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2257516 No.2257516 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2250081
(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.2257517


[02-24] Uplink, a four-map Boom set themed around technology: http://www.doomworld.com/vb/wads-mods/71350-uplink-boom-mapset-3-maps-and-a-half-so-far-huge-update/

[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

[02-07] 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


Please reply to this post with news.

>> No.2257543

So, remember Unloved? It's back, but not in pog form.


>> No.2257557

>roguelike elements

>> No.2257561

>Random level generation
No thank you.

Everything else is potentially okay but that's the deal breaker.

>> No.2257563


>roguelike elements

that's medikit on head retarded.

>> No.2257568

>medikit on head


>> No.2257580
File: 166 KB, 768x1792, scrap794_b.jpg [View same] [iqdb] [saucenao] [google] [report]

Hmm? I don't see anyone here who needs a medkit badly...

>> No.2257598
File: 2.27 MB, 640x320, Okay I think this might be cool.webm [View same] [iqdb] [saucenao] [google] [report]

Yeah, miserable aiming aside, I think this might be really cool.

>> No.2257627

Okay so I can make sense of hitting someone with the big spike.

The dart fragments however don't seem to have much of a practical use.
It didn't seem strong enough to take out the imp unless every single shard hit.
Maybe it should be a teeny bit stronger so it can kill 2 imps?
Or maybe the shards should spread out more so you can carpet bomb a group?

The direct big spike hit looks fine.

>> No.2257632


This is probably as much as I expected from Unloved, honestly.
Some kind of shitty not-horror indie thing.

>> No.2257637


I added more darts to the spray, and bumped the damage, I'm probably gonna make the spray wider too

>> No.2257675

nice to see one of yours coloured, i think you need to try doing different hair styles though, all your drawings seem to have the same shoulder length layered bob or whatever it is.

>> No.2257682

That's cool and all, but doesn't that kind of overlap with what the regular mode's charge does, area of effect damage stuff? It looks like rather than splash, it just creates a cloud of daggers instead. I thought the idea was to create something that would pierce through crowds and hit stuff in the back better than an explosion that'd hit the front of them would.

>> No.2257687


The buster's charged shot does a 360 AOE splash, the bolt does a conical spray of hurt.

and I've decided against piercing because just making it a ripper lacked feedback, and if I were to make a hit effect that spawns extra projectiles would overlap with the rocket lance's new item crash I got planned.

I got too many fucking weapons

>> No.2257696

I was the one who originally suggested the piercing shot and looking at the cloud of darts I can see it having a use over the Buster cannon(I need a name to call the level 2 charge shot, seriously)

So the cloud of daggers seem to pierce, so it should ideally work as a way to deal with a row of enemies in front of you.
While the Buster Cannon would hit only the enemies in the front.

You should reduce the radius on the pushback of the Buster cannon a bit.

>> No.2257703 [DELETED] 

>removing brutal doom test release from the news because you're autistic

>> No.2257705

certainly not because mark requested it
stay mad, dumbass

>> No.2257709

90% of /vr/ posters fucking ARE doom general

>> No.2257710

my bad, I didn't catch up on the last tenth of the last thread

>> No.2257717
File: 390 KB, 1280x960, 1424941359.png [View same] [iqdb] [saucenao] [google] [report]

E2M1ED - http://www.doomworld.com/idgames/?id=36

just a few shapes. you start off in a pool of water and follow a tube until you reach a teleporter. on the other side is another set of similarly default-textured tubes connected by a central lift. it's one of those horrible slow lifts. there's a slightly more hell-themed secret area. eventually you return to the first teleporter, by another (which is totally misaligned with the grid) to find a wall has opened and there's the exit switch.

on the other hand, let's give it a break: this was probably made so soon after BSP had been figured out, and nodebuilders had become available, that any new geometry was impressive by itself.

>> No.2257736

i know you're exaggerating, but it's interesting to look at the numbers. usually, doom threads last 500-550 posts before being recreated, but the difference in post number from one thread to the next seems to be around 7000. that means fewer than 10% of total /vr/ posts are in these threads.

>> No.2257740

I know I'm really out of the loop here but what's the mod you guys keep posting webms of and discussing changes to?

>> No.2257741

that one in particular is GMOTA.

>> No.2257745
File: 333 KB, 900x760, 1404185622515.png [View same] [iqdb] [saucenao] [google] [report]


GMOTA. It's a mod inspired by pretty much every fantasy arcade Capcom game ever. Run by a thick headed dev who's painfully wishy washy on development and is prone to switch things around that'll give you whiplash bad enough your skull flies out.

So yeah hi play my mod and give me feedback.

>> No.2257773

Anyone heard about this dude going around on /idgames calling anyone who rates 5 stars on a Terry WAD the author?

>> No.2257781



don't know, don't care.

>> No.2257785

I never said I liked Terry WADs, dumbass.

>> No.2257787


dont get salty about it, then.

>> No.2257795

Why do people call them terrywads?

Wouldn't trollwad suffice?

>> No.2257797

>tfw still holding off on doing a BTSX playthrough

When are they going to have that last E1 map finished for it?

>> No.2257869

Smooth doom is so fucking awesome, I can't believe I haven't discovered it earlier. It allows you to play maps the way the authors wanted you to, but still making everything look and feel much better than vanilla in my opinion.

>> No.2257874

esselfortium is not yet done megatexturing it. There's going to be an area with unicorn tracks in a misty meadow in early spring bloom and he can't get any good reference photos anywhere.

>> No.2257885
File: 33 KB, 418x236, 1363671867834.jpg [View same] [iqdb] [saucenao] [google] [report]

>Mapping - things you like and don't like

I always ask this every few threads but I like to come back and read all the answers.

What are some things you think are cool in maps, what are some things you don't like?

>> No.2257891

Isn't the last remaining e1 map a skillsaw map, though?

>> No.2257896

That one has been ready for months now. One of the essel maps is getting extra eye-candy though.

>> No.2257901

Map07s that make use of the gimmick without being Dead Simple clones. Valiant pulled it off really well, though I found it easier than expected to keep the mancubus alive.

>don't like
Mazes that aren't on the automap. Why the fuck would you do this. Just why.

>> No.2257905

>Cool in maps
Brisk paced level sets with fast and frantic encounters

>Things I don't like
Hordes of nonthreatening HP walls.

If there really has to be like a shitload of monsters just spammed then please don't have anything with more HP than a Hell Knight.

Because it's so god damn boring.

>> No.2257906

Map30's that are full levels. Eternal Doom, Scythe 2, and Resurgence are good examples.

>Map07s that make use of the gimmick without being Dead Simple clones. Valiant pulled it off really well, though I found it easier than expected to keep the mancubus alive.

>> No.2257908

Forgot to clarify, but the map30's thing is a thing that I like, btw.

>> No.2257910

Ah, I see. How long should we expect this new release?

>> No.2257912
File: 69 KB, 500x500, 1333290301378.jpg [View same] [iqdb] [saucenao] [google] [report]

Can't think of anything specifically likeable right now, but I can think of 2 things I don't like.

>Having maps that are all fast paced and full of fights suddenly turn into switch hunts

>Having powerful items be in a place where the player can't avoid running over them, sucks to have 180 health but then have to run over a soulsphere because it's in the way

Can you give an example of what you mean on the map 07 remix you like?

Agreed on the automap.
If I'd include something like that in a map it would be more for a super secret or something and it's goodies for the player that you wanted to hide or something like that, not a maze.

>> No.2257915

What Valiant Map07 did, was make it that if you kill the Mancubus, the tag 666 effect will open closets for Arch-Viles to teleport in and ruin your day.

>> No.2257917

>Hordes of nonthreatening HP walls.

Sometimes it can work I think, but maybe I'm reading you wrong and then it's "threatening".

The Cacoward winner "Mayan Mishap" had something like this in it's 2nd last level where you had a horde of imps to fight and you've bot barons/knights behind you shooting at you and the imps are like this gigantic meat shield.

They may also overrun the BFG so you'll have a harder time taking them out if you can't pick it up in time.

Individually they're weak but together they're stronger, good slaughtermaps I guess can be an example on hordes done well.

>> No.2257942

My idea is like how some levels just throw like a million Barons of Hell and you have a shitload of rockets and cells and they just kind of come at you from the front.

The Imps do not come off as a massive nonthreatening HP wall, they exist to deny the player space.

The key difference between a wall of imps and a wall of barons is entirely about pacing.

>> No.2257947

Think what he meant was hordes of bullet sponges, particularly if they're hell knights/barons, that serve no purpose other than to add tedium to the situation (ie, its not necessarily hard to deal with at all, its just very time consuming, and thus becomes a bore).

>> No.2257948

Valiant Map07 has a single mancubus in the center of the main area of the map. If it dies before you clear the area, 16 arch-viles are released to roast your ass. The map doesn't really try to kill the mancubus, unfortunately. It spawns a few cacodemons and I think some arachnotrons on the other side of the map in an attempt to trigger infighting, but the majority of enemies are just direct obstacles.

>> No.2257974
File: 322 KB, 1008x1764, ITS_HAPPENING2.jpg [View same] [iqdb] [saucenao] [google] [report]

Ah yes now I understand.

True, I think holding down the fire button on the BFG is kind of annoying now. Can sometimes be cathartic though to waste hordes of enemies with powerful guns from mods though.

Pic related.

I'll check it out.

>> No.2257975

>things I like

Maps that force you to move around to fight. One of my favorite aspects of Doom's gameplay is the speed, and I like when it's exploited.

Monster/ammo layout that makes it so that the SSG isn't the mainstay weapon. It makes for a nice change.

Maps that transition between themes well (techbase/cave, medieval/hell, etc.).

Level design that tells a story (like Equinox or BTSX).

>things I don't like

Getting surrounded by monsters from instant lifts. Especially chaingunners. It's a cheap, uninteresting, no-effort way to add artificial difficulty.

Fighting anything beefier than a revenant with a shotgun/chaingun.

Maps that supplement their shitloads of revenants with additional cockloads of revenants. Revs are fine by me, but the hordes get old.

Unnecessary Romero head death exits. I hate that sound.

>> No.2257984

I honestly find that kind of power really boring.

I think some mods hit a really good balance of power though.
I love the pacing of Demonsteele for example, thanks to the rank system it feels like it fits for just about any difficulty range with maps.

After playing GMOTA recently very EXTENSIVELY to have fun and to find balance issues it also feels really good for any enemy count.

What's important to me is that the enemies can still fight back and be a threat.
Russian Overkill makes it so lopsided no matter what difficulty is chosen.

>> No.2257986
File: 288 KB, 800x1231, 1300428345932.jpg [View same] [iqdb] [saucenao] [google] [report]

>Monster/ammo layout that makes it so that the SSG isn't the mainstay weapon. It makes for a nice change.

>Fighting anything beefier than a revenant with a shotgun/chaingun.

Thing with the SSG is that it's so damn good. I'd almost say OP but not quite.

Though playing maps made for Doom 1 you really do get bothered having only a shotgun to fight some monsters. The SSG allowing you to blow away a pinkie in 1 blast or shoot up a Baron with a decent pace really makes a huge difference.

I'm wondering about a shotgun/chaingun/rocket launcher combo myself.

>Level design that tells a story (like Equinox or BTSX).

Been a bit since I played it but what story was BTSX telling? I mean outside the story screens themselves.

>Unnecessary Romero head death exits. I hate that sound.

Agreed, and it's always so fucking loud.

Should have specified.
I meant more for a cathartic sense rather than serious challenge.

Like going back to hard levels and being like "Yeah, how do you like it now?".

Though Samsara for instance has some pretty cool BFG slot weapons. Duke's devestators are great.

>> No.2257990
File: 149 KB, 640x320, average GMOTA Gameplay.webm [View same] [iqdb] [saucenao] [google] [report]


>it also feels really good for any enemy count

That's what I've been trying so hard to achieve, something that works for traditional maps, but also capable of tackling slaughterwads too.

>> No.2257994


While I'll agree that the romero/barrels sounds are too loud, the whole point behind the death exit was to have you pistol start the next episode.

>> No.2258000

>I'd almost say OP but not quite.

I'd say it is OP, no doubt about it. It deals nearly 3x as much damage, for the price of just two shells.

>Though playing maps made for Doom 1 you really do get bothered having only a shotgun to fight some monsters. The SSG allowing you to blow away a pinkie in 1 blast or shoot up a Baron with a decent pace really makes a huge difference.

What? The Doom 1 levels would be way too touristy with the Double Barrel. Theres not enough higher tier monsters to warrant it. Only regular monsters that take more than one shot to kill are the Cacodemon and the Baron. And before you complain about it being tedious to use the normal shotty on Barons, Doom 1 still has plenty of Rocket Launchers and Plasma Rifles for dealing with them.

>> No.2258001

You pretty much nailed it on the noggin perfectly GMOTA guy.
For a long time I was thinking Blaz couldn't take on a slaughtermap and I decided to go right into Sunder with him to see how he does.

He does really well provided you do a few things(Apply Boomerang sword to monsters liberally, apply spike turrets too. However he's capable without these) but it also showed how clearly the Item Crashes need the upcoming revamps and how the Axes are still really not so useful. POW Lances might need a slight damage boost too. Daggers and Torches were the go to weapons
Took him through the WHOLE thing regardless.

You might need to tone down the effects on the Revenant replacements, it really slows the game down when a lot of them decide to be crazy all at once.
Their skulls seperating is also grating but Boomerang sword helps a bit.
That needs better tracking though because it going in satellite mode makes it useless if it circles around something small and annoying

I can see the fun in using something like Devastators.
I just don't really see the enjoyment in using Russian Overkill's weaponry though. It's really powerful especially against living things but it doesn't feel satisfying.

Meanwhile I can pick up something like say.. Accessories to Murder and just turn on infinite ammo with the Minigun and it feels more satisfying.

>> No.2258002
File: 279 KB, 800x467, 1316384504799.jpg [View same] [iqdb] [saucenao] [google] [report]


I just find it a chore to be blasting away at pinkie mobs with the regular shotgun. It just seems so wimpy in comparison to the SSG.

Though it's true that it's basically the "always out" weapon. Though on that note making maps that don't include it can be a real gamble, I think many players would be angrily wondering where the hell it is after the first 5 minutes, like the level doesn't really start until you get it.

>> No.2258004

Does 'always run' feature exist in the original Doom? I've only played the sourceport version.

>> No.2258007

You honestly shouldn't be using ammo on Pinkies. Use the chainsaw/berserk instead, and if you can't, chaingun is better than shotgun.

>> No.2258010

I believe it does. However, you can't disable it during play IIRC.

>> No.2258012


Regarding torches vs axes, I've been toying with the idea of lowering the fire rate of torches and further buffing Axe damage, I'm not sure if you noticed but I DID raise the damage a little, they also fly faster as well.

Also by revenant effects are you taking about the red sparks the skulls spawn? I could lower that easy, and yeah despite how cool it looks, I'm bringing back a more aggressive homing effect for the thrown sword

>> No.2258014

toggle* not disable

>> No.2258024

Yeah the red sparks.
And maybe a bit of whatever effects the bones have too.

When a lot of angry boners throwing their heads and bones are going around the game slows down quite a bit.

I couldn't have noticed the axe damage because there was no new test version that I'm aware of
Do two axes come out on each toss or was that idea AXED?

Torches I feel are actually really handy for their crashes in their current state. It causes just enough havoc and has a lot of defensive use with the flame pillars and such.

But I mostly roll with POW Daggers on slaughtermaps because it's just really handy.

>> No.2258081

Hey did that Ultimate Doom 64 wad ever come out?

>> No.2258117

Yeah, those ones make sense, but I've seen death exits in standalone levels. That's more what I was complaining about.

>what story was BTSX telling?

I guess BTSX wasn't the best example for that. But the hub levels do give a sense that you're progressing through a larger area.

>> No.2258145

Author got CAD'd

>> No.2258159
File: 879 KB, 625x790, doom_ctrl_alt_del.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2258202
File: 14 KB, 124x200, doombook1.gif [View same] [iqdb] [saucenao] [google] [report]

Are any of the Doom books any good?

>> No.2258205


he got Computer Area Drafted?

(there's nothing in urban dictionary so I think you better explain that new acronym of yours)


I think the overall consensus was that the first one was the best (or least shitty) of the bunch. Then it becomes the author's power fantasy or something.

>> No.2258208

Cease And Desist

>> No.2258209

>Cease And Desist
>on a fucking doom mod

you better source that up

>> No.2258217

It's shit, and i like it.

>> No.2258235


One night when I went to sleep and started thinking about Doomguy, I came up with a little story about him.

It's probably quite shitty but I could tell it anyway if you are interested.

>> No.2258239

The first two novels are great. They're basically novelizations of KDitD and Shores of Hell. You can even recognize actual in-game locations from the text. Lots of action and minimal story bullshit, just like the games.

The last two novels turn into some weird space opera that diverges wildly from the games. While they're not bad in themselves, they're not really Doom either. Still, worth reading just to see Doomguy leading around a contingent of friendly talking imps and cacodemons.

>> No.2258241


aaand no source, of course.

>> No.2258258

it does exist. but not intentionally.

>> No.2258269

>friendly talking imps and cacodemons.
Somebody, do a HDoom rewrite of that thing.

>> No.2258302
File: 174 KB, 1344x1728, scrap798_a.jpg [View same] [iqdb] [saucenao] [google] [report]

"doomguy-senpai I really L-L-L---"

"yo dawg caco-chan in the house wassup"


>> No.2258321

Oh well... Here we go!

When the tough marine died, right after the UAC fuck up, he woke up in completely different place. And there were somebody waiting him. He first thought that it was one of those demons again, playing his mind. Just
when he was ready to punch the fucker in the face, he noticed it wasn't attacking right away like the others.

He quickly glanced the dark figure. Guess he isn't hostile.

Marine sighs. "So where the hell am i now?"

The dark figure speaks. "Well it's not hell exactly."

"Exactly? Who the fuck are you!?"

"We have been watching you, when you still were in your dimension. We are impressed of your fighting skill agaist the hell forces. We like to offer a deal with you."

"... a deal?"

"You can stay here enjoy your happy after life and forget your unpleaseant earthly things... Or your can go back and fight the demons back to hell."

"Wouldn't I end right back here, if go back to that shithole?"

"Not with our help... You can go back there and never have to die again."

"Like... An immortal?"

"Yes... But understand that becoming immortal, you have to fight the demons forever and never rest again, repel them and save the human race."

"Wh-what? Who the fuck do you think you are!"

"We know your full potential. We know that you wont settle this easy if you have change for a rematch. And WE KNOW that you are the ONLY change that earth has."

"Well... If you really can do that, I guess I don't have a choice. You got a deal then."

Just when marine was trying to shook hands, in that instant doomguy was sent back fighting the beasts on UAC facility.

And so, that marine became a scary legend in the underworld. With unknown forces
enabling him to war alone against the whole hell. Forever doomed fighting, never resting, twisting him taking plesure destroying the damned enemies in the most brutal ways and never ever dying. Somehow, he always comes

>> No.2258324

Question about ZDoom and DECORATE:
Can I make muzzleflash sprite appear BELOW the gun in the rendering sequence when implementing it through a Flash weapon state, or does it always appear on top no matter what?
(I want to use a complete muzzleflash sprite without the need to cut it out for different weapons)

>> No.2258348

Off topic but I can't help but imagine that Mastermind having the same voice as Mother Brain in that old Captain N cartoon.

>> No.2258351
File: 1.17 MB, 1280x2400, 1424980973.png [View same] [iqdb] [saucenao] [google] [report]

The Big Stairs Experiment - http://www.doomworld.com/idgames/?id=3228

this map dated Sept.1995 is by the author's admission "This was how I learned to use DEEP". as such it seems like a map more in common with those produced 18 months prior, when editing with new geometry was in its infancy.

it's just one huge room, with the eponymous staircase up one side, and a waist-high wall along the other, separating you from the exit switch by which you start. there are some imps on pillars, a pain elemental in the lane to the exit, and a mancubus is revealed to guard the switch at the top of the staircase, which lowers the wall blocking the exit lane, and also several of the imp pillars.

it is not irredeemably awful by my standards; i like large open spaces, tall ceilings, huge height variation, and so on. so for me i found it quite charming, but i wouldn't be able to recommend it to the "typical" doom player.

shortcuts: at first it appears the exit switch is just in reach, but i was not able to hit it; however, running up the staircase and then onto the mancubus's ledge allows the possibility of a strafejump over the waist-high wall. a little more thought showed the switch at the top of the stairs was pressable from below, and the staircase could be avoided entirely.

>> No.2258358
File: 229 KB, 1600x900, 1.png [View same] [iqdb] [saucenao] [google] [report]

This is now a Chex man thread.


>> No.2258359

Hey man! Really dig your "random idgames" reviews! Do you post'em somewhere outside /vr/doom? Doomworld forums, or maybe idgames themselves?

>> No.2258365
File: 241 KB, 660x346, 2.jpg [View same] [iqdb] [saucenao] [google] [report]

You can taste the awesomeness!

>> No.2258367

It will always appear on top no matter what.

A way around that would be to set the weapon sprites during that frame in the normal weapon decorate to the muzzleflash sprite you want to use, make it +BRIGHT, and then have the flash state be the actual weapon sprite, and don't make it +BRIGHT.

>> No.2258371
File: 1.29 MB, 1417x1417, 3.jpg [View same] [iqdb] [saucenao] [google] [report]


This shit even comes free AOL TRIAL!

>> No.2258373


True fact ID Helped with game read disk label print

>> No.2258374

Yeah it's pretty great.
I find myself wanting some minor gameplay changes out of it though.

>> No.2258378 [SPOILER] 
File: 376 KB, 640x480, 1424982650048.jpg [View same] [iqdb] [saucenao] [google] [report]


Check out this MOD! SO much win!

>> No.2258391
File: 645 KB, 800x1008, 015 doom.jpg [View same] [iqdb] [saucenao] [google] [report]

They're ok, but far from perfect.

The first book is by far the best (has a very lonely and dark feeling, which I like, you can really imagine the Phobos and Deimos installations in their mind when they describe them), then it gets less good with each book (though two, and in extension three, aren't too bad, even four is worth reading for how absolutely weird it is).

It gets pretty campy and cringe worthy in some parts, and at around the third book, the authors run out of Doom so it's like they're making that really weird Sci-Fi novel they always wanted to make. Demons basically disappear at this point and it's about a distant alien race.

Genuine spoiler:
A plot point is that the demons and hell aren't actually demons, but aliens that are genetically engineered to look like demons as a terror tactic, the plan for the attack on earth was formed when Earth was still in the middle ages, but because the human race actually evolves and develops faster than almost every single other civilization in the known universe, the aliens were caught off guard completely, as even though they are more technologically advanced than us, the leaps in technology we made within 1000 years would have taken most others millions and millions of years.

A lot of people didn't like that the demons weren't actually demons from hell, and I can see that, and even agree, but at the same time, I think the way it's done is sort of clever.

The fourth book always made me think of older TeamTNT wads for some reason (Icarus, Daedalus, etc)

There's some /k/ stuff in there, some of it is interesting, some of it not, some of it is nonsense.
I like the idea of the "Sigcow" 10mm carbine, it feels like a modern day equivalent of the old US M1 Carbine.
There's mention of an M14BAR, which is more than perplexing, and a shotgun with a "150 round drum", a drum magazine I imagine would be the size of a coffe-table (even a 20 round drum for a shotgun is usually big and clunky).

>> No.2258393

Gameplay changes would ruin smooth doom. Its not what its for.

>> No.2258396
File: 192 KB, 1600x900, Screenshot_Doom_20150226_154818.png [View same] [iqdb] [saucenao] [google] [report]

Is there a Decorate version of Selfie doom? Will it ever get updated with more faces and such?

>> No.2258401
File: 39 KB, 549x685, Blem.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2258407
File: 33 KB, 106x166, 1424840041120.gif [View same] [iqdb] [saucenao] [google] [report]

Is it possible to turn my desktop cursor into daisy's head just like in Gzdoom?

Also someone needs to do a video of this gif to this song


>getting a little closer
>implying that's not kiting his melee attack

Actually scratch that is it possible to make this spinning guy a cursor?

>> No.2258413


You can make anything into a cursor

>> No.2258415

>John Stalvern Waited...

>> No.2258419

They could be toggleable. Mod has lots of toggleables already.
And just minor things, like making weapon switch speed faster, and removing the fire delay in the shotgun.

>> No.2258421

For those who know Russian, a Doom poem:
Hello from '98

>> No.2258453

there will be a decorate version, it probably won't have any more faces though.

>> No.2258496

I just don't see the point of having gameplay options in a mod thats supposed to be purely cosmetic.

>> No.2258942
File: 280 KB, 1366x768, Screenshot_Doom_20150226_223948.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2258945

Zhirinovsky walks into the Yeltsin's office with a chainsaw and blood-stained hands. Yeltsin asks him
- Vladimir, what happened?
- Well, Boris, I was playing Doom in Duma...

Satan comes to God and says
- Did you made a thunderstorm over Kiev Polytechnic Institute recently? Did you threw any lightnings into 5th facility?
- Why yes, I did. What of it?
- They had ungrounded machinery in there! Four of the students fell down straight to me and now they're running around the place with buzzsaws yelling "Yay, Doom 3" and "Where's the fucking switch"!

Hacker dies. God comes to him and says:
- Well, you were sinful, but not much. So make three wishes, and then I'll send you to Hell
- IDDQD, IDKFA, and fuck third wish, send me straight to hell right now!
- NIGHTMARE, says God

Stierlitz was walking down the hallway and suddenly he saw a Bormann. He pulled out a BFG and shot Bormann six times, but Bormann just walked past him.
"IDDQD", thought Stierlitz.
"IDKFA", thought Bormann.

Stierlitz was walking past the office and noticed that Bormann was in there. He took out his pistol and shot Bormann dead. Couple of minutes later Bormann ran out of the office with the gun in his hand.
"NIGHTMARE", thought Stierlitz

>> No.2259206

Well I've encountered a bit of a problem if I make the big sphere shot in GMOTA bounce off actors, it makes the projectile feel COMPLETELY weightless and wimpy.

So I guess I'll need to think of a different secondary fire, between suggestions and personal attempts at brainstorming I got:

>some kinda short range constant spray of shrapnel

>a big sphere that flies out and then sends out two or three "arms" made of spikeballs that whirl around

>a projectile with some kinda manual detonation

>a heavy ball that crunches into a monster, falls to the floor, and then does... something


>> No.2259247
File: 149 KB, 500x371, bowling_ball-13516.jpg [View same] [iqdb] [saucenao] [google] [report]

>I make the big sphere shot in GMOTA bounce off actors, it makes the projectile feel COMPLETELY weightless and wimpy
Can you make it so that the actors are bouncing off the big sphere, and not the other way around?

>> No.2259251


Only if I give it +ripper and a lot of projectile knockback, which is what it originally did, the problem with that however is it's far too easy to abuse it and insta-cheese tougher monsters. This is why I've been trying to come up with a better secondary fire

>> No.2259256

>some kinda short range constant spray of shrapnel
I don't like this.
I can see many reasons not to use it, the big one being that there is no reason to use this when I could call out some turrets and punch the crap out of monsters with my fists for close range dominance.

>a big sphere that flies out and then sends out two or three "arms" made of spikeballs that whirl around
Could be interesting.

>a projectile with some kinda manual detonation
Too much overlap with the Earthshaker.

>a heavy ball that crunches into a monster, falls to the floor, and then does... something
What is the something?

>> No.2259258
File: 34 KB, 999x801, Doom_Circle_of_Death.png [View same] [iqdb] [saucenao] [google] [report]

>Doom 2, map 11

Why is this map so awesome?
What can we learn from it?

I just love this map.

>> No.2259263

Well, that's the problem - if you shoot something big and spherical, it should either squash enemies, knock them away like pins or blow up really hard.

>> No.2259264

>What is the something?

I haven't a fucking clue. I've been left a little creatively bankrupt as of late regarding Blaz, good thing too seeing as I'm nearing the end of his development

or it better be the end or I'm going to be very unhappy with myself, no more adding shit, and no more overhauls.

>> No.2259274

>Heavy ball falls to the floor
>Bounces up
>Falls back down
>Repeats for awhile
>Anything that goes under it gets smooshed
No good?

>Hit monster with heavy ball
>Ball bounces upward
>Slams down
>Needles everywhere with a boom

>> No.2259283
File: 223 KB, 400x324, 657564.png [View same] [iqdb] [saucenao] [google] [report]


>that second one

>> No.2259289

There's a weapon like the first one in Bulletstorm.

>> No.2259290

First one reminds me of a soviet joke.

"USSR dropped a nuclear bomb on China, resulting in two million casualties. China retaliated by dropping a rubber bomb on USSR, resulting in ten million casualties and counting, bomb is still bouncing."

>> No.2259292

Never played it.
I saw the shotgun and just knew I wouldn't like the game.

>> No.2259295

And you were right, it's pretty much a CoD with nice-looking reskin.

I guess you dodged a bullet

>> No.2259324
File: 254 KB, 480x3430, creative process behind the doom novelization.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2259330
File: 59 KB, 280x280, phone.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2259339
File: 578 KB, 640x320, I broke physics again.webm [View same] [iqdb] [saucenao] [google] [report]

So uhm. This is definitely not my original idea.

>> No.2259345

>>2259258 >>2259330
it is good, but as for why, nothing springs to mind immediately.

i can't think of many clones of it either. mm2 map21 has the circle part, as does, iirc, one of the raven series maps.

>> No.2259349

I liked it. Mindless fun and kill combos.

>> No.2259352

What map is that?

>> No.2259354

i think it's D2INO map31

>> No.2259361
File: 133 KB, 275x226, 1325425583664.png [View same] [iqdb] [saucenao] [google] [report]

>i can't think of many clones of it either

Neither can I.

I'd like to know if there are any "remixes" or whatever of it though, might help see what it was that made it what it was.

>> No.2259416
File: 1.68 MB, 640x320, definitely needs more spikes.webm [View same] [iqdb] [saucenao] [google] [report]



>> No.2259426

It might also could use a lower delay before it slams into the floor and sprays spikes everywhere.

>> No.2259431

Needs more DAMAGE

>> No.2259436
File: 699 KB, 960x540, tsppushscreen1.png [View same] [iqdb] [saucenao] [google] [report]

Just finished my first map ever! This is for Push, called "Heifong Virtual Arena".

>> No.2259440
File: 1.21 MB, 640x320, more fuckin spikes.webm [View same] [iqdb] [saucenao] [google] [report]


Less delay, MORE SPIKES


I'll probably ramp the damage up a little more, those spikes rip

>> No.2259445

What are the quintessential map PWADs? I need to make a big list to play and I keep finding myself playing the same ones in lumbering around the megawad /idgames list but I need to play them all through.

Some I can think of before writing down a list:
Speed of Doom
Unholy Realms
Zdoom map project
Doomworld map project
Community Chest
zones of fear
plutonia revisited community project
corfatias community project
plutonia 2
whispers of satan
TeamTNT projects
going down
deus vult
return to saturn x
d2 reloaded
doom core
realm of chaos

Fuck man if anyone wants to add anything, I haven't even played all of these but I feel like I am missing out and I am having autism in keeping track of all of this. I don't know how to pick my next WAD to play

>> No.2259446

I can kind of see this tearing apart wide monsters.

But this needs some DAMAGE on the BOOM
I like this way way waaaaaaaaaaaaaaaaaaaaaaay more than the big rippy ball that didn't hurt nobody.

But it looks like it just needs a bit more oomph.

>> No.2259447

This looks pretty.

>> No.2259448


Fucking hell that's gorgeous.
What are those banners?

>> No.2259451
File: 729 KB, 960x540, tsppushscreen2.png [View same] [iqdb] [saucenao] [google] [report]

Just some cool hologram stuff!

>> No.2259452


I like this more too anon. If it was you who gave me the idea of going up and then down, thank you.

>> No.2259453

>Playing Demonsteele after GMOTA
>Wish I could do a punch combo into uppercut with the special button instead of running around using only the (Always satisfying) heavy as fuck punches.
GMOTA's punch mode spoiled me.

Just a plain old uppercut feels kind of eh even if the monster gets launched and explodes.

Because I don't see too much of a reason to use the uppercut except for making it rain.
I do like it though

>> No.2259454

Yeah that was me.
I am glad my random suggestions helped in some way.

>> No.2259459


Anon it's like I said before: you guys are the biggest help I could fuckin get for GMOTA, I may argue with you guys over stupid shit and I wind up agitating the ever loving hell out of you all with my dumb questions and indecisiveness.

But I'd pretty fucked if I only had the ZDoom forum's feedback to go off of.

>> No.2259461

You've never agitated me once with your attitude.
You're always been pretty nice about it and you haven't thrown any fits that I'm aware of.

You're good people.

>> No.2259462

I've never played Push.

Is it popular on multiplayer servers?

>> No.2259463


>> No.2259465

It gets pupulated on its times. Average matches would be with more than 8 users, i think 2 days ago, Push server had like almost 20 players

>> No.2259470

Might as well call the next version "By Popular Demands Edition"
Also too much spikes IMO. Make it a middleground between first wid and this, then also lower their arch so it could be more useable in confined space.

Also you should test how it would behave in low-ceiling areas.

>> No.2259471

will there be randomized banners, like in essel's map?

it's no complex dumb or aow2, but there's people on the server almost every day.
jump in the server and hang for a little bit, you'll almost always draw a crowd.

>> No.2259472

How do you make the "holograms"?

Unloved did this with a fading door.

Isn't it something like
>lots of lines
>same texture on all
>some fading option

>> No.2259473


They bounce off ceilings, but I'll lower the count a little, and yeah it pretty much IS by popular demand.

In fairness these things I've been revamping sucked ass previously

>> No.2259475

It's actually three semi-transparent linedefs with midtextures. Nothing too fancy!

Nope, just the four for right now!

>> No.2259478

it might look pretty but does it play well? that's more important than fancy visuals.

>> No.2259480

>In fairness these things I've been revamping sucked ass previously

A lot of stuff really really needed to be addressed.

I still can't believe so many people didn't even try to use the cannon since it's problems were pretty blatant.
Same for the Power sword slashes.

>> No.2259483

I see, easier than I thought.

Though I'd probably hold off on using it myself, it's cool looking but niche.

Be silly just having it all around in levels like "Holograms bitch, checkit"

>> No.2259485


Hence why I've been so hellbent on fixing this, I guarantee hardly anyone even USED the power cannon because of subshots, and no one used powered sword attacks because it cut into item crash juice and they were shitty

>> No.2259491


I can do that, sure.
I'm pretty sure people will then point out afterwards you can't do the same with swording, though.

I will put all the blame on YOU, anon.

>> No.2259492

>I'm pretty sure people will then point out afterwards you can't do the same with swording, though.
Be all like "Iron Maiden's fists gets a special combo because it costs meter to even turn the damn thing on"

>I will put all the blame on YOU, anon.
I will take this burden happily if it means you can keep making your really fun mod in peace.

>> No.2259493

>I'm pretty sure people will then point out afterwards you can't do the same with swording, though.

>Pull out Kharon + Scabbard
>Slash > Scabbard hit > Launcher > Double jump > Spinslash

>> No.2259495

fuck 'em
or do what >>2259492 says and explain it's because of the slow attacks + combo meter

i've been finding the acacia really great for the combo linking, with how fast it is but more damage
i mostly have been doing the same as you, but with
slash > pistol > launch > pistol > doublejump > spinslash

imo moving the launch to its own button has seriously boosted the effectiveness of the pistol/scabbard

>> No.2259497
File: 666 KB, 640x320, yeah try using this in tight corridors, assmunch.webm [View same] [iqdb] [saucenao] [google] [report]

If anyone has any interesting ideas for a visual/traveling effect for the primary fire, I'm listening, because this could be a real problem

>> No.2259502

Have it spawn a little bit in front of the player instead of on the player?

>> No.2259503


It'll still get eaten due to the weave effect

>> No.2259504

Have it start off as one then let it split into two.

>> No.2259507
File: 619 KB, 400x225, 50940-BbNh.gif [View same] [iqdb] [saucenao] [google] [report]


Well, shit, first few minutes of testing has shown this to be fun as hell.
It's in. Enjoy, bros, and thanks.

>> No.2259523

How does it work?

>> No.2259529


Just spent the last 20 minutes trying that.

Nope. Not happening, can't figure it out, I can't into math at fucking all. Let's try for something that won't make me want to an hero.

>> No.2259530


I just pushed it to the git, but the technical of the matter is after you fire, you go to a Fired2 state which is just a blank frame resting for a tic. During this time, hitting the Uppercut button will take you to the PrepareToHold state, which removes all of the dummy items taken in firing (which fist comes out, if you're holding down fire, etc), before slinging up the fist in an uppercut.
If you hit someone, the avenue for doing an uppercut is even shorter, which means you can slug someone into the face and then (almost) instantly go into an uppercut.

In short, swing fist, hit dude, uppercut 'em, don shades and flex while they flail helplessly in mid-air.

>> No.2259534

How about two shots that start off going straight before twirling?

>> No.2259539


I tried that too, fuck it, I'm going the lazy route:

Reduce the height and radius of the spinning bola projectiles, it's a little more manageable now.

Now the real question is: what the fuck should these spinning projectiles do when they hit walls?

>> No.2259546

i am stupid, i can't work out if this post is talking about gmota or demonsteele

>> No.2259549

Please tell me this is going to have cool 80's cyberpunk music

>> No.2259550



>> No.2259551



>> No.2259552


>> No.2259553

swan fox

>> No.2259554



>> No.2259556


>> No.2259557


Project TMXOA-steele

>> No.2259558


Demon May Crye.

>> No.2259559

Heresy Iron

>> No.2259561
File: 53 KB, 680x757, explosions_comparison.jpg [View same] [iqdb] [saucenao] [google] [report]

Why do I like the Duke explosions so much more than Doom's?

>> No.2259564

They're brighter, more fluidly animated, and the mushroom cloud implies a more powerful detonation?

>> No.2259567

The sound is much more satisfying and they have more of an impact

Doom's own are like a wet fart by comparison and feel underwhelming

>> No.2259568



back to try to shit-stir again?

>> No.2259569

a)Stick, damaging stuff that walks in between
b)Bounce off as 2 separate projectiles.

>> No.2259571


I'm going with a tracker version of this song:

>> No.2259572

What about Quake 3's compared to Dukes?

For reference, the explosions used in Brutal Doom are taken from Quake 3.

Agreed on the sound too, sounds more destructive. Duke's sounds are odd like that as many others sound terrible but the explosions came in nicely.

I don't see what is shitstirring about having a discussion of the games aesthetics.

>> No.2259573


Bouncing might be cool

>> No.2259576

Without a doubt Risen3D is the best Model pack for DOOM.

>> No.2259578


>> No.2259579

Oh, In that case. Show me a better model pack if you can..

>> No.2259590

There is no best modelpack for Doom, because there is no not even good, but even decent modelpack for doom.

best shit among shit is an arguable title, especially to someone who does not care about discerning between different kinds of shit.

>> No.2259592

>implying model packs can be good.

>> No.2259604

>In short, swing fist, hit dude, uppercut 'em, don shades and flex while they flail helplessly in mid-air.
I kind of see a problem with this.

And that's how I kind of one shot everything in Iron Maiden mode except for Cyberdemons/Masterminds.

>> No.2259647
File: 51 KB, 170x251, ron jomero acting silly.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2259691

Okay boys.


here's another WIP, the biggest changes I can name off the top of my head are the power cannon alterations and the improved dart mode


>> No.2259696
File: 22 KB, 622x390, a.jpg [View same] [iqdb] [saucenao] [google] [report]

Quake 2's bodies gibbing into meatballs was pretty funky.

>> No.2259709
File: 731 KB, 1021x764, fucking_afterlife.png [View same] [iqdb] [saucenao] [google] [report]

Well, managed to get through the Whispering Winds, so I probably should be able to get through fucking Afterlife II.
Trailblazer is such a fun mod.

>> No.2259727

Chest/cubes are breaking teleports again dude.
Are the darts even buffed? Charged shot is awesome, but the burst is horrible.
What was the point of making it innacurate and reducing the mana gain if its still weaker than red shot spam?

>> No.2259732


Each dart does 20 damage, and each uncharged buster pellet does 20.

Maybe I should ramp it up to 30 per dart? I'll also raise up the mana gain a little more again. Also the chests are breaking teleports again? Damn it, how the fuck did I fix that before... Ooh boy

>> No.2259735

What theme is that map? Hell/medieval?

I've never liked it.

>> No.2259742
File: 70 KB, 638x477, wat.png [View same] [iqdb] [saucenao] [google] [report]

Also this happens if you shoot the pow cluster in water, some balls keep bouncing FOREVER.
You only increased the mana usage btw, if you have 20~29 mana the icon wont be greyed out but you cant use it.
The shield bounces off the sky too, is this intended? Its fun, but how the fug does that work?

>> No.2259749


Woops, I forgot to edit the fullscreen HUD's values on that, my bad. That shit can be easy to lose track of.

as for the shield bouncing off the sky, yeah that's intentional, no it doesn't make sense, but really you could also argue where the fuck Blaz is pulling all of these shields from.

>> No.2259754
File: 78 KB, 640x480, watttt.png [View same] [iqdb] [saucenao] [google] [report]

Seriously Kegan what did you do to these poor balls?
3 of them are travelling glued to the ceiling, some are stuck inside the plataform, the rest are bound to bounce for all eternity.
Is this some zdoombuild problem? Its one month old at worst and this only happens when they bounce in water.

>> No.2259759
File: 36 KB, 393x391, 1354619006173.jpg [View same] [iqdb] [saucenao] [google] [report]


What the fuck. Okay uh, I'll try to look into that.

>> No.2259773

The charged dart can one shot masterminds...
I know you've been saying for longer than I can remember that bosses would get ripper immunity, but that is coming in the official v.0.9.8 release, right?

>> No.2259778


I don't really fuck with monster settings until I replace them.

Though I suppose I could just do

mastermindreplacer : actor replaces spidermastermind

and that should in theory just make the mastermind immune to ripper shots.

>> No.2259791


Nope that didn't work, but a bit of lazy copypasting yielded better results, masterminds are now immune to rip.

may as well do it for the cyberdemons, fatsos, and lost souls too.

>> No.2259796


>> No.2259805


... Huh. Well then, that's also an option. I'll just use this instead

>> No.2259870

Not sure if it needs a 50% damage boost, but it needs something.
The charged dart before it spreads is really bad compared to the buster, angry martians and lower die in the same number of direct shots, but no AoE. Its really good for densely packed big monsters after a set distance, but the buster is already almost as good and so are all the cannon subweapons.
Primary has almost negligible dps over the buster at very short range, is worse at medium and generates less mana. Add the fact that the charged shot is less versatile and the only thing keeping you from using the buster 99% of the time is that darts look cool as hell.
Imo it should either :
- be better overall, but no mana
- way less damage but normal darts can rip
- something to distinguish the darts from buster uncharged shots, maybe 2x delay but fires 6 darts at the same time with huge orizontal spread/knockback
- make it so you can trigger the charged dart to open it by pressing fire again instead of being fixed into a distance
- turn the charged dart into a subweapon and do something single target oriented to replace it
Any 1 of these would be great.

>> No.2259895
File: 293 KB, 1600x900, Screenshot_Doom_20150226_191010.png [View same] [iqdb] [saucenao] [google] [report]

>Wanted to use Selfies with vacation doom.
>Vacation Doom has decorate weapons and you cannot get the screenshot to work properly.

Pics of doomguy at a water resort would have been hilarious.

>> No.2259897
File: 174 KB, 1366x768, Screenshot_Doom_20150227_021409.png [View same] [iqdb] [saucenao] [google] [report]

What the hell is this?

>> No.2259901

looks like a bento

>> No.2259903
File: 342 KB, 1600x900, Screenshot_Doom_20150226_185847.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2259904
File: 882 KB, 960x540, tsppushscreen3.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2259906
File: 463 KB, 1600x900, Screenshot_Doom_20150226_190519.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2259917
File: 201 KB, 1032x795, hrrmmm.jpg [View same] [iqdb] [saucenao] [google] [report]

More rookie questions from the Zandronum server running newb, any help is appreciated...

Question one:
Can I somehow disable/hide these elements (pic related) from the HUD? They weren't there until I introduced some other wads, it's only a minor annoyance but it'd still be nice to be rid of it.

Question two:
Under Deathmatch flags I've checked: Don't spawn health, don't spawn armor and don't spawn runes. But there still seems to be items spawned all over the map just like normal. Is there something I've missed to keep items off the map?

>> No.2259932

>Question 1
I don't know. Maybe you could reduce your screen size if you really don't want them in the HUD.
>Question 2
I don't know, and it's likely that you'll just have to look through the deathmatch flags some more.

>> No.2259935

TSP-special maps when?

>> No.2259939

1. you can try resizing the hud ('-' or '=' by default). There might be a flag in the hud options to use a different UI. Only two things you can do really because those hud elements are there because of the weapons mod you got.

2. It might be possible that those flags don't work due to the weapons mod you got. You should try testing this by removing all your mods and rehost the server. If the health and armor don't spawn, then that means the mod is causing the issue.

>> No.2259945

I was going to ask why the banner says "detective" in Japanese but after Google Translate check I found out that the exact same characters also mean "criminal" in Chinese

How did that happen

>> No.2259952

you could always just extract the graphics from instadoom and compose them onto things yourself. i suppose that's cheating, though.

>> No.2259956

Thanks, always appreciate the guidance in these threads.

I'll keep poking around and see what I can come up with. Starting to wonder if I shouldn't just learn how to edit wads myself so I can really sink my teeth into this.

>> No.2260089

Are there any wads that focus on story telling?
Like a sort of Half Life style of story telling.

>> No.2260108

I want to make something with Doom Engine, but I have a few questions before I start my work.
>can I rotate the camera? not left or right or up and down, but like, in degrees - clockwise or counter clockwise
>can I make the view fade to black after a certain action?

>> No.2260119
File: 1.03 MB, 1920x1080, Screenshot_Doom_20150227_151938.png [View same] [iqdb] [saucenao] [google] [report]

Just finished Doom 2 in Project MSX.

I like the idea of Project MSX but I'd prefer playing maps designed for the mod instead of maps made for vanilla Doom.

>> No.2260127 [DELETED] 

you mean this kind of rotation? it might be possible in OpenGL (GZDoom) but in a software mode engine you can forget about it

>> No.2260130
File: 18 KB, 640x480, 1425068946.jpg [View same] [iqdb] [saucenao] [google] [report]

you mean this kind of rotation? it might be possible in OpenGL (GZDoom) but in a software mode engine you can forget about it

>> No.2260134

Is software mode popular? Seems like every PC would be able to handle OpenGL.
What about fading?

>> No.2260138


>> No.2260147

>Seems like every PC would be able to handle OpenGL.

GZDoom's implementation of OpenGL is hacky and slapshod at best.
No, not everyone can run it.

Here we go again.

>> No.2260149

>can I make the view fade to black after a certain action?

With either ACS (FadeRange) or liberal applications of A_SetBlend increasing in intensity, yes, you can fade to black.

>> No.2260153

Did I trigger something?
I only played Doom (2) in 2002 when I was a little boi, don't know shit.

>> No.2260163

here's the tl;dr of the matter
suffice to say, gzdoom 2.1+'s shoddy opengl implementation has caused issues with people, and people love to fight

>> No.2260168

a sizeable fraction of doomers will use software mode out of choice. however if you are making something entirely "un-doom-like" (and it seems like you are), you will have an audience and they will all use gzdoom. (unless they can't because of hardware issues)

>> No.2260170

Damn, what should I use then for max compatibility?

>> No.2260171

as with all volunteer software projects you are most likely to have the best experience with hardware/software that most closely matches that of the developer, which in this case i believe is windows/intel/nvidia.

>> No.2260175

hard to say. perhaps an engine not based on doom at all. depends what you want to do.

>> No.2260182

To put it roughly, it's gonna be Hotline Miami in First Person, but that's just to give you a rough idea what it is gonna be about.
I would like to use Doom because it seems perfect for this idea: 3D maps and 2D sprite enemies.

>> No.2260189

Sounds easy peasy, use Zandronum. Especially if you want to play online with your mod.

>> No.2260192

Isn't Zandronum just built on top of GZDoom or I am getting the wrong idea of "has most features of GZDoom"?

>> No.2260194

Also, can I make map figures move? The doors can move in the game, can I make a pyramid from 4 triangles and have it move in any direction after something triggers it?

>> No.2260196

>horrible multiplayer
>more advanced engine (code-wise)

>good multiplayer
>still uses 10+ year old ZDoom engine

>> No.2260220


That's a difficult question.
If you're looking for "maximum compatibility" then you're not gonna be able to use a lot of more advanced Doom modding features--PRBoom+ is probably maximum compatible but that's designed primarily for mapping, and doesn't support a lot of features beyond mapping. There's DEHACKED, but that's oooooold and archaic and horrible to work with.

If you want to stick with the Z-derivative of engines, there's Zandronum--it has the most active multiplayer out of all the Z engines, but it's so far behind the codebase it's not even funny. About one or two years ago (!), there was an announcement of 2.0 coming about, which got everyone excited and happy, but then...uh...it hasn't been released. The big advantage of 2.0, catching up with the engine, is kind of moot at this point. Still, projects designed for Zandronum tend to work in ZDoom and GZDoom, so that's a huge amount of compatibility.

If you want the most cutting-edge bleeding features (such as the aforementioned camera fuckery), then you want GZDoom. But at that point, maximum compatibility goes completely out the window. You'll be using advanced features AND an advanced renderer--while you'll still have an audience, it won't be as big of an audience.

Basically, you can't have both maximum compatibility and the most features. You'll have to pick between one or the other down the line.

I mod for Zandronum and I do fine, but then again all my projects are kind of maximum hax soooo

>> No.2260235
File: 228 KB, 591x591, Quake_2-Front.jpg [View same] [iqdb] [saucenao] [google] [report]

whats the best way to play quack 2!!!!

>> No.2260252

Terminus pls.
He should stick to Zandronum and help us find bugs in the 2.0 builds, so we can release it asap.

>> No.2260254


>> No.2260259

cool track

>> No.2260262



>> No.2260267

brainless, its kinda boring and dull
I prefer the original quack

>> No.2260318

I hope pretty damn soon! I'm working on something right now like that right now, actually.

That's weird, I tried to do some research on the translated words before I made the graphics for them just to be sure I didn't put some nonsense in there.

>> No.2260349

Might be doable with 3d objects, but those only appear correctly in OpenGL. If people play your mod in software it will either be invisible or look weird.

>> No.2260353

Is HACX 2.0 still in development?

>> No.2260356

I guess?

>> No.2260357
File: 85 KB, 1280x960, quake2max547.jpg [View same] [iqdb] [saucenao] [google] [report]

my vote goes for playing as a sexy vampire goddess. I didn't play too many gameplay Q2 mods. The old janky grappling hook was pretty fun to fly around with in CTF though.

>> No.2260358

Zandro 2.0 is nice, but when are they gonna implement that user account system for people who are caught in a range ban? Given zandro probably hasn't evolved beyond AOW2, GvH, and that zombie mod, but I still want to see the interesting mods that I have missed out over the years.

>> No.2260359
File: 148 KB, 800x600, velocity.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2260363


It's already implemented.
Just not a lot of servers or mods are using it.

If you're caught in a range ban, talk to the admins about it.

>> No.2260365
File: 170 KB, 640x1440, 1425076571.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2260370
File: 35 KB, 640x360, 8zJtuqIl.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2260371

>It's already implemented.
Really? Does this mean people like me who have IP addresses that reset on a daily basis (sometimes more) can just use a login system to play now?

>> No.2260372
File: 71 KB, 800x600, vispwip_zpsx4v5fwii.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2260376

>Build a vast twisted hellish church map.
>The player has to kill some Spidermasterminds which guard a demon gateway and
>find some skull key

>> No.2260381


From what I gather, the account system isn't for server privileges, it's for mods to keep track of individual users and their accomplishments/statistics.
Like CTF matches can keep track of frags/captures/defenses, or theoretically you could have a persistent inventory system that keeps your equipment when you hop off/hop back in.

For the sake of bans, it's entirely irrelevant.

>> No.2260389

This looks really neat.

>> No.2260402

I find it weird that the Zandro team would opt for a manual system dealing with whitelisting.

You think they would have built something semi-auto where a person asks for a whitelisting and they are given an account that can temporarily whitelist their current IP. Then just track people who use the account/IP and check if there is any problem who uses it. Of course you would also add certain restrictions to ensure the account isn't distributed/abused. If a person on that account ever violates some rules they can just revoke that account.

Is the team really paranoid that a single person within their large range bans is constantly trying to bypass the ban everyday? I am willing to bet over half those banned people would not even bother to come back if the bans were suddenly lifted.

I mean, Zdaemon is known for banning entire countries because of one guy. I would have thought Zandro would be above that.

>> No.2260416

>Is the team really paranoid that a single person within their large range bans is constantly trying to bypass the ban everyday?
i'm not the team, but the existence of one or several people doing what you describe wouldn't surprise me at all

>> No.2260421

It might come across as strange for the japanese players (all 3 of them) since the meaning is completely different there but at least it's not Shadow Warrior level gibberish

>> No.2260423

There was that one guy, Mr.Cheater was it? He thought he was le ebin ruseman, but usually got banned rather quickly.

Isn't he banned from nearly every multilplayer doom port?

>> No.2260437

>Is the team really paranoid that a single person within their large range bans is constantly trying to bypass the ban everyday?

This has actually happened.
Several times.
PsiPaula, Mr. Cheater, ShadowFox...

>> No.2260454
File: 350 KB, 1600x814, qualitychannel.jpg [View same] [iqdb] [saucenao] [google] [report]

this: >>2260416 >>2260423 >>2260437
when they can't get around the zand bans they spam #zandronum with bots like they did today
(pic related)

>> No.2260465

I wish Zandro would use something akin to what Steam does. I mean, how many multiplayer games today even need to use range bans?

It just seems these people cause far more damage by denying other people to play (probably one reason they are doing this).

I wish I had the means of making my own Zandro masterlist. Then just have it up to the servers themselves to enforce bans.

All it takes is one autist to ruin it for everyone.

>> No.2260493

Are IRC bans separate from Masterlist bans? Is this all it would take to create new range bans?

>> No.2260502

They are.

>> No.2260510

>Then just have it up to the servers themselves to enforce bans.

but this is already possible?
sv_enforcemasterbanlist and sv_enforcebans can be opted out of on a server.

>> No.2260515

Then your server will be hidden on the master list.

That and how will people who are already banned from the masterlist supposed to see it?

>> No.2260516

no it won't
and even if it was, you can just directly connect to the ip

>> No.2260518


Giving the big bolt ripper properties might work. Or some kinda effect on hit.

I could probably double the amount of bolts per burst and increase the spread too. Also tonight I start working on new item crashes. Got my work cut out for me there

>> No.2260523

>no it won't
You are probably right. I just remember some time ago people could opt out, but you might end up being hidden or some shit. I guess they changed that since then.

As for the IP, where would one get those? Being banned from the masterlist does not give you what servers are being hosted. So I assume I would either have to get it from the forums, reddit, or here.

>> No.2260528

Of course you can do that in software.

>> No.2260558
File: 942 KB, 900x1350, rip.jpg [View same] [iqdb] [saucenao] [google] [report]


Unfortunately, Night Dive Studios has failed in their bid for NOLF.

>"We had managed to get a hold of the source code for the first game and the second game. We had already created a laundry list of updates and enhancements and bug-fixes that we wanted to do to the original titles," he said. "So, essentially what we would've ended up with was a definitive version of both of those games. We were about to commit a large chunk of development time in making sure that No One Lives Forever 1 & 2 were 100% compatible with Windows 8 64, Linux, OSX, had a full complement of Steam features, achievements, working multiplayer, dedicated servers… this is our baby, and we really wanted to give it every chance that we could, to make sure that people would play it again, and enjoy it to its fullest extent."

Kick told me that they'd "probably gotten overzealous" and had even created marketing materials for their re-release.

>> No.2260563

glass atari

>> No.2260576

I hope the source code gets leaked and fucks atari over.

>> No.2260582


Atari is unbelievable.

>> No.2260585


>> No.2260590

Atari needs to go bankrupt and die again.

>> No.2260614

Has Atari done ANYTHING GOOD ever?

And don't give me that 2600 shit, that was different people entirely even though they had the same company name.

>> No.2260619

get ready for the best dancing mad midi ever

>> No.2260734

I honestly think Atari is worse than Ubisoft or EA now. At least they make games.

>> No.2260748

>HDoom is the only decent porn mod

>it will never be finished

>every demon girl has the same face/hair combo

Anyway, does anybody know how to replace the sound for finding a secret in GZDoom, WITHOUT making it so that the new sound overrides wad specific ones?

In other words, just change the vanilla secret noise, not the custom secret noises certain wads use.

>> No.2260753

Look up SNDINFO I guess is what you want.

>> No.2260780

Apparently it's supposed to be moddable so that you can change things up.
Anyways there are a few other ideas for monster qts out there, you could probably whip some up if you wished.
A cool idea, though, might be to add a system for adding in alternate sprites so that they appear at the same time at once with default sprites so that you have a variety of different ladies for a single type of demon.

>> No.2260808

With a patch or fix for the music. Or with the CD in so it can be read.

>> No.2260815

Aren't all doom mods moddable? Hell .pk3 is just a renamed zip.

Only DRM I have seen people make with wads is some sort of image obfuscation thing where images are messed up upon extraction.

>> No.2260816

Any news from that guy who was sorta finising Samsara (or adding stuff, i dont remember exactly).
Those threads changes faster than i can follow,

>> No.2260827

If a mod doesn't include its ACS source, you can't really change anything there or even see how it works. It's also considered highly disrespectful to directly edit someone's work, as opposed to making a separate addon that is loaded alongside the original, untouched mod.

>> No.2260828

Okay after testing it a bit I think you should make Boomerang sword cost more to "reload" to match it's newfound effectiveness.

It's quite a potent weapon now that it doesn't satellite around enemies.
I would also maybe argue for it to disappear a little sooner too.

The new darts are nice but I wouldn't mind seeing it get a slight buff.
The big shard is also quite swell.

>> No.2260832


A lot of people are working on a lot of Samsara add-ons. Nobody is "finishing" Samsara.

The four most notable projects at the moment are A: Jesh's/Cyantusk's terrible, terrible add-ons which are extremely slowly becoming somewhat vaguely within the realm of sort of tolerable after a whole two fucking years
B: Donald's "change every character to satisfy my personal grievances" project that originally started as an Expander replacement for the Freezethrower
C: The Zandronum Monster Randomizer, which is a generic realm667 mash-up randomizer monster mod (?) that requires the add-ons to function (?!?!)
and D: the Samsara Monster Mixer, which takes the games the Samsara heroes are from and brings in their monsters to replace the Doom bestiary. Actually kind of decent, though it suffers from the typical "what monster do I cram X into"?

>> No.2260840

Just the multiplayer.

>> No.2260845

Also I have to say the new Axes feel pretty alright. The faster air speed helps it keep up.

I'm really digging POW Axes in particular. Those are powerhouses.

>> No.2260847

Yeah, its probably A or B. I was talking about the ones who had Jaguar sprites for the Wolf weapons.
Gonna keep visiting there ocasionally to see if there's still light to those addons.

>> No.2260850


>Samsara Monster Mixer
>though it suffers from the typical "what monster do I cram X into"?

This is true, especially for the games that had less monsters than Doom 2.
I didn't have fun filling out the roster for the Chex Quest, Hexen, and Heretic sets because of that.

>> No.2260853

So what does Atari actually do these days? Hog onto the rights of games and never let them get used?

>> No.2260859

They do this and publish casino games and other useless shit.

>> No.2260863

Also one more thing, you might want to give the boomerang sword a cost to throw it too.

It's really powerful right now.
I really like it a lot but it needs a bit of tweaking considering it's effectiveness.

>> No.2260868

From the wiki page
>On June 22, 2014, Atari announced a new corporate strategy that would include a focus on "new audiences," specifically "LGBT, social casinos, real-money gambling, and YouTube."

So not a whole lot.

>> No.2260875

Can anyone share the Stronghold editing guide please? Trying to make a nice skybox and acs.

>> No.2261009


I'll lower the lifespan and raise the cost of recalling the sword. I want throwing the sword to be free so players can discard the sword whenever they please

>> No.2261014

That is fine then.

I was just thinking that it's really really powerful right now.

Also I love the axes now.

>> No.2261017


I'm glad to hear that. I made them travel faster and hit harder, but of course they bounce less and the fire rate is slower to compensate. I feel pretty content about the subweapons now. They feel all relevant and fun

>> No.2261048

Is POW Axes bouncing off enemies when hit directly with them intentional?

It still hurts and it keeps the big axe in play so sometimes you can get a double hit but I was just wondering.

>> No.2261053

>I feel pretty content about the subweapons now
I am assuming you scrapped the bracelet (again), but I am fairly sure you said the hammer would become a subweapon when a temporary magnet item for them was suggested.

>> No.2261056

I think he changed his mind on that when he wanted all the characters to have access to the Crash hammer.

>> No.2261058

>However, what I got planned for the crash hammer is semi spoilery, so I can't tell everything. But lemme reveal what I got planned:

>It's going to become a subweapon that every hero can access, though it'll behave differently depending who's wielding it, Blaz will swing it like a melee weapon, allow for crushing blows and some cool jump attacks, when you power your sword up, then you'll be able to throw the hammer just like you can as the sub-item. getting a POW will electrify the melee attacks

This is from january. He then repeated that it would become a sub after the shieldgate happened.

>> No.2261101

If the problem is the throw not matching the item crash resource, you can move it around and make the POW hammer function similar to hexen's hammer : it there is something in melee range, Blaz swings it normally, if there isnt, he throws the hammer. Now you only need to come up with a new item crash. I suggest a gigantic hammer that sends nearby enemies upwards.

>> No.2261121

>how to replace the sound for finding a secret in GZDoom

surely you can just replace the file sounds/dssecret.flac in (g)zdoom.pk3

a mod supplying its own would be loaded after zdoom.pk3 thus superseding it

>> No.2261129

Oh boy.

Anyone got any replacement .flac files?

>> No.2261136


Doesn't have to be .flac, I used a .wav file and it worked fine.

>> No.2261164


Yeah, POW axes bounce off enemies for extra madness.


What this guy >>2261058 said. Hammers are still going to become a unique subweapon in the very near future, just give me a bit. Also I might have it THROWN for a default attack and the Item crash be a unique, devastating melee attack. We'll see.

Don't remind me about shieldgate. Please.


>Context sensitive hammer attacks.

That is also a good idea.

>> No.2261192

Did you fix the Shining Knight issue on level change?

It didn't drain meter if you end a level with Shining Knight and I don't think it can be turned off either.

>> No.2261194


I did! You should be able to see for yourself in the latest test version, do you need a link again?

>> No.2261207

I got the link, thank you.

I am going to run through Hell Revealed 2 to see how it is.

>> No.2261212

>Risen3D is the best Model pack for DOOM.
Find a better model pack if you can, remember kids saying something is shit doesn't count as a model pack.

>> No.2261217

I could swear I've seen that movie before,could you tellme how is it called?

>> No.2261219

Could someone post them? I've been searching them for some time now without any success

>> No.2261220

pretty sure it's from "army of darkness", the third in the evil dead trilogy

>> No.2261227

That looks enchanting.
pls don't be slaughterwad

>> No.2261229
File: 1.18 MB, 2145x3202, 1309229282234.jpg [View same] [iqdb] [saucenao] [google] [report]

It's a kickass adventure movie, with a comedic streak (departing greatly in tone from the darkness of the first movie).

Give it a watch, it's amazing.

>> No.2261353

What was the name of that .wad which took place in a huuuuuuuuge ass black stone walled asylum and you started locked up in a cell? I think it was wrath of something.

Also what was that other .wad in which you were in a house and at different parts the world changed into a nightmare?

I haven't played doom for so long I forgot all these.

>> No.2261361


They are going to do a series right ?

>> No.2261365
File: 2.73 MB, 300x200, Ash, housewares..gif [View same] [iqdb] [saucenao] [google] [report]

Series? In what sense?
First movie was in the 80's, horror movie.
Second movie was later, more comedic, basically a remake/retcon of the first movie (much more professionally done, but not as scary).
Third movie is a direct sequel, and isn't as much horror as it's an adventure/matinée.

They did a remake a few years ago, which actually wasn't bad, they decided that since they couldn't actually find a good replacement for the original star actor of the series even if they tried (he's rather iconic by this point), and would instead omit his character and rewrite the basic plot.

And aside from those, there's really not much else, there was a bunch of comics, which I've never read, and there were some videogames (that weren't exactly... perfect).

Oh, and some dudes did a Total Conversion for Doom way back, over a decade ago, and while it's definitively not perfect (it predates ZDoom), the level design is actually -quite- fun.

>> No.2261367

Evil Dead getting a TV series.

>> No.2261369
File: 2.99 MB, 488x374, bruce-campbell-gets-kevin-soreboned.gif [View same] [iqdb] [saucenao] [google] [report]

No clue about that dude.
There's been all kinds of rumors.

One was that the surviving girl of the remake was going to be in some sort of quasi sequel to Army Of Darkness together with Bruce Campbell, but he's getting up there in the years, he's not quite as agile, or not-fat as he used to be. Still got the looks though.

Unless there's any official news, I'd not hold out hope.

>> No.2261371

There's official news.

>> No.2261372
File: 2.01 MB, 640x320, double the darts double the fun.webm [View same] [iqdb] [saucenao] [google] [report]

So I'm trying shooting double the amount of darts per burst, and I increased the spray a little more, up close it shreds most monsters and at longer ranges you can plink crowds to soften them up

>> No.2261373


Anon there's going to be a series with bruce and raimi.

>> No.2261389
File: 547 KB, 2448x3264, gvt92v7.jpg [View same] [iqdb] [saucenao] [google] [report]

I got pic related from work.

Does anyone have the original, un-fucked with disk images for Doom? The first disk is wonky and I think it's corrupted or something.

>> No.2261392
File: 1.35 MB, 2560x1920, IMG_20150228_143233.jpg [View same] [iqdb] [saucenao] [google] [report]

I think I might have, pirated version.
What you need?

>> No.2261394

Mind uploading all of them somewhere? I was gonna re-write the disks, I'm assuming all of them are fucked
If worst comes to worst I'll just write them to blank floppies

>> No.2261404

I am retarded, I don't have a floppy disk reader.

>> No.2261405

wait nvm found my old PC, gonna take a while.

>> No.2261406

Thank you so, so much
I'll check back in a while, you're truly a god among men

>> No.2261417

Here you go, it was about time I did a backup of my floppies anyway.
Still fresh from 1999.

>> No.2261418

My god, thank you for this

>> No.2261419

>implying I haven't riddled it full of viruses

>> No.2261461

What's your opinion on the Zandronum community?

>> No.2261471

>Valiant comes out
>author specifically states that it won't work with gameplay mods
>Zandronerds' first reaction is to make a patch so they can play it with complex doom
When we had regular servers, most of them were passworded for good reason.

>> No.2261474

Why you running that outdated as fuck version anyway?

Actually, that was zdaemon, and it was more along the lines of "enforce our bans or GET THE FUCK OUT"

zandro servers that don't enforce just get a "warning, this server doesn't enforce, trolls may roam" note.

haha, I just shat out a 10 minute fix couple days ago to fix some of the more egregious shit about that Eleena character, as well as a bunch of quality-of-life stuff.

It's polishing a turd (like I do with rga2ref erry day), but at least it's something.

>> No.2261478

How the fuck is that a bad thing?

>> No.2261487

So ture.

>> No.2261489 [DELETED] 
File: 284 KB, 334x574, 1420388275936.png [View same] [iqdb] [saucenao] [google] [report]

Because most people were like
>If it ain't workin with Complex Doom / Brutal Doom, it belongs in the trash.

>> No.2261498

For almost any other mapset, it wouldn't be. Most of them don't change monsters in any significant way, if at all. Valiant, however, makes pretty major changes to several enemies and is very carefully balanced around those enemies. I don't even want to think about what happens in maps that make use of the detached floating arachnotrons when you use a gameplay mod, and then there's also the problem of the Valiant chaingunners actually being nazis. It's disrespectful to the author at best and completely ruins the maps at worst.

>> No.2261506

1) It might be Asylum of the Wretched.
2) Dunno, Unloved maybe.

>> No.2261508

Yep, those were the ones I was thinking about. I found them sometime ago with random searches but thank you very much for the help.

>> No.2261510

Well fuck me, now I'm excited!

>> No.2261512

>It's disrespectful to the author at best and completely ruins the maps at worst.
it could be argued likewise for any carefully balanced mapset run with any balance-changing gameplay mod (which is almost all of them).

>> No.2261516 [DELETED] 

In other words, who here is up for some samsara co-op?
server name is: just samsara co-op

>> No.2261519

It would be more akin to playing Chex Quest or Hacx and making a patch so you can load your replacement mod that was designed for Doom. It won't just be unbalanced, that's a given when playing with gameplay mods. It'll be flat-out broken. You'd be able to completely ignore the boss at the end of Chex E1M5 and just run past it to the exit, or you'd get Cacodemons instead of windows in Hacx.

>> No.2261523

>it could be argued likewise

That's not how logic works.

>> No.2261526

What are the scariest/moodiest doom wads that aren't littered with jump scares?

>> No.2261553

Oniria is pretty good.

>> No.2261558

I dont doubt for a second that 90% thinks exactly like this, but even on /vr/ we have people getting butthurt when they try to combine BD with donut steele.
One retard making a compatability patch shouldnt be an example of why the entire community must be blocked away.

>> No.2261579
File: 178 KB, 329x339, perspiring kerchief mage.png [View same] [iqdb] [saucenao] [google] [report]

>Satanic Redux

>> No.2261591
File: 204 KB, 800x670, 1421185308682.png [View same] [iqdb] [saucenao] [google] [report]

>clearing a newgothic map and walking around the map admiring your bloody handiwork

>> No.2261621
File: 322 KB, 1280x960, multicolouredketchup.png [View same] [iqdb] [saucenao] [google] [report]

"It would be cool if the coloured enemies also had coloured gibs"

This idea was so silly I'm totally gonna try expand this further sometime with some additional gore things just to see if I can make a very colourful paint factory with slaughter maps.

>> No.2261627

I'm planning on making a map pack, got a couple more or less done and want critique. https://www.mediafire.com/?fw52cvkl9mz1n57

>> No.2261637
File: 32 KB, 498x318, Welcome_Traveler.jpg [View same] [iqdb] [saucenao] [google] [report]

They are okay. First two books are pretty interesting takes on the first 2 doom games. Things start getting weird in book 3 and by book 4 you wonder what the hell is going on.

Book 4 a FAR cry from how the first two books played out, not necessarily in a bad way. Things just start getting... weird...

Let me pose this situation to you as an example;
Assume you were traveling in a space ship to an alien planet to kill some aliens and when you got there you found out the planet was abandoned. When you travel to another known alien planet you find it abandoned as well. It turns out your spaceship is borked and time passes hundreds of times faster OUTSIDE your spaceship while traveling above the speed of light. Basically a 1 year journey inside the ship is 100+ years outside the ship. What do?

>> No.2261649

Travel back home, hope that Humanity has developed a way of staying alive long enough to see me come back. If not, wonder if I can clone someone female and repopulate Earth.

>> No.2261653

can we all agree that iddqd mod is shit?

>> No.2261685
File: 262 KB, 640x360, Freehugs.png [View same] [iqdb] [saucenao] [google] [report]

Can anyone recommend any wads like Scythe and Scythe 2?

Basically megawads which have multiple "episodes" within which get progressively harder with entirely different themes?

>> No.2261689

AOD-DOOM actually came out almost 2 decades ago at this point.

>> No.2261690

Speed of Doom has three "episodes", but they're not vastly different from one another.

>> No.2261693

I never understood why people loved god-mode so much.

>> No.2261705

Is it possible do make a duke-like portal transgression in GZDoom? What I mean is not silent-teleport, but link together two portions of the map seamlessly, like making that 720-circle in Duke3D's Lunatic Fringe level.

>> No.2261721

Any gameplay mod that goes well with Unloved, or should I just play vanilla?

>> No.2261735

GMOTA goes really well with it. I felt like I was playing a first person Castlevania

>> No.2261792

Look up stacked sectors on Zdoom wiki.

>> No.2261828
File: 205 KB, 1280x720, Screenshot_Doom_20150228_135313.png [View same] [iqdb] [saucenao] [google] [report]


Strange music choices and a few strange texture selections, but they're not...bad, really.
Sudden texture ending here really triggered my autism, though.

>> No.2261850


this is a basic but nice tech style map. it has some things i'm very fond of; you get a glimpse of the red key through a window, find the blue key next to the exit, track back for the blue door, then finally return with the key to a repopulated level. so full marks for level progression.

it is mostly vanilla in appearance, using stock textures and a detail level of a competent 1995 map. however, it uses slopes, and mixed flats and textures. i noticed some missing textures on the sides of the slope up to the red key (where the baron of hell is encountered).

undeterred i attempted to record a first attempt demo. since i had to record this in zdoom, it will probably not play back in sync for anyone else, but it can't be helped.


>> No.2261892

For some reason that reminds me of the virus enemies from Dr. Mario.

>> No.2261912

Do you use translation or do you recolor every sprite manually?
Dont want to download 50+ mb for this.

>> No.2261940

Is it possible to use same effect Horizontally? What I want - 720rad circle like in Duke3D's E2L11 without obvious teleportation (e.g. so persistend decals, items and enemies that follow player would not disappear when player crosses the line)

>> No.2261945

Also how well does ZDoom handle multiple room-over room situations? I want to make a pretty big level, and it has to have 3-4 room-over rooms directly above/below each other, so they appear as being in the same spot on the minimap, but in fact those are separate rooms with no connection to each other.

>> No.2261976

Pretty easy to do once you get a hang of 3D Floors and/or stacked sectors, as I've said look it up on ZDoom wiki.

>> No.2261983

Cheers bro. Dunno how I missed that texture void.

>> No.2261987

Does Eternity Engine support custom m_skull and status bar graphics? Hr2 doesn't show them.

>> No.2261994


Mostly trasnslation
I only manual recolour the most difficult ones.

>> No.2262032 [DELETED] 
File: 57 KB, 400x327, B-39nOqUIAAR2q2.png [View same] [iqdb] [saucenao] [google] [report]

on pixiv by 88alice

>> No.2262034
File: 372 KB, 1550x1268, 49004370_p0.png [View same] [iqdb] [saucenao] [google] [report]

on pixiv by kurashiki

posted thumbnail instead of full picture, gj me

>> No.2262070
File: 1.67 MB, 393x221, 13677239208.gif [View same] [iqdb] [saucenao] [google] [report]

>specifically "LGBT, social casinos, real-money gambling, and YouTube

>> No.2262132


>> No.2262172

>but they're not vastly different from one another.

Same can be said about Scythe 1, though. The only real change was the final episode going fullblown hell. Which is also true for SoD.

>> No.2262234

*breaks arm*

>> No.2262276
File: 207 KB, 1216x1792, scrap794_d.jpg [View same] [iqdb] [saucenao] [google] [report]

What was that for?!

>> No.2262279

animes is for losers

>> No.2262282

You should get some help from a megasphere girl or soulsphere girl

I hear they heal everything instantly and Overheal you to twice as healthy or something.

>> No.2262303

anime is for doomers

>> No.2262304

Yandere sentinel?! She'd better watch her back.

>> No.2262305
File: 217 KB, 1280x1792, scrap794_e.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2262323

Who the fuck is drawing this?
Terminus? Alice? Miura?

>> No.2262324

Slimes do one damage you fool!
Cute though

>> No.2262328
File: 104 KB, 896x896, scrap802_b.jpg [View same] [iqdb] [saucenao] [google] [report]

Ok here's the real slimecharge

>> No.2262332

Charcola is.

>> No.2262368

What if this game had pimps instead of imps. "Bitch you'd better have my money!" Just a fun thought I had

>> No.2262380

Doomguy pimp adventures? Or was that basketball players?

>> No.2262392

>playing Unloved
My god do I want to punch the creator for that fucking corridor with the arch viles resurrecting all the corpses, while having nowhere to hide.

>> No.2262394

You hide where the red key is.

Hopefully you found the secret rocket launcher before you went there though!

>> No.2262404

That's what I am doing, though I already wasted my rockets somewhere else, so I only have like 4 shots.

>> No.2262407
File: 274 KB, 1366x768, Screenshot_Doom_20150228_230254.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2262410

guys what if the berserk pack was just tobasco sauce.

>> No.2262415

>not playing unloved with hdoom
for the notice... ara-vile can not cum any time sooner?

>> No.2262419

Anyone know if lilwhitemouse is still active or not? That gal always make something awesome then leaves it hanging.

then it goes in the eye?

>> No.2262425

>Anyone know if lilwhitemouse is still active or not?

She just posted in the TSP thread:


>> No.2262426

So that's what causes the red tint!

>> No.2262431

No wonder berserk packs are lying everywhere, they're just black-colored MREs

>> No.2262440

What doom mods have the best music? I'm looking for a "demons up in this motherfucker" type feel.

>> No.2262442

Demonsteele has the Metal Jukebox, which has loads and loads of metal midis and is compatible with anything.

Except TSP for some reason.

>> No.2262449

Should TSP also have a jukebox?

>> No.2262451

What kind of music would it have?

>> No.2262452

The problem is TSP fatal errors a lot with the projectile intercept code when the jukebox is loaded.
Fuck if I know why, really weird error considering there's no script conflicts.

>> No.2262454
File: 243 KB, 1280x720, Screenshot_Doom_20150228_213042.png [View same] [iqdb] [saucenao] [google] [report]


Works for me.

>> No.2262458

Probably a mix of electronic/rock, like Celldweller sort've stuff? I dunno. I never play Doom with in-game music save for a few wads. As stated above, right now it causes some crashes with the jukebox (which we weren't intentionally testing compatibility with it, mind you), but we'll see.

>> No.2262460

>TSP fatal errors a lot with the projectile intercept code
calling it now, it's because of some ridiculous hacky fucking stupid thing that scroton did

>> No.2262461


>> No.2262479


>berserk is replaced with a bottle of hot sauce
>boosted movement speed
>super hard melee strikes
>every so often a plume of fire shoots of your mouth

This would be awesome

>> No.2262480
File: 196 KB, 1366x768, Screenshot_Doom_CC4.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2262484

>hook u in the gabber
>swear on me mum

>> No.2262536

I am done with this fucking map.

>> No.2262549
File: 307 KB, 1366x768, Screenshot_Doom_20150228_235807.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2262553

Speaking of Unloved, what are some good horror wads?

I know of Shut Up and Bleed, but that really doesn't work without a good creepy music .wad and an appropriately spooky mapset.

>> No.2262560
File: 34 KB, 824x147, PSOJr.png [View same] [iqdb] [saucenao] [google] [report]

Happy Time Circus 2

>> No.2262565

Love it.

>> No.2262567

Someone needs to name the BFG 9000 the BFG 9001 in their mod

>> No.2262591

>25gb of ram

>> No.2262595

When i make an internet-circa-2008 themed wad ill make sure i do :^)

>> No.2262597



>> No.2262606

Big Feels Guy.. Shoot feels guy faces at the opponent and watch them cringe to death at reliving NEETdom!

>> No.2262614

>tfw pistol starting e2m6

>> No.2262621
File: 39 KB, 633x900, Those emotions.jpg [View same] [iqdb] [saucenao] [google] [report]

Be sure to add funny me me(TM) like advice dog, dsfargeg, rickrolling and irrational hate of furries! the /b/ of the past will love it!!!

...I'm honestly surprised no one has incorporated feels into Doom. Though I do remember an :awesome: face wad from years ago.

>> No.2262634
File: 428 KB, 1600x900, Screenshot_Doom_20150228_222938.png [View same] [iqdb] [saucenao] [google] [report]

The creator of the SMM is a bastardly bastard.

>> No.2262647 [DELETED] 
File: 1.19 MB, 1672x1672, 9.jpg [View same] [iqdb] [saucenao] [google] [report]

>irrational hate of furries!

>> No.2262705 [DELETED] 


You'd be shocked how much actually good shit furries have contributed to vidya. The reasonable ones just keep their furry shit out of their work.

Then of course you got that kid behind regular day

>> No.2262736 [DELETED] 


>> No.2262742 [DELETED] 

mad furry detected

>> No.2262745 [DELETED] 

Are the mods asleep?

>> No.2262753 [DELETED] 

>You'd be shocked how much actually good shit furries have contributed to vidya.
Like? Genuinely curious.
But still, furries were fucking obnoxious. The "fursecution" thing was just retarded

>> No.2262774
File: 14 KB, 344x432, 1419547286164.png [View same] [iqdb] [saucenao] [google] [report]

The funny thing is that the 40k posting in response to furfaggotry was just as bad, it was practically shitposting vs shitposting. Posting reaction images is technically shitposting too since it contributes nothing.

Enough of that, more Doom. Practically speaking, what TC settings would /doom/ like to see?

>> No.2262782

>Practically speaking, what TC settings would /doom/ like to see?

An actually well-done noir TC.

>> No.2262785

>Posting reaction images is technically shitposting too since it contributes nothing.
Threads rarely get to the image limit. And in those that do (storytime threads in /co/ for example) posting reaction images is rare and frowned upon.
And they're fun. In a way, they encourage OC too.

And about the 40k thing, hey, at least it gave us /tg/ which is great.

>Enough of that, more Doom. Practically speaking, what TC settings would /doom/ like to see?
The Berserk mod. Probably will need it's own maps

>> No.2262803

I'd like to see more accurate movie TCs, now that Doom modding is so flexible compared to how it was in the early days. Seems everyone interested in such things left Doom long ago, unfortunately.

>> No.2262816

>at least it gave us /tg/ which is great.

Wasn't /tg/ around far, far before that?

>> No.2262835


>> No.2262837

I don't know my board culture but I think the Warhammer Wednesdays were before /tg/

>> No.2262921 [DELETED] 


Well for while it's not retro. A lot of models in TF2 have been contributed by furries. There's some good people in the doom community too. I won't name anyone. But they do exist.

I'll drop it there. Let's talk mods

>> No.2262964

Berserk mod when?

I just want to use a big sword against demons and the closest I can get to this is playing GMOTA
I don't use the sword in GMOTA because punching is way more fun

>> No.2262968

surely his own arm, in order to receive her attention
which map is this from?

>> No.2262970


would you believe there was a time I thought about removing the sword entirely and just have Blaz with his bare (armored) hands?

>> No.2262975

I can see it.

It's not really that the sword is even bad.
It's just those punches are really nice and it's probably that little pause between the second and third hit that gives it a good rhythm.

>> No.2262980


and this is why I like having the sword throw cost no mana, so players can start up and immediately chuck the sword if they just want to punch shit. Options are nice

>> No.2262984

>shining knight will never turn the sword into a two-handed monstrosity
>demonsteele will never have a two-handed sword
>all the other sudden influx of swords in other unrelated mods will be shit and not two-handed

why even live

>> No.2262990
File: 15 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google] [report]

>>shining knight will never turn the sword into a two-handed monstrosity

Kustam's BFG weapon is gonna call upon the Ironsword, which will be a two handed monstrosity that flings what can best be described as flaming grenades.

and I'm gonna make damn sure it feels like you're swinging a fucking heavy sword.

>> No.2262993 [DELETED] 

Yeah ok.

>it was practically shitposting vs shitposting
I'll actually fully agree on you with that.

>> No.2263004

This sounds really nice.

>Demonsteele won't have a rapid punch mode for God Hand style pummels against Cyberdemons and Masterminds
>Or a power stance for Kharon(Although I guess Iron Maiden's fists could be viewed as such)
I've just grown to really like heavy hits that feel powerful.

Iron Maiden needs to be addressed since I managed to have it on from the first BFG in Alien Vendetta all the way to the very end without having to turn it off once
That's like 24 or 25 levels straight.

>> No.2263009


I'm still trying to think of what his primary weapon is going to be though, the guy is a tall lanky son of a bitch and I feel like he needs to wield something appropriate to this. I don't want to go for a sword cus Blaz has the swording department covered

so maybe like a one handed war axe, or a war hammer, a metal baton, or something like that. Fuck

>> No.2263014
File: 66 KB, 249x318, DAMN USSO WHERE'D YA FIND THIS.png [View same] [iqdb] [saucenao] [google] [report]

>what was supposed to be an offhand remark ends up generating massive /v/irgin buttdestruction
tep lol Now where the hell are the mods?

That sounds fucking awesome. Wonder when the first class addition will be.

A mace?

>> No.2263018
File: 14 KB, 489x514, paris.png [View same] [iqdb] [saucenao] [google] [report]


If I choose a mace, it'll be different from Parias' mace for sure. I want something that conveys the feeling of reach. Kustam's melee attack will have an absurd reach, further than Blaz's.

and work will start on the lanky knight man once I finish up adding all of the monsters, and Blaz is nearly done, THANKFULLY

>> No.2263021

>Weapons with reach
Two handed swords

>> No.2263029

there was a map made for cchest4 that had various /b/ references in it.

for example, a suited, question-mark-headed person with "anonymous" written underneath as a frequently-encountered wall texture, and four rooms that spelled out NEDM when viewed on the automap.

it also had a trial-and-error switch puzzle, a "time tunnel" (i.e. a wolfenstein section), generally poor mid-nineties architecture, and tried to use every wall colour afforded to it by cc4-tex, often in the same room.

it didn't make it into the final version obviously.

>> No.2263034


The two handed sword will be reserved for the BFG power.

Kustam's main gimmick with his primary weapon will be reach, hit for hit it'll do less damage than Blaz but he has a further reach, so a poking weapon like a rapier or spear might actually work.

>> No.2263045

I loved the lilwhitemouse's bittersweet aka bitter.wad. Too bad she never finished it as I know of it.

>> No.2263046

We Whomp'em?

>> No.2263048

Are you going to make Kustam or Samson next?
You should give the kobold a special move where he holds his bag of holding upside down to create a trail/mountain of explosive flasks.

>> No.2263053


Man whomp 'em was such a weird fucking game. I need to start writing down the basic stuff for Kustam in the near future.


Kustam is next, and I really dig that bag turning trick for Samson.

Also seeing as the hammer is gonna be something that every hero gets their own version of, I think Samson is gonna get a smaller ball peen hammer that you throw, smashes into enemies and gives them a speed debuff, I'll call it the kneecapper.

>> No.2263067

Whomp'em was weird because they just slapped an indian over a game about Journey to the West.

>> No.2263101

You could have a texture with the game written on it and it would cause the medusa effect when you looked at it. Then a monster closet opens and lost elementals (remodeled to be the troll face) spits lost souls (remodeled to be the troll face) at you. Newfag or oldfag... you know this idea is win

>> No.2263103


People being able to do Iron Maiden consistently normally wasn't that big of an issue to me, since it was designed specifically for players to be able to wade through slaughtermaps with it consistently.
That being said, though, with all the upgrades it's gotten and the buffs Hae-Lin's receiving, it's probably going to need to be getting a few serious tweaks come the next build.

While I'm probably not gonna have time to give it the attention it needs (I'm already going to have to skip a few features I really wanted to do for v0.8), which of these options do you think would be better for it?

1: Reverse the soul cost--soul drain is slow when out of combat, but fast when in it. Don't punish the players for getting lost/wanting to explore, but instead increase the cost when mid-combat to compensate for the slaughter.

2: High-tier enemies get explicit anti-Iron Maiden attacks--slow, extremely choreographed attacks that instantly take all of the armor bar or stun you for a bit or damage you through the armor.

3: Rework the way soul gain is done in Iron Maiden. Instead of basing it off kills, base it off hits--every hit landed gives explicitly one soul point, instead of a whole chunk on killing enemies. Thus, higher damage levels kills enemies faster, clearing out areas harder but ensuring the player can't hang out for it long.

4: Meh, leave it as it is. It's a power fantasy mode for massive clusterfucks.

5: Alternative suggestion?

>> No.2263105


even as journey to the west it was fuckin weird.

>> No.2263114
File: 6 KB, 389x371, doomguy_peek.png [View same] [iqdb] [saucenao] [google] [report]

I'm tempted to put up a Doom Core server.

What would you guys wanna see on Doom Core? (Samsara, RGA2, WoC, etc.)

>> No.2263143
File: 1001 KB, 1280x2880, 1425198917.png [View same] [iqdb] [saucenao] [google] [report]

FLAT-692.WAD - http://www.doomworld.com/idgames/?id=328

"This is a level which was originally intended to be a simple copy of our flat. Our flat proved to be very boring so I added a subterranian section."

obviously i can't comment on the accuracy of representation of the author's flat, but it is fairly detailed for a 1994 level so i guess he put considerable time into it. there are many secrets to discover and other interests for explorers. however the layout is cramped and does not play particularly fluidly. the "subterranian section" has more room to move but much of it is quite plain, with metal walls - and a lot of monster closets.

at the start on UV there is quite a population of monsters wandering around. they constantly open doors, the sound gets a bit annoying. more importantly, it can be frustrating if you don't find a weapon quickly. also be wary of pressing the first button you see. (however, if you can run around a cyberdemon+others in a cramped space, and push another button that hasn't raised out of the floor yet, you can access the exit very early)

>> No.2263152

Hm. So I'm looking at the big spikeball detonation after it jumps up and slams into the ground. This is really fucking cool but the problem is the explosion I've given it usually nudges monsters out of the way of the incoming dart rain.

Anyone have any ideas?

>> No.2263161

so do you just hit random and review whatever comes up or...?

>> No.2263170

>1: Reverse the soul cost--soul drain is slow when out of combat, but fast when in it. Don't punish the players for getting lost/wanting to explore, but instead increase the cost when mid-combat to compensate for the slaughter.
This would be okay I guess.

>2: High-tier enemies get explicit anti-Iron Maiden attacks--slow, extremely choreographed attacks that instantly take all of the armor bar or stun you for a bit or damage you through the armor.
They don't even get a single chance to attack. Every hit makes them flinch. Cyberdemons die in around 4-5 punches and the Mastermind replacements in 3.

>3: Rework the way soul gain is done in Iron Maiden. Instead of basing it off kills, base it off hits--every hit landed gives explicitly one soul point, instead of a whole chunk on killing enemies.
This is a good changeconsidering every enemy is going to die in one hit.
Unless you rework the punches to have a combo or something, at which point it would still be good.

>Thus, higher damage levels kills enemies faster, clearing out areas harder but ensuring the player can't hang out for it long.
Even at low rankings Iron Maiden will end up one shotting everything pretty fast since rank will not drop until a real hit goes through the armor.

>4: Meh, leave it as it is. It's a power fantasy mode for massive clusterfucks.
If it's going to be a power fantasy mode then it needs to feel good.
When Iron Maiden goes on too long the limited moveset kind of takes it's toll on how enjoyable it is.
It's really really powerful but since you end up becoming an invincible force and in melee all you get is a single hit(Uppercut is kinda pointless still) and at range you get weak shots, charged meh shots and the big beam of "not really worth throwing your soul meter at since punching will wreck shit real fast and the soul gain makes it stay about even" it kind of becomes a bit grating.

>> No.2263172

implosions are cool too

>> No.2263174


They are, but I don't want to intrude on the rolling bomb's turf, I'm trying to avoid overlap as much as possible

>> No.2263185

>5. Alternative suggestions
Make the punches feel more fun instead of feeling like Iron Maiden is autopilot.

The power punches right now feel GREAT.
But after the wow factor goes away you're just kind of being invincible and instagibbing everything in a single punch.
And due to it's AOE and sheer damage output you end up one shotting groups with it and just dash in to the next group and continue as such.

So how about something like..
Instead of the Uppercut, turn it into the big power hit that we got going on right now? Have it take a little meter so you can't just run in and blindly smash everything for free? If you want it to be flashy then maybe it can smash weaker enemies into other enemies for it's AOE damage. So instead of the uppercut launching enemies up, you punch them and launch enemies out.

Then the regular attacks can be faster or have a sort of small basic combo going on with maybe the last hit be the uppercut without the slow launching property?

Launching enemies upward feels really really pointless in Iron Maiden right now due to it's sheer killing power.

It is fun to watch the weakest enemies get launched and go splat though but outside of that it doesn't really have a use since I can kill launchable enemies in droves with a single punch.

>> No.2263186

Make the darts have more horizontal range so they drop at a very slight angle instead of straight down.

>> No.2263194


Huh, that's surprisingly effective. Good suggestion anon, thanks!

>> No.2263201

Also if I had to choose from the list of tweaks to Iron Maiden it would be 1 and 3 together.

If it has to stay a power fantasy then it should be a fun power fantasy.

I really really love the concept of Iron Maiden mode a lot and the punches too.
But right now I choose not to use it because of how strong it is.

Even the specials feel kind of pointless right now because of how strong it is.

You can also help alleviate this by making hits to the armor drain the rank meter a bit. Permanent SLAYER when in combat kind of leads to it feeling a bit boring.

>> No.2263203

thank you for your support :). i haven't done these kinds of reviews anywhere else. it's easier and more comfortable here, you can just splurge out a bunch of screenshots and some words, and the anonymous, non-permanent nature of the site means you don't have to be perfect (off-site archives notwithstanding).

it is random but a little more selective than just mashing the random button on the doomworld frontend. i won't bore you with the details, they involve filtering fullsort.gz by year and subdirectory and then selecting a random file from there. i am more likely to get something actually worth playing that way.

>> No.2263206

>But after the wow factor goes away you're just kind of being invincible and instagibbing everything in a single punch.
>And due to it's AOE and sheer damage output you end up one shotting groups with it and just dash in to the next group and continue as such.
this is not a problem
the sheer power is the point of a bfg weapon
the problem is that it can last too long, not that it's "too powerful"

>> No.2263224

Using a BFG9000 as an example there is a few things that keep it from turning it into autopilot
>Doomguy isn't invincible with it out
>There is a pause between shots
>It has ammo limits
Iron Maiden is well above BFG tier.
It's Russian Overkill tier.

And the power of the punches right now trivialize it's other options pretty hard.

>Not much reason to shoot, you have a double jump and dash to get to everything
>No reason to charge your shots, it's actually weaker than punching.
>No reason to Kamehameha unless there is an absolutely massive amount of enemies in front of you, and I'm talking NUTS quantities.

The fact that it lasts so long on top of all this makes it really imbalanced.
There needs to be something to tone down the the punches so the other things have a use at least.
Even if it's just making a punch take a 1 point of meter or removing meter gain on kill AND not give it meter gain on hit will make it more reasonable than it is right now.

>the problem is that it can last too long, not that it's "too powerful"
It WILL last too long on top of being so powerful for pretty much no cost.

Small mapsets like Scythe? You will tear through everything so fast and rank meter stays high, turning it into an instagib on any group and it can carry the player through quite a lot of levels.

Slaughtermaps? All the souls will keep you in it for the entire level and pretty much the only thing that will even hurt the player is Revenants

Playing through Alien Vendetta the only time I was at risk of losing the meter for Iron Maiden was at map 20 and that's because I got lost.
I still had enough to finish the level(Only red meter left) and refilled it through just playing the rest.

>> No.2263231

>No reason to Kamehameha unless there is an absolutely massive amount of enemies in front of you, and I'm talking NUTS quantities.
that is the point of the move

>It WILL last too long on top of being so powerful for pretty much no cost.
so that's why we make it last shorter???
what's the problem

>> No.2263245

Just watch out for the cyberdemon and his cronies...

>> No.2263248

>that is the point of the move
Which is actually invalidated by the power of SLAYER punches right now outside of quite literally Nuts.wad
Most enemies can not break through the armor bar right now outside of Revenants or a pack of Archviles. It is much much more meter friendly to just punch everything. And since right now meter is gained on kills the mode is basically everlasting.

>so that's why we make it last shorter???
This doesn't quite solve the issue of the punches being so powerful that it makes the other options kind of pointless.

Once again there is no reason to shoot, charge shot or Kamehameha. There is also no reason to uppercut.
They are not even somewhat relevant to the mode on any mapping style.

For the most part there isn't even really a reason to strafe shots as well. Just holding the dash button allows you to bruteforce every encounter but a pack of Revenants and that's just because Revenant rockets tend to stack onto one another and can blow through the armor instantly.

>what's the problem
It's a literal I WIN button where the dominant strategy is basically the simplest and noninvolving Doom can get that only gets more and more powerful with more enemies since it's self sufficient.

Which is the polar opposite of playing without Iron Maiden.

>> No.2263257

>punches are main weapon of mode
>we need to make punches less strong

>iron maiden lasts too long
>we need to shorten it
>no, we just need to make punches less powerful

hold on, are you the same guy who was arguing a while back there was no reason to use anything other than the exodus?

>> No.2263260

>we need to make punches less strong
I'd take punches being more fun as an alternative. Or at least make the other stuff feel relevant.

>we need to shorten it
>no, we just need to make punches less powerful
Except it needs to be shorter and I have not said anything to dismiss it needing to be shorter.
But that doesn't really address the problem with punches being so much stronger than everything else.
And I'd be fine with that if punches were fun.

Only thing I found pointless in Demonsteele was the scabbard but then I found out that it makes the sword itself better.
I don't use anything but the Scabbard now but that's personal preference since I love melee in Demonsteele

>> No.2263261

Question (perhaps retarded} about Demonsteele.
How do you activate Iron Maiden mode?
(yes, I picked up the armor)

>> No.2263264

Push the Use Inventory button.
Default key is Enter.

>> No.2263265

my mistake, sorry anon
prowling through the zdoom thread there's like everyone going "such and such is pointless" and half the time it isn't actually

i should take a break if i'm getting defensive over a silly weeb mod

>> No.2263275


Discussion like this is wonderful in helping figure things out. Thanks for the feedback.


Yeah, hit Use Inventory. It's in the pickup message, friend!


One of the big things I'm noticing about having a gameplay mod so outside of the typical Doom gameplay is that there's a lot of people that just don't "get" it. It's too hard, it's too easy, it's too clicky, it needs more moves, it's too complicated, it needs more depth, it needs its own custom levels, it needs to work with more Doom levels, etc.
Sometimes it's frustrating, but most of the time it's just really interesting to see how radically different people can approach one single thing.

Though I think my favorite was one person complaining that he hated Hae-Lin's personality because of picking up burgers and soda after an intense battle and saying how delicious they were.

>> No.2263281

It's okay anon, I understand how that feels.

I just don't want things to feel pointless but with Iron Maiden it feels like I am kind of shoehorned into just punching when I have the other things available. I get that it's about the punching too.
And I love the punches itself. They got so much oomph and watching the demons pop or knocking their blocks off or punching Barons in half? Doesn't really get old.

I just don't really find myself ever using anything else with Iron Maiden.
And I feel so invincible that I end up just not using it now.

I just don't really like that feeling of going in autopilot.
And I'd really overlook it if punching felt a bit more involving.

But I do have to say I don't see the point in the Uppercut at all outside of just visual flair but that's only talking about practicality I think.

I think Hae Lin feels really well balanced outside of Iron Maiden.
I tend to stick with the Scabbard because dat defense and more sword power. Also the stuns.
It's actually really really handy and I love the playstyle with it.

Also I love sheathing the sword after specials. My favorite addition to the mod by far

>> No.2263283

>The spoiler
I think it fits her personality since after a good workout having a tasty meal and drink is THE BEST DELICIOUS

>> No.2263284

I don't suppose there have been any Hotline Miami based WADs made?

>> No.2263289


Yeah, pretty much how I feel.
Then again, I may be biased for obvious reasons.


I'll see if I can squeeze in a few more tweaks before release--the aforementioned option 1 would be extremely easy to do, but I'll need to fiddle with the values a bit.
I'll also reduce the AoE damage on the punches just a little.

>> No.2263291

>person complaining that he hated Hae-Lin's personality because of picking up burgers and soda after an intense battle and saying how delicious they were.

Solution: make plugin that changes soda and burgers into wine and a fine cousine, also make Hae-Lin a gentlemanly woman with a cane-sword that speaks with brittish accent and demeans demons in a polite british way.

>> No.2263294

>sheathing the sword after specials
Was there an update I missed? My ver is 0.74 and she does not do that =\

>> No.2263296

Get the Github version https://github.com/TerminusEst13/Folded1000Times

Then do specials with your scabbard out.
Monsters killed with it will be frozen in place.
If you wait a second afterwards she will put the sword away, causing all of them to get dismembered at the same time.

It never gets old

>> No.2263297
File: 607 KB, 1280x2000, 1425206082.png [View same] [iqdb] [saucenao] [google] [report]

FY1A.WAD - http://www.doomworld.com/idgames/?id=101

two maps, e1m1-2. curiously the boss map comes first; it mostly consists of a single room where you fight a cyberdemon, with two invulnerabilities, and a pile of rockets and plasma. collecting the second invuln by jumping off the stairs lowers a wall where you can find a key guarded by some cacodemons and the exit.

the second is slightly more extensive. it has quite a nice layout with glimpses of as-yet-unreachable areas, and some unexpected traps. do note you actually need to go in the lava, so don't feel too smug about avoiding the sinking floor.

i didn't recognise the filename but the maps were familiar. turns out they are e3m7-8 in wadpak1[a], where their order is not unsurprisingly switched.

>> No.2263302
File: 54 KB, 324x289, 1365835792842.jpg [View same] [iqdb] [saucenao] [google] [report]

>flat athletic girl
>british accent
>polite and elegant woman able to get down and dirty

>> No.2263303

can anybody recommend a good wad to play with shut up and bleed that wont be ridiculously hard?

>> No.2263305
File: 1.03 MB, 640x320, best idea ever.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.2263306

I think the point of the mod is to be ridiculously hard.

TryThreshold of Pain, it works pretty good provided you never pistol start.
Unloved works until it becomes a Slaughtermap.

>> No.2263307

Checking through this dicussion on Demonsteele's iron maiden over power made me think in Project MSX

Let's go with something simple in MSX
It does not, have a real BFG weaponand by real BFG weapon i mean something more devastating than a super charged greanade/fist, the BFG slot replacer is a damn instagib weapon [That is very badass, i tell you.]
Why do i mention this?
Because Project MSX has the perfect balance of "The over-powered player that fights over-powered monsters"
Where i am going with this?
That discussion about "demonsteele's iron maiden that can kill anything because of one attack" made me realize that the pointed issue could be fixed if the enemies could be a little bit morestronger or faster or as simple as it gets. Not suck.
Soldiers for example, Zombiemen could try to avoid being close to you or answer with a kick and push you a bit away [this, if you let them do that.]. Shotgunners should shoot small spread shots or a shot that is stronger than a single laser of either a chaingunner of zombieman [this if demonsteele has divided life tokens a la TLoZ heart counters] or throws you a greanade. Chaingunner should stop firing if it notices you block his shots, this making him either throw a greanade or because demonsteele is cuhrazy, make it pump up his chaingun to shoot 5 lasers in a Contra's Spread gun styled shot.

>> No.2263308

well i mean i'm playing with darkdoom w/o the flashlight so i'm going easier on myself

and thanks i'll try it out

>> No.2263309

maybe dtwid, something that doesn't have huge amounts of monsters.

>> No.2263313

Russian Overkill

>> No.2263315
File: 55 KB, 360x280, lewd.png [View same] [iqdb] [saucenao] [google] [report]

>do specials with your scabbard out

>> No.2263317

What if there's a standalone pack that combined both Hell revealed 1 and 2 in one mapset?

>> No.2263318

load hr with http://www.best-ever.org/download?file=hr2-supplemental2.wad

>> No.2263319

i don't think they would go well together, the map styles are too dissimilar. despite the name they have little in common.

>> No.2263323

Who drew this?

>> No.2263325


>> No.2263328

That's cute.
Thank you anon.

>> No.2263331
File: 216 KB, 482x436, 1419782063816.png [View same] [iqdb] [saucenao] [google] [report]

>Those dual shotguns
So fucking satisfying going POW POW POW into a group of tougher monsters.

>> No.2263337

Too bad I find the other guns kind of lacking though. The dual revolvers are easily fixed by replacing the firing sound with Serious Sam 3's pistol sound.

Minigun is great too.

>> No.2263341

DemonSteele is already compatible with Brutal Doom, what are you talking about :^)

>> No.2263342

legitimately looking forward to the compatibility changes, it'll make for really fun runs

>> No.2263345

Rev up those katanas

>> No.2263347

This map just calls to be run with destructible pickups.

>> No.2263354

Damn, I guess i'm right.
>Risen is the best.

>> No.2263359

>replying to yourself 27 hours later because nobody took your shit bait the first time

>> No.2263413

looks like you are never getting badass fan art of Hae-Lin, term.
On the other hand you got oc donut steele fan art which is even better imo

>> No.2263458

You could make something similar with the melee item crash (if it gets context sensitiveness).
If you kill something with a melee hammer hit it creates a small invisible explosion that deals X damage and knocks enemies into the air. If that explosion kills something, it creates an identical explosion centered in the corpse.
Basically you get a huge melee hit + shockwave that chains endlessly if there is only living armors and below in the range, but would be of little to no use against meatier things (besides the first whack).

>> No.2263468

Guess you're the anon that's been sperging about models in the last couple of threads, why are you so obsessed with them ?

>> No.2263521
File: 243 KB, 900x900, tumblr_n2s4boAwWA1rr0yjho1_1280.jpg [View same] [iqdb] [saucenao] [google] [report]

>what TC settings would /doom/ like to see?
40k :)

>> No.2263530

To be fair, I would've liked to play 40k wad, because that setting has some cool weapons. Especially if you play as regular human such as guardsman, since they have widest choice of weaponry and they aren't overpowered assholes like spess muhreens.

>> No.2263567
File: 150 KB, 800x673, farseer_WIP3.jpg [View same] [iqdb] [saucenao] [google] [report]

I've had this itch for doing an IG wad or "Firewarrior-but-not-shit" for a long time, but it's one of those things that won't happen.

>> No.2263594

Michael Jackson's Moonwalker

>> No.2263608

Apparently the Romero was on CNN last week.


Some interesting conspiracy theories there. Given the amount of mainstream attention Doom's had recently (Mythbusters etc.) the idea that Zenimax PR/advertising is in overdrive is not implausible. But at the same time I can't help but feel if the idea wasn't championed by Linguica, it would be laughed at.

>> No.2263610
File: 266 KB, 1024x600, Screenshot_Doom_20150301_102840.png [View same] [iqdb] [saucenao] [google] [report]

I know we're getting close the limit/passed it, butt fuck it, here's another screenshot.

This is of a side-room area connected to a large outdoor area. It's an optional room that has the architecture complete but the items/enemy ambush has not been fully set-up yet. Building a hell map made me realize that while hell themed maps can be harder to make, they are way more satisfying to look at and easier to put cool shit without needing an explanation.

>> No.2263627

I wouldn't doubt that Bethsoft is ramping up to a reveal soon.
I'm guessing teaser, then full trailer at E3.

>> No.2263635

>I know we're getting close the limit/passed it, butt fuck it, here's another screenshot.

heh. waiting to fall far enough down the board for thread recreation is agonising, isn't it?

anyway, your altar/shrine thing looks good. may i suggest adding some lighting contrast? bright and dark patches so the whole thing isn't the same light level.

>> No.2263665
File: 126 KB, 640x480, Have Fun.png [View same] [iqdb] [saucenao] [google] [report]

Yeah, I sat here for a full minute debating whether to or not but then decided that if it restarts then I will re-post because it sometimes encourages other anons to share their work.

I usually reserve doing the detail lighting for last; the room itself is set slightly lower than the "outdoor" sector that's right outside, but I do it because I'll make sectors specifically for certain lighting which will fug with my building the levels. It's still something I have to keep in mind because, at this point, I want to finish it and be done. Thanks for lookin' out.

>> No.2263720

>conspiracy theories
> Linguica

it's right in front of your eyes and you don't even notice it

>he returns after years and years, with no explanation, as if he had never been gone

>he releases his first WAD in like a decade out of nowhere, and it's a weird meme-type WAD that appears intentionally designed to get a ton of mainstream media attention

>the WAD is also purposely gimped to run in basically any Doom port, instead of being a ZDoom-only mod like his previous couple of weird mods had been (suicide gun, gravity gun, rickroll gun)

>He makes offhand references to the possibility of Zenimax tossing money to noteworthy Doom-related people to keep it in the public eye


>> No.2263726


>> No.2263727
File: 221 KB, 500x375, pZLjI.png [View same] [iqdb] [saucenao] [google] [report]


he didn't make the rickroll gun, that was kinsie. he just made the video of it. i got this wrong too.

>> No.2263790



>> No.2263921
File: 263 KB, 480x767, 1425159215070.jpg [View same] [iqdb] [saucenao] [google] [report]

>Trailblazer + Colorful Hell + Community Chest 4
It's like a whole new game.

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