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3039749 No.3039749 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3033918

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.3039750


[03-03] Anon map release: Dark And Dreary
http://temp-host.com/download.php?file=hm28ug (fixed for vanilla compatibility)

[03-02] Anon mod update: d64_wmi_alt.pk3

[03-02] Miasma, a large, complex, and green Sunder-style map by tourniquet

[03-02] Pepper, reality map (1% health, mustn't take damage) by Ribbiks

[03-01] DUMP (Doom Upstart Mapping Project) part 2 announced

[03-01] Anon map release: Skyscraper Speedmap

[03-01] Reminder: 64K ZDoom 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

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


To submit news, please reply to this post.

>> No.3039760

Do not kiss the knitodemon.

>> No.3039764

I love that cheeky smile.
I chuckled. Every time man.

>> No.3039789

Why doesn't Epic open source the old Unreal engines? UE4 is already open source (kind of), what's the problem opening up UE1 and 2?

Imagine how much better UT (and UT2004) could be if the engines were forked. Look at everything that's been done with id Tech engines and their games.

>> No.3039793


>> No.3039798
File: 3.00 MB, 1280x800, trapped.webm [View same] [iqdb] [saucenao] [google] [report]


You can get yourself trapped within 10 seconds.

>> No.3039802
File: 3.00 MB, 640x480, gunthing.webm [View same] [iqdb] [saucenao] [google] [report]

Gun thing.

Literally listening to this song at this very minute.

>> No.3039803
File: 2.07 MB, 5060x2752, 1457024378491.jpg [View same] [iqdb] [saucenao] [google] [report]


vote for cover B

>> No.3039805

heh somehow even a magic crackly stick has recoil

>> No.3039806
File: 444 KB, 1366x768, Screenshot_Doom_20160301_001253.png [View same] [iqdb] [saucenao] [google] [report]

Every day until you play this wad.

>> No.3039808
File: 549 KB, 1315x520, vid descriptions.png [View same] [iqdb] [saucenao] [google] [report]


Sorry if this gets your accoutn taken down based whoevers account this is

>> No.3039810

I like watching your project develop. Has it got a name yet?

>> No.3039815

please go away

>> No.3039816

the enemies somehow make me think of Hacx, maybe it's the model-converted-to-sprite look

>> No.3039825

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

I personally would not lump Alien Vendetta with Sunder. Sunder is over-the-top slaughter gameplay all the way through. Alien Vendetta doesn't reach slaughter gameplay halfway in, and even then, the amount of over-the-top slaughter maps can be counted on one hand.

>> No.3039826

It's all a part of the magic. ;^)
No. It has a working name (for folders and shit), but that's it. Not sure what to call it. It's a fantasy medieval doom - pretty much - with vague norse themes...

Still have... 2 monsters and 4 weapons to do. I think? Something liek that. Then a bunch more textures and I should be good to start mapping. Prolly make textures as they're needed, really.

Then the HUD sprites and title screen/help screen and shit.

>> No.3039827

This took me a fair bit too long to get. Wondering if I'm actually retarded
Dunno, but it would definitely be cool. The games are neat but there are definitely some pretty annoying quirks.

>> No.3039828
File: 91 KB, 496x594, dude.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3039835

i wasn't complaining, i rather like the style, as long as it is consistent across all your enemies

>> No.3039838
File: 40 KB, 500x375, I AM DEATH INCARNATE.jpg [View same] [iqdb] [saucenao] [google] [report]

Sorry if this is a dumb question, but is there a way to resize a texture that is already in an iwad(say, Doom 2) without having to place it again in the wad? I want to resize a stock Doom 2 texture without placing it again inside the pwad, because that would bloat the size(trying something out for the 64k contest). Is it possible to do that with the TEXTURE lump, or should I just throw the towel here?

>> No.3039842

maybe they can't, because they don't own the copyright for essential parts of the code. recall how doom had to have the sound code stripped out of it for the same reason.

on that note has the source for the original half-life ever been released?

>> No.3039845

I was kinda joking :-p. Hacx monsters just look a little blobby to me or something.

>> No.3039847
File: 243 KB, 471x700, doom_femart_by_grobi_grafik-d9s506i.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3039850

I find myself replaying the strafejump video every time in another tab often.

it's that good holy shit, the game definitely shows quite the improvement with a speed boost of sorts.the only four things we need at this point would be A) increasing player speed by at least 20 or 30%, B) improving player movement so it doesn't feel stiff as shit, C) buffing up gun damage, and D) adding the goddamn music. That's it. That's literally all it takes.

>> No.3039851

That's cool, but
>Green blood


>> No.3039852

E)release of mod tools, which would mean the community could finetune all previous points to a consensus

>> No.3039853
File: 2.73 MB, 2711x4093, DoomDecrease.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3039854
File: 3.85 MB, 2600x1414, Doom Wallpaper Small.jpg [View same] [iqdb] [saucenao] [google] [report]

Larger Verison http://theorysend.com/view/2d51b6dfe4c6ae6aac82c2681880044f87c8643d

>> No.3039860

It's the GBA version

>> No.3039863
File: 25 KB, 200x303, D'oh.png [View same] [iqdb] [saucenao] [google] [report]

Oh, 20 something years later and I never noticed that. Kill me

>> No.3039867

must say i never saw it as blood, but as the energy of the weapon bursting out of the other side

>> No.3039870 [SPOILER] 
File: 2.21 MB, 5000x5000, 1457049264416.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3039871

Barons of Hell Knights have green blood

>> No.3039872

the blood splats are, sadly, always red

>> No.3039875

I always imagined it as acid, so it was OK.

>> No.3039878

Guess I've been playing too much sourceports cuz it's always green for me.

>> No.3039879


Go away, Nambona.

>> No.3039901


>Not sure what to call it. It's a fantasy medieval doom - pretty much - with vague norse themes...
Yah, I know about the theme. I know a fair bit about nordic mythology and folklore so say the word if you want any ideas.
I live in scandinavia a couple of kilometers from an iron age burial ground with raised blocks of stone still standing

>> No.3039903

assuming you're using SLADE 3:

copy the texture entry from the IWAD's TEXTURE1/TEXTURE2 lump

paste it into a TEXTURES lump

use xscale and yscale (2 makes it twice as small, not twice as large) to resize texture


>> No.3039904


>> No.3039913

>I know a fair bit about nordic mythology and folklore so say the word if you want any ideas.
Well if anything comes to mind, by all means. I know very little. Just like the style.

>iron age burial ground with raised blocks of stone still standing
Neat. Any pics?

>> No.3039968
File: 627 KB, 1600x1064, Gravfält.jpg [View same] [iqdb] [saucenao] [google] [report]

>Well if anything comes to mind, by all means.
The simplest would be to go with The Wild Hunt or a variation thereof.
Or perhaps your game could take place in the mythological age after ragnarok, and take it's name after the place of the final battle between the gods: The fields of Vigrith
>Neat. Any pics?
It all pretty much looks like this. A big sloping meadow between a forest and a wheatfield where cows graze among boulders, a few raised stones and a thousand year old vaguely square depressions caused by collapsed burial chambers. We've prepared a pretty comfy fireplace with split log benches on a cliff overlooking the area.

>> No.3039986 [DELETED] 
File: 53 KB, 1076x934, cacoshit.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3039997

Stop this.

>> No.3040004

That did the trick, thanks

>> No.3040007


>> No.3040010


>> No.3040014
File: 633 KB, 1200x1500, zYk7xcT-6nCrtsO.jpg [View same] [iqdb] [saucenao] [google] [report]

Thanks friend

>> No.3040016

Zorch them, zorch them all

>> No.3040018
File: 891 KB, 854x486, cacodemon.webm [View same] [iqdb] [saucenao] [google] [report]

Does this count as petting?

>> No.3040019


>> No.3040026

>The Wild Hunt
That's closer to what I had in mind. Maybe I'll read up on some norse mythology. It's been... 9 years since we plowed through it in college. Anything too specific takes it further from fantasy though, so mentions of specific mythological locations probably won't do. Maybe I'll steal some town names though.

Looks nice. I grew up in the sticks. Miss it.

>> No.3040040

what is this. fisticuffs?

>> No.3040046

It's the gauntlets from Combined Arms

>> No.3040056
File: 28 KB, 400x333, hss0154shots.jpg [View same] [iqdb] [saucenao] [google] [report]

So last night I set up Doom to control with one of these and my experience felt a lot like this.


>> No.3040093
File: 237 KB, 800x600, Screenshot_Doom_20160304_024935.png [View same] [iqdb] [saucenao] [google] [report]

went with 3d floor wall-mounted tv. Any suggestions for "tv shows" that are easy to make? Like the dancing doomguy spriteset with flashing lights for a music video etc.

>> No.3040095


map's still a work in progress, senpai

but yeah that needs to be fixed

>> No.3040097

Make an X-rated channel and have the only show be Petting the Cacodemon

>> No.3040103

>Petting the Cacodemon
but that's a central plot and even part of the title

>> No.3040109 [SPOILER] 
File: 759 KB, 1024x445, 1457056891964.png [View same] [iqdb] [saucenao] [google] [report]

Fine, how about The Raging Boner?

>> No.3040120
File: 19 KB, 389x295, 1454147809479.gif [View same] [iqdb] [saucenao] [google] [report]


"Meatballs, the movie, the television show"

>> No.3040128
File: 10 KB, 204x136, POPkbhs.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3040134

Is there any WAD that adds the SSG and new enemies from DOOM 2 into DOOM 1 maps?

I dont like DOOM 2 map designs but the weapon and new enemies types are great additions

>> No.3040135

hexen barb's default weapon, neat that someone ported them to doom

>> No.3040148

There was one that randomly replaced doom 1 monsters with doom 2 equivalents. But it wasn't REALLY equivalent. Getting 2 pain elementals on your ass instead of cacos isn't really fair.


I don't think it adds a SSG though.

>> No.3040149

they're also in samsara as parias' punchdrunk unique

"who the fuck ever played punchdrunk on samsara"

>> No.3040156

There is this one enemy randomizer that replaces them with equivalents (it also randomizes weapons, pickups, power ups etc) but i am not sure if it brings the SGG or the new enemies to doom 1

>> No.3040162

I just checked. It adds the SSG, but doesn't let you switch back to the normal shotgun for whatever reason... So it's kinda broken. Someone ought to fix it.

>> No.3040174


i did

>> No.3040182

Breakfast Time with Chex Warrior. Cut to and from him standing behind a cooking show counter, and a closeup of a bowl of cereal.

>> No.3040185

Punchdrunk coop was the best.

>> No.3040190

For some reason doombuilder isn't allowing me to use the blu-door frame as ceilings or floors. Am I just being stupid?

>> No.3040206

>cat steps on keyboard
>opens 100 copies of chocolate doom
>computer can't recover - hard reboot
Thanks Storm, you fucking asshole.

>> No.3040220

You named your cat Storm?

>> No.3040225

No. My wife did when she was 12 or something.

>> No.3040228

>Am I just being stupid?

That is because DOORBLU is a texture. Ceilings and floors use flats, not textures.

However, the UDMF map format allows you to use textures as if they were flats.

>> No.3040229
File: 20 KB, 581x364, 1431735510763.jpg [View same] [iqdb] [saucenao] [google] [report]

How old is your cat and how young is your wife?

>> No.3040232
File: 137 KB, 623x527, captain doom.png [View same] [iqdb] [saucenao] [google] [report]

>My wife did when she was 12 or something.
The fuck

>> No.3040235

The cat is like... 14, 15? He's healthy though. 14 I guess. She's 26.

>> No.3040239

how old is your cat?

>> No.3040247

Reworked hand shape

>> No.3040253

IMO, doom 1's maps were not designed around Doom 2's monsters, and thus, there wouldnt be much room for interesting encounters for the most part.

>> No.3040260

I'm not really looking foward to this Doom.
>power armor
>white illumination minimal hud
>zerg-like hell
>inFamous2's devourer
>not a single demon has lips
>no skin as a whole
>horns and fangs everywhere

Taking aside the actual gameplay from the gameplay trailer and the soundtrack, that might be subject to change.

>> No.3040343

So I'm new to modding doom and I'm bad at looking for this stuff - I read something about a mod that adds in colored/more powerful variations of standard monsters but I can't remember the name, any help?

>> No.3040345

colorful hell

>> No.3040349

That's Colourful Hell

>> No.3040359

So maybe someone has some idea, but my gun here >>3039802 has an issue. It uses the fireshotgun2 action for it's firing state, so it uses 2 rounds of ammo. When I fire at 1 ammo I get a "Bad V_DrawPatch" error (I assume because it goes into a negative value and doom doesn't the wherewithal to figure that out for the hud).

Anyway. Am I going to have to change the functionality of my gun, or is any way to fix this? Change ammo usage or something.

>> No.3040365
File: 2.27 MB, 1927x1210, Doomy.jpg [View same] [iqdb] [saucenao] [google] [report]

Dehacked I should mention. No decorate or ACS or what-have-you. I'm being a luddite

>> No.3040370

Can't you write an "if/then" statement in decorate to address that?

Oh, you're not using decorate. In that case I have no clue.

>> No.3040374
File: 50 KB, 640x480, Screenshot_Doom_20160221_182017.png [View same] [iqdb] [saucenao] [google] [report]

He didn't want petting

>> No.3040382

Maybe you pet him too much and he got excited.

>> No.3040403

code pointer frame 38: Check ammo (If 1 or 0 shells left, skip reloading frames and select
different weapon)

>> No.3040416

Awwwwshit son. Thanks. That's exactly what I was looking for.

>> No.3040417

Looks like he pet you back.
With his teeth.

>> No.3040423


Thanks guys

>> No.3040425



>> No.3040432

This seems like a dumb question, but do I need Netquake/Quakeworld to play regular, singleplayer Quake? I'm looking at the graphic, and by my understanding, I should be downloading the first Vanilla Quake. But is there anything else other than the game itself?

>> No.3040447

how glad I am that not many people out there still share your opinion as of now.

>> No.3040451


So, when are you posting this in your blog?

No trolling, legitimately curious.

>> No.3040458

There are other single player source ports. Tenebrae, or Darkplaces or whatever

>> No.3040460

He likes tempting fate

>> No.3040467


And his stomach too.

>> No.3040471
File: 49 KB, 230x192, catodemon.png [View same] [iqdb] [saucenao] [google] [report]

Looks like a miniature caco getting comfortable on doomguy's back and killing him with cuteness.

>> No.3040478

Hm. Set it up just like it is for the super shotgun, but it still crashes at 1 ammo instead of switching. Maybe it's just broken in doom 1? Maybe I'm an idiot and fucking something up... Maybe I had to steal the super shotguns states directly...

Oh well. Thanks for the help anyway. I'll keep it in mind for the future and work around it now instead.

>> No.3040504
File: 115 KB, 957x715, temp.png [View same] [iqdb] [saucenao] [google] [report]

weirdly enough has no issues going into negative values for bullet ammo.

>> No.3040508


Wait, shit, he did it already.



>> No.3040513

maybe it has to do with the weapon it's inheriting from?

Who knows, parts of Doom code are a fucking conundrum

>> No.3040517
File: 19 KB, 486x311, 1373406880095.gif [View same] [iqdb] [saucenao] [google] [report]

Yeah man, I have no idea. Every other day I hit something like this that forces me to redesign a weapon or monster or something. This particular hiccup is causing me to change 3 weapons though. Which blows pretty hard, because the weapons I already had done are supposed to be (at least somewhat) balanced with the rest.

That's alright though... everything is fine.

>> No.3040518

Does that bow let you hold the button and draw back the arrow?

Because I always like stuff like that.

>> No.3040519
File: 295 KB, 1693x1184, 1456851481437.png [View same] [iqdb] [saucenao] [google] [report]

>That's alright though... everything is fine.

>> No.3040526

You click, he draws and fires, then notches another arrow...

I might be able to make it so you can hold back the string though... maybe... no... no he'd just keep tugging on it awkwardly. Nevermind.

>> No.3040528

Aw, but... But...

Can't you make it lock into place as long as it's held? That way you can cut down on the fire-time with the bow, meaning that strafing out and into cover is a viable strategy!

>> No.3040530

have a look at how grenade-like weapons work, it should be pretty much the same (the more you pull back, the more strength is put into the arrow that you release when you take your finger off the mouse)

>> No.3040537

Well for weapon balancing the delay is purposeful. It replaces the pistol and fires essentially a plasma round. So the delay and reload time are to keep it from being too OP out the gate. Maybe I'll make some sort of auto crossbow for a better version, but like I said, my balance is all fucked up now. I wanted the pistol replacement to be viable for ammo conservation, while the chaingun replacement would fire 5 rounds at a time, but in closer succession... But I can't do that now.

Bleh. Maybe I'll do your thing and have the string drawn, because fuckit

>> No.3040594
File: 237 KB, 1366x768, Screenshot_Doom_20160303_191729.png [View same] [iqdb] [saucenao] [google] [report]

What was it like seeing this for the first time?

>> No.3040597

To be honest, it felt weird, starting a game like that and not seeing the doom 2 first level first. I always wandered around the very start wondering where the chainsaw was, since I played doom 2 first.

>> No.3040676

Does anyone know where the main music used in the Miasma wad (posted in the previous thread) is from? I'm certain I've heard it somewhere before, but I can't remember where. It's bugging me.

>> No.3040689

check the credits in the wad file or check any forum posts of the wad. The authors usually include the music information, just look for it.

>> No.3040749

I found nothing. Someone mentioned in the forum thread that the music's good, but that's all there is. There's no credits, no info, nothing.

>> No.3040760

Does anyone have the vocaroo for that Better Call Saul parody with the agitating skeleton and uncanny fellow?

i made it and i lost the file long ago

>> No.3040769

Felt amazing

>> No.3040779

doom is cool but it's too much of a shoot em up. retro FPS became really god tier when they integrated jumping and platformer elements.

>> No.3040787
File: 233 KB, 1280x960, on the internet, no one knows you're a skeleton.png [View same] [iqdb] [saucenao] [google] [report]


gee I wonder who's behind this post

>> No.3040794

What the fuck? No, retro first person shooters became god tier when they added more features such as advanced AI, bigger level design (think about it for a second, Doom 1 and doom 2 are really really small) and sometimes, an even bigger arsenal of weapons + various ways to use each weapon of said arsenal.
Besides, platforming sections are probably the worst possible thing you'd find in a FPS and rocketjumping is NOT platforming unless its designed around it (DeFragged)

>> No.3040796

I would love a game that has a mixture of Doom and Quake's gameplay.

>> No.3040826

my cockatiel Max really likes to do that shit too, especially when I've slade open and am trying to write some ACS.

>> No.3040827

Could you have two zero-duration normal shotgun firing frames after each other rather than a single ssg frame?

>> No.3040831
File: 1002 KB, 720x360, even when there's no shotguns, there's still shotguns.webm [View same] [iqdb] [saucenao] [google] [report]

Working on the blast mod powerup for the barrel gun, when you pick up a shotgun you get the ability to charge up the gun and fire a blast of some kind depending on your currently selected bomb. Though you'll still need to pick up shells and shit to use this trick

Default bombs will give you something on par with a shotgun blast, just stronger

>> No.3040909

you should play exhumed. great platforming and level design

>> No.3040970
File: 952 KB, 720x360, now a little fancier.webm [View same] [iqdb] [saucenao] [google] [report]


Fuck it, I'm putting the sights down until the blast is ready. a little visual feedback is nice.

Plus it looks cool

>> No.3040975

That Cacodemon looks like he went to a special school and was never even invited to the demonic invasion.

>> No.3040976

retro FPS became really god tier when it added RPG elements. System shock 2 or Realms of the Haunting for example.

>> No.3040986

Whatever happened to Hissy the Cacodemon? Could we make a /vr/ Hissy?

>> No.3041004

Seems like Quasar is the current possessor.


>> No.3041027

Doomgal is extremely important

>> No.3041034

Halp pls

I was going to try playing trailblazer and colorful hell for the first time today but something doesn't seem to work. The map loads but just vanilla doom.

What am I doing wrong????

>> No.3041037
File: 43 KB, 540x472, Screen Shot 2016-03-04 at 9.53.45 AM.png [View same] [iqdb] [saucenao] [google] [report]

pig related

>> No.3041041


Load trailblazer first, then colorful, THEN nuts.

Load order is important.

>> No.3041049

Are you on OSX? If so, what version of ZDL are you using that actually works?

>> No.3041052

Still loads doom 2 and nuts


>> No.3041056

Yes, and I am in ZDL beta

>> No.3041058

afaik ZDL for OSX still can't load PWADs, effectively making it useless.

>> No.3041060
File: 46 KB, 541x464, Screen Shot 2016-03-04 at 10.16.11 AM.png [View same] [iqdb] [saucenao] [google] [report]

But I can play Doomrl and random maps just fine

>> No.3041061

is there a debug option that will show us the command line your launcher is attempting to run? perhaps the fact that there is a space in one of the pk3s' filenames is confusing the program.

>> No.3041064

maybe it doesn't like PK3s
or as I just said, spaces in filenames

>> No.3041070

You're right! This program doesn't run any of my pk3 files, but runs wads just fine


Not that I know of

>> No.3041071

Do you have a link to the build you're using? ZDL has been a nightmare for me in OSX, it would be great to have something that actually werks.

>> No.3041074

I think it can be a good game but not a good Doom, just like MGSV is bad at being MGS and Star Wars VII is a weak Star Wars

>> No.3041075


Mac and window versions avaiable

>> No.3041078

Weird, that's the one I've been using and it doesn't load shit.

>> No.3041081


"Won't load any WADs with spaces in paths"

>> No.3041086
File: 76 KB, 273x321, Screen Shot 2016-03-04 at 10.35.06 AM.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3041101

he's probably not quoting the filenames correctly. trouble is anyone familiar enough with command line quirks probably wouldn't be using a launcher

>> No.3041102
File: 78 KB, 399x240, 1435972922936.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3041105
File: 69 KB, 226x223, 1445945002690.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3041115

dont remember

>> No.3041124
File: 2 KB, 150x150, emot-haw.gif [View same] [iqdb] [saucenao] [google] [report]

it reminds me of an SA thing named "haw", pic related.

>> No.3041130

I found it! I went through some wads (PrBoom is nice because you can "scroll" through the levels by pressing Page Down) and only after about 20 minutes I found it.

It's Community Chest 2 map 24, "The Mucus Flow". Like Miasma, it's huge and very "green" level. Don't know if it's been used anywhere else though. But that's one place where you can hear it.

Strange how you can suddenly remember such a small detail from a map you've played so many years ago. I also now recall ragequitting Community Chest 1 at some point.

>> No.3041169
File: 288 KB, 1768x992, Screenshot_Doom_20160304_165125.png [View same] [iqdb] [saucenao] [google] [report]

Tfw mastermind blocking door
Damnit, I'm almost out of ammo, now I have to use it on this.

>> No.3041186
File: 882 KB, 960x540, 1457107058293.webm [View same] [iqdb] [saucenao] [google] [report]

DBZone is fun

>> No.3041191
File: 687 KB, 720x360, power up icon.webm [View same] [iqdb] [saucenao] [google] [report]

Not bad for something made in TEXTURES.

>> No.3041194

Where can I get Quake? The Mega link in the "so you wanna play" pic is dead.

>> No.3041206

anyone know how the hyper portals guy hacked all that stuff playable in the new d44m?

>> No.3041217

>playing doom in a bouncy car with a touchpad

>> No.3041219

As far as I know the Russian scene has been very active in cracking the alpha, and I guess it has crossover with some asians too, since one of the vids features gookspeak. No clue on direct source

>> No.3041220

>playing a portable game in a moving car
I got a headache last time I tried that.

>> No.3041225


>> No.3041227
File: 305 KB, 581x542, TOOT.jpg [View same] [iqdb] [saucenao] [google] [report]

>Decide to man up, turn off autoaim and turn on freelook
>Get nauseous
Back to "oldschool purist mechanics" it is.

>> No.3041235

I hope something will come out of it

>> No.3041237

which port?
some do a good job with the up and down look but some stretch like bitch

>> No.3041240


>> No.3041245

Can't get over how funny that bomb looks.

>> No.3041247


it's kinda its own talent to get those rocket go where you want when the autoaim is needed the most
I cannot even count all the times I have shot myself in the face on some stairs because of this failing so I personally only use freelook

>> No.3041248

Mouselook in a software renderer will always feel gross. I'd only suggest using it with a hardware renderer like gzdoom, boom with the gl renderer etc.

>> No.3041278

GZDoom will solve that my man. Unless you like feeling sick when mouselooking always go Open GL

>> No.3041282

>Hm. Set it up just like it is for the super shotgun, but it still crashes at 1 ammo instead of switching.
turns out the code specifically checks if you're using the SSG

>> No.3041283


Is that a good funny or a bad funny

>> No.3041285

Are you planning to set up bombeman-esque levels for this too? Which destroyable blocks on a grid?

>> No.3041286

How do I open up the level up menu in Wrath of Cronos?

>> No.3041293


I believe you just have to press L

>> No.3041296 [DELETED] 
File: 29 KB, 350x350, impsex2.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.3041298
File: 29 KB, 350x350, impsex2.gif [View same] [iqdb] [saucenao] [google] [report]

use this

>> No.3041303


>> No.3041305

the funny funny

>> No.3041309

Nope, doesn't work.

Although I noticed that some sprites and sound effects are missing as well, so the whole thing is probably fucked.

I don't even know what I'm doing wrong

>> No.3041335

>Ultimate Doom + Colorful Hell + ATM on UV

I didn't expect my ass to get kicked so hard.

>> No.3041342

>ATM on UV

>> No.3041349
File: 473 KB, 1920x1080, Screenshot_Doom_20160304_183630.png [View same] [iqdb] [saucenao] [google] [report]

>Black zombie AND Black Imp spawning in level 2

>by sheer luck, infighting start

>> No.3041351

thats HMP

>> No.3041354


Kind of hilarious to see how in the past few years the most recent threads about Hissy in Doomworld get locked almost right away.

>> No.3041378
File: 344 KB, 831x657, cacocake.png [View same] [iqdb] [saucenao] [google] [report]

? I don't remember the date.

>> No.3041383

Is that some more OC? Lots of that being made in recent threads, I'm really loving it.

>> No.3041393
File: 16 KB, 640x400, AlienVendetta-Splashscreen.png [View same] [iqdb] [saucenao] [google] [report]

What is /vr/'s opinion of this megaWAD?
Also, I've completed Hell Revealed, Scythe, AV and Requiem. What are some other good megaWADs?

>> No.3041397

Hard but fun.

I recommend Back to Saturn X episode 1.
Episode 2 has too much bullshit for my taste.

Hellbound is also worth checking out for it's impressive architecture.

>> No.3041398

I couldn't get past the first level.

As in: the brown made my sick.

>> No.3041407

few threads back somebody posted an impressive list


>> No.3041408

What gun mod is that?

>> No.3041410

Accessories to Murder

>> No.3041418
File: 275 KB, 1280x720, Screenshot_Doom_20160304_190632.png [View same] [iqdb] [saucenao] [google] [report]

I made my first hell map. I tried using most of the textures in the hell set.
Difficulties I have yet to implement because that'll take a while with this size. It's the first time I made a map you can call large.

Let's hope it's not too bad.

DL: https://drive.google.com/file/d/0B4mwJRa7e5VpRElIeVdzRDNkckU/view?usp=sharing

>> No.3041419
File: 32 KB, 640x480, hexen-deathkings-of-the-dark-citadel_1.png [View same] [iqdb] [saucenao] [google] [report]

Has anyone completed this?

I usually get about an hour in until I get lost on a puzzle and just give up.

Is there a map wad for Hexen out there that doesn't involve bullshit puzzles?

>> No.3041431

I forgot to specify a few things.
The map is for doom2 and plays in slot map01.
Tested with prboom plus at complevel 9

>> No.3041435

I think I did but I can't remember to be honest.

>> No.3041439

One of my absolute favourite wads of all time. Misri Halek is probably my favourite map in any megawad. That said I usually stop playing around map 26 because it's basically non-stop slaughter from thereon in.

>> No.3041443

Try Speed of Doom, Valiant and Sunlust.
SOD is probably my all-time favourite megawad and takes a lot of inspiration from AV.

>> No.3041458 [DELETED] 

Why doesn't combined arms work with enemy replacement mods? ive tried colorful hell and dark doom creatures

>> No.3041467

Shadow of Cronos is very simple while also being pretty damn good, it uses same objective items and overall length is just a few hours.

>> No.3041469

Doom 2 Reloaded is really fun

Going Down is also really fun but there's maps that have a million monsters later on so if that's not your thing you might not like it

>> No.3041479
File: 1.87 MB, 4350x2752, QxSe8VC.jpg [View same] [iqdb] [saucenao] [google] [report]

Color edit to make new altcover look closer to the original (not by me)

>> No.3041486

Not bad

>> No.3041496

whats with the pyramids inside the doom logo anyway?

>> No.3041515


>> No.3041521
File: 84 KB, 466x492, doominati.png [View same] [iqdb] [saucenao] [google] [report]

it's nothing at all, anon. Move along.

>> No.3041525
File: 646 KB, 800x600, Screenshot_Doom_20160304_141638.png [View same] [iqdb] [saucenao] [google] [report]

hey again dudes, d64_wmi_alt.pk3 dude over here again

just to ask a ridiculously small yet highly relevant question to the mod (please don't bash me for it) I got the plasma buzzing sound effect on the plasma rifle to sound just as loud as I wanted it, what I can't figure out is how would I go about lowering DSPLASMA to make it barely audible in comparison like in Doom 64. The $volume value in SNDINFO won't do anything other than lowering or raising DSPSIDL (the plasma buzzing sound mentioned earlier) but won't do anything at all for DSPLASMA. Is there a way to do so?

>> No.3041526

That's honestly a beautiful screenshot.

>> No.3041528

lower the sound in the actor def directly

>> No.3041529

Never saw them as pyramids. Just angled techbase garble.

>> No.3041530
File: 7 KB, 144x156, scuba_50damage_hits.gif [View same] [iqdb] [saucenao] [google] [report]

been a while since I made some progress since work 'nshit. These are the hit indicators to go along with >>3035029

>> No.3041541
File: 45 KB, 960x600, doom.png [View same] [iqdb] [saucenao] [google] [report]

It was amazing, but back then it didn't look like that.

Pic related, what it actually looked like.

>> No.3041548

try Necrosis

>> No.3041549

>that aspect ratio


>> No.3041550

i think your ratio is fugged

>> No.3041564

I was a retarded eight year old who thought he was the coolest fucker ever since I didn't know the difference between freeware and shareware.

>> No.3041565
File: 69 KB, 1280x960, get your fuggin aspect ratios right.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3041567

Not him but this is the correct aspect ratio, it just hasn't been stretched to 4:3 by the screen.

>> No.3041569
File: 2 KB, 26x32, CMF30.png [View same] [iqdb] [saucenao] [google] [report]

Looks neat.

I did a mug for the Cammy skin I made a while back, but I never bothered to put it in the wad because I was too stupid/lazy to figure out how to get them to work.

>> No.3041573


I knew I'd missed something.

>> No.3041580
File: 7 KB, 144x136, scubamug_animated_75health_damagetaken.gif [View same] [iqdb] [saucenao] [google] [report]

Oh hey, that's pretty cool!

>> No.3041602
File: 2 KB, 26x32, CMF13.png [View same] [iqdb] [saucenao] [google] [report]


Are you gonna have the goggles fill up with blood, or with water?

>> No.3041605


is this a trojan?

>> No.3041607
File: 4 KB, 140x136, scubamug_bighit.gif [View same] [iqdb] [saucenao] [google] [report]

Probably water, though I'm not sure how I'll convey such a thing with such limited colors and resolution.

>> No.3041609

No, it's an Athenian.

>> No.3041612
File: 1.02 MB, 1280x1440, Screenshot_Nocturne in Yellow_20160305_065159.png [View same] [iqdb] [saucenao] [google] [report]

Is there a way to make projectiles/objects on a wall notice when you open a door on them? I looked to Nocturne in Yellow for an answer, but even it has this problem.

>> No.3041615

Would another file sharing host be better?
I've just been using google drive.

>> No.3041617

could cheat and go truecolor (works in software AFAIK)

>> No.3041619
File: 438 KB, 1052x1500, doom cover.jpg [View same] [iqdb] [saucenao] [google] [report]

Can I ask why the fuck id still wants to use the generic "Guy with Gun" art as the main cover?

Why don't they just use option A as the main one, since it's pretty basic, and then have option B as the reversal, so that the art remains un-obscured?
They've seen all the positive feedback both covers have gotten, compared to the massive amounts of negative feedback the main cover has.

>> No.3041620
File: 59 KB, 800x450, 1379312415646.jpg [View same] [iqdb] [saucenao] [google] [report]

>Realize I've never actually bothered with Final Doom
>Play TNT
>Fun times.
>Start Plutonia

Alright, I'm butthurt.

>> No.3041621

no, it's a wad, containing a single map, which is apparently boom compatible, and a music lump

% lswad helltour.wad
helltour.wad 13 2017276
12 0 MAP01
12 14140 THINGS
14152 156786 LINEDEFS
170938 556350 SIDEDEFS
727288 43568 VERTEXES
770856 248448 SEGS
1019304 28456 SSECTORS
1047760 199164 NODES
1246924 58370 SECTORS
1305294 630004 REJECT
1935298 64728 BLOCKMAP
2000026 17250 D_RUNNIN

(i'm guessing it was a hexen map at some point, going by the existence of an orphaned BEHAVIOR lump)

>> No.3041624
File: 3 KB, 44x76, Lydia_crouchpewpew.gif [View same] [iqdb] [saucenao] [google] [report]

I'm cheating for a few wall textures, but I'd hate to do it to one of my sprites. I really love using limited pallets even if they're...well...limiting.

>> No.3041626

>limited colors

Restricting yourself to the doom palette?

Either way, yeah, that's pretty tricky without animation, which I don't think you can have on a per-state basis for the mugshot, unless I'm wrong.

>> No.3041630

I still can't enjoy any of Final Doom to this day.
Both Plutonia and TNT feel like cheap DOOM II knockoffs.

Alien Vendetta would've made a way better expansion than either.

>> No.3041632

Option A ain't that attention grabbing I guess (even when compared to the actual cover)

Option B, even when obscured, woulda been great
At least you can dodge Revenant's missiles
TNT has bullshit hitscanners all around

>> No.3041635

Where can I find the mod with this character?
Also is the Scuba Mug going to be in a mod?
Sorry for the questions, kinda new.

>> No.3041639

Opposite for me. TNT has horrendous level design and hitscanners absolutely fucking everywhere.

>> No.3041640

this never happened to me as i'd already done hell revealed, alien vendetta, and hell revealed 2 by the time i got hold of the final doom iwads.

>> No.3041643

i believe it is as yet unreleased.

i do remember playing a demo that was basically two rooms and a script that made a guy fall off a ledge and make the wilhelm scream.

>> No.3041661

Is there a Bomberman multiplayer wad? I could easily see that being the next big thing.

>> No.3041664


Trust me, I tried to figure it out, but I'm pretty sure you can't--which is why you only have the normal arrows for all of one stage.

>> No.3041667

What is ATM?

>> No.3041672


A machine where you pick up cash.

>> No.3041676
File: 4 KB, 144x156, scuba_outofair.gif [View same] [iqdb] [saucenao] [google] [report]

Tell me about it. The lack of blues is really making the drowned mug a bitch.

Here, it's far from finished, but it's fun to mess with.

Lydia_stealthy is the standalone I'm actively working on while Lydia + Dumbhud is something I just use for running around random doom levels since it retains a lot of vanilla values. Stealthy is hard as fuck if you aren't careful. Scuba mugs will be in the mod at some point, same with sunglasses mug and formalwear mug. All same character.

>> No.3041682

accessories to murder, a mod by wildweasel

>> No.3041685
File: 406 KB, 800x600, gunpoint.webm [View same] [iqdb] [saucenao] [google] [report]

If anon who made the screen point-to-vector thing is here, I've a question about 3d angles and stuff regarding pic related

>> No.3041690

>Tell me about it. The lack of blues is really making the drowned mug a bitch.
Why don't you make your own palette, sacrificing some of the tans and browns for more blue? Like the BTSX one

>> No.3041691

Augmentations to Maim

>> No.3041692

is the question "am I a faget" :^)

>> No.3041693

that's rather striking

>> No.3041696

Additives To Maul

>> No.3041701

Aliens Touch Me

>> No.3041702

Acceleration to Menace

>> No.3041703
File: 16 KB, 482x467, ababababab.png [View same] [iqdb] [saucenao] [google] [report]

okay I'm apparently dumb enough to not know where to put this

or how it works for that matter

sorry for being annoying about this I kinda just want to gt this to work

>> No.3041705

Ass To Mouth

>> No.3041708

Asexual Trans Male

>> No.3041715
File: 536 KB, 1366x768, Screenshot_Doom_20160304_124803.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3041717

>86 bullets
>0 in ammo count
>classic pistol sprite
>brutal doom
I won't even

>> No.3041723
File: 4 KB, 144x156, scuba_outofair_2ndattempt.gif [View same] [iqdb] [saucenao] [google] [report]

Eh, too much work and I'd have to completely rethink and redo most of my sprites. I had some neat pallet changes that made the contrast more blue, but I'm thinking of nixing those, since they kinda kill my favorite color parts of certain sprites, especially Lydia's eyes.

>> No.3041731

Just played through Map22 of TNT, and I'm not sure how to feel. Anyone have any opinions?

>> No.3041734

it's pretty limited at this stage though

>> No.3041738
File: 13 KB, 148x192, Sprite-scubamug_visorup2.gif [View same] [iqdb] [saucenao] [google] [report]

Doing a little work on this version too.

>> No.3041739

stop making excuses nigga

I think what you want to do is remove the "seesound" from the projectile's decorate and replace it with A_playsound in it's spawn state, where you can specify a volume argument. Remember to put a TNT1 frame before it though

>> No.3041747
File: 2.52 MB, 640x480, habitat.webm [View same] [iqdb] [saucenao] [google] [report]

best map ever, because you can skip all the boring parts!

>> No.3041759

/doom/ i need your opinion, i still haven't beat the original doom 2 and final doom completely (beat a bunch of levels separately but never the whole thing), i am already familiar with most levels and simply replaying them with vanilla isn't very fun, but i don't want to ruin everything by filling it with gameplay wads that might or not unbalace the shit out of it, so what do you think? Should i go vanilla or use gameplay mods?

>> No.3041763

You can use SmoothDoom. Makes the base experience more enjoyable.

Or you could try it with Beautiful Doom

>> No.3041764

Try out Smooth Doom and Perkristian's sound mod mate, they make the game look and feel much cooler without affecting balance

>> No.3041765

pistol start the maps you haven't done already

>> No.3041770

Use the console and warp around until you find ones you haven't played. Also, both ZDL and DoomExplorer let you start on a specific map.

Listen to them, they make Doom feel brand new.

>> No.3041771


I now understand why you're trying to stick to a limited palette.

Mirror's cool. I'd consider giving her a square one to at least try and match the shape you're forced to use for render to texture, though.

Also, for what it's worth, imo Lydia is already cooler than Harmony.

>> No.3041776


Pistol starting brings more fun to the game than any graphical mods ever will.

>> No.3041782
File: 51 KB, 252x266, 1435578030153.jpg [View same] [iqdb] [saucenao] [google] [report]

>Map with a significant amount of traveling on damage floors and limited radsuits.
>Pop some extra radsuits via console.

Am I a bad person?

>> No.3041786

Yes. Might as well summon romerohead and kill him to end the level.

>> No.3041789

congratulations you literally started the next world war you bastard

maybe next time you won't give yourself extra radsuits, but there won't be a next time because we'll all be DEAD

>> No.3041792


Did you load all the files in the correct order ? Unless you are playing Hexen, there's a specific order you have to follow.

>> No.3041793
File: 2 KB, 60x128, Lydia_wetsuit.png [View same] [iqdb] [saucenao] [google] [report]

Naw, round mirror stays. I don't want to redo those sprites, they were a shit ton of work. It would be kinda neat to find some way to mask around the viewportal to make it round, but it really isn't too important to me.

Harmony has the advantage of actually being finished. I've worked on this shit way too long to have so little done.

>> No.3041794

>Map with a significant amount of traveling on damage floors
I hate that design element. Damaging floors should be there as soft limit on player movement (as in you can dodge into it but risk taking damage etc.

>> No.3041795

i've done this because it's a pain in the ass when you haven't learned the map and memorised a viable route. they never put enough radsuits in for a player who hasn't already memorised the map.

>> No.3041796

Found out the keys just weren't bound to anything. But I got bored with that so now I'm just playing Hexercise with Shadow of Chronos.

>> No.3041809

>I don't want to redo those sprites, they were a shit ton of work
You didn't use A_GunFlash to layer the lipstick animation/camera texture on top of the mirror I take it?

>> No.3041814

I do this in Hideous Destructor only.

Doomguy in that mod is such a fucking ninny holy shit.

>> No.3041825
File: 107 KB, 640x480, 1457128576.png [View same] [iqdb] [saucenao] [google] [report]

wow. well at this point i would usually post a recording but at 600+ monsters it's a bit much for a continuous run on the first attempt!

i spotted some kind of nodebuilder error here (see the triangle of ashwall sticking up out of the floor, it's more obvious in motion), in sector 95 facing southeast, haven't got much further yet

>> No.3041831

How do you fix something like that?
I'm fairly new to this.

>> No.3041834
File: 56 KB, 500x506, 1454963238608.jpg [View same] [iqdb] [saucenao] [google] [report]

>beat all three episodes without much trouble
>hear about episode 4's difficulty
>get used to enemy spawns and manage to advance
>reach E4M10
>that yellow key segment
>that part where you need to touhou your way against three barons and four souls with barely any space to move
>needing to beat 2 barons in an extremely closed space
>that whole fucking blue key segment
i wasn't ready for this

>> No.3041835

I remember e3m7 used to piss me off when I was a kid.

>> No.3041840

To be fair, e3m7 has this one part with a retardedly big amount of rad suits for such a small space, its pretty silly and takes away the "you need to hurry up" feeling, which kinda of ruins the map

>> No.3041843


>> No.3041846

i was actually thinking about hell revealed 24

>> No.3041847
File: 78 KB, 640x400, e4m2.gif [View same] [iqdb] [saucenao] [google] [report]

Fuck, meant E4M2

>> No.3041848

it's super secret and unlocks the doomgirl bonus character. trust me, my dad works for id.

>> No.3041852
File: 207 KB, 176x212, Lydia idle animation2.gif [View same] [iqdb] [saucenao] [google] [report]

hell no, they're all unique sprites.

>> No.3041853

Yeah, and then it has those pools around the red key doors that, unless you already know the map, you, be wandering back and forth across a dozen times before you figure out which order you need to go through them in.

>> No.3041859

Fuck i hated that, why hide the color doors between the pools? Why not just flip that one red door with the teleporter so you can tell it requires a key before jumping on the pool? I just ended up losing health for no reason

>> No.3041860

have to admit i had fond memories of solving that map. now i know where all the teleporters go it feels like it has lost something.

>> No.3041861

my dad IS id.

>> No.3041864

Oh lol. Perfect Hatred.

Yeah, that level is notoriously hated, both as one of the hardest and most constricting levels in the whole game. Supposedly John Romero still gets angry emails from people about it.

It's hard enough with a mouse. If you want to experience true pain, try is with a ps1 controller.

>> No.3041865

carmack junior is a /vr/doom regular!?

>> No.3041872

Weird, she's using right hand to holt the mirror, meaning she's applying lipstick with her left. Is she lefthanded?

>> No.3041886

Yeah, I know what you mean. As much as it drove me mad way back then, I felt so fucking good when I finally did it. It felt like such a beast of a level.

Now I play it and it feels like a walk in the park, because I'm not losing all my health making fruitless journeys to wrong doors. The monsters aren't any kid of threat, really. Open spaces, mostly pinkies and cacos. A baron or two. Easy.

The level itself is the main enemy, not them. But once you've memorized it, it's dead forever. Ironically, the better your memory of its layout is, the more forgettable an experience it becomes.

>> No.3041892
File: 67 KB, 132x146, huge ducks big.gif [View same] [iqdb] [saucenao] [google] [report]

Sure why not. I'm a lefty myself. I mean for handwriting, not applying lipstick.

>> No.3041893

That's great. Footage in the mirror ripped from a commercial?

>> No.3041894

Romero Fact #364: Perfect Hatred was made in a span of 6 hours over a night, putting it on the level of Kafka's Transformation.

>> No.3041898

most aptly named level of all time

>> No.3041902
File: 6 KB, 608x316, Strangler angle work.png [View same] [iqdb] [saucenao] [google] [report]

Yea, it was some behind the scenes of some superbowl commercial. I don't even remember what the source was anymore.

>> No.3041905

Anyone who visited the Doom Wiki for about the first six years of its life knows that, the trivia thing at the bottom got stuck on it!

>> No.3041909

Not only that, but she's she's moving the lipstick to the right, so either she's reaching across herself and twisting her wrist back toward her mouth (easily doable, but why would you?) or she has two right hands.

I'm gonna go with two right hands.

If it was me making it? I wouldn't change a thing.

>> No.3041912
File: 7 KB, 652x316, Strangler angle work2.png [View same] [iqdb] [saucenao] [google] [report]

bah posted the wrong one. I haven't done anything with this enemy in years. Still trying to think up a fun way to fight him.

>> No.3041917

i dimly recall you posted the source here at the time, which means it's in the archives somewhere (but, to heck with going to go looking for it)

>> No.3041919
File: 2 KB, 124x124, sunglasses concept3.png [View same] [iqdb] [saucenao] [google] [report]

I could probably fix that by just doing a horizontal mirror on the reflection. I'd rather go with the twist though, I kinda chuckled a bit thinking about her doing that.

>> No.3041924

Romero Fact #261: Due to Perfect Hatred, people were already made Romero's bitches way before the masterpiece that was Daikatana.

>> No.3041934

Romero Fact #8220: You were always John Romero's bitch. Always and forever.

>> No.3041935
File: 76 KB, 642x366, gotyay.png [View same] [iqdb] [saucenao] [google] [report]

speaking of which...I'm totally gonna fuckin do it.

>> No.3041936
File: 52 KB, 600x600, azhhafq.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3041937

He if he attacks you from behind, he freezes movement and applies constant damage either you or he is dead. Otherwise, he just punches you.

He has no see sound, allowing him to ambush the player easily. If he's far away enough, though, he charges at the player, and his clicking hooves and heavy, wheezy breathing give the player a chance to turn around before he's upon them.

Generally not much threat alone unless he gets the drop on the player, but very dangerous if the player is distracting fighting something else.

For the grab code, look on realm667 for the medusa. It has to be infront of the player to freeze them in place, but it should be easy to switch that around.

>> No.3041942

wish i had your disposable income

>> No.3041945
File: 68 KB, 1024x768, ProtozoidSlimerAttack.gif [View same] [iqdb] [saucenao] [google] [report]

I thought about maybe having them not have a pain sprite so that they don't even stagger while being shot. That's what makes pinkies so easy to kill. I'd also like to do something like pic related when the player is being strangled, 'cept with hands on the lower part of the screen. Yea, you couldn't see someone's hands as you're being choked, but it would still be kinda neat. Thanks for that code, that will be very friggen useful.

Yea, I'm a big spender.

>> No.3041956

I sense Doom Hunt in the near future.

>> No.3041960
File: 6 KB, 228x320, Spiffybaron.png [View same] [iqdb] [saucenao] [google] [report]

Terminus already made a Zapper. I just made the sprite for fun. Anyone is free to use it of course, I like sharing.

>> No.3041961

God damn that would be great for system shock mod.

Anyway, I'm not the guy, but ask anyway. I or someone else might be able to help, depending on the question.

>> No.3041962

I agree, though the classic style cover is obviously the best, the stylized black Baphomet cover is in itself so much better than the official cover.

>> No.3041963


>> No.3041964


>> No.3041973

Because they've got a focus group of 19 year old fratboys who like that one the best.

>> No.3041981

What are some maps that mesh well with gmota?

>> No.3041983
File: 692 KB, 1920x1080, Screenshot_Doom_20160304_230517.png [View same] [iqdb] [saucenao] [google] [report]


Spellcross Arena V1.0 + 32 Monster Pack

I've worked on this for months and months. The project was bringing enemies from a turn-based game "Spellcross" into new monsters to fight in DOOM with an arena to test it. I also recommend the game its based on if you love turn-based games.

I really wanted to share this with you lot as its my first official wad and want to give more custom monsters out there to the community to use.

Let me know what you think
Requires OPENGL and recent source port


>> No.3041987
File: 1.83 MB, 960x540, gzdoom 2016-03-04 18-08-23-666.webm [View same] [iqdb] [saucenao] [google] [report]

Terminus was teaching me how to write a script that swap out her mug on a linedef trigger. I'm gonna use that to have her put them on when she goes outside in a daytime level. Just a fun little detail I wanted.

>> No.3041992
File: 351 KB, 1200x900, 1440715656120.jpg [View same] [iqdb] [saucenao] [google] [report]

You know I wouldn't mind spending that much on Daikatana. The game is pretty interesting to look at as am oddity in gaming history and while it's not good there are some enjoyable aspects in it.

>> No.3041995

I don't understand why people are so bothered by hitscanners, just run from cover to cover.

>> No.3042001

wow, congratulations!

>> No.3042002

>I almost forgot my briefcase.
>It contains important lab results!

Seriously though, someone should make a retooled variant of Dai-Katana to fix some of the glaring issues, you could probably turn it into a pretty decent game with some polish and bugfixing.

>> No.3042005
File: 5 KB, 168x354, jd unfinished.png [View same] [iqdb] [saucenao] [google] [report]

What I'd love to see is something similar to the demake of Duke Nukem Forever back into the source engine. We could call it Doomkatana or something cool.

>> No.3042006

i feel like hugging my dogger so hard right now

she loves mangos

>> No.3042013

That was pretty awesome, makes me wish there was a zdoom wars expansion

>> No.3042024

Hey guys... so I went on a drunken downloading spree last night and ended up with a bunch of wads I don't remember at all. One of them was a doom wad with really fun and fast paced gameplay. It was called dakka-0.06alpha6-2.pk3 and the only place I can find it is wad archive. Does anyone know anything about this? Or where I might find a source? Sorry for being so clueless.

>> No.3042031
File: 12 KB, 680x646, cacodemun.png [View same] [iqdb] [saucenao] [google] [report]

Doodled da caco

>> No.3042032

agreed great map

>> No.3042037

>demake of Duke Nukem Forever back into the source engine
The final game we got was near worthless though, wouldn't it be better to just make a brand new Duke game based on some of the core concepts of the dev builds?

>> No.3042038

>I went on a drunken downloading spree last night and ended up with a bunch of wads I don't remember at all

>> No.3042042

in cacodemon polite society it is Not Done to go around letting your tentacles flop around like that. have some manners.

(good drawing!)

>> No.3042043

One of ijon tichy's last mods before he quit Doom, emphatic on firing really fast and shooting a lot.

>> No.3042046


I hope to make them a race if possible. My favourite game units fighting other favourite game units in a massive battlefield

>> No.3042047


yo, guys


I will literally commit something *right now*

>> No.3042048


>> No.3042049

>doomguy gets drunk and wakes up in an unfamiliar wad, surrounded by spent cartridges and imp corpses
we've all been there

>> No.3042056

hmm this should probably get a mention in the news post >>3039750

>> No.3042061

It's one of the weakest maps in the set but at least it has a cool track.

>> No.3042063

eh, not really

maybe when 0.06 actually fucking comes out seriously all I need to do is add score rewards and finish up the impaler

>> No.3042068

That's actually a nice idea. A little bit of characterization goes a long way.

>> No.3042074
File: 2.86 MB, 1280x720, 2016-03-03-2213-47.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3042084


Holy shit guys. I thought there was zero hope of finding it. How I actually got to that page I no fucking clue, but I've been having a blast playing with it so whatever. I always hate when I do that though, excessive drinking really brings out the Doomguy in me I guess.

by the way if you really are the guy who made that mod, its fucking awesome. gotta go fast

>> No.3042085
File: 4 KB, 125x125, 7wflHwn.jpg [View same] [iqdb] [saucenao] [google] [report]

>wolfenstein as second favorite game
>there is an addon for zdoom wars
>try downloading it
>it doesn't work for some reason
I just wanted to conquer hell with my army of nazis

>> No.3042089

>those BFG particle effects

Did they copy/paste them straight from Brutal Doom?


>> No.3042090


If I could map and had the file size for it. Probably. But I'm limited here. So this is a single player and "co-op" mod.

>> No.3042095

I really hope there's a way to turn those numbers off. Shooting someone with a rocket launcher and only realizing you did 18 damage would suck away the feeling that you just shot someone with a fucking rocket.

>> No.3042102

I imagine this BFG's plasma tastes like Mountain Dew.
You blast it in your mouth, "ahhh", a refreshing flavor.

>> No.3042105

looks like UT3

>> No.3042107

Please don't give them any ideas for a new game fuel flavor.

>> No.3042108
File: 76 KB, 364x363, 1454082898507.png [View same] [iqdb] [saucenao] [google] [report]

Oh God yes, this needs to be a thing.

>> No.3042114


I've seen it online Zdoom warz. a lot of them only have 1 direction facing and feels weird

>> No.3042118

In my headcanon the UAC developed technology for plasma sodas.
They were the leading beverage provider in the galaxy, until the demon invasion happened.
The demons were so thirsty for a taste of that plasma-based Dr. Pepper.
They then had to break out the soda themed emergency arsenal.

>> No.3042120

it's almost certainly a debug mode, with all those numbers flying around

>> No.3042123
File: 15 KB, 800x440, gun.png [View same] [iqdb] [saucenao] [google] [report]

guys I need your help trying to remember the name of a really really old (and possibly obscure) FPS I played when I was a kid.

I don't remember much about it sadly other than the fact that it starred on this scifi laboratories type of environments (vaguest fucking description ever) alongside some offices and even bathrooms and holding cells full of ceiling sentrybots, mutants and robots and forcefields and all that shit. that's sadly all I could make of it. I do recall monitors and interactive computers scrapped around you could use to lower forcefields and open doors and shit. Yeah, I know, not the most detailed and less derivative description ever, yeah, but hear me out on this one thing because it's the only feature from this game that I can bring myself to remember as crystal fucking clear. What is it about it, you may ask?

It's pic related.

You see, as far as I remember, the game featured only ONE weapon throughout (didn't even finish it though), and it was this sort of black, overdetailed, voxel-y sci-fi machinegun with green and red (?) lights and a grip to the left my guy would hold always (not unlike, say, Doom 4's chaingun). There were 'weapon mods' for this gun oftentimes scattered around some of the levels of the game which altered this machinegun and sort of acted like doom's arsenal contained within one weapon. The clearest memory I have of this is that one of these mods had the player tilt the gun completely upwards and shoot a grenade or plasma bomb from the area around the grip, another one had the gun shoot a pellet-type shotgun round, and another one converted the weapon into a rocket launcher. None of these mods ever changed its look or appearance at all, just its fire abilities.

Please keep in mind that at least 20 or so years have passed since I last played it and my memory is fuzzy as FUCK, and this is all I can bring myself to remember. Hope you can help me out on this.

>> No.3042124
File: 2.86 MB, 1280x720, 2016-03-03-2155-21.webm [View same] [iqdb] [saucenao] [google] [report]

Sadly not quite the result I hoped for. I'll try some resolution rescaling tomorrow to see if I can squeeze the full captures (all about a minute) in a webm or not.

>> No.3042128


Rebel Moon Rising?

>> No.3042137

I recall the game being entirely in 3D.

the closest I can compare it to would be Goldeneye, at least graphics wise

>> No.3042140


Lifeforce Tenka ?

>> No.3042150

How do you go about playing with the source code of doom?

>> No.3042151

That's fucking rad as shit.

I can't imagine what it looks like to turn around and see whatever fucking demon that is, lunging at you from across the map at a million fucking miles an hour, before getting your head smashed into the wall behind you.

>> No.3042153

I'm still amazed by the fact that its designed by the guy who made Icarus map01.

>> No.3042154

oh god there it is. that's it, that's the game.

I can't fucking believe this it's so uncanny holy shit. It looks so fucking shitty but I feel the same old nostalgia wash over me so hard at the same time. I recall playing this on pc at the time and I don't even know how far I made it but the moment I saw the machinegun thing I just knew. It looks way tinier than I remember. I don't recall there being any music though, also everything looks brighter and less boxy than I remember. huh.

thanks a lot, I'll probably be replaying it later this week, probably today. so glad you could help me out dude. this is awesome.

>> No.3042156

Sounds like Lifeforce Tenka to me.

>> No.3042161
File: 76 KB, 636x454, nts.jpg [View same] [iqdb] [saucenao] [google] [report]

>Hey anon, whatcha playing?
>Is that Minecraft?

>> No.3042162

Kinda makes me sad there's no windup. Maybe one of the mods has it.
No, they're in the actual game too.
I don't see it, past the grey and webm blurryness.
Man the Prowler is so cool.
Make one of where he rams one fucker mid air, that was cool.
His name is Prowler.

He can cling to walls too. Seems like it's pretty tense playing against one

>> No.3042164


What's he doing on Mars!?

>> No.3042167

in what situation are you playing doom in public?

>> No.3042175

Not him but might as well share.

There's a class at my High School intended for adults which I go to I'm 19 and I go to the computer lab pretty much every lunch break. I play Doom there off of a USB flash drive and the other students either just didn't care or one guy would watch me while I played Hell Revealed.

>> No.3042176


I love to have some more testers.

>> No.3042179
File: 198 KB, 473x473, First Room.png [View same] [iqdb] [saucenao] [google] [report]

These two rooms took me an hour to make, and I still have no clue how to make buttons. Babby's first map will soon be completed! In four months.

>> No.3042185
File: 2.86 MB, 1280x720, The sky is my domain.webm [View same] [iqdb] [saucenao] [google] [report]

You convinced this Yuroshit to make one more then before sleep.

Nice one, didn't spot that reference.

>> No.3042187
File: 164 KB, 800x844, 1456977698278.png [View same] [iqdb] [saucenao] [google] [report]

>God damn that would be great for system shock mod.
Precisely what I'm trying to achieve with it. Can be used for a lot of other things too I'd imagine.

Well what I have is an angle (x) and a pitch (y) vector that corresponds to the crosshair. The gun is a separate actor that warps along with the player, and currently I just change it's angle and pitch according to the aforementioned vector(s) whichj produces the webm you just saw.

Now, the hard part is accounting for player pitch. When you and thus the gun point straight up, changing the Angle of the gun (spinning the actor around) makes it roll around the veiwport rather than tilt side to side, like it does when the view is level. So thus the actor's Roll needs to be changed. But rolling something that points up in doom does the exact same thing as changing the angle. To overcome that, I tilt the actual model 90 degrees forward in modeldef and compensate by adding to the Pitch vector so it appears to point forward when it's in fact pointing up.
That means when it appears to point up, it in fact points backwards and is thus level with the floor and can be Rolled, which means pointing to the right or left of the screen.

What I need to do is something like this: When the player looks straight forward the gun's Roll is 0 and Angle is just the the unmodified crosshair Angle vector. But when looking straight up, the guns angle should be the same as the player's (so it stays at the bottom of the screen) and instead it's Roll is how far to the left or right on the screen it points. And everything in between needs to work smoothly. It's all quite confusing..

>> No.3042189

>I still have no clue how to make buttons

look at youtube tutorials for switches.

just give a linedef an action and link it to a sector with a tag.

>> No.3042192


Give the line that you textured with the switch an ID number, then designate the action you want it to preform and assign the same ID to the thing you want it to effect.

>> No.3042194

I love the climb up the mountainside in Misri Halek.

I'm playing Going Down right now. I love the concept, and the wad gets proper hard fairly fast.

>> No.3042195



>> No.3042209

>tfw no Doom light gun game

>> No.3042215

It's not elegant, but...

You might be able to cheese a solution by adding a percentage of the player pitch to the crosshair y value when calculating your weapon pitch. With a bit of trial and error you should be able to find a number that's close enough to perfect at most angles.

Of course, I could be misunderstanding the problem. I'd have to see code/play the wad to be certain.

>> No.3042217

Yay, thank you!
Saw that too. Best player model, had the quietest jump sounds

>> No.3042221

>When you get a Berserk Pack powerup, the game pauses and you pick up a pair of gloves, and you get to rip apart demons in whatever way you can think of.

>> No.3042223
File: 873 KB, 1366x768, Screenshot_Doom_20160304_172009.png [View same] [iqdb] [saucenao] [google] [report]

So you can run Colorful Hell and HDoom at the same time. Sort of.

>> No.3042226

>had the quietest jump sounds

Which is strange, because in quake 2 he's a loud motherfucker.

>> No.3042229

Thanks for the help, friends. I got it working!

Also I just realized that one of the wall indents/supports/whatever is off from the one on the opposite side.

>> No.3042230


>> No.3042234
File: 149 KB, 769x1039, doom_mancubus_painting_by_xous54-d9mvwdw.png.jpg [View same] [iqdb] [saucenao] [google] [report]

That's basically what I've tried, but I can't manage to get the numbers right or something. It's just all so very confusing to work with. I might clean the code up and post a thread on the zdoom forums soon, because I want this to work well enough that I can just release the thing so people can use it. Selfishly enough, I want to play mods with this system myself.

>> No.3042237
File: 755 KB, 2080x1875, 1a2a3a.jpg [View same] [iqdb] [saucenao] [google] [report]

>Perfect Dark remade in the doom engine

>> No.3042246

Is a horizontal view a pitch of 90? I can see how that would complicate things worse than if it were zero.

If so, subtracting 90 from your pitch first might be a better than to do than fucking with the modeldef.

>> No.3042259

Nice, you gotta start somewhere.

>> No.3042265

>Is a horizontal view a pitch of 90?
Nah, it's 0.

>If so, subtracting 90 from your pitch first might be a better than to do than fucking with the modeldef.
I still have to do the modeldef thing, because it would otherwise be impossible to rotate the pistol around the right axis when facing up or down. Oh and zdoom is also quite schizophrenic about what unit to use for angles (0-255, 0-360, 0.0-1.0) so that complicates some things just a little bit more. Like using any of the normal weapon functions with this.

>> No.3042268
File: 49 KB, 500x381, 1453773935008.jpg [View same] [iqdb] [saucenao] [google] [report]

>Goldeneye properly remade in ZDoom with the objectives and everything

>> No.3042272

Ugh, a completely new game inspired from it would be much better. I'm not a big fan of remakes, unless it's a great game buried beneath severe technical limitations.

>> No.3042274

That'd be cool too.

>> No.3042279

I got that exact question from a girl at work. Was on my lunch break playing Samsara (Plutonia with Corvus).
>Is that minecraft?
>haha. no this is doom. old game from the 90s. minecraft is okay though
>oh. ha... my little brother is always playing that shit...

>> No.3042283

And now it looks a lot better!

Other than a few computer terminals, how do you think I'd make it look like a proper 'experimental teleportation laboratory'?

I also need some better textures. Too much of doom is either hell, or ugly browns for techbases. Doesn't really cry 'sterile lab environment', you know?

>> No.3042284

>isn't that game really old?
>yes but I'm using a sourceport which is-
>oh ok cool

>> No.3042287
File: 111 KB, 640x480, Teleportation Lab.png [View same] [iqdb] [saucenao] [google] [report]

And I forgot the picture, of course.

>> No.3042304
File: 187 KB, 200x200, 1406927575005.gif [View same] [iqdb] [saucenao] [google] [report]

>'yeah but there this program i use to make it better'

>> No.3042307

You made the mistake of thinking people give a shit

>> No.3042319

Why do all Build engine games have a "holster weapon" key? It has no use and serves no purpose.

>> No.3042323

pk3 vs pk7? whats the difference... +/- for mod compiling-wise?

>> No.3042325

pk7 is smaller

>> No.3042330



>> No.3042332

pk7 is a renamed .7z archive, while pk3 is a renamed .zip. The former offers better compression but slower load times during play, so it might be a bad idea for mods with loads of high res textures and 3d models.

>> No.3042337

Edit: pk7 is probably a good idea for oblige-generated udmf maps(known for their huge but compressible size) for example but don't take my word for it.

>> No.3042350
File: 456 KB, 1860x1902, distraughtcat.jpg [View same] [iqdb] [saucenao] [google] [report]

>pk7 is a renamed .7z archive, while pk3 is a renamed .zip.
I renamed a .7z into pk3
Is that why it wasn't working?

>> No.3042352


>> No.3042361


why WOULDN'T you play Doom on public, though?



>> No.3042363
File: 49 KB, 1631x90, SHAME.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3042371

because it's more fun at home in a dark room?

>> No.3042373

Just ran though the first episode of Doom in a bit under 30min. I remember it taking twice that at least years ago.

>> No.3042376

there's only one thing, stream it

>> No.3042394
File: 28 KB, 499x376, me.jpg [View same] [iqdb] [saucenao] [google] [report]

How exactly do you get custom skies to work when loading a wad in prBoom? Whenever I try loading up my wad with one in use it gives back "I_SignalHandler: Exiting on signal: signal 11" and crashes.

>> No.3042398

>Perkristian's sound mod

Ah, great recommendation. I feel like I'm playing the game for the first time again. The weapons sound so punchy and when a monster screams behind me I feel the hairs go up on the back of my neck

>> No.3042428

What games do they play the most on Zandronum? I'm knew to Doom multiplayer.

>> No.3042436
File: 216 KB, 1920x1082, Doom64.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3042438

Complex Doom

that's it

>> No.3042452


>> No.3042454

How do you get a linedef to trigger an ACS script? I'm looking it up online but can't find anything.

>> No.3042457
File: 223 KB, 400x324, 2195948.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3042460

Looks like a UT2004 map I once played.

>> No.3042472

give it the "execute script" action
I think it's number 80

>> No.3042478

That's what I kept trying but, well... the map was set to vanilla doom mode, and not zdoom. Oops.

Fixed it, though.

>> No.3042489


Congratulations on being autistic.

>> No.3042497

Where'd you get this?
Can't find any active sites that are still digging through the game.

>> No.3042505


>> No.3042514


Wasn't this area in the Conan video?

>> No.3042528

So, I switched my map to use UDMF mode, except once I did, all of my linedefs- the ones meant for walking over- became infinite mirror vortexes and I'm not sure how to tweak them to get them to work.

>> No.3042540


not him but I found this using google image search


>> No.3042545

Nah, it wasn't an offical map, I don't recall the name though, sorry. It used a lot of those Abaddon Architecture textures though.

>> No.3042549

redraw and put in the actions again?

>> No.3042553

found a link on doomworld (yeah, yeah i know)


>> No.3042554

I actually found and fixed the problem already- it's that basically every linedef I had wasn't doublesided and needed to be.

I'm very new at this.

>> No.3042565
File: 5 KB, 260x136, jdrotations.png [View same] [iqdb] [saucenao] [google] [report]

Practice mostly. I love perfect dark. I was gonna make her a whole spritesheet, but I got distracted.

>> No.3042574

It's not even a bad game you fucking nigger. DO IT. Multiplayer is fun, and campaign is decent after the first few levels. Don't listen to any of these faggots who've only seen gay youtubers stream the nintendo 64 version or people who suck dick in general at vidya or people who are still butthurt about the retail release which was FUCKING PATCHED and FIXED despite steam not existing at the time and then Romero GIVING the SOURCE CODE to IMPROVE it even further. DOWNLOAD HERE FOR COMMUNITY PATCH AND PLAY SOME DAMN MULTIPLAYER AFTER YOU FINISHED CAMPAIGN AND JOINED DAIKATANA CLAN ON STEAM
https://bitbucket. org/DGibson/daikatana-1.3/wiki/ Home

>> No.3042591

The one demon looking at the camera just got Mike Wizowski'd

>> No.3042592
File: 1 KB, 96x132, Tom Servo2.png [View same] [iqdb] [saucenao] [google] [report]

From what I played, I really like so far. I need to get a widescreen patch, so maybe a community patch has something like that?

Kinda reminds me of Wheel of Time for some reason. Anyone else ever play that?

>> No.3042601

ahaha faggot, go suck your entire family for me won't you

>> No.3042602
File: 111 KB, 900x692, 1455743244199.gif [View same] [iqdb] [saucenao] [google] [report]

Ok senpai, it's been a long day texturing and tweaking my map, but here's my entry for DUMP.


Made by "The Gay Agenda"

>> No.3042603

Aw man what if there were a MST3K Doom wad?

>instead of the Icon of Sin saying what he usually says, it'd say "Llehctim!"

>> No.3042604
File: 37 KB, 200x194, 1447735392152.gif [View same] [iqdb] [saucenao] [google] [report]

>weapons are replaced by sarcastic comments
>you have to say the right thing to kill the right enemy

>> No.3042607

>not only am I romeros bitch but a bitch in general btw
kek why are you mad at memes bro

>> No.3042613
File: 99 KB, 1024x768, wheel-of-time.jpg [View same] [iqdb] [saucenao] [google] [report]

I played Wheel of Time and I'm still pissed I lost my disc of it.

>> No.3042616

Looking good. The mancubi in the red key room are still stuck. I also started to run really low on ammo towards the end. I exited the map with no ammo for anything and some monsters still alive.

>> No.3042623


ok i replaced them all with agitating skeletons and updated the download

>> No.3042627

also the scarcity of ammo is intentional if you don't find the secrets

>> No.3042628

I did find all the secrets though, maybe I shouldn't kill anything in the red key room.
I just really like seeing 100%s at the end.

>> No.3042634
File: 68 KB, 240x240, 1413778103685.png [View same] [iqdb] [saucenao] [google] [report]


honestly red key room is designed to kill completionists

>> No.3042636
File: 940 KB, 1024x815, gutscarl.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3042639


>> No.3042640

you can't kill the I, D, F and A keys tho :^)

>> No.3042654

You monster.

>> No.3042660
File: 12 KB, 331x473, 3NXk96G.jpg [View same] [iqdb] [saucenao] [google] [report]


btw i updated download /again/ because there is a penalty to accessing secret #2 that wasn't executing

>> No.3042664
File: 996 KB, 400x225, DgeQ8v9.gif [View same] [iqdb] [saucenao] [google] [report]

>for accessing secret

>> No.3042665
File: 21 KB, 216x265, 1450855857920.jpg [View same] [iqdb] [saucenao] [google] [report]

this kills the autist

>> No.3042668

a monster corridor, probably.. nothing we cant take

>> No.3042674

William Shatner presents William Shatner's Tekwar starring William Shatner.

>> No.3042676
File: 1.40 MB, 360x260, 1405058941002.gif [View same] [iqdb] [saucenao] [google] [report]

>hear about arcane dimensions for quake
>want to try it out real bad
>tldr download mod
>read readme file
>create quakespasm shortcut with the command arguments
>load game
>couldn't exec autoexec.cfg
>start new game
>select skill
>crucial error
>'press button to start journey!'
>man oh man
>Mod_LoadBrushModel: maps/adcrucial has wrong version number (844124994 should be 29)

>> No.3042680

>found a link on doomworld (yeah, yeah i know)
know what?

>> No.3042684
File: 418 KB, 1360x768, Screenshot_Doom_20160305_015324.png [View same] [iqdb] [saucenao] [google] [report]

>want to replay the vanilla games
>remember that level
Which one is it /vr/ ?

>> No.3042685

the one in that screenshot? that's e3m2

>> No.3042686

meant that one level that ticks you off

>> No.3042689

The Pit has never failed to kill my interest in continuing a Doom 2 playthrough. I like the music but it's such a pain to play.

>> No.3042690


e1m6 for no reason at all, I just hate it now

>> No.3042694
File: 163 KB, 1360x768, Screenshot_Doom_20160108_200043.png [View same] [iqdb] [saucenao] [google] [report]

Here is another one, the cyberdemon trap one was cool but this level is both boring, short and annoying since you barely have any ammo to fight the demons

>> No.3042695


basically any level that starts you off in closed room facing a door is an instant fuckhuge turn off for me. E1M3 is pretty much the only exception to the rule to this day.

>> No.3042701

>start map
>closed room
>facing a door
>open door
>5 hitscans and imps greet your virgin anus
>symmetrical room design
you better make up for this shit.

>> No.3042705

Its the opposite with me, i hate levels where you're on the middle of a room filled with hitscan enemies and imps ready to snipe you, i fucking hated e4m3 because of this, all i wanted was some space to think so i can properly plan my next move

>> No.3042708

I seem to be the one person that dislikes Containment Area. That map is just a chore.

As for Doom 2, The Crusher is incredibly boring and bland, not as annoying to play as The Pit >>3042689 though.

>> No.3042712

pls respond

i want to scratch this shit off my bucket list

>> No.3042716


wish i could help you but i legitimately don't have a clue

>> No.3042717

>Containment Area
yeah, that map sucks ass, there is nothing really exciting or interesting about it besides the area with the boxes, and even that gets boring fast

>> No.3042725

Question, i am watching some speedrun videos and i noticed some tricks being done on the original doom, but these tricks don't seem to work on zdoom since its a port, is chocolate doom accurate enough to manage those same tricks or do i need to go full DOSbox or something?

>> No.3042729

nvm I had to update quakespasm, holy fuck I suck at reading

>> No.3042730

>symmetrical room design

I can get if the entire map was like this, but why is a single room being Symmetrical bad?

>> No.3042737

Alright, I have a simple and stupid script that's basically a Hello World. I wrote it, compiled it fine, and then made a linedef select the script... But the script isn't in the map somehow. Is there some special way I should save the scripts and put them into the wad before I can try it, or what?

>> No.3042746

How does that script work? Not in detal, just in general. I know shit about SBARINFO. Or is that HUD programmed with ACS?

>> No.3042748


anything that binds itself to vanilla limits should be enough if you want to try those tricks. as you might've experienced already, those tricks just can't be performed in any sourceport close to the zdoom family

and yes, chocodoom should suffice.

>> No.3042752

had a good time romping through it

you did good bruh

>> No.3042756

did you write the script using the doombuilder script editor?

>> No.3042759

I did, yes.

>> No.3042761
File: 4 KB, 210x229, 1455048347456.png [View same] [iqdb] [saucenao] [google] [report]

thanks senpai, glad you liked it

>> No.3042762
File: 34 KB, 460x343, 1453168218072.jpg [View same] [iqdb] [saucenao] [google] [report]

It runs fine in other engines too if you download the ADv2 patch. I play in Darkplaces because Quakespasm's aiming feels off for some reason.

Blog time with AD spoilers:
>playing Cruical Error
>going nuts trying to find the last secrets/Rune
>finally give up and look online
>there's a room at the very start hidden behind an unmarked grate
>in the entire rest of the map, the only grates you can break are visibly cracked and give a different hitsound/particles
>buttons and doors are clearly marked but take clever thinking to get to
>and then there's this single, stupid fucking grate all the way back at the start and if you miss it the secrets won't even spawn

What the FUCK. This mod was doing so well in terms of not making me wall-hump everywhere to find secrets.

>> No.3042763

I can't think of many things that would make it not work.
it is a (void) script? you didn't forget #include "zcommon.acs"? You are definitely triggering the linedef?

>> No.3042765

It's a void script, I've included zcommon.acs, I've got all the proper brackets. It's just a print message that says "This door cannot be opened."

But whenever I trigger the linedef, it says that it can't find the script.

>> No.3042768

Can you give me the wad?

>> No.3042769

Not bad. Makes me wanna have a go at making a DUMP map.

>> No.3042772


>> No.3042779
File: 152 KB, 640x480, 1457164819.png [View same] [iqdb] [saucenao] [google] [report]

The Eye?

>> No.3042781
File: 858 KB, 720x360, I forgot to make it jump to the appropriate state.webm [View same] [iqdb] [saucenao] [google] [report]




>> No.3042782

I checked the scripts, but there was nothing there.
Did you make it in a separate wad?

>> No.3042783

No, the only wad I had open in doombuilder when I wrote the script was the map I was making.

>> No.3042789

Strange, I wrote the script myself and it worked fine. Want me to just give you this version?

>> No.3042792

Sure. Hopefully that'll work, or at least I'll be able to see what I'm doing wrong.

>> No.3042795


>> No.3042801

>digital artwork


>> No.3042802
File: 799 KB, 1360x2124, hatred.png [View same] [iqdb] [saucenao] [google] [report]

initially i was going to just make a simple edit, but here is the autistic OC i made based on my own experiences with this level

>> No.3042806

that's the grate that's right next to the blown up pipe in the vents right? with the button inside? I'm pretty proud to admit I got that on my first run of the map actually.

what triggered my autism /HARD/ is how i found like 2 secrets out of the 10 in the level

i also found a data board at some point (there's a secret door which requires four to open behind a marked grate in the vent with the big fan) but lost it after dying and restarting the level back up, and when I went to look for it I swear to god it was no longer there. weird as shit though.

I'm prolly gonna replay the thing tomorrow and see if I manage to find most secrets, 's gonna take a while though. that level was so fucking annoying t b h

>> No.3042814

i can actually agree with the sentiment some that people have regarding how the brushes look rushed or too sharp looking and make the picture look pretty awkward upon closer inspection and I think that they should maybe address this (dont wholheartedly believe they will though), but i'm not gonna shoot this down just because it's not traditional artwork no matter how fucking amazing it'd look. besides the concept and execution is already 10/10 for me and most people so that's even less reason to care.

>> No.3042815

what skill level, and were you killing everything, or just going for the exit? 30 minutes seems like a decent time for a UV max of E1 although it probably wouldn't win any records

>> No.3042816

>Whenever I try loading up my wad with one in use it gives back "I_SignalHandler: Exiting on signal: signal 11" and crashes.
sounds like you are trying to use a .png file directly, or the patch is otherwise corrupt

>> No.3042817

It's super weird. Your version works, even after I edit the script, while mine didn't no matter what I did.

Thanks for the help, anon!

>> No.3042819

i think they've lost the two-sided flag

>> No.3042820

>purists think they're such better players than supposed ZDoom casuals
>yet they can't beat E4M2 without abusing a bug that lets them steal the BFG through a wall before they're supposed to have it, which is fixed in ZDoom

>> No.3042821
File: 1.14 MB, 960x1080, darkplaces 2016-03-05 03-15-05-66 .png [View same] [iqdb] [saucenao] [google] [report]

Nope, different grate slightly further on. I'll spoil it if you want:

The grate right next to the blown up pipe is marked and cracked- shoot that and there's a button behind it that shuts off the smoke. Go past that and you'll get a grenade launcher early IIRC.

The 'marked grate' you mentioned is the one that stumped me because it's not actually marked, it looks just like EVERY OTHER UNBREAKABLE GRATE IN THE LEVEL (see screenshot- top one is the secret breakable one, bottom one is a generic grate texture).

The data board wasn't actually there- they don't appear if you don't break the unmarked grate and get the 'Collect 4 data boards' message.

Also, when you get to the circular room with the lava underneath, it's really easy to sequence break by skiing along the outer wall and end up going through half the level backwards, which makes it significantly more confusing because you start going in circles. So don't do that.

>> No.3042825
File: 32 KB, 400x267, 1453671880261.jpg [View same] [iqdb] [saucenao] [google] [report]

>arguably zdoom babby
>like freelook without auto aim because its more comfortable to play with (jumping and crouching is heresy though)
>still manage to beat E4M2 without even knowing about the bug

>> No.3042829
File: 97 KB, 779x635, 1433102115795.jpg [View same] [iqdb] [saucenao] [google] [report]


I didn't find a single secret

>> No.3042831


Awww snap, I can see the benches clearing up already!

>> No.3042835
File: 6 KB, 408x408, 1455881072638.png [View same] [iqdb] [saucenao] [google] [report]


but you still completed it, so congrats

how did you like it? any criticism you can offer? i was (at least in my mind) ambitious for my first map, but i wonder what i could have done differently, or better... for example i think it might be too linear and/or short, but i'm probably biased because of having spent so much time on it.

>> No.3042836

>Also, when you get to the circular room with the lava underneath, it's really easy to sequence break by skiing along the outer wall and end up going through half the level backwards, which makes it significantly more confusing because you start going in circles. So don't do that.

ahhahahahaha holy fuck dude

that was literally exactly what i did on my second run thinking that was probably a secret area i could only access by doing exactly that, and i even went on through that passage completely ignoring the other one and breaking the sequence in result. also pretty bullshit that the data boards refuse to spawn if you don't go that specific room and trigger the message popup imho.

on the other hand, I'm not entirely sure i want to actually get that secret because the difficulty and length of the level don't really call that much for the 'get this gun/powerup earlier on so that this level becomes easier to play' motif. plus you lose all your equipment at the end anyways and it wouldn't really make that much of a difference I feel.

>> No.3042847
File: 1.72 MB, 1920x1080, darkplaces 2016-03-05 03-55-35-28.png [View same] [iqdb] [saucenao] [google] [report]

I think you'll want that secret even if it seems bullshit. Just sayin'.

I'm still confused myself near the end, though- the part after you get through the loop and there's three shotgunners on the roof thing who will drop down to fight you, just past the room with the exploding blue crate (again, pic related). I was able to rocket jump up there, which either lets you into the purple keycard room below it by shooting an exploding barrel (which seems like you're supposed to be up there), or take a side tunnel to the roof of the circular room for a secret area. Oddly, once you get to the secret there, it doesn't register until you climb into a SECOND, dead-end tunnel, and there doesn't seem to be any other way up there other than possibly rocket jumping from the floor of the circular room... which would be pretty hard at best due to the very small gap, and the location of the message that seems like you should be able to get into the other tunnel.

I can make a webm of what I mean if need be.

>> No.3042865

I found the secret at the beginning because I saw the zombiemen meandering out of it. If that was intentional, it's a nice touch. I couldn't find the other two.

It was a very dark map, which is appropriate given the name, but it would have been nice to have some visual indication for the blue keycard door.

>> No.3042874

Is that all intentional?

>> No.3042876

yeah a webm would be greatly appreciated. I got myself into a huge load of trouble with the flame throwing guys near the middle of the level and I do recall seeing a blue box somewhere in that pic.

>> No.3042883


It was a nice little challenge. Got blasted a few times. I'd suggest adding more exploration for future maps. Rooms felt tight, probably because most of the encounters were traps.

>> No.3042884
File: 1.26 MB, 640x320, superior knifing technology.webm [View same] [iqdb] [saucenao] [google] [report]


not in the slightest but it's funny. Whenever I fuck up and make funny bugs, I always record that shit, like webm related

>> No.3042887


yeah i worried about the lack of visual identification for the blue door, but the door to the blue key is similarly hard to find if the enemies don't open it

as far as secret 1, the enemies have a habit of wandering in and out of it that wasn't intentional but is definitely a cool feature

the other two secrets are harder to find, especially #3 which is really just a free ticket through the last room


yeah my next attempt will be more open-ended and not as claustrophobic

i figured the close-quarters and narrow halls would make for a bigger challenge because you couldn't just outright dash out of the way of incoming projectiles

>> No.3042889

Just curious. Sometimes people make weird gameplay mods that don't read well imo is all.

Good luck on the 64kb challenge,though. Hoping it can run multiplayer.

>> No.3042891


It should, but it's gonna be """""co-op"""" in the loosest sense, those bombs hit like a truck and they hurt friend and foe alike

and yeah, I got a bad habit of making weird mods that're hard to get into at first because they use my schizophrenic logic

>> No.3042921
File: 2.94 MB, 850x478, Desktop 03.05.2016 - [View same] [iqdb] [saucenao] [google] [report]

I started back a bit to show where it's located (due to having already killed the enemies on this save).

I also just accidentally figured out what the issue was after reloading and found the secret legit. Huh.

>> No.3042952

okay so there's one thing I definitely skipped past.

you definitely convinced me to retry it tomorrow, I'll try and find all data boards and maybe some more secrets while I'm at it.

It physically hurts to be a completionist fag in fucking quake of all things.

>> No.3042960

Go for it. It's a fun level once you learn the layout of it, and the various grunt types are way more fun to fight than the standard hitscan soldiers in normal Quake. I almost want to say vanilla Quake would be way better if it had the projectile shotguns of Arcane Dimensions.

Which other levels have you played so far?

>> No.3042964
File: 206 KB, 331x339, 1448406113603.png [View same] [iqdb] [saucenao] [google] [report]

That deselect animation is incredible.

>> No.3042970

I agree. I guess he's kind of flipping it in his hand, but it looks like he's just kind of twisting it side to side.

If I were the maker, I'd throw in a blank frame there, when the blade is pointing downward. Or a frame with a handle pointing up.

>> No.3042981

I've gone and done travail, zendar, zerstorer (a masterpiece impo) retrojam 1-3 (ran like utter shit on my toaster though, still fun as hell), soul (?) of evil, shrak, malice, the X-Men TC and of course SoA and DoE.

Also played a theatrical shitton of mapsets and single levels back in my days (Azure Agony though, HNNNGGGG) I would still have on my HDD had I not eventually lost everything in a random wipe while my gf was using my PC (she didn't do it herself if wondering to know, heh. Some of her stuff was in there at the time even).

Have some high hopes for AD, and I keep hearing a lot of continuous praise for it so I guess I'm in for a ride. Quake is one of those games I can never be bummed out no matter how shitty a level is, the mechanics are just so solid and the weapons feel so punchy and the monsters pose a challenge without being overwhelmingly annoying when used properly that I oftentimes find myself having fun regardless.

>> No.3042989
File: 1.35 MB, 1920x1080, darkplaces 2016-03-03 04-03-37-93.png [View same] [iqdb] [saucenao] [google] [report]

I know how it feels to lose stuff like that- had a hard drive fail on me a few years ago and it turned out the backup I had made of it had gotten corrupted somehow so I had files everywhere that still 'existed' but were totally unusable. Shit sucked.

>Have some high hopes for AD, and I keep hearing a lot of continuous praise for it so I guess I'm in for a ride.
Oh yeah you're in for a ride, I had more meant which other maps in the mod you'd played so far. There's a few maps that are kind of iffy and ugly from what I've found so far, but usually there's at least one big "Holy shit that was fucking AWESOME" moment that'll make up for it and then some.

It's great getting a number of well designed and good looking maps together that make use of the same tweaked mechanics (the new enemies/weapons, projectile shotties, new powerups, etc) and seeing how the different authors preferred to do secrets, ammo distribution, easter eggs, and so on.

>> No.3042996
File: 771 KB, 1920x1080, spasm0005.jpg [View same] [iqdb] [saucenao] [google] [report]

>always rocketjumped to get across the water thinking I'm being clever and taking a shortcut
>tfw watching someone else play the level and finding out all you have to do is shoot the window on the ceiling

>> No.3043027
File: 342 KB, 450x193, face melt.gif [View same] [iqdb] [saucenao] [google] [report]

It was indeed a curious feeling. Millenials will never know what it was to live in a world with next to no proper digital graphics and then some bunch of assholes come up with this 3D INTERACTIVE WORLD YOU CAN FUCKING EXPLORE AND SHIT IN REAL TIME. I know Doom wasn't the first interactive 3D stuff in the world, but Doom was the one to make it popular and smoother than ever.
Seriously, that fucking feeling when you got shot, back behind a pillar and look around for a healthpack.... It was like YOU being the fucking John Mcclane in Die Hard.

>> No.3043036

Never played Quake fully due to the maps being bland, the general tone being pretty meh and the combat not being anywhere near Doom's levels of fun. That looks interesting, though. What's the right way to playe Quake these days?

>> No.3043041
File: 1.85 MB, 1920x1080, darkplaces 2016-02-18 04-30-25-68.png [View same] [iqdb] [saucenao] [google] [report]

Get the game itself, then plunk the id1 folder into the sourceport folder of your choice. If you're on Windows, Quakespasm is good for ease of setup and accuracy to the original game; if you want fancy graphical effects (that you can turn off) or if spasm controls sort of wonky (i.e. mouse snapping when walking around corners or weird bugs like that, something I get when using it), Darkplaces is good as well (make sure you put gl_texturemode gl_nearest in your autoconfig to disable filtering).

>> No.3043045

>recommending Darkplaces
Did they fix the broken physics? That's the main reason I dropped it for Quakespasm originally.

>> No.3043049

I don't know. What broken physics are you talking about? I haven't done any super in-depth testing but I've tried a bunch of the same jumps and shortcuts in maps in both DP and QS and it worked the same in both.

>> No.3043054


I know they exist as Quake purists complain about it, but I personally cannot think of an example.


I heard that you can actually disable the Darkplaces physics in favor of the default Quake physics, but I cannot recall how. Something to do with the game parameter, if I remember correctly.

>> No.3043057

Virtually all of doom 2. I just don't have much fun with most of it.

Now E4 was a fucking blast replaying the first time in many years. Some really fucking solid maps in there, and not having the SSG or D2 monsters surprisingly made it feel kinda fresh.

>> No.3043061

>I know they exist as Quake purists complain about it, but I personally cannot think of an example.
Huh. Googling doesn't seem to give any hits (might be my google-fu sucks, though) so whatever the bugs are can't be that major. Then again, no one in the entirety of the internet seems to have the same issues with Quakespasm's mouselook as I do, so it could just be something that crops up on a user by user basis.

>> No.3043063
File: 889 KB, 1920x1080, pandemonium.png [View same] [iqdb] [saucenao] [google] [report]

All kinds of levels come to mind. Though there is something about Pandemonium that sticks over for me. It's not even that fun level to play due to kinda unchallenging enemy balance, but there's something about how the place looks and feels to explore.

>> No.3043065

About darkplaces: I honestly think it's lighting system with quakes architecture and art style makes for a very pretty game.

>> No.3043071

I did all that but I'm getting no music.

>> No.3043072

I turn off literally all the extra lighting and effects shit, personally. I just like how it controls, which is to say it feels more like GoldSrc than Quake.

>> No.3043073

What does your id1 folder directory look like? Depending on port you might have to have a separate \MUSIC folder inside it with Track01.ogg, Track02.ogg and so on, or a \CDTRACKS folder with the same files inside the main \SOUND folder.

>> No.3043074

The later releases of Quake didn't come with Trent Reznor's music. Can anyone confirm if this happened during Doom 3 development or when Id sold to Bethesda?

>> No.3043076
File: 9 KB, 598x152, idtech1 folder.png [View same] [iqdb] [saucenao] [google] [report]

No music in here.
In my GOG folder there is a folder "MUSIC" but it's completely empty as well.

>> No.3043080


You can get the tracks here


>> No.3043081

Shit, sounds like you got jipped then. Best thing to do is hit up Google or your favorite torrent site to find the audio files.

>> No.3043083

I had to turn off all the effects when my good GPU died, but I quite liked having them there. And yeah the port controls beatifully, but it was a long time since I played vanilla quake so I can't compare it to that. Doesn't beat q3's movement though, but nothing does really.

>> No.3043091

Okay, I got that fixed.
However I now have a new issue.
On the second map the torches are blue and have these weird lines coming out of them.

>> No.3043101

Post a screenshot?

>> No.3043108

Huh, so I ran the game through Steam to get a screenshot and the problem was gone.

>> No.3043126

>repplaying Shore of Hell

Man, Petersen's levels are weird

>> No.3043134
File: 151 KB, 640x480, Twrbuild.gif [View same] [iqdb] [saucenao] [google] [report]

Speaking of, did you know that the map screen for episode 2 gradually changes? I only found out recently.

>> No.3043140

Yup. Building a tower the verticality of which you never get to explore.

>> No.3043143

i think the first source port i used in 1999-2002 had broken this so i never noticed until someone pointed it out years later (i had long stopped looking at the details of intermission screen backgrounds, due to familiarity)

>> No.3043148
File: 890 KB, 600x313, 1449825270240.gif [View same] [iqdb] [saucenao] [google] [report]

>final level slowly materializes into reality as you progress through the episode

>> No.3043150


I had some rare cases where I'd get graphics artifacts upon loading a new map. I blame AMD and their shoddy OpenGL support.

>> No.3043151
File: 1.53 MB, 720x360, I guess it's my own fault for insisting on doing weird shit all the time.webm [View same] [iqdb] [saucenao] [google] [report]

Is there a way to make a projectile recognize a certain actor it's colliding with?

I'm trying to make a projectile which normally rips through monsters and returns to the player behave different when it hits the bomb barrel.

Currently the bomb notices the unique damagetype of the projectile and goes to a unique deathstate, it's SUPPOSED to summon the grabbedbomb item, but it doesn't, I believe the pointer gets lost.

So I figure if I can make the projectile be the one that recognizes what's going and spawn the grabbedbomb item, it should realize who it needs to fly to

alternatively I guess I could try a painstate where the bomb is still "alive", have it detect the player, fire the grabbedbomb actor, and THEN die

>> No.3043158

fortress of mystery also fades in when you take the secret exit, but for some reason disappears afterwards. i think its disappearance is a bug.

>> No.3043159
File: 1.18 MB, 720x360, The Shiv.webm [View same] [iqdb] [saucenao] [google] [report]


No. I fucked up on the lower state so the character just repeated the animation because I was stupid.

THIS is how it works now when I actually figured it out.

I hope sgt shivers uses the knife one day because if he doesn't, I will


Yeah, that's what it currently does now, though it jumps to a death state, so perhaps a pain state is the answer, I'll try that in just a sec

Oh you deleted your post, it's okay anon, I get ahead of myself and post before I finish processing what I've read sometimes too

>> No.3043163
File: 62 KB, 396x691, 1450140293338.jpg [View same] [iqdb] [saucenao] [google] [report]


Welcome to my own personal hell: defining colliding actors.

Have you tried +HITTRACER yet? ZDoom has a lot of cool features that have been added as of 2.8.0 and that's one of them.

Sadly if I understand your intentions correctly you intend to make this mod multiplayer centric, just like I wish for mine, but these functions are currently incompatible with Zandro.

Painball will exist one of these days mark my words, but so far as I can tell it's currently an impossibility, and your Bomberman mod may also be consigned to the same limbo.

>> No.3043164

I wish ripper projectiles could just have a "Rip" state for when they touch something already.

>> No.3043165


Or I could make a compromise somewhere, or come up with a hacky solution.

I'm not beaten yet.

>> No.3043168

I'm hoping VR can create this feeling again, for a new generation.

>> No.3043174
File: 1.07 MB, 1920x1080, darkplaces 2016-03-05 08-09-58-53.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3043178
File: 22 KB, 640x640, 1451107697456.png [View same] [iqdb] [saucenao] [google] [report]

Well godspeed to you anon, hopefully you'll find a solution to our mutual problem.

and then i can rob your decorate and use it for my own purposes, because i'm a hack

>> No.3043179
File: 21 KB, 500x377, 1453597160415.jpg [View same] [iqdb] [saucenao] [google] [report]

wow for some reason i just remembered the Borg mod

they adapt to your various weapons as you continue to attack them until nothing damages them but the axe

>> No.3043180

Is the BFG just a big rocket now? It didn't look like it behaved like the original.

>> No.3043184
File: 132 KB, 640x480, doom_64_doom_64_screenshots_pictures_wallpapers_nintendo_64_ign_zLL21BvD.sized.jpg [View same] [iqdb] [saucenao] [google] [report]

God bless their level art team.
I just hope the actual level designers know what the fuck they're doing.

>> No.3043187
File: 213 KB, 680x1355, technology.png [View same] [iqdb] [saucenao] [google] [report]


>that spoiler

It's okay anon, I am too. I've embarassed myself more than enough times here in this threads in the past few years.

there was that whole "But where can I find the sprite name for the red key, I have no idea where to look" thing.

>> No.3043191

>the actual level designers
Can't do jack shit if the core gameplay isn't solid, or there's some technical and directional limitations ("this level has to look like this concept art! If the visual detail becomes too heavy, you need to make the maps smaller!")

And it ain't easy for the producers. If the game has good gameplay but barren graphics, majority of plebs even on /v/ will jump on the hate-bandwagon of "lmao, it looks like shit!"

>> No.3043193

It seems like it's like the Doom 3 BFG. Slow projectile that damages everything around it as it travels, then does a big boom on impact.

That's without mods, tho.

>> No.3043197

It's been like two weeks already, did that anon ever post his finished Doomguy?

>> No.3043205

Okay new idea:

Can I give the bomb a dummy item it holds, and when the ripper projectiles hits the bomb, make it check to see if what it hit has a particular item, then jump to the appropriate state?

>> No.3043216

So I got Blood running on GOG but I have two problems:

1) The HUD keeps flickering on higher resolutions (game also lags like crazy on higher resolutions)
2) Can't bind mouse Alt.Fire to mouse 2

Any "So you wanna play Blood" style guides out there??

>> No.3043219

If you could get that to work somehow it'd help me a lot. >>3043164

>> No.3043223


Welp I've exhausted all of my ideas. It's a no go on making the barrels fly to players.

Alternatively: I could make the ripper projectile turn the bombs into something you have to go pick up and use.

I'm not about to give up this projectile idea, because a whirling mass of chainsaw blades attached to a retractable chain sounds too fucking RAD to just let die.

>> No.3043226


Personally I'd wait for Kaiser to work his magic. I'm patient. Honestly he worked so fast on his powerslave port, I'm sure Blood will be done in no time.

>> No.3043237
File: 2.86 MB, 1579x2145, 7c1.jpg [View same] [iqdb] [saucenao] [google] [report]

What's the best way to extract individual textures from one wad to another? I tried using XWE, but some textures ended up not being visible.

>> No.3043239


>> No.3043241


Have you consulted the ZDoom IRC?

They can be awfully helpful if you're patient.

A potential cheat is to make a custom projectile that spawns a barrel in its death state that's a pickup when it contacts an actor, but it's a janky and ineffective solution to the problem

>> No.3043242

Yes but I wanna play the supposed "original"

>> No.3043246


I've asked around, I think it's best to give this idea up sadly.

I'll need to think of another effect for the chainsaw, it can be literally anything I want, after all, but I want to stick with the two weapon restriction I've got here, and preferably something that just complements the current moveset, whether it be an alternate attack that happens when you hold a button, or just an extra effect when attacking.

Right now the player has a few attacks they can do

With the bombgun
lay bomb, or do an alternate attack if they hold the button and have the right resources

punch shit, which knocks bombs and monsters away

and with the little laser gun
rapidly shoot little laser balls with the pistol

shoot a short ranged beam with the pistol on altfire

>> No.3043292


Another question: is there a way to find all instances of a certain texture?

>> No.3043298
File: 880 KB, 1920x1080, Screenshot_Doom_20160305_161147.png [View same] [iqdb] [saucenao] [google] [report]

BTSX with the q2 mod is pretty cool

>> No.3043305

Ultimate Doom II


Doom II reloaded


>> No.3043308

That looks so wrong.

It feels so wrong.

Doom's not Quake. Don't mix them like that.

>> No.3043312

It's not doom any more with the mod, and the btsx map are very q2-esque in style so it fits pretty great.

>> No.3043314

Link to Q2 mod? Google gives me nothing but old videos and dead links.

>> No.3043320


>> No.3043353
File: 719 KB, 1920x1080, Untitled-1.png [View same] [iqdb] [saucenao] [google] [report]

If you're talking about this one, then that's me.
It wasn't satisfied with how it was shaping up so I kinda gave up on it for now.

But I'm still here if anyone wants something done

>> No.3043379

the mines in doom 2
almost everytime i play doom in public someone will say "this game is fucking ugly?" "do you enjouy playing this shit anon?"

>> No.3043385
File: 122 KB, 1024x576, 1436660489885.jpg [View same] [iqdb] [saucenao] [google] [report]

Think you could do something like pic related?

>> No.3043395

Gonna need a little bit more to go, anon.
Did you have something more specific in mind?

>> No.3043398

I don't know, maybe two marines hanging out when a baron opens the door.

I just woke up, sorry if it doesn't make sense

>> No.3043402
File: 971 KB, 1920x1080, M7oOc2l.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.3043410

How about a Cyberdemon instead?
I don't know the context of the picture, but a Cyberdemon is a lot more pants-shitting-fear inducing.

>> No.3043416

Yeah, Cyberdemon would probably work better. Incase your wondering, the monster in the back is a Chryssalid from UFO Defense, they are not fun at all to deal with

>> No.3043419


is there a follow up pic of the chryssalid raping the red head

>> No.3043420

Doomguy sitting back and relaxing on a lawn chair as he watches a Chaingunner and a Cyberdemon fighting.

>> No.3043421

I have no idea

>> No.3043426

Right, okay, sounds simple enough.

That doesn't sound very fair anon

>> No.3043427

doesn't seem like it

>> No.3043437

Alright, maybe a Spider Mastermind instead?

>> No.3043457

I would like to see a spidermastermind since I once tried drawing it and found it really hard

>> No.3043526

This genuinely looks like hell

>> No.3043558
File: 840 KB, 1536x864, Ruh roh.png [View same] [iqdb] [saucenao] [google] [report]

This made me realize there aren't that many pictures of Doomguy from behind or the side.

>> No.3043562

Ah shit, sorry, meant to reply to >>3043416

>> No.3043569
File: 94 KB, 474x741, 1438300792283.jpg [View same] [iqdb] [saucenao] [google] [report]

Thanks mate, looks great

>> No.3043575

Not OR, but that is nice! Hope you can finish your other work soon. This is definitely going in my art folder.

>> No.3043578
File: 16 KB, 207x266, perfect.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3043580

I'd show her my trigger discipline.

>> No.3043587

what would a health bonus taste like

>> No.3043589


>> No.3043596


rippy guts and tears

>> No.3043597

I imagine it has a blue rasberry flavor, for some reason

>> No.3043602


Get the fuck out that's what I was thinking too.

>> No.3043608

i don't imagine it has a recognisable flavour, but instead briefly fills your throat+gullet with a delicious warmth, like a fine whisky

>> No.3043609

Great minds think alike anon

>> No.3043612

I always thought it was water. You know like the actual water sprite is very similiar in color

>> No.3043618

Needs a word bubble for the Cyberdemon:
"Sup baby, who's this fag trying to hit on you?"

>> No.3043642

Anyone else have a problem with early 3D FPS games?

I just find them incredibly ugly and wonky. Not to mention most guns lack a punch to them

>> No.3043648

I had this problem with system shock 2. everything is delayed and floaty.
doom however is not fully 3d but quake on the other hand did not feel wonky or anything like that

>> No.3043654

Perphaps, but I did not enjoy the gunplay in Quake. I guess they were limited by the technology, but the enemies just die in such a lackluster way from your normal weapons (not counting gibbing) that I got bored and didn't finish the game.

>> No.3043659

I felt this a bit in quake 2 for some reason

>> No.3043673

Same. Quake 1 at least felt solid. Everything in Quake 2 sort of felt... spongy? I think Unreal did a much better job at the time, though some of the larger skaarj still feel spongy.

>> No.3043674

Any guide for setting up Blood?
I'm using the GoG version

>> No.3043692

I want a Die Hard TC

>> No.3043694
File: 194 KB, 784x1024, 1386568-ijhbm.jpg [View same] [iqdb] [saucenao] [google] [report]

I find that early 3d games were really mixed in quality.
Quake was really solid because it was Doom in 3d, they made sure that the tech worked.
Unreal felt too flashy with the coloured lighting and lens flares.
System Shock 2 along with Deus Ex just feel really clunky to me because they're so ahead of their time.
And do not get me started on early console FPS'

>> No.3043710
File: 257 KB, 1366x768, Screenshot_Doom_20160305_125907.png [View same] [iqdb] [saucenao] [google] [report]

"Hey, let's make Doomguy a tunnel rat. That'll be fun!" - Asshole

>> No.3043712

download and install
if you are asking for source ports for better experiences you are shit out of luck like everyone else

>> No.3043719

>and not having the SSG or D2 monsters surprisingly made it feel kinda fresh.
This, also no fucking chaingunners to ruin the fun, even if its a great weapon the SGG is so good you end up barely using the other guns

>> No.3043724

The flesh maze part was pretty dope

>> No.3043727

>doomgirl that doesn't look like anime trash
thanks for that

>> No.3043734

Well shit

>> No.3043782

I loved Quake 2 exclusively because of the shotgun. It was so visceral and fun.


>> No.3043795

Couldn't get into it. Seeing it years later on the N64 and PS1 is technically impressive as fuck though. If I had grown up with only a console it probably would've stuck with me. But other PC games at the time just felt better for some reason.

>> No.3043801

Well, to be honest, I never actually played the first quake very much. I always preferred the second. Hell, it took me years to play the first doom.

>> No.3043825

no, it really doesn't

>> No.3043830

is that e2m6? the colouring is throwing me off

>> No.3043839

Yeah it is

>> No.3043917

>there is something about Pandemonium that sticks

It's that Slayer music, I guarantee it.

>> No.3043921

>Yes, this is an actual PC game screenshot

Heh, seeing magazines and articles from yester-decade say how realistic games back then were is hilarious to me for some reason.

IMO, it sounds more like

>> No.3043923


I have my first real secret in my map. It's pretty cool and I'm proud of it.

My map even has a door that says 'This cannot be opened from here.'

DUMP is turning out to be pretty fun, after all. No clue if I'll finish it in time, but I have high hopes!

>> No.3043964
File: 3.00 MB, 320x240, e4m2s-bfgless-1.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3043969
File: 3.00 MB, 320x240, e4m2s-bfgless-2.webm [View same] [iqdb] [saucenao] [google] [report]

i admit i used one trick, i pressed a switch from above

>> No.3043973
File: 3.00 MB, 320x240, e4m2s-bfgless-3.webm [View same] [iqdb] [saucenao] [google] [report]

but i'm just about convinced now, E4M2 is easier than E4M1

>> No.3043975
File: 43 KB, 300x339, 449.jpg [View same] [iqdb] [saucenao] [google] [report]

>Always forget about that Soul Sphere down in the lava.

>> No.3043983
File: 2.36 MB, 320x240, e4m2s-bfgless-4.webm [View same] [iqdb] [saucenao] [google] [report]

...at least, if you are going for 100% kills

>> No.3043997
File: 301 KB, 387x387, fre nda.gif [View same] [iqdb] [saucenao] [google] [report]

>implying E2M6 isn't delightfully dark, cramped and oppressive in atmosphere
I love how spooky that map is compared to the rest of the game, the dark wood-panel maze is gr8 m8

>> No.3044034

I like this pic.
I also like how noone noticed it

>> No.3044040
File: 445 KB, 1366x768, Screenshot_Doom_20160305_153109.png [View same] [iqdb] [saucenao] [google] [report]

>accidentally delete all my saves
>the level I have to pistol start gives me a berserk pack and invincibility

I take back what I said about E2M6.

>> No.3044042

I can't stand tight claustrophobic tunnels, anon. The things hiding in the dark don't help

>> No.3044051

>wasting all your plasma against one baron
>not finishing him with the shotgun

>> No.3044054

what HUD is this?

>> No.3044061

that part was fucking cash

>> No.3044068

thanks for watching
something i edited into my copy of prboom

>> No.3044109

No new thread yet?

>> No.3044114

Oh right, Daikatana had a Game Boy Color port. Bizarre enough.

>Romero actually released the ROM of Daikatana GBC on his website


>> No.3044115

it seems to take so long to fall to page 8 these days

>> No.3044124

Reply number 667!

>> No.3044125

>Thread has 666 replies

Oh god

>> No.3044127


Can someone help me with this?


>> No.3044129


>> No.3044130

why would you post that on /b/

>> No.3044132


Because my previous threads got nothing.

>> No.3044137
File: 197 KB, 800x600, Screenshot_Doom_20160101_210903.png [View same] [iqdb] [saucenao] [google] [report]

Try a flashlight mod.

It does wonders for particularly dark and dank maps, without killing the atmosphere.
I have one in autoload because it's just so handy to have one for certain mapsets.

>> No.3044148

/b/ecause he could.

Question: I've tried to play Strife through gzDoom, but I can never hear Blackbird's chatter. Is there anything I can do to fix this?

>> No.3044152

Do you have the voices.wad in the same folder as the Strife iwad?

>> No.3044159

Ah, that would be it. Thanks.

>> No.3044171

close any other programs that might also be using the file it is complaining about? i don't know, i don't use doom builder, or windows for that matter

>> No.3044208



>> No.3044445


what other mods you got in autoload

>> No.3044487

Nothing else really.

Though in the screenshot I was playing Hellbound, with an old edited version of Shut Up And Bleed. Not the ideal combination, since Hellbound likes to chuck the occasional slaughter on you, and monsters in SUAB are substantially harder.

I also made the flashlight do the same sound as it does in Half-Life, because I like that sound.

>> No.3044615

One of the few PSX doom mods floating around ModDB will probably help you there matey

>> No.3044629

I really wish you weren't lazy enough to port your changes to the newest version of CottonSuabs. :P

>> No.3044668
File: 134 KB, 800x600, Screenshot_Doom_20151215_223551.png [View same] [iqdb] [saucenao] [google] [report]

Eh, what can you do?

By the way, how many of the monsters in SUAB were original and how many were ported or taken from Realm667?

>> No.3044819

hey, can we confirm that ijon tichy actually lurks here? Because I would sure as hell love to know if Dakka will ever be complete or not. I can't stop fucking playing it

>> No.3044909

http://www.wad-archive.com/wad/4d8e953478b7c6b10605279be462ca54 Is this what you're talking about? You seem excited, I'd like to give whatever it is a try.

>> No.3044942


because anything goes on /b/?

(well, except anything illegal of course, and african american girls being fucked by white males. because apparently there's no such thing as a market for people who like africaan american girls...)

>> No.3045161

see >>3042047

>> No.3045298

Punching aliens in the ass and watching them turn into paste is the most satisfying thing

>> No.3045305

Too much Halo with a friend. Fug. I leave it up in shame.

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