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2243709 No.2243709 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2235667
(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.2243710


[02-18] Just GZDoom, a GZDoom-focused community mapset: http://forum.zdoom.org/viewtopic.php?f=19&t=47895

[02-14] Instagram/#Selfie Doom: http://www.doomworld.com/vb/post/1344760

[02-10] Another BDv20 test release: http://www.mediafire.com/download/p40aj6vklq76tt5/brutal20test-feb10-2015.zip

[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/


Please reply to this post with news.

>> No.2243718
File: 2.77 MB, 640x360, zandronum 2015-02-19 15-26-04-69.webm [View same] [iqdb] [saucenao] [google] [report]

Whichever anon suggested this, thanks muchly.

>> No.2243729
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Fucking majestic.

>> No.2243730

i'm guessing you were waiting for new thread for maximum exposure? ;)

>> No.2243749

Someone's gotta make a Dark Souls mod for Doom.


>> No.2243754

It would be better if they stuck.

>> No.2243767
File: 398 KB, 1920x1080, Screenshot_Doom_20150219_155627.png [View same] [iqdb] [saucenao] [google] [report]

I'm loving the level theming of Going Down.

>> No.2243776

someone post that image of the cacodemon looking at the computer, then at the reader

>> No.2243781
File: 137 KB, 466x492, 1410622153111.png [View same] [iqdb] [saucenao] [google] [report]

>Not having it saved

>> No.2243783 [DELETED] 
File: 122 KB, 466x492, 1410428542820.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2243786
File: 292 KB, 1024x600, Screenshot_Doom_20150219_143303.png [View same] [iqdb] [saucenao] [google] [report]


This area is still being worked on, but I'm making a lot of progress sweeping left to right across the room. Leading out from the temple, there are pool of hellrock with remnants of an old, ruined bridge to cross.

And two threads? C'mon guys.

>> No.2243789

Hello Doomers! I'm trying to install the Roland SC-55 Music Pack (http://sc55.duke4.net/index.php#) on Chocolate Doom. Apparently Chocolate Doom has added support for high quality music packs in October 2014 but I don't see any clear documentation and I'm a blockhead that doesn't understand any of the github discussions. Is what I'm doing impossible on the Windows version of ChocoDoom?

>> No.2243805

>why, because demo compat. breaks with every version? use a stable version then. 2.7.1 is the most recent.

Its not just because it breaks with every version. Its also because you can't play demos recorded in Vanilla or Boom at all. And using a stable version isn't even advised in itself, because a lot of zdoom mods still require latest svn builds.

>prboom+ has as many complevels as zdoom does, big deal. stick to doom strict if you're that concerned.

Zdoom compatibility settings only take into account playability. PrBoom complevels are meant to be as accurate as possible to the original .exe's minus the static limits of the vanilla engine that crash the game. Its why theres three different vanilla 1.9 complevels to take into account the differences between Doom 2 1.9 .exe, Ultimate Doom 1.9 .exe, and Final Doom 1.9 .exe. A demo recorded in Vanilla 1.9, will work in PrBoom+ because of this.

>> No.2243813

>Zdoom compatibility settings only take into account playability

To elaborate. There aree plenty of things zdoom has that did not exist in vanilla or boom, and can't even be turned off through compatibility seettings.

Like melee hitboxes being bigger, making it easier to punch arachnotrons and mancubi, overall making tyson runs easier. And you can't "run" forward on a cagewall, making the red key speedrun trick in e4m1 impossible.

>> No.2243815

Use a different sky texture, even if it's just one from the iwads, it'll do miles of difference for the atmosphere of the map.

>> No.2243817

I want to get off Mr. Bones' Wild Ride

>> No.2243819


There's a splat of gore on the ceiling that sticks there, indicating impact.
Unless you mean like the lower half of their bodies sticking up there along with it? I can do that, though it'll be a little more work.


Whenever the thread's on page 6/7 I usually wait until the new thread, but in this case I'd actually started the system last night and just finished up the polish and tweaks now.

>> No.2243823

That's one of the things I'm waiting to put off for last. As long as I can get the skyboxes working correctly then it's ok. Changing the music/certain textures will be at the end, but I'm not quite sure how to actually change the skybox texture to another skybox texture; just started messing around in SLADE, but once I figure it out, then I'll add a different sky texture (music is fine though).

Thanks for the tip man.

>> No.2243836


are the sky texture names IIRC.

>> No.2243838

haha. honestly i had my suspicions since https://archive.moe/vr/thread/2206974/#2206983 , but i wasn't sure if it was just coincidence until now. anyway, keep up the good work.

it's usually a case of simply replacing the SKY1 patch (or RSKY1 for Doom2 pwads). or you can change the SKY1 texture definition to refer to a different patch, this is needed if your patch is a different size to the original. unless you're doing some zdoom thing with actual skyboxes (but your screenshot looks pretty vanilla).

>> No.2243841

Try learning how PrBoom+ complevels and demo playback actually works before insisting everyone in the demo recording community move to zdoom inspite of its flaws regarding demos. You've only made yourself look like an asshole with this post.

>> No.2243865

>>2243805 >>2243813 >>2243841

allow me to play devil's advocate. (oh boy here we go, etc.)

i don't think the issue is so much what engine speedrunners use, but the effect it has on the wider community of doom content creators.

speedrunners (and traditionalists) are a very small part of the community. why should the majority of mappers, who aren't speedrunners, or traditionalists, bend over backwards to support them?

it would be far easier for that majority of mappers to assume "everyone uses zdoom, or a derivative of it" - thus only having to care about testing in one engine.

obviously it sucks for the speedrunners, and the traditionalists. but they are the minority. and they already make enough maps for each other.

>> No.2243878

HEEEY there's like two threads what's going on?

>> No.2243879

question: what popular mapsets/megawads follow the design theme of attempting to make levels feel more like real logical locations? for instance dark forces style

>> No.2243892

>Speedrunneres are a minority
Doomworld actually has a fair amount of demo recorders (Not just speedrunners, but FDAs aswell), a decent chunk of them in fact, are mappers. I believe the French and Russian communities have their decent share of demo recorders, too. This minority thing is exagerrated.

>Why should the majority of mappers, who aren't speedrunners, or traditionalists, bend over backwards to support them?
No one ever said every map ever made has to be compatible with vanilla or prboom+. You are literally grasping at straws here.

>> No.2243896

You add the sky texture into the .wad
Then you name it
or whatever
make sure it's in the texture lump

>> No.2243901

hmm? >>2235667 is past bump limit and fell to page 7. this is the usual point where a new one is made.

KSutra has a number of city maps. Hellcore 2.0 has a number of "realistic" maps. Planisphere 2, the New York map? Or Trinity College...

>> No.2243903

I'm aware of that. I was talking about >>2243676

>> No.2243904

Deus Vult 2 has amongst others a star port and a cathedral

>> No.2243914

Desert Bus

>> No.2243916

Oh shit! That's never happened to me before. My sincere apologies to whoever made the other thread. It wasn't there when I opened the catalog. I must have taken far too long checking I had updated my pastes correctly. I would delete this one as it's clearly the later of the two, but (a) that'd be rude to everyone who has posted in it already and (b) you can't do it anyway, they stopped it for some reason. What should we do?

>> No.2243921

Meh, everyone is already using this one, let the other one get autodeleted.

>> No.2243936

>speedrunners (and traditionalists) are a very small part of the community

Doomworld is a very small part of the community, now?

>> No.2243939


Everyone on Doomworld is a speedrunner, now?

>> No.2243942

Speedrunner wasnt the only thing he said. He said Traditionalist, aswell.

>> No.2243950

i estimate around half of doomworld's population are traditionalists. the number of militant ones who flatly refuse to use zdoom is likely much fewer...

compare that to the other half of doomworld plus the entirety of forums.zdoom plus the entirety of zandronum.org. (i don't know about the non-english doom sites.)

heh, the demos forum is under "Special Interest". makes it sound like some weird fetish. which is probably true!

>> No.2243959

Anyone wanna help out someone using Boom/prBoom?

I can't get chex quest to run it. I have the dehacked file, and I know to use the parameter -deh, but i'm not sure it's working.

Right now i'm doing it like

>-deh wads\chex.deh -iwad wads\CHEX.WAD

Everything is in my wads folder. Whenever I try to run chex quest, I get an error about iwad tag not found. Funny enough I can run Freedoom just fine.

Let me know what the issue is and how to fix it. Is it as simple as inserting a tag into the wad?

How would I run chex2.wad with this as well?

>> No.2243960

Oh. Well now I look stupid.
Sorry, anon.

>> No.2243969

I lurk Doomworld quite a lot, and two thirds of Doomworld being traditionalist would sound more believable to me. Most mapperes there generally are. Though the militant ones are indeed far fewer than that. I still wouldn't call it a very small part of the community.

Zdoom forums and Zandronum forums by default wouldnt have many traditionalists or speedrunners because they're specifically forums for zdoom based engines. They definitely take a good chunk of the overall community, though. I don't deny this.

>> No.2243982

"traditionalists". heh, if we're going with a no hurt feelings approach then fine by me.

>> No.2243990

I've been assuming Traditionalist and Purist don't mean the same thing.

This is how I've been seeing it in this discussion:

Traditionalist = Someone who prefers the original type of gameplay, over using gameplay mods, or playing TCs.

Purist = Refuses to use anything more advanced than Chocolate Doom.

>> No.2243995

What version is your prboom+, and what is the date on the .exe?

>> No.2244002

>Look at 4chan /vr/ Doom General thread for idea of the future modding community. Unlike other threads on /vr/, they almost never talk about the original game for the given thread topic, it's always GZDoom and Brutal Doom or other latest mods. And when they say "vanilla" they don't even mean doom.exe or chocolate-doom but something vague like simply anything made using Doom Builder Doom-in-Doom format, rather than meaning a specific version of Doom. There's a lot of confusion and chaos...

>But I don't really care. None of that interests me. It doesn't lead to maps I want to play. Even limit-removing stuff isn't ideal IMO, because it tends to emphasize so much useless details (or rather it doesn't force the mapper to curtail such unnecessary details).

>> No.2244005

it's actually Boom (that's why I said Boom/prBoom; though I have tried both) Whatever ones are obtainable from Booms web page from teamtnt (version 2.02?)

If there is a newer version of Boom, let me know.

>> No.2244015

>Unlike other threads on /vr/, they almost never talk about the original game for the given thread topic
That's wrong though, we often bring up the original maps and content.

>> No.2244021

Chex quest wont work as an iwad at all then.

>> No.2244028

What is there to talk about regarding the original maps anymore? Pretty sure over the past 21 years, people have said every single thing there is to be said about them.

>> No.2244046

how can this be overcome?

>> No.2244047

all right thanks for your answer. you're probably right i underestimated the fraction.

that seems a fair definition to me. i'm all for removal of map size and renderer limits so i'm definitely not a purist. but then i don't care for even the more exotic boom features, never mind the infinite extent of zdoom scripting...

where is this quoted from

>> No.2244052

Well, we do still talk about it, every once in a while some newcomer comes in and decides he'll give Doom a try, and if he should just skip straight to Doom 2 or even custom maps, often this leads to a bit of discussion about original maps.

>> No.2244072

Alright then let's do it, Strawpoll time: what is the best map from Knee Deep in the Dead? Also feel free to post opinions. http://strawpoll.me/3683381

>> No.2244086
File: 77 KB, 757x528, Screenshot_2015-02-19_15-50-04.png [View same] [iqdb] [saucenao] [google] [report]

Open up CHEX.WAD in a Hex Editor.
Change the header from PWAD to IWAD.

Now either use -iwad command line switch or just rename chex.wad to DOOM.WAD. Shares the same resource/map names as Ultimate Doom.

For Chex2.WAD, run it as a PWAD with the Chex 1 IWAD.

>> No.2244090

>where is this quoted from
Not the guy you're replying to but I searched /vr/ on Doomworld and it was the first post that came up.


Beginning of the post:

>Basically as Greyghost was saying... almost nobody knows how to make vanilla stuff anymore, most new things target latest advanced engine, with lots of dependency and compatibility problems in the long run. Vanilla (or limit-removing) stuff will continue to be playable on just about any port, as it's the baseline that maps directly to the original, iconic, legendary game.

I dunno where he's getting the idea that people don't know how to make vanilla things anymore when there are people releasing vanilla maps in the threads, or that newer ports introduce compatibility problems in the long run, or why he thinks we're we're just discussing mods rather than making them.

>> No.2244093

i think other /vr/ topics are only about the original game's levels because the original game's levels are all that there is and ever was of that game.

i mean i wish everyone's favourite game had 20+ years of user created content. but not everything was programmed deliberately to be extendable, and furthermore released as open source after it stopped selling.

>> No.2244096

oh thanks. i thought it was from some other /vr/ thread for some reason. no idea why. never mind.

>> No.2244151
File: 1002 KB, 235x151, Why TSP lacks an update.gif [View same] [iqdb] [saucenao] [google] [report]

The majority of Hellbound's maps. Cities, cathedrals, military bases, a warehouse, highways, dams. It can get tedious though.

Mayan Mishap if you're into ruins, Kuchitsu has also a 7eleven.

>> No.2244169


You need these premade config files in the folder you placed the audio files in. Edit them in notepad to point to where you put the songs.

>> No.2244174

E1M6 I've always considered to be the most fun. Its full-on action everywhere you go, and theres a few neat shortcuts.

>> No.2244178

thanks, it works

still got a couple issues

1. theres four episodes to choose from, all in dooms red font

2. the setup menu is in dooms red font (i figured that would happen)

3. can't mount chex2.wad as a pwad

I have the dehacked file in the directory with it, perhaps im not doing it right?

what paremeters would you use?

>> No.2244182

Where can I find custom levels and maps for ChexQuest?

>> No.2244186 [DELETED] 

Oh dude, my bad. You are right. Let's talk about Vanilla Doom, not vanilla maps, but Vanilla Doom itself. Hey guys, today I have just found that there is a secret switch at E1M1 that allows me to access the acid pool at the start of the map without even having to fight anyone. Crazy isn't? Oh yeah, we surely could talk about Vanilla Doom for 21 years. Who needs maps and mods anyway?

>> No.2244201
File: 297 KB, 1920x1080, Screenshot_Doom_20150219_194448.png [View same] [iqdb] [saucenao] [google] [report]

is this a joke

>> No.2244209



No, really, it's a joke. You're not expected to beat it.

>> No.2244220

Hi, I'm looking for some good doom models for my game.

>> No.2244226


all dem asses

>> No.2244252
File: 255 KB, 4564x724, jyl8JaZ.jpg [View same] [iqdb] [saucenao] [google] [report]

There really are none.

I saw someone post this months ago, but haven't heard from them since.

>> No.2244263 [DELETED] 

Fuck off SJW

>> No.2244268

I think the ones from Doom 3 are somewhere

>> No.2244269 [DELETED] 

He wasn't being serious, dude.

>> No.2244276
File: 264 KB, 437x625, 1419459727114.png [View same] [iqdb] [saucenao] [google] [report]

So basically Doom with somersaulting?

>> No.2244278 [DELETED] 


I agree. Go away Skeleton Judo Warlord

>> No.2244279 [DELETED] 

Did you mean to reply to a post in another thread?

>> No.2244282

thank god for filters

>> No.2244283


Someone was doing a Dark Souls mod about... 5 months ago. But that guy fell off the face of the earth too

>> No.2244286
File: 955 KB, 360x360, 1387530188652.gif [View same] [iqdb] [saucenao] [google] [report]


God dammit I will never look at that term the same way again.

>> No.2244296



>> No.2244297
File: 1.66 MB, 320x240, tumblr_inline_njp52ywHuB1r95fgm.gif [View same] [iqdb] [saucenao] [google] [report]

I once heard of someone who used a plugin for his browser that would automatically switch out the word SJW for Skeleton, so someone would see

>Get the fuck out of here skeleton!
>Fucking skeleton shit!
>The skeletons did this!

I admit, I am tempted, because it seems incredibly funny.

>> No.2244302


>> No.2244340
File: 46 KB, 400x438, pussy-snorkeling-world-champion.jpg [View same] [iqdb] [saucenao] [google] [report]

This is useless to me.

>> No.2244369

>One thing I should note: chungy's post mentions the PNG screenshot and substitute music pack support. The Windows binaries on the website don't actually have this compiled in, so if you're using Windows you might be disappointed. These two features require some extra libraries (for PNG, FLAC and Ogg Vorbis support) and there have been some teething problems getting the libraries to compile and work on Windows. Hopefully I can supply some updated binaries in the future.


>> No.2244374

I like the trick where you activate the trap door while a zombie is underneath it to force it open immediately, instead of having to wait 30 seconds once you're in the red key area

>> No.2244402 [DELETED] 

Fuck off Woff fan

>> No.2244412


>> No.2244462

Doom 3? Believe me if i wanted doom 3 models i would use them but i don't. I just want some original doom models something that doesn't look like it was made with lego.

>> No.2244468
File: 128 KB, 1344x768, scrap784_a.jpg [View same] [iqdb] [saucenao] [google] [report]

so spicy!

>> No.2244471

That's really cute.

>> No.2244479

You'll be fine, the mapper gave you an armor bonus.

>> No.2244495

damn girl, the fuck is in that ramen

>> No.2244497

Demonsteele bug: Iron Maiden's punches are silent even on kill(Unlike the sword) so nothing notices you unless you shoot a projectile.

>> No.2244540


Fixing now, thank you.

>> No.2244557

Thank you for introducing me to this.

>> No.2244564

This has actually been around for quite a long time.
Since Iron Maiden mode was a thing but I always forgot to bring it up.

>> No.2244626

How the hell do you deal with the multiple Arch-viles on map 07 of Valiant?

>> No.2244631

Don't let the mancubus die.

>> No.2244637
File: 156 KB, 800x600, 1302643298365.jpg [View same] [iqdb] [saucenao] [google] [report]


Well you can tell how much attention I pay to Iron Maiden.
EITHER WAY it's fixed now, so now people can't be stealthy anymore in their massive stompy punchy death armor.

>> No.2244642

Surely the "no dead mancubus" sign, and the cages of Arch-viles in the starting room would've given you the idea.

>> No.2244648
File: 107 KB, 640x480, Screenshot_Doom_20150207_122941.png [View same] [iqdb] [saucenao] [google] [report]


Another screenshot from the same level of the same wad. This one a bit more revealing, but it's a cool area and I like it; still not finished though, but the main decorations are in place. I just have to decide how I want to handle the engagement itself.

>> No.2244649

Yo, what's a good, long, doom was gameplay video I should watch? I've found that they relax me a lot. Cozy bed + Doom on TV = Sleep like a baby.
There's a Berserk mod in the works apparently, but it will be a longass time before it's released.
It's fucking gr8.

>> No.2244660

Would be a great map for H-Doom

>> No.2244668

Isn't there a version of this with an archvile at the wheel?

>> No.2244672

>There's a Berserk mod in the works apparently, but it will be a longass time before it's released.
If only Mike would stop playing Idol Master.

>> No.2244687

Thank you, my good chum
I have learned from my mistakes

>> No.2244705

Are there any map building/design tutorials that don't involve learning how to use GZDoom builder?
Because I'd really like to learn how to make windows, buildings with floors, tables etc with GZDoom builder.

>> No.2244712

I should really say "learning the functions of GZDoom Builder"

>> No.2244716

>Well you can tell how much attention I pay to Iron Maiden.
Honestly ever since it was revealed I use Iron Maiden like all the time.

And it's pretty great.
I pretty much play Demonsteele just for it right now.
Not that anything else in the mod is bad or anything, it's just I love power armor and heavy punches/kicks

A couple of things which might need to be tweaked/rebalanced though.
1) Slayer rank with Iron Maiden is pretty much completely invincible.
You might want to reduce the protection it offers a little(Not a lot though, just enough to be vulnerable) so people may have to back away a bit for at least a second.

Tested it on slaughtermaps, I can pretty much bruteforce it regardless of what's in the way. Even if it's an army of Cyberdemons or Masterminds or Archviles.

2) With standard Doom HP instead of Tokens the armor doesn't actually last very long when dealing with Hell Knights and above.
This isn't so bad.
HOWEVER picking up a green/blue pickup fucks with Iron Maiden's defenses

>> No.2244729

Actually I have to say, with Doom HP on slaughtermaps with massive enemies the Iron Maiden armor is pretty bad if you pick up an armor pickup and screw with it's defense.

And if you don't it's still kind of okayish because armor doesn't really regenerate decently.

It feels like it takes hits as a buffer but it doesn't really grow back fast enough to encourage the same kind of playstyle with Life Tokens.

It's kind of a nice change but the armor bug is really busting it.

>> No.2244767


Ah, dammit, I knew the moment I merged that submission that there would be conflicts with the Iron Maiden.
Time to convert them into custom inventory items and see if I can wizard my way around BasicArmor.

And all right. I think what I'll do is increase the regeneration rate slightly, but in doing so reduce the rank-up defense amount. That way you're more susceptible to burst damage, but you can resist all-out brawls a little longer.

>> No.2244773

That sounds like a fine change.

I like Iron Maiden with dashing in and just brawling, but it feels like I can also go autopilot right now.

That I don't like.
I'd like to dash backward then go back in when the time is right.

That's the only reason I really bring up the amount of defense to it.
I tend to do that anyways because I just like the idea of ducking and weaving through projectiles and smashing monsters in the face for firing at me.

>> No.2244780
File: 81 KB, 359x391, 1350541674808.jpg [View same] [iqdb] [saucenao] [google] [report]

> trying to watching Doom bro streaming Mock 2 with a straigt face
> the big toilet level

>> No.2244786

How quickly has HDoom been coming along?

Just dig a quick run through, and in particularly curious to see what happens with the cacodemon, mancubus, and other weapons.

>> No.2244791


There's an update every few months.
It's been about a month and a half since the last update, we're probably due for one in a few weeks.

>> No.2244797

Eh? Who?

>> No.2244804

Lurk more.

>> No.2244810
File: 14 KB, 420x300, 1410200843033.jpg [View same] [iqdb] [saucenao] [google] [report]


Are you talking about Doom comics Doombro? I need to see this shit

Fucking appchan broke, I can't post with it anymore. What the fuck is with these shitty addons breaking. Seriously.

>> No.2244814

It's over now he finished it an hour ago.

>> No.2244824

Anyone? I had a look at skulltags and they look nice can't find a download for extracted models.

>> No.2244828

I don't often use models but i like doomdays more.

>> No.2244829

>all this talk about iron maiden

it just can't be a coincidence

>> No.2244830

Why hasn't anyone done wolfenstein or blakestone? there both great games.

>> No.2244835
File: 80 KB, 497x682, sss.png [View same] [iqdb] [saucenao] [google] [report]

my latest masterpiece it is titled
hae-lin eats a cake
the end thanks for reading

>> No.2244839


The Iron Maiden is cool.
Do you have a problem with it, anon?

>> No.2244841



>> No.2244852

From my understanding the best packs to use are Jdrp and Doomsday as they mimic the sprites the best compared to other stuff that completely change them.

But no one really uses model packs here..

>> No.2244857
File: 50 KB, 800x600, Doomsday.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.2244860

don't be a faggot
if you're trying to say something, come out and say it instead of pretending to be all cryptic

>> No.2244863

Why do none of these mods use the original models for inspiration instead of their perception of the sprites? Not that they aren't all entirely garbage.

>> No.2244864


>> No.2244867

ugh forget about it fartknocker, let'ts move on


>people flat out refuse to play Doom unless they can play with things like 3D models

and to think THAT is the most decent-looking out of the bunch

>> No.2244869



>> No.2244875

Wanna know a cool trick to beat Chillax Map 04 with Project MSX?
Uncharged punches, punch the fuck out of the pinkies

>> No.2244878

haha. i'm reminded of azumanga daioh. who's the one on the right? just a female doomguy?

>> No.2244879
File: 206 KB, 329x453, 1369042088250.png [View same] [iqdb] [saucenao] [google] [report]

>ugh forget about it fartknocker
What the fuck did you just fucking say about me, you little imp?

>> No.2244880

>original models
Implying doom had models.

>> No.2244883

The sprites were made by editing scanned photos of clay models, scrublord.

>> No.2244884

>okay which one of you clowns opened the portals to the Meat Dimension

>> No.2244885

Only a few, if I remember right. I think some of them were made the hard way but i'm not entirely sure.

>> No.2244889

Implying we can get access to them, also its king of the scrublords to you.

>> No.2244904
File: 2 KB, 101x140, YvJhiHP.png [View same] [iqdb] [saucenao] [google] [report]

u heard me


>> No.2244914
File: 35 KB, 673x505, 2988823812.gif [View same] [iqdb] [saucenao] [google] [report]



>> No.2244920

So, were the 1.9 builds of GZDoom removed from the archive on purpose, or is the site just fucked right now?

>> No.2244925
File: 495 KB, 600x450, wwhu9l.jpg.png [View same] [iqdb] [saucenao] [google] [report]


There are no words for how fucking angry I am.

>> No.2244926

calm your autism nerds, this is the last 1.x build

>> No.2244932

The last 1.x release was 1.9pre-828-g60ff6c5.

>> No.2244935

This came out one day after that. The numbers are weird, I know.

>> No.2244941
File: 809 KB, 1920x1440, 1424418252.png [View same] [iqdb] [saucenao] [google] [report]

MUDRAM http://www.doomworld.com/idgames/?id=1190

pretty much a co-op level. a large monster population (200+), including lots of barons, two cyberdemons, and a spiderdemon, and an even larger ammo stockpile (pictured is one of half a dozen such caches).

the cybers are placed rather awkwardly. cells are limited to three BFGs and a plasma gun, which you have to run past them to get. there are two invulnerabilities but you still have to know where to go. lacking armour, the area in which they are fought i felt was just a little too small for circlestrafing, so i ended up rather tediously plinking away from behind a door on my first attempt. also, the spiderdemon is stuck in a wall and can't move. not sure how that got past the author.

if you don't like hordes of imps and barons and awkwardly placed cyberdemons there's always HNTR, which has a similar monster count but they're all sergeants. this mode is arguably even harder, as you're only ever a few hitscans away from death.

health and armour are limited to medikits and a couple of dozen bonuses. it feels like you're never far from death. for this reason (and because it's an H2H level) it seems like a co-op map, not intended for single player. dying to heal seems expected. the masses of ammo are there because ammo doesn't respawn in vanilla co-op.

the architecture is probably the best part of the level. height variation, an open design, some good use of sky hack walls - a corridor maze this is not. the consistency/symmetry of the four player starts leads to the amusing sight of a lift to transport you up... 8 units.

>> No.2244947

>Why TSP lacks an update.gif
but teaspoon is being worked on as we speak tho

>> No.2244969
File: 2.97 MB, 640x320, I swear v0.9.8 is getting closer to release, eat it marty.webm [View same] [iqdb] [saucenao] [google] [report]

In order to trigger Shining Knight, now you use the Use Item key, which makes it a lot more accessible and easier to use.

It took a hell of a code overhaul, but I think it's a lot better now.

>> No.2244991

Oh, hex11! I should have guessed. He could reasonably be described as the purist's purist. Nice to know he's been here, although I can't imagine he stuck around for long.

>> No.2244994

GMOTA is shaping up to be wicked as hell. Is there a GitHub for it?

>> No.2245013

kegan doesn't believe in githubs or acs

>> No.2245014 [DELETED] 

What a nub.

>> No.2245015

>kegan doesn't believe in githubs or acs

Yes, which is why GMOTA has ACS in it and is getting more next build.

>> No.2245018

the little bit of acs he has in there was written by others
he won't try to acs himself
and if advice for using acs were zdoom feature suggestions, he'd be graf zahl

>> No.2245020

You know its a real shame no one will ever do thriller in doom engine just to say! i can do anything.

>> No.2245023


>> No.2245026


Motherfucker the shining knight ACS script was written by myself. As was the enter scripts for taking the POW effect and the Arcane chicken and mystic wine power effects were done by me as well.

I'm still green to ACS but you can't fucking sit there and tell people I don't do it.

>> No.2245028

>but you can't fucking sit there and tell people I don't do it.
he can if he's butthurt that you're not using his acs :^)

>> No.2245029

I didn't know you had started using acs, sorry
third point still stands tho

>> No.2245031


Only when said is far beyond my skill level. I'd rather not let GMOTA suffer the same fate as samsara with a bunch of code that I myself cannot handle

>> No.2245032

it's e-z code though
looped for her pleasure

>> No.2245035



>> No.2245039

Yeah, dude, your code is super-easy to go through. You remember the shoot-n-boot in Samsara, how every single state had to have a check and another state because you thought synthfire was for chumps? Remember how TSP went on haitus for half a year because you insisted on reinventing the wheel in ACS and Marty could do shit all on his own project? Remember how you decided that the best way to make platforms was with A_RadiusGive giving the player inventory items pushing the player upwards? Psshhh it's just babby-tier coding get on my level or else I'm gonna fucking beg you every chance I get to use my code please use my code I don't have anywhere else to go please

>> No.2245058

My hiatus from TSP last year had nothing to do with TSP at all. I can't pretend that I understand half of the code that's been put in TSP but I'm thankful that I've got someone who's willing to contribute in such a way to my project. I wouldn't have made it past the first release without scroton's help.

>> No.2245061

I thought it was 1.8.10 here http://forum.drdteam.org/viewtopic.php?f=23&t=6482

>> No.2245063

Ah, I hadn't seen that. Yeah, that's the latest 1.x build then.

>> No.2245065

>Yeah, dude, your code is super-easy to go through.
I strive to make it easy to read and format it consistently. I really really do.
I probably need to comment more, because other people's code is always difficult to read simply because you're not the person that wrote it. This is true for everyone, and I'll be the first to admit I dropped the ball by not commenting more.

>You remember the shoot-n-boot in Samsara, how every single state had to have a check and another state because you thought synthfire was for chumps?
The reason it has the wonky decorate it has is because the boot has to appear under the gun for it to match Duke. It's not intentionally obtuse. I also did it out of the blue for a mod that isn't mine (like other doom code stuff I've done) and it wasn't replacing existing synthfire, it was replacing no synthfire.

>Remember how TSP went on haitus for half a year because you insisted on reinventing the wheel in ACS and Marty could do shit all on his own project?
This isn't/wasn't the case. I don't know what you're talking about with reinventing the wheel in ACS or preventing Marty from doing things; neither of those things happened.

>Remember how you decided that the best way to make platforms was with A_RadiusGive giving the player inventory items pushing the player upwards?
For actor platforms it is though. It makes sense to use A_Radiusgive and it's not something super advanced or unprecedented, other people have done similar things. In fact the platforms are kinda lacking in some areas compared to other existing techniques which is why I'm in the process of redoing them. They are bad code (the part that isn't the A_Radiusgive, anyway)


>> No.2245067

>Psshhh it's just babby-tier coding get on my level
If this is about the whip I did for GMOTA then it's not a very advanced script. I'm not saying that to try to act like I'm super smart, it really is just one loop based on distance (which existing functions in zdoom make trivial, using what maybe sounds like a fancy math thing but is just an existing formula being used in acs. The formula (bezier curves) is used by tons of stuff including games. When I did the whip for Kegan I also tried to have it easy for him to modify it without having to actually do any acs, with definitions for what the script would use at the start and as much as possible kept in decorate.

>or else I'm gonna fucking beg you every chance I get to use my code please use my code I don't have anywhere else to go please
Wow rude :-(

I suppose I deserve it for >>2245018, which I didn't mean as aggressive or harsh as it may have sounded. I'm only ribbing Kegan because I want him to use acs because it will make a lot of GMOTA things easier for him (I wasn't aware he already was), and he in the past said things in irc about how he'd not learn it because he couldn't because it was too hard, which was selling himself short. I'm not doing this because I think of myself as some "get on my level" coding expert (I'm definitely not) but rather because when i see him avoiding acs I see myself a year and a half ago and I remember a ton of wasted effort finding wonky workarounds or just arduous monumental repetitive coding to do certain things in decorate when a good amount of the things I was doing in decorate could have been rendered trivial if I had used a bit of acs in places.

Also who is this?

>> No.2245069


>> No.2245072


These were clay models over artists dolls, to make them poseable. However, there was problems with this, it would be difficult to change the pose, because they would often break each time. That is why they hired Gregor Punchatz to do latex models with poseable metal skeletons.

>Spider Mastermind
These were latex/metal models made to be poseable.

>Lost Soul
Literally drawn over the skull of an anatomy display skeleton.

Without question redrawn from Spider Mastermind frames.

Drawn over a Jurassic Park dinosaur toy.

These were probably drawn from scratch, to my knowledge.

>> No.2245074

>You remember the shoot-n-boot in Samsara, how every single state had to have a check and another state because you thought synthfire was for chumps?

I have my own issues with Scroton, but synthfire was never involved with Dukeboot.


If I was to tell you about how I felt about you, I'd probably tell it to you in person. Bitching about it on the internet is a recipe for disaster.
Besides, I think we've already talked, and I don't tend to mince words about people. Communication, both positive and negative, is the absolute best way to handle a creative partnership in working on something.

>> No.2245080

Cacademon's sprites were probably based off that dungeons n dragons pic.

>> No.2245093

Yeah, they were based on them, I'm certain, but they probably drew the graphic from scratch.

>> No.2245105

What happened to the /vr/ Music wad that one anon was planning on making. Music from the same time that Doom was being made, but not put into the original game.

Otherwise, can anyone recommend a good music wad?

>> No.2245108

I think he was also going to make the music wad based on our suggestions, plus he was going to make the midis himself

>> No.2245114

Great models, are there any model packs?

>> No.2245123

In the thumbnail it looks like the revenant is waering a cap sideways

>> No.2245128
File: 85 KB, 832x640, scrap787_a.jpg [View same] [iqdb] [saucenao] [google] [report]

Yo homie time to lay down the phat beatdowns with my boom-box!... Dawg.

>> No.2245130


>> No.2245134


>> No.2245142


>> No.2245163

Got that bone-shaking bass

>> No.2245171

Is it possible to play normal wads online? As if it were co-op?

>> No.2245176

Zandronum + Doomseeker or ZDaemon.
Please no ZDoom

>> No.2245180

Are you saying I need (Zandronum + Doomseeker) as in both together and or just Zdaemon. Or Zandronum with either of the other 2?

>> No.2245182

Zandronum comes bundled with a version of Doomseeker tailored for it. It's fairly simple and works well enough for finding games, but making your own server will require port forwarding or other wizardry.

>> No.2245184

Here, let me explain:
>Zandronum + Doomseeker
You start Doomseker, create a server, make sure you tell the master server that you want to include your server in the global list.
Tell your buddy your IPv4 address.
Alternatively, you can create a server via IRC, just join #bestever in the Zandronum IRC and take a look here:

Create a server, tell your friend your IPv4 address, have fun.

If your buddy tries to connect via the "connect [IP]" command inside Zandronum, he must make sure he loaded the proper PWADs

>> No.2245189

Never really had a problem hosting any kind of games

This means I can give him my Hamachi address if we are on the same net there too?
Using Zan+seeker

>> No.2245223
File: 282 KB, 1000x500, fast food.png [View same] [iqdb] [saucenao] [google] [report]

Holy shit I can finally fucking post. Okay so before I actually officially launch this bastard of an update, I'd sooner share with you guys what I got thus far, take your feedback into consideration, and tweak things as needed.

Bigger suggestions and shit will be planned for future updates, I really don't want to add more shit for this update.

Here's a download:

and here's a changelog for you curious people:

>> No.2245249


Oh fuck the changelog doesn't mention what happened to the shining knight.

For those of you who haven't been following too close. The BFG is now replaced with an item that allows you to trigger the shining knight form with the use item key now

>> No.2245309

For DRPG/DRLA/M - how does one cheat to add credits? I wanna try something, and I can't figure out what the tag for credits is.

>> No.2245316
File: 1.19 MB, 1021x766, hopeless.png [View same] [iqdb] [saucenao] [google] [report]

Why am I even trying to do this.

>> No.2245324

you want us to go "ooh anon you're so badass" while our shirts fall open and the air fills with sparkles

>> No.2245328

only joking. maybe for bragging rights?

>> No.2245376 [DELETED] 

today I finally downloaded Brutal Doom

now I know why it is the mod of the year
all years

>> No.2245384
File: 66 KB, 1024x768, ididit.png [View same] [iqdb] [saucenao] [google] [report]

Maybe. Although that is the only map I think you can do solo.
Started out with Hideous Destructor ( BFG from get-go without much else ) on Hideous difficulty. Helped a lot with the initial room and imps, but not much after that.

I did use single jump at one place since that last switch is beyond swathes of imps, few cacodemons and a cyberdemon.
Leaves me bad taste in mouth, but I don't think it is possible for me to get through without dying.

>> No.2245428

Accessories To Murder is much better though.

>> No.2245451

It`s brilliant. Russian Overkill and ketchup mod is also very fun (try the sunder maps).

>> No.2245459

gonna try russian overkill, with which wad does it make a good combo?

>> No.2245463

No, it isn't.

You will soon want to either switch to the betas or Sperglord Edition, since v19 is bugged as fuck. Check the news post for a download link of a v20 beta.

>> No.2245480

Yes it is.

>> No.2245485

Maps with tons of enemies.
Sunder, slaughterfests ( slaughterfest 2012 maps 28 and 30 ), Deus Vult 1/2, Scythe 2 etc.
Just watch out with the Ketchup, it tends to be pretty heavy on maps with high amount of enemies.

>> No.2245509
File: 911 KB, 320x240, Glorious HEXEN armo(u)r.webm [View same] [iqdb] [saucenao] [google] [report]

Patched some stuff yet again so it works online.
Now, did YOU guys find any differences between Samsara and the original games?
If so, please post them so I can patch them and then upload the Original Classes patch.

Here are the ones I found:

>> No.2245568

>Instead of shooting many pellets in a wide spread, the original explosive shotgun shoots a single pellet and is (almost?) pinpoint accurate.
welp, no reason to play as anyone else now
best balance

>> No.2245573

>The projectiles are actual nails, not a trail of bulletpuffs.
holy shit, they were difficult enough to see in dm
gg x2

>B.J. receives much more damage by hitscan if the enemy who's shooting at him is very close.
jesus christ good luck in any corridor maps now

>> No.2245607

It did not; I'm not the sharpest knife in the drawer.

>> No.2245631

If you keep all your knives in a drawer they'll get dull. If you want them to rip and tear through whatever you're cutting then you should keep them on a rack or in a knife holder.

>> No.2245660

Is there a Lo Wang add-on for Samsara?

>> No.2245675 [SPOILER] 
File: 20 KB, 500x406, 1424460814041.png [View same] [iqdb] [saucenao] [google] [report]

Cool pic on Mike's blog~


>> No.2245680


>> No.2245685 [DELETED] 

That's against the rules!

Oh wait, this is the wrong board...

>> No.2245723

There are many pictures of them.

>> No.2245775

Why does PrBoom+ look so bright and washed out? I can't even find any option to change brightness or contrast.

>> No.2245783

Hit F11 few times.

>> No.2245786

Look in the .cfg, most of the options are in there.

>> No.2245798

In 1998 Lee Killough set the default gamma in Boom to 3 so he didn't have to keep resetting it when testing with a default config.

No-one has ever reverted this.

>> No.2245813

Its funny how drastically different Plutonia 2 ended up becoming after Gusta joined in. At least half the levels from the original team didn't even make it in.

Even the old demo level didn't even make it into the final product. http://doomedsda.us/wad1085.html

>> No.2245815

open up the .cfg
find "usegamma"
Set it to 0.

>> No.2245819

I wish revenants weren't so popular.

>> No.2245827
File: 2.42 MB, 159x114, plutonia.gif [View same] [iqdb] [saucenao] [google] [report]

You should consume less Plutonia for your blood pressure's sake.

>> No.2245830

>Found my old Master Levels of Doom 2 CD
>Discovered it also has a folder labeled Maximum that has like a billion other WADs in there
Are any of them good or is it just a bunch of really shit maps?

>> No.2245831
File: 58 KB, 752x752, 1363640598774.gif [View same] [iqdb] [saucenao] [google] [report]


I wish YOUR FACE wasn't so popular.

>> No.2245838

Is that an Impgirl trying to do a Cyberdemon/Baronofhell?
I want there one day be a hentai manga of a Doom orgy - HDoom demonesses on Doom demons

>> No.2245841

Why don't Lost Souls explode into flying Archviles?

>> No.2245845
File: 2.86 MB, 640x480, zandronum 2015-02-20 22-04-17-61.webm [View same] [iqdb] [saucenao] [google] [report]

Reread the CVAR section. You can force the player to use samsaras version of the explosive shotgun.

.webm related, I think they are quite easy to see, especially because the nail sprites are always bright.

And I never had an issue as BJ in corridor maps, though, fighting the Spider Demon is now much harder.
I guess another CVAR won't hurt, setting it to one disables the extra damage.

>> No.2245850

We couldn't handle JUST the concept of a flying archvile when it was brought up before.

>> No.2245851

I want hdoom vanilla hand holding doujins for each of the girls

>> No.2245852
File: 204 KB, 960x717, le soda doge.jpg [View same] [iqdb] [saucenao] [google] [report]

I just beat Plutonia for the first time on UV -fast, including the secret levels, with only one savegame per level (always at the start.) A few musings:

1. Shotgunners and chaingunners are hyperfast death turrets. They almost turn Doom into a cover-based FPS at times.
2. If you get cornered by three or more demons/spectres, and you don't have a plasma rifle or BFG... bye.
3. Lost souls attack constantly, and even just one of them can quickly kill you if you're not ready. Pain elementals shoot them at lightning speed, using them as shields to render them invulnerable, unless you get up close or use the BFG.
4. Some enemies actually get easier. Arch-viles stand still instead of running around resurrecting monsters, and cyberdemons are much more predictable.
5. The relative difficulty of levels isn't what you'd expect. One of the hardest levels was MAP25 because of all the traps and hitscanners, whereas one of the easiest levels was MAP32 because there was plenty of health/ammo and mostly just projectile monsters (which don't become much harder.)

>> No.2245854

I want HDoom VN.

>> No.2245856

it's basically id's shovelware CD

>> No.2245859

I get that but are there any actual good maps or is it all crap all the time?

>> No.2245870

I'm honestly glad Gusta took over. A LOT of the old maps in its original development weren't very Plutonia-like, some even being shit terrible. And the meddling from Virgil The Doom Poet butchered a lot of the maps (this was eventually undone for the maps that did make it in the final release).

>> No.2245880

well i don't actually have it. but going by the file list http://classicdoom.com/mlcdwads.htm i'd say yes there are good maps on it.

on the other hand a lot of them are dodgy doom2 conversions of doom1 levels and it'd be better to play the originals.

ultimately it depends on your tastes, though. i like mid90s maps and can find enjoyment in many which other doomers would call shit and refuse to play.

>> No.2245886

>there are 3201 maps on the disc

I wonder if anyone has played all of them

>> No.2245887

You should play Hell Revealed with -fast. Fun times are had in maps with archvile cages everywhere.

>> No.2245891

Half the fun is digging through them and finding the ones that are worth a shit, while laughing at the garbage. Have fun and let us know if you find any really good ones!

>> No.2245892

>Get torch
>Can't throw powered torches in powered sword mode
>Figure I need a POW upgrade
>Get POW upgrade
>Still can't throw powered torches

The icon is gray.

>> No.2245893

Tarnsman's been doing a stream series of maximum doom for the past year or so.

>> No.2245895

congratulations, i've done them all UV from pistol starts without saves but i could never be bothered with fast monsters.

the bfg room in hr18, ouch

>> No.2245913

Oh I didn't know I needed charges now.
I am pretty stupid.

Cannon weapons don't need charges?

>> No.2245918
File: 30 KB, 200x280, tumblr_nh49nva6jp1rtzo8lo1_250.gif [View same] [iqdb] [saucenao] [google] [report]

I want a bara Baron

>> No.2245921

that animation is hilarious and remarkably lewd, somehow.

>> No.2245935


-fast is so underrated

>> No.2245943

I like that Pinkies and Lost Souls become legitimate threats, rather than just annoyances.

>> No.2245948

i used to always set up nightmare as just uv -fast

>> No.2245951

Too bad the only monster in a similar health range is the hell knight, and those are pretty nonthreatening.

>> No.2245954

What? Theres a 200 hitpoint difference between them.

>> No.2245956

Hitscan gets incredibly difficult, but projectile monsters (save for Pain Elementals, Lost Souls and Demons) become much easier.
Now fast AND respawning, this is a real nightmare.

>> No.2245961

>Now fast AND respawning, this is a real nightmare.

hyuk hyuk

>> No.2245967


What if
instead of rocket launchers

The revenants had

shoulder-mounted dual chainguns

>> No.2245972

Quick! What's the difference between -fast -respawn, and Nightmare skill?

>> No.2245975


>> No.2245976


Cheats aren't allowed in Nightmare and you get double ammo.

>> No.2245978


the medikits in NM
double ammo

>> No.2245984

>the medikits in NM
how are the medikits different?

>> No.2245990

Anyone have tips to get Doom Survival running well? The game loads up but it's in first person and whenever I try to move I get script errors.

>> No.2245997

This makes them easier because now they will infight with each other.

>> No.2246003


>> No.2246008

>They still hurt each other but now the ones in front just block the bullets
It's pretty meh.

Homing projectiles are much more dangerous.

>> No.2246016
File: 156 KB, 700x700, tumblr_nde7d9bDVU1rtzo8lo3_1280.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2246023

>cheats are disabled (except idclev and iddt)
>double ammo
>enemies are even faster (on -fast, recently alerted monsters take a few steps before attacking, but on nightmare, they attack immediately)

>> No.2246028

Weird. Who is Phil?

>> No.2246032

Nah, just Doomguy.

>> No.2246042

It's from a comic.

>> No.2246053

not that anon but bruce dickinson from iron maiden has gone in cancer treatment

>> No.2246062


Yeah sorry about the weird new setup for item crashes, and no, the powered cannon still only uses red mana, so it's a little easier to use compared to the sword.

>> No.2246067

I hope it goes well. Bruce is one of the most based people in the business

>> No.2246068

thanks, it makes more sense that there is some wider context.

>> No.2246078

ACTOR ChaingunRevenant : Revenant replaces Revenant
SKEL J 0 Bright A_FaceTarget
SKEL J 1 Bright A_FaceTarget
SKEL K 1 A_PlaySound("weapons/shotgf")
SKEL K 1 A_CustomBulletAttack(15, 0, 2, 5)
SKEL K 1 A_MonsterRefire(130, "See")
Goto Missile+1

Copy that into Notepad, save as DECORATE.TXT, run it with ZDoom or one of its derivatives, and find out for yourself.

>> No.2246082

I haven't played since version v0.9.2 so I am a bit behind on things.

Are the shotgun guy replacements supposed to hit so hard? Not their melee but the projectiles
Their shots hurt quite a lot.

I think I'm just getting used to it still but so far I like everything but Axes and POW Axes.
They just feel lame but then again I never really liked them too much.

I haven't tested out the different crashes yet though, just running through Doom 2 right now.

>> No.2246085


Anon please. Term might see this

>> No.2246093


I buffed steel Duke spikeballs a little more. Someone was complaining about a nerf I did on them. If it's a problem I'll tweak the damage more.

And I've heard people mention axes feel lackluster. How would you suggest I make them better? And the POW'd up axes?

>> No.2246096
File: 359 KB, 1280x720, Screenshot_Doom_20150220_173231.png [View same] [iqdb] [saucenao] [google] [report]

jesus christ

>> No.2246115

Well after picking up a Yashichi and getting hit with the spikeballs I lost about 33% of a health bar in a single shot.

It seems a little heavy but I probably wouldn't mind it if they were more fragile. The enemies are surprisingly durable.

As for the axes I don't really know how to buff them in a meaningful way.
I'm sure they are doing a lot of damage numerically but it doesn't feel like it.
Maybe you can turn the regular axes into two axes and POW axes into one big axe and two little ones?

>> No.2246129

Found a bug:
Arachnotron replacements can cause infighting with one another consistently but they can not hurt each other.

You probably should make it so they either can't infight with one another at all.

>> No.2246161


Oh man, what a terrible thing to happen to an awesome guy.
Hopefully he can fight it off.

>> No.2246168
File: 105 KB, 976x639, anno_domini_2005+10_still_using_boom.png [View same] [iqdb] [saucenao] [google] [report]

I got prboom-plus

How can I play is at dooms native resolution of 320x200 (of course scaled up as my monitor is huge); and how can I get the visuals of Boom?

By that, I mean pic related, the hud text is colorful, and it isn't as dark.

>> No.2246174
File: 52 KB, 848x480, n1t1jeWXB01r0h40qo1_1280.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2246184

Don't use Get thats dated @2015-Feb-17 23:24

320x200 doesnt work properly with modern graphics drivers. Chocolate Doom achieves it through emulation and scaling.

HUD colors are easy to set up, just go into options > setup > Satus Bar/HUD

>> No.2246192

Another thing I noticed is sometimes the Imp replacements do absolutely massive amounts of damage.

Like 90% of the time I lose a little health on whatever they're throwing, but then sometimes I lose around 80-160% Life and I'm not sure why.

>> No.2246201
File: 81 KB, 656x439, prboom_plus_01.png [View same] [iqdb] [saucenao] [google] [report]

zDoom has a 320x200 mode, it might not work in fullscreen, but it should be available. If I set the resolution in the .cfg file to "320x200" it does work, same with "640x400". But I want 320x200 scaled 3x.

And i'm not diggin the options menu; the text should be larger in my opinion.

Other than that, my biggest complaint is that run is always on, that should be toggled with capslock on, but it's the other way around. How can I fix this?

>> No.2246217

You think Lost Souls are bad in vanilla gameplay, Doom 64 made them even worse.

>> No.2246230

They're much more fragile in Doom 64 though.

Chaingun just tears through crowds.

>> No.2246246

After playing the test version of GMOTA all the way through Doom 2 I have to say
>Arachnotron replacements are fun to fight
>Shining Knight is really really useful yet doesn't feel really overpowered
>Item Crashes don't get used very often since refills for them are really rare
>Item crashes don't seem too useful but I haven't tested it very much
>POW Daggers/Torches are insanely good for different reasons(Torches for damage and projectiles flying about, Daggers for that damage output and Power sword energy gain)
>No love for the Axe whatsoever
>Charge shot level 2 is insanely powerful
>Earthshaker is still the only cannon subweapon I like

Now I will probably fuck about with the different things to see how well the different subweapons do.

>> No.2246257

Option's menu is like that because for whatever reason, the prboom menu graphics were removed in

>> No.2246262


I'll fiddle with the damage a little more. Maybe lower their HP slightly as well.

That Axe idea is interesting, I'll keep talking with others and see what we can come up with.

The infighting sounds hilarious but I'll make sure to fix that too. Thanks for the feedback so far.

I'll look into balancing imp skirmisher damage as well. I should probably make crash charges just a little more common

>> No.2246267

If your desktop video mode has square pixels, Doom at 320x200 is going to run at the wrong aspect ratio. You need to either use a proper tall-pixel video mode or scale the output up to 1600x1200 if you want pixel-perfect original resolution.

>> No.2246273

Also to note
>Charge shot level 2 is insanely powerful
Is a positive thing.

Another thing I noticed is that Powered sword's standard slashes feels really really bad.
Are the sword waves supposed to feel kind of dinky?
Or is it made for just a single target instead of groups?

I remember it being like a BFG invisible rays thing before so I'm not sure how it's supposed to be utilized right now.

Right now I don't use the powered sword's attacks at all and use the meter for something much more useful.

>> No.2246274

Oh yeah forgot to mention.

Crash Hammers are fucking awesome.

>> No.2246313

Any word on TSP updates?
I still play the version released quite some time back and it's still really fun.

>> No.2246316


How about

Flying Homing chainsaws

That explode after cutting you for a second or two

And that release four tinny machine gun guys when they explode
And a tinny archvile

>> No.2246317
File: 73 KB, 640x480, get a load of this icon of sin.png [View same] [iqdb] [saucenao] [google] [report]

I think that if they made working voxels of the actual sprites and converted them to models(can you even do that?) it would look fucking ACE

>> No.2246340


I really need to give the powered sword strikes a buff. Maybe tweak the behavior a little.

Right now it fires a fan spray of those piercing waves and one strong melee.

Now that I'm not completely retarded. I might make the attack fire out a 360 degree spray of projectiles that shred monsters. Similar to what the POW'd up goddess bracelet was gonna do.

>> No.2246352

GMOTA guy, I have some bad news.

It doesn't pierce and has never pierced since it became that fan of waves

I do like cutting waves by the way.

>> No.2246413

Please no, hitscan enemies ruin all the fun.

>> No.2246421

Who the fuck looked at Doom and was like..
"Hey this game's revolutionary and all but it could really use a selfie stick"

>> No.2246426
File: 2.36 MB, 294x273, in soviet russia police fuck you.gif [View same] [iqdb] [saucenao] [google] [report]

Someone with a sense of humor, Anon.

>> No.2246446
File: 13 KB, 225x225, smug pepe.jpg [View same] [iqdb] [saucenao] [google] [report]

ACTOR MetaRevenant : Revenant replaces Revenant
SKEL J 0 Bright A_FaceTarget
SKEL J 10 Bright A_FaceTarget
SKEL K 10 A_CustomMissile("MetaRevenantTracer",56,0)
SKEL K 10 A_FaceTarget
Goto See

ACTOR MetaRevenantTracer: RevenantTracer replaces RevenantTracer
FBXP A 8 Bright
FBXP B 6 Bright
FBXP C 4 Bright A_SpawnItemEx("Revenant", 32, 32, 32, 0, 0, 0, 0)

>> No.2246452 [DELETED] 

I'm assuming my enhancer is my most important card to skill up first in DA?

>> No.2246463


Now I know for a fact the wave pierces. It's just kinda... Shit. I'll look into this tonight

>> No.2246471

I tested it right before the post just to check GMOTA guy.

It stops at any enemy.
It has always been like that.

It's actually one of the many reasons I think it's bad.

>> No.2246472

Not saying it's not funny. Gave me a hell of a chuckle. Just wondering how the hell they came up with the idea.

>> No.2246480
File: 472 KB, 1600x1800, uh oh.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2246482
File: 1.29 MB, 1280x720, doom the way it was meant to be played.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2246520


Well I think I'm gonna soup that bastard up when I get home and try out that 360 degree attack. It's what I've wanted anyways. The original idea was a DnD style cleave, a melee attack with splash damage. I'm not quite as retarded as I was a few months ago. So I think I can make it a reality now.

>> No.2246539

come in to #tsp on zand anon
and the updates are being worked on currently by both Marty Kirra and scroton

>> No.2246597

I don't have any idea what that is I'm sorry.

>> No.2246604


He's referring to an IRC network and the channel is #tsp

>> No.2246636

this >>2246604
there's also the git
you can download the git on the right, and zip up everything in the "pk3" folder and play that if you want to try the git version

>> No.2246678 [DELETED] 
File: 24 KB, 445x70, slade.png [View same] [iqdb] [saucenao] [google] [report]

I managed to lose a bunch of buttons in SLADE.
Can someone tell me how this happened?

>> No.2246681

so i got prboom+'s parameters set, and it's going good (I even got chex quest running on it!). This is what im trying to do:

>prboom-plus -2 -iwad DOOM/DOOM.WAD -width 320 -height 200 -3

plenty of sites are telling me that the -3 (or -1 or -2) should scale the window, but it doesn't. any ideas?

i like it the way it is

>> No.2246761

Anyone here play Doom primarily in software mode?

I would use OpenGL, as I do like some of the benefits, but...
>GLBoom doesn't have fixes for software renderer tricks, making stuff like the bridge in BTSX E1 Map01 look fucked.
>GLBoom doesn't take advantage of shaders to create fuzz effects for partial invisibility
>GZDoom does what i mentioned above, but insists on forcing me to have the sky curved into a cylinder, even if I disable freelook. It looks ugly and bugs me too much to let it slide.

>> No.2246896

Anyone recommend a good model pack?

>> No.2246902

>model pack
chose one

>> No.2246916

Lol, I know what all this means, but just think for a moment as a non-nerd what this would look like. Zandronum, IRC, a teaspoon hashtag...

>> No.2246918


>> No.2246931

it's Linguica, he's always had his finger on the pulse of the internet. he also did Doom Rickroller

>> No.2246935

no he didn't, the description says as much https://www.youtube.com/watch?v=8aJjMOy-Ops

>> No.2246940

well. huh. how about that.
apologies to Kinsie.

>> No.2246943

Brutal Doom with the GZDoom shell

>> No.2246949

>Brutal Doom with the GZDoom shell
Sometimes i wonder if people actually know about things they are talking about.

>> No.2246950

see this made me laugh, but there's always going to be somebody who thinks you're serious

>> No.2246953

Yeah, I can see how it would be incomprehensible.

>> No.2246965

>Brutal Doom with the GZDoom shell
Yeah, That won't work because neither of them actual have models in them. I mean if brutal doom was to it would but the sprites work rather well for it.

>> No.2246968
File: 99 KB, 1024x768, doomsdayengyne.jpg [View same] [iqdb] [saucenao] [google] [report]

Could try doomsday i mean i use but the models are total shit.

>> No.2246986

Its funny that a lot of megawads in the 90's would make a point about the fact that its free in the text file.

>> No.2246987

>plenty of sites are telling me that the -3 (or -1 or -2) should scale the window, but it doesn't. any ideas?
sorry, those options don't seem to work. i actually have no idea where they came from. svn r2231, "Jon's man page update from Debian" - where did Jon get them from, i wonder.

for now i suggest you go in prboom-plus.cfg and change the value of render_screen_multiply. it appears this is also possible from page 5 of the general menu. i can't seem to find a command line option for it.

>> No.2247007

Seeing this awful modeling kinda makes me want to redo Doom in 3d but do it well.

Shame I know fuck all about modeling. Still feel like I could do better.

>> No.2247014

>Shame I know fuck all about modeling. Still feel like I could do better.
clearly many others have thought the same.
thus the reason why there are so many shitty model packs.

>> No.2247015

Probably in response to the then controversy surrounding TNT becoming commercialised for Final Doom.

>> No.2247037
File: 86 KB, 500x393, a fair price.png [View same] [iqdb] [saucenao] [google] [report]

I might have an answer regarding GMOTA's axes kinda sucking, but I'm not sure if you guys would like this.

I raise their damage output a little, lower the fire rate a little and make it so the player starts with NO subweapon, and NO subshot.

>> No.2247048

>and make it so the player starts with NO subweapon, and NO subshot.
i'm surprised this isn't behavior already, honestly

>> No.2247050
File: 50 KB, 646x378, The UAC didn't train me for this shit.png [View same] [iqdb] [saucenao] [google] [report]


I probably should have made it standard fucking ages ago, given how many tricks you can pull with the sword and Blazter.

People are going to get whiplash from this but I'm not officially releasing this version yet, I'm trusting you guys to run this mod into the ground and try all kinds of shit and see how things work. I'll have another test version up soon

Right now crash charges replace higher tier gun spawns. The general consensus seems to be "THAT SHIT IS TOO RARE SON."

So I'm trying to think of what else I could have give out charges

>> No.2247053
File: 120 KB, 640x480, 1424508116.png [View same] [iqdb] [saucenao] [google] [report]

i had to use a lot of savegame reloads to get through this now :(

there's no way up to the soulsphere secret is there? unless you either
- don't miss the tricky jump on your first attempt, it's not retryable, or
- get bounced by the archvile, which usually kills you instead

>> No.2247064

Maybe give large ammo boxes a chance of spawning them instead of mana?

>> No.2247069

You can climb up on to the side of the arena over where the evil eye is. This was actually the intended way to get it; a nice big heal you can get if you manage to not die trying to climb up there.
I didn't realize you can grab as you jump into the arena until later.

>> No.2247075
File: 8 KB, 408x286, 1410890134672.png [View same] [iqdb] [saucenao] [google] [report]


You mean like rockets, cells, shells, and bullets?

That might work, but only on a chance based sorta thing, like either mana gems or charges.

This is surprisingly one of the toughest decisions I've had to make because I need to find a delicate balance between plentiful enough that players use them but no so rare that you never use them ever

>> No.2247080

Yeah, that's exactly what I meant.
If you find that it's still too rare/common, you can just adjust the chances of them spawning a charge.

>> No.2247093


>> No.2247103

oh. i'm embarrassed to have missed that. thank you, i shall try to play it again later.

>> No.2247128

No problem. Don't feel bad about using quicksaves for that final fight.
I made the damn thing and I still have to save before I jump in.

>> No.2247132


>> No.2247141

Try Sitters electronics if you're looking for general .md2 / .md3 models.

>> No.2247157

The voxel models I`ve seen in some mods are very blocky and low res. Is the resolution limited by something?

>> No.2247167

Voxels are like pixels and can be scaled down to increase resolution at the same size.

>> No.2247190

Personally I think Item crashes are really too weak to have them be rare.

Maybe I just don't know what's a good item crash but even when I'm fully decked out with 9/9 and there's a shitload of backpacks it feels a bit forced if I decide to try and use them.

Just don't make it as spammable as it was back before the Item Crash ammo count and it will probably be alright.

I don't understand the Laser Lance or when it would be effective in particular, I feel I am better off just cleaving things with the sword

>> No.2247192


Really I'm starting to question item crashes as a whole as of late, but I feel like it'd be FAR too drastic to just simply remove them. Having them consume arcane mana brought about the problem of running off the same energy as powered sword strikes.

Damn it. I've really got my ass into a corner

>> No.2247204

The Item Crashes are not bad to have.

There are two problems with them though.
1) They don't hurt enough to have rare ammo
2) POW'd weaponry is way more useful pretty much universally due to utility + Spammability

Your solution of making it take Red meter will be THE DEATH OF ITEM CRASHES by the way, for two reasons:
1) Earthshaker
2) POW'd Earthshaker
This shit is bananas and it dominates everything.
Make the other cannon subweapons better, holy shit. Earthshaker is so dominant

Here's a couple of suggestions on how to make Item Crashes have a valid spot in Blaz's arsenal:
1) Make it a powerhouse
I'm talking BFG tier. Something you whip out when you desperately need a lot of monsters dead and fast.
2) Make it take power sword meter
Considering that you're making tweaks to the Power Sword slashes, you can also balance the Item Crashes around however the effectiveness of the power sword will be.

There is nothing wrong with the concept of Item Crashes.
However everything in Blaz's arsenal has been getting better while Item Crashes have been staying about the same or even weaker.
Meanwhile I can take POW daggers and have an infinite spamming triple dagger toss.
Or POW Lances to have something more useful than Laser Lances(The startup for Laser Lances basically kills any real use it has considering Blaz's effective range)
And this is not even considering the power of POW Torches either, which has no wrong way to use it outside of hitting walls.

>> No.2247206


arcane is the blue energy, bro.

Mystic is red mana.

I could always remove item crashes and make them SWORD TECHNIQUES and you get different SWORD TECHNIQUES depending on what subweapon you have equipped.

>> No.2247208

Also another thing to consider is that Earthshaker really outshines a lot of item crashes right now.

It's beyond BFG tier.
And then it gets POW'd and suddenly it's a blackhole.
It just clears out everything and getting red meter for it? Easy as pie and possibly cake.

Honestly it feels a little out of place but that's mostly because I picture Blaz being dominant with blue bar instead of red bar. But the Earthshaker kind of sticks out as this weapon that clears out groups using a meter Blaz can't really make much use of outside of the Earthshaker.

And to make Item Crashes use red bar will make it so that Item Crashes will have quite literally 0 use.

>> No.2247212

My bad, I figure arcane is red due to magic.

I am so sorry for the posts

Please do something to make the cannons balanced, I see no reason to do much besides build up red meter and use Earthshaker. I don't even know if the other shots are decent because Earthshaker is on a level all it's own

>> No.2247214
File: 1.89 MB, 640x320, What the fuck is wrong with me.webm [View same] [iqdb] [saucenao] [google] [report]


I'm thinking about nerfing the earthshaker's radius because.


This is kind of silly.

>> No.2247218

The radius is not the issue GMOTA guy.

The issue is much more simpler than that.
Look at the red bar cost.

Compare it to the other cannon subweapons.
For that kind of effect it should only have 1 or 2 shots until you need to start building up meter again. It would at least make the other shots feel like they have the illusion of a place in the arsenal.

I also see absolutely no reason to use the powered cannon in any form whatsoever. Is it meant to be weak?

>> No.2247220


The powered cannon's primary fire has life steal, a feature many still aren't aware of that I'm trying to draw attention to in the latest version. I should probably ramp the damage up a little more too.

But yeah I'll raise the mana cost instead.

>> No.2247231

I actually think the Earthshaker is really good for a panic button or for dealing with massive hordes of enemies.

I feel the problem is that the other shots aren't particularly useful.
The cluster grenades are kind of good for some crowds, but the Earthshaker does everything it can and a lot better.
Even without POW.

The spread shot is really good on bosses when POW'd and at point blank(Two shots the Mastermind) but outside of POW it is pretty lackluster while the Earthshaker tends to dominate everything but bosses.

It feels like those need some buffs but were generally a bit ignored.
Has anyone mentioned this before? I would be surprised if I was the first

>> No.2247232


You're the first, and really I don't think the scattershot and cluster missiles are too weak.

it's the earthshaker being too damn strong. I raised it's mana usage by 20 points and I'm considering reducing the damage output of it a little, making the cluster missiles do more damage, but the earthshaker is better as a breathing room weapon because of its absurd push forces.

>> No.2247246

Anyone know any megawads that have "hub" levels. I don't mean hexen/strife styled hubs that require zdoom. I mean something like in BTSX and Batman Doom.

>> No.2247247

>I'm the first

I know Blaz's sword and such really is fun to use but people surely use the cannon at least once in awhile.

You should probably tone down the damage output on the Earthshaker.

For testing the three cannon subweapons I went with a horde of 30 Barons each.

The weapon that kills everything the fastest is POW Cluster by a very commanding lead(Meter efficiency and time to kill) which was surprising.
What was not surprising is that a horde of anything weaker than Barons will die much faster to the Earthshaker.

Also the Earthshaker and POW Earthshaker will both cause lots of infighting due to how Doom handles the pushing.

I'd rank the effectiveness and usefulness for UnPOW'd versions of these weapons as: Earthshaker >>>>>>> Cluster > Scatter
And POW'd versions as: Earthshaker > Cluster > Scatter

It is probably the utility that is keeping the Earthshaker on top so easily

>> No.2247251


You're the first giving me detailed feedback regarding the Blazter's subshots. The utility of the earthshaker is here to stay though.

I suppose I could ramp up the damage of the scattershot, and I feel the cluster missile is fine as is

>> No.2247252

not strictly megawads, but there's equinox (13 maps)
and class_e2 (9 maps)

>> No.2247253

It really makes me wish there was an option to filter map textures but not sprites.

>> No.2247261

>The utility of the earthshaker is here to stay though.
I was actually trying to think of ways to buff up the Scatter and Cluster shot rather than removing the Earthshaker's usefulness.

I feel it's better to buff weaker things than nerf what's good provided what's good isn't extremely dominant(And you're toning it down so there's no reason to get rid of the utility)

I think the Scattershot should be the powerhouse shot(And it kind of is when POW'd but only when POW'd) and the Cluster shot.. I'm not sure.

It's certainly really powerful when POW'd provided everything is clustered up but outside of that it doesn't seem to have much besides damage.

>> No.2247297


I was going to say the cluster missile has the advantage of being a long range subshot but honestly a charge shot can do the job just as well at the expense of no real ammo cost.

Maybe I should rethink the third subshot a little, the earthshaker obviously has retarded knockback, the scattershot is good as a "fuck that guy" weapon, so really it comes down the cluster missile, I could always swap it out with something different. So really I guess it comes down to:

What would be useful or really fun?

>> No.2247310

>Sitters electronic
I'm looking for doom 1 models like someone taking the sprites and making good models.

I'm getting bored of just sprites now need some 3d in my life.

>> No.2247316


To expand on these thoughts further, what about a third subshot that's pure utility of some type? If I go this route it'd mean Blaz has a simple 3 choices to pick from when it comes to subshots:

Scattershot = Raw damage
Earthshaker = damage + utility
??????? = pure utility

I just have no idea what the fuck said utility could be but I think this might be an interesting choice.

>> No.2247331
File: 278 KB, 1280x960, Screenshot_Doom_20150221_152528.png [View same] [iqdb] [saucenao] [google] [report]

from out of boredom I started working on a very stupid enemy randomizer;
Basicly attack of recolours sort of thing, expect that the enemy randomizer works with the generic RPG colourcode for rarities;
Green - "Uncommon", slightly more powerful
Blue - "Rare" more powerful
Purple - "Epic" significantly more powerful
and then ofcourse orange "legendary", red "relic", and then two wildcards for black "edgelord" and white "rng hates me"

i dunno if this might be fun enough but ill plan to post a working barebone alpha once I get most of the enemies randomized for up to purple, then Ill start to polish them up so it wont look complete crap and work on making the last colour tiers.

Oughta be a real royal rainbow once im done

>> No.2247352

I've recently finished the Duke 3D and Shadow Warrior packs on Steam and I'm wondering what other classic FPS's have been "properly remade" for Steam and modern Windows? No DOSBOX stuff. I do have most of these games already on my computer with working modern clients, but I just like having stuff on Steam at this point.

>> No.2247358

Strife recently got an updated port on Steam, and apparently Powerslave/Exhumed is next.

>> No.2247362

so I just noticed a unique new problem stemming from GMOTA's item crash charges and the shield's old dash using arcane energy:

crash charges kinda pile the fuck up.

Man if it ain't one problem it's another, I think I'm onto something with backpacks actually giving more of a resource to work with, but I'm thinking maybe doing such a small number of shots like this is a bit of a roadblock.

If I go back to having item crashes consume just arcane energy, I think I might enforce like, a cooldown or some shit after firing one off. Though that'd remove the need to find expanders unless I can think of something it could boost, I don't really want to do anything like permanent raises to max MP though, I feel Blaz's mana pools are fine.

That being said I'm having fun with this shit and I hope you guys aren't tearing your hair out yet.

>> No.2247373


Well I feel like an idiot because a potential solution just came up for a few item crashes.

What if I make the shield and dagger crashes consume 1 charge, and as long as you hold the secondary fire button and you got mana to spare, you continue the attack? Meaning you'd constantly shit out daggers or constantly go fast with the shield.

Sorry I'm blogging/spitballing here but I got nobody else to bounce ideas off of right now and you guys are pretty fucking helpful, I mean I may got thin skin but I certainly always take your feedback into consideration, it's why the shield came back with a massive revamp.

Speaking of the shield I may have a fairly eloquent solution to defending against melee: what if the invisible shield actors that spawn in front of Blaz do a very small a_radiusthrust when they expire, meaning things would get gently nudged away from you at a melee range while the shield is up.

>> No.2247492

This actually sounds pretty neat. If you finish it, are you planning on adding weapons? I'm just saying that you probably shouldn't so it has more compatibility with other mods.

>> No.2247541


Ain't happenin'.

>> No.2247553
File: 629 KB, 1280x1920, 1424535384.png [View same] [iqdb] [saucenao] [google] [report]


Destruction Comes!

begins as an attempt to remake E1M4, but takes a turn for the hellish. fortunately in reaching the exit most of the more annoying parts (such as a pitch-dark maze) can be avoided.

there is an amusing attempt at an invisible staircase made of missing textures. the steps appear in mid-air as you approach. i thought it might be intentional, but the author blames idbsp.

>> No.2247556

>What if I make the shield and dagger crashes consume 1 charge, and as long as you hold the secondary fire button and you got mana to spare, you continue the attack?
This would make the Dagger the definitive Item Crash weapon.
It kind of is already since it's the only one that really hurts but even moreso than usual since you'd be able to extend it to say FUCK THAT CYBERDEMON and such.

The shield crash being holdable makes sense though.

I can't really think of a good way to make item crashes work well with the charges system we have right now since Item Crashes are not nearly powerful enough to warrant having such limited uses.

One TERRIBLE idea is to make it so you can charge your crashes and that powers up the effect X amount of times but takes more charges.

I'd trash the charges system or make it so Item Crashes are actually strong enough to warrant a limited charge system.

If you go with the 1 charge and hold the button for continued effect system then you really need to consider not only buffing lots of Item crashes but have prolonged effects for them too otherwise something like the proposed Dagger idea will win out for free with it's efficiency.

>> No.2247575
File: 1.63 MB, 320x240, DestructionComes!-013.webm [View same] [iqdb] [saucenao] [google] [report]

>>2247553 (me)
>in reaching the exit most of the more annoying parts can be avoided
in fact you can avoid more or less the entire map

>> No.2247578

So what wads are you guys playing?

>> No.2247583

I am playing GMOTA with popular level sets(Scythe, Scythe 2, AV, HR, etc.) to check for balance issues to hopefully help GMOTA guy.

I am also doing the same for Demonsteele.

>> No.2247593

Hell Revealed + samsara + samsara addons.
all of 'em rock.

>> No.2247607


>> No.2247610

Health leech?

>> No.2247613

I'm finally finishing TNT: Evilution after putting it off for quite some time.

>> No.2247627

Does anyone here like pistol starts and should map packs accommodate it?

>> No.2247629
File: 117 KB, 976x639, prboom_plus_02.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2247632

I think map packs should accomodate as many playstyles as reasonably possible, but I'm not a fan of playing that way personally

>> No.2247642


I would prefer if they balance their maps for all difficulties but heeeeyy, I also want EA to go bankrupt so bad so I kind of learned to not get what I always want.

>> No.2247656

yeah, 640x480 software mode
random shit from nineteen dickety dot
almost always, pistol start, no saves
skill setting to taste
if i did a multi map set i'd design and test each for pistol start because i like demos. but i'd sling in a few extra items for continuous players.
but so far all my maps have been singles and that is unlikely to change, since i do maybe one map every three years.

>> No.2247687

>I may have a fairly eloquent solution to defending against melee
I still think a temporary +100% protection from melee damage type is much better. Sounds easier and with zero implications too.

>> No.2247718

thats technically true, but voxels are extremely memory intensive, and the memory requirements skyrocket as they get bigger. A fully voxelized Cyberdemon at the normal resolution would take up something on the order of 15 megabytes (uncompressed). Doubling the resolution in every dimension would make that leap to 120 megabytes.

>> No.2247735


I have no plans to add weapons cause I kinda want it to be useable with weapon sets alone

>> No.2247746
File: 1.08 MB, 1019x764, yeahmaybe.png [View same] [iqdb] [saucenao] [google] [report]

Currently playing various maps with HD on, trying to see what kind of things I can get through.
So far the most impressive is probably Sunder's first map so far.

I really would like to test out the multiplayer and take on some tough maps together.
Like Afterlife 2 of Scythe 2, dunno.

>> No.2247784

I am finally manning up and playing with -fast. I am also going to curb down significantly on my save scumming habits.

The idea is to start with the vanilla WADs and then basically go up the PWAD timeline and see how well I fare as the difficulty increases.

This will make a man out of me.

>> No.2247787

That would be cool if you could do it Diablo style and have uniques randomly spawn with minion packs.

>> No.2247790

cool let us know how you get on. i did e1m1-2 yesterday on UV -fast. frankly it was annoying. i skipped the computer maze. now i have to pistol start e1m3 with those demons+spectres and i really don't feel like it

>> No.2247817
File: 42 KB, 640x480, 1424546878.png [View same] [iqdb] [saucenao] [google] [report]

>>2247790 (me)
ugh it took 3 attempts to get past the first room but after that i was okay. but 10 minutes!! should've demo'ed it

>> No.2247821 [DELETED] 

ur a faget

>> No.2247867

I got to E1M9 but I fucked up the controls and now I can't get to fist, so now I have to restart and swipe my cfg clean and figure out my graphics settings all over again. I wanted my graphics looking as authentic on Boom as I could so that was a pain in the ass. It had to do with having fist and chainsaw set to different keys.

I'm just going to restart because I didn't get too far anyways and it was fun. I found getting up to e1m9 pretty easy, the hardest part is doing e1m1 and getting a feel for -fast initially.

What do you guys think of that? setting shotgun/ssg and chainsaw/fist to different keys? I am a purist but I don't see a reason for the regular bindings.

>> No.2247884

>I am a purist but I don't see a reason for the regular bindings.
"behave like the original game, except where the original game is annoying or suboptimal" - you're my kind of purist :)

anyway i'm not sure you can select the fist at all if you have a chainsaw and are not berserk, i think boom gives you a separate chainsaw key but i wasn't aware there was a separate fist key. i might have this completely wrong though, i've never really changed the weapon keys.

>> No.2247920

Oh ok, I thought my game was glitched out because I was doing a number on the inputs and it was frustrating me. Thanks.

And hey, I have the game running on software mode so that makes me enough of a purist around here.

>> No.2247934


I really don't want item crashes to run off the same mana bar as power sword attacks. Then I'd be back to square one. I'm gonna have to strongly consider what in the hell I'm going to do with this mess.

I can think of a few ways I could buff the other item crashes but I'm not sure if this would be really solving the problem. As I said earlier it seems like I solve one problem only to have a new one rear its ugly head


You're a pretty cool guy anon.

>> No.2247940


I knew I forgot a reply to address. Health leech might be a little redundant because the powered arm cannon's spikeballs have life steal

>> No.2247943
File: 73 KB, 640x480, 1424549653.png [View same] [iqdb] [saucenao] [google] [report]

the one legit use for gl mode is being able to mlook down that little hole on map24

>> No.2247950


Until players can defend against melee attacks even of their back is turned, which would be awfully similar to my old shield and the problems it brought

>> No.2247969

So, are there any WH40K wads? I'm not the kind of person who likes to inject warhammer shit into everything, but I think that bolters and lasguns would be pretty fun in Doom. Or everyone is scared of vast and sinister Games Workshop Legal Inqusition?

>> No.2247981


I think we get this question every other topic.

Nope, there aren't.

>> No.2247991

i thought about this the other day.
But why? 40k seems the kind of thing a doom turbo nerd would also love.

>> No.2247998


Lack of good sprites I'd wager

>> No.2248016

I wonder if it's possible to make sprites out of DoW2 models

>> No.2248048
File: 132 KB, 640x480, doom35.jpg [View same] [iqdb] [saucenao] [google] [report]

This is the other guy. I beat it and though it was pretty easy. Well I almost died on E1m7 at the raising pillar part when I started triggering too many monsters, so I took my 9% and ran off the pillar to the soulsphere and everything was good.

what the hell

>> No.2248062
File: 2.59 MB, 320x240, helloworld-0.7.1-01-109.webm [View same] [iqdb] [saucenao] [google] [report]

map01 is good and i didn't notice any bugs in it.
i suggest to consider making the red key room brighter, the rest of the room's deep darkness is strange with those huge lights on the walls. there would be more diffusion.

>> No.2248076

so you did the whole thing in one go, without saves? nice

>> No.2248083


... That's actually a pretty good idea. Potentially this could be actually done too. I'm gona mark it down and make some highest tier monsters do this

>> No.2248115

The steam version of Strife is neat.

>> No.2248127

Project MSX with Slaughterfest 2012, and boy. I can legit beat this thing without cheats, here's a trick for large idled crowds of monsters.
Punch them, charge the punch at one point and that's all, if you charge it at two points it will alert the fuck out of everything, just go "beep" then punch every imp in Map 03 or make them infight with the cyberdemons

>> No.2248135

I know that there's a brutal doom, but is there a brutal quake? Can I run brotal dhoom threw quake? thanks

>> No.2248158
File: 2.91 MB, 1900x1344, 1422098719322.png [View same] [iqdb] [saucenao] [google] [report]

Getting back into Doom, what is a good gameplay mod + mapset that go well togheter?
Like some people like BTSX Ep1 with MSX.

>> No.2248161

Being able to block one stray lost soul from hitting your back if you time the shing is not awfully similar to an invulnerability button.

Have fun making that nudge, I guess? At least the extra work will make it compatible with monster replacements.

>> No.2248167

>40k seems the kind of thing a doom turbo nerd would also love.
I'm a turbo Doom nerd and I could not give a single iota of a shit about 40k. Grimderp is so boring.

I suspect the type of people that go "whoah it'd be so cool!" and the type of people that are actually interested in making things fun to play don't overlap a whole bunch.

>> No.2248176

Demonsteele + Scythe 2
Nazis! + Epic
Hideous Destructor + Dissolution
Terrorists + Going Down
GMOTA + Brotherhood of Ruin
DoomRLA + Oblige
HDoom + Unloved

>> No.2248195

>Demonsteele + Scythe 2
Will do that first, probably. I did that a while ago but never went past the second level or so.
>Going Down
And I gotta finish that too, I started it vanilla, stopped at map29 or so.

Thanks anon.

>> No.2248232


Shit man adding the nudge would be easier to implement compared to adding resistances to melee attacks.

I really need to get a good shing sound for when the shield goes up

>> No.2248237


>> No.2248243


I think a warhammer mod would work if you play as an Ork. (Been kinda done with Dakka)

That or an Angry Marine (Brutal Doom with less edge, more anger, more yelling with a vox amp, and a slightly tongue in cheek presentation. No fatalities, more melee weapons like the power folding chair)

>> No.2248263
File: 37 KB, 528x480, 1424383362402.jpg [View same] [iqdb] [saucenao] [google] [report]

Feeling pretty stupid here guys.

Is it possible to add pwads to a zandronum server? I just wanna play some non default maps with my m8s

When I create a server via Doomseeker I add the .wad files under "Additional WADs and files:" and then I start the server, but when I go into the Maps > Playlist... menu I don't see any maps other than the standard doom2 selection

>> No.2248276

Do the PWADs change the default map names?

>> No.2248294

I didn't feel like MSX went particularly well with Scythe 2. The tone didn't fit.
About Hellbound, that part on the first level with the imp ambush is a fucking nightmare.

>> No.2248295

Have you tried playing those? Maybe they didn't change the name or something

>> No.2248298

Ok, so with some more experimentation it seems like the server automatically starts into map from the pwad I downloaded, but it doesn't show up in the server's playlist so when we finish the level we move back on to the default maps that are in the playlist and don't ever end up back on the pwad map

>> No.2248307

Ah, nevermind I've figured out whats happening - it is a case of the map's name not being changed.

>> No.2248312

I think one of the big problems with the charges system currently in place is that they're too rare for the damage output of Item Crashes.

Personally I would picture it like what Richter does with them.
Like let's take the Cross subweapon.
That's a big dramatic powerful attack before it clears the screen with the holy explosion.
Or the Daggers is this very very powerful attack but Richter stays still and invincible.

The Item crashes were very powerful.
In GMOTA the Item Crashes are not really that powerful. Right now it feels like they should take power sword meter because of their power level.

I think if they are going to have their own seperate ammo count then it should at least have some real power behind it.
Even if you make Item Crash charges more common it just doesn't feel like it matches the value of item crashes currently.

>> No.2248406
File: 121 KB, 599x880, 1424291556911.jpg [View same] [iqdb] [saucenao] [google] [report]

>Chocolate Doom stops hosting its downloads on sourceforge
>They start containing malware

>> No.2248410

No, you can't run Brutal Doom through quake.

There's no actual technical reason you couldn't just drag and drop the Brutal Doom pk3 right on to Quake.exe and be playing Quake the way it was meant to be played, but the shitheads at id Software decided to disable Brutal Doom support for Quake because they hate people having fun and also John Carmack is pretty jealous of Sgt. Mark IV.

The best way to try to change this is probably to contact id Software with your grievances directly; they have a contact form on their website under the "Contact" tab:

>> No.2248425 [SPOILER] 
File: 571 KB, 914x1000, 1424565229665.jpg [View same] [iqdb] [saucenao] [google] [report]

More like

>> No.2248439

Why is Chex Quest so painful on my eyes and ears

>> No.2248441

Because play Adventures of Square instead

>> No.2248448

Why the fuck did you respond to that obvious bait?

>> No.2248452

>this is a thing

Considering it's history, I'm surprised it doesn't sound far worse.

>> No.2248453

Because the response was a joke, anon.

>> No.2248460


>> No.2248470
File: 76 KB, 400x250, quarant.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.2248473


Sourceforge, right?

>> No.2248474

No the downloads on the official chocolate doom page have Kazy.

>> No.2248478

how big of a nudge does it need? wont you be able to greatly knock enemies backwards by running into them?
what happens if there is another monster/obstacle behind the monster?
can this cause infighting?

the dagger crash for 1 charge sounds great, if the damage is somewhat nerfed, but almost no maps allow you to shield dash for long periods of time (besides for fun), it would be better if you only dashed while trying to move foward, so you can at least turn or reposition yourself before going sanic again without wasting the charge.

>> No.2248484


Hm...I could definitely go apeshit with item crashes. Though I just recently made crash charges a little more common. I'll fuck about with this stuff and see what I can make.


The nudge will be minor enough to give you just enough space to allow a slightly longer reaction window. Though if I make item crashes a more dramatic power attack, then the shield will definitely need something else. Going fast is still needed though, and I DO need a pure utility sub shot for the arm cannon... I might have something

>> No.2248487
File: 11 KB, 558x258, 2015-02-21 19_09_28.png [View same] [iqdb] [saucenao] [google] [report]


I redownloaded the zipped Windows version and these are the contents. Look, I don't know Fraggle on a personal level but he's not the kind of guy that would put malware in the thing.

If you're that concerned bring it to the Doomworld forums so they can fix it. They have a subforum exclusively for Chocodoom after all.

>> No.2248506

What else do I need to play the /pol/.wad? Zdoom doesn't detect it and when I want to host it on zandronum it gives an error

>> No.2248515

Well GMOTA guy my idea is to make the Item Crashes match the value of the Charges.

Since the version I am playing has them as quite rare, I think they should be a powerhouse weapon made to absolutely fuck shit up.

If they are more common then they should be adjusted as such.
Right now in the version I am playing they do not really match the value of the Charges or even come close.
It's balance matches more when it was spammable with the sword meter. Which is to say that it's current power level is when you could basically get ammo for it when you do just about anything.

>> No.2248521


I'll definitely look into making item crashes more bombastic and absurd tonight. The only one I might have an issue with the lance crash.

>> No.2248545

I was thinking about the Lance Crash and I think it needs a bit of tweaking regardless of damage output.

Like at the start it shouldn't actually disappear and do almost no damage if something touches it before it turns into the laser.
It should pierce the whole time to prevent it being wasted, even if it does minimal damage before it turns into the laser.

As for turning it bombastic and absurd you could consider mixing it with the Super Ghouls & Ghost Lance magic and have whatever wall/floor it hits shoot out 3-4 lightning bolts in different directions
Also to prevent this from basically be thrown at the ground make it so it can't trigger until it becomes a laser lance. But I don't know how feasible this would be.

That's just a basic but silly idea for it though if it's going to turn absurd and bombastic.

>> No.2248549

nothing, just drag and drop it onto the .exe

>> No.2248553

Won't let me. It just brings up the list of .wads on the folder

>> No.2248570

The list of iwads? That's normal, you play it with doom2.wad.

>> No.2248582

Yeah it works now, thanks m8.

>> No.2248601


I use that for Vanilla maps, with 2x resize.

I've found that limit removing and boom maps can be a pain though, especially if they're huge and very open, making faraway stuff hard to see. I use 1280x960 for these, instead.

>> No.2248603

If the crashes are rare, you can bring the old two-shotting-masterminds lance damage back.

Instead of a minimum range before it starts being effective, how about it being a normal lance that becomes a short-range laser lance once it hits something?

Like it always fucks up the first thing it hits (plus some units behind ofc) and can hit at any range, but no more killing half the map with one shot by lining them up.

>> No.2248625


You mean a strong lance that erupts into a shorter ranged ripping rocket lance AFTER it hits something? Either that I could make the lance come out, ignite into the rocket, rip, then explode into lightning

>> No.2248689

I meant a 0 damage lance initially, but yeah just make a projectile with infinite range spawn the old laser lance, but with a short range.

>> No.2248759


The only problem with that is it conflicts with the lance's role as a subweapon: long range damage. It's the only subweapon that flies straight infinitely

Generally it goes:

Hatchet: offensive utility
Dagger: Dat DPS
Torch: short ranged area control
Lance: long range shots
Shield: defensive utility

And I've been trying to make POW effects essentially double their role's abilities, and item crashes need to be their role cranked up to an extreme level

>> No.2248809


How is that conflicting with the long range damage? Its a long range weapon that "explodes" into a straight line when it hits something.

>> No.2248820


Well unless I make the burst short ranged but give the initial projectile infinite range. Then yeah that can work.

Though I'm not sure how good a completely straight line would be if it's short ranged.

>> No.2248832

Turning the lance short range at all makes it kind of pointless.

Like I'd probably just rock Daggers all day.

>> No.2248837

>unless I make the burst short ranged but give the initial projectile infinite range
>just make a projectile with infinite range spawn the old laser lance, but with a short range.

kegan pls that is literally what I said

Also "short" laser compared to the current laser, that can hit hundreds of enemies. If it can only hurt say, 10 barons in a row, you can balance it without going into earthshakery problems where its bound to be either too weak for single enemies or too strong when firing at giant crowds.

>> No.2248869


you...you didn't.

>> No.2248879

Sometimes i wonder why someone hasn't release a funny doom mod and used this intro for arch viles "I am the god of hell fire" followed by death.


>> No.2248898

>tfw recognize where the sprites for GMOTA's Item Crash extender icons are from
GMOTA guy has good taste.

>> No.2249008

What program do I use to make Voxels for doom again?

>> No.2249056

>kegan pls that is literally what I said

Yeah. I noticed that seconds after posting. I apologize, I'm tired as fuck and I was at work at the time.

that and I'm a dumb ass.


Bro there's music from that game in GMOTA too.

>> No.2249084

I hit a level where Alcahest music started playing like 10 minutes after posting it.

If I had an appropriate thumbs up image I would post it

>> No.2249146
File: 135 KB, 640x480, 1424590700.png [View same] [iqdb] [saucenao] [google] [report]

amusing sight in old map: the pool table's pockets are merely sectors with a zero light level. this leads to their casting shadows on the ceiling.

(from The Final Conflict http://www.doomworld.com/idgames/?id=13020 )

>> No.2249170

That actually looks pretty good for 1994, despite that

>> No.2249176
File: 455 KB, 864x486, tspscreen27.png [View same] [iqdb] [saucenao] [google] [report]

New pistol reload frames. WOO.

>> No.2249180

I like the clever use of lighting in the maze to tell you where to go provided you don't stumble on one of the many light visors.

>> No.2249185

If you want a powered up version of shield then give the player a damage reduction over X amount of time.

The current shield dash is nifty but weird when trying to use it defensively.

>> No.2249191


I just love teaspoon's pistol, but what does the magazine icon indicate anyway?


Yeah, the dash might actually get shifted elsewhere to where the player might potentially have access to it at all times. Though I'm not sure if a simple defense buff would work as an item crash, the POW shield's effect is already in, I'll be making the invisible shield actors reflective, and the thrown shield does an AOE burst that launches shit.

>> No.2249197
File: 465 KB, 960x540, tspscreen23.png [View same] [iqdb] [saucenao] [google] [report]

It shows what type of ammo the currently selected weapon uses.

>> No.2249237
File: 1 KB, 60x15, 27-question.gif [View same] [iqdb] [saucenao] [google] [report]

Does anyone IRL know you play DOOM?

How do you explain DOOM to them? How do they react?

>> No.2249239

I've played DOOM with an IRL friend before. I installed HDoom on a computer he uses recently and changed the gzdoom shortcut on his desktop to start with it.
He doesn't know that I've done this, or that HDoom even exists for that matter.
I await his reaction with bated breath.

>> No.2249240

1)My mom, my friends, my dog, my cat, my turle and my Bunny plushie
2)Shoot the demons, don't be shoot by demons, move to exit. Now explaining Hexen was a different thing to the point one of my friends resumed it in "Its TLoZ and Metroid but in first person and more badass"
3)My mom just laughed, my friends were a bit amused with the original doom then they were like "OOOOOOOOOH" when i played Slaughterfest 2012 with Project MSX, my dog barked, my cat just sat on my right hand and mouse, making me die, my turtle just didn't gave a fuck and my plushie was being a plushie.

>> No.2249241

Anyone found a good mapset for Demonsteele? Maybe something on the low side as far as bullet based enemies go?

>> No.2249245

Scythe 2, Jenesis or Vanguard are cool

>> No.2249254

So, I know it's wildly, clearly not /vr/, as an unreleased game, but, is anyone else worried that we haven't heard fuck all from. DOOM 4 since QCon?

This concerns me.

>> No.2249256


We still talk about Doom 4 here, It's all things Doomery here

>> No.2249257

Oh yeah, and one thing I've noticed but I'm not sure of:

Do sword attacks actually do more damage if you wait a moment in between strikes? It seems if I let the blade come to rest I can oneshot enemies that would normally take a few quick slashes.

>> No.2249263

I must be missing something, but it seems like we've been getting a LOT more megawads in recent years than we ever did in the 00's.

Megawads I can think of from the 00's
>2002 A Doom Odyssey (2002)
>Alien Vendetta (2002)
>Community Chest (2003)
>Scythe (2003)
>Community Chest 2 (2004)
>Hell Revealed 2 (2004)
>Vile Flesh (2004)
>Scythe 2 (2005, 2009)
>NewDoom Community Project (2006)
>Community Chest 3 (2007)
>Heroes' Tales (2009)
>NewDoom Community Project 2 (2009)
>Plutonia 2 (2009)
>Whispers of Satan (2009)

Megawads I can think of from the 10's
>Epic 2 (2010)
>Speed of Doom (2010)
>Doom Core (2011)
>Doom 2 Unleashed (2011)
>Jenesis (2011)
>Khorus' Speedy Shit (2011)
>Plutonia Revisited (2011)
>Reverie (2011)
>Whitemare (2011)
>A.L.T. (2012)
>Base Ganymede (2012)
>Community Chest 4 (2012)
>Doom The Way id Did (2012)
>Survive In Hell (2012)
>3 Heures d'Agonie (2013)
>Back To Saturn X E1 (2013)
>Doom 2 The Way id Did (2013)
>Hadephobia (2013)
>Hellbound (2013)
>Interception (2013)
>Unholy Realms (2013)
>200 Minutes of /vr/ (2014)
>3 Heures d'Agonie 2 (2014)
>And the Bloodshed Began (2014)
>Back To Saturn X E2 (2014)
>Doom 2 In Name Only (2014)
>Going Down (2014)
>Mayhem 2048 (2014)
>Resurgence (2014)
>Whitemare 2 (2014)
>Valiant (2015)

>> No.2249272

i think there are two reasons for this

- megawads get more attention than single/small releases. if your map gets in a megawad it's more likely others will see and play it. also megawads are more likely to get good reviews, awards etc. simply due to perceived rarity value.

- the rise of the community project. in the past people worked alone or teams of two or three. for most people it's very difficult to churn out a megawad's worth of maps (feel free to name the exceptions! they're usually winners of the "mapper of the year" cacoward). now though you just announce a community project, advertise for mappers, and get 20 people to submit one or two and then suddenly you've got a whole megawad.

try splitting your two lists further into solo/duo/smallteam projects and largeteam/community projects.

>> No.2249275
File: 2.65 MB, 640x320, AAAAAA OH GOD THEY'RE EVERYWHERE.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.2249280

how many shots before the game slows down? :)

>> No.2249286

this looks completely balanced and normal

>> No.2249291


Megawads I can think of that are Community projects
>10 Secors (2000)
>Alien Vendetta (2002)
>Community Chest (2003)
>Community Chest 2 (2004)
>Hell Revealed 2 (2004)
>NewDoom Community Project (2006)
>Community Chest 3 (2007)
>Heroes' Tales (2009)
>NewDoom Community Project 2 (2009)
>Plutonia 2 (2009)
>Doom 2 Unleashed (2011)
>Plutonia Revisited (2011)
>Whitemare (2011)
>A.L.T. (2012)
>Community Chest 4 (2012)
>Doom The Way id Did (2012)
>3 Heures d'Agonie (2013)
>Back To Saturn X E1 (2013)
>Doom 2 The Way id Did (2013)
>Hadephobia (2013)
>Interception (2013)
>200 Minutes of /vr/ (2014)
>3 Heures d'Agonie 2 (2014)
>And the Bloodshed Began (2014)
>Back To Saturn X E2 (2014)
>Doom 2 In Name Only (2014)
>Mayhem 2048 (2014)
>Whitemare 2 (2014)

Megawads I can think of that are by a couple mappers
>2002 A Doom Odyssey (2002)
>Scythe (2003)
>Vile Flesh (2004)
>Scythe 2 (2005, 2009)
>Whispers of Satan (2009)
>Epic 2 (2010)
>Speed of Doom (2010)
>Doom Core (2011)
>Jenesis (2011)
>Khorus' Speedy Shit (2011)
>Reverie (2011)
>Base Ganymede (2012)
>Survive In Hell (2012)
>Hellbound (2013)
>Unholy Realms (2013)
>Going Down (2014)
>Resurgence (2014)
>Valiant (2015)

>> No.2249294
File: 1.88 MB, 640x320, BALLSBALLSBALLSBALLSBALLSBALLSBALLS.webm [View same] [iqdb] [saucenao] [google] [report]




>> No.2249303

I finally beat Going Down just now (on HMP, to my shame). It was great all the way through. Two thumbs up!

>> No.2249315

I can understand playing HMP on modern megawads, honestly. Most stuff nowadays is no easier than PL/HR, and are often even harder.

>> No.2249318 [DELETED] 

Samsara doesn't have brutal doomguy selectable, how do I pick him?

>> No.2249329

>Listen to BTSX E2 MAP31's Midi
>Seems familiar
>replaying some Speed of Doom
>Realise the BTSX midi is a remix of Poison Ivy II's Midi
>Play Resurgence
>Poison Ivy II's Midi on Poison Ivy IV
>BTSTX E2 MAP31's Midi for Poison Oak

>> No.2249343

I think the author is adding him in next update

>> No.2249352
File: 1.85 MB, 640x320, smite cleave etc.webm [View same] [iqdb] [saucenao] [google] [report]

I think this powered sword attack might be better.

also that anon who mentioned the original fan-wave that didn't rip? YOU WERE RIGHT WHAT THE FUCK. I thought I made it rip. Fuck.

Well, this might be more fun.

>> No.2249363

That looks nice.
I'd actually consider using that quite a bit.

I am surprised you couldn't tell it wasn't ripping with the old fanwaves though.
I honestly thought you changed it from the old BFG slash because it was too powerful or something so I figured that was just a case of overnerfing.

Never really brought it up because I thought it was intentional.
I'm not sure how you couldn't notice though. May I ask what you normally do when playing with the Power Sword?

>> No.2249372
File: 9 KB, 184x172, uhhhh.jpg [View same] [iqdb] [saucenao] [google] [report]


>May I ask what you normally do when playing with the Power Sword?

Hit shit at melee range because that big fancy slash is powerful or use item crashes. This is why I'm retooling all of this so item crashes are useful but not superior to everything else and the power sword attacks are actually good.

I'm most likely going to give the unarmed fists a pegasus boots style dash attack when you hold the fire button, seeing as the cluster missile is staying thanks to a simple suggestion by term, and I want going fast to be a thing still.

It's just now it's gonna be a thing you have available at all times. The kicker though is unlike the shining dash, when you hit enemies you'll bounce back a bit as if you just landed a meaty shoulder barge in Wario Land.

>> No.2249379

Nerf eveything slightly, change final ball damage to 1 and obviously make it expire after 2~3s, then you get a nice utility that can flinch errything.

>> No.2249380
File: 635 KB, 1280x720, Screenshot_Doom_20150222_070028.png [View same] [iqdb] [saucenao] [google] [report]

I found there were some situations in Psychic that required more strategic destruction than usual.

>> No.2249383
File: 1.43 MB, 640x320, I really enjoy making these webms.webm [View same] [iqdb] [saucenao] [google] [report]


This is how it actually behaves.

>> No.2249386

Looks like Christmas

>> No.2249390

Psychic has a sword?
When did that happen?

>Hit shit at melee range because that big fancy slash is powerful or use item crashes.
But see if you were hitting any sort of enemy in the front of a group you'd see that the waves aren't piercing.
Or if you swung at a distance you'd also see that it wasn't piercing.

I am glad that you are addressing the power sword issue. I am just surprised that it wasn't noticed earlier.

When you release a new version to test I'll be testing the changes extensively again.
Really I just play and fight a lot and post results or things I notice. I hope it's been helpful.

>> No.2249392


I didn't notice because I was a dumb ass. I'm sure you've noticed that if you've followed my development throughout the past year.

and you've been very helpful. It's guys like you and brutally honest constructive criticism anon that help keep my ass in check and make sure I don't fuck this up.

>> No.2249393

I'm making an addon for Psychic, it has a lot of potential for additions.
Xaser, being the madman he is, also added a lot of nice stuff to make adding new actors much easier.

>> No.2249396

You aren't a dumbass GMOTA guy.
I think you just miss things sometimes.

And nobody else seems to have noticed some issues too so you're fine.
I really like what you do with GMOTA.
I really want to see the new characters too

>> No.2249402

>You aren't a dumbass GMOTA guy.

Were you around for the key incident?

And once I get the monsters done, the second hero will start, and holy shit am I gonna write everything down first and have a PLAN for him rather than what I did with Blaz, which pretty much consisted of just winging it and piling more shit on, and now I've been cleaning up my own mess for the past 5+ months. I think I'm starting to see a light at the end of the tunnel though.

>> No.2249405

I only vaguely remember something about keys.
If you need help with GMOTA for something you can always ask the thread.
I don't know how to do DECORATE though I'm sorry

What kind of stuff are you adding?
I used to play Psychic a lot.

>> No.2249417

I'm going to add this new weapon, some new sounds (as much as I love the DMC sounds, they grate on the ears), droplets compatibility, and a bunch of options.

>> No.2249432

Wow, it affects the webm itself

>> No.2249436

wheres the revenant?

>> No.2249439
File: 974 KB, 750x600, perfectlysafescreenshot.gif [View same] [iqdb] [saucenao] [google] [report]


Oh sorry, here

>> No.2249451
File: 30 KB, 320x320, whyhellothere.gif [View same] [iqdb] [saucenao] [google] [report]


Or does this tickle your fancy better?

>> No.2249457

Oh man, these are beautiful.
We definitely need some more Revenant gif love

>> No.2249459

Doom 3 is much better than i remember it being. Even the story is interesting.

>> No.2249460
File: 716 KB, 512x512, 1416388502223.gif [View same] [iqdb] [saucenao] [google] [report]



>> No.2249464
File: 1.83 MB, 400x232, 1410483090392.gif [View same] [iqdb] [saucenao] [google] [report]



>> No.2249467
File: 432 KB, 500x394, AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2249468
File: 302 KB, 290x705, no john, you are the agitation.gif [View same] [iqdb] [saucenao] [google] [report]


I should make more

>> No.2249470
File: 73 KB, 266x176, 1410920656827.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.2249472
File: 10 KB, 204x136, DANCE. DANCE BONE DADDAY.gif [View same] [iqdb] [saucenao] [google] [report]


That one is slightly creepy.

>> No.2249475
File: 8 KB, 204x136, 1422126827483.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.2249489

Nightmare before Christmas WAD where?

>> No.2249491

One last GMOTA question for you guys:

Should the unarmed shoulder barge I add in run off stamina for shorter bursts of speed or arcane energy for a boost that lasts as long as you got mana for it?

>> No.2249506

Maybe make it run off stamina but drain mana after the stamina bar is depleted?

>> No.2249513


That's a thought, honestly. Short boosts would still be cheap, long dashes would be costly, and it'd give you something else to use arcane energy on.

I think I'll try that first

>> No.2249518

Suddenly I'm imagining myself shoulder barging fucking everywhere just because muh fast.

>> No.2249554


>> No.2249568

Is there a way to set an IWAD directory in prboom-plus? As in, I can just launch with prboom-plus -iwad DOOM.WAD instead of prboom-plus -iwad /full/path/to/DOOM.WAD?

>> No.2249681


In my opinion, it's simplest to have all your wads in one directory and set DOOMWADDIR to /path/to/wad/dir.

>> No.2249683

I know it's a troll, but... I'd kinda like that. Maybe as an addon

>> No.2249720

Agreed. He should add the addon classes too and balance them. Then it'd be perfect.

>> No.2249730

Samsara + generations mod + major mod characters (brutal, TSP), maybe q2/3, and maybe q4 even though I kinda like to pretend that never happened...

Hell honestly I'm down for any shooter character that doesn't completely suck.

especially fucking Caleb, seriously

>> No.2249740

>Hell honestly I'm down for any shooter character that doesn't completely suck.
serious sam

>> No.2249742


>> No.2249770

I love the serious Sam series and somehow that never occurred to me. Yes. All of my yes.

Still need Caleb first, but Sam is excellent and deserves a spot. Master Chief needs to be brought in as Doomguys crippled grandson as a joke character, also

>> No.2249812

>Megawads I can think of that are by a couple mappers

>>Jenesis (2011)
>>Survive In Hell (2012)
>>Hellbound (2013)
>>Going Down (2014)
>>Valiant (2015)

All of these are acktchuallay one-man's

>> No.2249819

the point was to distinguish projects where large numbers of maps were made by one or a few individuals, versus community free-for-alls with no particular rules.

then there's things like btsx and dtwid, which straddle the border, a larger number of authors, but certainly not a free-for-all.

>> No.2249832


Oh yeah, I knew about it. I just felt like pointing it out

Also I realized there's at least one one-man megawad for each year.

>> No.2249845

ooooh my gooooood

That's cool.

>> No.2249853 [DELETED] 

Dunno if you're being sarcastic.
If not, this will never happen. The reason is quite obvious.

>> No.2249858 [DELETED] 


>> No.2250070

http://webwonderland.com/arenas2/ -- for the next time this gets posted and i inevitably find myself wondering where the map in the background is from.

>> No.2250075

page 6 - making new thread

>> No.2250086



>> No.2250095
File: 284 KB, 1280x960, Screenshot_Doom_20150222_220808.png [View same] [iqdb] [saucenao] [google] [report]

So whoever gave that diablo idea;
Purple Archviles will always be acompanied by 4 lovely personal assitant revenants.
Took a me a few tries to get the "egg" work but hopefully this spawn shouldnt break maps now or anything, and no, they arent stuck, they can go through each other, thankfully.

Once I get barons some colour codes done, I think I could release a barebones alpha version, then start the polishing run and try make stuff actually look and sound more decent.

>> No.2251294

>How can I fix this?
Hit capslock, hit escape, hit capslock again, hit escape again.

>> No.2251497
File: 404 KB, 631x627, 1403460344677.png [View same] [iqdb] [saucenao] [google] [report]

>Doomguys crippled grandson

Many thanks for bringing back those memories of reading the comment section of that MC vs Doomguy fight video upon me.

>> No.2253010

Not him, but that sounds pretty cool. Got any other screenshots to preview stuff? When do you think you'll have a release?

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