[ 3 / biz / cgl / ck / diy / fa / g / ic / jp / lit / sci / tg / vr ] [ index / top / reports / report a bug ] [ 4plebs / archived.moe / rbt ]

Maintenance is complete! We got more disk space.
Become a Patron!

/vr/ - Retro Games

View post   

[ Toggle deleted replies ]
File: 654 KB, 1203x800, chaingunner.jpg [View same] [iqdb] [saucenao] [google] [report]
3033918 No.3033918 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3028683

Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~


Doom: https://data.desustorage.org/vr/image/1448/27/1448271860636.png
Doom download: https://yadi.sk/d/469ydBaLndVCJ
Quake: https://data.desustorage.org/vr/image/1405/27/1405272990521.png
Duke: https://data.desustorage.org/vr/image/1403/19/1403195896088.jpg
Thief: https://data.desustorage.org/vr/image/1456/09/1456095399293.jpg



Vanilla/Boom: http://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: http://www.doomworld.com/idgames/
BT (2016-02-01): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent



irc.zandronum.com #vr (key in faq)




Make a Boom-compatible E1-themed Ultimate Doom map.
Status: https://desustorage.org/vr/post/3019509

>> No.3033920


[02-29] Combined Arms v1.0 released

[02-29] Anon map release: A Dumb Sewer In Two Hours (2hr speedmap)
>>3032907 >>3032953

[02-29] Anon map release: complab.wad (WIP)

[02-29] A Morte (Hexen mod) updated

[02-28] Guncaster promo for future update

[02-28] Zero Tolerance 2016 has been released

[02-27] Anon map release: BSSnew1.wad (missed from last thread - sorry!)

[02-27] The Adventures of Square E1 v1.3

[02-26] Quakecon 2v2 TDM, duel tournaments announced

[02-26] Eternity Engine: Linked portals are now official

[02-25] Doom Upstart Mapping Project: 16 maps for ZDoom (now released)

[02-25] Anon map re-release: Agitation.wad

[02-24] /vr/E1 project update. Get mapping, already!

[02-24] An Evening Stroll In Venice, final /idgames version

[02-21] The /newstuff Chronicles #490

[02-19] Anon mod release: Crack-Doom


To submit news, please reply to this post.

>> No.3033972

Good thing hitscanners can't hurt me from such a distance if I'm playing vanilla or boom.

>> No.3033978
File: 110 KB, 466x492, 1424380444295.png [View same] [iqdb] [saucenao] [google] [report]


What the fuck is with that "guncaster" video, anon?

>> No.3033984
File: 223 KB, 400x324, 657564.png [View same] [iqdb] [saucenao] [google] [report]

You motherfuckers see this competition Weasel's got going on?


This might be a lot of fun

>> No.3033985

he has fucked up now

>> No.3033989
File: 815 KB, 500x281, 10lkUdy.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3033991

quite. but even in vanilla, the bullet range is twice the autoaim range.

>> No.3034001

Thanks for the webm's anon. I unfortunately didn't have enough time to fix up the teleporter trap while I was mapping, but hey at least it works.

>> No.3034002

>>3033978 >>3033985 >>3033989
Well, someone posted the link in the last thread, it seemed to garner enough interest there to be worth a mention. Sorry if it's controversial, I'll take it out of next thread if you hate it that much. At least it proves people occasionally actually read the news post!

Funnily enough, that's been in the past few threads' news posts, but it was just pushed off the end... Will repost.

>> No.3034004

They're just pointing out that you screwed up the link. It's not the Guncaster trailer.

>> No.3034007


Well, that's embarrassing.

Sorry, everyone.

>> No.3034012

>>3033920 >>3033985 >>3033989 >>3034002 >>3034004 >>3034007


[03-01] Reminder: 64K mod contest

[02-29] Combined Arms v1.0 released

[02-29] Anon map release: A Dumb Sewer In Two Hours (2hr speedmap)
>>3032907 >>3032953

[02-29] Anon map release: complab.wad (WIP)

[02-29] A Morte (Hexen mod) updated

[02-28] Guncaster promo for future update (FIXED LINK)

[02-28] Zero Tolerance 2016 has been released

[02-27] Anon map release: BSSnew1.wad (missed from last thread - sorry!)

[02-27] The Adventures of Square E1 v1.3

[02-26] Quakecon 2v2 TDM, duel tournaments announced

[02-26] Eternity Engine: Linked portals are now official

[02-25] Doom Upstart Mapping Project: 16 maps for ZDoom (now released)

[02-25] Anon map re-release: Agitation.wad

[02-24] /vr/E1 project update. Get mapping, already!

[02-24] An Evening Stroll In Venice, final /idgames version

[02-21] The /newstuff Chronicles #490

>> No.3034019
File: 109 KB, 320x240, 1455133603872.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3034084

I kinda wonder how BTSX E3 will end

Hope they have the final level be a proper big level. Maybe do something thats a mix of Eternal Doom's Excalibur, and Scythe's Fire & Ice.

>> No.3034097

a pure white empty box, most likely

>> No.3034259

To the anon who mentioned Oblige in the previous thread, thanks. I could use something like this to throw up some quick doom levels, though the one episode I just generated seemed to have some repetitive "traps". (Oh a supershotgun, how many doors will this open)

>> No.3034265

>love doom and quake 3
>hate quake and quake 2
How do I get into them?

>weird movement
>what the fuck am I looking at
All my problems with the first 2 Quakes.

>> No.3034269

(Link to Strife mod I was posting about in the Strife thread.)

>> No.3034273

Play Q1 through a source port I guess. I think it has great movement. You'll appreciate the level design once you get into it I think.

Quake 2 isn't honestly that much fun. It's kind of slow and easy with boring (gameplay wise, they look pretty cool) levels

>> No.3034274

realize that not every game is a fucking rainbow and play more until you grow accustomed to seeing shit.

>> No.3034279

My problem with Quake was that the shooting didn't feel good. The shotguns are some of the worst I've ever seen in any video game. Fucking amazing considering it's the same guys who made the Super Shotgun

>> No.3034282

Yeah that's my problem, it's hard to explain but shooting isn't as "instant" as Doom.

>> No.3034298

Skip the first 2 quakes, and play BTSX.

>> No.3034308
File: 587 KB, 933x720, 1456721126667.png [View same] [iqdb] [saucenao] [google] [report]

I don't understand why people hate on Quake 2 so much, I think it's a fun game.

>> No.3034325

You know us so well, anon.

>> No.3034338

I think Quake 2 was decent. I prefer it over 1, mainly for its variety of enemies.

Weapons feel odd in Q2 though. The recoil on the machine gun particularly never felt good to me.

>> No.3034358

Okay /vr/ - I'm a little burnt out on coding for a bit and I wanna make a quick map. Anyone fancy giving me an idea & a time limit?

>> No.3034363

Make a beautiful piece of art that plays extremely well. Time limit: 10 minutes

>> No.3034375


>> No.3034376

What about a map that takes place on skyscraper rooftop? With white fog around it/in the sky so you can't see the ground.
2 hours?

>> No.3034381

Here's your art

Sounds like a good idea. I'll give it a shot.

>> No.3034382

I'm starting now. Got my timer ready.

>> No.3034384

Map on a Train (Moving train?) time limit 4 hours?
Map focused on secrets, hard map but easier if you find secrets, secrets lead to shortcuts or hide big areas that are challenging but provide rewards. Time limit, 4 hours?

>> No.3034404
File: 277 KB, 1559x1184, Doom this is fine.png [View same] [iqdb] [saucenao] [google] [report]

Hot off the press
Hope that one anon likes it

Get it? Hot?

>> No.3034406
File: 41 KB, 500x383, NYJt0.jpg [View same] [iqdb] [saucenao] [google] [report]

>Here's your art

>> No.3034410

Not that guy but I like it. Should have been "This is UNF" maybe?

>> No.3034417

Should I have auto aim on if I'm using freelook?

Sorry for newbie question.

>> No.3034419

I'd absolutely leave it off.

>> No.3034423
File: 883 KB, 617x801, 829.png [View same] [iqdb] [saucenao] [google] [report]

So I've tried my hand at streaming a while ago, but due to several reasons, I haven't done so in a while. I've been thinking of getting back into it, however. So I decided it'd be cool to stream Doom 4 once it comes out for all of you guys to see (if I have the time to do so that is).

So I'll prolly do that, but seeing that Doom 4 is kind of, well, not out yet, I thought it'd be cool to stream vanilla/modded Doom stuff to tide me over. If you guys are interested, what would you like to see me stream? I don't have any planned times to do so, but I might try streaming tonight if I can.

>> No.3034424
File: 295 KB, 1693x1184, this is unf.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3034429

just extrapolating from the "end of time" motif seen in the last map of e2. i assume at the end of e3 you will have destroyed reality itself.

either that or it'll all be a hallucination/psychosis and you'll wake up in a padded cell - the intermission texts read like a man slowly going mad.

>> No.3034430
File: 444 KB, 1366x768, Screenshot_Doom_20160301_001253.png [View same] [iqdb] [saucenao] [google] [report]

Azumanga Daioh wad best wad of the century

>> No.3034434

Followup question: How to actually turn it off? I'm running GZDoom and when I turn the slider for autoaim all the way down in player setup, it doesn't do anything and goes back up when I leave the menu.

>> No.3034438

I think you should change the thing that probably says "always" right now to "never"

>> No.3034443
File: 11 KB, 252x264, 1456097553921.png [View same] [iqdb] [saucenao] [google] [report]

gr8 m8

>> No.3034445

I used the console to set it to 0 which worked

Strangely enough there isn't a thing that says always or never or what have you, it's a slider.

>> No.3034446

use the keyboard arrows.

it refuses to work with the cursor for some unknown fucking reason.

>> No.3034448

I haven't updated in few months or so, so I guess it's a recent change.

>> No.3034458

>political correctness
Where is my /po/.wad

>> No.3034478

Is there a mod that shows enemy health bars?

>> No.3034481
File: 151 KB, 487x685, ddr.jpg [View same] [iqdb] [saucenao] [google] [report]

Anyone excited for the new DDR game?

>> No.3034487

I rejoice a lot in Quake 2 as well. The mission packs are great too.

>> No.3034492

Should I turn on freelook and why?

>> No.3034498
File: 270 KB, 750x500, 2016.jpg [View same] [iqdb] [saucenao] [google] [report]

Because it's 2016. Plus most mods are designed with freelook in mind and many don't even support autoaim.

>> No.3034506

Should with no auto aim.
>Being able to choose targets between heights
>Rockets will go straight and where you point the launcher
It's also just looks better in general, in classic DOS versions it always looked weird when you shot a wall and the bullets oddly warps to the monster on top of the wall.

>> No.3034521

In hexen, strife and heretic you should have freelook on. In doom you can do as you wish for official and vanilla-compatible maps, but maps made for modern ports are probably designed with freelook in mind.

It makes the game a bit easier (being able to shoot monsters higher up or lower down than you more easily, easier to use rocket launcher splash damage) but also more comfortable to many people (at least in an opengl renderer so there's no screen warping)

>> No.3034528


Wow, in the middle of the thread.

>> No.3034548
File: 13 KB, 320x224, 5111.gif [View same] [iqdb] [saucenao] [google] [report]

>[02-28] Zero Tolerance 2016 has been released
Ah fuck and here I was all excited thinking it had anything to do with the Mega Drive game

>> No.3034557
File: 493 KB, 1920x1080, Screenshot_Doom_20160301_183403.png [View same] [iqdb] [saucenao] [google] [report]

Okay 2 hours is up. Here's what I've got:

I haven't speedmapped before, heck it usually takes 2 hours to make one room for me so this certainly was a challenge.

>> No.3034571

this is really good!

here is a four and a half minute long zdoom 2.8.1 recording


unfortunately it does not exit because i couldn't get the walls around it to lower. i also missed two secrets.

>> No.3034582

The first link doesn't seem to be available anymore.

>> No.3034587

Oops, that's the problem with speedmapping, you often overlook shit like that! I hadn't set the floor to lower by any value when the baron dies.

Also the floor heights are all fucked up for some strange reason, if you redownload it, the map should be fixed.

>> No.3034628
File: 483 KB, 640x1136, image.png [View same] [iqdb] [saucenao] [google] [report]

IRL Doom when

>> No.3034652

after l.a is invaded.

>> No.3034659

when Carmack gets bored with VR and starts trying to code teleporters

>> No.3034668


>> No.3034732

Why is Doom nightmare so difficult? Quake nightmare is a cakewalk, and Quake 3 is also pretty doable.

>> No.3034738

Shiiieeet. Just my luck that i'm completely outclassed not even 24 hours after I post my 2 hour speedmap. Good stuff.

>> No.3034772

Really? I'm glad you think so highly of it.
I think I could've done better, as its a bit short.

>> No.3034841

Enemies are quite spongy.
Rocket launcher and grenade launcher are the stars of the show. Fairly intededly so.
Which is weird considering Doom has a noticeable fire delay.

>> No.3034842

Oh hey, Slade got updated.

>can't play MIDIS now at all.

>> No.3034893
File: 299 KB, 1366x768, Screenshot_Doom_20160302_001500.png [View same] [iqdb] [saucenao] [google] [report]

Well, congratulations with the first map, but it has some issues.
First, misalligned texture, weird effect with the medpack on the celling aftr the yellow door and another one - near the door to room with computers.
Second, the hallways with monsters are too predictable, and the room with yellow key is totally unfair.
Third, first time i got to the hall with archvile, i fell into the pit with zombiemen, killed em all because i landed on top of one of them and then was stuck because archvile didnt see me. Second, i bypassed him completely without even fighting because he faced the opposite direction of the player teleporting to the blue key. Fuck first two issues, but that one wasnt really thought out well.

>> No.3034920
File: 19 KB, 75x75, 1382936074379.gif [View same] [iqdb] [saucenao] [google] [report]

Serious question; What is the point of zdoom now when its branches of gzdoom and zandronum do so much more? Can zdoom even do truecolor mode?

>> No.3034936

>Serious question; What is the point of zdoom
Paletted graphics have an aesthetic quality of their own, which you can also manipulate with custom colormaps (btsx for example).

>> No.3034951

Yes, I know their artistic value all too well, but all the same, sometimes I need to insert a thing with full colormaps.

>> No.3034952

Guy who suggested it: Cool man, I like it! I'd suggest altering the skyfog mapinfo value if you feel like updating it though.

>> No.3034964

At least hud graphics/weapons can be truecolor, but I'm not sure about monsters/decorations/textures however.

>> No.3034982

Sorry to disappoint you.

>> No.3034991
File: 1.93 MB, 320x224, zero tolerance.gif [View same] [iqdb] [saucenao] [google] [report]

This was the last straw Anon
Me and your mother are very disappointed with you

>> No.3034992

I wish someone would do a 2016 proper GZDoom version of the Edge version of Immoral Conduct

>> No.3035002
File: 1005 KB, 1366x768, wipfpl.png [View same] [iqdb] [saucenao] [google] [report]

WIP floatplane in the hangar. Is it possible to make 3D sector's celling/floor sloped? Last time i treid, zdoom/gzdoom didnt render a thing at all.

>> No.3035006

Someone on the ZDOOM forums was making an immoral conduct remake. Dunno what happened to it, though

>> No.3035016


>Is it possible to make 3D sector's celling/floor sloped?
Yes, but it only works in gzdoom and you have to align the control sector (better make it the same size too) with the target sector on the map. Like if you heldan infinetely long ruler against the slope of the control sector it should touch the slope of the target sector as well.

>> No.3035024
File: 105 KB, 250x192, 1455943056260.gif [View same] [iqdb] [saucenao] [google] [report]

That submission from Lil White Mouse looks pretty cool, but I can't play it on the latest build. It's all just a big mess of graphics and ear rape

>> No.3035029
File: 13 KB, 144x136, scubamug_animated_50health.gif [View same] [iqdb] [saucenao] [google] [report]

This set was more of a pain in the ass then I expected. Does it look ok? I've been staring at it too long to tell.

>> No.3035034

Is it broken on the official build?

>> No.3035038

i think it looks good

>> No.3035040

I think the eyes could be a adjusted a bit in the angled states, otherwise it looks great.

Like on her right eye when she's facing right there should be a bit more white/gray and less green showing, and the left eye looks weird when it faces left.

>> No.3035042

she looks really pissed, but i like it

i think the X crack is a pixel too much to the left when she's looking right, and maybe you should have the other one attached to another edge of the mask, but it still looks fine as it is

>> No.3035046
File: 320 KB, 484x628, a big hearty dose of marty.png [View same] [iqdb] [saucenao] [google] [report]

I always read the filenames as

Every fucking time.

>> No.3035057

Thanks. T'll try to make most without it then.

>> No.3035062
File: 11 KB, 108x132, lydia_50damage.gif [View same] [iqdb] [saucenao] [google] [report]

My left or her left? I'm running on two hours of sleep.

I think I know what you mean, gonna fix it.


>> No.3035082

Her left. Now that I look at it more closely it looks fine when she's facing the (her) right, the gray pixel just looked green to me for some reason.

So, left facing, left eye. The iris looks a bit too dark.

>> No.3035092

I've been trying to play through "the Golden Souls" but whenever I get to the map "Sorbetto Beach" I keep getting read errors (pic related)
anyone have any fixes?

>> No.3035098
File: 91 KB, 665x530, grff.jpg [View same] [iqdb] [saucenao] [google] [report]

forgot image

>> No.3035126
File: 420 KB, 1805x1080, New-Doom-screenshots-feature-Baron-of-Hell-2.jpg [View same] [iqdb] [saucenao] [google] [report]

vid -dot- me/S0RF

this would've been cool

>> No.3035134
File: 35 KB, 500x620, Shepard_renegade.jpg [View same] [iqdb] [saucenao] [google] [report]

That looks like a mass relay

>> No.3035143

you gotta run it on plain old zdoom!

>> No.3035148
File: 247 KB, 687x483, TASpinfusorType1stP.jpg [View same] [iqdb] [saucenao] [google] [report]

Let's push those demons off our world.

>> No.3035149
File: 96 KB, 250x250, 6c7.png [View same] [iqdb] [saucenao] [google] [report]

The newest GZDoom has huge input lag with vsync on. If I turn it off my laptop fan turns on due to the heat from rendering 500 FPS.

RIP in piss

>> No.3035162
File: 476 KB, 800x800, 1441320028402.jpg [View same] [iqdb] [saucenao] [google] [report]

What in the name of fuck is Graf doing?

>> No.3035170

What you want to do is lock your fps with vid_maxfps instead of using vsync

vsync has always been fucking abysmal in zdoom

>> No.3035196

Whatever he wants. It's his source port. Don't like it? Too bad, it wasn't meant for us in the first place.

We've been over this a lot in the past but why is it always the absolute dickwipes that run engines and source ports?

>> No.3035204

>why is it always the absolute dickwipes that run engines and source ports?
because they're not? most of them are nice people, if a little obsessive, but that goes with the trade.

>> No.3035221


Ken silverman was also a shit too.

>> No.3035242

As was carmack, but he matured out of it.

>> No.3035243

I meant Doom source port programmers

>> No.3035254
File: 66 KB, 198x169, 1456537047422.png [View same] [iqdb] [saucenao] [google] [report]

marrub is pretty cool

>> No.3035265

ZDoom has always been horribly unoptimized
Graf has always been a wanglord

>> No.3035286

Yes and yes, but vsync in particular is a feature notorious for causing problems in many engines.

On a related note, lately I've been thinking how cool it'd be if someone wrote a doom level converter and iwad sprite importer for something like unreal engine 4. Actor behaviour and the sprite rotation stuff would then be completely rewritten in unrealscript and supplied along with the converter/importer.

I think that would be a great alternative for gzdoom based tc's and such.

>> No.3035302

most source port programmers are, that's my point. i disagree with >>3035196's generalization

>> No.3035313
File: 122 KB, 700x700, 1448202380370.jpg [View same] [iqdb] [saucenao] [google] [report]

the names of these threads are always great

>> No.3035315

Oh, I have no general opinion myself. Graf is graf, carnevil (skulltag) seems to be a bit of a dick, torr is pretty cool or so I've heard. No idea about randi or any other ports and their devs.

>> No.3035364


Would you ever actually set foot in a teleporter?

Unless it was a slipgate/wormhole I would never use one because it wouldn't be me coming out the other side.

>> No.3035372

looks great

>> No.3035376

They are rather consistently chuckleworthy

>> No.3035393

I mean, technically you're a different person than you were before whenever enough time has passed for your cells to all die and replace themselves, right?

It wouldn't be that different. For all we know the same concept of being teleported like that occurs every time we go to sleep and wake up.

I probably wouldn't do it either though.

>> No.3035412

Is there any reason to use Doombuilder instead of the mapbuilder that's in Slade?

>> No.3035419

It's far and away better for mapping. Features. That sort of thing.

There's no reason to NOT use Slades editor really. But there's less reason to avoid DoomBuilder.

>> No.3035424


>> No.3035425

>I mean, technically you're a different person than you were before whenever enough time has passed for your cells to all die and replace themselves, right?

Yes, this is the Ship of Theseus philosophical conundrum. A teleporter is functionally no different than any other mode of transport, because at a molecular level you aren't the exact same configuration of atoms and quarks and shit regardless of your method of travel.

>> No.3035429
File: 93 KB, 755x1059, anime1979.jpg [View same] [iqdb] [saucenao] [google] [report]

>DOOM won't have interactive loading screens because it was mostly produced while the copyright was still in effect

>> No.3035432

Well gzdoom builder (not just for gzdoom despite the name) is being extremely actively developed and a ton of convenience features for linedef drawing, analysis, great find+replace etc, not to mention UDMF editing and zdoom feature support.

>> No.3035437

Repostan, pls respond

Just discovered the existence of and played Dukes Penthouse Paradise. Are there other maps like this? Explicitly intended to be lewd? I just want to drink beer and kill aliens while my dick is hard.

>> No.3035438

Is that copyright dead? That's fucking awesome.

>> No.3035470

>We've been over this a lot in the past but why is it always the absolute dickwipes that run engines and source ports?
because they have spent years having to deal with intransigent morons

>> No.3035475
File: 55 KB, 625x468, explain further.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3035480

Konami... Or... Atari? I don't remember who had a copyright on minigames during loading scenes. So that's why you never see that shit.

>> No.3035482


I thought it was Namco.

>> No.3035484

Holy fuck. That's copywritable? American copywrite law is garbage.

>> No.3035485

I said I didn't remember who.

>> No.3035492

wear protective gear if you ever ask carmack what he thinks of software patents

>> No.3035493

Yep. And they are actually trying to make it even worse with the TPP.

>> No.3035495


The thought of Carmack showing any emotion terrifies me, the guy is usually so unflinchingly deadpan.

>> No.3035496

when will carmack make software patents his bitch

>> No.3035498
File: 271 KB, 706x507, 1448483569547.png [View same] [iqdb] [saucenao] [google] [report]

>that video where he knocks a guy out with a sleeper hold in like 4 seconds

>> No.3035512

i've only ever seen carmack with that ever so sligthly smug
look on his face
is that his default look

>> No.3035513

a single vein would start pulsing on his forhead as he momentarily loses a smidgen of control over his psi powers, causing lightbulbs to flicker and the air to heat up around him

>> No.3035520

link to video?

>> No.3035527

you mean moonman?

>> No.3035528



>> No.3035530


>> No.3035545
File: 59 KB, 531x467, Carmack at keynotes.png [View same] [iqdb] [saucenao] [google] [report]

holy fuck, now i know from where this pic comes from, is there anything this guy can't do?

>> No.3035559

constantly re-spawning enemies? I dont think the quakes do that.

I always play quake on nightmare and it just seems like normal difficulty

>> No.3035560
File: 129 KB, 900x692, 1455750021699-2.gif [View same] [iqdb] [saucenao] [google] [report]


The first DUMP was surprisingly successful, and really fun to work with.
So I decided to do it again. I'm hoping to make this a monthly thing, so that we can grind out the whole "gotta get better at mapping" thing one map at a time.

If anyone's interested in trying their hand at mapping for something, here's another opportunity to.

>> No.3035564
File: 239 KB, 1024x768, Screenshot_Doom_20160302_133553.png [View same] [iqdb] [saucenao] [google] [report]

>Attempt to run Adventures of Square through Doom levels as if it were Chex Quest

>> No.3035578

So I've never made a map, and would consider myself relatively new to doom and completely new to doom modding, unless you count installing gameplay mods as experience.

How do you suppose trying this out would treat me?

>> No.3035583

>A teleporter is functionally no different than any other mode of transport, because at a molecular level you aren't the exact same configuration of atoms and quarks and shit regardless of your method of travel.
Wrong, because teleporters do not have continuity. The Ship of Theseus with teleporters would be disassembling the ship, writing down how it was put together, and then building a new ship in a different country from those plans using entirely new building materials.

>> No.3035585


The last DUMP had numerous people submitting their very first map ever made, so this would work perfectly.
We're not aiming for any serious bar of quality, we're aiming to just get it done and get mapping going. So even if you just end up going "mann I can't think of anything next, I'll just add a square room" and end up doing it over and over again, it'll be fine.

Go for it, mate.

>> No.3035591
File: 27 KB, 542x403, 1452472048422.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm currently working on my second map ever, just buckle-down and get working senpai

Install Doombuilder and check out this tutorial series https://www.youtube.com/watch?v=crLZwPifZ-E

the commentator sounds drunk or mildly retarded, but he obviously knows what he's talking about

>> No.3035597
File: 37 KB, 143x105, meltingimp.png [View same] [iqdb] [saucenao] [google] [report]

>I'm gonna rub my little hands all over your baby. Ohhhh yessssss. That's a niiiice baby. Mmmmmmmmmmmmm.

>> No.3035602

i can lower expectations and make the other maps look better in comparison

>> No.3035603

Well, I installed gzdoom builder, updated it, and now it won't launch and the Builder.exe processes refuse to terminate. Reinstalling did not fix it.

Off to a great start!

>> No.3035606

This is making me want a tron styled doom game

>> No.3035607

let's say i have an aversion to forums and messaging services

would it be all right for me to post about or post my map here, and you'll pick it up from the threads?

>> No.3035612


Absolutely. Just when you post the release, please explicitly say it's for DUMP (so I don't confuse your map release with another anon's), and leave a name for me to credit you by (or don't, if you want to stay anon).

>> No.3035619
File: 439 KB, 720x360, That's a cropped BFG.webm [View same] [iqdb] [saucenao] [google] [report]

Man, TEXTURES is fucking neato

I might be entering the 64kb contest thing

>> No.3035659

The stuff I've seen with TEXTURES is really cool, but it just seems too complicated at a glance. I hope I gather up the courage to try it out in the future.

>> No.3035679

TEXTRUES is your friend

really great for effects, don't need to 4 versions of the same sprite all rotated 90 degrees more than the last

>> No.3035690
File: 2.30 MB, 960x720, foliage.webm [View same] [iqdb] [saucenao] [google] [report]

Fucking around with foliage. Hoping to make nature scenes more... natural.

Neat. And also, what?

>> No.3035694

Grass looks kind of good.
The bushes look stiff and unmoving, you should try to make them rustle a bit in the wind, just ever so slightly.

Also reduce the amount of leaves it drops

>> No.3035698

good shit, anon

maybe try vines next?

>> No.3035703

Green grass, snowy pines, autumn leaves, dry reeds.. I'm hoping these aren't meant to be together.

>> No.3035717

I'll have to steal some states from unused monsters or something, but I can maybe make them bob back and forth a bit.

Generally no, though I do want some transition areas. Kinda like you see in mountainy areas in Norway, where a hillside is all snow, and valley is green grass with sheep or whatever. The thing that stands out the most atm is the treeline, but it's meant for pure snowy areas. The grass is only so green because I haven't fucked with the palette yet (though it will be green)

>> No.3035723
File: 113 KB, 300x324, HeadGif.gif [View same] [iqdb] [saucenao] [google] [report]

Also thanks. Do need some new MIDVINE textures.

>> No.3035752

did you fool around with the leaf spawner thing? it produces much more natural looking leaves, although yours do have charm, they seem to jump a bit downwards.

>> No.3035760

Can't. Dehacked. No leave spawner in Doom.

It would be nice though. Hexen didn't abuse that effect nearly enough imo.

>> No.3035763

>Neat. And also, what?

Not sure what you're "what"-ing about. But the pistol is made of a portion of the BFG and mirrored in TEXTURES. If you're asking about the spoiler, wild weasel is hosting a contest where you have to make mod or map or... Anything under 64kb.

My entry is gonna be a little bit of bomberman, and a little bit of robo warrior on the NES.

>> No.3035767

I'm really not familiar with dehacked. can you spawn projectiles like leaves in randomized directions and speeds? because that seems to be the key to hexen's leaf spawner. spawning a variety of different leaves all travelling in slightly different directions vertically and on a wide angle away from the "wind direction"

>> No.3035778

I just wasn't aware that you could pull chunks of sprites and shift them about to that extent.

>can you spawn projectiles like leaves in randomized directions and speeds
Absolutely not. Dehacked just changes states, properties and actions. So if I want a a flying arachnotron that poops out cyberdemons I could (for instance) take the lost soul, replace all its states with cyberdemon states, then replace the arachnotrons attack action with the pain elementals, and change it to floating/no gravity.

There are a ton of limitations to it, so everything is essentially just being tricky. Leaves included. It's fun though.

>> No.3035794


Hell yeah dude. TEXTURES is crazy powerful and super light on resources.

Wild weasel uses it to make all of the sprites in his style mod

>> No.3035802

>doesn't look much better than Doom 3
>12 years later id Tech 4 still looks great

>> No.3035804

Shooting Monsters with TEXTURES is a great example of what TEXTURES can do,and it's only a 29.4 KB(!) download. http://forum.zdoom.org/viewtopic.php?f=19&t=27988

>> No.3035810

Link is ded

>> No.3035817

I got you

>> No.3035820

<Linguica> im glad that my "chocolate doom is sjw" troll on /vr/ got pretty resoundingly shouted down


>> No.3035824


nice source

>> No.3035826
File: 1.75 MB, 386x250, 1452311225340.gif [View same] [iqdb] [saucenao] [google] [report]

Thanks senpai

>> No.3035832
File: 337 KB, 288x340, 1455080835865.gif [View same] [iqdb] [saucenao] [google] [report]

>dual wielding
>weird hand altfire on rocket launcher
>BFG looks like a Proton Gun from Ghostbusters

literally what is going on

is this a sort of tech demo?

>> No.3035839

[00:26:07] * Linguica ([email protected]) has joined
[00:29:03] <Linguica> >>3035820 the phantom cper strikes again


>> No.3035843

New to doom mapping, wondering if there's any common pitfalls I should avoid? Or customs/manners I should get started doing asap? My current scheme is just the layout first, then textures, the heights+effects (doors, elevators), monsters/weapons.

>> No.3035851
File: 129 KB, 341x348, 6ff.png [View same] [iqdb] [saucenao] [google] [report]

>played (and enjoyed) a shitload of gameplay mods
>always go back to Project Brutality

It's perfect for me desu, I'm not sure why.

>> No.3035853

Pretty sure it was Namco due to their whole "galaga while loading ridge racer" shit.

>> No.3035862

If you're looking for a fun challenge, check this combo out: Combined Arms + Colourfull Hell + Alien Vendetta

>> No.3035868

>This is an in-progress weapon mod using Cutman's Doom Mutator Contest rules (Basically: no new graphics, sounds, or maps, just special lumps. So it's a few kilobytes instead of megabytes).

>> No.3035869

Layout + enemy placement and flow should come first. I mean, some texturing to not make your eyes bored or barf is alright, but not in detail just yet. Also don't overdetail.

>> No.3035891
File: 1.96 MB, 306x235, 1441070076426.gif [View same] [iqdb] [saucenao] [google] [report]

>that relentless nasal mouth-breathing

holy shit

as informative as this is it's agonizing to listen to

>> No.3035905
File: 128 KB, 435x419, Can't Jack the Black.png [View same] [iqdb] [saucenao] [google] [report]

>mfw doing a pistol start, no saves, 75% kills challenge for the first time.

I probably should have played normally a few more times. Still, the challenge is fun.

>> No.3035909

I feel like, though informative, it's meh and missing things though as someone new to this I can't tell quite what. Also that godawful slow ingame footage just kills me.

>> No.3035914

On the topic of Duke, what do you think is better: Megaton Edition or EDuke?

Because I just tried EDuke and it had this disorienting y-shearing effect which Megaton doesn't, or is it a config thing?

>> No.3035982

how do you move floor/ceiling textures in doombuilder?

wall textures are a piece of cake, but i just can't figure out floors

>> No.3035985

the only way I've found to do it is use


set up in ACS to run when the level opens.

The other option is to build around your floor or ceiling textures, so you level conforms to the texture, not the other way around.

>> No.3035989
File: 33 KB, 848x900, 1387925691135.jpg [View same] [iqdb] [saucenao] [google] [report]


Holy shit, really? So if I, for example, build a series of teleports using the hellsigns, I need to set the placements to match the texture mapping?

How is that still a thing?

>> No.3035993

Use GZDoombuilder. Click and drag on them.

>> No.3036003

Are you talking about how you can't look at stuff up or down cause it makes the screen fucked up? I'm pretty sure megaton does that too. but eduke is necessary for mods n'stuff

>> No.3036005

Megaton doesn't do it, and if it's not as bad as with Eduke.

>> No.3036013

pretty sure that only works in textmaps

>> No.3036020

>New to doom mapping, wondering if there's any common pitfalls I should avoid?
don't test your map in zdoom, unless you only want zdoom users to be able to run it.

>> No.3036039
File: 48 KB, 800x500, woshud.jpg [View same] [iqdb] [saucenao] [google] [report]

Anyone know how to get this HUD for Weapons of Saturn? Doesn't come with the main file

>> No.3036057

Vanilla maps (doom:doom config) should be tested in the original executable or chocolate doom
Limit Removing maps (also doom:doom config) should be tested in PrBoom+ with "-complevel 2" in the commandline (3 if its for doom 1)
Boom maps (boom:doom config) should be tested in PrBoom+ with "-complevel 9" in the commandline

>> No.3036062

welcome to doom mapping hombre. the engine was designed 20+ years ago. Lack of easy floor and texture panning seems to be one of the worst features though. Most other things are easy to manipulate.

>> No.3036074

This fag again, played Quake on and off throughout the day, it's actually pretty fun once you get the hang of it. It's literally a git gud game, kept getting my ass handed to me by fiends and zombies until I figured out how to best kill them.

What I learned
>don't stop moving
>never jump from or land on stairs
>circle strafe everything
>grenade/rocket launcher everything

>> No.3036076

you forgot

d a m a g e

>> No.3036081

Will do, thanks

>> No.3036109

>grenade/rocket launcher everything
Except for shamblers since they take reduced damage from it. Use the super nailgun or thunderbolt.

>> No.3036123

Problem is, shooting in that game isn't as fun as, say, Doom. Weapons don't have the same punch and enemies just kinda topple over when killed.

But then again, I guess Quake isn't supposed to be an action packed game like Doom.

>> No.3036140

What algorithm does (G)Zdoom use for scaling sprites (nearest neighbor, bilinear, bicubic etc.)?

>> No.3036147
File: 232 KB, 1052x736, 43534534.png [View same] [iqdb] [saucenao] [google] [report]

>for the past 10 years or so, the revenant's punching animation has been playing roughly 1 frame slower than normal, and was just recently fixed


>> No.3036153

I feel many of the weapons in quake are much more satisfying; the super nailgun, rocket launcher and grenade launcher all pack plenty of punch. not to mention once you get quad damage. There's nothing like gibbing enemies with the double barreled shotgun on quad damage. Doom just cant compare.

And yes Quake was designed to be an action packed game like doom, but with enhanced atmosphere as well

>> No.3036159

Is there a way to break associations between sectors in doombuilder without scrapping one (ore many) of the linked sectors and then rebuilding them?

Seriously, there has to be an easier way

>> No.3036173

You mean like multiple sector tags which are now a thing?

>> No.3036176

>actually had to bind alternate hotkeys for weapon switching in Quake instead of just the number keys, first time I ever done it for an FPS

It's surprising how the game can get crazy fast and hectic despite having low monster counts. The higher health pool of enemies encourages the player to use the explosive weapons all the time but I keep having to fall back to shotguns or nailguns because the enemies get in my face really quickly.

>> No.3036184

just do what everyone does in tf2 and just rocket jump in their faces
i mean from their faces

>> No.3036190


Rocket splash damage in Quake is not as high as in Doom, but it's still quite high. You're not going to last half a level doing that unless you have permanent red armor or something.

>> No.3036229

New map by ribbiks, this time with a 'reality' gimmick (player only has 1hp). Follows in the same vein of timeofdeath's nh series and memfis' newreality but slightly easier with a greater focus on resource starvation:


>> No.3036296

I felt the same before I got into it, but overall I think it's just different. There's nothing more satisfying than the super shotgun up close or BFGing a room full of assholes.

Comparatively, landing the perfect grenade shot or spraying a room with the quad nailgun is satisfying as well but in a different way. Also dat soundtrack. After spending a game listening to Trent Reznor in his prime, the MIDItallica of Doom just ruins the fun.

>> No.3036313 [DELETED] 

Pairing MSX with Colorful hell was a MISTAKE.

>> No.3036318

the quit sound in combined_arms sounds exactly like my chair squeak

>> No.3036327

why does doomguy hug the plasma rifle every time he fires it

is doomguy cheating on the super shotgun

doesn't he enjoy putting shells in her barrels anymore and click clacking her afterwards

>> No.3036332 [SPOILER] 
File: 2 KB, 108x64, 1456926115996.gif [View same] [iqdb] [saucenao] [google] [report]


Doomguy believes in polyarmory.

>> No.3036336
File: 14 KB, 250x250, 1412450754000.jpg [View same] [iqdb] [saucenao] [google] [report]

post irritating skeletons, i need them

>> No.3036337


>> No.3036341
File: 83 KB, 366x407, 1453662295897.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3036342

doomguy was hugging the plasma gun before the super shotgun was even conceived!

>> No.3036343

>irritiating skeletons
surely you meant "awkward boners"

>> No.3036345
File: 64 KB, 500x267, 1456926412.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3036348
File: 82 KB, 175x173, 1409340161246.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3036370
File: 1.34 MB, 720x360, bomberman, more like BUMMERMAN.webm [View same] [iqdb] [saucenao] [google] [report]

By god I think I'm onto something here.

Next up is to make the barrels immediately explode when shot but explode in a different way

>> No.3036381

Set the render mode to "classic" in the options, may switch from time to time. Also megaton is shit, I own both and movement and hit detection is 100% better with eduke.

>> No.3036392

Yea maybe the warping isn't there in megaton but the sky is broken, it has ice skating physics for dukes walk/run speeds, the auto aim is so bad your bullets go wherever they want. I would have to say you probably haven't play the original duke of your OK with the megaton edition.

>> No.3036417

You chan select in the preferences menu. "linear nearest" would be my pick (doesn't blur sprites but makes walls/ceilings look good at tight angles)

>> No.3036418
File: 21 KB, 128x128, skelspin.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3036428

I would have to say you probably haven't play the original duke of your OK with the megaton edition.

I didn't and see no reason to.

>using autoaim


>> No.3036439

>Using auto aim, no way man
I didn't say I used it, it's just fucked up in megaton edition, besides turning off the autoaim in megaton HAS NO EFFECT AT ALL on rockets, they always autoaim, so enjoy that Mr. All-skill.
Anyway the source port and orginal are just the far superior versions, if you want to pay money for something that isn't compatible with mods, bugged up the ass and being sold by people who have nothing to do with the original game at all be my guest.

>> No.3036449

You sound utterly salty, insulted (?) and bitter about nothing.

>Anyway the source port and orginal are just the far superior versions, if you want to pay money for something that isn't compatible with mods, bugged up the ass and being sold by people who have nothing to do with the original game at all be my guest.

I did. Two years ago. Played and finished it with all expansions, Mr. Grumpus. Played some mods with Eduke. But trying it again, it felt off now.

>> No.3036475

What the fuck is your issue? I JUST SAID;
>I would have to say you probably haven't played the original duke of your OK with the megaton edition
Then you replied cleary;
>I didn't and see no reason to.
So why did change that in your new post?
>I did. Two years ago.
I don't care that much but your just so poor at writing it not obvious what you even mean here.

>> No.3036486

go hate-fuck already

>> No.3036503

I played the Megaton Edition you dimwit, in answer to:

>if you want to pay money for something that isn't compatible with mods

Which I did, as I said, two years ago.

Stop getting assblasted about how people play games.

>> No.3036510

Does any know of any "Adventures of Square" feeling maps or megawads? I recently played through Square and was really impressed with the level design. Will I find something as good as those maps in regular DOOM megawads or maps?

>> No.3036519

I just hate that port, it's quite clearly the worst version if you play more than ten seconds of Eduke32.
I just don't understand how you can try and portray yourself as having superior intelligence when you BOUGHT an abandonware game.
Sorry I thought maybe you didn't know about eDuke or to young to know the game was abandonware.

>> No.3036539


Use the Make New Sector tool and click on the sector.

>> No.3036616
File: 53 KB, 350x254, 1446614727380.jpg [View same] [iqdb] [saucenao] [google] [report]

>weapons mod
Oh cool
>has reloading
Eeeeh, fine.
>chaingun needs to be reloaded

Why? Why in God's green earth would you ever do that in Doom?

>> No.3036629

I keep hearing that Quake has an amazing soundtrack and that I need to download a separate ost or something. The one I had was mostly horror-ish ambient thing. Is that it? Or is there a more metal soundtrack I'm not aware of?

>> No.3036635
File: 25 KB, 350x359, 1439886150154.jpg [View same] [iqdb] [saucenao] [google] [report]

>it's been like a day
>only one person likes it

Alright ...

>> No.3036636


Quake has an amazing horror ambient soundtrack.
If you're looking for metal, you're out of luck.

>> No.3036638


>> No.3036639

Ah, okay, I guess Quake just isn't for me.

I tried Quake 2, but the game just looked like ass for me. At least Q1 had a charming low-poly pixel textures.

>> No.3036642

i like it, i just forgot to reply! apologies.

>> No.3036643


Sorry, mate. The crowd is always fickle, one day they're all over something and another day they get distracted by something shiny.

You did good, though.

>> No.3036652

Thank you, anons

>> No.3036661

>Quake has an amazing horror ambient soundtrack.
it's pretty mediocre as far as ambient horror goes. What are you comparing it to?

>> No.3036667

I personally wouldn't call it "amazing", but it is good and fitting. When it comes to horror ambient soundtracks, I prefer what Aubrey Hodges did with PS1 Doom and Doom 64

The only track from Quake that I find myself listening to outside of the game is the main song, and even then that's just for the first part. I prefer Quake 2 and 3's soundtracks overall, but then again those games had very different atmospheres (especially 3).

>> No.3036668

You'll be seeing it paired with greentexts about plutonia for years to come

>> No.3036671

A link would be helpful

>> No.3036673

don't bother, it's nambona advertising his trap wad

>> No.3036680


For the second thread in a row, too.

>> No.3036702
File: 17 KB, 480x360, negative man.jpg [View same] [iqdb] [saucenao] [google] [report]

>mfw Megaton Edition is the only port with working multiplayer.

Different anon here. Anon, you should probably check the definition of "abandonware." 3D Realms always had the rights until last year, and they were always constantly reprinting Duke in some format or other. Megaton Edition may be a bad port, but these past few months are the closest Duke has gotten to "abandonware," period.

>> No.3036708

No worries, I think I got carried away too, so sorry for any offences on my part.

It has been two years, so I can't remember why I split my time between it and Eduke.

I just remember it working better for some reason? Which is weird, because right now the aiming in Eduke feels smoother and more accurate.

>> No.3036714
File: 379 KB, 1280x2880, miasma.jpg [View same] [iqdb] [saucenao] [google] [report]


this looks good

>> No.3036718

Yea, it is a shame, I TRIED to play Megaton online but the lag was to much, it worked well when me and my bud were in the same room.
I wish more people played BLOOD, DUKE and DOOM online, even DOOM-seeker is mostly "Megaman 8-bit deathmatch LMS" or "Brutal Doom V19, co-op".
S'all good I was being a hothead.

>> No.3036725
File: 980 KB, 335x348, 1456085279711.gif [View same] [iqdb] [saucenao] [google] [report]

that's some ed_c tier shit right there

>> No.3036732

Weird i can't actually find "Duke Nukem Megaton edition" on Steam. Where can you buy DUKE 3D right now?

>> No.3036736

Oh found it on the forums
>Devolver Digital’s distribution agreement for Duke Nukem 3D: Megaton Edition has ended and the game is no longer for sale. All current owners get to keep the game, but the title will no longer be available for purchase through the PlayStation Network, Steam, Humble Store and other authorized digital distributors and Steam key vendors.

Following the end of our distribution agreement of Duke Nukem 3D: Megaton Edition, Gearbox Software will take over publishing rights of the title.

>> No.3036786

Ooh, that is some pretty green.
Firing it up in Prboom-plus now.

>> No.3036787

sunlust mk.II?

>> No.3036791

That's what I thought when I saw it too.

>> No.3036806

I was using zDoom because that was just the first in the list of SO YOU WANT TO PLAY DOOM infographic. W-what's wrong with it?

>> No.3036815

Nothing, just does less than GZDOOM and Zandronum.

>> No.3036823

zdoom and its derivatives are very tolerant of sloppy mapping. if you make a map and only test it in zdoom or a derivative thereof, it is likely to be subtlely broken in anything else.

>> No.3036831

ZDoom allows you to use wall textures for floors/ceilings and vice versa among a ton of ofther things vanilla doom and several ports do not allow you to do, so if you want your map to work in as many ports as possible it makes sense to test it in as 'basic' a port as possible. prboom and crispy doom are pretty strong contenders for that, or chocolate doom if you want maximum compatibility (but it also limits you more of course)

>> No.3036832

What >>3036823 is saying is that you might unknowingly use zdoom exclusive features in your map which don't work properly with other source ports, but then say that it is vanilla compatible. So called "Zdoomisms".

Which I think is a misunderstood term, because venice.wad got a four star rating for "good use of zdoomisms" leaving me unsure what that user meant.

>> No.3036837
File: 1.21 MB, 1920x1080, Screenshot_Doom_20160302_202548.png [View same] [iqdb] [saucenao] [google] [report]

Also playing Duke's penthouse custom map mentioned earlier gives me really fucking retarded ideas.

>> No.3036841

I agree.

>> No.3036847

Well, if it ends up getting used, not in that map and not that blatantly, just a test out of boredom.

>> No.3036854

Its pretty excellent as far as game soundtracks go.

there's nothing wrong with zdoom. Some purists don't like it, but its fine to just test and run with zdoom. 90% of people use it or GZdoom anyway

>> No.3036860

Bomberman doom? Why isn't this a thing yet?

>> No.3036864

As someone who make content constantly i can guarantee you that 90% of the time people will not say anything, but that doesn't mean they don't appreciate what you do for them

>> No.3036867

I like it, saved right away. Please stick around.

>> No.3036868

you know its a good map when the items are the worst looking things on the image

>> No.3036873

Maybe "Screamy osseous matter"

>> No.3036880

heh i saw that. he used the term wrong, plain and simple.
demonstrably false and not worth the argument

>> No.3036889

the worst ones are those that don't show up immediately. e.g. there are maps in ndcp2 which work fine in boom-compatible ports right the way up until the very end, after 40 minutes careful play and hundreds of monsters dead, you find the exit door won't open, argh.

>> No.3036890

i think it's great, senpai

i'm just all sucked up into mapping

>> No.3036898

Actually in some ways the current ZDoom build does /more/ than Zand does, i.e. hittracer.

>> No.3036906

I like this current trend of inserting hidden waifus into WADs

>> No.3036907
File: 439 KB, 1366x768, Screenshot_Doom_20160302_145307.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3036914
File: 61 KB, 600x450, CbXbjS-XIAAU4cJ.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3036917


it's one of those maps

>> No.3036921

>Poor Little Doomguy

>> No.3036925

Why must people ruin their maps with enemy placement like this?

>> No.3036928

Because you're either good at level/visual design, or enemy placement.
I've literally never played a WAD that was great at both.

>> No.3036930

Cyberdreams has a shrine to Helen Hunt in it somewhere, it's not that new :)

>> No.3036934

what's a wad that has good enemy placement in your opinion?

>> No.3036935

Until this point it's been an uphill, but not unwinnable battle, full of Revenants, Archviles, Mancubi, and trial and error. I had to get through a Cyberdemon 30 seconds before I got to this point. There's a Spider Mastermind running around just offscreen.

>> No.3036945

I just had the idea of roguishly rebalancing architecturally beautiful slaughter maps to be less... I guess I would say clusterfuckey?

>> No.3036947

Sometimes you have to realize that a good level idea or location is just not that good for gameplay.

>> No.3036953

you can generally do this by turning down the skill level, no mods needed

>> No.3036963

>Sunlust's Map 30 monster count

ITYTD: 1773
UV: 2131


>> No.3036965

Yeah, these types of wads tend to be a lot more enjoyable if you can just suck it up and play on a lower difficulty setting.

>> No.3036984

hmm, well monster count doesn't tell the whole story of course. other than that i can't say, i've not got to map30 in sunlust yet. i did give up on UV around map07, have pistol-start maxed up to map12 on HNTR.

>> No.3036987
File: 108 KB, 980x581, starting pistol.jpg [View same] [iqdb] [saucenao] [google] [report]

Apparently this is the D44M starting pistol. And link related is a channel with a bunch of cracked alpha multiplayer footage, including play as the prowler, baron of hell and mancubus.

>> No.3036989

Thanks again anons

I go through every one of these threads, they're way better than the shit I put with on /v/. You have any requests just hit me up

>> No.3036992

Cool link man.
That sure is one high quality link.

>> No.3036997

hey don't forget to tell hall to finish his maps so we can put them in the game for release

>> No.3037000
File: 2.82 MB, 580x326, Happy Little Button.webm [View same] [iqdb] [saucenao] [google] [report]

Past the cyberdemon is the jump you make that takes you to the elevator to the baron/hell knight mosh pit. Up until this point the level is all 3 or 4 rooms in a single building.

There are 3 paths you can take by jumping out that window. None of them pleasant.

>> No.3037004
File: 549 KB, 1315x520, footage.png [View same] [iqdb] [saucenao] [google] [report]

>Forgetting link related

>> No.3037006

Oh, neither have I. I don't have the patience for slaughtermaps, but I do like the architecture, which I would like to look at while facing a reasonable challenge that isn't just tons of barons and knights and other meatshields.

Wait, Zdoom has a nomonsters flag that I could use for sightseeing. How did I forget about that?

>> No.3037021
File: 2.47 MB, 317x229, have you tried increasing the ticks on this already.gif [View same] [iqdb] [saucenao] [google] [report]

>trying to make an exact cutcopy reproduction of the Doom 64 chaingun
I give up. Spent an entire night doing this and I'm finally done.

Just what the fuck kind of alchemy of the dark times, what outer force did Midway bring into this world to get that fucking insane visual recoil effect on it, that snappy, jerky animation on the barrels, the high as fuck volume on the firing sound that overlaps each shot fired, all the while keeping it ENTIRELY VANILLA, how the fuck did they achieve that literally nothing I can ever do will ever compare to that masterpiece of a weapon.

I managed to make /exact/ reproductions of every single weapon in the game overnight save for the unmaker for obvious reasons, but I just can't coin the damn feel to the thing.

>> No.3037034

why do i seem to think that was made exactly for complex doom?

>> No.3037039

Looks like it just offsets the weapon sprite down a bit for a couple tics and plays the firing sound on different channels. DEHACKED probably wouldn't be able to do the sound channel thing, but DECORATE can do both easily.

>> No.3037057

Doesn't Smooth Doom already do this? You can set the weapon's skins to be from Doom 64.

>> No.3037068

Christ. Why so many barons? If you're gonna have a goddamn Cyberdemon don't surround him with sponges. Thats just not cool.

>> No.3037082

This is probably a dumb question, but is there a way to assign multiple actions to an id tag in doombuilder?

trying to make a linedef that simultaneously kills the lights and opens hidden doors

>> No.3037093



I get a sort of Painkiller vibe with strafe jumping enabled.

>> No.3037109
File: 2.75 MB, 376x376, 1455130054120.gif [View same] [iqdb] [saucenao] [google] [report]

>There will be strafejump modifiers
All is right in the world

>> No.3037126

If you're using zdoom you should use a script. They're easy to use and implement. Otherwise you can have a monster inside the hidden door that trips a trigger line which kills the lights like a rube goldberg machine once it walks out.

>> No.3037149
File: 730 KB, 1278x1920, golden-eagle-3.jpg [View same] [iqdb] [saucenao] [google] [report]

>open exit door
>two archviles in front of me
>door behind me closes

Holy shit why is BTSX Episode 2 so fucking cheap?

>> No.3037154

How are you even supposed to survive that?

>> No.3037158
File: 2.72 MB, 768x432, Because I didnt learn my lesson the first time.webm [View same] [iqdb] [saucenao] [google] [report]

I'll probably try this on a lower difficulty later on. Maybe it won't keep doing this then.

>> No.3037168

Well once I died, I found out that I can survive if I run for my fucking life to the side and drop down to another area. So it's doable but still really fucking cheap.

>> No.3037173
File: 91 KB, 1114x642, setup.png [View same] [iqdb] [saucenao] [google] [report]

What are the settings I should use?
Pain Elemental disabled because fuck those nigger babypoopers[/spoilers]

>> No.3037182
File: 61 KB, 640x960, 1456956344.png [View same] [iqdb] [saucenao] [google] [report]

example of use of the passuse flag, which works in any boom-compatible engine.


>> No.3037187

remind me, which map?

>> No.3037209

>those microsoft maze textures
is there a map like those mazes

>> No.3037213

alright so imma have to say firstly sorry for the question beforehand since it pretty much involves spoonfeeding a retard, but

how would I go about doing those things you mentioned?

>> No.3037217

Map 10, I think.

Although I just beat Map 12 and it's even worse because I there's no fucking room to hide in and there are 2 Baron corpses laying around.

Seriously, fuck this wad, BTSX 1 wasn't this shit

>> No.3037221

So you're saying it's unBaronble?

>> No.3037225

First, what port are you working with/for?

>> No.3037226

that doesn't make any sense

do you pronounce baron as bear-on?

not that i have a leg to stand on, i pronouce cacodemon as cake-oh-demon

>> No.3037228

isn't this old as fuck news? unless everyone and their mother is talking about "the confirmation" what ever that is but come on all could tell that is the pistol

>> No.3037232

Not him but a good enemy placement is good when a low tier enemy can surprise you in low numbers.
Not saying monster closets are the way to go but rather unique and constantly changing placement.

>> No.3037236

oh i thought you were talking about map20something, but you're still in the "easy" half (relatively speaking!)

>> No.3037241 [DELETED] 

where can I suc ur cuc?

>> No.3037251

umm you see, I'm not doing it from scratch so much as I am editing d64_wmi_alt.pk3 released by some anon long ago, all of the changes made thus far involved completely deleting the decorate files for weapons and sprites, then I wrote new decorate files for each gun and replaced the sprites for the originals extracted from the doom 64 wad file, added visual recoil/kickback for shotty, ssg and rocket launcher, edited all frames for all weapons to make their behavior closer to the original guns, involving ticrates and all that fancy shmancy stuff.

i'm using SLADE (finally got the damn thing to work again, fuck you slumpED) and doing all tests in GZ. No doubt it'd work in ZDoom so no problems there at all.

what I was actually meandering to ask is what kinda function should I use to bump the offsets for the chaingun and how do I modify the sound channel feedback on it?

I would gladly post a .webm but I'm a nerd who doesn't even know how.

>> No.3037253
File: 869 KB, 1287x721, sorry.png [View same] [iqdb] [saucenao] [google] [report]

Sorry senpai, I hadn't seen it before ;_;

>> No.3037258

it's not that
I just saw this not long ago posted by someone else and it's like no-one has ever seen this

>> No.3037261

how did this guy get all this?
I would love to try if you can with the leaked alpha

>> No.3037287

Ah, that's what I wanted to know.
There's your answer. The zdoom wiki is very well documented, so you'll find most info like this on there.

>> No.3037295


>> No.3037296

oh and for the sound, play use several 0-duration frames of A_PlaySound with the same sound and different channels, that should work I think

>> No.3037324
File: 26 KB, 749x621, +_2647c6d8de05d7400288ea3e94dff78d.png [View same] [iqdb] [saucenao] [google] [report]

>Try out Colorful Hell on SCYTHE with Trailblazer
>First two missions are fine
>Third mission: "Ah, fresh meat. Black demon has spawned"
>Rapes my asshole faster than I can say "What the fuck"

Did I just get shit RNG or is this supposed to happen? I had to use idkfa and even then I barely survived.

>> No.3037331

yeah i think the black and white variants are meant to be almost unbeatable

>> No.3037348

the space is very awkward for 1-on-1 fighting with a cyberdemon. at this point in the map, the player likely only has a green armour, if that. the splash is therefore very threatening. the barons are there to provoke into infighting with the cyber. after that the weakened cyber is easier to pick off.

>> No.3037353

I can't thank you enough dude. Thanks a lot for the help, although I didn't quite get the sound thingie you mentioned in the second post, but I'll sort stuff out myself anyways, thanks inmensely for the help.

seems to be the harvester?

>> No.3037368
File: 3.97 MB, 9000x9000, 1450572122938.jpg [View same] [iqdb] [saucenao] [google] [report]

>Been working on a map for almost a month
>Just finishing level itself now
>Still need to place monsters and items
>Still not totally happy with visuals
send help

>> No.3037373

You're welcome man.

>although I didn't quite get the sound thingie you mentioned in the second post
Like this:

TNT1 A 0 A_PlaySound("SOUNDNAME", 0)
TNT1 A 0 A_PlaySound("SOUNDNAME", 1)
TNT1 A 0 A_PlaySound("SOUNDNAME", 2)
before the frame where the gun actually fires the bullet. I haven't done anything with sound channels so I'm not sure how to drench out sounds on purpose but you can experiment with the above.

>> No.3037384

Dankest webm of all time

>> No.3037391

The first one >>3037000 was darker. This is an improvement.

>> No.3037395

i had to check but he said dank not dark

>> No.3037398

also i think it would have been better if he/you hadn't stopped to type hilarious messages to the viewer for half of it.

>> No.3037402

Shit. This is what I get for not reading things three times before replying.

>> No.3037404

I said dank

>> No.3037405
File: 816 KB, 1920x1080, Screenshot_Doom_20160302_233403.png [View same] [iqdb] [saucenao] [google] [report]

The Spellcross Monster Pack is now also a Randomly Generated Arena featuring the new monsters for people to use. I'm aiming to release the arena and pack this week, perhaps friday/saturday. Not long now, have a screenshot.

>> No.3037408

Me too

>> No.3037410

I love the zoo!

>> No.3037413

the harvester huh. that's a new one. wonder how it looks. how did you figure out the name?

>> No.3037417

UDMF and other modern map formats do allow flats to be aligned, but you're probably doing a vanilla/Boom compat map

Just design your areas around what you want, or at worst, you can just make a custom flat that aligns to your floor

>> No.3037419

I'm playing BTSX Ep 2 with the same combo and as long as you don't get them in the first map it should be fine (save minigun ammo for black and white enemies)

>> No.3037424

And what if I do get them early on? Do I have to restart the whole thing?

>> No.3037431

Try to avoid them, I got a Black Zombie in one of the early maps of 200 mins of /vr/ and I just tried to exit the map as fast as I could.

>> No.3037470

you can realign floors in boom maps with floor scrollers. it is predictably fiddly but less inelegant than making an entire new flat for every different alignment offset you want to use.

>> No.3037476

Well you shouldn't have that many flat misalignments if you design your levels to the fucking grid

>> No.3037491

i don't know why you're yelling at me, tell that to >>3035989.

>> No.3037541

I love it anon and I'll show my friends

>> No.3037558

you're the fucking grid

>> No.3037620


you're fucking the grid

>> No.3037649

you're fucking the grid

>> No.3037684
File: 245 KB, 456x512, file.png [View same] [iqdb] [saucenao] [google] [report]

So... Maybe not entirely Doom related question, more like spriting and Photoshop question, but I have nowhere left to go - everyone else gives me retarded advices that give nowhere near desired result.

im trying to make a lightning effect in a PNG with transparency. Problem is all lightning generation tutorials I find are for creating lighning effect against black backdrop - here's a blue tint effect that does not work if overlayed over non-black background. I know that black BG can be removed IN photoshop with Screen type blending, but that only works against an image, not a transparent layer.

Im also aware that GZDoom has an additive overlay mode that does the same thing, but I want to further work with this texture outside of Doom and Photoshop, and I need proper transparency with it's Lighting effect. Most advices Ive heard have to do with cropping out image as is with /some/ transparency info, but that transparency is being backdropped, again, against black, and it becomes apparent if it is viewed against lighter colors - like red on the right of the image, while I want it to drop into proper, non-blackened transparency.

>> No.3037690
File: 579 KB, 1296x512, file.png [View same] [iqdb] [saucenao] [google] [report]

Woop wrong image

>> No.3037701
File: 44 KB, 369x271, wad bad.png [View same] [iqdb] [saucenao] [google] [report]

>screenshots showing amazing, beautiful architecture
>it's slaughtershit

>> No.3037730
File: 315 KB, 1366x768, Screenshot_Doom_20160223_205838.png [View same] [iqdb] [saucenao] [google] [report]



>> No.3037750


Gives me an idea for an infographic.

>> No.3037780


>> No.3037789


.....what wad is this?

>> No.3037791

It's here >>3036714

I was playing on Ultra-Violence. Have fun.

>> No.3037796


My new desktop. Thanks, doom friend.

>> No.3037815

>Not him but a good enemy placement is good when a low tier enemy can surprise you in low numbers.

Good monster placement is when the level design has been taken advantage of to create interesting and challenging scenarios with the monsters. Plutonia is a great example of this, IMO.

>> No.3037817


Thanks. I saw that on DW but had not gotten around to it. Looks like I'll be playing on ITYTD

>> No.3037821


>> No.3037829

Not gonna chastise him on his choice in weapons, the FNX is a pretty great pistol.

If they offered it with a Olive Drab frame, and matte black slide, it'd be perfect.

This, Plutonia actually challenges you in clever ways, rather than just swarming you with like 50 monsters at a time (it only really does that shit in the bonus levels).

Nothing makes me lose interest in a .wad more than full on slaughter, circlestrafing around several hordes is simply not a fun way to play.

>> No.3037853

What mod is that Pic from?

>> No.3037854

I could see something like that being on a shirt.

>> No.3037859

Well, anon, the whole point is that E2 is harder than E1. I imagine E3 will be even harder than E2

Just be glad BTSX is for the most part, avoiding Sunderisms.

>> No.3037871
File: 736 KB, 1366x768, Screenshot_Doom_20160222_223121.png [View same] [iqdb] [saucenao] [google] [report]

Project Brutality

demons have a rare drop that can turn you into a revenant for a while

>> No.3037876

Excuse my newness, but what is a Sunderism?

>> No.3037884


>> No.3037916
File: 19 KB, 389x295, 1454147809479.gif [View same] [iqdb] [saucenao] [google] [report]



>> No.3037921
File: 981 KB, 380x214, 1451110538274.gif [View same] [iqdb] [saucenao] [google] [report]

>MFW I'm 7 hours deep on my first map

My ambition is my inevitable downfall

I'll texture it properly later, I just want to finish the actual level and have you guys test it out for me

>> No.3037923


Anyone has any ideas? If an engine can do it, photoshop surely can do so to, right?... Right?

>> No.3037936


I'm going to need more specifics here... are you trying to rip that lightning from the PNG you're showing, or are you designing it?

If you're designing it, are you doing that on a black canvas and then trying to remove the black afterwards, because it's much easier to see when working on it?

>> No.3037951

yeah, figured out how to do so after a quick read.

I won't lie, I'm actually legitimately happy with how this came out, even if it's not much of the 'filled-to-the-brim with technicalities and spaghetti code' sorta thing that blows you away or anything. It's supposed to be a small, simple weapon edit more than anything for the experimentation's sake but I'm satisfied with it and I hope some people might be interested in it. I like to think I actually nailed the weapons down, I'll keep working on it if people feel like anything's going under. Thanks to the kind anon who posted this in the first place (see credits).


there were a few screenshots of the model rip from the alpha not long ago and judging by the shape of his head in the kill feedback, his lone eyeball, and the shape of his hands I think it's more than safe to ensure it's him. the prowler also makes an appearance in two or three of the videos in there too.

>> No.3037956
File: 164 KB, 800x844, therevenantgoes.png [View same] [iqdb] [saucenao] [google] [report]

Been a while since I've been here. For you, /vr/.

>> No.3037960

I feel like they should all be revenants, besides that one archvile

>> No.3037962
File: 30 KB, 320x320, whyhellothere.gif [View same] [iqdb] [saucenao] [google] [report]


I love it

>> No.3037964

It's really good man, I don't usually comment though, I just silently save for later. I think most people are the same.

>> No.3037965

>PS1 Doom and Doom 64
Fuck me that was good. The Doom 64 soundtrack on PC would be god tier.

>> No.3037981

How do you have freelook without screwing up the architecture of stuff? That looks amazing, but when I turn it on it feels like I'm a fish.

Using zdoom.

>> No.3037982
File: 1.10 MB, 835x631, 1451730350218.png [View same] [iqdb] [saucenao] [google] [report]


love it

>> No.3037983
File: 162 KB, 512x512, file.png [View same] [iqdb] [saucenao] [google] [report]

Im designing it, but the thing is Lightning coloration like this only works with a use of a color-blend layer, and THAT only works with black background. Removing background makes pic look like this (sans lightning bolt)

Other ways of coloring the lightning blue, color the wight portion of it blue as well - so I need eithere a way to extract the image as I said, or a way to color lightning white-to blue without using a color overlay.

>> No.3037986


>> No.3037993

Could you cheat the black background by using multiple layers? i.e. starting with a totally black layer, then creating a transparent layer and drawing in that?

>> No.3038020
File: 1.33 MB, 720x360, neato.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3038026

No Revenant this time?

>> No.3038042 [DELETED] 
File: 78 KB, 893x901, kneedeepinshit.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3038043

well i just played that miasma map with guncaster
5 minutes in i get my ass handed to me
only had to buy the ultra powerup like thrice

>> No.3038045
File: 110 KB, 367x502, HeretLightn.png [View same] [iqdb] [saucenao] [google] [report]

Nope. Actually nevermind all this crap, Ill try using different software - fiddling with Paint.Net provided me a result somewhat near what I desire in concept. I should fiddle with it and GIMP more.

If anybody knows a decent way of turning an outline or a contour into a decent lightning with transparency intact, please do tell.

>> No.3038050 [DELETED] 
File: 85 KB, 1042x919, shitmeplenty.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3038056
File: 847 KB, 1920x1200, 4.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3038059
File: 59 KB, 354x523, HeretLightn2.png [View same] [iqdb] [saucenao] [google] [report]

>literal shitposting

Also I think I got it right this time. What do you think?

>> No.3038097
File: 111 KB, 900x692, 1455743244199.gif [View same] [iqdb] [saucenao] [google] [report]

Alrighty, my first map is finished. The textures are still very basic and there's some tweaking to be done, but I'm anxious to see what you think of it.


>> No.3038120

that reminds me, didn't someone post a way to make destructible (explosive?) walls here a few months ago? maybe you could use that...

>> No.3038125
File: 349 KB, 672x1920, Gain elemental.png [View same] [iqdb] [saucenao] [google] [report]



>> No.3038151
File: 39 KB, 1280x720, Dark and Dreary.png [View same] [iqdb] [saucenao] [google] [report]

Well it certainly is dark. I also recognize that first big room with the lights. That's from the doombuilder tutorials isn't it?

>> No.3038158
File: 161 KB, 1280x720, Screenshot_Doom_20160303_073220.png [View same] [iqdb] [saucenao] [google] [report]

Also, your mancubi (is it mancubi?) appear to be stuck. Outside of that it's actually pretty fun, I like the traps. Very basic texturing in the first tech base part, but there's some variation behind the teleporters.

>> No.3038159

I'm going to make a map for DUMP, having only ever made that /tg/ map before.

It's gonna involve teensy crouched crawlspaces and firey pits that one has to jump from one to the other (And avoid the fireball emitters set into the walls)

>> No.3038167

>That's from the doombuilder tutorials isn't it?

basically, yeah

Oh the mancubi are stuck? shit, gotta fix that then

Glad you enjoyed it, there's actually one trap that refuses to work for some reason I can't understand in the second secret area: there's a linedef that's supposed to unleash a specter behind you, but it refuses to trigger.

>> No.3038179

That's because the sector the specter is in has a height of 0 and a door raises to the lowest ceiling.

>> No.3038187


oh god, no wonder

well then doom wizard, can you explain why my cross-lighting by the first switch seems fine in builder but glitches in actual play?

Also, do you think the weapon/ammo/health distribution is ok?

>> No.3038195

I quite honestly dislike the visuals in Sunder-inspired stuff. They always give me the impression that no heart or soul was put into them, and are just there for the sake of being artsy. And the maps never feel like a place or anything. Just a random structure, possibly in a void, thats specifically designed to kill you.

I prefer the visuals in BTSX, Scythe 2, and Speed of Doom. They feel like a natural improvement over the visuals found in the iwads, IMO.

>> No.3038207 [DELETED] 

I have a few ideas I'm not sure if it's even possible (or permitted in DUMP). How about...

>Breakable glass (It's actually a transparent door that slides down instantly and spawns a bunch of bouncing 'shards' in the sector)
>Traps that produce projectiles such as bouncing fireballs
>Friendly doomguy NPCs/doomguy-shaped props?

Besides this, how terrible is the idea of starting out in a location, with the exit just inside sight. In fact, you can see a bunch of friendly doomguys standing on the other side. going through a map to get a red keycard, then everything shakes, caving in a bunch of hallways while opening other passages, and then you have to go BACK while demons begin to spawn?
It'd essentially be backtracking, but with enough changes to the environment that it's essentially 'new', but you can see the corpses of things you've already killed and pick up loot that you missed your first time around.

>> No.3038216

Maybe map30 will be a credits level.

>> No.3038217
File: 119 KB, 1158x912, builderscreenshot.png [View same] [iqdb] [saucenao] [google] [report]

I don't exactly know why the lighting does that, maybe it has something to do with how you drew the lines but if you merge the sectors with the same brightness levels there like pic related, that should fix it.

>> No.3038221

I have a few ideas I'm not sure if it's even possible (or permitted in DUMP). How about...

>Breakable glass (It's actually a transparent door that slides down instantly and spawns a bunch of bouncing 'shards' in the sector)
>Traps that produce projectiles such as bouncing fireballs
>Friendly doomguy NPCs/doomguy-shaped props?

Besides this, how terrible is the idea of starting out in a location, with the exit just inside sight. In fact, you can see a bunch of friendly doomguys standing on the other side. Only problem is that the door requires a red keycard. So off you go, going through a map to get the card.

Eventually you do, then everything shakes, caving in a bunch of hallways while opening other passages, and then you have to go BACK while demons begin to spawn?

It'd essentially be backtracking, but with enough changes to the environment that it's essentially 'new', but you can see the corpses of things you've already killed and pick up loot that you missed your first time around.

>> No.3038225

As for item balance, I'm not very good at that stuff myself. It did feel like the secrets, especially the second one, were necessary to win. I always make secrets bonuses to make it easier but still optional.

>> No.3038261

>Breakable glass (It's actually a transparent door that slides down instantly and spawns a bunch of bouncing 'shards' in the sector)

>Traps that produce projectiles such as bouncing fireballs

>Friendly Doomguy NPCs
Well, I'll allow it, since they're not against the player, ergo shouldn't affect the versus-monster gameplay.

>Doomguy-shaped props

I like the idea of the map, but it sounds like it'd be quite a haul to do, even in a week. Don't be afraid to start simple and work up, rather than getting a big massive idea.
If you can somehow pull it off, though, it sounds like it could be really interesting.

>> No.3038262
File: 1.00 MB, 1000x1500, Doom Community.png [View same] [iqdb] [saucenao] [google] [report]

Welcome to the Doom community.

>> No.3038268
File: 1.04 MB, 300x225, 1451732213493.gif [View same] [iqdb] [saucenao] [google] [report]


The really strange thing is that it used to work perfectly, and as I've gone on and added to the map I came back and found that it was suddenly misbehaving.

Thanks for all the feedback, senpai

>> No.3038273

>the zandropubbie
top fucking kek

>> No.3038278

Are there any mods for Doom64EX that add reload animations for the shotguns?

>> No.3038279

most of this seems accurate but some of it just seems like projecting
>le everyone in this fanbase is suxx execpt me

>> No.3038283

it's more like "everyone is shit in their own way"

>> No.3038298

>le everyone in this fanbase is suxx execpt me
Uhhhhhhhhhhhhhhhhhhhhh that is not at all what that is.

>> No.3038305

Hey, that's cool!

>> No.3038328
File: 2 KB, 120x120, demondisplay.png [View same] [iqdb] [saucenao] [google] [report]

How's this looking for a 'demon research facility'? I'm planning to use these as a texture, after making sure the palettes work and basically overlaying it on a screen texture. As well as finishing the pain elemental and hell baron wireframes.

Might even get rid of the notes and replacing them with just more wireframes. Maybe a side view?

>> No.3038331

Okay, but where's the speedrunners?

>> No.3038334


...FUCK that would have been perfect to add

>> No.3038337
File: 872 KB, 2250x1223, french-pre-dreadnought-battleship-massc3a9na-alongside-one-of-her-sisters.jpg [View same] [iqdb] [saucenao] [google] [report]

I am not halfway through the map yet and fucking tired and out of the spark already. I need some inspiration guys, i really do. Some navy-related metal music or stuff like that (pic related) will go, preferably not doom/death.
Also, a tutorial about lighting in gzdoom builder would be much appreciated. People complained about it being shit on the previous map.

>> No.3038343

i don't fit into any of these, bah

>> No.3038346

Heh. Summed up pretty well, i am suddenly ashamed for being some of the types sometime. Still, eccentric misfit hardly belongs to the community,and zandropubbie/competitive nerd is probably a one thing.

>> No.3038349
File: 9 KB, 240x240, 1330464432811.jpg [View same] [iqdb] [saucenao] [google] [report]

you say that like it's a bad thing

>> No.3038353

>gameplay modder
>can't remember the last time i've completed a mapset

>> No.3038367
File: 127 KB, 1088x1408, scrap357_a.jpg [View same] [iqdb] [saucenao] [google] [report]


pleb tier ms paint doom OC art fag / part zandropubbie chiming in!

>> No.3038372
File: 25 KB, 651x406, Snib4.png [View same] [iqdb] [saucenao] [google] [report]

Hmm... What do you guys think of this thing as a barrel launcher

>> No.3038375


looks less like a barrel launcher and more like an industrial vacuum cleaner

>> No.3038378
File: 20 KB, 529x362, Snib5.png [View same] [iqdb] [saucenao] [google] [report]


What if this is the thing that's responsible for all of the barrels in doom maps?

>> No.3038381
File: 18 KB, 276x230, 1447883275512.jpg [View same] [iqdb] [saucenao] [google] [report]

Big Fucking Fleshlight 9000

looks pretty cool but personally i'd have him conjure the barrels out of thin air

>> No.3038382

i'd say it needs even MORE bulk

>> No.3038393
File: 132 KB, 1984x896, scrap358_a.jpg [View same] [iqdb] [saucenao] [google] [report]

Give it a straight arc that fires further and faster than the skulltag-esque grenade launchers with their ludicrous bouncy rubber shells and often times crap damage. Please.

>> No.3038403
File: 19 KB, 508x337, Snib7.png [View same] [iqdb] [saucenao] [google] [report]


I like the idea of a thing shooting the barrels




actually by default the primary fire only places the barrels a short distance away from you.

>> No.3038404

are you saying you want it to be THICK

>> No.3038405

now make one with a revenant

> Doomguy goes "UNF"

>> No.3038406

looking great

what can i sayy? i love big [/spoiler] guns [/spoiler]

>> No.3038407
File: 553 KB, 1179x2678, 1452394270463.png [View same] [iqdb] [saucenao] [google] [report]

I'm with you there
ugh now I feel like I have to

>> No.3038420

literally the only part of this picture i don't understand is professor layton stomping on-

oh nevermind, i get it now

>> No.3038423

>dat room with revenants and archvile
Top fucking kek.

>> No.3038425
File: 1.35 MB, 1920x1080, darkplaces 2016-03-03 04-03-37-93.png [View same] [iqdb] [saucenao] [google] [report]

>tfw quake isn't discussion-worthy

I can't believe how much fucking fun I'm having with Arcane Dimensions.

>> No.3038427

Still don't get it.
Something about puzzles?

>> No.3038434
File: 468 KB, 500x350, 1453665367338.gif [View same] [iqdb] [saucenao] [google] [report]

Hexen is notoriously fucking obtuse in terms of its "puzzles", so Layton is throwing a shitfit and stomping on it.

I literally never got beyond getting the iron key and unlocking the door in the Iron Guardian part of Seven Portals. I burnt almost an hour and just gave up out of pure frustration.

Someone suggested I might need a walkthrough to play the game, and my opinion of that went through three stages:

1. "lol, walkthrough"
2. "what in the fuck am i supposed to do, god damn it"
3. "oh god, they were right, fuck this game"

>> No.3038435


Hexen's puzzles are not, shall we say, straightforward.

>> No.3038438

I want this to be an actual toy now

>the imp goes wraaaaah
>the cacodemon goes wriiiiiiiihh
>the cyberdemon goes whuuuuuuuuh

>> No.3038439


This is a pretty map.

>> No.3038440

We need an alt with walking barrel entities, something like Bob-ombs

>> No.3038442

Don't tempt me I might actually try making one

honestly can't even be that hard

>> No.3038445


I plan on making the altfire a melee push attack. And then getting the chainsaw gives you a hookshot if you hold altfire, letting you snatch bombs up and fire them out so they detonate on impact.

Except now I need to figure out how to make a melee tier attack for this thing >>3038403

>> No.3038446

Ah right, right. Although the first hub isn't that bad, the second and third are fucking terrible.

I haven't even beaten Deathkings yet, throwing four of those dragon assholes in the starting area is super fucking cheap

>> No.3038447

[tempting intensifies]

>> No.3038448

zombiewoman lewds fucking when?

>> No.3038450

Just made a request for you on the /trash/ thread

>> No.3038453
File: 60 KB, 991x902, 1450070762830.jpg [View same] [iqdb] [saucenao] [google] [report]

Everytime i see this it only gets funnier

>> No.3038454
File: 854 KB, 500x500, 1454781424053.gif [View same] [iqdb] [saucenao] [google] [report]

fucking do it, you will become a legend

>> No.3038456

>The mancubus goes whoooooooooh
>The archvile goes wheeeeeeeeeh
>The chaingunner goes whoooooooh
>The doomguy's mom goes blrblrblrlb
>Because she has everyone above's dick in her mouth right now

>> No.3038457


disregard that


it's elegantly simple in execution but daringly complex in terms of attempting to modify it. I'd have to gut it and design a completely new digital mechanism.

>> No.3038460
File: 48 KB, 350x339, 1433714437387.png [View same] [iqdb] [saucenao] [google] [report]

should i try it? Seems good to me

>> No.3038462

I never which of the source port characters is which port (except cholocate?) and the donald duck handpuppets thing

>> No.3038463

don't forget the lube and remember it's only smellz

>> No.3038464


>> No.3038465

this actually gives me another idea, instead of a physical version just make a flash that simulates it, its easy as fuck to make, i would do it but i can't into voice acting

>> No.3038469
File: 37 KB, 200x194, 1447735392152.gif [View same] [iqdb] [saucenao] [google] [report]

We're a match made in heaven then senpai, I've got audio software, a pre-amp and an SM-58 sitting right next to me.

>> No.3038470

W-Why would i need lube?

>> No.3038471
File: 1.85 MB, 1920x1080, darkplaces 2016-02-18 04-30-25-68.png [View same] [iqdb] [saucenao] [google] [report]

It is. Necromancer's Keep is the prettiest map out of them all by far, I feel (and was the first one I played so it set the standard for the rest, along with the hub map), but Firetop Mountain is close once you start chasing ghosts. Only map out of the mod that I've 100%'d so far.

I thought Crucial was quite fun especially with the new grunt types but not that great looking, Place of Many Deaths was a fun expanded take on dm1 (and funny as well with the various pickup and environmental messages), and Lavatomb looked like shit and didn't play much better. Haven't played the other maps yet, working my way through in no particular order.

Anyone else have opinions on the mod or am I just too late to the party?

>> No.3038474

Maybe later, i am still dangerously new with flash and i don't want to make any promises i am not sure i will be able to keep, but if someone else do it its okay to me too

>> No.3038476
File: 744 KB, 1920x1080, spasm0013.jpg [View same] [iqdb] [saucenao] [google] [report]


Remixed E2M2 was the one I enjoyed the most. Small map but lots of secrets.

>> No.3038481
File: 12 KB, 331x473, 3NXk96G.jpg [View same] [iqdb] [saucenao] [google] [report]


Well if you (or anyone else for that matter) is interested, add me on steam: http://steamcommunity.com/id/Harbltron/

I'd love to lay down some vocals and the doom audio and make them sound scratchy and plastic, it would be a fun little project.

Also it would help give me the kick in the ass I need to buckle down on that VaporDoom track I've been putting off.

>> No.3038482

Very well

>> No.3038484

>BTSX E2 When

This pic must be old by now. Surprised I've never seen it before.

>> No.3038485

rearrange the letters a bit and add a U and a T

>> No.3038486

always bring lube to ButTSeX

>> No.3038487

How would I make a mod with different coloured vision modes? Like Predator vision, etc.?

>> No.3038504

dummy powerups that do nothing but make use of powerup.color

>> No.3038512

I didn't like Quake very much but damn this is beautiful.

What do I need to play it? Or is it like doom wads where I just drag it to the sourceport?

>> No.3038513

>pre dreadnaughts.

my man.

Watch a film called "Nihonkai daikaisen" - Great Battle of the Japan Sea from 1969.
Its about the Russo Japanese wars, very cool naval and land battle scenes.

>> No.3038517


I thought newer versions of this toy were electronic. Not as classic in terms of look but it'd do the trick as a fun little project I think.

>> No.3038518


It's different from running Doom mods but the mod has instructions in its readme on what you have to do in order to run it. Quakespasm is the recommended source port by the mod developer. Of course, you'll also need the registered version of Quake.

>> No.3038519

That looks cool, i'll try it. Modern Japanese tv series about the Russo-Japanese war looked like j-porn without porn though.

>> No.3038531
File: 352 KB, 1600x900, Screenshot_Doom_20160303_041324.png [View same] [iqdb] [saucenao] [google] [report]


>looks nice and properly colored here
>looks like this in gameplay

Is it because I used blend rather than just translate? Why the fuck does it look good there and so bad in gameplay.

Fuck I hate messing with colors

>> No.3038535

Do you ever think about what those monsters get up to while they wait for you to come? It must get pretty boring standing around in the same spot all day long.

>> No.3038539
File: 89 KB, 580x2109, 2009-12-04-surprise.png [View same] [iqdb] [saucenao] [google] [report]


Funny you should mention that

>> No.3038541

>doomguy is taking too long
>that cacodemon is staring at me
>my feet hurt
>this midi is too loud
>i wish i was home bathing in lava

>> No.3038542
File: 143 KB, 672x434, 1450536337375.png [View same] [iqdb] [saucenao] [google] [report]

>non skeleton revenant
Please tell me this is an actual enemy i can shoot by using some wad

>> No.3038543

i think the 'marine skins' pack has a player wearing a revenant's vest

>> No.3038546

pick a random player number, check if you have line of sight to him, repeat as needed.

>> No.3038549

i was thinking about something like a revenant alt that is slower but has more defense, like a tall, skinny strong zombie that would switch between a shotgun and his shoulder guns

>> No.3038564
File: 411 KB, 1600x900, Screenshot_Doom_20160303_044411.png [View same] [iqdb] [saucenao] [google] [report]


Okay, I tried to use translation this time.

>> No.3038565

well shit, don't suppose you'd want a double-health archvile wielding a plasmagun to go with that
you fuckin' loony

>> No.3038595

any chance of those screenshots from you buddy?

>> No.3038601
File: 1.09 MB, 720x360, now you too can smack a bitch.webm [View same] [iqdb] [saucenao] [google] [report]

Someone help I'm having fun with this

the punch uses the revenant's punch sound

>> No.3038605

honestly, cannot unsee the original sprites: the gun

>> No.3038606


It looks a little nicer than the double chaingun cannon from Style at least.

>> No.3038607

>that third hand
but it looks better in motion. also best concept

>> No.3038615

Are there any good weapon mods out there that DON'T have reloading?

Or if they do it's limited to the single shotgun and whatever assault rifle variant there is.

>> No.3038617

I had the backtrack idea too, but with a castle crumbling down after you press a button, and then you have to hurry up to escape. Related to this, does anyone know about a good medieval-style texture pack?

>> No.3038624
File: 618 KB, 720x360, that's right, just bite into a bomb you dumb shit.webm [View same] [iqdb] [saucenao] [google] [report]


Holy fuck I just noticed an extra quirk with how I did the knockback on these barrels, when they go flying and hit monsters, it causes them to focus on it instead of you.

Keeping this.

>> No.3038626

next we need barrels that get angry at other barrels

>> No.3038647

You should make the barrel slosh some nukage out every time it bounces

>> No.3038650


I should probably edit the base barrel sprite a little honestly, not sure how to do it though, I'm gonna use flaming cans for the fire bombs, those black tech looking pillars for the plasma bombs, not sure what to do with ballistic bombs, other than take the barrel and stuff it full of clips and bullet boxes

>> No.3038653

make it a giant shotgun shell

>> No.3038657


I fucking love that idea, I might have to fudge and use an outside sprite for that, I'm aiming for the smallest filesize possible, so I'm mostly using TEXTURES.

>> No.3038713
File: 1.03 MB, 720x360, light my fuse.webm [View same] [iqdb] [saucenao] [google] [report]

Did a quick redesign of the bomb barrels.


>> No.3038715

>Not him but a good enemy placement is good when a low tier enemy can surprise you in low numbers.

Not that I disagree, but I think it's about the art of working with less, not more.

Granted, some combos can get obnoxious. Like the whole pinky-in-a-tight-hallway when bam, there's another behind you. Or the classic Revenant in a no cover room. But I still enjoy those in a way, because it conveys SOME sense of thought over
>well this is a big room so let's put 40 hell knights here, and 70 cacodemons there, wow done. hope the player enjoys circle strafing and BFG spamming these for 10 minutes

>> No.3038718

sorry to say that due to zdoomisms i couldn't even get out of the first room...

>> No.3038723

like it, it's funny

>> No.3038725

and silly

>> No.3038728
File: 208 KB, 800x600, Screenshot_Doom_20160303_152752.png [View same] [iqdb] [saucenao] [google] [report]

WIP lounge room

>> No.3038747

reminds me of duke3d for some reason

>> No.3038751

I like that BTSX so far rarely has any maps that exceed 500 monsters.

Wonder if E3 will be different.

>> No.3038753

I prefer the simpler.

>> No.3038756

You should scale the torch down a little if possible. Looks hilarious anyway.

Try textures-tinting to red to make it looks like a huge stick of dynamite for laughs?

>> No.3038765


>> No.3038780
File: 135 KB, 660x547, rev-flustered.png [View same] [iqdb] [saucenao] [google] [report]

>anon saved one of my doodles

>> No.3038781

They look pretty neat, displays like that cool to see in Doom mods.

>> No.3038782
File: 844 KB, 720x360, DYNAMITE.webm [View same] [iqdb] [saucenao] [google] [report]


I like the big ass fuse, it's easy to notice when shit gets hectic.

The red colored bomb is a great idea though

Alternatively, I could make the bomb black, I'm aiming for a bomberman inspiration anyway

>> No.3038786

didn't you need a few different bombs anyway?

>> No.3038792


Yeah, I got a few planned:

regular bombs
fire bombs (pick up a rocket launcher to switch to them, uses rocket-tier ammo pickups)
plasma bombs (plasma gun, get cells for ammo)
ballistc bombs (grab a chaingun, uses bullets for ammo)

Shotguns are gonna be consumable charges that let you fire a bomb of your choice a longer distance by holding fire.

Probably gonna make SSGs a wild card that have a chance of giving you one of the other bomb power ups.

>> No.3038797


>Shotguns are gonna be consumable charges that let you fire a bomb of your choice a longer distance by holding fire.

...well that or let the player fire a shotgun blast of the appropriate element. I plan on making the chainsaw an upgrade that lets you snatch bombs and launch them.

>> No.3038805

anything for bfg or berserk?

>> No.3038807

bfg should totally just shit out a hundred barrels

>> No.3038810


What I currently got planned for the BFG is some kinda neato armor that replaces normal bombs with remote detonated ones, and protect the player against their own explosions for a set HP before breaking.

as for the Berserk


This guy is close. If you guys have ever played bomberman multiplayer, you should probably be familar with the skulls, and how one of them forces you rapidly lay bombs uncontrollably for awhile, right? Well what about that + immunity to your own fire for awhile, so you just become a walking stream of explosions and fire for awhile.

>> No.3038814

It took me a while to see that the shelves, cupboard, tv etc were indented in the wall, and not flat like wallpaper. I'd suggest (but you don't have to) leaving a bit more space above them so someone could put stuff on top of the shelves, and so that the tv screen looks like it would actually fit in that space.

>> No.3038837

how about this?
>regular bomb
black, red flame
>fire bomb
red, orange flame
>Plasma bomb
white, green flame (or blue?)
>ballistic bomb
green, yellow flame

and for the SSG, how about a remote detonator ?

>> No.3038843

Issue is the tv has to have a ceiling right above it because the camera textrue doesn't work on a two sided linedef (it seems) Couldn't figure out a better way than to indent the whole thing.

>> No.3038847
File: 2 KB, 38x72, ELECA0.png [View same] [iqdb] [saucenao] [google] [report]


I'm actually aiming for totally different bomb shapes.

So like, I'm gonna be using the flaming cans for fire bombs, do something like pic related for plasma bombs, and I'll think of something clever for the ballistic bombs

>> No.3038848
File: 3.00 MB, 320x240, Dark_and_Dreary_fix1-602-1.webm [View same] [iqdb] [saucenao] [google] [report]

>>3038718 (me)
okay i fixed the broken linedefs (they're now all manual stay-open doors), and made a demo


missed a secret, and decided not to bother with the last room.

too dark for my tastes. crate room trap was well worked, though. the slime canyon part was my favourite.

>> No.3038849

oh, right

just use a sideways ammo crate, ha

>> No.3038850
File: 2.83 MB, 320x240, Dark_and_Dreary_fix1-602-2.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3038854
File: 275 KB, 540x567, ceaseless agitatation.gif [View same] [iqdb] [saucenao] [google] [report]


>not conserving ammunition and being a man by punching those two leftover pinkies early on


>> No.3038856

Ah, I was wondering about that. Oh well, then!

>> No.3038865 [SPOILER] 
File: 1.97 MB, 5060x2752, 1457021200199.jpg [View same] [iqdb] [saucenao] [google] [report]

o hai

>> No.3038869


That is fucking rad. Why can't that be the box art

>> No.3038872

Is this the real box cover?

>> No.3038876
File: 538 KB, 625x1071, vote for a you shitters.png [View same] [iqdb] [saucenao] [google] [report]

Vote for B you shitters!

>> No.3038878

It really should just be that. No text on the back cluttering it up. No generic 10/10 review bullshit. Just Doomguy, Hell, and a whole lot of demons to eviscerate.

>> No.3038884

Of course I'm going for B.
I'm gonna make a twitter just to vote for B

>> No.3038889

ho ly shiet
>that one demon looking back at the camera

>> No.3038906

Honestly shocked this unique cover isn't the actual cover, and is just a reversible. The actual cover is too generic.

>> No.3038909

>no second marine in the background

It's still awesome, but that would have been a really neat detail

>> No.3038910


on the plus side, the reverse one won't have those garbage blurbs like bam ham city had

>> No.3038914 [SPOILER] 
File: 329 KB, 1280x960, 1457022313363.png [View same] [iqdb] [saucenao] [google] [report]


The black and white tier variants are meant to be a little spice for the mid/late game by bringing a lot of challenge to the table, they are hard, I admit but I aim to give them fairness still.
They all do have their own weaknesses and behaviors to learn and most of em should assist you unwillingly with ammo, so eventually they will become easier to deal with for experience players.

unfortunantly, I have no control over the RNG, so sometimes, position or state of game can spawn em in bullshit positions.
I once did try considering some sort of a ACS script to limit when they spawn, but like, that still was kinda mission impossible as map number, or maps played can be rather weak check for shorter mappacks with more action and other things like, number of weapons or something like that also kinda felt weak when weapons mod are taken to consideration.

I will eventually add a multiple of same type check tho, cause even tho its rare, appereantly someone has managed to even get two whites of same specie to spawn in the same map and it oughta help a little atleast.

So yeah, if you run into one in bad position or too early/non prepared, try avoid it.
Atleast its good that you get notification for it, right?

>> No.3038915

Since theres no coop for campaign, it might not have made sense.

>> No.3038926

Could be mistaken, but I don't think there was any in the original.

>> No.3038927

There was

>> No.3038931

A slider like in DoomRPG to modify the chances would be nice, but I don't know how complicated is it to code. To be honest as they are now it's fine, if the monster count is low you'll rarely get black/white versions and if you do they can make an easy map suddenly scary, it spices up the game.

>> No.3038932

>Playing Plutonia with Zero Tolerance & Colorful Hell
>Black chaingunner on MAP02


>> No.3038934

>tfw no B as main cover with A as reversible
I hope wee get B though

>> No.3038936

Bummer I can't properly resize it to 3840:1080 for muh dualscreen wallpaper

>> No.3038938

Well shit, I only recently played Doom for the first time and I don't have any friends

>> No.3038947
File: 56 KB, 791x396, revenant].jpg [View same] [iqdb] [saucenao] [google] [report]

>Watch this
>Realise original revenant was always bloody and not just wearing torn red pantsthingy

Kill me

>> No.3038949

Original Doom had coop. Doom 2 and Final Doom in fact have extra cyberdemons and spiderdemons on some maps in coop mode.

>> No.3038951


Holy shit Doom 3's revenant is so bad

>> No.3038952

at first glance i thought the demon with an armcannon was an ally

>> No.3038954

I thought so too until I read the wiki article

>> No.3038958

>'white shotgunner spawned'
>oh geez
>walk out of first room
>look right


>> No.3038964

>it's slaughtershit

>> No.3038967
File: 137 KB, 623x527, Captain deimos disapproves of your bullshit, skeleton man.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3038970

Nah, not enough Mancubi, Revenants, Arch-viles, Cyberdemons, etc.

And theres only like 20 or so monsters on that picture.

>> No.3038983

A lot of Doom3s design are pretty shit

>> No.3038987

"the revenant wears pants (587 comments)"
-- doomworld's front page, circa 2001

>> No.3038989

Yeah. Doom 3's monsters more looked like Mutants, rather than demons from hell.

>> No.3038991

I guess that's what the doom movie was based on.

>> No.3038992


>> No.3038993

If you can, I'd say add a rail down the middle of it to break up the plasma rifle a bit more. But it looks pretty great.

>> No.3039001

Yeah. There's a mod that removes that dumb transparent body out there somewhere. Makes it a lot better.

>> No.3039004

How bad is your ammo conservation autism? I'm up to switching to the shotgun after two SSG blasts to finish off Arachnotrons and Hell Knights. Sometimes it doesn't even actually save me the one shell, but there's always a chance so I have to do it. I'll only make an exception if there's another enemy that I can line up behind it to make sure the shot does full damage.

>> No.3039010

Swampy Fogbottom is the best map in AD by far.

>> No.3039013

pretty bad but only when i'm doing a new map and i don't feel like i have much

>> No.3039026

i definitely go too far with lining things up though, i take far too much damage while faffing about lining targets up

>> No.3039028

i have to kill fast and weapon switching too slow

>> No.3039034

I just let a hell knight blow up a barrel that did a good 30 damage to me so it would kill itself and I wouldn't have to spend another two shells.

>> No.3039035

>Monsterous demon melted to the bone in the lava, suspended in its last moment with giant decaying arm reaching out above the landscape

>> No.3039036

it's so often the case that ammo and health can be traded off for one another

>> No.3039038


I've poked around at the other weapons, I can't find anything that doesn't clash in a painfully obvious manner.

>> No.3039039

Alright, I'm missing something obvious, but I can't seem to find it.

I've been mucking with a mod someone made for the 64k contest on the zdoom forums, and while most of the tweaks have been fairly easy, I'm having issues with something stupid.

The mod uses flares as your only method of lighting the area around you, and it keeps them as an inventory item. This is fine, except that continuous play seems to be impossible, what with it not retaining how many flares you have. It sets it to 1. Which I'm not sure where it's getting the count from, since pistol start gives you 8.

tl;dr - how do I keep the amount of an inventory item I have when going to another map in zdoom?

>> No.3039040

Well shit that actually looks kickass.
Where to vote?

>about 20 or something monsters
>most of them are weaker tier
It's at most one horde.

>> No.3039046

Inventory.Interhub actor property is what you're looking for.

>> No.3039047

looks like someone's found their new favourite word.

pay it no mind.

>> No.3039053


I mean, Option A is really good too but B is winning this shit.

>> No.3039059

They have to list specs and age ratings though, as well as some small legal text

>> No.3039067

Twatter is where you vote
I don't have a twitter, what's the current results?

>> No.3039072

Thank you muchly. Don't think I'll release this stupid little thing, but I have fun with it.

>> No.3039081


not him but option a has 40% and b has 60%

>> No.3039082

>looks like someone's found their new favourite word.
I almost kind of wish I hadn't said it in >>3037701 because I foresee it becoming an abused buzzword now, Plutonia is going to be described as "slaughtershit" now, even though it only really does slaughter in the bonus maps.

I don't even mind the occasional big horde of monsters, I just don't think Sunder or Alien Vendetta provides particularly amazing gameplay.

>> No.3039092

>want to play Duke Caribbean
>no music at all

>> No.3039095

>It's time to LIMBO

>> No.3039107
File: 88 KB, 1280x720, megaton psp.jpg [View same] [iqdb] [saucenao] [google] [report]

I'd tell you to go get Megaton Edition, because it works well enough, was available on lots of modern systems, and was cheap, but it was just pulled from digital distribution.

Gearbox are probably going to do some bullshit later.

>tfw no Duke 3D on my eventual PS4 ;_;

>> No.3039112

>Succesfullish new wolfenstein
>Succesfullish new doom
>Duke Nukem Forever 2

>> No.3039159
File: 122 KB, 1920x1080, ASgRwnJ.jpg [View same] [iqdb] [saucenao] [google] [report]

I thought the thumbnail was a series of doom 4 screenshots

>> No.3039173
File: 340 KB, 1680x1050, Screenshot_Doom_20160303_124705.png [View same] [iqdb] [saucenao] [google] [report]

oh ok

>> No.3039183
File: 216 KB, 760x1024, 1295715184909.jpg [View same] [iqdb] [saucenao] [google] [report]

>>Duke Nukem Forever 2
On one hand I want to scream because they fucked up the already sordid mess that was DNF (what a fucking terrible game).

But on another, if it's a new game from the ground up, it has a chance to be competent, though I hate Gearbox and Randy, they actually ARE competent at putting things together (when doing it themselves at least), and when they're not running a scam, so plausibly, a Gearbox Duke game COULD turn out adequate.

That said, it's also possible that they'll take the publishers money for Duke AGAIN, to funnel into Borderlands AGAIN, and outsource the Duke development to some small-time dev for cheap, AGAIN, so it could absolutely be another disaster.

So I have confidence in their ability, but no confidence in their morality.

>> No.3039194

It's a great word, tb perfectly h

>> No.3039195

rip en ter

that's dakka, right? replaces berserk with a minigun flamer

>> No.3039196

why do people shit on Doom95? am I the only one here that prefers it over ZDoom? maybe it's placebo but it just looks better to me

>> No.3039197
File: 23 KB, 485x440, giga nigga approves.jpg [View same] [iqdb] [saucenao] [google] [report]

Holy shit, why aren't they making this the normal cover art?

>> No.3039201


why fifteen berserk packs are here in the first place though is beyond me

>> No.3039203

Only responding to you because it's related, sorry m8.

Anyways, does anyone happen to have the Github-like site Ijon's using for Dakka?

>> No.3039204


For the sake of discussion, let's break down all the -shit so that we can properly recognize each of them and then promptly dismiss them for the faggotry they are:

slaughtershit: Has monster counts exceeding 1000 and contains 20 in a single encounter. More enemies is bad!
corridorshit: Has a linear design that "guides" the player along, thus discouraging exploration. Handholding is bad!
roamshit: Open-ended map designs that aren't linear and don't encourage the player to follow a path. Getting lost is bad!
zshit: Requires ZDoom to properly play. ZDoom is bad!
realmshit: Makes use of Realm667 resources. Realm667 is bad!
detailshit: Detail surpassing 1999 style mapping, which detracts from the gameplay by making things look nice. Pretty is bad!

>> No.3039205


>> No.3039207

because of the urban feeling

>> No.3039209


Shitshit: Too much shit. Shit is bad!

>> No.3039216

funny pic man

>> No.3039223
File: 312 KB, 1280x720, Screenshot_Doom_20160303_140731.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3039227

mix up everything, use it with doom arsenal and doom RPG for massive amount of fun

>> No.3039228

completely unrelated but man, just look at how nice and punchy the pistol looks in fast motion compared to the actual wimpy piece of shit in the game.

it should really have this same rate of fire picture here.

>> No.3039232

this hud is really sweet

>> No.3039235

Holy fuck that is amazing

>> No.3039238


To be honest, that should be the cover for Doom 4.

>> No.3039246

really cool art, but i'm not english native and i completely missed the joke here :)

>> No.3039247

Now this is a cover you could probably translate into the original game.

>> No.3039248
File: 418 KB, 1280x720, THE WALLS ARE MOVING.png [View same] [iqdb] [saucenao] [google] [report]

I'm diggin this wad, thanks Oblige

>> No.3039257

>Detail surpassing 1999 style mapping

I would like more info on the different styles (or fads) in mapping that were popular throughout the years,

>> No.3039262

how does the smooth shadowing there work?

>> No.3039269
File: 305 KB, 581x542, TOOT.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3039279
File: 696 KB, 1366x768, Wallpaper_1366x768_1.png [View same] [iqdb] [saucenao] [google] [report]

>first Kaiser posts a webm featuring a map from Blood in his engine
>now this >>3037532


>> No.3039282

What's the wad for the weapons and armor? Looks pretty cool

>> No.3039283


Isn't BloodCM not really a true 100% port though? I heard AI Behavior and Physics are all wonky compared to the original DOS version.

>> No.3039285

>people bitching about BloodCM

Every single fucking thread.

>> No.3039294
File: 25 KB, 244x294, 1450083252682.jpg [View same] [iqdb] [saucenao] [google] [report]

>doom wad filled with fusions between enemies
>its randomized
>arch-vile with pain elemental
>arch-vile with revenant
>mancubus with arachnotron
>arch-vile with Cyberdemon
>Baron with knight
I remember this one colorful hell enemy that was like this, why isn't this a thing yet?

>> No.3039298
File: 935 KB, 2400x2752, moom.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3039301

Apparently. But it's kinda cool anyway.

>> No.3039303

>two demons connect on the battlefield
>a love that can never be
>and one headless man trying to tear them apart

>> No.3039310

Apparently some russian guy has tweaked Bloodcm, and so it's a little better now. He also ported most of the maps I think.

>> No.3039314

To the moom

>> No.3039317
File: 595 KB, 914x784, 994b30d3fea77d00bf1dc6c9896c0bb8a7ca3be2.png [View same] [iqdb] [saucenao] [google] [report]

Project Brutality

I like it.

Time to run through this wad again with DoomKraken's Monster randomizer, wish me luck

>> No.3039348

> people save my shit

>> No.3039358

My only problem with the official Blood is that looking up/down distorts everything. I know it's a minor thing but it just really bugs the shit out of me.

>> No.3039359
File: 440 KB, 1935x1034, creation of.jpg [View same] [iqdb] [saucenao] [google] [report]

I got a pretty interesting Oblige wad too.

I thought Ammo and Health set to scarce would make it hard, but the main difficulty was scurrying to a relative safe spot at the start and get a shotgun/chainsaw. Then level 2 wasn't that hard either. Then level 3 was doable, except... The fucking archvile. And then the cyberdemon guarding the red key. And then the spider mastermind guarding the exit. Jesus I didn't have the ammo I needed in that final level. C-can you clear it? I think there might just be too many mobs, or I just didn't chainsaw/ammo conserve hard enough.

>> No.3039364
File: 1.24 MB, 744x1051, a450937d845c81bce05974e43d4aeedceb45f096.jpg [View same] [iqdb] [saucenao] [google] [report]

I'll give it a shot with the PB + Monster Randomizer combination I'm using. Is the map for DOOM or DOOM 2?

>> No.3039368
File: 24 KB, 544x241, labeouf.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3039371

Oh right, forget to mention, Doom 2 (I use zDoom if relevant). For reference, I was playing on UV if you need to know.

>> No.3039382

Does PB have Brutal Doom's annoying problem with hitscan enemies?

>> No.3039384
File: 250 KB, 1280x720, Screenshot_Doom_20160303_152503.png [View same] [iqdb] [saucenao] [google] [report]

What a coincidence, I play on UV aswell. This should be interesting

What the hell? Is that 8 fucking barrels on that shotgun?

>> No.3039392

I just realized that I've never seen an Imp sprite where you can see the flames forming on his hands as he winds up his throw.

>> No.3039394
File: 171 KB, 1280x720, help.png [View same] [iqdb] [saucenao] [google] [report]

I haven't really noticed anything out of the ordinary, what do you mean?

>> No.3039401

That ifrit baron looks cool, does he come with pb or is that a separate mod?

>> No.3039407
File: 291 KB, 1280x720, Screenshot_Doom_20160303_150327.png [View same] [iqdb] [saucenao] [google] [report]

It's from DoomKrakken's Monster Randomizer

It's been... interesting to say the least

>> No.3039409

Does it just add different monsters in place of the old ones or does it spawn them additionally?

>> No.3039416
File: 197 KB, 1280x720, I died immediately after taking this.png [View same] [iqdb] [saucenao] [google] [report]

As far as I can tell it spawns them alongside the old ones

>> No.3039420

Alright then, I'll give it a shot after I finish BTSX2.

Any map suggestions?

>> No.3039426
File: 1.29 MB, 557x605, 941b2f75ac8a61428928868bca9ec56028294ed7.png [View same] [iqdb] [saucenao] [google] [report]

just played complab.by anon, the level is really good and has a nice vanilla feel. I really got confused by the level.
this yellow door opened with the blue key is on purpose?
i recorded a walkthrough (and played like a shit), i thought it would be helpful for the author to work on his map in the future.
Really nice work anon!

>> No.3039431

Not really, unless you want to try the oblige wad I had generate for me

>> No.3039436


>> No.3039441

I need that weapon, mod?

>> No.3039447
File: 174 KB, 1280x720, Screenshot_Doom_20160303_152246.png [View same] [iqdb] [saucenao] [google] [report]

WOS Traditional, I think. It came with PB as an optional file

Project Brutality

>> No.3039452
File: 19 KB, 261x247, 1380263058873.jpg [View same] [iqdb] [saucenao] [google] [report]

>That big hand in the back
Lord almighty

>> No.3039461

that poor pinky seems like he has stomach problems.

>> No.3039467

>I heard AI Behavior and Physics are all wonky compared to the original DOS version.
I am not that i-love-blood-more-then-you-do purist from the BloodCM threads, but they are. Some bugs are here too.

>> No.3039472

>tfw smooth doom makes me take unnecessary risks all the time just to gib monsters with the SSG because it's so immensely satisfying

>> No.3039479
File: 26 KB, 640x480, 1457039018.png [View same] [iqdb] [saucenao] [google] [report]

even on easiest skill one must savescum/cheat his way through. author does not know meaning of the phrase "not too rough"

>> No.3039480
File: 3.92 MB, 5060x2752, doom4.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3039486
File: 955 KB, 1158x869, 2.png [View same] [iqdb] [saucenao] [google] [report]

Something tells me that the Icon wasn't a very nice dude to his peers.

>> No.3039490


>> No.3039496
File: 283 KB, 1280x720, Screenshot_Doom_20160303_160853.png [View same] [iqdb] [saucenao] [google] [report]

What the hell man, I thought we were friends

>> No.3039497

because they double as scratch frames

>> No.3039513


What? But the map is 100% Doom2 vanilla...

>> No.3039542

You, uh... never tested it in anything but ZDoom, didn't you?

Zero-tagged line actions only work properly in ZDoom. I'm surprised it didn't try to open up the entire map as a door.

>> No.3039546

is that the fucking fez team

maximum kek

>> No.3039556
File: 28 KB, 800x600, Screenshot_Doom_20160303_221835.png [View same] [iqdb] [saucenao] [google] [report]

Thanks for your feedback.

That's odd. It was supposed to be opened with a yellow key only.

Regarding the level design: I kind of intended to make a confusing map, but I think it will be easier to figure out one I finish texturing and add lighting.

>> No.3039576
File: 165 KB, 1024x768, 256292-doom36lm6.jpg [View same] [iqdb] [saucenao] [google] [report]

>replay DOOM 3 for the first time since shortly after it came out
>realize it's an incredibly well made game that only had some pacing issues and lackluster enemy design

What gives?

>> No.3039584

It wasn't what people wanted, and so it got shit all over. I played only last year, and loved it. I think Doom 4's gonna suffer from the same thing, to be honest.

>> No.3039602

I want to use that as a cover.

>> No.3039605

I like the enemy desing.

For me personally the problem was that they'd mixed a fast paced "classic" shooter with survival horror-adventure elements that didn't mix well with the core gameplay. If they'd made basically System Shock 3 with less monsters and more plot compared to what we got I would have adored it.

>> No.3039607
File: 1.30 MB, 1920x1080, Screenshot_Doom_20160303_235208.png [View same] [iqdb] [saucenao] [google] [report]

Yo what the fuck, how am I supposed to get over this?

>> No.3039612

I have never played that, so here's a blind stab in the dark.

Rocket jump?

>> No.3039616
File: 2.91 MB, 1280x800, bullied.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3039619

I am 9000% sure that's btsx episode 2, and if I had to guess by the medikit down there, you still aren't quite done with the level (yeah, even 42 minutes in)

>> No.3039624

zdoomisms are bugs that zdoom's tolerance for sloppy mapping hides from you.
that's exactly what happened when i tried to record it in -complevel 2
hence the fixed version i posted here >>3038848

>> No.3039628

i've been replaying doom 3 again, specifically playing the original stock version in 4:3 with no mods or anything. I'm maybe halfway through, and I'm of the opinion that the game is mostly garbage. also the first couple levels are easily the worst ones, which is never a good look for a game.

>> No.3039634

Can I get an edit to remove the sideways "DOOM". Only thing stopping this from being my new favourite wallpaper.

>> No.3039636

I watched some people on Youtube and they had no trouble just walking over it.

>> No.3039638

>zdoomisms are bugs that zdoom's tolerance for sloppy mapping hides from you.
There are a million better ways to say this, that are more factually correct, too.

>> No.3039639
File: 2.31 MB, 1920x1200, 1457031643591.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3039651
File: 19 KB, 417x336, 1403311793769.jpg [View same] [iqdb] [saucenao] [google] [report]

My nigga. Thanks a bundle.

>> No.3039658
File: 28 KB, 700x525, i saw the demons.jpg [View same] [iqdb] [saucenao] [google] [report]

I wouldn't say it's excellent, but I do think it's actually fairly good.

>recolor monsters some, maybe give some horns and other features to some of them to make them more distinct from one another
>retool the weapons slightly
>pistol shoots as fast as you can click and does slightly more damage
>shotgun spreads more like a real shotgun, rather than being fucking worthless
>SMG can fire slightly faster and work in a 3rd burst, to make it distinct from the chaingun
>chaingun fires twice as fast as before and holds all it's ammo in a single pool/belt
>grenade is a quick button and doesn't bounce like shit
>the chainsaw is perfect, don't change anything, except make it available earlier
>make the flashlight a feature rather than a weapon, you click a button to toggle it (like it's attached to the shoulder of your armor or something, whatever), BFG Edition does this
>level design is ok, but change up visuals a bit, can feature some concrete walls and hexagonal floor tiles made of ceramic, some carpeting, more furniture, more lighting, basically, the entire game doesn't have to be decked in metal plating from the floor to the ceiling, and it can stand to be less dark

Overall, it's by no means a bad game, just could have used some changes.

>> No.3039660

Noicu noicu

>> No.3039664

Actually could you put the Doom 3 "Doom" logo on it? I have a feeling it'd sort of match the aesthetics they're going for.

>> No.3039665
File: 1.06 MB, 1366x768, fstr1.png [View same] [iqdb] [saucenao] [google] [report]

Man, that plane is a bitch to make.

>> No.3039668

I can't help you with that senpai, I just got it from the /v/doom thread. Best I can do is refer you to the slightly similar looking >>3039480

>> No.3039676

Should have just made a voxel model desu senpai

>> No.3039680
File: 84 KB, 325x320, I+like+those+shia+vids+so+far+but+i+can+t+_0719a3a74482eb059fd64ac83c0a900a.png [View same] [iqdb] [saucenao] [google] [report]

>finish level
>lose everything

Makes me mad every single time

>> No.3039685

it's solid.

a solid crock of shit.

there you go.

>> No.3039689

Nice analisys here, Rolfe, now fuck off.

>> No.3039690

I like that, it means I can move on from super shotgunning everything for just a moment.

>> No.3039693

sorry I insulted your favorite game, I should've never hurt you.

Now go cry in the dark.

>> No.3039695

I got all my gear back the very next level (minus the backpack). So really, what was the fucking point

>> No.3039698
File: 483 KB, 1079x753, 45946078_p0.png [View same] [iqdb] [saucenao] [google] [report]

it's a drugs shipment

>> No.3039705
File: 1.02 MB, 1366x768, Screenshot_Doom_20160304_014304.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3039706

name of mapset?

>> No.3039707

>oh no negative comments FORCE FIELD ACTIVATE
doesn't stop it from being any shittier, sensitive suzy

you could be enjoying your half life silent hill in space simulator instead of being this butthurt, think about that

>> No.3039708

Oh hey, I recognize that level

>> No.3039714

Oblige generated it, give me a minute and I can upload it

>> No.3039716


I feel the same way, but I'm more worried since Doom 4 won't have that Carmack Seal of Quality to fall back on.


That's easily the games biggest problem. It takes so, so long for it to really pick up, and many weapons and enemy types are kept to the last 1/4 of the game. Also there's like five pinky demons total.

>> No.3039717

oh, that's okay, never mind then, thanks

>> No.3039719


Anyone know of any trippy(?) or MC Escher-ish mapsets?

>> No.3039724

There's a guide. You can change the heights for the tailfin and stuff in either the magicavoxel or slab6 stage. Basically the editing works like playing minecraft.

>> No.3039728

We're gonna get plenty of those once the sector and linedef portals the zdoom devs are working on are finalized

>> No.3039732


One of my favorites.

>> No.3039734
File: 347 KB, 1600x900, sweet christmas.png [View same] [iqdb] [saucenao] [google] [report]

The story I've heard is that during testing someone complained that there wasn't a berserk pack in the map, despite it being the very first item you find at the beginning of the map. So they added this secret with a billion berserks in it.

>> No.3039736

Sweet, I'll have to keep an eye out for em

Thanks mate, I'll give it a shot

>> No.3039737

Good posts, you guys really contributed to the discussion and this board in general, I'm proud of all of you.

>> No.3039738 [SPOILER]  [DELETED] 
File: 43 KB, 403x604, 1457045988149.jpg [View same] [iqdb] [saucenao] [google] [report]

Shiiiiieeeeeet. Thanks anon. I still need that plane as a teleport spot though, but thanks.

>> No.3039739

hah, well, the number of times i've done a new map and managed to miss a useful item at the start. "why do i not have a chaingun, why am i being forced to pistol all these demons"

>> No.3039748
File: 388 KB, 373x486, rad as fuck.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3039752



>> No.3039758

also, wow, over 700 posts, we sped up a lot after bump limit

>> No.3039772

guns feel underwhelmingly slow and underpowered even for a game that encourages a slower, close combat sort of take on pacing, levels are way too fucking dark and not in the 'foreboding spooky' sense, the time actual action takes to build up is fucking laughable and non-proportional to the reward consisting of a room (half) full of spiders or imps/soldiers teleporting behind you, most of the enemies were nonsensically and inexplicably nerfed the fuck down damage wise, new enemies that were introduced were but a fucking joke, balance (regarding ammo management mainly) is all over the place (literally no fucking point in taking your guns away at one point if you get the one gun you always use to kill everything the next moment anyways and the level is filled with lower tier monsters), the story felt hamfisted and lackluster as FUCK, downright shit enemy usage, over dependance on monster closets which don't even work due to the enemies taking a grand total of ~5 seconds to be done with their fucking intro animation upon spotting you, I don't know man, sounds like an incredibly well done game to me, of the sort I'd replay time and over.

literally nothing said about this game at this point could be considered a meme because every inquire and complaint about it is legitimate in one way or another.

>> No.3039780

>here's a post which unironically contributes nothing to the thread I supposedly care so much about elaborating on how le dissapointd lion I am in your responses
m'kek lady excuse while i fedora the way out

>> No.3039895

BloodCM is still shit and I wouldn't be surprised if the guy who started the other blood thread gushing about posted this shit here.

>> No.3039932

I would buy the physical copy for PC just for this.

>> No.3040000

Oh, thanks.

I noticed Score rewards are still not done. Which is making my attempts to play with colorful hell a bit impossible, but oh well.

>> No.3040073
File: 999 KB, 250x251, 1450143247421.gif [View same] [iqdb] [saucenao] [google] [report]


So far as I know i only tested it in vanilla Doom2, I haven't even set up Zdoom in Doom Builder.

>> No.3040249

Can I get a version of this without the logo at all?

>> No.3040263

It tries to be horror and fails, it's not a good shooter either becaue gunplay is terrible and monster count per encounter is low. Most encounters are either closet ambushes or teleport-ins.

Name (leave empty)
Comment (leave empty)
Password [?]Password used for file deletion.