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2652991 No.2652991 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2644191
(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)

/vr/doom community project: Famous monuments, landmarks, or places of interest
https://archive.moe/vr/post/2619435 - Announcement
https://archive.moe/vr/post/2619669 - Rules

>> No.2652992


[08-29] GZDoom-GPL - GPL'ed GZDoom for indies (not the same as GLOOME, staying much closer to GZDoom)

[08-29] Anon map release: Secret Nazi Moon Base v1 / v2

[08-27] The /newstuff Chronicles #479

[08-27] Doom has appeared on GOG.

[08-27] Anon map release: Vanillic Acid v1.2 / v1.3

[08-27] The Lazy Motherfuckers Quake Pack

[08-25] Hellscape: a reimagining of Doom2's hell maps, by Chris Lutz (wip)

[08-25] Jedi Knight II Touch is free for limited time.

[08-23] Anon mod release: MBF HUD for ZDoom

[08-23] Anon map release: Toxic Base

[08-22] Going Down bugfix update

[08-22] Simple Mutators: no hitscanners, toned down revenant fire, and more

[08-19] Don't Be A Bitch Remastered: 33 T/LMS maps

[08-19] Demonsteele: Sun Shihong beta test
https://www.dropbox.com/s/xi94i3p550grunh/ssh.pk3 (load both, plus mapset)

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


To submit news, please reply to this post.

>> No.2653035

>I think the consensus is generally that the maps are simply not as fun past the 10th one or so.

Most fun maps for me were 7-12, 14, 17, 18, 20, 22, 23, 26-29.

>> No.2653045
File: 135 KB, 1163x539, lost skull.png [View same] [iqdb] [saucenao] [google] [report]

Any tips with this one? It has proved to be a pain to make.

>> No.2653047

Map19: The Citadel is literally cucking shitler-tier for me.

>> No.2653073


>> No.2653113
File: 61 KB, 1151x259, skul.png [View same] [iqdb] [saucenao] [google] [report]

something like this?

>> No.2653183

I'd say you need to use way more polygons.

>> No.2653218

increase texture resolution and add few more polys

>> No.2653316

Ok got two more versions of Secret Nazi Moon Base for you. Both are now ZDoom-only due to using flats as textures (thanks to the lunar landing anon for those):

This one starts you off outside the base on the moon to make the whole moon thing obvious. Some of the secrets are changed around and the number of hitscanners has been toned down by replacing them with projectile enemies. You also get non-secret green armour close to the start. Also one of the secrets is (I think anyway) quite a lot of fun to play around with.

This version has all of the above changes as well as replacing the entire computer maze with a different type of computer room based around getting the jump on arachnotrons. It has the same secret rewards as the old computer room but obviously in different places now.

>> No.2653325

OP pic reminds me of midget from Borderlands.

More like Bordemlands, amirite?

>> No.2653330

I fucking love it when an updated WAD is posted and not one fucking word on what was updated in the readme.


>> No.2653331
File: 820 KB, 768x862, H0J7sL.png [View same] [iqdb] [saucenao] [google] [report]

>hello, did you see my fixed version? nobody commented on it.
Yes, I did! And I saw how you fixed it up. Sorry for not commenting, but many thanks. I don't know what to call you, but I'm gonna put a kind anon in the credits.

>as long as people keep making prboom-friendly maps, i'm okay.
I'm not going back to UDMF permanently, as I have to finish a second map in a two-map zDoom set I started awhile back. While I would like to get better at vanilla, next time I will definitely be using a texture pack (if I can get it to work.) Vanilla textures and scripting feels extremely limiting after starting on UDMF. Especially the part where I can make entire scripts activate at once so a fully furnished staircase can texture itself and pop up out of the ground entirely on it's own, using only 10 tags, all at once.

I do have a lot of fun mapping for Doom though. It eats a lot of time, but it's so easy to pick up that I recommend any long-time fan who hasn't, to start. In a time where people won't stop making new gameplay mods and weapon packs, I'd love to see more maps.

>> No.2653334

Nevermind. I see that's form 96, too. I need to go to bed.

>> No.2653341

Urnotrite. Borderlands is the best modern FPS.

>> No.2653342

Heh. MM was originally released in 3 archives, so that it was floppy disk friendly, IIRC.

>> No.2653347

Yeah. I mean, sure, they got a bit carried away with the 9th grade humour in the sequels, but the gameplay is generally pretty strong and replayable. Only thing I'd say they stuffed up was the balancing behind playthrough 3 in BL2.

>> No.2653350
File: 49 KB, 500x334, the-cupcake-industry[1].jpg [View same] [iqdb] [saucenao] [google] [report]

>you will never be a legendary mapper

>> No.2653353

and people's sexuality shoved in your face

I needed to know I was saved by a lesbian. Apparently, I'm a homophobe for not acknowledging it.

>> No.2653368


It takes roughly 200 working hours to know if you're any good at a hobby. Put in that many hours first before you discredit yourself.

Borderlands 1 was the most solid for story and seriousness, but the weapons feel bland and the gameplay is the weakest of the three.

BL2 has /the/ definitive gameplay, but is hammed down with some dumb memes and childish humor. It's not that bad though, and some of the DLC is good. The most driving point is whether you like Tiny Tina or not, because Assault on Dragon's Keep is the best of the DLC.

BL:TPS is the worst of them. Gameplay is a gimmicked BL2, story is tripe shit, tons of extremely obnoxious characters. I feel ashamed that I spent money on it, but I needed another coop game for me and my girlfriend. It's just bad.

>> No.2653390


I'm pissed they got rid of Eridian alien weapons and guns the regenned their respective ammo types in BL2 though, the E-Tech guns just aren't the same.

I mean fuck, most of the Eridian guns could be compared to Doom weapons, there was a plasma gun, and a BFG style weapon.

Tediore guns are the best though, I fucking love how those behave and I want to see that shit in a doom mod.

>> No.2653402
File: 2.23 MB, 320x240, aggravatingly-cramped.webm [View same] [iqdb] [saucenao] [google] [report]

>Yes, I did! And I saw how you fixed it up. Sorry for not commenting, but many thanks.
my pleasure, thank you for letting me edit it - i seem to get on much better with fixing other people's maps than designing my own!
>I don't know what to call you, but I'm gonna put a kind anon in the credits.
if you want a name for crediting purposes, i am RjY.

>> No.2653409

>It takes roughly 200 working hours to know if you're any good at a hobby.
I thought it was 10000. Or is that to master it?

>> No.2653424

As much as I love my gameplay mods, and zdoom maps/tcs filled with custom content and scripting. I'm really glad that vanilla and boom mapping is still a thing.

>> No.2653425

I disagree heavily.
Bullet sponge enemies ina FPS feel like shit

>> No.2653436


I remember hearing 200 hours, about two months of daily work, to know if you're capable. Like, if you're still really shit at something after that, pick up another hobby.

Mastering is probably many more.

>> No.2653439

They're hardly spongy at all in playthrough 1, though. And its pretty tolerable for most of playthrough 2, provided you have the right gear.

I can give you that in playthrough 3, they went way too far with it, alongside giving the fuckers health regen.

>> No.2653454
File: 848 KB, 1632x764, Screenshot_Doom_20150830_201606.png [View same] [iqdb] [saucenao] [google] [report]

Man I hate trying to work with natural environments. I'm so bad at it.

>> No.2653458

What exactly causes the visual glitches on weapons in prboom+ software mode?

Most noticable when firing chaingun while standing still.

>> No.2653485

fixed point rounding error in R_DrawColumn, combined with the algorithm for filling in the edges around a transparent sprite (to work around that fixed point rounding error, among other things) being rather strange.

>> No.2653528

I hope this gets fixed.

>> No.2653534
File: 1.34 MB, 1920x1080, Screenshot_Doom_20150831_102725.png [View same] [iqdb] [saucenao] [google] [report]


Does this look passable now?

>> No.2653572

looks fine to me, though i do wonder what's up with the greenish-tinted rock textures around the sky openings.

>> No.2653583
File: 21 KB, 192x197, 1405646820701.jpg [View same] [iqdb] [saucenao] [google] [report]

>chillax map46
>walking across a bridge, no enemies on i--
>cyberdemon behind me

>> No.2653595

That looks fine. But your screenshot has reminded me of something. I don't think mappers pay attention to the little things that source ports make available.

Like locational sound. I'm in a cave. It's a nice looking one and there's water. The scene would be so much better if I could hear some drops from condensation that has formed on the ceiling, or the trickling of the water slowing moving along. And the funny thing is, it doesn't have to be a massive project like Temple of The Lizard Men to benefit from it.

>> No.2653603


Do you have a good tutorial on that? I'm borderline autistic with detail so I'd be happy to add it.

I was going to add reverbs to another map I was working on, but it was a huge amount of effort for very little effect. (Most rooms sounded identical.)

>> No.2653647

if you're working with zdoom, just look up ambient sounds on the zdoom wiki for instructions.

if you want something boom-compatible, i know there's ways folks have faked ambient sound objects through dehacked by hijacking some less-used sounds & objects. iirc one of the archvile attack sounds is commonly used as an extra sound in dehacked-based mods because it's buggy and never actually plays in the original games.

>> No.2653658
File: 1.38 MB, 1920x1080, Screenshot_Doom_20150831_113428.png [View same] [iqdb] [saucenao] [google] [report]


Alright thanks. And yeah, it is zDoom. Knowing me though, now I have to hunt for my own ambient loops because I can't stand the stock stuff that comes with zDoom/whatever's usually found on Realm667. Especially that shorting electricity sound. Zap. Zap. Bzaap. Zap.

Anyways, I got a work project and college stuff that'll likely eat my next two days so have this random computer station/camera thing since I won't get around to mapping for a bit.

>> No.2653675
File: 278 KB, 1366x768, Screenshot_Doom_20150831_184424.png [View same] [iqdb] [saucenao] [google] [report]

If you can get past the ugly sprites, Hell To Pay is pretty fun.

>> No.2653678
File: 243 KB, 1366x768, Screenshot_Doom_20150831_184658.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2653692
File: 2.04 MB, 2736x3648, DSCN1952.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.2653703
File: 2.18 MB, 2736x3648, DSCN1953.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2653710
File: 1.99 MB, 3648x2736, DSCN1955.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.2653713

Normal mode = Easy
True Vault Hunter Mode = Hard
Ultimate Vault Hunter Mode = Cheat or Die

>> No.2653762

>big uni exam coming up
>sink of swim situation
>9 days to it
>cant concentrate
>play doom all day
fuck my life

>> No.2653789

The printing on the sides is pretty damn excellent. Very nice color quality and sharpness.

>> No.2653796


>started using pre-workout drinks when I can't concentrate on life stuff because caffeine and beta-alanine overdose.
>started sliding into using it when mapping so I don't get sleepy or distracted

This can't be healthy, but yeah. Life sucks.

Set a timer and squeeze in some studying inbetween Dooming. Gradually reward yourself less and less until exam day. Try to start with like, 1 hour of Doom time = 15 minutes study, and crank it up to 1:1 or better before.

>> No.2653803
File: 443 KB, 1366x768, Screenshot_Doom_20150830_112215.png [View same] [iqdb] [saucenao] [google] [report]

hmm.. i wonder why it says this.

>> No.2653804
File: 427 KB, 1366x768, Screenshot_Doom_20150830_112655.png [View same] [iqdb] [saucenao] [google] [report]

something is wrong. but screw it.

>> No.2653807

I can almost smell agitation

>> No.2653809
File: 401 KB, 1366x768, Screenshot_Doom_20150830_113846.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2653813
File: 441 KB, 1366x768, Screenshot_Doom_20150830_113853.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2653827


>> No.2653831

What's the best resource for modding doom's code? I don't wanna download some old, dead thing that isn't great.

>> No.2653832


>> No.2653838

ZDoom, with Decorate and ACS.
Zandronum for the same thing, not quite as powerful and versatile (yet), but with functional multiplayer support.
Gloom, when it's ready, will be ZDoom times a thousand.

>> No.2653848


Decorate for items, weapons, monsters.
ACS for mapping.

Both are extremely powerful if you take the time to learn them. With ACS and a lot of time, you could make a map reform itself entirely as a player runs around, or use a convener belt and actor to create a timed sequence of events.

Decorate has some limits I assume, but I don't know it well.
ACS is borderline limitless if you know what you're doing and have time.

Unrelated, but zDoom does have an upper limit on monsters (especially activated) because DECORATE is so heavy on the CPU. Anything beyond about 1,000 - 15,000 will bog down modern-ish computers.

>> No.2653862

Funny thing is that in gzdoom, 3d models are actually less resource intensive than sprites for monsters if there's a lot of them.

>> No.2653883

the best resource for modding Doom's code is downloading the source code and editing it yourself.

>> No.2653920

Grafh is a boob, that's why.
Gloome won't have those kinds of problems.

>> No.2653943

no, its because models are rendered on gpu, sprites on cpu

graf has fuck all to do with this, its doom itself thats built this way

>> No.2653945

I recommend checking out Chocolate Doom's source code instead of the original doomsrc.zip release. It is much cleaner and well-documented, while still functionally the same.

If you would rather check out a limit-removing source port, look at Boom or MBF's source.

>> No.2653959

i'd assume the rendering part is a fairly minor part of the issue anyway; if you're talking about thousands of montsers, it's the complicated decorate ai that becomes resource-intensive; at least from my understanding.

>> No.2653962

>If you would rather check out a limit-removing source port, look at Boom or MBF's source.
i think eternity has the cleanest codebase of the limit removing but still vanilla demo compatible source ports. at least those i've looked at.

>> No.2653965


This is what I was talking about earlier.

It's not because it's sprites, it's because DECORATE is more intensive than vanilla AI. Go test out a limit removing port like Boom+ and then zDoom on something like Sunder's "The Hag's Finger". You'll see a huge difference in framerate, even before the monsters have been activated.

>> No.2653972

I wonder what perfomance the "scripting branch" has compared to normal decorate.

>> No.2654030

probably not the best example, since i can play hag's finger with a mod without dipping below 60. better example is nuts3, which brings my pc to a crawl in any zdoom variant, while prboom handles itself well enough.

>> No.2654038
File: 98 KB, 640x480, Screenshot_Doom_20150816_005048.png [View same] [iqdb] [saucenao] [google] [report]

gee gee no arr ee.
That was some awesome shit, damn.

>> No.2654058 [SPOILER] 
File: 116 KB, 1366x768, 1441052108548.png [View same] [iqdb] [saucenao] [google] [report]

>tfw five other people is the same class as you


>> No.2654071

on scale from "standing out section of wall" to "easy-to-miss really fucking hard to reach one time only timed door" how would you hide SSG as a secret?

>> No.2654074

depends on the map, and how early you give it to the player. if it'd be handy to get through a bunch of spongey enemies like hell knights, mancubi, etc, then i'd make it a bit easier to find (out of 10, make it a 3); if it's found early on and just makes it a lot easier to blow through some demons or some-such, make it a lot harder to find.

>> No.2654080


As the other anon said, depends on map difficulty and how late you are into something.

I gave mine out for free once bullet-sponge enemies show up, but you're also cruising for a bony haymaker if you grab it without being careful.

>> No.2654091

single map, vanilla comp, somewhat nonlinear, you can get shotty on first enemy you meet, you can get chaingun very early, plasma gun and rocket launcher are available in optional locations

plasma and rocket are easy to balance since they have their own ammo pools and such. ssg has a problem of sharing ammo with regular shotty, because of that it becomes the main weapon of the game, which is what we have all experienced in doom 2.

I have noticed that by simply not having a ssg in arsenal, map is much more balanced since enemies such as barons and revenants are not dying too fast and they actually have time to deal damage, on top of that without ssg, player has to switch weapons more often according to situation instead of going BOOM CLICK CLACK every hallway.

so far my idea of SSG secret is a hidden room thats behind 3 doors that need to be unlocked by using 3 separate switches hidden on map.

plasma gun is in optional area with many imps and baron, rocket is in not-so-hidden area with arachnatrons and spectres, total ammo count for plasma is 400, total ammo count for rocket is 30, I wanted player to ration it properly and use as situation requires without having player starved.
map is 70% done with geometry, then comes detailing, you may get to play it in few days.

and I have hidden 9 revenants near super shotty and they come out once you pick it up.
combat arena is bunch of tight corridors that loop and have pillars.

>> No.2654094

Are there any non-video doombuilder tutorials that could be recommended for a newb?

>> No.2654101

zdoom wiki has plenty

>> No.2654130

are there any good wads for doom64 ex?

>> No.2654209


Because it's Doombuilder was a poorly documented fork working on a specific port with little to no compatibility/crossover with other versions of Doom, people haven't really bothered.

You might find a few on the forums, though:

iirc there was one big mapset made for it by someone, that was very true to 64's style and quite fun.

>> No.2654238

Maybe the next /vr/ project should be a doom64 wad then.

>> No.2654246

I'd do it, sounds fun.

>> No.2654271

Go here

>> No.2654402

Let's just focus on what we have going on now.

>> No.2654489


Wouldn't it be "HALF A MAN AND A QUARTER!"?

>> No.2654523
File: 321 KB, 1366x768, Screenshot_Doom_btsx2.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2654618 [SPOILER] 
File: 181 KB, 1279x2275, 1441070141010.jpg [View same] [iqdb] [saucenao] [google] [report]


just pretend the armor's green for now please lol.

>> No.2654650 [SPOILER] 
File: 139 KB, 1366x768, 1441070903927.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2654663

But wasn't it an amazing ride all the way over there?

>> No.2654664

Yes xir.

>> No.2654671

Lookin' good

>> No.2654681
File: 6 KB, 199x181, 1437110847101.png [View same] [iqdb] [saucenao] [google] [report]

>playing hideous destuctor through Doom 1
>Mt. Erebus
>start hearing random screams at irregular intervals
>human screams, demon screams, player screams
>no idea where it'scoming from

This is suppose to happen right? This is part of the mod, r-right?

>> No.2654687

it's the trees

>> No.2654689
File: 367 KB, 800x600, sshot008.png [View same] [iqdb] [saucenao] [google] [report]

assuming you haven't tried the descent or exodus yet, they're pretty fun. Not truly challenging though or that meticulously over-detailed, but pretty entertaining nonetheless.

Shame they're both short as shite though.
the mother demon's a huge cunt to fight, even with plenty of cover.

>> No.2654829

>not sure it psuedo-chibi caco is threatening

Yeah...I could take that.

>> No.2654985

Are you ready for the Linguortal!?


I figured you guys might be interested. :)

>> No.2655006


Pretty neat stuff, reminds me of Duke's/Marathon's 4D spaces.

>> No.2655016

Anyone know how I can extract the music/sounds from Doom 3 (not BFG edition) and convert the .ogg files to .aac?

>> No.2655026

so you are a mac user huh? explains lack of knowlege


D3 uses PK system, meaning you can open all of its archives with WinRar or similar program. there are hundreds of programs that can convert ogg to aac, format factory is one of them.

>> No.2655068
File: 200 KB, 1920x1080, Screenshot_Doom_20150901_051900.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2655083

>[08-29] GZDoom-GPL - GPL'ed GZDoom for indies (not the same as GLOOME, staying much closer to GZDoom)

What new features aside from licensing does GLOOME have compared to GZDOOM?

>> No.2655087


>> No.2655101

Thanks for the info.
Nah, I actually asked about .aac because I primarily use iTunes to play music although I'm running Windows 10.
Not having a total lack of knowledge, but I wanted to ask in case someone had a streamlined way of getting the music is all, without so much hassle.
Thanks anyway.

>> No.2655168

>implying only mac users use .aac
Nigger I've been using AAC for years, it's superior to mp3 in every possible way.

>> No.2655214

the marine has a bit of a club foot.
and i agree with >>2654829 use of "chibi"
otherwise good. better than anything i could do, anyway.
the style and marine's face in particular really reminds me of https://archive.moe/vr/thread/2048215/ .

>> No.2655237

>the marine has a bit of a club foot.
haha yeah, it sort of seemed like that while I was doing it. Thing is, Doomguy's foot in D4 does look that sort of large actually if you look at it closely. Kinda has a digitigrade-ish look to it. Also I wasn't really convinced on whether actually drawing his face behind the helmet glass or not. I ultimately decided to keep it as it is since I thought the pic would be ruined had I kept his helmet blank.

>chibi caco
lol I forgot to add the rest of the teeth around the bare edges of its mouth. It actually looks legitimately cute now that I'm looking at it.

The pic itself is actually supposed to be a personal interpretation of what I picture Doomguy to actually look like in D4. The green armor's based on the one seen in the SnapMap demo video too so all's based off the right sources.

>> No.2655315

I hope theres more Xaser maps and midis in BTSX E3. His contributions felt the most unique.

>> No.2655370

Episode 3 when

>> No.2655383

Didn't realise that the level got a mention in the news post, so I should link the new version to the news post for future news posts.

Also still fishing for feedback, particularly on which version to go with of the two in >>2653316

>> No.2655419


Clearly I do important things in my modding time. Spooks here

>> No.2655435

Scythe 2 is a nice stroll through gorgeous architecture for most of the wad and then it just FLIES OFF THE RAILS STRAIGHT INTO HELL REVEALED

Jesus Christ I still have flashbacks to those djinni fuckers

>> No.2655456

I imagine mid-2016 at the earliest.

>> No.2655467

But will it have deliberately nonsensical purple prose intermissions????

This is important

>> No.2655475

I don't know exact details. All I know is that there's two Mechadon maps in it.

>> No.2655492

Oh cool, I liked his work on Claustrophobia. I'll look forward to it.

>> No.2655501

He also did 15 in BTSX E1, and 14 and 25 in E2.

>> No.2655529

Oh, theres supposed to be a Snakes map, too. Just remembered it being mentioned in the unholy realms .txt

>> No.2655578

totally reminds me of Asterix and Obelix

>> No.2655596

i'd be very surprised if it didn't.
especially when the theme color will also be purple

>> No.2655610

I hope we get a level thats nothing but black n purple textures.

>> No.2655614

imp volleyball mod?

>> No.2655617

Nah. Working on this punch mod thing. Upper cuts and jump kicks send monsters flying. (or at least the imps I've been working on so far.)

http://webm.host/f82a2/ Speaking of said mod.

>> No.2655643

it does amuse me how melee always seems to end up more powerful in games than shooting things with big guns. i realise it's for balance, it's riskier to go up close to something and land a punch than shooting it from afar, so the reward must be greater. but still.

>> No.2655647

Well to be fair, you're ONLY going to get your fists here.

>> No.2655652

fair enough. sorry, i should clarify, i meant it as a general observation, not a criticism of your work in particular.

>> No.2655654

Oh I figured as such, but still.

>> No.2655714

>first level
pls don't

>> No.2655716
File: 14 KB, 420x300, 1410200843033.jpg [View same] [iqdb] [saucenao] [google] [report]


What this guy said, revenants are special and should be used properly to keep them dangerous and annoying.

and this is coming from the guy that fucking loves revenants.

>> No.2655726

and pain elementals
and knights
and barons
and mancubi

imo revenants are sorta glass cannons, thats why they simply "work" as a tough enemy when you are only with a shotgun.

seriously, do you find a revenant dangerous when you got SSG and space to dodge?
maybe when there is +10 of them.

I am more focused on making barons and knights dangerous since everyone shits on them. and best way to do it imo is to have level work against player. so far it has worked, when testing the map I usualy die to either knight/baron or a lost soul

boners are used in 3 ways on this map so far
>assholes in monster closet

snipers are most common use for them on this map, there are few chasers which is where they shine, monster closet with them happens only once and thats in secret I have described earlier.

because I am a cunt

>> No.2655728


revenants are their most dangerous when they're placed in odd locations where they can freely shoot at you a few times before you take notice, or when they're at the back of a room with other monsters.

Those homing rockets may not kill you, but constantly dodging them is gonna get you into trouble if there's a bunch of other things gunning for you.

>> No.2655731 [DELETED] 

Nonsense, it'll be fiiiiiiiine.

>> No.2655735

Nonsense, it'll be fiiiiiiiine.

>> No.2655738
File: 388 KB, 1920x1080, Screenshot_Doom_20150822_181930.png [View same] [iqdb] [saucenao] [google] [report]

thing is that my map is quite claustrophobic with loops and many windows and such

you can be surprised by lost souls in weird spots sometimes

so far I did not find revenants broken. first group you meet is chasers, they put some serious pressure on player, but by the time you meet them you can have a plasma gun already, other group player can meet is in bottleneck, and its sniper type with chaingunners on raised platforms, these can be dispatched easily from adjacent room with a window.

I am not changing the SSG trap, its too fun and I am a cunt as I have said earlier.

I want to have two more pairs of chasers before second red key and then few snipers at final battle with archville that player cant see, this achville will keep on rezzing monsters and player has to find a way around the battle line to get to him and shut him down
behind archville cage there is a switch that opens up exit
inside of that exit is another archville

>> No.2655740
File: 394 KB, 1920x1080, Screenshot_Doom_20150901_153630.png [View same] [iqdb] [saucenao] [google] [report]

updated screenshot

>> No.2655748

Its really not unheard of for a map01 to have Revenants.

>> No.2655758

sprites on the automap??
why have i never thought of this before

>> No.2655760

its a cheat, open up automap and type iddt

>> No.2655761

doesn't make it good design

>> No.2655764

It's a ZDoom option, under the automap options.
But to actually see them you need to use IDDT like >>2655760 said.

>> No.2655772

the obvious example would be plutonia, but even World's Best Megawad Scythe II does it, iirc.
which engine? wait never mind someone else answered
oh, i'm not sure i have that option. but i am stuck on what is by now an ancient build.

>> No.2655774

type it twice, first time it will show all linedefs and sectors, second time it will show things, third time its typed it will restore automap to normal state

>> No.2655775

Whether its good or bad design depends on how the map uses them, not on the fact that its map01.

And last I checked, not every mapset needs to start entryway easy, either.

>> No.2655783
File: 20 KB, 640x480, Screenshot_Doom_20150901_155739.png [View same] [iqdb] [saucenao] [google] [report]

you misunderstand. i know how iddt works. but until now i had completely missed the option to draw sprites. but it's right there, it's not new.

thanks to all, this will improve my life considerably.

>> No.2655794

>the obvious example would be plutonia, but even World's Best Megawad Scythe II does it, iirc.

BTSX E1 and E2 do it. Resurgence does it. Jenesis does it. Valiant. Sunlust. etc

>> No.2655829

i did consider "THREE QUARTERS OF A MAN" but decided it obfuscated the reference too much.

>> No.2655857

Plant growth?

>> No.2655907

>He thinks is just a videogame

>> No.2656031
File: 174 KB, 455x810, AAAAAAAAAAAAAAAA.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2656040
File: 60 KB, 640x480, Screenshot_Doom_20150901_184408.png [View same] [iqdb] [saucenao] [google] [report]

you can only choose one

>> No.2656045

Which wad is that?

>> No.2656050

Why is BFG damage so unpredictable? I can reload a save and end up using one shot instead of the 3 I just used.

>> No.2656056

the ball can do as little as 100 but as much as 800
the spray depends greatly on how near you are to the target as to how much radiation the target absorbs, it's spread across a 90 degree cone

>> No.2656057


>> No.2656058

i'm pretty sure the top one is try to flirt with me

>> No.2656062

Where did the agitation meme come from? Pls explain.

No lurking more doesn't help.

>> No.2656064

pro doom strats. it's a video on the youtube.

>> No.2656068

Didn't know it came from that, cheers

>> No.2656070

further to >>2656056 probably when you reload the save you tried harder aimed more carefully and let fly from a closer position

>> No.2656073

I don't understand the timing for the BFG so I rarely use it, how soon after you click does it actually fire?

>> No.2656080



>> No.2656081

Does the distance the ball travels affect anything?

>> No.2656090

about half a sec after the ball hits iirc

but yeah, damage is spread in a 90 degree cone or something like that but then again, damage randomization in Doom so yeah

It took me a while to somewhat grasp the behavior of the BFG as well. I was wondering how the fuck did I do to one-shot a cyberdemon in MAP27 of Doom 2 Reloaded whereas it would take three or four normal hits to kill. There's also certain occassions where you'll one-shot a mastermind when it takes no more than two hits. doom a weird

>> No.2656095

>so I rarely use it
it's immensely powerful. It usually kills a spider mastermind in two point blank shots.

The ball flies out like a second after you shoot, but most of the damage is a shotgun spread that comes out of the gun in the direction you fired the ball (not the direction *towards* the ball, i mean the absolute map-angle) when the ball collides with something. Basically what you need to know unless it's deathmatch is shoot stuff with it up close but don't strafe around too much after you press your fire key/button.

>> No.2656096

40 tics if i'm reading it right? so a bit more than a second

you shouldn't care about the precise timings though, you get a feel for it with practice

only in the sense that the rays don't spray until 16 tics (just under half a second) after the ball bursts.

>> No.2656121

I use it point blank if I can but I find I usually avoid it tbh

>> No.2656173

I actually dig those sprites. Can't say why.

>> No.2656193


do the stanky femur

>> No.2656196

>>2656073 >>2656081 >>2656090 >>2656095 >>2656096 >>2656121

last thread i made a small map for bfg practice


bad example of use


>> No.2656197

Well you shouldn't. It's indispensable against archviles primarily, and skellingtons/mancubi in tight quarters.

>> No.2656207

While I am not the same anon from the last thread, I should thank you guys for teaching me how to dump demos in PrBoom+

Useful info. right there.

>> No.2656234


>> No.2656247
File: 446 KB, 1366x768, Screenshot_Doom_20150901_212204.png [View same] [iqdb] [saucenao] [google] [report]

Well this wad is off to great start. Glass that can be fired through. So cool.

Hellcore map 1 btw

>> No.2656254

>Glass that can be fired through. So cool.

It's pretty common among PRBoom/vanilla mapsets, and it's always funny when it happens.

>> No.2656263

yeah it's harder to make glass that blocks shots but not sight. permeable glass is just a plain old 2s middle texture, like midbars etc. to block shots you have to faff about with missing textures and/or bsp hacks.

>> No.2656264

or the boom transfer heights linedef, 242

>> No.2656274

What weapon mod is that?

>> No.2656275

Smooth Doom

>> No.2656334

>I don't understand the timing for the BFG so I rarely use it

Dude what? How do you manage to play user wads, then? All hell breaks loose when there's one nearby.

Hopefully you've learned a bit more about the BFG after the replies you got. It's an immensely fun weapon and one of the most enjoyable ones from first person shooters, past or present.

>> No.2656403

sup guys, I really like the "real guns hardcore" doom mod.

I find the ripped cod gameplay and sprites an awesome mix with doom, is there any mod that does it.. better? with gun porn preferably?

>> No.2656436

>"Right, but many users won't ever touch Doom.exe or Chocolate Doom, so any trick only working on these is almost doomed to obscurity."

>the municipality of Graf


>> No.2656443 [SPOILER] 
File: 1.61 MB, 1366x768, 1441140739317.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2656456

Project msx has real..er? guns than doom and has overall incredible quality. It's the most 'focused' gameplay mod I've played. It's also got the most advanced weapon animations of them all.

SUAB also has a bunch of real guns but it's much closer to norma doom.

>> No.2656457


Not a fan of that mod at all. You're weird.

Still, if you want gun porn, then give Hideous Destructor a run. It's practically Gun Porn: The Mod, with all sorts of intricate and realistic mechanics. Including shortstroking. It doesn't have the sprites, though.

>> No.2656469

>Project MSX will never ever get updated again
Feels bad.

>> No.2656485

>all this graf asshurt
didnt realize he is such a child

>> No.2656490

>GZDoom never uses the original BSP for rendering and can't make use of any abusive hacks in that data.

there's only one abusive hack in that thread, and it ain't the portals...

>> No.2656515


>> No.2656518

>there's only one abusive hack in that thread, and it ain't the portals...
lol i get it.

>> No.2656519

I think the weapon animation rips awesome, and spraying demons down with an AK never gets old.

>> No.2656603

>I don't understand the timing for the BFG so I rarely use it

That really isn't hard to get the hang of, you just need to practice.
Open Doom 2, or Plutonia, it doesn't matter which, go to Map 30 (IDCLEV30), give yourself all weapons (IDKFA), turn on God mode (IDDQD), then just use the BFG on everything until you've figured it out.

>> No.2656627

So, I'm trying to make weather effects without custom actors.

I kinda uh, resorted to making it rain health bonus vials. That's not to goofy, is it?

>> No.2656631

GZ isn't doing himself any favors with the way he's responded to that thread. He should have just said "Yeah, probably not going to support this. GZDoom doesn't use the traditional BSP at all. I guess if someone writes a good patch I'll consider it, but otherwise I'm not really interested"

However then we witness Tarnsman being a worthless shitposter and spewing the salty meme left right and center. Doomworld has during its entire history had a problem with shitposting trolls who are enabled by and allowed to run free because they're IRC buddies with a mod. Frankly it just shows how immature he is.

The actual point of that thread is very interesting from a technical perspective, even if it is of currently very limited application. It's a shame to see it turn into such a trainwreck.

>> No.2656670
File: 447 KB, 640x960, extra terrestrials send mysterious bonemen hench to erradicate any sign of human existence on earth SHOCKING NEWS.png [View same] [iqdb] [saucenao] [google] [report]

"nobody as of now exactly knows what they're currently planning. We have our toppest level scientists deciprathing the scripts found all around the area of the state of Texas and are steady on finding an answer to this issue at once."

>> No.2656674


>no archvile

You were so close to perfection.

>> No.2656697

can they actually move, they all look stuck together

>> No.2656710

You know what would make a great monster?

A ball of revenants, like that "prisoner horde" from Demon Souls, only revenants instead of dreglings

>> No.2656718


So like the Legion bosses from various castlevania games? Just a floating ball of condensed agitation that breaks off as you attack it?

>> No.2656721

also if it falls off a ledge it starts bouncing and dropping revenants.

>> No.2656724


and then after you break off enough skeletons, underneath all of it is a giant lost soul that spews out lost souls AND smaller revenants with smaller hitboxes, but still capable of punching you and shooting missiles, just with less damage

>> No.2656730

I need this in a mod, now.

>> No.2656986

I reckon once PrBoom+ gets it all to work (Which I'm sure it will, as demo compatibility is its main goal), GZ won't have any excuses anymore.

>> No.2657010 [DELETED] 

>Revenant meme still being ran into the ground

>> No.2657015

Does it agitate you?

>> No.2657016

Speaking of revenants. Someone needs to make a webm of swift death map14's start.

>> No.2657018
File: 595 KB, 914x784, encouraging boner.png [View same] [iqdb] [saucenao] [google] [report]


Do you have a bone to pick with it?

>> No.2657020 [DELETED] 


>> No.2657024
File: 85 KB, 832x640, Ghetto boner.jpg [View same] [iqdb] [saucenao] [google] [report]


Come on man, just show a little backbone, there's nothing wrong with some good natured ribbing and skeleton jokes.

Besides revenants are fun.

>> No.2657026 [DELETED] 

Sounds like you're from /tv/

>> No.2657030 [DELETED] 


Get fucked.

>> No.2657036

*Get boned.

>> No.2657037

>snapback on the SIDE of the cap

>> No.2657039

I like the varying responses I'm seeing here in terms of hostility and gags present.


They're skeletons anon, they don't know any better

>> No.2657051 [DELETED] 

>all this memeing
>still no full roster replacement that makes all the enemies skeletons
get it together memers

>> No.2657057


What WADS have you been playing, anon?

>> No.2657059 [DELETED] 


not only you're acting like an idiot, you're also new

>> No.2657061 [DELETED] 

So where's the mod you meme loving fuck?

>> No.2657085
File: 387 KB, 1280x720, Screenshot_Doom_20150901_215626.png [View same] [iqdb] [saucenao] [google] [report]


Not only are you a newfag idiot, but you also can't do cursory looking.
Imagine my surprise.

>> No.2657093 [DELETED] 

No, I mean a mod that makes all the enemies different varieties of skeletons, castlevania-style. Any shmuck can make 18 randomspawners that just drop in a revenant where any normal enemy would spawn. You can keep insulting me but it doesn't change that you're the memer here.

>> No.2657096


Yes, of course it doesn't count.

>> No.2657125

>doom 2 reloaded map32
>entire map is designed around secret puzzles

I love this.

>> No.2657126

What's good enemy replacer mods to go with gameplay mods that only replace weapons?

>> No.2657129


I love secret maps that go way outside of traditional gameplay in general. It's shitty for co-op, but it's a great change of pace in singleplayer.


There's so few enemy replacement mods, which is a shame.
Only one off the top of my head is Colorful Hell.

>> No.2657135
File: 202 KB, 680x455, photo-original.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.2657139
File: 516 KB, 680x1304, boss hitler.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.2657142
File: 491 KB, 680x1304, boss mastermind.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.2657143
File: 393 KB, 680x1304, boss shub.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.2657145
File: 152 KB, 1655x981, Xeg7pyX[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Has anyone seen the mod of Quake someone is doing on Facepunch's Doom/Retro FPS thread? I personally can't wait for it to come out.

>> No.2657154


Yeah, it looks pretty cool.
Wish the weapons were centered, though, if only to sate my autism.

Actually, now that I think about it, I wish Doom 4's weapons were centered too.

>> No.2657156


What is it? Got a link?

>> No.2657157

It isn't out yet, but the thread is here:

>> No.2657160
File: 1.09 MB, 1280x720, Doom 4 HUD Face.png [View same] [iqdb] [saucenao] [google] [report]


I wish Doom 4 had centered weapons and a HUD face, but if wishes were horses.
Fuck me, I can't believe I unironically used that phrase. I'm getting old.

>> No.2657194


you're not alone, my brother

>> No.2657198

Thoughts on mandatory secrets?

I reckon mandatory secrets are acceptable if the map is aiming for slower puzzly gameplay (ie, Eternal Doom). But don't belong in maps that are otherwise run and gun gameplay.

>> No.2657230

generally i don't like them. i think you should be able to exit with 0% secrets. in a review i would probably at least mention it.

but its far from the worst sin a map can commit. much depends how hard it is to find. an unmarked wall in a giant 64-wide maze is a capital offense. but if it's pretty obvious and there's no other way out i'll just do a marge simpson disapproving hmmm sound and get on with it.

>> No.2657239

all that plasticky greeny grey. it's like they made this detailed rock geometry then forgot to put textures on it. i can't unsee. hopefully when playing you'll be too busy blowing stuff up to notice.

>> No.2657245

Would be cool if more ports did what Chocolate/Crispy do with screen resolutions and scaling.

I know theres an option for screen multiplying in PrBoom+, but their method doesn't seem as accurate (won't stretch original resolution into 4:3), and using 4:3 pixel resolutions results in the statusbar appearing distorted.

>> No.2657286
File: 46 KB, 640x480, 1441166590.png [View same] [iqdb] [saucenao] [google] [report]

Dare you enter my magical realm??

>> No.2657290

How do I git gud
I picked up Hexens deathkings of dark citadel, dropped it, and I came back to it recently and it just kicked my dick in

>> No.2657317

tg pls

>> No.2657323

In order to win, must we piss in the troll's mouth?

>> No.2657326

play cleric, kill everything with your OP flechettes, ghosts and spells

>> No.2657329

but i like timons axe

>> No.2657334

That is a Big Fucking plasma rifle.

>> No.2657346
File: 35 KB, 430x320, DUKE NUKEM.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm streaming Dick Kickem 3D if anyone cares.


>> No.2657350

>Your web browser does not support the minimum set of features required to watch this broadcast.


>> No.2657353

>load up in steam instead
>An unexpected error occurred while playing this video

I just want to watch.

>> No.2657372


if you actually look into the site's requirements, what they amount to is "your browser is not a corporate surveillance device, please use one that is"

yeah even the all-powerful mpv+youtube-dl can't handle it, which is pretty surprising as it works for just about everything else i throw at it

>> No.2657387

Sounds awesome, albeit making the map a bit easy. Unless it's just using the health bonus sprites, and aren't actual health bonuses. Then, it's pretty awesome in the right setting!

>> No.2657435

>generally i don't like them. i think you should be able to exit with 0% secrets. in a review i would probably at least mention it.

What if its a puzzle wad, and the author is doing it intentionally for such purpose?

>> No.2657442

well that would be fine then i guess. if it was made clear the wad was a puzzle wad. there is an implicit "you have been warned".

that said however, besides a small number of examples, i tend not to enjoy puzzle maps and so usually end up skipping them.

>> No.2657454

is anyone else getting "Error: Upload failed." for images?

>> No.2657501


>> No.2657506


>> No.2657547


>> No.2657586


You guys sure are being entitled.

>> No.2657594

What a hardly legible piece of crap.

>> No.2657598

Holy fuck I hate how people misuse this term these days. Being "entitled" literally means that you are justifiably owed something, not that you're being a spoiled cunt.

>> No.2657603

I'm pretty sure he was just joking. I hope.

>> No.2657623

I apologize for playing so poorly last night for those who showed up.

It's time to kick ass and kick ass, and i'm all outta kick ass.

>> No.2657626

I'm talking about the menu pic for Hell Revealed 2.

>> No.2657638


What I've been working on has had some extreme difficulty from pistol start so far (I have like a 50% of making it through what's done so far, and I'm the guy who made the fucking map.)

The room where the rain comes in is going to have very bad fog/low visibility. Somewhere near the end of the fight, it'll rain fireballs instead because fuck you.

>> No.2657643

You could make it rain red health potions that reduce health inbetween the regular health potions for ultimate fuck you-age

>> No.2657649

New Hell
Load Hell
Save Hell
Quit Hell

>> No.2657650


You're an awful person.

I like you.

But the point is to have no DECORATE or custom actors because I'm new to those and need to finish the map first instead of getting side-tracked by stuff like that. This is just ACS to spawn projectile-style health vials from the ceiling.

>> No.2657651

Huh. So map12 The Factory has a red key door, despite not having a red key whatsoever. And it appears that its mainly so you can't leave the final room with the cacodemons/switches.

>> No.2657653


I think it's so you actually solve the exit puzzle in there instead of getting confused and leaving to hunt around the rest of the map.

Seeing that you need a red key, you're more inclined to hunt around your immediate area.

>> No.2657659

Yeah makes sense.

>> No.2657689

Speaking of missing keys. I wonder if there have been mappers who designed each difficulty around a different key, resulting in each main difficulty playing differently.

>> No.2657692

Doomero's making a total conversion of Doom 3 for GZDoom

>> No.2657694

What's the best version of Doom/Quake/Douk on Android? I am bored at work.

>> No.2657696


>> No.2657697

>oh shit

But what do you mean I'm not supposed to be here? You can see the Quad damage from down there, and there is a small path in the mountains... so you'd think it's an intended secret.

Scourge of Armageddon > original Quake
Great add-on.

>> No.2657702

Runescape 2 is the only grindfest for me.

>> No.2657712

What's the best console port of Doom for use on a CRT? I have the ports that came with Doom 3 on my Xbox, but it's in the living room connected to my flatscreen. I have an SNES, 32X, N64, GCN and PS2. Help a brother out.

>> No.2657720

hey faggot I was just shedding a tear because mootykins is gone. h-he left us ;_;

>> No.2657723

dunno, never played any of them. but i believe the n64 version is well-regarded and quite unlike all other versions of doom.

>> No.2657737


Doomero's stuff has always been incredibly impressive to look at, but playing it has always been...eehhh.

>> No.2657752

So what does 3DGE have over gzdoom since gz can do 3d models as well?

>> No.2657769

>incredibly impressive to look at
>gameplay is eehhh
sounds like he's a match made in heaven for Doom 3 then!! BAM heyoooo

>> No.2657793

Why did Doomguy cross the galaxy?

Big Gut Sale at Space Costco.

>> No.2657810
File: 257 KB, 1920x1080, gzdoom 2015-09-02 20-34-19-34.jpg [View same] [iqdb] [saucenao] [google] [report]

im stuck on a wad called 'Flashback to Hell'
wad name is fth666.wad
i reached a map called 'Simply Dead', spawn in the transporter room, open door pick up SSG and backpack, press the button and exit into this courtyard, rape all mancubus with my rocket launcher and than thats it
nothing to do
the way forward is blocked by grates that dont lower
i tried shooting at the screens i can see in the corridor beyond the grates, nothing happens
none of the pillars do anything and there isnt any sort of switch/trapdoor/movng sector of any kind since i UNF'd everywhere at least 5 times
anybody played this wad?
is it broken or am i missing something?

>> No.2657816
File: 865 KB, 1366x768, Screenshot_Doom_20150902_121243.png [View same] [iqdb] [saucenao] [google] [report]

back to posting pics

>> No.2657828
File: 1.70 MB, 1024x1024, a27d6096-cdef-48a5-9782-cf1650889adf.png [View same] [iqdb] [saucenao] [google] [report]


also i never get tired of doom cover art parodies

>> No.2657831

don't load a mod with it

>captcha: NORRIS

>> No.2657851

Why would a mod break it?
Im using a Brutal Doom v20 metamod called Brutal Pack, version 7.
It has never broken any of my wads yet.

>> No.2657853
File: 103 KB, 250x250, 1392489143808.gif [View same] [iqdb] [saucenao] [google] [report]

>Doom4ever is EDGE only

fucking great.

>> No.2657861

>It has never broken any of my wads yet
that's because most probably none of those wads you played made use of action triggers that activate when you commit an action, such as killing monsters in this case

seems brutal doom conflicts with these probs due to the giblets from dead enemies being separate actors that render said triggers useless or some shit like that

>> No.2657867

Not him, but shouldn't it at least be compliant with the Dead Simple trigger since it was just mancubi he was killing? That depends if OP was playing on MAP 07 or not.

>> No.2657870

now you know how i feel when an interesting-looking map turns out to require ZDoom!!

>> No.2657874

the teleporter line had the wrong tag number

>> No.2657876


Not quiiite the same thing, you know.

>> No.2657881


>"There's some serious butthurt from zdoom fans here. It's not a black-and-white world: you can run more than one port."

Hold on a minute, I play plenty of zdoom mods and I even find this to be great.

This seems to be quite a thing on some (read: not all) users in doomworld; Graf does not represent the zdoom audience, and shitty zdoom maps do not represent the whole zdoom community content either.

>> No.2657886

problem is that as far as I can judge from the pic he posted, the mancubi are placed on high ledges and at least one of them has visibly dropped a flame cannon, not to mention the problem with the gibs themselves screwing up with the triggers and stuff which just makes the whole thing become more intrincate

>>2657851 you should at least try loading the map again without brutal doom this time around

try and load it with Smooth Doom or something else and see if the problem persists

if it does, then chances are the map itself is dun fukd up or you probably dloaded a broken version from somewhere else other than /idgames archive

>> No.2657889

So what is a good mod known to not fuck up monster death triggers?
Smooth Doom?

>> No.2657907
File: 254 KB, 1920x1080, gzdoom 2015-09-02 21-44-05-19.jpg [View same] [iqdb] [saucenao] [google] [report]

Yep you guys were right.
Brutal Doom does fuck up death triggers.
Loaded it up in Smooth Doom and the grate was supposed to lower when you kill all the mancubus.
I really liked that Brutal Doom metamod.

>> No.2657909

Most competent monster replacer mods are generally compliant with the map specific monster triggers.

>> No.2657920

I already know of The Trailblazer, The Guncaster and Smooth Doom.
Anything else worth checking out?

>> No.2657924

Well I know all of WildWeasel's mods keep the triggers right. Even Aeons of Death keeps it correct.

In short, unless the mod maker is stupid, any monster mod shouldnt break Tag 666. Those mods that break it are generally rare.

>> No.2657993

>and shitty zdoom maps do not represent the whole zdoom community content either.

Considering the general attitude towards ZDoom maps? You would be surprised.

>> No.2658009


there's a lot of decent zdoom maps out there, but people focus too much on 'muh demos' or traditionalism to give them a try

>> No.2658023

Hearing them talk about IdTech 666 is boner inducing

>> No.2658058


To be fair, ZDoom's blatant disregard for demos is a bit of a concern, since it's one of the easiest ways to provide feedback.
Seeing people play my stuff is a lot better than them just tell me about it, since I can see in action the tactics they prefer, whether they focus on what I want them to focus on, how certain encounters work for different playstyles, and etc. ZDoom's constant update schedule and wildly diverse set of builds makes demo recording effectively null, so that avenue's out for me.

That being said, it really isn't a dealbreaker for me. But I'd imagine for some people it's a huge thing.

>> No.2658065

I hope it's good.
Someone was freaking out about the pop-in tho

>> No.2658091

my mouth still fucking waters everytime I see the water puddles in the first techdemo as the player goes through the first door where the skellington rips open that guy with the SSG

>> No.2658101

Hell Revealed 2, map 03.

Is this fair map design? There's a chance the three will be blocking the teleporter when you teleport in, meaning you cannot dodge and can't run cause you will just get meeled to death quickly. You can't teleport back, either. There's no quick enough way to check their position before teleporting, too.

AV and Kuma Sutra I could do without map knowledge and I don't remember them pulling this crap. This wad just feels full of artificial difficulty.

Am I full of shit?

>> No.2658102
File: 420 KB, 1366x768, Screenshot_Doom_20150902_233319.png [View same] [iqdb] [saucenao] [google] [report]

screenie would help

>> No.2658108

You can probably power through them with the plasma rifle.

>> No.2658124

Oh, no, sorry, you wouldn't' have it then.

>> No.2658152

>you have Doom64's rocket launcher out
>alt hud icons don't show you have a rocket launcher
What the fuck did you do?

>> No.2658154

I think the custom patches from the wad are interfering. Cause it does show otherwise. Even if I cheated it in, it wouldn't have helped much in that situation if I were stuck as I had described.

>> No.2658158


PSX Doom includes all the "Normal" Dooms, however, uses newer sound effects, colored lighting, map alterations, and what divides most people is the new ambient soundtrack. It sort of brings the other Doom's up to 64's style. However, it's the most complete one out there in terms of total maps.

N64 Doom is an entirely separate game, with a newer engine, different scripts, entirely new set of levels, somewhat hard difficulty, new final boss, etc. Also lots of colored lighting, dark areas, and ambient music. It's rock fucking solid, imo, but some people don't like it.

Can't comment on GCN. Or 32X. Those I believe have the original music, but with different soundfonts?

SNES is a very bad port. Only play it for historical purposes. One-direction-facing enemies, solid colors for flats, shotguns fire slugs (ok that's kinda neat), and an abysmal performance all come to mind.

>> No.2658169

>shotguns fire slugs
what does this mean? a lot of damage done but to only one target? (i.e. only fire one high damage P_LineAttack, because 7 would be too heavy on the CPU) - sorry, not too familiar with gun terminology.

>> No.2658193

It could not handle 7 shots at once, so they changed it into one massive damage hitscan.

Which thanks to the autoaim turns it into a rifle.

>> No.2658204


It fires one super shot with the rough equiv damage of all 7 pellets. This is both good (turns the shotgun into a hard hitter which is cool for Doom I), and bad because Shotgunner's get the same ability I believe.

In shotgun terminology, a Shotgun Slug is a massive solid projectile fired from a shotgun instead of a spread of pellets (shot.) They're used for either hunting big game or have military purposes. Their extreme weight allows them to "punch" targets, even if they don't penetrate. It's one thing to have your body armor stop a small 9mm pellet, it's another to have it stop a giant half-fist sized chunk of metal.

>> No.2658207

This is bullshit. Pirate Doom or Void or CIF3 are everyone's sweethearts. The problem is that (G)Zdoom takes away sensible demo recording even for wads that were made with demo recording in mind. It's a fun thing that mappers often want to cater to, because it looks great on camera. And then (G)Zdoom fucks it up, because backwards compat is for stupid losers. It's disheartening and it has nothing to do with Doomworld elitism. I guess maybe you can record all your crap in OBS, then cut the pertinent bits and upload them to YT, but this is already way more annoying than ignoring Zdoom and playing in more conservative ports.

Zdoom does its own thing. I'm perfectly happy with that and I use it whenever I feel like playing a Zdoom-specific wad. I prefer playing anything "lower" with more faithful ports, but that's just me. It's the mentality that (G)Zdoom should be the all-encompassing port that's sufficient for everyone that is poisonous. Sadly, Graf seems to suffer from it too. Anything new and "hacky" is evil, because oh god there might be a wad that'd be broken in Zdoom! We must stop the mappers before they even think of creating such atrocities!

>> No.2658209

Has anyone ever tried to make an RTS with the Doom engine?

>> No.2658212

>Control an army of Marines wielding rocket launchers, chainguns and other weaponry attempting to fight off the demon threat or be the demons and conquer earth for satan.

I'd play it.

>> No.2658213

I just thought of it because I was playing a weird server where you fight by spawning hordes of enemies from various wads(I got Chex Quest), and while I was dead I floated up high to see the action and realized it would work pretty well for an RTS view.
Some concessions would have to be made with the gameplay to make it work, but I think you'd end up with a fairly unique product.

>> No.2658219

ZDoomWars comes to mind but its kinda....limited

It isn't entirely RTS but it works like one.

>> No.2658230

Shotgun Frenzy has some elements of base building and you can drop resources to help out the rest of the team.

>> No.2658236

Shotgun Frenzy is more like a Tower Defense mode. [One of my friends called it "Plants vs Zombies but on steroids and actually good"]

>> No.2658448

is there a way to fuse two different sounds to have them play one after another in SNDINFO?

I have both a new firing sound for the shotgun made from scratch and a new pump sound as well, but I'd like the pumping sound to play after the firing sound is done playing, as in trying to mimic the original shotgun's sfx. Am I gonna have to dip myself into the code to make the pumping and the firing entirely separate states, or should I give up and just get a sound mixing program to do it? I sincerely hope I don't have to mess up with the SFX at all, I'm too much of a lazy fag to try and put two sounds together because ugggghhhhh

also earlier I tried to change the SSG's firing sound in slade but I couldn't get the $limit thingie to work, the sound kept being cut

>> No.2658454

>Am I gonna have to dip myself into the code to make the pumping and the firing entirely separate states

Not separate states, it's just a simple matter of A_PlaySound and A_PlayWeaponSound.

>> No.2658462

Play HR2 on HMP. UV was deliberately made bullshit, because the team wanted it to be "the hardest megawad ever" back then. Unfortunately, this lead to some mappers cramming shit without thought into their maps.

Also, I'd recommend skipping map28 entirely once you reach it.

>> No.2658496

Now that I've seen a project called "Doom 2 Map Replacement Project" thats started by someone who is newish, I'm thinking Doomworld community needs to slow down with the megawad projects.

>> No.2658514
File: 39 KB, 300x444, RAGE[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Hey nerds! I'm that one nerd who's still posting announcements on the /vr/ Steam group and I just wanted to mention someone pointed out this Discord thing we can use for voice chat.


It's got one text channel called chat for general irc-style chat, and three voice channels called "RIP", "TEAR", and "Server". RIP and TEAR are for separate teams in multiplayer modes that use them (I.E. CTF) and Server is just for general server voice chat.

So uh, keep that bookmarked if you want. You don't have to sign up, and if your browser supports webm, it supports this. it's kind of like IRC meets Mumble with Skype's text chat.

So to test it out, I made a Samsara Armageddon server.

NAME: [BE] Montreal :: /vr/ tests out Discord
Pass: rage!
(It told me passwords had to be more than 4 characters)

Feel free to tell me how much this sucks, how much I suck, or how much I should stop shilling!

>> No.2658553
File: 217 KB, 800x600, disshot05.png [View same] [iqdb] [saucenao] [google] [report]

Are there any other mapsets that have the PSX Doom atmosphere?
I know there is Threshold of Pain. And I just played through the "PSX Lost Levels", which was mostly just Ultimate Doom maps recreated.

>> No.2658716


A bit of a stretch, but have you tried UAC Ultra?

>> No.2658721

no shit, right? I would love a moratorium on megawad projects and force people to just make single-level WADs or maybe episodes for a while.

>> No.2658737

ah nice. i figured it must be something like a single big fat bullet but i wasn't sure, so thanks.

i guess then that on the snes version you can't knock over two or three zombies with one shell. which seems like a bit of a shame.

>> No.2658752 [DELETED] 

i've said this before but "let's do a community project with theme X" is the new "i'm doing a project with theme X, looking for a team of mappers, artists etc. to join"

in other words its the new [newproject] tag, it's a wonder they haven't added [newcommunityproject] yet.

>> No.2658754

i've said this before but "let's do a community project with theme X" is the new "i'm doing a project with theme X, looking for a team of mappers, artists etc. to join"

in other words its the new [newproject] tag, it's a wonder they haven't added [newcommunityproject] yet.

>> No.2658769

What are some good level sets?

I am just starting to get back into Doom again after a year hiatus.

>> No.2658783

i suggest you start with last years cacowards

>> No.2658789

Yeah that's ZDoom Wars.

>> No.2658797

I'll get pretty much all of those.

Is there anything else?

Even though I had been away from Doom for a year I was never good at finding level sets.

>> No.2658927
File: 92 KB, 353x215, Doom Guy.png [View same] [iqdb] [saucenao] [google] [report]

Does anyone think Doomguy should make quips like duke like for example in brutal doom or project brutality?
Or stay silent?

I personally think he should make quips at first but as the game goes on and he gets further into hell he seemingly gets less stable and his quips get more and more nonsensical until he's only screaming in rage whenever he would quip.

Like say at first he'd begin saying duke like quotes
>Blow it out your ass
>Suck it down
>Eat shit and die
but then as it goes on he starts going a bit nuts and starts saying crazier things
>Whose a man in a half?! I'M A MAN AND A HALF

Then finally get just gets so crazy he becomes violent

until eventually it all just degrades into animistic screams of anger.

>> No.2658931


>> No.2658935

Could be why the latest /vr/ project has only one map so far. Maybe we should just do a speedmapping thing again.

>> No.2658936

I don't see an answer to the question.

No isn't an option.

If you're replying to his opinion he wasn't asking about it he was stating it.

>> No.2658937

>Does anyone think Doomguy should make quips like duke like for example in brutal doom or project brutality?

>> No.2658961

i thought a couple anons were working on maps. shouldn't expect stuff to already be done that quickly, especially if folks are adding gzdoom fluff to 'em.

>> No.2658979

>Does anyone think Doomguy should make quips like duke like for example in brutal doom or project brutality?
>Or stay silent?

Stay silent. The Build engine games were themed on making pop-culture references and parodies, which is why their protags made lots of one liners.

Doom is a more "serious" type of game, so I feel it'd be too awkward having Doomguy speak silly lines.

>> No.2658986

Yeah. The only megawads that actually have me playing them from start to finish, are ones that have a loose story to add context for progressive play. Or are at the very least, are designed in a way that allows progressive play to make sense.

Collection Megawads on the other hand, where there is no story, consistency, nor any balance towards progressive play don't interest me enough to play them at all, outside of idclipping to some maps. I kinda feel these megawads would've worked better if they came with a Master Levels style interface, so I could choose to play the maps in any order.

>> No.2658989


>> No.2658994
File: 7 KB, 228x221, Do ya punk.jpg [View same] [iqdb] [saucenao] [google] [report]

So while several people are silently working on their maps, you're going to take the quickest, simplest one as the only work being done; at all. That's sorta fucking retarded anon.

>buh why is a project set for release around Thanksgiving not have fucktons of screenshots everywhere?
Because some anons work with layout/placement first before making tiny details to make screenshots look good? Would you like to see my screenshots of missing textures everywhere with lots of ugly architecture because you NEED to have some validation that someone is doing something, or I could show you screenshots of textures so you know what a wall is going to look like; eventually.

>why don't we just do the same thing again as last time?
Because that's super boring and can lead to some very lame levels that could've been better given more time.

I've seen other anons complaining that "nothing's being done" because the mappers aren't flooding the thread with tons of screenshots of the random shit they're doing. One map was finished and released on its own, and it doesn't even fit the theme because it was made in such a short amout of time? Cool. Not really the point of the community project, but cool.I really hope the "nazi moon base" gets updated because it really needs to at least have some windows showing that, hey, we're on the moon.

We all know the last /vr/ project got shat out easily because it was "make a map in 3 hours whatever," but this one allows people to put more work and detail into their shit so the overall product can be even better. This also means that it's going to take longer; it's a simple fact, and I'd expect /doom/ to be a bit more patient before trying to change the theme that several people are already mapping for.

>> No.2659012

silent. easier to self-insert into

>> No.2659023

>I really hope the "nazi moon base" gets updated because it really needs to at least have some windows showing that, hey, we're on the moon

See >>2653316

>> No.2659026
File: 420 KB, 1366x768, Screenshot_Doom_20150903_235226.png [View same] [iqdb] [saucenao] [google] [report]

Pretty basic but it's something.

>> No.2659072

ACS is tapping some undiscovered vain of insanity in me.

I'm making a script for rain without custom decorate actors. That means it's raining health vials. But I want it to be dynamic, self-cleaning, and able to later switch to fireballs. So what I did was create a fast-speed conveyor belt around and far below the area with a Mancubus that the rain "targets (only way to get a TID on a projectile)", and I'll later make it so it can fling him into a separate section to start the fireballs when I'm ready for it.

I am commenting all my scripts, and the Mancubus delivery service is named "Fat Tub Happy Tram" and I can't stop laughing in class while I work on this. Send help.

>> No.2659080
File: 2.17 MB, 286x210, no.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2659097
File: 335 KB, 620x465, Screenshot_Doom_20141218_182207.png [View same] [iqdb] [saucenao] [google] [report]

Did someone mention nazis?

>> No.2659114

this is pretty typical of doom modding. you have some annoying restriction on what you want to do, for example
>(only way to get a TID on a projectile)
and you end up spending hours coming up with dreadful hacks to work around it

>> No.2659136

Those two windows at the bottom right irk me

>> No.2659201
File: 147 KB, 1033x673, rico-cake-tsundere-baroness.png [View same] [iqdb] [saucenao] [google] [report]

i always wanted this picture with the background removed. it's not perfect but i share it anyway.


>> No.2659206
File: 31 KB, 252x235, 1431940617865.png [View same] [iqdb] [saucenao] [google] [report]

I just don't feel the lewd demons as much as I used to. Those videos of Hdoom mixed with that horror mod ruined it all for me.

>> No.2659227

>shit crop
>awful alpha blending
>probably going to get deleted by a mod soon
Ding ding ding, we have a winner!

>> No.2659229

what is the approved way to have organized your zdoom folder with wads?

I have 2 now inside the same folder and works fine but want to try more and I feel it will become a clusterfuck..

>> No.2659234

I just dump everything into an isolated PWADs folder and use the command line. Ports each get their own folder and I launch from there for whatever I want to play. No need for ZDL or any clumsy drag and drop.

>> No.2659238

Just keep them all in the same folder with the .txt file that came with it.

Any wad you're going to revisit often you'll remember the name of.

>> No.2659242

>Those videos of Hdoom mixed with that horror mod ruined it all for me.
That sounds interesting, care to give a link?

>> No.2659247

They're long gone, they got taken off everything cuz the idiot didn't bother censoring them. Last I remembered they were put on Mega and forgot about for the rest of time.

>> No.2659319
File: 573 KB, 640x480, big-badasses.webm [View same] [iqdb] [saucenao] [google] [report]

>shit crop
it's the same size as the original.
>awful alpha blending
i suppose i could feather the edges a little
>probably going to get deleted by a mod soon

>> No.2659323
File: 782 KB, 490x1015, 1438603445117.png [View same] [iqdb] [saucenao] [google] [report]

>fun wad
>unique weapons and enemies
>slaughter the map, find a bunch of secrets, having a great time
>exit of level locked by a key you can't find anywhere, not even after humping every wall you see
Fistful of Doom pls

>> No.2659332


Are there other examples of going down the coding-hack rabbit hole?

Because right now, the idea of a high speed demonic blob of lard with cannons doing a little dance as he's propelled 1024 units/sec around a ring which is causing weather, in essence, his own weather dance, is still cracking me up.

I know there's a better way to do this, but this is too endearing to stop.

>> No.2659335

I, for one, am still working on my lunar base. Just slowly. I have actual work and shit to do.

>> No.2659337


Same, I'm still working on my map. I'm just really quiet because half the time another discussion is already going and I don't want to interrupt.

>> No.2659338

>probably going to be deleted by a mod soon
>by a mod
You act like we have mods anymore

>> No.2659339

yeah loads, i mean even going totally back to basics

- you can't just say "i want X monsters to appear at Y when the player activates Z" so you have to build these convoluted contraptions involving holding areas with teleporters that you have to get sound into and then design the holding areas carefully so the monsters actually teleport in a reasonable length of time and don't mill around in there endlessly.

or for a slightly more modern example the *entire concept* of putting voodoo dolls on conveyors to script sequences of actions.

>> No.2659341

and i mean that sort of stuff has become so ingrained that it is now considered Standard Operating Procedure - i am sure some readers are scratching their heads going "that's a hack?"

>> No.2659360

>or for a slightly more modern example the *entire concept* of putting voodoo dolls on conveyors to script sequences of actions.

I wouldn't need this if there was an appropriate way to delay scripts rather than relying on tics which totally fuck up if someone's performance chugs. Meanwhile, conveyor belts can be exact.

>> No.2659372

>if someone's performance chugs
unless you're making some ridiculous slaughter map in zdoom, i'd just assume folks can keep at least 35+fps and use tics anyway. using some roundabout conveyor belt seems silly and needlessly complicated.

>> No.2659374

>replacing the entire computer maze with a different type of computer room based around getting the jump on arachnotrons
this one is better i think
but the secrets aren't as good somehow, perhaps you could do something with glimpses?
also the pinv at the start allows sneaking past a lot of the monsters, which is pretty interesting

>> No.2659378

>- you can't just say "i want X monsters to appear at Y when the player activates Z" so you have to build these convoluted contraptions involving holding areas with teleporters that you have to get sound into and then design the holding areas carefully so the monsters actually teleport in a reasonable length of time and don't mill around in there endlessly.

>> No.2659389
File: 199 KB, 814x1222, miley-cyrus-wears-spandex-do-it-dress-in-vmas-press-room-16.jpg [View same] [iqdb] [saucenao] [google] [report]

"Miley, what's your favorite Doom WAD?"

>> No.2659395

corollary: there is a way to do it easily, but you need to use a build that is less than 30 seconds old or a different engine entirely

>> No.2659405

>but you need to use a build that is less than 30 seconds old

Spawn has been in for almost ten years.

>> No.2659412

corollary 2: if you do switch engines a load of people will yell at you and tell you a dozen ways to do it in vanilla, none of which make sense

>Spawn has been in for almost ten years.
you missed an essential word out.
>Spawn has been in [+ZDoom+] for almost ten years.

>> No.2659415

The reason I mention it is he's obviously using ZDoom.

>> No.2659417

oh. yes. my apologies for the misunderstanding.

>> No.2659446

"Doom was installed on more machines than windows new windows 95 operating system" - this statement, was there ever a point in time where more machines had Windows 95 than they had doom? If there was, probably sometime in like 97 when doom was reaching the end of its popularity and windows 95 was aswell

Today, there are more machines that have doom than that have windows 95, that is my guess.

>> No.2659470


Try to make a sequence that's time-based using only scripts that rely on the delay (tic) feature and tell me how well it goes the /second/ you need to adjust something.

It's hell.

A belt ironically makes these easier as you can just individual sequences (like a music program almost) without fucking up everything after it. It makes it actually faster to slide line-defs around for adjustment than playing with tic values.

>> No.2659490
File: 100 KB, 800x898, -vr-lol.jpg [View same] [iqdb] [saucenao] [google] [report]

>He doesn't set variables

>> No.2659507


I don't set anything. I have no idea what I'm doing with ACS. Half of it is super well documented, and the other half is a convoluted, scarce clusterfuck of weird design choices.

So as much as I'm commenting my script as I go through, I'm sure the first curious person to pop open my map and look at the script will projectile vomit for being in the mere presence of it.

>> No.2659508


It also doesn't help that my experience with code goes about as far as "fucking with various game files/strings across the ages" and not actually writing anything of merit.

>> No.2659515


script 1 OPEN {
int TimeToSayMessage = 30;
delay(TimeToSayMessage) {
print("This is a message.");

Then whenever you need to change the delay you just change that number.

>> No.2659529

I see Doomguy, Duke and Parias.
Who are those other two?

>> No.2659532


Ah, I was more talking about a case in which you have a long set of scripts you want to all play in a line, say, to match music or the like.

It's not setting a variable that's the issue, it's how to time a set of scripts entirely on their own merit so that if the first timing is off or needs to be adjusted, it doesn't fuck everything down the train. The only way I can see to structure is that every event runs off a central delay (which is a great solution if , or that every event daisy-chains together. Both of those aren't very viable though because a tic is a magical, weird number to work with and it's extremely unfun to play with for long-based delays (one again, across something like a song.)

Meanwhile, if I set up a conveyor and can properly adjust it so that an actor moves across it at some measurable rate of units/per second (say 10 units/second) - it becomes much easier to visualize and work with because I'm a big dumb baby. Now I don't have to fuck with tics and now I can more easily match it up with something like a Waveform view or any other chunk of audio.

>> No.2659546

For those working on GLOOME, would it be possible to have a simple sequence feature, without the need for ACS, or what-have-you. So you could have a linedef action that triggers an elevator to come down, delay 1000ms, then door opens, delay 4000ms, door shuts, elevator goes back up. That sort of thing. I realize it would likely take having a modified version of doombuilder to use this simply... just curious... Or if that feature already exists in some round-about-way I'm unaware of.

>> No.2659556

there are 35 tics in a second. therefore each tic is 28.57 milliseconds. you cannot deal in shorter time intervals, it is doom's "planck time". i am not sure what the problem is exactly

>> No.2659593


If you're working with a sound effect or song, it's not a whole lot of fun to break a calculator and work in 1/35ths.

>> No.2659614

ah, i see. you don't like arithmetic and want to be lazy. fair enough ;)

i don't know ACS syntax but i assume it allows for user subroutines so you could do

function DelayMS(int ms)

then call that with millisecond values. but you'd lose precision obviously, but it can't be helped; doom runs at 35Hz.

>> No.2659668

Speaking of ACS, is there anyway to modify a sector based on its floor flat, instead of by a sector tag? I think a mod to apply colored lighting to unmodified levels would be cool. Here is some psuedocode to show what I would like to do:

#library "colorize"
#include "zcommon.acs"
Script 1 OPEN
str cflat = GetLevelInfo (SectorFloorTexture);
if (cflat == "NUKAGE3")
Sector_SetColor(0, 255, 0);
else if (cflat == "LAVA4")
Sector_SetColor(255, 95, 0);

Is anything like this possible?

>> No.2659674

Leave the quips and references to duke.

>> No.2659676


Closest is GetActorFloorTexture, so you'd have to spawn a dummy actor on every ID'd texture, check what they floor/ceiling texture is, and then adjust it accordingly.

>> No.2659698

Sounds like that might be a problem if multiple sectors or linedefs share the same tag, as is normal in maps that are not UDMF, but since it would check for which flat, and I could assign a seperate TID for every dummy actor spawn, maybe it would work.

I'll look into it, thanks for the tip.

>> No.2659707

the only sounds doomguy should make are unf, ehh...heh and AAAAAAA

>> No.2659734

has anyone ever played Rdoom?

It was fucking insane if I recall, tons of 3d models and shit. I also recall it having a bit of a disappointing ending, either wimp out, or die trying to beat the huge boss, since it didn't let you actually win, even if you beat the boss, nothing happens.

>> No.2659749

Maybe if the voice in brutal didn't sound so shitty. As it is: no.

>> No.2659768

I like this idea, but not your execution.
I like the idea that he's already kinda fucked up in the head, and makes jokes in really bad taste about what's going on, but as it goes on, some sort of demonic influences start really getting to him, and he starts actually going fucking insane, and his dark-humor little quips turn into him practically yelling in screamo or some shit.
I imagine he'd also start getting stronger and faster, like, constant adrenaline. But he couldn't aim as well, and his fighting style would just turn into pure brute force and violence.

>> No.2659773

Would be a good mod imo, but probably shouldn't be doomguy. Maybe a scientist or janitor or something who starts out scared and slow and weak, and then starts getting more confident as he gets better guns, equipment, and skill. Then he starts getting cocky, and shellshocked and insane...

>> No.2659782
File: 476 KB, 800x800, Doom guy goes looney toons.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm gonna get that wascally demon!

>> No.2659792
File: 745 KB, 1920x1080, Screenshot_Doom_20150903_174236.png [View same] [iqdb] [saucenao] [google] [report]

What other kind of decorations can I add to a barren wasteland/void-desert?

All I have are some slight dunes, trees, and half-embedded crates.

>> No.2659796


Isn't the point of a barren wasteland to be barren? I'd think the less decoration, the better.

>> No.2659797

check out pics on google for negev desert, you will notice rocks, bushes, flowers etc. simply put you should make some sprites

if you are going for unrealistic desert, you could add remains of ruins of some uac base/temple

>> No.2659865

By glimpses do you mean being able to see the secret before you can access it? I'll try and think of something.

Add some Barons of Hell to make it a really baron desert.

On the subject of relative emptiness, how would Exmoor be for a famous location for the /vr/ project? Big grassy area, bunch of hills, chuck a river through the middle. Gameplay would be basically Suburbs: grab the keys in some small cramped houses while loads of monsters wake up outside with the first noise and slowly move towards you.

>> No.2659909


Use slopes.

>> No.2660145

I would hope no one uses windows 95 today.

>> No.2660203


Slopes and I have a bad working relationship.

>> No.2660210

What are some good alt fire/weapons mods?

>> No.2660237
File: 98 KB, 352x319, revenant_by_vaneetra-d70v2c2.png [View same] [iqdb] [saucenao] [google] [report]

>baron desert.

>> No.2660240

Have you tried Eriguns?

>> No.2660263

i'm trying to code in some of the half-life hev sound effects into doom. is there any way i can get sounds to play from sbarinfo?

>> No.2660278


From sbarinfo? Nooooooooooope.

>> No.2660279


>> No.2660284

If you're doing what I think you're doing (EMERGENCY, USER DEATH IMMINENT) you'd probably have to create a new PlayerPawn actor and build an ACS script to interact with it.

>> No.2660336

ok i think ive figured this out. make a checkactorpeoperty script with the player tid and have use an if command based on aprop_health. but what's the function to get a sound to play that only the player can hear?

>> No.2660341

just ignore dem typos

>> No.2660343
File: 961 KB, 871x436, Time to kill and Land of the Babes.png [View same] [iqdb] [saucenao] [google] [report]

So to all your duke fans here.

Any opinions of the odd twins of the bunch?

I liked them for what they were when my dad got them for my birthday all those years ago.

Lara croft for boys, but now that the dust is long settled how were they for real? were they good? or were they trash?

In my opinion land of the babes a best.

>> No.2660346


>one of the guys who worked on TNT Evilution was 50-something at the time

That's wild. I would have never expected that.

RIP, great hero of demon slaying.

>> No.2660360

I've seen this phrase paired with Doomguy a lot.
Where does this come from?
I know there is that Guns n Roses song. Does that have anything to with it?

>> No.2660367
File: 130 KB, 640x960, 1441339636.png [View same] [iqdb] [saucenao] [google] [report]

>By glimpses do you mean being able to see the secret before you can access it?

in the maze version the secrets are quite nicely hinted.
- why is this apparently dead end so well guarded?
- hmm there is a slightly different texture on the wall at the end of it
- (push on it)
- oh! great!

now you have this open room with some miscoloured wall textures and even one of the secrets is inside the other. i know wolfenstein itself did the same but because it was much more limited in level geometry. i believe we can, as it were, do better nowadays.

one solution
- keep the ssg secret as it is but put a window in the back where you can see the soulsphere instead of just a second door at the back of the secret
- then have a different way round to the back. perhaps it could open only if you find the first secret and have seen the soulsphere.

>> No.2660380


the shitty comic

>> No.2660387


And it's "night train", not "night rain".

>> No.2660389

"Here Comes The Night Rain" should be the title of anon's health potion / fireball rain ACS map.

>> No.2660390




>> No.2660395


That's kinda neat but how is this useful for actual modding?

>> No.2660406


You will be able to see the animation right there and see how it looks without needing to open up a copy of the game every single time you make a tweak.

>> No.2660471

WRONG. Time to kill: great. Land of the babes: shitty.

>> No.2660582

Just publish the source code you fuck. Nobody cares if it's a mess. And people will send you patches e.g. to port it to other platforms.

(talking to author, not to my replyee of course)

>> No.2660604

settle down fucker

>> No.2660623

are you still angry at yholl for not releasing the drla update?

>> No.2660635

I wonder what it'd be like if Boom/MBF had support for portals.

>> No.2660639

Land of the babes had more weapons though.

>> No.2660647

sorry for any offense i may have caused
i think you have me confused with someone else.

>> No.2660649

I've thought of a couple of ideas:
>there's a window to the moon outside and the current secret door is a passage to outside
>same as above but a door next to the window opens from a switch upstairs (the arch-vile room)
>same as above but the door (actually a lowering wall) is sync'd to the lowering computer platforms. The door would be out of view from the computer platforms so the connection isn't obvious.

>> No.2660713

Would've been handy for faking 3D floors.

>> No.2660883
File: 718 KB, 700x700, tfw1439704261398.png [View same] [iqdb] [saucenao] [google] [report]

>play doom 2
>almost vanilla (ketchup gore + smooth)
>on 18 Courtyard or something
>still no sense of being on earth or story like on Doom with the map and all
>it all feels like 'look at our complex maps lmao'

are there any map packs that have a sense of story?

>> No.2660889
File: 104 KB, 190x263, potrock.png [View same] [iqdb] [saucenao] [google] [report]


>playing doom for the story

>> No.2660894

Doom 2 is pretty weird about it though. In Inferno, there's no doubt that you're in Hell. It looks like Hell. In Doom 2 the first level after "congrats, welcome to Hell!" is made mostly out of wood. It doesn't start looking like Inferno's maps did until right near the end of the game.

>> No.2660901

of course not but just by having a map and slowly going to insanity and hell in Doom was enough.

now with Doom 2 I feel just the difficulty going up but don't sense the hell on earth concept at all yet.

>> No.2660907


>> No.2660991

How's this? Glimpsable secret plus a nested secret.


>> No.2660995

seems nice and with thematic progress. hope it works with ketchup+smooth.
why back to Saturn? I thought doom was on mars.

>> No.2661002

its a reference to some band. as are all the level names.

>> No.2661068
File: 31 KB, 467x419, image.jpg [View same] [iqdb] [saucenao] [google] [report]

Why does the CD audio on Quake have pre-emphasis? That was only done to the earliest CDs in the mid 80s

>> No.2661090

I do have a release date set for the 19th.
Hopefully everything's good and done by then, but it's getting released at that time regardless.

>> No.2661121

Monster Hunter Ltd.

I will never stop praising it here

>> No.2661130


>> No.2661136
File: 49 KB, 576x386, Taklamakan096.jpg [View same] [iqdb] [saucenao] [google] [report]

1000+ year old remnants of buildings
bigger rocks

>> No.2661170

I tried GZDoom to play Trailblazer but I seem not to be able to go full screen 16:9.
it is either windowed 16;9 or 4:3 full screen with some white lines above and bellow..

>> No.2661208
File: 428 KB, 760x900, 3897cbd85d025bf0f2b77a722c13f3b6.png [View same] [iqdb] [saucenao] [google] [report]

Holy fuck I would play a Megawad's worth of Egyptian tombs like the one in Blade of Agony. Anyone got any ideas for me? I've already played through Epic, I don't know about any others.

All I can find for that are wad reviews, got a link?

>> No.2661214

Alien Vendetta map20
Deus Vult II map20 (? - not sure of number)

>All I can find for that are wad reviews
must be a pretty shit review site if it didn't have /idgames or whatever links

>> No.2661217

>All I can find for that are wad reviews, got a link?
lol seriously.

click on the "download at doomworld /idgames" picture.

>> No.2661218

>All I can find for that are wad reviews

if you clicked onemandoom's blog, scroll down.

>> No.2661220
File: 749 KB, 1920x1080, Screenshot_Doom_20150904_103314.png [View same] [iqdb] [saucenao] [google] [report]


I got it mostly finalized now. I'm not gonna focus on little tiny details and rocks. I instead opted to make some generic marble blocks dynamically pop out of the ground throughout the fight instead. I need to wrap up this area and move on because I have another 6 to get through.

All of this was good advice for future maps though, so thank you. I got a bitchin' skybox going too, since it has some dynamic wind I'll fuck with and make do spoopy shit later.

>> No.2661273

I can't remember, but what wad was it that had a map called "Pepper Your Angus"?

>> No.2661291

that's a 32in24 name if ever i heard one
can't remember which 32in24 though

>> No.2661302

turns out it's 32in24-13 map05

>> No.2661337


>> No.2661525

GMOTA: The Hit Soundtrack to the Hit Game

>> No.2661574

But the levels were worse, the art was more boring and it overall it was more bland of a game...

Bleh I say. Bleh.

>> No.2661598

Try turning on/off force aspect ratio.

>> No.2661721

Swat 3 much? That fucking spider in the basement.

>> No.2661743
File: 76 KB, 640x400, 26368-quake-windows-screenshot-game-start-all-screenshots-made-with.jpg [View same] [iqdb] [saucenao] [google] [report]

Here's a strange question.
What did you guys think of Quake's introduction map, compared to the typical method of selecting difficulty?

>> No.2661745
File: 3 KB, 100x100, thebestthingsinlifearefree.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.2661758

These two maps were pretty fucking great.

I wish there was more.

>> No.2661776

first few times it's cool, especially with the whole hidden portal for secret skill level.

gets tedious to redo though. i died in the lava once too often and decided i was sick of skill selection maps.

>> No.2661785
File: 278 KB, 1280x720, next gmota coop screenshot leaked.jpg [View same] [iqdb] [saucenao] [google] [report]

Anyone have any really weird shit they used to believe about Doom, or really any old shooters that turned out to be totally not true?
I'm talking about the kind of bullcrap "secrets" that asshole kid at school would tell everyone.
Stuff's usually pretty funny.

>> No.2661797
File: 62 KB, 550x407, robin reznack.jpg [View same] [iqdb] [saucenao] [google] [report]

I think it's related enough, but I had this really shitty theory when I was younger, that I still believe to this day, that several songs on NIN's The Fragile Disc 1, are parts of a scrapped version of the Quake soundtrack.
I mean seriously, take out the vocals on some tracks and they match up fucking perfectly.
The Day the World Went away seems like a PERFECT match to the first level. Starts off slow, ramps up quick, AND, it's Track 02 on that album.
The first level's song in-game is listed as Track002.
Not to mention the guitar riff from The Wretched sounds a hell of a lot like the title screen music.
There's some other similarities I noticed, but it seems plausible enough.
Maybe he made a heavier soundtrack at first, scrapped it in favor of atmosphere, and re-used the original tracks later and just recorded some lyrics over them.

>> No.2661813

If you can't make that jump every time you probably shouldn't be playing on that skill level.

>> No.2661864

true enough. it didn't help that the time i was trying to play quake it ran like a slideshow. contributed to my decision to stick with doom. and so here i still am.

>> No.2661887

It's listed as track 2 because from modding perspective, track 1 is no music for that level. At least, I think that's why it's track 2.

>> No.2661929

So, i was playing Samsara recently and i was wondering if that Remix (remake, resprite, whatever) that got posted a few times here had any progress? I like playing it but i don't like using Zandro to play Samsara with more stuffs.

>> No.2661935



>> No.2661936

Doom has a lot of untapped story potential, at least on the psychological side. All you have to do is ask questions: Are these really demons from the actual real hell? Why can I kill them with ordinary guns? What does this mean for Earth's religions? What did they get wrong? What did they get right? Doesn't my religion essentially say this fight is unwinnable? What happens to me if I DO win? How can I deal with this spiritually? How can I go back to living life like an ordinary person?

There was just a tiny bit of this in some of the text screens, like with Doom 2's "where are bad people gonna go?" line. I just wish there was more. If it was up to me, that's what would set a new Doom apart from all the dreck and dross that constantly floods the market.

>> No.2661956

I'm a big story hound, but you're kind of overthinking this. Most of these can have pretty straightforward answers.

>Are these really demons from the actual real hell?

>Why can I kill them with ordinary guns?
Because they're on a physical place instead of a spiritual plane.

>What does this mean for Earth's religions?
"Demons are real" doesn't really affect a lot of them.

>What did they get wrong? What did they get right?
Satanism's probably gonna have a hard time spinning this one positively.

>Doesn't my religion essentially say this fight is unwinnable?

>What happens to me if I DO win?
Lives are saved and God gives you a thumbs-up. Or whatever your deity of choice is.

>How can I deal with this spiritually?
Thank your deity of choice for making you strong enough to get through this.

>How can I go back to living life like an ordinary person?
Pretty easily, if you actually beat them.

Honestly, if anything the confirmation that the afterlife does in fact exist would likely be quite a solace to a lot of people.

>> No.2661965

That's not a story, friend. Besides, the last thing DooM needs is cutscenes.

>> No.2661974

>rome.ro is ded


>> No.2661976

Don't worry, we always have romerosbit.ch

Even though it doesn't lead to a Doom Site.

>> No.2661992
File: 20 KB, 476x459, quack.jpg [View same] [iqdb] [saucenao] [google] [report]

>STRAFE bought that domain
>Look it up on their Twitter
>tfw John Romero gave them the right ahead to buy it
He's such a fantastic man

>> No.2662038
File: 114 KB, 640x480, Screenshot_Doom_20150904_173243.png [View same] [iqdb] [saucenao] [google] [report]

okay, just what the fuck is with equinox and its fucking audio effects?

I get like a fucking 1000 ear-fucking decibel explosion sound at the end of each of the episodes when something blows up, and I also get majestically shittastic earrape on pic related. Thank fucking god I wasn't using headphones at the moment because the amazing new SFX for the 10 pickups that came afterwards and the 20 fireballs being thrown at once are choking my fucking sound system and now my audio is distorted as shit.

>> No.2662160

>hope it works with ketchup+smooth.
BTSX has some weird shit going on with it's color pallete. It may break stuff

>> No.2662161

disregard that lol. Just back from finishing it. Was p. fun.

>> No.2662234
File: 118 KB, 800x800, etc-figurine-doom-kneedeep-facedetail.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw you will never be as based as Romero

>> No.2662415
File: 15 KB, 576x516, queck.png [View same] [iqdb] [saucenao] [google] [report]

thred did died

>> No.2662418

What do you think of secrets which become inaccessible some per time limit? Or perhaps performing some sequence incorrectly?

>> No.2662424
File: 799 KB, 200x189, AAAAAAAAAAAAA.gif [View same] [iqdb] [saucenao] [google] [report]

I just listened through some of that album again, and then did it while playing the game, and holy fuck, you're right.
The Wretched fits WAY too well at the title screen.

>> No.2662428

>secrets which become inaccessible some per time limit
Short version: Fuck that.

Long version: The whole point of secrets is they're supposed to enhance the replay value of a map, by encouraging the player to explore and making them feel like a genius when they succeed at finding something hidden. The trouble is, if they have to restart the map from the beginning every time they mess up their exploration attempts, that actually decreases replay value more than what you gained from putting the secret in to begin with. If the player knows right away it's his own damn fault for messing up, that's one thing, but if he doesn't know why he messed up, it's just frustrating.

>> No.2662465 [SPOILER] 
File: 876 KB, 335x288, 1441421691818.gif [View same] [iqdb] [saucenao] [google] [report]

at least it's not the SaGa thread.

>> No.2662515


/newstuff 480

PSA - If the name "Coolkids" rings any bell on you, you might want to read the review of his only WAD ever uploaded to /idgames. Although the only thing that manages to be worse than the wad itself are the screenshots full of gamma.

>> No.2662568

Oh hah. Never realised Plutinya misspelled experiment.

>> No.2662663

it took me far too long to realise the "i" in the middle is long, so it has the word "tiny" embedded in it - i always read it with a short "i", like "tin"

>> No.2662684

strong dislike, for much the same reasons as >>2662428 gave.

>enhance the replay value of a map

i believe the idea is that if you can find everything on first try just by searching for long enough, you won't replay it. if there's stuff you can't get first time round you will want to play the map again a different way to see if you can get the stuff you missed this time around.

i'm pretty sure that's how Use3D thinks, anyway. all his maps seem to have secrets you can lock yourself out of.

i don't agree at all, i should emphasise. for me if i can get 100% on first try i will enjoy it more and am likely to replay it to try to make the route more efficient. on the other hand if i have to keep replaying it to spot the trick i will get frustrated.

but then i suppose different people have fun in different ways. i can understand it even if i don't agree with it. and fortunately there are plenty of maps that do work the way i prefer.

>> No.2662703
File: 24 KB, 320x200, freedoom art.png [View same] [iqdb] [saucenao] [google] [report]

Freedoom guy looks cool

>> No.2662723
File: 39 KB, 800x600, blood_002.png [View same] [iqdb] [saucenao] [google] [report]

how the fuck do i get these things off me? I mash the use key and space bar but it doesn't do shit.

>> No.2662725


>Doom 3

Not retro. In all seriousness, you might want to retry uploading your picture again

>> No.2662735

What's this thread's opinion on medal of honor and underground for the ps1?

>> No.2662738

It's one of those choking hands from Blood.

>> No.2662739

Its a possessed hand from blood. It can't look any different because it constantly hurts you which darkens the screen. http://blood-wiki.org/index.php/Hand

>> No.2662740

>It can't look any different because it constantly hurts you which darkens the screen.

Holy shit, Blood! Talk about underrated mechanics in videogames. That's honestly the first time I've ever heard about it

>> No.2662741

that's a cool title picture.

shame about the ancient M_DOOM title font though.

>> No.2662745

seems like they're designed to wear out your space bar

>> No.2662759

I did that and it doesn't work.

>> No.2662774

I... Damn I wish I had more free time and talent and drive so I could do this.

>> No.2662776

The use key.

>> No.2662778

the head
your joke

>> No.2662807

I did mash the use key. Does it not like that I remapped it or something?

>> No.2662810

You're supposed to keep smashing the use key.

DOSBox apparently fucks it up somehow though and can make it impossible. Dunno the technicals of it, but it's related to your CPU or summat.

>> No.2662812


>> No.2662823

Try running at a specific cycles setting instead of just maxing it out, 30000 or so seems to be a good number for Build engine games. Increase as necessary with ctrl-f12 if you have framerate troubles.

>> No.2662828
File: 3.00 MB, 640x480, bl.webm [View same] [iqdb] [saucenao] [google] [report]

Just don't let 'em get you brah.

As a kid I didn't even know that you could get the hands off with the use key so if they got me I was dead. I actually appreciated it more that way. They were one of the most feared enemies I ever came across in video games for that reason. That 'swallow your soul!' used to really make me my blood run cold, especially when I didn't know where it was coming from.

>> No.2662864

About the hands from Blood;
You can't get them off because your Dosbox cycles are too high.
Lower them and they come off with ease.

>> No.2662867

I doubt ill still be able to play at a high resolution at low cycles

>> No.2662869

When they come on, pause the game, lower the cycles, get them off, pause the game, raise the cycles.

>> No.2662873

that sounds fun

>> No.2662879

I lived with it just fine.
Or, you could do what

>> No.2662882


>> No.2662890

oh ya I was playing that level before and somehow beat it with only getting like one key and not seeing about 80% of the level. I think I've also beaten other levels without getting all the keys or going through a lot of the level. Is that supposed to happen?

>> No.2662896

There are some levels where you don't have to get all the keys - especially when you've got Boots of Jumping. I really don't think that's possible in this level >>2662828 though.

>> No.2662913
File: 959 KB, 642x504, bloodqemu1.webm [View same] [iqdb] [saucenao] [google] [report]

I recently learned that Blood runs fast as shit even at 1600x1200 if you run it in QEMU. Downside: no MIDI except for the shitty Adlib emulator. Sound works, though.

Sorry I can't into screen capture, but as you can see in the top right, I get around ~200fps average (no frameskipping, although the video encoding did), and thats with SB16 sound (16-bit audio, 22kHz, Stereo, 16 voices).

>> No.2662920

Nice. That shit is too complicated for me. It's the same as a virtual machine right? Why wouldn't you be able to get the right midi working though? Surely just a driver install, emulation or something oughta fix it?

>> No.2662934

>It's the same as a virtual machine right?
In this particular case, yes. However, it can also be run as an interpreter emulator, which also has adequate performance, but not ludicrously fast like the hundreds of fps in blood. I run it that way to play Chasm: The Rift, because KVM (virtual machine) is too fast for it.
>Why wouldn't you be able to get the right midi working though? Surely just a driver install, emulation or something oughta fix it?
Not exactly. QEMU doesn't have a way to work with MPU-401 devices to do native MIDI. It has an Adlib emulator for OPL FM music, but it is inaccurate and tinny. It also has a Gravis Ultrasound emulator, which is incredibly buggy and stuttery, but MIDI does actually work with it.

I'm actually content playing Blood without music. Although I like Blood music (MIDI more than the CD audio), the game has enough ambient sounds to provide atmosphere on its own, imo.

I'm working on a way to bundle a special build of QEMU with a Qt frontend and a FreeDOS HDD image to facilitate playing DOS games.

>> No.2662935

If there is not enough room for the hand to fall off, you will not be able to get them off even when mashing "use".

>> No.2662973

>I'm working on a way to bundle a special build of QEMU with a Qt frontend and a FreeDOS HDD image to facilitate playing DOS games.
Nice, I look forward to the download bud.

>> No.2662974

How would I go about doing this? Would love to play Blood at a high resolution without it crawling on me.

>> No.2662975
File: 219 KB, 301x358, Woman.png [View same] [iqdb] [saucenao] [google] [report]

How do you run nuclear winter in eduke?

I know it's possible but the few times I booted it up were by accident.

>> No.2662978
File: 13 KB, 242x256, Ayyy M'lady.jpg [View same] [iqdb] [saucenao] [google] [report]

>Those fucking eyes

>> No.2662986

It's quite the process.

You have to make a hard disk image file containing a bootable DOS partition with Blood installed. I went with FreeDOS and just made a CDROM ISO for Blood. I simply use HIMEMX.EXE (from older FreeDOS 1.0, because Japheth's JemmEx/Jemm386 is a buggy POS). No EMS Manager at all, because games DOS extender handles that, and anything using the Sound Blaster will go apeshit. Honestly, the Windows 98SE Emergency Boot Disk provides a much easier install, but less legal to distribute.

I don't know how well QEMU will work in Windows. I know instead of KVM, which is part of the Linux kernel, there was a "KQEMU Accelerator Module" or something you could install to do some VM hypervisor-type stuff. Even without though, it still is faster than DOSBox, I find.

./qemu-system-i386 -cpu pentium -soundhw sb16,adlib -serial none \
-parallel none -vga std -m 64 \
-cdrom "blood.iso" \
-drive file="/home/wilson/projects/dosstuff/dossys.img",media=disk,format=raw \
-boot once=c,menu=on

QEMU comes with a utility called qemu-img to create harddisk images. I'm trying to work with some of the buildable QEMU modules like VirtFS and whatnot so one can just mount directories on their actual machine a la DOSBox instead of creating a dedicated image.

I disabled serial and parallel ports to free up IRQs from when I was testing Gravis Ultrasound. Left em disabled because I don't need them.
The Standard VGA is a generic VESA VBE 3.0 compatible card with 16MB VRAM. A DOS TSR called FASTVID is used to enable Write Combining for Linear Framebuffer and Banked Video modes.

Yeah, its a bitch. Expect a preconfigured download sometime this weekend. Its past 4am where I am right now.

>> No.2662987

>Expect a preconfigured download sometime this weekend.
You're a bro, man. I'll see you then, thank you.

>> No.2662989

Holy shit that was a mess of an explanation I'm sorry.
I'll return after some sleep.

>> No.2662991

Why doesn't DOSBox get performance this good?

Or why hasn't anyone in the history of the internet put up a nicely packaged download of QEMU/Virtual Machine all nicely configured to run DOS games straight out of the box?

>inb4 why haven't you done it
Because I don't know how to.

>> No.2663004

Would it be possible to do unlockables in GLOOME?

>> No.2663045

if you can into programming

>> No.2663047

Nice to know it's at least possible. Once I actually make a good base game I can dig into it.

>> No.2663061

does anyone have powerslave ex? it's not on their site

>> No.2663074

I'm sure someone has it, but it's not on the site since legal trouble came up.

>> No.2663076

There were a load of links in the news post, try searching the archives for "powerslave mediafire" or some such.

>> No.2663127

nothing in the pastebin and the rest are doom related

>> No.2663134

the archive, not the current one. it was a few months ago now

>> No.2663162
File: 393 KB, 600x480, Caughtyard.png [View same] [iqdb] [saucenao] [google] [report]

So I'm on Caughtyard (Plutonia) and the walls aren't opening for me. Glitched I'm guessing. Anything I can do aside from starting over from the very beginning?

>> No.2663169

where are the monsters? the walls lower when all the mancubuses are dead, if there's no mancubuses, the lowering code will never be triggered.

>> No.2663196

Sorry. This isn't a screenshot. Just wanted to point out where the door is. I've killed all of the enemies, but the doors won't lower. Guess I'm fucked.

>> No.2663204

which engine are you using? if you are using one with a massacre cheat, save your game and type it in

"kill monsters" in console in zdoom
"TNTEM" (just type it into the game, there's no console) in prboom

>> No.2663280

That did it! Thanks anon

>> No.2663324

Is FreeDoom for android any good? or you guys have other alternatives?

>> No.2663326

>Expect a preconfigured download sometime this weekend.
Goddamn, your name might as well be John Coolman. I wasn't one of the people you were talking to, but I'll take what you're givin'!

The Doom background for Android is pretty good.

>> No.2663349

so FreeDoom is the only good choice for android? i remember seeing another one called IDKFA or something like that on the play store, but i can't find it anymore, i think it's dead

>> No.2663416
File: 465 KB, 1366x728, e31993 at 2015.09.05 11-35-18.112 [R2154].jpg [View same] [iqdb] [saucenao] [google] [report]

Should I do mock-piss filter lighting?

>> No.2663423


better yet: turn 'always fast' off.

>> No.2663424

it looks like you're making a base map, so no

>> No.2663425


not him but, look closer, and then look at the wad's name

>> No.2663426

yeah do >>2663423 instead

>> No.2663437
File: 2.86 MB, 640x480, doom 4 prototype.webm [View same] [iqdb] [saucenao] [google] [report]

lock player when using the chainsaw and use this mod too

>> No.2663440


oh fuck yes I'm gonna use this. link?

>> No.2663451

Holy shit, that might make Nightmare mode actually fun to play.

>> No.2663464

So you could farm them?

>> No.2663475

kek, this looks fun

>> No.2663498
File: 487 KB, 1366x768, Screenshot 2015-09-05 12.19.24.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2663516

nice idea, but poor execution. needs fog. the color isn't quite right either, needs to be more mustard-y. doesn't say "parody of doom4 piss filter" to me, it just has a gold tint for no apparent reason.

>> No.2663519

>look closer, and then look at the wad's name
E3? so it's a remake of the E3 demo map?
sorry, i never watched any of the videos, i wouldn't get the reference

>> No.2663523

im really starting to not like blood's level design

>> No.2663535

LITE5 should not be allowed to tile that much

>> No.2663536

>he still thinks D4 has a filter

ur mum has a filter

>> No.2663589
File: 46 KB, 680x397, Doom-4.jpg [View same] [iqdb] [saucenao] [google] [report]

it's just the fog being lit by the liquid steel.
I think that the fog rendering looks really good

>> No.2663604
File: 7 KB, 246x250, 1427088342568.jpg [View same] [iqdb] [saucenao] [google] [report]


not sure if trolling

>> No.2663606


I'm more concerened about that orange ! texture. it doesn't look appropriate.

>> No.2663616

not trolling. if you are (or he is) using it as a placeholder and i didn' realise i apologise for the misunderstanding.
i think that is definitely a placeholder for missing textures.

>> No.2663642

I think Doom 4 looks pretty good.

>> No.2663686

Is there a way to make monsters aggressive towards a voodoo doll? I wanted to make an infinite "lost soul spawner" by having a Pain elemental shoot into teleport linedefs using a voodoo doll as the target, but the doll is completely ignored.

>> No.2663707

Pretty sure you can do that with ACS.

And I think if you wanted Boom compat then you wouldn't be able to change targeting behaviour, though I might be talking out of my ass.

>> No.2663731

>enemies drop health items in Doom 4
>shit is gay

>enemies drop health items in Doom 2
>oh man this looks like fun

Should do a kill monsters on nuts.wad and see if it doesn't meltdown your computer.

>> No.2663746

you forgot the part where one is a mod and the other one was unnecessary bullshit

>> No.2663751

I'd like Boom compatibility, yeah. Seems having the voodoo doll activate a crusher doesn't cause monsters to wake up, either.

>> No.2663790

no but you can use a friendly monster instead, if you're willing to suffer MBF compatibility.

>> No.2663803


>> No.2663823 [DELETED] 

It looks amazing.

>> No.2663834

that won't work in zdoom though

>> No.2663836

and in my opinion, it looks good in Doom 4 and is utter garbage in Doom 2. So there you have it.

>> No.2663837
File: 1.02 MB, 1920x1080, 55707.png [View same] [iqdb] [saucenao] [google] [report]

Pseudo-engineer anon here.

Still getting paid to model room spaces and project designs in Doombuilder, work has just become much more sporadic because no one can make up their mind in how they want any of this stuff designed.

At some point, I need to model the whole plant and turn it into a playable level, instead of just these dip tanks. I actually got my hands on the blueprints, so it's possible. I'll know how to best defend our new facility from a demon incursion.

>> No.2663840



>> No.2665141

Isn't this tunnel & lines from Blood?

>> No.2665667
File: 364 KB, 353x353, vrdoom150906.png [View same] [iqdb] [saucenao] [google] [report]

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