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2357735 No.2357735 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2351583
(We mainly talk Doom, but Unreal/Duke/Quake/Marathon/whatever are also welcome! Let's post like gentlemen)


The OFFICIAL Doom Wiki, actively maintained and supported by the Doom community. Want to learn more about Doom? Check this site first!

FAQ/Pastebin, updated semi-frequently

IRC (Password is in the FAQ.)
Channel: #vr



Vanilla/Boom: http://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: http://www.doomworld.com/idgames/
/idgames torrent (as of 11/25/2013; 12GB): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

##Our WADs can be found here!##
http://pastebin.com/5sKRiJzS (old)


200 Minutes of /vr/: http://www.doomworld.com/idgames/?id=17781
Colourful Hell: http://forum.zdoom.org/viewtopic.php?t=47980
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?t=37064

Doom RPG: http://forum.zdoom.org/viewtopic.php?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.2357736


[04-20] Marathon Skins update to v0.7.4 + thread

[04-19] At Doom's Gate (E1M1) remade entirely from Mario 64 samples

[04-18] Aeons of Death v6.06 update

[04-16] Metal Slug Doom beta release

[04-15] Valiant final release (/idgames link pending)

[04-13] Smooth Doom update

[04-12] Some scans of Final Doom / Doom64 content from issues of GamePro dated 1996-7

[04-10] Doom Saimoe -- sorry, I mean April Agitation -- was won by E2M2

[04-09] New release of Guncaster

[04-09] Colourful Hell

[04-08] Demonsteele v0.82, maintenance update for Zandronum 2.0

[04-07] Wrath of Cronos updated to 1.8A

[04-06] An amusing video of Russian Overkill played online

[04-02] Nuclear Halls, a new map by Adam Windsor (MM2, Requiem, Dmonfear, CChest4 etc.)

[03-29] Not an April Fools' joke: Zandronum 2.0 has been finally released.

[03-28] Estranged, a new 32 map Boom-compatible megawad, by Foodles.

[03-27] The /newstuff Chronicles #474


Please reply to this post with news.

>> No.2357747
File: 511 KB, 1920x1080, Screenshot_Doom_20150413_184139.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2357781
File: 317 KB, 800x600, Metal Warriors (USA)000.png [View same] [iqdb] [saucenao] [google] [report]

Looking back to Necrodoom, it could be very easy to make a Mecha doom mod based on Armored warriors for zandronum now that it can run Necrodoom

>> No.2357790
File: 34 KB, 405x501, 1426645396941.jpg [View same] [iqdb] [saucenao] [google] [report]

And this is where i realize i meant to say Metal Warriors instead of Armored warriors

>> No.2357797

>I prefer mapsets over megawads because mappers tend to burn out of ideas come the 20s, padding things out or turning into an impromptu slaughterwad. Smaller mapsets force things to be condensed and to tighten up ideas
>or turning into an impromptu slaughterwad

Err, its naive to think Slaughtermaps in megawads is the result of being starved for ideas. Plenty of mappers actually enjoy playing and making them, and plenty of megawads even have the slaughtery gameplay as the selling point (Hell Revealed, Alien Vendetta, Speed of Doom)

Only megawad I can think of where the slaughtermaps did feel like a result of running out of ideas was Hellbound.

>> No.2357810


>metal warriors
>dat vs mode
>dat music
>dem mechs


>> No.2357823
File: 32 KB, 320x200, Screenshot_Doom_20150420_233242.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2357847
File: 2.71 MB, 320x240, uac_ambush_1.webm [View same] [iqdb] [saucenao] [google] [report]

>Just popped together a quick little Doom 2 level.
>Can be played with any port, even Chocolate I believe.

first try:

one doesn't even need to download this to know there are zdoomisms. two solid hanging bodies in tall sectors right there in the screenshot. also how did you manage to get LITE5 tiling up into the sky..?

nonetheless i tried to record it in doom2 complevel, but then to my unpleasant surprise -- or possibly lack of it -- discovered there were zero-tagged linedefs. specifically, when i walked into the hellknight's room to pick up the green armour, the entire map tried to open like a door, which naturally broke it completely. (linedefs 739, 741)

sorry, but you cannot claim compatibility with any port when you have only tested in ZDoom. how many more times will this need to be repeated? how many more new mappers will make themselves look like clueless idiots with no idea what they're doing?

>> No.2357872

>sorry, but you cannot claim compatibility with any port when you have only tested in ZDoom.


New mappers really need to learn the difference between Map Format and Port Compatibility. Doom in Doom format may only use the linedefs and sector actions of vanilla, but it doesn't guarantee compatbility with vanilla just because you're using the format.

>> No.2357875

>yfw UAC labs was the best wad of all time

>> No.2357878


too late to the party, friend.

>> No.2357887

>how many more times will this need to be repeated?
>how many more new mappers will make themselves look like clueless idiots with no idea what they're doing?

Considering people are doing this precisely because they are new and thus haven't heard this information before (and are clueless, and don't have any idea what they're doing), probably from now until there are no new people mapping for Doom.

You're not talking to people that have heard this from you before and are ignoring your advice out of spite, you're talking to people that have probably just watched a couple of youtube videos and started mapping and wanted to share their map. While the differences between formats and sourceports and complevels for each sourceport are easy to keep track of once you know them, they're neither intuitive nor as widely provided as the basics of mapping (how to make a room, how to make a door, how to change height) are.

>> No.2357907

This is why I think Doom Builder needs to make it that doom in doom format forces you to only use chocolate doom or prboom+ with -complevel 3 (2 for doom in doom 2). and forces boom in doom format to only use prboom+ with -complevel 9.

>> No.2357914

Restricting options is never a good idea.

I think just having a note on start (that could be disabled) when mapping in each format would suffice and probably explain more than locking which port could test which format, when the user may not even have whichever port installed and it would be a pain for people that either want to test a map to make sure it works in all target ports or just prefer one port to do most of their testing in.

>> No.2357948

Hmm, you have a point.

Maybe the note could popup whenever they launch zdoom through the test button on non-zdoom map formats to warn the user that there's no guarantee it'll work on non-zdoom engines.

>> No.2357949 [DELETED] 

I wish that I had Jessie's girl!

I wish that I had Jessie's girl!

Where can I find a woman like that?

>> No.2357968

that wouldn't help anyway. there are still things the editor wouldn't be able to idiot proof that a noob would fail at for 100% vanilla compat. chief among the things I'm thinking about would be visplane overflows and shit like that.

>> No.2357985
File: 1008 KB, 320x240, AAAAAAAAAAAAAAAAAAAASSSSSSSS.gif [View same] [iqdb] [saucenao] [google] [report]

Anyone like to bum around with shitty wads?

Well I've got one HELL of a wad from the bottom of the barrel... Truly a rump of enormous crapness.


I would like to say it's not the worst I've played, butt it's definitely pretty damn bad. If anyone does a playthrough, I'd rearly like to see it.

>> No.2357994


Woo new place to dump my crap

>> No.2358003

I'm curious guys, what would you guys think of a Persona 3 zdoom wad that included multiple characters and (possibly) CO-OP support? I was thinking of making one but I'm not sure if it would be worth the effort (such as animating all the personas and such)

>> No.2358004

I dunno about persona, but I'd love to see something themed on the original SMT.

>> No.2358010

do one of final fantasy vii

>> No.2358023
File: 2.78 MB, 320x240, assent-fda-428.webm [View same] [iqdb] [saucenao] [google] [report]

>If anyone does a playthrough, I'd rearly like to see it.
hrear you go. for posteriority

seriously it's not all that terrible, it might look bad and be full of visual bugs but it was playable and had few typical forced-tedium gameplay annoyances.

i got slightly worried when i saw the demon+caco in the tiny stair passage because i had no weapons, but they turned out to be behind a monster blocking line. then a computer map solved the rest of the level for me so 100%/100% first time (missed some items, sadly).


>> No.2358028
File: 187 KB, 1280x720, purseowner.jpg [View same] [iqdb] [saucenao] [google] [report]

Make it look like this.

At the very least make a weapon like this.

>> No.2358051

What the fuck is that?

>> No.2358054


Completely forgot about the lava hallway stuff, couldn't really be bothered with it because the missing textures in the second to last room threw me the fuck off.

>> No.2358081

It's a really bad Persona 3 reference.... not /vr/

>> No.2358085

Law & Order: SVU at it's proudest moment.

>> No.2358115

Why not focus on the Megami Tensei universe instead of limiting your choices to P3. You'd be opening up to a lot of community support possibly.

>> No.2358120

heh. to be fair, as i recall you said you don't generally go for 100% anyway, you just try to exit and hopefully make an amusing video in the process.

having looked in a map editor it turns out i missed an entire honking great rocket launcher stuck out in the open in a corridor just before the tiny staircase. it was dark, but still. also several early backpacks, and an invulnerability, which if nothing else would have been useful as light goggles.

>> No.2358125
File: 62 KB, 515x310, 1409809600833.jpg [View same] [iqdb] [saucenao] [google] [report]

>yfw you realize Chex Quest was guilty of having centered and angled weapons

>> No.2358131

Just started playing Ultimate Doom for this first time today and I'm doing a vanilla run to start. Loving it so far.

>> No.2358132


>as i recall you said you don't generally go for 100% anyway, you just try to exit and hopefully make an amusing video in the process.

More or less. It depends on how I feel, how bad the wad is/how sick it makes me feel. I've also gotta think about entertainment and good time keeping, people generally don't want to watch 10+ minutes of a shit map.

> i missed an entire honking great rocket launcher

The one I picked up at 0:35 on my video?

>> No.2358134


welcome aboard bro. Doom is a great game, and you have a lot of cool shit ahead of you.

>> No.2358136

>The one I picked up at 0:35 on my video?
yes. i ran over a box of rockets but missed the actual gun next to it. quite embarrassing. i'm lucky i stumbled on the plasma gun a bit later or i'd have really had a bad time.

>> No.2358145

welcome. don't go too fast. savour your first time, you won't be able to experience it again.

>> No.2358150
File: 2 KB, 351x66, little babby slimes.png [View same] [iqdb] [saucenao] [google] [report]

You think this'll suffice for babby slimes? I attempted to keep the color scheme of the big one

>> No.2358151
File: 563 KB, 909x464, DEDE2.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2358153

they look good
but they're gray instead of being black like the big ones

>> No.2358154


Does that zombie have a fucking mohawk

>> No.2358158
File: 2 KB, 351x66, little babby slimes the seconding.png [View same] [iqdb] [saucenao] [google] [report]


Woops, I lowed the lightness down a little, what about now?

>> No.2358159

you could mabe make them a bit darker, but they already look great

>> No.2358161
File: 357 B, 351x66, dark enough for you.png [View same] [iqdb] [saucenao] [google] [report]


Okay I think I got it


>> No.2358162


>> No.2358163

my suggestion would be to try to avoid areas of one solid colour -- the light patch on the top looks awkward. other than that, great. these things can't fly like their parent, right? they just squidge along the ground?

>> No.2358165
File: 2 KB, 351x66, little babby slimes the thirdening.png [View same] [iqdb] [saucenao] [google] [report]


How's this?

>> No.2358168


Oh and no, these little bastards are going to just hop at you, they'll burst and die on impact though, and be incredibly fragile.

The kicker is there's gonna be an awful lot of them

>> No.2358178

sounds like a fast-firing weapon will be the order of the day.

>> No.2358179


>> No.2358182


Or an explosive. Really blaz will be able to keep the hordes of adorable bouncing boogers at bay with ease. Just make sure to not use a rapid fire weapon on the big momma slime otherwise you're just going to make things worse for yourself.

Kustam and Samson are going to have some slight troubles however.

>> No.2358184
File: 599 B, 79x76, 2 hours in paint.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2358187

>there are still things the editor wouldn't be able to idiot proof that a noob would fail at for 100% vanilla compat. chief among the things I'm thinking about would be visplane overflows and shit like that.

Accidentally breaking the limits of vanilla is part of the territory, anon. Even veteran mappers run into such situations. Part of the point behind testing in vanilla/chocolate is so that you are fully aware of these broken limits being in place, and need to take action against them. Chocorenderlimits is useful for this kind of stuff, too.

>> No.2358190
File: 1 KB, 117x22, Babby slimes that could do with some extra viusal polish (Please).png [View same] [iqdb] [saucenao] [google] [report]


See now that looks really nice.

I'll uh, try to replicate that later after I get a bit of sleep, though I could also leave the actual 1:1 sprites here just in case

>> No.2358204
File: 1 KB, 117x22, idk.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2358206


>> No.2358238

Is there any difference between using Zandronum and GZdoom?

>> No.2358240


>> No.2358245

GZDoom keeps up to date with ZDoom

Zandronum doesn't. Even 2.0 is still based on an outdated ZDoom

>> No.2358251

Can doomseeker work with gzdoom?

>> No.2358254

Anyone have some good music PK3s? Getting bored of the normal old Doom music or the brutal doom metal pack.

>> No.2358256


>> No.2358257

I kinda like this one. http://www.doomworld.com/idgames/index.php?file=music/titanic.zip

>> No.2358260



>> No.2358270

Doom3:phobos is still alive?

>> No.2358271

it's probably a tweaked NC-HUD

>> No.2358272


This was my dream growing up. I hope that kid realises how rad that is.

>> No.2358273

So I was thinking, how would you guys think about making another big map pack similiar to the 200 mins one? Like 2 days to make map or something similiar, not as strict as 200 mins but still strict enough to actually motivate to make the map

could potentially result in better looking maps but not take ages to finish up on.

>> No.2358274

demonsteele's nowthatswhaticallmidi is pretty good

>> No.2358275

How do I get a colored name in zandronum?

>> No.2358279
File: 162 KB, 600x600, Hue.png [View same] [iqdb] [saucenao] [google] [report]


> It didn't take us long to realize that we were up to the challenge and decided to skip the first step.
> We know it has been quite a while since the last devblog


>> No.2358283
File: 2.85 MB, 320x240, gzdoom 2015-04-21 16-36-25-07.webm [View same] [iqdb] [saucenao] [google] [report]

It's NC HUD with the icons patch.
To get extra info/displays use these in the console,
nchud_toggletally 1
nchud_toggleammo 1

>> No.2358297
File: 6 KB, 387x429, Love.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2358339

>joe-ilya running another project
>when his first one isnt finished
>and he still needs to improve his mapping.

I think he needs to slow down

>> No.2358342

Zandronum has better netplay.
Gzdoom supports more modern mods.

>> No.2358347

\cx, with x replacing a letter. Different letters mean different colors. Capitals won't work.

\cfTry \cgthis \chingame.

>> No.2358348

Its kinda funny that people who hate slaughtermaps think its all just mindless monster spam, and the author lacks creativity.

There are some cases of mindless slaughtermaps, but they're mostly limited to nuts clones, and some of the crap thats in Chillax (which arent even the originals) and Slaughterfest 1.

>> No.2358353

>I think he needs to slow down.

Nuh-uh! Joe's maps are a refreshing twist on conventional mapping techniques. If anything, he needs to release more maps, and start more projects, now more than ever before.

>> No.2358362

Has there ever been an update to TheCraftyTitan's Doom hack? aka Yukkuri Doom

>> No.2358383
File: 156 KB, 1920x1080, Screenshot_Doom_20150215_161310.png [View same] [iqdb] [saucenao] [google] [report]

Nope, it's a night vision thing on his head; Smooth Doom.

>> No.2358389

What other pk3s are you using?

>> No.2358409
File: 105 KB, 500x547, spoon.jpg [View same] [iqdb] [saucenao] [google] [report]


My main mods are Smooth Doom, Dark Doom (the extra from sneaky doom) and brightmaps (with sprites commented out for smooth doom)
I also ripped the glows from Brutal Doom's GLDEFS

>> No.2358413

I'm trying my hand at making a map for Duke Nukem 3D for the first time and I've hit a bit of a snag.
When I insert a sprite and I hit v twice to access the sprite list...the sprites there are just...there like 40 of them instead of the pages and pages of them, and none of them are familiar as Duke Nukem sprites.
Do I need to configure the builder to access the Duke Nukem sprites? And where are the sprites located because I can't find them in the gameroot folder. And googling has led me to believe that this is not a common problem because I couldn't find a single person encountering this.

>> No.2358432

never thought to fix brightmaps for use with smooth doom

>> No.2358436

>(the extra from sneaky doom) and brightmaps (with sprites commented out for smooth doom)
>I also ripped the glows from Brutal Doom's GLDEFS
can you pretty please upload those somewhere

>> No.2358445


I'm using these ones. Just go into SLADE and comment out the sprite entries in DoomDefs.

>> No.2358454

can't say i've ever even heard of it

>> No.2358459

Anyone know how to use Jay's SmoothDoom modification?

>> No.2358467


I'd assume by loading it, anon.
Unless there's some more information you'd like to give us.

>> No.2358484

My thought is it would do voxel or voxel related things with smoothdoom, but I can't notice any changes.

>> No.2358489

Anyone got a good rounded mappack like hell revealed? Feel like playing around on somee rounds with it.

>> No.2358490

what about the brutal doom gldefs, whatever that is

>> No.2358491
File: 83 KB, 640x480, Screenshot_Doom_20150209_210551.png [View same] [iqdb] [saucenao] [google] [report]

>Tfw you passionately love your first ever attempt at mapping but your job keeps destroying your dreams of completion

Life is suffering.

>> No.2358507

So for an assignment for my art college I have to create currency for an either existing or made up country and I was thinking of doing one based on Doom/Hell. Got any suggestions what I could do? I was thinking of having the currency in "guts" (I.e. 5 guts, 50 guts and 666 guts) and ranking the value of each bill being based on the character on it (I.e. a former human would be the lowest while doomguy would be the highest). Any suggestions for stuff other than that?

>> No.2358520

if no-one's said "Brouzouf" yet, i'd like to be the first.

>> No.2358525

base it off monster HP/10 so a zombie is 2, sergeant is 5, demon is 15, caco is 40, baron is 100, cyber is 400, etc. you can probably skip spectres, although if you could get the fuzz effect to animate on the bank note, it'd be hard to forge...

>> No.2358535

how do I use this GemFX shit?

>> No.2358537

>>2358525 (me)
>sergeant is 5
3 even. damnit there isn't a good one for 5.

>> No.2358551
File: 367 KB, 1280x720, Screenshot_Doom_20150421_145314.png [View same] [iqdb] [saucenao] [google] [report]

You guys liked Longest Yard, right?

>> No.2358560

You guys like bad palette shifts?
Include file key

>> No.2358562


Here's the brightmaps if you don't know how to do it,

Run ReShade Setup, select gzdoom. Once installed, open up the GemFX_settings in the new reshade folder. Change the settings to the ones I've posted, same with the other setting files.

>> No.2358563

Oh yes. Yesssssssssss.

Dem sleepless nights passed with insta-unlagged, my brother, couple of homies and dry gin.

>> No.2358564

pretty easy, but it wasn't bad

the biggest problem is that you can hide behind/corner abuse the banners, other than that I don't have any comments

>> No.2358567
File: 20 KB, 393x377, 1421443909312.png [View same] [iqdb] [saucenao] [google] [report]

Thank you based anon

>> No.2358585

Is there such a thing as a fork of Brutal Doom that takes everything but the weapons? I want the gibs and enemies but it won't be compatible with other mods due to weapon layout.

>> No.2358589


>> No.2358594

Perfect. One thing I wish colorful hell could work with any other mod. I like the idea of random monsters with buffs.

>> No.2358601

>but it won't be compatible with other mods due to weapon layout

It wouldn't be compatible with other mods anyway, considering it'd replace the monsters.

>> No.2358634

I was using it with russia overhaul for some stupid weapons, but the monsters are pretty plain.

>> No.2358645
File: 216 KB, 1280x720, Screenshot_Doom_20150330_232713.png [View same] [iqdb] [saucenao] [google] [report]


And there we go. With that, Push v0.7 is out. 70 maps! Fucking hell, that's a massive amount. What happens when you go double a megawad's amount? Gigawad? Probably not, since giga would probably be 32*32 instead of 64, but it sounds cool so I'm sticking with it.
Thanks to everyone for their incredible contributions and support.


>> No.2358658

let us try to form an analogy which works for you.

SI units go in powers of 1000

-- kilometre = 1000m, megavolt = 1000000V, gigawatt = 1000000000W

bytes go in powers of 1024

-- kilobyte = 1024B, megabyte = 1048576B, gigabyte = 1073741824B

the /idgames definition of a megawad is at least 15 maps. therefore i suggest wads approximately go in powers of 4.

-- kilo = 4 maps, mega = 16 maps, giga = 64 maps.

kilowad never caught on, obviously. also, in before that one copypaste about wad numbering systems, you all know the one.

>> No.2358661
File: 83 KB, 338x128, 1387523932286.gif [View same] [iqdb] [saucenao] [google] [report]

>playing 200 minutes of /vr/
>get to 200 minutes of going down
>had a real hard time
>I restrict myself to only save at the beginning of levels which makes it even harder
>finally get to the exit portal after failing to cross the blood pit in another try
>ZDoom fucking crashes after the title card for the next map

>> No.2358676

forgot to mention, how can I fix it?

>> No.2358685

Fucking great

>> No.2358687

Just bumping this in case anyone can help me out. I still haven't figured out why I can't view my sprites. Watching videos of people using the editor they have sprites that I don't.

>> No.2358693

>in before that one copypaste about wad numbering systems, you all know the one.
I don't

>> No.2358701

to be honest i was trying to get someone to repost it because i couldn't remember exactly how it went. but somehow i managed to find it anyway.

>> No.2358702

>You silly Americans and your imperial "a mile is how fast the king's horse can run in a minute"/"this is how many levels id software put in doom 2" measurement system.

>Here in the EU we entertain no such folly; our naming system is concise and straightforward.

>A wad with 5 levels or less is simply called a pwad. A pwad that contains at least 6 new levels but no more than 15 is called a decawad, a wad with at least 16 but no more than 25 is a dudecawad, a wad with at least 26 but no more than 35 is a tridecawad, and so forth. All hub levels are counted separately for the purposes of naming.

>As for Conversions the naming is similar but the amounts are not rounded. A wad which replaces at least 10% of the game assets is called a decicon (con is a shortened version of conversion), one which replaces at least 20% of the game assests is a dudecicon, and so forth until 100% of the game assets are replaced at which point it's either called a "conversion" or an iwad, depending upon whether it requires another wad to run.

>So for instance something could be described as a decicon tridecawad hub, and you would know immediately that it is a hub-style pwad containing 26-35 levels with 10-19% of the game assets replaced with player-created ones. Much better I think.

>> No.2358703


>> No.2358713
File: 2.17 MB, 388x218, NuttedButSheStillSucking.gif [View same] [iqdb] [saucenao] [google] [report]


Terawads when?..

>> No.2358714

That's fucking hilarious.
And cool, in an unnecessarily-complicated-but-still-cool kind of way.

>> No.2358717

256 maps? probably been done already. though not outside of some stupid jokewad.

>> No.2358724

congratulations. also, thanks for the backlink; it makes updating the news posts so much easier.

>> No.2358824
File: 275 KB, 512x384, vlcsnap-2015-03-26-19h04m26s98.png [View same] [iqdb] [saucenao] [google] [report]

fuck me, you're right

>> No.2358826


>> No.2358829

Make one off FFVII instead

>> No.2358856

Hosting a Quake server


maps being used:

Server will be up for as long as possible this week.

>> No.2358868

[samefagging here]

Maps go inside id1 folder.

If you guys need something, feel free to add me on steam.
I can supply game files too if you guys need that to play


>> No.2358883
File: 558 KB, 2000x2000, oawdbnioub12o3b1po23.jpg [View same] [iqdb] [saucenao] [google] [report]

I want you guys to decide which one should I do

>> No.2358884
File: 8 KB, 412x314, 1426812631462.jpg [View same] [iqdb] [saucenao] [google] [report]

>go up a secret staircase
>the fucking barrage of A SECRET IS REVEALED noises

>> No.2358887

Also I can't figure out how that motion would result in that cut in the demonsteele part

>> No.2358890

Yeah what the fuck was up with that

>> No.2358897

Every single step
The fuck

>> No.2358902

I'm guessing that it started out as a single sector with the secret tag applied and then broken up into stairs and the mapper forgot to remove the tag. Mistakes happen, the courtyard level in DooM 2 had door trims with missing textures.

>> No.2358905

>Exit switch visible from a window I could run through in E4M5
>Surely it's unpassable
>E4M6: Against Thee Wickedly

>> No.2358914


I really need to add a burger powerup.

>> No.2358920

>First cut goes partway through monster
>Twist sword
>Pull away

A < slash

>> No.2358925

still looks weird to me, the pullaway wouldn't let her standing like that imo

>> No.2358931
File: 2.94 MB, 640x360, zdoom 2015-04-21 19-11-33-903.avi.webm [View same] [iqdb] [saucenao] [google] [report]

>22 secrets
>actually only two separate areas
>two of those 22 are fucking torches that can't even be "found" without noclip

>> No.2358932
File: 21 KB, 782x295, esomfposmepfmpesf.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.2358935

Maybe she was like "Oh shit wouldn't it be cool if someone was taking a picture of this? Better strike a pose."

>> No.2358939

that's what i though at first
but then the motion lines are in the wrong side
anyways, it's just a sketch, like you say

>> No.2358948


Also draw TSP, Mel deserves a little love too you know.

>> No.2358970

Never knew about that Necrodoom mod, damn, does you guys have a compilation of wads that are more mechanics than weapons?

The ones i have tried in this style are Psychic, Metroid:Dreadnought, GMOTA, Demonsteele and now this Necrodoom thing.

>> No.2358983
File: 14 KB, 265x200, IAmNotACleverMan.jpg [View same] [iqdb] [saucenao] [google] [report]


> Run ReShade Setup, select gzdoom. Once installed, open up the GemFX_settings in the new reshade folder. Change the settings to the ones I've posted, same with the other setting files.

I'm missing something, I installed ReShade and only have Global_settings and SweetFX_settings, where I get the GemFX shader?, I need to install GemFX and SlimDX too?..

>> No.2358984


I always love getting DemonSteele art, but Kegan and Marty haven't really been getting a lot as of late.
You're a damn fine artist, I'd be interested in seeing how you handle Blaz or Mel.

>> No.2358995

From what I've heard the project is (unofficially) dead.

>> No.2358997

He's been busy and he wanted to do a reboot with entirely his own code.

So technically yeah it's dead but Marty seems like he still wants to work on it.

>> No.2359008

The thing is that
>[Author]'s been busy and he wanted to do [ambitious thing.]
>So technically yeah it's dead but [Author] seems like he still wants to work on it.
applies to basically every dead Doom project out there.

>> No.2359030

From what I've seen projects that end up not getting done in Doom broadly fall into 3 categories:

>Meltdown: strife/drama ends up making team members hate each other or the community and either the project team breaks up or if a sole author they tell everyone to fuck off and delete everything. Most recent is probably EU

>Vaporware: there was either a small very early release and promising promotional stuff or maybe just promotional stuff and lots of cool plans and ideas but nothing substantial ends up surfacing in the end. Usually due to the team involved being mostly idea guys, which then falls apart when the guy(s) that can actually get stuff done either grow bored with bringing to life other people's ideas or they get wrapped up in another project. Most recent I can think of is Cyberpunk Shootdown.

>Real Life: People working on an (overly) ambitious project end up not being able to work on it anymore. Most upsetting out of all three because these projects usually show the most promise and progress and the people working on it are competent, enthusiastic about what they're making and still want to work on it, but for whatever real life reason cannot. Most recent is probably DE.

And of course something may be a mix of some or all of the above.

>> No.2359050
File: 848 KB, 959x1030, mel.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2359062




>> No.2359201

Terminus are you the guy that said that you were childhood friends with Kegan?

If so that's really comfy.

>> No.2359212


Nah, sorry, I've only just met Kegan recently.

>> No.2359219

>>2358507 here, how do I export textures as jpg/png files via slade?

>> No.2359243


Right click, graphics options, export as png.

>> No.2359247


Much thanks m8.

>> No.2359257
File: 99 KB, 909x835, This-is-how-i-monk.jpg [View same] [iqdb] [saucenao] [google] [report]

Running the new Wrath of Cronos on Demons of Problematique! Come get more medieval than GMOTA with us!

Server: :: [BE] Montreal :: /vr/ plays Dungeons & Dragons: Los Tiburon edition!
Password: vrtroopers

>> No.2359259
File: 11 KB, 256x224, [DISTANT RATTLING].gif [View same] [iqdb] [saucenao] [google] [report]

>Come get more medieval than GMOTA with us!

Dis fucking guy.

>> No.2359268
File: 587 KB, 500x366, 83Wp3N8.gif [View same] [iqdb] [saucenao] [google] [report]

>Come get more medieval than GMOTA with us!

>> No.2359273

Game cancelled on account of Push.

>> No.2359275
File: 412 KB, 689x928, blurry.png [View same] [iqdb] [saucenao] [google] [report]

Fuck me these sprites look awful when enlarged. Is there a way to make these not so blurry or a resource online for better ones?

>> No.2359298 [DELETED] 


>> No.2359343

I don't understand. What are you trying to do? How are you enlarging them?

>> No.2359351

Free transform. It'd be cool if I could get them to be just pixel-y and not so blurry (and I know why it does get blurry for the record).

>> No.2359354

idk, there should be an option for what kind of interpolation you want to use when scaling.

There is in GIMP.

>> No.2359363

Don't forget...

>Abandoned: Project that showed a great potential to be great but was later abandoned for the lack of extra content that [maybe] was promised by other users but never delivered, said content being maps and sprites. Most recent being Metroid Dreadnaught
And belive me that i am still butthurt that Term abandoned this project because nobody delivered.

>> No.2359364

RIP Cyberrunner, you were too fun to be mapped for.

>> No.2359368


Is it under Preferences>General? Cus I keep changing the interpolation options there and it doesnt change the sprite at all.

>> No.2359370


Move the sprite to its own layer, click LAYER at the top, scale layer, and choose no interpolation for a nice chunky scale. make sure to do it in even 100% increments though

>> No.2359372

It has. There was something like a WAD with 1000 maps or something, but literally all of them were just a square room with an exit button in it.

100% joke wad.

>> No.2359375

that sounds a lot more like you're upset that people didn't give you the content you want than an actual category

>> No.2359379

Nah, cyberrunner was the case of

>Holy dumb fuck, why is this happening?: When a mod has an unfixable glitch or broke the engine in pieces. Most Recent being Cyberrunner.

Trust me, Cyberrunner died for simulating FTL speed on idtech 1

>> No.2359381

Well guys.
I finally sat down and played regular old Doom for the first time since I was really little. Well sort of regular. I've been sitting here with the shitty normal steam version that doesn't really work on win7, so I'm glad I sat and read the sticky info.
Thanks guys! Still gotta say though, Quake is my favorite.

>> No.2359384
File: 29 KB, 180x180, 1428901734594.jpg [View same] [iqdb] [saucenao] [google] [report]

Nigga, i am not terminus to judge if Metroid Dread didn't got its content, a lot of people could simply port Metroid Prime Hunters maps to Metroid Dread but nobody did, meanwhile Push has like 70 maps, 3 of them made by the author and one of said maps is a collab [Push28] and that's why i am butthurt and that's why i think push got so many maps was because there wasn't creative limitations, with Push you can map whatever layout you want with whatever textures you have, meanwhile on Metroid Dread you have to make a layout that works well with the mod which requires lots of playtesting and modifying the map so it works 100% with the game, this is called lots of effort and its something that push doesn't have

>> No.2359386

>scale layer

Can't see it, is it in CS5?

>> No.2359389


YOU MOTHERFUCKER THAT'S UNFORGperfectly all right and I'm glad you have a gave you enjoy

>> No.2359402
File: 106 KB, 1170x717, Right there you donut.png [View same] [iqdb] [saucenao] [google] [report]


Unless you're using an odd old version of GIMP, it's right here

>> No.2359403

Quake 1 a shit

>> No.2359404


nigga I said I used photoshop cs5

>> No.2359412

Yeah I don't like it either.
But I'm glad you had fun anon.

>> No.2359416


Can't help you there pal, photoshop requires either money or effort to pirate it, so I stick with GIMP

>> No.2359428

>playing Heretic
>find all the secrets
>still don't have all the items or even kills

This game is really rustling my OCD.

>> No.2359432


>> No.2359449

I just happen to have a copy of CS5 on hand.
What you want to do under Image -> Image Size.
Set the width and height to how many pixels or percent, then at the bottom select Nearest Neighbor and click ok.

>> No.2359457


I actually figured it out myself but thanks m8.

>> No.2359503

Where do I start making Doom maps?
I mean, I have the tools, I know how to map, but just... where do I START?

>> No.2359514

first, you have to make coffee.
Then, you put ice in the coffee so you can drink it fast instead of sipping hot shit and burning yourself.
Then you make a playlist consisting of some of perturbator's faster shit, skalmold, and chiptune shit like shirobon and maktone.

Then you crank that shit up, chug the coffee, wait for yourself to be able to feel the come-up of caffein delirium, and open doombuilder/whatever you use.

Now you're good. You should have it from there.

>> No.2359524

not a clue, sorry. i admit i didn't personally test the wad in zdoom but i can't see why it would crash it.

(personally, if doing a savegame run like you describe, i always save at the end of the previous map immediately before activating the exit instead)

>> No.2359535

>>2359524 (me)
okay, i just IDDQDed through map28 in zdoom, and carried on into map29. i'm afraid there was no crash. i'm at a loss.

>> No.2359552

You need to download the framework version.

>> No.2359619



>> No.2359620



>> No.2359630

unless it's something like Erik Alm or Gusta have returned and released a Doom+ or Boom megawad, i remain unimpressed. anyway, i already post here way too much. i had 60+ in the last thread and already 20+ in this one. people complain these threads are a circlejerk of too few posters, i am not helping that at all.

>> No.2359634


you poor, poor thing

>> No.2359646 [DELETED] 
File: 104 KB, 1371x803, ss+(2015-04-22+at+06.39.27).png [View same] [iqdb] [saucenao] [google] [report]


>> No.2359649

>unless it's something like Erik Alm or Gusta have returned and released a Doom+ or Boom megawad, i remain unimpressed


>> No.2359650


fuck off

>> No.2359651

It's not a Terry WAD. I quit Terry.

>> No.2359653

If this is true, I am cautious but interested.

>> No.2359661

Here is how the story will go:
>The year 2017 has arrived. A herd of fuckin' ugly ZDoomers. are rushing from the mainland.
>Post-Hell rate skyrocketed! Doomworld is ruined! Therefore, the Doomworld administration calls Flynn Taggart's relative "Joe"
>for the banning of the ZDoomers. Wipe out all 6.2 thousand of the butthurt retards!
>However, on ZDoom Forums, there was a secret project in progress! A project to transform the banned Bludsheddir into an ultimate weapon!

>> No.2359665
File: 11 KB, 96x88, slime.gif [View same] [iqdb] [saucenao] [google] [report]

wish it had a few more frames of animation. looks a little jank otherwise

>> No.2359667



>> No.2359668
File: 8 KB, 259x157, 11844.png [View same] [iqdb] [saucenao] [google] [report]


It does have a lot of frames. but I took only what I thought would apply best given the angles.

>> No.2359673

mmm nevermind then those animate well.

>> No.2359675


I'll do my best to make it look nice. and yeah as you can see a lot of the frames apply only on a 2D plane. so I grabbed the frames that could work in 3D space

>> No.2359680

Can ZDoom handle Kentucky Windage?

>> No.2359681





>> No.2359683
File: 52 KB, 848x480, 1424477416715.jpg [View same] [iqdb] [saucenao] [google] [report]

I have a goofy grin and want to laugh maniacally.
How can a single man be this fucking based?
It's like he is the fucking Based Jesus Omega or something like that.

>> No.2359684

Holy shit! Thanks for linking em here anon.

>> No.2359697


Hacker's Ethic.

He truly did The Right Thing

>> No.2359703

wew lad

>> No.2359707

based fucking Romero.

>> No.2359709

We won't be needing eyes where we're going.

>> No.2359712

Cool shit.
Though I'm not familiar with the .wdw format.
Anyone going to put together a gathered compilation of stuff out of all of this or what?

>> No.2359717

What would you think of an over under super shotgun
Same number of pellets, but with the spread of the shotgun instead of the ssg

>> No.2359720

Most of the files in the last zip shows up as lumps to me, without showing any graphic or texture.

Golden Souls has one, you can probably use those sprites, they're very nice.

>> No.2359721

Would be ridiculouly OP.

>> No.2359731
File: 4 KB, 59x119, STMIA0.png [View same] [iqdb] [saucenao] [google] [report]

Well, this one looks very new to me.
I mean, old, but whatever.
What do you guys think it is?

>> No.2359732

That's a stalagmite

>> No.2359734


>What do you guys think it is?

A turd.

>> No.2359737

google claims its a file extension used by pcsoft's windev ide.

>> No.2359760

Converted all the lbms that had useful things in it.
Plunder away, lads.

>> No.2359779
File: 5 KB, 320x200, newbonus.png [View same] [iqdb] [saucenao] [google] [report]

>invulnerability helmet
Oh that is just the fucking COOLEST.
I demand to see this used in something at once.

>> No.2359791


or just select the whole thing, then free transform with CTRL+T, then shift+drag the scale thingy with the mouse, and then before you ENTER it, you can see which interpolation on the top right and change it.

>> No.2359795

uh, wow, okay, that is pretty good.

>> No.2359806


that is part of one of the hellish skies of doom1

>> No.2359818
File: 882 B, 25x25, SSPHC0.png [View same] [iqdb] [saucenao] [google] [report]


Psst. Someone give it a light blue glow to match this and I will replace it.

>> No.2359824

sounds like the plot of a Community Is Falling wad. so, it's kind of been done before -- and, let's be fair, by a more talented designer than you. (i don't know anything about your skills, but it's a fair wager that you're no Kaiser.)

>> No.2359831

All I'm doing is making Hong Kong 97 into a Doom community related version.

>> No.2359841

lots of cool stuff in there

>> No.2359870

Not sure if persona is the best game to replicate, but the concept of persona3 as an FPS is interesting though. Maybe persona 4 or some other SMT game

>> No.2359875
File: 2 KB, 80x128, helmet.png [View same] [iqdb] [saucenao] [google] [report]

i tried.

>> No.2359879
File: 324 B, 40x32, mask.png [View same] [iqdb] [saucenao] [google] [report]

the changemask.

>> No.2359886

Batch converted all of the walls. Probably some duplicates and shit, but.. who cares.

>> No.2359891

I'm kind of worried about Romero. He just sold off a bunch of sentimental shit, team t-shirts and the coding book he used writing Doom. Now he's dumping all this shit on a day of no apparent consequence, when he could've saved it for future anniversaries. What's going on?

>> No.2359893
File: 2.10 MB, 720x360, and then I died after the invuln wore off.webm [View same] [iqdb] [saucenao] [google] [report]


Thanks buddy, GMOTA is now the first mod to proudly use that sick ass helmet.

>> No.2359902

What are we gonna do with the maps? How can we see them in game?

>> No.2359912

Kinsie posted the Doom 2 ones here: http://forum.zdoom.org/viewtopic.php?f=12&t=48397&p=829096#p829090

>> No.2359930

I know what you're thinking, but it really just looks like spring cleaning.

>romero goes inna attic to get rid of some old shit that's been sitting around for years
>finds some dusty old t-shirts, some old ps2 games, a busted ass camcorder, an old programming book and some zip disks labeled "work stuff, 1993".
>decides to make some money with old stuff he was going to throw out anyway because lol my name is john romero.
>dumps the old zip disks on a whim because someone on doomworld was begging for doomEd.

As a matter of fact, go look on the twitter. He states that spring cleaning is explicitly why he's doing it.

>> No.2359943
File: 27 KB, 500x333, 1426216046781.jpg [View same] [iqdb] [saucenao] [google] [report]

I like your fucking style.

>> No.2359952

Well done.
I'm sure we'll be seeing all of this stuff pop up in mods all over the place for awhile.

>> No.2359954
File: 24 KB, 170x120, disco_helmet.gif [View same] [iqdb] [saucenao] [google] [report]

happy i was able to do something useful :)

>> No.2359963

well, he did say that he already knows how to map, so I'm assuming he's good on the notions presented by romero's tips on the matter. He has tools, and he has knowledge...what else is there but stimulants to get him going and non-vocal music to set a clockspeed in his skull?

>> No.2359968

Knowing how to start drawing out the first sectors and shit, which is always what stops me cold

>> No.2359969

interesting, looks like they wanted a lot of different doors

>> No.2359981

eh, for me, it's just a matter of laying down some regular polygons (depending on what I'm trying to make that is). You know, quadrilaterals, maybe some hex- and octogons. Then I start fleshing them out, one by one into rooms. Fuck around by making concentric patterns in sectors in order to give me an excuse to change floor height, adding "box clutter", wall complexities, decoration things, etc. Then I get to monster placement, item thing placement, lighting etc until I have a room.
That first room, though, is always a small-ish, regular shape with a player start in it. Maybe it has a window into some impressive visual thing to wow the player...maybe not.

A kinda general process for me:
>conceptualise what this level is going to be thematically
>conceptualise different "sights" to see in such a place (i.e. you're inna power plant; you'd definitely want a reactor room)
>draw out basic "rooms" to represent these "sights"
>flesh them out individually.
>play test any time something interesting is added
>connect the rooms with "tubes"
>flesh out how you want level flow to be room by room
>add keys, etc.
>play test for fun repeatedly and tweak it until it's both fun and hard (meaning: it was fun to play and you exited the level with at most, 50 health from a pistol start)

>> No.2359997

Originally did a shoddy job of ripping and converting because Shivers was going mad with all of the cool stuff this brings.
(re-)Ripped and converted everything now.
Have fun.

>> No.2360030
File: 20 KB, 275x269, infested_mine.jpg [View same] [iqdb] [saucenao] [google] [report]

>unused graphics, unused maps, unused textures, unused stuff
this is my fetish

>> No.2360058



>> No.2360072

Its times like that that make me glad to have the "secret is revealed" message disabled.

>> No.2360073 [SPOILER] 
File: 108 KB, 703x684, 1429714723696.jpg [View same] [iqdb] [saucenao] [google] [report]

I would really appreciate if someone could give me a full body reference of Melody, please :33

>> No.2360079


Literally Ada Wong with an eyepatch

>> No.2360085
File: 1.05 MB, 1280x720, Mel-Design-Sheet.png [View same] [iqdb] [saucenao] [google] [report]

I know, but Marty did redesign her clothing.. well he added stuff and shit, I really like what he did but this is the only thing I could find.

>> No.2360105

Are there any vanilla maps that are bigger than "Speedtraps For the Bee Kingdom"?

>> No.2360198
File: 9 KB, 325x406, PartyTime.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2360216


That's pretty much the only thing there is, aside from maybe one or two player sprites.

>> No.2360221 [SPOILER] 
File: 215 KB, 831x1161, 1429720259003.jpg [View same] [iqdb] [saucenao] [google] [report]

hmm, interesting. ada wong seems in general to be more of a titty monster than as shown in marty's edited image, but perhaps that's just fan artists being fan artists.

>> No.2360262
File: 85 KB, 766x606, chinchungpirate.jpg [View same] [iqdb] [saucenao] [google] [report]


its her model in resident evil 6, it has "smaller" breasts.. well she actually isn't wearing any bra so they might not be smaller.

>> No.2360265
File: 5 KB, 67x80, johnc.tiff.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2360267

fucking great

>> No.2360270
File: 54 KB, 700x875, partycat01.gif [View same] [iqdb] [saucenao] [google] [report]


Can you doomify this comic?..

>> No.2360272
File: 5 KB, 80x92, Me1.tiff.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2360274


Doomguy sleeping and the cat being a cacodemon maybe?.

(And them dancing over blood and corpses)

>> No.2360275
File: 5 KB, 80x91, Me2.tiff.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2360278

For what purpose

>> No.2360281

In Vanilla there is a very hard limit on map size defined by the blockmap. Basically the blockmap has to be under ~65300 (the absolute limit is about 50 higher but you encounter problems over 65300. Once the blockmap exceeds that it breaks and creates overflow areas. The second Doom guy enters one of these overflow areas vanilla doom will exit. No error message, no warning, just complete instant crash.

Now the block map size is determined by number of sectors/area of those sectors/number of lines. So a small super complex map might have a bigger blockmap that a large empty map. However pure area of map is universally the easiest way to increase or decrease blockmap size so there is a pretty solid upper limit of map size past which vanilla mapping becomes impossible.

There are several BTSX maps that are right on the block map limit. Speedtraps for the Bee Kingdom. Unstable Journey. The final E3 map I am making with Ed. I think there is one other one I can't think of. So unless a massive amount of detail was to be cut out it would be very, very hard to exceed the size limits set by those maps. Most of them are barely under the limit often reached only squeezing every last unit out of the map (for Speedtraps I had to go around and shrink all the 0 height skybox sectors to 1 unit wide sectors just to reduce the overall area enough to force it to be under the limit).

>> No.2360283

Does Chocolate have the same issue?

>> No.2360284
File: 9 KB, 320x200, Untitled.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2360285
File: 207 KB, 600x446, B3O6oJmCIAAGMi0.png [View same] [iqdb] [saucenao] [google] [report]

The purpose of those faces? They're for the Help > About window.

>> No.2360287

for i in {johnc,Me}*.tiff ; do convert $i -quality 95 $i.jpg ; done

user laziness. i couldn't be bothered faffing with basename.

>> No.2360289

Chocolate Doom has the same limits as pure vanilla. The only limit that was removed for Chocolate Doom is the save game buffer overflow because it's impossible to test for any even IWAD maps break it. It's not on by default I think though.

>> No.2360291


heh, I have something in mind with it, will do after I finish this blaz & mel thing

>> No.2360304
File: 71 KB, 500x460, AwesomeDog.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2360318

>after I finish this blaz & mel thing




>> No.2360330

How can I open the files inside though? What program do I need for that?

>> No.2360337
File: 18 KB, 132x165, DoomEdIcon.tiff.jpg [View same] [iqdb] [saucenao] [google] [report]

haha, DoomEd's icon* is the get-a-load-of-this-doomguy-cam

* well, one of them, it has several

>> No.2360339

the dwd maps can be compiled with a dos utility called IDMAP (on idgames) but you'll need to add "level:E1M1" to each file manually in a text editor that can handle non-windows linebreaks because 90s dos utilities

lbm files can be viewed in irfanview, photoshop etc. but a nice anon posted png conversions earlier

>> No.2360354

there's some really funny sound files in DoomEd as well


>> No.2360370

>>>/wsg/616150 Drip
>>>/wsg/616152 Pop

>> No.2360381

>>>/wsg/616156 Dbite, the name is self-explanatory i think

>> No.2360394

>>>/wsg/616162 DEStart
>>>/wsg/616163 DESave

little bits of music for start and save/quit ?

>> No.2360404

>>>/wsg/616166 D_Ratdie, not a clue.

>> No.2360406

also for the record i really want this one in freedoom but i doubt it's sufficiently uncopyrighted

>> No.2360407

a bunch of these sounds are from snes wolf3d since it was being worked on at the same time as doom

>> No.2360664
File: 115 KB, 1001x700, w_55796_1225186800_wovsvkh.jpg [View same] [iqdb] [saucenao] [google] [report]

That would be the sound of the rat (which replaced the attack dogs in Wolf3D for the Snes), dying.

Also the cover always made my sperg sense tingle, all his gear is from way after WW2, the Uzi is from 1950, the M16 (which is modeled after a non-firing MGC replica, without question what the model was posing with for which the illustrator worked from) is from the 60's, and the Beretta pistol is at the very least from the 70's, but if he's supposed to be an American soldier or something, they didn't adopt the Beretta as their sidearm until the 80's. He's also dressed for the jungle.
I mean, I guess it can take place in the fucking 90's for all I know given how the Snes version has all the nazi stuff removed or censored and Hitler is now the "Staatmeister", but still. That said, it's a cool cover.

>> No.2360674

I snatched the latest version of ZDoom and it worked afterwards, though I couldn't regain my save. Playing through Aggravatingly Cramped from a pistol start sure was fun.

>> No.2360725
File: 122 KB, 640x751, 1021807217-00.jpg [View same] [iqdb] [saucenao] [google] [report]

The original wasn't much better tbh

>> No.2360791

Quake Live got updated with some new maps and they unfucked the loadouts thing by a fair bit.
Sorry if this breaks the rules.

>> No.2360802

can you still play without having a steam account these days?

>> No.2360805

This is the first time I've seen that cover in almost 25 years, oh boy is it making me laugh.

>> No.2360809

Yeah, you never needed steam, the standalone still exists.

>> No.2360815
File: 23 KB, 420x300, 1351828838553.jpg [View same] [iqdb] [saucenao] [google] [report]


Cacobro where is this going?

>> No.2360817

that image reminds me a lot of the music video David Hasselhoff did for kung fury

>> No.2360826


>> No.2360839

I'm looking at building a PC in the near future, and was wondering:

I know NVIDIA is supposed to be better at OpenGL than AMD in a general sense, but which actually runs GZDoom and Zandronum better?

Which does Graf have (since I'm going to assume that I will have less issue if I have the same hardware as the software's main dev)?

>> No.2360848

GZDoom never quite ran as optimized as it could, I don't think it'll make that much of a difference.

>> No.2360850

Graf has an Nvidia card, I think a 560ti? Something like that, I'm not sure of the exact model. He doesn't have any AMD hardware, which is why his shit runs terribly on those cards, only compounded by their inferior OpenGL support.

>> No.2360856



>> No.2360861

Thanks for the info. Looks like I'll go with an NVIDIA.

>> No.2360863
File: 171 KB, 765x795, 1417726479031.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw underpowered AMD card
>tfw GZDoom 2.x runs like prolapsed ass
>tfw this will never get fixed

>> No.2360870
File: 15 KB, 359x283, owo.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2360871
File: 50 KB, 646x378, The UAC didn't train me for this shit.png [View same] [iqdb] [saucenao] [google] [report]


I'm on to you.

>> No.2360878
File: 2.23 MB, 320x240, aggravatingly-cramped.webm [View same] [iqdb] [saucenao] [google] [report]

>Playing through Aggravatingly Cramped from a pistol start sure was fun.
that's how it's meant to be played!

>> No.2360880

When can we play the beta levels?
That kind of stuff is always awesome.

>> No.2360895 [DELETED] 
File: 13 KB, 200x217, fuck elh right in the pussy.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2360906

>PAL Version

Found yer problem.

>> No.2360916

Link for the program? Can't seem to find it.

>> No.2360937
File: 38 KB, 798x540, i see u there u sassy lil shit.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2360982
File: 253 KB, 1920x1080, Screenshot_Doom_20150422_183243.png [View same] [iqdb] [saucenao] [google] [report]

Man, the Contra Doom mod is really damn fun. All the weapons have their own advantages, but it's so easy to die even with a life meter on that it all balances out. I've been combining it with some palette and sound mods too, but the EGA palette's.. kinda fucking ugly.

>> No.2360984
File: 3 KB, 184x143, wut.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2360985

Is it the same contra doom as the one in the /vr/ pastebin or a different one?

>> No.2360991


nobody implemented the smart bombs in doomtra, so it's definitely NOT ours



>> No.2360992

either it got a fuckton of updates or it's not the same at all

>> No.2360994

It's based off of Contra 3, and there's some CVARs for life meters on all difficulties, restocking bombs on death, enemies letting off suicide bullets, etc.

Be glad it got the update that made the crusher missiles worth using, too. That shit was goddamn horrible yesterday.

>> No.2361001



>> No.2361006


>released just yesterday

makes sense, I mean, we were all paying attention to the mother of all dumps yesterday.

Thanks for sharing!

>> No.2361030 [SPOILER] 
File: 75 KB, 604x442, 1429748067482.jpg [View same] [iqdb] [saucenao] [google] [report]

Ignore this.

>> No.2361049


you still posted it anyway

>> No.2361058

So, did anyone made a WAD with all of the WIP stuff from Romero playable? (Mainly maps)
Im curious to see how it looks ingame

>> No.2361072
File: 286 KB, 800x900, robomel.png [View same] [iqdb] [saucenao] [google] [report]


Heya! I'm happy to provide some other reference! Let me know whatcha need. Also, your artwork is freaking great. You really capture Mel's essence and character in your art. Highest of fives!

its not ded tho

its just sleeping

>> No.2361082

>its just sleeping
Like Lestat?

>> No.2361086

Looks like tcrf.net is gonna have a field day with this one, ohoho

>> No.2361094
File: 153 KB, 1119x604, paladinvsamazonwipofwips.jpg [View same] [iqdb] [saucenao] [google] [report]

oh, uh, thanks :33
I would really like to have some reference of her lower clothing, or if you can, a full body! I really REALLY like to draw her.
hopefully its not so different of what I have already done

>> No.2361105


Oh wow you even got Blaz's sword design down really well.

>> No.2361108
File: 208 KB, 1034x1183, tumblr_ng6wp0QDHn1qirvmwo1_1280.jpg [View same] [iqdb] [saucenao] [google] [report]

It's pretty much exactly what her design looks like. To be honest I don't have the lower half of her model edited/done, so it's still Ada's stuff. The only thing is she doesn't have kneepads, but everything else is on point! I'll see if I can still put some sort've ref together. Do you get on IRC at all? I'd love to chat with you on there sometime!

Thanks again for the awesome art bro!

>> No.2361114


>> No.2361121


btw cacobro, if you ever draw Blaz again, please note he's actually very short. Standing at only 5'2

Which means even Hae-Lin is taller by him by two inches.

>> No.2361161

'Sup guys!

I'm a contributor to Doom Roguelike Arsenal, the Doom mod that takes the DoomRL roguelike's formula of randomized weapons and other equipment, extensive weapon modifications, acquiring assemblies for and building weapons, multiple player classes each with their own perks that synergize with weapons and armor. If anyone's interested I can talk about it, but I won't spoil stuff that is in upcoming versions.

>> No.2361163
File: 80 KB, 359x417, newplaything.png [View same] [iqdb] [saucenao] [google] [report]

Thanks a lot! Ill see if I crash into the IRC sometime soon, but if you want to contact me you can always find my at my office at tumblr!

w-wha, is he really? I mean, I really see him as a king arthur like toony character, but in a "realistic environment" with other humans would he really be such a manlet? oh well, I better finish this crap soon.

>> No.2361168

>I won't spoil stuff that is in upcoming versions.
Please spoil something from a prior version then.

>> No.2361169


Oh god poor Blaz, you keep your Archvile away from him Cacobro.

Also if it's any consolation, the second guy I'm working on will be like, 7 feet tall

and then I'll have a kobold at 3 feet

>> No.2361170

Yo. Fan of your work.
I liked the juggle system you did for Demonsteele!

>> No.2361173

ohnoes a sudden amv2k9

flee in terror for he emits spiders

>> No.2361174

/ss/ intensifies

>> No.2361178


Now wait just a damn minute here.




>> No.2361179

dragonslayer when

>> No.2361183

When Mike12 finishes it, really.

>> No.2361185 [SPOILER] 
File: 65 KB, 218x309, 1429753459678.png [View same] [iqdb] [saucenao] [google] [report]

older than he looks

>> No.2361187
File: 176 KB, 333x286, [CHIVALRY INTENSIFIES].gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2361190 [SPOILER] 
File: 164 KB, 800x869, 1429753631734.png [View same] [iqdb] [saucenao] [google] [report]

you can't stop it

>> No.2361191

>I liked the juggle system you did for Demonsteele!

:O Somebody actually liked that jank thing that was originally made for an never-finished DMC mod? You should probably credit TerminusEst more for its implementation in DemonSteele, though. I haven't gotten around to playing DemonSteele since he added it in, but I imagine he's improved it a lot.

>> No.2361197




>> No.2361198


Don't worry, mate, I'm just yanking your leg.

Though I suspect something else will get yanked.

If you know what I mean.

>> No.2361202

It's fair to speculate that Doom was part of the kultural miasma that made a haven for a couple edgy faggots, who later decided to fulfill their lives by killing people

>> No.2361203
File: 8 KB, 72x107, raging boner.gif [View same] [iqdb] [saucenao] [google] [report]




>> No.2361213 [SPOILER] 
File: 80 KB, 359x417, 1429754348983.png [View same] [iqdb] [saucenao] [google] [report]


Don't regret what hasn't happened yet~

>> No.2361218


Blaz is a guy that'll charge headfirst into a scrap even if he's stupidly outnumbered and have little regard for his own personal safety.

But I should feel like I should mention your Arcvhile would probably scare him on a far deeper level.

>> No.2361225

gonna side with hae-lin here

>> No.2361316

I'm new to doom builder, and I'm having a problem with corrupting my level randomly. Like invisible sectors in the level that block me when testing but dont show up in doombuilder.

>> No.2361335

>its just sleeping
how deep is the sleep?

>> No.2361339

Does momentum have anything to do with how much damage you take/inflict?
I'm using GZDoom and i get the feeling it does, or the RNG is playing mindtricks on me.

>> No.2361350

Not in Doom.
It did in Wolfenstein.

>> No.2361351

The sound files for the DoomEd UI are interesting.
Some SNES Wolf3D extras and a couple short melodies, possibly by Prince for early Doom, or perhaps just him screwing around on the keyboard.


>> No.2361352

Independient from momentum. I'd tried that too many times before and it's just your mind playing tricks.

>> No.2361356

The Mountain? Awww yeah

>> No.2361364
File: 5 KB, 380x41, Potential snot rockets.png [View same] [iqdb] [saucenao] [google] [report]

Okay so I need to get around to giving these projectiles a more oily, shiny look. So they look like actual globules being fired from that bastard slime

>> No.2361372

Maybe have them arc? Like it's literally spitting them at you? Though I guess that'd require different sprites. Couldn't you just put some lighter parts on that to make it look shiny?

>> No.2361374
File: 10 KB, 380x41, greyGlob.png [View same] [iqdb] [saucenao] [google] [report]

How's this, for texture?

>> No.2361381


Nice, and I can add a red core to that and bam, insta booger bomb fired from the flying slime.

Thanks anon!

>> No.2361438

>in a "realistic environment" with other humans would he really be such a manlet?
IIRC, blaz's "lore" is that he has been brought forward from the distant past. so it makes sense he's short, being from a time when the average height of humans was much less.

>> No.2361440

are you remembering to rebuild nodes after saving the map?

>> No.2361441

Ara ara ufufu

>> No.2361446 [DELETED] 

see >>2360354 >>2360370 >>2360381 >>2360394 >>2360404

>> No.2361464

Very informative post, Tarns. Thanks.

>> No.2361468
File: 1.96 MB, 914x2257, Blaz x Mel sfw.png [View same] [iqdb] [saucenao] [google] [report]

this took a while.

if the anthropomorphic feline combine and Marty are ok with it, I might upload a NSFW version tomorrow

>> No.2361472


I fucking love you cacobro.

dare I ask how the NSFW version ends exactly? and oh my god you captured Blaz perfectly, you even made the gauntlet sentient too aaaaa fuck

you're amazing.

>> No.2361473



>> No.2361474


Well I guess that Blaz is made fun of because of his size... so yeah.. "-not so bawbling now ei-?"

and ty :3

>> No.2361476


Like I'm genuinely shocked how perfectly you captured Blaz's and the gauntlet's personality.

outta curiosity what all does Blaz say in that second panel?

>> No.2361478
File: 82 KB, 680x497, 1421339409102.jpg [View same] [iqdb] [saucenao] [google] [report]


also lewd version please

>> No.2361480

tfw marty confirmed mel a lesbo way back

>m-muh canon

>> No.2361481


you could argue she's super drunk and it happened.

But admittedly I think Blaz is too pure and too obliviously dense to do anything else

>> No.2361482


Man, she's drunk.
If you get drunk enough even a shotgun looks sexually attractive.

>> No.2361484
File: 100 KB, 972x445, lotsawordz.jpg [View same] [iqdb] [saucenao] [google] [report]

I have a really slight idea

>> No.2361486


this is some spergy /k/ommando shit, like on par with how Naked Snake springs wood over that gun when there's that chick with the big knockers nearly falling out of her shirt.

and it's perfect.

>> No.2361491

i'm mostly being a dick. this art is great. more mel plz

nsfw plz

>> No.2361495

Seconding, nsfw version pls

>> No.2361507

I've been playing 200 minutes of /vr/. I am pretty surprised how decent these levels came out.

>> No.2361515 [SPOILER] 
File: 7 KB, 600x768, 1429770184528.png [View same] [iqdb] [saucenao] [google] [report]

This is fantastic. I approve of NSFW version.

Seriously though, you've captured Mel way better than any other artist. HMM.

Starting to stir in it's sleep a little bit. Probably gonna wake up any moment now.

I'm surprised someone remembered that!

>> No.2361523


Marty please I remembered and I haven't even played the Space Pirate in months.

Mel is a cool character.

>> No.2361528

mel is a cool character but i can't say the type of people she wants to bang is a high priority of things to remember for me

>> No.2361529

Demigod tier 4coma m8
nsfw pls

>> No.2361530


I'm a sucker for small stupid details on characters

like how Blaz hates eggplants

>> No.2361532

>It has 5 panels
Fug my shit.

>> No.2361534

fair point

>> No.2361540

She's a lesbian

>> No.2361548

you don't say

>> No.2361551

What does “ 'sup bae ” mean?

>> No.2361565

"what is up baby"?

>> No.2361569

All right, I was already familiar with "sup". But, where in the world is "bae" slang for "baby"?

>> No.2361571

Danish word for "poop", haha.

>> No.2361585

pls, bae != bæ. They sound different.
Bae by english orthographic rules sounds like the first syllable of "baby". bæ, in danish sounds like the first syllable of babby.

>> No.2361595

Technically you're correct - and I knew this before hand. I'm still sticking with >>2361571's definition though.

>> No.2361657

You think that's bad, try Claustrophobia: The Walls Close In.

>> No.2361716

>You think that's bad

>> No.2361720

So, the not safe for work version will feature Hae lin.
Or is that too obvious.

>> No.2361749

So due to the limited nature of Zandronum, there's a projectile in GMOTA that's going to have to get adjusted in order to be compatible:

the POW Earthshaker Bomb, I'm afraid negative thrust forces don't work in Zandy bam just yet, so instead I propose this:

a POW'd up Earthshaker bomb that lasts longer and explodes violently each time it bounces before doing the massive explosion it currently does now after doing the vacuuming action, it'll most likely be a buff in some regards if I do this, seeing as the vacuuming effect is a little wonky.

>> No.2361750

How would people describe the challenge of Back To Saturn X?

I'm up to map12 in E1, and its been pretty easy so far with a couple of medium-ish moments. Does it get harder?

>> No.2361770
File: 51 KB, 546x550, FeelWhat.jpg [View same] [iqdb] [saucenao] [google] [report]

What it is supposed to happen in Reality mode in the last April's Brutal Doom beta?, is slow as fuck, no enemies, no reactions, no nothing..

On the other hand Black Metal is hard as fuck, I had to end E4M1 punching a Pinky with 15 life after 489379 tries..

>> No.2361773


I'm actually OK with BM but RM buggers me..

>> No.2361832

>implying you need to be drunk to find shot-kun attractive

>> No.2361867

Well, just finished map12. Felt pretty decently challenged at times. But like map07, Its still in the medium category.

I've read that E2 ramps things up a bit, so I guess I can forgive E1 for mostly staying in the easy-medium style.

>> No.2361881

And for anyone interested, I'm playing continuous, but restarting levels through pistol start if I die. I feel I end up learning and appreciating the levels more, than if I savecummed myself through them.

>> No.2361893


Can you actually run DoomEd somehow?

>> No.2361906


Someone on Doomworld who actually owns an NeXStep got it to run. He posted a screenshot in that thread

>> No.2361913



>> No.2361976
File: 64 KB, 457x356, idk.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2362023

I want that lego set lol can i buy it anywhere?

>> No.2362097


>> No.2362098

sexualsalamander pls
we all know you've got an incessant boner for her but pls

>> No.2362124
File: 8 KB, 196x239, Embarrassing....png [View same] [iqdb] [saucenao] [google] [report]

Naw man. >>2361720 wasn't me. I was sleeping by the time that was posted.
It's probably Manthony.
Besides, I'm trying to keep my spaghetti in check.

>> No.2362159

Has anyone converted all of the old maps that John Romero released into a usable form?

>> No.2362184
File: 1.16 MB, 1251x991, 1429809141978.png [View same] [iqdb] [saucenao] [google] [report]

Steam workshop for Doom when? I want to make some money off you chumps.

>> No.2362190

i always hated steam and everything it stands for, but now this is reaching new heights

>> No.2362191

>Doom modding community is massive
>everyone knows people will saw Bethesda's dicks off if Doom 4 doesn't have modding
>Bethesda knows
>Bethesda includes modding support in Doom 4
>introduces Doom Workship

it was all leading up to this

>> No.2362209

hfc2x approves.

>> No.2362210

To have success they'll have to streamling the basic modding down similarly to what Valve has made for Portal 2. This wasn't attempted for Rage, so I'm having doubts about there being any Bethesda-sided streamlined editor for Doom 4.

>> No.2362215

>boo hoo fucking jews, how dare they to make profits from their own work

>> No.2362217

>their own works
when was the last time Valve released a game already?

>> No.2362219

Bethesda takes the fattest bite of 50%
Valve gets 25%
The modder gets the rest 25%.

>> No.2362221

Umm, 2013?

>> No.2362223

They'd need to update the Steam dooms to use a source port for this to really work, IMO. Something like PrBoom+ or Eternity would be the best choice. Chocolate Doom too, if they want a "classic" mode without actually using dosbox.

Zdoom and GZdoom unfortunately are of the older Doom Source License, which prohibits any sort of commercial use.

>> No.2362224

2013, I think.

>> No.2362237

1) The work is by the modders, not the company
2) They are taking legal action against modders that release their works through things that aren't the steam workshop

>> No.2362240

Haven't tried this, but I'm thinking it might work (for linuxfags).

You'll need to get GNUstep and the ProjectCenter IDE. Then you might...MIGHT...be able to compile it. God fucking knows what libraries it has for dependancies, though.

For windows: beats the shit out of me. There are a few NeXTstep emulators out there that are multiplatform, but you'd still need NeXT's IDE and the knowledge of how to compile it...which is something I know jack shit about.

>> No.2362247


hopefully this doesn't mean we get a incomplete game like every elder scrolls

>> No.2362248
File: 6 KB, 249x243, 1419862754422s.jpg [View same] [iqdb] [saucenao] [google] [report]

>The work is by the modders, not the company
1) The original game was made by company, not the modders
2) Modders are getting their cut
>They are taking legal action against modders

>> No.2362249


>> No.2362250

You know the great thing about stuff like GZdoom or all the various wads I've downloaded over the years is? I didn't have to pay for them.

>> No.2362253

>2) Modders are getting their cut

wow, a whole 25%

>> No.2362254

You know even greatest thing? You can't monetize 95% of wads anyway, because they use copyrighted content or content made by other people.

>> No.2362257

In a steam workshop you could, because they own the copyright for the assets they'rederived from.

>> No.2362258

apparently Steam Workshop doesn't care if the person selling the mod on the workshop is actually the mod author.

>> No.2362260
File: 34 KB, 700x700, 1400956219645.png [View same] [iqdb] [saucenao] [google] [report]

>Q. What if I see someone posting content I've created?
>A. If someone has copied your work, please use the DMCA takedown notice.

>> No.2362261

>They only get 25%

Looks like theres no incentive whatsoever, then. In fact, this'll probably lead to the few modders that DO decide to do it, to sell them for full game prices.

>> No.2362264

Plenty of wads use copyrighted content from non-id software products. So it wouldn't be as easy as that.

>> No.2362271

Ok, just tested this:
Project center doesn't even want to open DoomEd's Project file, so I don't think I can compile it out of the box with GNUstep...

>> No.2362272

Where did you got that 25% number anyway? I can't find it anywhere in the FAQ

>> No.2362280


>> No.2362283

I'd be more open to the idea of paying for mods, if it was optional.

>> No.2362284

The DMCA takedown notice is a legal notice (not a fill in the blank form) that you must complete, most run about 30 pages in length and if you make a mistake on it then the party you're sending it to doesn't have to act on it (or even acknowledge it.)

So if someone puts up your mod (like the guy that goes around putting every GZDoom mod he can find on ModDB) then the best case scenario for you is that you only have to pay a couple hundred for a lawyer to prepare the brief for you, after which Valve will take down the mod within 60 days and recompense you for your trouble and costs in the amount of $0 while pocketing all the money they made off your mod without your permission and the guy that put up your mod gets off scott free because Valve won't waste the time and money to bother taking it to Russian court to go after some Russian named "GVd_999" who they have no information on other than a drained and closed anonymous bank account.

>> No.2362286

99% do, or use assets that while made by others are based on Doom assets (eg baron recolor)

>> No.2362292

Come on

>> No.2362296

It's only for the Skyrimjob workshop for now.
Look under "Earning Money" and "Selling your creations".

According to a quick skim of Section 1 of this:
it's up to the publisher to decide the % for their workshop.

>> No.2362302

I'm talking about stuff stolen from ROTT, Duke 3D, Shadow Warrior, Blood, etc.

>> No.2362304

meant to reply to >>2362272

>> No.2362306

I can think only of one mod that has completely original content (Adventure of Square), and honestly, I wouldn't mind paying reasonable price for it once they release all three episodes.

>> No.2362321

A "name your price" model would be fine with me.

>> No.2362323

The sound effects in AoS arent original, though they might be public domain stuff anyhow.

>> No.2362325

Fuck it, I'm Anonymous...


I have a feeling Ep2 and 3 are going to follow that route. So far nobody has bothered to ask him about when are the rest of the episodes going to be released

They were presenting Episode 1 of Square at some conventions, kids and grown ups were playing it and they received positive feedback. (Just don't ask the kids' impressions...)

And truth be told? It'll be worth it. Jimmy is a top musician, he has support from a lot of big names in the community, and so far EVERYTHING is one hundred percent original content. He might have to share a cut with his brother since Square as character was his idea.

But yeah, if Square goes paid, it'll be the one Doom modification that everyone will pay for, due to his previous background of map making.


And speaking of paid mods, if Tom Mustaine comes back and brings Hell To Pay back I would consider buying it.

>> No.2362329


Also Harmony.
I'd pay more for Square, though.

>> No.2362332
File: 147 KB, 425x282, 5587.png [View same] [iqdb] [saucenao] [google] [report]

so you're saying you'd pay to hell for hell to pay?

>> No.2362337


god dammit carlos that's not how it works.

>> No.2362364
File: 101 KB, 490x475, 1731-1371742636-4.jpg [View same] [iqdb] [saucenao] [google] [report]

bitch you think i give a shit i've been doing this for 20 goddamn years

>> No.2362372

Everyone is unanimously negative towards this stuff, so I'm pretty sure Valve will drop this shit eventually, before people stop dropping steam

>> No.2362376

While Tom Mustaine did contribute, It was more Jimmy Sieben and Mackey McCandlish that were behind Hell To Pay.

Perdition's Gate was Tom Mustaine's

>> No.2362398

Who would be stupid enough to pay for DOOM mods?

>> No.2362404

>I have a feeling Ep2 and 3 are going to follow that route
That would be a nice thing - kinda like an original Shareware Doom.

>> No.2362409

Many, many people.

>> No.2362413

I don't think so. The kind of person who regularly plays Doom is generally aware of places like Doomworld and /idgames. The only Doom mod I can think of that has really resonated with a more mainstream audience is Brutal Doom.

>> No.2362432

oh boy, of course this discussion would shift to brutal doom

>> No.2362445
File: 153 KB, 680x650, result.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.2362459


>> No.2362464

it really didn't. It got name dropped, but no one is really talking about it.
Anyway, to counter-derail.

>The kind of person who regularly plays Doom is generally aware of places like Doomworld and /idgames.

Doom is famous for being 2 things
>the "first modern" FPS
>one of the most moddable games ever

if a pleb even so much as googles "doom mods", they get gratis downloads for moddb for the first 2 results, a "top ten" type article on the best (gratis) mods ever made (in the opinion of that author) and #4 is fucking doomworld.

Anyone who's interested in modding doom at all or is curious enough to google it will come across gratis DLs for mods and doomworld.

>> No.2362465
File: 616 KB, 1920x1080, Screenshot_Doom_20150423_222915.png [View same] [iqdb] [saucenao] [google] [report]

Dejá Vu

>> No.2362468

I honestly wouldn't mind paying for Adventures Of Square and the Back To Saturn X Trilogy.

>> No.2362473

Which wad?

>> No.2362474

looks cool, gimme

>> No.2362480

Temple of The Lizardmen 3

It's not a complete rip-off of E1M2, it's just similar at the start.

>> No.2362481

I'm still coin tossing whether I should send the 1993 Id team $5 a person and a thank you note for pirating doom.

>> No.2362485

>Anyone who's interested in modding doom at all or is curious enough to google it will come across gratis DLs for mods and doomworld.
I agree, but the kind of person who plays the Steam version of Doom may not be inclined to look any further than the hypothetical in-client Workshop.

>> No.2362486


You mean MAP02?

>> No.2362490
File: 1.07 MB, 1920x1080, Screenshot_Doom_20150423_223621.png [View same] [iqdb] [saucenao] [google] [report]

Yeah that

>> No.2362495

the kind of person who uses steam in general is moronic. I mean really, who signs up for DRM and datamining just so you can be forced to run the DRM manager in the background, robbing you of muh system resources.

Fuck steam. I've been saying it for years, and now that everyone's butthurt over something it did (again), I get to say fuck them once more.

>may not be inclined to look any further than the hypothetical in-client Workshop.

the only time this matters is if some fucking vodka drunkinskiy decides he's going to monetize an extant mod...in which case someone should flood fill "his" product's comment section with links to the gratis download.

>> No.2362507

>robbing you of muh system resources.

Only if you have a toaster. Steam running on background consumes less than 30mb of ram.

Oh I forgot, everyone here have toasters that can't even run the latest GZDoom.
Cry more, peasant.

>> No.2362509

Yeah, yeah, we got it, you don't like paying for games and you can't tell the difference between digital distribution and DRM. Now can you please keep your valuable opinion to yourself?

>> No.2362510
File: 86 KB, 265x170, steem.png [View same] [iqdb] [saucenao] [google] [report]

There's actually no implemented DRM for a lot of games on Steam, especially older stuff. I replaced all the stock files with ZDL and a bunch of sourceports and always play that way. Pretty comfy, plus I like having the overlay, Steam guides which I never use and playtime logged.

>> No.2362515

>I replaced all the stock files with ZDL and a bunch of sourceports and always play that way.

Hey, thats what I did, too. I have like 850+ hours on Ultimate Doom now.

>> No.2362535

>Only if you have a toaster. Steam running on background consumes less than 30mb of ram.
I do have a toaster. a T60 is a shitty piece of machinery, but at $85 on the aftermarket, I can go through toasters like fuck.

>Oh I forgot, everyone here have toasters that can't even run the latest GZDoom.

I can't. And for that, I use zdoom without OpenGL for new mods that need extreme bleeding edge features, older GZDoom for mods that can run with that, but for the most part, I use Crispy and chocolate doom.

Shit bro, I can't even run doom builder...that's how far into the toaster-house I am.

>can't tell the difference between digital distribution and DRM

package one of your steam games for redistribution. nevermind breaking copyright laws, just see if you can get a concise package put together for redistribution that targets a given platform.
If you can't do this without reverse engineering at some point, I think I have my definitions in order...

>you don't like paying for games

Well, if you like giving away money, I'll take some.

>> No.2362547

>own the original DOS CD of Doom 2
>own the Doom 95 CD of Doom 2
>own the Doom Collector's Edition
>own all the Doom games on Steam

>> No.2362571


>> No.2362596


I'm the only one playing this?..

>> No.2362598
File: 312 KB, 1050x712, Doomenstein.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.2362601
File: 52 KB, 590x351, 1423953955314.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2362603

>Hurt me Plenty enemy placement.
>50% player movement.
>Your weapons deals 100% more damage.
>Enemies deals 500% more damage.

>> No.2362618

>make profits from their own work
Oh yeah, 'profit', in the form of 'money' you can only use on the steam store/steam market.

>> No.2362679

From fraggle on page 6 of the release thread:

Finally got around to trying out some of the levels. The stuff from doom2map/temp is particularly interesting as it's obviously old versions of some of the Doom 2 maps. I compiled it into a WAD here, but you'll need ZDoom to play it:

Some thoughts:

MAP01: seeing the alternate intro section here is really weird after having seen MAP01 so many times.

MAP03: completely different texturing, similarly weird.

MAP06: almost unrecognizable but this is the same level, evidently it went through some pretty heavy modifications

MAP22: i don't recognize this map. abandoned/forgotten map?

MAP29: alternate/early version of MAP32, without keens?

MAP31: first Wolfenstein map, with chaingunners (from before the SS Nazi was added?)

MAP32: another version of MAP32 with some different line effects (pillar raise up when you enter the hall)

Regarding doom2map/notused, these all seem to be copies of the Doom 1 levels. There are a few minor changes but not much difference. It's not clear why these copies exist.

>> No.2362693


I bet you can SR50 into those are you are just being a pussy. Yea im bumping this. suck my dick.

>> No.2362714
File: 63 KB, 960x600, Screenshot_Doom_20150423_161330.png [View same] [iqdb] [saucenao] [google] [report]

Early Version of DOOM II - MAP01: Entryway
In the final version, this area(the player start) is replaced with that gated courtyard where you find the chainsaw and the Player 1 Start was moved further down this path.

Otherwise, same map with some slight texture variation (or possibly just renamed flats)

>> No.2362743 [SPOILER] 
File: 13 KB, 406x492, 1429832349785.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2362756

kawaii as fuck

>> No.2362868


Is it supposed to be harder than Black Metal?..

>> No.2362893

I have a couple questions regarding DoomRL:
Do I just focus on one or two weapons, or should I pick up every one that I can? At what point am I carrying too much ammo? Should I carry replacements for my armors, or not bother to pick up any armor if I have something better currently equipped and not broken? And how does strafing work?

>> No.2362906

All the sound effects in Square are either made by Jimmy/Matt/Rottking or from a sound library that we purchased to use (and most of those sounds are heavily edited by Matt).

The only thing preventing Square from being sold is Zdoom's licensing issues.

>> No.2362910

>is Zdoom's licensing issues.

Can you go more into detail?

>> No.2362912

Im having some texture errors, do i need any other WADS?
Also, could you post the original thread too? So i can check it constantly for updates and stuff.

>> No.2362929

Zdoom operates exclusively on a non-commercial license meaning forks of it can't be sold. The biggest problem is FMOD.

>> No.2362931


But FMOD recently allowed indie projects with budgets under a thousand dollars to sell it without licensing.
...Besides, you're selling the iwad, not the engine, right?

>> No.2362942

"Here buy our game... oh but you have to download the engine to play it... go here for that" is a pretty shittastic delivery method.

Also there is other shit besides FMOD that keeps Zdoom non-commercial, FMOD is just one that would be the most annoying to replace. Convince Matt to code a commercial fork, Alfonzo and I bitch at him every other day about it.

>> No.2362943

>But FMOD recently allowed indie projects with budgets under a thousand dollars to sell it without licensing.
>yeah fucking right
>go to fmod site
>FMOD now free for indies! Unity integration released.

well i'll be damned
this will be great news for DECK at least

>> No.2362946

Wait a second, you guys actually want to make The Adventures of Square an actual standalone game?

>> No.2362948

It's supposed to be in the same way Hexen/Heretic/Strife are

>> No.2362951


I was planning on just putting the two download links side by side, myself. One downloads the game (which requires cash), the other downloads the engine (which doesn't).
...but, well, my own thing is still in development.

Either way, I'll continue to pore through the licensing things, since I'm looking for alternatives myself.
I know it'd be easy (world's massive airquotes here) to just remove FMOD entirely if you're not using MIDI and to rely entirely on .ogg for music, but considering Jimmy and company do their best work in MIDI that's probably not really an option.

>> No.2362962

we've been talking about doing some .mod stuff post Square for the music.

>> No.2362967

i'm not sure any pants in the world would contain my throbbing erection

>> No.2362979

more like harmony really
with the difference that square is actually good

>> No.2362991

Dem fighting words, man.

>> No.2362998

>toasters that can't even run the latest GZDoom
>implying modern high end computers aren't having trouble with the new 4.0 renderer due to terrible implementation
Graf, pls

>> No.2363015

Couldn't you have some type of "auto-setup utility" that would grab the engine for the user?

>> No.2363080

>Do I just focus on one or two weapons, or should I pick up every one that I can?
A shotgun for shooting unseen enemies around corners, even if just to draw their attention. You dont want to walk into a mancubi's line of sight.
A weapon with huge knockback/aoe damage for fucked up RNG staircases (go down a level, start nearly surrounded by 15 enemies). A double shotgun or two works most of the time, but even a plain BFG might not be enough in hell.
A corpse/wall destroyer, usually a rocket launcher or plasma shotgun. Vital to get past some special levels (The Wall), situationally wonderful against archies and may save you when levels start being generated with a lot of lava, in case you dont have a 100% fireproof boot.
(Eventually) You will have ammo issues, specially if your main weapon uses shells or bullets, since they tend to get really scarce late game, even when using pistols 95% of the time, so try not to rely on one ammo kind forever. If you're doing all special levels you will probably find a nuclear plasma rifle though.

>At what point am I carrying too much ammo?
Depends way too much on your weapons, build, luck and which special levels you plan doing. If you cant clear a level with just your main weapon, without picking up ammo, you need more.

>Should I carry replacements for my armors, or not bother to pick up any armor if I have something better currently equipped and not broken?
At least one extra blue/red asap. Bruiser brothers rape your armor durability and arachnotrons can kill you in one volley if you're nude. Plus armor efficiency drops with damage, so a 24% red armor offers almost the same protection as a green armor, making it really important to have over 50% durability at all times later on.

>And how does strafing work?
The what now? Do you mean moving sideways to dodge projectiles? If so every enemy has a large chance of firing where you was instead of where you moved to.

>> No.2363123

:: [BE] Montreal :: TNT:Allengruntion

Let's play some good old allengrunt coop.

>> No.2363147

Actually nevermind, let's do allengrunt+dot.wad

::[BE]Montreal::Dimensions of Allengrunt

>> No.2363158

wheres the nsfw

>> No.2363165

>The biggest problem is FMOD.
actually, the biggest problem is the fact that it's under the doom source license rather than something like the GPL.

Doom Source License prohibits monetization. The release of the Doom source that zdoom derives from was under the DSL at the time, thus, it was locked into being non-commercial from the get go.
It also contains BUILD engine code, so it's got pieces that are under BUILD's license, which is non-commercial.
EVERYTHING concerning Heretic and Hexen (note: most of zdoom's cool features are modified Hexen code) is under the Doom Source License per Kenn Hoekstra of Raven Software.

The biggest issue isn't FMOD, it's the fact that the core of the engine is basically locked down.

If someone wants to monetize Doom stuff, they'd have to write their shit for something like PrBoom+, EDGE, Eternity, chocolate-doom, etc...(all GPL)

>> No.2363175

The biggest problem is FMOD because that's the thing that would be the most annoying to port to a non-Zdoom equivalent of Zdoom.

>> No.2363184

Isn't that just the Doom 2 stuff? I'm interested in it all. Doom and Doom SE as well. Old and unused.

>> No.2363189
File: 73 KB, 431x477, but I sketched this request that I will also do tomorrow.jpg [View same] [iqdb] [saucenao] [google] [report]


it will have to wait until tomorrow, I didn't have any time today, sorry ;w;

>> No.2363198

Alright, guys. With >>2360994 in mind (same guy that posted it yesterday), what map sets that don't alter monsters usually would fit a fast, intense playstyle with plenty of carnage and weapons everywhere without being a one-sided slaughtermap?

>> No.2363208

plffft oh ok. didn't think about that.

Doesn't square use ACS, though?

>> No.2363318

>a non-Zdoom equivalent of Zdoom
what is "a non-Zdoom equivalent of Zdoom" ?

>> No.2363323

A "I can't believe it's not ZDoom"

>> No.2363325

A ZDoom alternative that doesn't have the licensing issues of ZDoom.

>> No.2363332

such as?

sorry, obviously i was not clear enough with my initial question. i am aware of what the phrase means, but at this time, i do not think a "a non-Zdoom equivalent of Zdoom" exists.

Eternity might get there, eventually -- but holding one's breath for it would seem ill-advised.

>> No.2363343

One doesn't exist, but people have been looking into the possibilities of making one.

>> No.2363407

what about EDGE?
I've never worked with it, but from the wiki descriptions it seems similar to zdoom...

>> No.2363423

Any raisin why pirate doom is unusually dark?
I can't see shit half the time.
Strangely, the problem goes away whenever I touch the sector lighting, but it comes back whenever a map loads.

>> No.2363456

I was asking how do I strafe in DoomRL. Is it just alternating between moving and shooting? If so, wouldn't that make the chaingun's alt fire basically useless?

And so when it comes to weapons, I should carry my main, and a a weapon with some sort of utility? What about keeping it feed? In my first run, I found about 20 rockets total even after I got my first rocket launcher. That seems way too scarce to actually use it outside of really specific scenarios.

>> No.2363482

Maybe just exploring tartarus and a couple of areas from P3 in DM or COOP would be enough for me. At the very least do the school.

>> No.2363485

Are you retarded, or are you from /v/ (which is the same thing)? Read a FAQ again, money goes directly into bank account

>> No.2363592

You trying to give me a heart attack motherfucker?

>> No.2363595
File: 286 KB, 512x448, DEATHPIC.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2363610
File: 1.60 MB, 720x360, it's so cute how hard they're trying to melt my face off.webm [View same] [iqdb] [saucenao] [google] [report]

Oh god I made another cute thing.

These little boogers are adorable

>> No.2363613

>the one that accidentally perches itself on a wall at 0:21

>> No.2363618
File: 266 KB, 1600x900, Screenshot_Doom_20150424_064644.png [View same] [iqdb] [saucenao] [google] [report]


Yeah they're pretty cute, let's see what happens when I let the big one start shooting the-

uh oh

>> No.2363620

i don't think you can have meant 0:21. maybe 0:04 or so.

>> No.2363621

Yup, I was looking the wrong way

>> No.2363623

If you could be killed by any of the Brutal Doom monster fatalities, which one would you pick?

I'd probably want to die from the one where the imp pounces on you and stabs you over and over with its claws. Other than that, the one where the baron of hell slowly rips you in half could be fun.

>> No.2363625

I would pick putting the mod in the recycle bin.

>> No.2363626

>which one would you pick?
I would pick HDoom

>> No.2363627
File: 91 KB, 488x516, NoFunAllowed.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2363628

you again

>> No.2363632

Brutal Doom, and Demonsteele aren't fun. Regular Doom is. inb4 post deleted because you can't handle my opinion.

>> No.2363634 [DELETED] 
File: 33 KB, 302x300, mad.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2363636

I happen to like all 3. *shrug*

>> No.2363638 [DELETED] 


>> No.2363640 [DELETED] 

l33t h4x

>> No.2363648
File: 1.11 MB, 800x450, dw17.webm [View same] [iqdb] [saucenao] [google] [report]

here is what is done of doomworld 2017 so far. the only sound is "i love beijing tiananmen" on a loop.

>> No.2363651

Only the third one there is me.

>> No.2363653

It is your opinion. Are you fishing for autismal rage?

>> No.2363659

I know some people that do.

>> No.2363662

wow, it's fucking nothing

this guy should just focus on making some good maps
oh wait...

>> No.2363665


>> No.2363675

the slightly tubby teenage gamer trying to look all gangster'n'shit is amusing

>> No.2363680


That was terrible, no bully..

>> No.2363683

It's supposed to be shit. It's a Doom version of Hong Kong 97.

>> No.2363719
File: 1.90 MB, 257x210, 1424796087666.gif [View same] [iqdb] [saucenao] [google] [report]

>mfw i always thought Marathon and Descent were the same game for almost 2 years

>> No.2363783
File: 189 KB, 940x1020, 3P4Y7Tf.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2363806

But the guy on that screencap is actually right, he is saying that fun is subjective and cannot be used as valid argument, then everyone tear his words out of context and assume that he said that "fun is not fun"

>> No.2363831
File: 16 KB, 380x300, 1366336429849.jpg [View same] [iqdb] [saucenao] [google] [report]

>But the guy on that screencap is actually right

>> No.2363848
File: 245 KB, 901x768, 1423512334263.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2363850

>the guy on that screencap is actually right

>> No.2363853

Does anyone have a link to the manual that came with shadow of the serpent riders, please?

I can't find it anywhere.

>> No.2363859

You see? You're doing it again

>> No.2363872


Please explain the proper context of "I think the guy who is saying 'Fun is just a buzzword' is actually right".

>> No.2363876

He means that you're doing the same thing as in the pic.

>> No.2363881

Open the screencap, then read the text in the pink box past the "Fun is just a buzzword"

>> No.2363890


So what's your context?

>> No.2363891
File: 404 KB, 1280x720, 1366540374521.jpg [View same] [iqdb] [saucenao] [google] [report]

>Fun is just a buzzword when you can't actually think of any real reasons as to why the game is good
>the guy on that screencap is actually right
holy shit

>> No.2363896

I mean he's baiting you.

>> No.2363905

>i do not think a "a non-Zdoom equivalent of Zdoom" exists.
It doesn't. Sorry I wasn't clear. The issue is FMOD being the main thing preventing Square from being on its own Square specific port. Not the issue in us using Zdoom commercially.

We had talked about doing it due to Zdoom's non-commercial license and the biggest thing was "even if we made our own port we can't use FMOD" and so not wanting to code an entirely new sound effect engine was the main hangup for why Square isn't using "I can't believe it's not Zdoom"

>> No.2363908
File: 144 KB, 603x1431, but I have fun!.jpg [View same] [iqdb] [saucenao] [google] [report]

>Fun is just a buzzword
And what's wrong with that? As if you haven't seen people defending sub-par games by saying "B-but I had fun". I mean, go on /v/ and say that Call of Duty 4 or Halo is not good, you'll see what I'm talking about

Context is simple - you can't use word "fun" as actual argument.

>> No.2363921

>comparing eating straight butter with "but i had fun!"
holy shit mk 2

>> No.2363924
File: 24 KB, 500x398, tumblr_m9sataNzkV1rf3rvto1_500.jpg [View same] [iqdb] [saucenao] [google] [report]

>'Fun is just a buzzword' is actually right

>> No.2363925

He has fun eating straight butter, you stupid autist. How dare you to say that fun is not fun?

>> No.2363926
File: 2.50 MB, 640x480, very wip shits also testing webm converter pls no bully.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.2363934

looks familiar

>> No.2363952

I want /v/ to leave

>> No.2363960

Autism is just a buzzword for when you can't think of arguments, don't use it.

Either way, being autistic and being immersed are not the same thing anyway.

>> No.2363967

>Autism is just a buzzword
That was over the line. What's next - cuck is buzzword as well?

>> No.2363979

Why are there so many Freezers?

>> No.2363987

>you can't use word "fun" as actual argument.

Sure you can. Fun may be a nebulous and undefinable quantity, but it's still a basic motivation of human existence. It's why we even pursue hobbies in the first place, because it's impossible for us to exist simple as working drones laboring 100% of the time.
Why do you play Scythe II instead of joe-ilya's maps? Because Alm has a better understanding of mapping techniques, architectural design, and monster placement, which results in a much more fun experience.
Why do you play Doom instead of the other modern FPSes? Because the faster pace and more reactive gameplay are more fun.
Why do you play video games instead of finding a second job or a job at all? Because it's fun.

Why am I still discussing this with you, even though it's clear you don't actually believe what you're writing and are just trying to get replies? Because it's fun.

>> No.2363993

This is all cool, until someone will claim that he has fun with joe-ilya's maps and don't has it with Scythe II, and then the whole thing falls apart. You see, the fun is subjective, that's why you can't just say "I have fun", you have to provide other points. If someone has fun with something, it doesn't automatically means that something is actually good, it may just mean that this someone just has a bad taste or perverted perception

>> No.2363995
File: 129 KB, 420x451, v_learns_a_new_word.jpg [View same] [iqdb] [saucenao] [google] [report]

if this was 8ch, yes

>> No.2364001


That's not a problem with "having fun" as a quality, that's someone having shit-tier taste, which is a completely other set of problems.
Someone could provide other points supporting their shit-tier taste without even bringing up the fun factor at all it would still be a bad post by a bad person.

>> No.2364008

>I enjoyed this entertainment product, it was fun
>not literally describing exactly what they think
Fallout 3, Skyrim, and Saint's Row 4, they all have some pretty outstanding flaws both in terms of gameplay and story, as well as just having a lot of bugs. That said, I overall enjoyed those games immensely and would describe them as fun.

You can have fun with something that's still heavily flawed. Morrowind is a cherished childhood game of mine, despite it being infamous for frequently crashing (though now a thing of the past thanks to the Code Patch). Likewise Oblivion had much of the same problem, and also did a number of bad gameplay and design changes from Morrowind, as well as turning the plot and setting into utter dogshit in comparison, yet I still enjoyed it, I had fun with it.

If someone says "i had fun with the game", that doesn't have to mean that the person necessarily says that the game is 100% flawless and is GOTYAY, it just mean that they enjoyed it.

>> No.2364105

You shouldnt alternate between moving and shooting unless you're fighting a cyberdemon or have the shottyman trait (auto reload shotguns when you move). Its mostly to run away and find cover without getting hit, since running in a straight line away from something is a really bad idea.
If you're a pro with fast movement and firing speed you can dodge almost every hit from some enemies though. If both actions take 0,4Xish and a caco moves every full second, you can fire twice, move sideways, fire twice, move sideways, etc and usually leave unscathed.

Each mancubus and revenant drops 3 rockets. 3 more each time they are revived too. As long as you're not killing them with explosions you should have more than enough rockets by the end of the game, but its obviously still a very situational weapon.
Dont forget the altfire, it deals minimal damage to you and can be a real life saver.

>> No.2364112

Pretty cute.
I think I would like it more if they were a lil bit darker.
Also is the transparent hole in their bodies intentional?

>> No.2364120

What are some good Doom mods that make use of jumping? Bonus points if I can use Smooth Doom with it.

>> No.2364123

Kind of agree actually.
Just saying "I had fun with [game]" is kind of useless in a discussion. It's better if you say which parts of the game did you enjoy.

>> No.2364138

I'm not writing you a fucking essay about every little detail.

>> No.2364146

Nowhere did I say you should though.
By the way I don't agree with the "inmersed != fun" and shit.

>> No.2364156


The only thing that comes to mind is Killfest 2013 (title probably wrong), and that's woefully incompatible with other mods.

>> No.2364190

It might just be me, but I've grown out of learning to play new games. I grew up with doom, quake and duke nukem. Even though they seem primitive in comparison to some of the games I've attempted to get into, they don't appeal to me as much as doom does.

I don't think I'll ever get sick of it. I dread to think how many hours I've played these games, but I enjoy it more and more each passing hour.

Lucky there's still a community around it.

>> No.2364204



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