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3048857 No.3048857 [DELETED]  [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3044204

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.3048858


[03-07] Hello World 0.7.1 - 4 maps plus secret

[03-07] Sawdust, seven maps cut from Valiant, by skillsaw

[03-05] Spellcross Arena (+32 Monster Pack) - V1.0

[03-04] Anon map release: Dark and Dreary final edition

[03-04] Anon map release: helltour.wad

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

[03-02] Miasma, by tourniquet

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

[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


To submit news, please reply to this post.

>> No.3048864
File: 4 KB, 64x128, ZIMMER4.png [View same] [iqdb] [saucenao] [google] [report]

First for ZIMMER4

>> No.3048865
File: 268 KB, 951x740, doom paint.jpg [View same] [iqdb] [saucenao] [google] [report]

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


>> No.3048867
File: 538 KB, 320x240, dood approves.gif [View same] [iqdb] [saucenao] [google] [report]

Oh hey, that's my OC

>> No.3048868

What's your favorite source port /vr/?

>> No.3048871
File: 25 KB, 1024x576, dRO2E2E.jpg [View same] [iqdb] [saucenao] [google] [report]

Duke Nukem Episode Official Power Rankings

I've spent this weekend painstakingly enjoying playing through every episode and official expansion on eduke and now I have the power rankings. Get ready for the extreme controvery, conditional agreement and general apathy that comewhen someone posts their opinion as fact on 4chan

>It's time to Limbo! tier
Duke Carribean: Life's a Beach
Fantastic maps, great music, cute reskins. No excessive keyhunting. There's nothing not to love

>Looks like I have the Conn tier
Lunar Apocalypse
Tidy corridors. Very neat. Duke Walks on the surface of the moon without a space suit

>All out of bubblegum tier
Shrapnel City & The Birth
This is what you came here for. Urban environments, big guns, tons of enemies

>Jack Thompson doesn't want you to see this tier
L.A. Meltdown
Adequate freeware level. Kinda short but it's helped by titties and having less of those gay exploding drones than usual.

>Get put on a watchlist tier
Duke it out in D.C.
Very cool maps based on real world locations. Too bad they're a nightmare to navigate

>Even Duke can't save Christmas if this was in your stocking tier
Nuclear Winter
Awful fan-made enemies and reskins and voice files. Dont' even bother.

>> No.3048873
File: 807 KB, 1280x720, haha best mod ever!.png [View same] [iqdb] [saucenao] [google] [report]

How are my fellow "DOOMers" enjoying their DOOM experience?
Haha, really excellent game, I mean, I really really like it.

>> No.3048874

time well spent imo

>> No.3048875


>sgt. marks releases brutal doom for the zdaemon engine in order to stay relevant

>> No.3048876

Don't do it anon. Just don't. Just take your (You) and leave.

>> No.3048878
File: 2.83 MB, 345x260, and so i leave, no longer bound to this unholy realm.gif [View same] [iqdb] [saucenao] [google] [report]

>That gamma
>That aspect ratio
>Those filters
>That Brutal Doom

>> No.3048879

Anyone with a bit of in-depth knowledge of gzdoom and texture loading?

I'm doing a side project TC with a guy and we'll be using HD assets, and I was wondering how to maximize performance. Total Chaos has something described as "megatexture but not really" going on with the TEXTURES lumps apparently.

Is a TEXTURES composite more or less performance intensive than a unique image?

Any tricks you know or have heard of would be very welcome.

>> No.3048880

I believe that is my favorite thread title so far in this year. Really, really clever and well informed.


From what we've learned so far of DOOM's graphic resources, it wouldn't surprise me if this were an actual fingerprint from someone in id software

>> No.3048881
File: 38 KB, 1768x992, Screenshot_Doom_20160307_173219.png [View same] [iqdb] [saucenao] [google] [report]

What are the to go automap settings lads?

>> No.3048886
File: 406 KB, 1920x1080, Screenshot_Doom_20160115_223322.png [View same] [iqdb] [saucenao] [google] [report]

Classic gameplay with vertical look enabled. Ketchup v4, glowmaps, monster smooth movement turned off.

>> No.3048889
File: 1.29 MB, 1280x720, choochoo.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3048891

SHAWN2 a best

>> No.3048894

rotating overlay masterrace

>> No.3048897
File: 803 KB, 1920x1080, gzdoom 2015-05-21 13-13-30.png [View same] [iqdb] [saucenao] [google] [report]

I like both software (gzdoom with vid_renderer 0 usually) and extra everything style with post processing and whatever.

>> No.3048898
File: 64 KB, 600x800, Winchester 1300, Tac-Star parts, Duke Nukem style.jpg [View same] [iqdb] [saucenao] [google] [report]

Actually, CoD wouldn't do a vertical pump-grip on a shotgun like in Duke Nukem 3D, because it looks too old fashioned, not modern tactical, if they were going to have a vertical grip for a pump, it would be a chunky-ass RIS with a VFG made for an AR-15, because lord knows a tactical feature can't be ergonomically or aesthetically streamlined if it's going into CoD, gotta have all those rails, even though they're not being used for anything!

Pic related is the actual shotgun they used for Duke Nukem 3D, it's a Winchester 1300 'Defender' model, fitted with a VFG and heatshield from TacStar, this is a very 1980's/1990's way to kit out a shotgun. If I were gonna use one of these, the only things I'd change would be to add a stock, or to add a laser for point-shooting.

The shotgun they used for Duke Nukem 64 is a Franchi SPAS-12, widely known for looking cool as shit, so it's not a huge surprise that it's a weapon put in a Duke Nukem game.
Personally, I think it's kind of overused, and it's honestly not a very good shotgun, I'd much rather use the Winchester.

>> No.3048904

>hud bloom
every time

>> No.3048905
File: 291 KB, 1194x776, 2.jpg [View same] [iqdb] [saucenao] [google] [report]

>checking out the pain models for the enemies in quake II
fucking brutal.

>> No.3048913

Nice! I wonder if that got ported over in the Quake II mod. I'll have to check.

>> No.3048915
File: 574 KB, 1280x1622, tumblr_o3ngpv8k1V1szcxzqo1_r1_1280[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Found at

>> No.3048918
File: 3.65 MB, 2411x2751, doomguy edit.jpg [View same] [iqdb] [saucenao] [google] [report]

that reminds me

is the anon who did this edit still around? id like to place a request

>> No.3048926
File: 781 KB, 1920x1080, spasm0017.jpg [View same] [iqdb] [saucenao] [google] [report]

Fucking hell, played through this level over a dozen times and didn't even know this was a thing until I saw someone else play it.

I also always grenade jumped to get the plasma gun instead of finding out that breakable wall in the elevator.


>> No.3048935
File: 388 KB, 373x486, rad.png [View same] [iqdb] [saucenao] [google] [report]

I cannot think of any reason why they should not have this as their regular box art.
Why must marketers ruin everything because of what they think numbers suggest?

>> No.3048937



>> No.3048938

>I cannot think of any reason why they should not have this as their regular box art.
You answered it in your own post.
Beth will choose what they think will sell the game the best.
It's obvious that id Software wants to do so much more with advertising and boxart, but Beth is strangling them by the dick.

>> No.3048939
File: 895 KB, 581x750, the only upside.png [View same] [iqdb] [saucenao] [google] [report]

M-Maybe they're doing it because they don't want to ruin the front with the "ads" like pic related.

>> No.3048947
File: 24 KB, 358x400, 1386574103547.jpg [View same] [iqdb] [saucenao] [google] [report]

>"I want the D" - IGN
>9/11 - Gameinformer

>> No.3048948
File: 2.39 MB, 2436x3000, hell knight old n new.jpg [View same] [iqdb] [saucenao] [google] [report]

Majority of plebes don't look at content, they look at the surface. Doing that cover in photorealistic cgi would be pain in the ass. And if they released it like that, majority of normies would think it's some cheap piece of indie shit since it has a painting as a cover.

>> No.3048954
File: 720 KB, 2696x4044, Todd.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3048957

oh god he has chest hair. A lot of chest hair.

>> No.3048958

>Majority of plebes don't look at content, they look at the surface
More like "they look at the internet", i can't remember the last time i saw someone buying a game based only on its cover rather than it having a familiar/strong IP or being recommended by someone

>> No.3048969
File: 429 KB, 500x436, mike-wazowski-covered-up.jpg.png [View same] [iqdb] [saucenao] [google] [report]

The question is answered in your picture
The one monster looking at the viewer is being half Mike Wazowski'd

>> No.3048976
File: 7 KB, 97x103, Legshop.png [View same] [iqdb] [saucenao] [google] [report]

Hold the pickles, with fries and a medium drink

>> No.3048987

Can't simmer the zimmer

>> No.3048994
File: 321 KB, 400x721, TLDoom.png [View same] [iqdb] [saucenao] [google] [report]

Just a little something I made a couple of years ago.


>> No.3048996
File: 111 KB, 680x682, 1406949033433.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3048998

Man, i fucking wish nintendo expanded this whole mii thing, custom skin colors/eyes, more freedom with moving parts, there is so much potential being wasted with this

>> No.3049017

woopiee I wrote my first shader

It simply scrolls your texture or sprite downwards. Pretty useful if you don't want to bother with acs, scrolling line specials or anything I guess.

uniform float timer;
vec4 Process(vec4 color)
vec2 background = gl_TexCoord[0].st;
background.y -= timer * 0.1;
return getTexel(background) * color;


>> No.3049027

That guard got assblasted.

>> No.3049034
File: 3.81 MB, 5060x2752, bfglogo.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3049036

you can use shaders in gzdoom?

>> No.3049043
File: 3.96 MB, 5060x2752, 1457039229676.jpg [View same] [iqdb] [saucenao] [google] [report]

Close, but no cigar

>> No.3049047

Yes, but they're pretty limited I think. You can't pass info to the shader code while the game is running for example, so they're all hard coded. Just being able to smoothly rotate a square sprite like a tweaked cacodemon sprite allows you to make things like spinning cogs, vortices and stuff.

>> No.3049054
File: 10 KB, 333x246, 1432135557562.png [View same] [iqdb] [saucenao] [google] [report]

How do I enable glowmaps

>> No.3049057

wow who made those miis?

>> No.3049059
File: 288 KB, 597x320, Doom.png [View same] [iqdb] [saucenao] [google] [report]

I made that one too, but someone requested Doom 3 logo a few threads back

>> No.3049065
File: 104 KB, 500x489, 1450654382296.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3049070

load brightmaps.pk3?

>> No.3049074

>No excessive keyhunting. There's nothing not to love
I really hated how they hid some of the important levers/buttons, also that awful moment with the waterpark level when you have to jump over a wall which look exactly the same as others, but unlike them can actually be jumped over.

>> No.3049075

I recommend looking at Kingpin: Life of Crime if you want some bloody textures.

>> No.3049076

a friend of mine

>> No.3049082

Such a shame they had to rush development on that one. What they were planning was cool as heck.

Still, bretty gud level design

>> No.3049084
File: 1.10 MB, 184x141, 1444654884979.gif [View same] [iqdb] [saucenao] [google] [report]

also Soldier of Fortune

so much area-specific damage, so many pulped limbs

>> No.3049086
File: 12 KB, 140x156, scubamug_animated_10health.gif [View same] [iqdb] [saucenao] [google] [report]

Made some tweaks to the 25% health based on anon's suggestion. I can't believe I had forgotten the crack on the right side on that. Now here's the 10% health set and the last set before I do the death face. Probably going to do the actual scuba player sprite after I'm done this sheet.

>> No.3049093

I think a cut on the forehead could look pretty good with that.

>> No.3049095

I would suggest having cracks on the yellow parts of the mask too, just above the visor. They look really clean and undamaged.

I would personally make the visor cracks minimal and the cracks on the surrounded area more pronounced. Are you going to have cracks on the players screen to represent the ones in the mug?

>> No.3049103

Can I have some context to these mugs? I've seen you post them and they look really nice, but what are they for?

>> No.3049104

Ugh, you're right. That whole level is shit. It's still the best episode though.

>> No.3049106

That actually works pretty well, considering the quasi-Doom3 aesthetic of some of the game.

>> No.3049116
File: 2 KB, 60x128, Lydia_wetsuit.png [View same] [iqdb] [saucenao] [google] [report]

Not a bad plan

Good idea, I think I have a way I could do that nicely. Not sure about the player viewpoint one, but that would be pretty cool if I could figure out something like that.

I want to do a few purely underwater levels in my wad, so she has unique scuba based sprites.

>> No.3049138

Awesome, can't wait until it comes out. What demons will there be though, and how do you breathe?

>> No.3049143

>How do you breathe

>> No.3049145
File: 1.61 MB, 1920x1080, Screenshot_Doom_20151230_202539.png [View same] [iqdb] [saucenao] [google] [report]

>Not sure about the player viewpoint one, but that would be pretty cool if I could figure out something like that.

Personally I don't really like non-abstract stuff like visor cracks in gameplay, but perhaps something like pic related I made for a guy in this general, or simply a desaturation filter(i.e colormap) like modern games often use.

>> No.3049147

I need to think more about my posts.

>> No.3049156

Maybe you're not getting enough oxygen

>> No.3049157


>> No.3049167
File: 4 KB, 144x156, scuba_outofair_3rdattempt.gif [View same] [iqdb] [saucenao] [google] [report]

I'm debating if I should do an oxygen meter or just let the player have unlimited time to fart around. I think I'd vastly prefer the timed approach, I even did an out of air sprite.

>> No.3049176
File: 9 KB, 228x227, 1448831988078.jpg [View same] [iqdb] [saucenao] [google] [report]

i just had an idea for a mod looking at that pic, a kind of survival-horror/silent hill take on Doom

going about your business and you snap into the hell dimension, very briefly at first, but for increased periods of time as the story progresses

>> No.3049182

>its not actually a rimshot
who named this video?

THIS is a rimshot:

>> No.3049184

I say the timed approach. It's a unique twist on how Doom players usually play and it'll definitely win you best gameplay mod in the Cacowards.

>> No.3049189

That's super easy to do. You could have a hellish copy of the real map on the side, with a camera actor withing it that copies the players position and angle exactly. Then it's a simple matter to just draw it's view as a camera texture over the player's screen at any opacity.

You could even flash into "nightmare vision" upon damage and stuff.

>> No.3049191
File: 13 KB, 148x192, Sprite-scubamug_visorup2.gif [View same] [iqdb] [saucenao] [google] [report]

>Best gameplay
Yea, my ACS isn't so shit hot sadly. I'm in a world of confusion over here trying to figure out how to do basic things. Terminus has been a pretty huge help though. In the mean time, I'm just gonna churn out resources for it.

>> No.3049192

don't forget the decompression meter and the fingerless glove meter

>> No.3049195

>You play as soldier in Vietnam
>Hard as nails gameplay
>Each time you hit 15% health you're transported to hell
>Every demon is 10 times harder hitting and faster than the soldiers and laugh at you every time you die
>Mugshot looks extremely anxious and exhausted
What do you think anon?

>> No.3049204

ACS? You can do air supply in decorate. Spawn the player with a few big stack of an 'air' inventory item, subtract one every loop of your animation, check the counter, if it's less than one, goto death state.

>> No.3049207

Well, I wish you the best of luck scubanon!

>> No.3049208

A realistic vietnam mod would be.... awesome and terrifying.

>> No.3049210

god I love self contained decorate solutions.

>> No.3049212

You could even call it PlaDOOM

>> No.3049215

If it's less than 10, it should start darkening and brightening the screen, like the MC is losing focus and blinking a lot. Then it just darkens to nothingness, and then goto death state.

>> No.3049216
File: 3 KB, 136x128, Lydia_fancywear.png [View same] [iqdb] [saucenao] [google] [report]

Say, that's a great idea. Scuba Lydia will probably need to be a seperate class anyways since she does have plenty of ground missions too. That class can have it added to inventory automatically. I'm not aware of too many levels that use swimable water, but can't you drown in vanilla? I'll have to figure out how to turn that off. Also I'll need to figure out how to force drowning death to use that specific drown mug I made. Jesus this is a lot to figure out for someone who has so much trouble figuring out scripting. I always give it my best though!

>> No.3049217

>but can't you drown in vanilla?

Vanilla vanilla, no, because there's no underwater areas.
ZVanilla, yes.

>> No.3049220

There's more though
>When in hell, you can hear your soldier's paranoid screams and pleads
>Squadmates are desperately calling out to him to snap out of it
>If you survive to 5% health, all music stops and your mugshot has a blank, almost accepting expression on his face while blood seeps out of him
>Your squadron says their final words to you
>If you manage to wake up from the hallucination they're gone and you can catch up them later

>> No.3049221
File: 2 KB, 56x68, Lydia_fancywear_mug.png [View same] [iqdb] [saucenao] [google] [report]

Eep, can it be forced off by the wad?

>> No.3049224

If use used ACS you could utilize the native air supply property with SetAirSupply/GetAirSupply. Depends on whether ACS or custominventory trickery seems the most inconvenient to you.

>> No.3049226

Wouldn't that kill you immediately? It should do damage first, similar to Terraria

>> No.3049229
File: 2.59 MB, 412x304, 1456996645952.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3049230

I don't understand

>> No.3049234

what a pointless post

>> No.3049235


that's because i fucked up and the first post i referenced should have been >>3049195

>> No.3049237

I still don't understand

>> No.3049239


>> No.3049245

I honestly thought they would expand on the Mii system when the 3DS and Wii U came out, but the only new thing I can think of that they added was the ability to share them via QR codes.

>> No.3049246
File: 91 KB, 488x516, you.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3049247 [SPOILER] 
File: 3.01 MB, 294x238, 1457403790826.gif [View same] [iqdb] [saucenao] [google] [report]

the kek rises

>> No.3049248
File: 13 KB, 144x156, scubamug_animated_10health_2ndattempt.gif [View same] [iqdb] [saucenao] [google] [report]

Based on suggestions, here is the revised version.

ACS is always more inconvenient, but it can do so much more if one can figure it out. That might need to be my route just so I can ensure things turn out the way I want. So much learning to do, so much other shit in the way of learning it.

Eh, I could go that way, but I don't think I will. Instakill for running out of time.

>> No.3049256
File: 84 KB, 600x398, 28154651.vietnam459.jpg [View same] [iqdb] [saucenao] [google] [report]

There is some Battlefield Vietnam-type TC for Skulltag/Zandronum: http://static.best-ever.org/wads/bfv7.pk3
Honestly though, I'd rather play NAM or the Platoon TC for Duke Nukem 3D.

But goddamn, terrifying is right. Pic related.
The Vietcong/NLF made booby traps like you see here. They are pitfalls obscured by leaves and brush with rotating rods with outward rusted nails covered in shit. Not making this up. If you somehow got out of the trap still alive, and not go into shock, you would not live long. Getting hit with all of those nails making your body look like swiss cheese are likely to puncture vital organs, and if you don't die from blood loss, you will die from bacterial infection. By the way, upwards-pointing rusty nails at the bottom of the pitfall, too. Also covered in human shit.

>> No.3049264
File: 313 KB, 640x360, 1456740006648.png [View same] [iqdb] [saucenao] [google] [report]

daily reminder that thousands of US citizens were drafted to fight and die in a manufactured war that served no purpose

>> No.3049271

Now THIS is a rimshot

Do you plan on playing a desperating tune for low oxygen?

>> No.3049274
File: 2 KB, 188x252, secretaryimp.png [View same] [iqdb] [saucenao] [google] [report]

I think I'll put just an annoying sound like

>> No.3049290
File: 112 KB, 800x600, fuck these cunts right up the eye.png [View same] [iqdb] [saucenao] [google] [report]

What is the most annoying enemy in Doom and why is it this motherfucker?

>> No.3049297

That's not the Archvile.

>> No.3049302

At least he doesn't hitscan you from the other side of the map

>> No.3049303

Neither of those are chaingunners.

>> No.3049305

I honestly never had problems with chaingunners.
Unless there are like twenty of them all perched up in a window, shooting you from literally every direction.

>> No.3049306
File: 582 KB, 1920x1080, Screenshot_Doom_20160308_024723.png [View same] [iqdb] [saucenao] [google] [report]

Spellcross Arena V1.01 now available

Patch notes and download available here:

Update the Pastebin while its still up here, as some of these bug fixes are important for multiplayer.

Slizoids are now a bit more balanced... ish.

>> No.3049307

Eh I'd prefer realistic vietnam over a hell vietnam.

Nam is scary enough as it is.

looking great! I love the cracks in the helmet

Best Zelda game imo. probably an unpopular opinion though. I just love being able to navigate around in a boat and find shit. very very cool.

>> No.3049308

PE are harmless and qt. It's their skull children that are right cunts.

>> No.3049313

>Shooting rockets at a stationary arachnotron that's far way.
>A lost soul casually floats into your face.

Is there a worse feeling?

>> No.3049314

but won't that make you immune to attacks from the denizens of the hellscape?

great idea for purely visual stuff though

>> No.3049316

>Fire rocket at pain elemental that is not in it's "attack state"
>Other pain elemental that you failed to spot/account for lobs a lost soul in your face

Similar yet worse.

I have no clue how doom modding works, but can't you then swap positions between player and camera actor? And then have camera actor just move on in the normal world, and then switch positions again when the player leaves hellworld.

>> No.3049323

Hell, at that point, you might as well just record the distance between the centers of the two areas, warp the player between them based on that, and not even bother with a camera actor.

>> No.3049326

I guess, you just make the "normal map", then copypaste the "hellmap" x units in any direction. Then you can teleport at any point there by moving the player x units in said direction, and back by moving him -x units.

>> No.3049329

Because Doom 2 decided ammo starvation was a good idea

>> No.3049335

They're really only a threat on shitty maps with too much space and when they're in huge groups

>> No.3049339
File: 32 KB, 591x275, 1457307960412.png [View same] [iqdb] [saucenao] [google] [report]

>the pit
>that room

>> No.3049340

I fucking give up. what's the most effective way to kill an archvile in hideous destructor?

or should I just uffer these fucking imbeciles until they get tired of running around or I run out of BFG cells?

>> No.3049341

>Needing ammo to take down a pain elemental
This is the problem. You gotta get up in that fucker's face with the chainsaw then back the fuck up when it's about to explode.

>> No.3049346

Because you can totally do that in The Pit when they're at range, completely unreachable, and there are mancubi all around you anyway to roast your ass if you stand in place?
>Level is called The Pit
>It's literally the pits

>> No.3049352
File: 19 KB, 75x75, 1382936074379.gif [View same] [iqdb] [saucenao] [google] [report]

>tfw this could have been what the entire doom movie was like


>> No.3049369

I don't know what to feel about this

>> No.3049374


Pain elementals can't produce lost souls in The Pit anyway

>> No.3049375

When we were like 14 my gaming friends were all "working" on a quake mod, they wanted music ideas and I, being 14, unironically suggested Queens don't stop me now and everyone laughed at me and told me it was a bad idea. Now I'm laughing at this. Because it's still a bad idea.

>> No.3049376

Well, they can in whatever mod I'm playing

>> No.3049383

There is an option to enable the lost soul limit on modern source ports so only 21 lost souls can be on a map. That's probably what it is.

>> No.3049385

This looks extremely corny and gimmicky, but it looks really fun at the same time if they can execute it well.

>> No.3049386


Wow this looks dumb.

and a lot of fun

>> No.3049396
File: 500 KB, 1600x900, Screenshot_Doom_20160307_205854.png [View same] [iqdb] [saucenao] [google] [report]

Iunno, what do you guys think? Too cramped? Is it easy to read?

>> No.3049404

Looks good

>> No.3049414


What is the worse mod?

>> No.3049416


That's a cool looking shotgun, I wonder where they stole it from

>> No.3049419


not bad

>> No.3049423

>read it


>> No.3049429
File: 12 KB, 267x159, alignment.png [View same] [iqdb] [saucenao] [google] [report]

Is the armor number the colour of the current armor strength, or something? Otherwise it looks odd being a different colour to the health.

Also this is just being nitpicky, but the armor/health numbers are misaligned with each other, and the armor and health icons are misaligned both horizontally and vertically. See picture. (Are you the colourblind anon? I don't know what's a good colour to use for the lines here, sorry)

>> No.3049441
File: 456 KB, 1600x900, Screenshot_Doom_20160307_213136.png [View same] [iqdb] [saucenao] [google] [report]

>Are you the colourblind anon?


and yeah I just noticed the misalligned numbers, fixed those, though I don't think I'll be able to allign the health and armor icons cus they're slightly resized in TEXTURES, meaning it probably doesn't allign to a proper pixel grid anymore.

>> No.3049456
File: 20 KB, 144x156, scubamug_animated_10health_lastsprites.gif [View same] [iqdb] [saucenao] [google] [report]

And with that, the scuba mug sprites are done.

>> No.3049464
File: 9 KB, 288x234, scuba_spritesheet.png [View same] [iqdb] [saucenao] [google] [report]

Here's the full spritesheet.

>> No.3049472


love the mouthpiece coming out

>> No.3049479

I like how it fogs up with more damage
Also, idea
Maybe it could be Super Mario 64 or MGS3, where the more health you have the longer you can keep your breath?

>> No.3049502
File: 22 KB, 330x378, bikinishake.gif [View same] [iqdb] [saucenao] [google] [report]

I dunno. I think it'll just be an independent meter that may or may not have an item to refill it or maybe even a refilling station. I kinda like the idea of being forced to hurry due to no air refills, but I might just be too mean.

>> No.3049508

Reminds me of old lucas arts games.

>> No.3049516

>no air refills

it's that one marathon infinity map all over again

>> No.3049517
File: 252 KB, 1152x864, 33890621078296475.gif [View same] [iqdb] [saucenao] [google] [report]

>I kinda like the idea of being forced to hurry due to no air refills, but I might just be too mean.



>> No.3049518
File: 429 KB, 1280x720, Screenshot_Doom_20160308_062759.png [View same] [iqdb] [saucenao] [google] [report]

Making a little cliff/canyon map to go with a midi my friend made.

>> No.3049524
File: 14 KB, 120x240, melspritewalk1.gif [View same] [iqdb] [saucenao] [google] [report]

Holy shit that level. You make a compelling argument. But what if the air refills are in limited quantities, much like the medpacks? Should I really just go easymode and make a refilling station kinda like Half Life's first aid/battery stations?

>> No.3049527


limited quantities would work, just make it reasonable.

>> No.3049532

"My hips are moving on their own!"

>> No.3049534


>> No.3049536
File: 594 KB, 800x2750, spriteFun.png [View same] [iqdb] [saucenao] [google] [report]

So I'm looking for some inspiration (shit to steal). What's the most impressive change you've seen in Dehacked?

>> No.3049576
File: 249 KB, 1366x768, Screenshot_Doom_20160307_215914.png [View same] [iqdb] [saucenao] [google] [report]

What kind of DooM wad do you want

>> No.3049582
File: 226 KB, 1366x768, Screenshot_Doom_20160307_215934.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3049584

>brutal do-it

>> No.3049587
File: 58 KB, 800x500, normality.jpg [View same] [iqdb] [saucenao] [google] [report]

Reminds me of Normality

>> No.3049593
File: 302 KB, 1366x768, Screenshot_Doom_20160307_220930.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3049595
File: 308 KB, 1366x768, Screenshot_Doom_20160307_221140.png [View same] [iqdb] [saucenao] [google] [report]

how could this happen to me

>> No.3049597
File: 294 KB, 1366x768, Screenshot_Doom_20160307_221220.png [View same] [iqdb] [saucenao] [google] [report]

also gg

>> No.3049598

Hosting do-it.wad, server name SUICIDE PACT

>> No.3049617
File: 314 KB, 1366x768, TIDDY.png [View same] [iqdb] [saucenao] [google] [report]

best idea ever

>> No.3049621
File: 390 KB, 1920x1080, Screenshot_Doom_20160307_202936.png [View same] [iqdb] [saucenao] [google] [report]

Well. That was an amusingly silly way to waste five minutes.

>> No.3049627
File: 308 KB, 1366x768, TID JAB.png [View same] [iqdb] [saucenao] [google] [report]

Perfect for a wad featuring a bedroom

>> No.3049632

Wasn't there already this idea done?

>> No.3049638

HDoom Doujin when?

>> No.3049639
File: 354 KB, 1600x900, Screenshot_Doom_20160307_223952.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3049640

good taste, best goat

>> No.3049678

the way brutal doom was meant to be played

>> No.3049689

I never understand why people get upset by histcanners.

>> No.3049691

Do imp-tan

>> No.3049695
File: 372 KB, 1600x900, Screenshot_Doom_20160308_004236.png [View same] [iqdb] [saucenao] [google] [report]

>tfw entering the DUMP

>> No.3049705
File: 398 KB, 1366x768, Screenshot_Doom_20160307_175352.png [View same] [iqdb] [saucenao] [google] [report]

So then this isn't just me? That makes me feel a little bit better

>> No.3049706

im trying but she won't let me

>> No.3049709


no means no, anon

>> No.3049712
File: 216 KB, 1366x768, Screenshot_Doom_20160307_235304.png [View same] [iqdb] [saucenao] [google] [report]

sorry, there's blood everywhere

>> No.3049716

a true man loves his (demonic) girl(s) every day of the month

>> No.3049721

So how do I play Dakka? I don't know how to get it to work.

>> No.3049723
File: 289 KB, 1366x768, lewd baron.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3049725
File: 267 KB, 597x1014, rape is so romantic.png [View same] [iqdb] [saucenao] [google] [report]

sometimes no means yes

>> No.3049736

I tried renaming the zip to pk3 like I've heard some will work like that but it did nothing.

>> No.3049741

>download repository
>put everything in pk3/ directory into its own zip file
>change extension to .pk3
>play (in either zdoom 2.8 (maybe 2.7.1?) or zandronum 3.0)

>> No.3049743

You can't dodge them and they are a pain in the ass in groups, specially on big maps where they are too far away and can easily snipe you

>> No.3049746
File: 1.37 MB, 800x450, gzdoom 2016-03-08 03-20-23-10-2.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3049748

the linkin park poster back there really makes it all come together

>> No.3049749

>cybie gets no love
of course

>> No.3049750


>> No.3049752

it looks slowed down and that makes me think vaporwave

where's the AESTHETICS

>> No.3049753

you can't dodge bullets either. hitscanning isn't the issue. Dealing with realistic firearms is.

Also you running does cause negatives on hitscans, so you can actually dodge them most of the time by running around very quickly.

>> No.3049754
File: 188 KB, 1218x962, uhoh.png [View same] [iqdb] [saucenao] [google] [report]

>monitors of dual monitor setup display certain colors differently

Oh dear.

>> No.3049758

you realize this is a game where you're meant to run around and dodge shit right

and no, hitscan attacks by default will always fire directly at the monster's target; this is why CMF_AIMFACING was added to zdoom, to disable that and have monsters fire straight forward

>> No.3049760


looks cool i guess

>> No.3049761


same thing, different action function

>> No.3049762
File: 373 KB, 1600x900, Screenshot_Doom_20160308_013303.png [View same] [iqdb] [saucenao] [google] [report]

the gimmick here is gonna be each teleporter takes you to a seperate room that gives you equipment for your "class"

left is gonna be a brawler, which gives you a mega sphere and a berserk pack

middle's gonna be a shotgun guy, you'll be given a SSG and a box of shells

right is gonna be a gunner, you'll get a box of bullets or two, a chaingun, and green armor.

then you take another teleporter into the actual map

>> No.3049765

i am confused, are projectile throwing enemies considered hitscans too? or just the zombies who use guns? because as far as i know you can safely dodge any projectile in the game with a bit of skill, but if you're marked for death by a zombie you WILL lose health regardless of running

>> No.3049770
File: 150 KB, 1280x720, Screenshot_Doom_20160308_213832.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3049775
File: 32 KB, 400x267, 1453671880261.jpg [View same] [iqdb] [saucenao] [google] [report]

Cheeky cunt

>> No.3049778

only way zombies won't hit you is
A: peek from a corner and hop back when they point their guns at you
B: RNG. they have like a 20 degree random spreadon their shots
so i guess technically running away does help you avoid getting hit

projectile bullets are fun tho

>> No.3049782
File: 47 KB, 640x360, 1456617014836.jpg [View same] [iqdb] [saucenao] [google] [report]

>You can't dodge them
1, hitscanners do not have perfect aim, especially not at a distance
2, they actually briefly level their guns at you before opening fire, meaning there's ample time to dive for cover or shoot first if you're paying attention

Putting distance and cover between yourself and a hitscanner does a lot to avoid injury.

>you realize this is a game where you're meant to run around and dodge shit right
That's a way to play it, yes, you can also base your fighting around taking cover, and this will work just fine.

I find Doom is very fun to play by doing both.

>projectile bullets are fun tho
They are.

>> No.3049783

You should mark which is which with a shotgun, chaingun and berserk pack.

>> No.3049786


That's the plan, I wanna do something cool, like take the stained glass from Hexen and put a fist, shotgun, and chaingun on each

>> No.3049789
File: 385 KB, 1600x900, Screenshot_Doom_20160308_015755.png [View same] [iqdb] [saucenao] [google] [report]

I swapped out some torches

Holy fuck mapping is cool

>> No.3049791

That would look great. But what's the map going to be?

>> No.3049792
File: 219 KB, 1360x768, Screenshot_Doom_20160308_035856.png [View same] [iqdb] [saucenao] [google] [report]

>Putting distance and cover between yourself and a hitscanner does a lot to avoid injury.

>> No.3049798
File: 384 KB, 1600x900, Screenshot_Doom_20160308_020858.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3049802

Hey Guys!! I Found A Special Version Of Brutal Doom On Pirate Bay Called "Brutal Doom Project" You Should Try It Out!!!!!!


>> No.3049812
File: 350 KB, 1600x900, Screenshot_Doom_20160308_022141.png [View same] [iqdb] [saucenao] [google] [report]


The map itself is gonna be a big castle you stomp through and dodge traps and shit, with a final confrontation in the courtyard

>> No.3049818
File: 424 KB, 1280x2400, 1457429156.jpg [View same] [iqdb] [saucenao] [google] [report]

>Hello World 0.7.1 - 4 maps plus secret

i love map04's cohesive layout, height differences, and sense of space. good job

>> No.3049829
File: 502 KB, 720x360, whoops.webm [View same] [iqdb] [saucenao] [google] [report]


Mapping is fucking hard. I just learned you're not really allowed to move sectors after drawing one, so uh.

I'm just gonna start over.

>> No.3049836

That's not supposed to happen when you move a sector. You obviously fkt up somewhere else.

>> No.3049837
File: 621 KB, 1920x1080, Screenshot_Doom_20160308_105202.png [View same] [iqdb] [saucenao] [google] [report]

I can work with this.

>> No.3049839 [SPOILER] 
File: 77 KB, 640x480, 1457430883129.png [View same] [iqdb] [saucenao] [google] [report]

map31 is fun

>> No.3049841

Why am I reminded of Metroid Fusion?

>> No.3049885

what ever happened to that one comic that had votes

>> No.3049919

i think it went to the author's tumblr, and was finished there

>> No.3049983
File: 1.61 MB, 1920x1080, REEEEEEEEE.jpg [View same] [iqdb] [saucenao] [google] [report]

Archvile confirmed?

>> No.3049987
File: 628 KB, 1920x1080, metal monstrosity.jpg [View same] [iqdb] [saucenao] [google] [report]

>floating maps
>dodging projectiles whilst avoiding deadly drops
>hastily jumping between platforms to retreat when overwhelmed by enemy opposition
>taking daring jumps to get to secret areas

I didn't know how much I wanted this.

>> No.3050020


post your friend's midi

>> No.3050023
File: 1011 KB, 500x394, CRITICAL AGITATION.gif [View same] [iqdb] [saucenao] [google] [report]


>wondering what caused this issue
>check doom builder and notice the large box around the twisty torch
>had mixed up the torch's radius and height, making it really short and really wide

>> No.3050046

that looks nothing like an arch-vile...

>> No.3050048
File: 53 KB, 277x244, mancubrow.png [View same] [iqdb] [saucenao] [google] [report]

>Maps that only give you shotguns and chainguns by use of zombies, screwing up compatibility with co-op and certain gameplay mods

>> No.3050053

that is one of the new demons more likely. maybe prowler

>> No.3050054

That's just the Hell version of the former human.
Archvile was already confirmed in the code leaks, but we haven't seen him anywhere.

The code implies that he functions like the Archvile from DOOM 1 and 2, rather than the shitty Archvile in 3.

There's actually a new enemy, The Summoner, that functions like DOOM 3's Archvile though.

>> No.3050058


>Archvile from DOOM 1


>> No.3050059

>wads that replace the the chaingunners drop to a "clip"
I like it

>> No.3050061

Prowler? I have not heard of this. Please elaborate. How many new demons can we be expecting?

>> No.3050062

have you played map05 of sunder...?

>> No.3050065


I don't play slaughtershit

>> No.3050069

no idea about the amount but there was a leak and somebody hacked all the things
hyper portals channel in youtube has the videos and there is this http://vgleaks.com/doom-new-demons-and-leaked-info-from-the-alpha/

>> No.3050071

Fuck mang. Totally slipped my mind.
Easy to forget that those enemies weren't in DOOM 1 when you've been playing DOOM 2 wads for so long.

>> No.3050075
File: 103 KB, 257x206, former human hell.png [View same] [iqdb] [saucenao] [google] [report]

Literally the first dude you see in the E3 Hell demo.

>> No.3050082

Thank you based anon, haven't seen any of that shit before. Good to see a Mastermind WIP in there too. Seems like the only Doom/DoomII thing missing is the Pain Elemental

>> No.3050085

you are welcome

>> No.3050090
File: 44 KB, 634x341, andrew hulshult and bobby prince otp.png [View same] [iqdb] [saucenao] [google] [report]

Holy shit

>> No.3050092
File: 233 KB, 884x736, 1437332481359.png [View same] [iqdb] [saucenao] [google] [report]

Holy shit

Now all I need is Andrew to team up with Mick Gordon.

>> No.3050093

Shouldn't Bobby be completely senile by now?
Feller was in his 60's when they made DOOM.

>> No.3050094

Can nobody spell anymore? Jesus Christ.

>> No.3050095

What's the problem here? (English isn't my first language)

>> No.3050097

"It's" is an abbreviation of "it is". When used as a possessive pronoun however there is no apostrophe. It should be "its release".
Bobby Prince news is cool though. Hopefully his contributions will be a little more exciting than what he did for Wrack.

>> No.3050102

>Andrew Hulshult
fucking ugh.

>> No.3050104

I think he's okay.

Also I'd like to see this guy do more Doom stuff

>> No.3050106
File: 152 KB, 973x643, I must be retarded.png [View same] [iqdb] [saucenao] [google] [report]

Alright what the hell am I doing wrong here, I'm trying to make this teleporter work and I'm not having any luck

all 8 of those lines share tag 1, as does the teleporter destination thing.

The white panel is set to teleport when the player walks over it, and yet I'm not getting that.

>> No.3050108

Whats wrong with him?

>> No.3050109


oh and I'm using udmf doom 2 format

>> No.3050110

But he's done the best DOOM re-recordings of all.

>> No.3050113

I think the problem with Wrack's music wasnt Prince's writing, but that the instrument set they used sounded awful.

I reckon it had the potential to sound a lot better if they hired a band to record them instead.

>> No.3050114

i only see 4 lines with an action
set the 'target map spot tag' to the 'teleport destination' actor's tag
the lines don't need tags
and make sure you have the 'player walks over' as activation
and 'repeatable action' too

>> No.3050116

>all 8 of those lines share tag 1
The sector itself the teleport destination's in is what has to be tagged, not its linedefs.

>> No.3050117

You're seriously gonna tell me his rendition of Map13 (Doom) isn't the greatest thing ever?


>> No.3050121

No, but I'm gonna go ahead and call his version of Oww!! the most unworthy piece of garbage to grace ROTT's OST.

>> No.3050125
File: 488 KB, 750x450, every day we drift further from god.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3050127

Not him but I prefer the original.
Although I like Hulshut's version of Signs of Evil and Demons on The Prey

>> No.3050132

What's a good wad/megawad released in the past year that I could play ?

>> No.3050138

>all 8 of those lines share tag 1, as does the teleporter destination thing.
the four lines surrounding the departure pad must have tag 1, and the destination sector must have tag 1, and there must be a teleporter exit point actor in the destination sector, for which tag is irrelevant, but it must appear on all skills.

if you want the teleporter to be two-way, the four lines surrouding the destination sector must have type 97 (or whatever it is in udmf) and tag 2 (or anything other than 0 or 1), and the departure pad sector must have tag 2, and contain a teleporter exit point actor, again whose tag is irrelevant but it must have all skill flag bits set.

>> No.3050139

Some of his ROTT renditions didnt work mainly because of genre incompatibility. ROTT had some tunes that gave more of a Jazz and Blues vibe, for example.

>> No.3050140

The Starter Pack

>> No.3050141


>> No.3050143


when you guys say sector for the exit, are we talking about the big room itself or the little square area I made?

>> No.3050145


>> No.3050146

>The Starter Pack
The one from Brutal Doom?
I wonder if can work without the mod itself.

>> No.3050147

it does work but it's balanced for a not-shit starting weapon

>> No.3050151

whichever sector has the destination point in.

>> No.3050153

I remember playing through that and gave up around the time you go back to Earth. Does it get better later on?

>> No.3050154
File: 73 KB, 614x431, Okay that's tagged.png [View same] [iqdb] [saucenao] [google] [report]


Like that, right?

>> No.3050162
File: 58 KB, 973x643, 1457448248.png [View same] [iqdb] [saucenao] [google] [report]

yeah, that's right.

>> No.3050165
File: 18 KB, 400x299, DETECTING A HIGH LEVEL OF BULLSHIT IN THIS AREA.jpg [View same] [iqdb] [saucenao] [google] [report]


and yet it's still not teleporting me, the fuck man.

>> No.3050167

Yes. Although it has some /ahem/ questionable mapdesign choices. Also occasional dumb messages like "climb that rocks to go over the wall" or "this switch has opened something!" and "jump out of this window into the next building!"

>> No.3050168

does it teleport anything else?

>> No.3050170

then i don't know what you're doing wrong, sorry.

>> No.3050174

make sure the lines on the departure sector are facing outwards

>> No.3050184


maybe studying this extremely simple example will help?

>> No.3050186
File: 43 KB, 169x156, sdfsadf.png [View same] [iqdb] [saucenao] [google] [report]




>> No.3050190

the surrounding linedefs didn't have tag 1?

>> No.3050192
File: 48 KB, 644x309, please direct me to the nearest revenant so he can punch my face in.png [View same] [iqdb] [saucenao] [google] [report]


No I mean like, THAT target

>> No.3050195

Has anyone here played around with editing md3 models?

>> No.3050202

that's what i meant, but we seem to be using different jargon for the same thing... never mind, at least you got it sorted

>> No.3050272

>Feller was in his 60's when they made DOOM

Was he? He looked younger than that.

>> No.3050279
File: 75 KB, 798x796, DOOT.jpg [View same] [iqdb] [saucenao] [google] [report]

Revenants dropping rocket on death. Y/N?

>> No.3050283

That's Hell's Version of the laser guys.
We've seen them in pics/videos before.
Prowler is multiplayer only, as is Harvester.

>> No.3050287

Jesus fuck why.
Tell me it's ironic at least.

>> No.3050289
File: 804 KB, 720x360, Oh man I'm getting hyped now.webm [View same] [iqdb] [saucenao] [google] [report]

Wow, mapping IS cool when you're not being a retard and breaking everything over completely tiny oversights.

I'm salty I can't add custom weapons though, fucking DUMP rules

>> No.3050291

plutonia map31 or 32 any good?

>> No.3050317
File: 2.86 MB, 1280x720, The sky is my domain.webm [View same] [iqdb] [saucenao] [google] [report]

Prowler you say

>> No.3050324

N, plenty of rockets available already and they're almost OP as it is.

>> No.3050325
File: 78 KB, 240x240, 1455647722956.png [View same] [iqdb] [saucenao] [google] [report]

I can't imagine how fucking scary it's going to be to eventually be on the other end of that attack.

>> No.3050328

From what it looks like they're basically xenmorphs that can't run fast but can jump bloody far and fast.

>> No.3050341


nononononono oh fucking hell no

>> No.3050361

Eterenity Engine

>> No.3050370

Yes. The first two Earth levels are pretty meh, but then they develop into gigantic, great redesigns of the the Doom II urban/suburbia maps, plus some original ones thrown in.

The Earth section ends with Doomguy heading to UAC Earth HQ where the portal to Hell has opened, and there is a boss fight with a giant creature.

Then you, and a bunch or friendly AI marines, invade Hell. The other marines are captured after initially kicking major ass and are tortured, while you press on into Hell alone, fighting an enormous upgraded Cyberdemon along the way, and eventually The Icon of Sin, who has a proper body and attacks along with spawning creatures.

It's a fairly difficult wad.

>> No.3050373

I remember fighting some two centaur-like Barons of Hell.
They were kind of bullshit, but I liked the reference to E1M8's boss.

>> No.3050381


>> No.3050383

By the way when I say friendly AI marines, I mean the first level in Hell is pretty much you and 30 marines running around blasting Cyberdemons, hordes of Cacos, Pinkies and etc.

>> No.3050454


>> No.3050461

>right click on the destination sector in sector mode
>apply tag

>> No.3050476

This sounds like the kind of music that plays after you beat the final boss of the game and you're reading the ending story text. Do this music justice, anon. It deserves it.

>> No.3050509
File: 25 KB, 474x414, itdoesntgetbetter.jpg [View same] [iqdb] [saucenao] [google] [report]

The more I play Doom and Doom II, the more I think that they didn't test play these levels hardly at all before releasing them.

>> No.3050524
File: 727 KB, 2880x1080, sbrightmaps.jpg [View same] [iqdb] [saucenao] [google] [report]

You need a couple pk3-file called sbrightmaps. It gives certain textures, that by all logic should emanate light, a special brightness in correct places, such as lamps, fire and glowy eyes.

>> No.3050537


Very noice. Post that map of yours once its done.

>> No.3050556

Wew, I don't know if I'm qualified now. It's going to be pretty simple.

>> No.3050568

I recently watched Romero plays doom and he mentioned something like they only played their one levels whilst in development, IIRC


>> No.3050572

And you place your judgement on what basis?

>> No.3050668
File: 1.08 MB, 680x680, b49.gif [View same] [iqdb] [saucenao] [google] [report]

>talking about sports instead of video games


>> No.3050673

Cool beans!

He was a platoon leader in Nam I recall.
Last I heard, he was a chicken farmer, he didn't really seem that out of it to me.

>> No.3050682
File: 200 KB, 1017x575, what imp.png [View same] [iqdb] [saucenao] [google] [report]

I don't know where or how the fuck I got this imp, but I'll take it.

>> No.3050686


Damn, both the rifle and the imp look absolutely hideous.

>> No.3050687

Whoops. I figured it would be like the Lost Soul where I could just pocket it and go back to it later.

I was wrong. I squeezed its head open with one hand and threw it forward. I wish I knew how to do that on purpose.

>> No.3050689

>stuff imp in pocket
>run around with imp half-hanging out of your pants, kicking and flailing

>> No.3050692
File: 150 KB, 1024x576, UAC.png [View same] [iqdb] [saucenao] [google] [report]

Doesn't look too bad from behind.

Do people... not do that normally?
Am I the weird one, here?

>> No.3050695

>Tfw no scaling pocket enemies
>Become your own pain elemental tossing lost souls around
>Pocket imp
>Pocket pain elemental that throws pocket lost souls
>Pocket Cyberdemon

>> No.3050705


From behind, yeah, the rifle looks great.
Those angled sprites are horrifying, though.

>> No.3050731

What wad?

>> No.3050740
File: 434 KB, 1768x992, Screenshot_Doom_20160308_203551.png [View same] [iqdb] [saucenao] [google] [report]

>First rocket launcher
>already 81 rockets

Also, is there anything special to making music for doom or is it just MIDIs? I might have more luck with that than map making

>> No.3050742

What do you think is wrong with his stuff?
Sure, interceptor aren't that good, but his music is brilliant.

>> No.3050767

"ayy lmao"

>> No.3050775

So, I just tried Demonsteele v0.9 and I had a lot of fun with Shi Hong, but I gotta wonder: Did Terminus have a hard time finding sound effects? It's obvious he used a lot of Kamen Rider ones, but whenever Shi Hong switches styles/forms/whatever it plays the Dragredder roar from Kamen Rider Decade. This would be fine, the issue is you can hear the soundtrack for the show start before just cutting off. Does he not realize that there's smoe high quality raws that actually have clear roars from it?

>> No.3050778

Just a feeling. I'm going through Doom II now and I'm just noticing lots of little things that seem to me like the designer thought this would be neat but it didn't actually turn out that way. I just don't think they actually "experienced" their levels like the way we do.

>> No.3050797

I have a hard time seeing the suburb in Suburbs.

>> No.3050828

Doom 2's level names are more of an afterthought than anything. I wouldn't worry about it.

>> No.3050837


don't worry, we all did

>> No.3050850

it has exactly the same problem as all high resolution sprites. even the original models look goofy.

>> No.3050856

heh supposedly sandy petersen made his own house in the game, i imagine it would never have ended up in the final product if the other designers hadn't left most of doom2's design to him

>> No.3050894

>looks like his new design
Fucking kek

>> No.3050914

Any idea which building it is?

>> No.3050916

so DUMP is officially go

time to spend the next week doing jack shit

>> No.3050917

I'm thinking of getting the "DOOM" logo on a t-shirt.

Anyone have a good transparent picture of it?

>> No.3050924
File: 46 KB, 621x288, browse_0009.png [View same] [iqdb] [saucenao] [google] [report]

Videogame dev turned rockstar turned gas station serviceman turned mobile game dev turned twitch streamer?

You bettter believe it!

>> No.3050930


If that means that he might accept donations and thus will make a lot of us easier to give him the IWAD money, then I'm all for it

>> No.3050935

it really doesn't.

>> No.3050937

I'm stretching the no custom weapons/monsters rule as far as I can push it.

Mostly by making custom projectiles to be fired from traps.

Right now I'm experimenting with an 'orbit' projectile that can circle a hellish tower in a huge flaming whirlwind. It... isn't going well.

>> No.3050946

To be honest, I wouldn't mind just listening to Romero talk about things in general. John Romerocast when?

>> No.3050948


Your ears are sharp, that is indeed the Dragredder.
I got it from the game Kamen Rider Super Climax Heroes, though, so I'm curious what you mean by being able to hear the show's soundtrack.


>> No.3050951
File: 2.54 MB, 1920x1080, which one.png [View same] [iqdb] [saucenao] [google] [report]

Which logo? It better be the original senpai.
You can get it from the bethesdastore if you don't hate them/that

>> No.3050952
File: 505 KB, 1600x595, blood keep.jpg [View same] [iqdb] [saucenao] [google] [report]

So, to kind of expand upon Andrew Hulshult's news about collabing with Bobby Prince, he just released this video:

Guys, he's doing a fucking collab with Mick Gordon too.
This is fucking ACE.

>> No.3050954

And is this stuff for the game or are they doing it for fun, or what?

>> No.3050958

The mod is Project Brutality, the map is Maps of Chaos.

>> No.3050962

Original of course.
But I live in eastern europe, so ordering from the official website is out of the question.

There is an option to order from a local game store, but it costs almost three times what it costs from a t-shirt printing store.

>> No.3050963

He doesn't really elaborate on it, but it's most likely just for fun.

>> No.3050964
File: 165 KB, 500x685, doom 64.jpg [View same] [iqdb] [saucenao] [google] [report]

Now all they need is Aubrey Hodges for some ambient pieces and it will be the pinnacle of radical.

>> No.3050965

Don't get to excited. https://www.youtube.com/watch?v=38puU0CbwPs

>> No.3050970
File: 160 KB, 512x384, Confused Sponge 2.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm not sure how to feel about this, it sounds like it's from an edgy version of Banjo Kazooie.

>> No.3050971

That's actually a good song, but it suffers from the same issue literally all of Bobby's work from the last 10 years has.
It's a fucking shit instrument set.
I have no clue why he can't tell a shit instrument set apart from a good one anymore.
Maybe he's tone def?
But it's what Wrack's OST's issue was.
Good songs, but with shit instruments.
If Andrew recorded this with real instruments, it'd probably sound fucking top notch.

>> No.3050978

I felt the same way when I first heard it
That's a good point but I don't think Bobby Prince could compose something that would sound good/fit with a 2016 shooter like D44M.

>> No.3050983

Doom 2 maybe but Doom 1 not as much

>> No.3050990
File: 2.49 MB, 1326x816, doom logo.png [View same] [iqdb] [saucenao] [google] [report]

I tried cropping out the logo from a picture, but I couldn't find a good one out there.

>> No.3050991

Romero is charming and interesting, he's already got a leg up on your average streamer.

>> No.3051006

How do you guys feel about Ghouls Vs Humans?

>> No.3051009


started as something really creative, ended up almost killing a sourceport's multiplayer scene along with mm8bdm

>> No.3051013


Base is okay, add-ons are nearly universally shit.

>> No.3051016

You can hear a bit of music play JUST at the end of the roar, it almost sounds like Millions of Me OR the Final Form Ride theme (Which have similar opening notes). I don't know why you can't hear it in the Vocaroo, maybe it's a specific thing but I heard it at least two to three times. If you don't believe me, compare the first trill of notes in this video to the little tun that plays after transforming. It might be something specifically on the map I was playing, however.


>> No.3051019
File: 2.09 MB, 1953x1192, b55hktn[1].png [View same] [iqdb] [saucenao] [google] [report]


I found these using the jewgles


>> No.3051026

What other sounds did you use? I definitely heard the transformation sound effects from Faiz and a bit from I think Kabuto.

>> No.3051029
File: 9 KB, 208x524, temp.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3051032


>> No.3051036

Interesting, but never got around to playing it really.

Also I'm not a huge fan of jumpscares.

>> No.3051039

Pretty spooky right?
I'm not using it though.

>> No.3051042

saw the thumbnail and thought it was doing the duane dance

>> No.3051043



>> No.3051047

Post it you shit!

>> No.3051050


Let's see if the url is not blocked by filters


>> No.3051053


I swear, if you fuckers don't vote for Chrono Trigger

>> No.3051054


Oh, I think I know what you're referring to.
Underlying every single style swap sound is Diend's transformation sound, which has a very similar mechanical trill at the end.


>> No.3051056

not him but here

you can insert new ones

>> No.3051062

>Hatoful boyfriend
>Boku no Pico
dank memes laddies

>> No.3051065


Daikatana is the dankest; everything that needed to be said about the game has been said already.

Let the man play something that he actually enjoys

>> No.3051067

He shouldn't have asked in the first place then

>> No.3051070

fuck you I chose stalker

>> No.3051071
File: 376 KB, 1280x960, 1393378622057.jpg [View same] [iqdb] [saucenao] [google] [report]

>John Romero playing S.T.A.L.K.E.R.
If only

>> No.3051073

I'm torn between that or Half Life

>> No.3051079
File: 2.30 MB, 300x300, 1447974476087.gif [View same] [iqdb] [saucenao] [google] [report]


A lot.
There's Kamen Rider W's Memory insert sound, Gaim's Genesis Driver activation, the aforementioned Diend transformation, Kamen Rider G3's suit button presses, Faiz's AutoVagoo revving, Fourze's Elec's electricity, and the actual style swapping is Ryuki's DragRedder roar, Kabuto's Cast Off, and Birth's revving.
Some taken from Super Climax Heroes, some taken from Battride War, some taken from raws.

Kamen Rider has some really fucking good sound design. The modern Heisei Riders have got like fucking fifty million forms and gadgets, but they've got unique sounds for all of them.

>> No.3051087

I know that three last tabs are part of the pun but I don't know if all the previous ones are too.

>> No.3051089


i sense... frustration...

>> No.3051094
File: 1.06 MB, 1280x718, doom leaks intensify.png [View same] [iqdb] [saucenao] [google] [report]

What, can't I have tabs on Montaigne's Essays and King's On Writing in a tab whilst browsing /vr/ and my shitty tumblr, whilst also looking into how midi exactly works?
I'm sorry anon, they're real tabs

>> No.3051097

Terminus, does Nocturne in Yellow not run on Windows XP? Because any time I try to load it, it says it's not a valid Win32 application.

>> No.3051098

>my shitty tumblr
Are you H-Doom guy?

>> No.3051103

No, it's unrelated to doom.

>> No.3051106
File: 221 KB, 449x401, 043.png [View same] [iqdb] [saucenao] [google] [report]

not term but

>using windows xp in 201666

>> No.3051110

I've never really NEEDED to upgrade. I look at every level of Windows up and all I see is moving further and further away from being able to play old games I really enjoyed, for not much benefit and a shit tonne of issues.

>> No.3051113

I fucking choked

>> No.3051117


That's likely because of the GLOOME itself I used was built for 64-bit, and in our haste to get it out the door we didn't make a 32-bit build as well. I'm a dumbass, sorry.
You can load the .pk3 into just normal GZDoom/Doom 2 and it should work fine, you'll just miss out on a couple texture/lighting tricks.

>> No.3051130

That is exactly the one. I was trying to figure out what the hell it was, and I knew I recognized it from the Black/Black RX reveal in Decade.

>> No.3051131

You're not a dumbass, I'm a lazyass for not upgrading to modern standards.

Thanks. What kinds of lighting tricks?

>> No.3051138

You really just need to do a Rider gameplay mod already. Like, work on it or somethign once Demonsteele 1.0 is out. I'd kill for at least something like a G3-X mod because he has a pretty sizeable arsenal.

>> No.3051141

so is hdoomguy

>> No.3051150
File: 467 KB, 1920x1080, Screenshot_Doom_20160308_182333.png [View same] [iqdb] [saucenao] [google] [report]

While reading over ACS scripts and trying to teach myself more, I theorized a way to do the rounded mirror by using a picture hud message. It looks like it would work, but for some reason the pixels aren't doom-ratio stretched. Gonna fuck around with this more when I get home from pinball league.

>> No.3051157
File: 13 KB, 247x243, end times.jpg [View same] [iqdb] [saucenao] [google] [report]

>All these good games
>Half Life

God damn man, I don't know what to fucking pick.

>Plug and Play

>> No.3051159

and a front pocket for HDoom Purposes

Chibi doom monster fucking?

>> No.3051165
File: 22 KB, 350x295, a look of disgust in your general direction.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw Daikatana is winning by a longshot
God fucking dammit you memesters.
I just want to see John Romero all chill talking about a really good game.
Fuck you.

>> No.3051168

haha, ouch!

>> No.3051169

Has anyone ever sold a Doom clone (I just mean an FPS styled on the kind that were made before Quake) that was not a WAD on Steam or something? I know commercializing WADs is frowned upon but what about building it from scratch?

>> No.3051175


It's not unheard of.
Adventures of Square is intended to be a sold game, once it's finished. Action Doom and Action Doom 2 had expansion episodes for cash. Nocturne in Yellow and Nido Force were submitted to monetary contests.

>> No.3051192

Daikatana, you retard. Nothing else. Make him eat his own medicine.

>> No.3051194

>I know commercializing WADs is frowned upon

Which is pretty funny considering this exactly what TNT, Plutonia, Hexen and Strife are.

The only people who are gonna frown on it are modders pissed that they aren't making any money, and players pissed that they're being asked to pay for something instead of getting it free.

There are some potential legal issue with regards to some proprietary stuff used in the source ports but honestly I don't think there are going to be any serious barriers to putting out a wad commerically if you want to.

If there are people who can make something that's good enough to charge for, then, imo, they should. I don't think anyone will stop it.

>> No.3051201

>Hexen and Strife
These are not like the others.

>> No.3051205

software constantly gets worse, best to stick with known working setup for as long as possible.

>> No.3051206

how can you mask out the unwanted pixels, though?

>> No.3051214
File: 56 KB, 720x720, 1453934159560.jpg [View same] [iqdb] [saucenao] [google] [report]

>mfw your post

>> No.3051218

>These are not like the others.

But more like the others than something that runs under GZDoom and uses ACS, DECORATE, Strife Dialog, all the other bells and whistles that have been bolted onto the engine over the years.

>> No.3051220

at least in the case of TNT, the players thought they were getting something for free for almost all of its development time

>> No.3051223

>I know commercializing WADs is frowned upon
If it's a legit standalone TC where you made or otherwise legally use all the assets yourself I think you'd be applauded rather than frowned upon anon.

If for example scubasteve were to retool action doom 2 for Gloome with some improved visuals/gameplay and sold it on steam for a buck or two I can't imagine anyone being pissy about it. Or the anon in these threads with the fantasy FPS, he could absolutely bundle it with chocolate/crispy doom and sell it.

>> No.3051224

The ~15 years of development is what sets them apart from those though. People generally aren't paying for Strife and Hexen anyway, but at the time it was perfectly understandable. Hell, at the time people were paying for "1000 wads of death to die to!!! (http://www.mediafire.com/download/scpmwn6p8wetqyg/Doom+1+and+2+Collection.zip)" packs burned onto CDs.

Commercializing something like Hexen or Strife now using GLOOME would still be understandable imo. More work goes into a wad like that than 90% of indieshit.

>> No.3051225 [SPOILER] 
File: 383 KB, 1019x575, 1457481481944.png [View same] [iqdb] [saucenao] [google] [report]

This pleases me immensely.

>> No.3051227

That's impossible, unless he remade the mirror sprite with a really fat border (so he could stretch out the mirror area and have it's corners covered), cut out the middle, and displayed the hudmessage below it with HUDMSG_LAYER_UNDERHUD

>> No.3051232

By making the viewing portal a bit smaller. If I get the scale right and the ratio proper, it will mask enough to look good and I can add a convincing texture on the sides to cover the holes

>> No.3051234

All he has to do is stick it behind her fingers... That's what I would go for anyway.

>> No.3051235

>I know commercializing WADs is frowned upon but what about building it from scratch?
People have been monetizing stuff they make for years.


>> No.3051241

For real tho fampai, that crossbow looks like something outta Turok, if it were a 2.5D shooter.

>> No.3051250

Good idea. If the hand and fingers almost completely encircled the mirror there's be a lot of space to hide the corners of the camera texture behind.

>> No.3051254
File: 587 KB, 1019x576, IT'S OVER ANAKIN, I'VE GOT THE HIGH GROUND.png [View same] [iqdb] [saucenao] [google] [report]

Fucking HELL these things have freaky noises, and they look like someone took the Wraith from Terraria and gave it a charge attack, terrifying cheshire grin, extra eyes, and an eldritch growl.

I'm like 80% sure there's going to be a portion with a black room and all you can see is their eyes. Fuck me.

>> No.3051257

Man, the weapons are so fukken cool in Nocturne. As are the bosses. Shame the maps and normal monsters don't really hold up.

>> No.3051264

i like those critters
they were really clever in how they would approach, lunge, and quickly retreat, keeping a nice distance from the player

my favorite enemy debuts in map 3, though
you'll see what it is

>> No.3051269
File: 583 KB, 1019x576, THE JOKE IS, AGAIN, DICKS.png [View same] [iqdb] [saucenao] [google] [report]

Oh hey, someone did it for me this time.

>> No.3051284

>Fucking HELL these things have freaky noises
Nocturne has really good sounds in general, imo

>> No.3051294
File: 653 KB, 1019x576, i jest.png [View same] [iqdb] [saucenao] [google] [report]

I'm thoroughly disappointed that I cannot walk on this 0-pixel-thick spiked fence.

-11/10 game dev won't let me break the game enough

>> No.3051315
File: 319 KB, 1020x595, spooky.png [View same] [iqdb] [saucenao] [google] [report]

This guy?

>> No.3051321
File: 12 KB, 288x306, 1454708157515.jpg [View same] [iqdb] [saucenao] [google] [report]

>Doomguy and Doom 2016 guy are in a fight

who'd win?

>> No.3051329
File: 610 KB, 640x360, staff.webm [View same] [iqdb] [saucenao] [google] [report]

Heres the rune staff. It fires half skeletons at the moment, but they'll glow orange when I'm done... The flash isn't 100% either, but I'ma keep on trucking.

>> No.3051330

doomguy 2fast2fatality

also A_BFGSpray :^)

>> No.3051334

desu Doom'16Guy
He just seems like the stronger of the two.

>> No.3051338
File: 614 KB, 1020x576, JESUS FUCKTITS.png [View same] [iqdb] [saucenao] [google] [report]


The noise makes my skin crawl.

>> No.3051339
File: 86 KB, 450x500, 766.gif [View same] [iqdb] [saucenao] [google] [report]

The "Fuck" and the "That guy" rune I presume?

>> No.3051347
File: 325 KB, 1020x576, if it bleeds, it can be killed.png [View same] [iqdb] [saucenao] [google] [report]

The fire.
It bleeds.

>> No.3051351


Hehhhh. I love that guy.

>> No.3051353

He just tosses me up in the air a lot. It doesn't even hurt that much.

Then again I'm playing on babby "hurt me plenty" difficulty, but the wraiths and the ghouls can chew my health off in an instant.

>> No.3051364

The F is... Magic? Wisdom? Something like that... The arrow is war... the bottom one is... fire I think. I might be getting the F and the < mixed up.

>> No.3051368

Looks nice anon! Can I suggest some more weapon ideas for your mod?

>> No.3051370


>> No.3051379

Oh, didn't even notice the third one.

>> No.3051384

wow thank you anon!

>> No.3051385

I can't stop you from suggesting. I have 2 more open. One is essentially a slower super shotgun, and the other is probably going to be a plasma rifle, more or less. Functionality wise.
It's hidden when the status bar is shown.

>> No.3051392
File: 11 KB, 232x197, 1376198741320.jpg [View same] [iqdb] [saucenao] [google] [report]

Does anyone know of any good ways to improve on architecture of maps, such as reference materials? I feel my imagination for interesting areas is extremely lacking and my maps and motivation suffer for it.

>> No.3051401

>Super Shotgun
>Double barreled blunderbuss that shoots out a blast of fire with very short range

>> No.3051402

Map making isn't gonna be a quick thing unfortunately. You've gotta do it slowly, and let ideas for it sort of... grow. Think about buildings you've seen in movies or something, and imagine how they might be laid out. Imagine how YOU might lay them out. Imagine how someone paranoid that invaders may come to storm it might lay it out.

Is it too square? Think if there be a believable corner. Is it too flat? Think about steps, ridges, ledges, maybe translucent textures showing an area outside, like windows, or bars.

It happens all too often that I think of really great, grand ideas for a map, then just sort of sit and... flounder, and fuck around, and give up, because my mind isn't just beaming exactly what I want into the game. Like any true piece of art, it takes time.

>> No.3051408

Since I assume you know a decent bit about DEHACKED by now: can a projectile be made destructible? Always wondered that.

>> No.3051412
File: 1014 KB, 1149x1200, 1443273708421.jpg [View same] [iqdb] [saucenao] [google] [report]

Look at pictures, paintings or illustrations of cool architecture. Anything from remnants of ancient civilizations to 3d renders of futuristic cityscapes is good. And save the best ones for later inspiration.

>> No.3051421

Nope. Can't make it shootable at all. You can set the flag but nothing happens. Was planning to do that, but alas: nay.

>> No.3051438

Can't make it do that without sacrificing a projectile. I want to avoid anything that looks like a gun too.

>> No.3051443

What do you mean sacrificing a projectile?

>> No.3051450

Oh, okay. Would have made for a cool mutator type mod for doom2 otherwise.

Anyway have you made a chainsaw replacement yet? Melee weapons are cool.

>> No.3051453
File: 125 KB, 954x679, temp.png [View same] [iqdb] [saucenao] [google] [report]

The player can only fire 3 projectiles and 4 hitscan shots
plasma ball
BFG ball (doesn't necessarily include bfg tracers)
hitscan shots (can't be altered in dehacked)

If I want to have a gun that shoots fire I need alter one of those 3 projectiles. I'm not sure if you can fire BFG tracers without a BFG ball (but i really don't think you can), so splitting them up as 2 different weapons is probably a no-go... it would also make the super-shotgun thing OP as fuck. I'm using the plasma shot and the rocket already.


>> No.3051457

>. I'm not sure if you can fire BFG tracers without a BFG ball (but i really don't think you can)
You actually can, but good fucking luck doing it in such a way that won't make you rip your hair out.

>> No.3051458

There aren't any functions left from the alpha are there? Specifically thinking about the "christmas lights" bfg incarnation.

That axe looks sweet as heck and I'll probably use it as much as possible.

>> No.3051459

Doomguy is faster and can strafe abuse him

>> No.3051465

A rune that slowly floats in place, and then starts firing small energy shots at nearby enemies until it runs out of juice. If there are no enemies around and it hasn't fired a shot at all, it just falls to the ground again and can be looted.

>> No.3051467

The blast of fire isn't a projectile, but just a large gust of flames, like a semi auto flamethrower.

>> No.3051470

literally the only thing doom 2016 guy would need to utterly SHITTE on classic doomguy is actual speed and momentum. prove me wrong.

as it stands that motherfucker is able to literally rip imps in half and beat niggas with their own legs. don't even get me started on weapon mods.

>> No.3051474

>You actually can, but good fucking luck doing it in such a way that won't make you rip your hair out.
I'll look into it then. It would be usefulas fuck, and it's not super important that my BFG replacement fire a BFG ball anyway.
>functions left from the alpha
Not as far as I can tell. If there are they are vestigial and useless.

The axe is actually a lot of fun. Hit its slow and hard, and once you get the timing down you can take out some pretty large monsters with it, for ammo conservation.

That would be possible, but not with the things I'm already recycling. It would have to be a separate mod, with dehacked anyway. Would probably be easier to just decorate or ACS or whatever that.

It would still have to be a projectile, just one with a limited lifespan. Dehacked is exteremely limited. It's more like shuffling doom around into a different game than implementing new rules.

>> No.3051475

>as it stands that motherfucker is able to literally rip imps in half and beat niggas with their own legs
Doomguy could literally punch people into chunky salsa.

>> No.3051479

Okay. By the way, is there a test version you could release? It looks neat and I'd love to get my hands on it.

>> No.3051483

I'm a retard how do I get DRPG and DoomRL working together? The Doom RPG files don't include an actual .pk3 or .wad for me to use and it's just a bunch of folders and files within them. I'm new to all this so I just feel really stupid.

>> No.3051484


>> No.3051485

get the launcher and set the directories as the .exe asks.

>> No.3051486

You don't even need the Berserk Pack to do it. Imp death sprites are dismembered already.

>> No.3051487

Use the dedicated launcher.

>> No.3051494
File: 42 KB, 216x236, dismembered.jpg [View same] [iqdb] [saucenao] [google] [report]

I don't even understand your post to begin with, but please elaborate on how this is anything close to dismembered

>> No.3051505

Hello what mod is this please

>> No.3051507

Try getting rid of the NOBLOCKMAP flag.

>> No.3051517

nocturne in yellow, a GLOOME game made in a month


surprising amount of content for a single month, but the deadline shows in a lot of ways
maps are the biggest downfall, imo, but it's still a fun romp for a couple hours

>> No.3051519

It's not a mod, it's a Total Conversion kind of thing. A standalone game in the doom engine. Well, the GLOOME engine.

Castlevania-ish, with new tools and abilities as you progress through the game.

>> No.3051520

Not at the moment. When I get done with all the weapons and monsters (unpolished), I'm probably going to give it and a test map to people who are interested in mapping for the project, if anyone bites.

Oh shit. You're right. Thought I'd tried that... Guess not.

It drops to the ground awkwardly, but it's totally shootable out of the air. Thanks m8.

>> No.3051521

Oh, and I forgot the name. It's called Nocturne in Yellow.

>> No.3051530
File: 242 KB, 560x580, WAAAAAAAAAAAH.png [View same] [iqdb] [saucenao] [google] [report]

Yeah, real cute.

I like how just being around it seems to push me around, it doesn't even need to touch me. It's a good anti-cover enemy, although it seems like waist-high ledges may be too much for it.

>> No.3051550

You know I'm biting. Looks gnarly.

>> No.3051553

How do I play it? Basic googling is not making that apparent.

>> No.3051556

Nice. I'll shill it on the irc when it gets to that point. Haven't been on there much, or at all, recently but it'd be the best place to do it methinks...

>> No.3051568

Nice, what are you naming it? Personally, I like the name Hexcarver.

>> No.3051572


Download, extract, open .exe.

>> No.3051583
File: 84 KB, 640x480, IMG_20150707_172311.jpg [View same] [iqdb] [saucenao] [google] [report]

Dunno yet. Hardest part about any project for me is the name.

Have a creepy animatronic bear from an amusement park near where I grew up.

>> No.3051591


Same. I usually tend to go with silly placeholder names until I think of something permanent/final.
I'm especially nitpicky about names.

>> No.3051597
File: 54 KB, 400x519, 1457479323403.jpg [View same] [iqdb] [saucenao] [google] [report]

>Have a creepy animatronic bear from an amusement park near where I grew up.
thank you. have a terrified dogger in return.

>> No.3051598
File: 19 KB, 389x295, 1454147809479.gif [View same] [iqdb] [saucenao] [google] [report]

Has anyone ever made a pokemon doom mod before?

You could capture wounded demons then use them to fight other demons.

>> No.3051604
File: 49 KB, 662x625, 1457135112312.jpg [View same] [iqdb] [saucenao] [google] [report]


thanks guys, have a heroic pitbull

>> No.3051612
File: 1.99 MB, 400x310, complimenting an artist.gif [View same] [iqdb] [saucenao] [google] [report]

these sum mighty fine doggers lads

>> No.3051614
File: 347 KB, 549x380, radical skeleton.png [View same] [iqdb] [saucenao] [google] [report]

much obliged, have a radical agitating skeleton

>> No.3051615
File: 56 KB, 166x205, 1449342076741.png [View same] [iqdb] [saucenao] [google] [report]

>mfw this fucking faggot flies at me for the first time.
It doesn't get any better the next time you meet these fuckers.
Holy hell.

>> No.3051617

Never, can't imagine how that would work though

>> No.3051620

It could probably work with some advanced fuckery using teleporters

>> No.3051626

Thanks? Anyways, want some suggestions?

>> No.3051629


not even, just use death state of "pokeball" weapon to spawn friendly demon actors

that would work, wouldn't it?

>> No.3051631

Sure. I'm always up for suggestions

>> No.3051643

How about Reverentia?

>> No.3051652

Not chunky sounding enough.

>> No.3051654
File: 448 KB, 1600x900, Screenshot_Doom_20160308_204943.png [View same] [iqdb] [saucenao] [google] [report]

I'm learning.

>> No.3051656

Poll on Plutonia


>> No.3051664

Apparently, according to folklore it's the evil spirit of a bunch of aborted/dead babies, all fused and conglomerated and shit.

>> No.3051667

In theory, but then the weapon would have to remember every single one you've "captured" in order

>> No.3051670

Easy enough with ACS, now that you have stuff like GetActorClass.

>> No.3051672

Think ya' got enough braziers there, laddie?

>> No.3051673

>not both
Plutonia has its moments, it can be full of shit once in a while but some levels are pretty damn good

>> No.3051675

Etched Runes?

>> No.3051676
File: 3 KB, 192x202, da33c02ff32eaa7eb0d1dd123b5ec402.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3051678
File: 456 KB, 1860x1902, distraughtcat.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3051682

do I recognize who/whatever is in your pic?

>> No.3051683

I want to start mapping.
What are the proper steps to complete my completely insane quest?
And what can I expect?

>> No.3051685

Nah. I personally never found anything that screamed of bullshit. Every really difficult moment leaves me feeling I made a bad judgement on my own part, rather than the level just being shit.

>> No.3051689

>Watch chubz doomer youtube videos
>Try shit out in doom builder
>rinse and repeat until you have a good handle on how to make doors, switches etc.
>fuck around and try to make a map

>> No.3051691

I was thinking of multiple "pokeballs" that you could swap through to toss different demons, every one you catch gives you 1 "ammo" for that specific one

>> No.3051703
File: 211 KB, 480x320, 1448820889922.gif [View same] [iqdb] [saucenao] [google] [report]

honestly once you learn the basics it's a blast

and then you get ambitious, and suddenly you break your map

and then you spend an hour trying to solve your fuck up

and then you realise you're retarded

rinse, repeat, and somehow it's more fun than frustrating

and all this before you get into textures and decorations

>> No.3051723

I think I'm going to go with something singular. Like how we have Doom, Strife, Hexen, Heretic, Quake... That sort of thing... No rush to name it anyway.

>> No.3051727

No, really, use the console and 'info' them. They're named 'Drekavac' by the game itself. According to wikipedia, they're born from the wailing souls of unbaptized children.


>> No.3051738
File: 313 KB, 1280x720, 14604093360076488704_2016-03-08_00001.png [View same] [iqdb] [saucenao] [google] [report]

What's you guys best score in ContraDoom?

>> No.3051741


Big Lore Terminus does it again

>> No.3051743
File: 67 KB, 500x347, 1366161517852.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3051747

All of the critters in NiY have DEEPEST LORE. I'm a big lore buff myself, so when I tried seeing what the critters were called and found a random assembly of letters and looked it up...

>> No.3051753
File: 600 KB, 1280x720, Screenshot_Doom_20160309_155930.png [View same] [iqdb] [saucenao] [google] [report]


Come on guys, it's 5 years old.

>> No.3051757
File: 21 KB, 500x377, 1453597160415.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.3051761

sheeeeeeeit, this is interesting
i thought the enemies were just random 2spooky stuff

>> No.3051763

How about Runic?

>> No.3051765

Sounds like I'm in for a treat.

>> No.3051771

Same here, sounds really interesting.

>> No.3051773

Scoped Mosin Nagant in action. Projectile based, moving at 255 speed. Not sure if that's accurate or not. I also dont know if you can go over that speed in zdoom.


You can't usually use stripper clips on scoped mosins, but I figured I had enough weapons that load 1 bullet at a time, so decided to overlook that fact for gameplay speed.

Sloppy shooting and lack of situational awareness will get you killed as you can see in this video!

>> No.3051774

It's fun at first, but playing wads like AV with it makes it a real slogfest. In my experience a lot of it is using your ranged monsters to set up a "firing squad" in a tactical position and winning with superior firepower. (One fun thing is that Spectres are completely immune to zombies because they're Ghost type)

>> No.3051775

Looks pretty good

>> No.3051776

Looks pretty good, but I have a question. Why did you choose Hexen to use the gun in? Is it part of a larger project like A Morte? Looks really fun though.

Any test release yet?

>> No.3051781
File: 10 KB, 239x253, 1450115205377.jpg [View same] [iqdb] [saucenao] [google] [report]

honestly i'm just glad someone did it before i attempted it, because their ambition and attention to detail outstrips my own

also now i can just play it and not spend weeks making it although that has its own benefits

>> No.3051783

Well the basic plot is you're a warrior come back from ... war... and you find your homeland in ruins and overrun by demons and shit... So something like... "warrior" or "wolf" or something predatory that could pertain to the main character is what I'm thinking now. Less focused on the magic of the world and more on the brutality.

>> No.3051785
File: 109 KB, 640x480, Screenshot_Hexen_20160223_222556.png [View same] [iqdb] [saucenao] [google] [report]

Yep its part of that project. There's a current version available at

>> No.3051787
File: 439 KB, 1600x900, Screenshot_Doom_20160308_221913.png [View same] [iqdb] [saucenao] [google] [report]



>> No.3051789


how about Das Letze Krieg

The Last War

>> No.3051792

i dig it

>> No.3051798

I feel like I'm about to play Castle Wars.

>> No.3051802
File: 148 KB, 985x369, 1455504353605.png [View same] [iqdb] [saucenao] [google] [report]

Would sbrightmaps work with smooth doom?

>> No.3051804

I need more melee-centric mods. So far I've got GMOTA, Space Pirate, Demonsteele, and Combined Arms.

>> No.3051809

If you're interested in multiplayer, check out Fisticuffs: http://www.best-ever.org/download?file=fisticuffsv1.6.pk3

Good luck finding a server though

>> No.3051815

What's Doomguy's speed when he's doing straferunning?

>> No.3051817


I wouldn't call combined arms melee centric, I just made melee way too powerful.


>> No.3051818

It's not too powerful, it's fucking fun. I especially love the wall-kicking mechanics. I'm basically juggling between leaping around entire maps with kicks and shotgun jumping, it's probably exactly what I've wanted in a shotgun.

>> No.3051825
File: 999 KB, 250x251, 1450143247421.gif [View same] [iqdb] [saucenao] [google] [report]

also the axe shoots projectiles and is a projectile

i mean that's not a bad thing, but you could probably beat the entirety of doom and doom 2 with just the gauntlets and the axe

>> No.3051827
File: 352 KB, 4685x2457, Time well spent.png [View same] [iqdb] [saucenao] [google] [report]


The axe was Term's idea, I just got carried away in making it too strong.

I'm super proud of those sprites though and I hope someone will find a good use for them later

>> No.3051837
File: 1.04 MB, 300x225, 1451732213493.gif [View same] [iqdb] [saucenao] [google] [report]

>when i found the secondary function for the gauntlets

but why didn't you make that alt fire

>> No.3051848

needs like 500 more braziers though

>> No.3051849


>> No.3051857
File: 1.64 MB, 854x486, punch.webm [View same] [iqdb] [saucenao] [google] [report]

Dude, it's super fun, makes me feel like I'm playing a beat em up

>> No.3051860

Why does every youtuber sound like they oughtta get punched in the mouth. He's way to excitedand emphatic. I don't mean they should be boring and deadpan but this guy is clearly putting on a ridiculous way of speaking. Just talk like a normal guy. wtf.

>> No.3051861
File: 9 KB, 652x42, temp.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3051868


be honest, did you steal the jumpkick from Sgt. Mark and modify it

i'm not judging, just wondering

>> No.3051872


I have no idea how mark's jumpkick works, I just used thrustthingz and thrustthing to launch the player forward and up just a little, then loop the kick state til you hit something.

It works well and it's fun

>> No.3051876
File: 448 KB, 496x708, 1453439777383.png [View same] [iqdb] [saucenao] [google] [report]

they're studying and aping the more successful youtubers (like pewdie-fucking-pie), who are all cancerous pieces of shit that that make noises and exclamations in different strained pitches because they think that's what "funny" means.

Just thinking about this, I want to hang myself.

>> No.3051883

some people are just excited and emphatic. You dont have to watch it

>> No.3051886

jumpkicks (c) sergeant mk iv

>> No.3051889

He probably did, since Sorgant Mork has a copyright on jump kicks. :V

>> No.3051893

first assault rifles and now this?

>> No.3051914

a = strafe speed
b = run-forward speed

√(a2 + b2)

So for SR40, √(402 + 502) = base 64
and for SR50, √(502 + 502) = base 70.7

8.33 mu/frame, 291.66 mu/s (walking, base 25)
16.67 mu/frame, 583.33 mu/s (running, base 50)
21.34 mu/frame, 747.03 mu/s (SR40, base 64)
23.57 mu/frame, 824.94 mu/s (SR50, base 70.7)

>> No.3051917

It supposed to be ^2 (an exponent), didn't show up that way. fucking browser or server or whatever doesn't do UTF-8 characters right.

>> No.3051923

>based romero likes dark souls
my nigga

>> No.3051951

Would be funny if daikatana wins and we see the creator end up having to play his own awkward as shit game badly and get annoyed at it kek

also fuck off doom babbies

>> No.3051959

would be funny if your entire family were found dead under a bridge lmao

>> No.3051981
File: 37 KB, 885x880, imageedit_3_9022639244.gif [View same] [iqdb] [saucenao] [google] [report]

female doom marine shooting some demons

>> No.3051984

Didnt RGA come first though?

>> No.3051992
File: 34 KB, 512x896, imageedit_5_8691409796.gif [View same] [iqdb] [saucenao] [google] [report]

shooting at the front now

>> No.3051993

>way too well endowed
>"lipstick on the helmet"?

>> No.3052001
File: 26 KB, 400x456, imageedit_7_4370520070.gif [View same] [iqdb] [saucenao] [google] [report]

walk animation now
>lipstick on the helmet

what do you mean

>> No.3052013
File: 30 KB, 414x448, imageedit_9_3663474228.gif [View same] [iqdb] [saucenao] [google] [report]

walk front

>> No.3052015
File: 366 KB, 1600x900, Screenshot_Doom_20160309_004643.png [View same] [iqdb] [saucenao] [google] [report]

So guess who doesn't know how to make doors

>> No.3052018


what? it's a mancubus. a DEMON from HELL.


honestly I was expecting to see "how fitting" posts but twisting your pants for a fad franchise aimed at children that you will completely forget about in 10 years is depressing as hell

/vr/ is strange sometimes

>> No.3052021
File: 670 KB, 720x360, I must go, my planet needs me.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3052025
File: 96 KB, 720x720, 1457404052442.jpg [View same] [iqdb] [saucenao] [google] [report]


Pat up lad, you tried

>> No.3052028


On the plus side I have another funny webm

>> No.3052032

do you have "summon revenant" bound to W

>> No.3052035


[ actually

>> No.3052040


why is the butt of the gun jiggling

>> No.3052049
File: 108 KB, 414x448, walker.gif [View same] [iqdb] [saucenao] [google] [report]

because she HOT AS FUG

>> No.3052051

I thought that these games were suggested by other people, considering how much garbage is on the list.
>Boku no Pico
>i love to fart...

>> No.3052075

Are there any sourceports for Quake 2?

>> No.3052076
File: 806 KB, 1920x1080, Screenshot_Doom_20160309_093859.png [View same] [iqdb] [saucenao] [google] [report]

Truggin' along.

>> No.3052085

KMQuake2 is inaccurate but adds a bunch of fancy features

Yamagi Quake 2 is basically Quake 2's equivalent of Boom as far as I can tell

Beyond that, iuno

>> No.3052094

Alright, I've been working on my DUMP map and I'd estimate I'm about a third through the level outline. I'd like to see if anybody has opinions about how it's going right now, and if they notice anything glaringly wrong or any noticable problems.

Right now, the current 'end point' is hitting the red keycard button to open the blast doors. That's as far as it goes.

Is anyone up for playing a shitty second-time-mapper-made map that isn't even done yet?


>> No.3052107

Daikatana v1.3 is a good game though

>> No.3052131

So its a system shock themed map?
you and the point and click anon should team up to make a system shock mod

>> No.3052140
File: 128 KB, 1280x1280, 1457494325.oniontrain_why_are_you_wearing_that.jpg [View same] [iqdb] [saucenao] [google] [report]

That sounds kinda interesting, but I doubt it'll happen though.
Still interested to see what "point and click" anon does with their project.

>> No.3052146

>So its a system shock themed map?

Nah, it's just a cyberpunkish apartment intended for the vaporwave wad. I just ended up using the SS2 textures.

>> No.3052157

Too sexualized,

>> No.3052158

Oh hey Oniontrain still draws stuff?

>> No.3052160

I don't have any graph paper, is there a neat online tool thingy to sketch out maps without having to draw them in doombuilder? I just want to doodle with layouts as opposed to actually committing to something

>> No.3052168
File: 66 KB, 450x634, Teleporter.png [View same] [iqdb] [saucenao] [google] [report]

Hey look I made a portal

>> No.3052169


Whiteboard thingy, could dick around with that

>> No.3052178

there's no such thing

>> No.3052191

very rarely

>> No.3052192


>1/64th of a puzzle has been solved at bumfuck nowhere.

>> No.3052194
File: 4 KB, 211x57, Crash Skin.png [View same] [iqdb] [saucenao] [google] [report]

I prefer this one, myself


>> No.3052201


Nah fuck that, I'm just gonna make it straightforward.

If I had it my way I'd add some extra weapons in the other areas, like a sapphire wand and shit.

>> No.3052204

How do I use Yamagi Quake?
The readme file is some weird format I can't even open and there are no instructions online

>> No.3052214

>realize all the cool enemies in Arcane Dimensions are just taken from Hexen 2
>the magic is gone

>> No.3052221

Actually nevermind, I got it to work somehow.
Now I just need to figure out how to get the textures to look like Quake 1. GL_texturemode gl_nearest doesn't work

>> No.3052271
File: 549 KB, 1920x1080, Screenshot_Hexen_20160309_111509.png [View same] [iqdb] [saucenao] [google] [report]

a neat effect I like is 'stacking' the portal texture behind another and making the lines translucent, you get a nice depth effect.

>> No.3052293
File: 1.80 MB, 800x600, sbrightmaps.png [View same] [iqdb] [saucenao] [google] [report]

No, since smooth doom adds extra frames to the monster animations. But a similar mod is possible to make. Someone just would have to go through smooth doom's files and handpaint the brightness maps. Not a bad idea for a mod. Never modded Doom, but might try it later on. Just never been much of a fan of smooth doom before since some of the animations frankly look like shit.

>> No.3052301
File: 1.04 MB, 1920x1080, darkplaces 2016-03-09 06-36-57-14.png [View same] [iqdb] [saucenao] [google] [report]

Speaking of AD:
>hunting down runes
>foggy dickbutton has a rune
>to get the rune you have to collect eight whatzits
>whatzits only show up after you trigger the message telling you to find them
>required to backtrack to find at least one of them, which shows up in an area you've already cleared out of nowhere
>whatzits don't show up at all otherwise
>only know to backtrack because the map author did the SAME FUCKING THING WITH AD_CRUICAL



>> No.3052301,1 [INTERNAL] 



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