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2277614 No.2277614 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2270116
(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.2277615


[03-07] A new direction for The Space Pirate http://forum.zdoom.org/viewtopic.php?t=37064&start=359

[03-05] New E1M8 void glide speed route found by Kpa6, TASed by Looper, and recorded by JCD: http://www.doomworld.com/vb/post/1349403 / >>2272227 (video)

[03-05] Crispy Doom v2.3: http://www.doomworld.com/vb/post/1349499

[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


Please reply to this post with news.

>> No.2277619

OP source: https://archive.moe/vr/thread/2223184/#2226709

>> No.2277625
File: 125 KB, 470x371, 1369941201966.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2277629
File: 13 KB, 128x136, output_0rfDzu.gif [View same] [iqdb] [saucenao] [google] [report]

Doomlight savings time bitches.

>> No.2277641

>Romero wants to make a shooter, without guns

>> No.2277654

Nerf Arena Blast 2 plz

>> No.2277657 [SPOILER] 
File: 14 KB, 250x298, 1425800129344.jpg [View same] [iqdb] [saucenao] [google] [report]

Why not?

>> No.2277673

The highest rated game on Steam at the moment is an instagib arena shooter based on robots playing dodgeball

>> No.2277676

>[03-07] A new direction for The Space Pirate http://forum.zdoom.org/viewtopic.php?t=37064&start=359
I'm having trouble reading between the lines on this. Did Scroton decide to quit? Did MartyKirra kick him out? Who broke up with who?

>> No.2277693


Who knows?
I, for one, am looking forward to something done in simple code.

>> No.2277695

it seems marty feels bad for making scroton do all the work, and wants to do the work himself.

poor scroton, no-one wants his code. no reason to live.

>> No.2277726
File: 441 KB, 1280x720, Screenshot_Doom_20150308_004406.png [View same] [iqdb] [saucenao] [google] [report]

>see a server called "BEST OF DOOM"
>four wads in them
>slightly intrigued by obvious clickbait article, let's see how shitty the mods are
>killingfloor18.pk3, is 64 megabytes.
>hm3dmonsters.pk3 is 80 megabytes
>ds-models-zandronum.pk3 is 117 megabytes
>bestofdoom2v7.pk3 is, uh, 154 megabytes
>mfw it's just a shitty modelpack and hi-res texture pack filled with stolen maps

>> No.2277729
File: 6 KB, 300x168, 1283.jpg [View same] [iqdb] [saucenao] [google] [report]

ITS BACK, because why not?

::[BE] Montreal :: Metroid Dreadnaught At Velocity X CTF

>> No.2277730

I dont get it, is Scroton a good programmer with bad / unreadable code or the opposite?

>> No.2277731

if that's true then that's hilarious

>> No.2277732

he's basically a more competent RV-007

>> No.2277736

Scroton's a nice guy who likes to help. Unfortunately, his version of help usually is reinventing the wheel with incredibly roundabout and difficult code with questionable benefits.

>> No.2277743


>> No.2277746
File: 1.08 MB, 800x450, Zandronum 2015-03-08 04-03-48-77.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.2277751

i don't think that will get used frequently tbh

>> No.2277754
File: 43 KB, 510x384, 1415514489142.jpg [View same] [iqdb] [saucenao] [google] [report]

Nice! It feeds my need for a railgun in weapon mods. Also the muzzle flash is fucking amazing

>> No.2277765

What's that muzzleflash say?

>> No.2277768
File: 585 KB, 706x489, I_see_what_you_did_there_Term.png [View same] [iqdb] [saucenao] [google] [report]

Nice touch m8

>> No.2277773
File: 2.22 MB, 1280x1280, album_iron_maiden_killers.jpg [View same] [iqdb] [saucenao] [google] [report]


It's a little three-frame spiel of text.
"My faith in believing is stronger than lifelines and ties, with the glimmer of metal, my moment is ready to strike."


Heehhhh. That didn't take long to catch.

>> No.2277775

>iron maiden
>acacia a-22
u cheeky cunt
i didn't get that until now

>> No.2277810

About how strong is special?
As cool as it looks it might end up getting outshined by the standard forward sword special entirely.

So my guess the appeal of this shot is the range.

>> No.2277823

>play resurgence map25
>Starts off like a standard hard map
>notice theres force fields with monsters behind them
>open the force fields

>> No.2277835


>> No.2277843


In terms of raw damage, to be blunt, it's utterly outshined by every other special. The build I'm sitting on is 800, which is just enough to one-shot a Vile.
The appeal is very much the range, hitting nasty bastards at a safe distance to clear up a scene before waing in.

More up-close players will likely ignore it completely.

>> No.2277849

Can it one shot the Blackened ?

If it can then it will hold a place in my heart.
If not then I probably won't touch it outside of seeing the pretty awesome animation.

>> No.2277857


Yes. Yes, it can.

>> No.2277859

It should be pretty handy then.

Actually 800 damage with infinite range is pretty respectable.
Really the only thing that could hold it back would be the long startup for the shot.

>> No.2277894

Kama Sutra is fun as heck throughout.

Only about half of HR2's levels are actually good, though.

>> No.2277908

While there are a few good tunes, I dislike the direction they went with the music in HR2. It sounds too agressive and serious compared to the more fun sounding tunes of ROTT.

>> No.2277962

Confession: I don't really like slaughtermaps very much. I never quite saw the appeal of Alien Vendetta or Hell Revealed

>> No.2277973

The challenge.

Slaughtermaps don't really do challenge very well for the most part.

>> No.2277978

Most of them are a chore to me.

E4 or Plutonia is more my speed in terms of challenge. Maybe with a tad bit more health and ammo for E4.

>> No.2277981

That's how I feel too.

Although a lot of weak enemies can be fun to take on at once, slaughtermaps tend to put just massive walls of HP at the player.

Not very fun.
Revenant hordes get pretty old too.

Maybe I just don't know good slaughtermaps but generally it feels like a slog to me.

>> No.2277986

>Although a lot of weak enemies can be fun to take on at once, slaughtermaps tend to put just massive walls of HP at the player.
maybe it would be better if every monster was a glass cannon that did 4x damage but had 1/4 health? (numbers arbitrary, would need balance testing, this is just off the top of my head)

>> No.2277987

I honestly think Hell Revealed and Alien Vendetta shouldn't be THAT hard to get into. Its a big step up in challenge compared to even Plutonia, but you learn to get used to it.

I'm not too big on Sunder type maps, though. Can get a bit too extreme, combined with some maps taking even hours.

>> No.2278002

I don't really feel this addresses the problem directly.

Doom's enemies are best when set up cleverly or in well done ambushes.

The monster placement and encounters are pretty important.
Slaughtermaps do pay attention to this but with the scale it kind of just ruins the pacing.

By increasing their damage and cutting their HP it just means less mistakes allowed for the player but the encounters are still pretty much the same.
It doesn't help that Doom's monsters are relatively slow and whatnot.
Doesn't quite have the dynamics of Serious Sam.

>> No.2278005

>Maybe I just don't know good slaughtermaps but generally it feels like a slog to me.

If you can't even enjoy HR and AV, then its likely not that you can't find any good ones, but rather, its simply not your cup of tea.

>> No.2278008

I actually do enjoy those levelsets.
I'm not the guy that hates HR and AV.

But when there's so many enemies in some maps I tend to feel like it drags on too long and have to give it a break.

Like those levels in AV with like 800+ monsters.

Something like say.. Sunder though?
Can't do it vanilla, too tedious.
Can't do it with something like Russian Overkill either. Those weapons are just way too strong.

I can play it with Demonsteele though, but only once in a long while.

>> No.2278018

>But when there's so many enemies in some maps I tend to feel like it drags on too long and have to give it a break.
>Like those levels in AV with like 800+ monsters.
The starting arena in Demonic Hordes was a bit bleh. But I didnt mind anything else

>Something like say.. Sunder though?
>Can't do it vanilla, too tedious.

Agreed here. I can't fathom how anyone can even have the patience to play the final four levels.

>> No.2278028

Actually, the AV map that was cut out "Valley of Echoes" certainly went overboard with the Cyberdemons by the valley itself.

>> No.2278062

The second half of Sunder overall is a boring slog.

First half isnt too bad. Newgothic is better.

>> No.2278090

>stuck on Hell's Apprentice for god knows how long
>once beat him
>everyone killed next wave

Fucking Hell.

>> No.2278091

Does DoomRPG and RLArsenal work with Heretic/Hexen? If not are there versions for them?

>> No.2278093


Its crazy that the map11 midi is nearly 50 minutes long, and is 867.23kb

>> No.2278102
File: 2.29 MB, 640x320, projectiles, what projectiles.webm [View same] [iqdb] [saucenao] [google] [report]

Well now. I might be onto something here.

>> No.2278107
File: 1.49 MB, 1280x720, 2015-03-07_00002.png [View same] [iqdb] [saucenao] [google] [report]

Is there a way to add a glow to the lights in GZDoom? I'm not talking about full-on bloom, just a subtle glow texture or something that would compliment the dynamic lights.

>> No.2278109

Even thought that kill counter barely changed, it looks pretty fuckin' nifty for clearing pathways to run away.

>> No.2278115


That's the idea, the warding cyclone is shitty for offense but top tier at defense

I feel kinda shitty because the new item crashes are awful similar to eachother now

Lance: straight flying ripper that shits out lightning, big strike if it hits a boss

Shield: straight flying ripper that pushes everything away constantly, shoves bosses

Torch: feet-seeking flames that track enemies, spit fire everywhere before exploding

Axe: Giant axe that shoots axes everywhere before exploding into more axes

Daggers: DAGGERS

But hey, if they're powerful and fun to use, I guess that's what's important

>> No.2278252


and on top of that, it's actually an original composition

>> No.2278275
File: 22 KB, 300x300, 420.jpg [View same] [iqdb] [saucenao] [google] [report]


>someone saved the pic I made

>> No.2278287


>> No.2278293
File: 162 KB, 640x640, image.jpg [View same] [iqdb] [saucenao] [google] [report]

So what's the best option for handheld Doom?

>> No.2278313

is there a manual for gmota somewhere? i don't really get how the subweapons and powerups work.

>> No.2278324


For like 15 years I thought the doomguy's hand was just wrinkly as fuck instead of wearing gloves.

>> No.2278337


You have to pay for it, but it's worth it because it is the best.

>> No.2278361

Honestly, download a homebrew port for a special DS or 3DS cart.

The GBA ports, while still fun (as they're still actually Doom), are heavily crippled, Doom 1 is crippled in that maps are cut/altered, the boss monsters are completely cut except for the Baron (E3M8 DIS is replaced by E2M9 Warrens, you fight a bunch of Barons and Cacos at the end instead of the Spider Mastermind).

Color isn't perfect, for one gamma is quaint, and you'll in fact want to turn off shading/darkness if you want the game to not run like a slideshow. All the blood is censored, either by removal or by turning it green (blame the Germans for this one).

Now, the Doom 2 port on the GBA is by far superior, it has every single monster and level in there, just about every level is intact (except for some trimming here and there), aside from two, which are there still there, but each of them are split up into two parts due to limitations on size.

The shit parts of the Doom 2 port are that color seems washed out somewhat, and the AI just doesn't give a fuck, if you're far enough away from an enemy, they simply will not pay attention to you even one bit. Blood is still censored, and the Wolfenstein levels have all the Swastikas and nazi imagery removed and replaced.

There can be an Arch Vile across the field/yard whatever, and you can plink away at him with your gun and he won't give a fuck until you get close enough to him, even if you wake him up, if you get far enough away, he'll stop chasing you and just stand there. I believe this is also because of memory limitation.

The good parts of both:
You have Doom on the go, even if shoddy, still Doom, you can have fun with it, just not as much fun. As a kid, I got through many boring family gettogethers with these.
The music actually sounds pretty cool.

>> No.2278367

press f1

>> No.2278372

Mobile. D-Touch has three source ports in one, including Chocolate and GZDoom.

None of the handheld cart ports were really worth it when you can grab a homebrew, honestly.

>> No.2278385 [DELETED] 
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>> No.2278452
File: 260 KB, 1162x594, 48565164_p1.png [View same] [iqdb] [saucenao] [google] [report]

You're looking for Beautiful Doom.
Or if you want to do it yourself, just code an actor to spawn over the light's actor with the Add renderstyle.

>> No.2278476
File: 799 KB, 1280x800, Energysaw What.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.2278517

an elegant weapon for a more civilized age... now motorized

>> No.2278518

I hate Archviles and those things that keep firing lost souls. I hate Doom 2.

>> No.2278519


we need a doom mmo

>> No.2278525
File: 1 KB, 76x47, demon.png [View same] [iqdb] [saucenao] [google] [report]

Welcome, friend.

>> No.2278530

Brutal Doom

>> No.2278531


ZDoom question:

Does anybody know why in Z/GZDoom bouncing projectiles stop bouncing after hitting the ceiling, as if their bounce counter skips right to maximum?
Is there any way to prevent that?

>> No.2278534
File: 52 KB, 350x500, 1370257674126.jpg [View same] [iqdb] [saucenao] [google] [report]

>search a mod's name on Youtube to see if I want it
>player is unbelievably bad at the game
This shouldn't hurt so bad. I'm not autistic. I'm not.

>> No.2278535

I like Beautiful Doom but it comes with a bunch of other shit that I don't want. How would one go about coding in something like that?


>> No.2278536

Mod of that outfit when?

>> No.2278537

someone post clippy the pain elemental
>it looks like you've collected up a lot of ammo!

>> No.2278539

The standard bounce type bounces until it loses enough momentum. Hitting the ceiling inverts the momentum, therefore it dies.

Use a different bouncetype, simple.

>> No.2278548

Isn't this a little overpowered?

>> No.2278549


>> No.2278558

Oh for fuck sake.

>> No.2278564

So he added damage types to Trailblazer to work with Brutal Doom monsters?

Hopefully he asked for permission first I guess?
I don't really see the big deal unless he was told not to do this.
I don't really find it surprising that this was done either.

>> No.2278565

That's basically a TrailBlazer with BD's AltDeaths some graphic effects and not much else, which is a win in my book.

>> No.2278571

What's the best soundfont to go with FluidSynth?
and how to insert it into D-Touch

>> No.2278593 [DELETED] 
File: 187 KB, 720x720, 34953651.jpg [View same] [iqdb] [saucenao] [google] [report]

You would have to learn Decorate.
Create a new actor that's derived from the original (eg. NewRedTorch), then set that up to replace the original. Then create another "glow" actor that renders in additive mode, and then set the previous actor (NewRedTorch) to spawn said glow actor on the first frame, so the glow sits in place overtop the torch.
I could explain this a bit more in-depth, but I'd practically be coding it myself.

>> No.2278597
File: 97 KB, 500x596, 33798925.jpg [View same] [iqdb] [saucenao] [google] [report]

You would have to learn Decorate.
Create a new actor that's derived from the original torch actor (eg. NewRedTorch), then set that up to replace the torch. Then create another "glow" actor that renders in additive mode, and then set the previous actor (NewRedTorch) to spawn said glow actor on the first frame (via SpawnItemEx), so the glow sits in place overtop the torch.
I could explain this a bit more in-depth, but I'd practically be coding it myself.

>> No.2278612
File: 684 KB, 1020x766, blast_with_scythe2.png [View same] [iqdb] [saucenao] [google] [report]

Trailblazer + Scythe 2 is hella fun.

>> No.2278613

No, he maxed out his everything ever to do that much damage.

Normally, the Cyberdemon will just pancake you if you tried it.

>> No.2278616

scythe 2 seems to go with everything

>> No.2278620
File: 8 KB, 246x232, PepeSweat.jpg [View same] [iqdb] [saucenao] [google] [report]

What happened to Quaddicted?..

>> No.2278623

Well that makes sense I guess.
I kind of wish Doom RPG wasn't so easy to get absolutely ridiculously overpowered in but it's stil fun

>> No.2278626


>This kills the RAM.jpg

>> No.2278669

If that kills your ram then maybe you need to upgrade.

>> No.2278673

Personally, I wish enemies changed more as you leveled up, instead of just getting marginally stronger or sometimes spawning with special abilities.

>> No.2278675
File: 809 KB, 1024x768, moredifficultthanitlooks.png [View same] [iqdb] [saucenao] [google] [report]


It is not bad, plus the stage is not that insidious.
Harder than Afterlife 2, but easier than Whispering Winds.
It's bit difficult since the BFG has been replaced with this cannon with massive knockback, the minigun isn't just as overtly powerful ( although takes less ammo ).

I am struggling with the wave where there where it respawns some archviles. Maybe I should have dealt with those cyberdemons earlier...

>> No.2278705

jesus christ my dick

>> No.2278708

I've actually been working on a compat thing in DRLA+DRPG that causes monsters to become more horrible. Monsters will act differently if they have a shadow aura, and bosses will have different attacks, abilities and behaviours based on every single aura they have.

And the chance of enemies having auras increases based on several of their stats too (or just energy, can't quite remember.), so this will become more apparent the higher level the enemies get.

Shadow aura bosses? u r ded

>> No.2278713
File: 10 KB, 144x216, 1338237271222.jpg [View same] [iqdb] [saucenao] [google] [report]

It's not loading for me either, fuck

>> No.2278720

>Boss shows up
>Have super ultra shield of too much health
>Have maxed out HP and stuff
>All auras on and spammed them all so they last for over 24 hours real time
>All augments on
>Obliterate everything with a bullet
>Shoot so fast that everything dies while I shoot nonstop thanks to my infinite ammo aura
>Damage mitigation is at 90% easy
>Not even counting what DoomRLA gives
I can't really say I'm worried unless shadow aura bosses somehow pop up at the very beginning.

My problem is the player grows exponentially rather than gradually.

>> No.2278729
File: 245 KB, 1203x923, doom map.png [View same] [iqdb] [saucenao] [google] [report]

Sweet jesus I am almost done with my very first doom map.

I quit on it for a bit more than half a year, I have probably already spent at least 15-20+ hours on it because it took me to learn a bunch of shit from the ground up and I kept on falling into holes where I had to redo over some things.

I promised to make it at least a decent map for my first time, I concentrated REALLY hard on making it feel "old-school" where it's non-linear and closed in like 90s doom maps.

I just have to finish one section, and then properly texture a couple of places, and then make sure shading looks nice and spooky in some areas.

It was a mistake to use GZDoom builder because I didn't utilize any GZDoom features. I just hope it works on Zdoom as well.

>> No.2278742

>I concentrated REALLY hard on making it feel "old-school"
hoping it works in pr+

>> No.2278745

Yeah, I know what you mean. No idea how to deal with that, balance is hard with two super complex mods intertwined with each other.

Still, at least mid to late game wise, these things should have the capacity to melt you.
Here, I'll give you a preview of the sort of thing you can expect.

A Spider Mastermind with a crapton of stats that fires 4 shots a tic, never leaves overwatch when it spots you, occaisonally shifts from side to side while firing, constantly regens huge amounts of health, can emit massive EMPs that will cripple high-tech armor and gives you EMP V, creates a shield in front of itself that it can shoot through but can't be shot through by you, and spawns Arachnotrons every now and then.

Of course, this stacks with the usual aura stuff, like stealing your ammo, credits, leveling up monsters, regening nearby monsters health, reviving monsters, cursing you and teleporting to you, etc.

So yeah.


>> No.2278746

Hideous Doorpeg

>> No.2278748

>I promised to make it at least a decent map for my first time,
this is easy, the trick is to not release or admit to the existence of any previous failed attempts ;)

>> No.2278753

Yeah, it is a bit of an issue that I'm really not sure what to do about. I'd like to think I've done decently enough considering the limitations I've had to work with, and believe me, I've bashed my head into a wall for hours trying to make some of the mechanics work properly or decently with each other.

I lol'd

>> No.2278756
File: 1.22 MB, 1024x768, donewithscythe2.png [View same] [iqdb] [saucenao] [google] [report]

And man, managed to finish the stage. Opted to just run past last ifrits because fuck killing those guys.

Fun mod, fun mapset. Is Trailblazer still being worked on, I recall it being WIP. In final version they promised shops, more guns ( I am really hoping for some other bfg-replacement, it just functions so differently that it makes some maps harder ).

>> No.2278763 [DELETED] 
File: 231 KB, 673x1133, clippy_the_pain_elemental.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2278768
File: 231 KB, 673x1133, spitty_the_pain_elemental.png [View same] [iqdb] [saucenao] [google] [report]


>>2278763 (deleted)
spitty is a better name

>> No.2278772

The funny thing is I didn't even really touch what's broken in RLA, only RPG and was mostly just talking about how fast the player grows.

But for the example boss you've given please two do things to make them dangerous.

>Always has the capacity to hit you with EMP V
>Has the ability to turn off the player's auras.

Augments and Auras are like the absolute definitive gamebreakers. Like just thinking off the top of my head you can get two sets of 4x damage and stack them for 16x damage.

Also the low cost EP refills at the base makes aurastacking too easy and you can just pile on the timer for very little investment.
Not to mention that aura that cuts EP cost is just like wildly abusable as well.

I think these are the biggest offenders in DoomRPG balance.
Doom RLA is pretty broken too but it's mostly a few weapons in particular rather than the system itself.

Despite the imbalances I have a lot of fun with it, I just don't turn on the augments that dramatically overpower the player

>> No.2278776

It is not being worked on until Doomnukem gets out of his slump.

>> No.2278779


oooohh yes, upgrading my pc with the sole purpose to play mods for a 20-year old game :^)

(and let's not get started with the development versions needed to run said mods)

>> No.2278784

I wasn't even talking about GZDoom anon.

ZDoom runs that map perfectly.
Every source port does.

You seriously only need like 512MB, upgrade your toaster

>> No.2278786

scroton is now the Doc Louis to my Little Mac, teaching me the ropes and giving me awesome strategies.

>> No.2278787


suuure, sure.

>> No.2278791

Yeah, I actually came up with an idea for the auras just a short while ago, I'm well aware.

>> No.2278793

>>2278779 >>2278784
i find myself with sympathy for the plight of gzdoom users, as zdoom's move to SDL2 is for me a similarly showstopping change

>> No.2278797

i can't imagine he'll find that fulfilling but whatever

>> No.2278801

>Augments and Auras are like the absolute definitive gamebreakers. Like just thinking off the top of my head you can get two sets of 4x damage and stack them for 16x damage.

This was rewritten yesterday. They will now only both stack up to a maximum of 8x damage. Yholl has also given me an idea on how to make the auras much less abusable which I will implement when I'm not practically a zombie in the sleep department. The other thing is that when you have all augmentations active and maxed out, that can seriously chew through your battery, so trying to keep them active for a long time shouldn't exactly be easy. Unless you are implying I make them drain even faster?

>Also the low cost EP refills at the base makes aurastacking too easy and you can just pile on the timer for very little investment.

Even considering the fact that activating an aura adds +10% cost to all subsequent costs in stacking?

I definitely agree there are some balance issues in DRPG, and it's certainly no easy feat to try and keep everything balanced with the myriad of mechanics that exist now in the mod, but that's also the reason why I make so many options and internally used values available to the player in the options menu so they can customize their own experience if they think things are too easy or too hard.

Don't get me wrong, I'm all for constructive criticism, but I would find it helpful if I could get some input or suggestions on how to fix the balance issues. I'm always open to suggestions on how to make things better.

>> No.2278805
File: 8 KB, 253x253, Black like my soul.png [View same] [iqdb] [saucenao] [google] [report]

Been doing some stuff with Trailblazer lately. The starting pistol in particular, since it feels rather underwhelming compared to all the other guns and needed a bit of lemon zest.


>> No.2278808


>Trailblazer: SE

Happening status: IT'S

>> No.2278809

hey it's the bd:se guy. have you been gone for ages or did you just turn your trip off?

>> No.2278818

A little bit of both.

Maybe, possibly, probably not. If I were to really invest into Trailblazer I'd want to do it along with PillowBlaster himself, but he's indisposed for the time being and I don't really want to bug him.

>> No.2278823

>new mapping anons releasing their maps
>last map I released was over a year ago

It's been a hot minute since I've put any work out, but it's been for a good reason. I've been working on my first 5 level wad this whole time entitled "Tabula Rasa." It's a completely fresh wad with above average difficulty in vanilla Doom format so it should be compatible with everything. It's built for continuous play but each level can be pistol started for a more tight ammo experience. Also, I tried to give the chaingun a lot of love but it isn't required.

I've been working on this a long time so I hope you guys enjoy it. I'll be dropping it in the next thread.

>> No.2278832

>They will now only both stack up to a maximum of 8x damage
So with max strength it is still going to be 16x damage.
It's pretty hefty.
To be honest I'd make it 2x at most, no joke

>The other thing is that when you have all augmentations active and maxed out, that can seriously chew through your battery, so trying to keep them active for a long time shouldn't exactly be easy.
Last I checked there was an augment that cut Augment battery drain by 50% AND it boosts max battery too.
Now it doesn't seem like this is much but if you play as a Luck character and there's no reason not to you can get that and the augment for luck AND an aura for drop rates you will be swimming in overpoweredness with just a couple of levels.

>Unless you are implying I make them drain even faster?
There should be nothing for capacity really.
Portable batteries should also not be stackable or at least have the player only hold 2-3 at the most. It should be a short boost to the Auras, not an absolute massive stackable thing. The max Augs on at a time should also be limited. Like instead of able to use all at once eventually? Maximum of 2 or 3

>Even considering the fact that activating an aura adds +10% cost to all subsequent costs in stacking?
Full EP restores is quite a bit and allows a few minutes even without any EP upgrades.
It doesn't help that there's the Aura that cuts EP costs. And an Augment that cuts aura costs.
And they stack.

>> No.2278836

>That sound
Fucking UNF.

>That song instruments
What soundfont is that?

>> No.2278861

Now to explain a few things in the post.

>Playing as a Luck character
Free stat/skill boosts, items and shields. Also a lot of money. You make a large return on your investment by going with luck.
>Augmenting luck and aura for increased drop rates
It piles on quite a lot. It eventually reaches a point where the game freezes for a moment because of how much stuff you can pick up after doing that Magnet(?) skill.
Depending on how many enemies on a level you can get up to 100+ stat boosts.

> The max Augs on at a time should also be limited.
When you roll with all the augments at once you get: 4x damage, 50% damage dealt to you, -50% EP costs, 4x drop rate, Augments cost 50% to run, double capacity on Augments, speed boost and a large chance to not die on hit, regens.

Auras? Basically the same thing without augment modifiers.
But you get infinite ammo and immunity to status effects.

There needs to be some limits or diminishing gains on these things. It also shouldn't last longer than like 5 minutes for auras.
Auras should not also allow you to stack all at once.
The +10% EP cost per stack is really nothing in the short term because there's a EP recharge station.
Either the cost should be more to use the station(A large percentage of credits on you) or you should make the rate of cost go up dramatically.

Also like.. Seriously remove the Aura that cuts EP costs and the Augment that cuts EP and Augment cost. They exist to make these things last forever.

If they have to exist, make it on monsters only and have it on a seperate timer from the Auras the player can use. Give monsters unique effects with these auras and make those a reward for finding and stealing from rare monsters.

A lot of Doom RPG stuff is just nuts and the numbers are massive. That's why I feel the player grows exponentially.

>> No.2278875


I know you're concerned for balance... but it just sounds like you really hate fun.

>> No.2278891

I don't hate fun though. I love fun.
Fun is great.

What I do hate is being so ridiculously overpowered that enemies just die by the droves and were completely unable to do anything even if you decided to just sit there and let them hit you. I do not feel this is fun

There's not really any sort of builds to go with in DoomRPG as well so it doesn't leave a lot to experimentation.
You don't really have to pick and choose what your character turns out to be either. It only starts off that way for a little while but then once you get a few things you ramp up dramatically and leave everything in the dust.

And with just about everything basically dying to a single bullet this makes fights not really engaging on any scale.
It goes from Doom with stats to putting EWEPs to shame very quickly.

And then you get really invincible and there's no reason to let go of the button as you just run in without a thought and kill everything before they get a chance to do anything.

I do not find this to be fun.
I think at least putting a limit on how ridiculous the player would only help the mod.

Unless you really like just being that overpowered I guess.

>> No.2278894

The gun is actually some generic Counter Strikey sound with a bit of Robocop's Auto-9 wizarded in there. As for the sound font, it's SGM played with Timidity. Here some BtSX music with it:


>> No.2278898

How do you put that kind of soundfont into Doom?

I really like it.

>> No.2278912

I used to be intimidated by the Pain Elemental. Now it's just cute as fuck.

>> No.2278914

well it's one of his only options since marty tolerates him but he's persona non grata in the wider zdoom community

>> No.2278916

I just followed the guide on the ZDoom wiki. As for the soundfont itself, I forgot where I got it.


>> No.2278920

I used to be afraid of the pain elemental until I discovered I can hug him all I want

>> No.2278921

My idea with brutal-esque AI changes for higher level enemies was poohpoohed hard, but really, wouldn't that be pretty much what you're after?

Hell, even start with enemies artificially dumbed down more than default, scale to normal, scale to advanced, then boss, and then have a rare nightmare tier of boss+aura behaviors (like zombiemen flanking, moving under cover, imps pouncing, archviles playing line of sight to fuck with you and rez shit infinitely, cyberdemons leading you with rockets, etc).

I agree fully, I'd be willing to put my limited talents and some cash into it, I have no illusions of it being profitable, but it could be fucking amazing if done correctly.

>> No.2278927

Yeah and I get that, but as someone who generally plays DoorRPG+RLA with enemy stats and auras turned up, it sounds like you do hate fun.

Playing through the harder map-packs, the difficulty level can ramp up quickly, almost making the things you deem as 'Too OP' to be damn near mandatory (especially when you reach map 10 and on when enemies are quite capable of one-shooting the player, even with Good armor and shields).

>> No.2278951

I tend to play with enemy stats and auras boosted as well because of it but I never really find myself getting one shotted.
Most of the time I tend to melt the enemies when I get built up well enough.

How far up do you boost the enemies?

>> No.2278959

Can you imagine if shit like this was in the original release of Doom. I mean, Doom was already miles ahead of Wolf 3D, but then even these single weapon mods 20 years later are just fucking crazy.

>> No.2279036

so i made a little edit to shut up and bleed plus to make it more survival horror-y

-darkdoom lite is integrated
-recoil isn't just visual anymore
-renamed mine gun to grenade gun considering it doesnt even shoot mines, just sticky grenades
-decreased crossbow spread a little so it isnt only useful as a second-rate spas
-extra hard difficulty that might be impossible idk

p trivial changes i know but if someone else besides me wants it here you go https://www.mediafire.com/?y77vri3niywx8ia

>> No.2279065


What're you curious about? because the F1 is a little outdated

Also the powered cannon's primary fire heals you on hit.

>> No.2279076

Subweapons are alt fire.
The ones that come from big gold boxes are for the cannon.
The ones that come from chests are for the sword/fists.

Each subweapon has different uses:
>Lance = Range
>Dagger = Rapid fire + Battery for sword meter
>Axe = Bouncy shots + Damage
>Torch = Area control
>Shield = Blocky

For the cannon it's
>Scattershot: Single target ANNIHILATION(Also kind of good on crowds but eh)
>Missile: Cluster bombing for groups of enemies but not so good on single target
>Earthshaker(Ball): AOE domination

Get two of the same subweapons and you get a powered version.

>> No.2279105

For some reason, all I hear is a loud ringing when I play map11 on prboom+. Any idea why that is?

>> No.2279145
File: 95 KB, 430x350, Bobocop.jpg [View same] [iqdb] [saucenao] [google] [report]

If you guys want to check it out, here's a quick and dirty addon file which you can load on top of the main Trailblazer mod. There's some jank going on with sprite patch errors, but once you're in-game it all seems to work fine.


>> No.2279310

heh, it's so true

then people release half a dozen in a wide open space, thank you Twilight Massacre

>> No.2279351

Can anyone upload the old BD v20 release for a sec so I can download?

>> No.2279379


>> No.2279396

Thanks a ton.

>> No.2279420

so what happens in strife if you beat the guards that the corrupt guy sends after you if you do the quest to steal the goblet? after that fuck in the tavern betrayed me and fucked up that quest, I started over and just slayed the fucker rather than getting it again.

also does anyone know of any other good Doom engine sudo RPGs?

>> No.2279427

Hexen: Serpent resurrection.

>> No.2279428

If you steal the goblet like an idiot, the game goes into permanent alert for the town and you have to start the game over or die. Instead you should kill the guy like you did, but make sure the door is closed and you aren't loud about it.

Strife is filled with dick decisions and so many ways and bugs to mess the entire thing up.

>> No.2279442

I'm not new to Doom, but I'm new to this entire community here.
I've only got ZDaemon for online Doom playing, which was years ago, and I haven't tipped a toe in the waters of WADs and other stuff. All of this seems like really cool shit.
Where do I start?

>> No.2279448

just dont take the goblet

>> No.2279452
File: 3.68 MB, 1543x4500, DOOM.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2279479

Soooooo this has probably been posted somewhere in the thread, but I'm too retarded to find it, where can I download TSP mk1?

Just redid my OS, and didn't back up my doom folder

>> No.2279498
File: 3 KB, 136x128, Lydia_fancywear.png [View same] [iqdb] [saucenao] [google] [report]

Sprites of the day. Figured it was about time to get back to work.

>> No.2279507
File: 2 KB, 56x68, Lydia_fancywear_mug.png [View same] [iqdb] [saucenao] [google] [report]

and here's a mug to go with it. I really need some sort of code to allow me to have different mugs for different costumes, plus some extra scenario mugs like putting on night vision goggles. My coding skill is improved, but still bare basic hello world stuff.

>> No.2279513


If you plan on having the costumes as different skins, then you need to define the mugshot in skininfo.
If you plan on having the costumes at different points in the plot, then it's just going to be a simple SBARINFO check for an inventory item that changes to a different mugshot.
Likewise, you can always display separate images with a check for powerups, since powerups give the player inventory items which can easily be checked for.

Good to see you back, was a big fan of your work.

>> No.2279524

She's a small girl.

>> No.2279531

Maybe morphing (unless its Zandronum, it does not support holding multiple weapons if morphed).
AFAIK morph classes support custom mugshot frames.

>> No.2279537
File: 2 KB, 124x124, sunglasses concept4.png [View same] [iqdb] [saucenao] [google] [report]

I'm probably doing a mix of both. I wanted to have it so if you use items like cigarettes, her mug changes to a set with a smoke in her mouth. I also have a sunglasses-wearing variant I wanted to use for daytime levels. Little details like this just put a smile on my face.
She's actually a bit taller than Doomguy's sprite. Keep in mind Doom stretches sprites a bit too.
Since it's singleplayer, I'm not bothering with Z&, so this will be useful info.

>> No.2279541

Ah forgot to add:
SKININFO and DrawMugshot SBARINFO function might be useful too.

(Note: this might not work, I only do Z& crap).

>> No.2279557
File: 409 KB, 1920x1080, Screenshot_Doom_20150309_153607.png [View same] [iqdb] [saucenao] [google] [report]

This guy is too cute

>> No.2279563

What mod is that? Looks familiar.

Nobody? Link to old Space Pirate download?

>plz spoonfeed, thx

>> No.2279568



>> No.2279569 [DELETED] 

not a clue mate sorry.

>> No.2279573


Why not download from the github?

>> No.2279574

Ah, don't have that bookmarked or know it, but google should resolve that pretty quick, thanks

>> No.2279576


It's not intuitively named.

>> No.2279584

i heard you can throw the sword, but i can't see how to do it.

>> No.2279591
File: 2.47 MB, 640x320, I nearly died here.webm [View same] [iqdb] [saucenao] [google] [report]

Okay I think that's the visuals done for the cyclone.

Gonna make the blast radius a little bigger, I want this to be a very comfortably defensive attack


Depends on what version you're playing, if you're playing the test versions with the new sword sprites, power the sword up with reload then hit zoom.

if it's the old version with the old quietus sprites, press and hold primary fire til Blaz's hand is cocked all the way back. Sorry for making shit all obtuse.

>> No.2279597

red impact sprites on a cyan tornado?

>> No.2279602
File: 8 KB, 251x205, 1363753536191.jpg [View same] [iqdb] [saucenao] [google] [report]


I thought I used a translation to make them white.


>> No.2279624
File: 61 KB, 267x277, Please god let these be correctly colored.png [View same] [iqdb] [saucenao] [google] [report]


Okay what about these

>> No.2279626

Thanks - just saved me quite a bit of time looking that shit up.

>> No.2279627
File: 2.84 MB, 260x195, Hae-Lin fights MSX.gif [View same] [iqdb] [saucenao] [google] [report]

Reposting because laughs

>> No.2279632

Oi mate, are you actually colorblind? Just curious.

>> No.2279634



>> No.2279648


Yes. I am

and these aren't the correct colors I'm going to take a grapefruit spoon to my eyes.

>> No.2279651


m8 those are purple


>> No.2279659

I thought it was supposed to be white/cyan. It looks fine as it is, honestly. Please don't blind yourself.

>> No.2279673
File: 1.27 MB, 320x180, AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA.gif [View same] [iqdb] [saucenao] [google] [report]


That ain't funny, buttmunch.



>> No.2279714
File: 2 KB, 256x256, 1425892853.png [View same] [iqdb] [saucenao] [google] [report]

i'm sorry if i seem insensitive, but surely even if you're colorblind you can still use an image editor to look at rgb values.

the edges of this are a greenish cyan. note the green and blue values are similar with the green slightly higher, but red is much lower. thus a greenish cyan.

>> No.2279715

How do people make these things?

>> No.2279719

Photoshop, community votes, and lots of patience.

>> No.2279723

the ability to withstand
>not including this mod i like
>including mod i don't like
is a start

>> No.2279742

Are there any templates, or does everyone do them from scratch?

>> No.2279846
File: 2.91 MB, 640x320, Hopefully this helps.webm [View same] [iqdb] [saucenao] [google] [report]

spot the important new thing in this webm

>> No.2279851
File: 176 KB, 333x286, [CHIVALRY INTENSIFIES].gif [View same] [iqdb] [saucenao] [google] [report]


and on that note I think this is nearly ready for a public release, but I'm gonna share this with you guys before I release it for reals.





>> No.2279878

Gonna try it on Plutonia/UV. Surely this can only end well, right?

>> No.2279880


Honestly with the new power sword buffs and arm cannon, you got a good shot at this.

>> No.2279907

>no Brutal Doom
Oh-kay, I get it. You don't wanna spark up any fan-boyism or hate BD altogether.
>no Action Doom or good total conversions section
I'm not okay with it.

>> No.2279908


I think action doom would have been more enjoyable with a healthpoint system like Demonsteele and a faster shooting pistol.

>> No.2279909

I'm looking for a very old fps game where you have to drive a tank-like battle car, i'm not sure, but I think you are able to get off and get in the car whenever you wanted. I don't remember much else about it, except it has your typical early 90's graphics and it's mission-oriented.

>> No.2279912

I think both Action Dooms would've also been better without edgy story

>> No.2279913

Necrodome? I remember reading something about runners outside of their vehicles or whatever.

>> No.2279915
File: 36 KB, 393x391, 1354619006173.jpg [View same] [iqdb] [saucenao] [google] [report]


Holy shit I had forgotten about the story.

Still, Action Doom should definitely be on the list for historical purposes, if memory serves right Action Doom was VERY impressive for its time, and it helped breathe new life into the community.

>> No.2279917
File: 48 KB, 640x480, Screenshot_Doom_20150309_123537.png [View same] [iqdb] [saucenao] [google] [report]

the placement of the inventory icons is a little unfortunate. do i have the hammer or the shining knight item selected? nobody knows!

also i think you have managed to get some kind of memory leak, as zdoom starts swapping/freezing after playing for a while. perhaps some commonly-spawned actor is not expiring quickly enough.

>> No.2279925

Exactly that's the game I'm looking for. Thank you.

>> No.2279926

They are supposed to be 3rd grade action movies with a cheesy story. I see nothing wrong with it.

AD1 was a well fit story and had lots of contribution to the community.
AD2 and DoW expansion are both great. Just story was a bit "tame" considering the main character supposed to be a copy of Marv from Sin City.

>> No.2279929

Playing new version of GMOTA, my thoughts so far:
- Autodart is much better compared to previous version.
- No way to increase arcane bar with the shield? It kinda sucks. Is it possible to convert blocked projectiles into arcane power?
- I still have no idea why POW weapons de-POW themselves. POW has timer, or you lose it if you take too much damage?

>> No.2279932


Once again my shitty HUD making skills prove to be an issue. The Crash hammer will be stepping into the subweapon slot for v0.9.9 though, and the invbar will be gone entirely

as for the memory leak. That's pretty fucking worrying. I'm not sure what could be causing it though


Getting hit by melee attacks will rob you of your POW status, going to new stages will do that too

>> No.2279936


oh and the idea of blocking attacks = mana is a pretty good idea. I can do that pretty easily.

>> No.2279941

I think AD2 story actually takes itself way too seriously, which clashes with its bright, flashy artstyle. It is supposed to be a homage to classic beat-em-ups, with the plots like "someone stole your girlfriend, go beat up on every criminal in the city", and in AD2 we have dark story about serial murderers and brooding shell-shocked alcoholic Max-Payne wannabe as a protagonist. DoW expansion was much better in that regard.

>> No.2279946

>as for the memory leak. That's pretty fucking worrying. I'm not sure what could be causing it though
well, in fairness not many users will suffer from it, as not many users have 10 year old machines with 512MB ram. so don't worry too much.

thanks for the reply.

>> No.2279947

Anyone knows how the guy called TheTruth destroys OB with one orca in AOW2? Shit is impossible.

Another thing that is impossible is the number of bugs, that can be found in Demy's version.

>> No.2279951
File: 15 KB, 325x325, 1411291923305.jpg [View same] [iqdb] [saucenao] [google] [report]


I'm still gonna worry about it, the worst feeling ever is potentially blocking someone out from playing something due to adding more shit. Can your machine handle demonsteele?

>> No.2279952


You are a pure fucking cancer and I hope you will kill yourself soon.

People like you are the reason why indie apps looking like game from 1999 require newest CPU and still work like fucking crap.

Seriously, go drown yourself in a toilet.

>> No.2279958 [DELETED] 



>> No.2279978

>I honestly think Hell Revealed and Alien Vendetta shouldn't be THAT hard to get into. Its a big step up in challenge compared to even Plutonia, but you learn to get used to it.

Yeah. HR and AV are pretty tame. Even HR2, which used to be considered the Hardest Megawad back in its day, is mostly tame compared to some of the more insane stuff we've seen since Sunder and Newgothic.

>> No.2280025

it's difficult to know how to respond. i don't purchase "indie apps looking like game from 1999". even if i did, they wouldn't run - as i said earlier, i have a 10 year old computer with 512MB ram.

however i suspect most zdoom users have far better machines, and i don't want gmota guy wasting his limited unpaid volunteer time worrying about an issue i (and apparently, no one else) had and that he would have difficulty reproducing himself (as i recall, he built a new system last year so mostly likely has masses of ram).

ideally he should be spending his limited unpaid volunteer time on issues that affect users who are likely to spend the most time in his mod, not some driveby tester. (i don't have much interest in gameplay mods, no point him spending more time worrying about my issue than i will spend playing mods!)

finally, i think you have a right to dissatisfaction at indie developers' poor products. but there is an essential difference - they're asking for money.

>> No.2280027

Objectively wrong, the narrative was fun in AD2.
No one had really done anything like that before for Doom.

Come to think of it, has anyone done anything like that since?

>> No.2280031


I wouldn't call it unpaid volunteer time, I make GMOTA out of a labor of love, this is the most fun I've had in years, I appreciate you testing my mod though.

admittedly it's good practice for maybe one day breaking out into vidya dev-ing, but that won't be for awhile

>> No.2280056


Have you played Doom with a toaster /vr/?

>> No.2280075
File: 542 KB, 1920x1080, f2a21e61effafcf574cc4e55e3d8e703.jpg [View same] [iqdb] [saucenao] [google] [report]

>"upgrade your toaster" was never so literal

>> No.2280086

I need to get myself a male to male type A USB cable now...

>> No.2280096

The last part was obviously a fake, though. He's just banging on t

>> No.2280107

You could say that all the demons are toast.

>> No.2280110



>> No.2280112

It was pretty obvious when it showed up in windows as "Toaster" with an icon of a toaster.

>> No.2280158


and of course, it had to be a brutalkiddie that ruins the "doom running on everything" fad

>> No.2280192
File: 121 KB, 599x880, 1424564489050.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2280216

he's still running doom. i dont see the problem

>> No.2280226
File: 310 KB, 1366x768, Screenshot_Doom_D2INO.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2280228


not via the toasters, that's the problem.

>> No.2280260
File: 397 KB, 1366x768, Screenshot_Doom_20150306_175048.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2280320


No templates, it's from scratch. I use Photoshop CS6, take a look at the wads /vr/ liked in its threads/thought was interesting, discuss a few potential inclusions with a few friends, and then write up.
I've been meaning to put out v6 for a while, but there's a few categories I'm quite stumped on how to fill out.
And there really hasn't been many notable /vr/-originated mods coming out as of late.


I don't really think "was good" is viable for historical purposes. Did it kickstart something in the community? Was it the first X? Did it accomplish the first X? Did it start doing something that hadn't been done before?

>> No.2280367

it's working now.

>> No.2280389
File: 329 KB, 1366x768, Screenshot_Doom_20141106_003440_FotoSketcher.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.2280456

Do tell more.

>> No.2280464

What map?

>> No.2280491

looks like an oil painting
24 (end of)

>> No.2280503

i don't see the relevance of historical interest, the point of the image is to recommend a variety of different types of maps, mods, TCs etc for new players. for new players, historical interest comes later when they are no longer new players and want to dig a bit deeper.

>> No.2280514
File: 924 KB, 1366x768, Screenshot_Doom_20150303_180645.png [View same] [iqdb] [saucenao] [google] [report]

then the fucker had the nerve to toss him at me

>> No.2280527

uhh, and which wad?

>> No.2280552
File: 771 KB, 640x320, 1399342513337.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.2280557

Looks like /v/'s latest fad of running screenshots through Fotosketcher.

>> No.2280582

>then the revenant falls dead


>> No.2280585


>> No.2280587

follow the chain of posts, and read the filename :)

>> No.2280594

This shit is awesome.

>> No.2280602
File: 66 KB, 640x480, MAP11_shotgun.png [View same] [iqdb] [saucenao] [google] [report]

The shotgun is a depressed pitch black ʞʞʞ member with his hand on the right side of his face.

Everytime you shoot, its his birthday because his hood turns into a makeshift party hat but he's still depressed because no one came to his party

>> No.2280610
File: 36 KB, 600x424, WLOCKdoom_rocketlauncher_h.jpg [View same] [iqdb] [saucenao] [google] [report]

The rocket launcher is obviously a shocked metal cyclops

>> No.2280624
File: 566 KB, 960x540, gzdoom 2015-03-09 17-08-26-81.webm [View same] [iqdb] [saucenao] [google] [report]

Hey scroton, did you ever get any further than revision 6 on your platform test?

>> No.2280630
File: 774 KB, 1920x1080, blaze it.png [View same] [iqdb] [saucenao] [google] [report]

you are very right

>> No.2280684

>admittedly it's good practice for maybe one day breaking out into vidya dev-ing, but that won't be for awhile
Unreal engine is free, yo

>> No.2280706
File: 842 KB, 1085x1800, http%3A%2F%2F41.media.tumblr.com%2Fbd77cda3136bde494a9dd6b9ca010ad6%2Ftumblr_nkwsdaMlI61u1d99wo1_1280.jpg [View same] [iqdb] [saucenao] [google] [report]

HAve an hdoom poster I found.
Censored the lewd out.

>> No.2280715


So it's either "ew" like ew girls.

Or it's mountain dew cut off

>> No.2280716

DANGIT! From thumbnail I thought that censor was actually a wide open mouth with shark teeth.

>> No.2280726


I wanna make 2D games though, anon

>> No.2280735

EIII as in Episode 3.

>> No.2280743

Sorry to ask but can someone recommend me something to add hq music for doom. Please

>> No.2280754

It can do 2D.

>> No.2280767


A lighter 2D engine anon, something I can ease my dumb ass into

>> No.2280776
File: 423 KB, 852x471, this shit is full of aids.png [View same] [iqdb] [saucenao] [google] [report]

Speaking of which, Quake Injector is awesome but the fact you can't use it to launch files you already have if the site is dc is full of aids.

also I have to "reinstall" everything to have it be launched, BUT I ALREADY HAVE ALL THE 5 STAR FILES

>> No.2280784 [SPOILER] 
File: 162 KB, 1190x560, 1425941816413.jpg [View same] [iqdb] [saucenao] [google] [report]


You mean something like RPG Maker?

>> No.2280797
File: 37 KB, 605x454, 345345.jpg [View same] [iqdb] [saucenao] [google] [report]


That's not funny, that's not funny at all

>> No.2280804

unreal is something you can ease your ass into m8
maybe get gamemaker or learn C# and use XNA or something
or unity

>> No.2280818


who is that semen demon

>> No.2280830

sauce is "heartbreak happiness"

>> No.2280854
File: 146 KB, 1280x1039, haelin.jpg [View same] [iqdb] [saucenao] [google] [report]

i wanna see her boobs

>> No.2280857

that face is spooky

>> No.2280893
File: 667 KB, 1021x763, jerac_cacodemon.png [View same] [iqdb] [saucenao] [google] [report]

This fucking cacodemon....

>> No.2280896

man cacos are huge
i would shit my pants if i saw one

>> No.2280920 [DELETED] 

How do I set up soundfonts in Slade?

>> No.2280924

How do I set up soundfonts in Slade?

>> No.2280932

They're really big.
You could sit on the top of it's... head (torso? body?), and use it's horns as handlebars, it's like the size of a weatherballon almost.

>> No.2280938

How do you get dsdoom3? No download links anywhere

>> No.2280940

Look harder.

>> No.2280946


>> No.2280953

What's a good map pack to go with Accessories Of Murder?

>> No.2280962


Good news! The shield now generates mana when you block shit

>> No.2280968
File: 19 KB, 290x705, 1364945967954.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2280973

most of them. but uhhh i recommend unholy realms i guess

>> No.2280984

Best setup for DRLA/M DRPG Renegade, discuss.

>> No.2281015

Sounds like it's not a release though:
>Uploading current version. Still WIP and non-functional. Need to add the rest of the code for pushing, pushing while non-orthogonal, and the silly rotational friction. Need to move a bunch of stuff to functions and move calculations under checks as well.

>> No.2281018

Nano super shotgun and any DPS multiplication you can muster.

>> No.2281040

Define shit.
Any kind of block, including mastermind? Mana depends on projectile size?
You shouldnt get full mana just for blocking two dukes for five seconds, that is what I am saying.

>> No.2281048


you get 2 mana per projectile blocked, which is still slower than say... Punching shit with your fists.

>> No.2281058
File: 1.93 MB, 245x179, 1419471107807.gif [View same] [iqdb] [saucenao] [google] [report]

and with that.


It's up

>> No.2281059

crashes on 1.9 at load

not really, wanted to make you sweat

>> No.2281061
File: 747 KB, 300x264, put a spin on THIS.gif [View same] [iqdb] [saucenao] [google] [report]



You cut that out.

>> No.2281062


>> No.2281131

Some POW cluster pellets are still bouncing endlessly in water.

>> No.2281136


that's a lot of fun, thanks man

>> No.2281137


I think it's the little ball bearings that bomblets drop regardless of your POW status.


Try this

>> No.2281154

Yeah it doesnt have to be POW, I just got "lucky" and didnt trigger it earlier.
Apparently this fixed everything.

Loving everything about the storm tornado and chain sounds. Not sure about fireballs making woody noises when they are blocked, but its neat too.

>> No.2281159


There was several other reports of people getting lucky and having this happen. I forgot to address it though, my bad.

Glad you're liking the shield's new item crash though

>> No.2281161

>tfw have the rare fixed versions of Final Doom's iwads

>> No.2281172

They're not so rare now that we have patching utilities.

>> No.2281197

No original projectiles (mancubus, hell knight, etc) are giving mana when blocked. Is this intentional?
Tag 667 doesnt seem to be working either.

>> No.2281202


Oh fuck me I forgot to give the original monsters the appropriate flags for their projectiles. They're all going to be replaced in the future so you'll get the mana gain on block as I add more monsters

and tag 667?

>> No.2281212

The plataform raise from killing all arachnotrons in Dead Simple.
I redid the map 3 times and it didnt happen. Hardly a problem there when you can strafe and/or jump, but it probably breaks some wads.

>> No.2281218
File: 30 KB, 515x310, 1409809600833.jpg [View same] [iqdb] [saucenao] [google] [report]


Hm. Might be because I forgot to add a flag to the arachnot-

wait aren't arachnotrons considered boss monsters?

>> No.2281221

No they aren't it's just a tag that is unique to Map 07.

It's why most mappers feel obligated to make Dead Simple clones.

>> No.2281227


A_BossDeath still needs to be added to Arachnotrons.

Come on, did you even play through a full mapset with this?

>> No.2281229


I do. I just had no idea about that, I'm still green to doom modding bro.

>> No.2281235

They're still rare enough that the demo recording community doesn't advise using them.

>> No.2281237


>> No.2281239
File: 982 KB, 320x287, Oh bother.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2281240

>doesn't advise using them

For recording and playingback Demo's I mean.

Most levels should be fine, but TNT map10 and 31 would likely cause some issues. 10 has different nodes and reject, making desyncs an inherent problem, and 31 is based off the TNT31.WAD fix, meaning it'll desync on non-max runs, due to different nodes to the original broken version.

>> No.2281246
File: 348 KB, 1920x1080, Screenshot_Doom_20150310_124249.png [View same] [iqdb] [saucenao] [google] [report]

Fuck these guys

>> No.2281256
File: 163 KB, 247x257, Cunt destroyer.png [View same] [iqdb] [saucenao] [google] [report]


Grab it again, mage gunners should have a proper a_bossdeath now

>> No.2281261

God dang GMOTA Guy I have like 20-30 versions of your mod in my folder.

I really like GMOTA

>> No.2281262


Sorry, this is one fix that can't wait til v0.9.9, breaking maps is a bad thing, and I felt like this was a pretty urgent fix

>> No.2281268
File: 47 KB, 640x480, Screenshot_Doom_20150310_014507.png [View same] [iqdb] [saucenao] [google] [report]

Activating shinning knight with fists = free sword reload.
It should either not work or cost more to use the shinning knight in that case.

Also pic related. You can drop your sword/hands and shine away. Not that it provides any kind of benefit, but its funny.

>> No.2281270
File: 1 KB, 96x132, Tom Servo2.png [View same] [iqdb] [saucenao] [google] [report]

Neat thanks! Can't get it working, but I guess this version is non-functional right now.

>> No.2281271

>Free sword reload
It takes half of your meter anon.

>> No.2281272

inb4 B build

>> No.2281273

And reload is what, 40%? Having both for 50% is a big deal.
Every time you plan on using shinning knight you can first throw your sword around since the hefty reload cost will be gone.

>> No.2281281

You can get your meter back pretty quickly before the sword disappears regardless of subweapon and going into Shining Knight makes the Boomerang sword disappear immediately.

It doesn't really seem like that much of an issue.
Apparently this is also intentional so not much else I can say about it other than I don't see a problem

>> No.2281289
File: 11 KB, 256x224, [DISTANT RATTLING].gif [View same] [iqdb] [saucenao] [google] [report]



This one makes sure Mage Gunners don't make arachnotron sounds, and you can't drop your sword and gauntlet anymore

If anything else pops up I'm going to be upset

>> No.2281293

When are you going to make hell noble replacers?
Do you want ideas?

>> No.2281304

Oh boy new GMOTA version!
>Load it up to test run all the new item crashes
>Literally all I get is daggers and golden boners out of 15+ chests

I got items after spawning chests but damn do I have some bad luck

>> No.2281308
File: 12 KB, 327x258, Have fun with these guys when I get them in.png [View same] [iqdb] [saucenao] [google] [report]


Next version is gonna have nobles, I got ideas

Barons will become lanky knight assholes, specifically pic related, I'm going to give them a constant stalfos chuckle, higher movement speed, and the ability to throw subweapons at you. I kinda wish these guys were full on skeletons though

Knights will become Bomber dudes, and on death they'll drop a few explosives as a parting "Fuck you"

>> No.2281315

Are they going to fight like Stalfos with the constant circling around too?

Also holy shit Rocket Thunder Lances are my favorite weapon

>> No.2281318


Oh man that'd be so fucking agitating. I love it, I'll look into that for sure. They won't block though because blocking enemies are way too annoying and flow breaking.

>> No.2281325

Speaking of, are you planning to replace Arch-Viles as well? I do hope their replacement will keep their LoS flame, because I really hate it, which means it is good

>> No.2281329
File: 9 KB, 320x384, fire into the air to establish dominance.png [View same] [iqdb] [saucenao] [google] [report]


Absolutely, all monsters will be replaced when I'm done, Archviles will be swapped out this guy, dubbed the BONE LORD, he'll fire all kinds of nasty shit from his arm cannon and won't hesitate to smash your face in with it too. He'll also have a hookshot to be extra annoying.

and yes, I'm gonna give him an arcvhile style attack, but rather than just an explosion, the dangerous thing comes from the three spheres that fly out of you afterwards, which will revive nearby enemies

I want to give him Shao-Kahn one liners

>> No.2281331

There is blocking and there is trying to club Centaurs with puny maces.
It doesnt have to be invulnerable for long ass periods, or at all.
You can make the block a somewhat rare charging state with damage reduction of say, 50%.
If you atk while that enemy is blocking, its less effective. If you dont atk, he fires an item crash once the shield is down.

>> No.2281334

>You can make the block a somewhat rare charging state with damage reduction of say, 50%.
>If you atk while that enemy is blocking, its less effective. If you dont atk, he fires an item crash once the shield is down.

I could roll with that, I'll definitely right that idea down

>> No.2281335

can we call him the boner lord

>> No.2281336



I mean write, I'm dumb as hell this evening

>> No.2281339

that bouncy axe secondary sword attack seems a bit nuts

spam it and there's basically an aura of death around you with minimal aiming

>> No.2281340

>Not Count Boner

>> No.2281345


Yeah, I'll probably lower how many axes it shits out, or make it expire faster.

>> No.2281349

Expiring faster is good.

I just tested how long it can last and this one has been bouncing around for 5 minutes

What determines how fast it goes away anyways?

>> No.2281357


...bouncecount. I should probably add a countdown timer to that

>> No.2281361

That explains everything.

The ones that lasted forever was bouncing in a wide open space.
First one was HR2's Map 29, just watching them bounce high and spewing axes everywhere.
The second one was Threshold of Pain's map 07, has a nice big spot for it to bounce slowly.

I don't know why I'm not saying this in IRC.

>> No.2281363


just gave it a countdown timer

and it spams more axes on death now

>> No.2281368

How long is the timer?

>> No.2281372


a reaction time of 35

>> No.2281376

Alright, Gentlemen i was reading the wiki and it says the following line.
>As with the BFG9000 and chaingun, the full rocket launcher sprite (after pickup) is slightly too large for the screen, and can only be viewed with a level or resource editor.

Could someone please post pictures of their full first person sprites as it would be very helpful to me as i'm trying to make accurate models because every model pack i have found is not.

>> No.2281378

Will you make Pain elemental replacer too?

>> No.2281382

Actually upon further looking. 31 in the fixed version has differences between both the original broken version and TNT31.wad fix, so even more reason not to use it for demo playback and recordings

>> No.2281383


Yes, I was thinking about a winged slime of some kind that constantly drops small slimlings that pursue and harass you, on "death" the wings falls off and it becomes just a big leaping slime, after an extended period of time it'd either:

A) Split into two big slimes with full HP


B) Regrow its wings and get its HP back

also when wingless every time it flinches it'd spew out a few smaller slimes, so using rapid fire weapons would be a bad idea

>> No.2281384

Oh, I can't seem to find any large pictures of the world sprites if you happen to that those as well that would be great!

>> No.2281392

So cluster bomb = fucktrillion new slimes and earthshaker = all slimes are kill?
Sounds good.

>> No.2281394


same thing if a player is dumb enough to use the dart buster.

I really need to give the arm cannon's states names

Actual name for this fucking gun = ???
semi-auto with charge = buster (Obviously)
dart mode = ???
Big arm cannon = ???

>> No.2281397

>Actual name for this fucking gun
Blaz cannon

>semi-auto with charge = buster (Obviously)
B. Buster

>dart mode
Dinky Darts(It's good now but it's just a name)

>Big arm cannon
Serious Blaz

>> No.2281401

>Actual name for this fucking gun = ???
You're not going to find a more fitting name than Blazter. Stop hating it.

>> No.2281406
File: 3 KB, 87x79, misga0.png [View same] [iqdb] [saucenao] [google] [report]

it would probably be easier fo you to download SLADE and explore the graphics for yourself.

>> No.2281407

What is that?

>> No.2281409

It's a doom editor.

>> No.2281412

I don't really have that much time, As i kinda want to get this out of the way not get stuck trying to learn an editor just to get a few images of sprites.

>> No.2281417

>Big arm cannon
Blazing Inferno

>> No.2281419

Its very easy to look through the sprites, anon. You don't need to learn anything

>> No.2281420


The problem is the big arm cannon shoots big ass cannon balls.

>> No.2281439

ok where are the damage values for all the hitscan weapons in shut up and bleed? ive been looking all over in slade and i cant find them.

>> No.2281441

In the weapon decorate lumps themselves?

>> No.2281442

thats the first place i checked dude

>> No.2281443

oh wait youre a dev. what am i not seeing here?

>> No.2281446

What are you looking for, exactly?

>> No.2281450
File: 1.44 MB, 2640x7080, a.png [View same] [iqdb] [saucenao] [google] [report]

>I don't really have that much time
so you'd rather waste everyone else's with vague requests? you know how many "world sprites" there are? this isn't even all of them

>> No.2281451

the damage values for the hitscan weapons. i'm seeing all the weapon properties except for the damage value. is it based on kickback or something in this mod or am i just forgetting how decorate works?

>> No.2281452
File: 469 KB, 1820x3120, b.png [View same] [iqdb] [saucenao] [google] [report]

the remainder

>> No.2281453

Look for A_firebullets, it should be in there.

http://zdoom.org/wiki/A_FireBullets use this for a reference and have fun with what you're doing

>> No.2281460
File: 488 KB, 1024x640, Screenshot_Doom_20150310_021536.png [View same] [iqdb] [saucenao] [google] [report]

Oh my god this mod. This level, the music.

>> No.2281461

hurr, thanks spook. i guess i really am forgetting how decorate works.

>> No.2281467

Fuck me that is a lot of sprites. Thank you.

Someone needs to pin this in the future and stick it in the general, so just in case you need sprites.

>> No.2281469

No problem.

>> No.2281473

>Someone needs to pin this in the future and stick it in the general
no, don't, it's poorly organised, a proper version would be grouped by sprite instead of just split into those of max dimension less or greater than 120

>> No.2281484

is there any sort of bullet property to make it pass through more than one enemy? if not is at least possible?

>> No.2281486

i'd assume you'd make it so that they aren't colliding and then an event or something like that.

>> No.2281489

What i meant to say was a hit event so when it hits the monsters collide it triggers damage or something like that.

so, it would pass on by but would damage them and this of course is assuming that doom has the ability to do this.

>> No.2281491

well i know theres weapons like the railgun which travel through anything in its way but i'm wondering if i can make that with a limitation. like a bullet can pass through enemies but only a maximum of three at once.

>> No.2281493


What wad?

>> No.2281495
File: 132 KB, 261x235, Disgust.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2281497

meant for


>> No.2281507


Golden souls 2, it's pretty damn good

>> No.2281509

Yeah, You would just make it so the projectile is destroyed after set number of events.

>> No.2281531

Decided to try animating one of DoomNukem's weapons


>> No.2281535


I like the sounds, and the fact it's handless amuses me

>> No.2281560

That's why I gave up on DoomRPG. Too much of shit in it. Guy who makes it really needs to contact Stone Soup dev team and ask him to help all the unnecessary shit, because they are really good at that.

DoomRL wad is fine, though

>> No.2281561

That's why DoomRPG is so good though, the amount of shit you can tinker with is awesome.

>> No.2281574

Wait a second, I am confused about GMOTA.
Zombiemen are replaced by archers, shotgun guys are replaced by steel dukes, chaingunners are replaced by gunners in brown robes. Then who the hell are thieves?

>> No.2281576

>Then who the hell are thieves?
Dick-ass motherfuckers.

>> No.2281578

>Dick-ass motherfuckers.

I guess mystery solved then!

You've earned your keep, Mr. Holmes. You can go home now.

>> No.2281585



>> No.2281589

Dammit, I'm always forgetting about those guys.

>> No.2281594


That's because they're invisible you ding dong.

>> No.2281712

>Overrated megawads

Hellbound. While it has its moments, gameplay is a bit boring, IMO. I also think the author needs to play more good slaughtermaps to learn a few things, because his attempts at doing them here weren't exactly that fun.

>Underrated megawads

D2TWID. I guess its because I actually enjoy Doom II itself, but I really liked this one.

>> No.2281734

Well, if it makes you feel any better, given advice from a lot of people and discussion in IRC and Teamspeak, the following things have happened and are currently in-game as of yesterday:

- Aura stacking is now much more difficult, the number of auras you can stack is now based on your energy stat and you'll only be able to stack every aura around ~175 energy
- Blue aura's behavior was changed so that it doesn't cut the cost of a skill, but refunds the percentage cost when the skill is actually used instead, so you'll still need the base cost to even use the skill first to get said refund, it also has more levels in smaller increments
- Added a bunch of levels to a few augs and completely reworked the battery aug to have many more levels and not have as noticeable an impact at lower levels, plus also worth noting that it only charges when you are totally still and not moving
- The aug's max battery is now based on your capacity stat, so it can get much higher, but in general due to the higher levels augs now have, they will drain battery much faster when leveled up, I may further increase drain in the future based on other factors, waiting to see how the current setup pans out though
- Upgrading augs is now much more difficult, as it requires both a canister and a number of upgrade units proportional to the level of the aug you are trying to upgrade to

Also regarding builds, I'm not a huge fan of classes and being stuck to one build type the entire game which is why you can eventually branch out and master everything. It's a personal decision and I won't be changing that anytime soon.

Oh god somebody actually posted this hahaha.

I fucking died so hard this went straight into my DRPG IRC topic.

And this is why I made so many settings. You can make it as easy or as hard as you want. I can't balance for everyone in the world's tastes, so the best I can do is expose the settings and let people do it themselves.

>> No.2281735
File: 26 KB, 600x375, 1425281811116.jpg [View same] [iqdb] [saucenao] [google] [report]

>trying to spark yet another D2TWID vs Hellbound flamewar

>> No.2281782

Wait, there were flamewars between those two?

>> No.2281785

I'd sooner have nerds arguing over megawads than see more shitposters

>> No.2281802

Hellbound got snubbed at the 2014 cacowards while D2TWID won one. People got mad about it.

>> No.2281804

Sorry, 2013. GMOTA was the mod that got wrecked in 2014.

>> No.2281805
File: 187 KB, 600x657, title.jpg [View same] [iqdb] [saucenao] [google] [report]

>2014 cacowards
I think you mean 2013.

>> No.2281812


Whether people like it or not, the stigma around 2013's cacowards is that if you don't like one of them, it's probable that you like the other one.

Also the fact that the TWID edition of Doom 2 just proved furthermore the irregularity of the original doom 2 levels and how inferior they are compared to doom 1

If you hated the pit you will not like the TWID version either

>> No.2281817

kmxexii I'd imagine was the one against giving it a cacoward. According to his review on his blog, he found it very boring, despite loving the visuals.

>> No.2281823

Hadephobia is more underrated, IMO.

>> No.2281832


he was the one that took the bullet for the team, but he had nothing to do with hellbound not winning anything.

if you want a hint at who was against it, pay attention to the doom radio podcast back when they did the cacowards.

>> No.2281836

Is there any way to make the player not able to move the camera or shoot, but keeps his ability to move?

>> No.2281851

Where abouts in the podcast do the talk about it?

>> No.2281857 [DELETED] 
File: 606 KB, 863x1200, 1423091117621.jpg [View same] [iqdb] [saucenao] [google] [report]


Aww sheit niggas!

>> No.2281862
File: 372 KB, 1550x1268, 1425160857207.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2281871

We need a WAD that is made around this toaster.

>> No.2281881

I'll agree that Hellbound is overrated. Some maps are depressingly exhausting. It was style over substance throughout.

But D2TWID is not what I'd call underrated. I also consider DTWID to be overrated. Most of the DTWID maps feel less coheherent and more random than the originals. Like they were made through rng. I prefer maps that show influence from the originals, but with the authors own twist thrown in. Not maps that emulate the originals to the point that the authors essentially throw out their own style to be "authentic".

>> No.2281882


>> No.2281892
File: 1.28 MB, 1366x768, Screenshot_Doom_20150122_205338.png [View same] [iqdb] [saucenao] [google] [report]

who put shark teeth in this little girl's mouth?


>> No.2281893

Shark teethed lolis are moe.

>> No.2281915

it's a distinctive feature for chibi drawings, or something. there's an original design document image explaining it which hopefully someone still has saved.

>> No.2281963

would i have to use a projectile? i'd like to use a hitscan for this particular weapon

>> No.2281975
File: 134 KB, 1366x768, Screenshot_Doom_D2INO.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2281978

wat mod

>> No.2281980

And I totally agree with him, I dropped HB halfway through and whenever I try to return, I get bored again and drop it again. Just cant bring myself to finishing it for some reason.

>> No.2281989
File: 190 KB, 650x725, Jung Hae-Lin.png [View same] [iqdb] [saucenao] [google] [report]

>>2281915 (me)
found it in the archives.

>> No.2282025

>Playing new version of GMOTA and get that wine
>Throw Axe item crashes like crazy
>Shoot POW Cluster missiles until meter runs out
This shit is bananas I love it.

>> No.2282035

Although now that all these item crashes are awesome in some way, the Daggers are really lame in comparison.

Do they even hurt more than previous versions?
Or is it meant to be kind of piddly so you can focus on it's meter gain and surprisingly powerful POW upgrade?
It makes sense if it's intentional.

>> No.2282042

Any good Blood mods?

>> No.2282046

Actually after testing it a bit it's really underperforming compared to all other crashes by a large margin.

It can kill a Baron of Hell per item crash and that's about it.

>> No.2282048

No code no mods.
And code is lost.
The only way to Blood would be to recreate it.
XLEngine was going to rewrite the engine, but
XLEngine is made by 1 guy who is reluctant to release the source
And no update was made since forever
Blood is kill unless
Sombody remakes it completely on different engine, or Build, or eBuild or something

>> No.2282063
File: 2.87 MB, 640x360, zandronum 2015-03-10 13-48-13-52.webm [View same] [iqdb] [saucenao] [google] [report]

Working on a testing map for, well, testing things. Gettin' real tired of Doom 2's map01.
It's got an arena for fighting dudes, switches that spawn items/ammo/powerups, lots of room to jump and dash in, etc.
I'm still a bad mapper, though, so looks-wise it's so dull.


Ahhh, someone actually posted that.
Confession, I'm not really happy with it. The face is terrifying, and the artist posted it right away without checking with me for how to adjust it.
But for tenbux, it could have been worse.
>>2281862 makes me giggle something fierce, though, since 4chan's "do it for free" artists draw her much better than someone paid to.

>> No.2282069

pls help.

>> No.2282072

pls read responses you already got

>> No.2282078

That hammer action looks hella rad. Is it already in the git?

Also I like her sharp teeth. It is actually pretty close to one of the characters I have in mind for a thing unrelated to Doom (zombiegirl that rips her enemies apart and eats them right during battle)

>> No.2282080

Besides Blood and Strife, what are some other games where the code was lost?

>> No.2282081

Never heard about Dark Forces code being released. Also I bet there's a lot of lost code for games nobody cares about.

>> No.2282082

i already have and already responded. i still havent figured it out

>> No.2282086


Indeed it is. It's the special attack for the hammer. It's easily the most powerful, but also the most expensive, taking up to four notches of special.
Oh, and range is dicks, natch.


With hitscan, you have +THRUSPECIES and that's about it.

>> No.2282090

Chainsaw hammer?
It looks strong but I was expecting more THOR and less vibrating hammer

>> No.2282097

it's supercharged for his and her pleasure

>> No.2282103

2 possibilites:

Hitscan itself goes through all bleeding actors, spawns a trail of invisible projectile actors between where it eventually impacts and the shooter (or rather, where the shooter's gun is) and then each give an inventory item on impact that runs a script that gives damage and a check item that the script checks for and terminates if the actor already has, and the item is taken from the actor shortly after.

Or use a ripping fastprojectile (zdoom only) with a custom damagetype and have the painchance for the damagetype be 255 and the painstate for the damagetype runs a script that makes the actors immune to the damage from the projectile and then returns it to its normal value a couple of tics later so that they only take the first tic of damage from the ripper. This would always cause pain though, but you could get around it by having a ton of inventory items to "save" where the actor was in whatever state it was in previously. You could simulate pain by having an inverse chance of the actual pain chance to remove all the state saving actors and take the actor to their see state.

The second option is probably easier and I'm more sure that it will work.

>> No.2282105

>since 4chan's "do it for free" artists draw her much better than someone paid to
It depends.

Some really good artists that usually only work for money will regularly come to 4chan drawfag threads to take requests for free for practice or for fun.

Also, what did you pay, 10 dollars? That's not a whole lot, a good full color commission can end up costing as much as 50-60 dollars, more if you want other objects or a particularly detailed background. Extra characters in the picture would obviously be even more.

>> No.2282107

There's also +THRUGHOST

>> No.2282116


Yeah. Ten bucks really isn't that much, especially for full color, shading, and etc. To be honest, I guess I can't really complain at that price. That's, like, one restaurant run.
If anything, it's making me more motivated to put this thing out. No promises, obviously, but let's see if I can get this thing out sometime next week.

>> No.2282142

>Guy who makes it really needs to contact Stone Soup dev team and ask him to help all the unnecessary shit, because they are really good at that.
Hopefully the fanbase wouldn't bitch like the dcss fans

>> No.2282145

thanks anons. i wanted to make it have a limit on how many enemies the bullet could pass through but i might just have to settle on +thruactors

>> No.2282147

haha, i used to read the roguelike generals. campbell and the removals, indeed.

>> No.2282159

What you can do: hitscan spawns an actor when hits, with a forward offset depending on the enemy it hit (or rather the enemies physical width), that actor shoots next hitscan in the same direction
repeat as many times as necesarry - it will probbably have the 1tic period between piercings, the other method I have in mind would work on only 2 enemies and require some ACS magic

>> No.2282160

I wouldn't go 100 feet near DCSS's code, it's a fucking abomination of mankind that should be taken out back and shot repeatedly.

>> No.2282164

Oh god, the previous ranged attack calculations
At least it's better than NetHack's I guess, but less funny

>> No.2282173
File: 48 KB, 1280x720, 1402889950818.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2282175


>> No.2282192

>>2278891 here
I totally dig all of these changes and the progression changes with Auras and Augs sounds reasonable.
I also like how your aura changes make them reasonable and if you want to be so godlike you'd have to stack Energy points AND find stat cap boosters.

>Also regarding builds, I'm not a huge fan of classes and being stuck to one build type the entire game which is why you can eventually branch out and master everything. It's a personal decision and I won't be changing that anytime soon.
I can understand that. I mostly felt that the lack of experimentation was due to how Luck kind of covers everything at once and there was no real downside to investing in it(Stat boosters, Stat caps, finding more of everything)

A big reason this turned out this way was due to Aura and Aug stacking covering any sort of weakness with almost no investment but since the changes make the augs/auras less dramatic this should make it all more reasonable.

I'm sorry if my posts came off as me really not enjoying the mod too. I actually enjoyed it quite a bit but these changes sound really good.

>> No.2282219
File: 206 KB, 1366x768, Screenshot_Doom_D2INO.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2282245
File: 1.60 MB, 640x480, Smack that button.webm [View same] [iqdb] [saucenao] [google] [report]

Remapped defs, every class has now its own exit sequence, just like in the original games (depends on the type of exit, e.g.: crossline walking doesn't trigger Duke's button smash sequence). This works with all IWADs.
And the weapon icons in the top HUD bar are now more detailed.
(sorry for the low quality)

>> No.2282247
File: 1.32 MB, 640x480, SO teleport.webm [View same] [iqdb] [saucenao] [google] [report]

And SO

>> No.2282248

Hey, cool.
Man that wall is creepy

>> No.2282258
File: 625 KB, 1024x768, I mean for fuck sake I could put my whole arm in there.png [View same] [iqdb] [saucenao] [google] [report]

So I guess imps are really into anal?
Demons of Problematique goes really well with AtM.

>> No.2282270 [SPOILER] 
File: 45 KB, 500x667, 1426019275096.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2282274

I want to fuck an imp up the ass.

>> No.2282276

I'm getting real sick of seeing this anime bullshit. It's fucking Doom, c'mon.

>> No.2282286

i appreciate your concern anon. but i am led to understand that for every person who shares your opinion there is another who comes to these threads only for hdoom updates. it's a difficult situation, i'm not sure how we can cater to everybody.

>> No.2282290 [DELETED] 


It must weigh very heavily on your soul that someone is modding a 21-year-old game in a way you don't like.

>> No.2282293

I deleted the image, I hope you're happy.

>> No.2282295 [SPOILER] 
File: 45 KB, 500x667, 1426020291901.png [View same] [iqdb] [saucenao] [google] [report]


I saved and reuploaded it.

>> No.2282298

Do you really want more retarded and pointless comments like >>2282274 shitting up the threads? I guess I'm the minority here.

>> No.2282302 [DELETED] 


Sorry, you're right, I shouldn't have responded.

>> No.2282304 [DELETED] 

Gee, I'm so sorry that a slow thread on a slow board has a comment you don't like.

>> No.2282314


Retarded and pointless comments are going to shit up the thread regardless.
I'm not a fan of HDoom either, but if you really think it being anime is the sole source of faggotry in /doom/, then you're either blind or have an extremely narrow field of view.

Either shift the discussion in the direction you want or start posting content. That's the surest cure for faggotry, sitting around and whining about stuff you don't like is only going to make you look just as bad.

>> No.2282315

Well, when you put it like that, no. However I am not even convinced >>2282274 was a reply to >>2282270 but in fact was in response to >>2282258.

But I was saddened by this recent post >>2250961 that the creators have abandoned 4chan, and have since been reposting things off the blog. I don't know why I care, though, I am not the creators. I just want everyone who comes to our threads to be happy.

>> No.2282316
File: 325 KB, 1600x1536, scrap053_a.jpg [View same] [iqdb] [saucenao] [google] [report]

Come on guys there's room for lots of viewpoints and different kinds of people in Doom. Let's rage and rip and tear ... politely.

>> No.2282320
File: 226 KB, 1280x960, BagOfOrangesYummy.png [View same] [iqdb] [saucenao] [google] [report]

I'm slowly getting closer to finishing this orange tier of monsters for this colourfull hell mod.

But I have like, no ideas for the Orange Archvile, like at all. Purple Archvile already is a pure hellish asshole, how am I gonna make something tier worse than revenant summoning, enemy upgrading, bullet hell causing agitator champion? without going overkill that is

>> No.2282321

Have it summon a purple one.

>> No.2282329

tone down the purple one a bit, it seems quite overboard itself.

>> No.2282331

Give it four attributes:
>Is a fast melee enemy
>Inmune to splash damage
>Summons more of itself
>Heals other orange revenants
I don't think you canget more annoying than that

>> No.2282336
File: 14 KB, 500x500, canyounot.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2282341
File: 5 KB, 301x300, chuckdhead.png [View same] [iqdb] [saucenao] [google] [report]

whoah, what is that thing on the left? Chuck D. Head from Decapattack?

>> No.2282342

It's...it's Chex Warrior, anon.

>> No.2282345

It's the Chex Warrior from Chex Quest. It's ridiculous, but in a good way.

>> No.2282347

Make it exactly like the purple archvile, but give her an aura of corpse squishing to glitch every revived monster.

>> No.2282354

Make it summon random monsters to random locations throughout the map at an absurd rate once awakened.

>> No.2282357

High-resolution upscaled weapon sprites, not for the purpose of higher detail, but for higher resolution so edges don't look choppy (like the barrel of a gun held just slightly off 90 degrees), Y/N?

>> No.2282358

>Level starts
>Shoot once
>Activate everything
This is awful.

>> No.2282359

Instakill attack if you remain in its sight for too long?

>> No.2282362

Well if the purple one is maximum hell in this one fight the orange should radically alter the way the rest of the map plays to exceed it.

>> No.2282473

How possible would it be to write a parser that changes numbered WAD scripts from [NUMBER] to [WADNAME-NUMBER]? I think it would be cool if (g)zDoom maps from like 2004-2010 were actually playable with gameplay mods.

P.S. I can't actually write a single line of code; I can't even make a working timer in ACS. Someone please make this happen.

>> No.2282493

The purple one's gotten quite a bit of nerfs tho, but if let to stay and wreck havoc it can easily make things pure hell.

I kinda like this idea, not at absurd rate tho cause that's not nice. but random monster to random location sounds fun if it can be done properly.
Might get troublesome with monster lockers tho so it probably can't be done pure random.
This does give me an idea still tho.

>> No.2282503 [DELETED] 
File: 63 KB, 556x273, fwefwefwht723.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2282512 [DELETED] 


we could actually use some context too

>> No.2282520 [DELETED] 

literally who why where and what

>> No.2282524 [DELETED] 

>posting that something is disgusting in a bright yellow background forum

>> No.2282526 [DELETED] 

Kind of a shitty thing to say I suppose.

So who is that, what's the context, and how is it relevant to here?

>> No.2282539


I'll look into improving the dagger crash for the next version, I'm thinking just throwing out more daggers.

Like an irresponsible amount of daggers

>> No.2282540

Maybe in addition to move daggers, you could have them thrown out in a fan formation, or maybe give the daggers ripper attribute or something.

>> No.2282542

Throw all the daggers at once, instead of a stream of them

>> No.2282549

Considering how overpowered ripping is this may not be a good idea.

Also it might be treading through Rocket Lightning Lance's territory Seriously, favorite Item Crash by far but it might be a bit overpowered considering how powerful the lightning is

>Fan formation
That could be kind of cool though.
I think if it does have a ripper then there should be less daggers thrown, and if there's no ripper then it should throw a shitload.

>> No.2282556

Fan formation is a good idea because it does not overlaps with other crashes. Lance and shield go through enemies in a straight line, axe and torch both fill the confined spaces with bouncing shit (not sure what's the difference between them), so if daggers would act as shotgun on steroids, they would be useful against crowds in open areas

>> No.2282557

Considering the dagger is the "short range, huge dps" subweapon, how about instead of just increasing ammount of daggers, the item crash creates a moving wall of daggers glued to you, then every dagger flies to where you are pointing one at a time similar/almost identical to the current crash.
That way you can headbutt enemies to stab them with an irresponsible ammount of daggers and reuse the crash sooner.

>> No.2282561


and what happens when you bump into a wall?

>> No.2282563
File: 321 KB, 1280x960, mostlyharmless.png [View same] [iqdb] [saucenao] [google] [report]

Well when you start seeing shining yellow BALLS floating in the air, you're gonna know there's a orange archvile in the level.

these orbs wonder around the map and spawn random monster if they ever see the player, tho they will hide first so enjoy random enemy encounters

>> No.2282564

I have an idea, but I'm not sure if it can be implemented

If you press button, wall of daggers created, and it stays "glued" to you while you hold the button. When you release it, daggers fly away in a fan formation.

>> No.2282565

Preferably nothing, besides losing a few daggers that are currently flying into the wall.

>> No.2282569

I -think- you can.
There was a hexen mod where you could play as a windigo and one of the weapons charged an ice ball that floated in front of you. If a monster got near you while it was still charging, it would dissipate with minimal damage.
Fuck if I know what it was called tho.

>> No.2282584

This actually makes a lot of sense since the Dagger's specialty is also close range.

>> No.2282598

Does it spawn enemies based on the level or something?
If an archie is supposed to be the boss of a map and not a regular enemy, barons and other high tier enemies spawning everywhere will most likely make the map impossible.
Maybe the yellow BALLS could drop shells/bullets.

>> No.2282602

Maybe the Archvile itself should drop a backpack or two.

>> No.2282613

If the ammount of balls is anything like the screenshot, a big level with 2ish random new monsters per room will fuck your ammo before you even see the Archvile.

>> No.2282618


Okay, I'll do a rapid fan spray attack. I'll get to work on this soon and see how well it fares. so at mid/long range you have coverage, and up close, shit will just die.

>> No.2282619

DCSS is at the point where it'll be stripped to one race, class, and only long swords because everything else (fun things) is bloat.

>> No.2282628

Wait so the archvile starts spawning monsters before it even activates? What kind of asshole monster works before its encounter?

>> No.2282636

It's a workaholic arch-vile, he works overtime and he is too busy to wait until player will finally let him out of the monster closet.

>> No.2282643

But then it doesn't feel like the archvile encounter itself does anything, since the monsters were already there. If everything changed AFTER you found the archvile it would feel a lot more like the resulting state of the level was his fault.

>> No.2282656

TWID wads are certainly overrated, yeah. So many good mappers in the projects, who sacrifice their own flavours, to make cheap knock-offs.

>> No.2282662
File: 296 KB, 466x720, carmackandme.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.2282720

Why would anyone attempt to make a "Doom 2 the way iD did"?

Why not make a "Doom 2 the way iD made Doom 1"? I'd have loved a game with the first Doom's level design and music with Doom 2's added content and capability.

>> No.2282794

Anyone here made a level that was ENTIRELY made out of monster closets? Just one room that gets bigger and bigger the more switches you hit? Was it any fun?

>> No.2282809

I still don't like it. Besides Doom 1's level design philosophy doesn't quite work with stuff like Arachnotrons and Mancubi. E3M5-8 are the only maps in D1 that are actually open.

>> No.2282814

They could be used sparingly, like mid-episode bosses.

>> No.2282816

I've seen levels where this was the case but it feels too repetitively linear - hit switch, clear out new closet that opens, hit switch in that closet, clear out the one it opens, repeat.

Which is a shame because that kind of level can potentially be very very nonlinear. Hit switch, two monster closets open with a switch in each that opens two more closets. Expand choices in powers of two from there.

Of course that would just feel like wandering aimlessly into unpredictable repetition, but if the closets each had a theme and were labelled as such on the switches, then it would actually be choices. Like the Normal gym in Pokemon R/S/E.

>> No.2282818
File: 2.94 MB, 640x320, daggers daggers daggers DAGGERS DAGGERS.webm [View same] [iqdb] [saucenao] [google] [report]





>> No.2282820

Gone mad with power, have you?

>> No.2282824


Well people wanted a buffed dagger crash.

they're getting one

>> No.2282827

Nice to know someone's using my texture set.

>> No.2282831

Should I expect a Hydrostorm next?

>> No.2282852

But then they'd be used less often than in Doom 2.

>> No.2282859

Lots of things would be used less often than in Doom 2, that probably was the point of the idea.

>> No.2282863

>that probably was the point of the idea.
But then whats the point of even bothering with D2 stuff then?

>> No.2282865

how about this

how about doing a poll on which levels from doom 2 were the worse, and then do a wad that only replaces those levels

why the need of redoing the shitty levels and then pat yourself on the back for doing 'such a nice job'?

>> No.2282871

Revenants and Archviles add a lot to gameplay dynamics.
So do Pain Elementals.

>> No.2282882

If we halved the amount of D2 stuff from doom 2 overall, it'd be like this

Chaingunner = 136
Hell Knight = 37
Revenent = 45
Mancubus = 33
Arachnotron = 32
Pain Elemental = 32
Arch-vile = 8

Take note that most d2 megawads often have the monsters multiplied in numbers.

>> No.2282884

Revenants and PE's only really add a lot in more open maps and in larger groups. Otherwise they're as piss easy to deal with as any D1 monster.

>> No.2282890

Of course anon, but when it's competition is quite literally
>Enemy that shoots a forward projectile
>Enemy that shoots a hitscan bullet or 3
Then you can see they add enough that they'd help with Doom.
Archviles are also pretty fun in any setting.

I forgot Chaingunners in my previous post for some reason.

>> No.2282926

>Then you can see they add enough that they'd help with Doom.

They really dont go through their full potential of changing dynamics, though. They only end up being slightly more annoying than D1s enemies. Chaingunner and Hell Knight can easily fit in, since they're basically modified D1 monsters. Arch-vile also fits in, because they're effective no matter how they're used.

PE's are potentially easier to deal with than simply using lost souls, Because you could just run up to them, and punch/saw them to death before they can do anything. With the map using lost souls themselves, you could already have a group of them ready to annoy you.

Revenents only half fit in. They do more damage than most, and run faster than most. But the infamous usage of them you see in Final Doom wouldn't be possible without open rooms/maps.

And your suggestion of using Arachnotrons and Mancubi as only mid-bosses, means they might aswell not be used at all.

>> No.2282929

I wasn't the one who mentioned Mancubi and Arachnotrons, only the three I listed there.

I know that Revenants were spammed like crazy for Final Doom but I think in small doses without a Super Shotgun they could be a decent enough Doom 1 challenge in sets of 2-3s with a few other enemies around.

>> No.2283103

another reason why I hate "TWID" stuff is that they're on-par with the id iwads in challenge, which is flat out not interesting. I prefer the MMs and Final Doom for offering a more challenging vanilla experience.

>> No.2283185
File: 394 KB, 1280x720, Screenshot_Doom_20150311_035332.png [View same] [iqdb] [saucenao] [google] [report]

I know test maps shouldn't be pretty, but ehhhhhhhhhhh.

>> No.2283192 [DELETED] 

underrated post

>> No.2283206

I think I broke DoomRPGRLA...

I got a solo operative suit on my scout, after dicking with the armor's set bonus for a while (stealth, opening attack does huge damage), I got a Grammaton Cleric Beretta... After reading mod packs effects, I decide Sniper sounds most effective/interesting with current loadout (makes burst fire 3 rounds instantly, full auto dumps entire clip instantly)...

So I start using the full auto dump with the armor bonus to shit on big monsters instantly... So then I thought "hey, isn't there an aura that gives you infinite ammo?" (I don't do the skills much), lo and behold, 7th tier of blue aura!

So I kick on blue aura after respeccing to get enough energy, stealth up with full auto grammaton... aaaand hard freeze.

My simple/obvious theory is that with infinite ammo it's trying to spawn infinity bullets and that causes gzdoom to shit the bed, but just in case that isn't accurate, y'know, bug.

without doing the game crashing part, the rest of that design is fun as hell, relies on a lot of lucky drops or straight /giveitem-ing though

>> No.2283210

The only build I ever bothered with was Marine with the biggest armor, demo chaingun, and later HULK SMASH-ing with the Hurricane Cannon. 40k spess mehren basically.

>> No.2283215

On an unrelated, but related note - why isn't there a SPESS MUHREEEEEN 40k mod? It's a game. About space marines, with a vibrant modding community, and WH40k is huge among nerds... How have they not crossed the fuck over yet?

>> No.2283218

Chances are there's some obscure mod somewhere

There's also a Source mod called Exterminatus with Ultrasmurfs and Tyranids, but I never tried it

>> No.2283221

This, I always thought the same thing. .

>> No.2283227

There was a Spacehulk mod that's almost as old as Doom itself.

Didn't look very good.

>> No.2283229

and in the non-bug-but-fuck-this-is-annoying category...

Is there any way to turn down (or off) the screen reddening on taking damage? At higher levels in DRPGLA half the monsters that hit me cause the screen to go red for seconds, effectively blinding me.

Helen Keller mode is less than entertaining, and I doubt it's an intended effect.

>> No.2283230

Maybe necrodoom is the closest thing you can have

>> No.2283232


Wow, that anon wasn't kidding, we really ARE getting this question every thread.

>> No.2283242


Try turning the blood_fade_scalar cvar down, or even setting it to zero entirely.

>> No.2283248


Never mind, I'm retarded and that isn't an actual command.

>> No.2283254

>flaming inverted crucifix in the distance
Oh yes

>> No.2283256

I've been lurking these generals since they first became a thing (well, right after /vr/'s creation, if they predate that then I wasn't here for that), I've seen this brought up maybe 6-7 times.

>> No.2283258


My mistake, sorry.
Just seems like we've been getting it a lot as of late.

>> No.2283273

in fairness, I don't pay 100% attention, as I missed anon saying that.

>> No.2283283

I don't see you doing better?

>> No.2283312

I mean Doom pretty much already is something like that
just think of it as humanity's first encounter with the warp or something

>> No.2283316

32in24 series aside, what wads have some good MIDI beats? What soundfonts are commonly used other than SC-55 and SGM?

Probably because of the upcoming 40k vidya

>> No.2283325

Arachno is a pretty good soundfont.

>> No.2283382

indeed, i already did as much as i could be bothered to do. you have failed to realise that >>2281450 >>2281452 and >>2281473 were all posted by the same person, and embarrassed yourself.

>> No.2283392

I'll pester Yholl about that when he comes around, sounds like maybe a 0-tic loop is happening somewhere in the gun or something.

I'd also like to just point out that very frustratingly, GZDoom has been one hell of a crash-happy whore lately and has been crashing left and right for me, it's definitely not DRPG related because if I test it with the latest master of ZDoom I don't get these crashes.

Jesus fucking christ Graf, update your shit already. It's been like over 2 weeks.

Sorry, can't do anything about that unfortunately, as much as I agree with you that it can get annoying. That's just how it works and I can't really change it AFAIK.

>> No.2283449

HR2's main problem is that its music gives it a completely different atmosphere to what HR1 had.

>> No.2283561



>> No.2283868

Games workshop would shut it the fuck down.

>> No.2286013


>> No.2286024

>bumping a post-bump-limit topic with a new thread made

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