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2830145 No.2830145 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2819046
(We mainly talk Doom, but Unreal/Duke/Quake/Marathon/whatever are also welcome! Let's post like gentlemen)


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So You Want To Play Some Fucking Doom? (v6b)

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! ##

Make a Boom map for Doom 1.
>>https://warosu.org/vr/post/2811741 Announcement/Rules

>> No.2830146


[12-01] Shotguns v2 / v2.1

[11-28] Beautiful Doom 6.0 released

[11-27] Anon mod release: Painkillerweaps + slugbullets (updated)
>>2823710 >>2823713

[11-27] Anon map release: mainframe.wad (for KDI/vr/)
>>2820723 >>2822387 >>2823245

[11-26] Anon wad release: Last Blood (20 maps for GZDoom)

[11-25] Next Doom4 closed alpha Dec.3-6

[11-25] Anon map edit: CQC.wad Boom conversion

[11-24] Combined Arms: WIP3 available, feedback requested

[11-23] Anon map release: buttghost (previously butte1map, for KDI/vr/)

[11-23] Anon map release: Scerebi Forest, a gloomy hexen wad

[11-23] So You Want To Play Some Fucking Doom v6b

[11-22] Knee-deep in /vr/: make a Boom map for Doom1

[11-22] Operation Serpent First Encounter released (ECWolf mod)

[11-21] BSP tricks: a 15% speedup

[11-21] HontE_Remastered updated up to map17
https://yadi.sk/d/uPki8Bc3gAR2j (2.x)
https://yadi.sk/d/NaArCgt-haett (1.8.10)

[11-18] Anon mod release: Smooth Doom with remaining Doom64 weapons

[11-17] Sandy Petersen's "Ask Me Anything" -- summary

[11-17] RetroAhoy: Wolfenstein 3D


To submit news, please reply to this post.

>> No.2830150
File: 257 KB, 776x681, 1448935959575.png [View same] [iqdb] [saucenao] [google] [report]




>> No.2830194 [SPOILER]  [DELETED] 
File: 6 KB, 137x244, 1449061480046.gif [View same] [iqdb] [saucenao] [google] [report]

The bone man with the rocket gun.

>> No.2830201
File: 32 KB, 600x440, 13-f.jpg [View same] [iqdb] [saucenao] [google] [report]

I've managed to make Doom-64 tier music using only general MIDI:


Will try to do more tracks like this in the future, anyone is welcome to use them.

>> No.2830208
File: 3.87 MB, 519x283, THE AGITATION.gif [View same] [iqdb] [saucenao] [google] [report]

Jojo.wad when?

>> No.2830209
File: 1017 KB, 310x186, RIP AND TEAR.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.2830231


^^ Is this the latest PSX TC? 2.134?

It's confusing, how many links there are just on the first post in that thread.

>> No.2830287

tsp is eligible, also marty will probably update it again before december 10th

>> No.2830360
File: 91 KB, 1280x720, 2853.jpg [View same] [iqdb] [saucenao] [google] [report]

>[11-27] Anon mod release: Painkillerweaps + slugbullets (updated)

Painkiller modifier Anon here telling you that this is the wrong mod. That was the custom difficulty i made a while ago. So if you're wondering about the painkiller rescribbled mod the link is also in the thread.



>> No.2830390

argh, sorry. obviously i didn't actually click on the links, so i saw your posts as multiple updates for the same mod.

>> No.2830530
File: 11 KB, 148x125, 100.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2830564
File: 94 KB, 640x480, dicks'n'traps.png [View same] [iqdb] [saucenao] [google] [report]

here is a demo for buttghost. i won't try to video it, since it is 27 minutes long. much of it was recorded with iddt*2.



1. the monster teleporter isn't very well designed and leads to stragglers. (sector 1004) in my game, a sergeant was missed.

2. going back for that sergeant at the end, i find i jump down the hole (and take a lot of damage, because no more radsuits) and then get stuck, because the big lift with all the crates on it (sector 787 etc.) only works once. and since i just jumped down a hole, i am now stuck forever.

3. i missed one secret (sector 928). from the look of it in an editor, there doesn't seem to be a way in at all?

4. the two lamps in sector 541 leave thin squares of light on the ceiling above them.

>> No.2830630


On anon, you're so optimistic.

>> No.2830692



>> No.2830698 [DELETED] 

lol r u 13 bro?

>> No.2830709

>1. the monster teleporter isn't very well designed and leads to stragglers. (sector 1004) in my game, a sergeant was missed.
Fixed (hopefully)
>2. going back for that sergeant at the end, i find i jump down the hole (and take a lot of damage, because no more radsuits) and then get stuck, because the big lift with all the crates on it (sector 787 etc.) only works once. and since i just jumped down a hole, i am now stuck forever.
Fixed-ish. If the lift moves more than once, it breaks, so now a teleport opens when you walk up to the switch.
Due to the pipe room radsuit feeling a bit unnecessary, I've replaced all the nukage in that area with water, so you won't be forced into taking damage if you have a reason to go back. Unless you missed dudes in the sinking trap side passage, in which case bad luck because that area is supposed to make players rush and panic. I might even experiment with moving radsuits around to make it more restrictive without 100% leading to nukage damage.
>3. i missed one secret (sector 928). from the look of it in an editor, there doesn't seem to be a way in at all?
Straferun off the crates on the other side.
>4. the two lamps in sector 541 leave thin squares of light on the ceiling above them.
I wanna say "Oh well" because I was aware of this one, I just didn't particularly care, but given the flickering effect on them isn't especially noticable and the roof squares are, I'll remove it from the indoors lamps.

>> No.2830715


>> No.2830734

okay you're not too attached to the flickering, and i confess i didn't even notice it until i looked at the sectors in an editor. for future reference though, you can raise the ceilings of the bright sectors and leave the upper textures blank so the flats on either side bleed over the gap. this is sometimes called shadowcasting.

>> No.2830770


Don't even know to process that image.

>> No.2830878

What's the best mod to add tons of visually atmosphere to the original games, but not change the gameplay.
At least drastically, that is.

>> No.2830882

Are there any good Doom christmas wads?

I played one for Serious Sam 3 last year and it was real good, even had new dialogue from the voice actor of Sam

>> No.2830901

Smooth Doom and Beautiful Doom.

>> No.2830926
File: 245 KB, 588x443, WyNp7PD.jpg.png [View same] [iqdb] [saucenao] [google] [report]

Are there any mods for a cartoon-like experience? I played Adventures of Square and really and Urban Brawl and enjoyed them immensely.

>> No.2830948

honestly i can't think of very many

whitemare is mostly about winter but has some christmas trees in it. similarly nordhell (both versions, but the second nhell_d2 is better, with three maps). the rebirth has a secret snow level with snowman enemies.

>> No.2830973

I'll try out whitemare, winter is close enough.

>> No.2830981

oh, i forgot. the berserk secret counts as two secrets, both the outer ring and the pedestal. it's possible to go in, get the item, but not trigger the pedestal, so i suggest the pedestal's secret property be removed.

>If the lift moves more than once, it breaks, so now a teleport opens when you walk up to the switch.
this is fine, both scythe map29 and cchest2 use the same solution.

>Unless you missed dudes in the sinking trap side passage, in which case bad luck because that area is supposed to make players rush and panic.
i don't see a problem with that either, that part is a small side loop, not part of the main route through the map. thank you.

>> No.2830993
File: 2.30 MB, 2560x1920, 1449093833.png [View same] [iqdb] [saucenao] [google] [report]

Underground Maelstrom
underg.zip (160 KB, 1995-09-22) - SiNGE (Nick Bousman) (With help from Fimm)

this map is a huge (300+ monsters on UV) and goes on forever. it has some very attractive parts, i particularly liked the outdoor area with its red key tower and huge height difference. but its gameplay is essentially an eternal switch quest full of nasty and unforgiving traps. crushing ceilings, inescapable nukage pits, and memorably a false lift that leaves you trapped in a 64x64 square next to a baron.

at the start it is very short of ammunition and to a lesser extent health, i found myself having to punch several monsters without assistance. on replays you may know where a berserk box is to be found, though, and it is wise to head for it immediately, it makes the map much easier. throughout the map it remains fairly short on resources, right up until the end where it gives you basically every weapon, along with two soulsphere, a blue armour, and two partial invisibilities(!), to fight a single cyberdemon. this item placement seems rather naive to me.

the endless switch quest centres around seven eye switches which all have to be pressed to open the exit. i rather like this kind of thing (see e.g. epic2 map28). it also requires all three keys as part of this, and several more switches to lower silver bars strewn around the map. what i didn't like was getting the blue key, and descent a very long lift to one of the blue doors, only to find there were silver bars i didn't even know about beyond the door, forcing a lot of unnecessary backtracking.

in summary i think this is a large impressive-looking map for those who enjoy long exploratory treks. but it is let down by tedious or awkward gameplay in a lot of places.

>> No.2831062

32in24-14: How the Hamburglar Stole Christmas

it's a christmas wad. no idea if it's any good.

>> No.2831078

Doom : The Golden Souls.

>> No.2831085

Specifically Nintendo themed. But i highly recommend it. The yoshi's island level is amazing and is literally a cartoon

Thanks, i'll try it out

>> No.2831086

Since we're mapping for Boom, couldn't you also use transfer properties on a dummy sector to have a different brightness for the ceiling?

>> No.2831168

Anyone who jumps in ZDaemon DM is a Grade A+ Thundercunt

>> No.2831181
File: 926 KB, 500x375, 1405288397697.gif [View same] [iqdb] [saucenao] [google] [report]

>Beautiful Doom got updated
I literally never would have thought. I played with the current version it sat at on DoomWorld with any map I played. That and Oblige is endless fun.

Now it's updated; awesome.

>RetroAhoy: Wolfenstein 3D
Also neat.

>> No.2831226
File: 216 KB, 500x500, chef ramsay has locked himself in the freezer.png [View same] [iqdb] [saucenao] [google] [report]

>Added HD pickup items
>Creator is so retarded he can't figure out how to make them optional at this point
I'm sorry, but I'll stick with Smooth Doom until this guy figures out what the fuck he's doing.

>> No.2831290

So I'm playing Quake for the first time (for reference: i played doom for the first time last year) and I am in no way enjoying this as much as I enjoyed Doom.
These enemies arent as great as the ones in Doom and the levels feels pretty small, both in room sizes and how large they get.
I also dont like the shotgun.

>> No.2831303
File: 33 KB, 500x373, 10035_0_1426450999.jpg [View same] [iqdb] [saucenao] [google] [report]

So I got myself one of these Splitfish FragChucks, thought it would be neat to play GZDoom with it, have mouselook along with analog stick movement, for very smooth gameplay.

Thing is, though GZDoom says it detects the controller in the Joystick menu, and allows me to define sensitivity and stuff, it doesn't actually accept any input from it.

GZDoom doesn't react to the analog stick, it doesn't allow me to bind any buttons to the FragChuck, I'm not sure if the thing installed it's drivers correctly (and I don't know where to find those drivers elsewhere), the manual for the the thing isn't really clear at all, when I try the inputs the reference sheet mentions (factory reset for instance), it doesn't do anything.

Anyone have any experience with one of these and willing to help me?

>> No.2831318

>I'll stick with Smooth Doom

>> No.2831326

Set the axis's in the player menu. You don't set it in the controls menu

>> No.2831336


No, as in, GZDoom detects that the controller is there, but it doesn't take any input from it.

>> No.2831348

Yes. Set the axis's in the player menu. The dpad, joystick, and buttons function as axis's. Not as buttons

>> No.2831349

There's no options for that in the Player menu

>> No.2831372

That's pretty spooky.

>> No.2831397

Now that I know what I'm doing with getting spooky sounds out of MIDI, I can focus on writing some atmospheric tracks. I should probably add some melodies and actual musical stuff too. I am a trained composer after all...

>> No.2831482
File: 22 KB, 320x213, doom_gba_2.jpg [View same] [iqdb] [saucenao] [google] [report]

You guys are really obsessed with this series, aren't you? I've never actually played any Doom titles before. FPS just isn't a genre that appeals to me. I nonetheless grabbed a ROM of the (decensoring-patched) GBA port of Doom and threw it on my Flash cart, since I didn't want to bother trying to get the DOS version working on my desktop.

For someone who doesn't normally get into FPS games, I've been enjoying it so far.

>> No.2831483

Head-2-Head Xmas

32-level Doom 2 megawad from 1995 (so its vanilla compatible, I used to play this with Doom95)
I have played through this every December for over the past 15 years.
The top comments are pretty harsh, the level design, while not being amazing, isn't too bad, especially for 1995.

I'd give it a go.

>> No.2831487

if you ever interested there is the Freedoom iwads


>> No.2831498

>takes the effort to shove a edited rom of the game into a flash cart
>instead of getting a free source port with which experience the game the way it was truly intended

nigger, a good 15 seconds (granted your PC isn't a toaster) is literally all it takes to get both the Chocolate Doom exe and the Doom and Doom 2 .IWAD files for it to run and find out what you've been missing out on during all this time

>> No.2831506

I'll give it a try. I love christmas and I love Doom.

I also love Killing Floor but i'm not sure if they'll do a christmas event this year, so I need something.

>> No.2831520
File: 47 KB, 382x229, output_cE3xDV.gif [View same] [iqdb] [saucenao] [google] [report]

What kind of weapon is this?

>> No.2831524


dunno but it looks pretty hot

>> No.2831526

>since I didn't want to bother trying to get the DOS version working on my desktop
There's Chocolate Doom if you want the original .exe with modern compatibility.

There's ZDoom/GZDoom if you want to play mods and stuff

>> No.2831530

Could've just bought it

was $1.24 during black friday (or $3.74 for the collection)

>> No.2831535

Looks like the on fire animation from Strife:


>> No.2831537
File: 46 KB, 320x229, imageedit_1_9287225343.gif [View same] [iqdb] [saucenao] [google] [report]

fixed the frame

>> No.2831540

Anyone gonna dump some more images on the Booru?

>> No.2831562


gimme a couple of minutes, I need to take one and i'll be right back

>> No.2831575

Nigger you forgot this.

>> No.2831576

>since I didn't want to bother trying to get the DOS version working on my desktop.

The iwads are linked in the FAQ, grab a source port of choice (PRBoom+ if you want oldschool stuff or GZDoom if you want modern stuff)
Don't need to mess with DOS at all

>> No.2831627

Speaking of GBA Doom, Doom ran in the original engine, and Doom II ran in a custom engine used in other GBA FPS', and two levels had to be split into two for being two large.

>> No.2831631
File: 89 KB, 358x285, Being on fire.gif [View same] [iqdb] [saucenao] [google] [report]

this used to scare me

>> No.2831632
File: 26 KB, 358x285, imageedit_7_5707765925.gif [View same] [iqdb] [saucenao] [google] [report]

What would it feel like being vaporized

>> No.2831637

oh man, it's a feeling out of this world

>> No.2831645

Probably very, very painful for a second, then nothing.

>> No.2831656

So, That post last thread about TF2 weapon ideas are they still looking because i want the plasma gun added to TF2.

>> No.2831667

i am not sure how light transfer would interact with the fireflicker thinker. need to investigate further

>> No.2831670

I'd rather have them go for a double barreled shotgun that shoots both goddamn barrels as they should have done long ago

>> No.2831678

that gif is really well done and i don't mean the steak.
i've been checking for the next video in that series because it's meant to be about doom, but they're taking their time with it
>I also dont like the shotgun.
i heard the shotgun is quake's equivalent of the pistol, you're only supposed to use it if you have nothing better
>You guys are really obsessed with this series, aren't you?
heh you make it sound like a bad thing

>> No.2831684


Hi Tarnsman.

>> No.2831692

>how it feels to chew 5 Laser gum

>> No.2831694

sorry for forgetting about a thing that's never been posted before.

>> No.2831705

sorry my last post was rude. but please understand, most of the time, the news post is updated only with items from the previous thread.

>> No.2831719

Doom GBA was fucking garbage, Doom 2 GBA was actually quite good.

>> No.2831743

Yeah, the port of 2 is MUCH more complete, all the monster and levels are there, etc.

The AI is very limited though, it's the same, except that if you're far enough away, they literally do not perceive you in any way, you can shoot at them and they won't approach you until you're close enough. This can be abused to a certain extent.

So, nobody here with any experience with these?

>> No.2831801
File: 302 KB, 640x480, flickertx.webm [View same] [iqdb] [saucenao] [google] [report]

turns out it actually works as expected. a transfer of a static light to a flickering sector ceiling is preserved. i thought the thinker might overwrite the transfer leaving it effectively ignored.

more interestingly you can transfer a flicker to a different ceiling, which results in the sectors' flicker being synchronised. a couple of threads ago i said this was impossible. turns out i was wrong.

test wad:


>> No.2831805

>a couple of threads ago i said this was impossible.
clarification: "this" means making several fireflicker sectors flicker in sync. not transferring flicker.

>> No.2831816

we are not playing the same levels over and over for 20 years. that would be obsessive. new content is being made all the time, so there is always something to play / talk about.

>> No.2831817

Where can I find more info about Complex Doom? Something like a forum topic.
Also, can I use it with ZDoom?

>> No.2831832

i thought there was one on zandronum.com but all i can find is a thread about "complex doom invasion" which appears to be a spinoff

>> No.2831836


There isn't a topic on the forums.
This makes me grind my teeth something fierce, since the entire idea is that you should want to listen to feedback both good and ill. If someone wants to tell me something in my mod sucks, they should be able to post why.

As it is, the only feedback he gets are from people that play the mod a lot, i.e. fans. It's a breeding ground for sycophancy.

>> No.2831850

Complex Doom was made by russian modders ("Complex" and "Hard" have same translation into Russian so it actually should be "hard doom") so the actual thread would be found on one of the russian community sites.

>> No.2831875

What levels were split?

>> No.2831924

Industrial Zone and The Chasm, they're now two separate levels each, leaving you with 34 levels in total.

>> No.2831929

Complex and Hard Doom are different mods, none were made by Russians and they are barely mentioned in Russian community.
At least you got the "same translation" part right.

>> No.2831930
File: 268 KB, 1366x768, Screenshot_Doom_JB-House.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2831935

Anon what do you think abount blood(+cryptic passage). My favourite fps, whant to know ur opinion.

>> No.2831940

heh i love "my house in doom" maps
highly well-regarded here. we're all super mad at atari for sitting on the source code.

>> No.2831945

Complex Doom as in (Cлoжный Дyм) has some russian devs in it so there you go. And i've seen dedicated forum posts about it with devs in it.

I know that theres another mod by the name "Hard Doom" but you've missed my point entirely.

>> No.2831958
File: 54 KB, 695x761, wake up feeling like p diddy went to sleep an hour later feeling shitty.png [View same] [iqdb] [saucenao] [google] [report]

This is a GZDoom map I've been working on for little over a year. It doesn't have any monsters, the focus is more on the map itself. It's still really rough and looks pretty shitty in some places, and your framerate might dip. Feedback would be appreciated.


>> No.2831959

I've seen several Doom vids where monsters' hurt/death sounds are randomly pitched up/down.
How do I get that? Is that a mod or a port setting?

>> No.2831961

Do you mind sharing a link to those threads? Or at least on what sites you saw them.

>> No.2831965

>>ATI graphical errors past gzdoom pre 860

good god no more doom rpg for me

>> No.2831973

In Zdoom and GZdoom you can do that by turning on the randomize pitches in sound options.
That will make every sound (monsters, weapons, items) randomly pitched, if that's what you're looking for.

>> No.2831975
File: 1.19 MB, 1280x1920, 1449149674.png [View same] [iqdb] [saucenao] [google] [report]

jb-house.zip (66 KB, 1999-06-15) - Joe "Recidivus" Becht

let's have a look at this. in the text file the author claims it's a "my house in doom" map that doesn't suck. i can only assume by this he means a "my house" map that isn't detailed like a 1994 map and instead looks semi-realistic, as the gameplay is as expected: lots of small, cramped rooms, with boxy detail that gets in the way.

monster count is low but so is ammunition. the start, especially, frustratingly makes you kill a dozen imps, troopers and even demons before it gives you a shotgun. after clearing the ground floor it becomes routine, even with the predictable archvile ending.

other than the top-heaviness it's not a terrible map. but the fact remains the concept of a "my house" map is i believe flawed because generally people's houses aren't good as layouts for doom maps.

footnote: i recall a "my house" map i posted about here a few months ago, flat-692, in which the author notes he realised the map was boring, and added a subterranean section. perhaps that would help here.

>> No.2831983

Would you rather the feedback here or in one of your threads?

>> No.2831984 [DELETED] 

that looks impressive, although very gray in software mode (i am unfortunately GPUtationally challenged)

perhaps you could post links to the threads the on-screen message refers to?

>> No.2831990

it's obviously not intended for software mode at all. sorry for the noise.

>> No.2832008

I wouldn't mind the feedback being posted here.

>> No.2832018
File: 763 KB, 1280x720, Screenshot_Doom_20151204_004655.png [View same] [iqdb] [saucenao] [google] [report]

I got a crapload of screenshots relating to mismatched midtexture heights, missing textures, cut off or impossibly/illogically placed windows, places to get stuck, rendering/sector errors and continuity errors, soo... it might take a while, if you're looking for that kind of feedback.

In terms of non bug/error-related feedback, there's no way to get back onto the island if you jump off, besides the south beach rocks. some little docks or something spread around the rest of the map (especially the north!) would be nice.

>> No.2832032

Old versions of Doom randomize pitches as well. Apparently it was accidentally removed in 1.4.

>> No.2832091

That's the type of feedback I'm looking for. Could you upload the screenshots to a gallery somewhere?

>> No.2832138
File: 168 KB, 1185x673, Gotta go Autistic.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.2832141
File: 364 KB, 1366x768, Screenshot_Doom_JUDGEMNT.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2832142
File: 51 KB, 720x480, 1369487596523.jpg [View same] [iqdb] [saucenao] [google] [report]

Looks like he's about to give those demons a taste of his Sonic Boomstick.

>> No.2832150

That is based on something else isn't it?

>> No.2832154
File: 217 KB, 2048x1162, have you fought the sacrifice today.jpg [View same] [iqdb] [saucenao] [google] [report]

It's based in autism and cringe.

>> No.2832158
File: 70 KB, 640x960, 1411680417402.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.2832160


Man, one may think of you "this sonovabitch is riling up on stereotypes", but truth be told, yes, that picture is based on a Doom fan pic also on DeviantArt

Can't find it at the moment, but it has Doomguy holding a chainsaw in a similar position.

>> No.2832170

it's the "what are you doing in my garage" picture, i can see it in my head

>> No.2832192
File: 225 KB, 1280x720, Screenshot_Doom_20151204_015326.png [View same] [iqdb] [saucenao] [google] [report]

Alright, I used imgur and just dumped the stuff into seperate albums based on category, and with descriptions to make things easier.

http://imgur.com/a/Dc4ik - Missing Textures
http://imgur.com/a/uzGam - Continuity/Alignment Errors
http://imgur.com/a/sRJMs - Window Errors
http://imgur.com/a/mel8n - Problems With Boxes
http://imgur.com/a/mykZY - Sector Render Bugs

There were a few things that were obviously wrong like the power line that leads into nothing, I took them as just the WIP state of the map and that they were just being worked on. It's a really nice map so far!

Also I like this little light thing, I don't know what it is, but it's neat.

>> No.2832207

Oh, yeah. Project Brutality used it as a title screen.

>> No.2832231
File: 2.39 MB, 2436x3000, hell knight hybrid.jpg [View same] [iqdb] [saucenao] [google] [report]

Why is Doombuilder hyped in the pastebin?

>> No.2832235



>> No.2832239
File: 21 KB, 292x227, chen question.jpg [View same] [iqdb] [saucenao] [google] [report]

>If you want to learn Doom mapping (aka: create maps and shit), check this site and download Doom Builder, the BEST Doom mapping program out there!

>> No.2832245

Because it IS the best. If you ever tried maping with Slade, DeePsea, WadAuthor, or one of the shitty DOS editors, you will know it.

>> No.2832246



>> No.2832249


I think you may be confusing "the only builder worth a shit out there and ergo is the best by proxy" as "hyped".

>> No.2832253

When someone calls something the BEST in all-caps, it's hyping it up.

>> No.2832257


You're weird, anon.

>> No.2832258

it is widely agreed, at least by windows users -- which i suppose is most of you -- to be the most productive doom map editor

if you like we could have a poll i guess.

yeah the faq goes back a while and was written by thread maintainers long departed. if you look at old news posts they're all written in that hyped up style. i prefer a more neutral tone, which is why my news posts are dull as ditchwater.

>> No.2832260

>it is widely agreed, at least by windows users -- which i suppose is most of you -- to be the most productive doom map editor
linuxfag here
can't speak for others, but it's saying something when my best option for mapping is to boot up a virile machine to use doombuilder or gzdoombuilder

>> No.2832261

>virile machine
waht the fuck
i meant virtual machine

>> No.2832262
File: 71 KB, 518x640, 1237788-heretic_cover.jpg [View same] [iqdb] [saucenao] [google] [report]

Finally started Heretic and I'm suprised that there are actually a lot of great levels. Too bad the arsenal is boring. Every weapon except for the crossbow is unsatisfying to use.

>> No.2832270

We should all make a house megawad

Speaking of Houses
Did you know that MAP16 of Doom 2 contains Sandy Peterson's house & garage, plus the iD offices?

>> No.2832284

>[11-17] Sandy Petersen's "Ask Me Anything" -- summary

yes, we do :)

>> No.2832286
File: 59 KB, 1280x960, sunlust29.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2832290
File: 139 KB, 1280x960, sunlust_29_1.png [View same] [iqdb] [saucenao] [google] [report]


I am still buttblistered that I can run 2.x GZDoom without rendering errors, so I have to turn vid_render 0

>> No.2832292

It's not hyping it up if it's fucking true.

>> No.2832295


>> No.2832314

Fuck you dude.
Those fucking Gauntlets that shoot GREEN LIGHTNING are cool as shit.

>> No.2832318

After the first episode, you're gonna be really disappointed in the rest of the game. The devs really stopped caring after that point.

One of the maps near the end even has a necessary-to-progress key hidden in an alcove that's a real pain in the ass to get to. That by itself isn't a bad thing, but the alcove is also marked as secret, a thing that's supposed to be strictly optional to map completion.

I haven't played in years and I only went through it once, so I can't recall other things, but I remember that the second and third episodes of Heretic are particularly unpolished, generally speaking.

>> No.2832443

I've been gone for about a year. I know I can just read the news but that's just recent stuff. What cool shit has happened in the last year? Anything new from /vr/?

>> No.2832446

A new official Doom game is coming and it looks better than the old ones, lol.

>> No.2832462

anyone else not getting the SSG firing sound on Beautiful Doom without the alternate weapon sounds?

also the pistol and BFG sprites kinda look squishy

>> No.2832464

Not a weapon. In Strife you can get lit on fire, and it shows your arms on fucking fire

>> No.2832465

weren't you shitposting and samefagging about the game being shit literally two threads ago

>> No.2832469

Well it's not a cool thing but Ty Halderman passed away.

>> No.2832474

Yeah I know all that shit. I don't care, I own a toaster and no modern console. What's happened HERE? What new mods is everyone playing? What's the new megawad everyone loves?

>> No.2832478

Selfie Doom took the world by storm and crashed Doomworld's servers.
Speaking of Doomworld it moved hosts and now has HTTPS and a few other niceties.
Lots of wads. Valiant, Sunlust, Monument.
/vr/ tried to do another community project but it failed. Now there is another another community project due the end of the year.

>> No.2832479


>> No.2832480

Are you running it in Doom 1? Doom 1 doesn't have the SSG and if it doesn't include sounds for it, it's relying on them from the IWAD, and, well, there it is.

Aw man, that sucks. idgames is the shit and his legacy will always live on there.

>> No.2832481


>> No.2832482

>What's happened HERE?
Not much actually. the posting rate has severely dropped off the past couple of months. for those like me who sit here with the thread open all day, it's excruciating.

>> No.2832493

Fair enough. Maybe I was generating more discussion than I thought I was. I reinstalled Windows and lost all my video card drivers and found myself suddenly unable to play and unable to build levels or do mods. Just fixed it earlier this month though so I was looking to get back in.

>> No.2832497

ouch sorry to hear it. well, welcome back anyway. if you are able to map and willing, please consider making a boom map for doom1, in the style of episode 1. that is what we are supposed to be doing now.

>> No.2832498
File: 146 KB, 380x540, 1406774650429.jpg [View same] [iqdb] [saucenao] [google] [report]

I know that feel, anon. I miss the days where everyone banded together and made stupid shit like this.

>> No.2832503

> make a Boom map in the style of Episode 1
This is literally the only thing I'm capable of, I have six of these just shitting the bed right now

>> No.2832508

Lots of memories in the booru of what /doom/ used to be like.

There was Art. We had Drawfriends. Where did they all go?

>> No.2832514

Let's have a look at them then.

I really dig this. If there's more coming, I'd be open to using these in the project if everyone else is agreeable. I know it's not really an E1 thing though, unless we're talking PlayStation E1, but it's distinctive.

>> No.2832517

Wish I could mass upload on the booru, but that feature seems to be broken now

>> No.2832534
File: 17 KB, 406x354, acquire.jpg [View same] [iqdb] [saucenao] [google] [report]

>'would a boom-compat E1 replacement with PSX-esque spoopy tunes be a good idea for you guys'

>> No.2832564

>everyone banded together
the best one for this was the mobil advert edit, four or five different posters worked on it in succession as i recall.

>> No.2832584
File: 247 KB, 582x600, fave.png [View same] [iqdb] [saucenao] [google] [report]

Deviantart delivers as always

>> No.2832680

Literally every sound does this in Hexen. makes for good variety.

>> No.2832693

>Are you running it in Doom 1? Doom 1 doesn't have the SSG and if it doesn't include sounds for it, it's relying on them from the IWAD, and, well, there it is.
...yeah, that was it


>> No.2832695

Many ports have this as an option.

In PrBoom-plus:
Main Menu (Esc) --> Options --> General --> Sound & Music | Enable v1.1 Pitch Effects: "Yes"

In ZDoom/GZDoom/probably Zandronum:
Main Menu (Esc) --> Options --> Sound Options --> Randomize Pitches: "On"

In Eternity Engine:
Main Menu (Esc) --> Options --> Input/Output | Sound Options --> Misc. | Pitched Sounds: "On"

In Chocolate Doom:
chocolate-doom-setup --> Configure Sounds --> Sound Effects | ( * ) Pitch-shifted sounds

>> No.2832823
File: 432 KB, 500x394, 1405752384836.gif [View same] [iqdb] [saucenao] [google] [report]


MAP32.. holy cow

>> No.2832836
File: 320 KB, 484x628, a big hearty dose of marty.png [View same] [iqdb] [saucenao] [google] [report]

ID Software let people sign up for Alpha and Beta for about 10 minutes on their Facebook, and then shut it down and deleted the posts.
I'm not fucking shitting you right now.

>> No.2832864

it's most likely some sort of free giveaway of leftover alpha test vacant spots

which literally starts tomorrow

>> No.2832868
File: 67 KB, 767x719, Solidus Snake.jpg [View same] [iqdb] [saucenao] [google] [report]

So I've been playing sneaky doom and I thought it was missing something.


I'm not sure how easy or how hard this would be but if someone could do it for me I'll suck yo dick.

Can someone make me a mod that plays this song on EVERY SINGLE LEVEL in doom 1 and II. EVERY FUCKING LEVEL THIS SONG


>> No.2832871

Are there any (finished) mods inspired by Metroid Prime? I found one earlier, but it's only a demo.

For that matter, I'd be interested in anything that has similar aesthetics to Prime.

>> No.2832897

Now you've made made me sad remembering this hasn't had any updates or a thread for almost 2 years.

>> No.2832915

How come most modders don't use something like that?

>> No.2832926


It's a hardcoded feature.

>> No.2832927

So I'm in the Doom 4 alpha!

It's very...well, hey! It's got some cool ideas, but ultimately it feels more like a slow Quake than Doom. The weapon balance feels really fucked, and the Revenant can't punch dudes.

I'm eager to see how they improve it.

>> No.2832930

>but ultimately it feels more like a slow Quake than Doom.
I'm okay with this.

>> No.2832938
File: 16 KB, 458x378, 1395803052202.gif [View same] [iqdb] [saucenao] [google] [report]

Yeah, same. That's still faster than most FPS's we've had in a good while.

>> No.2832947

>and the Revenant can't punch dudes.

Absolutely D R O P P E D like Quasimodo when he was a babby

>> No.2832949
File: 4 KB, 40x79, Revvy-Concept.png [View same] [iqdb] [saucenao] [google] [report]

I think if I was playing it on PC it would feel a lot better. On PS4 I'm really not feeling it too much.

>> No.2832950
File: 29 KB, 225x220, 1406608584864.png [View same] [iqdb] [saucenao] [google] [report]

>Revenant can't punch dudes

>> No.2832951

How's that framerate? Silky smooth?

>> No.2832960

>and the Revenant can't punch dudes.

try getting closer to the dudes I guess?

>> No.2832961
File: 406 KB, 742x1200, let__s_do_doom_pt1__revenant_by_mechanubis-d5liitu.jpg [View same] [iqdb] [saucenao] [google] [report]

I don't know if it has some kind of melee finisher, but I wouldn't know how to activate it since you can't melee as the Revvy at all.

Pretty smooth!

Personal teleporter is so hype though. It's a flying disk that you throw and can teleport to. Haven't telefragged anyone but the loading screen said I could!

>> No.2832968

Apparently they are aiming for 1080p 60 FPS on consoles. Hope they can pull it off.
>I don't know if it has some kind of melee finisher, but I wouldn't know how to activate it since you can't melee as the Revvy at all.
That's kinda dissapointing, considering how much they've focused on the Revenant on advertising because of the community.
>Personal teleporter is so hype though. It's a flying disk that you throw and can teleport to. Haven't telefragged anyone but the loading screen said I could!
A translocator with a cooldown, correct?
Sounds neat. I'll probably end up using it as an "oh shit the powerups are spawning" button.

>> No.2832969
File: 67 KB, 700x487, PhotoFunia-d5d13f8.jpg [View same] [iqdb] [saucenao] [google] [report]

Always good to hear that id can keep a constant framerate.

>> No.2832972

oh well, still sounds good enough to me. you saying the teleporter is satisfying to use is all I needed to know. How's the grenade feel?

also hey, remember to use the secondary fire modes often.

>> No.2832981
File: 65 KB, 720x540, 345hb.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2832989

What do you mean

>> No.2832993

>I don't know if it has some kind of melee finisher, but I wouldn't know how to activate it since you can't melee as the Revvy at all.
try pressing down on the right analog buttton?

>> No.2833003

So not very /vr/ related, but the doom alpha was supposed to go up tonight at 7 PM PST, I signed up for it on PS4 but it's well past 7 here, and I don't see a download for it at all.

>> No.2833016

Nope, does nothing.

Did you get the code for it?

>> No.2833019

I got a notification from playstation yesterday saying I could download it, that I would just find it in my PS4 games library and could download it from there, but nada.

>> No.2833025


It is a feature that is hardcoded in the game and ergo not available for modders to use.

>> No.2833026
File: 51 KB, 335x165, 1.jpg [View same] [iqdb] [saucenao] [google] [report]

looks like doomguy and duke made it into the banner

hooray I guess

>> No.2833034
File: 172 KB, 300x100, not an official banner yet.gif [View same] [iqdb] [saucenao] [google] [report]

I remember one anon making this banner

>> No.2833064

It's been there for a good while now.

>> No.2833095

Perhaps only vaguely related to Doom, but one of the developers, American McGee, is in a bit of a serious scenario now.


Any Dallas Doomers would do well to keep an eye out.

>> No.2833098
File: 528 KB, 1366x768, 2015-12-04-153306_1366x768_scrot.png [View same] [iqdb] [saucenao] [google] [report]

Who /linux/ here?

>> No.2833105

Woah what the hell.

>> No.2833109

What would make you happier?
An alternate timeline in which the Doom reboot was actually good, or a good Doom 2 megawad being released? Assuming either of these would be released tomorrow.

>> No.2833128

>a good Doom 2 megawad being released
this literally happens seriously several times a year indubitably.

>> No.2833130

redrew the whole thing as well by the looks of it. nice

>> No.2833135

How do I enable music in DirectQ?

>> No.2833138
File: 136 KB, 457x512, ml77ilnnkp1qz4rgp.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2833139

That's awful but
>Named "American"
>Sister named "Mercy"
What's up with their parents man.

>> No.2833141

their parents were hippies

no, really

>> No.2833149

id1/music or id1/sound, put the music there
Mercy's alright, but "American McGee" is quite the name.

>> No.2833151
File: 1.22 MB, 1680x1050, Screenshot_2015-12-04_00-07-47.png [View same] [iqdb] [saucenao] [google] [report]

Keep all my wads in a single directory, which is defined as the environment variable DOOMWADDIR in my ~/.bash_profile, which most sourceports automatically pick up on.

Also, I recently found screwing around that GZDoom, PrBoom-plus, and the Eternity Engine, can all be compiled with LLVM/Clang instead of GCC. Can't really notice a performance difference, but binary sizes are smaller.

>> No.2833175
File: 127 KB, 1406x790, 678695-bscap0042.jpg [View same] [iqdb] [saucenao] [google] [report]

i know that feel

>> No.2833198

i am not doing a screenshot, but hi.

>> No.2833219

American had a really weird upbringing

>insane hippie
>starts dating a transgender dude
>one day, American comes home from school, and finds that the house is empty and cleared out, his mom sold everything and the house to pay for her boyfriend's sex change operation in another state, leaving only a few of American's things and for him to fend for himself
>this came entirely out of nowhere

>> No.2833223

"Mercy McGee" sounds like the kind of thing a southern grandma would say, instead of blaspheming

>> No.2833228

I wonder how his political views were affected by this.
Kek, true.

>> No.2833230
File: 325 KB, 1280x919, Icandoit.png [View same] [iqdb] [saucenao] [google] [report]

I can do it!

>> No.2833234
File: 424 KB, 1280x919, icouldntdoit.png [View same] [iqdb] [saucenao] [google] [report]

I couldn't do it.

The map's pretty fun on trailblazer.

>> No.2833235


Man I fucking love Trailblazer's sprites. I feel like it'd be better if the mod was a little more balanced though.

>> No.2833254


>skillsaw said:
>I wanted to play Valiant with Demonsteele. This is the result: a stripped down version of my megawad with full gameplay mod compatibility. All custom monsters and weapons have been removed from this version. If you've wanted to play Valiant with a gameplay mod, here's your chance [...]

>> No.2833269

TNC 488

>> No.2833274

>All custom monsters (snip) have been removed from this version.

But why?

>> No.2833286

Are there any available builds of GZDoom? I'm too lazy to learn how to compile it myself.

>> No.2833308


...You read the post, right?
For compatibility with gameplay mods.

>> No.2833312


Many gameplay mods, especially those that replace monsters for customized behavior, don't behave well with custom monsters.
DemonSteele won't get souls from them, Dreadnought's ice beam will become useless, Terrorist's taser won't do anything, etc.

Since this release is specifically designed for gameplay mods, it only makes sense to optimize for it by removing custom monsters.

>> No.2833313

Gameplay mods that have custom monsters would replace the Valiant monsters anyway if skillsaw used DECORATE instead of dehacked to replace things. This just screws up the experience for the weapon mods that don't use new monsters.

>> No.2833315

I guess there's the dehacked valiant monsters that replace non-monster objects, they can't really be left in.. I guess they have to be removed then. still, a version with just the custom weapons removed would be nice.

>> No.2833319

>if skillsaw used DECORATE instead of dehacked to replace things.

There's two problems with this.
One, Valiant doesn't only replace monsters, some of its Dehacked replaces objects as well. Which, well, would be a clusterfuck to handle in gameplay mods which are rife with replacements.
Two, the problem with that is that not all monster replacements are created equal. Some gameplay mods' SS Nazi replacements are jokes, some are serious, some are really weak, some are pretty tough. Including SS Nazis or Keens or whatever would turn encounters into a dice roll depending on the mod.

>This just screws up the experience for the weapon mods that don't use new monsters.

As a gameplay modder, please understand I'm fully aware of the irony when I say:
If you're playing it with a gameplay mod, you're probably already screwing up the intended experience.

>> No.2833343

>If you're playing it with a gameplay mod, you're probably already screwing up the intended experience.

I meant player experience, I'm saying you would be playing Valiant with entirely vanilla monsters. I get what you mean, though.

>> No.2833384

Here's another


When you say E1, do you mean you're looking for a more guitar-driven rock/metal feel?

>> No.2833391
File: 261 KB, 1920x1080, maxresdefault.jpg [View same] [iqdb] [saucenao] [google] [report]

Is there a way to change GZDoom's in-game resolution in the command line? I have a 1440p monitor and have to switch down to 1920x1080 whenever I want to play Project MSX.

Also why the fuck does every single fucking Doom streamer use hideous filters for absolutely everything? Just a little observation whilst looking for a screenie.

>> No.2833405

>"The final version is out! Have fun!"
>3 days pass

>> No.2833454

anyone here play doom rl arsenal? what megawads are good to play with it?

>> No.2833456

That looks like one of those bad quality screenshots from a 90's gaming magazine

I'd actually like to see an emulator filter like it

>> No.2833459 [DELETED] 
File: 22 KB, 500x277, cancer.jpg [View same] [iqdb] [saucenao] [google] [report]

I like meems

>> No.2833518
File: 161 KB, 800x600, Screenshot_Doom_20151203_025837.png [View same] [iqdb] [saucenao] [google] [report]

It was pretty cool I guess.
Fuck you Xaser, two invisible Cyberdemons in a medium arena is NOT Hurt Me Plenty

>> No.2833525

I had more trouble with the barons beforehand, all their teleport spots were expecting the player to be in the center of the arena for some reason, I got trapped against the wall and died.

>> No.2833612

does it matter? it's more free stuff to play with.

>> No.2833628
File: 81 KB, 640x480, 1449246323.png [View same] [iqdb] [saucenao] [google] [report]

jenesis looks nice but is annoying with constant damage and lack of health

>> No.2833643

are there any WADs based around mechas?

>> No.2833668

i always play with oblige generated ones

>> No.2833675 [DELETED] 

is carcmack a jew?

>> No.2833740


Finally got to replacing the entire Doom arsenal last night.

>> No.2833753

that framerate drop when you first shoot. the curse of testing mods on high population maps.

looks cool, anyway. quite the departure from suab.

>> No.2833759

What mapset is it?

>> No.2833762

Scythe 2

>> No.2833764

err i think you have confused two different posts

>> No.2833787

Well, the fact that I'm sorta rolling with "Brootulblood" gore from samsara didn't help matters, but yeah.

Thanks all the same, though.

>> No.2833802

This guy worked with a mormon, several metalheads and John Carmack?
I should really get around to reading Masters of Doom, that whole scenario is fascinating to me.

>> No.2833861

apparently Nova II is out.

>> No.2833906

mods get updates, this news and more at 11

>> No.2833936

A certain expert in explosive graffics said my Funtube's explosion needed to be bigger. So I did this earlier, forgive the music, I am dumb.


>> No.2833964
File: 96 KB, 640x480, latest[1].png [View same] [iqdb] [saucenao] [google] [report]

General question:

When do you personally consider a map "completed?" Get to the end, even with savestates? Get to the end on one life? Pistol start? UV-Max? Under par time if you're a crazy person?

>> No.2833982

Get to the end.

I try to kill most monsters, find a decent amount of secrets and make sure to pick up anything that's really good, like a soulsphere, a plasmagun, or megaarmor

>> No.2834003

Do you use saves? Do you pistol start, or just take over whatever you had from the last level?

>> No.2834010


Gauntlet time is Now

>> No.2834049


>pistol start
No, I like there being a point to collecting gear and items.

In D2M1, there's a rocket launcher, you get two rockets, there's nothing in the level that makes sense shooting these rockets at, presumably you're meant to save them for later, as a bonus.
If I'm losing it when leaving the level, I might as well have not even found it.

>> No.2834056

what is this

>> No.2834076
File: 2.19 MB, 388x218, in the not too distant future.gif [View same] [iqdb] [saucenao] [google] [report]

Anybody know if you can lower Chocolate Doom's Gamma below "1" by any means?
For some reason it seems bright as fuck, even when gamma is off. In fact, most Doom ports look bright as fuck on my computer, even with gamma set to off.

>> No.2834079

Might wanna check your graphics driver settings first senpai

>> No.2834080
File: 2.00 MB, 300x300, 1434508409971.gif [View same] [iqdb] [saucenao] [google] [report]

What exactly should I check/change?
A... Anon-kun

>> No.2834097

The id "pistol start" rule is less set in stone than Romero, Sandy and the others make it seem.

Wolfenstein 3D had a retail release with a huge guidebook detailing maps of every level and developer commentary, and there were even "level designer tips" in the margins for what to do to make your own levels great. Given the time period this was released, it's very probable that Doom was already in development at this time and they had already started implementing these.

The ethos of "pistol start" harkens back to the original game--when you die, you lose all your fancy cool shit, period. This is your punishment for death. This is also why every level was tested as a pistol start--because if the level relies on you having equipment from a previous level not found in this level, then you will be fucked from pistol start. They also did not always know what order the levels would be in, so they had to make sure you could complete them in any order if they were moved around.
However, you're right--carrying over weapons is definitely an intended feature of the game, but it also breaks the balance slightly. I think the idea is wholly that a new player will be entering a new level sight unseen, and is very likely to get their ass handed to them, killing them and forcing them to pistol start. Sandy and others these days acknowledge that the game is probably too easy if you don't pistol start every level, and early players agreed--in the early builds, UV was the maximum difficulty; Nightmare was added later and obviously has -fast parameters plus respawning monsters, so it's definitely more of a challenge than UV is, and is probably more suited to non-pistol-start play.


I had a long moment wondering if you somehow typo'd E2M1 before realizing you meant Doom 2 MAP01. The proper nomenclature for Doom 2 maps is not "Doom2Map1" but rather just "MAP01," "MAP07," "MAP32."

>> No.2834109

for me: 3x100% (or as near as possible) from pistol start, no saves, on some skill level. i don't care about the time.
there's that group of imps in another secret sector. one-shotting the whole lot with a single rocket as soon as you strafe out of the door is so satisfying.

>> No.2834112

just keep pressing f11, it cycles between off, 1, 2, 3, 4

>> No.2834118

haha seriously i got this
an e1 replacement i've played so many times it is burned into my brain.

>> No.2834160

Honestly, I consider pistol starting vs carryover similar to something like 1CCing a shmup vs using continues. While the game certainly allows you to get to the end using multiple continues, the real dynamism of the game can only be experienced when you allow yourself to be restricted.

Other than the literal architecture, the pacing of a level is determined by when weapons are given to the player, how much ammo and health they're allotted, and where enemies are in relation to all of those things. Resource management compels the player to exploit infighting, prioritize certain enemies and encounters, and really seek through a level to get as many upper hands as possible. Carryover removes the need to really think about any of those things, and makes an overall easier but less dynamic experience. A level that once contained peaks and valleys of tension now is one long plateau of "use the SSG unless you need rockets or the BFG."

Pistol starting every level totally changed how I experienced Doom 1 and 2, and I can't see myself going back (unless a map pack requires carryover, of course). It's much less homogeneous, and way more exciting.

>> No.2834186

I don't know what >>2832318 is talking about, episodes 2 and 3 have some very nice level design most of the time, although sometimes the levels can look really bland. Episode 3 in general especially is really cool
And yea, the weapons sound/feel/look like shit. I'm still waiting for someone to make a Smooth Doom equivalent of Heretic.

>> No.2834204
File: 66 KB, 640x559, 67374.jpg [View same] [iqdb] [saucenao] [google] [report]

Who else is playing the new alpha?
The ssg seems to be buffed, but it still doesn't feel fast .

>> No.2834205

>Smooth Heretic
I didn't want to get a boner today anon

>> No.2834209
File: 58 KB, 604x397, a flock of harold.jpg [View same] [iqdb] [saucenao] [google] [report]

>You are now aware that no matter how much you beg them to increase speed or send them feedback on speed, they will never increase it

>> No.2834229
File: 259 KB, 649x853, 2184230.png [View same] [iqdb] [saucenao] [google] [report]

What is a good WAD to play when depressed?

>> No.2834256


>> No.2834263

Brutalist Doom

>> No.2834276

I know it may be forboden to ask, but what are some really good DOOM 3 Mods, that aren't Classic Doom 3.

>> No.2834291

there is the dark mod

>> No.2834320

Just played it, seems fast enough, but still too fast for most normies. Ive been recking with super shotgun and the plasma rifle, COD kiddies are standing still too often or moving slow, so its super easy so far. I'm on xbox

>> No.2834341


I dunno why, it just feels...cheerful.

>> No.2834362

Is there any way to do a multi-action switch in Boom?

>> No.2834372

put a bunch of switch linedefs in a row and give all but the last one the passuse flag
put a bunch of walk triggers on a conveyor and send a voodoo doll across them

frankly i think the first is easier but most mappers seem to favour the second

>> No.2834416

uv-max demo. until then, it's not done.

>> No.2834459
File: 941 KB, 1280x720, 1424501914181.png [View same] [iqdb] [saucenao] [google] [report]

So the closed alpha has already started. Why is nobody recording any videos?

>> No.2834465
File: 780 KB, 600x449, sunlust29reactor.gif [View same] [iqdb] [saucenao] [google] [report]

Sunlust, MAP29, "Go Fuck Yourself"

>> No.2834482

because its boring as fuck.

>> No.2834491


Because of the watermark identifying anyone who would do so.

>> No.2834541

Please no. And I won't be, I'm working on something else as of right now.

Both of the above are true. It's really just kind of boring. The teleporter (as previously stated) is the hypest part of it. And the Revenant too, even though he's traded punching dudes for jetpacking.

>> No.2834547

I like them weapon names you got thar.

>> No.2834549

Oh no, I like them as they are. I just thought that since it was a potentially controversial decision to have spooky tunes instead of the standard Doom sound I'd throw it open to the board.

>> No.2834575


>> No.2834580

Would it be possible, using silent teleporters and slopes, to make it look like you're running up walls/loops?

>> No.2834621

It doesn't quite feel right without the echoes, soundeffects and gloomy lighting of PSX Doom/Doom64. If the project had to do with recreating the atmosphere of PSX Doom, anons midis would be a great addition.

>> No.2834632

Is this the new doomcenter map ?

>> No.2834646

I uploaded the PSX sound effects wad not long ago in my drive account, you guys are free to use it at will, can provide a link

also got the D64 music wad with Aubrey Hodges' OST in OGG format in there too just in case (and as a backend resource just in case shit goes off and someone's in need for spooky tunes)

>> No.2834667

What's the chime sound around 0:33 and 4:37 onward mean?

>> No.2834680

I was being ping'd on IRC.

>> No.2834681

I like the overall concept, though that's because DoomCenter is also one of my favorite mods. I think the City's layout is actually more interesting than DoomCenter's. Do you plan on having a bunch of assets froms different sources thrown in as well, much like DoomCenter did? I noticed a Boombox on the map but couldn't interact with it, figured you were probably planning on having it work like DoomCenter's jukebox.

Keep working on this mod, I like it so far. I don't like using that word but it's comfy, much like DoomCenter. Another reason why I want to see this mod pushed further is because DoomCenter hasn't been updated in a long time.

>> No.2834756

Theres also the case with the spider mastermind.

Valiant uses the rocket baron to replace spider mastermind so that it has blast immunity. And spider mastyermind replaces light amplification visors.

>> No.2834759

Get to the end from pistol start, with 100% kills and secrets without the help of totals on the hud/automap.

>> No.2834762

Do ripping projectiles deal their damage every tic they are colliding with something? Is there a way to make it only damage each enemy it touches once? The damage inconsistency due to sizes and angles of hitboxes sucks.

>> No.2834765


Mayyyybe because Bethesda themselves put the contents of their own alpha in a video of their own??

Just a crazy thought from my dirty ass, don't mind.

>> No.2834776



>> No.2834845

>Do ripping projectiles deal their damage every tic they are colliding with something?


>Is there a way to make it only damage each enemy it touches once?


>> No.2834874 [DELETED] 


>> No.2834929


Yeah, maybe something has to do with that.

>> No.2834942

Hmm, can a ripper projectile go to a state/detect if it hits something? Like go to a custom "cooldown" state that sets flags to ignore collision for a few tics.

If it can't do that I guess I'll just have to use a normal projectile that shoots a copy of itself on death. Unless I can't do that *either* due to speed being set to 0 when the projectile dies, so I wouldn't have a trajectory for the copy to follow...fuck.

>> No.2834951
File: 1.13 MB, 270x360, Brutal Doom.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.2835003

That's exactly the kind of reasoning I expected there to be against it and I was thinking that myself. We can replace the SFX with PSX SFX, as >>2834646 said, but that wouldn't replicate the echoes or coloured lighting.

So we'll strawpoll it.


As before I'll leave it open for a day or two.

>> No.2835006

I believe there are now "Ripper level" decorate functions, if you look on the wiki. Unfortunately if you use them you'll be confined to the newer versions of Zdoom.

>> No.2835007
File: 65 KB, 729x694, 404.jpg [View same] [iqdb] [saucenao] [google] [report]


Update: Police not interested in American McGee's case, detective was "angered" by him daring to talk about it.


>> No.2835012

Her running off doesn't seem far fetched

>> No.2835014

>tour de france (watched it while creating)

Oh lord

>> No.2835016

fuck it, posting the .readme

Title : Tour De France (Watched it while creating)
Filename : Tour.wad
Author : Paul Engel (Sandman for years)
Email Address : [email protected]
[email protected]

Misc. Author Info : Civil Engr addicted to DoOm DeAtHmAtCh.
But I guess you can't cure the willing..
Been with Doom since the beginning.

Description : Designed this puppy to be a very intense
deathmatch level. Wanted a fast flowing
level playable by most machines.

Additional Credits to : Of course ID for addicting all of us.
Deu, Bsp for correcting everything else.
Rod, Phil, and Bri (author of Maxfrag.wad)
for the hours of testing.
Author if 1_on_1.wad for dark hallway idea.

>> No.2835019


* Play Information *

Episode and Level # : E2M1
Single Player : Why?
Cooperative 2-4 Player : Yes but again, why?
Deathmatch 2-4 Player : Oh baby!!! Right here. Oh yeah!!!
Difficulty Settings : When it comes down to it, isn't life tough enuff
already. Choose any their are all the same.
New Sounds : Yes (check maxfrag.wad for details and trivia)
New Graphics : No (never was good at doodling just designing)
New Music : No (can't sing to save my life)
Demos Replaced : None (could never replace ID just follow)

* Construction *

Base : New level from scratch
Editor(s) used : DEU 5.1 (like the texture window better),
BSP 11x, DMAUD 12, and a little REJECT for
good measure
Known Bugs : kinda partial to squirrels which have been known
to bug people at Sacramento State in the Quad.

* Copyright / Permissions *

Authors MAY use this level as a base to build additional
levels. Just give me credit or e-mail me so i can feel important.

You may do whatever you want with this file.
I couldn't stop you if I wanted so hurt yourself but let me know what
modifications you felt it needed. Constructive critisism or something
like that.

* Where to get this WAD *

FTP sites: the illustrious and famous infant2.sphs.indiana.edu formed
out of the ashes of ocf.unt.edu (remember that one?)

BBS numbers: Harvest BBS (916) 368-7043
Sacramento's answer to internet connection

Other: Enjoy and please let me know if you added this one to your permanent
deathmatch collection.

>> No.2835026


map's okay, a smallish marble cube with mostly open spaces and one spiral hallway leading to a plasma rilfe, and a chain of hallways extending out from there which offer a small techroom with chainsaws and shotguns, and off of that yet another hallway which leads to more shotguns. Ultimately does feel like a bike race, just hard to really appreciate as a doom map.

Of course, it's also a '94 map, so we can cut it some slack.

>> No.2835038

Well there goes my good vibes for the evening.
Fuck the police.

>> No.2835041

Huh? Ripper levels decide what a ripping projectile can and can't rip through, and if it can't rip it just stops and dies like a normal projectile, so I still have the same problem.

>> No.2835053
File: 360 KB, 1024x768, Screenshot_Hexen_20151205_183824.png [View same] [iqdb] [saucenao] [google] [report]

"Walk Of Fath" - 07/23/96
>Just a WAD for HEXEN. But MAP01 is the ariginal leval but it got mest up so dot play that one.


>> No.2835107 [DELETED] 

>haha, get rekt normies xD
>owns an xbone
>participates in current gen at all

>> No.2835108
File: 80 KB, 640x480, Screenshot_Hexen_20151204_203737.png [View same] [iqdb] [saucenao] [google] [report]

what... on... earth?

>tfw using dramatic colors and scripts to do crazy shit

My hexen hub is coming along nicely.
I've worked out breakable glass, "turning" valves, random monster spawns, translucent windows, wind that cuts out when you enter a building...

>> No.2835123

I'm a bit worried about the floor there - looks like an error with the flat being used?

Good that you're making progress, anon!

>> No.2835126


The first area is a redundant room with a teleporter where you're given a SSG and then teleported to a linear 128mp wide winding path with two barons in it that ends in a room with a pack of zombiemen and a trapped cacodemon. After you kill the zombiemen and the caco, you have to retrieve keys from 3 more redundant rooms and then open the final room where you have to kill Romero's head (The author's boyfriend according to the text file) to finish the level.

It's proper shite.

>> No.2835189
File: 41 KB, 466x249, caco.png [View same] [iqdb] [saucenao] [google] [report]

>kAk0kA bAlL

>> No.2835232

But wait, there's more!

>> No.2835251

Another Track, this time spooky + rock band:
These are fun to make!

Will upload future tracks to this folder:
Anyone is welcome to use, just credit me

>> No.2835258

That might be a good compromise between the two styles. Just my opinion though.

>> No.2835275

Oh it's the same person that made Batma.wad, god damn it.

>> No.2835328
File: 2.91 MB, 320x240, gzdoom 2015-12-05 13-05-52-84.webm [View same] [iqdb] [saucenao] [google] [report]

Gonna lay off Sunlust for now and play some Valiant. I figure I should play the proper version rather than vaccinated, but I personally adore Trailblazer.
After playing so much with it the regular arsenal feels just pitiful.

>> No.2835364

terry before terry

>> No.2835409

I have the PSX soundtrack in midi form, with the original soundfont too. Does anyone want an upload?

>> No.2835418
File: 193 KB, 1126x1560, clipazine.jpg [View same] [iqdb] [saucenao] [google] [report]

Getting warmer. The direct hit feels like it needs some more visual BANG to it though.

Really like how you can scatter the fire with a floor shot, that's not intentional but I'm leaving it in because it's COOL


>> No.2835495
File: 1.86 MB, 720x360, MORE VISUAL SHIT.webm [View same] [iqdb] [saucenao] [google] [report]


I added more shit to the explosion

Thanks Yholl for letting me use your sprites and the feedback for making a prettier boom

>> No.2835519

So this is a rocket launcher replacement?

>> No.2835521


Shit no, this replaces the SSG.

Combined_Arms is a bit of a wonky mess but people seem to enjoy it

>> No.2835524

>That replaces the SSG
So then what's the rocket launcher?

Wonky doesn't mean jack if it plays good

>> No.2835530


See for yourself


This version isn't up to date with the shit I've been showing off, but the rocket launcher hasn't changed yet. I'm not happy with it right now, I'm gonna fuck about with it in the future.

The nailgun's altfire is also different since this version too.

>> No.2835610
File: 270 KB, 186x104, 1336148367507.gif [View same] [iqdb] [saucenao] [google] [report]

Reminds me of this.

>> No.2835638
File: 22 KB, 441x594, 1b8.jpg [View same] [iqdb] [saucenao] [google] [report]

This is some serious bullshit

>> No.2835647

Is it time to bring Chocolate Rambo back from the dead?

>> No.2835716

What's your favorite "cool project that had a lot of potential but simply died because of one/many shitty decision(s) made by someone" project?

Mine is D2INO. Who cares about 666 days?

>> No.2835718
File: 23 KB, 353x379, 1379536645515.jpg [View same] [iqdb] [saucenao] [google] [report]

There's gotta be something we're not getting. Why the hell would the police be angered by American talking about his missing family?

I smell /pol/ conspiracies incoming.

>> No.2835720


>There's gotta be something we're not getting.


In all seriousness, I really hope it's all ok.

>> No.2835723
File: 2.99 MB, 2560x1920, 1407199812424.jpg [View same] [iqdb] [saucenao] [google] [report]

>Sunlust UV is designed primarily for ubermensch doom-gods
Yeah, so was Plutonia, and I UV'd tha-


>> No.2835724


Probably because of the Gamergate stigma attached to it. American recently outed himself as pro-GG, which likely doesn't sit well with the media.

>> No.2835776
File: 22 KB, 350x295, a look of disguist in your general direction.jpg [View same] [iqdb] [saucenao] [google] [report]

This doesn't change anything. How the fuck can the Police just say "we don't give a fuck about your missing sister, find her yourself, lolol", and do nothing about it?

>> No.2835785


Was just a guess, mate, I can't say for certain either.

>> No.2835786

i can't think of another project that fit your criteria.

for me 2002ADO was very disappointing. very few maps from its e2-e4 lived up to the expectation set by 2001-E1. then it was repeatedly rereleased with pointless minor changes that made demos desync, without addressing a lot of the gameplay problems that were frequently reported by players.

>> No.2835790

that said i think pcorf mostly redeemed himself with the death tormention series, and more recently, last year's incineration.

>> No.2835892

It's TNT:Evilution, baby!

>> No.2835927

american cops, they won't move their asses unless there's a kid (or dog) to shoot

>> No.2835971

>he thinks video game internet culture wars matter to police
/v/, everyone

>> No.2835995
File: 982 KB, 300x225, everything looks the same.gif [View same] [iqdb] [saucenao] [google] [report]

I found a video of some apparent DOOM Alpha Key Generator. Do these things even work?
I'd blast it with every virus scanner I have before using it, but I just want to know if these things have any sort of credibility in the first place.

>> No.2836005

the police have gotten involved in these matters, so yes they do

>> No.2836006

Very unlikely. The keys that are given out are probably registered so even guessing out the algo to generate a one doesn't mean it's valid at all. Basically no keygens for multiplayer games are working for games released after 2006.

>> No.2836032


This. The Supreme Court has already ruled that police actually have no obligation whatever to "Serve and Protect", completely legitimizing through law their unofficial role they've had for years as corrupt thugs working for the local municipality.

Why _would_ they hunt for his sister? There's nothing in it for them.

>> No.2836061

trailblazer makes slaughterwads fun

>> No.2836097


Trailblazer, and by extension any super-death-killy-OP weaponset, makes slaughterwads tedious. Without any challenge in maneuvering, infighting, or ammo management, you're just left spamming M1 against extended hordes of enemies.

>> No.2836110

wouldnt call it super-death-killy like RO or something. you can still get fucked over quick if youre not careful

>> No.2836134

well designed slaughterwads are already fun if you know how to play.

>> No.2836162

I love clever combat tactics, thinking ahead, ammo and medikit management, and relying on infighting as much as the next guy, but you people speak as if any map/mod that isn't an exercise in military strategizing instantly sucks. I can see how OP weapon mods like trailblazer can water down the challenge, but I don't think it ruins the experience. It just makes it feel like sort of a more extreme vanilla doom, as in, the increase in firepower balances somehow the bigger hordes, in the same way the vanilla weapons are balanced to deal with the amount of monster you'll encounter in the vanilla maps.
Also, gameplay mods by default will break, in one way or another and in varying degrees, the balance of Vanilla doom. If you worry too much aboutit, you'll just end up giving up on gameplay mods.

>> No.2836169

American cops don't have a duty to defend or help anyone (this was ruled by the Supreme Court), despite the slogans of many departments. Cops can literally stand by as you get stabbed and they aren't culpable for not interfering.

There's a reason people take responsibility for their own safety and arm themselves, it works hundreds of times better.

What's more reliable to help you? A gun in your hand that you know how to use, or some asshole that might show up 45 minutes after you called, can't reliably hit a target at 10 yards with his own gun, and may or may not shoot your dog and get away with it?

This isn't unique to American cops either by thew way, cops here in Europe are as worthless, they just tend to be able to shoot decently and don't as often shoot dogs without provocation.

>> No.2836183

>If you worry too much aboutit, you'll just end up giving up on gameplay mods.


>> No.2836227
File: 21 KB, 640x480, 1449357153.png [View same] [iqdb] [saucenao] [google] [report]

unbelievable, i've tried to pistol start this map dozens even hundreds of times, always dying, then i randomly try again a few months later and i win twice in a row

>> No.2836237

>but you people speak as if any map/mod that isn't an exercise in military strategizing instantly sucks.

"You people"? Mate, that is a wide generalization of an opinion I doubt is shared by that many people.
It ain't even true. My favorite mapsets (at the time of writing that) are Scythe 2, Dissolution, and Equinox, none of which are known for extreme slaughter elements.

>It just makes it feel like sort of a more extreme vanilla doom, as in, the increase in firepower balances somehow the bigger hordes

I don't think it does, though. Even a long time back in the eweps + Drown in Blood servers (man I feel fucking old now) it was an exercise in tedium.
You can't balance super-killy enemy hordes with super-killy weapons, it's not a scale that you can stack on either side and hope the weights cancel each other out. The scale will just kind of break.

Doom gameplay is a four-point balance, split between weapons, player ability, monster danger, and level design.

>> No.2836241


>> No.2836243

Going to be salty as fuck if id/Beth actually looked at Duke Forever and said Oh yeah, gotta be like that!

>> No.2836246

Was it ever announced if there was gonna be a weapon wheel for singleplayer? If they do the two guns bullshit with SP then fuck this game sideways.

>> No.2836248
File: 1.14 MB, 1920x1080, Screenshot_Doom_20151205_233313.png [View same] [iqdb] [saucenao] [google] [report]

Someone should edit the gore mods so that they remove gibs instead clogging up the game.

Can't finish pic related because all the dead shit just kills the engine.

>> No.2836254

Yeah, happens to me too, not only in Doom.

I wonder if there's a name for this kind of thing.
Yeah it's kinda bullshit. Like, I get they were trying to differentiate themselves from Halo more, but Doom was an arena shooter before that.
Singleplayer doesn't have the limit

>> No.2836259


There is a weapon wheel. It was confirmed last year and it was in the e3 2015 footage. Think it'll be in MP too tho.

>> No.2836261


I can't think of a lot of gore mods that don't have automatically-removing gibs.
Except burt lamb, but that's a special kind of dumb.

>> No.2836264

Any good tutorials for making WADs out there? I want to make stupid, shitty WADs to amuse myself and my circle of friends.

>> No.2836280

There's a fucking weapon wheel you doomsaying faggots, it's seen in multiple E3 videos.

>> No.2836291
File: 163 KB, 269x360, 8964567.png [View same] [iqdb] [saucenao] [google] [report]

Crisis averted.

For now.

>> No.2836295

The second guy you quoted is talking about multiplayer, where there is, in fact, loadouts and a weapon limit of 2 guns, at least in the default TDM mode.

The first guy is talking about singleplayer and people already corrected them

>> No.2836307

>Scythe 2
>not known for slaughter elements
>what are maps 28-30

Map30 on UV (just the highlights):
>7 possessed marines
>14 cyberdemons
>24 afrits
>33 arch-viles
>59 barons of hell
>65 cacodemons
>105 revenants
And a spiderdemon in a pear tree.

>> No.2836310

Which is why it was the perfect map to test Dat funtube, right?

>> No.2836325

I'd be happier if they looked at TNO and said "Gib piles must be at least this tall to ride."

>> No.2836327
File: 610 KB, 1920x1080, Screenshot_Doom_20151205_025321.png [View same] [iqdb] [saucenao] [google] [report]

Ketchup. Think it's half-assed conversion of the Brutal Doom gib system for the vanilla gameplay. Managed to finish it, but the couple last Cyberdemons were kinda annoying with the slideshow framerate. There has been only one other level that had similar issue.

>> No.2836328

scythe 2's later maps are "my first slaughtermap" tier, those monster numbers aren't really that impressive
extreme slaughtermaps would be stuff like slaughtenstein or sf2012

>> No.2836329
File: 210 KB, 1024x740, VR.wad_E1M9.gif [View same] [iqdb] [saucenao] [google] [report]

What idea can you guys give me to make an open area challenging without being stupid? Meaning, balconies full of shotcunts or similar. Should I just fill the place with projectile enemies?

I'm struggling at this; I have a few open areas but they're too easy.

All considering this is for Ultimate Doom.

> What I have of my map for VR project. Long gif.

>> No.2836378 [DELETED] 

doom babbies

>> No.2836386 [DELETED] 

shitpost babbies

>> No.2836394

>bfg tits

ok seriously where did this come from.
It's not even rea-
>check the game
>it is


>> No.2836396

same thing :^)

>> No.2836424
File: 44 KB, 320x240, sshhhhhhhhhh.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.2836626

Fill it with balconies with erratically raising/lowering windows that provides cover and blocks your view.

>> No.2836645
File: 101 KB, 625x468, 1448491337916.jpg [View same] [iqdb] [saucenao] [google] [report]

Are there any good WADs that make me feel like I'm on a holy mission against demons?

>> No.2836649

>Do you plan on having a bunch of assets froms different sources thrown in as well

There are assets from various sources in the project currently, but I'm in the process of replacing them with original stuff.

>much like DoomCenter did?

Not really. DoomCenter has a completely different feel than what I'm aiming for.

>> No.2836674

There's a PPA for Ubuntu if you google it. Compiling is Not Hard; the zdoom wiki covers it beautifully and future updates are dead easy. The only non-standard (read: not typically in a repo) item you need is fmodex, which is really easy to install. Here's my upgrade alias for encouragement:

alias zupgrade='cd /home/anon/Downloads/Source/ZDoomGit/ && git pull && mkdir release ; cd release && rm -rf * && cmake -DCMAKE_BUILD_TYPE=RelWithDebInfo -
DFMOD_LIBRARY=/usr/local/lib/libfmodex64-4.28.07.so .. && make -j 9 && cd ../../GZDoomGit/ && git pull && mkdir release ; cd release && rm -rf * && cmake -
DCMAKE_BUILD_TYPE=RelWithDebInfo -DFMOD_LIBRARY=/usr/local/lib/libfmodex64-4.28.07.so -DNO_OPENAL=ON .. && make -j 9 && notify-send ZUpgrade "(G)ZDoom git
updates complete"'

>> No.2836683

There's OMF Doom, I guess

>> No.2836757


>that feel when bethesda does the job for you


>> No.2836786

Did you get my feedback, Anon?

>> No.2836796

Yeah, I fixed up most of the issues, I'll probably release a new version of the map with all the issues fixed soon.

>> No.2836812

Are there any goremods that don't replace the base-enemies? I don't wanna mess with the DEHACKED enemies and all.

>> No.2836937

I wonder why


>> No.2836984
File: 638 KB, 1920x1080, XZP9G61.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2837016
File: 26 KB, 111x141, kekyoin posing.gif [View same] [iqdb] [saucenao] [google] [report]

But really you should be thinking of this

>> No.2837040

This is awesome. I LOVE ambient midis. World needs more of them.

>> No.2837049

Holy shit who made these where why oh god I need it

>> No.2837057

Well the results are basically in and I doubt there'll be a comeback from this margin:
Original Doom style: 8 votes
Doom 64 style: 2 votes

So looks like it's a no on ambient MIDIs for the /vr/ project. They do sound great though and I'm sure other people will find a use for them.

>> No.2837062

Ambient tracks are nice, but I'd rather those ambient tracks would be in the vein of original Doom, given that we're going for a bit of an oldschool style.

>> No.2837084

sgt.shivers? most likely

>> No.2837096

what's the spookiest wad? something with a depressing atmosphere and creepy monsters or something

>> No.2837101
File: 23 KB, 480x360, Cultured Demon.jpg [View same] [iqdb] [saucenao] [google] [report]

Cool cool, good to see there's some feedback. I'll look closely at original doom tracks and see what I can do. Writing in MIDI is fun and something I haven't done since I was in high school and only had a shitty old computer in my room with no sample libraries and only a basic music program. Good times.

>> No.2837106


This is really damn good music. I want to use it in a wad. What name would you like to be credited under?

>> No.2837113

I still have a few issues with that track, will clean it up and make it loop nicely. Will probably do that tonight, and upload here:


There's a text file there with my info for credits.
Also this track is called Umora. The latest version is there, but I'll upload a cleaner one in the next few hours

>> No.2837118


Awesome. Thank you very much!

>> No.2837158

I already have GZDoom Builder, but would there be anything else I should look into?

>> No.2837161

Cleaned up version is uploaded. enjoy!

>> No.2837167

I dunno. Lasting Light maybe?

>> No.2837187
File: 94 KB, 640x480, Screenshot_Hexen_20151203_185628.png [View same] [iqdb] [saucenao] [google] [report]

you could try the latest version of my Spooky hexen WAD. Runs in zdoom in hexen mode:


I spent a lot of time adding custom ambient sounds. Wind, wolves, crows, and various other sounds that randomly bounce around the map to scare people.

>> No.2837191

a mix of free and fixed monsters so the situation doesn't quickly reduce to circlestrafing round a large slow-moving crowd where all the missiles come from the same direction

lots of damage sectors so the player can't just run in circles and has to look where he's going

height variation in monster placement to prevent meat shielding

>> No.2837194

And I totally fucked up my link (although that piece of music is also very spooky):


Here's the WAD

>> No.2837209
File: 1 KB, 300x140, 1449393918.png [View same] [iqdb] [saucenao] [google] [report]

you may disagree, but i think cutting round the hexagon tiles in floor4_8 is overdone and has become quite the cliche at this point.

>> No.2837286
File: 144 KB, 1920x1080, AAAAAAAAAAAAAAAHH.jpg [View same] [iqdb] [saucenao] [google] [report]

There's good sounds in there but the structure seems a bit random or confused overall.

Familiar with the Silence of the Lambs' soundtrack? I'm pretty sure Doom 64's soundtrack was heavily inspired by this track:

>> No.2837290
File: 633 KB, 1600x900, Screenshot_Doom_20151206_054358.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2837293

yeah Shore is based. I've been playing Doom64 recently, and the influence really shows

>> No.2837307 [DELETED] 

Learning to map is bit difficult, but I think I am getting grasp of it.

>> No.2837320


Learning mapping is bit difficult, but I think I am slowly getting hang of it.

>> No.2837336
File: 478 KB, 1920x1080, Screenshot_Doom_20151205_225406.png [View same] [iqdb] [saucenao] [google] [report]

Don't make an habit out of it.

>> No.2837376

that music is cool

>> No.2837378

THIS is good. And I am an actual musician, so I know what I'm talking about.

>> No.2837380
File: 1.10 MB, 1920x1080, Screenshot_Doom_20150817_024121.png [View same] [iqdb] [saucenao] [google] [report]

Asylum of the Wretched (scariest)
Unloved (creepiest)
Monster Hunter Ltd. (best atmosphere and fucking amazingly pretty maps)

>> No.2837382

Doom64 in Doom 2, which seems like it's permadead at this point due to mismanagement and nobody actually collecting levels when people posted them. Seriously.

>> No.2837385

>Ketchup. Think it's half-assed conversion of the Brutal Doom gib system for the vanilla gameplay.
This is how fucking retarded Burtl Dum has made the community. Ketchup was first, Sgt. Mark stole it like he stole everything else.

>> No.2837387

SLADE if you want to do anything other than make maps, which includes DECORATE, new graphics (including level graphics/textures/flats), sounds, skies, etc.

>> No.2837404 [DELETED] 
File: 92 KB, 720x537, 1422794334484.jpg [View same] [iqdb] [saucenao] [google] [report]

Trying to make this rocket launcher better.


emphasis on try

>> No.2837407
File: 92 KB, 720x537, 1422794334484.jpg [View same] [iqdb] [saucenao] [google] [report]





>> No.2837418

Bit of a newbie here. Where do I put config files to use with servers?

>> No.2837421


Confession time: I have a good bunch of those lost maps somewhere in my PC, but I'm not giving away any of them. At some point before everyone lost their maps, the former project maintainer flat out said "I would collect them all but I'm a bit lazy at the moment". Fuck him, he deserves it.

>> No.2837426
File: 3 KB, 591x157, rocketdrop.png [View same] [iqdb] [saucenao] [google] [report]

Have the rockets jump out of the gun and fall a bit from gravity before they fly off?
Also it's hard to tell what the rockets are actually doing unless you sidestep, I thought they were exploding and turning into a hitscan attack at first, they're so fast.

>> No.2837430

team rocket blasts off at the speed of light

>> No.2837435
File: 48 KB, 600x307, star-trek-ii-the-wrath-of-khan-kirk-spock-dying-william-shatner-leonard-nimoy.jpg [View same] [iqdb] [saucenao] [google] [report]

so you could help everyone who cared about that project but won't, in order to get up the nose of one person who clearly doesn't care and most likely isn't even aware of your existence?

>> No.2837437



>> No.2837441


Okay, then.

It's your choice. I mean, the fuck am I going to do about it?

>> No.2837443


Bit of an issue with that, if I make the rocket drop, THEN speed up, you won't be able to fire this thing vertically at all unless I get some math going.

I am bad at math.

>> No.2837446

it will plop out onto your head. like a chicken laying an egg.

>> No.2837451

Ohh yeah I didn't think about that, projectiles don't really have "pitch", just vertical velocity, so turning off gravity would just have it continue flying into the ground.. damn.

>> No.2837463

How about making it do that as an animation frame? Just a couple of extra frames at a higher offset.

>> No.2837467
File: 1.01 MB, 720x360, Haven't used that stupid gag in awhile.webm [View same] [iqdb] [saucenao] [google] [report]


I added more particles and slowed the rocket down, how about now?


You mean make the actual -sprite- flop downwards but actually have mismatched hit boxes? That sounds like a one way trip to shitty town anon.

>> No.2837475
File: 123 KB, 1258x816, Z9kGKEE.jpg [View same] [iqdb] [saucenao] [google] [report]

Okay I feel like I want to share this shit with you guys, there's a few updates here and there scattered around, big ones off the top of my head include an automatic reload for the pistol if you don't shoot for a second or two, the harpoon altfire for the nailgun, an overhauled altfire for the particle smasher, and fixing the infinite ammo buster rifle


shit that I still gotta do:

>implement new ammo system for daibatana (Have something planned)
>get sprites for harpoon
>get HUD
>add extra crate weapons
>add an extra feature for the gauntlets

and of course anything you guys feel like I should fix

>> No.2837485


>> No.2837487
File: 31 KB, 640x640, 23431011_0_640x640.jpg?identifier=7f82f5b53d92d4760fa17f81aed24063.jpg [View same] [iqdb] [saucenao] [google] [report]


Mark invented ketchup.

>> No.2837493

Who did he steal it from?
I know he's an autistic cunt, but moddb credits it to him.

>> No.2837501

Any map or map pack to play with Traiblazer? DooM II is too easy and the other i tried doesn't fit it too well.

>> No.2837505
File: 598 KB, 2560x1440, 2015-05-19_00001.jpg [View same] [iqdb] [saucenao] [google] [report]

I always enjoyed Trailblazer + Colorful Hell + Speed of Doom.
I hope you like pickups

>> No.2837508

I'll try that thanks.

>> No.2837513

Well I'm just trying stuff, right now I'm experimenting with lots of things and see what can be done to make it look right. That room looks like shit right now tho.

Thanks guys. I'll have to try something like that, and prevent the player from making a bottleneck in a door and just fire away. Right now that area is really open, and I can just circle-strafe everything.

I really need some nukage and height variation.

Appreciate it.

>> No.2837518
File: 24 KB, 680x510, TRILOGO.png [View same] [iqdb] [saucenao] [google] [report]

What do people think about the Return of the Triad ?

>> No.2837537

>mismatched hit boxes
What, as opposed to a projectile initially arcing but THEN flying straight?

It's one thing to have a projectile fly straight, it's one thing to have a projectile arc, but to have a projectile FIRST arc downwards THEN fly straight forward? That shit sounds wonky just thinking about it, even if you get the desired effect in the end, it'll make the weapon feel really weird and unpleasant.

The rocket launcher in Accessories To Murder has the rocket spiral as it flies forward, which might have an interesting visual effect, but actually makes the weapon needlessly annoying to use, and sometimes makes it unsafe. Sometimes it'll hit an edge or the floor when I didn't mean for it to, you'll have the same issues with your rocket here, a janky trajectory like that isn't going to make it good to use, I can see me getting shrapnel in my face all the time because the margin for error is several times smaller than for the normal Doom rocket launcher.

>> No.2837543


I can't be assed to bother with any sort of trajectory fuckery anyway, so the rocket's gonna stay the way it is now:

Fly out slow, then pick up a shitload of speed. I also removed the random spray entirely from the rocket launcher because it was fucking annoying and awful, I only included it to add some semblance of balance seeing as it's a rapid fire rocket launcher, but I slowed the firing rate down, so there's that

>> No.2837545
File: 276 KB, 800x600, Screenshot_Doom_20151206_150827.png [View same] [iqdb] [saucenao] [google] [report]

So after lots of putting it off, I decided, I'll just go ahead and play Valiant, I heard it was tits.

It's pretty cool so far, does a lot of interesting things, and all just with DeHacked.
It's very hard on HMP though.

>> No.2837573
File: 34 KB, 320x240, eddievaliant.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2837579

How far are you? I had to give up by episode 4, I'm just not good enough.

>> No.2837621
File: 223 KB, 800x600, Screenshot_Doom_20151206_150304.png [View same] [iqdb] [saucenao] [google] [report]

Just got to episode 2.

The difficulty curve is steep as FUCK, it's way too slaughter way too fast. I really hope it doesn't ramp up increasingly like this, because I honestly don't love slaughtermaps

>14 angrier archviles
Just fuck that, man, that's no fun, you're just goading me into IDDQD + IDKFA, fighting was intense initially, I died a lot and resources were tight, but it was manageable, it's really just getting to the point that all the fighting is a chore.

That said, the maps are fucking gorgeous, it's full of nice tricks and stuff, Mancubian Candidate was interesting (even if needlessly difficult). The music is great, some of Paddock's greatest tracks in there, such as Astral Dreadnaught

>> No.2837625

Nigger please
I know it's a hard wad but I managed at least the first 2 episodes without too much trouble.
Episode 3 is where I start have problems tho 2bh

>> No.2837627

I'm not a slaughtermap kind of person, I really don't enjoy that kind of gameplay and it's really going too much in that direction for my tastes.

>> No.2837646

Did you make the rockets more opaque? it's a lot easier to see them going now, along with the speed change. That new fire effect when the rocket bursts off, what if you make it the rocket's trail, too?

>> No.2837652

Is this actually what Jojo is like?
Because then I might watch it. It's just been off putting everyone memeing it so fucking hard,

>> No.2837661

I like the new delayed automatic reload on the pistol, it feels pretty natural and works because the reload time is pretty quick.

>> No.2837667
File: 12 KB, 369x249, 1406138183710.png [View same] [iqdb] [saucenao] [google] [report]

JoJo is pretty good. The usual fight formula is:
>We can't possibly defeat this powerful stand user
>Unless we use a technique that's so incredibly and ridiculously specific that no moron would ever-
>Hey, we can use that technique!
>Sick punches for two pages.
If you like the sound of that, give it a go.

>> No.2837671
File: 197 KB, 1366x768, Screenshot_Doom_rozinga2.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2837675

>tfw confined to software mode on my laptop because OpenGL 1.1

>> No.2837678
File: 6 KB, 656x1168, imageedit_1_8569586876.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2837679

haha i remember that. it was one of the first pwads i ever played so i spent far too long on it.

>> No.2837696
File: 73 KB, 511x700, 1407003942107.jpg [View same] [iqdb] [saucenao] [google] [report]

>Get a big beefy computer
>Play all the latest hottest vidya games on it
>Use my laptop for work and Doom
>Refer to it as the "Doom Machine"
I need to get a bunch of doom stickers and slap it all over the thing. I'd look like a crazy metalhead, but the Doom Machine deserves it.

>> No.2837698

Is there a source port that makes the game look good like ZDoom but keeps all the options and game settings core like Chocolate Doom?

>> No.2837705

glboom-plus in the appropriate compatibility level?

>> No.2837708

Why would you ever use GLBoom when it has no advantages over PrBoom whatsoever

>> No.2837717

i don't know, you asked what looks good but maintains compatibility.

>> No.2837727

What? The you get full colour and lighting with OpenGL. You may not like it the way it looks but it's certainly different.

>> No.2837751

D-did he die?

>> No.2837760


>> No.2837761


I feel this would be a whole lot less sad if he was a nobody.

>> No.2837771

remember that cops and the justice system (particularly in the US) are kinda fucked

>> No.2837794

I'm guessing you live in Eastern Europe
German cops are very efficient and helpful.

>> No.2837886
File: 1.07 MB, 854x480, d44m 55.webm [View same] [iqdb] [saucenao] [google] [report]

If you are in the alpha, remember to give feedback!

>> No.2837914

>my alpha forums code has already been used

the fuck?

>> No.2837926

I've seen claims of the SSG being buffed some but I can't corroborate it myself because I'm not in the alpha

maybe, just maybe they'll consider increasing player base speed by at least 30 or 40% to make the game faster if people pester them enough

>> No.2838004
File: 43 KB, 435x435, joseph.jpg [View same] [iqdb] [saucenao] [google] [report]

>memeing it so fucking hard
It's a really popular comic series, what do you expect?
Don't let that put you off though.

If you don't have the patience to read about 30 years of manga, the new anime series (based on all the manga arcs, progressively) they've been doing have been pretty great, I really liked the Battle Tendency and Stardust Crusader arcs, because Joseph is the best Joestar

>> No.2838031

Are those Doom Boxart shirts on the Bethesda store any good?
I heard some people saying that they are WAY too faded.

>> No.2838034

GZDoom in OpenGL mode, with compatibility and other settings in oldschool mode?

You can disable freelook, jumping, crouching, crosshairs, etc.
You can then tweak things to behave as vanilla as possible with various compatibility flags (restoring old bugs or pecularities of the original game), or you can be selective and change things you want to be changed, like say, actors not being infinitely tall, or if you want Pain Elementals to be able to spawn more Lost Souls beyond the 20 that it would usually be allowed to spawn on a map, you can alter that too.

But you're then left with glorious full color environments without stretching, dynamic lightning should you chose to, any kind of neat and/or nifty HUD you might like (I really like NC-HUD), and the option to run any mods you want, say you kinda like the obscene gore Brutal Doom has going for it, but don't like all the other shit it has, you could just autoload ketchup.wad, and the gameplay will still be exactly the same, enemies will just make a much bigger mess when you kill them.
Or there's Smooth Doom, which is an animations mod, gameplay is still vanilla and all.
You can even run all this shit in 320x200 resolution if you really wanted to do that.

If you want this with actual multiplayer support, you can do all of this with Zandronum.

>> No.2838107


made out of cheap material. i bought one. shit got holes in it after a few washes and the art is really faded

>> No.2838109

Gotta thank you been playing that for 5 hours straight 1 life on UV, having a fucking blast and one of the most fun i ever had playing DooM, big virtual hug friend.

>> No.2838113
File: 1013 KB, 1920x1080, Screenshot_Doom_20151205_015323.png [View same] [iqdb] [saucenao] [google] [report]

Don't forget to specify that you are supposed to load the lighting.pk3 that comes with the gzdoom separately. Also sbrightmaps.

>> No.2838207

wait, are you suggesting that a Bethesda product superficially looks good when you first get it, but after having it for a while you come to realize that it's poorly constructed?

>> No.2838628
File: 5 KB, 130x148, char_104669_thumb.jpg [View same] [iqdb] [saucenao] [google] [report]

painkiller anon here just posting a modified version of project msx without the custom monsters


question: how do i remove the power jump?

>> No.2838703

Curious if someone can help me... I found a pwad titled "ngm2-6maps" in one of my folders. Anyone know what the fuck its from? I've been trying to find an extension or anything related to it, with no luck. Just wish I knew who the author was

>> No.2838720


Sounds like Newgothic Movement.

>> No.2838829
File: 263 KB, 1366x768, Screenshot_Doom_pisa.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2838837

Good maps that are relatively enclosed (my laptop is weak) for co-op to play with a grill?

>> No.2838848
File: 2 KB, 109x126, 1395701262701.jpg [View same] [iqdb] [saucenao] [google] [report]

Congestion 1024

>> No.2838878

Whoever suggested H2H-XMAS.wad, thanks. It was fun, blasting monsters is better with christmas trees and christmas music

>> No.2838936

That's some Dark Citadel shit. Some of the sounds in Doom 64 music reminds me of Fruity Loops

>> No.2838949

whoa what is going on in that pic?

>> No.2838962


whatever that is, it's going down

>> No.2838973

>some of the sounds in Doom 64 music reminds me of Fruity Loops
I'm not even sure exactly what this has to do with the matter of discussing Doom 64s music or how does it even make sense as a thought alone

>> No.2838995

Interesting you should say that, I use FL to make these MIDIs!

Just tried my hand at a more traditional doom rock/metal sound:

>> No.2838996

Fruity Loops is a song creation program.
Not to be confused with Fruit Loops, the cereal.

>> No.2839000

Not him but it sounds pretty gay.

>> No.2839001

that was a close second, yeah

>> No.2839004
File: 604 KB, 1024x1024, why.png [View same] [iqdb] [saucenao] [google] [report]

Daily reminder that the creator of Going Down is Cyriak, maker of Cows and Cows and Cows, and other weird animated bullshit.

>> No.2839007
File: 337 KB, 1920x1037, Fl Studio.png [View same] [iqdb] [saucenao] [google] [report]

It could certainly be straighter

>> No.2839010


>> No.2839028

doom babbies

>> No.2839045
File: 363 KB, 682x461, 1448289117189.png [View same] [iqdb] [saucenao] [google] [report]

what is /vroom/'s consensus on DoomRPG?

the mobile games, that is

>> No.2839047


Berserksphere is wayyyy too OP

>> No.2839053


Looks like Ribbiks and Dannebubinga are at it again.

>> No.2839073

- No difficulty settings!
- Mandatory platforming!
- Inescapable pits!

Sounds amazing!

>> No.2839075

Why so much saturation?

what is dis map?

Actually powerful rocket firing mode. I'd go with standard U 98' rocket pumping - pump max rockets - they form big projectile that gives extra 25-30% dmg than all those rockets fired separately.

>> No.2839085


>> No.2839129
File: 554 KB, 1269x919, progressmap.png [View same] [iqdb] [saucenao] [google] [report]

Man, making geometry takes time.

>> No.2839149
File: 815 KB, 1920x1080, Screenshot_Doom_20151207_081808.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2839151
File: 277 KB, 456x442, 1406249918843.png [View same] [iqdb] [saucenao] [google] [report]

Has anyone proved themselves Megadeth Doom God enough to beat Sunlust on UV yet? I gave up, that shit's fuckhard.

>> No.2839154

that huge ceiling light is ugly

>> No.2839165

your mother was ugly too, yet I didnt complain

>> No.2839174
File: 18 KB, 400x400, cacos_blue_heart.jpg [View same] [iqdb] [saucenao] [google] [report]

Merry Christmas, /doom/

>> No.2839175

Looks like this'll be them going full slaughterfest mode.

>> No.2839180

well, it is. it's like when you let LITE5 tile across an entire wall. also, the tile doesn't fit the shape of the sector.

>> No.2839240

Is it that ridonkulous?

>> No.2839258

How far did you get? I got to Map 13. I still can't tell if UV is a tested difficulty or if they just threw a load of bullshit in just to see if anyone could beat it.

>> No.2839290

Well, some people seem like capable of UV-maxing it. Personally best I could do was UV-max map12 and beat 21 saveless.

Talking about mapping, any idea about good map resources forr dungeonish textures? I got Community Chest 4 texture collection, but I am not sure if they will suffice.
Thinking about doing very short mapset about going down dungeon. Small, high-speed but challenging levels. Sorta like Crumpets.

>> No.2839292

i can't even do the first room of sf2012 map30. no room to move, no way to avoid getting surrounded, not enough plasma to bfg your way out.

>> No.2839313

saveless? i can think of at least two people who have done it. there are probably more.

uv is very finely balanced in sunlust. almost every encounter has a specific working strategy that can be pulled off consistently. naturally, there are a few outliers though: map20 rsk closet hell, the 4 cyberdemon switch and map19 final arena stand out in my mind.

>> No.2839323

>I still can't tell if UV is a tested difficulty or if they just threw a load of bullshit in just to see if anyone could beat it.
in my view, the authors should post demos to prove the maps can be beaten. otherwise there's no way to know they're not just trying to frustrate people and waste their time.

>> No.2839332

I did all the maps up to 13 pistol start and saveless but didn't bother with UV-max, just surviving is challenge enough.
There's videos of most of Sunlust's maps being beaten already.

>> No.2839340

Armane15 managed to UV-max it. 89 minutes, though, fuck that.
I really love the theming of the map, really grandiose finale for SF2012.

>> No.2839367
File: 2.17 MB, 720x360, better missiles.webm [View same] [iqdb] [saucenao] [google] [report]

I think I'm happy with this.

>> No.2839370

Looks noice.

>> No.2839380

looks fun
i can't remember if you have an altfire in mind or not, because i'm thinking that a whole barrage of these rockets could be useful

>> No.2839386

it already has an altfire that launches a spinning thing that shoots rockets everywhere (but uses so many rockets in one firing that it's not worth using)

>> No.2839392
File: 1.95 MB, 720x360, Seriously if it wasn't for sgt shivers I think my mods would be like a million times uglier.webm [View same] [iqdb] [saucenao] [google] [report]


I added more shit.


webm related


I'm up for tweaking it

>> No.2839396

oh right, that's ultra cool

>> No.2839472

That gives horrible memories of Sunder MAP05

>> No.2839475

Played a bit.
Is this a joke wad? Feels like one, especially map07. Although it could be just unfinished one they shoved in for laughs.
Not looking too good.

>> No.2839512

Can you update the beta version and post alink? I wanna try it out right now :D

>> No.2839537

What exactly makes it feel like a jokewad?

>> No.2839565

Not much concrete, just a hunch. Thematically weird, not very well balanced ( although this can be just because of the early beta ) and that one map that seems to be all poor platforming and inescapable pits.

I could be wrong, though. I am not that great player to begin with.

>> No.2839576

How do I report a bug in Complex Doom? Does the author appear here? Or can I just PM him on Zandronum forum?
It consistently crashes in certain conditions in ZDoom.

>> No.2839587
File: 371 KB, 1378x1290, WE FIND THE DEFENSE ATTORNEY GUILTY OF BEING THE COOLEST LAWYER EVER.jpg [View same] [iqdb] [saucenao] [google] [report]

I drew something for practice and decided to do this, it's even got shitty colours.

>> No.2839598


>> No.2839609

although better than anything i could do of course, it's still pretty bad, anon.

>> No.2839672

'not very well balanced' is a non-trivial claim and since by your own admission you're not a good player, you're probably not in the best position to make it.

given the track record of both mappers, it's more likely that the maps intended audience is just not you.

>> No.2839832

>Trailblazer + Colorful Hell + Speed of Doom

That was a good combination thanks.

Any other combos you can offer?

>> No.2839853

Just pushed through Valiant ep2.

I need a change of pace, I can NOT deal with this, slaughter is just not fun to me, it's a chore.
Didn't someone make a compatibility patch for using gameplay mods with Valiant? I need this, if I'm going to deal with these kind of foes this much, I need better firepower than vanilla Doom weaponry.

>> No.2839857
File: 364 KB, 959x740, coolios.png [View same] [iqdb] [saucenao] [google] [report]

More mapping. How does this look for map entrance?

Yeah, vaccinated version, posted here >>2833254

>> No.2839859

Looks pretty nice, but you should align the rock textures along the wall. A few rocks on the sand might look nice too.

>> No.2839862
File: 261 KB, 1366x768, Screenshot_Doom_bbuster.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2839864
File: 213 KB, 1366x768, Screenshot_Doom_palace.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2839868
File: 259 KB, 1263x789, autoaligned.png [View same] [iqdb] [saucenao] [google] [report]

Ah, thanks, I was wondering if I had to do it manually, but managed to find a shortcut in visual mode. Maybe I should now move onto the interior... I might have to use another door, since that one would look pretty silly opening.

>> No.2839871

damn jehovas witnesses at the door again

>> No.2839875



>> No.2839902

talking about BD, it really sucks that BDSE doesn't work with recent gzdoom versions, and the only fixed version has stupid stuff added in (double-tap dashes and a ton of little offputting things)

>> No.2839905
File: 97 KB, 477x545, crunchyshitos.jpg [View same] [iqdb] [saucenao] [google] [report]

>Poeple actually enjoy this ugly helmet HUD and sprite full of filters

>> No.2839908


Depends how the vaporization happens. If it simply removes cells instead of burning them you'd probably feel nothing. Your body would just disappear before you could hit the floor. If it burned, it would feel like the worst thing ever.

>> No.2839910

yeah nah

>> No.2839919


At least that's not the case with the singleplayer. Thank god.

Also took part in the alpha and it was fun, but badly optimized with constant FPS drops. Shit was fast, but not DOOM fast. Rocket launcher was OP as fuck, super shotgun was useless if not shot point blank and most of the new weapons were just shit and clearly designed for singleplayer. There was this one cannon that gained damage from your movement. I liked the idea, but it didn't really work while others were spamming rockets your way.

>> No.2839923

Oh thank fuck.
Also that's a nice looking cave.

>> No.2839935

>rocket launcher

Is this your first id game?

>> No.2839939


It needs a more visible impact effect. Right now it looks like the rocket just disappears and blows enemies away. Try maybe adding a large white flash that's there for a very short time, if you're not going for the full on fireball effect.

>> No.2839941



Saw your latest video, much better work. I'm prouddaya, son.

>> No.2839960


By OP I meant that it had 20 rockets that were nigh impossible to dodge because you couldn't outrun them 90% of times. The rockets simply were too fast and hit too big of an area compared to player's speed. It would be okay if players moved in the original DOOM speeds. It being OP like that also nullified the usefulness of other weapons, except maybe the Gauss Cannon and that sniper gun. Super shotgun was useless against most players because it's just easier to spam rockets than run against guns with rocket launchers.

And to answer your question, Doom 95 was the first id game I've played. I know my shit, son.

>> No.2839995

That "smack" explosion explosion looks really sweet, along with the smoke effects!

>> No.2839997

why is every gun mod for doom overdesigned as hell

>> No.2840002


it's a fucking rocket launcher

>> No.2840004

and there is a rocket launcher in game that has a very smooth and simple look to it

overly complex shit doesn't fit with doom at all

>> No.2840016


oh, i thought you were talking about the function

>> No.2840025
File: 910 KB, 782x1102, 03d939a543c4bcd8f576bffc17eb8b9cdc347367.png [View same] [iqdb] [saucenao] [google] [report]

>BFG tits
>Sees this on the booru

>> No.2840028

I guess I would sometimes like simpler things.

>> No.2840040
File: 446 KB, 828x635, a wonderful modding community.png [View same] [iqdb] [saucenao] [google] [report]

>Haven't been on Doomworld in over a year
>Decide to check back
>See this

This seems like something you guys would make.
Who the fuck is doing this.

>> No.2840060

>This seems like something you guys would make.
no it doesn't

>> No.2840095
File: 1.14 MB, 1366x768, Screenshot_Doom_20151206_222154.png [View same] [iqdb] [saucenao] [google] [report]

>minding my own business, blasting creatures
>fall into a pit of pinkies
>kill them but can't get out, resorting to restarting my save
any other map with shit like this?

inb4 hurr durr texture filter on

>> No.2840103

You fucked up the map with your jumping, retard. You went somewhere you weren't supposed to and the triggers that would've raised that floor didn't activate.

>> No.2840106


You got to an area you shouldn't have and fell into a pit that's supposed to trigger.
Nearly every map has this.

Good to hear you know about your awful filters.

>> No.2840125

oh, ok then.

>> No.2840139

Dunno. I enjoyed BTSX + Project Brutality quite a lot, although it gets a little buggy towards the end and you'll want to turn off the ridiculous one-liners.

>> No.2840151

which map were you playing?

>> No.2840162

Could just be that the linedefs failed to trigger, that can happen.

>> No.2840190

d2200ep1 map05

>> No.2840217

>Who the fuck is doing this.
Doomworld doesn't ban people solely for being autistic / weird, so they tend to accumulate I guess.

>> No.2840228
File: 2.31 MB, 390x277, 1440728976092.gif [View same] [iqdb] [saucenao] [google] [report]

>I didn't implement ORANGES into the game yet
>That's why the store shelves are empty
>it is really cloese to a separatate game
Holy shit

>> No.2840231

I figured it out.
It works pretty well (the shoulder/trigger buttons are kind of rubbish, but the stick is great). It'll take some getting used to, but I feel playing Doom could be made smoother than ever.

>> No.2840240

this doesn't seem to work, it's asking for a login. did you remove it?

>> No.2840245

>Bleeding Tower of Pisa

>> No.2840260


Nah, it's the Leaning Tower of Pizza, and that's the sauce.

>> No.2840356

What software do you guys use to make midi music for Doom?

>> No.2840395
File: 2.96 MB, 640x480, 1364912430173.gif [View same] [iqdb] [saucenao] [google] [report]

Sekaiju. It's quite easy to get into; it's not hard to learn alone or by a guide, and you can easily load other midis and see the different channels.

Anyway, I wouldn't make good music even if my life depended on it. Any composer here has any advice?

>> No.2840408
File: 16 KB, 769x559, doomsman.png [View same] [iqdb] [saucenao] [google] [report]

i am professional doomsman.
watch me run.
watch me shot shot.

>> No.2840456



>> No.2840850

Based Monorus.

>> No.2840853

Why not use noclip/fly?

>> No.2841369
File: 371 KB, 356x356, vrdoom151208.png [View same] [iqdb] [saucenao] [google] [report]

% convert vrdoom151208.png rgb: | unxz --single-stream | tar -tf-

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