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2223184 No.2223184 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2215072
(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.2223185


[02-07] Valiant, a 32-map megawad for MBF-compatible ports, by skillsaw: http://www.doomworld.com/vb/post/1342825

[02-01] 50 monsters E1: http://www.doomworld.com/vb/wads-mods/71625-50-monsters-e1/

[01-30] Hocus Doom update: https://dl.dropboxusercontent.com/u/18675596/Doomstuff/hocusdoom-01-24-15.pk3

[01-29] Eriance retires, releases all remaining Demon Eclipse resources: http://forum.zdoom.org/viewtopic.php?p=809621#p809621 https://www.dropbox.com/s/5cyq8ainn1knnd7/DEHEv01.rar?dl=0 https://www.dropbox.com/s/oh965ifww68270z/DEHE-RES.rar?dl=0

[01-26] You can finally upload stuff to /idgames again, seems like Ty took care of the issue.

[01-26] Devs Play feat. Romero http://www.doomworld.com/vb/doomworld-news/71519-devs-play-doom/

[01-26] Mythbusters does Doom http://www.doomworld.com/vb/doomworld-news/71568-have-you-seen-my-chainsaw/

[01-26] /newstuff Chronicles 472: http://www.doomworld.com/php/topstory.php?id=4329

[01-23] Russian Overkill v2.3 update: http://forum.zdoom.org/viewtopic.php?p=809099#p809099

[01-22] 3 heures d'agonie 3 has been launched a few days ago, no information on how many maps have been done so far. This time rules are a little more strict and a certain quality standart is required to improvave the wad's global quality.

[01-17] New Push release v0.6b. Banners for everybody. http://forum.zdoom.org/viewtopic.php?t=47076

[01-17] Jungle Spirits, a WIP project for Plutonia by Jimmy, new levels, music, sprites and textures: http://www.doomworld.com/vb/wads-mods/67749-jungle-spirits-merry-christmas-beta-3-is-out-o/

[01-17] Crumpets, 6 maps by Ribbiks: http://www.doomworld.com/vb/wads-mods/69135-crumpets-wad-6-maps/

[01-17] /newstuff Chronicles 471: http://www.doomworld.com/php/topstory.php?id=4313

[12-27] Refrigerator Magnets: http://www.doomworld.com/vb/post/1332124


Please reply to this post with news.

>> No.2223231


the whole thing was just asking for its merciful death

-hey, let's add to the dev team someone who can't even finish his own fucking projects and hasn't even finished the first map!
-hey, let's mimick oblige 4.28 geometry!
-hey, let's crowdfund our project in order to get better design art, because that's what doom wads are all about, right?

at this point the doom bible's curse is worse than the curse of the bambino

>> No.2223238

why don't they just release what they got?

>> No.2223246
File: 265 KB, 800x600, Screenshot_Doom_20150208_143556.png [View same] [iqdb] [saucenao] [google] [report]


Its goin fine

>> No.2223251


the doomworld thread got locked -literally- to avoid hurt feelings, and the zdoom thread is deader than dead while people want to join when they haven't done a single map in their entire lives.

it's pretty sad, really.

>> No.2223278

Cool. Must admit I've never cared for those railing textures. Not saying to change them though. Not convinced about the grate in the lower right either. Doesn't look solid - a load-bearing grate? Might just be the angle though. Good work, keep it up.

>> No.2223290

>Look up wads, end up reading somewhere, I forgot where, that most wads and shit is made with the higher difficulties in mind and with no care for the lower difficulties, some of them aren't even playable on anything lower than UV

Most big name mappers do actually put in the effort to balance HNTR and HMP just as much as UV. However, most doomers nowadays do not find Doom 2 UV that difficult or interesting anymore, and find the Plutonia and Hell Revealed UV styles more fun. This is why you never see many projects have a skill setting that resembles Doom 2's HNTR or HMP.

No name mappers tend not to bother balancing the other difficulties, but generally maps that lack difficulty implementation have all skill levels identical. So I'm not sure I understand what you mean by unplayable on anything lower than UV.

>> No.2223295

Can't we contact the faggot via PM and ask him for the file?

>> No.2223301

Hey I want to start creating WADS for Doom. What map builder and version of doom should I start off with??

>> No.2223302


I thought about making it switch off when you disable running. But I'm not gonna add a drop button. There's enough buttons in GMOTA, and as I've said before, it's obtuse enough as is

>> No.2223303
File: 247 KB, 800x600, Screenshot_Doom_20150208_143618.png [View same] [iqdb] [saucenao] [google] [report]

Thanks, The grate may be removed in later versions. Here's another pic

>> No.2223304

DoomBuilder 2 is mainly the best. Most people map for Doom2

>> No.2223325

ok and what version of doom 2 is the best to get? Just the original?

>> No.2223340

Speaking of shitload of buttons, can the super jump in shinning knight actually be second jump in midair and not a separated button? Its incredibly awkard to use.

>> No.2223343

I use GZDoom to make my maps. Is this ok?

>> No.2223361 [DELETED] 

no one plays gzdoom. you need to map for vavoom or 3DGE

>> No.2223362
File: 172 KB, 800x600, 1404943816838.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2223416
File: 115 KB, 640x480, Screenshot_Doom_20141104_205319.png [View same] [iqdb] [saucenao] [google] [report]


That's what's up. Always good to see some more people sticking it out through mapping. Here's another screenshot from a different level of the same wad as the last screenshot.

Keep up the good work anons.

>> No.2223419

Depends. Its usually perfectly fine. However, if you aim for Traditional gameplay (ie, standard weapons, enemies, everything), take note that a good chunk of the audience behind such maps are speedrunners, and prefer using demo compatible ports, like vanilla/chocolate, and PrBoom+. Unless you use a good deal of gzdoom/udmf features to justify requiring gzdoom, you may receive annoyed grunts from some doomers (particularly at doomworld) for limiting port compatibility over just one or two things.

>> No.2223424

Personally, if I'm mapping vanilla, in general, I'll stick to vanilla sourceports or make them as compatible as possible.

The few times I use UDMF or z(doom in hexen) format is when I'm mapping for zandronum.

It's also my opinion, but fuck mapping for gzdoom.

>> No.2223425

/vr/, what megawads are the most beautiful?

>> No.2223434

A.L.T. has some pretty cool set pieces in a few maps.

>> No.2223439

Back to Saturn X has some of the best visuals I've seen in Doom. The only map I would say looks better is Putrefier, which is a one-map GZDoom wad that pushes the port to its limit. BTSX is vanilla compatible and it blows away everything in between.

>> No.2223451

>Back to Saturn X has some of the best visuals I've seen in Doom.

BTSX looks great by Vanilla standards. Though there are limit removing and boom maps that look better.

>> No.2223472

Name some.

>> No.2223485


Not him but, while it's not a megawad, Hell Ground is pretty awesome

>> No.2223492
File: 158 KB, 1284x414, imp.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm sorry, I had to.

Action Doom 2 is pretty damn impressive.

>> No.2223509
File: 2.32 MB, 640x360, TSP New Stuffs.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.2223510


I'm just going to leave this here. Who made this WAD btw?

>> No.2223512
File: 21 KB, 264x264, 1a808080.jpg [View same] [iqdb] [saucenao] [google] [report]

legit lost my shit there
when was that? 10 years ago

>> No.2223515

>Who made this WAD btw?

don't know, don't care.

>> No.2223516


Yeah. I could probably do that. I can make the zoom button do... Uh. Something else

>> No.2223531

Electric grappling hook.

>> No.2223546


>> No.2223549


I question how useful that'd be though.

>> No.2223556


Nice HUD. Lovin the interface in general

>> No.2223563

what is this called?

>> No.2223567


The Space Pirate.

>> No.2223623


>using a source-port as mapping program

you are on another whole level compared to us mere mortals

>> No.2223687

Various maps in the CC series (especially in 3 and 4)
Various maps in the 1024 Claustrophobia series
Various maps from the Russian doom community
Speed of Doom
Stardate 20X6
Swim With the Whales

>> No.2223697

BTSX pretty much edges on the limits. They had to split E2 into two wads because of a file size limit that can crash vanilla (which apparently, also potentially corrupts DOS)

>> No.2223735
File: 543 KB, 480x750, doomop-themoddingcompany-alt.png [View same] [iqdb] [saucenao] [google] [report]

God damnit - we just put together an OP image too.

Maybe next thread?

>> No.2223828
File: 5 KB, 116x181, Lydia big sprite for title.png [View same] [iqdb] [saucenao] [google] [report]

I did this big Lydia sprite for my title screen today. I've also gotten that stealth engine running in my mod it's pretty fun. I need to draw a silencer on her Brenten though. Maybe I'll have the altfire option to remove it?

>> No.2223831

it looks like she got slapped in the face way too much

>> No.2223834
File: 351 KB, 1366x768, Screenshot_Doom_20150209_044436.png [View same] [iqdb] [saucenao] [google] [report]

First attempt at mapping, aside from things like texture alignment is it decent?

>> No.2223837

Awesome! Altfire for removing silencer sounds really cool. Also, is her pose based off of the Blake Stone title? It looks familiar!

>> No.2223839

pretty good, you should only raise this hole in grass a bit

>> No.2223842

was listening and thought about you guys

>> No.2223843
File: 1.41 MB, 478x218, community_image_1408885021.gif [View same] [iqdb] [saucenao] [google] [report]


Cool, thanks.

>> No.2223847


That kid on the couch. This shit is hilarious

And damn. GMOTA needs a new title screen

>> No.2223853
File: 535 KB, 960x540, tspscreen26.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2223869
File: 24 KB, 640x400, best game.png [View same] [iqdb] [saucenao] [google] [report]

You have a keen eye and great taste.

>> No.2223875
File: 457 KB, 417x490, the uv company.png [View same] [iqdb] [saucenao] [google] [report]


I like this one too

>> No.2223895
File: 543 KB, 480x750, doomop-themoddingcompany.png [View same] [iqdb] [saucenao] [google] [report]

Here's the first version i did for laughs.

>> No.2223905


>> No.2223920
File: 24 KB, 100x177, learning so hard.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2223921
File: 60 KB, 600x450, 1413486338401.jpg [View same] [iqdb] [saucenao] [google] [report]

>Eriance retired
Now i am sad now, and not because of demon's eclipse cancelation[that thing became the half-life 3 of doom for me], mostly because we won't see a monster spriter as badass as Eriance in a life time, i hope the man has the best life from now.

>> No.2223931

The original. To my knowledge using the bfg edition wad will make some mods uncompatible. Look in the pastebin for the iwads if you need them.

>> No.2224021

nice filename

>> No.2224143

HDoom now supports visual novel-triggered sex scenes.

>> No.2224150
File: 69 KB, 1366x768, Screenshot_Doom_Hellground.png [View same] [iqdb] [saucenao] [google] [report]

How big is this map?

>> No.2224160


>> No.2224176

Because nobody ever said not to.

>> No.2224180

I'll allow it.

>> No.2224181

>hellbound map 29
I'm just going to say one thing
Project MSX plus that map = 100% fun
that map is big as shit, everything you see can be explored
You see that mountain?
You can climb it
Enjoy the ride

>> No.2224189 [SPOILER] 
File: 441 KB, 499x280, 1423465080765.gif [View same] [iqdb] [saucenao] [google] [report]

I want back on to Mr. Bones' Wild Ride.

>> No.2224208

Depending on how you do it, you could make it an inventory item that you trigger, that way you can still have an alt-fire attack.

>> No.2224210

Looks pretty good actually. But yeah, raise the hole in the grass so it's only one or two pixels deep.

>> No.2224229

portable map => massive increase in replay value from myriad gameplay mods
several in sf2012 - map28 in particular i believe could have won a caco all by itself
it says in the video description
quite, you want a wind-up one instead, can't have the batteries running out haha
who is we? "the modding company"? some kind of mapper collaboration?
>>2223839 >>2224210
haha that's exactly what i thought
a mod where you play as revy might be interesting.
this one is better, it's obviously doom-related. can't help but think the first one is free advertising for somebody...

>> No.2224250

Did he retire for real this time?

>> No.2224257

i believe the consensus from a few threads ago was "yes because otherwise why would he essentially blank the opening post of his thread"

>> No.2224262
File: 471 KB, 640x2400, 1423469577.png [View same] [iqdb] [saucenao] [google] [report]

Barons and Beyond - http://www.doomworld.com/idgames/?id=1062

another monster level from the dark ages. meant for co-op or using super weapons on skill 4. it is playable on skill 3 though. you will get horribly lost, the switches to open doors are usually on the wrong side of the map, the keys are hard to reach, many doors are unmarked, it has all kinds of weird progression forcing far too much backtracking. that said it grows on you once you've learned it, as seems to be common for this kind of map (see satan/satan666 a few threads ago for another example)

>> No.2224264

it's a joke on how demonsteele beat out gmota for caco

>> No.2224282
File: 1.14 MB, 960x540, gzdoom 2015-02-09 03-43-32-03.webm [View same] [iqdb] [saucenao] [google] [report]

Finally made an actual item out of my old idle mirror animation. For how damaging and fast enemies are in the stealth mod, this thing is so handy. It's sgt.mark's mirror.pk3 file, and god damn do I wish I could figure out how to center the viewing window above the eyes. I've never compiled an ACS before, and every attempt to do it turns into a failure. Ah well, I got a ton done today. Fraps fucking murders my framerate in new gzdoom, christ almighty.

>> No.2224284


>> No.2224316

>It's sgt.mark's mirror.pk3 file,


>> No.2224318
File: 11 KB, 251x166, mic.jpg [View same] [iqdb] [saucenao] [google] [report]

>MIDI music versus Mp3 music

File space aside, do you have any qualms about players using Mp3 music in their maps?

I've thought (but not minded at all) that the modern-ness of the Mp3 music contrasts strangely against Doom but that could just be me.

Mp3 music allows greater variety in music and I don't mind it if "used right" but it's hard to know what using it right even is.


>> No.2224319

Yea. I'm glad I saved it because I can't find the pk3 on google. I recall it used to be on the zdoom forums..pretty sure it was mark that made it, my memory isn't what it used to be.

>> No.2224321

Can you make it playable with only one hand?

>> No.2224325

So guys. With GMOTA's new shield mechanics there's going to be a bit of a problem:

It's not going to block melee attacks. So I suggest you hit them first before they hit you.

>> No.2224326

>>2223869 >>2224282
>warning: graphic violence
what are you doing with the other one..? ewww

>> No.2224334

>"yes because otherwise why would he essentially blank the opening post of his thread"

and he also posted two links with everything about the project including non-finished sprites. once eriance gets three monster spritesheets finished he's done with the community.

it's almost the same case from a year ago when another great graphic artist -NMNPaul- left the community to pursue a career in arts or something, and all that he had left to do was a final strip for a comic.

>> No.2224337

>Yea. I'm glad I saved it because I can't find the pk3 on google.
I found it by googling "mirror.pk3" and appears it still exists on best-ever. Or at the very least it just has the same name, haven't tested it yet.

>> No.2224339
File: 14 KB, 120x240, melspritewalk1.gif [View same] [iqdb] [saucenao] [google] [report]

Nice, thanks for that. I think this was done by doomkartguy and not Mark, at least that's what's commented in the acs file. I wonder if I'll catch shit for using this in my mod? I really don't know who to properly credit for the code.

>> No.2224340

>I think this was done by doomkartguy and not Mark
according to the archives, yeah ( >>981682 >>983559 )
and i don't think he will

>> No.2224356


Every decent sourceport out there supports MIDI, the original .exe supports MIDI since 1.5 or something. If you know how to set up Timidity you can also use custom soundfonts that improve the output quality of the MIDI files if you're tired of the cheesiness of Microsoft GS Wavetable Synth. MP3s are lossy, MIDIs are just sheets.

When it comes down to Mp3 or any other "real" audio files (ogg, flac) it all comes down to how it's used in projects...

>but it's hard to know what using it right even is.

Hell Ground does it right. Hell Ground was a GlBoom/GZDoom project done by Eternal which was arguably ahead of its time. Truecolor textures, gorgeous architecture and alright gameplay. The thing is, the audio files accompanied the greatness of the project and they never were a detriment. See (and hear) it for yourself.


Since Hell Ground wasn't your common WAD, Eternal took the liberty to include non-MIDI music to build the not-doom atmosphere even further. And it also helps that .ogg files allow better audio quality compression compared to MP3s and both sourceports support said format.

Now, let's compare this to another project which used "real" audio - Damnation

A 32-level WAD with no custom textures (as far as I can recall) and it came bundled with MP3 files from the get go. As you said previously, let's avoid the filesize issue (the project was around 120MB because of this, which arguably was the biggest letdown and a reason it never won a Cacoward), and focus on how it was used. Did it help build the atmosphere? I don't think so. The author was forced to upload a non-MP3 ver. of his project to /idgames because people weren't interested in downloading the project as how it was intended, not because of the filesize, but because the project would've been the same with or without the MP3 files.

And with all due respect, most of the cases where you find MP3 files it's because it's the author's first map ever.

>> No.2224365
File: 340 KB, 960x540, gzdoom 2015-02-09 05-39-47-30.webm [View same] [iqdb] [saucenao] [google] [report]

and I've compiled my first acs file ever! After some headscratching, I finally got the image to show up exactly where I want it. It would be kinda cool if I could figure out a way to make it round, but this is beyond good enough to me.

>> No.2224370

I have been using doomsday engine for a while now and i like the models but i think i could do better but i can't work out how to extract them.

anyone here that can explain it?

>> No.2224385

ZKVN is now hosted on GitHub

>> No.2224386

That's ridiculously cool! Also pretty original, I don't think something like that has been done before.

>> No.2224393

I'm really happy with it, and I've learned a ton from building this. Hopefully I might be a coder yet! Down the road anyways...

>> No.2224394

Keep practicing and you'll definitely improve. Learning to code is like learning another language.

Don't forget to ask for help when you need it though, if you can't find a solution online, many people will gladly help you out.

>> No.2224454 [DELETED] 
File: 7 KB, 230x219, Assburgerking.jpg [View same] [iqdb] [saucenao] [google] [report]

Camera textures can only be rectangles, sorry.
The only proper way is to print the mirror via HUD and print your mirror / hand shit yet again via ACS with a low message id, so the layers would be:

>mirror frame
>actual mirror
>weapon sprite

I suggest you create a rectangle mirror

>> No.2224456

Kinda reminds me of appleseed movie from 2004 with the camera on the suit that extends outwards to view around corners.

can't imagine mecha suits for doom as the levels wouldn't be large enough but power armor or exoskeletons would fit the bill.

>> No.2224458

So, Will anyone ever re-create doom 3 in doom?

>> No.2224463

Please help.

>> No.2224465

>levels wouldn't be large enough
doing shogo-like downscaled levels is possible

>> No.2224467

What was the drama about regarding BlueEagle and Unloved 2? I don't want to bring up bad feelings by asking Doomworld. Why caused him to stop?

>> No.2224468

Do you want to extract the 3D models from Doomsday's 3D model package? If they're pk3 files you can just unzip them with WinRAR or 7zip (or any other program you'd prefer)

>> No.2224472

Didn't work with Winrar.

>> No.2224473

>Didn't work with Winrar.
Nevermind, However MD2? How the hell do i open it.

>> No.2224476


If we're speaking of the Doom 3 monsters in 3D, then it's been done by Doomero; the one who somehow, someway, does amazing shit that just werks in Doom engines.

As of February 9th 2015 no one has done a full blown TC of Doom 3. We have direct rips from

-Doom 3 monsters
-Doom 3 weapons
-Doom 3 sounds
-Doom 3 HUD

As for Doom 3 assets done in classic Doom style, we have

-Doom 3 weapons

And that's it. There was a Doom 3 monsters mod being made in the ZDoom forums but no progress has been made in almost two years.

>> No.2224484


>> No.2224485

He just lost interest in it. I'm not sure if there was any drama (that I remember), but he moved on to indie game development. Which sucks, because Unloved 2 looked so hype.

>> No.2224524

What a waste.

>> No.2224545

DKG actually did something useful and non-cuntish?



Would look more impressive round, but it's really well done as is.

>> No.2224559

I don't use blender, I'm a max user..

Wouldn't be that hard to make the models but doom doesn't do multilevel that well.

>> No.2224564

iirc you can convert md3 and md2 with this program http://www.misfitcode.com/misfitmodel3d/

>> No.2224569

I've been thinking about a Black Lagoon mod for quite a while (I did a skin for Revy and Dutch + the cutlass berettas ages ago). Might act on it someday after I finish some of the other dozens of things Ive started.

>> No.2224571

could be cool
maybe have maps sequenced like in anime, as in few maps making a mini episode story arch
mapping for this could prove challenging tho

>> No.2224575

I've been trying to get my friends into doom lately but we cannot agree on the lives situation for co-op. I was wondering if there was a WAD where if a player dies they can be revived, but if all players are dead the map resets. This way, players are really punished when they die in a tough spot, and players would need to work hard to get them back.

>> No.2224576

I would love to see more colorful urban environments in Doom.

>> No.2224578

I could do it if textures could be scaled and truecolor, modern game engines spoiled me

>> No.2224582
File: 34 KB, 648x703, tspnevercomesearly.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2224593

I dislike that the Russian Doom community has this obsession with mixing midis and mp3/oggs in their wads

>> No.2224603

Is that an actual problem or did you deliberately made it this way?
You could make it like doomrla and have all melee atks do melee type damage.
SHING = 100% melee damage reduction while it lasts. I dont think it protecting your back is an issue unless you're completely surrounded, but that should kill anyway.

If it doesnt block melee for balance purposes... do the same thing but reduce only lost soul damage then pls.
Depending on how fast you can throw shields, its going to be a problem.
Why is the weak sword throw even gone anyway? It was great for these fuckers if you were using shield/torch.

>> No.2224609

>There was a Doom 3 monsters mod being made in the ZDoom forums but no progress has been made in almost two years.

This one?


>> No.2224615
File: 140 KB, 300x300, 1355109074980.png [View same] [iqdb] [saucenao] [google] [report]


You guys remember me?
I was ranting about how Samsaras Duke is different from the original one.
A few days ago I started to reply DN3D again (highest difficulty = "Come get some") and DN64 too.
Wrote down all differences and patched them in Samsara. Now it's finished and compatible with all IWADs (bonus: replaced Freezethrower by my version of the Expander). I do hope he plays exactly as in DN3D/DN64 (welp, a 100% replica is not possible, but should be as close as possible to the original one).
Feel free to test him.

(use samsara-v0.31-beta.pk3!)

Here's a pastebin link of the readme (differences between Samsara and DN3D/DN64, CVARs, changelog etc.):

>> No.2224617

>highest difficulty = "Come get some"
*"Damn I'm good".

>> No.2224636
File: 15 KB, 905x186, 2015-02-09 09_43_52-Wads - Best Ever.png [View same] [iqdb] [saucenao] [google] [report]

So that's why Terminus spoilered that text.

>> No.2224642
File: 60 KB, 595x199, banner.png [View same] [iqdb] [saucenao] [google] [report]

Here, have a random retro mash-up of wads, because fuck you that's why.


>> No.2224676
File: 629 KB, 512x472, 350f7ac0-72ae-432c-9cc7-2e1390e514aa.gif [View same] [iqdb] [saucenao] [google] [report]

You guys still have these threads?
I'm pleasantly surprised.
I left 4chan for quite a long time because I was getting tired of the site-wide shitposting, but now I'm back to maining /vr/

>> No.2224727 [DELETED] 

let's get this out of the way

>> No.2224730


Oh god what's up with the imps?

>> No.2224745

yeah /vroom/ and /3/ are the only places I visit now, shitposting and memespewing kills content on this site

>> No.2224782

Jesus, that puke-colored palette.
I'd even say some of the sound effects were effective, albeit not intentionally.

>> No.2224791

Someone did... I don't remember who, but I remember this being done before. It was a stick with a mirror on it though.

It'd be cool if He made the frame square to fit, and animated the sprite to match rotation. You'd have to scale the other cameras output though, and I dunno what the limitations are here.

Still. Neat.

>> No.2224805
File: 99 KB, 640x480, Screenshot_Doom_20150209_115711.png [View same] [iqdb] [saucenao] [google] [report]


>Recolored D64 Imp

Now that's what I call lazy

>> No.2224827

hey sprites are hard to make and sometimes its the best way to make one that doesn't look like shit

>> No.2224831


It's not even recolored properly and it's missing at least seven eyes, give me a break

>> No.2224840


>> No.2224845
File: 318 KB, 1366x768, fpsiskill.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2224849

Anyone knows the source of the music? (Hellbound map 29)

>> No.2224851

2 eyes, 3 eyes, 10 eyes

they all die the same

>> No.2224853

it's funny how every so often you get a normal sound effect that hasn't been replaced somehow.

also the palette making the intermission screen absolutely unreadable. what are my stats?! i just can't tell!!

i will play the map though, it looks good.

thanks as ever, i do enjoy your work.

>> No.2224856


your ass

your ass

wuts the difference?

>> No.2224864 [DELETED] 

>uploaded by: Donald-61018
That explains why you were such an assblasted sperg.

>> No.2224867

post shit nice

>> No.2224887
File: 20 KB, 256x176, Doom_64_box[1].jpg [View same] [iqdb] [saucenao] [google] [report]

I tried playing Doom64 but it's too dreary and gloomy for me, not at all fun like PC Dooms with bright graphics and kicking music.
Does anyone else feel the same?

>> No.2224890
File: 2.96 MB, 320x240, pit-fda-820.webm [View same] [iqdb] [saucenao] [google] [report]

>i will play the map though, it looks good.
uv max in 8:20. (does it count as a first attempt if you've already watched a video?)

>> No.2224905

FWIW i think it's cool that you've done the work to fix your issue yourself rather than expecting others to do it for you

>> No.2224907

Yeah, I never got into it either.

But props to them for making what is basically a brand new entry in the series rather than just a stitched together map pack for the original game like the PSX games.

Also, a lot of people seem to think it's great, so it must be doing something right.

>> No.2224909

any sprite fags wish to correct this?

>> No.2224910

some people like the plodding moody atmosphere and I can see why but I miss the energy of the regular games, also no revenents or archviles, there needs to be a middle ground

>> No.2224934

"Correct" how? You'd be better off taking the Demonicron Imps and drawing eyes over them.

>> No.2224938

>there needs to be a middle ground
A Revenant-vile?
That's not what you meant, but I still want it.

>> No.2224978

>plodding moody atmosphere
Dark ambient music makes this a thing. There is just some draw about creepiness and ambiance. I listened to the background tracks of SH2 so many times and it just sounds great for some reason.

>> No.2224990

I loved the cool new features it had, and the puzzle elements. But the lack of Chaingunners, Revenants and Arch-viles made it not all that challenging in the monster side of things. I guess they'd have been overwhelming for a controller user, though.

I also did not understand its map numbering. Regular levels are maps 01-24, 28, and secret levels being 29-32. With the three bonus levels being 25-27. Would've made more sense to me if they numbered it 01-25 for normal levels, 26-29 for secret levels, and 30-32 for the Bonus levels. But oh well

>> No.2225001

Revenants and Chaingunners were on PSX Doom though.
Revenant rockets were slowed down massively though.

>> No.2225006

Revenants had considerably slower movement speed aswell, IIRC.

>> No.2225010

It still exists, just not in a Doom engine.


>> No.2225032


He received criticism. He didn't like it. So he quit.

>> No.2225036


Yeah I think it gave me a bit of motion sickness for some reason, I've never had it before when playing DOOM or anything else though.


Appreciate the support anonbro.


Good time also. Did you try out any of the other wads I came across?

>> No.2225040

Being lazy is epic, he literally just slapped the NES sounds wad into his level.

>> No.2225054

Could anyone name a Zdoom/GZDoom wad with some really well made / complex 3D architecture ?

>> No.2225061

Mist Ache from Rise of the Triad.

>> No.2225067

Never mind i'm retarded, didn't realize it was multiple wads being loaded together.

>> No.2225096

the vaporware demo was pretty good. but that was for the eternity engine.

>> No.2225114

Cheogsh 2 had an amazing looking cave system towards the end of the wad, one of the most immersive things i've ever seen in Doom.

>> No.2225197

>Did you try out any of the other wads I came across?
none of those in the video. not into graphics and sound replacements

>> No.2225202


But even now I remember how easy it was to get lost there.

>> No.2225232

>eternity engine.

I find it kinda amusing that some minor group of people don't understand why people still use prboom+ over eternity

>No full opengl mode
>No portmidi option for music.
>Demo compatibility isn't quite as good (boom-wise, anyhow).
>Compatibility settings aren't streamlined
>Menus arent as easy to navigate
>Hardly any wads require eternity
>No up to date website.
>Hardly anyone outside of Doomworld even realise its still updated.

>> No.2225253
File: 10 KB, 204x136, 5182a2c10d371.gif [View same] [iqdb] [saucenao] [google] [report]

New sprites are just a hue/saturation slider away!

>> No.2225260

that shotgun really needs to be replaced, it looks pretty cartoonish.

why not use the ones recently released by Eriance?

>> No.2225263

looks fine to me, there are plenty of cartoonish things in the mod, but they still fit in.

>> No.2225265

Some people do things to further their knowledge or experience about what they're interested in, or they just do it for amusement/enjoyment.

>> No.2225276

Nothing wrong with liking Eternity. It certainly has potential.

Was making a comment, cause I've seen posts from some of its fans on doomworld who don't understand why people havent migrated to it.

>> No.2225287
File: 364 KB, 1920x1080, Screenshot_Doom_20150209_221506.png [View same] [iqdb] [saucenao] [google] [report]

So, how are those maps going?

Pic related, I hope you like crates.

>> No.2225294
File: 825 KB, 2560x1440, map07.jpg [View same] [iqdb] [saucenao] [google] [report]

What is this bullshit
Is is supposed to be impossible? Like a kind of joke map?

>> No.2225304
File: 19 KB, 75x75, 1382936074379.gif [View same] [iqdb] [saucenao] [google] [report]

>3 archviles
Not impossible, but pretty good at rustling jimmies.

>> No.2225310

If you read the doomworld thread, he specifically states that its harder than Vanguard and Lunatic.

>> No.2225319

Valiant is pretty hard, but not impossible. It is clearly stated in the beginning that fatso should survive till the end.

>> No.2225323
File: 193 KB, 576x467, ZSp381p.png [View same] [iqdb] [saucenao] [google] [report]


Just remember pro strats


>> No.2225325

>Is that an actual problem or did you deliberately made it this way?

It's an unfortunate side effect due to the retooled shield and how it blocks now, it uses static projectiles to block shit, and melee attacks are a weird exception in doom.

I removed sword throwing cus it made doing combos a little stiff at times

>> No.2225327

There's waaaay more than just 3 in that map.

>> No.2225330
File: 74 KB, 533x400, 1332322338889.jpg [View same] [iqdb] [saucenao] [google] [report]

Thanks for the detailed post, sorry for the late reply but we're all over the world here.

What about mp3 music that is remixed tracks of Doom's tracks?

I've sort of felt like the detail of an mp3 track contrasts against the detail of Doom but that might just be me. Good example on Hell Ground there.

>And with all due respect, most of the cases where you find MP3 files it's because it's the author's first map ever.

Heh, my first map used MIDI but it was only half-done and I've decided to stop it to peruse something else based on feedback I got here on it. I was looking at using a Quake 2 track in it.

>> No.2225338

i'm surprised you listed the menu system. prboom+'s menu system is more or less the boom202 menu system, but with dozens and dozens of new options forced into it. as a result, it has evolved a great deal of clutter. isn't the general menu 9 pages long now? chocolate doom's ultra conservative philosophy came in part so that it doesn't grow a huge menu of options like the boom-based ports did.

i can't speak too much about navigating eternity's menus, but frankly all doom port's menu systems are dreadful, simply because all doom ports have so many options. i think a lot of them could be relegated to "edit the config file if you want to change this". but modern computer users and editing text files don't mix.

>> No.2225343

It's really just map 07 that has me bootybothered. The difficulty spike is ridiculous.

>> No.2225347

so it's a bit like evil_eye

>> No.2225350

You're not supposed to kill the Mancubus. Tag 666 is used to open up Arch-vile closets.

>> No.2225378

>What are crates?
>We don't really know.

>> No.2225381

The pages in the General menu are easy to switch to, by pressing left or right. I do agree its a bit cluttered though. Original Boom 2.02 menu was only like 2 pages iirc.

Eternity engine's menu bothers me because you have to move your hand to press pgup and pgdwn keys to switch pages, or press up and down dozens of times.

>> No.2225386

isn't that the same as in action doom?

>> No.2225391

Shotgun looks fine to me. Though maybe get rid of the Duke3D grip reloading.

>> No.2225394
File: 296 KB, 1366x768, Screenshot_Doom_20150209_183526.png [View same] [iqdb] [saucenao] [google] [report]

>BTSX E2 Map06
>titled "Useless Inventions"
>opens with crates directly ahead

>> No.2225395

I like eternal doom map04, when it comes to crate mazes.

>> No.2225398

i love crates. freeman and his crowbar can drop dead haha

>> No.2225420


>> No.2225425 [SPOILER] 
File: 509 B, 108x64, 1423525810331.png [View same] [iqdb] [saucenao] [google] [report]

All this crateposting is making me feel boxed in

>> No.2225446
File: 2.86 MB, 960x540, gzdoom 2015-02-09 18-37-30-28.webm [View same] [iqdb] [saucenao] [google] [report]

I'm having tons of fun derping around with my mod, but oh man can you get fucked over quickly if you're spotted. Some mods are utterly brutal due to this.

>> No.2225489
File: 110 KB, 320x200, stenload.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.2225496

so when is samsara adding kyle katarn?

>> No.2225497

confirmed the 30th of this month

>> No.2225506
File: 6 KB, 165x200, 1415401730287.jpg [View same] [iqdb] [saucenao] [google] [report]

oh shit, i was joking. but holy shit

>> No.2225514

wow, you actually believed that

>> No.2225515
File: 73 KB, 566x1300, Something isn't right.jpg [View same] [iqdb] [saucenao] [google] [report]

Let's see how long it takes him to figure it out.

>> No.2225516

When is Term going to add my main man Master Chief to Samsara?

>> No.2225532
File: 294 KB, 1366x768, Screenshot_Doom_Stomper.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2225557

I thought Master Chief was already in Doom?

>> No.2225571
File: 269 KB, 600x800, Marathon and his dad.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2225590

I made a new song for the title screen for TSP. People seem to dig it so I'll post it here.


>> No.2225595
File: 614 KB, 1920x1080, Screenshot_Doom_20150209_173114.png [View same] [iqdb] [saucenao] [google] [report]

This shit is tough on UV

>> No.2225606

>it made doing combos a little stiff at times
What times?
I kill stuff almost exclusively with sword/punch combos and it never felt stiff.

>> No.2225614


It feels like my sword attacks hang up when I'm hitting the fire button rapidly.

Also if I bring back the sword throw it'll probably be more along the lines of an actual throw rather than a boomerang attack, is in the sword flies out, hits a wall or the ground, then you go pick it up

>> No.2225616

no doomguy is one of the first warhammer space marines, he fights with a prototype chainsword, melta gun and was the first to repel the hordes of chaos back into the void. Infact doomguy may be the emperor of mankind after dying and coming back from hell he lived for 40000 years into the wh40k timeline.

>> No.2225619
File: 271 KB, 1366x768, Screenshot_Doom_swtw.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2225621
File: 26 KB, 467x413, mh5vJrm[1].png [View same] [iqdb] [saucenao] [google] [report]


>"Correct" how? You'd be better off taking the Demonicron Imps and drawing eyes over them.

Funny you said that, because that's exactly what happened a month ago.


>> No.2225640

Free aim on or off? I feel like with it on you can abuse sections of map you shouldn't even be shooting in at the time, but how can you know if a specific wad is balanced around it or not? Is it best to just have vertical auto-aim and horizontal free-look?

>> No.2225650


>> No.2225660

I generally play with mouselook on, but try to avoid taking shots I wouldn't be able to do without mouselook, i.e. sniping enemies from outside the autoaim range.

>> No.2225675

God tier fucking music in that wad.

>> No.2225712

how are you accomplishing it? if it's camera textures, know that hideous destructor uses camera textures for it's zoomed reticles, and they're round, so maybe that can help you...

>> No.2225732

cool, my montage made it up to the OP

New beta of BD v20 is up. Did anyone found any bugs on the latest beta?


- More improvements on blood.
- New death animations.
- Improvements on water effects.
- I am restoring the destroyable bodies. So far, only the zombieman has this feature.
- New marine classes will be added. So far, the only one is the Purist Marine. He has a vanilla version of all weapons using modified Perkristian smooth weapon sprites. (chainsaw not done yet)
- Added Doomnukem's wooden grip shotgun as default skin.
- Many improvements on kicking animations.
- Removed player weapon skins. They were bugging the crouch animations, and also, now I am able to add more animations and will be easier to handle new player classes.
- Added more animations for the player.
- Water will make a big splash when you jump on it.
- Gibs will be crushed when you jump on it.

As always, report any bugs found.
I just ask to please not repost this link on facebook or moddb. Once this thread gets 404'ed, let the link sink.

It's not mine.

>> No.2225736

derp, forgot my trip.

>> No.2225739

What kind of classes are planned?
Will it just be weapons that people start off with or will there be real variety?

>> No.2225742

>Added Doomnukem's wooden grip shotgun as default skin.

I'm pretty sure he didn't want his stuff used for BD-related things.

>> No.2225747

I thought Doomnukem said he didn't want you using his stuff at some point? Genuinely curious.

>> No.2225749
File: 8 KB, 408x286, 1410890134672.png [View same] [iqdb] [saucenao] [google] [report]


>new player classes

...go on

>> No.2225750

yeah, there was that "hardcore doom wars" thing that just straight up ripped everything and he got sick of it

>> No.2225751

Found a bug.

Enemies shooting in water will flinch in pain.
Same for Revenants walking and the like.

>> No.2225754

- A shotgunguy marine that has more "ridiculous" gameplay. He can dual-wield SSGs, use dragon breath rounds on the shotgun, has rocket launcher alt-fire to fire bouncing grenades, etc. He takes 10% more damage.
- A female marine that is 20% faster movement and has much more variated and stronger melee attacks. She can also use the old plasma gun that fires faster and has the plasma-thrower alt fire. She takes 20% extra damage.
- Chaingunguy Marine. Takes 30% less damage, but is 35% slower. Starts with Minigun and 100 bullets. He can't use the kick, but instead, he gets a sprint for a while that allows him to knock down any small enemies that gets in his patch.
- Purist Marine: Vanilla weapons, no kicks, no fatalities, etc.

I thought he just didn't wanted to make his mod for BD because of that korean guy. Doesn't Sperglord edition uses it?

>> No.2225756

* his way.
Damn I should sleep.

>> No.2225760

you srsly need to go back to the iron sight sprites you were using for the shotgun and rifle in v18

these new ones you've been using ever since just look weird and misaligned.

>> No.2225761


Those sound like characters from the doom bible. Mind you that's not a bad thing, but haven't you noticed every other project related to the doom bible never gets finished? It's a fucking cursed book, man.

>> No.2225762

I have a question for the makeup mirror person.
>Why not do a box mirror?
>Why not do a LCD Screen?
>Why use a circle mirror in the first place?

>> No.2225764

>Shotgun guy with dual wielding double barrel shotguns
Man I don't even have to read the rest of the classes to know that I want this.

>Female marine with focus on melee
So she will have amazinger jump kicks?

Not a fan of the increased damage taken for a melee character but I'm interested in the class anyways

Also hopefully she has a bit more going for her because the Shotgun marine sounds amazingly powerful with just the SSGs alone.

>> No.2225769

bug found:

purist mode still allows the assault rifle to be selected when switching from fist.

>> No.2225772


Hah! That's genius!

>> No.2225773

I'd also like to have the all around BDGuy, as he is in v19

>> No.2225785
File: 304 KB, 1280x720, Screenshot_Doom_20150209_215138.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2225793


I will think about it.

Yes, of course he will be avaliable. I'm also thinking to let him be the only one that can perform fatalities and do combat rolls, to keep him more unique.

Yes. And she will take more damage because she was supposed to be able to only beat one monster at time. I want to make her able to kill a baron without even needing berserk, but being bitchslapped by 3 or 4 pinkies.

>> No.2225794

Enjoy map 07

>> No.2225803

I usually have freelook off. Just mouseturning. I never really saw the point in looking up and down in Doom. Fake 3D bridges become more apparent that they're fake with freelook on. And there are rare cases where freelooking allows you the possibility to shoot switches far earlier than intended (I know that you could simply choose not to shoot them, but even with that in mind, its still possible to do it unintentionally from time to time).

>> No.2225804

I guess the concern about the Female Marine in terms of balance is Shotgun guy will have such a ridiculous burst damage output thanks to the SSG and potentially way more fighting potential with a smaller penalty to his defense.

Will she have different melee moves or will it be the standard ones like right now but boosted?
If it's like what it is right now then I probably would just jump kick all day with her.

It's probably all conceptual right now but I like talking about class balance

>> No.2225808

Fuck, it's the same link.
I deleted the original one to prevent further mistakes.

His dual SSG won't reload as fast as a regular one. The only real advantage that it will have is to blow two shots at once, since it will take almost as twice to reload.

The female marine will have a different set of attacks. She will be able to do a triple kick, and when selecting the fists, she will have a whole new set of combos and attacks, that includes stuff like a spinning kick.

>> No.2225815

Will Shotgun guy always have to reload both SSGs at once or can you like alternate it ala Style mod with the dual SSGs?

I feel four barrels at once is a pretty hefty advantage to carry around even if the reload takes longer.

I am interested in the female character for sure though, I always like melee playstyles.

I just hope it is viable.

>> No.2225819

Also I was wondering, since it is possible to throw zombies at other people to deal damage, would it be possible to have certain melee attacks on kill to launch enemies a bit to also deal damage?

Like jump kicking a zombie into a group of enemies and the like.

>> No.2225831

It will work like the current dual wielding system for the rifle and the plasma gun. Weapons are operated separately with the left and right mouse buttons.
His dual SSGs will be much more unpractical than it sounds. It will take some practice to get used to it.

It already does. But the damage is minimal.

I don't get it.

>> No.2225845

Not who you've been talking to but where does BD get it's explosion sprites from? Rocket ones specifically.

>> No.2225851

Quake 3.

>> No.2225852

I do not mind slow reloads, the concern is mostly that his firepower might be overshadowing the 10% extra damage he takes.

While someone who is at risk of damage much more often will be taking 20% more.

>> No.2225869

I see, so how do you make it so they make one explosion sound when close to the player, then when any distance beyond "close" it makes the Duke Nukem explosion sound?

I like that effect, was it hard to do?

>> No.2225872

Well, maybe I should reduce the damage taken by the female marine to 10% then.

It's easy. You just need to make the sounds play in different channels (close explosion in channel 1, and far on 3 for example) so they don't stop each other. Make the far explosion sound take 3 or 4 tics to play to emulate the traveling distance of the sound, then edit the SNDINFO lump to make the distant explosion to be able to be heard further. (3500 units is a good distance)

>> No.2225874
File: 96 KB, 640x480, Screenshot_Doom_20150209_214016.png [View same] [iqdb] [saucenao] [google] [report]


Not bad, not bad.

>> No.2225875

I think that's a good damage change for her.

I just think someone in melee all the time should have more of a focus.

Considering what I know of shotgun guy(Dual SSGs, Grenades) it sounds like he would fit more in a glass cannon role since his firepower is going to be considerably higher.

>> No.2225882

So I'm guessing this only works in ZDoom?

Say I want to edit the regular rocket shot by both the player and cyberdemon, do I create a new actor that replaces that rocket, then inside it's decorate I'm editing what you're describing?

By the way, where can I grab those rocket sprites? Don't really want to buy/install Quake 3 just for the rocket splash sprites.

>> No.2225890

Sorry Mark im and idiot is that build supposed to be run in z or gz?

>> No.2225891

>I just think someone in melee all the time should have more of a focus.
Somehow I forgot to finish the sentence.

Should have more of a focus on not dying so easily*

In BD everyone feels pretty fragile as is(Because enemies are tougher) so I think a 20% bonus enemy damage would be a real dealbreaker.

I will probably end up playing as her mostly if her in melee works out well.
I probably would pick her anyways just for the speed boost if it doesn't pan out

>> No.2225918

Is there a shadow warrior port that doesn't suck?

>> No.2225921

Redux should be fine

>> No.2225924

Not that guy but it always crashes on one of the expansion levels for no reason and gives no errors.

>> No.2225932

How about a full set of rotations

>> No.2225941

I only tested it with GZdoom and Zandro OpenGL.

Sounds like a good idea.

Yes for all questions.

>> No.2225951


well I don't know, why don't you ask him in the ZDF?

>> No.2225958

They probably did it like that to keep levels like Hectic as hidden as possible.

Also, /vr/ I have three mappacks; Going Down, HellBound, and the Back to Saturn X series, which one should I play first?

>> No.2225960

Cool, so last question, where can I get the sprites?

>> No.2225968

just wait to you get to episode 4

>> No.2225969

>It already does. But the damage is minimal.
Would it be possible to make her melee launching attacks to deal more damage?
It would really cement her dominance in melee range.

But then again this would probably go against what you have planned with her only dominating single enemies.

>> No.2225970

sprites/flames/EXPLA0 - EXPLI0

>> No.2225971

Cheers. Thanks for the help.

>> No.2225997

will you add synthfire for the dual weilding (where both operate completely independently and at the same time)? LIke I can press one to start shooting and be shooting while shooting the other?

>> No.2225998


>> No.2226050
File: 2.75 MB, 1366x768, 1423461487041.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.2226101


>> No.2226118
File: 230 KB, 1024x768, samus_vs_cacodemon_by_wacker00-d6y8xro.jpg [View same] [iqdb] [saucenao] [google] [report]

>''It's true! I'm telling you I saw the Hunter jumping on that mechanical spider, and ripping it apart with a chain-buster!"

>"Yeah sure, what's next, a rainbow beam?''

>> No.2226119 [DELETED] 

heil hitler

>> No.2226120 [DELETED] 


>> No.2226125

Are there any water heavy wads that make use of the swimming mechanic? I always thought a scuba mod could be fun.

>> No.2226126
File: 11 KB, 480x360, eye.jpg [View same] [iqdb] [saucenao] [google] [report]

I really like the "sad/stormy" level of Doom 64, map slots 11,12,14, and 30. Anybody know any wads that use this artstyle? Why didn't they do more levels liek this.

>> No.2226127

There's almost none out there.

You could try The Island, it has a water part at the very end.

>> No.2226128

There is that underwater level in Pirate Doom.

PSX Doom remakes have this a bit, I agree it's cool.

>> No.2226152

Super Sonic Doom
Phocas Island 2

>> No.2226202

oh mark, I finded another bug in v20!

class selection does not work in ultimate doom or registered doom.

>> No.2226223
File: 1.80 MB, 400x244, tumblr_njf5qgE1hx1tpmgf1o1_400.gif [View same] [iqdb] [saucenao] [google] [report]

Got a request for Sgt Shivers
something like this please

>> No.2226226

Did anyone check out the Ashes mod and weapons preview on the ZDoom forums?

Except for the manual reloading and some sound issues the weapons themselves seem alright.

>> No.2226229

got some more too

>> No.2226261
File: 8 KB, 477x281, 1423552315.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2226290

>you srsly need to go back to the iron sight sprites you were using for the shotgun and rifle in v18
i hope you're not talking about the rifle that when zoomed in was so enormous it obscured half the view.

>> No.2226312

yeah...that one. what should it even matter if most of the screen is obscured? when you're aiming down sights, you should be looking at the front post.

hell, even if not that one, just anything is better than what is there now. I mean really:
>current rifle doesn't even have a rear sight
>shotgun's sight alignment means that the player is aiming the fucking gun above the point of aim

it's fucking disconcerting as hell...can't aim for shit with it such that one might as well just delete the zoom sprites altogether.

>> No.2226326
File: 179 KB, 1366x768, Screenshot_Doom_20150210_044256.png [View same] [iqdb] [saucenao] [google] [report]

I feel raped.

>> No.2226343

hey mark, the purist marine still has recoil. that DEFINITELY needs to go

other than that it's bretty cool

honestly I like your weapons but the recoil and reloading are too inhibiting for me to get used to. if you could make them optional in the menu or release optional plugins at official launch that's be really nice too

>> No.2226345

i tend to ignore the weapon sprite and use the crosshair to aim. of course, ignoring the weapon sprite becomes impossible when it covers up most of the player view. needless to say, i found the huge sprite off-putting, and was glad to see it gone. it was as annoying to me as your issue is to you, although, your issue apparently being "weapon aim is not realistic"; a lack of realism being, may i say, a very strange complaint to have about Brutal Doom.

>> No.2226354 [DELETED] 
File: 9 KB, 62x118, Sprite-0002.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.2226356

yeah i wouldn't touch a ribbiks map on anything above hntr

>> No.2226372
File: 9 KB, 62x118, Sprite-0002.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.2226390

>playing the realism card

its not about realism, its about the sprite not visually aligning with the point of aim. a most definitely non-realistic example of this would be in the city of the damned: apocalypse, where the revolver is crooked relative to the line projected to the point of aim.

if we want to say that basic perspective is a realism issue that doesn't need to be addressed, might as well just throw out sprite design altogether and just use the pickup sprites as view model sprites because fuck all if anyone gives a damn about sprites giving visual cues as to where to aim.

did you find fault with the old shotgun sprite too? because if not, I think I have a solution for fixing the rifle such that it can please us both.

>> No.2226405

Dats sum racist shit mayne. Trayvon dint do nuffin.

>> No.2226407

>just use pickup sprites as view model sprites because fuck all if anyone gives a damn about sprites giving visual cues as to where to aim.

I feel like sourceports with crosshairs have conditioned this to be ok for newish people.

>> No.2226419
File: 1.53 MB, 400x248, poor-little-white-guy.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2226426

Hands are white. Probably going to make a bunch of variants of this though for the sake of variety.

>> No.2226435

exactly my point.

>> No.2226436

Looks like something you'd see on Operation Body Count

>> No.2226456
File: 100 KB, 96x96, 1367898614823.gif [View same] [iqdb] [saucenao] [google] [report]

>Operation Body Count
Wow neat, I thought I knew of every 90s fps.

>> No.2226460

you've captured the motion of "trying to run with trousers at half mast" beautifully!

fine, you're right i don't particularly care about perspective on weapon sprites when there's a crosshair to aim with. all i'm saying is i don't want to see that gargantuan tank-sized weapon sprite again. when someone (you) suggested it be brought back, i felt i had to speak out.

also i think that "if you don't care about perspective so much, then just use the pickup sprites as a view model" is an idiotic strawman and i think you should be ashamed of yourself for posting it.

>> No.2226476
File: 71 KB, 640x480, Screenshot_Doom_20150210_093050.png [View same] [iqdb] [saucenao] [google] [report]

Chaingunners still turn into troopers when shot from zero range with the SSG, this bug has been in all three v20 test versions.

>> No.2226481
File: 288 KB, 640x480, Chaingunner_Explodes_As_Trooper.webm [View same] [iqdb] [saucenao] [google] [report]

>>2226476 [me]
A better illustration.

>> No.2226486

Confession, this "classes" thing seems like the same thing as a supposed "stealth kill" system and the dual wielding, just another feature to have for the sake of having a feature.
It really feels like you're either throwing things at the board and hoping they stick, or that you have other mod ideas you want to do but have to keep coming back to Brutal.

I mean, what's the final goal for all of this? What is the mod aiming to be, now?

>> No.2226495
File: 4 KB, 62x118, Sprite-0004.gif [View same] [iqdb] [saucenao] [google] [report]


That's enough for tonight...zzzzz...

>> No.2226497

Doom 4's predecessor.

>> No.2226510

Niceee! This dude looks crazy! Awesome work.

>> No.2226538


HDoom is now on GitHub. Yes, this means you can get development builds now.

>> No.2226561

It's way better with sound.

>> No.2226594
File: 2.31 MB, 640x320, taking steps to make the shield better and not dead.webm [View same] [iqdb] [saucenao] [google] [report]

God damn I made this guy annoying to hit in melee

>> No.2226598

Whats with those Imp balls?
Looks fucking ugly.

>> No.2226603


It's just a reference for myself while I play around with this, it's gonna be invisible once I'm done.

I mean you try getting bearings of your shield wall when it's invisible. It's not easy.

>> No.2226605

Please make sure the shield works on elevators.
They tend to get stuck if something that flies blocks them.
If it doesnt work, try to add MOVEWITHSECTOR

>> No.2226607

(depending on your version)

>> No.2226609

don't make it invisible. If it's hard for you it'll be hard for the player. Use something like the buttshield

>> No.2226610
File: 506 KB, 640x320, elevator action.webm [View same] [iqdb] [saucenao] [google] [report]


Should I try this on another elevator?


I'm saying it's hard as a point of reference while testing this thing, you donut. Really as long as the shield is up any projectile in your vision is gonna get blocked. The shield wall's extremely generous.

>> No.2226614

>Should I try this on another elevator?
No it's fine.
See, the problem is: Projectiles that can be shot -> NOBLOCKMAP flag is not set -> blocks elevators.
If it works, it's aight.
Good work.

>> No.2226617
File: 814 KB, 1280x832, tips coke can.png [View same] [iqdb] [saucenao] [google] [report]


Good to know I didn't fuck this up. I still need to fiddle with the shield throw, make the POW effect, and git gud, and then the shield'll be finished. Hopefully.

Also you can technically throw an infinite amount of shields, I don't think I want to make a subweapon that can potentially save your ass be reliant on a return state, So I'm most likely going to leave the shield throw trick as is.

I think after this I'm going to add the new item crash resource, and then make POW status removable from certain damage types, and then finally release this fucking update.

>> No.2226623
File: 395 KB, 1920x1080, 2015-02-08_00002.jpg [View same] [iqdb] [saucenao] [google] [report]

Fuck this game is long. I'm really enjoying it though.

>> No.2226625

Does the shield break if it takes too much damage?

>> No.2226630


Blaz's shield? No. It's a very generous, safe subweapon. Though it's still not as batshit crazy protective as it is in the current version.

The Kuros inspired hero's shield however is going to be a passive item that raises when you stop attacking for a few moments, and that shit will break after enough punishment.

>> No.2226635

I do hope it does NOT protect from splash damage (unless theres no splash damage at all in GMOTA).
And did you check if it still protects the player if the player is straferunning towards the enemy? (it might happen the shield spawns, but does not move and thus you are actually the one infront of the shield instead of the small subshield actors).

>> No.2226653
File: 246 KB, 285x224, New marines on the block.gif [View same] [iqdb] [saucenao] [google] [report]


Just doublechecked, the shield still blocks projectiles when straferunning.

It even still protects when you've sped up from a powerup like hexen's speed boots, which is fortunate because there'll be a speed up item in the future.

>> No.2226658

So you're hoping it wont protect from splash when you dont even know how the enemies will work?
Not wanting to block cybie rockets is one thing, but what if hell knight replacements get a tiny splashy fireball? That needs to be unblockable for what purpose exactly?

>> No.2226667


So wait. You knew about Samsara for years, why did you inquired about Duke's inconsistencies just now?

>"Beside, only one person's come at me with Duke discussion in the last while, with the same complaints, too, and I already told him what's up. "
>in the last while

So you and him have been talking for the past months?

Also what is this?

>"Thanks to vince for helping me solve the monster behaviour problems in multiplayer!"
>2014-11-04 06:29:46

>> No.2226668



>> No.2226669

>babbies first mod is news worthy
Don't really expect much from RPS though. How they have fallen.

>> No.2226675


>mallo's sound replacement wad

Hah! He's going to like this! He's a p cool guy, this will probably make him happy.

Hey, at least they didn't showcased a terrywad or anything.

>> No.2226683

>So wait. You knew about Samsara for years, why did you inquired about Duke's inconsistencies just now?
Because I haven't played DN3D in ages and started to play it again after I purchased a physical copy of DN64.

>So you and him have been talking for the past months?

>Also what is this?
I encountered an multiplayer bug I've never seen before (a_chase online desync), asked ijon but he replied he doesnt know since he mostly codes ACS and weapons. iirc vince was a zandronum dev and tried to help me out, might be wrong.

Why do you care?

>> No.2226686

>>So you and him have been talking for the past months?

Glad to know. All I needed to hear.

>> No.2226689

I'm gonna leave you guys with one last question/opinion:

Currently the shield throw trick is a boomeranging thing. Should I stick with that? Or should I make it fall to the floor after a set time and vanish?

Or maybe you guys have a different idea of what should happen after the shield gets chucked, mind you this is for both the standard and POW'd up shield. I'm still certain I want the POW'd thrown shield to do a disc of repulsion burst when it hits something because that'll send shit scattering and that's funny.

>> No.2226691
File: 2.10 MB, 1280x720, 1408348650004.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.2226709
File: 55 KB, 462x655, doom2.jpg [View same] [iqdb] [saucenao] [google] [report]

I was just playing Doom II, on my old 486, and it reminded me of how I thought the hand holding the gun, which is the first thin you see when you start the game, looked like a small guy wearing a srange iron helmet and rugged clothes, no arms.

>> No.2226718

Make the regular throw ricochet once and break on the second impact, while the POW version can ricochet (on walls) several times but explodes on the first enemy hit.

>> No.2226720


And this just keeps getting even better.

So you've been working alongside Terminus with Samsara-related content for the past few months too?

>> No.2226763

Any word on the Berserk mod?

>> No.2226771
File: 13 KB, 320x282, 1422562872029.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.2226782
File: 985 KB, 500x365, 1411182900853.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2226790

What's going on in this thread?
People still shit themselves because of DKG?
It's been (almost) two, TWO fucking years.

>> No.2226794


Well people still shit themselves because of SgtMark secretly.

>> No.2226798 [DELETED] 


>> No.2226803


not him but i will give you that

>> No.2226804

>>2226668 >>2226669 >>2226675
i was briefly annoyed - how can this be news, it's far from the first of its kind?* but i realised it's just a fluff piece for bored office workers. it's got everything, a human interest angle, nostalgia, etc. people who actually play doom - or even people who still play games regularly at all - are not the target audience.

* i immediately thought of HAND, which, likely not by coincidence, i notice the aforementioned mallo has commented on.

>> No.2226818

Lost it at the plasma rifle.

>> No.2226861
File: 217 KB, 298x403, 1421871532832.png [View same] [iqdb] [saucenao] [google] [report]


its ded

rip in pieces

>> No.2226862

a minute of silence

>> No.2226867


ok that's enuff

>> No.2226887
File: 26 KB, 369x256, YV5Lf44.png [View same] [iqdb] [saucenao] [google] [report]


Still doesn't look exactly like the Imp from Doom 3, but it's a BIG improvement compared to the first one.

>> No.2226958

Is the level you showed here >>2223509 is made specifically for TSP, or is it from anoter wad that I missed?

>> No.2226964

I wish! The level is Thunderpeak by Vader.

>> No.2226980

wat wad is dat?

>> No.2227003

Is this going to be a stealth mod? This looks extremely good.
I hope you can add stuff like footsteps that alert nearby enemies if you walk too fast.
And you should add equivalents of moss arrows, noise arrows, water arrows, a blackjack etc.

>> No.2227073


Not him but its something of his own; almost similar to perfect dark

>> No.2227095


Not really "alongside", more like "he comes at me with long rants about things, I tell him I'm not working on Samsara anymore, he pretends to be surprised despite having told him the last few times, he makes whatever he talked to me about shortly after."

>> No.2227097


>> No.2227098

If I recall correctly, I think spritenoob is using that Sneaky Doom as a basis for the stealth, which I think that has it where if you make too much noise moving around you'll alert some enemies.

>> No.2227115

>he pretends to be surprised despite having told him the last few times

so wait, if he keeps doing it, why are you withstanding his bullshit, again?

>> No.2227120

Reminds me of:
>Hey, can I copy-paste all your metroid work into Samsara?
>No, I can't do any work at all myself

>> No.2227125

Drama Doom.

>> No.2227127


but there's not?

>> No.2227130 [DELETED] 

Nice try IMX

>> No.2227131


What's there to withstand? All he's doing is telling me about what he's doing.

Well, and posting on the threads afterwards going "whaaaaaaat i thought terminus was a great coder of course he wouldn't leave samsara /me INNOCENT FACE", but I'm no janitor so that's out of my hands.

>> No.2227143

>so that's out of my hands.

#samsara is at your hands. and at some degree, #vr.

the choice is yours, though

>> No.2227146

you sound frustrated mang
how many times did he do that?

>> No.2227150

#samsara is dead, and he doesn't come in #vr.
Neither are really related to the threads.

Not really, just answering questions about what happened.
And three times, to my knowledge.

>> No.2227152

Well at least the duke asparagus tinkering seems pretty good.
Thank you for putting up with him instead of creating even more drama and refusing his contributions, I guess.

>> No.2227154


Of course. Rejecting more content simply on the basis of personal like or dislike only hurts the community.
I figure more mods and more options going around means more things to play with--even if it's not something I'm working on. Plus, people tweaking the project to something they enjoy is pretty much the entire point of modding Doom in the first place.

>> No.2227159
File: 690 KB, 960x540, ARPScreen1.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2227161 [DELETED] 

>Well at least the duke asparagus tinkering seems pretty good.
can't tell if you're serious or not
he just made minor tweaks because "muh particles" and "muh explosion framerate"
everything he made so far completely sucked
stop encouraging shitposters like him to spew out more useless shit

you should have rejected him and told him to fuck off and die in a hole.
samsara does not need more mods, you remember what those addon guys did to ye?

>> No.2227162
File: 2.08 MB, 1819x1866, John_Carmack_GDC_2010[1].jpg [View same] [iqdb] [saucenao] [google] [report]

“Hey,” Romero told Carmack one day at the office, “there’s something you have to see.” He booted up Doom –or at least what was supposed to be Doom– on his computer. Instead, the trumpeting theme of the Star Wars movie began to play. The screen filled with not Doom’s familiar opening chamber but instead a small, steel-colored room. Romero hit the space bar, and a door slid open. “Stop that ship!” a voice commanded from within the game. Carmack watched as Romero jolted down the hall past bleeping droids, white Stormtroopers, laser guns, the deep bellows of Darth Vader. Some hacker had completely altered Doom into a version of Star Wars. Wow, Carmack thought. This is gonna be great. We did the Right Thing after all.

The Right Thing was programming Doom in such a way that willful players could more easily create something like this: StarDoom, a modification, or mod, of their original game. It was an idea hatched after seeing the early modifications that players were creating for Wolfenstein 3-D. That small phenomenon had caught Carmack by surprise, even though he had long hacked games like Ultima himself. The Wolfenstein modifications were different, however, because players weren’t just finding the code that they could change to increase their characters’ health; instead, they were changing their characters altogether, replacing the bosses with Barney.

>> No.2227164
File: 1.17 MB, 1421x1067, JohnCarmack_NASA4X3[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Though Carmack and Romero were intrigued and inspired by these actions, they were concerned over the destructive quality of the mods. Players had to erase the original Wolfenstein code and replace it with their own images; once a Nazi was changed into Barney, there was no way to bring the Nazi back quickly. For Doom, Carmack organized the data so players could replace sound and graphics in a nondestructive manner. He created a subsystem that separated the media data, called WADs (an acronym, suggested by Tom Hall, it stood for Where’s All the Data?), from the main program. Every time someone booted up the game, the program would look for the WAD file of sounds and images to load in. This way, someone could simply point the main program to a different WAD without damaging the original contents. Carmack would also upload the source code for the Doom level-editing and utilities program so that the hackers could have the proper tools with which to create new stuff for the game.

This was a radical idea not only for games but for any media. It was as if a Nirvana CD came with tools to let listeners dub their own voices for Kurt Cobain’s or a Rocky video let viewers excise every cranny of Philadelphia for ancient Rome. Though there had been some level-editing programs released in the past, no programmer–let alone owner–of a company had released the guts of what made his proprietary program tick. Gamers would not have access to Carmacks graphical engine, but the stuff he was making available was more than just subtly giving them the keys. It was not only a gracious move but an ideological one–a leftist gesture that empowered the people and, in turn, loosened the grip of corporations. Carmack was no longer a boy dreaming of computers in his Kansas City bedroom; he was the twenty-three-year old owner of a multimillion-dollar company, and he could do whatever the fuck he wanted. He could live the Hacker Ethic big time.

>> No.2227167
File: 30 KB, 350x271, 1399581-quakecon08_john_carmack[1].jpg [View same] [iqdb] [saucenao] [google] [report]

It wasn’t a popular way to rule. With the exception of Romero, the only other hacker-minded programmer at id, Carmack’s generosity caused much consternation at the company–especially among the more conservative minded businessmen, like Jay and Kevin. “This is a crazy idea,” Kevin said. “No one’s ever given away their tools to make new content. And we have to worry about legal questions. What if someone takes our content and combines it with their product and releases it? What if someone takes all the content that’s developed on the Internet and sells it on the shelf and suddenly we’re competing with our own product?”

Carmack rolled his eyes. They didn’t get this at all, he thought, because they weren’t programmers so they didn’t get the hacker joy of it. They weren’t really gamers either. They weren’t part of the gaming community that was growing up there. To Carmack’s appreciation, Romero came loudly to his defense. “Dudes,” Romero told the others, “we’re not going to lose that much money. We’re making a ton of money right now. Big deal. Who cares?”

Masters of Doom pages 134-135

>> No.2227168
File: 2.00 MB, 960x540, gzdoom 2015-02-09 19-06-00-93.webm [View same] [iqdb] [saucenao] [google] [report]

Yup, it's my unfinished remake of Grid from Perfect Dark that I've been messing with new system with.
Yup, and footsteps are already in it too!
Oh, and imps are complete fucking assholes too.

>> No.2227169

you could at this point probably turn over maintainership to someone else. free software projects do this all the time.

>> No.2227170 [DELETED] 

I am no DK3D expert, but it surely feels way more faithful now and the opposite of an useless shitty tweak.
One glance at the changelog already shows you its more than muh explosion framerates, what the fuck are on about?

>> No.2227171

That death animation is still one of the coolest animations I've seen in Doom period.

>> No.2227172 [DELETED] 


fffffffffffff, now I want Donkey Kong 64 done in Doom

>> No.2227173


I've left the code up on github for anyone to fork and modify as they see fit.

For whoever picks it up, all I've requested is that it gets tweaked into an add-on or a rename so people don't come to me with whatever changes someone else did.

>> No.2227174

is that requiem?

>> No.2227179 [DELETED] 

oh shut up
literally noone will ever use his crap because
* it does not work with the shitty samsara addons
* noone really cares about stuff like this save for autists

>> No.2227180
File: 28 KB, 138x128, Newdeathprogress3.gif [View same] [iqdb] [saucenao] [google] [report]

>tfw this is a dying philosophy
Feels terrible man. I remember in the late 90s and early 2000s that so many games were open source with tools. Fricken No One Lives Forever had a great set of tools and had its source code released really fast. Everyone knew it was smart because valve had such success with it. I really don't get why this concept has gone away. I guess to make way for DLC...
Thanks man, you always give me the best confidence boosts. 26 fricken frames, probably my biggest undertaking yet. I got jelly of some of the Brutal Doom death animations and thought I would take a crack at making my own.
Yes. Fuck trying to start this level on stealth, you spawn right in front of 3 shotgun zombies and a bunch of pinkie cunts.

>> No.2227181


Interesting, thanks for sharing.

>> No.2227184 [DELETED] 

He's here.

>> No.2227186 [DELETED] 

Romero? Carmack?

>> No.2227187 [DELETED] 


Bray Wyatt? Where are dem buzzards?

>> No.2227189 [DELETED] 
File: 3 KB, 200x150, sweaty fin.jpg [View same] [iqdb] [saucenao] [google] [report]

The boogeyman?

>> No.2227193 [DELETED] 
File: 35 KB, 711x273, 1423587714017.jpg [View same] [iqdb] [saucenao] [google] [report]

>Rejecting more content simply on the basis of personal like or dislike only hurts the community.

Rejecting how people -that you will never met in your life- play Doom and their mods of choice by fucking over their experience? Perfectly fiiiine

>captcha: rudge

only a little

>> No.2227194

Thanks for the excerpt, I really need to get around to reading this book.

>> No.2227202 [DELETED] 

IMX pls

>> No.2227206
File: 289 KB, 500x500, 804.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2227207 [DELETED] 

So you're buttmad over something completely meaningless.
Are you trying to out-donald Donald?

>> No.2227208

okay it seems you have done half the job. but you are obviously still seen as maintainer as people come to you with questions about addons and modifications.

>> No.2227214 [DELETED] 

>Rejecting how people -that you will never met in your life- play Doom and their mods of choice by fucking over their experience? Perfectly fiiiine
but he hasn't done that at all?

>> No.2227217 [DELETED] 


He's probably referring to the skeletons in DemonSteele when you load it with Brutal Doom.
Which is a completely different basket of eggs.

>> No.2227220 [DELETED] 

let's hope you are merely pretending to be retarded

you know its true.
most people (save from people from /vr/) play samsara with that addon crap, and most of the time its multiplayer.
did you even play his stuff? fucking useless, it even breaks the balance.
and I doubt it even works online

>> No.2227231 [DELETED] 

I don't get what people are trying to accomplish with that. The two mods are both total gameplay overhauls, so either all the enemies and weapons will be Brutal Doom, or they'll all be Demonsteele. You can't just pick and choose.

>> No.2227239

Make sure you check that it doesn't break elevators, since Donald's Grondoval shield did at one point.

>> No.2227241

Wait someone else already mentioned it. Oops.

It has to do with them overlapping the player actor, even if they actually can move through the player actor and vice versa the elevator acts as though they can't and sticks, even if there's plenty of room above both actors.

>> No.2227252
File: 61 KB, 630x438, john-carmack-oculus-630.jpg [View same] [iqdb] [saucenao] [google] [report]

Greetings /doom/, what's The R--


Wait, nevermind.

>> No.2227254


>> No.2227261

Did that end up working though? IIRC, moveswithsector didn't fix it, but if it's already not an issue it doesn't matter.

If it's still broke I can dig out the file and see what ended up getting done to fix it in the Grondoval shield.

>> No.2227263
File: 67 KB, 384x494, 1318116028228.jpg [View same] [iqdb] [saucenao] [google] [report]


Can I /r/equest a screenshot of these? Please and thanks

>> No.2227273 [DELETED] 

>Grondoval shield
Ah yes, I do remember. But GMOTAs shield seems to be fixed.
Btw, your Engrish gives it away.

>> No.2227274 [DELETED] 

Define fixed. From the webm it looks like the actual protection goes inside the floor when moving and you wont be able to block things within fast elevators.

>> No.2227275
File: 192 KB, 1338x744, Screenshot 2015-02-10 14.55.42.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2227276 [DELETED] 

>Btw, your Engrish gives it away.
I'm not that guy you donut.
Knock it off.

>> No.2227282


Lovely, thank you so much.

>> No.2227283 [DELETED] 

Transfer the absolute velocity of the player to the shield, make it spawn at least 16 above ground so fast elevators dont get stuck etc.
C'mon, step it up.

>> No.2227284
File: 187 KB, 1336x747, BasedCarmack.png [View same] [iqdb] [saucenao] [google] [report]

Beaten to it, but posting it anyway.

>> No.2227287 [DELETED] 

>Knock it off.

Kegan! sup brah

>> No.2227291

Is he even updating his game? The only thing he is doing is doing comissions. Guess hdoom it's dead.

>> No.2227297 [DELETED] 

not kegan either

>> No.2227303 [DELETED] 

>you donut
Keep working on your mod, TGMOTA guys

>> No.2227312 [DELETED] 

I don't see how it's relevant, but if you absolutely must know I'm scroton.
Pls knock it off now.

>> No.2227314 [DELETED] 


I, too, am extremely skilled at accurately guessing who people are based upon a few letters in an anonymous internet post.

>> No.2227319



>> No.2227326 [DELETED] 

Alright Michael.

>> No.2227394

Haha - the brain works in mysterious ways.

>> No.2227434


Do you know if these reloads would also happen in single player? How often do they happen?
i wanna rip them

>> No.2227517
File: 630 KB, 960x540, ARPScreen2.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2227526

I want to make some gunsmoke and spent bullet casings for my mod.

However, I don't want to use the bullet/shell casings that have been used in absolutely every gameplay mod. You know the ones.

What are some alternatives?

>> No.2227532

I have a serious question. Everyone sings the praises of Alien Vendetta, but i am finding the monsters spawning in with no indication or even a teleporting sound effect to be complete bullshit. I know i need to get gud but this just seems like poor game design

>> No.2227538

>but i am finding the monsters spawning in with no indication or even a teleporting sound effect to be complete bullshit

Monster ambushes, traps, and closets are a mainstay of Doom level design. Sorry, mate, but you're just gonna have to learn to live with it.

>> No.2227539

There is a 1:10000 chance, but only on an empty reload

>> No.2227546

I know, and i do not have an issue with the ambushes per se, it just seems really lazy. Why not put them behind sliding walls, or have them teleport in in the classical green burst fashion?

>> No.2227569

i'm confused. av doesn't have silent teleporters. it only uses vanilla features (complevel 2). you need boom features (complevel 9) for silent teleporters.

>> No.2227593

IMO silent teleports are good for creating illusions of different floors in a map, and rarely should be used for monster ambushes; however, there are times when a mapper wants a player to be completely taken by suprise, and the silent teleports help accomplish that.

As far as not putting everything behind sliding walls, sometimes there's not enough room around the sector to place a big enough monster closet OR the placement of the door itself would interfere with the monster behavior.

There's reason to use both, and it really comes down to personal preference. I, personally, like it when my monster teleports make noise so the player knows where to start shooting. Even without the noise, the enemies themselves will make activation noises that should get the attention of the player.

>> No.2227596

I think he's talking about how monsters will raise out of the floor at times.

>> No.2227609

I heard there was a mod that made all of the levels in the original doom campaigns one big, continuous level. If it is true, what is the mod?

>> No.2227610

If you hate that then you must hate The Ultimate Doom http://youtu.be/nOBTUhwRdR4?t=2m42s

>> No.2227625


I think this is pretty good, thoughts? Also before people complain: I've upped how far you traveled to 2.5x times what's shown in the webm. I sorta forgot about that edit when I started recording.

>> No.2227632


Looks like you're gettin' your ass beat, mate.

>> No.2227637

Watchin that video turned me into a bloody peasant.
Damn britfags

>> No.2227638 [DELETED] 


Yeah I know, that's beside the point, mate.

>> No.2227642

Yeah I know, but that's beside the point, mate.

>> No.2227660

Why are so many people on Z& playing MMDM? Is it that fun?

>> No.2227671

If mark is around, or a knowledgible brutal fan is here...

What's the difference between the penultimate difficulty and Overwhelming Brutality? 150% damage and speed I can hang with but in OB I am getting rekt. AI different? It's doing odd shit.

>> No.2227673 [DELETED] 


Yeah that wasn't me. I was sleeping.


And now I'm just confused

>> No.2227685 [DELETED] 

It was donald doing a variation of "IMX stop shitposting" with a finish of "I doxxed scroton look at me, that's relevant to /doom/ somehow"

>> No.2227710

OB is 350% player damage (more than twice as much in Black Metal), and 50% monster health.
It's basically BD meets Hideous Destructor.

>> No.2227715

Oh christ, no wonder I was melting barons so quickly and getting fucking instantly murdered.

>> No.2227716

what mod is this? I wanna play it. The level and the gun replacements.

>> No.2227719

That's Action doom weapons and monsters.

>> No.2227723

Action Doom

>> No.2227730

But I thought Action Doom had its own levels and stuff? I played it and it was like Contra but those look like custom levels.

>> No.2227731
File: 530 KB, 2560x1440, 2015-02-11_00001.jpg [View same] [iqdb] [saucenao] [google] [report]

This otherwise excellent megawad is being ruined by stupid meme levels like this.

>> No.2227734

>meme [noun]

>> No.2227736

mp3s don't fit the doom aesthetic.

and it's not like you hear midis in a lot of places nowadays so it's kind of neat to hear them in a proper context as well

>> No.2227737
File: 453 KB, 1440x900, Screenshot_Doom_20150210_190707.png [View same] [iqdb] [saucenao] [google] [report]

I'm really new to mapping, how exactly do I make a horizon?
I think a good example is the outside area in the first level of doom II

>> No.2227740

You can edit out the custom levels and fiddle with enemies to make it playable.

>> No.2227745

It's just frustrating is all.
It's like eating the most delicious cake imaginable, only to have the experience bought to a standstill by the occasional embedded rat's head.

>> No.2227747


It's a linedef special.
Line Horizon is what you're looking for.

>> No.2227750

you can't put a sky texture on a wall, you have to put it on a floor or ceiling for it to work

>> No.2227758

I know of one for Doom II, unsure if there were ones made for Doom or either Final Doom

>> No.2227773 [DELETED] 

>le boogeyman
Oh fuck off

>> No.2227774

I only just recently played pol.wad.

I've already beaten it on UV, but after a lot of fussing I never figured out how to get the secret with the BFG, and it's bugging me.

>> No.2227776

Thank you.

>> No.2227781 [DELETED] 

what else would you call calling someone by their real name after that person has been doxxed?

>> No.2227785 [DELETED] 

Might as well be anyone who's calling him by the first name.
Please don't mention that guy anymore. Let's stop here.

>> No.2227787 [DELETED] 

Alright Michael S.

>> No.2227793 [DELETED] 


It's a boogeyman if people just accuse random people of it out of nowhere with no evidence.
But when we know that he is posting here and is intentionally stirring shit, all related back to the original post that was most definitely him, then it's less "le boogeyman" and more "people are calling me out on being autistic, GOTTA SHIT FAST"

>> No.2227796 [DELETED] 

i doubt it's been him, he usually gets banned within a blink of an eye, despite being anonymous
or the mods are asleep

>> No.2227804 [DELETED] 

>he usually gets banned within a blink of an eye
He deletes his own posts to prevent the mods from banning him.
He has been shitposting long enough in the /doom/ threads that he has developed advanced shitposting strategy.

>> No.2227805 [DELETED] 

>he usually gets banned within a blink of an eye

His deleted posts are rarely coinciding with actual moderator intervention.
He probably deletes them himself.

>> No.2227806 [DELETED] 

>he has developed advanced shitposting strategy.
This is inconceivable and outright ludicrous.
Don't make a fool of yourself, Anonymous.

>> No.2227867

Fastest way to find out is to open up map 01 in doombuilder. If I remember correctly, they just didn't have any textures on the walls that created the "outside" area.

>> No.2227927 [DELETED] 

>This is inconceivable and outright ludicrous.

the fucker has been longer in the doom community than you. he has both been banned in most, if not all, of the multiplayer ports because of trolling or just plain hacking and he clearly knows about evasions

ignoring all of this is just downright retarded. but hey, more power to you.

>> No.2227946

this isn't correct iirc.
vanilla maps typically do it by having a "walled garden" with a low ceiling upon which is applied the sky flat.

there's another, somewhat hacky method called the infinite sky trick or something that the mordeth guy came up with which works by tricking the vanilla engine. can't remember how to do it though.

finally, if you're going for zdoom compat only, there's line horizons, which are easy as dick to use.

>> No.2228002

Yeah, I just slapped together a test map, and I see what you mean. You have to lower a ceiling to the floor, make sure that the ceiling uses the sky texture, and have the wall facing the "inside" be textureless. This is all for vanilla, anyway, and I only tested it in gzdoom.

>> No.2228013

i honestly cant think of a single deficit for releasing a game engine as open source

>> No.2228016

>even posts talking exclusively about gmota mechanics get lost in the deleting spree
One or two links to dead posts are not the end of the world ffs

>> No.2228030

This is actually not (the original) Action Doom! This is a new DECORATE-based version that recreates the weapons with new monsters so it can be played on any map. The mapset is Ultimate Simplicity, and the weapons/monster set will be released vaguely soon!

>> No.2228068

>tested in gzdoom

set to +vid_renderer 0 and see how it looks. I'm figuring you may get HOM...software renderer will show you approximately how it'd look in vanilla.

god I wish I remembered how to do infinite skies...

>> No.2228127
File: 231 KB, 1366x768, Screenshot_Doom_20150211_013232.png [View same] [iqdb] [saucenao] [google] [report]

The cyberdemon doesn't give a shit.

>> No.2228137
File: 19 KB, 486x311, Archvile Infights a Revenant.gif [View same] [iqdb] [saucenao] [google] [report]

Monsters never infight with archviles.
Which is interesting, since archviles will turn on other monsters at the slightest provocation.
It's almost like their all scared of archviles.

>> No.2228140

Is it possible to kill the Cyberdemon via archviles?

>> No.2228143

>Is it possible to kill the Cyberdemon via archviles?

Yes. But it's tedious as fuck because no splash damage

>> No.2228153

I found it, there's another switch you have to shoot on one of the jew chambers. Find it using noclip, but it can be done legitimately.

>> No.2228165

The earlier brutal doom overwhelming brutality difficulty discussion got me trying something...

Overwhelming Brutality difficulty, on the modified Doom 2 cooperative level set, overkill difficulty.

So far I've made it to level 3, after a solid 3 hours of play

>> No.2228175

Whats everyones thoughts on MM2?

I personally consider it to be the first megawad to exceed the iwads in quality.

>> No.2228194

Actually, the commissions are mainly to get some cash so that he can commission CG for the mod. HDoom is far from dead.

>> No.2228195

>We will never know what a living revenant looks like

>> No.2228210

Judging by the bodies it's just a mishmash of bones.

So it would probably be some horrible frankenstein monster.
I don't think all the bones belong to one specific monster.

>> No.2228213
File: 7 KB, 154x85, scale.png [View same] [iqdb] [saucenao] [google] [report]

I've always held the theory that the revenant was originally intended to be a reanimated human skeleton, but scaling the sprites down to zombieman height made the sprites look like ass. So they made it the skeleton of a really tall demon (it's not an archvile since the skull structure doesn't match.
The revenant skeleton is that of a humanoid female

>> No.2228218

The hitbox is the same size, so that would certainly support your theory.

>> No.2228223

That might explain why I've always thought of Revenants as girls.

>> No.2228231
File: 46 KB, 1366x768, Screenshot_Doom_20150211_031243.png [View same] [iqdb] [saucenao] [google] [report]

SWTW was hard like hell on UV. Holy shit. I sweated like a pig.

>> No.2228240

>the first megawad to exceed the iwads in quality.

Indeed it was. Icarus could've been that instead, if it werent for a couple maps feeling rushed, and its map30 being the crown champion for worst IoS clone in a big name project.

>> No.2228254

Stands for Memento Mori II right? I liked it.

>> No.2228282

Hello guys, I've never actually played DOOM, and I'm wondering if I should go straight for WADS?

Or play the series (1, 2)

>> No.2228287

I would say that the only stock maps that are absolutely essential is the first episode of Doom 1, but you should play them all so you can fully appreciate maps that are based on them.

>> No.2228293

Alright thanks

And you can't look up or down right?

>> No.2228294

play trough the first map of doom in almost vanilla conditions (no gameplay mods, no mouselook, jump and couch forced off)
then play trough the first episode with no gameplay mods (that's what i often do to get back in it)

>> No.2228296

it's SoD's tribute to Hunted which does the same thing. you don't face them all at once iirc.
the vanilla "sky hack" as the source refers to it is that an upper texture above a sky ceiling is not drawn. look at the outside part of e1m1 in a map editor.
i always thought that was an oversight, that they just forgot to change it
congratulations, did you use savegames or what?
if you start playing pwads first, especially pwads that exceed vanilla limits or use gameplay features only introduced by source ports, then try to go back to the original game, you will probably find it disappointing. the modern stuff will spoil you.

>> No.2228302 [DELETED] 
File: 21 KB, 494x273, computer_build.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm getting a new computer soon but I'm worried it won't be able to play Doom, I use sourceports but in that vein I'm not taking chances.

Pic related is what I'm getting, should there be any problems?

Also, it's getting Windows 8.1 but if necessary I can have Windows 7 instead.

>> No.2228303

You couldn't in the original games, no, but freelook isn't much of a gamebreaker aside from the final boss in Doom 2. Jumping and crouching are the things that will really ruin maps if you use them.

>> No.2228304
File: 21 KB, 494x273, computer_build.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm getting a new computer soon but I'm worried it won't be able to play Doom, I use sourceports but in that vein I'm not taking chances.

Pic related is what I'm getting, should there be any problems? I'm getting an Nvidia card too because it allows OpenGL so I can use GZDoom mods with it.

Also, it's getting Windows 8.1 but if necessary I can have Windows 7 instead.

>> No.2228308

>GTX 960
You'll be fine. I run GZDoom 2.x without a problem on my laptop, which has a mere 610m. Most of the people who have problems with it seem to be AMD users, which makes sense because Graf has never cared about making his shit work on AMD.

>> No.2228313


Heh, should have also mentioned I want to play all the latest games on max settings, as my current computer is from 2008.

It's like a toster's toaster.

>Graf has never cared about making his shit work on AMD.

I thought it was that AMD never cared for OpenGL?

Though on Graf, what was that hullabaloo about his latest update not working on older machines? It's why I haven't updated.

>> No.2228317

>I thought it was that AMD never cared for OpenGL?
In this case, it's both. The thing is, Graf doesn't have an AMD card to test on. Compound that with AMD's inferior OpenGL support, and you get one hardware-accelerated Doom port that runs like ass on AMD cards.

>Though on Graf, what was that hullabaloo about his latest update not working on older machines? It's why I haven't updated.
GZDoom recently updated its OpenGL version from 2.0 to 4.0. Apparently it'll still work on cards that can only do up to 3.0, albeit with a massive performance drop compared to cards that could handle 4.0 and GZDoom builds prior to the upgrade.

>> No.2228323
File: 1.16 MB, 640x320, This is kinda fun to throw.webm [View same] [iqdb] [saucenao] [google] [report]

Yeah, I like this better than the boomerang shield.

Not thrilled about the projectile sprites but hey, what're ya gonna do?

>> No.2228326

looks pretty fun
and yeah, the sprite looks a bit placeholder-ish

>> No.2228327

Play the iwads (including Final Doom) first. Then play 90's stuff like the Memento Mori's, Icarus, Eternal Doom, and Hell Revealed. Then move onto the modern stuff.

If you skip to the modern stuff, you'll end being unable to appreciate the iwads and classics as much.

>> No.2228330

>meme levels

Are you fucking serious?

>> No.2228331


I'm up for suggestions on making it not shitty but I can't think of any games with flying shield attacks

>> No.2228332

I see, I want to make a map that uses GZDoom features, is there anyway of knowing if something in my level would only work with 4.0 or is that a difference outside the scope of Doom mapping?

Kind of already phasing out a few players using GZDoom so don't want to go further with it.

For any others wondering, the features I have in the map are unmistakably GZDoom related, swimming water, 3d floors, shit like that.

>> No.2228337

The version upgrade brings little new to the table in terms of modding features. To my knowledge, the update's main benefit to the end user is a performance boost on really detail-heavy maps.

>swimming water, 3d floors
ZDoom can do both of these now. However, 3D slopes and support for truecolor textures and world sprites are still exclusive to GZDoom.

>> No.2228339

Hmm, I'll give it a go but I was planning on slopes as well as colored lights.

I believe in using these things sparingly though, using them a lot is hard to do without looking lamearse.

An example of colored lights done well is the PSX doom conversion.

>> No.2228343
File: 2.25 MB, 630x360, ARPVideo1.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.2228347


Holy shit this is fucking awesome.

and you made the pistol shoot faster!

>> No.2228354
File: 379 KB, 1259x1655, tumblr_m16vrhHNfL1qgapm9o1_1280.jpg [View same] [iqdb] [saucenao] [google] [report]

I also suggest you play the first game and then the second game, Episode 1 and Episode 2 are both really great, as is Episode 3, Episode 4 was added with the release of the sequel and are considered by many to be very hard and unfair in terms of gameplay, nobody will hold it against you if you don't feel like playing through Episode 4.
Doom 2 adds some cool new shit, but after the halfway points a lot of the maps don't feel -quite- as fun, though I still encourage you to finish it just for the experience. Then there's Final Doom, I'll get to Final Doom later.

Doom wasn't originally made with vertical mouselook in mind, but it was compatible with horizontal mouselook from the very beginning and that was always popular.

If you get a port like ZDoom or GZDoom, those will allow you to look up and down. GZDoom actually renders the game in OpenGL, so you have a much freer view than with ZDoom, though the latest versions of GZDoom are running on a new renderer which isn't working for a lot of people, so if you find that the latest GZDoom doesn't work for you, look for the past couple of versions.
As said, free mouselook doesn't break the game really, aside from the final boss of Doom 2.

Personally, I prefer to turn off the original auto-aim and then place my shots with the mouse manually, feels much better to me, either way it doesn't horribly change the game.

Jumping and crouching was never part of the original game and you can really break some of the original maps with that, such as jumping over barriers you weren't meant to get over, or getting into holes and under ledges you weren't meant to fit into, to progress sooner than you're meant to.

Personally, I just keep in mind to not break maps that were not designed for jumping and crouching, otherwise I like it for that extra bit of maneuverability

Doom 1 is easy enough though that you'll never really need jumping and crouching.

But I encourage you to play it because it's a damn fun game to this day.

>> No.2228358

Quick question, how are you handling damaging floors?

Also it would be better to not have the bullet casing be a part of the firing sprite and just have a casing fall out.
It's really noticeable when the headbob moves the casing.

I'm aware it's like this in Action Doom.

>> No.2228360
File: 11 KB, 454x263, 1325854768401.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh shit I forgot to ask.

Will Doom (Using Zdoom or GZDoom as a source port) run under 64 bit Windows?

>> No.2228361

X64 windows can do 32 bit programs fine, and yes gzdoom works for sure and I'm positive zdoom will also, although I haven't tried it on that machine

>> No.2228362

It'll work fine. ZDoom even has x64 builds coming out alongside the usual x86 ones now.

>> No.2228363

Probably similar to DemonSteele!

Also, yeah I'll adjust the bullet casing. I tried not to do any graphical assets today but I'll probably do some stuff tomorrow.

>> No.2228365

Alright, cool then.

My computer is ancient but I heard about all sorts of problems with 64 bit machines regarding a lot of things so I spose much of it is fixed by now.

>> No.2228368
File: 319 KB, 1477x2137, final_doom_ad_poster.jpg [View same] [iqdb] [saucenao] [google] [report]

Now, Final Doom, that's an interesting beast, basically, Id was tired of competing with cheap and chintzy (and very questionably legal) CD's full of shovelware .wads downloaded en masse from the internet being sold (outselling them for a while even), so they decided on publishing two sets of levels (they would later publish the Master Levels for the same reasons), they went to the fan mapping community, looked around at projects and people involved in them, and looked at Team TNT, who were making TNT: Evilution, one of the first megawads (complete 32 map replacement), Id struck a deal with Team TNT to publish their megawad as a standalone Doom game, under the name Final Doom, but they wanted another 32 levels, in a separate wad, and it was agreed upon that two of the members of Team TNT (the Casali brothers) would make 16 levels each for that separate .wad, which was Plutonia.

Evilution and Plutonia was then packaged commercially and sold as Final Doom (along with a now obsolotete Windows 95 front-end known as Doom95), advertised to be more challenging than any other mapset (particularly Plutonia), and it sure is, at the time it was hard as balls (and it still is). A lot of people like these mapsets (me included), some don't, but it's certainly worth giving them a look because of amazingly different they are from Doom 1 and Doom 2, both in gameplay and design. It's still the same core game, but the maps are really something else (and Evilution had the coolest soundtrack). Personally, I wouldn't judge you for save scumming if playing Plutonia.

After you're done with Doom 1 and Doom 2, I definitively suggest you give Final Doom a look.

>> No.2228375 [DELETED] 

Recommended playing order IMO
>Doom (Easy)
>Doom 2 (Easy-medium)
>Icarus (easy-medium)
>Memento Mori (easy-medium)
>TNT (easy-hard)
>Memento Mori 2 (easy-hard)
>Plutonia (medium-hard)
>Eternal Doom (medium-hard)
>Hell Revealed (easy-very hard)
>Scythe (easy-very hard)
>Alien Vendetta (medium-very hard)

Doing it this way allows you appreciate the iwads and the classics before delving into more modern stuff. Alongside giving you somewhat of a difficulty progression between the megawads.

>> No.2228390

PS, Evilution and Plutonia are also fun.

>> No.2228398

>they would later publish the Master Levels for the same reasons
I thought Master Levels was before Final Doom.

>> No.2228413

Sorry if this long winded, but this game has so much content, you are doing yourself a disservice if you skimp yourself.

First off download the /idgames torrent we have on the thread, and then you will find the majority of content in /idgames/levels/doom2/megawads

Play the first doom to get the hang of it, then DTWID to get the hang of it some more, then go for Plutonia and Thy Flesh Consumed to learn of how challenging the game can get. You don't really need to bother with DOOM2.WAD or TNT.WAD, they aren't that outstanding outside of their historic/nostalgic value. You either play those just to live through history, or you can play it with enough gameplay mods to sharpen the dullness.

There are some PWADs that are absolutely essential for your backlog, and there is an interesting difference in the era they are released, I would recommend playing through the big 90s/early 2000 megawads to respect the older level designs and to actually play a considerable chunk of dooms content:

Another way of knowing what you must play is to look up the Cacowards on Doomworld that have been hosted throughout Dooms career, its a way of finding content that has a good consensus with the communities.

And then you can go for the newer ones such as jenesis, Whispers of Satan, Community chests (3 and 4 are the most worth it), Going Down, Hellbound, Plutonia 2, Scythe 2 etc.

At whatever point you can always put in whatever mods you want, I'm a puritan so I prefer to leave it vanilla and more enjoy the maps.

Anyways Doom2 is pretty great, especially if you are naive to the other maps, but I will tell you there is way much more awesomeness out there, don't feel compelled to get to MAP30 of any WAD, you really have to check everything out! Especially if you are new, the difficulty ramp will kind of compel you to try out the beginning of other WADs (that is if you don't save-scum)

>> No.2228414

Recommended playing order IMO
>Doom (Easy)
>Doom 2 (Easy-medium)
>Icarus (easy-medium)
>Memento Mori (easy-medium)
>TNT (easy-hard)
>Memento Mori 2 (easy-hard)
>Requiem (easy-hard)
>Plutonia (medium-hard)
>Eternal Doom (medium-hard)
>Scythe (easy-very hard)
>Hell Revealed (easy-very hard)
>Alien Vendetta (medium-very hard)

Doing it this way allows you appreciate the iwads and the classics before delving into more modern stuff. Alongside giving you somewhat of a difficulty progression between the megawads.

>> No.2228416

For anyone who already saw the old version of this post, I changed it to quote the correct person, and to fix the order slightly.

>> No.2228419
File: 48 KB, 384x256, tumblr_mxps78KA7f1s7elebo1_400.gif [View same] [iqdb] [saucenao] [google] [report]

They are. The mapping style and texture use is so radically different from the first games that it's 100% worth it to play them.

Also the music

>> No.2228420

Were they?

I never actually played Master Levels, because it was hard to find online.

>> No.2228424

Master Levels came out in December 1995. Final Doom came out in June 1996.

>> No.2228425

Ok I am the guy that is saying not to play TNT but god damn does that wad have great music.

I am just not a TeamTNT fan outside of that.

Whatever, I guess the noob can at least start TNT (and Doom2) and let those first levels (and music) leave an impression on you, but I suggest moving on quickly!

>> No.2228427

TNT Evilution really isnt as bad as you make it out to be. Plutonia is still better of course, but the only truly bad map in TNT was map22, IMO.

>> No.2228429

TNT might not be perfect, but I think it's still a perfectly fine map set for what it is.

>> No.2228431

You can use this frontend


To rock those master levels on whatever source port, but you still have to get a hold of the master levels. It is a bad time in internet history to be torrenting and I bet you don't want to buy it on steam. Sucks we don't have a link to them in this thread, we have pretty much all IWADs and other offical idtech1 releases.

Oh yeah that reminds me, we don't have the HACX.WAD here

>> No.2228432

Maybe you could handle it with a pseudo oxygen system, is that what you are referring to with DemonSteele?

>> No.2228437

the master levels are pretty meh, no rest for the living was better

>> No.2228438

Shadowplay isn't cooperating to record gameplay - what do you guys use?

Also - what do you use for making webms, while I'm asking related questions.

>> No.2228450

>the master levels are pretty meh

The maps from Jim Flynn and Sverre Andre Kvernmo are worth a play, IMO. Tom Mustaine's sole contribution isnt too bad, either.

>> No.2228457
File: 1.71 MB, 640x320, This never gets old.webm [View same] [iqdb] [saucenao] [google] [report]


I use Dxtory with the Lagarith loseless codec, and then I use WEBM for retards to convert my stuff

>> No.2228470

ye olde overkill

>> No.2228479

>WEBM for retards
>this is actually a thing
Thanks m8, forgot DXtory was still a thing. Despite the engrish it's a great program.

>> No.2228483

For some reason, in UE3 Dxtory won't make textures blur in properly. And even at 60 FPS, Serious Sam HD looked somewhat choppy.

>> No.2228484

>Prodoomer V2

Hey this looks fun, what's the catch?

>> No.2228491

well, what is it?

>> No.2228506


I've been playing it for a few minutes, and it's okay. Levels kind of clunky and it does the Marathon thing where some levels spawn in lots of 'allies' that don't really do much but die.

>> No.2228509

The catch is that you're playing prodoomer.

>> No.2228512

I like to wonder how different Perdition's Gate would have turned out if it actually got approved for Final Doom.

I imagine the levels from Tom and Bob Mustaine would be mostly unchanged. Maybe a bit more polishing and different ordering. Jimmy Sieben might have still contributed levels since he was involved with TNT, though some of his contributions might not have made it in. Mackey McCandlish might not have joined at all, as his main reason for joining was that he was part of the Hell 2 Pay team, so all his levels wouldn't be in it.

>> No.2228514

That looks like the bestworst thing I've ever seen

>> No.2228517

god making some mods work with one another is a fucking nightmare, I really should say fuck it at this point, but I really want this to work.

Maybe I should learn decorate/acs and just do it from scratch rather than trying to jam them together.

>> No.2228518
File: 21 KB, 560x385, 1307089769518.jpg [View same] [iqdb] [saucenao] [google] [report]

>Final Doom

I played it and finished it on UV back in the day but fuck me if it wasn't one of the ugliest WAD's I have ever played. I couldn't go back to it.

>> No.2228520

>Final Doom

It was better looking than both Doom and Doom 2, young man.

>> No.2228523

But there was so much brown, brown.


>> No.2228524

TNT was a bit more colourful than that.

Plutonia was very much brown a grey, though. But its still aesthetically more pleasing than Sandy Petersen's levels.

>> No.2228526

I think that's why I went for TNT more really, there was more aesthetic variety.

Plutonia DID have some more techy levels to be fair but even look at the earlier ones, it's just bleh.

>> No.2228529

Is there a console command to increase player damage by a % in zdoom? Preferably by a percentage, but I'll work with whatever I need to

>> No.2228532

Not that I know of but if you're looking for a way to make shit harder you could try putting fastmonsters on, that's what I do.

>> No.2228535

Just wondering how I Am Super Bad/Overwhelming Brutality difficulties in BD and STR/STA modifiers in DRPG work, and if I can tool around in game with similar modifiers to tune powerups and such.

Brand brand new to actually modding, besides very basic level making, so this may be a highly silly question, but fuck it, I'm anon, who cares

>> No.2228537

I'd say wait until Mark comes around again but what I thiiiiiink it is if I had to guess (and I could be wrong) would be the player is a different actor, has less total health but it's represented in percentages, not whole digits, so the player doesn't perceive that number difference.

>> No.2228541

I think Mapinfo now has a "Damagefactor" property now.

>> No.2228542
File: 1.22 MB, 640x320, punching shit is still good.webm [View same] [iqdb] [saucenao] [google] [report]

Have I recently mentioned how awesome Shivers is?

Cus fuck. He's pretty awesome. New haymaker animation is a great thing.

>> No.2228546

I largely associate Plutonia with a lot of brown bricks, green moss and gray stone.

And skellingtons.

>> No.2228549


Plutonia is what made me finally fed up of Revenants. In fact Revenants are the main reason I don't mind mappers using a custom monster or two in their niche of "medium threat".

>> No.2228550

having replayed both recently, i think i prefer evilution to icarus. this is mostly due to replayability. i found more levels in evilution enjoyable from pistol starts than icarus. i imagine icarus is preferable to those who get immersed in its storyline, and are drawn into it by the coherency going from one level to the next. they (the authors) obviously tried to make it a coherent single mission, but that hardly mattered for me replaying it, doing pistol starts.

>fuck it, I'm anon, who cares
if you have any kind of social anxiety or even just lack of self-confidence, this place is the best.

>> No.2228553

Any Chan is, in fact anywhere that allows anonymous discussion.

It's also great to talk constantly here without having to worry about forum drama/crap. It's easy come, easy go.

>> No.2228556

Interesting way of going about it, makes it hard to shuffle it around mid map to test things.

I'll have to dig around in doomRPG's shit and find out how they do it with strength values, because that takes leave instantly.

>> No.2228557

I don't even have social anxiety or anything and I still 110% agree with this. I'm an old fart when it comes to the Internet, and it bugs the shit out of me how "out there" everyone has their personal info on the 'net.

I still scrub screenshots and shit. Maybe I'm just paranoid but I don't act or feel like it in my day to day, but in the Internet I fucking am.

>> No.2228558

Icarus had potential to be the first megawad to exceed the iwads, IMO. It fell short of this unfortunately, because some maps feel rushed and underdetaileed, and the difficulty is rarely all that challenging outside a couple maps. If they gave it a few more months to polish it, it might have been almost as good as MM2.

On the other hand, I do love its Music and Textures more than TNTs. And it offers more variety in level themes.

>> No.2228573

DRPG does it using a feature I specifically had implemented a while back called APROP_DamageMultiplier. It's applied every tic for both players and monsters based on their stats and works like so:

For players it's 1.0 + ((Strength + Level Strength) / 100)

Strength being the player's basic Strength stat and Level strength is determined by Player's Level * (10 - Game Skill)

For Monsters it's 1.0 + ((Strength * Game Skill) / 100)

Both of which multiply the actor's damage by it's base amount.

This is the new method it's been done with for a couple months now. The old method... well, it involved around 32000+ actors and I just don't want to talk about it. :P

>> No.2228580

While it ended up being useless to my cause, that is fascinating, and I'll have to dig around in your mod for that. And the old system sounds like an absolute nightmare, 32000 of any variable is... no thank you.

Thanks for the well-thought-out response, wasn't expecting much of anything at 7am, nevermind actual developer commentary.

>> No.2228660

Why is it that no ACS script (ENTER, RESPAWN and RETURN) is executed when the player resurrects himself via console command?
This shit breaks almost all mods.
Does anyone else type "resurrect" in the console if you die while testing stuff?

>> No.2228662

You could just make it darker to match the shield you're holding.
That would help a lot.

>> No.2228664
File: 163 KB, 247x257, Cunt destroyer.png [View same] [iqdb] [saucenao] [google] [report]


I noticed I left BRIGHT on the projectile sprites. That's probably not helping.


>> No.2228671

>Does anyone else type "resurrect" in the console if you die while testing stuff?
i've been known to bind it to a key!

>> No.2228679

Btw those bright cyan skirmisher spears are purely for testing, right?

>> No.2228681


Those are cyan too? Damn my eyes.

THOSE I'm leaving bright though that way you can see them coming. I hate projectiles that are hard to see

>> No.2228743

I kinda wish Sieben and McCandlish made a better effort in finishing it. Maps 21-25 all scream of being filler.

>> No.2228879

Honestly makes more sense to be cautious these days than ever.

Wouldn't even reveal my full name to my closest online friends.

>> No.2228896

Wait, Hokuto Shinken is back? How do we activate it now?

>> No.2228943

Is there a need for music? I'm thinking of finally contributing something for the Doom community. I have mucked around in FL studios and made SOME good stuff, but I think it would be cool to learn how to make old school MIDIs to heighten the experience of our favorite video game of all time.

I just think about all the awesome shit people have contributed to this game, and I have no patience for mapping :/

What would be awesome is if I made a backlog in time for the next /vr/ map project for you guys

>> No.2228954

i think a few people already made music randomizer so yeah, new midis are always appreciated

>> No.2228970
File: 497 KB, 864x486, ARPScreen3.png [View same] [iqdb] [saucenao] [google] [report]

Some new enemies. The green guy is the default shotgunner who fires a slow burst of three shots, the blue guy is a spreadshot guy who fires...well, the spreadshot. The last guy is the rarest, the hyper-rapidfire gunner, who has a chance of dropping machinegun ammo.

>> No.2229007


There's a whole ton of mappers that could use some custom tracks for their maps. A lot of musicians make a topic to dump all their stuff in and mappers pick and prowl through it.

If you're interested in metal midis, DemonSteele's Metal Jukebox is always open for submissions.

>> No.2229029


Looks like I'll get started on the weekend! Maybe get some shit out in the following weeks. I don't know why I didn't think of doing this before.

My style is more electronic, atmosphere, demoscene, and even classical inspired (movie/video game score stuff), but it is always good to broaden the horizons and experiment with metal. I have some mp3s I made a long time ago, I can translate that manually into MIDI, then make some new stuff, and see how comfortable I am to do the metal.

I thought about doing this because I recently played both Return to Saturn X's back to back and they have great music, I was inspired. Felt like I was playing Unreal.

>> No.2229086

You'll fit right in with the modern midi composers if Back to Saturn X is an influence.

>> No.2229103


BTSX's D_STLKS3 is rad as fuck.
I haven't jammed that hard in a long time.

>> No.2229123

Yeah and they were actually give Doom some Pathos and Drama with Map25.

it made me hyped to play the next episode.


>> No.2229129

That's kinda cool.
If I link you a rock song, would you be willing to sample the main beat for a track?

>> No.2229131

pathos? drama? give me a break man, that level was a joke. a good joke but still a joke.

>> No.2229173

Sure why not!

Idk, I think I am mildly autistic. I just thought it was a good track is all, and anyways I don't really care how an episode ends. Like the music and atmosphere in Doom doesn't usually go for that kind of an effect. Is it just a joke in the sense of "hurr durr you die at the end faggot you suck, it was all just a dream being had in a simulation that grampa was tellinga story about constructed in a dimension by gods playing chess"?

>> No.2229195

i think it's a joke in the sense "there's a ship named the unsinkable fats domino, but it sank". irony, in other words. combine that with an oft-seen way of ending a wad that doesn't go all the way up to map30 - put the player in a small room where he can't move - and the idea of a cutscene where you sink to the bottom of the ocean almost writes itself.

>> No.2229249

PRDMR is sort of a mixed bag of some good ideas, some bad ideas and some good ideas with bad incorporation.

Level design looks like somebody tried to do Half-Life -style mapping in DoomBuilder.

After manually fixing some of the more often annoyances (recoil, gearlogo, HUD etc.) it becomes sort-of enjoyable (to an extent)

>> No.2229257



>> No.2229258


>> No.2229415

Rollin rollin rollin

>> No.2230308


Planned obsolescence.
Your 70 dollar battleplop 4 is only designed to last a year tops, even after those 10 dollars a map DLCs.

Can't have the players extend the longevity of the game to the point where it threatens the potential sales of their bi-annual sequels.

It's a terrible business strategy if all you care about is quarterly profit margins. (see EA, Activision, Ubisoft, etc etc etc)

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