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2290969 No.2290969 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2283557
(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.2290971


[03-14] Another episode in the Favillesco series, by Nicholas Monti, of Eviltech fame: http://www.doomworld.com/vb/wads-mods/72083-favillesco-alpha-episode-2-desecration-on-thebe/

[03-13] As promised: Tabula Rasa, a 5-map wad for any source port, by Dewce. >>2287504 http://www.best-ever.org/download?file=tabula_rasa.wad

[03-13] Zero-Master retakes the Doom2 speed record by an astonishing 83 (eighty-three!) seconds. http://www.doomworld.com/vb/doom-speed-demos/72075-doom-2-in-2032/ https://youtu.be/ghCPOd_V-JE

[03-12] Doomed Space Wars, by Pcorf, 3rd beta release: http://www.doomworld.com/vb/post/1351392

[03-11] OBLIGE v6.20 featuring monster closets: http://www.doomworld.com/vb/post/1351352

[03-09] GMOTA v0.9.8 finally arrives: http://forum.zdoom.org/viewtopic.php?t=45115

[03-08] A mod for Trailblazer from the maker of BD:SE >>2279145 http://www.mediafire.com/download/5ak489t2txom92x/TB_Burst_Pistol.pk3

[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-

[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-

[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-


Please reply to this post with news.

>> No.2290980
File: 151 KB, 479x359, DDFW.png [View same] [iqdb] [saucenao] [google] [report]

I never thought of Tom & Jerry being crossed with DOOM before.
And after seeing this picture, I realize that it was for good reason.

>> No.2291005

So what happened to that guy doing the psychic modification thing? Is he alive?
Also iam bored recommend me a fun wad and mod combination

>> No.2291007

>Also iam bored recommend me a fun wad and mod combination
What kinda shit do you like?

>> No.2291019
File: 35 KB, 600x395, best headphones.jpg [View same] [iqdb] [saucenao] [google] [report]

I love mods with buying systems, but those are really scarce. I also look for some challenge but iam kind of bored with complex doom and hard doom.

>> No.2291023
File: 40 KB, 640x480, 1406081102829.png [View same] [iqdb] [saucenao] [google] [report]

I'll fool around with it again, but when I booted up E1M1 to mess with it, the mag sling failed whenever I tried it on any kind of monster. It succeeded maybe once and then outright crashed after that.
I'm using TSP v1.2e. I'll try the Zandro and GitHub versions while I'm at it.

>> No.2291027

Yup. Worked fine a while ago though. Game boots up and lets me play for a bit before the pc shits itself.

>> No.2291030
File: 219 KB, 1280x720, Screenshot_Doom_20150315_184740.png [View same] [iqdb] [saucenao] [google] [report]

Yes, I'm alive. I've been working mostly on other projects, but I have been slowly adding to psychic.
I may redo the shop system because the code for it is really, really messy and unreadable.

>> No.2291035

Consider cleaning out dust from your laptop.
Cooling plate isn't a bad idea either, if just to give you some distance between your crotch and a hot computer.

Also, consider playing on the software renderer. New computers even fail to consistently run it properly.

>> No.2291036
File: 17 KB, 353x388, 1420081777497.png [View same] [iqdb] [saucenao] [google] [report]

So you guys like shit wads? Yeah? No?

Either way, enjoy this delightful swamp of turds...


I'm still not quite sure whether people prefer this stuff weekly or every other week really...

>> No.2291037

i actually thought you were dead.

>> No.2291038

Nice to hear that, I hope redoing that shit wont be that much of a pain in the ass

>> No.2291042
File: 2 KB, 188x252, secretaryimp.png [View same] [iqdb] [saucenao] [google] [report]

Damn son, that is some hot shit.
By the way, I've always loved your videos and I was really flattered that time you used one of my old Lydia wads in one of them. (I comment under the name shorty1k on there)

>> No.2291047

Wow sure that was a piece of shit
I prefer it weekly, if you have the time for it
of course

>> No.2291048

As Carmack said, Doom is Evil Dead 2 + Aliens. When and where Japan and his fucking tentacles did get involved?! I can appreciate the effort of keeping the DooM community alive and fresh but this is totally unfitting in the real doom essence. Who needs a Katana and a Magic energy ball when you have the BFG, the pinnacle of human weapon technology? Thats why Brutal Doom is the most popular gameplay mod, because it's everything that Doom couldn't be in 1993.
Fortunately this abomination will be only played by a few before everyone forget it.
Yeah call me a hater and a cocksucker of Sgt Mark IV, this is just my opinion.

>> No.2291049
File: 22 KB, 192x192, crt is sad.gif [View same] [iqdb] [saucenao] [google] [report]


To be fair, I haven't had any motivation to make videos at all lately, that and being chronically lazy...


Heh, I used your Lydia wad a few times at least. How is that wad coming along? I'd really like to keep up with it, if it's been updated and all.

I also know your nickname, I think I've got you on Steam also.


That's the thing anon, if I can't keep it up weekly on a consistent basis I might try to do one or two every other week instead.

>> No.2291050
File: 35 KB, 450x600, 1425671029039.jpg [View same] [iqdb] [saucenao] [google] [report]

>Consider cleaning out dust from your laptop.
My cousin cleaned it like 2 weeks ago. Laptop has been inside for 95% of that time
>Also, consider playing on the software renderer. New computers even fail to consistently run it properly.
I do, with PrBoom+. Shit still crashes ;_;

>> No.2291052

yeah, +1 for weekly, it's something to look forward to every sunday afternoon. but yeah only if he has time obviously. no pressure mate. if he feels like he's having to force it out it'll stop being fun to do and that will reflect in the videos.

>> No.2291054 [SPOILER] 
File: 85 KB, 200x200, 1426460469621.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2291056

Gotta agree. It's the same with every single other mod of Terminus, but that doesn't mean they're essentially bad.
From another point of view (quality aspect), his mods are by far superior and Brutal Doom is extremely bugged and kinda bad.
But in the end, Marks Brutal Doom will be the only mod which will stand the test of time.

>> No.2291060

Sure gauntletguy, go ahead with releasing a vid just every other week, we all have real life stuff dont worry Even if it's just being lazy

>> No.2291065
File: 2.97 MB, 1366x768, pretty good.webm [View same] [iqdb] [saucenao] [google] [report]

I've been working on a thing.

>> No.2291068
File: 25 KB, 1024x576, 1337698599451.jpg [View same] [iqdb] [saucenao] [google] [report]


Don't wanna disappoint the community or anything because of my procrastination stuff. I'll try every Sunday or so to see how it goes.

Appreciate the understanding either way.

>> No.2291069
File: 2.00 MB, 960x540, gzdoom 2015-02-09 19-06-00-93.webm [View same] [iqdb] [saucenao] [google] [report]

It's way better. The stealth element also makes it bloody impossible with some wads.

>> No.2291070

Screen moves way too much

>> No.2291082

what mod has the best new enemies? I like that feeling of encountering new horrible beasties

>> No.2291087
File: 2.16 MB, 800x600, hl2 2015-03-15 19-19-46-414.avi.webm [View same] [iqdb] [saucenao] [google] [report]

It's accurate to the original weapon. The weird recoil is the balancing factor, as it has the second-highest single shot damage (highest in my Doom mod as of right now) in the game and is also highly accurate. If it were easily controllable, it'd be really OP.

>> No.2291089

>>2291048 >>2291054 >>2291056
Have to admit, I laughed really hard.

>> No.2291096
File: 44 KB, 342x267, carmack.png [View same] [iqdb] [saucenao] [google] [report]

>all these posts about mods needing to fit with "the doom essence"
Seeing how far you can push the engine and how different you can make the game with mods IS the Doom essence. That's how we've managed to have such an active community for 20 years. I'll never understand how people can claim changing shit around takes anything away from Doom or makes it "unpure". The game was designed to be fucked with from the start. Why do you think Carmack came up with the WAD format and made it open source? It's not like this game has deepest lore, you're a nameless marine fighting hell demons because they killed your rabbit. Just enjoy the damn thing and stop trying to shove what YOU think it should be down other people's throats.

>> No.2291103
File: 1.16 MB, 625x626, N-NANI.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2291105

Do them as often as you can without compromising quality or fucking up your life, imo

>> No.2291118
File: 20 KB, 1003x142, ss+(2015-03-15+at+07.39.07).png [View same] [iqdb] [saucenao] [google] [report]


Why are you copy/pasting YouTube comments?

>> No.2291123
File: 2.22 MB, 768x432, 1423748375479.gif [View same] [iqdb] [saucenao] [google] [report]


Ooo looks like the main handgun has a silencer now. iirc it had 2 handguns before right? Vanilla DOOM pistol with silencer and that one also?

That death animation is pretty great aswell.


Will do.

>> No.2291126


Seems like someone from IRC forgot to put a ">" before copypasting it in the thread.

>> No.2291134

>Seems like someone from IRC forgot to put a ">" before copypasting it in the thread.
Nothing related to that video or comment was posted in IRC. Not sure what you're going on about, but you might want to check the structural integrity of your tinfoil hat.

>> No.2291136

>there is a > at the very start
>it was the irc!
Doubt it.

>> No.2291138

>>2291134 >>2291136
It was just a wild guess. No need to pull your torches.

>> No.2291147
File: 9 KB, 62x118, Sprite-0002.gif [View same] [iqdb] [saucenao] [google] [report]

Yup, at least it does in the newest version. I keep a pure-doom style Lydia pk3 around for when I want to just play random crap without getting my ass handed to me, and that one has the old unsilenced version. The vanilla pistol is in there too, but it's not obtainable unless you use cheats. I thought about making the silencer an optional attachment, but I fail to see the point of having it not be silenced.

I also found the gauntlet idea fun enough to give it a try myself and I ended up find a few gems among the turds. This one was fun:
At some point I should do another one of these for shits 'n giggles.

>> No.2291159

what mod of HL2 is this?

>> No.2291161


Neotokyo, a Japanese game for weeaboos like Eric :^)

>> No.2291162
File: 2.80 MB, 1366x768, gzdoom 2015-03-15 19-44-52-982.avi.webm [View same] [iqdb] [saucenao] [google] [report]

That said, now that I compare them side-by-side, I might've gone a little too far. It's generally easier to land hits in Doom than it is in NT though, so I think it balances itself out.

And if you're worried about needing a precision weapon that doesn't fuck with your aim, let me introduce you to the Mosok 41. No recoil, screen shake, or any other frills, just a precise, powerful battle rifle ideal for hitting small targets at long ranges. The accuracy system for it is probably the least true-to-source feature in the mod so far, but I've got an idea that should work better.

>> No.2291170
File: 131 KB, 500x548, mel.png [View same] [iqdb] [saucenao] [google] [report]

Okay playing 12e again on GZDoom 2.1.6 and 1.9.8.
In 2.1.6, enemies enter their pain state, but both the player and the monster stay in place. So far, this happens pretty consistently across cacodemons, zombies (normal, shotgun), imps, lost souls, and cyberdemons.
I has slightly better luck with 1.9.8, even got it to work a few times, but it still ended up either failing or crashing at some point or another.
It's hard to pin down any consistent results, but I can say that I had it both work and fail on two zombies of the same type, then crash on a different monster. Also, in some cases mag abilities of any kind fail, same as above; pain state, no movement.

>> No.2291171

I know you're kidding, but dude, he's one of few people to straight fuck me up in deathmatch. Gotta respect.

And neat, never even heard of it, but it looks amusing.

>> No.2291180

And to clarify, this is mostly on level surfaces. I've had issues with monsters getting caught on small ledges (like the toxic slime pit in E1M1) or the edges of doorways, but even on flat floors with the same sector height I still occasionally get monsters that won't move.
Maps I'm testing this on are E1M1, E2M1, and MAP01.

>> No.2291185

Maybe it's your gfx card, mate?
Consider getting a tech look at it?

>> No.2291273
File: 38 KB, 523x332, Laughing boners.jpg [View same] [iqdb] [saucenao] [google] [report]

>that picture
First time playing Russian Overkill in a nutshell.

>> No.2291285
File: 105 KB, 1316x371, magehandjob.png [View same] [iqdb] [saucenao] [google] [report]

I made another D&D server for you guys.
Because I love you all.

Server: "/vr/ plays Dungeons & Dragons: Mage Hand Job edition!"
Pass: vrtroopers

>> No.2291308

oh god that story is awful and hilarious

>> No.2291317

I know this is a rather odd request but is the person who gave a short list of suggestions that would make Suab a thousand times better still here?

If not, did anyone happen to save that list? Because I totally didn't.

>> No.2291318 [DELETED] 

Nevermind, server's down. Gotta find a mapset that doesn't break when you try to play multiplayer with it.

And it's a damn shame too; Cyriak's map pack is fucking great :c

>> No.2291325

So how does a complete retard put up a [BE] server? Never bothered to actually try to do it.

>> No.2291326



>> No.2291331
File: 24 KB, 146x120, 1368402270693.gif [View same] [iqdb] [saucenao] [google] [report]

Server's up again. Hosting WoC1.7b on Doom 2 Reloaded.

>> No.2291340

well thankyakindlym8

>> No.2291358

you could try looking through the archive:

>> No.2291385

Thanks, although I couldn't find what I was looking for, which is a shame.

>> No.2291407

The PSX Doom TC was supposed to come with a customizer.exe file, wasn't it? I remember getting it less than a couple days ago on a different computer, but I cannot find its download location for the life of me right now. Any help?

>> No.2291440

The post with the customizer should be linked in the OP of the PSX Doom TC thread on Doomworld.

>> No.2291449

Got it now. Thanks.

>> No.2291462

I've seen many lists about Suab, mostly right after the release.
Which one are you looking for? Do you remember any suggestion at all?

>> No.2291471

It had ideas such as ammo spawners spawning smaller amounts of multiple types of ammo at once and ammo-drops being tossed further away from corpses, that's all I really remember.

>> No.2291480


Relatively easy changes that would still be faithful to the mod :
- enemies drop ammo quality depending on their difficulty, not fully random
- divide big ammo boxes worth by 2~3 and make all spawn together, instead of one random ammo
- ammo replacements actually match their original intended ones, no crossbow bolts replacing cells
- berserk packs are always flamethrowers, stun knife may appear instead of the .38 upgrade
- monsters with 3~5 drops instead drop more ammo of one kind, not crap like 1 round for 3 different weapons
- game either spawn the weapons you're missing or SSG is always the shotgun and plasma rifle is always the eagle, with cattle prod going elsewhere, anywhere, even together with soul sphere will do
- loose ammo flies a short distance instead of landing underneath the corpse
These alone already fix 95% of the problems.

>> No.2291482
File: 2 KB, 200x75, Lydia_crouching.png [View same] [iqdb] [saucenao] [google] [report]

Sprite of the night.
I'm finally getting around to doing those crouching animations. I'll need them, since my mod requires a lot of it.

>> No.2291485

Yes, that's it. Thank you.

>> No.2291486


>> No.2291487
File: 2 KB, 124x124, sunglasses concept6.png [View same] [iqdb] [saucenao] [google] [report]

Oh like you wouldn't?

>> No.2291498

whats a good doom mod that has less focus on combat, I'm just itchin to play something on the doom engine that I haven't experienced yet

sorry if this is strange to ask

>> No.2291505

So are you the anon who totally isnt iSpook or the anon who wanted to get all those suggestions, reverse and exagerate them and make a joke wad?

>> No.2291507

phocas island

>> No.2291536
File: 5 KB, 82x74, lydia_crouchside.gif [View same] [iqdb] [saucenao] [google] [report]

Instantly came to mind when I got this moving:

>> No.2291548

Maybe, most likely... probably the first choice.

>> No.2291556

thats not even bait...

>> No.2291565

Speaking on suab some more:

Would anyone throw a fit if I decide to turn the crossbow into something a bit less RE2-ish? Thinking about cutting the ammo down to a third, change up the mag system and have it fire a single, more powerful bolt. (That is, after I fix other, more necessary things.)

>> No.2291580

I'd prefer it that way to be honest.
Maybe even go about re-adding the double barrel shotgun since that's what it was replacing right?

>> No.2291582

I don't have the sprites for it, and the Spas is pretty much a single barreled SSG.

>> No.2291584

Honestly the crossbow doesn't really have a use right now.

We also already have a precision weapon in the hunting rifle.

Basically what I'm getting at is that you can do whatever you want with it and it will probably be better than what it is right now.

>> No.2291663
File: 49 KB, 346x400, van-helsing.jpg [View same] [iqdb] [saucenao] [google] [report]

It would be nice if it was a reasonably fast and damaging, dependable weapon for mid range combat.
Something akin to Doom's chaingun role minus the sniping from a mile away.

It can have scarce ammo, no more stealth, projectiles that fall and do no damage after a set distance, whatever. Just one general purpose weapon without awkard delays, huge reloading timers or a super small carrying capacity (looking at you .50).

I know this is half intended, but the only weapon that did not seem like an enemy in itself (besides the OP gatling) was the grenade launcher.

>> No.2291682

Despite it being a shitload of work, scripting, and other shit...

Can you make the crossbow have a chance to pin enemies to walls behind them? Living or dead, either would be excellent. Especially the living part, pissed off baron flailing stuck to a wall makes me [rip and tear internally]/cum buckets.

But on an easier, saner note, yeah, rarer bolts, more power sounds like a more fun option, no comment on balancing, I never relied on it for progressing in SUAB.

Also, retrievable bolts? I like this idea.

>> No.2291738

>Can you make the crossbow have a chance to pin enemies to walls behind them? Living or dead, either would be excellent. Especially the living part, pissed off baron flailing stuck to a wall makes me [rip and tear internally]/cum buckets.

I actually thought through how to do this because at one point I considered having the regular bolts for the crossbow in tsp do this. Never got around to running it by Marty or doing it though.

Anyway what you would do is first ensure that the bolt has a pitch (either fired by the player or set via script prior to collision) and then have the crossbow bolt be a +SEEKERMISSILE that seeks for a tracer on xdeath to get whatever it hit. Then have it fire a missile with it's exact heading and pitch and speed (hence why you need it to have a pitch) that you give a tid to. Make this bolt actor +THRUACTORS so it doesn't collide with any other monsters, but will still enter a Death state upon hitting a wall. You could do this entire part (the firing of the actor) in acs rather than decorate so you don't have to coordinate between decorate and acs once the script starts.

Then set the script to be activated by the tracer (the monster the first missile hit) and give it the tid of the actor, the height difference between it and the bolt, and the angle/facing of the bolt in user vars, then set it's speed to 0 and it's mass to an obscenely high number and give it +THRUACTORS, +NOCLIP, and -PUSH by giving a custom inventory item. Then through a custom pain state for each actor you want this to happen to (can't have it done via inventory items; I've tried and they don't work with a_warp) have it warp to the bolt each tic with the difference in height and the facing of the bolt taken into account.


>> No.2291740

You could either randomize the facing within a certain amount of the opposite facing of the bolt or each tic set the actor's facing to a random facing within that window if it's facing is outside of the allowable window from the opposite facing of the bolt. You do this because the actor having only the exact facing of the direct opposite of the bolt facing would look silly. The reason you give it +THRUACTORS and +NOCLIP is so that it doesn't get stuck and only shuffle in place rather than behaving like a "live" monster. You'd also need to give it an inventory item and have all other states check for that inventory item and send them back to the bolt pain state so that they could still react to damage but wouldn't start moving free of the bolt after doing so and so they could use a "stuck" death state when they die. If you want it to behave like it would otherwise except that it it stuck to the wall (you probably do) you want it to give it a "stuck" version of each normal state it has so that it will do what it would normally do during a see state (with a_chases pointing to to the right "stuck" missile/melee state) or missile/melee state or whatever that still calls a_warp each tic, so that it will attempt to move and change facing and throw fireballs and use melee if the player gets close enough.

The hangups for this would be if the wall the actor would get sent to was far away, in which case the monster would go flying for half a mile before getting stuck on the wall, if the bolt was headed into a sky, in which case the monster would get thrust into the sky and then either stuck there or released (depending upon if the second bolt has +SKYEXPLODE or not) and if the bolt was going down and the monster following it's trajectory would end up with the monster stuck partially or fully in a floor.


>> No.2291743

Right now crossbow bolts are a fast projectile of 75. I'll speed it up a bit when I get to work on making it a bit less... useless. Also most of the weapons are going to have their reloads sped up a bit.

>> No.2291745

The only way around it that I thought of, though I'm not certain if it would even work, is if the player fired an invisible hitscan where the bolt would be fired that spawned a puff with +PUFFGETSOWNER right before they fired the bolt and the puff relayed information about where it ended up and stored it in user vars of the player that fired it (if the player could fire multiple bolts before each hit a wall or something, you'd have multiple copies of the cvars--like user_deathZ1, user_deathX_2 and so forth--and a rotation of near-identical bolts and puffs that saved and retrieved the info in different copies of the cvars) and then when the first bolt called the script from it's XDeath state it could make the determination of whether or not to pin the monster (or how to handle the pinning, if you figure out ways to handle the issues listed) based upon the info from the puff.

>> No.2291750

Oh, I forgot to mention that the hitscan puff would have to have +THRUGHOST and you'd have to give all monsters +GHOST so it would go through them and hit the wall.

There is also another hangup in that this wouldn't account for if there was another monster between the first monster the bolt might hit and the wall where it would eventually hit, so the monster getting pinned might get moved right through other monsters, which would look wonky.

Of course you could have the player-fired bolt itself fire the hitscan, but then you could run into issues of timing to make the hitscan puff relay information where the bolt would pause before moving again and pinning a monster to a wall. You could maybe have the second bolt spawn at the position it would be moved to if the first bolt had continued moving after hitting the monster to cover the timing issue but there would still be the issue of the monster hanging in place before getting yoinked by the second bolt (interpolating movement on the a_warp doesn't solve this because you'd have a tic where the second bolt doesn't exist while waiting for the first bolt to get data from the puff if you end up having the second bolt fire the hitscan instead of the player.)

>> No.2291759

Thank you for writing out all that - quite insightful, and if I ever get to try to do it, you dashed most of the initial guesswork.

<3 no homo

>> No.2291760

One other thing I forgot to mention is that if you restrict this to only occurring if the monster is within a short distance of a wall (figured out by using the player-fired hitscan) then it solves most of the issues, the only exception being the sky ones, which could still be solved by not giving the second bolt +SKYEXPLODE and the monster checking if the second bolt actor still exists to continue warping. The monster would still get moved a bit initially but since the bolt would hit the sky behind it shortly thereafter it would just look like they were being thrust by damage rather than being stuck on the bolt.

>> No.2291762

No problem, hope it works out for you.

>> No.2291787
File: 57 KB, 640x480, 1426494303.png [View same] [iqdb] [saucenao] [google] [report]

Tabula Rasa map01 first attempt, dies once, does not finish due to zdoomism.


the red door lacks a tag, so pushing on it breaks the entire level.

sorry dewce i guess this is your inexperience showing. this is exactly why i made such a fuss about proper testing when 200minvr was announced.

(not posting a video because you don't want people seeing the maps before they've played them, i assume that's why you said i was a dick in the last thread)

>> No.2291792

The new version is up now. It contains fixes to graphical flaws as well as updated linedefs for people who circumvent certain areas as well as fixing dumb doors.

You'd be surprised how often I mistake S1 for D1.

>> No.2291797

I know it was already hasked, but I will hask again:
Is it possible to display a muzzleflash in a "flash" state below the gun layer?
I have several muzzleflashes for variety, but they are used by all the guns, and I don't want to do separate sprites of each flash for each gun.

>> No.2291798
File: 8 KB, 82x74, Lydia_crouchside0.gif [View same] [iqdb] [saucenao] [google] [report]

Posting a revision and..

>> No.2291801
File: 5 KB, 58x74, lydia_crouchfront.gif [View same] [iqdb] [saucenao] [google] [report]

a frontside sprite. This was so annoying and I'm falling asleep. More sprites when I wake up.

>> No.2291806


In short, nope.

>> No.2291810

Looks like a midget doing a cossack dance.

>> No.2291813

However you can get around it by putting the flash sprite in the normal state and the gun sprite in the flash state.

>> No.2291826
File: 103 KB, 642x604, SgtShivers-SentinelComic.png [View same] [iqdb] [saucenao] [google] [report]

I think it's time to prep DemonSteele for another release.
If some of you have some free time, I'd like to send over a test build to play with and see if it'd break in any new/interesting ways. There's a whole ton of new changes/features/tweaks that's happened since last build, and I'm only one person with one set of eyes.
If a few of you would be willing to play through a mapset and report your thoughts on things, please, I would sincerely appreciate it. If there are no breaking issues/major concerns, this'll be the release build.

https://www.dropbox.com/s/d5m1g5p5n51bgpc/te13-DemonSteele.pk3 - Download.
https://raw.githubusercontent.com/TerminusEst13/Folded1000Times/master/changelog.txt - Changelog.

A few things I'm concerned about and would really like to hear on:
- The rehauled balance of the Iron Maiden. Soul drain while out of combat is now much slower, but soul drain mid-combat is now much faster. Armor regeneration is faster, but the resistance is lower. The main punch has less AoE, but dash punch has more AoE. Ranking up gives more defense, but armor damage now reduces combo ranking.
- The gun specials compared to the sword specials. The idea behind current balance is that while the gun specials do more damage at low/no combo rankings, they don't escalate at all; ranking up affect only the sword specials, and it only takes a few before they start surpassing the gun specials.
- DemonSteele's difficulty is supposed to be an exaggerated version of Doom's--lower-tier enemies are laughable and can be mowed down en masse, while higher-tier enemies require an intricate dance between blade and gun. With all of the buffs/new stuff Hae-Lin's been getting, though, I thought it'd be suitable to give the lower-tier enemies a few buffs and tweaks. Likewise, the DevilDriver is definitely more intricate than the vanilla Cyberdemon, but I'm worried if it's going to be TOO difficult to handle in certain map encounters.

Well, either way. Let me know what you think, please.

>> No.2291827

Never played this before but I can give it a go in an hour or so if you'd like

What engine is it for?

>> No.2291828


Oh, sorry.
Zandronum or G/ZDoom.

>> No.2291829

This is weird. I'll take a look at this when I can. This doesn't happen at all on my end, which is kind of crazy. OH BOY!

>> No.2291832

go to bed terminus
will try tomorrow

iirc it works fine in zandro or zdoom
i use zdoom because i don't like socializing (also demonsteele is more suited for singleplayer imo)

>> No.2291867
File: 78 KB, 320x200, Supershotgunshotsupergun.gif [View same] [iqdb] [saucenao] [google] [report]

Unless I somehow messed up the file in SLADE, I can't imagine why. I'll test more on my lunch break.

>> No.2291879

Benellus would be proud of that gif

>> No.2291898

Please tell me this is a usable weapon somewhere

>> No.2291904
File: 1.14 MB, 300x200, bfsreload2.gif [View same] [iqdb] [saucenao] [google] [report]

Yes, it's going to be used in shotguns 2.

>> No.2291907

>Make myself a Mr X wad
>See how ridiculous it gets on map31

Literally cannot even get past the first room.

>> No.2291909 [SPOILER] 
File: 122 KB, 640x960, 1426507765002.png [View same] [iqdb] [saucenao] [google] [report]

thanks. have a second demo. it misses 2 monsters and 2 secrets but at least it actually finishes!


lines 2045/2047 have missing lower textures.

sadly the detail surrounding the blue key's containment device is fine enough to create slime trails.

>> No.2291910
File: 109 KB, 1366x768, Screenshot_Doom_20150316_012112.png [View same] [iqdb] [saucenao] [google] [report]

Just finished Scythe 1. It was awesome. I've played the following and rank them like this:

Scythe 2 > Scythe 1 > Alien Vendetta > Plutonia 2

Any suggestions? I thought Scythe 1&2 were absolutely incredible. I think Erik Alm is a genius. He really knows how to get incredible gameplay out of the Doom formula. As an example, I really liked how he'd make you start with no weapons or little ammo and then give you a berzerker pack or chainsaw to encourage melee gameplay. On top of that he really makes you use your entire arsenal and creates incredibly varied and original combat situations, so that everything doesn't simply devolve into stepping side to side with your super shotgun to up-close monsters. Just really fucking awesome gameplay in general man, probably the best single player FPS gameplay I've ever experienced. Furthermore his level design is fucking phenomenal AND he knows how to back it up with aesthetic. Just, wow.

If you guys have anything that compare to Scythe 1&2 I'll be a very happy panda.

>> No.2291916

Speed of Doom, Doom 2 In Name Only and Valiant are all brilliant.

>> No.2291927

Speed of Doom and Resurgence are highly scythe Influenced. Resurgence even uses Mr X and the Afrit (though, they're nerfed).

>> No.2291929

>Doom 2 In Name Only

Xaser's map31 was the only good thing that came out of that megawad. Everything else was either average, or very terrible. Some maps also failed to match with their name.

>> No.2291931

Fair enough. The other two are still great.

>> No.2291932

Dark Covenent was apparently one of Erik Alm's favourite wads. Scythe 1 map30 even copies the bridge from Dark Covenent's map07.

It's a 12 map doom 2 mapset from 1996. A classic that honestly should've been part of the top 100, IMO.

>> No.2291934
File: 171 KB, 657x411, doom_a.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2291935

>A classic that honestly should've been part of the top 100, IMO.
Link to top 100?

Is there a 'definitive' top 100 doom megawad list?

>> No.2291936


It was made way back in 2003. The annual Cacowards began the year afterwards.

>> No.2291937


the ZX Spectrum version had fucking rad music



>> No.2291942

Personally, I think that list is shit. It's got some good stuff in there, but it's all mixed in with a bunch of opinionated crap.

>> No.2291943

1 guy with chaingun vs 8 with plasma, team damage off? no wonder

>> No.2291946

Try Dark Resolution 2008 for shooty experience.

>> No.2291947

What is the definitive top 10 or 20 list of essential megawads? Why hasn't /vr/ made one?

>> No.2291959
File: 5 KB, 58x74, lydia_crouchfront2.gif [View same] [iqdb] [saucenao] [google] [report]

Yup. It'll probably look a bit like that no matter how hard I try, which is why I hate this angle. The best I can do is to minimize the optical illusion via color and maybe revise the animation a bit.

>> No.2291960

It's pretty subjective and top 10 or 20 will likely just list obligatory wads like HR 1-2, MM 1-2, AV, Requiem, Scythe 1-2, Eternal Doom, Epic 1-2 and something cool from the recent releases.

>> No.2291961

I agree. 94, I can understand they must've struggled finding stuff to even list, but I dislike a lot of the picks in 95-97. Too much shit that's only in there because "first of its kind" or "it was pretty". There are a lot of good stuff from those years that didn't make it in, such as the aforementioned Dark Covenent.

>> No.2291963

What's 'MM 1-2'?

>> No.2291964

do remember it was written the night before by a couple of guys. don't take it too seriously.

memento mori 1 and memento mori 2

>> No.2291967

yeah i reckon everyone here would have a different top 10, you'd never form consensus

>> No.2291968
File: 10 KB, 184x184, de2454111c20a7d7079ba2bb11b34ca820d40e2e_full.jpg [View same] [iqdb] [saucenao] [google] [report]

Reminder that the Union Aerospace Corporation is founded in 2015

>> No.2291972
File: 789 KB, 997x706, Aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa+aaaaaaaaaaaa+_549592834decfda294eb650d2e3fde25.png [View same] [iqdb] [saucenao] [google] [report]



>> No.2291974
File: 2 KB, 146x186, thisisprettygreat.png [View same] [iqdb] [saucenao] [google] [report]


Oh hey, that's an image from one of my gauntlets. Was pretty well timed, heh.

>> No.2291987

Where do I sign up??

>> No.2291989
File: 1.41 MB, 478x218, community_image_1408885021.gif [View same] [iqdb] [saucenao] [google] [report]


Aaaaaaaaa! Though

>> No.2291992

Theres no definitive list.

My personal list would be
>Alien Vendetta
>BTSX E1&2 (likely 3 when it comes, too)
>Community Chest 1-4
>Epic 2
>Eternal Doom
>Hell Revealed 1&2
>Icarus: Alien Vanguard
>Kama Sutra
>Memento Mori 1&2
>Plutonia 2&R
>Scythe 1&2
>Speed of Doom
>Unholy Realms
>Whispers of Satan

>> No.2291998

hahaha, i know that wad. as i recall, e1m8 was actually pretty fun

>> No.2292020


Tabula Rasa map02, first attempt, 100% kills, 66% secrets, no deaths. Time: 13:30.


first observation: a bunch of unknown texture errors dumped to console. seemed harmless though.

this one's a bit of a switch quest. you press buttons and have no idea what they do. embarrassingly i get lost for about two minutes at one point.

there are quite a lot of incorrectly pegged doortracks.

i don't know why sector 237 feels the need to descend so far into the floor. i thought this was a clever way of hiding a secret, but it was not.

i finish the map (zero live monsters, exit reached) at around 8:40. i then wander around for the rest of the demo looking for secrets (i had found none). i successfully find two. the second one screws up: i think line 964 shouldn't have an action number.

at 13 minutes i turn on IDDT and find i'm standing right next to the final secret but i can't get it open, although hilariously while trying to do so i manage to bump the item inside it! the end.

>> No.2292025
File: 77 KB, 332x330, 5ded9s09.jpg [View same] [iqdb] [saucenao] [google] [report]

>Community Chest 1-4
u avin a giggle m8

>> No.2292028
File: 5 KB, 70x74, Lydia_crouchfwddiag.gif [View same] [iqdb] [saucenao] [google] [report]

These animations are a pain in the ass.

>> No.2292032
File: 1.01 MB, 1200x680, Doomulous.png [View same] [iqdb] [saucenao] [google] [report]

>first observation: a bunch of unknown texture errors dumped to console. seemed harmless though.
That's weird. I don't know what would cause that since everything is basic textures and vanilla stuff.

>this one's a bit of a switch quest. you press buttons and have no idea what they do. embarrassingly i get lost for about two minutes at one point.
I wanted it to be a bit of wander for the first switch yet have a couple streamlined to make it easier to navigate; although it might just seem streamlined to me because I built it.

>there are quite a lot of incorrectly pegged doortracks.
I'd been having a problem with unpegged doors not doing what they're supposed to when I made that one. It's on the list.

>i don't know why sector 237 feels the need to descend so far into the floor. i thought this was a clever way of hiding a secret, but it was not.
This is a problem with me experimenting with trying to get a simple lift to work, except it turned out to be a huge hassle that wasted a couple hours trying to get anything to work. I'll probably replace it with a set of stairs, or like you said, place one of the secrets there.

I really appreciate feedback like this. Not only does it help me fix the technical problems, but it'll also help me to enhance the gameplay. Thanks again man.

>> No.2292035

compared to the other sprites, her head is kinda....small

>> No.2292064
File: 1.98 MB, 1366x768, Screenshot_Doom_20150313_191254.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2292068

CC1 I guess was very amateurish, as the original point was to give lesser known mappers a chance at being in a big name megawad.

CC2-4 offer a great variety of fun maps, though. Especially 3 and 4. 2's MAP24 was also ahead of its time.

>> No.2292079

>2's MAP24 was also ahead of its time.
yes, quite. it was a pioneer in the field of being playtested by clueless idiots...haha, no, but seriously. it just had a theme that got copied a lot, by a couple of other prominent, successful mappers (death-destiny, darkwave0000).

>> No.2292080
File: 4 KB, 56x72, Lydia_crouchback.gif [View same] [iqdb] [saucenao] [google] [report]

I take it back, THIS is my least favorite angle. The only sprite I actually had fun making was the sideways walk.
fixed that slightly. That angle is easy to give the illusion of a smaller head.

>> No.2292083

Swiggty swooty, comin' for dat booty.

>> No.2292090

CC2 in general wasn't playtested very well.

MAP24's level of detail was league's above the standard back in 2004.

>> No.2292092
File: 116 KB, 640x960, 1426520123.png [View same] [iqdb] [saucenao] [google] [report]

map03: i got brought to a halt by another zdoomism. linedefs 1807-9 block keypresses to the switch behind it.

i also somehow managed to miss the lift up onto the crates - it didn't look much like a lift, to be honest - but the button can be trivially pressed from below.


>> No.2292101

>MAP24's level of detail was league's above the standard back in 2004.
the standard? perhaps you meant leagues above the average? vrack3 had already been out for a year.

i'm the wrong person to be discussing this, anyway. silly amounts of detail isn't my thing at all.

>> No.2292105

Standard and Average mean the same thing.

>> No.2292120

Yeah, vrack3 is pretty detailed. Can't argue with that.

>the standard? perhaps you meant leagues above the average?

Not sure what you're trying to say here, though. If its above the average mappers skills, then it cannot be considered the standard.

>> No.2292132

really? that's not my interpretation but i don't care to quibble over semantics
i'm saying The Mucus Flow is not leagues ahead of the "standard". i took this to mean the best of what's come already (as in a marketer's claim "our new product will set the standard").

it's a decent map, but highly flawed. for me it's far from the best map in cchest2, let alone everything that came before cchest2 as well.

its best point was of course its extremely distinctive theme, but it took others to take that theme and refine the gameplay around it before a map with its theme achieved true greatness.

>> No.2292141

You have to UNF that switch very hard to complete it in ChocoDoom or PrBoom+ cl2.
LMP related: http://temp-host.com/download.php?file=ug52cp.

>> No.2292143

I was talking about the detail when "I said league's above the standard". Not the map overall. Gameplay was definitely flawed, what with putting most of the ammo in one spot, requiring keys to gain access to higher tier weapons, and having the watchtowers with virtually endless amounts of zombies spawning after the last.

>> No.2292145
File: 4 KB, 70x72, Lydia_crouchzbckdiag0.gif [View same] [iqdb] [saucenao] [google] [report]

welp, I had this one edited a bit better than this, then aseprite went and crashed. At least it's the last angle. At this point I just want to see it ingame.

>> No.2292146

heh i guess i didn't try hard enough.
i still think it's a bug :)

>> No.2292157

I'm interested to see it too.

>> No.2292163

>I was talking about the detail when "I said league's above the standard".

right. sorry for the misunderstanding. however, i don't agree. it's good detailing, it's definitely up there with the best of them from that time - but i don't think it's leagues better than everything which came before (which is what i took "the standard" to mean).

>Not the map overall. Gameplay was definitely flawed, what with putting most of the ammo in one spot, requiring keys to gain access to higher tier weapons, and having the watchtowers with virtually endless amounts of zombies spawning after the last.

i agree with all of that. ironically there's a secret button to neutralize the watchtowers, but it's inaccessible in non-zdoom in the original cchest2 release (i assume you're familiar TGH's patched version, cc2_m24f.wad)

>> No.2292176

>i assume you're familiar TGH's patched version, cc2_m24f.wad

I actually opened up SLADE, and replaced the originals MAP24 with this, so I didn't even need to load up an extra wad. Considering all demo's require the fix anyhow, thought it was worth doing.

>> No.2292190
File: 1.30 MB, 960x540, gzdoom 2015-03-16 12-45-08-54.webm [View same] [iqdb] [saucenao] [google] [report]

Holy fuck I'm so happy with how this turned out. I love it when hard work pays off.

>> No.2292193

Which was the name of that mappack similar to Congestion 1024, but with 2048-size maps?

Also, recommend me some coop-friendly mappacks with relatively short maps. And yes, I know about Scythe

>> No.2292195

also is lydiatest2 the only recent version of this mod you're making?

>> No.2292201
File: 454 KB, 1920x1080, Screenshot_Doom_20150316_125624.png [View same] [iqdb] [saucenao] [google] [report]

No, I actually haven't even uploaded the newest one that uses the stealth system. I'm about to put these files in the non-stealth version for anyone who just wants to use Lydia as a character without any gameplay changes.

>> No.2292202

>as in a marketer's claim "our new product will set the standard"
This has a completely different meaning to
>i took this to mean the best of what's come already

You only set a standard if the average can and will follow.

>> No.2292205

Awesome work. The diagonal-front sprite has a weirdly square jutting jaw that can be fixed with a 1-pixel edit, and everything else works perfectly.

>> No.2292207

Mayhem 2048

Demonfear I guess?

>> No.2292209

Yea, I added that in an attempt to make her face a wee bigger in that angle, but it just looks terrible.

>> No.2292213


Everything should be fixed in both map02 and map03 as well as changing the lift's texture in map03 to a more recognizable lift texture.

>> No.2292229

>Is there a 'definitive' megawad list?

No. And at least three posters have told you why. This is one of those moments when you have to give things a try by yourself and form your own opinion, because lists of recommended WADs often get nitpicked because of a few works.

Two years ago a large chunk of the community tore itself apart when a group of people tried their hardest(?) to give a list of best 10 Wads. Last year we didn't have that problem at all. We still get shit on for not including X or Y wad in the /vr/ list (while completely missing the point of it).

tl;dr: there isn't a TOP MUST PLAY WADS BEFORE U DIE* because >opinions

* well, there's at least two must-play wads

>> No.2292254

3 and 4 are very good, honestly.

1 and 2 are very hit and miss, though.

>> No.2292263

For the mag sling, this is a known issue with the old version because while it worked when released the way +FORCEPAIN is handled when used with 0 damage projectiles changed in G/ZDoom. Use the version from the git.
If this is for the mag pull and happening on level surfaces it's probably due to monster blocking lines. I suppose it could be solved by temporarily giving monsters the ability to pass such lines in the pain state. I'll have to ask Marty later whenever he lets me bugfix.

>> No.2292286

doom.wad and doom2.wad presumably

>> No.2292292
File: 291 KB, 1280x960, Screenshot_Doom_20150316_074147.png [View same] [iqdb] [saucenao] [google] [report]

Haha, I knew I recognized that wad.

>> No.2292294


the realest answer

>> No.2292296

well we have the "so you want to play some fucking doom" image

>> No.2292301


Everyone bitches about something or another on that, though.
Currently the flavor complaints are either "no Brutal Doom" or "including Doom 2 Reloaded".

>> No.2292304

Do share

>> No.2292314
File: 3.68 MB, 1543x4500, SoYouWantToPlaySomeFuckingDoomV5.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2292317

If you enjoy interesting weapon usage, I would try stardate20x6 and swim with the whales by Ribbiks. And ya, you'll lose resurgence and valiant.

>> No.2292328

>Doom 2 Reloaded
>1994 Tune up

I don't understand how these could be considered that notable. 1994 tune up's only notability is that its '94 maps given the facelift. Would better fit in Historically Notable, maybe?

Doom 2 Reloaded isn't bad, but It barely does anything interesting, outside of that stealth map. The lack of music doesnt help. Demonfear and TVR are more interesting.

>> No.2292341

>Demonfear and TVR are more interesting.

I wouldn't go that far.

D2Reloaded's lack of music does hurt it, though. With music, it might have had more widespread appeal.

>> No.2292349
File: 572 KB, 1185x820, thisisfine.png [View same] [iqdb] [saucenao] [google] [report]

I have come to the conclusion this mod is definatly not balanced for slaughtermaps

>> No.2292352

That was quick.

I'll have to agree. It looks and plays nice. But the default music simply does not work with it.

>> No.2292358

what mod is that?

>> No.2292362


>> No.2292375
File: 7 KB, 400x430, ss+(2015-03-16+at+02.46.58).png [View same] [iqdb] [saucenao] [google] [report]

Working on a frontend.

>> No.2292376
File: 9 KB, 400x430, ss+(2015-03-16+at+02.51.04).png [View same] [iqdb] [saucenao] [google] [report]


>> No.2292383


if you make it work with windows xp you will have doomworld at your knees

>> No.2292385

what will yours have that the others don't

>> No.2292386

Looks pretty sweet.

>> No.2292387

Yet Another Doom Frontend... can't guess the rest

>> No.2292389
File: 849 KB, 960x540, gzdoom 2015-03-16 14-59-06-59.webm [View same] [iqdb] [saucenao] [google] [report]

Filling in the gaps now. Attack and injure sprites are almost all in.

>> No.2292390

Just play it with Doom Metal.

>> No.2292392

do you ever sleep??

>> No.2292395

I would have thought someone had made something like this by now. In fact I'm pretty sure it has.

What'd be really swell is to have a launcher that can save a list of 'packages' that you make, where you set the wad list and command line for each package so that you can just keep every setup you run as a separate thing without having to make a bunch of separate shortcuts (or re-enter it all into a launcher when you want to switch from one set of things to another).

>> No.2292398

Yet Another Doom Frontend Ceasing to Impress Most People

Sessions, quickly adding iwads and source ports (by dragndrop), I can likely remember much more when I'm not tired and dozing off.

>> No.2292402

Not when I'm excited to finish a project! I forgot to eat aswell, oh dear.

>> No.2292405

Ceasing implies starting. It should be Failing to Impress, not Ceasing.

>> No.2292407

Ultimately Ceasing to*
I may also add save game viewing (preview pic) and automatic demo recording.
All the extraneous command line options are in their own tab, as switches.

>> No.2292412

I wish someone would make a Doom frontend that worked like MAMEui. Have a nice little screenshot preview of a wad with the readme file underneath that neatly displayed. That'd be heaven.

>> No.2292413 [SPOILER] 
File: 29 KB, 350x350, 1426533313205.gif [View same] [iqdb] [saucenao] [google] [report]

yeah but then it wouldn't end with "fuck imp"

>> No.2292415

That would be possible to add, given the player has to provide a screenshot and readme.

>> No.2292438

>Partially transparent crouching
Some kind of stealth mechanic going on?

>> No.2292465
File: 46 KB, 640x512, psxcyber1.jpg [View same] [iqdb] [saucenao] [google] [report]

What's your favourite Aubrey Hodges track?


>> No.2292483

I'm thinking about cramming all the good map packs into one massive ultrawad. List them as "episodes", maybe.

Is there a reason this isn't done?

>> No.2292487

Filesize + It draws attention away from the actual wad files + Things clash unless it's purely levels + there's really no point.

>> No.2292493

12-in-1 survival does that.
It's not too good.

>> No.2292508

>Is there a reason this isn't done?
"Authors may NOT use the contents of this file as a base for modification or reuse." in every wad.

>> No.2292523

Which is also present on assets that are ripped by mods, reused shit everywhere.

My entire Doom directory is still under a gig, with hundreds of mods, dozens of megawads, the original games, source ports, and some copies and redundancy...

>> No.2292526

>Which is also present on assets that are ripped by mods, reused shit everywhere.
Doesn't make it right.

>> No.2292530


>> No.2292535

Well of course anon, my Doom directory is also massive.

But it doesn't really seem like there's much of a point to slap it all on one levelset.

Also don't forget that lots of levels have their own music too so you'd have to adjust accordingly

>> No.2292538

I won't argue that, as in a perfect world, I agree. Although as long as they aren't making money from it and it's properly acknowledged in credits, I can't picture many/any giving a shit.

Anyway, guess that's a no go on that idea. Even though I'd sure as fuck play a top50megawads.wad if it was put together with any kind of skill

>> No.2292569


Just a couple of the newer things to see happen when I finally finish what I set out to do.

What's shown in said webm's:

Enemies will fling their dropped ammo so it doesn't hide among the corpses

Most ammo pickups will drop half-sized pickups for more than one weapon type (The Beretta will be a rarer spawn on the clip slot)

What's not seen: Imp, shotgunner and chaingunner replacements will sometimes drop half-sized pistol ammo pickups. Bosses/mini-boss monsters will drop larger ammo pickups when I get around to it.

>> No.2292583

Here she comes with her firearms
So disarmed by her feminine charms
Enemies are powerfully pummeled and punted
As there skulks, in the shadows vast
Vicious beasts, fast and sly amassed
To massacre, ignorant they are the hunted
And we'll all come play as The Pirata
And we'll all come play as The Pirata

Among throngs of hellish spawn
All slavering and barbed, now stunned
Set six cans, each expelling a welling of gas
Within sight of a baron band
Heaving hate for fellow demons
To their side float the Cacos
Whose carelessness chafes them
And we'll all come play as The Pirata
And we'll all come play as The Pirata

A myriad of Mancubi
Twenty cry, and let missiles fly
Packed in close, their corpulent masses a-lurching
While unseen, tapdancing on fours
Arachnotrons wait on a door
To emerge in an eruption of enfilade
And we'll all come play as The Pirata
And we'll all come play as The Pirata

And as she strides through the tech-base
Trailing demons and fiends give chase;
From atop the peristyles fly a multitude of projectiles
Missiles fulminate and flare
And all'ovr skulls afire
The sky ablaze with revenants' fire
They all raise their voices to the AAAAAAA

And above all this falderal
Scrawling code fueled via adderall
They prolong the time until the denouement
All along having mutely pined
For a home adjacent the brine
And the reef where their hours were spent in the water
And we'll all come play as The Pirata
And we'll all come play as The Pirata

>> No.2292616

played through equinox, take no prisoners (started on facing hell initially), gzdoom.
there were a few oddities with textures and replacements (a torch in the middle of a teleporter?) but the experience was mostly really fun.
the buff to the enemies really keeps the challenge in place, it actually got too hard for me on facing hell because i can't dodge/block shots well, and the final level became a whirlwind of blood and death.

ended up using the gun specials a lot more than the sword specials, but i'm not sure if this was because they were actually more powerful or because of the novelty of them. either way i really like them.
can't really say much on the iron maiden, i never really got to use it outside of the final level.

basically i think this is ready to go.

>> No.2292629
File: 49 KB, 640x376, QzMOg03l.jpg [View same] [iqdb] [saucenao] [google] [report]

I haven't seen any mention of the Doom 64 EX Plutonia remake yet, its massively fun.

>> No.2292656

That has been done.

It downloads the wads for you, too.

>> No.2292660
File: 576 KB, 1366x768, Screenshot_Doom_20150313_191516.png [View same] [iqdb] [saucenao] [google] [report]

any of you considered playing the following?

>> No.2292663
File: 272 KB, 1024x768, dl11_0.png [View same] [iqdb] [saucenao] [google] [report]

Forgot pic, but you get the idea.

>> No.2292670


>tormentor too busy dealing with realm667 near-death
>with that out of the way he finally goes full shill mode

he's still a lucky motherfucker for getting someone to do all the work for him

>> No.2292671

Tabula Rasa map03 (fixed version), second attempt. two deaths, final time 16:47, total time 30:58. two missed monsters, one missed secret.


"hello" - is that our old friend the rogue AI back from sm_v03? hello again :)

my two deaths: first was just poor play / dodging in the face of an archvile and revenant. they were in a cage, how could i lose? but i did.

the second was due to an unexpected archvile near the red key. to be fair i had just been interrupted IRL and lost concentration; possibly if that hadn't happened i would only have been blown up once, and survived the encounter. but, who knows.

in the final successful run, i reached the exit at 11:40, then again spent 5 minutes running around looking for missed monsters and secrets. at 15:45 i gave up and turned the map cheat on. i immediately notice the two barons that haven't woken up, and run all the way across the map to see the other secret, and chastise myself for missing it without tool assistance.


- some HOM on blood diamond near yellow key and altar-side blood pillars by red key

- blue door doesn't open from far side

- barons in teleporter don't seem to wake up

- (minor) it's a shame the crate area outside at the start is fullbright, the lack of lighting contrast makes judging distances for running across the gaps hard to judge.

>> No.2292674


>> No.2292687

that's a pretty good selection, i've played most of them. where's the list from?

haha no, it's ruined by idiotic sound effects

>> No.2292690

I just wish they'd release the source onto github or something, I also don't like how for whatever reason you can adjust the height of each row.

>> No.2292691

>- blue door doesn't open from far side
lemme just clarify that. there's two blue doors. you open one, go through it, push on the far side of the one that you didn't open, nothing happens. it's really minor, but an inconsistency that's noticable.

>> No.2292692


you heard me

months ago Tormentor started pushing for the idea of a "doom frontend" to be made, in a similar fashion to how MAMEui works. i kid you not, he did TWO threads in the zdoom forums and one in doomworld too (he also bumped them after a month still begging for it to be made, how nobody called him on that shit is beyond me), and he actually got someone in doomworld to start developing the thing for him.

While that happened, the server where realm667 was being hosted suffered attacks and it brought the site down or some shit. people donated to savage the website and successfully met their goal (in two days, I think). that got him busy and completely ignored the fact that hobomaster made the frontend and published it

when he fixed the forums and the website itself, Tormentor went on to check if his request was fulfilled and lo and behold. he has a fucking article for the thing and everything.

the funniest thing was when people in doomworld figured out that the frontend refused to work in windows XP, they reported it and hobomaster was like "lol never fixing it", effectively killing the momentum he had.

>> No.2292696

So I like the frontend and I don't use xp so therefore I'm tormentor shilling?
Yeah I hate that too.

>> No.2292701

i don't see how "shilling" comes into it.

plenty of people spam out ideas in the hope that someone else who has the skills they lack implements them.

i imagine it was a nice surprise after a difficult time to come back and find his idea had been realised, so he wrote an article about it? what's the harm?

>> No.2292703

>so therefore I'm tormentor shilling?

I never said you were him, though. He is shilling the thing on his website

>> No.2292706

>He is shilling the thing on his website
there's that word again. he's actually asking for money?

>> No.2292707

When can we get Tormentor to ask Atari for Blood's source code?

Or maybe we can get him to ask Bethesda to make Doom free?

>> No.2292708

>tfw missed opportunity for prostate orgasm so great monk snaps serpent in half

>> No.2292719


That's basically Tormentor in a nutshell. He's a glorified idea guy that has projects riding on what other people do, hypes the hell out of them, and does only a fraction of the work.
Doesn't mean it's not a rad as hell application, though, because...well, it seriously is rad as hell. It's a fantastic idea that really needs to get a bit more steam, because it fits into that perfect "want to play something new, don't want to archive dive, don't want to use Oblige" niche.

>> No.2292729

to be fair he does have a modicum of map design talent. even if it's not quite *doom* map design (his stuff always strikes me that he's trying to recreate some more modern game in the doom engine).

>> No.2292738
File: 635 KB, 1366x768, Screenshot_Doom_20150313_191024.png [View same] [iqdb] [saucenao] [google] [report]

the 1994base map

>> No.2292740

>Doesn't mean it's not a rad as hell application, though, because...well, it seriously is rad as hell.

Ah sure, I can't dispute that. It just seems funny to me how hobomaster lost Doomworld's interest when he rejected XP support, when a lot of users in there, whether is by hardware limitations or pure choice, have not moved on to Windows 7/8. he had the chance to get a news article in Doomworld for the frontend itself but he missed his chance.

>> No.2292752

what, this? http://www.doomworld.com/idgames/?id=14801

>> No.2292765

yes, that is it.

>> No.2292790

Yup, I encorperated sneaky doom into it. Not sure if I want to keep the transparency effect, but it does make a nice indicator of how hidden you are.

>> No.2292819


Not to shill the hell out of him, but will someone update this fucking thing with a "TerminusEst13 mods" section already?

>> No.2292824

I think Term's the one that makes the images, so.

>> No.2292839


His biggest stuff is all still pretty immediately noteworthy though. Samsara, push, cyberrunner, Metroid dreadnaught, demonsteele, and buttpain

>> No.2292902 [DELETED] 

Yes, because he needs to receive more hero worship and adulation for others' ideas and Ijon Tichy's work while Ijon doesn't even get a Cacoward credit for Samsara.
Well to be fair, Terminus did do a lot of work on this one. But for 99% of the stuff that wasn't copy+pasting the ZDoom wiki onto the git he got Ijon Tichy to do it. Are any of you kiddos even old enough to remember Samsara pre-Ijon Tichy? It was fucking garbage, but Terminus persevered by having Ijon do all the work and then did The Right Thing and made sure Ijon received no credit in the Cacowards.
Wow, what a revolutionary concept. Back in my day we called it "Ricochet" but who's keeping track? Apart from the maps made by Not-Terminus (aka his gang of irc lackeys) there's really nothing substantial or notable about it. But he made damn sure his name was front and center right in time for Cacowards, didn't he?
What a waste of time for everyone. For Ijon, for the professional 3D modeler who Terminus sucked probably a good couple hundred hours out of to model his robot waifu (Terminus is a HUGE anime mechfag, he probably made the porn of the robot himself and I know for a fact he jerked off to the robot at least once), but most of all for Terminus, who had to waste his time fruitlessly trying to learn how to code once he finally killed all of Ijon's Joy for Doom and sent him packing. Poor Terminus.
>Metroid dreadnaught
Another revolutionary concept: get Ijon Tichy to figure out to code all the stuff from Metroid Prime while Terminus rips graphics from Metroid and "oversees" while others do actual work and map for him (a recurrent theme from Cyberrunner that appeared again in Metroid and Push.)

>> No.2292903 [DELETED] 

Wow, an actual original theme for once (that isn't "robot lady with big ass and tits I can jerk off to"), featuring a Korean (because Terminus is just too much of a wapanese hipster for Japanese) loli with shark teeth. Featuring the art of Mike12 and Sgt. Shivers and 90% of the code done by Not-Terminus, including Ijon Tichy and Term's gang of irc dicksuckers ("P-Please massa Terminus, let me have some of your fame if I code for you like a good house negro? P-Please massa Terminus?") ; Ijon Tichy of course was already done with Doom, his optimisim and joy for coding for Doom completely ran into the ground, killed and pissed on for good measure by Terminus, so his code was ripped by Terminus and resurrected in a cruel mockery of the life it once enjoyed previously. Term as always was "overseeing" the project, which mainly includes "overseeing" that he gets in good with the Cacoward committee (namely kmxexii--yeah, I know about that and it's obvious to everyone else that isn't a blind fucking moron as well.)
What, you mean that half-assed abortion (see the two puns there kiddos) that is an undeserved swipe at other modders (God forbid someone wants to elevate Doom mods to something other than "shoot monster, hit switch, shoot more monsters, repeat") while being a subpar pitch-black jumpscare implemented virtually entirely by, again, Ijon Tichy with Terminus supplying next to nothing himself?
But I suppose it's better than an hour long PewDiePie-ripoff where he compares a mod last worked on in 2008 to one that received work at late as 2014. The only funny thing about that video was how much he sounded like a faggot while choking down spicy dic-I mean "peppers."
>I think Term's the one that makes the images, so.
Of fucking course he is. Can't have people forgetting who TerminusEst13® is, can we? Don't forget to Like and Subscribe!

>> No.2292909

What do you guys think of the Ketchup mod?

>> No.2292913

My big issue with it is that it fails as something that is highly compatible with other things.

>> No.2292929 [DELETED] 


You seem to be a little asshurt. But I agree that Ijon needs some love and recognition, he was an amazing guy

>> No.2292934 [DELETED] 


Well, this thread had a good run.

>> No.2292935

why is this avatar so ridiculously detailed

>> No.2292940 [DELETED] 


well honestly unreasonable anger aside is he wrong? I never really did hear much about Ijon til I started lurking deeper in the community

>> No.2292945 [DELETED] 

Nothing I said is false. It's not "bait" either.
Or are you of the kind that "things I don't like to hear" are considered trolling?

>> No.2292950
File: 1.83 MB, 448x252, at first I was like, but then I was like.gif [View same] [iqdb] [saucenao] [google] [report]

>Plutonia 64

>> No.2292962


Crossing fingers so this one can actually be finished. Also if this is for Doom 64 EX it's going to get tons of coverage.

>> No.2292968


Decent for what it is, an alternative for those who just want to bother with the so-called 'emergent gore effects'.

As >>2292913 mentions, there's the incompatibility issue which other gameplay mods seem to take into account. Why isn't mikegore being developed even further is beyond me.

>superior code
>monster-specific graphics

>> No.2292975
File: 3 KB, 44x76, Lydia_crouchpewpew.gif [View same] [iqdb] [saucenao] [google] [report]

Almost got a full set here, one last rotation. Good thing I got a nap.

>> No.2293020

Anybody have an archive of Realm667 stuff (in case it goes down again) ? Or a way to auto-grab it all from the site itself?

>> No.2293051
File: 1.44 MB, 960x540, gzdoom 2015-03-16 22-18-47-10.webm [View same] [iqdb] [saucenao] [google] [report]

and we're done. Now, maybe I should finish my hockey-jersey zombieman?

>> No.2293060 [DELETED] 


>> No.2293061
File: 112 KB, 600x600, 0[y.jpg [View same] [iqdb] [saucenao] [google] [report]

Is Dark Forces allowed in here as well?

>> No.2293063


>> No.2293065 [DELETED] 


falsest flag to ever flag

>> No.2293074 [DELETED] 

>nobody's taking your bait
>Term is the one behind it guys!

>> No.2293075 [DELETED] 


>implying I posted all of that

>> No.2293231

I'd rather midis that fit the levels, actually.

>> No.2293232

>Why isn't mikegore being developed even further is beyond me.
That's the bloodyhell thing right? I only remember the latest version having more pinky deaths or something.

>> No.2293308


>> No.2293316

As alternative gore, it's decent.
As a "universal" mod, it's utter shit.

>> No.2293340

After playing DoomRLA and getting a sniper modded RSRL[Revenant's Shoulder Rocket Launcher] i want Project MSX revenants to sometimes do machinegun rockets attacks, like a single revenant would shoot 6 rockets that are both homing and fly in a straight line because the current Revenants are kinda...pathetic even in massive AAAAAAAAAAAAAAAAAAAAAA-Teams [specially when a single super charged greanade clears out 200 revenants in 1 second]

>> No.2293357

which mod has the best menagerie of fan made monsters?

>> No.2293360

DoomRLA, the variety of the monsters in that mod is amazing

>> No.2293371

Look up Project MSX badass monsters on Google.

It has machinegun revenants.

>> No.2293372

And they're horrifying.
Really, all of the new monsters are pretty hard.

>> No.2293373
File: 64 KB, 500x638, q.jpg [View same] [iqdb] [saucenao] [google] [report]

Help I can't find a better game!

>> No.2293375


I'm not seeing the problem.
If you found something you like, enjoy it.

>> No.2293403

I dunno, my preference is Doom, but Quake is way way up there. Game is ridiculous. Color palette was annoyingly brown, really my only issue overall.

>> No.2293406
File: 1.17 MB, 640x320, I'm sorry I just spoiled my own surprise.webm [View same] [iqdb] [saucenao] [google] [report]

I can't keep quiet about this anymore. Seriously I've been so fucking hyped up about this

>> No.2293407

I agree.
Thank fuck for the modding community.
Things like https://www.youtube.com/watch?v=Qfwblog7iQs are awesome and really pretty.
webm cuts before the hit happens

>> No.2293410
File: 8 KB, 394x315, 1351219930291.jpg [View same] [iqdb] [saucenao] [google] [report]


That's the point. I'm a cocktease

>> No.2293418


cool it hits so hard it crashes the game

looking forward to it

>> No.2293419

you realise if you hype it too much the final product will never live up to players' imagination?

>> No.2293420

You cunt

>> No.2293429


I know. This is the only teaser I'll do, promise.


Oh fine https://dl.dropboxusercontent.com/u/8380892/WEbms/Hammering%20it%20up.webm

I fixed the error with the item crash already though

>> No.2293432


>> No.2293438
File: 338 KB, 900x760, methinks thy claim tis erronious.png [View same] [iqdb] [saucenao] [google] [report]

>This is the only teaser I'll do, promise
>posts another

>> No.2293441
File: 22 KB, 645x773, 1353209663229.gif [View same] [iqdb] [saucenao] [google] [report]

I beat it 3 times in a row along with all the expansions.
I was doing my annual playthough of id titles but when I got to fucking quake 1 it stuck.
I'm playing some mods, but they don't fill the void

>> No.2293453

Well doom reboot is coming, and Romero is back to making a shooter... maybe something will scratch that itch again.

Why the fuck are Carmack and Romero not working together with the rest of the old doom/quake group? Most of them went on to be successful, and stayed in gaming, and both have financially and professionally done fine since the split, but nothing compared to the fucking overnight rockstars they became...

Wtf id, get the band back together (not under the id banner though, cuz fu Zenimax).

>> No.2293460

because they all hate each other? carmack fired everybody else, he is literally a high-functioning psychopath who feels no loyalty to other humans who're no longer useful (see masters of doom, on his former coworkers at softdisk "i don't care about them at all"). a.carmack the grimdark edgelord would definitely be out j.carmack's blood following the way he was forced out of id financially. and who'd want to deal with romero's flakiness and tendency to rockstar ego trips? doom's success went to his head, he's just not reliable.

>> No.2293463
File: 290 KB, 621x471, noreason.png [View same] [iqdb] [saucenao] [google] [report]

God, all the custom maps I see for Quake look so good. Why aren't there any custom weapon mods for Quake?

>> No.2293465

>Why aren't there any custom weapon mods for Quake?
I know right? That's what bums be out about it.

>> No.2293468

Tabula Rasa map04, does not finish. 363/550 kills, 201 live, 4/6 secrets.


i've played this one before. as usual i died stupidly to the "have fun" trap. after 30+ minutes, i had no motivation to redo the whole thing from the beginning.

lots of ugly texturing here. you really shouldn't use masked textures on upper and lower parts of sidedefs. and why is there a nazi in a space station?

>> No.2293470

The weird thing is that I know weapon mods are possible. id released two other games on the Quake engine that had different weapons, and I saw a fan mod that had like 15 custom weapons, including vanilla weapons with different firing modes.

>> No.2293476

>that "my first map" texture work
>horrible cut-off at corners, using un-aligned ceiling textures
>flooding with the same metal everywhere
>that horrible clashing of colors

It's all so gross. I'm going to need to redo a hot few of the textures, but I liked the way it looked gameplay-wise. You definitely gave me some ideas for making the doors less campy. One thing though: I can't find the nazi. I've never used SS before, so if it's in there then it's supposed to be something else but I can't find him.

I'm also thinking of changing HAVE FUN to SAVE NOW

>> No.2293479
File: 17 KB, 1000x700, 1426582878.png [View same] [iqdb] [saucenao] [google] [report]

the one i was thinking of was thing #1029, in the "bar".

>> No.2293481

>Currently the flavor complaints are either "no Brutal Doom" or "including Doom 2 Reloaded".

I find it odd that people would even complain about Doom 2 Reloaded. Only problems are that map24 sucks (its almost nothing but a long labyrinth tunnel), and there's no midi replacements.

>> No.2293485

What editor is that?

>> No.2293486

further proving >>2292229 's point
we could never agree on a definitive top 10.
yadex. the worst map editor ever made, except for all the others.

>> No.2293502

Well, i interpreted MoD a bit differently, in that softdisk kinda earned the complete lack of sympathy.

Regardless, super teams don't happen without some weird motherfuckers, takes a few degrees off of a normal personality to push shit like they do, so what if he's a dick, he's a computational fucking genius, and Romero is likely a flaky fuck because he's a millionaire ex-pseudo rockstar developer who's working on Facebook games. Maybe I need to reread and look at history after that, but it doesn't seem that dire.

But Carmack is not a creative talent, and good engines without strong creative influences or strong industry presence (unreal et al, source) they're useless (especially when they're notoriously hard as shit to make games with, looking at you idtech5).

Anyway, for the time the studio was together they shit out classics and hits all day. The major players at the time have gone on to do fuck all since (I mean, oculus is neat, ion storm put out some good stuff before it ate shit, but nothing near the same level as Doom, quake, even fucking commander Keen)...

Blah whatever I'm gonna get back to drinking and doing less armchair developing

>> No.2293503

>I'm also thinking of changing HAVE FUN to SAVE NOW

no, don't turn the amityville-horror-esque rogue AI into a wise-cracking fourth-wall-breaker!

>> No.2293508

Why not? Everyone loves Deadpool.

>> No.2293509


I don't.

>> No.2293510

Look, we're all happy for you coming out of the closet but you don't have to trumpet your sexuality at every turn man, it's just not healthy.

>> No.2293514


Uh. Okay.

>> No.2293516

so for this D64EX Plutonia style project...

How do I launch custom wads with Doom64EX? If it's something long just give me appropriate search terms and I'll spoonfeed myself, but if it's some easy shit, please let me know.

>> No.2293518

well that didn't take long to figure out, just drag the .wad on to the program. Just like every other sourceport ever without a launcher.


>> No.2293521
File: 309 KB, 1600x900, sample text.png [View same] [iqdb] [saucenao] [google] [report]

I'm not gonna do it simply because HAVE FUN seems to jump out more at people, but now I'm adding text in other areas; sometimes completely small in innocuous areas.

Also, more doors that stay open after one press. It's a good thing.

>> No.2293524

Your maps are currently shit, but you show great potential.

I'm being mean because it's 4chan but this is actually excellent for a first shot, especially what with it kinda having a narrative and all. It's no /pol/.wad, but it's still an impressive opener.

>fix your noob mistakes and make this a full megawad with a story, go

>> No.2293528

>Also, more doors that stay open after one press. It's a good thing.
indeed, and for various reasons, not the least of which is it stops the monsters getting stuck on doortracks in -complevel 2. i noticed this happening a lot.

>> No.2293546

>Your maps are currently shit, but you show great potential.
>I'm being mean because it's 4chan

i'd put it like this: dewce has the imagination and visualisation skill to make high quality immersive maps but his technical knowledge of the doom engine is poor* and he is clearly inexperienced. i suggest he familiarise himself as much as he can stand with the technical literature (the UDS is a great place to start) and spend a lot of time studying how the maps widely considered as masterpieces are put together in an editor.

* i'm the opposite, i know all the technical details but my imagination rotted away from lack of use long ago

>> No.2293549

Virtually none of the original team from id like John Carmack anymore. He was a massive control freak.

>> No.2293552

I think John Romero is completely over the ego thing, considering the massive slap to the face he got with Daikatana flopping miserably.

>> No.2293567

>yfw "John Romero is about to make you his bitch" wasn't even his idea
It's crazy innit?

>> No.2293575

Eternity engine seems decent, but it needs better music support. I literally had to set the volume of eternity.exe really low on the windows audio mixer to make the midis at a bearable volume, since with changing the volume ingame, the midis would just reset to being really loud whenever it loops or a new midi starts.

>> No.2293584
File: 275 KB, 1280x960, andthentheresthisasshole.png [View same] [iqdb] [saucenao] [google] [report]

Sometimes I kinda wish some realm667 monster sprites had more extra frames so modifying their movements to tailor the needs better wouldn't be as much of such hastle.

Regardless, I'm hoping my next release for colourfulhell oughta add some fun with these two bastards should they ever spawn, cause I made their attack sets to be a lot of Fun™

>> No.2293608

Lol is that like a giant Krang?

>> No.2293613

Looks a bit too similar to ZDL. Not bad, though.

>> No.2293616

programmers, especially good ones, tend to be. Programming is telling a machine what to do, it's like a really obedient dog, it does what you tell it to, nothing more, nothing less.

I don't give a fuck if he's a turboasshole, I'd gladly work with him. Well, if he's an asshole in the sense of like, work. If he's just being a douche to be a douche I wouldn't last long.

>> No.2293641
File: 37 KB, 116x178, 1412214988504.png [View same] [iqdb] [saucenao] [google] [report]


>to ask Bethesda to make Doom free?

>For Free

>> No.2293647

Elder Scrolls one is free.

>> No.2293650

You can probably guess that I like ZDL's design, and I won't be changing it soon.
When it finally gets to release candidate status it will probably look different.
(The second tab looks nothing like ZDL's, the one ZDL has is dildos)

>> No.2293686
File: 1.57 MB, 2048x3072, 1426146584775.gif [View same] [iqdb] [saucenao] [google] [report]

Does an anon know what this was called? I can't remember the name for the life of me.

>> No.2293708

If my memory serves me well it's Doomhack.

>> No.2293710
File: 17 KB, 181x283, Possible idea for a powerup status.png [View same] [iqdb] [saucenao] [google] [report]

Okay so I've been trying my damnedest trying to think of a visual indicator showing the player they have the upgrade for the primary weapon and how many melee hits they can take before they lose it.

So how about this? Your stamina bar takes on this blue color and every melee hit takes a third of it out, when it's completely gone, you lose the upgrade and it goes back to the normal bright gray/silvery color

>> No.2293721

I think that one went around with the most original name of DOOM2hack.wad for a while, dont know if it was changed tho

>> No.2293732

Looks good, but still, mention somewhere in the manual that you can lose any weapon upgrades if you get hit in melee, it's not really obvious.

By the way, balls from the primary fire of powered-up cannon fail to despawn sometimes, and they just keep bouncing on a single spot. It happened over the water, by the way.

And also I asked that already, but either you haven't seen it or I missed the answer - are you planning to replace exploding barrel sprites to something more medieval?

>> No.2293743

I get that bethesda have their problems. But they're not EA/Ubisoft bad.

>> No.2293763

He posted a fix for this a few threads back.
Search for dropbox on the archive or something.

>> No.2293769

Was it for cannonballs, or for tiny balls from Missile subweapon?

>> No.2293771
File: 85 KB, 540x786, tumblr_mw8w05DDe31smreryo1_1280.gif [View same] [iqdb] [saucenao] [google] [report]


I just think Doom is still too successful to be made free just yet.

There is still a huge community surrounding modifications, level design, multiplayer and so on. I mean it's amazing; while The Elder Scrolls is still very popular the first game in the series is not nearly as successful or as well known as Doom.

>> No.2293774

Probably just the cluster bomb pellets...

>> No.2293786

How rare is this bounce exactly? It is the draining, spinning cannonballs right? I've emptied my mana twenty times and didnt see it happen, while the tiny balls from that subweapon used to glitch in every shot.

>> No.2293789

I've seen it once

>while the tiny balls from that subweapon used to glitch in every shot.
That's not surprising, there's thousands of them from each shot, even if the glitch is rare, it still has bigger statistical probability of happening.

>> No.2293815

Much obliged!

>> No.2293834

Oh, I agree that Doom shouldn't be free. I was just merely responding to the fact that he made it out as if Bethesda were horrible, when they're really just okay with a few problems.

>> No.2293845
File: 311 KB, 712x554, 1426609402.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2293851

>I just think Doom is still too successful to be made free just yet.
>still too successful

And What Does That Have To Do With Anything?™ When things go free it doesn't automatically mean they are/were dead. Feel free to throw TF2 and KOTOR as example, it still doesn't mean jack.

Also none of the founders are in the company anymore. You can fucking pirate the IWADs and then buy the upcoming Dangerous Dave game twice to give Romero money. Shun and blacklist me all you want, that's what I'm doing as soon as the game's out.

>> No.2293859

Well obviously.
I meant that its almost unnoticeable/meaningless if its so rare. The POW cluster usually glitched 3+ balls, some flying around with weird patterns like horizontally near the ceiling, with almost no speed.

>> No.2293869

Don't worry, you'll not find anyone here who shuns and blacklists you for pirating the game.

>> No.2293891

Doom going free while its still successful would be a dumb move in a business perspective because they wouldn't make money out of it anymore. Its far too late to implement a microtransactions model, too.

And we're well aware that the original team aren't at the company anymore. Nobody said they were. If you refuse to purchase Doom yourself because of this, then I perfectly understand.

>> No.2293901

>Its far too late to implement a microtransactions model, too.
1¢ per 100 ammo boxes of your choice

>> No.2294008


I don't know why people get so butthurt, of course it's easy to pirate Doom. It always has been, but it doesn't change the fact that it costs less than a map pack for any modern shooter these days.

Or don't buy it, but don't try to justify piracy. It's almost destroyed great games of the past, like Doom itself, Quake, or Half-Life.

>> No.2294016
File: 834 KB, 800x1200, William _Bill The Butcher_ Cutting.png [View same] [iqdb] [saucenao] [google] [report]


>muh piracy

>> No.2294086

someone post carmack's tweets

>> No.2294106
File: 3 KB, 83x144, PirateZom.png [View same] [iqdb] [saucenao] [google] [report]

For some reason people think that a pirated game is money lost for the developer.

They think that a pirate is somebody that would've buy the game if there was no way to pirate it. Only 2-3% of pirates would've.

SPOILER: a pirate is usually someone who would'nt have bought the game anyway due to financial reasons. Therefore pirate!=lost money.

On an unrelated matter. Apparently Mediafire began shitting its pants (it fails to load half the files in my upload directory, does not provide stats, works unstable etc.)
I need a new hosting service that has good capacity, allows me to manage my files well, shows downloads/bandwith stats, is fairly stable and is free.

>> No.2294121

I've bought Doom1/2 three times, in different formats.

I'm entitled to at least 3 copies.

>> No.2294128
File: 52 KB, 590x351, carmack_on_piracy.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2294150

id destroys its own past by overcharging for quake and doom shoved in with dosbox completely unconfigured.
watch them censor all digital versions of Doom 2 by shoving in that dumb BFG Edition IWAD.
They wrecked Q3, so nothing will surprise me.
id never gave too much of a damn about piracy until their acquisition by Bethesda, and that's conveniently when their games quality dropped.

>> No.2294151
File: 814 KB, 320x240, 1410804054537.gif [View same] [iqdb] [saucenao] [google] [report]

When is Atari finally going to drop dead anyways?

>> No.2294161

You realize id hasn't had any of its original staff for years now?

>> No.2294183

how to play quake 1 deathmatch with bots?

>> No.2294231
File: 16 KB, 329x500, 1426197769976.jpg [View same] [iqdb] [saucenao] [google] [report]

>I've bought Doom1/2 three times, in different formats.
>I'm entitled to at least 3 copies.

And that's totally fine.

>id destroys its own past by overcharging for quake and doom shoved in with dosbox completely unconfigured.
watch them censor all digital versions of Doom 2 by shoving in that dumb BFG Edition IWAD.
They wrecked Q3, so nothing will surprise me.
id never gave too much of a damn about piracy until their acquisition by Bethesda, and that's conveniently when their games quality dropped.

I agree with this completely, and you make a very important point.

>> No.2294242

>Doom 4 won't be open source
It'll probably be an average game anyways, but it's the principle of it. It seems like the only company left that still believes in the open source model is valve.

>> No.2294253

Eh, Valve is cool, but did they release source code for any of their games?

>> No.2294262

When that new RCT game that looks like it's from the early to mid 2000s releases and bombs.

>> No.2294272

Somewhat. Source and Goldsrc's SDKs are open source, making modding the engines easy.

>> No.2294289

And yet they're collecting money fucking hand over fist, and have the adulation of gamers everywhere...

Why the fuck is this such a hard concept to grasp? What drives companies to jealously guard shit that people cannot harm you with?

>> No.2294297


Grab the latest version from the zdoom forum. And yeah I need a wooden barrel that explodes.

I kinda wanna replace more decorations. But at the same time GMOTA's gimmick is "medieval meathead gets pulled out of his time period"

>> No.2294330
File: 58 KB, 576x768, Willits2008 A B&W.jpg [View same] [iqdb] [saucenao] [google] [report]

Yes, but its still bullshit
If I could trace a source I'd blame this guy
FUN FACT: Carmack told me in an email he wanted to bundle the Region IWADs with Dosbox but Bethesda forced them to do a half assed port thus adding censorship

>> No.2294334

>FUN FACT: Carmack told me in an email
Citation needed.

>> No.2294341
File: 432 KB, 500x394, 1402681986338.gif [View same] [iqdb] [saucenao] [google] [report]


I can't stand Tim Willits, partly jealousy for some 'average' doom levels getting him into the industry, and party because he is just too smug...look at his stupid face

>> No.2294347

he's a big fan of Digital Restrictions Management i heard

>> No.2294358

i just remember him for presenting the farce of the greatest doom deathmatch duel ever broadcast live to tens of thousands of viewers but first here's some ball sucking or whatever the christ

>> No.2294361
File: 170 KB, 499x670, RIP-AND-TEAR.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.2294362
File: 68 KB, 200x350, sort of agitated.gif [View same] [iqdb] [saucenao] [google] [report]

> Doomworld is running tournament to find the best level in Doom or Doom 2

> logo has speeded-up revenant gif

> tournament is called "April Agitation"

gee, I wonder how they came up with that

>> No.2294379
File: 2 KB, 101x140, 1424415311540.png [View same] [iqdb] [saucenao] [google] [report]


>"April Agitation"

>> No.2294389


Because agitating skeletons comes from the pro Doom strats video?

>> No.2294403
File: 74 KB, 207x260, Capture1.png [View same] [iqdb] [saucenao] [google] [report]




>> No.2294498


>> No.2294593

>He was a massive control freak.
>programmers, especially good ones, tend to be.
This is even true if you look at the Doom community. Look at Graf Zahl for instance. I think a lot of good programmers (and other highly technical, intelligent people) also tend to have some traits from the autism spectrum while not actually being autistic.
Note that I don't mean that in the /v/ insult way, or that it's something bad (modern society owes a lot to near-autistic people) but rather it's just something that a lot of technical, intelligent people have; there have even been studies that have linked austim-like traits to certain kinds of intelligence.

>> No.2294621
File: 17 KB, 256x352, laughingelfman.jpg [View same] [iqdb] [saucenao] [google] [report]

The same reason all the other faces look tortured. He just farted, and the other faces can't escape it.

>> No.2294628
File: 16 KB, 360x320, which one.png [View same] [iqdb] [saucenao] [google] [report]

Okay so, which one would be better to show the segmented 3 hit thing? The colors for the segment separator things isn't set in stone

>> No.2294642
File: 117 KB, 1400x600, chuckledemon.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2294647

Second, definitely. Though I'm not sure why would you need a separator

>> No.2294649

B. I think A looks too much like the notches have something to do with stamina.

>> No.2294654


Because this powerup you get will be losable if you take three melee attacks

Though talking with Term and the other guys I COULD also do a threshhold system where if you take too much damage over a set period you lose the powerup.

Like as you take damage the bar would get more gray and if you stop taking hits after awhile it starts going back up, I'd do the same thing for the POW up too, that way you're not losing POW from a single melee attack

>> No.2294662

>Because this powerup you get will be losable if you take three melee attacks
Yeah, I know, I just don't think you need notches for that. They don't telegraph the idea that you lose powerup from melee attacks, they just clutter up the interface. As I said, just mention it in melee screen.

>Like as you take damage the bar would get more gray
Well, if it will work just like the other bars, it would be pretty intuitive - you get hit, bar gets smaller, you stop getting hit, bar regenerates back

>> No.2294664


Yeah, I think that's the route I'm gonna go with it, I'm trying to make shit less clunky and more intuitive.

>> No.2294707


>> No.2294717
File: 57 KB, 405x501, my_life_is_a_lie.jpg [View same] [iqdb] [saucenao] [google] [report]

>MFW I just realized it's Medikit, and not Medkit

>> No.2294721
File: 3 KB, 112x136, ouchface.gif [View same] [iqdb] [saucenao] [google] [report]

Seriously? I thought it was Medkit too.

>> No.2294739
File: 797 KB, 300x169, Sniper is suprised.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2294752
File: 177 KB, 499x396, 1409135348906.jpg [View same] [iqdb] [saucenao] [google] [report]

>it took me over 7 months to realize why this edit isnt black and white

>> No.2294754
File: 90 KB, 640x480, 1410503545796.jpg [View same] [iqdb] [saucenao] [google] [report]


Because I made it.

Fuck my eyes.

>> No.2294756

>kegan in charge of coloring

Guys, come on.
It's obvious he's not cyan anything.

>> No.2294757

I've known it was medikit for ages, but still call it medkit.

>> No.2294771

i'm fucking dying

>> No.2294773

who cares every other game calls it medkit

>> No.2294806

I wish I could be completely sure that they aren't doing that BECAUSE literally everyone misread it in Doom.

>> No.2294823

any good meme mods for a quick chuckle?

>> No.2294829

Is there any not shit way to buy doom these days? I don't want to buy the steam version because it only seems to support windows which I haven't used in years and refuse to even install on my computers.

>> No.2294831

you know that's dark blue right

you know that's dark blue

>> No.2294839

Dark blue makes sense there.

>> No.2294842

>Is there any not shit way to buy doom these days?
What's the point? Just pirate all iwads, Carmack won't starve without your five bucks anyway.

>> No.2294846

There are zero reasons to buy Doom besides showing it off on your steam profile, so no.

>> No.2294847

Got a link? /rs/ is dead and torrents are all honeypots.
I honestly have the iwads somewhere on some hard drive buried in a closet from when I bought all these games decades ago. Too lazy to dig it up though so if there was some cheap $5 digital download option that wasn't garbage I wouldn't mind doing it.

>> No.2294850

Literally the first thing in the pastebin.

>> No.2294851

Do you just need the iwads or what?

>> No.2294858

Cool thanks
Yeah that was all I needed

>> No.2294859

Grezzo 2, DoomHack, pol.wad, Archie, some others I forget.

>> No.2294865


>> No.2294880

how do i load up a pwad in choco doom? sorry, i'm a literal retard

>> No.2294925

The way I do it is I make a shortcut of the chocolate doom exe, right click on it and go to properties, hit the shortcut tab, and click on the target box. At the very end, write -file whatever.wad
That should work. Make sure the wad is in the same folder that chocolate doom is in.

>> No.2294926
File: 198 KB, 1280x1024, 2015-03-17_00001.jpg [View same] [iqdb] [saucenao] [google] [report]

the steam bfg version doesn't have vsync

>> No.2294929

ah yeah that seems to do it. thanks

>> No.2294943

but Doom Metal fits these levels very well, specially Neurological's tracks.

>> No.2294987

>>2294717 >>2294721 >>2294739
there's people who didn't know it was medikit?
other games call them medkits?!

>> No.2294989

Hey /vr/. /v/irgin here. I'm looking for a wave based survival type of mod for either Doom or Doom II. I searched a bit and couldn't find anything, can you guys help me?

>> No.2294992


Pretty much any Invasion mod will work for you.

>> No.2294998

>but Doom Metal fits these levels very well
No, they don't.

>> No.2295001

Thanks Anon.

>> No.2295036


>But at the same time I can't help but feel if the idea wasn't championed by Linguica, it would be laughed at.

>BTW, I don't ACTUALLY think Romero is being paid on the down low to do anything with Doom, in case that wasn't clear.

Within less than an hour. He's here regularly.

>> No.2295045


What the hell are you saying.

>> No.2295094

How do I get pitch shifting sounds in Chocolate Doom

I want the pitch shifting

>> No.2295095


Unless I've missed something, they aren't implemented yet.

>> No.2295104
File: 1.57 MB, 640x320, more powerups are cool right.webm [View same] [iqdb] [saucenao] [google] [report]

Now obviously you won't be shooting cluster missiles, I'm using this as a placeholder til I can think of something both fitting and fucking awesome.

But this is gonna be a really fun addition, this is something that all heroes are going to get too that'll alter their primary weapons so I don't want anyone getting on my tits about adding more Blaz stuff. pls ;_;

>> No.2295109

Is this mod for anything other than how many weird bouncing projectiles and effects you can attach to melee weapons and still be able to pretend it's about lowtech, upclose physical combat? No offense but this one looks like you made it because it would be fun to program and no other reason.

>> No.2295116


I said I wasn't gonna be using cluster missiles. Probably some kinda alternate sword wave, I just threw this in just to make sure shit's working correctly.

The whole idea behind the gauntlet is to alter your melee weapon in some fashion, for Blaz it's gonna change the finisher for both the sword and fist, and a charge attack for both too. One of the biggest problems with GMOTA is having no reason to go exploring maps because the items are shit. This'll address that. Hopefully.

But yes it's fun as fuck to program, I can't lie, and really this was never about really low tech combat.

>> No.2295120

The projectiles aren't going to be less weird with different graphics. That's just not shit a sword does, even a legendary high-fantasy sword.

>> No.2295123


Tell that to Magic Sword, that shit shot waves, fireballs, lightning bolts, and was capable of smartbombing the screen.

>> No.2295146

Given how much of the game is damn near ripped from magic sword (or literally ripped from it) I think batshit powerful sword effects fit perfectly.

Fuck immersion, give me fun (which you've been supplying a good bit of)

>> No.2295157


That's the goal. Though sometimes I feel like I'm teetering awfully close to russian overkill levels of stupidity and spam.

I still need to think of a proper alternate finisher attack for this though. Something with a little extra utility or something like that. Same thing with a charge attack.

I have a charge attack planned for the fist, a sliding move that charges you forward and then you punch shit really hard when you get within range, though I'll need an alternate uppercut finisher too.

>> No.2295167

Hello, this is my first time going to this board, but I just wanted to stop by and say DOOM REALLY HOLDS UP WELL. I have no history with the game so I don't have any kind of nostalgia to cloud my judgement, and I decided that I should play it. I booted up Chocolate Doom for the authenticity and was blown away by the fact that DOOM still hasn't been outdone. There are so many things that it does that even games that try to mimic it don't get right. The super simple controls that let you focus on dancing between projectiles, the sheer number of clever dick moves the developers pull on you, the sprawling levels full of fun secrets which just barely give you a sense of where you need to go to work, the constant stream of varied enemies that make sure there's never a dull moment, DOOM really has its own identity even after all these years. I'm moving on to Doom 2, and I'm excited to see what happens next.

>> No.2295168
File: 30 KB, 320x320, whyhellothere.gif [View same] [iqdb] [saucenao] [google] [report]

>I'm moving on to Doom 2, and I'm excited to see what happens next.

Get ready to get boned, and make sure to say hello to the pissed off martians.

>> No.2295172

Been playing for for 20 years and I'm really glad you like Doom this much. After you're done with all the official stuff, be sure to download Dat 16gb idgames torrent and take a dip into the unknown.

>> No.2295174

Doom 2 was an evolution, not a revolution, expect slightly more polish, but more of the same.

Not that that's a bad thing, game is fucking stellar to this day, my #1 game overall.

And some of the better mods for the game are mind blowing, I look forward to seeing you in Doomseeker & shit for some Samsara & Shotgun Frenzy and shit.

[Spoiler]or just some deathmatch. Which so few play lately.[/spoiler]

>> No.2295178

I really like punching the shit out of things. Do either of you know of any good WADs that are built around punching the shit out of things?

>> No.2295183


GMOTA if you choose to go unarmed, Demonsteele if you get the Iron Maiden armor. Zharkov goes to the store if you like your fisticuffs with a bit of insantiy

>> No.2295192

Action Doom 2 is basically Streets of Rage in Doom.
Opinions vary but I think it's solid.

>> No.2295197

>I feel like I'm teetering awfully close to russian overkill levels of stupidity and spam.

You hit this with Cluster missiles in it's current state and the rain of balls.
Also the item crashes

However Blaz can still die so it actually remains fun since he is a glass cannon on slaughtermaps

>> No.2295206


Funnily enough I might have to make Kustam a little more resilient or adjust how much damage monsters do because christ I can tell you right now he's not going to be able to shit out as much fury as Blaz can.

>> No.2295224

So Blaz is the Glass cannon.
Kustam is the.. Ranged tanky guy?
What about the last guy?

>> No.2295228


well I'm not sure if he's gonna be tanky or not. I'm not sure how well that's really suit him because he's a ranged guy. We'll see.

Samson, the third hero though is a Kobold, most likely gonna specialize in buffs and debuffs of some kind by hurling flasks everywhere and shooting crossbow bolts, gotta think of some cool magic shit for him later down the road. That's a ways off though.

>> No.2295269
File: 51 KB, 320x381, Blood_logo.jpg [View same] [iqdb] [saucenao] [google] [report]

could someone post the /vr/ guide on how to make gog blood GO FAST? I want more fps

>> No.2295301

Play Speed of Doom map21

>> No.2295315

Is it possible when converting textures for Doom 2 to not make the color all washed out? In Slade I mean. Am I missing something obvious?

>> No.2295361


Can someone explain to me if that's some post-modern jokewad?

>> No.2295391


Those maps look very 94-ish.

>> No.2295405

They look like author is mentally unstable.

>> No.2295412

>He's here regularly.

No big surprise here. The community (at least) KNOWS about this place, some people have seen our threads, some of them lurk and some have posted in them. 85 posters and counting, but how many Doom fans just look but don't touch?

The impact these threads have in the community is severely underrated. No wonder why people get angry when shitposting happens in here and people don't seem to care at times.

>> No.2295419

So you removed the weak sword throw and moved the strong one to another button exclusively because holding the atk button down could mess up your combos, now a powerup is going to introduce a charge atk that requires you to hold down your primary atk.

>> No.2295568

I don't think I can even see any height variation at all in these screenshots.

>> No.2295569

Thanks for the fresh input. I hate when people accuse Doom fans of being hipsters and assume nostalgia (even though hipsters don't get nostalgia?).

It doesn't make sense, like how was I able to enjoy it as a kid if it sucked? How do you explain me getting nostalgia for a game like Dungeon Keeper even though I actually only started playing it in 2012?

I started playing Doom on the GBA, so already Doom was out for 10 years, I really don't see the arbitrary release date for a game determining if a game is good.

The only thing that might make sense is if a game is ahead of its time and it takes longer for the audience to enjoy, but games aren't movies so I don't really see games requiring a second play-through to enjoy in its full value. You can't compare them, customiziability is a whole other ballpark that keeps this game fresh for 20+ years.

>> No.2295597

Yeah. Based on my observation, the fans who are of the nostalgia type, tend to only play the iwads (often excluding final doom), and never touch anything from the community, outside of well known source ports, and maybe brutal doom.

>> No.2295634
File: 275 KB, 1920x1080, doom04.png [View same] [iqdb] [saucenao] [google] [report]

>cramped as fuck maze room
>damaging floor that kills you if don't complete it fast enough
>lost souls blocking your way everywhere
>after clearing the room once you're forced to backtrack through the same area, this time in complete darkness

I'm trying my best to enjoy TNT but it feels like these maps were designed just to piss people off as much as possible.

>> No.2295650

That was indeed one of the less fun maps to play.

>> No.2295656 [DELETED] 

hwat the map s this?

>> No.2295657

Steel Works is fun, though. And I would hardly call that room a maze.

>> No.2295674

>>damaging floor that kills you if don't complete it fast enough
It does 2-5 dmg. And it takes like 5 seconds to go through the whole thing.

>>lost souls blocking your way everywhere
You can easily kill all of them before you even enter the room

>>you're forced to backtrack through the same area, this time in complete darkness
The radsuit available should help you not get hurt this time. And once again, it likes like 5 seconds to go through the room.

>> No.2295734

How can I make gameplay mods work with other WADs? I'm trying to get Accessories to Murder work with Back to Saturn X.

>> No.2295740

I like parts of Steelworks, particularly the dark atmosphere and the dank music, but other parts of it are really frustrating, like the dark mazey room with lost souls, or the long series of crushers.

>> No.2295742

>rectangular room with some pillars

>sees damaging floor and potentially annoying architecture
>better go headfirst with only a chaingun, not even paying attention to the layout to ease my way back

>> No.2295747

you really have to know in advance to leave the radsuit when getting the blue key because you need it more for the section after the blue bars with that cramped pillar/lava/lost soul room. requiring this kind of clairvoyance is quite annoying.

tnt seems to alternate between good and not so good maps. 15 is much fun.

>> No.2295752


...huh. Didn't think about that. Though I also axed the weak sword throw seeing as it had little use. I might use a little ACS to try and make it more fluid

>> No.2295759

i don't think it's unreasonable to call it a maze in the absence of a better term, many of the pillars don't have wide enough gaps between them so you have to search for a route through it.

it might not look like a traditional maze of twisty little passages all alike, but to an extent it plays like one.

>> No.2295772


That or I could make it a purely passive thing. That might be the wisest choice

>> No.2295773

>like the dark mazey room with lost souls

But its really not mazey at all. I don't even understand how its frustrating. Theres a radsuit lliterally in the red key room, so it shouldn't be a big deal going through that small room a second time.

>> No.2295779
File: 284 KB, 1280x960, CORPSEBREATH.png [View same] [iqdb] [saucenao] [google] [report]

"hold on, stay still, let me puke these gibs at you real quick"

>> No.2295826
File: 40 KB, 640x480, 1426705993.png [View same] [iqdb] [saucenao] [google] [report]

thought for the day: i wonder if the intermission screen at the end of each episode was suppressed so people didn't ring in to report the "bug" of missed monsters on e1m8

>> No.2295854

then why do e2m8 and e3m8 and e4m8 dont have itnermission screens?
I thought they didnt include it so people with the share wad thought you actually died unless you bought the game.

>> No.2295865

Stop axing fun things pls.

>charging throw is bad because it can get in the way of combos
>meanwhile no one has any problems spamming uncharged buster shots

>boomerang subweapon gets removed because it overlaps with boomerang sword
>removes boomerang sword and dont even consider bringing the subweapon back

The weak throw was indeed virtually useless (but fun) and the subweapon was horrible. At least give other character(s) some kind of boomerangy weapon.

>> No.2295874

Boomerang sword still exists though.

>> No.2295885


What's the problem when you load them together, anon?

>> No.2295910

Not him, but I had some weird problem when trying to use AtM with Back to Saturn. Every gun looks like the default gun until you shoot it. It works fine witn Project MSX, though

>> No.2295918


Did you load BTSX first and then ATM after?

>> No.2295923

How is a homing projectile that doesnt return to you a boomerang?

>> No.2295926

There are a lot of Boomerangs that aren't made to come back to the thrower

>> No.2295935

Also to add Boomerangs that come back to the thrower were not really made to be a weapon most of the time.

>> No.2295937

What's this?

>> No.2295943

BTSX alters some palettes and monsters minorly, so you should load it before gameplay mods.

If you load gameplay mod after, it whould work fine with BTSX (played through it with Trailblazer)

>> No.2295950

>so you should load it before gameplay mods.

This is generally true of most mapsets.
Usually the best load order is mapset first, then gameplay mod, then patches.

If a mapset has any new sprites, textures, sounds, or whatever, there's a high chance they'll conflict with the weaponset and cause issues.

>> No.2295985

Technically the shield is also a boomerang.
Doesnt change the fact that both behave nothing like the boomerang subweapon...

>> No.2296012


Kustam is going to have like 3 boomerang weapons dude

>> No.2296028


The power thrown sword explodes after running its course though. You gotta resummon the blade manually after that.

>> No.2296038

He will?
I dont remember you mentioning anything besides huge ass special sword that shoots grenades, tankyness and extended melee reach.

>> No.2296050


One of the earliest things I got planned is ripped straight from wizards and warriors 1: you'll be able to pick up a returning throwing dagger you throw when you attack with your melee weapon. There's also gonna be a throwing axe that returns too

>> No.2296054

I assume the third one is Turok 2's razor wind and that you can have all 3 in the air at the same time.

>> No.2296105

Hexercise is the best.

>> No.2296116
File: 18 KB, 150x150, original-mosaic-drawing-tribal-doddle-ethnic-pattern-seamless-background-with-geometric-elements-used-clipping-mask-for-easy_207716293.jpg [View same] [iqdb] [saucenao] [google] [report]

If anyone wants to lambaste my map05 of Tabula Rasa then that'd be appreciated.

The previous basting helped to fix a lot of problems with texturing/doors/general fuck-uppery as well as making some changes to make the maps more active and less campy.

I appreciate all the excellent criticism, even if you guys sometimes take awhile to say if you liked it or not. Thanks guys.

>> No.2296119 [DELETED] 

Brutal doom is 100% improvement over vanilla, there's literally no reason to not use brutal doom.

>> No.2296124 [DELETED] 

[spoilers]gr8 b8 m8[/spoilers]

>> No.2296129

If you like virtually no challenge, sure.
Otherwise pick gmota/wwhc-diaz for neat punches.

>> No.2296134

darn i knew i had forgotten something. sorry, i meant to do this one as well but i've been distracted.

>> No.2296139


You'd think Hokuto No Doom would be a valid option punches, but surprisingly no.

>> No.2296142

From what I understand it's intended to be played with -FastMonsters

>> No.2296154 [DELETED] 

Lol faggot janitors abusing "power" deleting any posts they dont agree with.

Sorry faggot "banning" me wont do anything, brutal doom is superior and you have shit taste.

>> No.2296159 [DELETED] 


Hmmmm, yes, you raise a good point.
You have me thoroughly convinced that you are a legitimate poster and are in no way trying to stir up shit.

>> No.2296164 [DELETED] 


lol butthurt janitors are powerless. sorry bro you have objectively shit taste.

Brutal Doom > doom

>> No.2296168

The last difficulty is pretty much the standard for hexen and has -fastmonsters. It doesnt help much when enemies explode in one hit.
Been a while since I played it with the fighter, but mage one shots everything starting with his second weapon...

>> No.2296169 [DELETED] 

kek @ janny trying to ban me
takes a sec to reset my router
it's an objective fact that brutal doom is superior to all other mods and vanilla doom
there is literally no reason not to play brutal doom
if you play doom and you don't play brutal doom fucking kill yourself

>> No.2296174 [DELETED] 

It takes even less to ban you again.
Have fun I guess? Its way past stale to get anyone mad anymore.

>> No.2296176 [DELETED] 
File: 1.37 MB, 400x225, you_got_the_shotgun.gif [View same] [iqdb] [saucenao] [google] [report]


>this guy

>> No.2296181 [DELETED] 

It takes me less than 4 seconds to get past your "ban"

Thanks for admitting it though, it makes it all the more easier to report you for admin abuse.
time to put a stop to nazi janitors on /vr/ deleting everything they don't personally agree with.

>> No.2296185 [DELETED] 

that wasnt me, it was one of you faggots or the janitor trying to false flag me
I don't tell anyone to kill themselves, that's unreasonable, but if you play doom and don't play brutal doom you're a complete fucking moron and should be chemically castrated

stop pretending to be me you faggot

>> No.2296190 [DELETED] 

you're so cute

>> No.2296195 [DELETED] 
File: 106 KB, 500x592, tumblr_nj9pmaG7cM1r2to8go1_500.jpg [View same] [iqdb] [saucenao] [google] [report]

I love you Janitors

>> No.2296196
File: 8 KB, 80x116, GoldenBoner.png [View same] [iqdb] [saucenao] [google] [report]


It's March 18, /vr/'s anniversary, and that means it's time for us to honor our own creative talent with our answer to Doomworld's Cacowards: The Golden Boner Awards!

Without further ado, let's just get on with it.

>> No.2296197


>> No.2296201
File: 783 KB, 2048x2560, GoldenBoner2.png [View same] [iqdb] [saucenao] [google] [report]



GMOTA ("Go Medieval On Their Asses") is a sword-and-sorcery themed gameplay mod for G/ZDoom. It gives the player only two or three new weapons, but they are multi-function and upgradable with a variety of lethal pyrotechnics. What makes GMOTA stand out is its deep influences from old school console games. Filled with highly colorful sprites and 8-bit sound effects, neatly blended with the Doom environment, make it worthy of the title "/vr/: The Gameplay Mod". Congratulations.

RUNNER-UP: DemonSteele

Blood, Anime, Heavy Metal... DemonSteele is basically 4chan in the form of a gameplay mod. Its fast high-octane gameplay made it extremely well-received by both /doom/ and the wider community, taking the top spot for gameplay mod at Doomworld's 2014 Cacowards.


If DemonSteele is 4chan: The Mod, then HDoom is 4chan: The Mod: After Dark. Even if you hate the concept, HDoom continues to command a great deal of artistic talent and its crossover appeal to a wide group of fans who otherwise have no interest in Doom gives it credit.

>> No.2296202 [DELETED] 


No, no, you're going about it all wrong. You're forcing it way too hard.
See, shitposting is designed to entice others into being angry. And this is done by baiting their emotions, building up their expectations and then twisting it slightly. Think of it as a joke, except the punchline is butthurt.
Flailing around going "your taste is objectively shit" and "kill yourself if you don't play brutal doom" tips your hand way, way too early--especially if you open up with it right away. There's no build-up involved, everyone knows exactly right away what you're trying to do. You might get a smile from the replies, sure, but you're not making them angry and they're not replying due to being angry--they're laughing at how sad your attempt is.

To be an effective shitposter, you have to be a lot more subtle about it.
Don't go "brutal doom is objectively superior to everything and kill yourself if you don't play it", because nobody's going to get angry at that, unless you samefag as an arguer. Just bring it up every now and then when people are discussing their favorite mods. Talk about the stuff people criticize, but talk about how much you love those certain aspects.
That way you're both on-topic AND sowing dissention! If someone gets angry at you, they're the one being a faggot because they're trying to bring up drama and are going off-topic just to get angry at you.

Shitposting takes effort, mate.

>> No.2296203
File: 507 KB, 1280x960, GoldenBoner3.png [View same] [iqdb] [saucenao] [google] [report]



This is a single large map appearing towards the end of last year. Several themes feature across the ruins of a fortress that has been dragged into hell. Using cc4-tex, its well-detailed architecture and texturing would have it fit easily into cchest4.wad itself. Particularly impressive is the massive lava cavern at the south. It even has a new weapon: the plasma gun is updated to a slower-firing but surprisingly powerful death-dealer. In your editor's opinion, this is the finest wad to have come out of /vr/.


/doom/'s most successful community project, featuring 33 maps of (mostly) vanilla Doom action. Quite well-received outside of /vr/ too, it has seen a good amount of attention from speedrunners.


With a fair number of works made by obviously enthusiastic but inexperienced mappers, it was hard to choose a third which stood out. Monastery was a single medium-sized map set in a temple beside a flooded valley, with good progression and a variety of gameplay styles from fiendish traps through ledge traversal to battling a horde of demons in a wide open space.

>> No.2296205

who were the judges for this, just curious?

>> No.2296206
File: 43 KB, 510x384, 1415514489142.jpg [View same] [iqdb] [saucenao] [google] [report]

Cool! Iam hyped

>> No.2296207
File: 2 KB, 80x116, GoldenBoner4.png [View same] [iqdb] [saucenao] [google] [report]


That's it for the Golden Boner Awards. Congratulations to the winners and let's look forward to another great year together!

>> No.2296209

>It's March 18, /vr/'s anniversary
I didn't even realize

>> No.2296228

>Demonsteele is basically 4chan in the form of a gameplay mod.

What? How do you even arrive at this conclusion? How do you think Demonsteele is in anyway 4chan-esque? "Whoa, metal and anime that's totally 4chan!" I mean, what the fuck man?

>> No.2296238


Nah, not me.

Happy anniversary to /vr/, though. I'm with >>2296209 and entirely forgot. Whoops.

>> No.2296240

Alright, so I just finished alien vendetta on UV. This was a very fun wad to play through and definitely easier than SpeedofDoom.

I was thinking of playing Valiant next, however it seems really hard due to the mbf patching he has done. How hard is it compared to speed of doom and alien vendetta?

>> No.2296249

Holy shit, I won a thing! Huzzah! What a good day to check out /vr/.

If anyone is interested I plan on (sometime soon) releasing a 5-6 (or 7 or something) wad which will include Lovely... It won't be everyones cup of tea though.

>> No.2296258

is he gonna be a D&D beat-em-up style kobold or the /tg/ style wide hipped lizard kind?

>> No.2296262

how do i use gus with gzdoom? can i use a dosbox ultrasnd directory?

>> No.2296267

It's more Web 1.0 anime web ring made awesome.

>> No.2296268
File: 56 KB, 342x576, 127251546973.jpg [View same] [iqdb] [saucenao] [google] [report]


Why not both?

>> No.2296269


The third one is going to be a subweapon most likely.

>> No.2296272

run it in lower resolution unless you want that total conversion that runs on eduke32 (Blood Crossmatching) however its not everyone's cup of tea

>> No.2296273


/tg/ styled of course. I look forward to getting some draw friends to draw him and Kustam


This is acceptable too

>> No.2296274
File: 1.49 MB, 1920x1080, vaporware.png [View same] [iqdb] [saucenao] [google] [report]

So any plans to open the golden boners to votes next year? It'd be neat to see it as more of a community thing in the future.

>> No.2296280

Timeline for deadline for boners when?

>> No.2296295

<dew> ling, some guy on vr thinks you're stealing vr's memes and another guy thinks vr is secretly very influential on doom community
<Alfonzo> the cacowards honours doom on doom's anniversary; boners honours doom... on /vr/'s anniversary
<Alfonzo> pro tier insularity :D


>> No.2296298


Yeah, they like to talk mad shit in there.

>> No.2296308
File: 53 KB, 730x591, u did it.png [View same] [iqdb] [saucenao] [google] [report]


I dunno who you are but you genuinely made me happy. Thank you for making my day

>> No.2296309

>thinks vr is secretly very influential on doom community
I dunno about that, but I would wager the ratio of content creators:users is higher here than any other Doom site (except maybe r667)

>> No.2296317

It's gotta be up there, anyway. This has become more of a mod community than anything.

Which is nice...

>> No.2296318


I would say at least here, our retards are deleted and handled by the mods.
Unlike on Doomworld where they're given their own mapping compilations and unlike on Something Awful where they're free to derail topics for twelve pages about how John Carmack is a cishet scum who hates women (citation was never given).

But I hate pretty much every other Doom community aside from /vr/ and only post in the other places as a courtesy for talking about my mods, so I may be a slight bit biased.

Also sup Ling, feel free to post here instead of taking screepcaps for doomtwid.

>> No.2296320




>> No.2296323

Anyone have a working link to sm_v03.wad? The [BE] link in the pasta is dead.

>> No.2296325 [DELETED] 

>second sentence
Please do not post or even allude to /v/ shit on here.

>> No.2296327 [DELETED] 

But it's fucking true.

>> No.2296328

I have it, in its original form, but I've been re-hauling a lot of the textures and changing up the flow a little bit to put more pressure on the player.

If you really want the old version I still have it.

>> No.2296329 [DELETED] 

>something that happened on somethingawful
>/v/ shit


>> No.2296330

Oh damn, I'd love to see the new version when it's finished.

But I'd like to get the old version so I can appreciate the changes.

>> No.2296334
File: 3 KB, 663x36, LET'S MAKE IT HAPPEN, DEW.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2296335 [DELETED] 

Doesn't justify even mentioning it in any way on a board where humans congregate
but thank you for reminding me i need to filter that term anyway

Don't act like you know what I'm talking about. I'll just drop it anyway.

>> No.2296336

>Unlike on Doomworld where they're given their own mapping compilations

>> No.2296341

This is the original when I first "released" it to /vr/. Now it's map04 in Tabula Rasa but it was already being upgraded for Tabula Rasa so it's different.

Here's the original sm_v03.

>> No.2296342

Yeah all the #doomtwid chats about sports, dating and weight loss.

>> No.2296347

>Something Awful
6 pages
6 Fucking Pages
~240 Fucking Posts
~240 Fucking Posts with all the vitriol and sperg of a gawker website comments section...

...about whether or not iddqd.idkfa is considered "part of gameplay."

>> No.2296351

The guy named jo3-ilya, who was joining a fuckton of community projects (and getting all his maps rejected for good reasons) decided to release all his failures in 2 huge mega-failures.

Then someone got the bright idea to "re-make" joe's maps in their own style but still keeping that "joe feel," whatever the fuck that means. Now the kid thinks he's seriously a community project leader because they're technically using his maps as their work.

It's a huge boost to his ego he doesn't need, and at first people were all, "oh lol this is such a good idea," until some of the veterans came in and said, "why is this happening?" Now some are going, "yeah, this is a dumb idea," while others are still sticking it out and re-making his levels for him.

I don't know what mental gymnastics they're doing to convince themselves they're NOT doing his work for him, but sure enough, they're doing it.

>> No.2296356
File: 302 KB, 290x705, 0c7.gif [View same] [iqdb] [saucenao] [google] [report]

>mfw terrible at mapping

>> No.2296359


There was also quite literally calling each other Nazis because of the term "degenerate play"!

I unironically love that thread. Every time there's more than 30+ replies, you know something's going down.

>> No.2296360

paying 10$ to participate in that community sure is worth it

>> No.2296363

Sweet. Thanks!

>> No.2296367

The layout is what really makes it a pleasure to post on.
Even better are the epilepsy-inducing gifs people spent $10 to get as their avatars.

>> No.2296376

what's even better is paying 10$ for forums search

the real kicker? it's probably still broken and doesnt work

>> No.2296379

is brutal doom the only realy way to play anything doom or is it quite literally the worst thing on the internet

>> No.2296380 [SPOILER] 
File: 11 KB, 125x125, 1426725234855.gif [View same] [iqdb] [saucenao] [google] [report]

>epilepsy-inducing gif
I have a hunch you mean this guy

>> No.2296386

I paid my $10 about 6 years ago, and I think I've posted twice in that time, and only lurked sporadically.

>> No.2296389
File: 327 KB, 140x140, 8IPW3DT.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.2296394

is this for Demonicron? it reminds me of both the imps from that and the cyberdemon nod from E.Y.E.
also a little bit of Alien

>> No.2296398
File: 289 KB, 1260x161, SgtShivers - Rip Compilation.png [View same] [iqdb] [saucenao] [google] [report]


Nah, just dumping my various sprite folder. Haven't seen these used in mods.

>> No.2296403
File: 8 KB, 95x86, martykirra - mkshotgunthingy2.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2296404

Do you know the credits for who did it then, and are there any attack animations? I'd like to use it but can't unless I can get my hands on credits

>> No.2296409
File: 64 KB, 2646x98, jazzmaster9 - archubusfrontsidstrip27.png [View same] [iqdb] [saucenao] [google] [report]


That's the only one uncredited in my folder, but it was by Icytux. To my knowledge, no attack frames exist.

>> No.2296413


>> No.2296414
File: 6 KB, 112x109, torridgristle - bolter.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2296417

any centered crossbows/bolt weapons/arrow weapons?

>> No.2296419
File: 13 KB, 849x579, archblaze - verdPBM.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2296421
File: 6 KB, 207x55, Gerolf - RkHwpCY.png [View same] [iqdb] [saucenao] [google] [report]


Some assembly required.

>> No.2296425
File: 88 KB, 541x642, HorrorMovieGuy - CW0122F.png [View same] [iqdb] [saucenao] [google] [report]

This would be a rad enemy to have for some kind of occult/mystical mod.

>> No.2296426

thanks again

>> No.2296429
File: 37 KB, 550x160, bren - attack_done.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2296435
File: 18 KB, 198x151, Mor'Ladim - ArcaneWitchRotateAnim_zpsa3b755f5.gif [View same] [iqdb] [saucenao] [google] [report]

Heh, boobies.

>> No.2296437
File: 121 KB, 554x310, Boobs.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2296439
File: 33 KB, 198x151, Mor'Ladim - ArcaneWitchFire_zpsb59a6a58.gif [View same] [iqdb] [saucenao] [google] [report]


Oh, and an attack animation.

>> No.2296442
File: 11 KB, 450x75, megaherz - hc4f4X8.png [View same] [iqdb] [saucenao] [google] [report]


Oh right, I also found this, but it's less "crossbow" and more "gun with rad-ass spikes".

>> No.2296447
File: 2 KB, 140x75, swbeta_2353.png [View same] [iqdb] [saucenao] [google] [report]

This is a weapon I've always wanted to see.
Uncredited because I don't actually know who made it.

>> No.2296450
File: 117 KB, 580x983, megaherz - sOtqHdZ.png [View same] [iqdb] [saucenao] [google] [report]

Now if this guy ain't the most metal motherfucker I don't know what is.

>> No.2296453
File: 73 KB, 250x633, uboa - modeath.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2296454 [DELETED] 
File: 54 KB, 416x550, file.png [View same] [iqdb] [saucenao] [google] [report]


Is this you?


>> No.2296459
File: 440 KB, 1280x1001, Operation Body Count.png [View same] [iqdb] [saucenao] [google] [report]

I just noticed the thread's past bump limit, so a dump like this would be better with a fresh thread.

I'll post more next time.

>> No.2296463

>that fuckin' spritesheet

Had some good laughs from that shit.

>> No.2296464

>"ooh, those enemies look nice, I wonder what's wad it is from"
>google operation body count
>"this game is known as either the worst or one of the worst first-person shooters of all times..."
Goddamit, I hope someone used it in some WADs

>> No.2296470

Looks like a spritesheet for a Wolfenstein 3D wad/hack.

>> No.2296473 [DELETED] 

That twitter accoutn is literally the gooniest shit ever.

>> No.2296480

>those doom zombie death edits

>> No.2296502 [DELETED] 

Probably. Looking through their history shows a few mentions of "X THING FROM /VR/"

>> No.2296509 [DELETED] 


I don't know who got worked up the most for that wad, if the /idgames comments section, or that guy with his comments.

either way, @doom_txt is p kewl

>> No.2296528 [DELETED] 




>> No.2296531 [DELETED] 

>checks it out
>can see it perfectly fine

>> No.2296537 [DELETED] 


not doom_txt you idiot

>> No.2296540 [DELETED] 


Yeah about that

I've browsed SA like twice, and I've never used their forums. How about you learn before you start spouting from your front anus, dickhead.

>> No.2296543 [DELETED] 

Not him, but I think you should. There's a whole goldmine of potential shit there.

>> No.2296545 [DELETED] 

I'm sorry, but you act like a goon with all your low caps randumb posts and following of txt accounts on Twitter.

>> No.2296547

Lowering the resolution, huh? Thanks for your insight.

>> No.2296552 [DELETED] 

lowcaps randumb posts aren't exclusive to SA, turbonerd

>> No.2296556 [DELETED] 

Literally every goon I saw on Twitter had that. The only thing this guy was missing was having SA in his username and an obsession for butts (he probably did tweet about butts at one point but i didn't see any)

>> No.2296559 [DELETED] 
File: 19 KB, 288x339, AH HAHAHA OH GOD AAAAAAAAAAAH.jpg [View same] [iqdb] [saucenao] [google] [report]

You are fucking buttmad as shit.

You probably ARE the type of person who took that wad seriously.

>> No.2296583

I aspire to be this good at sprites.

>> No.2296584 [DELETED] 

How about you forget I fucking said anything and move on.

>> No.2296587 [DELETED] 

>forget I said anything


>> No.2296594


>this guy probably won't be finished

Damn it

>> No.2296618


I have a lot to owe to realm667. They've provided many valuable resources

>> No.2296621

Where can I download this?

>> No.2296625 [DELETED] 
File: 338 KB, 1400x721, hummus.png [View same] [iqdb] [saucenao] [google] [report]

I know this will get deleted, but might as well.

Here's an explanation: I've been on this general for two years now and have played Doom for many many years.

I've rarely ever been on SA though I do have some goonish traits it would seem. But >>2296552 is right. Too bad some fucking cunt had to put words in my mouth.

If you think that posting a regular's twitter account to make fun of it is funny, you're fucking wrong. If you're gonna jump on someone for not wanting /v/ buzzwords on a non-/v/ board, you can utterly fuck yourself.

I'm sorry for causing such a shitstorm by accident, but I stand by my opinions that /v/ is a terrible board, that shitty /v/ buzzwords are shitty and should not be involved on /vr/, that that wad I was talking about on that certain doom_txt tweet was an obvious troll attempt. I don't even care that much for MLP if that's what you're thinking.

As proof of who this is, I offer a screencap of a recent tweet you may have seen prior to me protecting the account. HEY THAT PSYCHEDELIC BEAR DUDE IN THE CORNER LOOKS AWFULLY FAMILAR

>> No.2296641
File: 41 KB, 468x399, 52-alt.png [View same] [iqdb] [saucenao] [google] [report]

>that wad I was talking about on that certain doom_txt tweet was an obvious troll attempt

So you made a shitty troll, and he took a screencap of it. And you flipped your shit, said a whole bunch of dumb shit, and protected your account.

>If you think that posting a regular's twitter account to make fun of it is funny, you're fucking wrong.

A: We have nothing but your word that you're a "regular", B: Posting here does not suddenly give you immunity if you do dumb shit, and C: Yeah, your reaction is fucking funny right now.
If you do dumb shit, we're going to call you out on it. We do it to everyone. Hell, just earlier we're calling GMOTA Guy out on his stuff.
Wildly backpedaling and trying to defend it instead of coming clean only makes it worse. Or better, for us.

>If you're gonna jump on someone for not wanting /v/ buzzwords on a non-/v/ board, you can utterly fuck yourself.

So you're the autist that's been doing that, huh?

>> No.2296646

is there a way to add the fancy lighting effects and such of brutal doom into smooth doom?

>> No.2296650

I think some of those are DECORATE based, you may be able to port some over if you know anything about that.

>> No.2296653


Yes. Go into the GLDEFS file, see what actors spawn them, copy those actors and the GLDEFS into Smooth Doom.
Then try to integrate them. Good luck.

>> No.2296654

nope, tough shit then. i was hoping there was a beautiful doom lighting module in a pk3 i could just activate

>> No.2296667

>So you made a shitty troll

That was not my wad and I didn't say that that was my wad. I don't know where you're getting this idea from.

>A: We have nothing but your word that you're a "regular", B: Posting here does not suddenly give you immunity if you do dumb shit, and C: Yeah, your reaction is fucking funny right now.


Note the dates on the post. Hell I made that account like months before /vr/ even launched.

My reaction may seem outlandish to many, but I've seen worse, seriously. It's probably a good thing you never saw how I used to post back in 2007/8 on /b/ and other places. I made many ridiculous posts. Shit was embarrassing. And don't act like you've gone above and beyond the call of dumbass in the past, really.

>le meme

Please stop. I just want to put this incident behind me and not have to feel disappointed in this community. This is literally the only Doom related community I've participated in a fashion other than lurking, and /vr/ is a relief compared to the other video games related boards on here. I just want to play gr8 wads and stuff. I don't want to see it all fall apart.

>> No.2296670

That section isnt even hard. Play E4M6 if you want an actual bullshit use of it.

>> No.2296674

>use of it
use of damaging floors*

>> No.2296701

I think it would look better without the sight in the front.
But holy shit that looks pretty nice either way.

>> No.2296715


What WAD are you talking about?

>> No.2296724

Lord forgive this post

>> No.2296734

Forgot to mention, that was the wad I was ranting about people taking seriously.

>> No.2296743

I don't get why people are so upset about anything MLP related.

With a huge fandoms like that, of course there are going to be intersections with other fandoms.

And of course often those intersections are made by the stupider speciments.

That does not mean that there's only BAD things to come out of those

>> No.2296748

>That was not my wad and I didn't say that that was my wad

Then why the fuck were you getting upset about it being screencapped and why the fuck were you ranting to doom_txt about it?

>Shit was embarrassing. And don't act like you've gone above and beyond the call of dumbass in the past, really.

Yeah, but there's a difference. My past self was a dumbass. A massive fucking dumbass. I've accepted that, moved on, made amends, and apologized for it.
You haven't and instead are actively defending it.

>le meme

What the fuck are you talking about.

>> No.2296757

Also (if the text file style is any indication) probbably made by an anti-brony troll to incite brony-bashing rants

>> No.2296762


>Hell, just earlier we're calling GMOTA Guy out on his stuff.

What'd I do this time?

>> No.2296763

>le meme
>What the fuck are you talking about.

Probably about being called autistic or something.

Don't hassle over it, we all are brothers(sisters?) in our autism here

>> No.2296778

That's the thing. Shit makes me mad honestly. That rage could be spent on more constructive things. Instead they just rant about people liking colorful equines. Fandoms have their ups as well as their downs and the MLP fandom has a lot of downs and it's reputation isn't that undeserved, but shit, let the fuckers have things.

That's what I thought too.

I freaked out and got scared that people would start harassing me. I've been stalked on twitter and on youtube in the past so it's not unwarranted. As for why I was ranting to doom_txt, well, people would still get mad at it if I RT'd it, and I needed to vent.

Umm something colorblindness something something Blaz features.

Not a fan of using the word in that sense but I agree.

>> No.2296818


Oh yeah. The colorblind thing. That's funny though

>> No.2296852

I don't get how hard can it be to check the colors with a color detection tool

>> No.2296862

Plutonia > Doom E1 = TNT > Doom E2-E4 > Doom 2

>> No.2296907
File: 34 KB, 237x180, 32426.png [View same] [iqdb] [saucenao] [google] [report]


I didn't know about the color detection tool.

I'm kinda dense, anon

>> No.2296909



>> No.2296927



>> No.2296938
File: 143 KB, 869x1235, izridera.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.2297021

Pretty sure this is the right one.

>> No.2297043

I dont get why the waterfall textures in TNT and the MMs were 72 wide. They also had this problem where a part of it didnt even animate with the rest of it.

Plutonia actually had a legitimately good waterfall texture, so its weird. I actually made myself wads that bring plutonia's waterfall to TNT/MMs.

>> No.2297083



>> No.2297668 [DELETED] 
File: 248 KB, 1600x1200, shodan-0003.jpg [View same] [iqdb] [saucenao] [google] [report]

The System Shock 2 thread got me thinking.
There was an attempt at one point to make System Shock 2 as a Doom 3 mod (that was shut down) . Has anyone attempted to somewhat re-create this game using the classic Doom/Doom2 engine? or anything like it?

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