture and enemy replacement, so that probably helps the perception.

You could always run it with Eriguns and a quick R667 monster shuffler!

>> No.2139618

>I'm kind of in the mood for dark space adventure in Doom, Double Impact was fantastic with that.
i take it you've played the Vrack series and the stargate map in dvii

>> No.2139619

Nope, no new music either. It's basically a bunch of maps by two guys that got released commercially.

>> No.2139623

>i take it you've played the Vrack series and the stargate map in dvii
and there's also eaeuro02/03, and invade1/2

>> No.2139627

>and there's also eaeuro02/03, and invade1/2
pleiades, mir

>> No.2139640


>d2ino was eventually forked over to Eris Falling for management and then held hostage by a talkative, flaming skull in the twilight of its formation.

What is he talking about here?

>> No.2139649


d2ino was on hold for a long goddamn time because nobody knew what to do and leadership went nowhere.

>> No.2139653

Much like the now-half-doomed Ultimate Doom In Name Only project, which has already restarted at least once and had lots of bullshit over whether or not some maps "resemble" things or not

Maybe I'm bitter because my map got rejected, whatever

>> No.2139659

I gotta admit, I let the flavor text sucker me in entirely. I really liked the premise, fighting on Callisto, Io, and the Great Red Spot being a gate to hell.

>> No.2139663

Who is the talkative flaming skull though? Some in-joke?

>> No.2139675
File: 8 KB, 576x290, 1378779597023.png [View same] [iqdb] [saucenao] [google] [report]


It's an exaggerated non-sequitor for the sake of comic effect.
See also: Pic related.

>> No.2139693

Oh, so not a reference to someone's avatar.

>> No.2139702

Honestly, with a slightly different/enhanced weapon set, a texture upgrade, some reskinned/replaced monsters, and a new soundtrack, it could very well be something cool and unique; it could hold a nice place with the original games (taking place on Mars) and BTSX (obviously being on Saturn...X) and form a loose "continuity."

IMO the weapons wouldn't be a full overhaul (i.e. Eriguns, which somehow seems oddly suited to BTSX) but probably something more like the regular weapon set with some alpha shit cycled in. Chaingun replaced with machine gun, BFG replaced with alpha BFG, that kind of shit. Maybe I'm just dumb though.

Then, of course, I gotta find something that takes place on Venus or Pluto or some shit, and that can use the Stomper weapons!

>> No.2139715

that is pretty hilarious

>> No.2139721

Even worse than any listed is Kate. Dimension 72 looked so fun!

>> No.2139751

So when is Kegan gonna start work on his "4th Time Around" take on Demonsteele?

>> No.2139757

I quite like the sound of that.
Wonder if anyone has the book for it? It's supposed to contain descriptions of the maps, maybe things can be learned and inferred from it to further develop the maps and the like?

>> No.2139817
File: 95 KB, 805x504, EZ.png [View same] [iqdb] [saucenao] [google] [report]


192 px doors work fine if you cut the line def in 2 on the middle, then align properly, it's almost perfect even if some parts clash a little, but overally looks good.

>> No.2139826

Except I know what the textures look like, and I know that they don't go like that. (Also, all them border textures look ugly as fuck, that is not at all how you do it.)

I also don't know that the vanilla game won't throw a fit if you do this to a door because there's two linedefs.

Why is your resolution so weird? 805x504?! And everything's all squished, what port doesn't correct the aspect ratio?

>> No.2139828

Woah, woah, woah, guys. I wasn't offended at that! It's probably just his of putting his thoughts in to words. what are we, little spoiled girls who get offended by such stuff in here?

This made me a little pissed, though. I just don't have a lot of experience with doom, but I played it and thought abut makingstuff.
Will try it. Thanks for the tips, I really knew it looked like shit.

Didn't know about the linedefs stuff. Now I know which face to texture and don't have to do it by trial and aerror yes, pretty stupid, but I didn't know it. I will post it some time along this week.

>> No.2139835


I'm just playing in windowed mode, print screen plus cutting approximatively the area of the screen and pasting it making a very strange resolution, there's no problem with the fast there are 2 line defs, because there is still one sector

>> No.2139836

You have lots of work to add if you wanna release it then.

>> No.2139839

I never bother texturing in the overhead mode...I always do it in 3D mode.

>> No.2139850

I haven't made a Doom WAD in years but I have to imagine that texturing in 3D mode is a fucking revelation compared to the tediousness of doing it in 2D mode

>> No.2139862

>"4th Time Around" take on Demonsteele

>> No.2139873

"4th Time Around" is a song by Bob Dylan aping the Beatles' "Norwegian Wood." "Norwegian Wood" was John Lennon aping Bob Dylan.


So "4th Time Around" is Bob Dylan aping John Lennon aping Bob Dylan. The last lines in the song are "And I, I never took much/ I never asked for your crutch/ Now don’t ask for mine"

Kegan is Bob Dylan to TerrminusEst13's John Lennon.

>> No.2139879

If I wanted to play Doom on my Windows95 laptop, what sourceport should I go for? Zdoom is pretty stuttery on it, so i'm thinking something running under DOS would probably run best.

>> No.2139884

There's always win95
but also PrBoom+

>> No.2139885


>The subsequent forwarding of a release date to meet an arbitrary number

was this one the one that had the "developed in 666 days" thing, right?

>checks /idgames upload
>it is

also content wise it took the cake for the biggest mixed bag of the year. in one hand you have that sweet MAP31 by Xaser (only map with custom textures in the entire wad); on the other you had that atrociousness called MAP06

>> No.2139898

>Windows95 laptop

jesus christ what is with all the people here with ancient fucking computers

I thought people talking about running stuff on XP or Vista was bad enough

>> No.2139909

also we should be thankful that current /v/ never got to know about D2INO; those in the known will understand what I'm talking about.


shall I remind you that you're in a sub-board called Retro Games and people legitimately have pre-00s rigs to play videogames

>> No.2139913

letting one person use custom textures was cheating. i'm glad i didn't contribute to that project, i would have felt hard done by.

>> No.2139917

not us, we're all just passing the time until the next halo of duty comes out, playing gzdoom using dual nvidia titans to get a whole 10FPS from the latest svn build. note to moderators, this post is a joke.

>> No.2139919
File: 681 KB, 2560x1536, potatocam-05.jpg.jpg [View same] [iqdb] [saucenao] [google] [report]

I'd rather not use the doom95, but i'll give it a go if PrBoom+ (or the hacked .exe's on the same page) don't work. Thanks.
(For the record the original .exe's work just fine but i'd like to run WAD's designed for Zdoom if possible).

I wanted a portable DOS machine that I can keep with me while not at home.
>>2139909 that too.

>> No.2139973
File: 205 KB, 900x600, ripped (2).png [View same] [iqdb] [saucenao] [google] [report]

Any more puzzle stuff like cyberdreams?

>> No.2140093

That Assault rifle tho
so bad

>> No.2140127

It's just the chaingun with the PDW sound from Doom 3.

Change the sound, the gun itself is fine.

>> No.2140134

I know it's the chaingun, but the sound and sprites are terrible.
I'll probably just replace it with AtM's or something in the future.

>> No.2140138

I thought the sprite was alright, I changed the sound IMMEDIATELY when I first heard it though.

Also changed the SG and SSG sound. SSGs and their equivalents always sounds like DMC's shotgun for personal use.

>> No.2140139


It's sprites look 10x better than ATM's current Rifle sprites.

>> No.2140142


I've got no intentions of aping demonsteele. I've got my own plans

>> No.2140154

I honestly disagree. The perspective in Eri's is kinda messed up and the gun itself has an ugly form with ugly colors.

>> No.2140157

Fuck off, that rifle is a technical achievement.

>> No.2140159

Please tell me you are baiting me

>> No.2140163

Well you're entitled to your opinion, of course, but ATM's current set of rifle sprites looks really weird to me, Like the rifle tapers off a bit too much, or something.

>> No.2140165

question about room over room in zdoom:

do they allow monsters on them to shoot at you if you are a ways away from them or only if you're in the same 3d sector?

>> No.2140168

Well when Bob Dylan did it, it wasn't done so much to ape it as to poke fun at the initial aping.

>> No.2140171


I'm not clever enough for that. You'd have to be witty for a project like that, and you've known me long enough you'd know well enough that:

I am not a clever man

>> No.2140172


Whoops I meant "and IF you've known me etc."

>> No.2140193

I wanted you to know that your image made me laugh.

>> No.2140234

Are there any recommended singleplayer quake 2 maps/mods?

>> No.2140237

Accessories to Murder is on Github now and the "bleeding edge" version has some changes, dual wielding for pistols, new RL sprite and some new monster behavior. The Github version comes with a n executable to build a pk3 or pk7 in case you don't know how to/are lazy.

>> No.2140261


That port is horrible. They based it off the Ultimate Doom exe, making certain Doom 2 demo's desync because of different lost soul behavior. The screen resolutions lack any aspect ratio correction for doom's format, making things look squashed. Sound effects are slightly deeper.

>> No.2140267

Thanks! :3

>> No.2140270

There's also an issue with the Spectre's invisibility too isn't there?

>> No.2140274

Yeah, that too. The demo recording features on the frontend are broken, too.

>> No.2140280

Yes, you can indeed help out. To find out how, head over here: http://hdoomguy.tumblr.com/joinus

>> No.2140289

Power is of two kinds. One is obtained by the fear of punishment and the other by acts of love. Power based on love is a thousand times more effective and permanent then the one derived from fear of the least intelligent of those whom it seeks to reach
Read more at 9

>> No.2140290

Wasnt TNT map01 also rejected from Master levels for being too small?

>> No.2140296

I would like to know how this is related to a video game released in 90's

>> No.2140317

Doom/Retro FPS thread

>> No.2140327

>how is this related
john Romero's gonna make you his bitch. and you'll either love it or fear it.

>> No.2140416
File: 311 KB, 700x600, 1412471153433.png [View same] [iqdb] [saucenao] [google] [report]

Any megawad that goes well with Wrath of Cronos?

>> No.2140493

What was the name of that faithful Doom retexture project? TIA

>> No.2140504


[citation needed]

>> No.2140515

Ghandi Doom when?

>> No.2140520

To what? God?

>> No.2140559

>Doom retexture

Anon, I don't understand.

>> No.2140578

I think Doom is pretty faithful to Doom. Just make a wad with all the textures from Doom, and play it with Doom, and you've got yourself a faithful texture project.

>> No.2140583

They work like you'd expect them to. Monsters can see and shoot at you.

>> No.2140586

I meant DE/Eriguns, not AtM.

>> No.2140604

Hexen, Hexen DKotDC, Heretic, HoCX, RoCX

>> No.2140618

>Except I know what the textures look like, and I know that they don't go like that.
It's not the cleanest solution, but it works, in my opinion.

>(Also, all them border textures look ugly as fuck, that is not at all how you do it.)
I don't agree, I think it works. I'd perhaps have chosen different textures, but this isn't terrible.

>I also don't know that the vanilla game won't throw a fit if you do this to a door because there's two linedefs.
You can make a door that's an octagonal sector, or a triangle, I don't see why you can't do a regular door with a split linedef, hitting the linedef with your usekey makes the door sector open, regardless of it's shape, you can open and close it from the other side, right? In fact, since you can close a door from the other side as it's about to open, or from whichever side, what happens when you hit the other linedef from the same side is that the door closes or opens, as if you opened it from the other linedef, or from the other side.

>> No.2140637

>I have to imagine that texturing in 3D mode is a fucking revelation compared to the tediousness of doing it in 2D mode
Oh you have no fucking idea, being able to adjust textures in real-time is a wonderful feature, the copy + paste feature being bound to your mouse is also super duper handy.

>> No.2140708
File: 201 KB, 800x600, Screenshot_Doom_20141223_202345.png [View same] [iqdb] [saucenao] [google] [report]

I love infighting.

This mapset was great but it quickly became too much of a slaughterfest for me, not enough room to maneuver large hordes of incredibly angry demons.

>> No.2140713

oh u guiz

A project to create higher-res environmental texture replacements for Doom, style-matching the originals. Whatever your opinion on such an endeavour I'm sure it exists. I seen it.

>> No.2140718

Link to the HUD?

>> No.2140719

I'm retarded, the name is written there.

>> No.2140721

>nc hud 1.14
Oh gee I wonder what hud could it be!

>> No.2140727

It's been done before.
In my opinion, it ends up looking like shit because the high res textures clash something terrible with the simple geometry of most stock Doom maps.

Hi-res textures would fit if they were used in a mapset specifically made for them, with detailed map geometry.

Also, a pet-peeve of mine is that every single hi-res project for Doom bites off more than it can chew by insisting on going for something like 6x res or 8x res.
Why? It will first of all look like absolutely cunting terrible because of the limited frames of Doom monsters, and then the limited rotations, what looks ok enough in original res will look clunky and awkward as fuck when the graphic frames themselves are scaled up, without adjusting everything else with it, it will very much look like you're fighting cardboard cutouts.

And why can't they just settle for 2x res? It would not only be a million times easier and faster (and not to talk about better looking), but it could probably be made to be visually consistent with a geometrically rich mapset using 2x res textures.

>> No.2140746


I don't like it. It contrasts too much with the low-res sprites, the low-res pickups, the low-res sounds, and the simple geometry.
Being "faithful" to Doom would require making everything hi-res, not just textures.

And at that point you're just not really playing Doom anymore.

>> No.2140758

Anyone here know how to code Brutal Doom? I'm having a problem with my Shotgun script. Anyone willing to lend a hand?

1. The shotgun starts out with the ADS mode sprite, and flashes every second or so into the regular non ADS sprite, then back to ADS, and so on.

2. It kinda reloads. Upon pressing R, it doesn't reload, instead it gives me an ACS error saying ACS doesn't know what reload is. Yet every other weapon reloads just fine. (I have tried using the Brutal Doom reload keybind and the default GZDoom reload keybind) But it does reload exactly as desired after shooting all 6 rounds and then attempting a dry fire.


>> No.2140778

Is me

I just tested it again. As last I tested it I was quite tired.
It actually doesn't give an ACS error. it just refuses to reload, OR, or it performs the reload animation infinitely, taking shells but not putting them into the "chamber".

>> No.2140815

That seems really convoluted

Take a look at a semi auto shotty I made a while ago, it has brutal-doom-like reload and its way simpler


>> No.2140817

(Well, I heavily modified it from "FeelsBoss weapons", more than making it)

>> No.2140832

http://store.steampowered.com/app/308420/ While not related exactly to Doom, i get some Hexen/Binding of Isaac vibes from this game. It's on flash sale right now, and i highly recommend it. I have tons of fun with it.

Y'know, incase you're tired of good ol' Doom or something like that.

>> No.2140835

It's also pretty fast-paced.

>> No.2140838

It's fun and feels pretty retro-ish, but you'll get bored of it in less than 10 hours. It has very little content.

>> No.2140845


So, the reason it looks a massive mess, is because it's Quaker 540's submod. But I contacted him and he explained a little bit of what the hell to do with the code. So I grasped just enough to get it to the state it's in.

But the problem right?
Is this shotgun is literally my first weapon.
lately my mind has been focused elsewhere (gf drama, lol)
And I can NOT seem to grasp almost anything.
Reading a guide more than 20 lines long my brain is instantly like TL:DR. And I can't get ANYTHING done.

Any idea where my error is? I'd very much like to use my code. lol

>> No.2140848

Your girlfriend is interfering in community doom wads. What's her problem? What's yours....

>> No.2140849

>Any idea where my error is?

>> No.2140857

True. Very true.
Sadly, I'm on over 100mg of ritalin. And it doesn't do anything. So, I'm afraid ADHD is unavoidable. But, I do have aspergers, and Doom is my current aspergers obsession. And I'd like to finish this mod before I switch to something else. lol

>> No.2140858

IKR? Gf is interfering with DooM = dumped.
lol jk

>> No.2140859

You aren't going to learn how to make weapons if you dismiss the guides that teach you.

You should probably wait until the drama is handled before you tackle modding projects.
Put extra effort into modding projects so you don't think about the drama.

>> No.2140862

>Put extra effort into modding projects so you don't think about the drama.

Good point and good idea. I shall attempt this.
If only I could get le over attached gf to stop calling for 80% of my day.

>> No.2140909

invite her over and have her nap on your lap while you take care of doom?

>> No.2140913

Antroid. He understands Doom in a different way than ordinary humans.

>> No.2140946

Wow, SUAB is tedious as hell

>each enemy drops small amounts of numerous ammo types
>tiny as fuck ammo drop sprites that are obscured by monster corpses
>ammo drop sprites are not distinguishable enough
>have to keep running through all the dead enemies over and over because you can't tell if you already collected the ammo dropped by them or if your ammo was full the previous times you ran over them
>can't just leave the ammo collecting for after you've cleared most of the level because you aren't able to gauge how much your ammo consumption should be

>> No.2140957

If it was less of a "rogue"-lite, and more like heretic/doom with the level design, I might be more into it.

>> No.2140969
File: 165 KB, 301x245, 1376035734532.png [View same] [iqdb] [saucenao] [google] [report]

Ho ho ho, motherfuckers. Reposting because some people DON'T SEEM TO LEARN.


Cack the world, etc.

>> No.2140986

this is intentional, apparently.


>auto reload, no select if no ammo, etc. yes the option is in the settings, but that's the thing: given the option reduces stress and aggravation. I dun want that haha. ruins the mood.

according to the original author, it's meant to be annoying as all hell

>> No.2141023

been off doom general for a few months, have I missed anything good?

>> No.2141024
File: 210 KB, 800x600, Screenshot_Doom_20141224_162328.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2141026
File: 96 KB, 320x200, tumblr_ngfoqqCihN1syxgg9o1_400.gif [View same] [iqdb] [saucenao] [google] [report]

Donutsteele won a Cacoward.

>> No.2141027
File: 253 KB, 800x600, Screenshot_Doom_20141224_164153.png [View same] [iqdb] [saucenao] [google] [report]

Speaking of Cacowards
(Anyone know what the QR code says?)

>> No.2141031
File: 182 KB, 1024x1024, let me consider this.jpg [View same] [iqdb] [saucenao] [google] [report]


That's a tough one there anon, but after many long nights of conisderation, gruelling studies, blood, sweat & of course, tears, I believe I have come to a conclusion.

My many years of studying encrypted codes, pathfinding and technological patterns do in fact tell me that the QR code says: "U R A FAGET"

>> No.2141037
File: 41 KB, 600x375, B4fDMj9CEAAOIR1.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2141048

It says: http://www.doomworld.com/idgames/index.php?file=levels/doom2/Ports/0-9/5l1c.zip

>> No.2141107

Any reason why the imp idle sound is some weird frog noise?
Annoying as shit

>> No.2141125

>Play Brutal Doom
>Play One Finger Death Punch
>Can't decide which one is more viscerally satisfying.

>> No.2141165

>Anyone here know how to code Brutal Doom?

BD code is generally spaghetti code that you shouldn't try to emulate or learn from.

>> No.2141170

Get an adderall prescription, methylphenidate is dumb.
>over 100mg
What. More is not always more good, anon.

>> No.2141192

Can confirm, was once up in something like a pair of 50mg pills a day as a kid, didn't do shit for my concentration, but man if it didn't make my head hurt, talking piercing pain in the corner of my right eyesocket.

Turned out when I was older that it wasn't as much ADD/ADHD, as it was me being a sperg.
Sorry for blogshit.

>> No.2141306

So I just gave DoomRL Arsenal a try, and it has some huge balance issues.

Going scout, then making a storm bolter pistol, especially out of the high end pistols, turns the fire key into an I win button. Literally nothing in the game can take more than half a mag of some of those pistols thanks to the massive damage bonus the scout has to pistols.

>> No.2141320

why is it so messed up? is SL edition any better?

>> No.2141321

Try it with the monster pack, balance will radically shift in various ways.

>> No.2141324

on what map were you playing?
if it's an oblige generated, stay on your guard
oh, and i hope you have the monster pack, it has a lot of "fun" critters for you

>> No.2141329

Not in any way that is meaningful, you end up becoming an unstoppable powerhouse once you one of a class's ultimate weapons.

Like Marine with his Demolitions Minigun or Plasma rifle and the Scout with the Storm bolt pistol or Trigun.

>> No.2141347


>Demolitions Minigun

Wind up time kills it, it's also terrible against bosses immune to splash damage. Try Autoshotgun+F for something really OP.

>> No.2141357

simple or double?

>> No.2141360

It's because Mark has terrible code formatting and doesn't ever clean up his code. That part's just appearance though.

The real killer is because he regularly does what is considered a "bad practice" in coding: he fixes things as they break, and if it appears to fix it leaves it as "good enough" without rewriting the code to prevent things from needing that hotfix or exception once he understands what caused the issue in the first place. Sometimes he doesn't understand what caused the fix to work, but again figures it's "good enough" so long as it works. This included for the longest time having a zillion errors on startup, unless he didn't fix the startup errors in the current version in which case it still does. While a lot of stuff in ZDoom modding does have to be hacky, it's different when the hacks are there because there's no way around it rather than the hacks being there because of laziness.

From what I understand SL is much better.

>> No.2141364


I prefer single because of the tighter spread

>> No.2141367

It literally melts everything in your path and stunlocks bosses.
>Wind up time
You have 800 shots without reloading, you can wind up a teeny bit beforehand.
And since you can have five other guns you can just put in whatever else compliments the Marine but it's not really necessary since Demolitions Minigun kills everything but Nightmare Archviles.

>> No.2141374

you know what's really fun? two players with two nanomachic miniguns

>> No.2141375

Single fires faster but gets the same 6 less pellets per two shells like the standard SG to SSG comparison.

Double has a tighter spread.

There's no real bad choice with these two guns because you have the Minigun to fall back on if you really really need more dakka.

I like double for the novelty of it, also belt fed shotguns.

>> No.2141379

Shit, meant to say looser spread for the Double autoshotgun.

Honestly with the Marine there's no real wrong choice here because you get 4x the shells anyways.

>> No.2141452


But what are the names of the retexture projects? One in particular looked compelling. It wasn't the wildly inconsistent High-Res Texture Project. Hell, maybe it was all a dream.

>And why can't they just settle for 2x res? It would not only be a million times easier and faster (and not to talk about better looking), but it could probably be made to be visually consistent with a geometrically rich mapset using 2x res textures.
True that 2x is plenty. However, Doom's aesthetics scale poorly to very high rendering resolutions as well, and break down with look pitch. Higher resolution textures aren't a greater indignity against Doom's look than shit that pretty much everyone does. Oh, and ill-suited bilinear filtering. God that looks bad.

>> No.2141462

>and break down with look pitch
Don't have that problem in OpenGL mode, you also get unlimited colors, so graphics don't have to bleed out into single color shapes in the distance.

>> No.2141471

>It wasn't the wildly inconsistent High-Res Texture Project.

As far as I'm aware, that's the only one that's really made any headway.

>> No.2141536
File: 10 KB, 226x204, 2364529769075.png [View same] [iqdb] [saucenao] [google] [report]


I'm playing 200/vr/ wad and is pretty good

Also I like the themes they used for some maps, where can I find the name or mp3 or something for this wad?

>> No.2141546

>Also I like the themes they used for some maps, where can I find the name or mp3 or something for this wad?
Onslaught Six here, some of the music was my choices. I used new versions of existing Doom/2 jams from prjdoom.wad by Silent Zora, they're basically midi "remixes" of the default jams

Plus two of the tracks are Slayer MIDIs of songs Bobby Prince ripped off for the regular game, so

>> No.2141549

>I meant DE/Eriguns, not AtM. >>
I know that.
How is Eriguns rifle a technical achievement?

>> No.2141550

I always heard it as a demonic gurgle. It and the imp's whooshing fireball sound are synonymous in my eyes.

You could always replace it with the PSX version's sound.

>> No.2141552

for the longest time I thought that it meant a soul sphere was nearby

>> No.2141556

It's really pretty, and one of the best "roguelites" whatever the fuck that has come to mean, but still not that great. Weapons in particular feel wimpy.

>> No.2141559

Nah I don't mean that god-awful, worse-than-nothing trapezoidal distortion approximation, just that the architecture and (moreso) sprites are only meant to be seen at the one pitch. Pitch looking significantly alters gameplay as well (high resolutions do as well, to a lesser extent). It's a fine innovation for WADs that intend for its use, but using it in the original games is a goddamn joke. Surely it's more of a concern for "are you really playing Doom?" than a mere texture pack.

Aiming rockets at enemies' feet (or straight into the Icon of Sin) is a p big deal. So is seeing enemies below or above. Or shooting any weapon outside of autoaim range.

Well shit. Guess that, much like the Holocaust, it was real in my mind.

>> No.2141612


Adderal has adverse reactions for me to say the least.

Good idea. :)

>> No.2141645

>yfw it says cacowards
You'll never be able to unhear it.

>> No.2141649
File: 67 KB, 371x296, rip and tear.png [View same] [iqdb] [saucenao] [google] [report]

>If only I could get le over attached gf to stop calling for 80% of my day.
You should rip and tear her pussy.

>> No.2141665

Ofmg. I shall do. Good idea. And btw best pic ever.

>> No.2141685
File: 462 KB, 1024x768, YxLJ7hj.png [View same] [iqdb] [saucenao] [google] [report]

The latest masterpiece from "4chan is evil" Chronoteeth.

>> No.2141694

Where's that gun's stock?

>> No.2141698

in ur mum

>> No.2141723


This guy mentions a modified version of Doom used by the US Marine Corps. Does anyone knows anything about this?

>> No.2141728

It's nothing spectacular.

Since it's christmas I'll save you 2 seconds of googling: http://www.doomworld.com/idgames/?file=themes/marines/marine1.zip

>> No.2141745

Nevermind the gun, what the fuck is going on with that face?
Why does it have huge pixelated expression but "smooth" edges?

>> No.2141809

I'm thinking about making a christmas Zandronum video like every year, but this time I want it to be with you guys instead of just randoms in a public server. Only question is, what .wad should we play?

You guys interested?

>> No.2141832

I vote for Push, then again, I vote for Push all the time.

Although, if you're going for something Christmas/winter themes then Push would be a good alternative.

>> No.2141836

Well there doesn't seem to be much people interested unfortunately, but they're most likely celebrating with their family anyway so I can't blame them. I had something else planned anyway in case this couldn't work out. It won't be as good as this could've potentially been, but it should be decent, maybe.

And speaking of push, come to think of it, Holiday-themed maps for it don't sound like a bad idea for it.

>> No.2141838

not a doom thread regular, just saw this passing through the first page. i would really like some vanilla doom 1 deathmatch. cannot remember the last time I have played vanilla deathmatch.

>> No.2141857

Wait. Why is the entire hud filtered to fuck and the actual game isn't?

>> No.2141859

are you kitten, the guy filtered the fuck out of everything except one wall texture and the weapon sprites

>> No.2141862

no, filters are disgusting. but usually everything is filtered or nothing is filtered.

>> No.2141898

The display that actually shows the ammo count on the gun sprite? Like, do you know how many YEARS people were trying to do that? (Hint: It was as soon as they could do DECORATE weapons/Doom 3 came out)

>> No.2141942

Merry Christmas, /vr/oom!

>> No.2141951

merry christmas anon

>> No.2141952

Merry Christmas!

>> No.2141974

>but it's definitely like 94-95 quality.

Probably because it IS from 1994.

>> No.2141976
File: 13 KB, 415x467, power of friendship and huge guts.png [View same] [iqdb] [saucenao] [google] [report]

Any mod that makes it possible for me to cycle between the last two selected weapons? I loved this shit on CS.

Merry Christmas, anon.

>> No.2141978 [DELETED] 

Merry Christmas
please stop clogging /vr/
This is a general thread.

>> No.2141987

Could someone help me change the reloading in this script to Brutal Doom based? It's part of my Brutal Doom ADHD edition I've been working on and it's not accepting the brutal doom reload keybind. Only the defualt GZDoom one.


>> No.2141997

maybe you could just make all the weapons use the zdoom reload and get rid of the default bd one?

>> No.2142012

Tbh I'm borrowing heaps of code. Including most of the revolver script. And to my noobish eyes and skills, the reload system on that vs the rest of the weapons looks the same. So idk how to change it.

>> No.2142024

>tiny as fuck ammo drop sprites that are obscured by monster corpses
>ammo drop sprites are not distinguishable enough
Pistol rounds are bad, but I dont think I have ever seen what an individual shell on the floor looks like. Its always behind a corpse or underneath a pile of bigger sprites.

Speaking of ammo, the entire ammo system is pretty shit.
>60 revolver bullets but it takes 5 minutes to fire them all
>character can carry 300 extra gatling rounds, 400 machinegun, 180 crossbow bolts and 18 grenades but only 3 magazines for the desert eagle
>backpack gives you +50% out of your current ammo, fabricating a reason to spread your ammo usage even further and always have large ammounts of every good ammo with you, otherwise you waste the backpack

>even the zombieman replacement can drop mines and grenades while a cacodemon may give shit like 3 revolver bullets and stun gun battery. Ammo on the actual map is almost irrelevant for most guns, the bulk of your firepower will be completely random drops
This alone should already make even maps made specifically for SUAB unbalanced as fuck, since you can end up with hundreds of rounds you cant use yet or get loads of grenades from the weakest of enemies, whoever
>berserk pack doesnt heal and can either give you an awesome flamethrower or an useless knife upgrade
>backpacks spawn with health
>medpacks can spawn with ammo
>cacodemon is almost undodgeable indoors
>melee nazis
>commander ken is a sturdy turret that wont die from a direct hit from the BFG replacement that only has 4 shots
>shotgunner and heavy weapons dude dont drop weapons
>weapons with multiple replacements dont try to give you the weapon you're missing
>both regular shotgun and the SSG can morph into the insanely low DPS sniper rifle and make 2/3 of the supposedly shells on the level be useless until you find a third weapon that will hopefully be a fucking shotgun or xbow
It can break literally every wad. Not even HD does this.

>> No.2142042


Merry Christmas, anon. I love all y'all.
Even the shitposters.

>> No.2142045


Brutal Doom's reload is inventory-based.
You'll need to do an A_JumpIfInventory("Reloading",1,"Reload") in the ready state.

>> No.2142049

Essel touched upon that in the thread.

>I think this is more of a byproduct of demo-recording activity than an anti-ZDoom bias. If something is playable in PrBoom-Plus and other Boom-related ports, it's more likely to get serious attention from speedrunners and other competitive players, arguably extending the wad's lifespan.

>> No.2142050


To be honest when I was porting this, I was questioning everything the maker of this mod was doing, I'd fix this ammo thing, but I was trying to keep to the original feel of the mod, as far as enemies, weapons and ammo was concerned.

... I never said the mod itself was good, just interesting. And if I did at some point, I apologize.

>> No.2142052

you should just have splitted it and based your mod off his idea after the whole "hurr don't associate with these pedo-terrorists-rapists on 4chins"

>> No.2142058


Because that would have required gathering a ton of resources to replace the weapons, ammo and item sprites. And thus at that point I might as well just make another mod because It would have deviated from the original too much.

>> No.2142060

It is indeed interesting, I suppose.
You probably wont ever achieve more than oblige-on-full-random difficulty no matter how you polish it though. Chronoteeth barely lets you edit the crossbow, fixing the actual problems must be impossible.

>> No.2142067

nigger, I remember your struggles, and I have advised you to ask for help here.
look at lower right corner of the page, see that unique poster count? I can see it at number 83 now, and god knows how many are just lurking
I am sure that some of them are spritefags who could help you with this shit, so why not fucking do it?

>> No.2142069


It's sort of why I'm asking the guy who's making the Golden souls mod if I can use the crossbow from his project, if he allows me to I'll work on a non-useless Crossbow for this "rebel" mod I'm working on on and off.

While I could do that, to be honest I'm sick of SUAB. After the holidays are over I'll probably buckle down and finish what's left and try something new.

>> No.2142071

I thought the mod was good at it's core but the flaws are pretty pronounced.

With some tweaks(That apparently the original mod maker won't allow) it would be really solid.

>> No.2142126


Basically this.
It's a great concept, I love playing as an average-class dude that isn't a hardcore marine who spits one-liners, but the problem is that...uggghhh the design decisions are so questionable.

>> No.2142136

what I suggested to Hellser when he was the only one working on ICD-ZD, for example, was that the port would be as vanilla as possible, and an 'enhanced' release later on would fix some bugs along with having better graphics for some weapons.

and CT doesn't even allow that, at all?

>> No.2142145

Do you guys ever get horny? I'm super horny man.

>> No.2142151 [SPOILER] 
File: 301 KB, 640x480, 1419497549410.gif [View same] [iqdb] [saucenao] [google] [report]


yeah man

I got a boner.

>> No.2142157

as i quoted earlier in the thread, it is meant to be stressful and aggravating.>>2140986

>> No.2142159

>it's meant to be annoying as all hell

if annoying = good mod
he should add some rebinding of keys and "I'm going to fuck you're ass" to the mod and then it will be even better

>> No.2142163


If you aim to be stressful and aggravating, and you succeed...
Well, you're still stressful and aggravating. AKA: Not fun.

>> No.2142164

Well it sure was interesting.

I think this is a good opportunity to make your own project, with what you've learned.

While it's certainly impressive, it's not like the concept is brand spanking new.
The grenade launcher in Zero Tolerance would show the empty chambers as you fired off more and more grenades.

>> No.2142165


Already doing it... well slowly, at least.

>> No.2142167

Well I mean, a gameplay mod for ZDoom, something that's maybe similar in spirit to SUAB, but way better done.

>> No.2142168

>>2142071 here
Fully aware of that but I don't find those to be actual issues and fit with the mod's tone.

It's more like..
>Lost Soul replacement hurts so god damn much that they're more capable at killing the player than bosses
>Mancubi replacement has more HP than the Archvile replacements by what feels like 2x the HP value(And these guys like to be put into packs in mapsets so it's just a massive HP wall)
>Stun blade for knife has way too high of a chance of popping up yet the knife's actual stun proc rate is kind of low making it a really lousy Berserk replacement(Should be a chainsaw replacement like the pipe)
>Calico hurts so little that it has no real use unless you have no other rapid fire weapon
>.38 Revolver is so useless even with upgrade
>Unusually long pause between after firing and when you can reload, even if you fire an empty gun
>Cattle prod gun is the most uddery useless weapon I've seen in a mod

My issues are mostly balance related.

I still really like the mod and the weapons feel damn good for the most part.

>> No.2142172


>Mancubi replacement has more HP than the Archvile replacements by what feels like 2x the HP value(And these guys like to be put into packs in mapsets so it's just a massive HP wall)

I've nerfed the Fatso replacement by a few hundred hp.

>Calico hurts so little that it has no real use unless you have no other rapid fire weapon

It's not meant to be a DPS-type weapon, but more for peppering groups of low-hp monster.

>Unusually long pause between after firing and when you can reload, even if you fire an empty gun

Due to the Author's decision, that weapon-shake animation makes the weapon -very- unreliable, and since I was sorta wanting to port the weapons/enemies faithfully, I had to work around this a bit, it's sitll not 100% reactive, which makes me annoyed.

Admittedly, if i had my way... I would need a shit-ton more resources, because I would probably dump the guns for a more condemned-type experience.

>> No.2142174

>I've nerfed the Fatso replacement by a few hundred hp.
Was this in a patch or was this with the first release?
Either way those guys are just really way too damn sturdy considering how common Mancubi are used.

>It's not meant to be a DPS-type weapon, but more for peppering groups of low-hp monster.
Fully aware of that but honestly the shotgun clears crowds out better and if you have access to a Flamethrower you can clear out those crowds in seconds with just 20-30 fuel thanks to it's piercing.

Calico is just really really bad, can't even kill a Cacodemon with 100 bullets.
Like I'm aware it's supposed to be weak too but I just never touch the thing unless I am trying to conserve ammo on other guns and I feel that I am wasting my time unless I have only a .38

>> No.2142176

seriously, just drop this mod, make your own, your skills are being wasted
and people here can help you with assets

>> No.2142180

yeah, just like they helped with the cyberpunk mod, the metroid mod, and the /boards/ mod

>> No.2142182

no they won't. just ask terminus. how many of his mods are dead in the water because artists don't keep their promises?

>> No.2142183


GMOTA's suffering slightly as well.

Learn to create/rip your own assets.

>> No.2142184


Techically only Metroid died like that, Samsara was more of an issue with Ijon-code being unreadable by anyone tha isn't him.

I would, but leaving something unfinished will bug me. (as far as dropping suab).

I am working on something of my own design, it's just slow because I have to work on redoing some assets and low motivation. I have a video of showing off it's pistol, if you end up blundering into my YT channel.

>> No.2142193
File: 3.82 MB, 2872x2419, Rip & Tear.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2142195

Rip & Tear artistry at it's finest
Bravo to you all

>> No.2142202

You don't need to make your own assets if you can create interesting behavior and weapons with code. There are enough assets free for use out there already, and you can make stuff look really neat with that and, if need be, very simple sprite edits in paint or gimp.

>> No.2142221


Couldn't be finished because it actually broke the renderer

Finished and won a Cacoward

>> No.2142224

>Learn to create/rip your own assets.

unfortunately this; niggas these days have to scratch with our own fingers

>> No.2142257

so the story of how DemonSteele came about was a lie?

>> No.2142269 [DELETED] 

This is fucking autistic.
Who creates 100 copies of the same unfunny template?
This is reddit tier garbage, holy shit. And not a single one is even funny.

>> No.2142273 [DELETED] 
File: 40 KB, 250x250, 1396950798189.jpg [View same] [iqdb] [saucenao] [google] [report]

>/vr/ is one person

>> No.2142281 [DELETED] 

Welcome to /vr/oom. This general is always reddit tier garbage m8.

>> No.2142282 [DELETED] 

Yeah, pretty much how I felt about it too. Oh well, not gonna go outta my way to shit on their parade about it.

One guy talked about how the point wasn't to be funny, it's just to make a reference or something. Eh.

>> No.2142284

IIRC, PrBoom+ can't into DECORATE.

I believe vavoom is available on DOS, and it can use decorate and has several features of zdoom ported to it.

>> No.2142286

>3.82 MB
wat? Since when was this allowed? What's the new cap? Does it apply to webms as well?

>> No.2142290

i believe pngs can go up to 5 but webms are limited to 3

to anticipate your following question, yes, you are quite right, this is utterly stupid

>> No.2142293

>i believe pngs can go up to 5
sorry, correction, i made a 5mb png and it said 4mb was the limit

>> No.2142297 [DELETED] 
File: 1.04 MB, 2160x2025, augmentation crusher.png [View same] [iqdb] [saucenao] [google] [report]

It all builds up overtime like everything else.

>> No.2142304 [DELETED] 
File: 421 KB, 1200x900, 133520d9900de665a1223236ed82560a.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2142307

So I tried out Shut Up And Bleed, and it's certainly cool and interesting, but it's so fucking tedious, the revolver is practically worthless, does way too little damage and too inaccurate, I know .38 Special is a pretty mild round, but god. The first good weapons I found was the VP70 and the hunting rifle (the only weapon I have found as of yet that feels like it has any power to it), but then I see my character load the rounds individually, rather than using the stripper clip the rounds came on, but then, there's a scope in the way, so fair enough, you couldn't strip a clip into the magazine that way, but it just makes me wish that either the scope was out of my way, or that the .308 rounds came in a loose pile.

I went to pick up the armor in the left room in E1M1 (after spending over a minute kicking two gray imps in the face), and then some gooey slime fucks came out of some corpses, that shit was cool as hell, and the monsters are cool, but they take so long to kill.

This is terribly balanced as a gameplay mod, this really cries for it's own mapset designed for it, this would be perfect for some sort of RE1 or RE2 styled survival mapset.

>> No.2142314 [DELETED] 

This. It's the same stupid stuff as the /doom/ comic, it looks like it was made by some redditor.
Fucking faggot

>> No.2142349

Holy shit Demonsteele is CUUHRAZY fun with Chillax.

>> No.2142352

>backpack gives you +50% out of your current ammo, fabricating a reason to spread your ammo usage even further and always have large ammounts of every good ammo with you, otherwise you waste the backpack
It gives you 50% of max ammo capacity, not 50% of what you're carrying.

>> No.2142371
File: 444 KB, 607x358, calibers.png [View same] [iqdb] [saucenao] [google] [report]

I gave it another run, I decided, just for the hell of it, to tweak the damage of some of the weapons, make most of them hit a little harder (also put in some dark and spooky skies to fit the mood, and put on the PSX Doom soundtrack in the background, makes a great atmosphere), and it does help, but one of the big flaws I've noticed are pickups.

Loose bullets you find all look way too similar, I walk over a pile of ammo that turns out to be .22LR, not even looking the part, .22LR is a tiny, rimmed little round, it wouldn't look anything like 9mm Luger, it's the one on the left in pic related. All the loose pistol bullets look the same size and shape.

I mean, I could see mistaking 9mm for .40 or even .45 at a distance, at least if it's a pile in the dark, but I should reasonably be able to see what kind of ammo lies in front of me. This is a particular problem when I think I'm picking up bullets for one gun but it turns out to be bullets for another gun, and I'm already full with those, and that's really frustrating.

There's also the billion fist sized gems in all the rainbows colors and they all seem to be doing much of the same thing but just vaguely different.

>> No.2142373

Once you get your hands on later weapons you will actually be able to tear through enemies pretty fast.

Knife and .38 suck
VP70 is alrightish
Shotgun rocks, truly the backbone of the arsenal for a lot of enemies
Calico is awful
Bowgun is alright with the 3 bolts used per shot change
Hunting Rifle isn't terrible but it feels like it is missing something. Also you can't interrupt the reload.

Grenade launcher onward is great outside of the Cattle prod thing.

>> No.2142379 [DELETED] 

It's obvious who that person was from the grammar

>> No.2142380

I beefed up the damage on the .38, so that it actually DOES something to enemies, but I think I figured what the most annoying thing is, reloading, it's for some reason really awkward, when I press the reload button, it doesn't go straight to reload, I have to hold it down, it makes it feel like my reload button isn't working, was that part of the original mod?

>> No.2142381

I've never had this issue personally, but chances are you are pushing reload right after firing instead of when your hands start shaking again.

I never really have this issue because holy shit I hate how weak the .38 is

>> No.2142386

I have that problem with every weapon, even when I'm not shooting.
Do I have to wait for the hands to start shaking? That's weird and annoying, it breaks flow for me, it's literally faster to reach for another gun.

>> No.2142389
File: 7 KB, 289x41, OH WOW ITS FUCKING NOTHING.png [View same] [iqdb] [saucenao] [google] [report]

Problem is you cant make a map with tight ammo or anything of the sort with this wad.
Every enemy drops a million different ammo types and ammo packs turn into several different kinds, you're required to have every weapon in order to play fairly.
I finished Grosse and still didnt have that burst pistol or the crossbow. I restart just to test and both the map01 shotgun and 02 SSG were crossbows. I turned idclip and run to see the replacements and not even map07 gave me a fucking shotgun.
A silent weapon is interesting and all but not even the slow ass sniper is guaranteed to kill an imp, so there is a gigantic jump in firepower between the 2 and the shotgun.
Then you have the problem that only 1/3 of the shell ammo morphs into actual shells, so if you get unlucky you can get only bolts/rifle rounds from like 10 supposed boxes, so its bad balance even if you have all the weapons.
Everything suffers from this. 20 cell packs are either 4 stun gun charges, 15 crossbow bolts or 7 fucking .50 rounds. Those things kill cacos with 3 shots.
Even better : rocket boxes. Technically the average damage is not much different since its mines, .50 or gasoline, but NONE of those are useable by one of the rocket launcher replacements, so something like e2m8 can give you a grenade launcher and zero ammunition for it.
Random loose ammo from kills too! Stronger enemies give more random drops, not random drops of higher quality. Kill a zombieman and get a grenade. Kill arch-vile and pic related.
The only exceptions are nazis and the bosses, but those dont get much better. Cyberdemons can either give you a gatling gun that stunlocks and kills other cybers/masterminds with 50/150 shots or...NOTHING! Either a gun that will rape everything or nothing at all. How the fuck is anyone going to balance this shit?

Combat is okay. Cacos and archies are retarded for opposite reasons in most maps, but a map designed for it would fix it. Problem is random ammo/guns and iSpook wont fix it.

>> No.2142398

You can't switch weapons until your hands start shaking either, however Doom will queue the switch weapon action until the instant you are allowed to switch weapons.

>> No.2142401
File: 210 KB, 720x720, 1366409542278.jpg [View same] [iqdb] [saucenao] [google] [report]

Merry Christmas /vr/oom, hope you're all having a blast!
Are there any fun christmas themed mods or games out there? All I can think of is the Duke Nukem Nuclear Winter expansion pack

>> No.2142404

There's the Christmas level in the second Turbocharged Arcade.

>> No.2142416

I'm trying to replace the weapon pickup sound in a pk3, but the game doesn't play any noise when I load it.

I'm not sure how I would use SNDINFO to change the pickup sound, does anyone know what I should do?

>> No.2142417

>I'm not sure how I would use SNDINFO to change the pickup sound, does anyone know what I should do?


The ZDoom wiki is your friend.

In case it's tl;dr, then:
You really should be reading it. But if you insist, you should make a SNDINFO lump and put "misc/w_pkup NEWSOUNDNAME" in it. Make sure the sound name is under eight characters.

>> No.2142456

Why do the mines in SUAB take 2 per shot?

It used to take 1 per shot.
When looking through the code I can't see why it takes 2 rounds per shot either.

>> No.2142495

Here's the Skulltag/Zandronum christmas videos I've uploaded for nearly every christmas since 2011, excluding 2012 for which I didn't think of making one unfortunately.

2011: https://www.youtube.com/watch?v=xJ-l86sy2ms
2013: https://www.youtube.com/watch?v=r-Pw76pIBBU
2014: https://www.youtube.com/watch?v=yu9AVhLPFbM

Merry christmas.

>> No.2142498

We should rework it into SUAB: Sperglord Edition, where we fix the balancing (and maybe even cut a weapon or two).

This thing has potential, but good lord there's so much shit that prevents it from being fun.

>> No.2142523

but the original author would likely object and the community's favoritism toward original authors would see the modifiers removed from their audience.

but if you do, rename it Be Silent And Phlebotomize

>> No.2142551

does anyone have that list of DoomRLA assemblies

>> No.2142553

go read the last few pages of the zdoom thread about SUAB. If I'm reading this correctly:

>guy decided to do just this and make SUAB: Plus Edition
>original author shows up and --
>"can I be honest? I feel incredibly weird having alternate versions of my mod being made without asking first."
>SUAB PE guy quotes the text file included with the original SUAB --
>"Authors MAY use the contents of this file as a base for modification or reuse."
>SUAB Original author basically says whatever and that he didn't really mean that and that it's written that way just because that's idgames' default text file filler and he didn't pay attention to change it.

Something about this guy makes me mad...

>> No.2142576

Sounds like he thinks he was gonna make the next sliced bread and is upset that people aren't liking the direction his pet is taking; even going so far as to complain when people want to fix what he has deemed "totes ma goats."

>> No.2142589


Yeah, he's autistic.
Generally speaking, though, and contrary to the usual 'chan behavior I'm generally in favor of following people's requests if they're the original creator, since it sets a good precedent and overall makes less of a fuss.

If he wants to throw a temper tantrum, I'd just take my ball and move on to another mod.

>> No.2142594


> iSpook wont fix it.

Well now, I understand why you'd be upset over this, but you act like I made the ammo system retarded on purpose.

I'm only porting over what the original author did originally, I wanted to keep faithful to what he did, and what the mod author did was to make Caco's spit fuck tons of bouncing plasma and make archviles an enemy that doesn't revive corpses

Forgive me if it sounds like I'm not taking your criticism positively but I do believe you can fuck yourself if you're going to take that tone

>> No.2142598

>but I do believe you can fuck yourself if you're going to take that tone

Well now, there's no need to get spooked

>> No.2142604

... Hah.

But no, seriously. That sorta agitates me in all the wrong ways,

>> No.2142607

And on this holy day, iSpook found out what it was like to sort of be Sgt. Mark, and on that day, his heart grew five times larger than it ever had before.

Merry Christmas niggas.

>> No.2142614


>Why do mines in SUAB take 2 per shot?
You're using an old version, download the newest in the ZDF thread, I fixed that issue and a bunch of others since that point.

>> No.2142621

they're all as bad as each other
ed the bat's sneering posts reminded me of a certain other ed

>> No.2142626

>I'm only porting over what the original author did originally
I know, and you've done a pretty good job of porting it.

It's flawed (though with potential), but the flaws aren't your fault.

>> No.2142646

And then you find out Ednerd is secretly a sonicfag. SURPRISE !

>> No.2142647

thinking back console versions of doom had shit controls when they shouldnt have. dpad for forward back and turning? why not use left and right for strafing and the shoulder buttons for turning. psx and snes couldve easily done this and it wouldve been so much better

>> No.2142656

that wasn't the convention at the time. even DOS doom's defaults were L & R arrow key turns with a "strafe modifier" button.

>> No.2142659


>> No.2142667

I'm used to having R1 being my trigger, because that's how I roll, but speaking Doom, that makes a lot of sense to me.

That explains a few things actually.

>> No.2142678 [DELETED] 

/v/ pls leave

>> No.2142686 [DELETED] 

Just because you don't like it doesn't mean it's a /v/ thing, sonicfags can be immensely autistic, and looking at Edward, that makes sense.

>> No.2142715 [DELETED] 

Sonic is reknowned for having one of the most terrifyingly autistic fanbases in existence. Ain't got nothin to do with /v/

>> No.2142725 [DELETED] 


isn't this an 18+ board?

>> No.2142726 [DELETED] 


Does that word trigger you?

>> No.2142729 [DELETED] 

>Sonic not a /v/ thing
/v/, please

>> No.2142735 [DELETED] 

Are you an autistic little fuck?

>> No.2142736 [DELETED] 

A. We're talking about literal, medical autism here.
and B. No, actually.

>> No.2142739
File: 70 KB, 499x313, NESZapper.png [View same] [iqdb] [saucenao] [google] [report]

Merry Christmas, mates. Have an NES Zapper to do with as you please, and a quick map to demonstrate it.
I am not a good mapper.


>> No.2142741 [DELETED] 

can the mods get rid of these memespouters

>> No.2142745 [DELETED] 


Read up anons. Here's what autism is.


Once you're done reading that and educating yourself on words that you throw around actually mean you can go ahead and fuck off back to /v/ or /b/ or whatever board it is that you shitposters browse. Your clear lack of understanding as to what is and is not accepted here shows that you don't lurk here enough.
We are here to talk about Doom and retro fps, not about "triggers", "autism", or "Sonicfags". If you can't take part in a discussion without resorting to buzzwords then you can pack your things and go. We won't miss you.

>> No.2142747 [DELETED] 

>being this mad over words you don't like

>> No.2142750 [DELETED] 


>> No.2142752 [DELETED] 

Your autism level is baffling.

>> No.2142754 [DELETED] 

Don't be such an autist, anon.

>> No.2142757 [DELETED] 

where the actual fuck are the mods

this is like the fifth time they've been slow as shit

>> No.2142759 [DELETED] 
File: 125 KB, 620x620, 1419194360837.jpg [View same] [iqdb] [saucenao] [google] [report]

It's Christmas anon

>> No.2142760 [DELETED] 

Autist, you're being really autistic.

>> No.2142765 [DELETED] 

>LoL! I memed again! :)

>> No.2142770 [DELETED] 

I don't give a fucking damn there's gotta be someone who'll get rid of this shit

/v/shit has ABSOLUTELY NO PLACE HERE, and should be eradicated alongside the subhuman scum who unironically visit that place with extreme prejudice.

>> No.2142772

Duckhunt doom?

>> No.2142774 [DELETED] 

So much autism in this doom thread. Doom is an autistic circle jerk jamboree.

>> No.2142779 [DELETED] 
File: 45 KB, 640x480, Autismplayshere.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2142781 [DELETED] 

Oh fuck you anon. Should not warm neck beard and hot, putrid breath be with your autistic mother and father for Xmas?

>> No.2142786 [DELETED] 

We are here on a mission. Outland master sent us. That is all you need to know. We will be disrupting this board until New Years. Outlanders unite.

>> No.2142787 [DELETED] 

Did you god damn REPORT IT?

>> No.2142789 [DELETED] 


>> No.2142793 [DELETED] 

No you did not i checked anon.

>> No.2142803 [DELETED] 

too bad /vr/ mods are shit, fitting for such a shitty board full of autism

>> No.2142805

On the first day of Christmas my true love gave to me
A Fully Loaded BFG

>> No.2142809

Fiveeee sooooul spheeeeres
Four shotgun shells
Three demons
Two horny imps
and a Fully Loaded BFG

>> No.2142817 [DELETED] 

6 autist breathing loud

>> No.2142826
File: 14 KB, 344x432, xmas.png [View same] [iqdb] [saucenao] [google] [report]

Merry Christmas everyone!

Best wishes from Doombro.

>> No.2142829


Merry Christmas, Doombro! Thanks for stopping by, hope to see you around more often.

>> No.2142869 [DELETED] 
File: 186 KB, 1062x563, 2014_12_25_17_10_43_0_vr_THE_MOST_WONDERFUL_TIME_OF_THE_YEAR.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2142878 [DELETED] 


spoilerman pls

>> No.2142882

Merry Christmas!

>> No.2142886

He was working on Demonsteele while waiting for some anons to do some mapping, one of whom was well into it and sharing progress on here when his HD failed.

The mod itself got a feature-complete 1.0 release prior to that.

>> No.2142890
File: 98 KB, 1024x768, Screenshot_Doom_20141225_211119.png [View same] [iqdb] [saucenao] [google] [report]

The DOOM Christmas special II is up. Even if you don't watch the Christmas themed wad, fast forward to the end for my personal highlights of 2014.


Happy holidays everyone. I hope to go back to doing random wads next week or so, though, that depends if I care enough really.

>> No.2142925

I like your vids soldier. Keep em up

>> No.2142932

it's a christmas miracle

>> No.2142968
File: 14 KB, 308x305, why.jpg [View same] [iqdb] [saucenao] [google] [report]


Sir yes, sir!

>> No.2142990


-the cacowards were in time. even more surprising? there was an universal agreement on every winner this year because each choice was that spot-on

-john romero released tons of sprites and images from doom development for the community to use

-new flavor is a gameplay mod that was being revamped by someone from here but now said revamping doesn't have the original author's approval and is on the verge of dying and slowly losing pace, as you can see

-you can buy strife legally now, if you're into that kind of thing; a gog release and the original source code were promised

>> No.2143000


>new flavor is a gameplay mod that was being revamped by someone from here but now said revamping doesn't have the original author's approval and is on the verge of dying and slowly losing pace, as you can see

Actually the author threw a bit of a fit because someone else was making a fork of my port that used modern features, and didn't contact him via pm.

And losing pace isn't that bad, considering the only thing left to add is the last three weapons.

>> No.2143072

>being this assblasted over someone basically repeating what you just said about the future of the mod
No one is saying you wont fix it because you're an asshole, but it kinda IS your fault that the ammo system is retarded. You knew from day one that it would be like this and did it anyway for free.
You didnt only port it. You upgraded it. You changed enemies and fixed some minor flaws here and there. You posted frequently asking for comments, suggestions and sometimes sprites.
Now you're literally pulling the "I never said the mod itself was good" card and "b-but its faithful to the original, blame CT instead!".
You're seriously telling me you cant even make rocket boxes turn into something you can use with a rocket launcher replacement? Not sure if I can buy that.
Relatively easy changes that would still be faithful to the mod :
- enemies drop ammo quality depending on their difficulty, not fully random
- divide big ammo boxes worth by 2~3 and make all spawn together, instead of one random ammo
- ammo replacements actually match their original intended ones, no crossbow bolts replacing cells
- berserk packs are always flamethrowers, stun knife may appear instead of the .38 upgrade
- monsters with 3~5 drops instead drop more ammo of one kind, not crap like 1 round for 3 different weapons
- game either spawn the weapons you're missing or SSG is always the shotgun and plasma rifle is always the eagle, with cattle prod going elsewhere, anywhere, even together with soul sphere will do
- loose ammo flies a short distance instead of landing underneath the corpse
These alone already fix 95% of the problems.

>I do believe you can fuck yourself if you're going to take that tone
Next time you plan on putting a leash around your neck to work on a shitty project from a shitty author, dont. It will save you a lot of time, indirectly result in a better mod and you wont get mad when people say your work stinks.

>> No.2143078

>Next time you plan on putting a leash around your neck to work on a shitty project from a shitty author, dont. It will save you a lot of time, indirectly result in a better mod and you wont get mad when people say your work stinks.

>> No.2143094


1.) I only told him to Fuck off not because he told me it sucked, but that it sorta implied I was doing it to make it unplayable (even if it sorta is.), and yes. I won't do this again, I've learned this lesson.

2.) While these suggestions are fine and all, its not the scope of what I was trying to do. The only two reasons I changed the enemies were either:

A.) The projectiles they used didn't match what the original mod had intended them to be (Aka: The Turmoil's original projectile was a fucking mini-bfg ball with the trail being the bfg ball's death frames) Or they were crap. (The Pestilence's original projectile sprites, which was just a Revenant projectile ball with odd looking bone peices stuck to it)


B.) They were massively unfair (Nerfing Malbourge's health, Reworking the Gluttonous soul's kamikaze attack/Eye of the unforgiven) and wouldn't have been fun.

>> No.2143108

why are you being so persistent on polishing this turd?

>> No.2143109

I don't know man, I don't think SUAB is unplayable.

I've been playing it on as many level sets as I can think of that it would work with(As I do with any gameplay mod that catches my eye) and it works really well for anything that isn't a slaughtermap or tosses in hordes of one type of enemy often.

Took it all the way to the Hell levels of Scythe 1 and the vine levels of Scythe 2 for example.

I'm thankful you ported the mod and appreciate the work you put into it. I look forward to playing other mods you release too.

>> No.2143110


Because It wasn't a "Turd" when I started? When I did play a bit of the original mod it was sorta cool? At this point it's less persistance on polishing and... I dunno anymore.

>> No.2143127


Make a mod inspired by this. Don't waste Marty's voice acting on the port man. Make a mod about a scared as hell normal guy packing cool guns.

You got the ability, and the resources are out there

>> No.2143175

already exists in dommcenter's arcade room

>> No.2143195

>- enemies drop ammo quality depending on their difficulty, not fully random
>- divide big ammo boxes worth by 2~3 and make all spawn together, instead of one random ammo
>- ammo replacements actually match their original intended ones, no crossbow bolts replacing cells
>- berserk packs are always flamethrowers, stun knife may appear instead of the .38 upgrade
>- monsters with 3~5 drops instead drop more ammo of one kind, not crap like 1 round for 3 different weapons
>- game either spawn the weapons you're missing or SSG is always the shotgun and plasma rifle is always the eagle, with cattle prod going elsewhere, anywhere, even together with soul sphere will do
>- loose ammo flies a short distance instead of landing underneath the corpse

I want to take all these suggestions, invert them, and then make a joke wad now...

>> No.2143198

well first you dismiss almost all feedback by saying you cant even change things because it would be unfaithful, now
>these suggestions are fine and all, its not the scope of what I was trying to do.
what the hell is the scope? you just said yourself that you changed enemies because they were unfair, plus you changed the crossbow as well... how is getting a ton of ammo you cant use not unfair? the GL in e2m8 example is really perfect for this, get unlucky with the RL or simply not have several berserk/rifles in your wad yet and you cant use 1/3, 2/3 or all of the ammo.
if that is not unfair, I doubt a couple hundred more health to the malbourge was.

>> No.2143208

>nearly 2015
>Slaughterfest 2013 still isnt finished

They're literally going to have to call it Slaughterest 3 at this point.

>> No.2143226
File: 28 KB, 777x485, super doom 2.png [View same] [iqdb] [saucenao] [google] [report]

Hi, Term. I'm an idea guy.

>> No.2143227

I would play it.
>every monster drops 20 loose single rounds of completely random weapons
>weapons take 3 times longer to switch into and you can only hold enough ammo to reload them once
>ammo is even smaller, either falls behind the corpse or flies 10 meters away in random directions
>every ammo is completely random, 100 cell pack can turn into a single .40 bullet while a pistol clip can be .50 mag
>all weapons have 75% of chance of being the cattle prod instead
>mega sphere is replaced by stun knife
>around 20% of all ammo found is gasoline, but the flamethrower is 1% spawn on berserk packs
>cyberdemon has 10% chance of dropping ten gatling guns and 90% chance of zero

>> No.2143229


> what the hell is the scope?

What I set out to do was to port the mod over from Edge to Zdoom/Zandronum. That's what I told myself what I was doing. I dunno why I thought expanding it into this "partial TC" nonsense t at some point.

>you just said yourself that you changed enemies because they were unfair

If these enemies were just doing more damage then their Vanilla counterparts, I wouldn't have messed with them as much. But considering:

1.) Both these enemies could EASILY one-shot kill you, even if you had a full 200 health and 250 blue armor.

2.) the way both the enemies did it was VERY unfair (The Lost soul replacement's insta-kill explode was over 255 units, and the Prop enemy was nearly invisible, and it fired basically invisible projectiles that homed, bounced and did 50k damage)

> plus you changed the crossbow as well

All I did was to make it's spread not uselessly wide, and cut the reload down from 3 bolts per reload loop to 6 because waiting for the weapon to loop 10 times was a bit silly, especially if you suddenly find yourself swarmed.

>> No.2143240

>The Lost soul replacement's insta-kill explode was over 255 units, and the Prop enemy was nearly invisible, and it fired basically invisible projectiles that homed, bounced and did 50k damage
>It wasn't a "Turd" when I started
So basically what anyone would consider a joke enemy outside of hideous destructor didnt raise any flags about staying the fuck away from the whiny possessive author? I can totally understand why its so poorly balanced now, specially since changes have to get past him first.

>> No.2143249

people are complaining about ammo drop size
>all ammo drop sprites now scale_x/scale_y 10.0
people are complaining about the .38 being underpowered
>is now rail_attack doing 9000 damage
people complain about reload lag
>pressing reload now plays the strife "nope"; gun reloads based on a random number now automatically

I've got 4 hours to dick off here Inna minnit, so I'll be digging in to see what/how I can make it so. maybe even call it SWAB to poke fun..." smoked wings Angus beef" or something.

>> No.2143256


It's a mix of "I didn't know about this stuff until I started taking apart the coding to port the thing" and "I sorta fucked up, because I IDDQD'D during game-play to view enemy behavior, to make sure the animations/mechanics were roughly the same.".

>> No.2143258

you should drop this mod

>> No.2143280
File: 665 KB, 900x1403, Captain_N_by_Dreekzilla.jpg [View same] [iqdb] [saucenao] [google] [report]


Hi idea guy, this is a cool idea. A sort of neo-retro take on Captain N might be super-cool down the line, once Push gets a stable/final release.

>> No.2143285

Thanks. I was trying to go for a more defensive approach (the dual zappers being there because they're already in the mod and the rocket gloves being there because there'd be no realistic way to kill the icon of sin otherwise) so if you ever look into it then that's what I recommend you going for.

>> No.2143314

This all has some interesting potential, I think

Ammo pickups are replaced with Power Energy or something like that for the Power Glove/Controller
I like the idea of cartridges/chips/peripherals being weapon pickups

What if there were different cartridges he could pick up that gave his zappers different effects based on the games, and could swap between them at any time
So like a Mario cartridge would give him bouncing fireballs
A Megaman cartridge would give him a charge shot
A Metroid cartridge would give him missiles
Ninja Gaiden would give him a sweet sword

and his automap is a gameboy

>> No.2143372

Merry christmas guys. I'm sorry my own progress has been slow. Work's been pounding my ass into the dirt, things should be slowing down soon and I'll get back to working on GMOTA. I don't even have a screenshot or anything clever right now, just my own word.

>> No.2143387


It's fucking Christmas season, dude. Why are you apologizing about not working on GMOTA? Everyone's taking a break off from their mods to celebrate and shit.

>> No.2143391
File: 232 KB, 1052x736, 43534534.png [View same] [iqdb] [saucenao] [google] [report]


Because I had plans on working on this shit in early december. But my job at other plans. I haven't gotten a chance to get any sort of breather.

>mfw worked yesterday
>mfw working tomorrow and going to be dealing with cell phones

>> No.2143393

>not releasing a patch that changes chests to gift boxes with thiefs that steal your christmas presents
You monster.

>> No.2143462
File: 95 KB, 700x700, vr-tan.png [View same] [iqdb] [saucenao] [google] [report]

MC has to be VR-tan, though.

>> No.2143498

>there will never be a mod based on Kamen Rider

>> No.2143506

>>2142176 >>2143108 >>2143258
do you want a big public announcement which outright states the original author is impossible to work with? i think you just want to see a drama bomb go off.

>> No.2143551 [DELETED] 

How do you like the RD Hud mod?

>> No.2143563

I dunno. Do you need such statement? Pretty sure that everyone here already understood that Chronoteeth is an asshole, except we believe begging for mercy and sucking his dick is not the best solution and would like iSpook to devote his time to a salvageable case instead.

>> No.2143592 [DELETED] 

I'll use autism as a word to describe autism as much as I damn well please.

Does /v/ misuse the word? Yes. Does that mean the word can't be used where it's applicable on other boards? Fucking no.

Or is it that you're offended by it? Here's one for you, I'm an autist, and I'll call out bad autistic behavior when I see it.

>> No.2143602

This is your best bet, Spook, you can totally make a great mod that's just barely inspired by SUAB, you can make it fun and playable, and cool.

I believe in you!

>> No.2143610 [DELETED] 
File: 35 KB, 640x360, crlLNPml.jpg [View same] [iqdb] [saucenao] [google] [report]

Daily reminder: Zdoom forums is run by autistic retards who can't actually map anything.

Pic related.

>> No.2143614 [DELETED] 


Daily reminder: the creator of brutal doom was banned out of sheer jealousy by neckbeard retards such as this.

>> No.2143619


I haven't seen bait this desperate in a long, long time.

>> No.2143623

Shitposters get bold since the mods are probably off doing Christmas stuff.

I must give SUAB due for one thing, though it's flawed (but not entirely worthless), the flamethrower is the coolest fucking flamethrower that's been made for Doom since... ever.

>> No.2143624 [DELETED] 



No one has ever given a real reason why Sergeant_Mark_IV was banned, so it stands to reason that he was banned out of jealousy.

>> No.2143625


If I find appropriate sprites, I may make another flame thrower in what I'm doing now, but that's a long way off.

>> No.2143627

Did Crono make that flamer, or did someone else do it? Because I fucking love the way it looks and the fire animation.

>> No.2143629


I don't know, his credit list doesn't list anything about who made what. I assume he either made it, or he was the one to put those hands on it.

>> No.2143630

So what if we stripped the hands from it, and put regular Doomguy hands on it?

>> No.2143637

imma have to idfa and check this thing out. until then, I still say brutal strife has the best zdoom flame thrower.

>> No.2143638 [DELETED] 
File: 35 KB, 640x360, crlLNPml.jpg [View same] [iqdb] [saucenao] [google] [report]

>If I find appropriate sprites, I may make another flame thrower in what I'm doing now, but that's a long way off.

Just a friendly reminder: you are a virgin that nobody likes.

>> No.2143642


It could work, but right now I'd rather avoid obvious nicking from that mod, if only because I'd rather avoid drama involving it and it's author.

>> No.2143756
File: 236 KB, 800x600, Screenshot_Doom_20141226_145448.png [View same] [iqdb] [saucenao] [google] [report]

I did the following with SUAB
>upped damage on most weapons
>put in some dark night skies to set the mood
>put on the PSX Doom soundtrack in the background, also to set the mood

I had fun.
No, I really did. The mod has inherent flaws, but I did enjoy it, I'm on E2M4 now, and it's cozy as fuck, the dark and creepy atmosphere is fantastic.

I've begun running into the lost soul replacements, and let me say, FUCK THOSE THINGS, FUCK THEM FUCK THEM FUCK THEM FUCK THEM FUCK THEM FUCK THEM FUUUUUUCK THEEEEM- ahem.

Reloading and switching weapons is a bit clunky. The Sparkshot gun feels kind of needless, only holds two charges, and I only ever use it when I'm desperately switching between weapons (because reloading is usually too clunky to do in combat), and I just discharge it's shots and reach for another gun.

>> No.2143763
File: 628 KB, 1600x900, Screenshot_Doom_20141226_093348.png [View same] [iqdb] [saucenao] [google] [report]


>I've begun running into the lost soul replacements, and let me say, FUCK THOSE THINGS, FUCK THEM FUCK THEM FUCK THEM FUCK THEM FUCK THEM FUCK THEM FUUUUUUCK THEEEEM- ahem.

I'll admit, any real "disgruntled" feelings I had earlier/last night has been washed away when I read this.

Good to know you're having fun though.

Screenshot isn't relevant; sorta dusted off the thing I had been working on, and did some revamps, like reverting the pistol to a more one-handed set of sprites and making the reload less awkward looking.

>> No.2143798

I am hating on Horde of Bangrels mod, which is fucking retarded, randumb version of Zombie Horde and unfortunately a lot of people seem to play it nowadays. I hope it's popularity is temporary.

>> No.2143846

Mix them together.

>> No.2143892

So I finished Doom and all three Chex Quests.

After I do Doom II, what should I do next? I was thinking Master Levels, but Hexen looks cool.

>> No.2143897

TNT or Plutonia

>> No.2143903

Plutonia or TNT.
I suggest TNT first, but Plutonia is pretty fun, even if it's rough.

>> No.2143912


Those are both in Final Doom, aren't they? Because I picked that up.

Also, is Wolfenstein 3D worth a play?

>> No.2143918

yes and yes

>> No.2143920

>Wolfenstein 3D

>play the secret Wolfenstein 3D level in Wolfenstein: The New Order
>level is exactly the same, but played in The New Order's slow, clunky, realistic FPS playstyle
>get my ass kicked through the whole thing

Jesus. I didn't realize how slow modern FPS are compared to classic ones.

>> No.2143965
File: 151 KB, 800x600, Screenshot_Doom_20141226_185237.png [View same] [iqdb] [saucenao] [google] [report]

Man, the Resident Evil soundtrack actually goes really well with this.

>find the secret path to the secret level of episode two
>forget that when you go through the teleporter, you're surrounded by a horde of lost souls
>in SUAB, lost souls are now tiny hovering flesh-balls zipping around at high speed that bite your face, spit fire and explode in your face
>anal rape ensues

>is Wolfenstein 3D worth a play?
God yes, it's lots of fun, it's different from Doom, but it has treasure hunting and turkey dinners.

There's also great Wolfenstein mods, such as Totenkopf SDL

>> No.2144005


demonsteele featured on siliconera
i forget how we feel about them so pls forgive if

>> No.2144064
File: 110 KB, 587x651, tumblr_ngtk8l8x4m1syxgg9o1_1280.jpg [View same] [iqdb] [saucenao] [google] [report]

>Reporting on the mod, even though it's a work in progress. Didn't mention that it's a WiP.
>Says that it's a mod for Doom when it's only fully compatible with the sequels.
Also, I would have said "inspired by the work of Hideki Kamiya" or somesuch instead of implying that TerminusEst13 is the next Hideki Kamiya.

I thought Siliconera was one of the good sites, but now I'm not so sure.

>> No.2144118
File: 34 KB, 230x300, não (2).png [View same] [iqdb] [saucenao] [google] [report]

Man, Kamiya is so badass.

>> No.2144127

I just finished doom 2. Where should I go now, Plutonia or TNT? Or should I skip them and play some other stuff?

>> No.2144142

Really you can do just about anything at this point. Plutonia is great. If you want a change of scenery for fun, there's always Heretic or Chex Quest.

>Obviously rushed article about a mod just because of some tweet by Hideki Kamiya
That's pretty bogus.

>> No.2144150


I only play it because its the only version people will play.

I'm probably part of the problem though, I'll admit i'm a little to addicted to instant gratification to where I'll just jump on it even if there are probably better things to do.

>> No.2144171

>>Obviously rushed article about a mod just because of some tweet by Hideki Kamiya

could be worse. people playing a doom mod because someone randomly did a LP of it.

>> No.2144172
File: 119 KB, 800x600, Screenshot_Doom_20141226_222430.png [View same] [iqdb] [saucenao] [google] [report]

>What was that noise?
>Oh god, it's a bunch of goatmen
>Oh christ, it's a firebaron!
>Time for stoppin powah!
>Get some .50!
>Your knee when .50AE
Trusty Deagle saved my life, I'll never badmouth it again.

This level is spooky enough in Vanilla, I'm pissing my pants here with this mod and the RE music.

>> No.2144235

Do you have a link to these moody lighting and music mods?

Also if you have a Flamethrower it absolutely wrecks the Goatmen.

The Flamethrower is like one of the best weapons in the mod, it's such a powerhouse and deal with enemies really well.

One cannister of fuel is enough to kill a Baron too.

>> No.2144240

>inspired the developers

So is anyone who contributed anything considered a "developer" now? Thought it was mainly Term and some random bits n pieces that some others helped with.

>> No.2144250

Mike contributed a hell of a lot of the art assets.

>> No.2144265


So did Shivers, though.

>> No.2144276
File: 176 KB, 800x600, Screenshot_Doom_20141226_231738.png [View same] [iqdb] [saucenao] [google] [report]

Trusty Deagle saved me again.
I honestly like how the muzzleflash is literally an explosion sprite.

>Do you have a link to these moody lighting and music mods?
Not really mods. I just added skies to .pk3, made the weapons stronger by editing the Decorate, and put on some music i have in the background. The lighting is Vanilla Doom levels played in GZDoom.

>Also if you have a Flamethrower it absolutely wrecks the Goatmen.
>The Flamethrower is like one of the best weapons in the mod, it's such a powerhouse and deal with enemies really well.
Oh yes, it's fucking amazing, one my absolute favorites ever.

>One cannister of fuel is enough to kill a Baron too.
Hmm, almost thought that wouldn't work since they're fire monsters, but I guess that makes sense.

>> No.2144279


/newstuff 470

>> No.2144345
File: 67 KB, 400x400, times surely change huh.jpg [View same] [iqdb] [saucenao] [google] [report]


Doom 2 WR got reclaimed by the previous holder

>> No.2144385

What I'm curious about is why didn't they do Grosse? Or is it optional for some reason?

>> No.2144389

already reported, see [12-15]

i started answering this but i realised dew has already written basically the same thing:

>The goal of a 30uv run is to complete the game as fast as possible. The route only includes Wolfenstein, because the early secret exit in 15 and a blitz through 31 seems slightly faster and much safer than the regular 15 exit. Going to 32 as well would be just a waste of time.


>> No.2144405

He seems like an asshole tbh

>> No.2144409


That's because he is.

>> No.2144410


>> No.2144415


Oh god not this cretin again

>> No.2144416
File: 124 KB, 640x427, kamiya.jpg [View same] [iqdb] [saucenao] [google] [report]

He's a fun asshole though.

>> No.2144426

i agree, he is so last month

>> No.2144430
File: 1.15 MB, 1500x2225, v kamiya3.png [View same] [iqdb] [saucenao] [google] [report]

He's the best asshole.

>> No.2144441

I tried out SUAB and didn't have that much fun. Weapons aren't fast nor are they furious and it rips a bunch of shit from Resident Evil giving me the vibe that I should conserve my ammo and run past enemies but that's not the case.

>> No.2144447

>Weapons aren't fast nor are they furious
you are not the intended audience. it's for masochists who enjoy hideous destructor

>> No.2144449
File: 981 KB, 1064x589, 1417614919843.gif [View same] [iqdb] [saucenao] [google] [report]

I dislike him just because he is adamant that Japanese war crimes in WWII never happened and that all the Chines, Filipino, and Malaysian victims made it all up in a giant conspiracy. Meanwhile he thinks the US should still be paying reparations to every single native Japanese because of Hiroshima and Nagasaki.

>> No.2144450


[citation needed]

>> No.2144452

Hideous Destructor feels like it's done hard on purpose (because it is), rather than being hard due to poor concept and designs.

>> No.2144493

Hideous Destructor's difficulty does not come from weak or unresponsive weapons. In fact, up against vanilla monsters, the HD player really does live up to the mod's name.

>> No.2144528

Can someone drop for me alt download for adventures of square? Both versions, if this someone can. I cant somewhat download it from the site, and I cant find it on best-ever.

>> No.2144546
File: 26 KB, 600x360, lord evaristo.jpg [View same] [iqdb] [saucenao] [google] [report]

>not liking based kamiya

Mas, once in a lifetime I wish I was on /v/.

>> No.2144553

>run past enemies but that's not the case.

I find that this is the only way to beat levels. This isn't to say that it isn't hard as dick still, but it seems that THIS is the way to play it.

>> No.2144571

I've been doing nothing but direct confrontation in almost all levels I've ran with SUAB.

Running usually backfired since many enemies are good at closing in due to the slower player.

But there's enough ammunition to kill everything provided that you aren't stuck with the .38 and have a slot 3 weapon at minimum.

>> No.2144574

>this is the only way to beat levels
Pretty sure you just suck dick.

Even Tricks and Traps can be easily 100%'d if you didnt skip the railgun.

>> No.2144594

doom 1's enemy and weapon's placement makes ammo way to scarce to do anything like that...

>> No.2144602
File: 83 KB, 900x665, doom_4_13304840181706.jpg [View same] [iqdb] [saucenao] [google] [report]

You know how Danny Trejo might have been in Doom 4?

>> No.2144605

For Doom 1 I was jampacked with ammo after E1M2(Calico rules the weakest enemies until you get a shotgun. I had no luck with the shotgun on the first playthrough and the Bowgun was shit in the oldest version), E2M2(Dat Flamethrower) and E3M3(Dat Grenade Launcher and Flamethrower, also Magnum)

Now granted the first level or two of each episode is a bit of a rough spot since you have to rely on the bad .38 and knife, but it's pretty manageable.

Doom 2 is much harder on ammo at first due to Mancubi and sometimes spammed Barons.

>> No.2144606
File: 112 KB, 1023x766, B1DHt9ICAAAe6om.jpg [View same] [iqdb] [saucenao] [google] [report]

He might have been the main character.

>> No.2144615

that would be cool imo
is it back from the time when Doom 4 was supposed to be you leading some surviving humans against hell?

>> No.2144619


Would've been cool. Trejo's a badass.
I don't think he'd be a good replacement for the Doomguy, though.

>> No.2144626

>Trejo shoehorned into yet another thing where he doesn't belong
At the very least he should be an assisting character or a bad guy because this shit's stupid.

>> No.2144642 [DELETED] 

>liking chink phil fish
fucking weeaboos...

>> No.2144650 [DELETED] 


That's a little bit much. At least Kamiya makes good vidya

>> No.2144652 [DELETED] 

Don't enable him

>> No.2144654

>For Doom 1 I was jampacked with ammo after E1M2

yeah, I just ran a play through of E1 to test this....you're right. The only level that was "hard" because of ammo issues was E1M1.

Imma run through some levels of doom 2 now to see something....I think the only issue I'm seeing is that one must "break out" of the first level before everything balances out.

>> No.2144671 [DELETED] 


I'll enable your mom

>> No.2144675 [DELETED] 



>> No.2144685


big deal, by the time it gets released we got at least 20 wads with arguably better gameplay

>> No.2144731

So I'm playing Map18: The Coughtyard. It seems the yellow key served no purpose other than to cause new players to get "stuck" because they couldn't find it at first. Instead of it being in any of the paths where it'd make sense, it simply sits in a corner outside...

>> No.2144738

>we got at least 20 wads with arguably better gameplay

Are you implying we'll be getting at least 20 more Sunder-styled wads before Slaughterfest 3. Because that would be great in itself.

>> No.2144741


>> No.2144781 [DELETED] 

I need help here. Somwhow I fucked up my ZDL and now I can't even use mouse controlling. What should I do to fix this?

>> No.2144804

>working on mapwad
>levels practically finishing themselves
>tons of steam
>start to get lazy near the end
>want an ending that feels adequate yet no drive to finish

It's so damn close. I want to be done with it but at the same time I don't want that to reflect in the design. How do you power through mapping blocks anon?

>> No.2144806


That...seems very strange, since ZDL is just a launcher and shouldn't be affected by mouse controlling.

Either way, once you open up GZDoom/Zandronum/whatever, head to Options > Mouse Options > check to see that Enable Mouse is on, Always Mouselook is on, and Lookspring/Lookstrafe is off.

>> No.2144854

Chocks away, skippah!

>> No.2144862

i've no idea what they were thinking with that one. one of the game's little mysteries, i guess.

>> No.2144880 [DELETED] 

is this dude autistic? like, literally, IRL, diagnosed by a professional, autistic?

>> No.2144890

I actually got it back on, so I deleted the post. Sorry to bother.

>> No.2144892 [DELETED] 


inb4 someone whines about /v/

>> No.2144893 [DELETED] 


don't know, don't care

>> No.2144897 [DELETED] 

go look him up in Encyclopedia Dramatica. and read the archive, one of these threads a month or two back was entirely about him (i suggest that not be repeated...)

>> No.2144898

Play a wad you've never played, ape its shit.

Failing that, start a new map with the goal to create a map using textures you normally think are ugly or hard to use. I used to hate all green marble until I resolved to make a map centering partially on it, and gained a whole new appreciation for it.

>> No.2144962
File: 101 KB, 320x200, doomguy.png [View same] [iqdb] [saucenao] [google] [report]

Is Doomguy a manlet?

>> No.2144989

Nah, he's a womanlet.

>> No.2145027

Its not as bad as Map21 Nirvana, though. Where the Blue Key is pointless to grab, thanks to the gap between the doors being too wide.

>> No.2145034

Nirvana was an awful map anyhow. It has no sense of place, nor any concept behind it. It feels like a last minute filler map.

>> No.2145043

having said that the map itself is one of the more entertaining in doom 2. let everything out and watch them all annihilate each other.

>> No.2145050


doom bible puts him at 6'-something, 180lbs...which would make him pretty thin and unlike this image.

>> No.2145092


That pic doesnt have the aspect ratio correction.

>> No.2145096
File: 209 KB, 1280x960, 2014-12-27_00001.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2145102

Still looks like a manlet to me.

>> No.2145139


Play this shit.

>> No.2145147


>those monster traps
>that monster placement

Son of a bitch.

>> No.2145151

What port is this for?

>> No.2145152

Should be vanilla but I'm not sure as I play on ZDoom. Maybe Boom.

>> No.2145192

pretty fun

>> No.2145198

Not bad. Pretty challenging, in fact. Hope to see more.

Could use some music, though.

>> No.2145201

how do i make a custom walltexture in doombuilder?

>> No.2145203

you dont do it in doombuilder, you use photoshop/gimp/paint for it, and then you import it into a wad file through slade

>> No.2145205

I'm just starting out. So much knowledge to take in but it's fun. I'm trying to build a small little fun map with my friends face on the wall texture. Thanks for the tip.

>> No.2145207
File: 302 KB, 360x240, 1340833425180.gif [View same] [iqdb] [saucenao] [google] [report]

>with my friends face on the wall texture

>> No.2145208

big no-no?

>> No.2145212

a very big no-no
you dont happen to know what a terrywad is?

>> No.2145213


It's too late for him. Send in the skeletons

>> No.2145214

just googled it. I'm not going to be releasing the map or be proud of it. It's just fucking around at the moment. baby steps so i can actually make proper maps one day

>> No.2145216

then dont start with texture work imo
its better to get better with doombuilder itself before you jump deeper into doom modding

>> No.2145230

I only just realised now that theres slight differences between the map08 track, and the map14/22 track. Holy shit.

>> No.2145231

shrug. if putting your friends face on a wall is the thing that motivates you into mapping, fair enough. plus, putting a photo on a wall texture hardly makes a terrywad. does conCERNed count as a terrywad because the final boss is a picture of some dork on his holidays? no of course not.

>> No.2145232

In Doom 2? You're sure this isn't a bug?

>> No.2145237

Considering the SC55 pack I downloaded has the exact slight differences aswell, I'd say its legitimate. One very noiticable difference is that map14/22 start with a cymbal, where as map08 doesn't.

>> No.2145239

Oh, it is real. I extracted the mus files from the iwad and they are different, weird.

>> No.2145263

He looks retarded in the episode 4 end screen for some reason, I mean literal downs syndrome.

>> No.2145286

>56 units tall
>32 units is one meter
He's a manlet.

>> No.2145293
File: 232 KB, 1366x768, HOLY PISTOLS.png [View same] [iqdb] [saucenao] [google] [report]

[heavy breathing]

>> No.2145297

A manlet who can run at 80 km/h.
Maybe, just maybe, proportions dont transfer too well in and out of 2,5D games.

>> No.2145303


>using assault rifle

Why would you do this to yourself

>> No.2145304

I have a Hyperblaster and a Burst Minigun already
It's for long range

>> No.2145376

horizontal scale is 16 units per foot, but vertical scale is 10 units per foot.

also must multiply by 6/5 to compensate for aspect ratio.

thus we have 56 * (6/5) * (1/10) = 6.72 feet tall. he just under 6 foot 9.

>> No.2145465

New thread when
How does one get Gravis Ultrasound to work as a midi device?

>> No.2145481

>new thread when

On page 7 or so, anon, just like usual.

>> No.2145489

ah, ok
I havent been here for a while, so I forgot

>> No.2145535

For DOSBox? You need the GUS files in a folder on your mounted C directory and then point to it.
Here's a download for it

There's two variations in it, the main difference being how the instruments sound. ULTRASND411 is the factory version, experiment between the two if you want.

After extracting one to your mounted C directory you can name the folder whatever you want, like I have mine as "ULTRASND" so then in my DOSBox conf's I just point to C:\ULTRASND

>> No.2145561

Would the same work for ZDoom/GZDoom?

>> No.2145580

No, but you can take the MIDI folder from that download to use with G/ZDoom, just place it inside the same folder, boot it up, and then in the console type
>gus_patchdir .\MIDI
(or whatever you renamed the MIDI folder to)
Then in options change to GUS and hit Restart Sound, GUS should start working then at least it did for me.

>> No.2145620

Excellent, thats GUS working, thanks..
How about Timidity++?

>> No.2145676


>> No.2145706

>Let's post like gentlemen
There's no need for this sort of exclusionary language. Are you just assuming that no women would ever be reading /vr?

>> No.2145732

ZDoom/GZDoom again

>> No.2145735

>that one guy who plays gameplay mods on vanilla doom maps

>> No.2145739

as long as he isn't being a butthole and using them on his first time playing, I'm sure its harmless

>> No.2145750


So fucking what?

>> No.2145758

I think the anon was asking for which OS you're using, not source port.

>> No.2145763


>> No.2145773


This was just a backhanded attempt to get a recommendation for some maps, guys. Maybe something that's being played but not talked about recently

>> No.2145790

Windows 8.1

>> No.2145797

Russian Overkill on Chillax is pretty cool, there's also Doom RPG on DBZone.

>> No.2145802
File: 1.46 MB, 709x829, hiiiisssssss.png [View same] [iqdb] [saucenao] [google] [report]

Then why didn't you just say so, Anon, you silly goose?

Epic 2, PCPR, UAC Ultra, these are three modern classic megawads for Doom 2 that are challenging, where the application of the proper gameplay .wad can be just the ticket, sometimes even in an odd way, much akin to the combination of milk chocolate and tortilla chips, the chips baked into one another, and you'd think "Well THAT can't be a good combo!" but you try it, and they play off each other marvelously.

Think about your favorite gameplay mods, what theme would they fit with, if you really stopped and thought about it?

Another couple of vanilla Mapsets are Vanguard, Community Chest 4, Hell Revealed (a renowned classic of many many years). Of course, a lot of these mapsets are certainly on the more slaughtery end of the spectrum, requiring a good bit of profession and skill.

>> No.2145808


If you want some mapsets, then ask for some mapsets.

Stuff I've been playing through recently that's not exactly the usual bastion of "everyone knows this shit" (quality not guaranteed):
Aeternum.wad (love the shit out of this)
IMPOSS.wad (love the shit out of this)
defiler.wad (Starts out pretty nice, gets so damn dull halfway through)
vv.wad and vv2.wad (Little seven-map mapsets, pretty nice variation)
thy wicked.wad (One map romp that's pretty fun)

>> No.2145817

I've been playing 1994 Tune Up with DoomRLA.
Watch out for Map32, Dance with the cybers!

>> No.2145819

I saw your latter post about begging for maps, but as someone who plays/makes/tweaks a bunch of gameplay mods
>e1m1-e1m8 is a balance check for all of doomu
>map01-map04 is sufficient for doom2
>actually play on freedoom1 and 2

>> No.2145823

Oh, I misspelled.
Danse with the cybers!

>> No.2145846

>Download Project MSX for zandronum
>The only way I can enjoy it is with vanilla doom II because otherwise it'd be easier for me to beat f-zero while blindfolded
I can see why no one plays with multiplayer.

>> No.2145852



Try again. Good set? Yes. Vanilla compatible? No.

>> No.2145853

We mean Vanilla mapset, not vanilla Doom. Otherwise none of the gameplay mods will work.

>> No.2145864

it is funny how DS' and GMOTA's custom enemies perfectly complement each other.

>> No.2145871

>Project MSX for zandronum

That port is fucking disgusting.

>> No.2145883



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