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2270116 No.2270116 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2263782
(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.2270117


[03-01] Romero on CNN: http://www.doomworld.com/vb/doomworld-news/71883-john-romero-talks-doom-on-cnn/

[02-26] Unloved is back, but not as a Doom mod: http://www.doomworld.com/vb/post/1347196

[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.


Please reply to this post with news.

>> No.2270147

>>doesnt actually retire, or returns very shortly afterwards.

I'm still waiting for NMNPaul to return

Any day now...

>> No.2270165

Could anybody help me? I'm having issues with PrBoom+ where it'll drop in framerate when I'm running it with a resolution of 1920x1080 with uncapped framerate.

>> No.2270176

Chocolate Doom
Crispy Doom

Great Tier
Eternity Engine

Good Tier

Meh Tier

Shit Tier

>> No.2270180

you forgot Doom Retro

>> No.2270183

>implying anyone uses that

>> No.2270184


>implying fucking anyone uses SMMU, 3DGE, MBF and Eternity too

>> No.2270193

What maps make the best use of Project MSX's movement options? I've tried Hellbound, but the first couple stages didn't feel very good; too constricted for my liking.

>> No.2270208


>> No.2270210


>> No.2270216

Why use any of those besides Choc (for Doom), ZDoom (for mods) and Z& (for dm/survival/invasion)?

>> No.2270221

Hellcore 2.0 is fun to jump around in, as well as Scythe 2.

>> No.2270225

PrBoom+ is limit removing and doesn't choke on large maps like ZDoom. I prefer it over Choco

>> No.2270249

PrBoom+ for limit-removing and demo playback/recording (plus uncapped framerate, complevels, and higher res while retaining a vanilla style)

Eternity for portals

Odamex because it's actually really good and I'm sad not many people use it

>> No.2270253

>and I'm sad not many people use it

because its audience is a niche.

deathmatching, whether it is with mods or not, is not the most frequent game mode these days.

what's so hard to understand about that?

>> No.2270298

Was there ever a Doom wad that was based on F.E.A.R. or at least, had a scary girl in it?

Not Ghouls Forest 3

>> No.2270301

>TSP has the mag grapple, a skill to pull enemies in
>GMOTA has the grappler to pull monsters on
>demonsteele is getting a sheath hookshot
>all have swords
>all have plans for extra characters


obviously they're all made by the same person.

>> No.2270305

Terminus, MartyKirra and Kegan are all friends and chat on Skype frequently.
Terminus and Scroton have supplied code or coding help to all three mods.
Similarities are not surprising.

>> No.2270318


I think it's interesting how each fill a niche:

Demonsteele has metal influence and DMC-ish style meter building, built upon a retro game foundation

GMOTA's got a heavy SNES arcade brawler theme

And TSP is heavily influenced by half life 3 because it's never coming out

Seriously though I love the sci fi setting and kung fu moves

>> No.2270324

I laughed

>> No.2270325

>all have plans for extra characters
demonsteele's extra characters are firmly in the "would be nice" category, iirc

still would be down with it, though

>> No.2270330


It's okay Marty. I like you bro.

Looking forward to the golden pistol

>> No.2270337

>Everyone uses grappling hooks
>I never ever use the grappling hooks because their hit detection is always wonky at best outside of Mag Grapple
>Prefer to just rush in anyways

I just don't see the point of it.
Espeically so in Demonsteele when your movement is so fast that you can get in on anything shooting at you with just one jump dash. Not to mention dem sword waves.

And in TSP you have guns and melee doesn't hurt enough to focus on it
And in GMOTA? More fun to arc axes while closing the distance. Or lances.

I'm sure I'm doing something wrong with it but it feels so forced when I try to pull enemies in general.

>> No.2270338

so GMOTA plans to run at 15 fps when there are more than 2 enemies on screen?

>> No.2270343


To be fair the grappler was an item from GMOTA's early days. I don't think I could remove it honestly

>> No.2270349


Yes. If possible I want all of the sprites to flicker like a mother fucker for that authentic experience

>> No.2270350

The reason TSP takes so long to release is that Term is too busy actually being Kegan and working on GMOTA, but Term can't also be Marty Kirra at the same time while also being Terminus and Kegan.

I will say TSP does have melee stun states and a quick switch. What could I do to make melee more of a focus? The mod will always have fancy guns and what not, but I do like punching things.

I actually want Imps and Hell Knights to be able to whiff melee attacks, so that'll probably be getting added in. Nothing like punching an Imp, dodging, then getting a fireball to the face.

>> No.2270353

I'm not judging the quality of the grappling hooks.
I just don't really feel natural using them and since they aren't instant like the Mag Grapple it feels even more awkward.

It's just everyone has quite a lot of ways to get in to deal their killing moves.
And pulling an enemy just feels really awkward to me.

Like out of everything I've used in gameplay mods the pulling stuff is the one that feels janky.

>> No.2270361


Yeah. I can see that, I don't use the grappler often in GMOTA either, and I LOVE hookshots, I think overhauling it or replacing it would be a real bad idea because Christ almighty I need to show a little self control there.

That said I could always tweak it slightly in some way

>> No.2270362

You guys should just rename it the GMOTA general thread.

>> No.2270368

I actually use the push and sling a lot more than I use the grapple, because getting to guys to punch them is less of an issue than getting away from a group or spreading guys apart. The exception is if there's a clump of guys then I'll use it to pull one out at a time to beat him while using them as a meatshield from the others in the group.

Also holy shit the faster fireballs on the imps make groups of them murder now.

>> No.2270372

I'll keep this in mind, I don't hear a lot of feedback on the melee and the grapple/push mechanics these days, so I think I'll focus on that tonight.

I think enemies are really aggressive in general now, it's something Scroton and I will need to look over. Maybe I need to bring out the nerf hammer.

>> No.2270375

I actually like it that way, please don't nerf them.

>> No.2270376

It should stun for a short time when the monster comes back.
As it is, the grapple makes fighting hell knights so much fun.

>> No.2270378

I guess I don't really find Melee as a focus too much in TSP because something like say.. Buckshot hurts way more than the fists ever feel like they can.

Maybe make finishing moves for combos hurt more and have some special properties? I also don't feel too much incentive to do combos out of doing the PPPKPPPK loop since finishers are kind of pointless.
PPPKK, PPPP, PPKPPK.. all take the same number of hits to kill a Hellknight. This really needs to be worked on.

You can also make each hit feel stronger as you go further along in a combo.
Or like.. I don't know maybe gauntlets with charge attacks or something.

I am assuming the sword will basically become the definitive melee choice since ideally it should hurt more and have combos.

Just to clarify it's not the combo system itself that's the issue.
Everything just feels like a series of 1 though, so all that really matters is what racks up the number of hits faster.

It's not like DMC1(As an example) where the standard three hit combo did a sequence of 1-2-3 with the third hit having knockback, or the standard five hit combo was a 1-2(Pause) 3-3(Pause) 4.

Using GMOTA as an example, the punch combo is very basic(Only a 1-2-3-4) but each hit feels different from one another outside of visuals due to how it works(2 hits harder, 3 has a pause at the start and hits even harder, 4 has an AoE and large knockback)
And you really really feel the difference if you just drain your stamina and do only 1s.

>> No.2270383
File: 811 KB, 1280x720, shot0004.png [View same] [iqdb] [saucenao] [google] [report]




The big problem with this is how much of Loreshot is native behavior. It's not fastprojectile, so at higher speeds it moves [speed] amount of units every tic, which sometimes allows it to just bypass enemies completely.
It's not really feasible to rewrite the Loreshot attack, and it's not really customizable, so it's really kind of...for lack of a better word, squishy.

>> No.2270387

WELL FINE GEEZE. But I do still need to look into hitscanners so...yeah!

So would combo enders dealing stronger push back and damage be the best way to go about making it feel better? I already wanted to give them some more pushback/death properties like the uppercut has, maybe this combined with higher damage scaling and some visual tweaks could help make melee feel better.

Anything to make punching dudes feel better.

>> No.2270391

>>2270378 again

Do not nerf enemies too much if at all.
Standard Doom demons have a pretty noticeable pause and rhythm to their attacks and if you're fighting a horde of enemies then chances are you're probably going to want to bust out some heavy firepower(Unless the sword is going to be THAT good)

You could toss in new enemies like what GMOTA guy is doing though, or you can remix enemies like what Demonsteele does with it's enemies.

The important thing is to make them fun to fight.

>> No.2270398


Imo the biggest problem holding TSP back is that you're trying to have your cake and eat it, too.
GMOTA and Demonsteele work because they focus emphatically on melee, and all of the enemy behaviors, encounters, and etc are adjusted around accommodating that. Demonsteele's enemies all have indicators saying they're gonna attack and you need to dodge. GMOTA's enemies focus on getting in close to you.

TSP, though, uh...well, you're trying to make guns super fun. And then you're trying to make melee super intricate. And both of them are at the complete opposite spectrum of gameplay styles, especially in first-person, and the enemies aren't really designed around either. You've got shitscanners, long-range enemies, fast enemies, all designed for traditional gunfights, and then you've got this super-intricate melee system that isn't really designed for handling them. But if you adjust the enemies to accommodate a melee focus, then the gunplay is going to suffer quite a bit for it.

Basically, TSP doesn't seem like a melee mod at all, it's just got an extremely in-depth system that's maybe inspired by Tekken? But there's not a whole lot of reason to actually use it.
And that's not even getting into how much I hate dial-a-combo melee.

>> No.2270409

>So would combo enders dealing stronger push back and damage be the best way to go about making it feel better?
This would help a lot and add substance to the combo system.
Like I said right now(As of latest test version) there's not much of a reason to not do the looping infinite combo.
The player does not really miss anything by not doing finishers and since every hit hurts the same amount(Even though I see two blood splatters on some attacks) it doesn't feel like I have a reason to branch out.

By taking say.. The standard three kick combo and making the last hit have some pushback and extra damage(Maybe a heavier sound for it too) suddenly it sticks out as a move for crowd control and enemies getting pushed back makes it feel stronger.
Things like that really adds a lot.
Maybe PPPKK can cause a slightly longer flinch to lead to more damage and have a snappy sound to it to let the knee into kick feel better.
These are just examples though but the idea is that finishers have a practical use and there is more incentive to go for them.
You could also turn the PPPKPPPP into a proper sort of rapidfire punch deal.

Bringing up GMOTA again, I use fists over the sword entirely because the punches feel great. Punches 3 and 4? Favorite things.
The sword is good too and the sounds are as well but I really like the punch sounds and how it feels to knock enemies back with them.

>> No.2270415
File: 2.86 MB, 640x360, gzdoom 2015-03-04 20-08-56-47.webm [View same] [iqdb] [saucenao] [google] [report]

I got webm for retards because the command line was starting to get to me.
It works well.

Recently made some buffs to the guns, they were extremely weak feeling (save for the Nightmare Omega, that thing wrecks shit).

>> No.2270419

wow look how patrician

i bet you play keyboard only you refined-tasted snowflake you

>> No.2270420

You forgot GZDoom

>> No.2270421
File: 22 KB, 168x224, mymistake.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh right. I don't often play anything rediculous like planisphere 2, so I never run into those problems. No slaughtermap's ever lagged on my machine even in ZDoom.

>> No.2270430

>Boom above PrBoom+

But literally no one uses Boom.exe anymore. Most modern "boom-compatible" wads won't even work on it, because of requiring higher limits, and/or ability to use sky transfers, both of which PrBoom+ can do.

>Eternity so high

Too bad theres virtually no mods for Eternity, and is actually behind even PrBoom+ in certain features. Theres not much reason to use it normally, honestly.

>Zandronum so low

I'm guessing you don't multiplayer?

>> No.2270437

Nice! I haven't come to /Doom/ for a while now, what did I miss? A score-based Psychic modification? Are you Xaser?

>> No.2270453

I reallly like GMOTA's hookshot a lot, and i use it all the time.

Never change hookshot. I love you.

>> No.2270469

Hitscanners could shoot out WW-Nazis projectiles maybe?
Or replace them with demons like what Shut Up and Bleed did?

Then maybe stronger demons can have faster projectiles or something.

>> No.2270487
File: 429 KB, 417x490, woodendick.png [View same] [iqdb] [saucenao] [google] [report]

Why is that kid giving the chair a blowjob?

>> No.2270491


Stunning huh? Hmm....

>> No.2270494

Actually testing it now you really need to do something about those guys with the white pistols.

Those guys are ridiculously fast.

>> No.2270496

They're supposed to be the elite class zombies, but they do need a nerf. They should spawn less now but I can slow them down a bit.

>> No.2270497

What about if instead of nerfing their speed, their AI got better and they were better at circle-strafing the player?

>> No.2270498


>> No.2270505


The hookshot loves you too. I'll never remove it. But giving it a buff might be cool

>> No.2270510

>Melee focus in mod
>Enemies way too fast to melee
This can be an issue for a SHOTGUN GUY replacement.

I got the latest version on Github and I have to say, it's pretty hard to melee zombies and imps.

But Hell Knights/Barons are kind of easy to melee when isolated.

Maybe the threat level of enemies should be switched up because zombies are surprisingly capable.

>> No.2270515
File: 377 KB, 417x490, chairdicks.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2270517

I wish. But Xaser did give me permission to show off and release my modification.
I've added a score system with ranks (that give you bonuses to health, psi power, and money when you achieve them), balance modifications, some graphical tweaks, and soon some more promenent features.

>> No.2270520

That guy is actually a normal zombie replacement as well as a shotgun guy replacement.

The barons and knights have only had a tiny bit of the changes planned for them enacted; right now they just call a a_chase more frequently and throw intercepting projectiles.

>> No.2270525

Well that guy that replaces two zombies once in awhile is pretty tough.
He could at least drop some slight healing here and there to make up for his fighting power.

But for Barons and Hell Knights they do not really get much of a chance to fight back if isolated.
They're pretty slow and vulnerable to being punched and kicked all day.

I just figure if melee is kind of made to be a focus then lighter enemies should be reasonably meleeable with tougher enemies requiring more firepower.

But I am only viewing it from a melee perspective.
The guns and stuff feel fine and work pretty well for gunning enemies down.

>> No.2270542

There's also an Action Doom style mode planned with projectiles rather than hitscanners.

What about buffing the melee a bunch? Like extra AOE attacks, dashes, and also more damage in general?

Also any feedback on the beam thing? How well does it work as a BFG replacement? I only ask in particular cause there's been no word, bad or good, on it yet.

>> No.2270550

Melee does need some pretty hefty buffs regardless of projectile focus for enemies or hitscanners.

I will test out the beam weapon right now for you.
Any sort of map style you're looking for results on in particular?
Like slaughtermaps or standard Doom levels? Or just stuff that's made to kick your ass like Plutonia?

Needs a charging sound or at least an audio cue for max charge by the way

>> No.2270575

Also it does not really need AOE attacks everywhere but something like the roundhouse kick finisher(PPK) could have a bit of a cone radius and such.

It feels weaker than the pistol right now and that's a really good way to discourage melee outside of ammo conservation.

>> No.2270576

Sweet! Is there a beta release yet?

>> No.2270592

Yeah, but I'm probably going to finish up another release that will have much more soon.

>> No.2270593

Take your pic of maps; whatever you'd normally play on that would use the BFG. And it will get sounds for charging and so forth when it gets sprites and otherwise gets finished.

>> No.2270594


>> No.2270598
File: 32 KB, 279x229, my niggah.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2270603

Anon this is a Christian imageboard

>> No.2270606

>Also any feedback on the beam thing? How well does it work as a BFG replacement? I only ask in particular cause there's been no word, bad or good, on it yet.

Okay well I decided to test it on Whitemare 2 map 28. Where it gets pretty slaughtery.
Then I just skipped to the hordes of enemies.

This is what I found.
>Beam is very inconsistent with damage(One shotted a Cyberdemon at one point. Took 8 full charges on another. Sometimes Revenants and Cacodemons will survive direct hits but other times it can 2-3 of them)
>Beam is inconsistent with tracking enemies between one another(Tends to bump into walls which dissipates the beam instantly or just stops after a certain amount of enemies at what feels like random)
>Plasma takes 2 cells but it feels like it's weaker than the plasma rifle's single shot
>Sometimes it just flies off into the air and never hits anything but 1-2 enemies.
>Sometimes it just rams into walls for no reason
For the most part it feels random.

I like the concept of the beam but maybe you could make it so it bounces off walls instead of breaking right then and there?
The tracking needs work.

In very large open areas it works a little better but if there's any sort of wall or cramped space it quickly stops being worth the 40 cell investment.

>> No.2270621

>>2270606 again
I also play on all sorts of level sets so really I was just asking to see how well it should be performing.

I tested another level with really really cramped packs of enemies in an open space and it can kill around 18-21 Imps per 40 cells.
Which seems fine.
Kills 2-3 barons at a time per 40 cells if they're packed together.

How does the beam work exactly? It's hard to point out what's wrong with it besides obvious glaring faults like ramming into walls

>> No.2270627
File: 80 KB, 400x400, doom touhou.jpg [View same] [iqdb] [saucenao] [google] [report]

Can someone post the link for the psychic modification beta pls

>> No.2270631
File: 1.44 MB, 640x360, gzdoom 2015-03-04 22-21-06-01.webm [View same] [iqdb] [saucenao] [google] [report]

Now in sexy 60FPS.
Added new sword animations after a long absence of there not being a sword.
There are also new sounds (provided by terminus) which I haven't actually added to the sword yet, and I still need to make alt. swing animations.

>> No.2270634

doubelposting is fun
I think this is the last one I posted here.
But this is the latest one I have in my dropbox.

>> No.2270645

huuuuuge s/o to @doom_txt for picking up the story. ed, i know you're reading this, you're the man.


>> No.2270654

>Beam is very inconsistent with damage(One shotted a Cyberdemon at one point.
That's actually a bug, it shouldn't be able to one shot the cyberdemon or spidermastermind, I think I forgot to adjust the amount of time they stay ghosts after a shot when I last changed some stuff around. The idea behind it is lots of damage to groups of enemies or even groups of toughies so long as it has more than one enemy to jump between. Deals massive damage at higher charges in the explosion, so if you want to one shot an archie you can aim it near the archie and hit it that way, but the radius damage won't affect bosses.

>Beam is inconsistent with tracking enemies between one another(Tends to bump into walls which dissipates the beam instantly or just stops after a certain amount of enemies at what feels like random)
>Sometimes it just flies off into the air and never hits anything but 1-2 enemies.
>Sometimes it just rams into walls for no reason
>The tracking needs work.
The way it works is the amount of "jumps" the beam can do is dependent upon the charges it has. At the max charge it can jump 20 times. At the last charge it has (or if it doesn't have any enemies in sight) it veers off in a random direction and hits a wall. The damage it deals per jump does not increase when charged, but the explosion does.
I'll improve the tracking--give the shooter a couple more tics to find stuff and maybe make what it shoots a hitscan like the one fired by the player.

Should I remove the last shot veering off in a random direction? The idea behind it was that it doesn't get stopped by enemies and only dies on map architecture, and also if the shot dies right when it hits something it's probably wasted since whatever it hit should've died or isn't eligible to be targeted again, but I can make it explode where it last hit rather than how it behaves now if it would be better and/or make more sense to the player.


>> No.2270656

>Plasma takes 2 cells but it feels like it's weaker than the plasma rifle's single shot
It's actually dealing 1 point of damage less than twice the damage of a plasma shot. The idea behind it was that since it's a secondary fire on the bfg weapon it shouldn't replace the plasma gun tier weapon entirely in all circumstances, but still be useful. So it's slightly less cell efficient than the plasma and also slightly inaccurate so it's not great for hitting enemies at a distance, but quicker/easier to switch to mid-fire than another weapon and has higher DPS than the plasma.
Did it go too far in nerfing it? Should I remove the cell inefficiency or the inaccuracy? Is it a problem with the sound or the laser graphic or otherwise just with the feel of it?

>I like the concept of the beam but maybe you could make it so it bounces off walls instead of breaking right then and there?

The reason I didn't give it the ability to bounce off of walls was fear of players being able to clear out entire rooms sight-unseen by shooting full charges around corners. Is the fear inaccurate/not worth gimping it over? The other thing is the hitting walls randomly was an intentional thing, so it shouldn't actually do that if has any enemies it can see or still has charge left.

(explaining how it works now, posting in a bit)

>> No.2270670

>How does the beam work exactly? It's hard to point out what's wrong with it besides obvious glaring faults like ramming into walls

The charges equate to amount of times it can jump and the damage doesn't increase with charge, only the # of jumps, except for the explosion at the end. When it doesn't have any charge left or it doesn't find a target it veers off into a random direction, usually hitting a wall.

When the beam hits, it spawns a friendly monster that quickly looks around (has +LOOKALLAROUND and +ALWAYSFAST) for a target to shoot and fires a projectile at it. It prioritizes targets closer to it (so if you shoot it into a group it doesn't veer off and aim at a guy way far away before hitting the rest of the targets in the group) but if it can't find any close to it will shoot at anything it can see.

The beam itself is not the projectile; that's actually spawned by a script after the projectile(or, in the case of the player, the hitscan) hits something. It's a Bezier curve that curves between the last location a beam actor was spawned at (approximately where the firer is) and where the projectile hit something. In the case of the player it starts from a dummy item spawned at firing so it looks like it's originating from the gun.

>> No.2270673
File: 444 KB, 1131x800, 376be63c3d627ad943d5cc2640e7a9ec.jpg [View same] [iqdb] [saucenao] [google] [report]


Some faggot has taken to hosting servers with popular mods and filling it up with a whole ton of fake players with usernames of /vr/ players.
Problem being this server has sv_pure turned off and hosts modified versions of the popular mods that run a shitton of ConsoleCommand bullshit that corrupts the fuck out of your Zandro .ini or, in the worst case scenario, can BSOD you.

So far, we know is one such server--avoid it at all costs, no matter what it's playing or who is supposedly inside. But that's only one server, a few others have been up.

So you actually pay attention to this post, here's some boobs.

>> No.2270678

Oh sweet, boobs-oh wait, there's a post attached to them.

That's super goofy, any idea who it could be?

>> No.2270681

>>2270678 is an arizona ip
that's about all i can guess

>> No.2270687

Is it me, or does it seem like someone really has it out for 4chan lately?

>> No.2270689

Cant make it run for some reason, I updated my gzdoom and also tried to run it with the original psychic pk3 but it trows an error

>> No.2270692

>so if you want to one shot an archie you can aim it near the archie and hit it that way, but the radius damage won't affect bosses.
But sometimes it won't kill Revenants on direct hits.
It's really inconsistent for some reason.

>Should I remove the last shot veering off in a random direction?
This would be good. Having it explode at the end would also prevent any confusion as to why it hits walls.

>Should I remove the cell inefficiency or the inaccuracy? Is it a problem with the sound or the laser graphic or otherwise just with the feel of it?
Remove the inaccuracy or at least tone it down so it isn't a point blank weapon. It felt like it was less efficient because I wasn't thinking it was 2 cells for 2 plasma balls value and just saw it enemies at what felt like inefficiency.
The sounds are alright and the lasers look nice.

>The other thing is the hitting walls randomly was an intentional thing, so it shouldn't actually do that if has any enemies it can see or still has charge left.
This happens regardless at many times.

>The reason I didn't give it the ability to bounce off of walls was fear of players being able to clear out entire rooms sight-unseen by shooting full charges around corners. Is the fear inaccurate/not worth gimping it over?
Since the beam apparently has a set number of jumps anyways and it takes 40 cells it doesn't seem too unreasonable for corner shots to be allowed. Would it be possible to make a wall bounce take a jump? That would balance it out a bit wouldn't it?

>> No.2270693

It's stand-alone, and requires a recent devbuild.

>> No.2270703

>but it trows an error
pls to be helping by posting error acquired

>> No.2270705

>>2270692 again
Also to add to
>Since the beam apparently has a set number of jumps anyways and it takes 40 cells it doesn't seem too unreasonable for corner shots to be allowed
Having it with at least a wall bounce or two would prevent it from being wasted because the laser chose to go after something and miss it entirely.
It happens pretty often from what I'm testing right now.
But maybe I have bad luck, no idea.

>> No.2270716

You could make a mod and post it here and see how it becomes the new thing but have a warning, don't make it a community project. See CyberPunkass shootdown, no updates since who knows when.

>> No.2270717

Worked! Thanks!

>> No.2270720


too soon, man.

>> No.2270725

Deus Vult 2, probably. It's even used in the trailer.
I played it with BTSX like some other anons and I enjoyed it a lot, but the levels weren't open enough to use all the movement options frequently enough.
Prepare to be buttfucked though.

>> No.2270727

Can't you just look at the player list and see "bot" next to everyone's names and not join?

>> No.2270730

>Too soon
>CPSD last update was in august(?)
More like too late about calling out on this general's bullshit, its supposed to be a community project yet nobody has added anything special and the last time we had someone to make a weapon or something for it, things went wrong because "Every weapon should be centered because it should fit that style" bullshit No i am not that guy, he already went over this so if you want to be angry at someone, here i am.
The only community project that this place made was 200 minutes with /vr/ which was a cool thing because there were no rules besides making things playable [Gee now i wonder why Term gets lots of Push maps, there are no rules special rules about fitting a style or whatever that limits creativity.] and using vanilla stuff.

To put it easy, the next time this place has a community project, make sure its something that everyone can make and contribute.

>> No.2270739

>But sometimes it won't kill Revenants on direct hits.
>It's really inconsistent for some reason.
The reason is that only the giant ball it spawns as an explosion gets any increase in damage from the charge; so you have to aim it near but not hit them to get an explosion if you want to single shot a single target vs using it on groups. The idea was to make it work well on groups but not be able to cheese single targets. Is this too counter-intuitive? Should it work better on single targets?

>Remove the inaccuracy or at least tone it down so it isn't a point blank weapon.
I'll go ahead and make it like 1/2 or even 1/3 as inaccurate.

>This happens regardless at many times.
If there's still targets for it to hit it's either not seeing them in time or it can't actually see them from it's position. I'll give it some more tics to look around and I'll also play around with the size of the firing actor to see if it can see around stuff better.

>Since the beam apparently has a set number of jumps anyways and it takes 40 cells it doesn't seem too unreasonable for corner shots to be allowed. Would it be possible to make a wall bounce take a jump? That would balance it out a bit wouldn't it?
Yeah, that sounds like a good idea. I'll go ahead and make the first shot able to fire around walls if it sees something. It'll pretend to bounce if it doesn't. I'll probably make it just "bounce" and remove the "always dies on walls" too. The only thing is that it then doesn't have a way to deal high damage to a single target.

>Having it with at least a wall bounce or two would prevent it from being wasted because the laser chose to go after something and miss it entirely.
>It happens pretty often from what I'm testing right now.
>But maybe I have bad luck, no idea.
I'll go ahead and change the things fired by the beam to hitscans rather than projectiles so they'll be 100% accurate always.

>> No.2270747

>its supposed to be a community project yet nobody has added anything special

it also doesn't help that it slowly became victim of the same fate that every flavour of the month-project meets

preach it

>> No.2270750

> The idea was to make it work well on groups but not be able to cheese single targets. Is this too counter-intuitive? Should it work better on single targets?
I don't feel that's a bad thing but maybe in the Help it could specify that it's better for groups than lone targets.
However this issue mostly comes up with first targets so there's that too.
Maybe the first direct hit could hurt a bit more. Not a lot more but enough to at least make it feel more consistent.

Thank you for listening to all of this.
If you need any more testing with whatever then I'd be happy to try and contribute more.

>> No.2270753

I can name some
LaughterFest 2012
Epic 1 and 2
Doom Barracks Zone[If you get stuck in that forest part in the last map, use cheats because its a pain in the ass solving that puzzle]
Whitemare 1 and 2
Deus Vult 2[DV1 is almost impossible]
Hell Revealed 1 and 2[2 is buttsecks so be prepared]

>> No.2270762

>The only community project that this place made was 200 minutes with /vr/
>Gee now i wonder why Term gets lots of Push maps, there are no rules special rules about fitting a style or whatever that limits creativity.

not that i'm in disagreement about cyberpunk shootdown rip but push very early on was given a massive community push by /vr/
all of the early maps are made by /vr/ contributors, and even the cacoward entry states this

there's still a massively disparate ratio between succeeded and failed /vr/ community projects, though

>> No.2270765

>Maybe the first direct hit could hurt a bit more. Not a lot more but enough to at least make it feel more consistent.

That's a good idea, I think I'll do that. Thanks for the feedback.

>Thank you for listening to all of this.

I'm the one that should be thanking you! Your feedback has helped a ton.

I'll go ahead and change around the beam sometime in the next week, and let you know then so you can tell me what you think. Are you on irc by chance?

>> No.2270768
File: 2.87 MB, 640x360, gzdoom 2015-03-04 23-29-46-41.webm [View same] [iqdb] [saucenao] [google] [report]

I edited the swing animation and added a second variation where you swing from below instead of above. Swingin' sounds were added, though nobody here will hear. That rhymes.

>> No.2270771

Remember to bring your own music if you play this.
Also, agreed about Whitemare.

>> No.2270781

I'm not on IRC but I could try to get on it.
Don't know the information though.

I regularly watch the Doom thread pretty consistently if that doesn't pan out for whatever reason though.

>> No.2270783

Nonono, you got that wrong
What i mean is that Push got lots of cool maps because there wasn't a specific limitation, just follow 3 important rules
1)No Void kill floors, this helps recoveries
2)No super camping spots that could make things go in a really bad way
3)No overdetailing, old Push10 [i miss that map, it was cool] had lots of cool detail but that could make people lag and if i know Terminus very well, he makes everything to be playable by any user, even those who play in >Software mode[this is why 3D Slopes are ded] so avoid making a laggy map.

and as for failed projects, the board wads were not really a /vr/-only thing, the people inside other boards were the ones that should have made maps yet they never delivered. To put it simple, the only failed /vr/ community project was cyberpunkshootdown, the other board wad thing was an outside thing, unless you cound the projects as 4chan community's doom projects.

>> No.2270789

my mistake, then

carry on

>> No.2270793

>Remember to bring your own music if you play this.
To be honest, Equinox's music is okay, its just LOUD AS SHIT. This is where the music volume slider comes in mind.

>> No.2270826

Why does Equinox come recommended?
Last I checked it was really dull, and ugly to boot.

>> No.2270830

It fits MSX futuristic design and it has lots of enemies and areas to move so its cool.

Also, forgot to mention Vrack in the list

>> No.2270832

I remember Vrack being a bit cramped, but I don't remember if I actually finished the thing

>> No.2270842
File: 296 KB, 750x3579, how_to_irc_hexchat.png [View same] [iqdb] [saucenao] [google] [report]

If you're not already on irc you don't have to get on it just for this, but either way have this. I think Eric made another image using a different program as well.

>> No.2270865

Well I got on the #vr room with mIRC a little while ago.
I will save this image if I need to use a different IRC thing sometime though, thank you.

>> No.2270909
File: 109 KB, 432x465, 3383095868_4d2e396c07.jpg [View same] [iqdb] [saucenao] [google] [report]

How do you change your fov

>> No.2270927

bind w "+forward; fov 120"

>> No.2270931

literally open the console and type "fov"

>> No.2270946

>Is it me or is Doom 2 much more difficult than Doom 1?
Doom 2 overall is harder than the original 3 doom episodes, because of its emphasis on bigger mobs, and new monsters with more hitpoints than most of doom's enemies.

Romero's maps in E4 are harder than Doom 2, since hey both insist on using cacos and barons more, resources are fairly scarce, and damaging floors nearly everywhere.

>> No.2270949

speaking of e4, i still cannot to this day uvmax e4m1, any tips?

>> No.2270953

Pop out of cover, shoot, pop back in at the start to kill shotgun guys. Be very cautious. Grab the rockets and save them to kill all the barons at the end. Basically memorize the map.

>> No.2270958

>playing doom alone, lights off, software mode
shit's pretty spooky

>> No.2270980

Now play Doom 64 EX, or the PSX total conversion in ZDoom.

>> No.2271054

worth using tier:

too niche for general use tier:
everything else

>> No.2271065
File: 2.37 MB, 640x360, gzdoom 2015-03-05 01-55-21-61.webm [View same] [iqdb] [saucenao] [google] [report]

die die die die

>> No.2271071

What is this about?

>> No.2271072

Blood money that you miss that gets dropped is stored into "limbo" for the cost of a bit of score, and is given back to you when you end a level or exchange 50000 score for it.

>> No.2271076

The kid passed out on the couch in the back is what really makes this image.

>> No.2271087

Will score be usable for other things or is it just kind of a thing to keep track of for fun?

>> No.2271131
File: 49 KB, 600x337, shadowwarriorredux.jpg [View same] [iqdb] [saucenao] [google] [report]

Can we get some love for the original Shadow Warrior? I'm playing Shadow Warrior redux and I'm loving it, much better even than the remake. I think it's amazing.

>> No.2271151


Shadow Warrior is cool.

>> No.2271176

>that kid lounging in the background

>> No.2271184

There are some things I don't really like about the original Shadow Warrior.

Mostly the Shurikens and Riot Gun.
And that one rocket trap in Sumo Sky Palace that I didn't know could be negated by closing the gates the rockets come from.
And in Redux it always crashes at the end of one of the expansion levels and I have no idea how to fix that.

It's a pretty fun game overall though.
I also liked the Shadow Warrior remake quite a bit even though the guns feel weak from what I've played of it so far.
Dat sword though.

>> No.2271189


Breddy gud, but not as good as Blood.

>> No.2271274


10/10 can't even leave the starting area without dying.

>> No.2271276

Guys, what's your opinion on the Marathon games?
Favourite game? (1,2 or inf.)

>> No.2271278

Shadow Warrior wasn't well balanced either.

There are too many Ninja enemies that look the same, but have drastically different hitpoints and attacks. Shadow Ninja's are downright cheap, too.

>> No.2271279


Marathon is gr8, desperately needs a better source port than Aleph One, though.
I preferred 2's levels, Infinity's weapons.
Should've kept with music, 1's songs were so damn cool.

>> No.2271297
File: 416 KB, 1920x1080, Hunter 1920x1080.jpg [View same] [iqdb] [saucenao] [google] [report]

Basically what >>2271279 said. It's a neat series that was ahead of its time, and 2/I looked pretty good to boot. As for 1, it... their artistic skills weren't much more developed from Pathways. But hey, it was just a bunch of undergrads in an apartment.

At least there's plenty of remixes of 1's music to listen to and use in the game. The realtime ambiance thing was neat, but a good musical score's never bad.

I still play netplay sometimes. I try to catch For Carnage, Apply Within when I can.

>> No.2271304

Crispy Doom v2.3

>> No.2271310

Why can't I access any Chocolate Doom and derivatives related sites?

>> No.2271316


>> No.2271318

No idea.

>> No.2271320
File: 564 KB, 640x2400, 1425550954.png [View same] [iqdb] [saucenao] [google] [report]


this might be cool, the screenshots look pretty good anyway. doesn't seem to say what engine it's for though.

>> No.2271321

Basically the Doominati are trying to squash all non-Zdoom thought in hopes that we may all gargle on Glorious Zcock in praising unison. All hail to the Zking, citizen, be sure to play your sanctioned weaponset twice daily.

Joking aside, it sounds like a cookie/cache issue. Try clearing both and then reboot your browser.

>> No.2271343
File: 2.47 MB, 320x240, e1m8-hmm.webm [View same] [iqdb] [saucenao] [google] [report]

Looper found an "interesting" way to do e1m8 in a TAS demo.


>> No.2271345

I've done that billions of times already, it just claims my connection was reset.

>> No.2271347
File: 1013 KB, 320x240, ripdoom.webm [View same] [iqdb] [saucenao] [google] [report]

the "void glide" is perhaps more striking in this preceeding test, on e2m1.

>> No.2271349

>I've done that billions of times already
that explains the failure. you're DOSing the site!

>> No.2271352


>> No.2271357


so uuuhhhhh...new E1M8 TAS uv-speed WR?

>> No.2271365

>Darkwave0000's attempt to make the most annoying map ever made
thank you, i've been looking for this. i saw it once before but forgot the name/link.
j4rio continues to be awesome (in the original sense of inspiring dread)
i guess so. can't see anything faster on the DSDA.

>> No.2271367

What happened to the weapon mod someone was making based on suggestions from /vr/? It sounded promising

>> No.2271428


I'm still here, and really it's partially /vr/ and partially non /vr/ guys (Shivers, Yholl, Kyle), so I guess I can't really call it the /vr/oomer's arsenal. Most of the weapons are pretty much planned out, though I'm unsure if I want to keep the pipe and shotgun combo for the shotgun slot or do something else with it.

I'm gonna be working on it more after I get 1.0 of GMOTA out.

>> No.2271430

Doomguy's fat bara ass.

>> No.2271431

>The braintargets limit has been removed. It was previously set to 32 and broke e.g. Speed of Doom's MAP30 which has 40 braintargets.
>Speed of Doom

While I'm aware that the issuer he's talking about has nothing to do with boom compatibility, I still find it odd that he used SoD's map30 as an example.

>> No.2271436

And already implemented in a valid run by JC.

It's almost amazingly simple, using a monster to simulate a sharp angle, but somehow it never occurred to anyone until Crab stumbled into it, heh.

>> No.2271438


Where I got this from.

>> No.2271587

So Hellground is fucking awesome, could anyone name some other wads by the same author, I couldn't find anything on google, or some other wads that go for more surreal themes.

>> No.2271605

i imagine it is the most well known wad having a map with >32 spawn spots. it's better justification for a change if there's an existing broken case, even if said case is one the engine can't run directly, it allows you to say "someone has broken this already, i had better be prepared" rather than "well someone might break it in future". and he probably feels he needs to justify changes when his many of his published design goals are based around conservative compatibility.

>> No.2271615

>by the same author
>surreal themes
i can't immediately think of anything quite like hell ground, although i believe its colours map is inspired by alien vendetta map31.

>> No.2271621

>>2271587 >>2271615
additional: there are quite a lot listed there, so at first, if you like eternal's surreal maps, try gravity.

>> No.2271667

Thanks a lot anon, I'll have a look at it right away.

>> No.2271881

Does it reset on map change or something?

>> No.2271902

i know it isn't saved in the .ini, and generally annoys those who want to set it to a different value.

>> No.2271940

>playing hellbound for the second time (this time with DoomRPG), can barely remember shit
>assemble nano super shotgun at the end of one of the maps
>exit said map
Like I know that this is a common thing but why the map I assemble the destroyer of all things?

>> No.2271950
File: 217 KB, 512x800, WOAH.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2271952

>playing DoomRL+RPG
>couldn't survive a death exit
u wot m8?

>> No.2272018

>not using changemap instead of the death exit

>> No.2272042
File: 122 KB, 466x492, 1410968598375.png [View same] [iqdb] [saucenao] [google] [report]

Any one know something about Doom roguelike arsenal? Its gonna update anywhere soon?

>> No.2272051


>> No.2272064

yholl's too autistic to stop adding new shit

>> No.2272070

what's cool though is that recently he made dropped weapons not lose their mods. you know, that thing he said he'd never fix

>> No.2272097 [SPOILER] 
File: 48 KB, 525x525, 1425589281762.jpg [View same] [iqdb] [saucenao] [google] [report]

Dang, too bat i missed it, i really wanted to see these names.
>tfw somebody names a bot after you

>> No.2272183


I'm still waiting for the commando.

>> No.2272186


Seems like everyone is cranking out a huge update

>> No.2272215
File: 110 KB, 466x492, 1424380444295.png [View same] [iqdb] [saucenao] [google] [report]

>not having one with a proper background

>> No.2272227
File: 2.98 MB, 320x240, e1m8-023.webm [View same] [iqdb] [saucenao] [google] [report]

thanks for the pointer!

>> No.2272250

I'm a billion years late, but someone asked me
>I tried that a while ago. What do you like about it? It seemed rather lackluster to me.
@ QStyleZX

I don't honestly know why I'm addicted to it. I think it's actually because it brings so very little to the table. It feels like a simple expansion, Doom+, or something. Plus, the footstep sounds and damageable decorations really add to gameplay in some weird way, to me. Other than that, the randomization mixes it up as vanilla Doom I find just a bit boring and slow (due to years and years of playing.)

The Annihilator Replacement for the Cyberdemon is a 110% bitch on any level designed around Cyberdemons being strafed/easy to kill. I actually edited it out a few versions ago, but have been too lazy to do it again.

Brutal Doom got boring kind of fast for me, in terms of long play sessions. A lot of other gameplay mods change the dynamic way too far for me to keep interest. That said, I made some huge progress on a few Megawads with Hideous Destructor because I hate myself.

>> No.2272261
File: 58 KB, 413x475, 1396311361728.jpg [View same] [iqdb] [saucenao] [google] [report]


I'm actually having to cut shit out that I wanted to do in the next DemonSteele build just so I can get the damn thing out.
Well, I'm sure I can do mid-dash attacks and rehauled Iron Maiden specials for the build after that...

>> No.2272273

Tell me more about what's coming in the next build please.

>> No.2272278


Have a massive changelog.
Also weapon-specific specials, which isn't on the changelog yet since it's not finished.

>> No.2272286

I have three questions.

-Where can I find the most recent release of Brutal Doom and its derivatives?

-Are there any other wads like the Demonsteele metal jukebox that just changes music?

-Is there any mapset that goes well with Nazis!2...? I'm thinking something either techbase style or a WW2 themed mapset.

>> No.2272301

Dunno, dunno, go look up the Epic series.

>> No.2272304

- The moddb page
- The Doom metal collection, also on BD's moddb page
- Epic, Epic 2, Brotherhood of Ruin

>> No.2272312

Thank you.
I can't wait for mid dash attacks and Iron Maiden special changes.

>> No.2272459

After playing through Doom 2 and Final Doom I've decided to branch out; should I play Heretic or just go straight into Hexen and at any rate what launcher should I be using?

>> No.2272462

Heretic, and GZDoom

>> No.2272464

Okay. Is that launcher the best option for Hexen as well?

>> No.2272471

You mean source port, right?

Yeah, it is.

>> No.2272492

When is he going to add portmidi?

>> No.2272494

Yeah, source port. My bad.

>> No.2272529

Anyone got any HUD mods? Maybe one thats good for Brutal Doom? (IE: magazine counter)

>> No.2272536


the doomnukem one (used in AtM)?

>> No.2272589

Seconding NC-HUD with the BD compatibility thing.

>> No.2272623

>There's also a poison shell shotgun zombie going in soon
>Archviles have a radius healing spell, during casting they are immune to damage but not pain, and if they enter their pain state the casting stops and they lose their immunity.
>They won't be swapped out.
>They will also be getting a spell to create 4 flimsy copies of themselves that can use their normal attack and raise monsters (though not the radius heal the "real" one has.) They'll be limited to 4 per archvile and 8 per map; they'll have less health than a zombie and causing them to enter their pain state or die will cause the "real" one to enter a pain state to show the player which one is "real." If you cause the "real" to enter their pain state all the copies will disappear.
>Zombies will also be able to throw grenades, including at your last known position if they can't see you.
>Not currently, but the green ones will spew poison gas clouds and their attack will poison the player, the red/orange ones will have fire trails that cause damage to the player and possibly light the player on fire, and the blue ones will have arcs that act like the shock shells and hurt the player if they happen to be caught in them.
>Speaking of shock shells, there will also be a shock shell shotgun zombie, as well as a hellfire zombie.
the mag bullshit being forced made me suspicious
than the superfast imp balls made it worse
now it's official tsp is the new hideous destructer 2.0
no point in playing unless you're a total sadist

>> No.2272631

Mag stuff has never been forced, the only mode it'll be forced on is "Lone Survivor", and that's outside of the normal difficulties.

What would you change? I'm always open to feedback.

>> No.2272647

>shottyzombies will start using their shotguns like the player can (and presumably start dropping the unique shell types
>The monster with the highest pain chance in the game will be getting some new powers...that are canceled if the monster is sent into the pain state
>zombies will get a grenade attack that behaves just like the shotgun attacks
>being this assmad that enemies are a challenge

Okay, maybe if you're playing a fucking slaughtermap this will be a problem. But in maps with monster distribution like Doom 1's, or like Doom 2's for that matter, there's no real issue. The monsters are a bit more powerful, and can flush you out if you're hiding behind something, but you're more powerful, and you can attack them indirectly with the shotgun just like they can.

>mag bullshit being forced
nigga you got him to keep it tucked away in the options menu
quit gimping this guy's mod and go play brutal or whatever the fuck you're a fan of

>> No.2272654

Sounds like you should git gud.

>> No.2272657

let the ircgang begin

>> No.2272660

>the only mode it'll be forced on is "Lone Survivor"
that's forced
but you can play demonsteel, msx, or brutal on slaughterwads or non just fine, why not this?
>le git gud meme

>> No.2272664

I just played through Death Wish on Extra Crispy, holy fuck this is one of the coolest FPS experiences I have ever had. This is such a great supplement to the vanilla game, using great mapping tricks that the devs didn't even think of, yet using the same resources!

>> No.2272667

>people don't agree with me! waaahhhh!

i don't even know how irc works and you're still a faggot

>> No.2272670

Well it's true.

>> No.2272673

Because the author isn't making the mod for slaughterwads.
If you're so assmad about it, maybe you should ask if you can make a Space Pirate: Brootal Edition that makes all the enemies into super-easily-gibbed one-hit-point guys.

>> No.2272679


>implying i am that guy

>> No.2272681

go back to playing hideous destructer and stop ruining other mods
well I would but the nazi zdoom moderation has outlawed discussion of brutal doom to be verboeten

>> No.2272685

Then call it "Unreal Mode" or something like that.

Point is, the guy's got a GitHub. You can download the stuff from there, alter it, and make your own damn version of it.
If you just complain at the author, the people who want to play what the author's making will end up not getting to play. If you get off your ass and make your own damn mod, or go back to what you enjoy, then we all get to play what we want.

>> No.2272693

>well I would but the nazi zdoom moderation has outlawed discussion of brutal doom to be verboeten

Yeah, man, they're real nazis over telling people to stop begging for Brutal Doom support for unrelated mods and bringing in unrelated Mark drama.

Good thing Brutal Doom offshoot discussion is still allowed!
Or else we'd
be in real trouble.

>> No.2272696

I don't even like HD, far too realistic for my liking. But there ain't nothing wrong with a fair bit of challenge, and if Marty/Scroton want to make Teaspoon challenging, then they can. Don't like it? Either edit your own version or fuck off to something easier..

>> No.2272704

Are most or all of these things for Lone Survivor?
It sounds pretty tough.

Also the term you're looking for is masochist.
It could be fun for smaller levels.

>> No.2272713

>Also the term you're looking for is masochist.
The idea of him forcing someone to play teaspoon made me giggle though.

>> No.2272731

I don't really understand what's being forced with the Mag.

Did I miss something?

>> No.2272745

A recent build added the option to have inventory handled by magazines instead of by magic bag o' bullets.

What happens is, ammo is stored in individual magazines instead of as a giant pile of bullets, and the game automatically chooses the largest remaining magazine to reload for you.
Like three or four people couldn't figure this out, and one of them even asked to have it work like it does in Brutal DUUUUUM. So Marty decided to move that new feature into the options menu, and have it disabled by default.

And now that faggot's trying to complain about it some more, so I'm assuming he just wants to screw with the mod until it's Brutal Doom with a hot chick.

>> No.2272747

In fairness, I think a lot of mods would benefit from SOME of Brutal's changes...

Really not a fan of the kinda childish taunts and I think most of the executions are power-fantasy/childish... However, the location based damage, the better animations, the better feeling weapons, the quickkick... There's a lot to like about the mod, in my opinion. Oh, and the asshole AI is fun sometimes, although in some maps it kinda makes me want to kill myself.

Yes, I actually like it. Yes, I played Doom when it was new(ish, I had to upgrade my PC before i could run it)

>> No.2272748

Oh damn I thought we were talking about Mag Push/Pull/Punch(?) rather than the Magazine system.

>Brutal Doom with a hot chick
I'd play it but I don't really want TSP to be that

>> No.2272751

Yeah, being able to headshot in Doom was a huge thing.
There's stuff that's good about Brutal Doom, and stuff that only works within a Brutal Doom style mod. TSP isn't built like a Brutal Doom style mod, it's made in the same vein as mods that most certainly aren't like Brutal Doom, and there's just some things that wouldn't benefit from being more like Brutal Doom.

Eh. The gore would ruin it for me.But to each their own.
That having been said, each can have their own only if they can have different things, so it's not really a good thing to beg Marty to make TSP a Brutal clone.

>> No.2272753

the thing they were wanting it to be like was accessories to murder, not brutal doom afaik
the thing was also under a cvar to begin with from the start, and people complained until the cvar defaulted to the settings they wanted because if they changed from the default magic bullet bag they would hvae to change another cvar

>> No.2272761

>the thing they were wanting it to be like was accessories to murder, not brutal doom afaik
AtM uses a similar magazine-based reloading thing, except that it doesn't track half-empty magazines (instead throwing them away, much like in Diaz, and to the annoyance of anyone who understands how useful those bullets would have been).
I'm pretty damn sure they asked specifically for the magic bullet bag.

>the thing was also under a cvar to begin with from the start
I'm well aware, and it's beside the point. The point is that they complained and complained because they'd have to set one fucking cvar.

>> No.2272764

Well I wouldn't really be in it for the gore.
I just like strong girl characters.

I also play a slightly modified Doom by default with a Doomgirl instead of Doomguy.
I just think it's cool

>> No.2272772

out of curiosity, what are your thoughts on donutsteele?

>> No.2272779


>> No.2272780

Doomgirl mod where?

>> No.2272798

Hey, Marty?
I fired the crossbow, and it gave me a black screen.

>> No.2272803

I think Hae Lin has a very nice design and it makes me pretty happy she isn't even sexualized.
Not that it would really matter if she was made to just be sexy or not but I'd take cute over sexy any day.

And for gameplay it is one of my most played gameplay mods for Doom alongside GMOTA.
TSP is also starting to get back up there since it is now playable on much more maps thanks to the Plasma/BFG weapon with the name I don't know.

>> No.2272818

I wouldn't say Knee Deep in ZDoom is an exceptional mappack, but it seems it doesn't work with the newer versions of GZDoom anymore. Great.

>> No.2272821

There is a single syntax error in a single file in the pk3 that stops it from working, it's pretty horrible that no one patched it yet.

>> No.2272847

then again, it tells you how many people care about kdizd these days

>> No.2272849

Well, I went in and fixed it myself. Tried to use Smooth Doom with it but surprise surprise, the weapons don't like being replaced and the game is bitchy about other mods being used with it. Probably has to do with its age somewhat.

>> No.2272880

>KDIZD doesnt work anymore

Huh? I didnt get any errors when I loaded it just now. And I have latest svn build.

>> No.2272884


(hopefully you're still around. please do)

so it seems you're acknowledged with the -viddump command in prboom+.

mind sharing your setup? every time I try to dump a demo it throws an error, and i'm not sure if it has to do with having the wrong versions of each .exe

>> No.2272889
File: 58 KB, 490x497, 1415247876150.jpg [View same] [iqdb] [saucenao] [google] [report]

So, what do you guys think about the new Wolfenstein standalone DLC and the new Unreal Tournament? Personally I'm pretty excited about them.

Wolf vid:

UT vid:

>> No.2272905

A lot of zdoom required Maps/TCs tend to only be fads. After a while (usually about a year), people stop giving a shit, and move onto the next thing. This is kinda why they've dwindled in recent years.

>> No.2272910

Unreal Tournament 4 definitely looks like its heading in the right direction.

I expect Wolf TOB will be decent, like TNO, but I probably won't call it great.

>> No.2272927

wolf looks deliciously wonky

UT looks really neat

>> No.2273132

Is this a consistent thing?

>> No.2273175

UT4 looks like it has potential.

>> No.2273176
File: 357 KB, 1920x1080, Demonsteele.png [View same] [iqdb] [saucenao] [google] [report]

I made a Demonsteele wallpaper.

>> No.2273182

I like it.

>> No.2273204

Now I can only hope UT4 doesn't die within a year, let alone a month.

>> No.2273209

It already has a couple hundred players. Also now Unreal Engine is free so I expect a shitload of mods and stuff.

>> No.2273231

It'd be fun to see a Star Wars mod.

>> No.2273296

The main reason why a lot of modern Arena Shooters die quickly is because they go with shitty business models putting off players, or the devs dont make the effort to advertise and/or keep things alive through content updates.

Tribes Ascend actually could've potentially been a popular game, if it weren't for the shitty micro-transactions model, developers doing the opposite of what the community wants in gameplay mechanics, and the developers simply abandoning it over the fact that people stopped playing for not taking their shit any longer.

>> No.2273307

>so it seems you're acknowledged with the -viddump command in prboom+.
false assumption i'm afraid. just because i can make webms out of lmps does not mean that i use prboom-plus to do it. i am sorry.

>> No.2273308

not retro

>> No.2273320

the new unreal tournament looks really cool

i don't know why nobody liked UT3, i played it and there was nothing wrong with it.

>> No.2273329

It's related to the thread topic
We talk about Doom 3 and Doom The Roguelike from time to time

>> No.2273338

i don't think this is limited to zdoom stuff. plenty of doom/boom projects won cacowards at the time but are never mentioned any more. for example:

- two highly rated, cacoward winning boom wads, speed of doom and uac ultra, both released at almost exactly the same time, end of march 2010. which is the one you still hear about now?

- ksutra isn't anything like as much in the popular consciousness as hr/av/scythe etc. hr2 gets brought up more than ksutra, despite the latter feeling far more like a successor to hr than its "sequel".

>> No.2273348

Err, I still hear plenty about Speed of Doom, UAC Ultra, and Kama Sutra from time time, even if they arent as big anymore now.

Stuff like ZPack, Eternal Doom IV, etc on the other hand, Its been years since I've seen a single person bring them up.

>> No.2273360

The art direction looked too much like gears of war. very messy and overcrowded looking, too.
The lack of Skaarj and the butchering of the Necris.
Story mode was downright laughable.
No Assault mode.
Warfare did not improve upon Onslaught, and in some cases, was actually worse.
Non-Vehicle modes felt like an afterthought.

Its not horrible, but I find UT99 and 2k4 better.

>> No.2273361

>hr2 gets brought up more than ksutra

Not sure about that. DSDA even has more demos for ksutra.

>> No.2273378

uac ultra and ksutra didnt fall into obscurity, though. They're just not as highly regarded as some of their peers.

>> No.2273383

i meant in the minds of casual doomers on /vr/, i know ksutra is more popular in hardcore demo recorder circles.

39 results
41 results
total: 80

48 results
7 results
total: 55

>> No.2273385
File: 523 KB, 1280x720, Screenshot_Doom_20150306_024708.png [View same] [iqdb] [saucenao] [google] [report]

Maybe. I haven't thought of anything that would use score for any reason.
Shopping, maybe, but that'd disallow you from shopping at a new game, and only discourage players from upgrading weapons/psionics.

That's funny. I was just playing ksutra after playing some hr2.
And guess what map this screenshot is from.

>> No.2273392

Similarly I was just playing UAC Ultra.
I would still be playing if my laptop didn't keep shutting off randomly, what the fuck

>> No.2273393
File: 1.26 MB, 640x320, superior knifing technology.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.2273395
File: 70 KB, 640x960, 1411680417402.jpg [View same] [iqdb] [saucenao] [google] [report]


God damn it that was so not ready to be shared

>> No.2273397

>And guess what map this screenshot is from.
i haven't got a clue, i thought it was ks12 but it's not. i am ashamed.

>> No.2273402

The Going Down map with the Time machine hijinks?
Overheating, yo

>> No.2273405

It's Map 1 of Kama Sutra.

>> No.2273406

Placeholder graphics for the style switcher are in and I'm starting to implement it.

God damn it.

>> No.2273409
File: 502 KB, 1280x720, Screenshot_Doom_20150306_031055.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2273413

huh, really. well, time to kill myself.
> >>2273397 (You)
>God damn it.
what? misquote?
many eyebrows were raised that day.
the "kids" version is more difficult to beat.

>> No.2273416

That's map30 of ksutra, and the earlier screenshot from map01 of ksutra.
It was an odd way of demonstrating what wad it was from.

>> No.2273459

I will admit, I did find that pretty chuckle-worthy back when I first played ks map30.

I miss Gusta.

>> No.2273461

My point was that zdoom Maps/TCs tend to become obscure after they've had their 15 minutes of fame, since the novelty behind them wears thin.

Vanilla/Boom maps tend not to do the same if proven good enough, since traditional gameplay never gets old for most Doomers.

>> No.2273474

What sector lighting mode do you use? Because it looks a bit flat here.

>> No.2273478

I wish he'd finish up KS2.

>> No.2273485
File: 317 KB, 1920x1080, 2015-03-06_00001.jpg [View same] [iqdb] [saucenao] [google] [report]

What it looks like for me.

>> No.2273491
File: 248 KB, 1280x960, 2015-03-06_00002.jpg [View same] [iqdb] [saucenao] [google] [report]

This one in software mode.

>> No.2273505
File: 479 KB, 1280x720, Screenshot_Doom_20150306_043613.png [View same] [iqdb] [saucenao] [google] [report]

Styles are now ready to do things.
And I'm just now realizing I put the wrong character, the "H" should be a "T".

Oh, geez, you're right. Thanks.

>> No.2273508
File: 410 KB, 1152x864, Screenshot_Doom_20150306_014802.png [View same] [iqdb] [saucenao] [google] [report]

Playing the newest version of Demonsteele on the Github and was killing a lot of monsters and then I turned around to find a flying Shotgun guy head spinning in the air spewing blood endlessly.

>> No.2273534

an old bug scroton was supposed to fix, iirc
he hasn't yet

>> No.2273537

Personally, i like to think of it as the head splatting into the ceiling so hard that blood gushes down

>> No.2273538

I don't even know what would cause it.

Also the new dash slash is pretty fun to use so far but I'm not sure how well it is statistically.

>> No.2273542

>that lowering state
Make it spin in random directions while song from this video is playing.

>> No.2273543


I'll see if I can figure it out before release. No promises, but I'm getting sick of this bug as well.

Also, the dash attack does 100 damage as opposed to the single slash's 30 each.
It doesn't scale up as much from higher ranks, but tomorrow I'll give it an experimental system--the more normal slashes you land in a row, the stronger the cleave strike.
Whoch will stack with the rank damage bonus.


>> No.2273552

3x stronger right now sounds alright. Sometimes it doesn't quite finish off enemies so well but that's because I'm bad at figuring when an enemy will die from it.

Is that kind of powerup system hard to set up though?

>> No.2273767

>uac ultra
>kama sutra
>never mentioned anymore

Sorry, but this is simply flat out not true.

>> No.2273783
File: 652 KB, 1200x1600, 0930011529.jpg [View same] [iqdb] [saucenao] [google] [report]

is /vr/ playing doom right now on a server together?

>> No.2273787

It's not going to be anything approaching Hideous Destructor levels of hard, and the worst of those are only going to be implemented on Purest, Darkest Hell and Lone Survivor. Mags have never ever been forced, except on LS, as Marty pointed out.

Feel free not to play it if it's not to your liking, though.

You're both sorta right and wrong about some things.
It always defaulted to magic bullet pool, with mags under a cvar, but the mags when first introduced only had the bulletinmag tracking and an option to have mags picked up be full. Then someone asked for AtM mags, so I added a cvar, then people continued to complain so I finally switched the default mag mode (only applicable if you turn mags on via cvars to begin with!) to be AtM mags.

This sounds like an issue with GZDoom and models. Please let us know if it happens again and if it happens for things that aren't models or outside of GZDoom. You can also turn models off or use an older version of GZDoom if the newer one is giving you issues with models.

>an old bug scroton was supposed to fix, iirc
>he hasn't yet
I did fix it, the fix is in the Zombieman or Imp (I forget which) torso corpse where it checks momentum to continue spinning and otherwise drops to the floor. Term was supposed to apply the fixes to the other midair spinny corpses later on. It also wasn't my bug to fix .

Blame me for #BarrelBug but in this I'm as blameless as a newborn babe.

>> No.2273789

Also lemme add that if you want it to hang for a bit even if it has no momentum have the checks for momentum behind a couple of counters of the loop, then make the negative z-velocity accompanied by a randomized x and y vel since I think I only put in a z-velocity by itself which might look unnatural.

>> No.2273837

While I don't disagree that there are doom/boom stuff that have become obscure over time, the examples you used aren't very good ones.

Especially in regards to Kama Sutra. Its still among the more popular megawads in the demo recording community, and is even part of the top 20 on DSDA. DWmegawad club played through it back in 2013. Some people at doomworld even brought up Kama Sutra 2 in 2014 in hopes to push Gusta into finishing it. It is downright ridiculous to claim that no one cares for it any more, just because its not brought up nearly as much as Hell Revealed, Alien Vendetta, and the Scythes.

>> No.2273863
File: 657 KB, 1280x1024, pirate.png [View same] [iqdb] [saucenao] [google] [report]



>> No.2273879

I suck hard at duke. I keep dying to the first two pig cops in the third level where they take your weapons.

What do I do to overcome them? Is there a hidden pistol somewhere or something? I know the large medkits are there, and I'm working on avoiding accidentally picking them up before I need them, but I'm not quite that good at it yet.

I'm surprised, Duke seems a much harder game than Doom.

>> No.2273883

If I remember right, you kick the shit out of them; with your boot.

>> No.2273884

There's a pistol in the little room with the two switches. One of those switches also lowers the electric chair to reveal a hidden shotgun.

>> No.2273891

Yeah, I try that, I just get fucked by their shotgun shots inevitably. The one time I got past the first two, I deactivated the zapper thing they were killing me with, and then the glass opens to the observation booth and THOSE guys head in and kill me.

>> No.2273893

ah, that would help a lot. I'll grab those. Thanks a lot!

>> No.2273934
File: 106 KB, 1366x768, Screenshot_Doom_20150306_214806.png [View same] [iqdb] [saucenao] [google] [report]

Just beat Alien Vendetta. I've only played three fan megawads, I rank them like this:

Scythe 2 > Alien Vendetta > Plutonia 2

Any suggestions on what to play next? Scythe 2 really blew me the fuck away, gotta say.

>> No.2273943

13.5 hours gameplay and you didn't have to pay a cent

>> No.2273947
File: 3.68 MB, 1543x4500, so you want to play some fucking Doom V5.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2273949

Give Btsx Ep 1 and 2 a go, I also have the feeling that you would really love Vanguard

>> No.2273956
File: 1.48 MB, 1920x2880, 1425662177.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2274026
File: 75 KB, 218x192, doombarf.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2274036

Epic 2
Speed of Doom

>> No.2274074

And it was better than any modern FPS, too.

>> No.2274117

What do I use for max compatibility on all PCs (and Linux too)?

>> No.2274140

compatibility with what? the largest number of wads? demos? vanilla game physics? hardware platforms?

>> No.2274141

Every decent source port is open source and works on every platform.

>> No.2274142

Compatibility with hardware and graphics (effects).
I heard GZDoom can do stuff that ZDoom can't and that GZDoom just doesn't work for unknown reasons for some people.

>> No.2274152
File: 572 KB, 2560x1440, 2015-02-11_00001.jpg [View same] [iqdb] [saucenao] [google] [report]

If you want hardware acceleration and effects then GZDoom is your best bet. I recommend version 1.9 since newer versions have some crippling performance issues.

I like to turn off texture filtering, set the sector lighting to "software" and autoload the improved brightmaps and dynamic lights. Gives the game a nice mix of old and new aesthetics.

>> No.2274171

What map is this?

>> No.2274173

It's from Valiant, but I can't remember which map exactly.

>> No.2274175
File: 107 KB, 1366x768, Screenshot_Doom_20150210_204220.png [View same] [iqdb] [saucenao] [google] [report]

It's from Valiant.

>> No.2274202

Does anyone have compiled binaries for ZDoom for Ubuntu?
I am trying to be free but it is hard.

>> No.2274206

It's not hard, nerd.

>> No.2274207

thought that could interest some of you

>> No.2274212

That seems gayer than tits.
brb getting on windows machine

>> No.2274215

If you can't do the simplest compilation process while being walked through it you probably shouldn't be using Linux.

>> No.2274217

i believe there is an APT repository for zdoom run by blzut3 but i cannot remember where it is

>> No.2274218


>> No.2274223

That was just too much for me.
Thanks for mentioning this, found it, installed it, waiting for wads to finish downloading.

>> No.2274226

http://debian.drdteam.org/ :
>Do keep in mind that we generally try to avoid building development builds unless the stable build is uselessly old.
I'd argue that point was reached a long time ago. How many current mods work on the last ZDoom stable release?

>> No.2274231
File: 31 KB, 842x632, Screenshot - 03062015 - 10:25:07 PM.png [View same] [iqdb] [saucenao] [google] [report]

linux pls
Where did I fuck up now?

>> No.2274249

GZDoom a shit.
Installed ZDoom and worked instantly and flawlessly.

>> No.2274254

>Can't figure out how to get software to work
>It's obviously shit
Enjoy software mode only.

>> No.2274257

>not playing doom in software mode only

>> No.2274272 [DELETED] 

shitposters out in force tonight

>> No.2274276


>> No.2274289

>I'm surprised, Duke seems a much harder game than Doom.
Douk's hitscanners are a bitch

>> No.2274305

What do I use to explore .wads?
Not like ingame but inside, edit files etc.

>> No.2274307


>> No.2274309


>> No.2274312



Use the 3.0.2 ver.

>> No.2274318

Any word on the Berserk mod?

>> No.2274321 [SPOILER] 
File: 19 KB, 443x750, 1425676624807.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2274326
File: 304 KB, 1000x1869, 12 angry arch-viles.jpg [View same] [iqdb] [saucenao] [google] [report]

someone please shop this with archviles and funny jokes and shit

>> No.2274331

Duke Nukem is one of the easiest FPS's out there imo

>> No.2274334

what's the hardest?

>> No.2274390


>> No.2274403

How do I have sex with things in HDOOM?

>> No.2274408


>> No.2274409

spacebar my nigga

>> No.2274421

Pretty sure you just press Use.

>> No.2274450

Hexen 2, probably

>> No.2274456


We get this question, like, every thread. I'm starting to suspect it's the same person.
For the umpteenth time, no.

>> No.2274460

Is it possible to make dead body sprites to be seen differently from different angles, like alive bodies?

>> No.2274462

yup, they just need rotations

>> No.2274472

Where do people get rotations for their 2D sprites anyway?
Do they make a model and then take screenshots from various angles?
How did id do it?

>> No.2274484

Yes, that's how id did it.

>> No.2274506

OP Subject text should say "QUIZ AND TEST! QUIZ AND TEST YOUR BRAIN!"

It's better this way because it fits the same syllable count as RIP AND TEAR.

>> No.2274507


>> No.2274508

Yeah, you make a model (3D, clay, whatever) and take photos from all the angles you need. Then you make sprites out of them, clean them up to look better, and you're done.

>> No.2274528


>> No.2274550
File: 19 KB, 385x383, 1401635856939.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2274559
File: 3 KB, 55x63, Dealwithit.gif [View same] [iqdb] [saucenao] [google] [report]

Or hand draw every goddamn frame like I do it. Time consuming as fuck and I don't recommend it unless you seriously enjoy this type of thing.

>> No.2274571

That looks really weird around the knees.

>> No.2274576

Speaking of sprite creation/editing, any of the sprite makers here ever check out Aseprite?

>> No.2274591

How do you make her hold the sheath?

Also, general Doom questions. What sector light mode and what fog mode do you guys use? I have both set to Standard but the game always seems a bit dark for me.

>> No.2274593

You have to select it.

It's in slot 0.
I have to use my iffy mousewheel because 0 is too far for convenient use.

On the other hand I don't use guns unless absolutely necessary because going pure melee in Demonsteele is immensely fun.

It's practically Ys.

>> No.2274597

I swear by it.

>> No.2274669

Ah cool! I've just been messing around with it (successfully compiling), made some things but nothing that could be put into Doom just yet.

>> No.2274786

Can anyone post the Hell Knightess original concept art please?
I forgot to save it the other day

>> No.2274830

Why don't you just check the hdoom link given in the OP?

>> No.2274857

Man, I love Demonsteele, but some of Term's design choices leaves me scratching my head.

Why is the scabbard 0 instead of being bound to 1? Why did he use such long sprites for projectiles when deflecting them is a huge part of the gameplay? What in the FUCK was he thinking when he made the pain elemental replacement?

>> No.2274858
File: 28 KB, 90x136, saves thumbnail.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2274860

that's its actual size anon...

>> No.2274864

What are some linear maps that people enjoy?

Kama Sutra map27 is pretty fun. I like the miniature golf vibe it has.

>> No.2274865

rip (current incarnation of) tsp

>> No.2274883
File: 1.42 MB, 568x454, 2015-03-06-1525-13.webm [View same] [iqdb] [saucenao] [google] [report]

Sure is, but most people don't bother because it's more work for a generally useless set of sprites. This skin in the webm is itself a rip from a Quake II plugin player model.

Not to say you can't draw them yourself, but play, say, that Simpsons wad and imaging drawing and editing all those sprites though. Ugh.

>> No.2274896

>Why is the scabbard 0 instead of being bound to 1?
every weapon has its own unique slot
>Why did he use such long sprites for projectiles when deflecting them is a huge part of the gameplay?
long sprites? what do you mean?
>What in the FUCK was he thinking when he made the pain elemental replacement?
i would like to know this too

>> No.2274901

i'm okay with this
tsp is a good concept but needs a heavy rehaul

though if you abandon the project entirely i will personally murder you, marty

>> No.2274904

But why not double up on 1? Same as Fist/Chainsaw in vanilla doom.

>long sprites
Meaning they have a large trail behind them, makes it hard to see where the actual projectile is.

>> No.2274905

Not surprised, but hopefully Marty can reboot it or give it a v2 or something.
Had a hunch things were going down behind the scenes.

>> No.2274908

I don't think Marty's going to be abandoning it, just a "re-structuring" if you catch my drift

>> No.2274910

>makes it hard to see where the actual projectile is.

>> No.2274912


The...projectile is at the front, anon.

>> No.2274925

>tfw no one made ww2 doom clone back in the 90's and no one ever will

>> No.2274934

get on it nigga

>> No.2274937

Would love to but I am terrible at things and have no talent at anything

>> No.2274938

>What sector light mode and what fog mode do you guys use?

I use Software lighting mode in GZDoom. Fog mode has no effect on this mode, afaik

Shaders lighting in GLBoom+

>> No.2274941
File: 250 KB, 953x953, 12.jpg [View same] [iqdb] [saucenao] [google] [report]


Hi! Glad you enjoy it.

Like >>2274896 said, it's so every weapon has its own unique slot. It's just my personal autism showing through, since I like everything to be in little neat categories.
I understand this isn't a layout everyone cares for, and combined with how people have been wanting the Sabbath to be after the Exodus, I've been investigating the use of setslot or Zandro's weapon priority settings to be able to have people customize their own weapon layout.
I'll admit it's a little over my head and I'm a bit worried about if it's even possible, but ideally I'd like for everyone to be able to get their own weapon layout as they please.

There aren't really any long sprites in DemonSteele, precisely because that would be incredibly difficult to gauge. Probably the closest thing are projectiles with trails behind them--if you freeze when a Zombieman fires a laser at you, you can look at it and see it's just a series of small red balls one after the other.
The hitbox is always in the same place, though, it's the first part coming at you.

The enemy replacements work on an extremely exaggerated difficulty curve compared to the original Doom. The low-tier enemies are almost laughable, the mid-tier enemies are difficult, and the higher-tier enemies are guaranteed to irritate you. The Blackened is right square in the center, taking what I think are the core concepts of the Pain Elemental and exaggerating them--spamming you with useless mook enemies, very frustrating, generally require higher-tier weapons to kill right away.
Likewise, the Blackened spam you with unbelievably weak mook enemies (half HP, lower speed, -SOLID now, etc), but do so quickly enough that it makes them a priority. While they have less HP than Pain Elementals, they require the use of a (relatively) high-tier weapon to dispatch quickly--a single side special or forward special will do them in quickly, or failing that the Sabbath (plasma rifle replacement) will crush them as well.

>> No.2274953

>I've been investigating the use of setslot or Zandro's weapon priority settings to be able to have people customize their own weapon layout.

>> No.2274993

that doesn't do what you think it does, anon

>> No.2275014

It's hard to discern where the front actually IS when the trail is long.

>> No.2275027

Doesn't Software make everything dark except the area around you? I know it prevents ambient lighting from showing up on your weapons.

>> No.2275034

I dont get what you want.
Can you relaborate? Like, the default weapon array would be:
Pistol, shotgun, chaingun.

But you want the players to customize the order, so someone can change it to:
shotgun, pistol, chaingun.`?

If so, use ACS. It IS possible.

>> No.2275035

pssh, if you think standard is dark you should try software or doom (which i use)

>> No.2275069

>If so, use ACS.

Of course! Why didn't I ever think of that before? I'll be sure to try ACS right now!


>> No.2275093

It replicates what Software mode does, and has the light diminish over distance. Alongside slightly brightening up around you.

I use it, because all other lighting modes look flat to me, or make things that are meant to be dark too bright.

>> No.2275098

have a look at >>2273485 to see what it looks like for me

>> No.2275105 [DELETED] 

I dont get it. Are you way too retarded to write simple ACS stuff?

>> No.2275249

KS is also used to refer to Kama Sutra. But, unfortunately, its used for other things aswell (like KickStarter), so a search won't give accurate results.

>> No.2275274

>not knowing simple ACS stuff

Poe's Law my nigga.

>> No.2275285

KS isnt that commonly used for Kama Sutra on /vr/. I found about 4 results out of 104 that actually referred to it, 2 of which were in this thread. The rest was referring to KickStarter, Katawa Shoujo, etc.

>> No.2275286

Because there's a lot of shit i can't find it that easy but whatever.

>> No.2275343

Anyone else?

>> No.2275469 [SPOILER] 
File: 458 KB, 806x1137, 1425708911763.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2275660


>> No.2275665

Is that an actual 3D model or just a high quality 3D sprite?

>> No.2275670


>> No.2275673 [DELETED] 

kill yourself IMX

Report and ignore.

>> No.2275679

It's a bunch of 2D sprites made using a 3D model. I know there are ways to implement 3D models in modern sourceports but I have not seen very many examples myself.

>> No.2275689

mel blaz-lin confirmed

>> No.2275691

Is ZDoom strictly software only?

>> No.2275716

GZDoom is Software or OpenGL, but ZDoom is Software-only.

>> No.2275720

There's something comfy about software mode that I can't explain...

>> No.2275724

Does anyone have that image that calculates how fast Doomguy can run based on actual real-world physics?

>> No.2275748

Considering how fast doomguy runs, anyone made first person sanic yet?

>> No.2275750

Sonic Robo Blast 2.

>> No.2275782

I prefer how Software does lighting. When playing opengl ports, I make suree I set the sector lighting to something that emulates Software lighting.

>> No.2275783

What do people generally think about Doom 64?

>> No.2275791

Super Sonic Doom

>> No.2275795

I think it has some neat features. Graphics were kinda cool.

Didnt like that it was missing a few enemies, though.

>> No.2275817

Pipe dream mod, go
The one you would desperately love to do and wish you could do except for lack of time/skill/engine flexibility/etc

>> No.2275818

>Didnt like that it was missing a few enemies, though.
>missing chaingunners, archviles, or revenants

>> No.2275831

>Missing the enemies that change up battle dynamics immensely
Yes it makes sense anon.

Overused in challenging levelsets for a reason.

>> No.2275832

>What do people generally think about Doom 64?

Doom 3 The Way It Should've Been

>> No.2275849

I'd love to see boom format with even more linedef types

Like, make it that you could make a door/switch require all keycards present in the level but still ignore all skulls and vice versa. In boom, alongside the vanilla linedefs, you could only make a door/switch require specifically the keycard or skull version of the one corresponding color, require any one key, or require all keys that are present in the level.

>> No.2275850

Properly made Action Doom 1, or a first-person Metal Slug

>> No.2275851

Drug lord simulator.

>> No.2275852

They often kept the player on his toes. Even if they can be annoying, I'd still prefer having them around.

With situational awareness, barons/knights, mancubi, and arachnotrons really aren't that challenging to deal with. And because of this, I got a bit tired of Doom 64 by the second half. Pain Elementals and the Cyberdemon were the only thing that really gave me trouble at times.

>> No.2275853
File: 1.12 MB, 640x320, improved tactical knifing action.webm [View same] [iqdb] [saucenao] [google] [report]

Given the limited amount of frames I had to work with I think this is shaping up okay. I still need to tighten this up more and make it feel satisfying to slice shit, and add the knife throw, but yeah, no more sissy spazzing for sheathing the knife

>> No.2275857

The slices look kind of spazzy.

>> No.2275859


I'm gonna work on giving them a little more weight, and maybe make sure you can't repeat certain slashes so often.

>> No.2275873


These engines haven't been relevant for over a decade and a half.

PrBoom(+) has full Boom and MBF support, and Eternity Engine has SMMU support (minus fragglescript).

>> No.2275885

I like Doom 1 more than Doom 2.

>> No.2275891
File: 500 KB, 1280x720, gzdoom 2014-03-13 22-57-16-09.png [View same] [iqdb] [saucenao] [google] [report]

Fair enough.

>> No.2275895

most people agree with you

>> No.2275896

I personally find D1's levels were a bit repetitive and samey. Its still fun, but D2 had more variety.

>> No.2275897

D2's best levels were better than any in D1, but its worst levels were way, way worse.

>> No.2275903

Its only levels that felt worse to me were Nirvana, and Icon of Sin. And I generally have the feeling they were done at the last minute.

I've seen people hate the city levels, The Pit, and The Chasm, but I don't see it. Downtown, and Suburbs are ugly as sin, but I always have a blast in them. The Pit is easily the most action-packed doom 2 level, and Chasm, while not perfect, does have its moments for me.

>> No.2275912

is he putting more touhous in doomrla? you could already summon yuuka

>> No.2275916

I have two reasons to prefer Doom 2 over Doom 1, one is subjective, other is objective. Subjective reason is that it was my first Doom, and objective reason is that new monsters in Doom 2 are way, way too good, and they really add to the variety and challenge.

>> No.2275917

I think the Chasm kind of sucks because there's a lot of really pointless areas that lead into dead ends and only dead ends.
Most of the level feels pretty pointless too because of this.
It doesn't really flow well.

I think the Pit and Downtown have that same kind of feeling too.

>> No.2275920

So does it get better after Suburbs? I've been a bit disappointed so far after completing Doom 1 and loving it.

>> No.2275923

Not really, it stays at about the same quality.
17 is good, 18 and 19 are boring and kind of confusing, 20 is cool, and after 20 your mileage will vary.

I think Doom 2 really drops the ball from the Chasm onward.

>> No.2275925

>that new monsters in Doom 2 are way, way too good, and they really add to the variety and challenge
I agree but I honestly enjoyed the level design in Doom 1 much more. Doom 2 just doesn't seem as good in that regard.

>> No.2275926

funny, that's why i liked the chasm, the large space, but with all the little corners where unlikely stuff is hidden. it rewards exploration.

>> No.2275928

I honestly think it punishes exploration.
There's a fair amount of beefy monsters but not many good rewards.

The large open space is pretty empty too.

>> No.2275929

you think the map where you let everything out and cause a massive infight is *boring*?!

>> No.2275931

>I think Doom 2 really drops the ball from the Chasm onward.

Map25 is a bit meh, but theres nothing wrong with Map26-29.

>> No.2275936

Depends on the episode, really. But it would've been really cool if someone remade Doom 1 with SSG and Doom 2 monsters.

>> No.2275937

Which is interesting, because E2 and E3 were atrociously bland compared to most of D2.

>> No.2275938

>Map 29
Damn it I always forget about it.
It's a good level.

Monster Condo and Spirit World don't really do anything for me.
Abandoned Mines.. Not a fan.

Do you mean the Courtyard?
It just never really caught my attention.
Wasn't a fan of a key getting stuffed into a corner either.

>> No.2275945

To specify on Monster Condo a lot of the encounters were pretty samey and everything was really wide open but without any encounters to really take advantage of all the space.

For Spirit World figuring out that you're supposed to fall into a red crack to get to Masterminds or walk through a fake wall to progress felt a bit counter intuitive and they didn't really throw any hints of this.
Same for shooting the walls to open the exit.

But maybe I'm not observant enough for this.

>> No.2275947 [DELETED] 

Oi, why do you use projectiles m8?

>> No.2275948

Yeah, I gotta admit Monster Condo's dumb 'puzzles' did not amuse me much when I was learning the map, I found the (obvious) false wall before I figured out that shit.

People rag on Doom II levels a lot, but let's turn things around a bit; what were some of the best or coolest parts of the Doom 1 levels that you really liked?

>> No.2275949

>But it would've been really cool if someone remade Doom 1 with SSG and Doom 2 monsters.

Problem with this, is that most levels would have to be almost completely redone. Mancubi and Arachnotrons are too big for most levels, due to Doom 1's tendency for tight corridor-based maps.

I guess the E4 maps could work fine, though, since they generally weren't quite as tight, sans a couple levels.

>> No.2275950
File: 2.19 MB, 640x320, This is for a weapon pack shivers might be working on in the future.webm [View same] [iqdb] [saucenao] [google] [report]

That's not a knoife

this is a knoife


because a_custompunch sucks dick. I hate that viewpull shit it forces on you.

>> No.2275952

>But maybe I'm not observant enough for this.
no, you're right. many doom2 maps are better when you know them. but they're annoying for first players.

>> No.2275953

Only problem I had with Doom 2 was that some levels came off as too empty. And the new monsters didn't really get used effectively at all in most maps. I'm actually pretty shocked at how late Citadel is in the game, considering it mostly feels like a D1 level in terms of encounters.

>> No.2275956

>Abandoned Mines.. Not a fan.

Why not? I've always seen it as one of Romero's best maps, behind only his E4 maps.

>> No.2275958

Favorite levels in Doom 1?
All of Episode 1.
E2M1, M3, M4 and M6
E4M1-M3, M8.

The ones I didn't list were still fine but these ones stand out more to me.

For episode 1 I liked the pacing and enemy/barrel placement. It's good stuff.

For episode 2 stuff it was mostly the design and a bit of the atmosphere.

I just liked the encounters in episode 3.

No love for E3M6 and E4M6. Also really dislike E3M7

>> No.2275961

>Not liking E4M6

>> No.2275965

I hate Archviles.

>> No.2275969

Good, that means they're serving their purpose.

>> No.2275970
File: 5 KB, 224x221, an uncanny fellow.gif [View same] [iqdb] [saucenao] [google] [report]

herd u wer talkin shit

>> No.2275971

I'm not really a fan of how cramped it felt.
I also keep forgetting the secrets so I miss most of the level and generally it's just kind of there.

It's not unplayable or anything but it doesn't really click to me.

Too much really strong damaging floors and healing hidden in secrets.
It's tolerable when you know the secrets, not nearly so much otherwise.

Also rad suits are limited which kind of forces an very efficient route just to survive.

I get that the episode is made to be challenging but it was always more tedious to me.
I probably would let it slide if the teleporter with the four lifts had a safe spot to stand on while waiting for the lift to go back up.

>> No.2275973

Nah it's just a patch I for doorpeg clobbered together out of http://www.best-ever.org/download?file=animegirls.wad.
Y'see it was before DRLA monsterpack was made for drpg and WAY before auras could steal your ammo and other things. So I bootlegged my own ammo problems for it.

>> No.2275975

>but it was always more tedious to me.

tedious in what way?

>> No.2275982

Doom 1 > Plutonia >> Doom 2 >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> TNT

>> No.2275984

>I get that the episode is made to be challenging

It's only really Romero's maps that raised the bar. Everything else wasn't that difficult, to be honest.

>> No.2275987

TNT is not that bad, anon. I had more fun with it than id's iwads (sans KDITD). Map07, Map22, and certain parts of Map27 are the only bad maps, IMO.

>> No.2275992
File: 741 KB, 1920x1080, well_how_do_I_get_over_there.png [View same] [iqdb] [saucenao] [google] [report]

Okay, maybe not that bad. Out of curiosity, how do you feel about Plutonia?

Pic unrelated

>> No.2275994 [DELETED] 

Use A_FireBullets with range parameter you imbecile fuck.

>> No.2275995

Well mostly the abundance of Barons were a little grating. Mostly because of how sturdy they are yet don't feel too dangerous.

In E4M6 though the level design was just.. Man, I really don't like it.
Feels like there's a little too many forced dips into the lava and if you don't know the secret with all the Medikits then resources are really limited.

>> No.2275996 [DELETED] 
File: 92 KB, 720x537, 1422794334484.jpg [View same] [iqdb] [saucenao] [google] [report]


Projectiles are generally more flexible and let you do neater shit anyway. Calm your tits

>> No.2275997

the longest string of >s is length 256, fascinating

>> No.2276009

I like Plutonia a little more for its challenging gameplay. Only maps I didn't like were 11 (interesting concept, but lacks replayability) and 18 (Not awful, but easily their laziest map).

>> No.2276015

It's hardly an original sentiment, but I've found that the whole, "Mappers like Plutonia, players like TNT" tends to ring true for the most part.

>> No.2276018 [DELETED] 

Elaborate how a "melee attack" of projectiles is better than a bulletpuff based one?
Enlighten me.

>> No.2276021
File: 18 KB, 422x347, 1410786267221.jpg [View same] [iqdb] [saucenao] [google] [report]


You can do shit like a_giveinventory easier with it, it's how GMOTA works with gaining mana/life on hit.

I know there's some other advantages to it as well but you can ask term later, I can't recall all of them, either way it seems like you're unusually angry over this

>> No.2276024


and furthermore why are you using "quote marks" as if a bullet-based melee attack makes more sense than a projectile-based melee attack, come on now.

>> No.2276027

Yeah. Think the only mapset that actually gave me TNT vibes was Reverie. Where as theres dozens of mapsets that show a huge Plutonia influence.

I hope TNT2 or TNTR come out this year. Been looking forward to them for bloody years.

>> No.2276029 [DELETED] 

>You can do shit like a_giveinventory easier with it
Whats so easier? Too dumb to set the fucking proper flags? Hmm? Projectiles have a certain attack delay, depending on how fast they move, they can get stuck too in extremely small corridors (hidden switch for secrets).

>> No.2276030

have you played napalm or tnt:renascence by eternal?

>> No.2276035

I have not, actually. Thanks for the links.

>> No.2276047
File: 3.45 MB, 3835x1758, Leader_t2_rifle.jpg [View same] [iqdb] [saucenao] [google] [report]

Speaking of which, has anyone made an entire map set for TNT, like, one that's pretty much a 32 map replacement done in the same style?

I always loved the dark and crude, rustic sci-fi feeling of TNT, it's a lot like the original Doom, but it has kind of a dark spacey feeling to it that I'm enamored with. The dark night/space sky does a lot to help with this I think.

Parts of all the tech feel modern, but others feel like they're dated, except in the future, like they'd be new now, but by the time of TNT it'd be dated, worn and cheap.
I feel like the installations and bases would field a lot of simple and low cost gear, like maybe a standard patrol rifle would be a modern variant of something like the Leader T2, because of how cheap and easy it is to make.

>> No.2276048

Why did eternal bring back the broken version of map02's mus?

>> No.2276049

>Speaking of which, has anyone made an entire map set for TNT, like, one that's pretty much a 32 map replacement done in the same style?

I believe theres two currently in development.

>> No.2276053

stuck in development for multiple years due to drama...

>> No.2276058

The drama is ancient history. Both projects are actually friendlier to eachother nowadays.

>> No.2276071

I fucking hate Archviles with passion, I wish they all would die, they are fucking assholes and they always kick my ass
%%That's why I was pissed off when I found out they were replaced by Vores in Accessories to Murder. Monster who walks around and throws homing projectiles? Boo-hoo, big deal, give me back those unfair faggots.%%

>> No.2276098
File: 14 KB, 420x492, 1423781635432.gif [View same] [iqdb] [saucenao] [google] [report]

But Revenants already walk around and throw homing projectiles, anon.

>> No.2276113

That's the point - we already have a monster that fires homing projectiles, in fact, we have shittons of them all over the place. What's the point of replacing Archviles (who are much more rare) with just a single revenant?

>> No.2276127


wasn't that the reason why the Vore was deleted from Realm667? because ww thought it was a good idea to replace a non-projectile enemy with a projectile enemy?

>> No.2276148 [DELETED] 

why are you so fucking mad

>> No.2276154

The Vore in ww-doomnukem was originally the Revenant replacement and was much harder to deal with, because it was accurate to its Quake behavior so the projectile was incredibly difficult (but possible) to shake. People bitched so much that he had to nerf it into the ground and move it to the Archvile slot instead. Ghastly, who made the Vore, saw all the butthurt and deleted it from realm667, for reasons I don't entirely understand. I'd think that if you made a monster so mean that it makes babbies start crying, you'd have done a good job.

>> No.2276184

Plutonia is by far the best out of the original wads and the first glimpse of what Doom could truly be. Anybody who disagrees is a literal pleb and there will never be hope for you.

>> No.2276193 [DELETED] 

Shut the FUCK UP already, no one cares about your "u mad bro" shitposting!

>> No.2276194 [DELETED] 

you angry

>> No.2276196

Is it just me or is Hell Revealed 2 cheap and shitty and not much fun?

I haven't tried the first one, is it any better?

>> No.2276203 [DELETED] 

Well... that one poster was unusually angry in his responses, it's a legit question.

>> No.2276205 [DELETED] 

Chances it's the same guy as >>2275105 ?

>> No.2276213 [DELETED] 


Nope, I tend to avoid insults when unneeded... at least in serious conversation.

>> No.2276216

I generally consider Final Doom as a whole better than Doom 1 and 2.

KDITD is the only thing I come back to, in regards to id's iwads.

>> No.2276224 [DELETED] 

lel I know! It's like baby needs a blow job or something.

>> No.2276228

HR2 has some cool maps, but yeah, its not that remarkable. Some authors didn't quite seem to understand what made HR fun. There were also far too many sequel maps, aswell.

HR1 is leagues and bounds better. I also recommend Kama Sutra.

>> No.2276239

>Some authors didn't quite seem to understand what made HR fun
many of the early hr2 maps, by which i mean those in hr2beta, were heavily influenced by the fashion at the time, meaning gothicdm-style fake 3d (and fake 3d bridges which you can walk over and under) everywhere.

i mean, requiem was most famous for its 3d trickery and in particular having a two-storey fake 3d bridge. hr2 has a map with a 5-storey bridge.

>> No.2276243 [DELETED] 

right we've got all our obligatory 3d bridge, eat your heart out quake players! fucking traitors. anyway, now just slam in two hundred monsters in a cramped space DONE

>> No.2276247

Only maps in HR2 I really like are Jonas Feragen's. These are 1-5, 7, 9, 13, 15, 18, 19, 21, 29, 30, and 32.

>> No.2276248 [DELETED] 

forget mapping, i'm off to write another article for "Doom, damnit!" about how quake is really brown.

>> No.2276254 [DELETED] 

sorry getting a bit carried away here

>> No.2276258 [DELETED] 

what is your major malfunction

>> No.2276260 [DELETED] 

like i said see >>2276254

>> No.2276264

I don't hate arch-viles, i just hate mappers that put a whole bunch if them in one place.

>> No.2276278

Those maps weren't really the problem, though.

Sam Woodman and Andy Olivera I feel simply did not truly understand HR's gameplay, or at least, weren't able to work the magic themselves. Yashar Garibzadeh's maps felt more in vein of Plutonia.

>> No.2276286

iirc, two of the three maps from Yashar were indeed originally developed for PL2.

>> No.2276314


>> No.2276317

>(Pick one)
this poll is flawed. there is no single best source port.

>> No.2276324

Anyone have a set of angled default weapons that doesn't suck?

>> No.2276326


Basically this.

>> No.2276518
File: 241 KB, 1280x960, fairplay.png [View same] [iqdb] [saucenao] [google] [report]

So I'm trying to figure a solution for a small problem I've been having with the diablo style spawning; sometimes the lackeys teleport instead of the boss when maps use one time teleport lines for monsters.

so far I have two ideas;
1. Make the whole "egg" move and then go to the enemy spawn when the egg sees the player, might cause some akward "OUT OF NOWHERE" situations.
2. The lackeys dont activate any lines ever and generally don't count in the monster kill count. But then they can stay haunt in the background with their yells and stuff, unless its possible to give them a some sort of "teleport to monster" thing.
3. All lackeys no clip (horrifying)

I'm not sure which to go with.

>> No.2276545
File: 235 KB, 569x730, B3IwU3FCYAEhc35.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2276549

Lol, what a bunch of nerds.

probably infinitely cooler than we'll ever be

>> No.2276572

Lackeys dont activate lines ever and the boss recalls all of them if he can see the player but no lackeys are in his proximity.
This should break the least ammount of maps.

The egg idea would suck for maps like Plutonia's archvile maze.

>> No.2276641

A TC for Trailblazer using assets from Kingpin and Shadow Warrior. Urban setting, going after crime lords and cults. Player character is a mercenary and can but stuff between levels.

Anyone ever play Damage Incorporated? Premise is kind of like that but faster.

>> No.2276645

First person God Hand Doom.

>> No.2276652
File: 58 KB, 688x584, 1411326891228.jpg [View same] [iqdb] [saucenao] [google] [report]

Circus 3.

I voice all the clown monsters myself. Will be structured as a traditional 32 map megawad, and use a modified version of Accessories to Murder. The altered AtM will be made to play similarly to Marathon, which has slower and more deliberate gameplay. Player is slower, more fragile health, weapons hit hard with very high pain chance, ammo conservation, etc.

>> No.2276654

not a mod per se.. but I'd like to add a fitting edit of the recently revealed Zombieman, Shotgun Sergeant, and Doomguy rotations to every custom monster/skin ever made.

Make them all complete, the way they were meant to be.

>> No.2276662

Basically a mod that's dumb as fuck like Grezzo 2, and like Crack-Life for HL1, but with a ridiculous plot thrown in and several levels that use assets from many other games, including music.

I still daydream about it.

>> No.2276668

>Sgt. Mark IV is taking way too long to get v20 out so this is based on the Jan 06 test version
Basing a mod off an unreleased/incomplete test version, I think this is quite rude, frankly

>> No.2276680


Not really. This was before Mark gave indication that it wasn't for distribution.

>> No.2276692
File: 76 KB, 700x513, fghfgh2.jpg [View same] [iqdb] [saucenao] [google] [report]

yet another edition of "go to the doomworld pictures thread and bring back something cool"


>> No.2276705

wow that's pretty cool.
i doubt it'd look right as a weapon sprite, but still kickass

>> No.2276731
File: 14 KB, 592x352, 10325685_324477721038519_9025676961186418798_n.jpg [View same] [iqdb] [saucenao] [google] [report]

Multiplayer LOR Helms Deep defense map, something like this https://www.youtube.com/watch?v=UvW6d3eA1i8

[Spoiler] A man can dream... A man can dream... [Spoiler]

>> No.2276760

Are there any good Star Wars mods or should I just play Dark Forces?

>> No.2276780

There's Chibi Star Wars by LittleWhiteMouse

>> No.2276827

Apparently, there is a Joe Ilya tune up project, where other mappers use Joe Ilya's maps as a base and remake it into something better.

>> No.2276839


>> No.2276840

I was just about to post his because god damn, it's one of the dumbest things I've ever heard.

>> No.2276867

Hey doomers, I was thinking about weapon and gameplay mods for a bit and I was wondering.

What do you look for in a gameplay mod?
Do you like it when it's drastic overhauls that change how everything plays entirely? If so, do you like it being faster or slower? Tougher? Easier? Silly?
Examples would be like Hideous Destructor, GMOTA, Demonsteele, Project MSX and whatnot.

Do you prefer remixes of vanilla weaponry?
Like Weapons of Saturn and the like.

What do you look for in gameplay mods?

>> No.2276878

>What do you look for in gameplay mods?

I'm probably the odd one out here, but I personally don't play with gameplay mods much. I usually get bored after 10 minutes of play with most of them.

>> No.2276879


vastly new weapons. Mods have spoiled me and I have a hard time going back to starting out with a vanilla pistol and fist, everything else is okay though

>> No.2276886

Well if you did look into gameplay mods what would you like?

And of course Vanilla is always good.
With vanilla weaponry have you ever done anything more to them?
Like how some mods make them have smoother animations or particle effects and whatnot but they still function like vanilla stats and whatnot.

For vanilla weaponry I use a slightly modified Eriguns with changed fist sprites to play as Doomgirl
And if I go completely vanilla sprites I use a couple of PSX sounds for the standard pistol sound and standard shotgun.
I really don't like the default pistol sound

>> No.2276891

i agree, the better idea is to just ban the attention-seeking idiot again, and forget he ever existed. instead we reward a clown with (even greater) superstardom just because it's funny. we should encourage those who quietly churn out decent, solid maps without drama. but that's "boring".

>> No.2276914


I put the blame on the fact that they were more worried trying to make it zandro-compatible instead of making a second map with actual gameplay

>> No.2276945

I wouldn't mind a mod that completely separates the Plasma Rifle and BFG from eachother.

Plasma Rifle is pretty much never touched again once you have a BFG. 40 cells seems too generous to me.

At least shotgun still has its occasional uses after you grab the super shotgun.

>> No.2276951

I will definitely say its a dumb idea, too.

Instead of trying to help a noob mapper improve, they improve his maps for him. He won't learn anything out of this, and will only grow a bigger ego.

>> No.2276958

wtf? the plasma rifle is incredibly useful. the BFG is only worthwhile if you have a huge bunched-up hoard, or a cyber / spider.

>> No.2276960

>At least shotgun still has its occasional uses after you grab the super shotgun.
I actually feel that it doesn't have too much of a use once you grab a Chaingun while having the SSG.

It has more accuracy and.. DPS I guess.
There's almost always a whole lot of extra bullets too so even if it's not as efficient as a shotgun it tends to be pretty loaded.

I also don't really like how some mods address this by toning the SSG down to having the same efficiency as the standard SG.

>> No.2276969

>got swole
>fought bullies
>broke into school to steal computers
>made bombs
>owned a ferrari
>built rockets
>wrote the code for some of the greatest games of all time
Literally the coolest nerd.

>> No.2276971

A full-blown Shadowrun or Syndicate TC done for GZDoom.

>> No.2276982

>the BFG is only worthwhile if you have a huge bunched-up hoard, or a cyber / spider.

So basically, theres no point using the Plasma anymore...

>> No.2276985

I did say occasional. Shotgun is good for conserving ammo in maps with tight ammo, and theres lots of zombies/imps. But most maps indeed dont have tight ammo, you're right.

>> No.2276995

I don't know, I always found myself with an abundance of bullets before I started to use the Chaingun in earnest.

Then once I did I'd always have a lot of shells even if ammo is tight.

From what I gather it's pretty hard to balance out ammo counts in any sort of mapping style.

>> No.2276996

Except using the Plasma only wastes away ammo that could've been used for the BFG. Super Shotgun and Rocket Launcher both are generally likely to be in your hands if you have both Plasma and BFG, so honestly, why bother using the Plasma?

>> No.2277001

Play some of Matthias Worch's maps from the 90's. He was actually notorious for tightly balancing ammo in some of his maps.

>> No.2277036

So your argument is that "the plasma rifle isn't useful because it's not the BFG." I guess I can't argue with that...

>> No.2277048

My original point was that if you have the BFG, theres no use behind the plasma rifle anymore. Plasma is only useful if you dont have the BFG.

>> No.2277051

>>broke into school to steal computers
Wasn't it a shop? Or are we thinking of different incidents

>> No.2277065


>> No.2277067

i find i moreso waste ammo with the bfg than i do the plasma rifle

>> No.2277072
File: 60 KB, 384x244, MKII-Tease.png [View same] [iqdb] [saucenao] [google] [report]

Hey guys, fancy post about the new direction of The Space Pirate here: http://forum.zdoom.org/viewtopic.php?f=19&t=37064&start=345#p820211

>> No.2277080

protip: dont use BFG on singular enemies that arent bosses. Dont use it on groups of zombies/imps either, as most of the time, the rocket launcher is more cost effective here.

>> No.2277083

Because the BFG wasn't really readily available in Doom, usually you would have to find it

Since you didn't have the BFG for the most part, you would only have the Plasma to use cells on.

>> No.2277089
File: 243 KB, 932x800, demon_eclipse___concepts_2_by_eriance-d389ogy.png [View same] [iqdb] [saucenao] [google] [report]

A Deus Ex style spinoff from the Doom RPG, featuring a full campaign made up of several hubs that fan out into mission maps. Level up skills, build and upgrade exotic weapons, trade demonic artifacts with shady dealers, buy augmentations and illegal xenografts, fight against the demons, the UAC or both.

>> No.2277091

>Increased focus on melee
Does this mean melee will be stronger or does it mean enemies will be easier to approach?
Will there be more than one or two melee weapons?
Less ammo to emphasize melee?

>Get loot and upgrades
Can you go into more detail of what upgrading weapons will be like?
Like will it be modifying certain stats of a gun ala DoomRLA?
Or will it be turning guns into a straight upgrade of itself?

>> No.2277096

>we've only released 2 updates in 2 years
>we're going to remedy this with a reboot with only half the people working on it as before
maybe I'm not getting it but this doesn't make sense to me

>> No.2277104

I think the idea is that he will be getting help on how to make what he wants thus he can be self sufficient with the mod instead of having to rely on others.

Also now that he is getting a focus on what the mod will play like it will have a more narrow vision to work with and should be easier to plan around what gets added and the like.

>> No.2277107


Sometimes team members don't work well together, for one reason or another. Sometimes a person can get more done by themselves than by working with others.

>> No.2277117


Hmmmm...I'm still not seeing the Nickelback correlation...

>> No.2277141

Thats what I liked about Doom 1. BFG was rare, and mostly placed in secrets or traps.

Plasma Rifle is honestly a fun weapon to use. And its a shame when mappers design around the BFG.,

>> No.2277158
File: 17 KB, 200x244, UPGRADES.png [View same] [iqdb] [saucenao] [google] [report]

>Melee Focus
Essentially, yes to all of these.
>Hmm, upgrades.
Check out the picture! I don't want to talk to much about what I have in mind EXACTLY, but this is the general idea!

What >>2277104 said it pretty much the general idea, but the two statements aren't directly correlated.

This isn't the case exactly, if I could pump out graphics and art all day and not be lazy I'm sure scroton would've had this mod reach 4.0 already. But this reboot is more of, "I want to learn and not just be an idea guy and occasionally work on graphics".

Look to la luna

>> No.2277160

>from the Doom RPG
*Doom RPG mod

>> No.2277161
File: 2.96 MB, 640x320, fire is cool.webm [View same] [iqdb] [saucenao] [google] [report]

Okay, I think the fire needs to explode violently at the end but I feel this is done.

all that's left is the shield

>> No.2277163
File: 5 KB, 128x67, Xfhh3Cl.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2277171

That looks nuts.
I love it.

This could be really nice.
A couple of new questions though.
Will melee weapons get upgrades to choose from? Or Mel's default fists for whatever reason?

Are there going to be new shell types or is that just an upgrade for the shotgun that allows it to use multiple shell types?
Tell me more about planned shotgun upgrades please

>> No.2277182

Zeke will be probably the only shotgun (for right now), so it'll start with normal buckshot and then upgrade to eventually be able to use all four types.

As for melee, yes! Most of the melee upgrades will be through the character's special function though, so you start with Mag Pull and then upgrade to be able to use Mag Sling, then Mag Push, etc. etc.

Other melee weapons will definitely have upgrades too!

>> No.2277185

Will melee be stronger than in the current version of TSP?

>> No.2277187

Hell yeah!

>> No.2277202

In what way?

>> No.2277246

So im trying out a lan server for a friend for the first time with Zandronum. How do we find the lan server? there is no filter for lan servers. We just keep seeing online servers.

>> No.2277270

I somewhat agree. His maps, along with Martin Friberg's and Mattias Berggren's were the only ones that were fun.

The other maps werent awful (except maybe 10 and 28), but they often became a bore, or felt nothing like HR.

Also, considering theres so many sequels, I find it downright shocking that there was no Post-Mortem sequel. Could've sworn that was the most infamous map out of the original HR. Alien Vendetta and Kama Sutra both did their own takes on it, in fact.

>> No.2277297


I just almost hit character limit with some explanations and then my browser backtracked and forgot it. Fucks sake.

Basically, everyone's different. If you are making it for others and not yourself, either exploit a niche, or do something better than others have. Compatibility and longevity are king, with balance and pacing coming in second.

Personally, I like mods that just improve/expand the base game without fucking up the monster/weapon progression. Those often sit in my autoload when I play new maps. Little immersion things, like footsteps, breakable decorations, lighting, better sounds etc - those go a long way too.

Stuff that's too drastic, weird, or wacky - I don't play for more than a romp or two. There's nothing wrong with replacing Monsters too, if it's done right. The issue is, there are a ton of really /good/ weapon mods, but highly compatible mix-and-match monster mods are kinda far and between.

>> No.2277305

>How do we find the lan server? there is no filter for lan servers.
there is
you aren't using doomseeker to join, are you?

>> No.2277341

This. Theres plenty of overlap between the two teams. The current TNT2 leader has even contributed to TNT Revilution aswell.

>> No.2277354


Speaking of a mod that alters little of the base doom game. I'd like to one day do my own simple take on the weapons. Little would change other than punchier sounds and animations. But I'd swap the pistol out for some kinda energy gun that snaps out a hitscan attack that runs off it's own power supply. And some crunchier punch attacks.

Other than that the other vanilla weapons are solid.

>> No.2277407

that left sprite should be in shut up and bleed

>> No.2277416

it should definitely be used, especially in a mod that gives cacos a shitty death animation
*cough* AtM *cough*

>> No.2277418


>> No.2277426

Whoops, meant to reply this >>2275817

>> No.2277429

>>wrote the code for some of the greatest games of all time
I'd say that code of his is probably in the lion's share of all FPS games since the late 90s; it's insane how many FPS games are running on a fork of one engine or another that was developed by id.

>> No.2277437

I'd totally put it in if it was a complete sprite set, drama be damned.

>> No.2277439

I FUCKING HATE YOU WILDWEASEL not really but you know what I mean

>> No.2277454

is there anyway to have maps progress half life-style? like without the results screen between every level? with things like hubs i'm sure it exists but i cant find code for it anywhere that doesnt have to do with hubs

>> No.2277458

oops didnt mean to quote

>> No.2277462

enable the keyboard shortcuts, press q

>> No.2277467

wow ive been here for a year and a half and ive never even noticed the settings thanks anon

>> No.2277478

here's an idea - post HL1 to Doom. Not because you should, but because fun

>> No.2277480

oh jesus enemy ai would be a nightmare but yeah it'd be great if somebody could do it

>> No.2277490

actually ive always liked the idea of having doom have a hl-iosh settings where you could experience the uac before everything went to shit, with scientists and marines walking around and all that. i know doom 3 kinda did this but there really wasnt that many people walking around which is weird considering its the one city on mars and it never really felt as alive as black mesa did. and classic doom's style is just more appealing in general anyway

>> No.2277492

*hl-ish setting

>> No.2277496
File: 2.84 MB, 260x195, Hae-Lin fights MSX.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.2277505


>> No.2277509

I am using doomseeker.

>> No.2277514

after you make the server just join via zandronum

>> No.2277518


ill try again. thx

>> No.2277520


it says my friend isnt using the same wad as me. we are both up to date. ill try messing around with it more.

>> No.2277523


That's another problem entirely.
When it gives you that error, it should give you a string of numbers and characters next to each wad you're trying to load. Compare them to each other and see which number is different.

>> No.2277526


it doesnt tho. we were just trying out doom2 e1m1. it shouldnt have had any issues.

>> No.2277535


...Yeah, it'd have issues, anon.

>> No.2277548


what i meant was the 1st mission. my bad on getting the name wrong lol

>> No.2277556


Do you have anything in your skins or autoload?

>> No.2277574

This may be a bit off-topic, but was RAGE anything like the first two Doom games? I'm pretty sure it's the only id FPS I've never played and since I've been playing a lot of Doom 2 lately my interest has been piqued.

My toaster can't run it (anything newer than about 2005 on medium-plus settings is unplayable) so piracy isn't an option but my local gameshit has it for $5 and I have a 360 that I could dust off.

>> No.2277581


I've never had the pleasure of playing RAGE, but I've heard nothing but bad things about it.

>> No.2277584

The guns feel great.
But you use them for like 5 minutes and then it's a long drive to another shooting gallery.
Everything else is crap.

>> No.2277593

Gameplay is more similar to CoD than to old Dooms.

>> No.2277602

I wouldn't call it bad. More just disappointing. Advertising made it look like it was going to be open-world FPS RPG, but in reality, it was actually pretty linear. The ending is also very abrupt, like they didnt even finish the game or something.

>> No.2277609

Err, RAGE was meh, but I didnt get any CoD vibes whatsoever.

>> No.2277613

It's even worse. Health regenerates but they compensated by making the health cap extremely low, and accuracy is complete dogshit even with ironsights.
>The ending is also very abrupt, like they didnt even finish the game or something.
True. It was suppossed to be one of those games that look pretty and not much else, but it didn't even look pretty really.
At least other id "engine test" games didn't bother with the story and had fun gameplay.

>> No.2277616



>> No.2277621


demonsteele, but so does my friend.

doom metal music was in as well, that might have fucked it. ill try again.

>> No.2277863

The game is ok.

It has some really cool things going for it, but it's all brought down by an overhanging sense of mediocrity.

I had fun with it, I've played it through, multiple times, but there's definitively standout flaws which bring down the overall quality of the game. I kind of wish it would get a sequel which would remedy all of it's flaws.

I like the atmosphere, the guns, scavenging for items, the inventory and crafting system, I honestly liked the car part, something fiercely enjoyable about ramming your armored wasteland musclecar at full speed into an enemy Mad Max Mobile to punt them at maximum velocity into a cliff wall and behold the big fireball.

I liked the AK-74, I liked the modified flaregun pistol (I would load nothing but Fat Boy ammo which would actually make it a rather solid performer at close quarters, just sell the regular ammo and buy as many Fat Boy loads as you can), as well as the self-loading shotgun (I would load basically nothing but Pop Rockets in this, turning it into a small, rapid, grenade-launcher, practically never using buckshot, stock up on C4 and then convert as many shotgun shells as you can.

If they have it for cheap, and with the added DLC items, you can have kind of a fun time, I'd recommend at least giving it a go.

As for flaws, the graphics, while incredibly beautiful, do have bugs, especially on PC, also, there's a fundamental lack of any substantial boss battles, the final battle WILL disappoint you.

Ironsights =/= CoD
Not that you even need the ironsights.

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