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2297081 No.2297081 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2290969
(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!

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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.2297082


[03-18] The Golden Boner Awards: GMOTA/DemonSteele/HDoom/LOVELY.WAD/200minvr/MoAaS >>2296201 >>2296203

[03-16] Plutonia 64, a remake of Plutonia for Doom 64 EX: http://www.doomworld.com/vb/post/1348501

[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


Please reply to this post with news.

>> No.2297090
File: 161 KB, 640x480, Screenshot_Doom_20150319_030536.png [View same] [iqdb] [saucenao] [google] [report]

1st 2nd or 3rd for new screenshot from an upcoming map for a certain mod.

It's not detailed at all, but the form is there waiting to be further molded. Demons included for size comparison.

>> No.2297091
File: 252 KB, 1408x1472, scrap468_a.jpg [View same] [iqdb] [saucenao] [google] [report]

ade a burger :DD

>> No.2297096

TNT or Doom 2?

Plutonia and Doom are not in the poll, because I already know most people prefer them over TNT/Doom 2.

>> No.2297097

I really need to play Demonsteele.

>> No.2297098

neat, is the curvy thing a polyobject, and going to spin around?

>> No.2297109

TNT. Even if the tech-base setting is a bit overused here, the levels are generally full of action, and nice ideas to keep things from getting boring. Only maps that really stand out as meh was Habitat and Quarry.

Doom 2 is mostly boring. It takes too long to kick things off, and some map layouts don't really flow well. I get the feeling Maps like Nirvana and Icon of Sin were speedmapped in the last minute.

>> No.2297110
File: 207 KB, 1984x1600, scrap822_a.jpg [View same] [iqdb] [saucenao] [google] [report]

Imp princess at the bathhouse

>> No.2297119

Everyone hates on icon of sin, but it was a neat boss for the time imo. I like playing with the formula to make new puzzles too...

>> No.2297121

><Alfonzo> the cacowards honours doom on doom's anniversary; boners honours doom... on /vr/'s anniversary
><Alfonzo> pro tier insularity :D

december 10th was already taken heh. seriously though the idea was that the golden boners was for stuff from /vr/, it'd essentially reproduce the cacos if it covered the entire community. thus the date, although i should note september 30th (doom2's birthday) was also suggested.

>Timeline for deadline for boners when?

there wasn't really a deadline other than deciding tabula rasa was too new and not out of bugfixing yet, otherwise it was in for a very decent shout.

>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.

yes, i mean, that's what i had hoped. let's be honest, this was a bit of a test run. when the idea refloated a few weeks ago it seemed there was vague interest but everyone was waiting for someone else to start. so let's try an alternative: just do it yourself to get the thing started, and hopefully that will inspire others to want to improve it.

>>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?

all i can say is it seemed like a good idea at the time, and it wouldn't be doom awards without something to violently disagree with, haha

>who were the judges for this, just curious?

a self-appointed council of anons consisting of the guy who writes the news posts, the guy who posts new threads, and one of the people who plays random /idgames levels and playtests most maps that get posted here. all doom awards are written the night before by a couple of gamely lads, right?

>> No.2297127

>so let's try an alternative: just do it yourself to get the thing started, and hopefully that will inspire others to want to improve it.
I'll likely forget by next year, but who knows. Maybe I won't.

Also if that sounded accusational or something, it wasn't meant to be.

>> No.2297175
File: 838 KB, 555x312, 1423331783483.gif [View same] [iqdb] [saucenao] [google] [report]

>playing hideous destructor
>hotline miami 2 ost playing in background
>mfw it goes so well together

>> No.2297176
File: 2.11 MB, 640x320, gauntlet enhancer.webm [View same] [iqdb] [saucenao] [google] [report]

It's hard to see part of the blasting effects seeing as living armors don't give a fuck because they weigh a lot, but the gauntlet'd sword attacks have extra blast and punch to them.

>> No.2297183 [DELETED] 

GUYS I MADE AN WAD BUT I HAVENT SHOWED YOU IT http://www.doomworld.com/idgames/?file=levels/doom2/Ports/m-o/mlpdoom.zip

>> No.2297184

I think the boss shooter in itself isn't bad. I love it when maps do interesting takes on it. SoD 30 is probably my favourite use of it, since you have to endure endless hordes for 3 minutes before you can actually kill romero. Plutonia and MM1 also had interesting takes on it, what with using Cyberdemons to block your rockets.

Icon of Sin is just pathetically easy, though. After the pillar has been set up, you pretty much never have to go up the lifts anymore. And if you're good at timing your shots, you can easily defeat the boss before it even had a chance to overwhelm you with its minions. Its anticlimatic overall.

>> No.2297185

If you think the Icon of Sin is "pathetically easy", try MAP04 of claust.wad. It's insane.

>> No.2297192

I was talking about the map "Icon of Sin". http://doomwiki.org/wiki/MAP30:_Icon_of_Sin_(Doom_II)

>> No.2297204

If you want to know what infuriated me in map05 I can easily say it was a teleport on a damaging floor. Even though it did only 5% damage a time I teleported there with 12 hp and chaingunner in sight.
Things I didn't like: room with the first cyberdemon: it's empty, there's a huge chance for a hell knight to throw an attack and hide away from the cybie making it useless as it happened in a demo I sent to you; whole final room for the same reason I didn't like room mentioned above: I expected something big judging by the size of the area but got three and a half monsters read "few monsters" that pose no threat whatsoever, also there're "bosses" that just scream about their horrible placement and now they're just time wasters.
Can't comment on design besides gaps being easy to straferun across.

>> No.2297207 [DELETED] 

Not clicking that.

>> No.2297305


>> No.2297312


>> No.2297315

I like it.
Is MM worth playing? I see MM2 recommended a lot more.

>> No.2297316

MM2 is generally a lot more polished, which is why i gets recommended more often.

MM1 is definitely worth a play if you're a fan of Final Doom, though. Even had Tom Mustaine and the Casali's involved.

>> No.2297318


Don't mind me, just posting the best MM track

>> No.2297320

That, and this https://www.youtube.com/watch?v=CPI90Ad1nsY are pretty goat.

>> No.2297330


Icarus had cool music, too.

>> No.2297350
File: 2.05 MB, 1360x768, i panicked.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.2297354

I've always seen MM1 as sorta the missing third Final Doom megawad.

I'm aware that Perdition's Gate was originally intended for Final Doom, but only half of it actually felt up to standard. The rest of it just feels halfarsed and fillerish.

>> No.2297363

The fuck wad is this?

>> No.2297367

Am I stupid or does LovelyCC.wad not like, work? What are you supposed to load with it that I'm missing?

>> No.2297372

I have the feeling Perdition's Gate's good maps were made with the mindset that it'll be part of Final Doom. E1's maps particular remind me of TNT. And then after it got rejected, and the H2P team joined in, the quality in the mapping began to drop.

>> No.2297373

cc4-tex. and if using prboom-plus load cc4-tex before lovely.wad because it adds a couple of its own textures.

>> No.2297374

cc4tex is needed. Its also map30.

>> No.2297381


I've noticed that I can simply grab the blue key right in front of me if i run into it. Is this deliberate for speedrunners, or a massive oversight?

>> No.2297383

I've done this in PrBoom+ and Eternity, btw.

>> No.2297487

Looks great so far, specially the exploding wave.
Why a gauntlet of all things though? Is Blaz going to equip a blue gauntlet and keep punching with his gray ones?

>> No.2297518


I'd fixed it once before. Probably went back to an older save and forgot or something. I generally test in zdoom, where it's a little harder to grab, so it was just an oversight.


>> No.2297523 [DELETED] 
File: 31 KB, 501x682, vr.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2297525
File: 100 KB, 3200x2000, 3end3_1.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2297530
File: 1.24 MB, 3200x2000, archvile-atak5.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2297531
File: 1.36 MB, 3200x2000, archvile-pose-scan.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2297536
File: 1.30 MB, 3200x2000, archvile-scan.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2297545
File: 1.14 MB, 3200x2000, archvile-scan-2.jpg [View same] [iqdb] [saucenao] [google] [report]

When i'm standing on a building a 3.am in the morning.

>> No.2297546
File: 28 KB, 3200x2000, bfg2_1.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2297549
File: 28 KB, 3200x2000, bfg3_1.png [View same] [iqdb] [saucenao] [google] [report]

Do you guys want more?

>> No.2297564

>I generally test in zdoom

Not a good idea if you're intending for compatibility with non-zdoom ports.

Thanks for the fix, though.

>> No.2297567

>When i'm standing on a building a 3.am in the morning.
heh. >>2297536 is the ensuing hangover the next afternoon

>Do you guys want more?
feel free i guess, although i expect most have seen it already when it surfaced last december.

>> No.2297578
File: 23 KB, 482x397, visciousKillingMachine.jpg [View same] [iqdb] [saucenao] [google] [report]

I test in PRBoom+ periodically too, I just missed that one.

>> No.2297618
File: 443 KB, 1360x768, swipe, you're ded.webm [View same] [iqdb] [saucenao] [google] [report]

shoulda gif'ed this

>> No.2297626

Which WAD?

>> No.2297638


It's a nice looking sprite, plus I couldn't think of any other items the could convey a strength booster.

Also this isn't going to enhance the fists. Those are insane as is

>> No.2297649


Looks like a bit broken ,mix of something realguns-esque with Turdal Boom

My interest is pickued.

>> No.2297653

cute, nicely posed too. the tiara looks a bit like a frog...

>> No.2297663
File: 295 KB, 621x342, IDLE2_2.png [View same] [iqdb] [saucenao] [google] [report]

So... Anybody still wants a gunrips from Duke Forever?
I'm doing them in a retarded FOV, because original FOV was too narrow, and it cuts out parts of the animation. But the fov, where you can see all the animation is a bit fisheyed, so I donno if people will want this

>> No.2297673
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?

>> No.2297680

I don't see why you would.

>> No.2297685

SS2 is playable on modern systems, and has high-res textures and models made for it, that are pretty good. i don't see any reason for it to be transferred onto other engines.

>> No.2297708
File: 1.55 MB, 1360x768, gzdoom 3-18-2015 7-35-03 PM.webm [View same] [iqdb] [saucenao] [google] [report]

weapon wad is operation inhuman

map is xmanga 3

>> No.2297723
File: 324 KB, 1301x766, ss+(2015-03-19+at+05.17.37).png [View same] [iqdb] [saucenao] [google] [report]


>> No.2297750

This reminds me of one CS map that had walls that was just a bunch of naked chicks.

>> No.2297806

>Also this isn't going to enhance the fists.
But you just said yesterday that
>it's gonna change the finisher for both the sword and fist, and a charge attack for both too.
Meh. The sword finisher alone is killing multiple armors in that webm, I really doubt a chargeable utility punch or plain damage boost with no AoE would be "insane".
If you insist on making the fist completely useless damage-wise when you have the gauntlet of might, it would be great if you couldnt deplete the meter if you dont have the sword, or if you could regen it by punching many things.

>I couldn't think of any other items the could convey a strength booster.
First things that come to mind are goron bracelets and generic str rings. No idea how increased physical strenght could create explosive sword slashes, so something like heretic's tome of power would also fit.
Not that GMOTA usually makes sense, but changing your glove without changing your glove is weird nonetheless.

>> No.2297829


Regenerating stamina from punches huh? That'd be a great upgrade for the strength boosting item. I just feel there's no need to make the punching STRONGER. Being able to combo even more though? Well now I think people would like that a lot.

And yeah I know I mentioned a charge attack. But discussing this with a few others, it's kinda wonky gaining and losing charge attacks.

I'll poke around and look for a ring maybe

>> No.2297856

>I just feel there's no need to make the punching STRONGER.
but why

>> No.2297901
File: 13 KB, 186x128, 1426801842.png [View same] [iqdb] [saucenao] [google] [report]

yeah but did it have that 128 pixels tall and mashed into an unsuitable palette charm??

>> No.2297936

>it's kinda wonky gaining and losing charge attacks.
The perfect solution is simply giving Blaz charging atks normally, so the gauntlet would just buff those.
Seriously tho, the weak sword throw was only useless because it did almost no damage. If it did say, twice as much, but with a mana cost, it would be a great addition no matter what subweapon you have.
I know you want to finish Blaz asap, but you already have the throw and shoulder bash, they just need "a few" tweaks.

>> No.2297969


Motherfucker 90℅ of the time people use the fists over the sword. I'm not about to add a power up that makes the fists even stronger.


There were other issues with the sword throw. Mainly losing it when throwing it under certain circumstances. If I brought it back it'd be a non-returning throw where you go pick the sword up. There's also the issue with performing combos when button mashing and sometimes the charge state kicking in. No more drastic gameplay changes to Blaz. Damn it

>> No.2297980

I don't use the fists over the sword because it's stronger.
I use the fists over the sword because it is satisfying.

The sword feels great, don't get me wrong.
However the waves do not

>> No.2297997


I recently buffed the wave attack so you do a minor quake and blast, that should give a little more oomph to the standard fourth slash

I could also add an extra element to the thrust attack that scoots Blaz forward and actually has a more melee based attack instead of that energy spike, save that for the power up. That might make the sword more satisfying

>> No.2298024

Well it's more like
>Sword on hit feels satisfying due to meaty slash sound
>Sword wave is kind of just a silent thing
I don't even recall slash 3 or 4 having a slash on hit sound.
The punch is always satisfying though because it's always hitting hard and feels like it too.

>> No.2298034


I'll make the thrust a punchy stab. As for the wave I could add a melee strike that has more impact on top of the wave. The gauntlet/ring/whatever enhancing this

>> No.2298059

>Mainly losing it when throwing it under certain circumstances.
I know it vanished if it hit water in heretic/hexen, but never saw it happen anywhere in doom. If its an uncommon bug, simply letting you hit Reload would fix it...

>issue with performing combos when button mashing and sometimes the charge state kicking in
I am pretty sure someone said it a couple days ago, but wouldnt the exact same problem be present in the blazter? Because its not.

>No more drastic gameplay changes
It existed until 0.9.7!

>90℅ of the time people use the fists over the sword.
While utility or stamina does seem better, a different finishing move wouldnt be the end of the world.
I remember that the finishing slash could one shot a (regular) revenant against a wall. Pretty sure the fists are not objectively better, doubly not when compared to the sword + gauntlet.
Even if that 90% was close to being true, it would be because the fists feel/sound awesome.

>> No.2298069

Do the 3 and 4 hits even have a melee part to it?

It doesn't really feel like it right now and after the first two swings you get to do 3 and 4 for free whether you are next to something or not.
It's why it doesn't feel very good.
The fists always have the feeling of impact because you have to hit things with it in order to go to the next part of the combo.

>> No.2298073 [SPOILER] 
File: 37 KB, 436x436, 1426809644153.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.2298083

I find it odd that people prefer Doom 2, when all I ever hear about it is that its maps are shit terrible.

Do people really hate TNT that much more? I always felt it had more fun gameplay and better level design compared to the fairly mundane and ugly Doom 2.

>> No.2298094

requiring to hit something with the third slash wouldnt help much because its already ranged anyway
definitively needs a better sound effect, looking foward to that punchy stab

>> No.2298103

And almost every time someone else says they like the map, even the fucking chasm.
The only things that seem nearly unanimous is that nirvana sucks, icon of sin could be miles better and suburbs is ugly.

>> No.2298132
File: 227 KB, 1280x720, Screenshot_Doom_20150319_084831.png [View same] [iqdb] [saucenao] [google] [report]

Who's the ass who keeps posting my screenshots from IRC on here?

>> No.2298163
File: 102 KB, 481x608, 2013-11-Doom2Cover-481x608.jpg [View same] [iqdb] [saucenao] [google] [report]


Doom 2 levels are terrible, less than half of them are redeemable. The SSG is fun, and some cool enemies but that's that.
I think if Romero had his hand in some of the level design it would have been better. John and American did most of the good levels in my opinion.

I don't think it's the fault of Sandy that his levels came out bad. He did all Episode 2/3 of Doom, good levels too. but the outdoor areas just didn't come across.

Also I think an episodic level design might have been more interesting, considering the level design is very abstract then goes into city and out again into hell type levels. Despite the intermission screens it didn't feel as cohesive as Doom.

>> No.2298170

Got a link to that mod?

>> No.2298187

The other thing worth noting is that Sandy had to do all his levels ASAP because of deadlines, and he had less experience in the map editor than any other mapper. Romero not only knew the editor better (having made it) and could add whatever line special he needed whenever, he had 3 times as long per map to make each.

Then there's the fact that he constantly wanted to deathmatch everyone else, including Sandy, in the levels he's already made rather than work which put everyone except Carmack in the awkward position of having your Boss want you to deathmatch you instead of doing the work you're required to do as part of continued employment.

>> No.2298189

>90℅ of the time people use the fists over the sword.

I don't know where you get these figures from, but I'm pretty sure it's wrong. Just because a couple anons say they like to play that way doesn't mean the vast majority of everyone else also likes to use the fists. I think the fists are retarded and pointless, but I'm not going to say that 90% of the time people think fists are retarded and pointless.

Seriously, don't act like everyone is clamoring for fisticuffs because a few vocal minorities like it so much. I'm in it for the sword, and I have a feeling that's what most people use, the fucking sword.

>> No.2298206
File: 102 KB, 500x707, tumblr_n4qlc36j4c1slyv5co1_500.jpg [View same] [iqdb] [saucenao] [google] [report]


Yeah we've all heard those stories, and Romero has tried repeatedly tried to distance himself from this image. When he did indeed work he did excellent stuff though, unfortunately he kind of went off with the success like any of us would.

All in all I don't think that Doom 2 was rushed being released a year later, but I don't think it had that exact same passion from all of the people involved. Carmack was already onto exploring new technologies, and Romero was doing his thing..

Despite everything I still have a huge amount of respect for these guys, they all went on to do excellent things too. It's not at all surprising though the rift that formed after the design choices made in Quake and so on.

>> No.2298292

Didn't Sandy make all of his D1 maps within a month or something? I remember hearing he joined the team late in its development.

>> No.2298329


/newstuff 473

This is one of those moments where one of the reviews does not help the wad in question. Switcheroom is anything but a bulletsponge fest.

>> No.2298334

That switcheroom review gives me the impression that the guy is too spoilt by the ssg.

>> No.2298352

What're some good mods that change the appearance but not the behavior of the vanilla weapons?

>> No.2298354

Smooth Doom has options for Doom64 weapon sprites (not for all of them, but hey).

>> No.2298384

>I am pretty sure someone said it a couple days ago, but wouldnt the exact same problem be present in the blazter? Because its not.

The Blazter doesn't use additional tokens to check for different attack states, because the sword does for each level of the combo, I've had moments where I hammer the fire button and my combo gets locked up and my rhythm is wrecked. Maybe I'm just being a retard, but I feel like there's no need for a non-homing sword throw. Plus it'd be super fucking weird to have a charge attack for the sword and fist, but not the powered sword.

I'm just gonna stick with fine tuning the normal sword combo to make it more satisfying, and make the ring/gauntlet/whatthefuckever powerup make that beefy. Okay?

>> No.2298386

What is your opinion of Doom Barracks Zone[alternative expansion included]?

I am playing it with Project MSX and i am having a blast because the level design fits with the mod's mobility and action

>> No.2298420
File: 289 KB, 1088x812, hk-hcg2-sketch-4chansafe.png [View same] [iqdb] [saucenao] [google] [report]

Some new Hellknight H-CG being worked on.

>> No.2298424

It is ready for testing.

>> No.2298425



>> No.2298439

>it's kinda wonky gaining and losing charge attacks
>The perfect solution is simply giving Blaz charging atks normally, so the gauntlet would just buff those
>it'd be super fucking weird to have a charge attack for the sword and fist, but not the powered sword

I dont even disagree with any of the gauntlet/combo rework goals, but god damn why are the justifications so bad?
You wanted to give zero buffs to the fists because they are already insane and "90%" pick them over the sword, but the powered sword is clearly superior to the fists, so 99% would just use that over the fists when its available. You're must be crazy if you think the fists are on the verge of surpassing a sword wave that explodes and kills living armors in one hit.

You must've said five or six times already that the chargeable attack fucked with combos, with zero people agreeing or having reported wonkyness in this department that I know of, but sure, its irredeemably wonky.

Okay. Both sound great, its just that what you said earlier about the gauntlet sounded way better and you dont want to even try to make a fluid charge or not-op-new-fist-finisher because you're a butt.

>> No.2298440
File: 121 KB, 1038x828, sasd.jpg [View same] [iqdb] [saucenao] [google] [report]

still too lewd, needs more censoring

>> No.2298443
File: 392 KB, 1280x720, Screenshot_Doom_20150320_015032.png [View same] [iqdb] [saucenao] [google] [report]

Oh right I forgot posting an image immediately makes your post noticeable.

>> No.2298445


Well I mentioned earlier I like the idea of making the finisher for the fists give stamina back, I'm doing that for sure. I'll probably make it a little stronger as well when you got the ring, (fuck it I'll find a ring sprite).

My justifications suck because I'm an idiot and still green to all this.


>> No.2298446

Shotguns ripped my flesh

Still, I am kinda dissapointed, because I also want a more serious mod where every weapon is replaced by shotgun

>> No.2298451

stamina recovery and a slight damage increase are great exploration rewards even if you dont care about the sword at all
is it a replacement for berserk packs? what about the lightning hammer?

>> No.2298452


The Omen WarHammer is a rare subweapon, and a fucking fierce one at that.

>> No.2298457

So, uh... I found that quake mode I was referring to here: >>2293470

It's got more than 15 custom weapons.
It's got a lot more than 15 custom weapons.

I'm not even gonna bother trying to explain it, because I know I can't. Just click this.

>> No.2298468

I love the way you draw eyes

just saying

>> No.2298473

cool, seems like ages since there was one of these

>> No.2298474

Please do not have sex with the demons, they are for love and cuddling.

>> No.2298485

>Dual double barrel shotguns
>Dual super nailguns
I didn't even bother with the rest, this is all I'd want to use.

>> No.2298502

>Switcheroom is anything but a bulletsponge fest.
>That switcheroom review gives me the impression that the guy is too spoilt by the ssg.

for me it seems his impression is based mostly on episode 4, which is rather obnoxiously stuffed with high health monsters and ubiquitous damage sectors, and gives the player few resources, both offensive and defensive.

>> No.2298515 [DELETED] 

>Switcheroom is anything but a bulletsponge fest.

>That switcheroom review gives me the impression that the guy is too spoilt by the ssg.

for me it seems his impression is based mostly on episode 4, which is rather obnoxiously stuffed with high health monsters and ubiquitous damage sectors, and gives the player few resources, both offensive and defensive.

>> No.2298568

eriance's guns aka eriguns

>> No.2298570


>> No.2298581

The cyberdemons were admittedly overdone in E4. But the complaint is still blown out of proportion.

>> No.2298590

Sorry I'm new, can I run switcheroom with Chocolate Doom?

>> No.2298591

>for me it seems his impression is based mostly on episode 4, which is rather obnoxiously stuffed with high health monsters and ubiquitous damage sectors, and gives the player few resources, both offensive and defensive.

But this was true for episode 4 in the original...

>> No.2298597

Nevermind, I figured it out

Looks like a good time

>> No.2298603

yes, and? the point is the first three episodes were not bullet sponges, but i believe the reviewer has allowed his impression of episode 4 to cloud his overall view of the wad.

>> No.2298607
File: 707 KB, 1741x289, Rip Compilation.png [View same] [iqdb] [saucenao] [google] [report]

So, after showing Shivers the rip collab someone posted last thread, he posted an updated version of it.

>> No.2298619

>i believe the reviewer has allowed his impression of episode 4 to cloud his overall view of the wad.

And? Thats no excuse.

>> No.2298625

And what? What's YOUR point?

>> No.2298630

These look really nice.
I don't see any shotguns though.

>> No.2298645

My point is that the review is bad. Regardless of whether he meant E4, he worded it like it was a problem throughout the whole megawad, which lead me to believe he mustn't be a fan of doom 1 in general because he misses his SSG.

>> No.2298667

Right, well we seem to be in violent agreement, then.

>> No.2298757
File: 3 KB, 322x218, 1426857107.png [View same] [iqdb] [saucenao] [google] [report]

Clown Report: The Joe Ilya Tune Up Community Project has been unofficially repurposed as the Joe Ilya Tune Down Community Project

>> No.2298761

To be honest, that'd be more interesting of a project.

>> No.2298774
File: 259 KB, 1280x749, Mancubi_Wallpaper.jpg [View same] [iqdb] [saucenao] [google] [report]

The damaging floor was left over from a little experiment before I turned it into a teleport destination. With the cyberdemon targetting the monster, I wanted that to be an option to avoid fighting the cyber himself; however, I have now added more enemies to that initial chamber as well as adding more monster closets to the final area because it's just not a final encounter unless you're being completely overwhelmed.

Finally, gaps aren't supposed to be hard to get across. I made them easy to get across on purpose.

>> No.2298797

Heh, I see it the other way around. Doom 2 has better maps overall and their biggest fault is that they often bite off more than they can chew, because the concept was too difficult to carry out in such a primitive engine and in such a short time. The maps tend to be good layout-wise, very open and progressive, more flamboyant and recognizable. If the guys at id understood their own game with all its strengths and weaknesses like we do nowadays, Doom 2 would be a truly fantastic campaign. Just better thing placement would carry it a long way.

On the other hand there's little you can do to improve Doom's mazy claustrophobic layouts. Doom gradually falls apart and e3 is a shittastic rushed product with some of the worst, laziest maps in all iwads, but you'd need a serious rehaul to fix them. e3m1 and e3m2 are joe ilya-tier bad.

I agree that the episodic format is much better though. It helps keeping e1 extremely cohesive and e2 manages to hold together for the most part as well. e3 stays barely afloat because of the creepy visuals alone, I guess. Therefore even stinkers like e1m9 or e2m3 get a pass in people's memories, because cohesion blurs the maps together and the overall impression is positive. The dosage is also just right. btsx e1 is thematically cohesive (samey) and full of strong layouts (bland), but many people succumb to techbase poisoning.

Meanwhile Doom 2 (minus the opening miniepisode McGee mapped back to back) feels like Community Chest 0. You get a hodgepodge of concepts, experiments with the engine, architecture and the gameplay, themes last as long as one map, etc. Thanks to a stream of maps with poor cohesion people remember the best and the worst stuff at the end, so the product is "half shit", right? People are quick to drop Nirvana or Tricks and Traps as examples of shitty Doom 2 mapping, because everyone remembers "that shitty gimmick map that doesn't fit the progression", but overall the maps are also bigger, louder and cooler.

>> No.2298802

Hey now, I liked Tricks and Traps.
It's a good co-op map.

>> No.2298825

>e3m1 and e3m2 are joe ilya-tier bad.

e3m6 would probably qualify aswell. At least, Its easily the worst texturing Petersen has ever done.

>> No.2298832

Wait, did Joe start modifying the tune-ups other people made?

>> No.2298838

Here's how it went down.

>joe releases tons of crap
>one person tunes one of joe's maps up
>someone else has a HILARIOUS idea to make a community project of tuning up joe's maps
>joe thinks this is an incredible idea, makes the thread himself, and makes himself PM
>people start remaking his shit into less shit
>joe starts telling people they're doing it wrong and to fix xyz
>joe then starts to tune-down the maps that others just tuned up for him
>everyone makes fun of joe and says to ignore any input he has

And now we're here.

>> No.2298842

There's a reason his title on Doomworld is "Nescient Member."

>nescient (adj): lacking knowledge; ignorant.
It fits pretty well.

>> No.2298843

This all looks nice, but the ejection ports are on the wrong side on most of them.

>> No.2298943

>e3m6 would probably qualify aswell.
[wrongness intensifies]

>> No.2298950


So, that's something like Quake's Russian Overkill?

>> No.2298958

Joe Ilya's content is at least more interesting than 90% of the other crap the doom community puts out.

>> No.2298964

Wait, what?
Does that mean we will have two hammer subweapons or that you scrapped the crash hammer as subweapon for all characters?
Hopefully the crash hammer becomes a subweapon that is a toned down omen but completely stealthy, similar to the current one but with those context melee atks.

>> No.2299000 [DELETED] 

This just got on idgames. What in the name of Carmack is this atrocity?

>> No.2299015

some more stuff about map04

- the latest version of the wad lacks player starts and crashes immediately

- there's a bunch of monsters stuck together in sector 542

- four lines surrounding sector 1268 are all tagless switch doors. i assume you meant them to be manual/push, or possibly not action lines at all, since there's another more obvious way to open that door.

- check your hanging bodies. things 1009 and 1010 are solid but half a mile in the air leaving the player with an invisible obstacle. this is rather annoying. several others to check: 8, 9, 890, 891, 902, 1088, 1089 - the room of the latter two has several other hanging corpses that look like they should block the player but you can walk straight through them

- it seems inconsistent to me that sector 514 is secret but 504 and 538 are not. perhaps you could link/merge them...

- secret sector 496 is pretty much invisible, its door tracks aren't pegged and it looks like it's still made from default texture settings. honestly there are still a huge number of places with poor/default texture choices which clash with their surroundings, under doors especially.

>> No.2299021 [DELETED] 

I've come down with the flu and still tried to work on the maps.

Results not good.

>> No.2299032


>> No.2299039

>>2299015 (me)
pressed submit too soon. one more thing, i think i might have asked for this before when the map was still name sm_v03 but i would like to request a way get back out of the exit room once the exit is actually open. it's fine trapping the player in for a battle but not being able to go back afterwards to clear up missed stuff can be annoying.

although i suppose it doesn't fit your theme ("please don't leave!" - which i recommend rotating to face the direction the player approaches - would not make sense if you could go back)

oh, sorry to hear it. i figured you had simply selected the wrong version of the file for upload.

>> No.2299063 [DELETED] 

I've fixed all the things listed, and there is a way to get back in. A sector is raised with the wall with a button to lower the wall again that resets the whole thing. I personally tested this to make sure it worked, and if it doesn't, then I'll have to re-test it a few more times.

The "please don't leave" was a test of text since I'm still re-working map04.

>> No.2299071

Misunderstood. There is no way to go back, the text is to help indicate it's an exit, a finale. I put in a fail-safe so if the player activates the wall and backs out then there's still a way to reset the whole process. I'm not sure about adding in a button to get back out since I feel like I force the player to visit all the areas beforehand.

All the other stuff has been fixed though, as in the secrets, stuck monsters, mile high corpse blocking, pointless tags, and player starts. The theme is supposed to flip-flop between hell and techbase, and the STARTAN textures are placeholders.

Still though, I appreciate the feedback.

>> No.2299118

if it's intentional, fair enough. i know not to go through the door if i've left any monsters alive in previous areas... as long as you are aware it may annoy some first-time players, and you can live with that :)

>> No.2299257

I know this is a copy from a quote on Doomworld, but I seriously don't understand how someone could actually think these things.

>starting levels surrounded by hitscanners staring at you
>horrible clashing colors/textures
>no theme, at all
>having to shoot multiple far away switches while stuck in a tiny area surrounded by barons of hell with barely enough ammo to do it
>no playtesting, at all
>no regard for monster placement/encounters

Omegalore is a better mapper than Joe Ilya at this point.

>> No.2299349


I was keeping this a secret but seeing as I've already blown part of it. I may as well explain.

Every character is gonna get a hammer subweapon. It's just gonna be different between each hero. Blaz gets the omen, and the other guys will get their own uniques

>> No.2299389

Someone on Doomworld thinks Joe Ilya's 1024 is unironically the best 1024 made so far. Doomworld gets way too hipster for their own good.

>> No.2299392

>I seriously don't understand how someone could actually think these things.

i think the person who wrote it is currently clearly rather upset with the modern scene in general, and is exaggerating as a result. i get the same way myself from time to time. perhaps he is suffering from some stress in real life too, who knows.

his general point, which i believe to be that the modern scene offers little to "true" purists, and those who enjoyed the chaos of the early days before all the unspoken "rules" of mapping developed, is not that unreasonable. but through frustration, it was poorly and antagonistically expressed.

>having to shoot multiple far away switches while stuck in a tiny area surrounded by barons of hell with barely enough ammo to do it

heh, this again. i didn't find this part hard at all...

>> No.2299672

I didn't know shivers did off center sprites, unless I'm confusing him with someone else. He should get with marty and help him get MKII out the door

>> No.2299683

>Omegalore is a better mapper than Joe Ilya at this point.
Woahahoo, let's not say things we'll regret here!

>> No.2299686

Yeah, mentioning the former in any way should be an instaban here

>> No.2299784

Which wads are the best to learn the basics of speedrunning?

>> No.2299806

e1 of doom1 on nightmare.

the maps are easy, should be familiar, and nightmare is basically "run through this shit while holding fire as fast as you can."

>> No.2299821

It says something about Joe's mapping skills when even Omegalore didn't want to play one of his maps.


>> No.2299871
File: 221 KB, 813x1087, agitation.png [View same] [iqdb] [saucenao] [google] [report]

Round 1 of April Agitation was just posted

>> No.2299884

its only march 20

>> No.2299917

is doom really capped at 256 colors? is this a per map restriction?

i have had trouble learning how to add a color palette. for instance, if you wanted to build a semi true to life museum map, could you add a palette per painting?

>> No.2299924

My Chocolate Doom doesn't have sound any longer when I boot it up. Did I break something?

>> No.2299927


In software mode, yes.
In OpenGL, the palette is still there but sprites can be truecolor.

>> No.2299935

I remember a sourceport had true color software mode but i am not sure if it was Odamex or ZDaemon

>> No.2299972

That was Oda, yeah.

>> No.2299980

Yeah, why that feature isn't used in zdoom?
I can't stand the fact that Barons look like hell knights in the distance

>> No.2299993

>On second thought, nevermind

Damn son. Damn.

>> No.2300010
File: 1.69 MB, 1600x900, Probably my favorite part of Gmota.webm [View same] [iqdb] [saucenao] [google] [report]

Positively the best.

>> No.2300019
File: 113 KB, 262x313, Oh I know EXACTLY why I have this boner (It's because I'm a goddamn skeleton).png [View same] [iqdb] [saucenao] [google] [report]


>> No.2300040

Okay so can you give a reason why I wouldn't just use this all the time?

>> No.2300041


No real range when you throw it.

>> No.2300045

You need a wall to actually do that, and when you do it, enemies will most likely be too spaced out to make it worth while. Plus what >>2300041 said.

>> No.2300050

Walls are in no short supply in Doom.

This is clearly not it being thrown when used.
Blaz already has a buttload of ranged options but I was just talking about walljump slam downs attacks rather than chucking hammers or trying to use the sword/fists

>> No.2300054


well the jump slam has a bit of a cool down after you hit the ground, and I could possibly make it longer, meaning you can't attack at all.

Plus the hammer melee and jump slam have a pretty miserable rate of fire.

>> No.2300056

True, but doing that all the time leaves you incredibly open to attack.

>> No.2300057

i can hear him saying it


>> No.2300062

And with how common walls are in any game, in terms of Doom how many areas give you enough space to kick off a wall and slam down on an enemy group properly? More wide-open maps will have it as an advantage if a wall's nearby but in close quarters you'd probably just hit the ceiling and drop before you can turn around to use it right.

>> No.2300064

Wait, is this fucking Saimoe for Doom maps?

>> No.2300067


actually you can use the slam whenever you're in the air, regardless of height.

Right now at least, I was very lazy in implementing it

>> No.2300081

Okay, then.. yeah. There's nothing stopping a person from just doing hops around the hallways and splatter-slammin' the legions of hell like you've got Charles Barkley's sneakers, it sounds like.

>> No.2300085


I'm probably gonna tweak it further as I go, but right now yeah you can fire it off whenever, but there's still that cooldown present

>> No.2300125

Oh you're held in place after the slam?
That would balance it out a bit.

Low rate of fire has never stopped something from being satisfying

I was thinking that you could probably just do the slam as long as you kick off the wall.
The roof probably wouldn't stop it from triggering, especially how >>2300067 set it up.

Turning around might not be necessary either, just hit the floor and a shockwave should do it.

Of course I don't really know how it would all work in practice but if it was abusable then that would be a concern.
I'm a little concerned it might be more effective than the melee too but I'll reserve judgement until after I get the hammer in my hands.

>> No.2300127
File: 2.86 MB, 320x240, lostmaps-01-324.webm [View same] [iqdb] [saucenao] [google] [report]

yes i fail to see what the fuss was about


>> No.2300137
File: 38 KB, 377x372, ss+(204-08-6).jpg [View same] [iqdb] [saucenao] [google] [report]

Because different developers of different projects wanting to do different things, I guess.

I mean, if the guy who coded that for Oda was cool with the ZDoom devs incorporating it, I guess it could happen. Not counting the kinds of cross-port code needed they'd probably just tell you to use GZDoom if you want truecolour anyway.

>> No.2300142


>mega turrican


>> No.2300248

Come on and SLAM and welcome to SIR BLAZ.

>> No.2300264

Too fucking cool

>> No.2300285

Probably not a popular as that Webm I posted, but I ended up dusting off and doing my best to make SUAB a bit less Tedious.


Change log includes changing the ammo replacement system to spawn more ammo (but each pickup giving you less to balance it out) and Boss enemies giving you more ammo when you kill them (and stronger enemies sometimes dropping half-mag ammo pickups for the stronger weapons on death.)

>> No.2300376


thank you all for the broad response. is their a technique that is better in terms of audience, like more people use the gzdoom sourceport? should i worry that if i usr a unique set of colors, if players dont use OpenGL mode, my doom will look weird?

>> No.2300407
File: 744 KB, 640x320, Rings are cool.webm [View same] [iqdb] [saucenao] [google] [report]

Okay starting work on the Magic Ring powerup, just got some new visual effects and I thi

>> No.2300416

>Pull out knife
>Doesn't take an eternity anymore
>Crossbow feels pretty good now
>That reload speed

Went through the first level of Jenesis and this is already way more enjoyable than what SUAB was before.

>> No.2300475

That looks supremely tedious.

>> No.2300481

I have loaded zdoom onto another system (windows) and it was fine. Now I am running it in Wine on a Linux system and I am getting these wierd blur effects whenever I move, almost like the speed is up too high. Other than that, it plays fine.

Is that a common problem

Is there an option

>> No.2300496


>> No.2300530


>> No.2300541

So... I have an Idea on how to make a BoredLands-like mod look more like BoredLands.

Is it possible to assemble a gun on-screen through the use of ACS? I know you can plaster images on top of each other, but is it possible to make them swing along with the viewbob?

If that is not possible, how hard would it be to emulate viewbob through an ACS ( the whole weapon will have to be rendered through ACS though)?

>> No.2300572

Not through ACS, but rather through Textures.
Terrorists does something like that.

>> No.2300597

TEXTURES lump combines textures, and makes the new one out of them, and then pushes it into RAM.
using TEXTURES lump for combining parts of guns together would require to combine every single variant possible (about 60 000 or so, if you exclude grips, mags and stocks out, since they have little impact on the visuals of the gun, and scopes, since they would require too much additional frames for each other part to keep up with aiming animations), and that would quckly cause RAM overflow.

My idea: when player gets a gun, the parts for the gun in the slot are recorded as variables in ACS (since player's slots are limited, it would be easy to keep track of them). When player selects a gun, ACS gets the variables and slaps associated sprites on screen in the order of which part is further away from player during animation (predetermined).

Problem: no gun sway, as ACS would only have ability to slap a sprite only at predesignated/calculated place, and no way of determining where the gun is now after effect of weaponsway exists (that I know of)

>> No.2300616

Tabula Rasa map05, first attempt, 100% kills, 0 deaths. 39:03.
recorded on march 20th version, size 3246648, zip crc 86AC96BF, md5 3e7821dd9811755352649aba543c0dd3


unfortunately to play this in prboom-plus requires extra options:
$ prboom-plus tabula_rasa.wad _tab5.lmp -force_boom_findnexthighestfloor
otherwise it will go out of sync around 33:00. sorry, i'm sure the wad will update and the demo permanently desync'ed soon anyway :)


- the lift you start on takes in my opinion just a little too long to lower
- all stepping stones inside sector 131 retain its damaging floor property
- boomism: on complevel 2 many of the bodies in the tubes surrounding the red key are pushed into the floor by doom's rather inaccurate collision detection for things on moving floors
- sector 523, on the way to the blue key, is triggerable by monsters and leaves a big missing texture when it closes, the surrounding linedefs should have their actions removed.
- there are two switches to lower sector 581, the blue key's platform. the second, which is revealed on approach to the first, is redundant, and also has missing upper textures
- sectors 242 and 495, and their activating linedefs, share the same tag - i doubt this is intentional
- sector 190 has four teleporter destinations in it. i can see what you're trying to do but teleporters do not work this way. only the lowest-numbered one will be used.
- line 4439 has no lower texture, the HOM is very visible when looking back the way you came, despite the darkness
- boomism: sector 701 is surrounded by too many lines to safely have raise-to-next-highest applied to it in complevel 2 (this is the reason for -force_boom_findnexthighestfloor above)
- how to get the exit open could be a little clearer, although maybe i was just being stupid

this is pretty much the best map in the wad, i think. the improvement in architecture/texturing over your earlier work is very noticable.

>> No.2300638

Is that part of the reason why modders don't use the TEXTURES lump very often?

>> No.2300640

It's a matter of obscurity. Having a ton of differently offsetted sprites or making them yourself would make no difference.

>> No.2300650
File: 34 KB, 999x801, Doom_Circle_of_Death.png [View same] [iqdb] [saucenao] [google] [report]

What is the best map in Doom 2 and why is it "Circle of Death"?

>> No.2300661

>Circle of Death
>no circles
Were they even trying.

>> No.2300672

I noticed that there are some people on DW who will defend almost anything even if it's 100% shit. Why?

>> No.2300689
File: 45 KB, 999x801, gsgfas.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2300691 [DELETED] 

>Doomworld gets way too hipster for their own good.

This shit starts to happen everywhere there are avatars/names and all that crap.

You get some people trying too hard to separate themselves from the pack and they just seem like wankers.

>Yeah? Well I *like* shit!
>I liked shit before you!
>I liked shit before it was shit!
>*tryhard snark*

Let's try to be like Eriance or Marty or something instead.

>> No.2300692
File: 25 KB, 999x801, 1426958651097.png [View same] [iqdb] [saucenao] [google] [report]

Nice try, id shill.

>> No.2300694 [DELETED] 

>like Eriance or Marty
But that requires, like, EFFORT, dude!

>> No.2300697 [DELETED] 

Damn, you're right.

Guess I'll just stay in the "off topic" section and shitpost about things I find morally outrageous and tell the whole community to join me.

>> No.2300712

So... How do you motivate yourself to keep on modding?

I have lost my motivation somewhere behind and can not find it.

>> No.2300715

You gonna finish the duke shotgun?

>> No.2300717

playing the game fuels my desire to tinker with it

>> No.2300724

Finnished it long ago. Fiddling with EnforcerGun - it has some retarded bugs in the sprite, like one of the three muzzleflashes clipping through half of the gun for several frames.

>> No.2300726

Also fiddling with ImageMagick to make it satisfy me in a new, cruel and unusual ways.

Being softwaresexual sure is hard.

>> No.2300728
File: 411 KB, 504x676, romero.png [View same] [iqdb] [saucenao] [google] [report]

Daily reminder that romero went bankrupt and his wife divorced him and now he works at a gas station.

>> No.2300732

Didn't he found a new company and making games again? Loot-something, i think?

>> No.2300734
File: 13 KB, 248x320, 1346866858305.jpg [View same] [iqdb] [saucenao] [google] [report]

Realize that all the hours I spent learning how to mod would be wasted.

Also, making a map is kind of like a fun/enjoyment investment. Like I won't like it so much right then and there, but later down the line I'll like it more and more than if I just played vidya in that time. In addition to that it pays off more and more as more people play and enjoy it, even when you've finished with it.

>> No.2300736

>none of the items match
>obviously a collector showing his collection

I remember how funny this was though when I first saw it on /v/ as people were seriously responding to it.

>> No.2300738
File: 210 KB, 800x600, 1386693712417.png [View same] [iqdb] [saucenao] [google] [report]


You're an idiot.

>> No.2300742

>robin williams
>trent renzor
>"made doom"

Into the trash it goes.

>> No.2300748

does anyone like playing unfinished maps for some reason?
i have one to throw away

>> No.2300761

A new test version of BDv20 is up.


- You will leave blood footprints after you step in a blood puddle, Duke Nukem-style.
- When you kill a zombie or imp with the shotgun, and sends it flying, it will get slumped if it hits a wall.
- Fixed a bug causing the Chaingunguy to have a vanilla Zombieman XDeath animation when killed by the SSG.
- Changed the way the Assault Rifle looks and works. It now uses Mike12's sprites, fires faster, and is meant to be fired in bursts. (Holding the fire button for too long will cause it to spread a lot), and when aiming down the sights, it switches to a semi-auto mode.
- Added "Sling physics" to shotgun's animations.
- Fixed a bug causing the Archvile's body to block things even after death.
- Fixed several bugs related to dual-wielding guns.
- Reduced recoil on Purist's guns.
- Improved zombieman's fire death. Soon to improve other monsters.
- Nerfed chaingunguys.
- Fixed a bug causing the chaingunguy to keep firing at the body of a dead monster when they infight.

Please do not reupload this test version, do not repost it, and if you work on one of BD's branches (Sperglord, BDJ, Project Brutality, etc.) please do not use this file as a base for your new version and wait for the official v20 release. (It will just bring more bugs and shit for you to replace later anyway).

Also, does anyone here found any bug on the feb10 test?

>> No.2300767

Thank you for still memeing despite all the hate.

>> No.2300771


tired of posting this on /v/?

>> No.2300789
File: 201 KB, 460x276, Fire26.png [View same] [iqdb] [saucenao] [google] [report]

Sirius question (about sprite editing):
I'm using PNG file format. When I define a certain color as transparent through an IM, it works fine for full-size image, but creates an outline of "background" color (green in my case) if I resize it by any means.

If I re-save the image in Paint.NET, the background transpaent color becomes from "green transparent" to "none", and that makes it to not leave any "background color outline" when resized.

How do I mass-replace "transparent-green" background with "none" background?

>> No.2300790

If you are who I think you are, can you pick up a carton of milk if you're coming over?

>> No.2300791

>Also, does anyone here found any bug on the feb10 test?

>> No.2300802

Fixed already.

>> No.2300805

i think you want -background none -alpha background

>> No.2300815

Thanks, that worked.

>> No.2300820

>TEXTURES lump combines textures, and makes the new one out of them, and then pushes it into RAM.
>using TEXTURES lump for combining parts of guns together would require to combine every single variant possible (about 60 000 or so, if you exclude grips, mags and stocks out, since they have little impact on the visuals of the gun, and scopes, since they would require too much additional frames for each other part to keep up with aiming animations), and that would quckly cause RAM overflow.
You're misunderstanding how it works. It doesn't store the entirety of the graphic data contained in each patch in each texture in textures; it behaves like texture1 and texture2 in vanilla Doom. The data in each defined texture is just the offsets, dimensions, which patches to use, and other attributes for the textures--a couple of kilobytes at most. It checks the patches to see if they exist/are valid patches but it doesn't load them until they are displayed.

>> No.2300831

Bot does it keep them loaded? Highres weapon mods based on my rips (taking MoH:A by example) cause crashes on systems without enough RAM/VRAM, but only when certain ammount of unique frames is rendered in sequence - like firing and reloading every weapon for testing will result in a crash on 2nd or 3d weapon on an old system, while making it up to 7th or 8th weapon on a newer system.

>> No.2300867

That I actually do not know. I would assume (and hope) that there is some garbage collection that goes on but it might not be quick enough if the textures are super duper high res.

Also just to be sure--I loaded a test .wad with 70,000 300x300 textures containing a bfg sprite on my toaster and other than taking longer to start up ZDoom worked fine without any impact on performance in-game.

>> No.2300884

Did you actually make it show you all these textures? Try making an animation with them, and see how long your PC can run it.

I think that (G)ZDoom does not remove the used composed texture from memory. At least not untill another level is loaded.

Also try to use the mod I was talking about - here's the link:


>> No.2300890
File: 735 KB, 1600x900, somethingnew1.jpg [View same] [iqdb] [saucenao] [google] [report]

Again, I appreciate the feedback into what I messed up. Everything listed has been fixed, except for the things regarding boom. The body thing I could fix, but I have no plan to "fix" sector 701 because it took way too long to get that set-up to work properly, so I'm going to leave it in for now until I think of a decent work around.

I'm glad you think it's the best map of the wad. I had the same feeling while putting it together, like something clicked, and everything felt right. That's also part of the reason why I put map04 in the map04 slot.

I'm still fixing the textures on map04, and adding more challenge to the final room of map05, but after that then the wad should be completely finished; bug free and all.

>here's a picture of map03 when it was just blobs of concept.

>> No.2300894
File: 1.68 MB, 580x390, loop.gif [View same] [iqdb] [saucenao] [google] [report]

DookPoop'em ForNever weapon rip is done. Where should I put it? Mediafire has been shitting on me lately. Meanwhile have this link:


>> No.2300896

>Did you actually make it show you all these textures?
No, but that's not really relevant to the anon I was originally replying too; I doubt any player would see all 60,000 iterations of the weapons he'd use in a single level or even game.

I also went ahead just now and tried a similar test pk3, this time with a 163kb png for each of the 70,000 textures since I realized that the BFGGA0 sprite I was using would actually have still been slightly under the ram for the computer I'm on. With that instead of the BFG sprite, it would've used 10.8gb of ram if it was loading each patch for each texture and pushing it to ram, which is 9.8gb more ram than the computer has. Same results, no issues in-game.

Gimme a sec and I'll get back to you on that mod.

>> No.2300906

It says .zip file corrupt and doesn't even try to load it at start.

>> No.2300918

That anon was me

>> No.2300926

This is old.

>> No.2300927

Well then it still hold true. Unless the 60,000 textures are super high res they're not going to cause issue by being defined through TEXTURES, in which case they would still cause issue no matter how many there were.

>> No.2300941

Hmm... Looks like Railgunner corrupted the file somhow
Try this: https://drive.google.com/open?id=0B_Hx4Kx6ul6XZnhPQnNwaXBFaG8&authuser=0
This old version seems to work.

It works well on my PC on pre 2.0 GZDoom, though some people were encountering crashes in aforementioned case.

It doesen't work that well on recent GZDoom SVNs, causing crashes on my PC too. The error message I get is follows:

Failed to allocate 921600 bytes from process heap

Happens when you give all weapons, and then play fire and reload animations of each one consequently. Memory overflows depending on how much frames you played - if I include aiming and aim-firing in the sequence, it crashes on Panzerfaust, if only firing and reloading, then on Sturmgevehr (next weapon after Panzerfaust)

>> No.2300942
File: 12 KB, 216x162, solid_imp.png [View same] [iqdb] [saucenao] [google] [report]


this is a zdoom savegame on tnt map09 i made just now. i don't know if you'll be able to load it but it's worth a try.

in it, there is a dead imp just ahead which seems to be solid. if i walk forward slowly, i go down a couple of steps, and on the second i somehow become stuck in the dead imp and have to noclip out of it.

it's very odd. i'm not sure how it happened. i was shooting things coming out of the door ahead, i think the corpse flew toward me propelled by some explosion or gunfire behind, and as i edged down the stairs i got stuck in it.

i don't know if this is a new bug or not.

>> No.2300945

I love this picture because it actually shows the opposite, hes loaded making mobile games and collects antiques.

I remember a long time ago (last week :^) ) seeing this picture for the first time and feeling my heart sink, like you actually think for a second its "real".

he made Doom srs u can c NIN on E4M1 of Doom. dat was tent rezne makin warning of illumanit is reel

>> No.2300947
File: 36 KB, 640x480, Screenshot_Doom_20150321_200058.png [View same] [iqdb] [saucenao] [google] [report]

other than that i am enjoying testing the new version. the shotgun strap's swing is amusing, as are the guys slumped against the wall. i call this picture "the three wise monkeys".

more seriously i like the new assault rifle, mike's sprite is very cool, and also i am glad it's gone back to semi auto on zoom, as it seemed excessively powerful to combine zoom and autofire. it is still an outrageously good weapon and i wish the vanilla pistol were this useful. it also seems monster infighting is a lot more common, if intentional this is most welcome.

>> No.2300967

That looks really gross and cruel.

>> No.2300983

I just tested it in ZDoom and GZDoom version gzdoom-g1.8.1-305-g0f8ed01 (the latest my computer can run) and other than lagging on the reloads and lagging on quit I got through all weapons without a crash.

>> No.2301000

Found a bug.

An imp walked by a fire barrel and it burnt him a little so now he's attacking it nonstop.
Unless this is intentional?

>> No.2301003

Also for those wondering.
The imp lost the fight

It was really funny.

>> No.2301010

FYI: There is a 5th Quake map that has just started: http://www.celephais.net/board/view_thread.php?id=61193

>> No.2301081

Whoops.. Seems like I forgot to put A_NoBlocking on this animation.

No, it was not intentional. I forgot to give +NOTARGET for the burning barrel. Thanks for reporting.

>> No.2301091
File: 19 KB, 216x162, dead_sergeants_countkill.png [View same] [iqdb] [saucenao] [google] [report]

meanwhile i have two dead bits of sergeants that still count as kills. they were all killed with the rocket launcher, if that makes any difference.


another savegame.

>> No.2301095

I almost wish it was intentional but with only dumb monsters setting it off and tipping it over and killing themselves with fire

But it was a good laugh either way.

>> No.2301106
File: 3.04 MB, 1600x1000, redneck_rampage_wallpaper.png [View same] [iqdb] [saucenao] [google] [report]

So I recently got Redneck Rampage (GOG Version) and I'm having a little trouble launching the erampage source port. It just won't launch at all. Usually it'll just crash when I load my legit .grp file and never launch at all. What do?

>> No.2301149


>> No.2301156
File: 95 KB, 640x480, Screenshot_Doom_20150321_224901.png [View same] [iqdb] [saucenao] [google] [report]

got another one, this one seems to think it is dead when it is not (health=4)

Target=ShotgunGuy1, Health=4, Spawnhealth=50
ShotgunGuy1 @ 00000000031CCDC0 has the following flags:
flags3: 2008 GHOST ISMONSTER
flags4: 200 CANUSEWALLS
flags5: 0
flags6: 0
flags7: 0
Bounce flags: 0
Bounce factors: f:0.699997, w:0.750000
Render style = 1:Normal, alpha 1.000000
Render flags: 20000
Special+args: None(0, 0, 0, 0, 0)
special1: 0, special2: 0.
TID: 0
Coord= x: 189.180573, y: 1987.963013, z:64.000000, floor:64.000000, ceiling:320.000000.
Speed= 8.000000, velocity= x:0.000000, y:0.000000, z:0.000000, combined:0.000000.

again, rockets were involved (i was letting the cyberdemon do all the work for me)

>> No.2301194

Elevators still get bugged by gibs.

>> No.2301209

I'm 100% sure the shotgunguy which you are aiming at was not killed by a rocket. Rockets will always, under no exceptions, either gib it, or torn out some limbs.
Are you still able to shoot it?

Which gibs? I need screenshots.

>> No.2301214

I forgot to take screenshots but basically in Hellbound level 2 there was a group of imps and a pinkie at the bottom of an elevator.
After shooting a rocket it got stuck.

It happened again when I killed another pinkie at another elevator, but it wasn't gibbed.
There was just an arm(Maybe?) and a blood puddle.

>> No.2301260

Okay, I found the problem.
It's not the gibs fault, it's GZDoom's fault.
I never experienced this bug before because I always playtest on Zandronum. Seems like an actor with the ACTLIKEBRIDGE flag can break an elevator in GZDoom. Every body actor has this flag. I will just remove this flag on the next test version, and everything will be fine.
Thanks, I would have completely missed this one.

>> No.2301326

I'm glad I could help somehow.
I really like this version of BD a lot so far.

>> No.2301335

Oh yeah I noticed there was this new stomp attack too.

I'm not quite sure how to put it into combat right now though so I was wondering if it was just a finisher or is it something you do when jumping down on a pinky?

>> No.2301345

Why would you give them this in the first place?

>> No.2301354
File: 881 KB, 640x360, zandronum 2015-03-21 22-30-39-09.webm [View same] [iqdb] [saucenao] [google] [report]

I wanted to add one of these ninja-like takedowns from above that you see in some action movies, but I noticed that it was easier and more useful to make it happen automatically when the player falls over an enemy. I'm going to remove this stomp attack it since it became redundant.

It was a feature idea. I wanted the bodies to be solid, and make other monsters walk over them, making you able to literally make a mountain of bodies to the point where you are able to make a barricade of bodies, but seems like I can't make the monsters walk over solid objects for shit, and I forgot to remove this flag.

>> No.2301356

Oh that's pretty cool.
Does it deal with more damage with higher heights or is it just kind of a thing you plop onto zombies with?

Does it work when they're aware too?

>> No.2301363

It deals around 200 damage to anything the player lands on, aware monsters or not. That's how you can smash gibs by jumping on them as I demonstrated in a video earlier.
No, the height doesn't makes difference. I didn't wanted to worry about scripting a height detection system.

>> No.2301369

>No, the height doesn't makes difference. I didn't wanted to worry about scripting a height detection system.
I was just wondering and that's fine too.
>200 damage
It sounds like I could play Super Mario Bros in Doom 1 then.
I like it

>> No.2301378

>It was a feature idea. I wanted the bodies to be solid, and make other monsters walk over them, making you able to literally make a mountain of bodies to the point where you are able to make a barricade of bodies, but seems like I can't make the monsters walk over solid objects for shit, and I forgot to remove this flag.
This seems like a terrible idea because then killing a single monster would protect you from things in a hallway with a sufficiently short ceiling and you'd have to check the ceiling and floor height (not just at the actor's position, but its entire area, by spawning other actors via a script around the actor as it dies.) It would also be impossible to do without breaking lifts.
That said, you CAN get actors to walk around on top of other actors so long as they are already on top of them (or forced to get on top of them) by giving them +FLOAT and then FloatSpeed 0. If you want them to actually walk up on actors you can give them just +FLOAT, but then they will hop if the player is slightly above them. You could try having corpses give items that have monsters only run a script to make them hop up on the corpse if they are within a certain position range.

>> No.2301441

Did you nerf the jump kick?
It doesn't feel like it's really hurting anything when in Berserk.

The kick itself seems less powerful overall too.

>> No.2301671

>Jump target 'steady' not found in Grenade Launcher
Happens when you do kicks with the grenade launcher out.

>Hit Hell Knight with grenade
>He grabs his nuts
Is this intended?
It's cool if it is.

>> No.2301691

Oh yeah and blood on the screen is doing damage.

>> No.2301863



>> No.2301903


The reload animation of the SSG when firing one barrel at a time has a head bob effect but the reload animation when firing both barrels doesn't.

Also, it would be better if the chaingun will constantly alert enemies while its barrels are spooling rather than only when you start spooling them or stop (i.e. when you press alt-fire).

>> No.2301906
File: 38 KB, 418x455, noseriously.jpg [View same] [iqdb] [saucenao] [google] [report]

"This is not some agent provocateur, or highly-trained assassin we are discussing. Gordon Freeman is a theoretical physicist who had hardly earned the distinction of his PHD at the time of the Black Mesa incident."

While technically impressive, this mod is a slight unto the idea of Half-Life. Gordon Freeman is not a blood-and-guts "kill all the things" type of person who goes about blowing off peoples' limbs, kicking people in the balls, and getting drunk off of his own perceived power over others. He's a glorified HAZMAT worker, panicked by a temporal(?) collapse and given the choice to either git gud on the fly or die trying. His MO in killing people/things is not so much to kill them as to just make them incapable of killing him as quickly as possible as he runs for his life; killing them is just usually the fastest/simplest/easiest answer.

>> No.2301953

Wow The Chasm is one hell of a map, love it

>> No.2301995
File: 2.37 MB, 320x240, Hellforge Smith SSG.webm [View same] [iqdb] [saucenao] [google] [report]

What are your favorite bossfights /vr/?

>> No.2302021

Why the hell doesn't OneShot work?

inb4 "did you do X?", doesn't work. is zandro.

>> No.2302051

>inb4 "did you do X?", doesn't work

We can't help you, if we don't understand the situation more.

>> No.2302053

The Dog Pope in Reelism.

>> No.2302054
File: 131 KB, 380x540, tumblr_nf5xwyXcju1rgw8b7o1_400.jpg [View same] [iqdb] [saucenao] [google] [report]

Does anyone know where I can get Chocolate Doom? The homepage seems to be down, and it's not on Sourceforge anymore.

>> No.2302060

This doesn't work for you anon?

>> No.2302063
File: 6 KB, 942x474, Capture.png [View same] [iqdb] [saucenao] [google] [report]


Nope, could it be a regional thing? I just get pic related.

>> No.2302069

Hmm, could be, try flushing your DNS cache?

>> No.2302071

>play doom 1 megawad
>each episode shares the exact same theming and texture set as the og episodes
>possibly even going as far as restricting E1 to shareware content.
>gameplay is either on-par with the og, or only slightly more challenging.
>boss maps are often essentially the same basic idea as og versions.

While I don't hate doom 1 megawads, I generally don't find them all that exciting, since they seem to bank on having nostalgia for the og more than anything. its mainly the single episode mapsets that are more interesting (and the megawads that are a compilation of them, like Base Genymede). Otherwise, I just don't see the appeal, and prefer sticking with doom 2's often more creative megawads.

>> No.2302092
File: 193 KB, 576x467, ZSp381p.png [View same] [iqdb] [saucenao] [google] [report]


No, still nothing. Thanks for the suggestion though.

>> No.2302165


You didn't get this from me

>> No.2302236
File: 1.41 MB, 478x218, community_image_1408885021.gif [View same] [iqdb] [saucenao] [google] [report]


party on

>> No.2302267

What's the WAD?
It is rad.

>> No.2302291

Demon Eclipse.

>> No.2302302

Reminds me of Quarks lair in Ratchet and Clank

>> No.2302303
File: 344 KB, 1027x768, ]ed.png [View same] [iqdb] [saucenao] [google] [report]

I have no clue what the fuck this is or what it's supposed to be, but it's pretty goddamn weird...


>> No.2302345

ever play hangman? it's a game of that, i think

>> No.2302375 [DELETED] 

did carmack ever go to trial for touching that kid?

>> No.2302435


He's allowed to hold his son, anon.

>> No.2302491


Well yeah, but the wad is still fuckin' weird...

>> No.2302549
File: 2.29 MB, 399x382, idleloop_.gif [View same] [iqdb] [saucenao] [google] [report]

The fuck am I doing with my life edition

>> No.2302554
File: 192 KB, 1565x1043, i got bored.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.2302556

Alright. Now build it in 3d and render it out with some overhead lighting and paint over it to finish the sprites.

>> No.2302562


Ripping from a terrible game, looks like it.

>> No.2302573

Yah. I was super disappointed with that sack of shit. Loved the first painkiller, but >>2302549
was annoying as fuck.

>> No.2302584

The weapons are kinda cool looking though

>> No.2302592
File: 1.40 MB, 1366x768, Screenshot_Doom_20150322_152731.png [View same] [iqdb] [saucenao] [google] [report]

This happens in GZDoom when I play BTSX.

Also the weapon changing is even more broken than in the previous one. I'm consistently skipping weapons, equipping wrong stuff. In the previous version, playing on Purist I once accidentally equipped the assault rifle somehow (And even reloaded, costing me 30 bullets).

>> No.2302594

>at gfs house
>no pc
>itch to play some DOOM
>had to download it on my ipad
how the fuck can people play whole fucking games like this?

>> No.2302595

Are you really surprised that Doom plays terribly on a device it was never intended to be played on?

>> No.2302596

>This happens in GZDoom when I play BTSX.
BTSX has a custom palette, which breaks gameplay mods. I believe you can deal with it by using SLADE to convert all the BTSX graphics to PNGs.

>> No.2302598

This is happening because BTSX has it's own custom pallet.

>> No.2302602

but mobile games are so popular and easy to make you'd think a DOOM port would be somewhat decent

>> No.2302607

Bluetooth controllers. PS3 controllers work quite well with Androids, and I'm sure that iDevices are compatible as well.

You could also get a Bluetooth Keyboard. I personally keep one on-hand when I take my tablet out so I can actually fucking type.

>> No.2302619
File: 114 KB, 1360x768, gzdoom 2015-03-22 21-54-16-99.jpg [View same] [iqdb] [saucenao] [google] [report]

>start the map
>burn the skellies
>immolate the immolator
>dodge everything perfectly
>look around
>fucking 200 revenant missiles stacked into 1 hit me in the face

>> No.2302629

99,9% of all mobile games dont require you to press two buttons at once.

>> No.2302642
File: 130 KB, 640x1272, 2014-07-18-doom-4-revenants.png [View same] [iqdb] [saucenao] [google] [report]

what are the best wads for russian overkill?

>(excluding nuts, tartarus, and sunder)

>> No.2302654


Awesome job. First time play v20, and Im loving it. love the new chainsaw. Haven't experienced any gamebreaking bugs yet.

>> No.2302659

slaughterfest series are p good

>> No.2302668

newgothic movement 1 too

>> No.2302684

confession time: i started watching this and after about a minute decided to just play it instead.

this was a mistake as i got completely lost trying to find a switch to lower the small platform the blue key is on, not realising it could just be touched normally.

the rest of the map is full of embarrassing bugs, like blatantly unclosed sectors. one of the secrets is also the inside of a teleporter pad so you can't get it. 100% kills is possible, although you need to jump down the correct passageway at the end to wake up a cacodemon which is otherwise unsightable.

most players i expect won't be able to get past the horrible sound and graphics replacements, though.

>> No.2302690



>> No.2302775

Colorful Hell makes RO pretty balanced (if you forget about slot 8 weapons).

>> No.2302776
File: 2.76 MB, 320x240, hellu101.webm [View same] [iqdb] [saucenao] [google] [report]

>>2302684 (me)
might as well record it, now i know it

>> No.2302795

Hey /vr/, it's been a while.

Last time I was here, someone was working on a mod with a katana dual wielded with a pistol, and enemies shot lasers instead of hitscans?

Is that mod still being worked on?

>> No.2302808

Demonsteele, yes it's being worked on.
And it's getting a major update if it didn't already.

It's massive now

>> No.2302832

heh, so many leading zeros the score counter doesn't fit into the box

>> No.2302838

slot 8 weapons make any fight too easy

>> No.2302864


>100% kills is possible

Even I wouldn't want to torture myself by doing that. heh

>most players i expect won't be able to get past the horrible sound and graphics replacements, though.

That's where my job comes in!

>> No.2302954


Yeah, DemonSteele's still in development. It's getting a release this week. Everything's mechanically done, I'm just putting a last few bits and pieces of polish on everything.
I may put off a new trailer until after release, so I can get this thing out the door sooner.

>> No.2302963

>fast paced action game that requires you to rapidly make control inputs in the heat of the moment
>this isn't playable at all on a touch screen
No surprises there.
Fuck, Boom couldn't run properly on my Android, partially from being just a terrible terrible port of Boom (bugs everywhere), but partially because it ran slow as hell. Here I thought Boom was supposed to be efficiently rendered.

You REALLY need buttons and a stick/dpad to play a game like Doom, touch screen compromises just will not work in your favor.

Have the same experience with Wolf3D on the same phone.

>well, I'll just move forwa- BANG
>ok, that shot my gun, how do I tu- BANG BANG BANG
>can't turn right, gun repeatedly shooting by itself
>finally manage to fidget out of the very first room of the game after shooting all my bullets
>BJ suddenly rushes forward at full speed for no reason without stopping
>stuck against a wall, refuses to turn, back up, or access the menu, music still playing

Never again.

>> No.2302981

I mapped a controller to my phone and it played great, but when you're genuinely on the go that's not a good solution either.

Mobile twitch gaming is just bad.

>> No.2303023


Cool butt brain

>> No.2303024


come on...

>> No.2303052

Holy Hell

>> No.2303201
File: 89 KB, 960x720, (G_P) Berserk 14 (720p, 10-bit)(A3219F67).mkv_snapshot_07.22_[2014.01.24_21.54.52].jpg [View same] [iqdb] [saucenao] [google] [report]

What's the closest wad to making me feel like GUTS

>> No.2303205

None unless you take the completed Berserk sprites and animate them yourself and even then it's only a sword and crossbow

>> No.2303236

One might even say it's brutal

>> No.2303247
File: 18 KB, 398x343, ba_dum_tss_327-s398x343-249780.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2303281

BTSX's new palette was done to help give the project a unique atmosphere (particularly noticable if played in software mode). And because of it being a major palette change, they had to include fixed up sprites to work with the new palette.

As such, mods that contain sprites and textures that are incompatible with the palette will have a lot of graphical glitches. PNGs can be done to avoid this, but unfortunately PNGs are not compatible with every port, hence BTSX not opting to using them.

>> No.2303291

>I believe you can deal with it by using SLADE to convert all the BTSX graphics to PNGs.

I highly do not recommend doing that, without backing up the original files. It would render the megawad incompatible with vanilla/chocolate

>> No.2303303


...well, the issue is that said megawad is 'incompatible' with a modern gameplay mod, i doubt they care that much about incompatibility with vanilla gameplay

>> No.2303313

I said vanilla/chocolate as in the engines. Nothing to do with gameplay.

>> No.2303321


point still stands. it's not like there's a vanilla-compatible version of Project MSX.

>> No.2303369

If you made a special version for the gameplay mod, thats perfectly fine. Go for it.

The reason i mentioned backing up the files, is in case you decide "oh, i want to play BTSX on chocolate doom" or something. Without backing things up, then you can't do that after the changes to PNGs were made, and would need to redownload the files.

>> No.2303386


...but I am not that guy. He clearly doesn't give a shit about ChocoDoom when all he wants is to play a G/ZDoom only mod

>> No.2303407

>...but I am not that guy.

Never said you were.

>He clearly doesn't give a shit about ChocoDoom when all he wants is to play a G/ZDoom only mod.

Bit of a big assumption, there. All he was doing was just reporting that glitches happen when playing BTSX with a mod.

>> No.2303413

I know BTSX has its own palette, I was just wondering why Hell Knights are affected, unless BTSX changed more than just the blue color palette.

So am I better off just not using BD to play BTSX? I was pretty hyped to play through with the purist setting.

>> No.2303426

>unless BTSX changed more than just the blue color palette.
It does.

>So am I better off just not using BD to play BTSX? I was pretty hyped to play through with the purist setting.
BTSX generally doesn't play well with gameplay mods without modification.
If you want to do a non-vanilla run, you need to modify BTSX or do a bunch of jumpy workarounds.
Personally, I'd say you're better off not using BD period, but at that point it's >opinions and also completely irrelevant to the topic.

>> No.2303429

Okay, thanks for the advice. I haven't had a vanilla play through in some time, I ought to do it with this considering the praise.

>> No.2303437
File: 1.31 MB, 640x320, Proper effects.webm [View same] [iqdb] [saucenao] [google] [report]

Okay, I got that skeleton glitch fixed.

>> No.2303453

Why is Doomguy learning about suicide from a manga?

>> No.2303470

Chillax is pretty fun to break. That first level's a bit of a doozy though.

>> No.2303580
File: 210 KB, 1632x960, zdoom_althud_revamp_by_human_groveback-d8k7un8.png [View same] [iqdb] [saucenao] [google] [report]

Check out this rad HUD I found on DeviantArt, guys.

>> No.2303624

>I highly do not recommend doing that, without backing up the original files.
I am sorry. For me, "work on a copy" goes without saying.
It seems you have a story to tell. What did you break?
>Without backing things up, then you can't do that after the changes to PNGs were made, and would need to redownload the files.
That would be excruciating, if you were on dialup or something.

>> No.2303662

i can't believe doomguy would contemplate suicide at all

>> No.2303664
File: 96 KB, 524x519, 1427011860033.jpg [View same] [iqdb] [saucenao] [google] [report]

I just beat Knee Deep in the Dead for the first time.

that was surprisingly fun

>> No.2303679

Welcome aboard, I guess.
Now play Valiant on UV

>> No.2303683

I hope so because Push needs your butt right now.

>> No.2303684

Hexercise+Wrath of Cronos, you will be smitting all evil in 10 seconds flat when using the Warrior

>> No.2303690


wasn't terminus like, done with it?

what the fuck else needs? hats?

>> No.2303701

More Maps, Terminator/Instagib/Buckshot gimmicks, Fix maps with exploits, HOM/missing textures and/or glitches, nerf surfing because of Aqua and Playe's cowardice and more banners
Anything else? Because Push is aiming for the UltraWad class [64 maps]

>> No.2303705

Nice to hear

>> No.2303719

>Aqua and Playe's cowardice
Do explain further

>> No.2303723
File: 467 KB, 1600x900, Screenshot_Doom_20150323_021001.png [View same] [iqdb] [saucenao] [google] [report]

So I'm fucking around with ideas regarding the POW system, rather than just "One hit melee and you lose it" I'm gonna do that threshold system I got for the 4 passive upgrade items.

The problem comes in that the current POW icon is so fucking teeny weeny that having it get grayed out as Blaz gets hurt is hard to notice. My first idea is to just make the POW icon bigger. You guys think that's too big?

>> No.2303724

Not for those who play at less than 1080p presumably.

>> No.2303729

>Terminator/Instagib/Buckshot gimmicks
>more banners

>> No.2303730

>It's getting a release this week.
Demonsteele's release process is boring. Where's our two months of test versions and dithering over minutiae? :)

>> No.2303734


God dammit I should not have laughed as hard as I did.

>> No.2303735

What are you doing here exactly?
Showing how many hits you can take before POW goes away?
Or just having an indicator that POW is gone?

If it's the latter you can just make like a small yellow flash when two points are gone then maybe a shatter sound when the threshold is broken.
Or have like a spark or two fly in front of the face or something, I don't know man.

You can probably make the pow bigger regardless.

>> No.2303736

>Do people really hate TNT that much more? I always felt it had more fun gameplay and better level design compared to the fairly mundane and ugly Doom 2.

Agreed. The only good maps in doom 2 were John Romero's, and half of American McGee's.

>> No.2303737


In that screenshot? I'm just showing a bigger POW icon. That bigger icon will get increasingly more gray as you get hurt before vanishing

and yeah that's how I pictured a reaction when you LOSE the pow, a bunch of particles flash out of blaz and a distinct sound plays, like right now for the two rings when they get broken, you hear smashing glass and gem fragments fly out

>> No.2303740

While they are [MAYBE] some of the best players of Push, they exploit a lot (not a bad thing because it would help in discovering exploits from maps and maybe exploiting the gameplay itself, but its neither a good thing because your typical zandrobabby that sucks a lot will master the surfing and camp in a corner like crazy. Only way to get out of that trouble is a dunk but good luck hitting a dunk at a long distance) and camp a lot, Aquasa was once surfing like crazy in Push04 and nobody could take him down and Playe is a 1st class exploiter, PUSH42 has this exploit where you get inside the middle platform and surf there thanks to the low gravity (if lucky to get low gravity.) you can stay there any time and not even the sudden death drones can stop you. Going back to Playe, he can get in there and get out like nothing. Shows you how mad are his skills.

And before i get called a salty bitch, both of these guys have played Push a DAMN LOT they are skilled enough recover from a dunk and then dunk you back so they are not entirely bad players, just that they know how to exploit Push. And as i said above, these exploits could work as feedback so they get patches (TIP:they are getting patched)

TL;DR:A duo of Pushers that will dunk your butt, nerd.

>> No.2303746

Episode 2 is even better.

You're in for a fucking ride. Bucke up.

>> No.2303747

Can you just add the bar near the POW icon? Or, alternatively, instead of making it more gray, put growing cracks on it (think Minecraft blocks).

>> No.2303748


Cracks would be REALLY hard to notice on an icon of that size.

A bar was one of my ideas but I'm not sure where I'd put the damn thing where it makes sense, this is why I like the idea of the POW icon getting more gray, because the color drains out from the top all the way to the bottom

>> No.2303754

I see, thank you. I was curious about the use of the term "cowardice". I don't do multiplayer but war stories are fascinating. I suppose it is the fate of all successful new game modes that eventually unstoppable champions will evolve.

>> No.2303770
File: 1.52 MB, 818x1059, Cover.png [View same] [iqdb] [saucenao] [google] [report]

>wasn't terminus like, done with it?

Goodness no I'm not. I alternate between DemonSteele and Push to keep from burning myself out.
I'm really looking forward to hitting Push again and doing more for it. There's quite a few stuff that's come up that really needs attention.

>> No.2303774

>That image
Is that a tome of power?

>> No.2303775
File: 1.47 MB, 1636x1059, Page 3&4.png [View same] [iqdb] [saucenao] [google] [report]


Guessed the inspiration right away. Damn, that was fast.

Not quite, though.
Since DemonSteele seems to be spreading out and about more to places who aren't inherently familiar with Doom, I'm including a silly old-fashioned game manual that provides bits and pieces of info to bring people up to speed on the stuff that's obvious knowledge to us but isn't quite so obvious to other people.
Hopefully for those who're introduced to Doom through this, it'll ease them more into the scene and result in less headaches should they check out other mods.
I'll also probably include a little bit of game mechanics info as well, so people will have absolutely no excuse to say "how do u do special moves?" or "what does the blind guardian do?".

It's going to be a series of .png images spliced together into a .pdf, probably like the ones up on replacementdocs. If .pdf doesn't work, though, then I'll just include the images in sequence to sift through.

>> No.2303776


>> No.2303778


What launcher do you prefer?

>> No.2303780

Rocket Launcher is neat, that one that downloads the wads for you too.
But really, most of them. ZDL doesn't let you default to a folder for wads and that's fucking annoying.

BTW instead of ZDoom you could put that you can use vid_renderer 0 to switch to software in GZDoom. Maybe that's too complicated for newbies?

>> No.2303785


Oh, Rocket Launcher, yeah that is a good one. Thanks. There's also that one an anon was working on--if that comes out soon I can slot it in as well.

I wouldn't say vid_renderer 0 is too complicated, but I'm mainly thinking of the crowd that has issues with the new renderer and can't open GZDoom for one reason or another.
Though I guess for them, Zandro would likely suffice fine. Hmm.

>> No.2303842

>ZDL doesn't let you default to a folder for wads
You know you can just create a shortcut to the program, go to Properties and set "Start In" to your PWADs folder, right?

>> No.2303852

Limited CD Edition of DoNotSteal when

>> No.2303856
File: 481 KB, 1440x900, Screenshot_Doom_20150323_072856.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2303894

>It seems you have a story to tell. What did you break?

PNGs literally do not work in vanilla/chocolate.

>> No.2303897

So, are there any gameplay mods for Quake? I notice a LOT of levels, but are there any good AI/weapon pack modifications?

>> No.2303907

Which PWAD did you convert the graphics to PNG, then later find it was broken in vanilla/chocolate, and have to redownload? Come on you obviously have some personal experience in this area or you wouldn't be so strongly warning us against it.

>> No.2303910

I wasnt warning against doing it. I was warning that its a good idea to back up files before doing it.

Also, its common knowledge that PNGs don't work in vanilla. If this is literally the first time you've ever heard of this, then wow.

>> No.2303916 [DELETED] 

>Also, its common knowledge that PNGs don't work in vanilla
Of course, which is why I find your loud Captain Obviousing about it so mystifying.

I can only conclude you are simply here to argue belligerently, so it's EOF from me.

>> No.2303926

>which is why I find your loud Captain Obviousing about it so mystifying.
>I can only conclude you are simply here to argue belligerently
What got up your ass? Someone made a suggestion to modify vanilla mapset files for a zdoom mod to work. I simply gave my two cents to remember backing things up, so that they still have a version that works in vanilla. I don't see what the big deal is.

>> No.2303929

Is this a shot at cyberrunner, or brutal, or... I mean, still funny, but, fill me in

>> No.2303935

Sounds more like GMOTA

>> No.2303937


Yeah, sounds like GMOTA. I should know. I'm the asshole who fusses over minute crap.

>> No.2303978
File: 94 KB, 400x400, jc.jpg [View same] [iqdb] [saucenao] [google] [report]

>Scythe 2, from level 26 onwards

I never asked for this.

>> No.2303980

How do you actually get this to work? I downloaded the wad, but e1m1 is just a blank room, e2 and e3 don't work and idclev2-9 does nothing in the first episode.

>> No.2303993

Nothing for this? Where's the Brutal Quake at?

>half joking but that would be kind of awesome
>actually hate Strogg more than demons

>> No.2304005
File: 132 KB, 1280x480, 1427121365.png [View same] [iqdb] [saucenao] [google] [report]

tall green marble pillars are appearing as player corpses.

>> No.2304010

name of map wad?

>> No.2304015

GMOTA guy, are you planning to make GMOTA compatible with Heretic?

>> No.2304071

Dude it has 3 letters.
Make pow all uppercase and bigger, then grey out W and next O when you take damage.

Been a while since he answered this, so hopefully it changed, but he had no plans to make it compatible with Hexen/Heretic before the mod was finished.

>> No.2304093

>tinyurl com qd7zanl
Here's the version I'm using. EP2 maps after 4 don't have their Mancubi replaced with the episode-specific variant, but otherwise it's pretty well polished.

>> No.2304119

Statistically he would be very likely to commit suicide, considering all the shit he's seen. I mean just think of all the shit people went through in Vietnam; the Doom Incident is like Vietnam times ten.

>> No.2304126 [SPOILER] 
File: 402 KB, 500x281, 1427128316711.gif [View same] [iqdb] [saucenao] [google] [report]

How do you think he winds up in Hell?

>> No.2304140

By going through a portal?

All this stuff is explicitly shown in-game, there's no room for your grimderp interpretations.

>> No.2304142

Usually a portal

>> No.2304152 [DELETED] 
File: 1004 KB, 500x700, DJ94B2i.gif [View same] [iqdb] [saucenao] [google] [report]

Not at the end of E1M8, the very first time he goes there and back.

At the end of E1M1, he ends the map in a black room where you can't see shit, but you can hear the sounds of many demons and Doomguy in lots of pain.

>> No.2304154
File: 28 KB, 239x258, let me tell you somethin.png [View same] [iqdb] [saucenao] [google] [report]


Back of the knee maybe?

>> No.2304157
File: 1.12 MB, 342x147, gHnbADQ.gif [View same] [iqdb] [saucenao] [google] [report]

Not at the end of E1M8, the very first time he goes there.

At the end of E1M8, he ends the map in a black room where you can't see shit, but you can hear the sounds of many demons and Doomguy in lots of pain.

>> No.2304185

>black room where you can't see shit, but you can hear the sounds of many demons
Doomguy then did what he usually does when he encounters demons, kill himself. While firing a chaingun at said demons.

>> No.2304283

What happens if Doomguy dies in hell? Where does he go?

>> No.2304284

He respawns at the start of a section with only a pistol.

>> No.2304310 [SPOILER] 
File: 488 KB, 532x344, 1427134850873.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2304378

how do I get GMOTA to work right? I tried putting all the extracted files into a folder and launching that with gzdoom, it launched but all the items and monsters are just "!". Am I missing something

>> No.2304381
File: 903 KB, 640x480, 1408776107105.png [View same] [iqdb] [saucenao] [google] [report]

So, someone in /doom/ posted this a while back. Any progress? I'd love to see this happen.

>> No.2304393

It's just a mockup, anon.

>> No.2304396

I think it's just a mock-up, Anon.

>> No.2304408
File: 31 KB, 418x314, trilogy.jpg [View same] [iqdb] [saucenao] [google] [report]

>whatever are also welcome
So, anyone likes the old Alien games?
About to download Alien trilogy.

>> No.2304424

...You dont have to extract anything anon.
Just download the .pk3, drag and drop into the launcher.

>> No.2304427

He goes to Mock2.

>> No.2304431


The spritework was really good.

>> No.2304449 [DELETED] 

So is there a legitimate reason why Demonsteele can't be run with ketchup or brutal doom's monsters?
For fuck's sake, even Russian Overkill can.

Modders need to put aside their petty schoolyard squabbles and be able to work together. Terminus is the last person I expected to be on the jelly train.

>> No.2304463

>The spritework was really good.

It was digitized, iirc.

>> No.2304471 [DELETED] 

I don't think term is really going to be jelly about someone who's only had one successful project

>> No.2304472



A lot of DemonSteele's stuff relies entirely on unique monster behaviors. For example, I gave the monsters a specific death state to the sword's damagetype, which gives the players souls, for example.
Ketchup and Brutal Doom Lite replace the monsters, ergo removing the unique monster behavior...ergo none of the monster behaviors specific to DemonSteele (giving souls, uppercutting, immunity to rocketjump damage, immunity to blocking "damage", etc) work. Russian Overkill doesn't replace the monsters, all of the behavior of everything is kept within the weapons, so it can be run perfectly fine with Ketchup and Brutal Doom lite.

Mods aren't just Legos where you can mix and match bits and pieces of one into the other.

>> No.2304473 [DELETED] 

Why are you responding to obvious bait, what the fuck ?

>> No.2304476 [DELETED] 



>> No.2304480 [DELETED] 


>> No.2304486 [DELETED] 

i thought the first paragraph at least was a reasonable question. then he had to go and ruin it, but there we are.

furthermore, i'm glad it was answered because the answer was interesting to read.

>> No.2304490
File: 360 KB, 1280x960, AllISeeIsRed.png [View same] [iqdb] [saucenao] [google] [report]

So I'm getting ready to implement the two final red tier monsters for colourfulhell aka red mastermind and red cybie.

Red Spidie is slowly getting there now, and it's gonna be a real bottle of fun with all these red spirals sapping yer health.

>> No.2304491 [DELETED] 


Holy shit anon that was a low blow

>> No.2304494
File: 255 KB, 1024x768, avp.jpg [View same] [iqdb] [saucenao] [google] [report]

I really enjoy the classic AvP game, marine campaign was rather scary.

>> No.2304495

Not the guy to who he responded, but I read about the revenant spawns a while back and wondered this, myself. That was actually a very reasonable and informative answer.

>> No.2304496 [DELETED] 
File: 393 KB, 849x763, 1418792309568.png [View same] [iqdb] [saucenao] [google] [report]

Sometimes you have to be American in the face of Brazilian communists

>> No.2304502 [DELETED] 

>Be brazilian
>Read this

>> No.2304506 [DELETED] 


That's because you're a communist

>> No.2304508 [DELETED] 
File: 11 KB, 299x298, ss94.jpg [View same] [iqdb] [saucenao] [google] [report]


God bless you, anon.

>> No.2304510

Combat Shock 2.
I'm playing it with Colorfulhell

>> No.2304517 [DELETED] 

Yes, Terminus has received quite a lot of credit, renown, hero worship and adulation for others' ideas and Ijon Tichy's work, hasn't he? Meanwhile 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.2304520 [DELETED] 

Wow it's a copypasta now. Term should be flattered

>> No.2304521 [DELETED] 

Butthurt much?

>> No.2304523 [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--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."
>90% of the /doom/ images, including "SYWTPSFD?" (which features no less then FIVE of his own works on it), the /doom/ comic, nearly all of the R&T images and his gay little no hands comics are also by Terminus
Can't have people forgetting who TerminusEst13® is, can we? Don't forget to Like and Subscribe!

>> No.2304525 [DELETED] 

Actually, buttpain's supposed to be pretty good, now that I think about it.

>> No.2304526 [DELETED] 

nice pasta gui

>> No.2304527 [DELETED] 
File: 44 KB, 500x281, 1425863471579.jpg [View same] [iqdb] [saucenao] [google] [report]

>being this mad
sorry your messiah turned out to be a hack, brutalbabby

>> No.2304529 [DELETED] 

This has been posted before, it'd be better to just report him.

Where is the elite /vr/ janitor hit squad?

>> No.2304531 [DELETED] 

All lies, TerminusEst13 is objectively literally the best modder for Doom and maybe for any game ever that the world has ever seen. He all but created the modern (G)ZDoom modding scene single handedly and is an expert coder who has almost 12 years experience in C, C++, C#, Java, and .PHP before getting into Doom modding. Every single one of his mods has been ground breaking and done many numerous things never seen before in Doom or even gaming at large. He was instrumental in inventing both cvars and Zandronum. There is literally no reason to ever any mod for Doom that isn't by TerminusEst13, and anyone that does is a clear modding pleb without any taste whatsoever whose opinion can be casually disregarded without loss.

>> No.2304532 [DELETED] 

>the /doom/ comic, nearly all of the R&T images

and this is where the pasta goes to shit, because terminus never did those because he sucks at drawings

but then again i figure he knows who really did them but won't do anything about it to call him out; so congratulations on that, i guess

also i don't feel like selecting steak so you can fuck off with that, captcha

>> No.2304535 [DELETED] 

r u bent

>> No.2304539 [DELETED] 

Ijon you really need to stop shitposting

>> No.2304545 [DELETED] 

they don't show up unless you actually use the report function

>> No.2304547 [DELETED] 

>and this is where the pasta goes to shit

Pasta was shit from the start, considering ijon is explicitly named in the Samsara cacowards.
But why let facts get in the way of an assmad copypasta?

>> No.2304549 [DELETED] 
File: 6 KB, 184x184, 1374296473532.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2304550 [DELETED] 

>ijon is explicitly named in the Samsara cacowards.
>Samsara - TerminusEst13

>> No.2304551 [DELETED] 

>(largely thanks to huge contributions by Ijon Tichy - props!)

>> No.2304552 [DELETED] 

>Though it began life as a gameplay mod (such that it was even a finalist in last years' Cacowards for said category), the new and improved Samsara has recently began to shine in the Zandronum multiplayer scene (largely thanks to huge contributions by Ijon Tichy - props!).

>> No.2304553 [DELETED] 

inb4 doesn't count for some reason or another

>> No.2304557 [DELETED] 


>> No.2304559 [DELETED] 

That's totally exactly the same as saying that Ijon Tichy did half to most of the work!

If you co-author a book with someone, and then rather than credit them just thank them in the foreward, you're shafting them.

Which brings up the question as to why Ijon wasn't simply given an authorship credit in the Cacowards if they planned on mentioning him anyway? The answer is that at that point TerminusEst13 was already trying to distance himself from Ijon Tichy (because otherwise people would realize who was really doing everything) and was able to specifically request this because of his connections with his irc butt buddies.

>> No.2304562 [DELETED] 
File: 153 KB, 1016x1024, tinfoilhat-1016x1024.jpg [View same] [iqdb] [saucenao] [google] [report]

>The answer is that at that point TerminusEst13 was already trying to distance himself from Ijon Tichy (because otherwise people would realize who was really doing everything) and was able to specifically request this because of his connections with his irc butt buddies.

>> No.2304565 [DELETED] 

If it's such a crackpot conspiracy theory, then you should be able to do the following quite easily:

Name any other person in the history of the Cacowards that has received 3 Cacowards in 2 years. Better yet see if there are any that have won 3 Cacos in 2 years without a making a single map themselves.

Go ahead, I'm waiting.

>> No.2304567 [DELETED] 
File: 193 KB, 1280x720, brain does not approve.jpg [View same] [iqdb] [saucenao] [google] [report]

It's really fucking sad a certain bit of advice got ostracized thanks to a certain recurring shitposter who appears to have made yet another "masterpiece" of ass discharge because you really should start fucking following that advice.

>> No.2304572 [DELETED] 


people let that happen

>> No.2304574 [DELETED] 

>Name any other person in the history of the Cacowards that has received 3 Cacowards in 2 years.

Ribbiks won three in one year, 2013.
Oh, but that blows your crackpot theory out of the water. Sorry.

>> No.2304575 [DELETED] 

If you add to this copypasta you should mention that Demonsteele is a 1:1 ripoff of GMOTA and that TerminusEst13 has actively tried to suppress GMOTA in the Doom public and also repeatedly tries to undermine it's development by sowing doubts in Combine_Kegan's mind and making fun of his colorblindness in his PewDiePie streams.

>> No.2304578 [DELETED] 

>Ribbiks won three in one year, 2013.
2 for maps and 1 for mapper of the year.
Mapper of the year doesn't really count, because it's not for a particular project and, spoiler alert you complete fucking moron, there has not been a single year in which the winner of the mapper of the year has not also received a Cacoward for a mapping project at the same time.

>> No.2304582 [DELETED] 

They probably would have tried to give TerminusEst13 the Cacoward for the Mapper of the Year too if only he had made even a single map for any of Ijo--I mean his many projects.

>> No.2304583 [DELETED] 
File: 2.31 MB, 540x360, 1343246016445.gif [View same] [iqdb] [saucenao] [google] [report]

>it doesn't count because I say it doesn't count


>> No.2304584 [DELETED] 

Is it for a project? No.

Are you a complete fucking moron? Yes.

>> No.2304586 [DELETED] 


lo and behold

>> No.2304587 [DELETED] 

>actual discuss trickles down slow
>shitposting explodes into several posts

Stop samefaggin'

>> No.2304589 [DELETED] 
File: 45 KB, 200x200, 8b161b26131940287446a9bb01f6030b.png [View same] [iqdb] [saucenao] [google] [report]


By the way, Skillsaw won three in 2011 as well. This isn't really unprecedented.
But it doesn't count because Mapper of the Year because >>2304553

>> No.2304591 [DELETED] 

Since I know you're hear and reading this, let me ask you:

If you aren't a worthless sack of shit trying to minimize and hide Ijon Tichy's many contributions to your projects, why have you never made a single effort to bring visibility to his contributions and talents on here or any other forums? Since the fucking skulltag days whenever there was an update or something got done that happened to be done by Ijon Tichy you did the bare minimum of crediting required to have him credited but in public presented it to everyone but the people that would open up a zip and dig through a credit file, or lately manage to find your all but hidden git and navigate code, as your own work?

Why whenever anyone anywhere on any forum or website took a shot at Ijon Tichy did you stand silent and let them say whatever they wanted without once standing up for him or responding?

Why did you forever stay silent, as you are staying silent now?

Why do you always post anonymously whenever possible?

Could it be that you are a coward?

>> No.2304593 [DELETED] 


>> No.2304597 [DELETED] 

>only had one successful project

at least mark's maps are better than term's maps...

>implying term could make a map even if his life depended on this.

>> No.2304604 [DELETED] 

We all know who's behind this.
Hint: He started to shitpost after someone "cracked" his alpha project.

>> No.2304605 [DELETED] 

All these posts with one minute of time between them.

>> No.2304606 [DELETED] 

actually >>2304597 and >>2304591's phrasing sound like mark's phrasing.

>> No.2304608
File: 23 KB, 420x300, 1351828838553.jpg [View same] [iqdb] [saucenao] [google] [report]

Can I talk about GMOTA right now and HUD shit or is now a bad time?

>> No.2304609


>> No.2304610

Shut up Kegel and just use the POW letters like that other anon said.

>> No.2304612 [DELETED] 

TerminusEst13 is posting in the thread right now so if you're okay with him making fun of your colorblindness and giving you false feedback so you remake stuff again for the nth time then go ahead.

>> No.2304614 [DELETED] 

>at least mark's maps are better than term's maps...

that, my friend, can't be disputed

you can preach and tell about the man, but let's give credit where its due, his maps are good. also you can't really argue how he doesn't know about vanilla mapping because the 200minvr entry exists

the map may have not been done under 200 minutes, i can give you that, but you should admit that map is pretty fun

>> No.2304619
File: 364 KB, 1600x900, Screenshot_Doom_20150323_151527.png [View same] [iqdb] [saucenao] [google] [report]


well I got some HUD stuff to show you guys

What you're seeing here is the POW status and the ring powerups being damaged, though I want you guys to pay more attention the POW icons more:

What's easier to read? The horizontal or vertical POWs? Can you guys still see the weapon icons behind them?


That's what I'm doing, fartknocker


Honestly even if it was term giving me all of the feedback that causes me to remake stuff, it's been all for the better.

That said if I wind up making more cyan shit without realizing it I'm going to blow a fucking gasket

>> No.2304620

>POW letters greying out bar-style instead of each letter individually

Ya blew it

>> No.2304623


I could probably do that but it'd feel kinda vague if you took a few hits and didn't have it deplete.

>> No.2304624 [DELETED] 
File: 8 KB, 155x199, 0_big.jpg [View same] [iqdb] [saucenao] [google] [report]

>that, my friend, can't be disputed

>> No.2304625 [DELETED] 

Textbook behavior of narcissistic personality disorder sufferer who feels he has been slighted

>> No.2304629 [DELETED] 


do it, then, instead of posting a reaction image.

his maps are, at worst, decent. being a latin-american himself he does pretty good city maps too.

>> No.2304631 [DELETED] 

i reported 30 posts and now it won't let me report any more so i guess someone else will have to take over

>> No.2304632
File: 681 KB, 1636x1059, Pages 13&14.png [View same] [iqdb] [saucenao] [google] [report]

You know, every time I pick up a used game from the store, these things always have tons of writing in them.
But everyone I know doesn't actually write anything in it.

>> No.2304636



>> No.2304638 [DELETED] 

wait, nevermind, i guess the mods showed up at last. thanks.

>> No.2304640

>he didn't write notes in the back of manuals for future playthroughs

Do you like getting stuck in Link's Awakening?

>> No.2304646 [DELETED] 

>Term posts
>a bunch of shitposting about term gets posted
>all the shitposting about term gets deleted
>literally a minute later term posts
Term is the janitor. Calling it.

>> No.2304648

I like the look of the horizontal POW bar, but I kind of feel that the weapon icon is a little bit obscured behind it, probably more of a problem on my monitor though since I play at 1920x1080. Lower resolutions may have an easier time seeing.

>> No.2304652 [DELETED] 

>Kegan posts
>Kegan and Term are bros
>a minute later all posts get deleted

kegan is janitor

>> No.2304654 [DELETED] 

>shitposting gets deleted
Could Mozart still be alive?

>> No.2304656 [DELETED] 

pls stop ruining thread with shitty politics

>> No.2304660 [DELETED] 

This is also plausible.
The /vr/ janitor is either Kegan or Terminus.
They're both here all the fucking time too, just like the janitor.
>over 2 hours of shitposting about terminus
>terminus doesn't post in thread
>posts within a minute of all the posts getting deleted

>> No.2304661

/r/ing "FUCK THE BLACKENED" as a note

>> No.2304662


Man I played that fucking game back and forth, I never got stuck on anything.
Except for that one fucking room in Bottle Grotto.

>> No.2304663 [DELETED] 

Should add to my post, they also both hate Brutal Doom and Mark, which is why Brutal Doom gets deleted on sight.

>> No.2304664

i never wrote in books or manuals, it ruins them.
i kept notes in notebooks or paper

>> No.2304667

>pols voice

>> No.2304670 [DELETED] 

So you're saying Tupac and Mozart are in cahoots to delete posts about a Doom mod?

>> No.2304673

Brutal Doom is an alright mod for alright people.
It's not my cup of tea but I can see why others could enjoy it.

>> No.2304678


best version is /doom/'s version, SE

>> No.2304679 [DELETED] 


>> No.2304681 [DELETED] 

ur mum lmao

>> No.2304683
File: 717 KB, 1636x1059, Pages 13&14b.png [View same] [iqdb] [saucenao] [google] [report]


Done. Pardon my handwriting, I'm used to cursive and don't print so much anymore.
If you've got another gameplay note you want put in, sure.

>> No.2304686

Its going to be vague unless every hit depletes it. No one is going to guess that an imp melee can deplete it but not cybie rockets.

If I had to choose between the two, I would pick the horizontal deplete, but single letters would easily tell you it has 3 stages and probably look a bit nicer.

>> No.2304687 [DELETED] 

so are you going to tell us if you are the janitor?

>> No.2304689 [DELETED] 

Janitors aren't allowed to reveal that.

>> No.2304692


I'm shifting away from melee = pow loss, now it's any damage that starts hurting your powerups. Just melee and bigger projectiles from stronger monsters (when I start adding them) will damage your powerups more.

Thieves will still have the ability to one shot your items because they're cunts.

>> No.2304698

So melee and bigger projectiles count as 2?

>> No.2304705


Well, not 2, just more damage, each time you flinch you're given a random (2 to 8 for rings, 2 to 10 for POW) amount of a dummy item that grays out your POW/Ring powerups. Melee attacks do double that random amount of damage, hence why I think it'd be vague to have the POW status deplete by thirds.

>> No.2304710

Pretty sure everyone was assuming it would take 3 hits since you said it would do the same threshold system that the passive upgrade items have and you showed us those have 3 stages...
If it changed, sure, single letters are a horrible idea.

I would like a segmented bar or number better than having to guess how many pixels I have left though.

>> No.2304716
File: 6 KB, 164x228, TROOA1.png [View same] [iqdb] [saucenao] [google] [report]

Go away grampa

>> No.2304718


Sorry, I went back on the 3 hits rule awhile ago because it was too fucking vague. I guess I'm a jerk for not mentioning that. I'm not good at properly explaining this crap, which is probably why GMOTA is a bit of a vague mess.

and really I'd like a segmented bar too but it'd look like shit that small next to subweapons, and it'd look weird on the mana bars

>> No.2304734


''To win, mash left mouse button''

Also, put a really crappy drawing of smiling Hae-Lin with a note mai waifu with an <3.

>> No.2304747

Maybe list a few maps or mapsets that might be good with this?

>> No.2304781
File: 219 KB, 500x500, Next Gen Dogs.jpg [View same] [iqdb] [saucenao] [google] [report]

So I've worked a hot bit on Tabula Rasa, fixing my dumb shit and cheese to create a hot and sticky fun-fest, or at least that was my goal.

A lot of textures have been changed for map04 and there shouldn't be any super bad game breaking problems. If you've already played through the Tabula Rasa then you're probably not missing any huge changes besides for the final encounter and some changes to map04; unless you want to play through it again then by all means go for it. The only other things I'll be changing are some textures so this'll be one of the last iterations of Tabula Rasa.

Enjoy, my nigs.

>> No.2304784 [DELETED] 


Sorry but by posting content here you are admitting you are part of the secret Doominati and are going to influence a cabal in charge of the next Cacowards.
Repent! Repent, the end is nigh!

>> No.2304791 [DELETED] 

TerminusEst13 is objectively literally the best modder for Doom and maybe for any game ever that the world has ever seen. He all but created the modern (G)ZDoom modding scene single handedly and is an expert coder who has almost 12 years experience in C, C++, C#, Java, and .PHP before getting into Doom modding. Every single one of his mods has been ground breaking and done many numerous things never seen before in Doom or even gaming at large. He was instrumental in inventing both cvars and Zandronum. There is literally no reason to ever any mod for Doom that isn't by TerminusEst13, and anyone that does is a clear modding pleb without any taste whatsoever whose opinion can be casually disregarded without loss.

>> No.2304798
File: 229 KB, 630x475, Special Snowflakes.jpg [View same] [iqdb] [saucenao] [google] [report]

That's cool with me. Ya know, as long as people have fun with my map I'm cool with it.

And just throwing this out there as well, my next project is working on a couple/few maps for Demonsteele that puts a focus on large amount of enemies (with good placement), level design that takes advantage of the movement system, and also gives the guns some spot-light. You won't need to use guns, ever, but there are spots where it'd be way easier to use guns to keep up that fat style meter.

>> No.2304801 [DELETED] 

>still this desperate

>> No.2304804


That sounds really interesting. I'm looking forward to it.
Also checking out the maps for the first time, these are pretty interesting. I can't say much since I have no clue what mapping entails, but I like them.

>> No.2304818
File: 321 KB, 1920x1080, Screenshot_Doom_20150317_174608.png [View same] [iqdb] [saucenao] [google] [report]

did you fix some of the buggy areas? pic related: top box was visually bugged

>> No.2304821

You're still not explaining it.
2-8/10 damage out of what, 100?

If the number is bigger than 20, any visual indication of how much durability you have left going to suck really bad, unless its just a plain number.

The whole random damage thing is also less intuitive than the old vampiric shots. A weak ass hit can do 10 damage to pow while the biggest, meaniest hit can end doing 4.
Either converting the damage you take into durability loss (with 2x for melee or whatever) or just have projectiles do a fixed ammount based on their fatness would be much better imo.

>> No.2304831


I'm not sure if I should have all of the powerups have the same amount of HP, though that might be best in the long run, currently it's like 40. I could always knock it down to 20 for each powerup and do the fixed fatness like you just mentioned.

Though this would mean some monsters won't do extra powerup damage yet seeing as I don't have them in.

>> No.2304861

By 4 passive upgrade items did you mean the two rings and two Pows? the ring of magic will include another buster charged state, right?

>> No.2304864


Actually I'm referring to the two rings, the amulet, and magic boots. The rings'll passively boost your primary and secondary weapons like I've shown, the amulet'll grant some kinda passive defense boost, and the boots will grant some kinda neat mobility perk

I'm really not sure if I wanna add an extra charge state to the buster. The current full charge shot is crazy right now

>> No.2304873

"the doominati is real"
"is terminus secretly a janitor?"

>> No.2304916
File: 990 KB, 1636x1059, Pages 13&14c.png [View same] [iqdb] [saucenao] [google] [report]


Here you go.
Tweaked a few suggestions and combined a few with some friends, but now it's filled out.
Thanks, anons!

>> No.2304917

You could do the mmx2-3 thing and have the final charge fire two shots.
Like it takes much longer to charge, fires a regular fully charged shot (with or without the added ring strenght) when you release the trigger, then another one when you press trigger.
Most worries are gone if you make it have less dps via charge time/firing non-boosted shots.

>> No.2304926


You mean like how you could store that second shot to fire later? That might be cool, but what if the ring breaks during this period? Or if you swap weapons away?

>> No.2304952

>Two full charge shots in a row
This might be a little too strong.

>Takes a long time to charge
This makes it very impractical and never comes into play like Demonsteele's full charge Omen.

>> No.2304957

>and never comes into play like Demonsteele's full charge Omen
>he doesn't use full charge Omen

I'm so sorry for you, anon.

>> No.2304959


Oh dude if I made it have a long charge it wouldn't be omen-tier levels of length, that shit's just silly.

>> No.2304963

Yes, that.
It would be cool to keep the stored shot even if it breaks/you swap, there can be a delay similar to changing fire modes so you dont get an instantaneous charged shot upon switching weapons, but simply losing the shot in both scenarios is fine too.

>> No.2304970

Twice the charge for twice the shots sounds pretty good. Blaz has a shitton of burst damage already and the first shot will knock everything back anyway.

>dissing the omen
One hitting bosses in the last difficulty is pretty damn broken.

>> No.2304971

That's not an actual project, just an image.

The Adventures of Square guys are making a Square Miami. That's the only Hotline Miami inspired things going on in the Doom Community I can think of.

>> No.2304983

I figured that's what you have to do but I cant find it in the .zip file or in the zdoom forum page, unless I am completely missing something

>> No.2304987

What zip file?
The link in the zdoom gmota thread is for the dropbox download of a .pk3.

>> No.2304991

Have they been ripped?

>> No.2304995

every time I click it, it downloads a zip, is this the right place? http://forum.zdoom.org/viewtopic.php?f=19&t=45115&

>> No.2304997

nevermind, fucking Internet Explorer

>> No.2305002
File: 72 KB, 250x250, kek.png [View same] [iqdb] [saucenao] [google] [report]


>using IE

>> No.2305003

Thank you though, I don't know why IE was downloading it as a zip, everything else downloads as a pk3

>> No.2305019

gief quaek mods plx

>> No.2305020

>Internet Explorer
but why

>> No.2305024

There's also a stealth one that was apparently pretty great, came with his own levels and shit.

>> No.2305028

I love you, whoever you are.

>> No.2305030

>Waiting a minute before every fight when you could just do a forward special and kill everything but bosses in a single hit anyways

It just doesn't seem too practical and messes up the pacing pretty bad.
Not to mention you have to give up your rank every time you want to go for it.

I don't know man, it just never comes up to me.
And now with all these weapon specials it feels like there's even less of a use for the full charge hammer.

>> No.2305038

It was nerfed because it was acting like an invulnerability button, but I think I nerfed it too much. I will unnerf.

Whoops. Will be fixed, thanks for reporting.

>> No.2305046
File: 72 KB, 400x400, 1366588390444.png [View same] [iqdb] [saucenao] [google] [report]


Th-thanks, anon.

>> No.2305048

Haven't been here for a while, is the view bobbing thing when reloading still in?

>> No.2305049
File: 3.70 MB, 1600x1200, 8-Quake-wallpaper.jpg.png [View same] [iqdb] [saucenao] [google] [report]

Would anyone be interested in playing Quakeworld if I hosted a server?

>> No.2305057
File: 869 KB, 818x1059, Pages.png [View same] [iqdb] [saucenao] [google] [report]


Heh, thanks.
I'm having a lot of fun making the manual, it's really a shame these dropped out of style.


I'm sure he loves you too, anon. Just like I do.

>> No.2305102
File: 928 KB, 500x270, iVX2sv6.gif [View same] [iqdb] [saucenao] [google] [report]

I wish to see this mod.

>> No.2305113

Here: http://www.moddb.com/mods/its
There's a video in there that shows how it works. It's pretty neat imo

>> No.2305114


>> No.2305125
File: 556 KB, 1293x911, Hellknight HCG1 - orgasm - downscale - 4chan.png [View same] [iqdb] [saucenao] [google] [report]

Here's another new HDoom h-cg

>> No.2305127
File: 361 KB, 690x564, hkfug2.png [View same] [iqdb] [saucenao] [google] [report]

also close up of the face because i had to downsize the original image because it's massive

>> No.2305131

fairly sure even when pixelated that pic can get you b&

>> No.2305135

Real talk, I wanna see a cybersuccubus.

>> No.2305137


pain and pleasure elemental

>> No.2305156
File: 305 KB, 1280x720, Screenshot_Doom_20150323_223158.png [View same] [iqdb] [saucenao] [google] [report]

Working on this again.

Fixed a very strange bug with a very strange solution.
David fucked something up with GDCC's strings, so the score counter would simply disappear occasionally.
So he suggested I print with ACS's strings.
Works perfect.

Also, styles are starting to be implemented.

>> No.2305158

Muh dick but Doomguy's back muscles look like they're melting

>> No.2305173

Do you have a story or no? I am willing to write for you.

>> No.2305206

so what do you guys think about Sonic Robo-blast 2?

>> No.2305225

Ah, we're taking writers. You can hit me up with ideas on the HDoom blog.

>> No.2305228

Other quakefag here. I'd roll for a couple hours.

>> No.2305248
File: 10 KB, 300x200, Super_3D_Noah's_Ark.png [View same] [iqdb] [saucenao] [google] [report]

Looks like the demons finally got to Noah

>> No.2305254

Is the rest of Thy Flesh Consumed garbage or only the first two levels

>> No.2305260

It gets much easier after E4M2. Those first two maps are really brutal, probably harder than any Doom 1 or 2 map.

>> No.2305261

If you mean difficult, the only really hard maps are 1,2 and 6, I think. The rest of them are pretty easy. I think they goofed up on the level order, or else wanted to leave an impression on the episode, so they stuck the hardest levels in the front.

>> No.2305265

I also just started Thy Flesh Consumed
Holy fuck the second level is unrelenting

>> No.2305273

Glad to hear this, also I want to report something. The new blood replacement makes thtat when you use the secret psychic power (the metal blades with the blood power) it lags like crazy... just saying, maybe you could mess around with the upgrade code so the blades don't have blood coming out everywhere.

>> No.2305280

I removed droplets quite a while ago, so that's resolved.
... also, how do you get that upgrade? I know it's in the shop somewhere, but I can't seem to find it.

>> No.2305282

I just wanted to gauge some feedback from you guys.

I'm thinking about setting up a dedicated Doom channel (maybe a few outlying old FPS games like Duke Nukem and Heretic too). The idea is to promote peoples WADs, give them a little Let's Play treatment and such,

If I did this, would people want commentary or not?

>> No.2305290

The part when the Cyberdemon pops out, god fucking damn it

>> No.2305291

Once all your powers and weapons are maxed out, go left from pistols.

>> No.2305296

I don't even
Don't spoil it for me
i got 2 minutes into the level and got absolutely fucked, all i saw were over a million imps, Cacodemons, and demons

>> No.2305328
File: 147 KB, 955x942, dehumanizer_front_big.jpg [View same] [iqdb] [saucenao] [google] [report]


Fuck it, releasing the next build of DemonSteele now. I can always do the manual and gameplay trailer later.

Please enjoy.

>> No.2305369

Go ahead and try connecting to I want to make sure I set up port forwarding correctly.

>> No.2305385

Guys I beat all four episodes of Doom on normal. Am I a true doom murder head yet?

>> No.2305391

I reckon the order should've been this

4, 1, 5, 3, 7, 2, 6, 8, 9

>> No.2305393

Play Hell Revealed.

>> No.2305403

Play.... actually I have no idea what the name of the .wad is, so I'll just upload it, sec.

It's just doom 1/2 maps remixed. I recommend UV difficulty, as the first 3 are too easy and Nightmare is just bullshit

>> No.2305427

glitch: spent casings don't go up and down on elevators

otherwise, rad

>> No.2305435
File: 1001 KB, 646x850, ART.png [View same] [iqdb] [saucenao] [google] [report]

comic credit to sregont shovurs

>> No.2305448

rip cyberrunner
never5get ;_;7

>> No.2305462

I liked Cyberrunner. But the mod is notoriously hard to create maps for.

>> No.2305467
File: 45 KB, 84x128, Lydia_smoking.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.2305475


Dats some good animation

>> No.2305487

yes. but in other ways, your journey is just beginning...

>> No.2305489
File: 9 KB, 72x96, abom_eat.gif [View same] [iqdb] [saucenao] [google] [report]

Thanks. I find after I finish a sprite I've been focusing on for hours, suddenly my brain resets. I don't even remember what I was doing before I started working on it a few hours ago. Tomorrow I do zombiemen sprites, no more "for fun" sprites, but I feel guilty if I don't try to make something new every day so I usually make something random. I really love spriting, I could do this shit all day and all night.

>> No.2305494

news post >>2297082

>> No.2305495




just don't talk too much or when it isn't needed. also it would be great if you could introduce people to uv-max demos, if you're planning on talking about the most well-known pwads

>> No.2305497

> >>2302596
read the rest of the thread

>> No.2305512

What Quake port do you suggest I use? This mod crashes ProQuake.

>> No.2305546

Is there any difference between the old doom/doom 2 wads and the ones in BFG edition?

>> No.2305549

Health kits don't have a red cross anymore. Nightmare difficulty doesn't work as it should.
Check doomwiki

>> No.2305550


>> No.2305553


It should be noted that at present, you can only buy the modified .wads through Doom 3 BFG. The regular Doom/Doom II wads for sale are unedited.

>> No.2305560


Damn, thought I put +MOVEWITHSECTOR on them. Guess not.
Thanks, anon.

>> No.2305567

It just seems to be more politically correct than anything, nothing too gamechanging

>> No.2305568

I suggest either Darkplaces or EZQuake

>> No.2305570

>nothing too gamechanging

Aside from that it makes it impossible to play online with that iwad because the servers will kick you for wad authenticity failure.

They could have just done graphics replacements, replacing the Nazis sprites with just the zombiemen sprites and the walls with...uh, other walls.
But they didn't, they had to manually edit the maps. And now it's worthless.

>> No.2305574

oh shit, the doominati rises again
gonna play the hell out of this

>> No.2305578


I thought we secretly agreed on never telling that?

>> No.2305582

Quakespasm is the only correct answer.
Darkplaces is pretty but the physics are fucked and it breaks some of the game mechanics.

>> No.2305590

Maybe you did. But I was not party to such contracts. I am not popular enough to be part of any secret cabals or cliques, amongst whom they are made.

>> No.2305613
File: 1.42 MB, 640x320, they told me I could be anything, so I became a fast manlet.webm [View same] [iqdb] [saucenao] [google] [report]

Thanks Kyle for some extra ACS wizardry advice

>> No.2305702 [DELETED] 

haha scroton just got cucked by Kyle

speaking of, has he killed himself yet?

>> No.2305709


There's a few differences here. I facerolled on the keyboard myself and made the basic ACS for this. Kyle just told me what the fuck to do.

He didn't unload a large portion of code on me for some overly elaborate shit, because really all the boot item is doing is checking to see if the player is moving for a set period, then gives them a speed boost, then takes it after you stop running.

>> No.2305712 [DELETED] 

it's still makes scroton a cuckold

if you were his wife or a pretty girl you turned down all his sexual advanced to go ride Kyle's BBC

he is the literal objective definition of a cuckold now, kekarino

>> No.2305713 [DELETED] 


Kyle pls go

>> No.2305715
File: 37 KB, 605x454, 345345.jpg [View same] [iqdb] [saucenao] [google] [report]


This is getting really fucking weird, I just wanted some speed boots

>> No.2305721 [DELETED] 

TerminusEst13 is objectively literally the best modder for Doom and maybe for any game ever that the world has ever seen. He all but created the modern (G)ZDoom modding scene single handedly and is an expert coder who has almost 12 years experience in C, C++, C#, Java, and .PHP before getting into Doom modding. Every single one of his mods has been ground breaking and done many numerous things never seen before in Doom or even gaming at large. He was instrumental in inventing both cvars and Zandronum. There is literally no reason to ever any mod for Doom that isn't by TerminusEst13, and anyone that does is a clear modding pleb without any taste whatsoever whose opinion can be casually disregarded without loss.

>> No.2305736

HI, I;m new to these threads and was wondering,,, when is the next version of Samsara coming out??

>> No.2305742


>> No.2305746


>> No.2305748

>nothing too gamechanging
Anything that makes use of the SS Nazis are not compatible with the BFG iwads.

>> No.2305763

Scythe 2 and Resurgence particularly break, as Mr X isnt there, instead you get a zombieman...

>> No.2305965

What's the best modpack for the Railgun,

I'm thinking firestorm for the fact that you're basically getting a free piercing self-damage-less hit-scan rocket launcher

>> No.2305996

Unrelated to your question, but, does anyone play drpg/drlam online? Never see it on Doomseeker, but I'd like to fuck around with some coop shenanigans

>> No.2306003

Both mods do not work in Zandronum, as they both use recent features which will get added to Zandronum never because 2.0 is never coming out at this rate

>> No.2306013

This happens because when I added the new rotations for monster sprites, I forgot to convert them to .png. I will fix it on the next beta, and make sure it runs properly with BTSX.

>> No.2306020


I'd like to, given the chance.

>> No.2306038

Ahhh.... And GZDoom has shit netplay outside of LAN... God damn it...

Well, I'd be willing to try a g/zdoom server if we can

>> No.2306068

TeminusEst13 has abandoned it and the .31 beta forever in limbo because Ijon Tichy has left doom and TerminusEst13 can't parse his code for the project.

>> No.2306075

WTF? This is terrible news. I thought TerminusEst13 was a good modder and top notch coder.

>> No.2306086

Is this actually what's happening or is this Terminus Hater Guy shitposting again? Ijon was a great asset to the community and all, but his code can't be that hard to decipher.

>> No.2306109

>or is this Terminus Hater Guy shitposting again?

You know that old "terminus cocksucking squadron" guy from the early days of /vr/? This is it all over again. It's nothing especially new or interesting.

>> No.2306128

>So when I have no idea how the code works
>I am not a good coder.
Terminus has no idea how Ijon Tichy's code works.
Why do you think when Ijon Tichy left all of the projects TerminsEst13 was working on with him promptly went into hiatus and never received any updates or even work ever again? Why do you think TerminusEst13's mods and body of work back in the Skulltag days before he teamed up with Ijon Tichy were solidly "Nothing Special"?
Demonsteele uses a lot of Ijon Tichy's code but Ijon Tichy didn't put it there himself, it was put there by TerminusEst13 who cherry picked the couple of bits of Ijon Tichy code he could actually understand.

>> No.2306131

All lies. TerminusEst13 has assured his adoring fans that he will not be abandoning Samsara. He would never blatantly lie to his fans as that would be the mark of an irresponsible modder and coward.
>So, a few people have asked me “What now?” in regards to what I’m doing with Samsara. Ijon’s departure, Naraka going under the radar, and Cyberrunner development kind of all came out of leftfield as a sort of one-two-three melee combo, and a few people are worried that Samsara is going to be cancelled or dropped.
>It isn’t.

>> No.2306137

Not like you'll even bother listening, but that post is from 2013. Term stopped work on Samsara about August 2014.

>> No.2306140


Why let the facts get in the way of assmad shitposting?

>> No.2306145

Not like you'll even bother listening, (or TerminusEst13 will actually reply instead of remaining silent like the coward he is) but there was never any update to Samsara after that post was made.

>> No.2306148


Except for the 0.31 beta.
But that doesn't count because

>> No.2306151

So a broken half-finished turd counts as an update now? Even when it was never actually released? And doesn't work in (G)Zdoom? Why hasn't Terminus publicly released .31 if it's an "update" then?

>> No.2306152
File: 97 KB, 410x324, 4990139841.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2306159
File: 230 KB, 404x600, Clipped Doom.jpg [View same] [iqdb] [saucenao] [google] [report]

Just gonna ask before the new thread if anyone has had a chance to run through map05 of Tabula Rasa and can comment on the final encounter.

I know one anon said the process for opening the exit was a little vague, and with all the pressure I've added, if that's the case then I'd like to make it a bit clearer.

Yuh, lemme know what's up.

>> No.2306162

It's not moving the goalposts.

He did some work on the github, great.

But there was never a release for this work anywhere that wasn't the github or test versions on the BestEver hosting.

If you look at the front pages for both Samsara threads on ZDoom Forums and Zandronum Forums there isn't any mention of this .31 beta anywhere. For anyone that's not one of the dozen or so mouthbreathers in his irc circlejerk it may as well not exist.

If some company is working on a game, and they have an in-dev version of the game, and then they cease working on the game and never release or make public the in-dev version of the game, it doesn't count as releasing the game. Likewise the .31 beta does not count as an update to Samsara.

I'm not moving the goalposts--you're just blindly defending TerminusEst13 because you are a part of this coterie I mentioned. The average player of Samsara which is not 24/7 in the irc with TerminusEst13 and has received every info on Samsara in real-time for the last 5 years, they have no idea the .31 beta exists at all.

>> No.2306163

>Why hasn't there been an update?
>Point out an update
>It doesn't count because
>It's not moving the goalposts


>> No.2306165

An update that 0.0001% of the player base is made aware of is not an update.

It's a test version.

>> No.2306169

>The average player of Samsara [...] have no idea the .31 beta exists at all
>that 0.0001% of the player base is made aware of
>literally all of the player-hosted servers run the 0.31 beta

holy shit how fucking desperate are you to reach for some tiny, tiny possible reason to shitpost about him

>> No.2306170

hey thread maker, do you accept suggestions?

do you mind using this as the next OP?

if you do so, then thanks but if you don't it's completely fine.

>> No.2306173

There has been no mention of the .31 beta by TerminusEst13 in the opening posts of either of the two threads for Samsara. This would take him less than 5 minutes to do, and he could even do it without bumping the threads.
>>literally all of the player-hosted servers run the 0.31 beta
No, the ones hosted by his irc gang run the 0.31 beta. The rest (the majority of servers with people in them) use .30 or .29.

>> No.2306176


I'm honestly surprised that the server didn't filter that post as spam.
Good picture, though.

>> No.2306183

>No, the ones hosted by his irc gang run the 0.31 beta. The rest (the majority of servers with people in them) use .30 or .29.
>look at server list right now
>server with people in them is the one running the 0.31 beta and extra heroes
>cyantusk and jesh now count as irc gang
>random nobodies hosting the servers now count as irc gang

you're making me respond, but that's it. you're really not good at this

>> No.2306186 [DELETED] 

>you're making me respond, but that's it. you're really not good at this
I don't care about you, I'm wanting to eat away at his psychie until he quits Doom forever like the other ones.

>> No.2306191


whoops, tipped your hand too early
looks like you'll have to try again in another life when you get a better plan

>> No.2306193 [DELETED] 

It literally doesn't matter. TerminusEst13 will quit Doom within a years time anyway.

>> No.2306195


Oh, is that all you want? Why didn't you just ask? Going to all this effort just to get me to put those builds in the OP seems very counter-productive.
Sure, I'll do that right now, one moment.

>> No.2306196

Shouldn't you also name a successor for someone to continue working on the project under a different name? How about that guy that was working on those authenticity add-ons that had that nifty testing level a couple of threads ago?

>> No.2306201


Anyone is free to fork the build and continue as they want.
I've just updated the OPs to specify the final build and that I'm no longer actively working on the project, so anyone else is free to repurpose/reuse the threads or the git for whatever purpose they desire.

>> No.2306209

But if you don't name or at least acknowledge with a link in the OP these other projects they will not be seen as legitimate and I don't think that's fair of you to do.

>> No.2306213

>you're making me respond, but that's it. you're really not good at this
He's probably one of the new shitposters where instead of trolling by pretending to be retarded, they troll by pretending to be retarded at trolling and so intentionally are bad at pretending to be retarded.
This is an actual trolling method started by people other than him and not something I'm using to insult him. I'm serious. It's terrible.

>> No.2306220


I not really my place to say how people see other projects. Besides, none of the add-ons aside from the monster mixer have a thread they can link to for consistent updates and input.
If you don't think it's fair of me, then oh well.

>> No.2306229

So if the guy working on the Samsara authenticity add-on makes a thread for it and posts in the Samsara threads, he has your word that you would then link to that thread in the OPs since he would then have a thread for you to link to?

>> No.2306235


No, but you're free to make it regardless. People may respond better to it on there than they have been here.

>> No.2306265



>> No.2306636

seconded for Quakespasm

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