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2617847 No.2617847 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2610729
(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

Image database



So You Want To Play Some Fucking Doom? (v5)

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 2013-11-25; 12GB): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

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

>> No.2617848


[08-16] RIP: Ty Halderman, /idgames maintainer, Boom co-author, TeamTNT leader

[08-16] Torr Samaho: "I merged Zandronum with GZDoom's head"

[08-14] The /newstuff Chronicles #478

[08-13] X-Com mod released (unfinished, for modders)

[08-13] Anon wad release: D64MUS with Aubrey Hodges' original oggs; PSX sound effects

[08-12] SUAB Sp. Ed. 0.3

[08-12] Doom II new WR, courtesy of Zero-master: 19:59

[08-10] Anon asks: Please decide on the theme of the next /vr/ community wad

[08-10] Sunlust final version, on /idgames

[08-10] Anon asks: Any interest in a /vr/ doom deathmatch tournament?

[08-09] GLOOME's launch project "Nocturne In Yellow" entered into the 2015 Indie Game Maker Contest

[08-07] Monument, E2 style mapset (Chris Hansen tuning up his old maps)

[08-07] Swift Death beta 3̶ 4, with new map12.

[08-05] Anon map release: Quirk.wad (v2 with three maps)

[08-04] Feb. 1993 Doom alpha (between 0.2 and 0.4) found


Please reply to this post with news.

>> No.2617851


Can we use proper date format please, day/month/year

>> No.2617861

Continued Doom 2 with freelook off.

Really doesn't make much difference apart from your view is restricted tbh, you can still use cover with freelook off.

>> No.2617869

Anyone else feel they gravitate towards aesthetics that are within Vanilla limits over anything else? It just seems like Vanilla maps often have more balanced and consistent visuals, and generally always look "Doom" to me.

While not always, there are non-vanilla maps (any engine format) that sometimes go over-the-top with the sector usage, making for uneven visuals that to me don't feel like they belong in Doom.

>> No.2617870

I don't think year is necessary. Most news tend to be within the past month or so.

>> No.2617871

Reposting from last thread


Zandronum 4.0 alpha, compiled it myself moments ago. Up to date with the current GZDoom development builds, however, do note that it may not be stable. Quoting Torr:

"Took me a bit and the current state is likely still very unstable, but I merged Zandronum with GZDoom's head."

>> No.2617884 [DELETED] 


Getting sick of people using that word on 4chan tbh

>> No.2617886

What would be a better word to use?

>> No.2617887

Your mum

>> No.2617889

yeah it doesn't fit with 4chan's language aesthetic

>> No.2617891

i have always used the international standard (ISO 8601) YYYY-MM-DD format, indicated by the hyphen (not stroke) separator, to avoid international confusion; but with the year number elided, to save space (as the year should be obvious from context).


>> No.2617894

>to avoid international confusion; but with the year number elided, to save space (as the year should be obvious from context).

Yeah but that turns it into the US format and causes international confusion

>> No.2617897

I wasn't confused, and I'm from Australia.

>> No.2617898

I was confused and I'm from England, fite me irl

>> No.2617905

>Yeah but that turns it into the US format and causes international confusion

it does not, because of this:

>the hyphen (not stroke) separator

if the news post date format was MM/DD you'd have a point.

>> No.2617906

Oh right, learn something new every day tbh

>> No.2617916


stop doing that

>> No.2617917 [DELETED] 


>> No.2617918

The Cleric's Flechettes and FUCKING WRAITHVERGE shit on Centaurs and Slaughtaurs.
There's nothing more satisfying than firing a bolt of Wraithverge in a room full of Slaughtaurs, Dark Bishops and other scum and watching how they all disappear in seconds.

>> No.2617938 [DELETED] 
File: 37 KB, 384x479, AESTHETIX.jpg [View same] [iqdb] [saucenao] [google] [report]

did someone say...

sorry for shitposting couldnt resist

>> No.2617945

His face does not match his body. He looks like he belongs in a teen heartthrob boy band.

>> No.2617946

Can I include a .pk3 with textures, sprites and whatever inside another main .pk3?

>> No.2617947 [DELETED] 


does anyone /fit/ here???

also jeff pls go

>> No.2617948

So whenever The Shores of ZDoom ends up releasing (if it even will), what would Inferno even be called?

>> No.2617949

Zeferno, clearly.

>> No.2617950

anyone wanna try hideous destructor coop w/ this

>> No.2617951

zinferno :^)

>> No.2617953

Is a Knee-Deep in ZDoom sequel in development?

>> No.2617954

did not mean to quote >>2617945

>> No.2617959

The Shores of ZDoom has been in development hell for ages.

>> No.2617964

it's okay son, i'm always willing to take a free (You)

>> No.2617967

no. i don't think zdoom will read zips inside zips.

>> No.2617969


>> No.2617973

I kinda want to experiment with Hideous Destructor and multiplayer someday.
Random yahoos vs. Sunder

>> No.2617975 [DELETED] 
File: 361 KB, 2500x2500, AESTHETIC.jpg [View same] [iqdb] [saucenao] [google] [report]

>A E S T H E T I C

>> No.2617978 [DELETED] 
File: 42 KB, 480x640, 1438266663350.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2617981
File: 16 KB, 500x558, whot.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw still no Vaporwave WAD

>> No.2617990

It's an actual word with an actual meaning.

Doom has a distinct visual aesthetic.
Strife has an aesthetic which is quite distinct on it's own and it's notably different from Doom's.

>> No.2617991

Sky May Be / The Blessed Engine counts right?

>> No.2617998

I'm aware of that, but have you seen how much people use it on 4chan, and how most of them don't know how to use it?

>> No.2618002

>[08-16] Torr Samaho: "I merged Zandronum with GZDoom's head"
So what does this mean for Zandronum?

>> No.2618016

>Zandronum merged with Doom's head.
Sounds like a generic as fuck fantasy setting. Like bootleg Lazarus/Diablo.


>> No.2618036
File: 719 KB, 1024x768, missingtextures.png [View same] [iqdb] [saucenao] [google] [report]

My GZDoom doesn't display all of the sprites for the weapons. Some it does, some it doesn't ( like Deathhead here ).
I didn't have the same problem in earlier version, plus the problem persist 2.3 and 2.4 of the RO.
Any ideas? Could it be just some setting that I have overlooked? Occasionally Hideous Destructor doesn't display all weapon textures either.

>> No.2618039

I've always kinda admired wads like Darkening E2, Suspended In Dusk, and BTSX for showing excellent visuals while staying within the static limits.

Visuals in stuff like ZDCMP2 are impressive themselves, but I can agree that it doesn't look much like Doom anymore. Though I wouldn't call it uneven unless the "millions of sectors" are only done selectively, or a mapset only has a few maps doing it.

>> No.2618047

Fucking love those cheesy generic high fantasy settings.


>> No.2618049

Ok, secondary objectives that affects the next level finished, Nemesis placeholder is holding its place, but I'm still not sure about adding in upgradeable health.

Anyone else with more ACS knowledge know if a script that increases the maximum amount of HP would break other mods loaded with it? My concern is with stuff like Demonsteele since it uses tokens instead of numbers.

Also, should nemesis function straight like Resident Evil style and try to move in for a grapple/melee or should he maintain a more varied approach?

>> No.2618054

If you're going to post fantasy metal at least put effort in;


>> No.2618061

Noice, never heard of them before, cheers

>> No.2618068
File: 111 KB, 713x706, rhapsody-symphony-of-enchanted-lands-front.jpg [View same] [iqdb] [saucenao] [google] [report]

There should be more games utilizing metal cover fantasy.

>> No.2618101
File: 99 KB, 640x538, 50149_front.jpg [View same] [iqdb] [saucenao] [google] [report]

Misleading, though, because the soundtrack is actually boring 90s techno.

>> No.2618105
File: 37 KB, 503x483, xEXyPPn[1].jpg_1.jpg [View same] [iqdb] [saucenao] [google] [report]

>OP's picture

>> No.2618108
File: 85 KB, 454x453, 1426126706778.jpg [View same] [iqdb] [saucenao] [google] [report]

>Notice my Icon of the Defender quantity has gone down.
>Figure I must be mistaken as i've never used any and never intend to.
>Fast forward to the end of the final chapter.
>Fumble my 4 key and hit 5.
>Icon of the Defender turns on.
>Nothing is even bound to 5 in the controls menu nor is there a quick-use Icon of Defender option.

I've been wasting my super weapons of never-use every time shitter brain couldn't micro-manage my passion fingers correctly.

>> No.2618109


>> No.2618132

So what would be required for a DRPG+RLA compatibility WAD for Colorful Hell?

>> No.2618135

Better than cheesy 90s hard rawk tbh.

>> No.2618138

>hard rock

>> No.2618142

The latest development release of GZDoom doesn't open 3/4 the time and I need it for my mod... Damn.
I can use ZDoom but I am too spoiled by dynamic lights.

>> No.2618145
File: 94 KB, 680x1020, 1400825998685.jpg [View same] [iqdb] [saucenao] [google] [report]

>In response to an interview question regarding the possibility of a canonical Kickstarter-funded Chex Quest 4, Jacobi pointed out that the franchise is owned by General Mills so a funded project would likely violate copyright and trademark laws.

>> No.2618147

Have you updated your drivers? GZDoom is extremely picky.

>> No.2618150

I'm away from home in a mediocre laptop, but this should be more than enough for GZDoom.
It has an NVidia GeForce GT 710M and everything seems to be updated.

I spent almost two hours checking every single part of my modified files to see what was wrong, but it turned out to not be my fault.

>> No.2618151
File: 201 KB, 320x289, 1439464937562.png [View same] [iqdb] [saucenao] [google] [report]

>NVidia GeForce GT 710M

>mfw you can't even play Wolfestein 3D on that

>> No.2618152

Damn it, I can play Source games fine in this piece of shit.
Is GZDoom less optimized than fucking Minecraft or what?

>> No.2618153

>Anyone else with more ACS knowledge know if a script that increases the maximum amount of HP would break other mods loaded with it?
You could always check if demonsteele is loaded the same way demonsteele checks if brutal doom is loaded and alter the ACS accordingly

>> No.2618154



>> No.2618157


I believe HeXen defaults the 5-to-9 keys to using items, and since ZDoom doesn't have quickuse keys for HeXen items defined they don't show up in the options.

To get of that, you should only have to bind those keys to something else then unbind them. Or use the unbind console command, that works too.

>> No.2618158

It's not about being 'enough', it's about being up to date. The latest versions of gzdoom has a new renderer that makes it unable to run on old cards, but is faster and much more easy to maintain and modify on newer ones.

>Is GZDoom less optimized than fucking Minecraft or what?
You do realize what it's built on right? And no, it's not that bad at all unless the map doesn't have any single-sided linedefs at all. The thing that really eats performance is DECORATE and all the gajillions of ai checks it runs constantly.

>> No.2618160

What are some maps that require crouching?

I know of many ZDoom maps that require Jumping. But I don't remember any that specifically require crouching.

>> No.2618164


Adventures of Square's tutorial asks you to crouch every now and then

>> No.2618165


>> No.2618168

Most made by tormentor 667 I believe, temple of the lizardmen 3 too I think

>> No.2618170

Are your drivers completely up to date and what graphics card do you have?

>> No.2618173

Radeon HD 4800, updated drivers yesterday.

>> No.2618185

Right, that's opengl 3.x which is supposedly buggy under some circumstances. You should go to the drdteam forums and submit a report.

That it's only the hud sprites causing a problem is interesting because zdoom and I think gzdoom too use direct3d to render those.

>> No.2618194

Made a TNT coop server on Zandro in Ty's memory. Server name is as follows:

:: [BE] Montreal :: R.I.P. Ty Halderman. #ThankYouTy

I also turned off freelook, jumping and crouching to have it be a bit closer to vanilla.

>> No.2618195

Did some further research.
Try vid_forceddraw 1 or vid_hw2d 0 if the first fails.

>> No.2618201
File: 903 KB, 1024x768, 1430357778709.png [View same] [iqdb] [saucenao] [google] [report]

Rest in peace, Ty.

>> No.2618202

Gonna join once I finish updating my drivers.

>> No.2618213
File: 785 KB, 1024x768, noluck.png [View same] [iqdb] [saucenao] [google] [report]

No luck. Most of the weapons are not displayed, only few and some display only some frames ( like firing etc. )
I guess I'll look into submitting bug report.

>> No.2618214

There's "My Soul Trapped in a Windows 98 Computer", which is about as Vaporwave as you can get.

>> No.2618227
File: 2.30 MB, 1280x720, super cheap auto.webm [View same] [iqdb] [saucenao] [google] [report]

Finished the game 20 odd minutes ago and ended up breaking the cardinal rule by intentionally using a Defender in the boss fight. Thanks anyway, mang.

>Secret level is nothing but ice, pitfalls, traps and fucking WENDIGOS.
>Wendigos respawn every 20-30 seconds and rapid fire like a revenant on cocaine.
what a faggot of a level

>> No.2618236

I'm on the dungeons now (I should be almost done with the fourth hub).

Is the expansion good? What about Hexen II? It looks pretty much the same but in Quake.

>> No.2618238

The expansion is cool and i recall people love Hexen II [and its expansion] more than Hexen so yeah, its good

>> No.2618241

Now see, I liked Hexen II. It was exactly what Hexen 1 was, a FPS with puzzle/exploration elements and it did it well.

As far as I know though, a lot of puristfaggotseople didn't like Hexen II.

>> No.2618267
File: 8 KB, 184x184, 1428377518154.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.2618284 [DELETED] 


>> No.2618347

Is that you?

>> No.2618350

Isn't he the guy who also maintains the wikia, using the alias Justice Infinity?

>> No.2618352

How should I configure Zandronum?
Chat messages are too tiny.

>> No.2618362

How long until DRLA 1.0?
How long until Colorful Hell compatibility patch with it and DRPG?

>> No.2618390

>As far as I know though, a lot of puristfaggotseople didn't like Hexen II.

puristfaggotspeople here can confirm

>> No.2618413
File: 13 KB, 241x283, Despair.png [View same] [iqdb] [saucenao] [google] [report]

>Playing TNT with Smooth Doom after beating Sunlust with Psychic.
>Learn about Ty's death a few days after I start.
What shitty timing.

>> No.2618446

>Doom RPG
Kyle quit Doom modding*, so basically never.

*>implying anyone can quit Doom

>> No.2618484

Maybe it'd be a good idea to make an exception flag you can put on some objects to not make them run an AI check, like a rock or a tree, or something that's just a decoration, it literally doesn't do anything but just sit there, and maybe cycle through some frames if it's animated, it doesn't need to run an AI check more than once a map, right?

>> No.2618497

>Kyle quit Doom modding
news to me. what happened?

>> No.2618508


He really hated GLOOME.

>> No.2618514

Scale 2X in the "messages" tab in hud options I think
make an exception flag you can put on some objects to not make them run an AI check, like a rock or a tree, or something that's just a decoration, it literally doesn't do anything but just sit there, and maybe cycle through some frames if it's animated, it doesn't need to run an AI check more than once a map, right?
Anything with -1 frames can't be doing many checks. I was refering more to "unmodified "monsters being inherently more CPU taxing in zdoom compared to more primitive ports.

>> No.2618516

that just raises further questions.

also if drpg is dead what will become of all the compatibility glue in drla? that's going to be increasingly hard to maintain as it bitrots.

>> No.2618517

What the fuck?

>> No.2618521

>that just raises further questions.

this. don't half-ass it, anon

>> No.2618554

Well if he's leaving DRPG to die someone else could at least take over the project.

>> No.2618560

>don't half-ass it, anon

What do you want me to do? I can't really speak for him, that's pretty much all I know.

Do you want logs?

>> No.2618582

It's all on github right? So almost anyone can create a fork and continue work, which looks like someone has already made a fork of DRPG.

>> No.2618598

I'm having a really hard time understanding what he's frustrated about.

>> No.2618606

>[08-10] Anon asks: Please decide on the theme of the next /vr/ community wad
Getting something like this together is always a pain in the ass because everyone wants the theme to be something different... The idea of doing different areas of the world/monuments sounds pretty fun though. Great pyramids is an obvious one, but others like the grand canyon, great wall of china, Central Park, or ridiculous things like the lunar lander site could be fun.

>> No.2618612

Or we could do a Hexen wad instead. There are so few of those.

>> No.2618615

wow what a fag

>> No.2618618
File: 68 KB, 640x400, Greenserpent-hexen.png [View same] [iqdb] [saucenao] [google] [report]

What does A.C. stand for in Hexen?

>> No.2618623

looks like gloome is getting features he wants but can't use because it's gzdoom?

which makes the zandronum comparison apt, since zandro's been having to deal with a lot of features zdoom has that they don't have, and his dismissal of "well you're just biased" is just plain shit for it

>> No.2618625

armor class, its from D&D

>> No.2618629

>What do you want me to do?
your initial post achingly begged the question, "why?" thus, if you happened to know anything more, would you please divulge it.

which is exactly what you have done, you've posted everything you know. so, thank you very much.

>> No.2618635

actually Hexen wad would be something fresh.
not a bad idea

or we could just say fuck it and do a chex megawad

>> No.2618639

I'd rather not. Chex is fun as a novelty, but doesn't really warrant a whole megawad imo. Maybe the occasionally one-off map.

>> No.2618641
File: 166 KB, 1025x641, My player Setup.png [View same] [iqdb] [saucenao] [google] [report]

So, in Zandronum what skin do you guys use?

I like strife guy personally.

>> No.2618642

Armor class. 1 AC = 5% protection.

>> No.2618645

Thank you.
I am not familiar with D&D.

>> No.2618646

Skins are clientside, right? What's the point of skins if other people can't see them?
Wouldn't it be possible for Zandronum, ZDoom or whatever to download player skins whenever someone joins so everyone can see it? It's not like they weigh 10MB.

>> No.2618647

chex was thrown in as a joke.
hexen on the other hand could work.
there is more replayability and its not techbases and hell we are used to so much

>> No.2618656

why does nobody care that you can play hd and doomrla in z& now

>> No.2618662


I use one of three. Either the SecOff because Marathon is cool, or this skeleton knight dude behind he looks cool, or my own OC skin because I'm a fucking nerd.

>Skins are clientside, right? What's the point of skins if other people can't see them?
>It's not like they weigh 10MB.

If the other player has the skin, they see it as well.
And on the contrary, a lot of skins add up. The vrskins pack, for example, is almost 32mb. Plus, some people don't want to see every skin--some people want to stick with the theme and have space marines and soldiers running around, some just want hot demon girls running around, and others just want all the skins they possibly can.


I care deeply, being an eager Zandro modder. But I'm also hesitant about what all issues this will bring. Unstable alphas are unstable alphas, and while I'll be testing this eagerly, I probably won't be building anything with this in mind until an actual release.

>> No.2618665

So are we actually getting a stable Zandro 3.0 or not?

>> No.2618667
File: 128 KB, 758x570, MySkins.png [View same] [iqdb] [saucenao] [google] [report]

>or this skeleton knight dude

Whoops, forgot screenshot.

>> No.2618668

>hd and doomrla
I don't know those.

>> No.2618674


extremely niche mods, one that turns it into a stealth mod of sorts and the other one is based on the doom roguelike

>> No.2618678

Someone could make a porn skin or something with very loud sounds and people would have to either just download them automatically or disable skins entirely.

>> No.2618679

i'm moreso talking about just fucking around in coop. it being buggy just makes it more interesting

>> No.2618683

You know just because something runs in zandro doesn't mean it works in multiplayer, depending on how the ACS is implemented.

>> No.2618692

neither of them deserve to be niche

>> No.2618695

its just weird no ones even trying it out

>> No.2618697

HD being niche is understandable and expected. It's not any worse for it. DRLA is much more accessible and compatible with other mapsets though.

>> No.2618702

hd being so balls-to-the-wall makes it sooo suitable for coop

>> No.2618703

>neither of them deserve to be niche

anon, you know deep in your heart that hideous destructor has no chance in hell of becoming big.

>> No.2618715

Given that fact that their aren't many skins around or resources to get them anymore I just have every skin on the internet downloaded for good measure.

>> No.2618716

vaecrius just deserves it for how complex it is and how he updates like twice a week

>> No.2618719
File: 225 KB, 500x738, 200% Mad.png [View same] [iqdb] [saucenao] [google] [report]

Like I care.

That just gives me more motivation to kill them.

Anger is good.

>> No.2618721

there's already the tourettes guy skin, that's annoying enough.

>> No.2618734 [DELETED] 

Fuck Doom, fuck this thread, saged.

>> No.2618740 [DELETED] 

Who jizzed in your cornflakes this morning?

>> No.2618745 [DELETED] 

who came in your curry?

>> No.2618749 [DELETED] 

yer new is showing

>> No.2618753 [DELETED] 
File: 19 KB, 353x334, [Shreks Fedora].jpg [View same] [iqdb] [saucenao] [google] [report]

>Fuck doom
Woah woah woah why?
Doom isn't that fucking awful! What are you a CoD baby?
Why do you hate doom anon? did John Romero cuck your mom?

>> No.2618761 [DELETED] 


Kids, please.

>> No.2618765 [DELETED] 

who pissed in your pasta
who shat in your stroganoff

>> No.2618797 [DELETED] 

hi kyle i guess it got back to you we were talking about your quitting. please come to your senses...

>> No.2618810

Yah. Could do more medieval architecture and have it function. Plus we could do a megaman style hub with a few themed levels. Swamp, Ice, Fire, etc. I'd keep the switch hunting to a minimum though. One multi switch door per hub, and have the levels flow a little closer to doom levels.

>> No.2618815

Is there a heretic monsters wad or pk3 for use with hexen? Would toss that in as well, for variety.

>> No.2618887


stop deluding yourself.

he has more chances of receiving the praise you want him to get by making Golden Souls 2 more successful compared to the first one

>> No.2618890

Now there's an idea, maybe we can make Hexen actually fun?

>> No.2618902

Really the only thing I ever disliked was switch hunting. And they didn't used the leaves in the wind particles enough.

Actually, that with the addition some rare lightning strikes and rainfx you could make some pretty fucking atmospheric levels for Hexen. Shame I dunno how to do any of that. I can map well enough though.

>> No.2618903
File: 666 KB, 1280x720, hdoom_multiplayer.png [View same] [iqdb] [saucenao] [google] [report]

>porn skin

>> No.2618912

>he has more chances of receiving the praise you want him to get by making Golden Souls 2 more successful compared to the first one

But he's not at all involved in that?

>> No.2618919 [DELETED] 
File: 89 KB, 612x380, ..jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2618931


In my defense, their ZDoom avatars look pretty similar.

>> No.2618967

I'd be up for a hexen wad! One thing I'd like to request though is the "Cultist" monster from r667 to be available for everyone. I think a fragile ranged enemy can be a great asset.

>> No.2618971

So whats your guys' opinion on slaughter rooms in maps?

I find the occasional one a refreshing break from hunting down keys, but frequent use soon turns into an almost chore, particularly when the enemies consist of hell barons and archviles.

>> No.2619008

Like I said I think heretic monsters should be included as well. Would be a lot of fun.

I'm not the one who should be throwing together a pk3/wad for people to use though. I've only done DEHACKED shit. As soon as throws one together though I'd be down for some mapping. Wouldn't mind doing an ice level.

>> No.2619062

not to mention golden souls is kinda shitty

>> No.2619097

i enjoy maps chock full of small low health monsters that will spray you with fire but will die quickly. run into a room, 20 seconds of chaos later there's a layer of corpses everywhere, sort of thing.

>> No.2619148

so faggots
should the new /vr/oom mapping project be a Hexen wad?


no captcha on this one, someone was autistic about captcha a while ago so its not included

>> No.2619157

I want to make some crazy magitek shit with tons of arcane clockwork and glowing crystals.

>> No.2619169

You have Stockholm Syndrome over CAPCHAS. Thanks to 4chan beating you over the head with them for years you've actually come to like it. I am so sorry. You have my pity.

>> No.2619171
File: 92 KB, 500x578, Hae-Lin six-pack.jpg [View same] [iqdb] [saucenao] [google] [report]

I'd rather have a Heretic or Metroid Dreadnaught mapset before Hexen.

>> No.2619176

/g/ pls go

>> No.2619181

>someone was autistic about captcha a while ago so its not included
The only people this should really bother are those who were planning on cheating the poll.

>> No.2619185
File: 1.58 MB, 1920x1080, gzdoom 2015-08-17 22-12-11.png [View same] [iqdb] [saucenao] [google] [report]

So anyone who hasn't played monster hunter limited yet really should, like right now. It has absolutely 10/10 architecture, maps that are very open but feel much more so than they actually are due to tons of details outside the playable area, and a certain kind of decayed urban setting you pretty much never see in doom.

I played it with doom64 music and the dark doom flashlight and I think that only added to the experience.

>> No.2619190

My friend wants to give classic FPSs a shot, so I suggest Doom, Duke, and Serious Sam.
Serious Sam is near brainless to get multiplayer, but I've only ever used ZDoom to play shit solo, and I haven't played Duke in years.

How do I co-op in Doom and Duke?

>> No.2619198

>How do I co-op in Doom
Get zandronum, start server in doomseeker, join server. Very easy.

>serious sam co-op
Damn near perfect game for co-op really. Second encounter is a fucking amazing game.

>> No.2619204

or, like me, they just hate captcha.

fwiw i never vote on strawpolls either. cf. >>2601135

>> No.2619208

that's cute. that's one of the better hae lin pictures, i think.

>> No.2619225

This. People still keep complaining about Dreadnought being unfinished due to lack of a map set, who better to "finish" it than us?

>> No.2619241

Well I've never played a metroid game in my life so I don't feel like the right person. I've not played dreadnought either.

>> No.2619243

Hah. It's fucking scroton all over again.
Except a whine fest pity party from a way more competent person this time.

>> No.2619247

Go home, Doomworld, you're way out of your element here.

>> No.2619250

Ok. So how do I DOUBLE THE DUKE?

>> No.2619252

I want more for completely normal and platonic reasons.

>> No.2619256

I've no idea. Sorry. Should be pretty easy to google I guess?

>> No.2619265

I have a similar problem with DooMRL and DooMRPG.

What I had to do was start a game in the UAC base and run up to the target while shooting. This somehow causes the game to properly draw weapon sprites. I have to do this every time I restart gzdoom.

>> No.2619267

Douk doesn't have many port options, unfortunately. I think the easiest one to set up and play MP with is the Megaton Edition on Steam, which you have to pay for. The few other working MP ports are ancient and no longer worked on, and not even the Megaton one is proper C/S like Zandronum, they're all peer-to-peer. Eduke32 has C/S netcode but it's not usable currently and hasn't been touched in some time.

>> No.2619275

what? scroton quit too?

>> No.2619279

wait, never mind, the pastebin is two years old nearly

>> No.2619281

Well you can do some of that n Hexen. Real question is if we go limit removing vanilla, or full zDoomisms everywhere.

>> No.2619287

>from a way more competent person


>> No.2619292

Full fucking gzdoom with dynamically lit transparent 3dfloors out the wazoo. There's enough limit removing/vanilla mapsets for doom engine games out there to last half a lifetime. Lets have some fun!

>> No.2619305

He went on a shitposting fest years ago in a misguided attempt to get himself banned from the Doom community, which included blanking posts on ZDF and DW as well as giving ZDoom their daily dose several times over. A few months later he realized how stupid that was and came back, apologized here and talked to wildweasel who agreed to unban him a year later. Couldn't tell you what happened at DW, didn't browse it at the time. He worked a great deal on The Space Pirate and provided code for a few other things such as a possible whip for GMOTA (which was rejected because GMOTA Guy can't into math), fixes to Samsara to allow Douk to shoot and use the mighty boot at the same time, and perfect moving platforms. Haven't seen him much these days, but he didn't say anything about quitting so I assume he's just busy with IRL stuff right now.

>> No.2619309

>Full fucking gzdoom with dynamically lit transparent 3dfloors out the wazoo.

good luck getting it up from a group of people who has zero experience in doom mapping

and before you pull the scroton card, it's no secret that he's something else. /vr/ is not full of people like him.

>> No.2619316

Were proper monsters ever made for it?

The problem with making a mapset for dreadnaught is if you want to keep the metroid feeling you'll need to have a bunch of explorable areas made, then link them together afterwords. That sort of thing is hard to over the net.

Heretic is just like Doom though. Hexen is different enough with the hub and everything that would make it more interestng for me.

Also Heretic is woefully lacking in textures. I still think the best thing would be to pop the hexen monsters (and maybe textures) into heretic. Blend them together a bit. Maybe even distribute corvuses weapons to the 3 hexen protags if you wanna get stupid about it.

>> No.2619320

Well my friend wants to do LAN anyways. As much as you can do LAN with laptops.

So 2 laptops in the same room. Does that simplify things?

>> No.2619324

zdoomisms aren't what you think they are.

zdoomisms are inherently unintentional - they are *bugs* that zdoom conveniently hides from the user but show up in other engines.

contrast this with *intentionally* using zdoom features.

>> No.2619326

>and perfect moving platforms.


>> No.2619332

>He went on a shitposting fest years ago in a misguided attempt to get himself banned from the Doom community
yes, i remember that, i thought >>2619243 was referring to some recent incident.
>Haven't seen him much these days, but he didn't say anything about quitting so I assume he's just busy with IRL stuff right now.
right, fair enough. i hadn't seen him post or be mentioned for a while now and was beginning to wonder.

>> No.2619334
File: 70 KB, 991x398, you know what they say.png [View same] [iqdb] [saucenao] [google] [report]


You have no idea for how long I've been waiting to post this picture

>> No.2619335

>perfect moving platforms.
He was apparently unsatisfied with them because of some issues and was in the process of merging them and generally making them better. He said he was "about a week or two" away from finishing them along with easier to use functions specific to the platforms instead of a thousand lines of decorate, but that was back in March or thereabouts, so...

>> No.2619336

>he didnt play 200 minutes of /vr/

>> No.2619342

>good luck getting it up from a group of people who has zero experience in doom mapping
Lollercoaster. /vr/ has quite a few experienced mappers.

Although I wouldn't use minutes of /vr/ as an example. A lot of them were "myfirstmap.wad". A few winners in there though.

>> No.2619346


a vanilla compatible wad with first-time-ever maps? yes, we did played it. but no, it does not represent /vr/ as a mapping community. half of those maps were 'anonymous'

>> No.2619351

>good luck getting it up from a group of people who has zero experience in doom mapping
Sure, but if gzdoom features are allowed the those of use who want to use them can. It's by no means an obligation.
>and before you pull the scroton card, it's no secret that he's something else. /vr/ is not full of people like him.
I've no idea what you're refering to with this.

>> No.2619353

>it does not represent /vr/ as a mapping community. half of those maps were 'anonymous'
uh i don't know if you've noticed but being able to participate anonymously is kind of the point of this website

>> No.2619354

Here, found the git: https://github.com/SCROTON-CODE/platform
>last commit
>scroton authored on Feb 21

>> No.2619357

not only what >>2619353 said, but also it was a speedmapping challenge

so yeah, eat shit faggot, there are plenty of good mappers on /vr/

>> No.2619362

Are there any wads made for small, communicative groups? Me and a friend are playing though doom after I got him into it so It would be great if there were maps which require teamwork.

If somehow not, I guess I'll just make some.

>> No.2619370

Hideous Destructor is great for that, though it's a mod.

>> No.2619371


yes, but that's not the point. there weren't 32 different mappers contributing to that project (i know of someone who passed as anonymous to contribute at least three different maps); at best, we had 15 different peoples contributing their works, between anonymous posters and other members of the community.

but then again, good luck getting a gzdoom mapping project up from the 'ideas guy' zone; i am not shia labeouf, but you niggas have been arguing about a second mapping project for MONTHS yet nothing happens at all.

>> No.2619373

Captcha effectively weeds out almost all spambots.

If you remember how it was before the captchas, you'd regularly see spambots post mountains of nonsense.

That's not to say that I'd rather have someone else but Google handle it, maybe 4chan would have an inhouse one which wouldn't be reliant on Google (I mean, not that theirs ever goes offline or anything, but they fuck with it a lot and gather data with it, and it's harder to solve if your browser doesn't have a cookie of a Google login from someplace).

>> No.2619374

>you know what they say.png
I don't get it.

>> No.2619375

And it's not confirmed functional for MP is it?

Man just play scythe 1 and 2 unless you have already. They're just too good.

>> No.2619380


>you niggas have been arguing about a second mapping project for MONTHS yet nothing happens at all.



"Never say never", have you heard about it, anon?

>> No.2619385


>"Not for a long while."
>9 months later he's back from a seemingly permanent ban

top kek

>> No.2619386

But he said "not for a very long time" not "never" though

>> No.2619387

Memento Mori is specifically designed for coop.
There are two, and the first is more coop focused.

>> No.2619389

there's something in the hd readme about playing in multiplayer. not sure about z& though

>> No.2619392
File: 24 KB, 491x171, ednerd-gets-btfo.png [View same] [iqdb] [saucenao] [google] [report]

What the others said, Zandronum.
ZDoom itself has absolutely -abysmal- multiplayer support yet the netcode dev brags and and talks as if he's the cock of the walk.

>> No.2619393


let's be serious for a moment, the way he got banned and everything around it made it seem like Scroton was done

>> No.2619396

>And it's not confirmed functional for MP is it?
You can play it in ZDoom two player just fine, which for you and your friend should work. Zandronum would be easier to set up but I don't know if it works in that.

>> No.2619397

>Captcha effectively weeds out almost all spambots.
>If you remember how it was before the captchas, you'd regularly see spambots post mountains of nonsense.

that is true. however, i don't see why i need to do a captcha every single time i do anything on this site. post? captcha. report? captcha. check if i'm banned or if it's just the server being shit? fill in a captcha! there's already all the rate limits in place, why must i tell this stupid website i'm a human more so often?

>> No.2619398


>i am not shia labeouf, but you niggas have been arguing about a second mapping project for MONTHS yet nothing happens at all.


>> No.2619401

how did he manage to get out of it so quickly?

>> No.2619402

9 months is a long time, especially on the internet, which is so fickle you're completely forgotten within a week

>> No.2619405

>basically 50/50

If those guys want to make a gross ass Hexen wad, then find, I'll do some kind of map for it, but I think Hexen is a huge waste with lame monsters.

It'd be much better to stick to a simple, ambiguous Doom theme than to do anything Hexen related. I'm not saying there's not potential, I'm just saying there's not much interesting potential.

>> No.2619409


>but then again, good luck getting a gzdoom mapping project up from the 'ideas guy' zone
>you niggas have been arguing about a second mapping project for MONTHS yet nothing happens at all.

Shots fucking fired.

>> No.2619412

i'm pretty sure one anon did six maps. there were a couple of others who did three each. although they had names.

>> No.2619414


Community projects are unbelievably difficult to get rolling, gather momentum to make a push, and maintain momentum to completion.
It's the same with all community projects, 4chan isn't really unique in this regard. Doomworld has a whole ton of attempts at community projects practically weekly, very few gather up. 8ch has been trying to get "their own" mod for a while, and the closest thing is the Moonman mod, when they're not throwing fits about something or another.

The problem is that it's easy to go "Oh yeah, this would be so cool" and even write out a plan, but the question is in executing it and making something both fun and new.
This is even more complicated by the nature of 'chan boards, where a consensus opinion is impossible due to the nature of anonymity.

>> No.2619416


complete disregard of the human being.

>> No.2619419
File: 2 KB, 81x124, all filled up.jpg [View same] [iqdb] [saucenao] [google] [report]

Screw this poll. How about a poll with options instead?

This has multiple options other than "Hexen or not Hexen." Feel free to keep voicing ideas. You don't need to click a vote box to do that.

>> No.2619420

that's why the 200minvr announcement post was such genius.

>make a map in 200 minutes, deadline friday

the guy had no intention of actually keeping that deadline but by friday there were half a dozen maps done, the ball had well and truly rolled.

>> No.2619425
File: 28 KB, 1495x205, making shit up.png [View same] [iqdb] [saucenao] [google] [report]

>when they're not throwing fits about something or another.
Just stop going there. Their Doom threads are a joke. Last maybe 20 posts, on average.
The only time they ever had a surge is with the stupid Moon Man shit.

>> No.2619426


I literally just started trying to get this ball rolling around 4-5 days ago. It's not my fault those niggas didn't have the gumption to try to reach a concensus. The problem is trying to stick with a good theme that isn't complete shit or a cheap gimmick.

I'm trying here, ok, and even if no body cooperates I'll still put something out.

>> No.2619435
File: 199 KB, 385x349, YEAH NIGGA YEAH.png [View same] [iqdb] [saucenao] [google] [report]


That's it. Fuck the bullshit.
You want in a fucking community mapping project? Then here it is!

>Make a claim to a place in this thread, I will take note, I'm always watching.
>Deadline is Thanksgiving because I'll be thankful if this even gets done


>> No.2619437
File: 23 KB, 1600x1000, doom200.png [View same] [iqdb] [saucenao] [google] [report]

Helps to relentlessly and shamelessly spam it too.

>> No.2619440

Define "place of interest" please? Like a tourist attraction?

>> No.2619443

>>Deadline is Thanksgiving because I'll be thankful if this even gets done

Motherfucker my sides.

>> No.2619449

See, that's the way to do it. Make a few images you can spam to catch attention with some BIG LETTERS, and general gist of what it is.

I call lunar lander. Sounded like a good idea...
But I'll need to make a sky for it... (obviously there'll have to be some tech base in there and the landscape can't just be flat)

Recognizable landmark. Fucking duh.

>> No.2619450


Post of the month.

>> No.2619451

Threadly strawpoll of your favourite retro doom game: http://strawpoll.me/4969650

>> No.2619457

>Final Doom the last
Come on, TNT itself is way better than Doom II.

In any case the best is Heretic.

>> No.2619464

To be fair, up to that point he was also pissed at GZdoom because it was utterly unstable, and it would crash after a few minutes (If i remember correctly, and I'm probably not.)

Also if you had to put up with Graf's tendency to [NO] everything because it's Graf and you see that the features you want, but won't get because the Port's developer is a cunt get into another port, you'd probably be upset too.

>> No.2619474

So, what are you guys' favourite individual level wad, megawad, TC and mod?

>> No.2619476

Can we please be allowed gzdoom features?
Anyway I call dibs on chernobyl

>> No.2619479

prolly bstx, whodunit, and samsara

Dunno about the single level wad, there's a bunch out there.

>> No.2619491

The Golden Souls

I'll admit I didnt play too many megawads

>> No.2619493

>individual level wad,
Deneb Colony

buttsex ep1 & ep2, probably ep3 when that's ready

Action Doom 2: Urban Brawl

>and mod
Accessories To Murder

>> No.2619494

>favourite individual level wad
> megawad
scythe 2
phocas island 2

>> No.2619509
File: 6 KB, 251x201, images.jpg [View same] [iqdb] [saucenao] [google] [report]

Yes, almost anything that can draw the attraction of people.

Preferably the more known the better, like I could do a map about a mountain near me called "Stone Mountan" because it's a large solid rock instead of formation; however, not many people know about Stone Mountain. It'd cool to map, but not many people would understand where they're supposed to be.

Granted there's going to be liberties taken, but the more well known the location/site/attraction the better.

>> No.2619517

So places taken so far are:
Lunar Lander

I think they set pretty decent benchmarks for "well known places". You probably don't want to run around shooting demons at Peterson's Putt Putt golf and Lazer Tag off I-95, near the Denny's.

>> No.2619523



Also I call dibs on Crybaby Bridge.
I'll probably be GZDooming the fuck out of my map to make it 2spoopy, but if everyone else goes vanilla/boom then I'll probably just release it alone.

>> No.2619525
File: 45 KB, 118x200, liner_career.jpg [View same] [iqdb] [saucenao] [google] [report]

I had a really cool idea for the washington monument, so I'll take that one.

>> No.2619536

I don't know much about these things. If you make it gzdoom out the ass will we need gzdoom or could we run it on zdoom and be fine?

That could help set a standard since it can still play with or without gzdoom.

>> No.2619540

There are a few Crybaby Bridges in the US, and each is pretty local folklore...

But I'm not the one organizing this thing, so.

Why not Overtoun Bridge? It's a lot more well known, and honestly a lot fuckng spookier. Plus it has the Overtoun House nearby.

>> No.2619547


That might be good.
Alternatively if it's still too general, then I guess I could go with Aokigahara/the Suicide Forest or some other nasty area.

I just wanna do a spoopy Doom 64-style map, really. The actual area is pretty flexible.

>> No.2619550

Well I want to use 3d floors so zandro or gzdoom would be needed.

>> No.2619552

Yeah. That's a pretty fucking spooky place...

>> No.2619576
File: 53 KB, 506x1200, -83035.jpg [View same] [iqdb] [saucenao] [google] [report]


Okay, I'm not the OP, but here's a few suggested rules:

1: Zandronum compatibility minimum. You've got a lot of GZDoom-available features, but let's not go stupid cutting-edge here. The point is to make something people can play.
2: No custom monsters or weapons. Let's make something that people can run from back and forth from level to level without any issues or inconsistencies. Focus on the existing monsters/weapons. Plus, it means people can run it with gameplay mods without issues.
3: Don't make the level stupidly long or large. Don't get over-ambitious--again, the point is to make something fun to play for about an evening, we're not trying to break any records or show anything off. Let's say a maximum gameplay time of about 10/15 minutes.
4: Midi or tracker music. Let's keep it small. Lossy music types like .ogg and .flac still bloat up filesize. Lossless like flac is HELL FUCKING NO.

>> No.2619579

What's the last weapon you get in Nocturne in Yellow do? I thought it was for beating the final boss when I went through the game, but I just cracked it open in SLADE and saw that you win if you make the final boss go into its pain state four times.

>> No.2619581


The burial belt is a shield for as long as you hold the arrow at the ready.
Really fucking useful considering map07 throws enemy fire at you from all sides, but lacking power.

>> No.2619583

its a shield

>> No.2619587

>Lossy music types like .ogg and .flac still bloat up filesize.
like .ogg and .mp3, fuck, shit, god dammit, how could I have typoed that

>> No.2619589

>I've no idea what you're refering to with this.
pol.wad was his first doom project, supposedly completed in two weeks.

>> No.2619590

Why are you asking me?

>> No.2619592


Thanks guys. Is Doom RPG any good and if so what megawad would it be best played with to optimise the experience?

Also, how would I even go about running it?

>> No.2619595

I second this. Zandronum compat is good for MP, and gives a decent amount of GZDoom features.

>> No.2619601

>>2619595 whoops, More:

Except for about maximum gameplay time beng 10-15 minutes though. It's good to downplay ambition, but 15 minutes isn't much, really. Just don't go overboard.

>> No.2619629

Is Half Life considered a retro FPS here?

>> No.2619638

What about just adding another monster itself? It won't override any others, it'll just be a tiny bit extra.

>> No.2619654

>Doom 4 opening level
>this is playing https://www.youtube.com/watch?v=dqM5L5JQseI
>Starts with Doomguy and a random marine guy on a helicopter flying over the ruins of a mars base talking
>"The portal has reopened, we need you to go back in. They're stronger now"
>Hands him a Shotgun and he jumps off
>First level is a straight forward slaughterfest on the ruins of a martian base
>Exit is a portal into Hell

>> No.2619662

>implying this would work

Doomguy STAYED IN HELL. He's also fairly cracked up due to all the hell-stuff.

>> No.2619665

>he leaves hell after a few years

>> No.2619668

Good thing he only takes out his crazy on the legions of hell (barring Quake 3). I love how they created their own worst enemy.

>> No.2619669
File: 63 KB, 586x587, Thats just dandy.jpg [View same] [iqdb] [saucenao] [google] [report]

Just tripping for easy clarity.

This next mountainous masterwork of mighty /vr/ mappers will be about MONUMENTS/PLACES OF SPECIAL INTEREST!

So far we have places like: the Lunar Landing, Chernobyl, the Washington Monument, and eventually more! Possibly crybaby bridge/overtoun house/bridge.

>1: Zandronum compatibility minimum. You've got a lot of GZDoom-available features, but don't go overboard.
>2: No custom monsters or weapons. Let's make something that people can run from back and forth from level to level without any issues or inconsistencies. Focus on the existing monsters/weapons. Plus, it means people can run it with gameplay mods without issues.
>3: Don't make ridiculously long maps. I know sometimes it's easy to make an hour long map, but let's try to make that the absolute maximum.
>4:Midi or tracker music. Let's keep it small. Lossy music types like .ogg and .mp3 still bloat up filesize. Lossless like flac is HELL FUCKING NO.

So submit your take on whatever locationn you want, I'll snag it down for later, and when the maps start piling in I'll snap em all together. LET DO THIS!!!

>> No.2619675

It's before 2000. So yeah. Doesn't get much play here, because /v/ still talks about it though.

>> No.2619679

He never leaves. He's there to make sure no demon EVER rises again. And they're always being created.

>> No.2619682


I'm in

>> No.2619767

i have the exact same problem, and i've been told it's due to some error with radeon video cards. the workaround i do is to fire weapons/reload and then switch from fullscreen to windowed and back. might work for you, god bless

>> No.2619769

I want to see a Doomguyscape mod, where everything is warped and twisted into doomguy-faced versions.

All non-enemy objects retain their normal sounds. Every enemy is now doomguy sounded.

The lava is burning doomguy faces.

>> No.2619789

> ridiculous things like the lunar lander site.
MAP15: Lunar Lander Site
MAP31: Secret Nazi Moon Base

>> No.2619818

As far as secrets go, that's breddy good.

>> No.2619830

I'll take the Nazi Moon Base then. I have zero experience but Wolfenstein stuff should be the easiest shouldn't it? And I have til November.

>> No.2619835

Forgot to tag this post. Claiming Nazi Moon Base >>2619830

>> No.2619929

If I make and custom textures for lunar shit I'll post them when my wad is done. Shouldn't be hard to keep that sort of thing straight in the wad, right Grumbles? >>2619669

>> No.2619930


the challenge is still open for those who want to upload that picture to doomworld

>> No.2620023

Been playing through WOS with Corvus since I hardly ever touch him. I think the Etheral Crossbow outclasses the vanilla Doom Shotgun in a quite few ways. Fires faster, oddly enough scoring more damage on average (killing chaingunners with one shot more often than the old shotgun), and the shot arrangement makes it more useful as a long range weapon.

Gotta give props to the Dragon Claw as well, thing just tears apart even hell knights and cacos pretty easily. The Phoenix Rod knockback is still a bitch to get used to though.

>> No.2620206

>helicopter flying over the ruins of a mars base

>> No.2620256


Corvus is a cool guy with cool weapons

>> No.2620269

Mars has an atmosphere. It's thin, but it exists. It'd have to be specially constructed for mars, though.

>> No.2620272

regular zdoom has been able to run 3d floors for years now.

>> No.2620310


>It's thin
Our atmosphere is 166 times thicker, on average, than Mars'. That's 0.6% thickness, relative to Earth, so it IS practically speaking, only negligibly there.

You certainly couldn't use anything like a helicopter in such an environment.

>> No.2620320

Yeah, I guess so. The articles I googled are mostly about an unmanned drone helicopter to help the one on the ground navigate to interesting locations, and how it'd have to be ridiculously light.

>> No.2620386

>Is doom rpg any good
I think it really misses the point of how to implement rpg mechanics, but there's lots of fun to be had. Combining it with DRLA is heavily recommended.
>what megawad
Any, really. Avoid slaughtherwads I guess because they'll eat your CPU with all the extra calls from doom rpg and it's addons.
>how do I run ut
Doom RPG has a dedicated launcher all to itself.

>> No.2620402
File: 53 KB, 1280x960, TY.png [View same] [iqdb] [saucenao] [google] [report]

edited OP pic

>> No.2620404

>Is DoomRPG good
>is DRLA good
... soooort of
>are they good together
gods yes, literally the most fun I've ever had in Doom outside of playing vanilla in the 90s. 8/10

>> No.2620423

I always found it interesting that TNTs interpic uses doom 2's sky1, rather than TNTs sky1.

>> No.2620425

Eh, other than the augs and some of the abilities/spells I don't think anything from DRPG itself really adds anything. It's so god damn fragmented, none of it's features have any relation to each other and there's no concise whole. There's many other rgp games, fps-rpg or otherwise, that could have served as a better pattern.

>> No.2620450
File: 45 KB, 1600x1200, 1439878524.png [View same] [iqdb] [saucenao] [google] [report]

... remember icarus map22?

>> No.2620476

I should replay Icarus sometime. Was one of the very first mapsets I ever played, back when I was a kid.

>> No.2620509

The only time Corvus is weak is in Heretic.

Those enemies are just way too god damn sturdy.
Also no real BFG tier weapon

>> No.2620545
File: 107 KB, 791x531, zabolyoverview.jpg [View same] [iqdb] [saucenao] [google] [report]

Thinking on a map of the Alamo

You die at the end E1M8-style Y/N

>> No.2620562

I reckon that's a good idea. How would you do it? Just a fake exit into a Type 11 room?

>> No.2620585

Has there ever been a wad with a Heaven setting instead of the usual Hell?

>> No.2620589

-parts of hell ground map06 (i think ,whichever one was the surreal puzzle map)
-the last kind-of-a-joke level of deus vult 2

none where you're fighting angels and seriphs and cherubs and such, though.

>> No.2620605

I just always felt it'd be cool if a megawad has this plot twist of "it was heaven all along, punishing earth for its sins"

>> No.2620609

>am already using dynasty warriors oggs for music in a map
any "places of special interest" that folks would like to see mapped from three kingdoms-era china?

>> No.2620630

the part which immediately springs to mind is zhuge liang's open fortress trick. except for a doom map it could be full of hellspawn instead.


>> No.2620649

>it could be full of hellspawn
But then it wouldn't be an Empty Fort Strategy would it?

I thought you meant a paranoia-inducing map that looks like it's full of traps/enemies but actually has nothing, like the early maps of Aliens TC. But obviously they lose their impact if you play them in a sourceport that has a monster count.

It's not Three Kingdoms era but the obvious choice is the Great Wall.

>> No.2620661

true, but empty maps are boring. consider it an ironic empty fort. alternatively put in an exit for players who run away (but it kills you)

>> No.2620662

meh on second thought it was a stupid idea anyway

>> No.2620673


eh, not how i'd do a map around that kind of idea. all i've got for something like that is "chinese fort/city with various hellspawn ambushes." might be something for a quick little idea though.

certainly a major landmark, but i'm not sure what i'd do with "a big fucking wall."

thinking about it more, drawing from my rich historical knowledge of dynasty warriors games, i'm thinking hulao gate. a snowy environment isn't seen too often, and there's some obvious landmarks like sishui & hulao gate, maybe even a bit of luoyang. main issue would be scrounging up snowy & asian-themed textures & decorations.

>> No.2620679
File: 118 KB, 800x600, 8657-indiana-jones-and-the-infernal-machine-windows-screenshot-the.jpg [View same] [iqdb] [saucenao] [google] [report]

>a snowy environment isn't seen too often
If we can't use custom textures I'm not sure thats' a good idea.

>main issue would be scrounging up snowy & asian-themed textures & decorations.
If it's possible to rip from indiana jones and the infernal machine that might be a start, there were quite a few snowy monasteries there.

>> No.2620682

actually, thinking about it some more, the great wall might not be such a bad choice. could do a sorta forest area with ~various encounters~ leading up to the wall proper. plus the architecture isn't terribly complicated from what i'm seeing, so probably easier to get away with more generic textures.

i know the rule was no monsters/weapons, but i don't see an issue with textures. might be an idea to establish a general baseline texture pack though, like cc4-tex or somesuch.

>> No.2620774

Whitemare 1 & 2 are good examples of snowy environments in Doom. Maybe lift the textures from them? I'm sure the Russians won't mind.

>> No.2620787

Frozen Time, as well

>> No.2620792

Oh yeah, actually played that one recently; as I'm going through Deadall's maps.

>> No.2620793

If you're going for constant ambushes, go with the Battle at Changban. Fight a shitton on monsters on the bridge, then turn around and get repeatedly ambushed as you make your way to the exit.

>> No.2620825

replaying doom now and I have reminded myself why I disliked it so much

are there any mods that make doom 3 not shit?

>> No.2620832
File: 50 KB, 548x1752, what's the story of this image.png [View same] [iqdb] [saucenao] [google] [report]

Well, /vr/?

>> No.2620835

did you mean doom 3 in your first sentence?

>> No.2620838

oh shit yeah sorry about that
doom 3

>> No.2620847

I kinda wish idgames had a category called "episodes" for mapsets that contain 6-14 levels (or something like that). Kinda sucks having to look for them through the regular alphabet categories.

>> No.2620849

The dead monster sprite turned to face him

>> No.2620850


also a better engine separation than "vanilla" and "everyfuckingthingelse"

>> No.2620851


>> No.2620853

sad because everything is dead already?

>> No.2620860

Is there a mod whose plot is about bringing Daisy the rabbit back from hell? :3

>> No.2620861

Or simply a danbooru-style layout with unlimited amounts of tags.

>> No.2620862

Yeah. It particularly bothers me when Limit Removing/Boom stuff is mixed in with (G)Zdoom/Zandronum stuff.

>> No.2620864

There's the fabled "duct tape mod", only one I know of.

>> No.2620875

that would make it unmirrorable though

the great thing about /idgames is that it is an open FTP directory which is trivially mirrorable

if you stuck it behind a web interface you'd have one site become a single point of failure and well... i don't need to tell you why that's bad, you all know what happened to everything on team drd's hosting.

>> No.2620880

I know squat about web hosting, so that's interesting to know. Why are sites with interfaces unmirrorable?

>> No.2620942

A new version of 3DS homebrew that can actually be installed and launched without a scalped shitty game got released recently thanks to a freely available YouTube app. Competent PrBoom+ port with 3D when?

>> No.2620967

BFG Edition.

>> No.2620970

Thanks for reminding me that there's a good port of Doom for the PSP

>> No.2620981


Found an ancient BBC article about Doom tbh lads

>> No.2620982

>2004 is ancient
Where has time gone?

>> No.2620984
File: 41 KB, 584x700, 1419442102921.png [View same] [iqdb] [saucenao] [google] [report]

I know mate

>tfw people born in 2010 are having sex

>> No.2620986

The music implementation is a bit hefty on memory though. It also means PWADs can't play their own custom tracks.

>> No.2620992

Sikkmod has a in game menu to change mechanics like how will you recover health, respawning enemies, tinker it how you like

Perfected Doom is that kind of mod that tries to have over the top action and realistic changes at the same time and in the end everything is a glass cannon.

>> No.2620995

I love reading ancient news and discussions about video games, especially Doom.

THIS is ancient.

>> No.2620997
File: 41 KB, 1904x853, 1439907924088.png [View same] [iqdb] [saucenao] [google] [report]

Damn, forgot my pic.

>> No.2621004
File: 147 KB, 303x566, 1426244501832.png [View same] [iqdb] [saucenao] [google] [report]

The year of my birth.

>> No.2621008

Mine as well, and I didn't play Doom until around 2006 on my NDS. The only issue was that it lacked BGM.

>> No.2621013

I had a shareware version and played that when I was young, then found skulltag, got Doom via that, and played skulltag through my teens.

>> No.2621014

Polygon just posted an article on Ty Halderman.

>> No.2621047
File: 6 KB, 321x281, Doomguy is happy while shirtless.png [View same] [iqdb] [saucenao] [google] [report]

I was born in '96 but only played the PC version of Doom in 2008, and found Skulltag in 2009. The first mod I played (and also the first mod I played through ZDoom) was this: https://www.youtube.com/watch?v=3w6FxkYU9qM

My fucking prepubescent mind was blown at the amount of mods there was for Doom, as well as seeing all of the stuff that could be done with it. I mostly still played console games at the time, but Doom was what kept me hooked on my PC, got me to play games on consoles a LOT less often, and made me learn much more about computers.

>> No.2621062
File: 359 KB, 800x600, allisgoood.png [View same] [iqdb] [saucenao] [google] [report]

Alright. Figured it out. I just had to fiddle around with resolution and it managed to fix itself for now.

Thanks for clues.

>> No.2621073

I think you could make custom binds that set windowed mode to true/false to make the switch more convenient.

>> No.2621125

Don't troll poor anon like that.

>> No.2621129

I was going to make an Alamo map where you'd have to hold out for x amount of waves while waiting for reinforcements; then, at the final wave, it says you won't be recieving anymore reinforcements and you keep going until you die.

I know it sounds cheesy like, "objective: survive," but I think it could be done really well.

Also, you don't have to go 100% historically accurate rendition. You could do a future alamo, or an alamo where the Mexicans lost. That's part of what I find interesting is the different interpretations to different monuments.

My Washington Monument will probably be either a ladder to another dimension or it'll have a giant satellite dish on top for LORE.

Basically it's up to you whether or not you want to stick to historical accuracy, as long as it's recognizable.

>> No.2621183

It'd be perfect if the next level preferred a pistol start.

I'm hyped to hold off spanish conquistadors with a ragtag band of soldiers fighting against enormous odds for FREEDOM! This project seems like it's got some good potential.

>> No.2621185
File: 35 KB, 192x192, SS Officer.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2621187

hey you, manager man

are we allowed to use custom textures for this project?

>> No.2621194

Like another anon said, let's have a general baseline texture pack like cc4-tex so more experienced mappers can be more creative while also giving more options for beginners to use different textures.

As far as other unique textures? Yeah, just don't go overboard.

>> No.2621195
File: 4 KB, 150x330, 2213142-ss.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2621218

>If we can't use custom textures I'm not sure thats' a good idea.
I see no reason why we shouldn't be allowed to use custom textures. Just don't replace any.

>might be an idea to establish a general baseline texture pack though
I think it'd be better to just rip whatever textures you need and include them in your map.wad, then compile them later. So people don't need a specific texture pack, or whatever. Just credit cc4 in the readme or what-have-you

>> No.2621320

Question, do these have to be actual actual locations or do like, famous areas from books/movies/games count?
Like actually known known ones, not any vague ones, talking about stuff like mordor/eye of sauron, death star, dark portal or some shit like that.

>> No.2621358
File: 182 KB, 1280x720, tumblr_nt88xacKiW1r64w2io1_1280[1].jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2621382

Longtime casual Doom player here. What's the best online Doom community? I played Zdaemon a few years ago but it's mostly dead now. Is there a more active multiplayer Doom community? What do you guys use?

>> No.2621385



>> No.2621387

Zandronum. I'm pretty sure that's in the OP.
We have games set up from time to time, but they're been a little more empty recently.

>> No.2621390

Zandronum is basically all there is these days, and its playerbase is pretty heavily infested with cancer. Your best bet for games that don't suck is to ask around here and in the IRC. We don't have any constant servers, but just ask and someone can put one up.

>> No.2621393
File: 1.35 MB, 1024x768, gottaGoFaster.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2621409


B-b-but I was told ZDaemon was the one filled with mexicans :^(

>> No.2621435
File: 233 KB, 1366x768, Screenshot_Hexen_20150816_011716.png [View same] [iqdb] [saucenao] [google] [report]

Every online Doom community is filled with Mexicans because they cannot afford better computers to play more demanding games.

>> No.2621437


>mexicans actually having better taste in videogames despite of "lack" of technology


>> No.2621439

I have two question about wad's

>Are they simple renamed archive files with all the contents inside?

>Do they contain information about objects, or are the objects hard-coded into Doom while the materials such as sprites and sounds are in the wad?

>> No.2621447


>> No.2621449

>born in '87


Depends entirely on what you're looking for. If you want a variety of different wads and lots of players, yeah, Zandronum is the choice. If you want the classic experience, ZDaemon or Odamex are the way to go, but they're fucking dead player-wise.

>> No.2621461

>born in '87
Same. It's weird to think that I'm old on 4chan now, but I've been here since the beginning. Even weirder to think that I'm old in the Doom community.

>> No.2621467

>I'm old on 4chan now

You're not old m8.

Most people on 4chan are early 20s, depends on board though.

/v/ and /b/ and underage for example

>> No.2621471

Russians plays shitloads of Heroes Of Might & Magic III because nobody in Russia really has a good computer.
So as a result they are also one of the biggest scenes for custom maps and mods for HoMM3.

>> No.2621472
File: 50 KB, 1280x720, maxresdefault[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Whats your favorite eye candy WAD, /vr/?

I've played all i could find through Google, looking for something a little different, a little Transylvania feel or even cyber punk

>> No.2621475

HoMM3 is probably the best one. I really liked 5 too, but that was pretty much just Heroes 3(D). Except that luck and leadership together were OP as fuck.

My own wads ofc :^)

>> No.2621481

Knee-Deep in ZDoom. Please don't kill me.

>> No.2621482

dunno, not really into eye candy wads

maybe Stardate, or SWTW, or DVII (esp. maps 19 & 21), or plenty of Eternal's maps

>> No.2621484

die!!! nah i'm joking, well goodlooks are all kdizd is good for, am i right folks? haha, call me a taxi i'll be here all week

>> No.2621485

>Stardate, or SWTW, or DVII
Those, probabaly.
Also Putrefier.

>> No.2621489

>dirty sky
>demon eclipse

>> No.2621496

>plenty of Eternal's maps
Gravity, especially. And Frozen Time

>> No.2621532
File: 49 KB, 258x263, 1386277088244.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw discovered the synth fx section on my synth
>tfw one of the tones is called phobos
>tfw most of them are spooky


>> No.2621612
File: 33 KB, 500x281, 1436204491947[1].jpg [View same] [iqdb] [saucenao] [google] [report]

For those following Moon Man Doom development, here's the latest version that features:
- Moon Man gib kill lines
- Defined Sheboon and GigaNigga (Moon Man now says sheboon kill lines for the mancubus)
- Shadow Warrior gibs now fly out of certain enemies after being gibbed
- Certain enemies drop their weapons now (although the pickup system is just like the crates)


Also, updated MoonMusic to Volume 2, now features enough songs to play for Doom 2, excluding the intermission text screens.


Video for those not familiar with it: https://www.youtube.com/watch?v=HFd7DHK_gHk

>> No.2621643


tell 'em we say hi

>> No.2621650

tell who?

>> No.2621669

The Judean People's Front (fucking splitters!)

>> No.2621673


The United Alliance of Poland.

>> No.2621678

The Central Bank of Montenegro, of course.

>> No.2621682
File: 4 KB, 204x162, 1439932552.png [View same] [iqdb] [saucenao] [google] [report]

This is driving me mad. What disappeared?? There were five or six boards in this section before

>> No.2621690

the trilateral commission and the bilderberg conference

>> No.2621701


oh, shoot! communicating at once!

>> No.2621732

Having some trouble with GZDoom and Steam. I want to set up several instances of GZDoom (which I just left in my "Downloads" folder instead of in any of the folders containing Doom games under "steamapps" and "common") with different launch options to load different WADs (so that I can launch "Aliens: The Ultimate Doom" and "Metroid: Dreadnought" without having to go fishing through my files for them), but each time I set the launch options for one, the others change.

I know this is a niggling little detail, and I could just drag and drop the relevant files on the GZDoom executable, but I want to be fucking lazy and run my shit through Steam. Is that even possible?

>> No.2621735
File: 2.52 MB, 1920x1080, Screenshot_Doom_20150711_174014.png [View same] [iqdb] [saucenao] [google] [report]

It's a tie between Putrefier here and..

>> No.2621741
File: 881 KB, 1920x1080, Screenshot_Doom_20150817_222422.png [View same] [iqdb] [saucenao] [google] [report]

..monster hunter limited. This one doesn't even use zdoom features and it looks fucking amazing.

>> No.2621815

Monster hunter is also really fun to play with the Psychic mod.

>> No.2621856

I wonder if funktasm will ever be back

>> No.2621930

community chest 4 forum was removed (finally)

>> No.2621952

oh, yes, thank you.

>> No.2622018
File: 324 KB, 720x404, pls.webm [View same] [iqdb] [saucenao] [google] [report]

Someone that knows what they're doing oughta sprite this shit pronto

>> No.2622020

I want an episode that looks like MOHU

>> No.2622035

That right one is just about perfect for it. Just a little perspective adjustment and you're good to go.

>> No.2622038

>super pistol
>fires 3 hitscans for 2 bullets because it uses the same magic as the super shotgun

>> No.2622047

term pls

>> No.2622049

These are the dumbest things ever.

>> No.2622054


These are the greatest things ever.

>> No.2622057

I like to think it's a stupid 'because we can' thing. Like the deagle.

>> No.2622081

The Deagle has a purpose, to chamber high-powered revolver/Magnum cartridges in a self-loading pistol.

It actually has suitable purposes such handgun hunting and metallic silhouette shooting. It's an atrocious choice for a combat weapon or sidearm but that doesn't matter because that's not what it was designed to be.

I can't think of a good reason for the double-1911, it's thick as hell and uses two single-stack magazines for 7+7+1+1 capacity and can only fire two bullets at a time no matter what.
If I wanted a .45 with a lot of bullets I'd look at a USP, Mk.23 or FNX, or hell, even a MAC-10 pistol.

I mean, I get that it's mostly a novelty thing, but everything about it just feels dumb.

>> No.2622095

Engineering for the sake of engineering. Common in guns and watches among some other things. The mateba is an example of that too, except that's supposedly reasonably comfy and accurate to plink with.

Anyway I've never understood handgun hunting. Why deprive yourself of a stock?

>> No.2622103

u guise


>> No.2622124

Challenge I guess. For what it's worth, the Desert Eagle is a very accurate weapon by design.

Magnum handguns also make sense if you're in bear country, though you'd be looking at .44 Magnum or higher for anything larger than a black bear (which you could take with a .357 no sweat, but black bears are turbo pussies so you'll pretty much never have to shoot one ever).

>> No.2622129


GMOTA is eye candy?

>> No.2622138

>though you'd be looking at .44 Magnum or higher
Isn't deagle brand deagle .50 anyway?

>> No.2622140

>Magnum handguns also make sense if you're in bear country
I think I'd still prefer a revolver in that case. Or a shotgun even.

>> No.2622206

There are different model for different calibers, they mostly come in .357, .44 or .50 AE.

>> No.2622235


>> No.2622247

Layout for the Washington Memorial is coming along real nice like.

I'm surprised at all the weird elliptical walkway though. The reflection pool will be a lot of fun to work with.

How's the work coming mapping anon?

>> No.2622260

Putrefier has the most impressive visuals I've ever seen in a Doom wad.

Suspended in Dusk for something within Vanilla limits.

>> No.2622560


It's not proper in this case because 4chan is a site made by an American and has Americans be the majority of its posters so of course it's going to use the American form of date format. If you want what the rest of the world considers proper either go to another imageboard or make your own.

>> No.2622721

Oh, neat.

>> No.2622764

Eye Candy in Doom is a bit overrated, IMO. Though I'll pick BTSX, I guess, since its eye candy is still very Doom.

>> No.2622865

>I'm done with doom modding forever because I hate GLOOME because I want to stick with GZDoom but GLOOME is going to have new features that I will definitely want

>> No.2622872

He's upset that he has to choose between them, I guess.

>> No.2622876

>Playing Doom with Project Brutality and Oblige.
>4 health, 6 armor, imps fucking jumping at me everywhere and three cacodemons.
>I back up in a panic, lead them away and FINALLY deal with them, dodging all their fire.
>Get to the next room, SUDDENLY ELEVATOR DOWN and I'm surrounded by zombies.

Man, this is super fun. I haven't played Doom in years and I'm so glad to see that there's still a modding scene. Oblige is fucking great.

>> No.2622880

also, reading the log carefully, you can see he's been crushed by mountains of idiot user requests, and has come to the end of his tether

>> No.2622891


Probably user request for Smooth Doom compatibility

>> No.2622893

It seems like this is what gets most modders in the end.

>> No.2622896

you have to learn to be able to say [NO] to people. learn from the master.

see also why fraggle gave up on smmu and did chocolate doom instead.

>> No.2622897

s/to be able//

>> No.2622903

Fuse Oblige, DoomRLA, and DoomRPG for the ultimate doom roguelite experience.

I still want to play DoomRPG with a squad of 4 people on an outrageously difficult difficulty. Different people with different builds and equipment, using their own skills/auras to boost everybody...

>> No.2622909

From what I've heard cause I'm not a modder with a popular mod it's not the saying [NO] that's hard, it's the inevitable "wow man I thought you were cool but I guess not" that follows the [NO]

>> No.2622953

Was about time they did that, considering CC4 was released three years ago. Hell, weren't there talks of starting work on CC5 earlier this year?

>> No.2622961

>Hell, weren't there talks of starting work on CC5 earlier this year?

Yep, The Green Herring was appointed as leader again.

>> No.2622989

"was appointed"? of course, he appointed himself. not that anyone was likely to object, he's established a reputation as the go-to guy for wad compilation. but your post gives the wrong idea.

>> No.2623090

IIRC cadman (the leader of CC1 and CC2 I think) came back and announced he was going to start CC5 and everyone was like "haha eat shit, we're sticking with TGH"

>> No.2623110
File: 304 KB, 396x396, roger rabbit is not feeling it.png [View same] [iqdb] [saucenao] [google] [report]

>Finish watching https://www.youtube.com/watch?v=YUU7_BthBWM
>tfw have no one to play the campaign through with
I admit I did not grow up with this game, but still.

>> No.2623116

>cadman came back and announced he was going to start CC5
Cadman didnt announce CC5. He was merely interested in peoples thoughts on it.

>everyone was like "haha eat shit, we're sticking with TGH"
It was mainly TGH himself that was like that. And while it did spark debate, Cadman himself did not contest TGH at all.

>> No.2623140

Was cc4-tex one hundred percent OC?

>> No.2623160

I'll play with you anon :3

>> No.2623169

As for the 12GB idgames torrent link in the OP, what does it include?

>> No.2623172

Dolphin porn

>> No.2623178

Does it at least include Quake 1 and 2 as well?

>> No.2623196

define OC in this case. much of cc4-tex is minor edits and recolours of existing textures. in most part it is a conglomeration of a bunch of existing texture packs. i'm not sure how much of it was made specifically for cc4.

>> No.2623197

no it's Doom wads from 1994-2013.

quake is /idgames2 and is unmaintained.

>> No.2623202
File: 483 KB, 680x457, chern.png [View same] [iqdb] [saucenao] [google] [report]

took ages finding all the refs I need but here's the "Чepнoбыльcкaя AЭC им. B.И.Лeнинa" coming along.

>> No.2623216

you may remember a clown named Death-Destiny declaring himself CChest Leader and starting the project way too early, causing it to languish in development hell for years.

I imagine TGH's somewhat hostile response was borne from an eagerness to avoid the same thing happening again.

>> No.2623231

You're a taxi!

>> No.2623273

Yeah, its pretty understandable.

>> No.2623313
File: 2.04 MB, 1920x1080, Screenshot_Doom_20150819_145106.png [View same] [iqdb] [saucenao] [google] [report]

gonna make the whole thing as a sketch from lower floors only first, then I use it as a blueprint for the actual map. Should be useable for a skybox or something for when the player approaches it

>> No.2623540

So once Eriance is done with the other monster sprites like the revenant he's done with Doom modding, right?

>> No.2623548
File: 102 KB, 500x591, 1418129910743.jpg [View same] [iqdb] [saucenao] [google] [report]


Just finished Doom 2 for the first time lads.

>> No.2623552

congratulations. how did you find the last level? have you played doom1 yet?

>> No.2623554


So he says.
He's been done like three times already, though.

>> No.2623556

>how did you find the last level?
Quite easy once I realise what you had to do.
>have you played doom1 yet?
ofc, bar Thy Flesh Consumed, I'll do that tomorrow probably.

TNT before Plutonia right?

>> No.2623561

>TNT before Plutonia right?
it doesn't have to be but in practice i think that order is most common.

>> No.2623562

what's he up to now? i thought he left some time ago when he dropped de earlier this year.

>> No.2623563
File: 177 KB, 480x480, DmC-EarlyDraft.gif [View same] [iqdb] [saucenao] [google] [report]

Right, E4M2: Perfect Hatred is downright horrible and probably my least favourite level.

At least the level before it is short, this one just keeps throwing shit at you! I've managed to get through every level without creating save checkpoints, but i'll make a exception for this one.

>> No.2623565


he's finishing the revenant variant for DE

>> No.2623568

not one year ago we had "Eriance retires" stuck in the news post for weeks on end. this is stupid

>> No.2623570


>>how did you find the last level?
>Quite easy once I realise what you had to do.

Did you do it with vertical freelook?

>> No.2623573


Once you know where to go and what to do, E4M2 is pretty ez

E4M6, however...

>> No.2623578

In one go without saving? nah.

>> No.2623583


I admit Doom 1 and the first 15 maps of 2 I did with freelook until we had a discussion here the other day and I realised it was cheating so I turned it off.

Honestly turning it off made no difference imo, but obviously it would on the last level.
Alright cheers.

What about after TNT and Plutonia, what should I try? How's Alien Vendetta?

>> No.2623585

>In one go without saving? nah.

if you can't do it, doesn't mean it hasn't been done or that is impossible to do. there's an uv-max run of it, look it up.

>> No.2623592

huh, thought the draugr was already done. wonder what he's gonna do with it.

>> No.2623593

Speedrunners know that shit inside out before they do it though.

>> No.2623598


Not everyone that's done it is a speedrunner.
Seriously, nobody likes to hear "git gud", but in this case there's nothing else that can be said.
It's hard, yes. It's not impossible. And treating it like it is impossible is just fucking sad.

>> No.2623601
File: 16 KB, 256x128, lunrsky1.png [View same] [iqdb] [saucenao] [google] [report]

Made some lunar textures.

>> No.2623604

I didn't say it wasn't, just that the process of doing it isn't exactly what i'd call "enjoyable"

>> No.2623605

E4M2 is pretty widely disliked.
John Romero still gets the occasional hatemail for that level, which he thinks is funny.

>> No.2623606

Would the ISS be a bad idea?

>> No.2623615

E4M2 is the last Doom map Romero ever did right?

>> No.2623616

If you use that sky image you'll have four Earths. you'll want your image to be 1024x128 for it not to tile

>> No.2623624

he did it in six hours apparently.

>> No.2623625

E4M6 is his last. He's said in interviews that he would like to make new maps but doesn't have time to practice and thinks he'd get torn to shreds by the community.

>> No.2623627

He says it in this interview, near the end somewhere.

>> No.2623630

>How's Alien Vendetta?
harder than plutonia.

what to do after the iwads? at this point you can go pretty much anywhere.

if you liked doom1, try class_ep (the classic episode)
if you liked doom2, try memento mori (+sequel)
if you liked tnt, try icarus
if you liked plutonia, try hell revealed, then, as you say, alien vendetta.
(all the competn megawads are good!)

another common suggestion is to go through doomworld's top 100 (from 10 years of doom) and then each years' cacowards. this will include pretty much everything i mentioned already plus lots of others.

if i were you i would work my way up through the years. many people seem to jump straight into super perfectionist modern maps, and then aren't able to play the old classics, because they're not pretty enough.

>> No.2623634

Alright thanks.

Heard doom as id dun it or whatever the fuck it's called, how is that? Is that like 1 or 2?

>> No.2623637

You should actually make a twisted, red-and-black earth on the opposite side. A hellish mirror.

>> No.2623639

Doom the Way id Did* that was it

>> No.2623641
File: 18 KB, 64x128, lunrflag.png [View same] [iqdb] [saucenao] [google] [report]

Thanks. I was going to just limit the players view, but I'll probably do... >>2623637 that in case that other anon was actually going to make a nazi secret level.

(nevermnd the hail satan at the bottom, just not sure what I'm gong to do with the texture space)

>> No.2623645

>Is that like 1 or 2?
both; there's a Doom The Way Id Did, and a sequel, Doom 2 The Way Id Did.

>> No.2623648

the combination in that image is very funny :)

>> No.2623652


I was going to say

>Nobody has recreated the space level from Wolf:NO
>We got a FNAF TC in less than six months

But then I realized that Tormentor is looking for space textures and an astronaut helmet hud

>> No.2623653

How terrible would an ISS map be? Does Z& support underwater areas? Because then I could set space areas to be 'underwater', so that you drown after too long.

>> No.2623659


>Does Z& support underwater areas?

Yep. Deep water can be done even on Boom maps for GlBoom.

It's a pretty simple and fun process, look up a tutorial on youtube

>> No.2623663

a space station map? it can work -- check out MIR by Roger Ritenour.

>> No.2623664

I was actually thinking it could be pretty cool before. You could go from pentagon missile silo (shit example, but whatever), to ISS, to Moon, back to Earth.

The main issue for me would be the skybox. Not sure what ways Z& can handle it. But it would be neat if the maps were actually in order of worldy position, and space would be a neat in-between for areas of the world that are far apart.

>> No.2623675

Looks like it could be pretty dope.

>> No.2623714

>and thinks he'd get torn to shreds by the community.

I hate the shit out of the latest batch of maps I've done and people have been (surprisingly) generous towards them.
Romero would be fine.

>> No.2623729

honestly tho, someone should really convince him to give it a try

>> No.2623737

Pretty sure he has other things to do though m8

>> No.2623738

he may also be subconsciously thinking "i'm The Romero, my maps have to be better than anything else seen before"

>> No.2623741
File: 1.16 MB, 1920x1080, Screenshot_Doom_20150819_193034.png [View same] [iqdb] [saucenao] [google] [report]

I hope so. I'm terrible at this gameplay biz but maybe the looks of the thing makes up for some of it in the end. I want to work a lot with architectural alteration and portal effects once the russian warp gate hidden under the NPP goes ballistic and everything goes cthulhu-town

>> No.2623750


This has been brought up a couple of times already. Romero said in this interview >>2623110 that he would love to do another Doom map, but he said he would feel bad releasing a map in the style of the 1993 classics when he has seen with his own eyes a lot of cool stuff that has been done on the Doom engine.

As a matter of fact, the original point of the "Doom the way id did" project was to contact Romero and get him to do another Doom episode. He instead posted in the Doomworld thread leaving his mapping laws for the community to follow them.

tl;dr: Romero would likely go full Tormentor if he releases another Doom map; this of course hurts the purists.

>> No.2623771

I've only ever made one proper map before (The /tg/ wad) but once I get home (in about a week), I'm thinking of starting work on a completely new project. Half mappack, half gameplay change, with some amount of story (but not too much, because this is doom after all).

Right now I'm toying with the idea of setting it in a space station or spacecraft. Think 'gellar field failure' from 40k, with demons barreling through the halls. Jump and crouch enabled, (and certain situations where the gravity generator isn't at 100%, meaning you can jump higher than normal, or even near-infinitely).

Also, character classes that each have their own special capabilities. A lightly armored scout type, who has a constant partial invisibility but a max of 50 armor, a marine type who's generic doomguy (with a maximum armor of 400) and a technician type who can create and control a special drone, to fly through vents and trigger buttons that the other classes can't reach.

What do you guys think?

>> No.2623775

considering what you just typed
and my experience with /agdg/
its never going to happen

and yeah, I played /tg/ wad, this is not increasing your chances much

>> No.2623781

>gellar field failure
stopped reading here
please start working on this like yesterday
They're cool, but work on those last. They rarely impact the overall game very much unless you do somehting intricate like VTM:B. If I were you I'd rather make a bunch of hexen/heretic style usable items, like grenades, deployable forcefields, combat drugs and whatnot. It's quite easy to implement.

>> No.2623784


Sounds like you're getting far too ambitious after just one map.
Start simple. Expand from there.

>> No.2623794
File: 357 KB, 600x615, 8e4.png [View same] [iqdb] [saucenao] [google] [report]

>visit the cutting room floor page for SNES Doom
>This is the opening text to the article
>"The SNES port of Doom should have been an impossibility. Should."
Christ they're right.

>> No.2623801

> If I were you I'd rather make a bunch of hexen/heretic style usable items, like grenades, deployable forcefields, combat drugs and whatnot. It's quite easy to implement.
That was another thing I was planning, though I wasn't entirely sure though I'm not sure how I'd use the deployable forcefields. Maybe make it an overly large actor with the +GHOST and +REFLECT tag and give all player projectiles THRUGHOST? That way, enemy projectiles hit the forcefield, deal damage to it, and then bounce back. While the player can hang out inside the shield and blast away.

I feel that it's better to jump into a project after fucking around enough with map and mod creation to get my handle on things I've spent a lot longer fucking around with decorate than I have with mapping, but in this case, if I start a project and go as I go, I'll learn more about mapping and such if I have an entire vision and design doc.
Even if I fail (which I probably will) I'll at least learn from it.

>> No.2623805

Any history or interviews about the SNES Doom?

>> No.2623837

>I wasn't entirely sure though I'm not sure how I'd use the deployable forcefields. Maybe make it an overly large actor with the +GHOST and +REFLECT tag and give all player projectiles THRUGHOST?
I think I'd make a ~7 or so thin, tall actors spawn in a line with A_spawnitemEx and have the reflect tags on them. They'd be invisible and another, inert actor with a flat pane 3d model would be visual part of the shield.

>> No.2623856

I used to have it when iwas a kid, but it got lost in me and my siblings moving out. Not sure which one of them has it... Gonna have to buy a new copy.

>> No.2623880

Not sure if we're thinking of the same website here lad.


TCRF only catalogues unused things in games. so no, no history or interviews.

>> No.2623881

Oh shit E4M1 has brought back the spookiness

>> No.2623882

I meant are there any interviews or info on the SNES port, would be quite interesting to hear how they managed to do it.

>> No.2623892
File: 1 KB, 48x60, doomguy sees something he likes.png [View same] [iqdb] [saucenao] [google] [report]

I tried ;_;

>> No.2623906

iktf doing it now

>> No.2624005

17 years later i still die on it

>> No.2624064 [DELETED] 
File: 3 KB, 192x233, doomguy.png [View same] [iqdb] [saucenao] [google] [report]

It works better when he's looking at the post number.

>> No.2624078

What's a swingshot?

>> No.2624085

check the op pastas

>> No.2624089

>You'll want to go for some SSG swingshots, since everyone's hurling themselves around at about 50mph with delicious supershotguns. Doing this will probably increase your performance quite a lot.

That's all it says

>> No.2624115

a myth. the more important thing is to be facing your opponent at a 45 degree angle relative to the map grid, as in doom, collision boxes are squares, so present a wider face when viewed from a diagonal, so more of your shotgun pellets will hit the target.

>> No.2624117
File: 66 KB, 646x608, hz5v8Sh.png [View same] [iqdb] [saucenao] [google] [report]

Shihong's at a pretty solid beta-ish stage, and I think now's a good time to start gathering opinions on how she plays so far. So I'm gonna let out an early playbuild for you guys to fuck around with, punching and kicking dudes or shooting or whatever.
She's still nowhere near finished, but hey.

Load up both on Zandro/ZDoom with a mapset of your choice.

Shihong's gameplay is similar to Hae-Lin's in some ways. Primary fire melees, secondary fire shoots. Dash to avoid getting shot. However, she's also way different in some ways.
While Hae-Lin operates off souls from killing enemies, Shihong instead generates ki from hitting, which fuels special attacks. Likewise, while Hae-Lin's gameplay is fairly straightforward, Shihong's is a little more intricate. She has three styles to swap between, which give passive buffs (Guns of War boosts gun damage/ki generation, Strength of Aeons boosts melee damage/ki generation, Ghost of Perdition increases speed/jump/dash/etc) and changes her special moves. Likewise, punching dudes to death even as a muscleninja isn't as easy as bisecting them with a demon blade, but building up a punching combo will power up a finishing jumpkick or dashkick.

Things to keep in mind:
1: No BFG yet.
2: Guns of War doesn't have a back special yet.
3: Ghost of Perdition's front special is utter piss. It's fun to use, but otherwise a waste of meter. Plus, it's got problems online. May end up getting cut.
4: The Tiger saber doesn't have a good Reload function yet. The Fist's reload is...ehhhh.
5: Mismatching sprites for kicks, placeholder animations for several special moves (forward/side Guns special, side/back Ghost special).
6: Several item pickups aren't replaced yet (Sentinel, Blind Guardian, soul fragment, soul prison).
7: No voice/player sprites yet.
8: Fullscreen HUD kinda wonked.

Other than that, have fun. Lemme know what you think.

>> No.2624119

Noice thanks mate

>> No.2624126

>Script error, "ssh.pk3:decorate.dec" line 22:
>Unexpected '120' in definition of 'JetpackFuel'

>> No.2624129


Load up both. DemonSteele first, SSH second.

>> No.2624137

that moment of brief confusion where you think he's implemented Secure Shell in DECORATE.

>> No.2624157

I figured it out a minute after. I was dragging and dropping having ctrl+clicked both of them, and that doesn't work properly.

>> No.2624158
File: 19 KB, 349x336, cd_cover_SSH.jpg [View same] [iqdb] [saucenao] [google] [report]

my first though was this, but i'm less /g/ and more /mu/ so

>> No.2624208
File: 558 KB, 1023x638, Strife Sewer.png [View same] [iqdb] [saucenao] [google] [report]


I just finished that quest where you open the sewer gate and give that rat king guy an order uniform.

The only problem now is I'M LOST IN THE SEWER!

How the fuck do I escape?

>> No.2624213

>inb4 hurr durr first turn off filterrrrrrrr

You know this will be the only replies he'll receive.

>> No.2624217

>YFW the new doom is a prequel to the classic and takes canon in place with Doom 64.
>You're one of the UAC's elite corps- something the original doomguy was promoted to basically the fucking grand-daddy of to make the project serious outside one prototype unit.
>You were sent in to terminate the demon threat in different areas than the original doomguy. You're the UAC's last hope to contain the situation. You fail, and they lose contact with the base...
>But one last survivor wakes up. Someone sent there for assaulting their superior officer.
>Hell? Just another target.

>> No.2624218

use the map

>> No.2624220


You see that teleporter right there? To your right? The spinning orange thing? Take it.


This guy's right. Be sure to turn off your filters.

>> No.2624234

... I don't know.

I stopped playing at around the same time for the same reason.
;_; If you find the way out, please... Please tell me. A part of me, a part of my soul, still resides, screaming and ever-lost in the sewers. Some nights, I still dream of it, dream of finding the exit...

That's where I stopped playing strife.

>> No.2624240

(assuming you don't want this in the news post)

>> No.2624246
File: 572 KB, 1023x638, Strife Town.png [View same] [iqdb] [saucenao] [google] [report]

Nevermind I finally found it. Had to use the automap to figure it out.

>> No.2624251

There's the response I was looking for, thank you!

>> No.2624253


I don't mind. Go ahead, if you'd like.

>> No.2624257 [DELETED] 

Bethesda Blog: Discovering the essence of Doom


>> No.2624258

Filters look much better in strife's art style than doom's though. But it's the "high quality resize mode" that really gets people going usually, trilinear filtering isn't all that bad - a neat thing is that it allows you to use downscaled textures in UDMF.

>> No.2624264

Mapping project has been decided: >>2619435

Just so it's not missed.

>> No.2624267

So, I want to make a monster randomly teleport around, but the only DECORATE code that causes teleports only usually works for BossSpots, and I want this critter to work with any wad- ones where boss-spots most likely haven't been placed.

So the only way I can think of doing it is to have the monster shoot out a bunch of randomly-placed projectiles that spawn shittons of SpecialSpots around so that A_Teleport works... But that seems way too kludgy. Does anybody have other suggestions?

>> No.2624279

I've been thinking about something like that.
In it's teleporting state, try making the monster invisible, invulnerable/non-solid, extremely fast, and set to use A_wander for a second or two, then reverting it all upon appearing.

>> No.2624282

That's a horrible URL.

>> No.2624284

I like the HQ resize mod. Filtering gives me eye strain, i just can't stand the blurry filter.

>> No.2624290

Bethesda Blog: Discovering the essence of Doom


Noticed after I posted, sorry.

>> No.2624329

finishing enemies off with the CRAKK of that jumping snap kick is really satisfying i love that soundddddd but the input is definitely way too sensitive.
even just going down stairs barely any units off the ground can result in a dramatic leaping kick.

>> No.2624331

I made a teleporting variant of the Lost Soul for my useless dick-ass monsters mod (which also included a Lost Soul that can revive another monster in exchange for its own life, a imp that can bend space and time, an archvile that instead of reviving monsters it heals and buffs nearby ones and a cacodemon with smaller cacodemon meat-shield orbiters)

Feel free to poke around the code for this one

>> No.2624334

Huh. The pixel double thing isn't too bad, but the other ones look like barf to me.

I wish it was possible to enable trilinear/smudgy filtering to textures and fonts but never guns or monsters.

>> No.2624408

So I'm playing through Doom 2 at the moment, and I was enjoying it a lot right up until around the map "Refueling Base". It seems around that point the maps just become giant rooms full of shittons of monsters that use up all of your ammo. Does this change later on? I'm playing on Ultra Violent so is that the problem?

>> No.2624421

Doom 2 simply has a lot of pretty lackluster levels.

The map immediately after refueling base, "o of destruction" however is cool as hell.

>> No.2624471

map10 is actually an old doom 1 map that got put into doom 2 instead

>> No.2624547

>before bump limit, thread goes up and down, even reaching page 3
>when it finally reaches bump limit, takes forever to go down

every single time

>> No.2624716

33 T/LMS maps remastered for better DM play. Designed for Eon Weapons, a simple weapon mod created to address balance issues in Doom's arsenal while adding some new toys of its own.

pls see me in time threadmaker anon

>> No.2624797


It's a gadget from the ratchet and clank series, it's essentially a hookshot

>> No.2624850
File: 189 KB, 1440x1605, MAP01.png [View same] [iqdb] [saucenao] [google] [report]

Anon who did that kinda way too small zDoom level as his first go that ends in a spoopy teleport here. (Wow that's a title.)

Trying to do a vanilla map to break it up between Map01/02 for the zDoom one. Also trying to do a speed map, but failing horrendously because I'm new and borderline autistic on testing/detailing; about four or five hours in with only a few rooms done. Pic related and far too dark because I left zDoom in a brighter sector mode during testing.

Anywho, quick question - I have a door that once I open it and look inside, Chocolate Doom instantly crashes. What might this be caused by? Doom Retro and zDoom handle it just fine. I'm mapping in pure and virgin Doom in Doom format and I'm not going very excessive on items/vertexes/detailing.

>> No.2624853

Is there any message? Maybe it's a visplane overflow?

Have you tried PrBoom+?

>> No.2624854

post map

>> No.2624870
File: 555 KB, 848x724, MAP02.png [View same] [iqdb] [saucenao] [google] [report]


Where might the log be stored for Chocolate Doom? It crashes instantly and gives me no error.


Far too unfinished right now and too lazy. Here's a shot in Doombuilder with MS Paint to show you where I was looking.

>> No.2624875

I actually just started this wad. They fucking love hitscanners. And on UV there's very little health.

It's pretty good. Those hitscanners though...

>> No.2624878

are you sure that you have all your sectors properly closed? on left side with tools you should have a checkmark box that allows you to check for errors.
or at least thats where it is in gzdoom builder

>> No.2624881


Yeah, I've checked errors. I would assume it's something relating to visplane or otherwise, given the nature of how it crashes, but I can't get a log and it's honestly not that detailed or crazy. I know for a fact that Industrial Zone has more sectors/vertexes than this.

>> No.2624908

I have a trick for you.
If you can find your way there go to the rat king's lair again go to the room he resides in then from the entrance go up the stairs to the upper right wall and noclip through it should lead you right to the exit.

It's what I did after saying fuck it I just noclipped around till I found the exit.

>> No.2625065
File: 388 KB, 1680x1050, doom14.png [View same] [iqdb] [saucenao] [google] [report]

Anyone else prefer the old MBF/Boom Alternate HUD to the one provided by ZDoom?

If you're in PrBoom-Plus, you can even cycle through some extra customization presets to them by pressing F5.

Considering reimplementing it with SBARINFO for (G)ZDoom.

>> No.2625359

Yeah, I prefer the Boom hud over the alternate hud in Zdoom.

Though nothing beats the good ol' statusbar IMO.

>> No.2625369

New thread when? We're on page 8...

>> No.2625398

i only just woke up sorry. i'll get on it.

don't worry i saw you!

>> No.2625407

>We're on page 8...
this is fine by the way, remember they renumbered the pages, so our old "page 6 or 7" rule of thumb becomes "page 7 or 8"

>> No.2625435



>> No.2625971

Alright, did it one go without saving, how's that for "gittin gud"

Yeah it was pretty ez, punk.

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