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3057113 No.3057113 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3052374

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.3057115


[03-10] Crispy Doom v3.3 released

[03-08] Spellcross Arena V1.01 now available

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

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

[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.3057120 [SPOILER] 
File: 10 KB, 208x242, 1457705340656.jpg [View same] [iqdb] [saucenao] [google] [report]

FIRST FOR zionism

>> No.3057124

inb4 this thread gets deleted

>> No.3057128

There's a Kill 6 Billion Demons joke here but I can't find it

>> No.3057130

i nearly used the title "breaktime is still over"

>> No.3057134

People who like the arena style weapon pickup system:

Fucking why?

>> No.3057138


Death has a greater penalty than simply giving the enemy a point

makes map knowledge that much more of an advantage

can help make each weapon feel unique and make some stronger than others because you simply don't start with it, I mean damn the rocket launcher in Doom 4 multiplayer is super wimpy because of this. Seems better in single player though.

Also makes it more exciting when you snatch up a weapon you're after rather than just having it given to you to start with.

I like the idea of choosing WHAT you start with, but shit like the SSG and RL shouldn't be an option, like damn, the fuck where they thinking there.

>> No.3057140

What's wrong with it in MP?

>> No.3057156

What other "weapon pickup system" styles are there?

>> No.3057168
File: 379 KB, 800x600, Screenshot_Doom_20160311_155124.png [View same] [iqdb] [saucenao] [google] [report]

Adventures in model ripping continued!

Still don't know how to include several animation filese from Q4, so this thing only has the rocket attack animation at the moment.

>> No.3057172

>play uacultra
>there is this really high sound coming inside the computer itself every time I enter the intermission screen
what is happening

>> No.3057173


What the fuck, this looks really good, is that a sprite or an actual model?

>> No.3057176


Maybe your framerate is uncapped?

>> No.3057178

oh yeah it is
how does this even effect that shit
is it the same when my old gpu was dying and everytime I would show it something grey it would start to whine the same?

>> No.3057179

That's a 3d model ripped straight out of q4's .pak files and converted to .md3 with only the diffuse map as the texture.

>> No.3057181


That's really fucking neato. Can you show it in animation? What little frames you have in at least?

>> No.3057195
File: 146 KB, 380x540, 1406774650429.jpg [View same] [iqdb] [saucenao] [google] [report]

Are the original games meant to be played without savescumming? I'm replaying Doom 1 now, and am forcing myself to pistol-start whenever I die, instead of loading up a save with carried over weapons.
The game's kicking my ass, and I'm only on episode 2.

>> No.3057196
File: 55 KB, 351x351, 1453219690451.jpg [View same] [iqdb] [saucenao] [google] [report]

In singleplayer you can create weapons tailored towards different situations

>Need general use hitscan with average range/power? Use shotgun
>Weak mass of mobs? Use chaingun
>Getting close is worth the risk? Use super shotgun
>Chaingun not strong enough? Use plasma gun
>Need a power weapon at range? Use rocket launcher
>Need something bigger? BFG those fuckers

It's like having an empty swiss army knife and then gradually filling it up. There's a sense of fulfillment as the player grows more powerful, and the system also allows the devs to create many more types of enemies that your selection of weapons call for. I think Doom 2's monster variety is some of the best in FPS, every single one serves some kind of distinct role and none of them are really wasted.

In multiplayer?

>There are fewer sorts of weapons to use that may become much more distinctive in purpose and it becomes harder for one to outclass the other at its 'niche'
>Some potential weapon imbalances can be rebalanced by proper weapon/ammo distribution on the map
>Makes map knowledge and control more important
>Death is actually a punishment
>Where the other players are located on the map becomes a lot more important because every pick up is free game

I definitely prefer it over the loadout system where it feels more like a moshpit. Even if there were only two slots, at least Halo had some fairly distinctive weapons in purpose, I guess. Too many of them still felt a bit shitty to use though.

>> No.3057203

I don't think BUT there are multiple weapons in every level that are not just drops in case you had to pistol start

>> No.3057205
File: 671 KB, 800x600, streamprotrocketfire.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3057209

you forgot
>need to stunlock an enemy when in close quarters? use chaingun

>> No.3057210

Damn, looks pretty sweet. A bit choppy, though... Does Doom not support animation interpolation?

>> No.3057213

It severely lacks shading.

>> No.3057215

wait a minute holy fuck it is ACTUALLY 3d model

>> No.3057220

That works too.

>> No.3057231
File: 2.74 MB, 1920x1080, Screenshot_Doom_20150812_145001.png [View same] [iqdb] [saucenao] [google] [report]

I'll eventually need to bake some basic shading into it like the Total Chaos guys did. I'm not even sure we'll use this particular model though, consider it nothing other than a test.

I'd forgotten the "INTERPOLATEDOUBLEDFRAMES" flag in modeldef.

Gzdoom and zandro have support for quake 2 and 3's model formats. Pic related - "hunter's moon" running in gzdoom.

>> No.3057243

Overload game (descendant of Descent) >>3056283
Got fully funded just 2 hrs before the end of kickstarter campain
It looks just as Descent HD remake should

>> No.3057246


>oh boy someone's making a singleplayer campaign based on Q3A
>maps are just big ass hallways with hordes of monsters thrown in

That was disappointing

>> No.3057256

ey bitches, legendoom:

>> No.3057258 [DELETED] 


>> No.3057260

It's basically Painkiller: Foot Fetish edition with Q3/D3 skins.

Seriously though I really like the look of the maps and the weapons feel fantastic (the rocket trail is beatiful in particular) but I'd prefer a bit more tactical back-and-forth in the gameplay rather than holding S and MB1

>> No.3057271

is there an editing FAQ?

>> No.3057275

What kind of editing are you intersted in anon?

>> No.3057286

I extract and replace textures and sprites. Also need documentation on the voxel format for algorithmic generation.

>> No.3057287

Why foot fetish? Is there a joke I'm not getting?

>> No.3057308
File: 3.71 MB, 512x512, R7w1U5T.gif [View same] [iqdb] [saucenao] [google] [report]

while the models used in Hunter's Moon are great, all the "dark tamers" or whatever have stupidly fuck-huge feet, all of them. It's a borderline foot fetish wankfest

>> No.3057314

He's pretty much admitted to it on youtube. Basically every d3 model was resized to have enormous legs and feet previously, and all the large ones have stomp attacks. He scaled much of it back, but all the bosses are still like that.

>> No.3057319
File: 143 KB, 420x410, whats going on here.png [View same] [iqdb] [saucenao] [google] [report]

>Painkiller: Foot Fetish edition

>Basically every d3 model was resized to have enormous legs and feet previously, and all the large ones have stomp attacks. He scaled much of it back, but all the bosses are still like that.

>> No.3057321

>I extract and replace textures and sprites
Which engine? If anything other than zdoom you create a wad file with textures and sprites named the same as the vanilla asset they're supposed to replace (between the right markers, should be several guides to the wad format around). If zdoom, there's also the TEXTURES lump entry on the zdoom wiki and the "zip as wad replacement"(.zip is commonly renamed to pk3 when you're supposed to load it) article. The zip format is much easier to work with than .wad.

>> No.3057323
File: 92 KB, 341x348, 1395811234186.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3057324


It's not hard to get. The guy has a foot fetish, and he put his fetish into his overly elaborate mod.

>> No.3057328

how do you open the wad

>> No.3057334

Oh, you need a program called Slade.

>> No.3057335
File: 8 KB, 535x412, 1442608036620.png [View same] [iqdb] [saucenao] [google] [report]

>One of the biggest, most important features of this mod, is that it is almost 100% compatible with any monsters, even custom ones added by other mods!

Too bad the amount of mods that are monster-only are quite few. This looks like it'll be quite fun though, good job on the release!

>> No.3057372

I am a complete scrub when it comes to mods. How do I run this with my oblige generated maps?

>> No.3057384

drag and drop your olbige wad(s) & LegenDoom_1.0.wad onto ZDoom/GZDoom .exe

>> No.3057395

>Got fully funded just 2 hrs before the end of kickstarter campain


Fuck year!

>> No.3057408
File: 40 KB, 670x531, 1412082079954.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3057412

Does it matter which order?

>> No.3057413

Holy shit this is the second time this has happened to me. First it was Indivisible, now this. My poor heart can't take anymore close calls.

>> No.3057439
File: 1.34 MB, 500x268, 1456540663507.gif [View same] [iqdb] [saucenao] [google] [report]

reposting this gif that someone else made but I still think it's cool to post anyway

>> No.3057456
File: 1.35 MB, 500x268, 1456541712834.gif [View same] [iqdb] [saucenao] [google] [report]

>not posting the superior Thi Barret version

>> No.3057460
File: 215 KB, 360x235, 1450212987564.png [View same] [iqdb] [saucenao] [google] [report]

Is there such a thing as a mod combines cyberpunk and magic, like a Shadowrun sort of thing?

>> No.3057461

Who is Hawkeye supposed to be? The guy from Strife?

>> No.3057469

Ayylmao, nevermind, at the same time.

>> No.3057520

Is Serious Sam a retro FPS yet?


>> No.3057531

>I found some of my ACS (commonFuncs.h) in Colorful Hell.
>God damn it's found itself in places I never expected.
it was put there by
>commonFuncs.h by ijon tichy, updated by marrub and Kyle873

>> No.3057532


released for the PS2 gen and GBA

so nope

>> No.3057554

I've always thought of it as retro.
Well the first two encounters anyway

>> No.3057589

ooh, free source. nice.

>> No.3057678

Yeah I was watching it down to the last couple hours before I went to sleep. $25,000 with 3 hours left didn't feel like a sure thing at all!

>> No.3057719

More creativity with level design.
More challenging maps.
A map set can have a greater range of play styles.
It's more competitive.

The only advantage of a loadout system is that it is easier to play 'whatever way you want', which is inevitably whatever works best for everyone else.

>> No.3057754

is this standalone, or do i have to load it with drla

>> No.3057758

meant to quote>>3057256

>> No.3057759

out of fucking nowhere, the serious sam source code gets released

>> No.3057765

So perhaps we could get a source port of Serious Sam (not that we really need one)? What else could we do with this?

>> No.3057772

we already have revolutions

>> No.3057797

Make custom maps?

>> No.3057805

Linux servers

>> No.3057814

I just done installed gzdoom

I'd like to play DoomRL Arsenal

Got all the things from http://forum.zdoom.org/viewtopic.php?t=37044

How the hell do I run this? I managed to get it sort of running on the standard Doom2 wad, there were new guns, but the HUD was still classic.

>> No.3057818

>someone saved my hexen server shoop
Weird. Hosting Unreal DM now btw ;^)

>> No.3057921

two main methods: either make a .bat file with a command line (check: http://zdoom.org/wiki/command_line_parameters )
or just download ZDL and load all two/three pwads (doomRL, doomRL HUD, doomRL monsters)

>> No.3057946

Are there any SO YOU WANT TO PLAY SOME... images for Hexen and Heretic? It just dawned on me that I've completely ignored the wadding community for those a ridiculously long time.

>> No.3057965

So what is this thread? People with no other affiliation to Doom? Doomworld regulars? ZDoom/Zandronum regulars? People burnt out from the Doom community?

That's me. I authored one of the WADs in the recommend picture
> https://data.desustorage.org/vr/image/1448/27/1448271860636.png
But haven't had anything to do with public Doom communities for years.

>> No.3057976

It's just people who like Doom, Quake, Thief, Duke, etc.

>> No.3058000
File: 487 KB, 1680x1050, Screenshot_Doom_20160311_145047.png [View same] [iqdb] [saucenao] [google] [report]

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

I'm not sure if anyone has done this yet, but I whipped up my own "Vaccinated Edition" of Sawdust like there was for Valiant.
Playing with Dakka now. Seems fine so far.


>> No.3058008
File: 533 KB, 1680x1050, Screenshot_Doom_20160311_145215.png [View same] [iqdb] [saucenao] [google] [report]

Oh fuck.
Disregard that, I suck cocks.

Unless you want to play it like this.

... I'll give it a go.

>> No.3058021

>So what is this thread? People with no other affiliation to Doom? Doomworld regulars? ZDoom/Zandronum regulars? People burnt out from the Doom community?

A little bit of everyone and a little bit of something more.
We have people who don't give a shit and just want to play Doom, we have people from other forums, we have wad authors, we have people who've been around since Doom first came out, we have people who discovered it from YouTube videos, etc.

>> No.3058026


>> No.3058032
File: 25 KB, 420x300, image.jpg [View same] [iqdb] [saucenao] [google] [report]


If anyone figures this out please reply to the newspost or something.

>> No.3058053

i'm on 4chan because not having a name cures my social anxiety and i'm here because i've been playing doom for years

>> No.3058074

Part of me thinks should be Iron man because jetpack, and doomguy should be Hulk because berserk pack

>> No.3058076

I meant Duke should be Iron Man

>> No.3058112

A lot of the levels are designed to be played from pistol start but you can do whatever you think is fun.

>> No.3058130

Fairly large amount of zdoom forum regulars. Then there's a mix of people from other places, newcomers, and those who play a lot without posting elsewhere.

We get a lot of novice mappers which is really fun.

>> No.3058135

>Open DRPG+DRLA for the first time in a while
>Melee attacks have no attack
>chaingun fires a single round every like, 5 "shots"

What was the last most stable build of GZ?

>> No.3058139

Okay I fixed it for ZDoom with Decorate, but not for DeHacked yet.

Spider Masterminds replaced with Hell Knights, MBF Helper Dogs replaced with Slightly weaker Spectres, Dead Lost Souls (which was used for the Suicide Bombers originally) replaced with Kamikaze lost souls, and reimplemented the Blue Arch-vile looking final boss.

If you're playing with gameplay mods, you're probably going to use (G)Zdoom, anyway. And any gameplay mods that have monster replacers will replace these so whatever.

Same download link.

Playtested the first 5 maps without gameplay mods on HMP, balance seems okay.
But suffering from motion sickness so i have to refrain for a bit.

I wonder if skillsaw will do a Vaccinated Edition himself.

>> No.3058141

Dunno if it's been mentioned at all but over at DieHard Wolfers they started up a community project called "Operation Totengräber Community Set" which is using the "Operation Totengräber" mod as a base.

>> No.3058159

not a doom mod, but there is a DOS FPS called cybermage darklight awakening, which seems right up your alley.

>> No.3058165

I'm working on completing a standalone version of a PWAD in Zdoom which originally was a modified IWAD of doom 2 called Doomhack (a animeme'd up version of Doom2, quite fun actually).

As i was testing the maps in the current version of Zdoom (2.8.1). I came across two maps that had music that eventually regressed into square waves or something along these lines. Most of the music of the original doom2 was replaced by music from games from the SNES library. Zdoom has support for playing back .spc files, so i was looking for those that played in the levels i mentioned. The music of those levels are SNES versions of Wily's castle 2 from MM2 and and Lava reef zone from Knuckles&knuckles&knuckles.

They played fine in the old version of Zdoom that doomhack came in, said version handled SPC emulation using a .dll that emulates the Snes APU. The new version of Zdoom uses Blargg's Game Music Emu, which not only provides .spc playback, but also adds support for other vidya music files.

I tested the files out in players that use the SNESAPU(spcplay, jcomp-spc) for emulation and those who use GME(foobar) and a few others(Audio overload). And only the ones that use the SNESAPU.dll play correctly.

The question is, can the files be modified to be able to be played correctly in the other players? or should i just suck it up and replace them with the original versions of the songs?

i wasn't sure whether to make a separate thread or post it here.

>> No.3058207

What do you think would be the best method to trace an image into lines in Doom Builder? I wish I could load in an image for the background but I don't think that's possible...

>> No.3058286
File: 29 KB, 349x446, Capture.png [View same] [iqdb] [saucenao] [google] [report]

use gzdoom builder, anon.

>> No.3058290 [DELETED] 

>doom shitters

>> No.3058293

What would you think of a radio mod for Doom anons?

>> No.3058294

Demonsteele has one already with about 3 or 4 hundred songs. Look for now that's what I call midi. I don't play any doom wad without it.

>> No.3058297

I'd like something where I could have a .pk3 with a bunch of music sets in it, in folders, and if you encounter a mapset that has no music, you can load up a set that you feel fits

Though I guess you could do this with ZDL already or command lines.

>> No.3058298

Wow. What genre are the songs?

>> No.3058328

nhb check it out

i love it
it's also very, very easy to mod

1) insert your own music in place of the midis
2) modify the language lump
3) delete past any section you don't have, i.e. if you only modify up to song 35 delete every language lump after that.
4) hf

i've got my version fulled up with classic fps music (doom, heretic, tnt, jimmy's midis, rott, etc)

>> No.3058351

How long till someone tries to remake Blood in that engine? I give it 3 months. You know it's gonna happen.

>> No.3058362

IS there any tool that converts dehacked to DECORATE?

>> No.3058363

and then it will be dropped within two

>> No.3058367

No, how would that work?

>> No.3058374

Nevermind then.

>> No.3058378

What were you going to convert?

>> No.3058383

I tried throwing in a texture into DUMP- all whites and greys, a very 'sterile lab tile' kind of thing, and this is what happened with it. I used Slade, with PP_START and such. Even converted it into Doom GFX format.

This is what it ends up as, in-game. Anybody know why?

>> No.3058384
File: 35 KB, 800x600, uh oh.png [View same] [iqdb] [saucenao] [google] [report]

Aaaand I forgot the picture.

>> No.3058387


Since you're mapping for zdoom, just make a textures/ folder in a pk3 and throw it in there.

>> No.3058394

did you right click on the texture and select "add to patch table", then save, then "add to TEXTUREx" then save again?

Did you reload the resources in doom builder before testing it?

>> No.3058398

I did not add it to the patch table, or TEXTUREx. Now I feel rather silly.

Thanks for the help!

>> No.3058424
File: 11 KB, 800x400, noise.png [View same] [iqdb] [saucenao] [google] [report]

Is it weird that your picture inspired me to look into pixellated noise as a source of design inspiration? I saw a neat silhouette shape on that buggy texture and now I'm seeing lots of stuff just staring at this image, and the best part is if I run out fresh inspiration I can just rotate it or invert the colours and get something different.

>> No.3058442
File: 205 KB, 500x500, 1434152392238.gif [View same] [iqdb] [saucenao] [google] [report]

Just imagine... An infinite procedural dungeon crawler as dense as your pic... Crawl a dungeon... forever.


>> No.3058443

hey, thanks, that's very helpful.

>> No.3058448
File: 7 KB, 268x248, lydia_scubawalk_concept_large.gif [View same] [iqdb] [saucenao] [google] [report]

Been so goddamn busy, but I wanted to do a sprite before my shit scheduling starts again. First frame of her walk cycle in this outfit.

>> No.3058454
File: 666 KB, 1024x641, Wolfenstein the Blade of Agony City Level.png [View same] [iqdb] [saucenao] [google] [report]

>The nazis in their spare time.



>> No.3058470
File: 237 KB, 1320x751, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

That's... Kind of weird, anon, but I don't mind.

Thanks for your help, again. I've got it figured out.

Now there are no limits!

>> No.3058489


Jimmy's Jukebox (http://forum.zdoom.org/viewtopic.php?f=19&t=29117) has a user pk3 you can edit that has instructions built right in. Only took me about 30 minutes to add the music into the pk3, add seperate collections, correctly tag everything etc

Hell, i even imported MP3's and made the PK3 bloated as fuck, but every megawad I play now has different music. So as long it's a music format GZdoom supports, you should be good.

>> No.3058552
File: 364 KB, 1280x720, Screenshot_Doom_20160312_053018.png [View same] [iqdb] [saucenao] [google] [report]

I'm making this very episode 1-like so far. Maybe that's too boring?

>> No.3058562

atm it's a bit on-the-nose for me visually. But so long as the layout is good it should be fine.

>> No.3058563

> this guy sounds full of shit, let's look at this image
> isometric crossroads
> realistic forest landscape with a barn
> sidescrolling platformer with flying enemies
Whoa. How did you make this?

>> No.3058565
File: 508 KB, 1440x754, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

How does this room look, now that it's complete with the new textures?

The computer actually gives you a small bit of EXPOSITION on how pinkie demons work!

>> No.3058571

This is good, takes cues from the original like shadow slime pits, soulsphere pillars, large buildings with high windows

Too white, the cage looks out of place, the demon texture on the wall is comically bad, I don't like GL light sources

>> No.3058580

How else should I try and make it seem a 'sterile lab environment' without making it that shitty ugly gray tile?

I agree with the cage, though. (And the demon wireframe). I'll fix those. Maybe even get rid of it.

>> No.3058584

Light blue.

>> No.3058590

Concrete/steel walls and concrete/blue floors, like the computer core areas in vanilla

Also, you can't just "paint" a computer screen onto a wall. Inset the screen and put lights or bars around it. Same for vents.

Treat the textures like building materials and make their use plausible. You should probably study detailing tutorials more.

>> No.3058604

Also lots of wall and floor lighting to make sterile.

Pick an area you like in vanilla doom, screen shot it, then sit down in DB and recreate it from the screenshots.

It doesn't matter if the measurements aren't exactly the same, the point is to learn how the overall look and feel is constructed.

When you're playing or even looking closely, you don't "get" this as well as when you sit down and create it yourself.

>> No.3058624

What mapsets have the lowest amount of detail that you still consider acceptable?

>> No.3058625


>> No.3058632

What do you mean with on-the-nose?
What could I do to fix that?

>> No.3058639

I mean it looks just like E1M1. Same outdoor area. Colors, textures, basic layout.

I get that it's an episode 1-like, but it's just TOO episode 1-like. For me. Others might love it. It would be nice to see the same textures and colors in a new layout. Maybe make the tech area be the arena, and the outdoor area cramped. That sort of thing. Again, all personal preference.

>> No.3058647
File: 490 KB, 1600x900, Screenshot_Doom_20160311_223937.png [View same] [iqdb] [saucenao] [google] [report]

I made the bridge more 3D

>> No.3058648

Agreed with >>3058639. I mean, it looks great, but it still looks too much like E1M1.

>> No.3058652

That's definitely true. I can't really change the size of the area without changing the encounter there and I would like to keep it. Maybe I could change the textures around.

>> No.3058659

Well, I like the classic vanilla look. Can't please everyone I guess.

>> No.3058661

That's actually awful. Dont do that. Better add rails or something.

>> No.3058675
File: 1.49 MB, 1680x1050, Screenshot_Doom_20160311_235752.png [View same] [iqdb] [saucenao] [google] [report]

This entire area is pretty hectic and fun

>> No.3058682
File: 436 KB, 1600x900, Screenshot_Doom_20160311_230327.png [View same] [iqdb] [saucenao] [google] [report]


Maybe change the METAL to the dark gray I'm using on the castle?

>> No.3058685

The iwads.

It's not like every wad has to be Gothic99 tier detail, but if it's all just square/rectangular rooms and hallways with no height difference, and only a few textures and flats, that's just SO fucking boring, even if the map layout would be technically good flowing.

>> No.3058687

Needs More Detail by Fiend. It's brilliant.

>> No.3058689

That looks slightly worse.

Just make it an even surface, the raised steps just do not look good for this.

>> No.3058692
File: 574 KB, 1600x900, Screenshot_Doom_20160311_230814.png [View same] [iqdb] [saucenao] [google] [report]


What about this instead?

>> No.3058696


Sure, I guess. Post the results once you're done.

>> No.3058703
File: 5 KB, 640x760, imageedit_1_5644180428.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3058704
File: 5 KB, 224x221, an uncanny fellow.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3058707

loving your work buddy. it will be worth it.

>> No.3058709

Does he resemble the cow?

>> No.3058714

>very angry
>do not pet

>> No.3058728

I want whole Doom remade into cartoony game with a bit higher res outlined sprites like these.

>> No.3058729


delete this

>> No.3058751
File: 290 KB, 1600x900, Screenshot_Doom_20160311_234355.png [View same] [iqdb] [saucenao] [google] [report]

I'm gonna try to make this less of a square so I carved a chunk out

>> No.3058763
File: 438 KB, 1267x868, whatanmess.png [View same] [iqdb] [saucenao] [google] [report]

Whenever I make 'natural' terrain it ends up looking like this.

>> No.3058771
File: 503 KB, 1600x900, Screenshot_Doom_20160311_235807.png [View same] [iqdb] [saucenao] [google] [report]


That looks kinda like a dick

Shivers gave me a new skybox

>> No.3058773

That doesn't look bad at all.
Show it in 3D

>> No.3058776


Why would terrain be natural? You're god.
You're making it. You're the one who defines "natural". Maybe natural means everything is lava?
Maybe everything is archviles? Who knows? You do.

>> No.3058778
File: 416 KB, 1600x900, Screenshot_Doom_20160312_000217.png [View same] [iqdb] [saucenao] [google] [report]


Wait no, this one instead

>> No.3058781
File: 384 KB, 1600x900, Screenshot_Doom_20160312_000515.png [View same] [iqdb] [saucenao] [google] [report]


and in software mode

>> No.3058787

Natural because this map is supposed to look like a place that could be on this earth.

>> No.3058793

That actually really fits the Strife textures

>> No.3058796

It's actually just one of the first results for "pixel noise" in google images, blown up to 200% size. I'm glad you see I wasn't spouting bullshit.. I think.

>> No.3058808
File: 62 KB, 576x1024, kill me.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3058823

What is Dwarf Fortress

>> No.3058825


Doom cardboard weapon mod when

>> No.3058828
File: 113 KB, 798x600, 35188_Stone_Bridge_2.jpg [View same] [iqdb] [saucenao] [google] [report]

Not that anon, but I can see that making it even would be bland and make the entire area one flat plane. Saying that, bridges do tend to be relatively flat to walk over, especially leading into something like a castle.

Have you thought about raising up the sides to make "rails" like this? Or just moving on to the rest of the map, don't want to waste too much time on one bridge

>> No.3058830
File: 1.02 MB, 960x540, 1430894708438.gif [View same] [iqdb] [saucenao] [google] [report]

Could someone give me an idea for baby's first map? I understand the different map editor systems, but whenever I try to think about an interesting theme my mind goes entirely blank.

>> No.3058831
File: 334 KB, 407x392, 0WfLZ86.png [View same] [iqdb] [saucenao] [google] [report]

I expected a shitty box thing and was pleasantly surprised instead.

>> No.3058837

1. Play some maps
2. Make a very crude MS paint sketch based on areas you liked
3. Make it less crude by adding more precise enemy locations etc
4. Attempt to recreate it in JizzyDooM Builder
warning: will work only 1/100 of the time

>> No.3058846

Inspiration is a large part of mapping. no one can inspire you, you have to self-inspire.
Go play some FPSs and note the level design. Watch some films, watch documentaries on guns or war. If you're not inspired there isn't much point mapping unless you're testing out ideas or functions.

>> No.3058858
File: 2.50 MB, 720x360, The guy who had guts.webm [View same] [iqdb] [saucenao] [google] [report]


Yeah, I'm moving on and focusing on fucking up the terrain surrounding the castle a little more.

The outside part is set to this music and I really like it while fighting demons


>> No.3058863

>that slow as fuck walk speed

What the literal fuck

It serves no purpose to the mod

>> No.3058870
File: 223 KB, 1364x570, This probably needs lighting.png [View same] [iqdb] [saucenao] [google] [report]

I need to figure out how to put down some light sectors on this without it looking like GARBAGE

>> No.3058880

Just copy some areas from your favorite maps. Don't ctrl-c ctrl-v, but recreate them from memory, open the original in editor if you need scaling tips. You'll inevitably add your own style and it will end up nothing like the original.

>> No.3058889
File: 299 KB, 1600x900, Screenshot_Doom_20160312_014101.png [View same] [iqdb] [saucenao] [google] [report]


Someone help I'm really bad at this.

>> No.3058895
File: 130 KB, 1024x768, clip.png [View same] [iqdb] [saucenao] [google] [report]

Speaking of Legendoom, is there a reason the player starts with ammo in all the weapon pools?

>> No.3058906
File: 423 KB, 1600x900, Screenshot_Doom_20160312_020118.png [View same] [iqdb] [saucenao] [google] [report]


wait wait trying again

>> No.3058923
File: 129 KB, 894x388, This is bad too.png [View same] [iqdb] [saucenao] [google] [report]


I can already hear the screams of experienced mappers looking at my trainwreck

>> No.3058925

Blue lighting.

>> No.3058932

Just merge the extraneous sectors. Shift + J in GZDB.

>> No.3058935
File: 70 KB, 640x960, 1411680417402.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.3058937

Try it out. And I've only been mapping for a week lol

>> No.3058945


I assume the mod gives you a small amount of ammo for each type just so you can use any weapon at least once right away. It's possible to pick up any weapon type from legendary enemies so you can end up with a BFG in the first level.

>> No.3058962
File: 47 KB, 529x200, mm.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3058968

Are there any good playthroughs of DOOM 1 and 2 on Youtube? As in good content and good commentary by the person playing?

>> No.3058969
File: 292 KB, 720x360, This looks like crap.webm [View same] [iqdb] [saucenao] [google] [report]

Damn it. I can't figure out how to make those patches of ceiling sync up with the rest of the flicker effect

and I'm not sure if I like the flicker effect.

>> No.3058971
File: 222 KB, 1024x768, Screenshot_Doom_20160312_210519.png [View same] [iqdb] [saucenao] [google] [report]

>Chargeup Chaingun
>turns Chaingun into a makeshift shotgun
I didn't know I wanted this.

>> No.3058972


Edit the teleport sectors to have a different Fade.

>> No.3058975

I think the flicker is for broken lights and not for fire.

>> No.3058986

I think with how the lighting goes all the way to the ceiling, you're better off with a more subtle light, like how it is when the flickering is "off". The flickering doesn't really make sense when there's so many different torches together anyway.

>> No.3058990

Sorry, Super Shotgun, I meant to say.

>> No.3058996
File: 475 KB, 720x360, that's slightly better.webm [View same] [iqdb] [saucenao] [google] [report]


That made the banners look really ugly, so instead I just changed the ceiling tiles to be teleporters too, so it's more consistent in that sense.


There's actually a fire flicker option.

>> No.3059004

Fire flicker increases the light level, the rest decrease it to the darkest neighbor light level (I think). But yeah, with so many torches, I wouldn't flicker it. Try "glow" too, it's like a computer screen flicking rapidly.

>> No.3059013

Oh I see, I hadn't picked up a legendary weapon yet, seems they don't give you ammo, so makes sense for the extra starting ammo. (though Chaingunners drop 40 ammo instead of 10 for some reason)

>> No.3059014

Man, this reminds me of why I hate how GZDoom does skies. Makes it feel like the map is located in a cylinder with wallpaper.

>> No.3059028
File: 367 KB, 720x360, seizure warning.webm [View same] [iqdb] [saucenao] [google] [report]


This is with the light part having a brightness of 144 and the rest of the room having a brightness of 112

Maybe I should just have it be a static light

>> No.3059038

Yup. Epilepsy inducing. I'll post my map tomorrow, I've started on my second map (never finished the first), and I just discovered colored lights and a few other tricks. Going for that spooky Doom 64 aesthetic.

>> No.3059051



I tweaked the room a little more, and here it is with music

>> No.3059063
File: 329 KB, 1600x900, Screenshot_Doom_20160312_042307.png [View same] [iqdb] [saucenao] [google] [report]

I made some shitty entrance

>> No.3059072
File: 494 KB, 670x440, 51180c26bf3f0350c0224d3b45d1b932.670x440x1[1].png [View same] [iqdb] [saucenao] [google] [report]


>> No.3059078
File: 278 KB, 1600x900, Screenshot_Doom_20160312_044944.png [View same] [iqdb] [saucenao] [google] [report]


Yeah that sucked, how about a staircase instead

>> No.3059081
File: 272 KB, 1600x900, Screenshot_Doom_20160312_045149.png [View same] [iqdb] [saucenao] [google] [report]


What the fuck, it's darker in game. Fucking zandy screenshots

>> No.3059082
File: 296 KB, 1600x900, Screenshot_Doom_20160312_045318.png [View same] [iqdb] [saucenao] [google] [report]


Okay fine, how about a GZdoom screenshot.

>> No.3059110

What are some good maps to try GMOTA with?

>> No.3059114

>Are the original games meant to be played without savescumming?
If they didn't want you to save when ever you wanted then they wouldn't have included that feature in the first place.

>> No.3059121

thanks i got it

>> No.3059128

Is Legendoom guy here?

>> No.3059129


>> No.3059136
File: 345 KB, 1600x900, Screenshot_Doom_20160312_053822.png [View same] [iqdb] [saucenao] [google] [report]

Taking more steps to make the environment less flat and boring looking

>> No.3059138

yholl shows up sometimes but not often.

>> No.3059149
File: 843 KB, 1600x900, Screenshot_Doom_20160312_074408.png [View same] [iqdb] [saucenao] [google] [report]

This is sorta fun. I still blame Kegan, since he's the inspiration for this.

>> No.3059154
File: 1.52 MB, 1920x1080, Screenshot_Doom_20160312_205537.png [View same] [iqdb] [saucenao] [google] [report]

I know the icon in the top right means the powerup from the weapon is active, but what does the zero beneath it mean?

>> No.3059158

What mod is that? Looks cool

>> No.3059159

that's really quiet, i had to turn it up to like 300% to hear anything

>> No.3059160

Well, I'll just ditch my Legendoom criticism here anyway since I can't be arsed to forumaccount.

>All these changes to vanilla guns
Please, I liked my normal gun sounds and looks.
You also did something to movement, can't quite tell what it is. Feels slower and like headbobbing was amped tonnes.
I don't have the custom HUD thingy, so I can't tell what my guns do if I didn't quite catch the popup/have to remember at a later point? Not sure what the cause of this is. Legendoom is the only mod I'm running on zDoom. Perhaps an option to reshow the popup with a button (maybe clicking altfire instead of holding it)

>> No.3059161

from context i would guess it is legendoom.

>> No.3059164


LegenDoom + MAP06, Valiant: Vaccinated Edition

I absolutely hate city maps 2bh

>> No.3059167


*top center


>> No.3059172


At this rate, Term's gonna need to make a castle full of castle maps.



That's just the volume I have my game at, it'll probably be louder on your end, my music is set to like, 0.2

>> No.3059178

This isn't for DUMP. (considering it's being mapped for UDoom, not Doom2

>> No.3059184

>hating city maps
So you hate fun in other words.

>> No.3059191
File: 387 KB, 1920x1080, Screenshot_Doom_20160312_210538.png [View same] [iqdb] [saucenao] [google] [report]


You can press the weapon effect info key (L by default) to review the traits of your weapons. You navigate the menu with the movement keys.

However, I do think it'd be nice if there's another key to show the pickup popup screen again for your currently selected weapon.

Also, that "I KNEW YOU'D DO THAT" sound when you close the game is annoying as fuck. I end up just ALT+F4'ing the game to avoid it.


They're hideous and boring.

>> No.3059192

>while beserk is active
so, the whole of the rest of the map?

>> No.3059194


Yeah, it's extremely overpowered.

>> No.3059196

>They're hideous and boring.
what, all of them?

>> No.3059201
File: 216 KB, 1280x720, doom2_mohu202.jpg [View same] [iqdb] [saucenao] [google] [report]

>They're hideous and boring.
mohu2.wad would like to have a word with you

>> No.3059230

the kind of city maps where you have n isolated buildings that must be cleared in some or any order, are essentially n separate disjoint maps all shoved into one. but a well-made city map of great interconnection and cohesiveness is a treat.

i found cc4 map18 and d2ino map15 both enjoyable. otoh, cc2 map15 i have no desire to ever play again.

>> No.3059235
File: 345 KB, 1600x900, Screenshot_Doom_20160312_150026.png [View same] [iqdb] [saucenao] [google] [report]

I finished my DUMP entry beta build. No difficulties or secrets yet. Feedback wanted.


>> No.3059281
File: 23 KB, 420x300, 1351828838553.jpg [View same] [iqdb] [saucenao] [google] [report]

Does anyone want to try my castle map for DUMP?


I'm nowhere near done seeing as I have yet to add the extra zones and get the music changes in, but I'm pretty happy with the outside area so far.

Be gentle, it's my first map

>> No.3059283

I'd mark the soulsphere area as a secret, I missed it on the first way through due to revenants hiding the trigger.

Personally I dislike mapstarts like this that force the player to immediately move before they even know where they are, but some people like it I guess..? Anyway it definitely calms down once the archvile and mancubi are dead.

Also I'm unsure about the thin strip of hurting nukage in the green armor tunnel, it seemed a bit mean spirited if the player accidentally touches it just trying to avoid attacks.

Rocket Launcher/10

>> No.3059290

I'll give it a shot, DOOM or DOOM 2?

>> No.3059291


Doom 2

>> No.3059294


>> No.3059306
File: 3.00 MB, 320x240, DOPADUMP-fda-1201-3-1245-1.webm [View same] [iqdb] [saucenao] [google] [report]

seems to be boom compatible, so i recorded it


two cases of infant mortality while looking for a weapon, then 100% in 12 minutes

- start with your face in a mancubus - eek! although i suppose it does tell you which way down the corridor to go.

- the immediate lack of weapon was i felt somwhat unfair, at least spawn me with a shotgun, while i run around in a cramped area, surrounded by demons, frantically looking for something better (the pistol is not useful against the monsters present at level start)

- much of the early part of the map suffers from symmetry. symmetry is boring because inevitably you have to do everything 2+ times (twice in this case)

- mancubus got trapped on sector 65 when i lowered sector 41. suggest monster blocking flag on line 404

- sector 3 is not closed, leading to visual distortion above linedef 187

- finally, unless i forgot to mention something which i probably did, i found the cyberdemon a little unfitting. not literally but in a "why is this here" sense. but maybe that's just me.

>> No.3059307
File: 3.00 MB, 320x240, DOPADUMP-fda-1201-3-1245-2.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3059308
File: 191 KB, 1024x768, Screenshot_Doom_20160313_015735.png [View same] [iqdb] [saucenao] [google] [report]

That medkit is unfortunately placed, for people not starting with the megasphere, I took a heap of hitscan and crossfire damage and it was a pain to get over there. Some easier way to get all the way back there would be nice, like a ladder in the moat (speaking of ladders, I wasn't expecting them to act like that when you walk up to them, haha... It's not a bad thing though)

The starting area looks a lot nicer with the lighting evenly spaced to the grid, and I like the stairway, but you might want to put a blocking line so someone can't just run back down it?

By the way I think you could make more use of Cacos, as they can scale the castle walls and follow the player to whatever area of the map they're in. It looks like a map made for them but they're not really used.

>> No.3059309
File: 3.00 MB, 320x240, DOPADUMP-fda-1201-3-1245-3.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3059310
File: 3.00 MB, 320x240, DOPADUMP-fda-1201-3-1245-4.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3059312
File: 1.25 MB, 320x240, DOPADUMP-fda-1201-3-1245-5.webm [View same] [iqdb] [saucenao] [google] [report]

5th and final part

>> No.3059314


Any sexy ass megawads/level series set in cool realistic locations ?

>> No.3059315


I'll put a ladder back there next to the medikit, and I'll probably put some stimpacks in the pond on the left of the entrance.

That's a good idea with the blocking line, I'll be sure to add that.

and yeah uh, I got REALLY lazy with the ladders, so they're just linedefs that throw you skyward when you bump into them, a friend of mine suggested I add a way for the player to get up to the castle wall so they can punch the imps up there, so I'll probably add more of those silly ladders in the courtyard.

and while I don't want to overwhelm the player with cacodemons, how about I add an extra caco on the east and west parts of the moat?

>> No.3059318
File: 190 KB, 1280x720, Screenshot_Doom_20160312_100158.png [View same] [iqdb] [saucenao] [google] [report]

I dig it, although I feel like these cacodemons don't really do much besides pick fights with the imps

>> No.3059321


>> No.3059326
File: 32 KB, 350x262, green-bell-pepper.jpg [View same] [iqdb] [saucenao] [google] [report]

>so instead I just changed the ceiling tiles to be teleporters too
QuickTip!: raise the ceiling in the teleporter sectors by just one unit, then leave upper linedefs untextured.

Observe effect and tell me what you think.
Pic unrelated, I just think they're delicious.

>> No.3059328

and while I don't want to overwhelm the player with cacodemons, how about I add an extra caco on the east and west parts of the moat?
I didn't take into account the imps, actually.. Huh, I guess it depends how much infighting you intend to be going on. (there already is a lot of it). You could just release a swarm of cacos at some point as a trap, maybe.

>> No.3059331

Oops, greentext failed.

>> No.3059335


I just tried that, I got the normal ceiling texture, weird.


A trap huh? That's an interesting idea. Though I don't know when I could trigger it, that fortress in the courtyard is gonna be a hub where the player warps to different parts of the fortress, and you fight stuff, get weapons, and a key at the end of each section, so this is just a small portion of what I got planned.

>> No.3059337

Thanks for the feeback!


I made the soulsphere area a secret and made the thin nukage strip harmless by making it thinner. Is the start too hectic? Maybe you should walk into the area instead of being dropped right in the middle.

Thanks for the recording, I fixed the bugs and I've added an early shotgun.
I agree about the symmetry but I think I'll just keep it in mind for the next map instead of rebuilding entire areas.
What would you suggest replacing the cyberdemon with?

>> No.3059346

>I got the normal ceiling texture, weird.
Yes but observe the light level on it, it should bleed over from the ceiling around it, even if te sector is set to having pulsing or flickering lights

>> No.3059354
File: 46 KB, 250x296, confusedBoner.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3059365
File: 790 KB, 1920x1080, Screenshot from 2016-03-12 17:08:55.png [View same] [iqdb] [saucenao] [google] [report]

The hell do I do here

>> No.3059367

nvm I got it

>> No.3059370

>nvm I got it
200% mad

>> No.3059371


>> No.3059373

What's wrong with your game anon?

>> No.3059381

Besides playing in 16:9? I dunno, seems like the HUD went transparent when doing the screenshot, it's not like this when I'm playing.

And now I'm stuck at the Guardian of Steel, I know what I'm supposed to do but the door's not opening, urk.

>> No.3059398

The seven portals are the easiest hub by the way, it only gets harder from there.

>> No.3059416

Don't patronize me!

>> No.3059429

There's no shame in getting lost anon, I couldn't even finish Hexen without using a walkthrough.

>> No.3059546

Anyone else think that dynamic lighting in GZDoom/builder isn't all that flexible?

>> No.3059549

three or four revenants, almost as dangerous but much quicker to dispatch

or you could just leave it... having just played the map again, and expecting the monster to be there, it didn't seem so out of place for the setting.

i don't know really, i think i was just surprised to see it at first. i was expecting behind the wall, but not quite that.

>> No.3059552

>i was expecting
>behind the wall

>> No.3059557

It's extremely limited.

You know the thing that people mostly use it for would be better served by quake style baked lightmaps anyway.

>> No.3059565

I would add some print function flavor text when choosing your class. Although I'm not sure that DUMP thing allows that.

>> No.3059598

a script that prints a string on crossing a line should be very easy and doable

>> No.3059609

I was gonna respond to >>3059546 with pretty much this. Dynamic lighting's biggest limit is that it tanks performance far too much if you use it in the same capacity as you would quake/HL lightmaps, and that's what everyone wants to use it for. There's a bit more artistry in sector lighting but at least it'd open new doors for visual effects if dynamic lighting didn't gobble FPS even on modern systems.

>> No.3059637

The death penalty is way too cruel, specially in Duel. AFPS are snowbally as fuck.

Weapon pickups don't really make map knowledge that much advantageous, imo. On contrast, not knowing the map is a terrible, terrible disadvantage.

There are other systems that make weapons stronger than others without having them as pickups. CS, for example. The use of high power weapons has a cost, too.

The excitment of getting a weapon is not worth the frustration of dying without getting one.
See above.
I was trying to make it clear I was talking about MP.
>>Makes map knowledge and control more important
Control, yes. Knowledge, eh.
Weapon denying is not really good gameplay, IMO.

Death is more than a punishment. It's an annoyance, and given how arena modes tend to work, it's a frustration.
>More creativity with level design.
>More challenging maps.
>A map set can have a greater range of play styles.
I more or less disagree. There is a definite best strategy. The other "playstyles" come in when you aren't in control. Maps vary by taking out certain weapons, but that's limiting gameplay in an interesting way. Which loadouts also can do - but I'm not here to defend those.
>It's more competitive.
Spawning a couple of meters away from a guy with a rocket launcher isn't competitive.

>> No.3059693
File: 350 KB, 999x1454, PSXDoomBoxArt.jpg [View same] [iqdb] [saucenao] [google] [report]

Was it a good port?

>> No.3059703

>link cable

Oh yeah. That was a thing.

>> No.3059706

It was a damn good port. Rather different in tone, but it did it great.
Performance was a bit of an issue however, the framerate would go all over the place depending on where you looked (I'm guessing the culling system wasn't very good)

>> No.3059717

>The death penalty is way too cruel, specially in Duel. AFPS are snowbally as fuck.
But that's what makes it exciting and strategic for competitive play. If that wasn't the case, quake wouldn't have been the premier "esport" back in the day. I'll readily agree loadouts are better for a more casual game though.

>> No.3059730

I personally think it's pretty weird that the zdoom and gzdoom devs have focused on in the past and present. Seems like (relatively) niche features are focused on to the detriment of more versatile and fundamental stuff, not to mention simple additions to already existing features that would mean so much to modders (scale parameter for hudmessage, options for several blend modes in everything with an alpha value etc)

>> No.3059779

>But that's what makes it exciting and strategic for competitive play
Running away from your enemy (or worse, from each other) isn't very exciting. Neither is spawnkilling.

Also, competitive play can't exist in any meaningful way without a casual playerbase.

>> No.3059784
File: 886 KB, 1920x1080, Screenshot_Doom_20160312_180129.png [View same] [iqdb] [saucenao] [google] [report]

Quickly, /doom/! what's your opinion on Nirvana!?

>> No.3059787

I don't like Kurt Cobain, he annoys me.

>> No.3059789
File: 323 KB, 900x675, dangerous levels of rustling.png [View same] [iqdb] [saucenao] [google] [report]

It fucking rustles me good, I'll give it that

>> No.3059790

fuggin sux

>> No.3059797

the lava cavern past the yellow bars is good

>> No.3059798

>Running away from your enemy (or worse, from each other) isn't very exciting.
I disagree. Having to outsmart the other guy when he's better armed than me is fun, and likewise chasing down someone who's doing his best to get away is entertaining too.

>Also, competitive play can't exist in any meaningful way without a casual playerbase.
Yes, which is why there should be several game modes. DM in particular is a game mode where loadouts are perfectly fine, but I can't think of a reason why arena style spawns in TDM and Duel to appease the competitive crowd (including me to at least some extent) would be a bad idea in any way.

>> No.3059802
File: 1.80 MB, 500x209, laughs britishly.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3059803
File: 50 KB, 498x412, 1457720764510.jpg [View same] [iqdb] [saucenao] [google] [report]

>Fallout 4

>> No.3059804

It's the most rushed map in Doom 2, but it is not the worst in terms of gameplay.
The chasm is still easily the worst Doom 2 level.

>> No.3059807

Is Rise of the Triad (original and 2013) any good?
I bought the remake on Steam but I haven't touched it.
There a sourceport for the original version?

>> No.3059815
File: 660 KB, 1920x1080, Screenshot_Doom_20160312_205252.png [View same] [iqdb] [saucenao] [google] [report]

fuggin tubular

>> No.3059819

nice, love that argyle. leopard print is so tacky though

>> No.3059820
File: 175 KB, 1280x720, 2015-08-07_00002.jpg [View same] [iqdb] [saucenao] [google] [report]

Play 2013 on the chinese gal. It's budget, but bretty gud. At least until it starts throwing bullet sponge robots at you.

>> No.3059826

i don't get it
>The chasm is still easily the worst Doom 2 level.
i like spacious caverns with stuff hidden in corners
could do without the catwalk running though

>> No.3059827

Does she have the best lines?

>> No.3059828

What are you making anon?

>> No.3059832

I misread your post as "fuggin Tumblr"

>> No.3059836
File: 353 KB, 1280x720, 2015-08-09_00002.jpg [View same] [iqdb] [saucenao] [google] [report]

I like when she yells something in chinese. She has a nice voice.
She's also fast and has pretty nail polish.

>> No.3059842

Please tell me I can quicksave in the game.
There's nothing I hate more than having to restart the whole level just because I missed a jump

>> No.3059843
File: 238 KB, 1920x1080, 2014-12-23_00003.jpg [View same] [iqdb] [saucenao] [google] [report]

It's unoptimized as fuck, though.

>> No.3059847

Which why it is there

A kindaish cyberpunk apartment that serves as the prologue or hub of the vaporwave thing I'm working on.

>> No.3059848

It's so painfully obvious that they used the same hand models that they used on the dudes, but just added the nail polish.

>> No.3059851

Yes, you can.

>> No.3059859

yes there is quick saves just not while you're moving press f6

>> No.3059864

>chinese gal
fucking triggered

>> No.3059865

That's like nintento inspired synthpop right? How does it relate to mapping?

>> No.3059870
File: 506 KB, 1400x1050, Screenshot_Doom_20160312_121526.png [View same] [iqdb] [saucenao] [google] [report]

Alright, let's start making this map, finally conjured up an idea. First room, you start just outside. I could put some more stuff in here, I think.

>> No.3059873
File: 507 KB, 1400x1050, Screenshot_Doom_20160312_121834.png [View same] [iqdb] [saucenao] [google] [report]

Then we march into this opening, I put a little bit more detail in here, with the creek and the opening in the roof.

>> No.3059875
File: 278 KB, 1400x1050, Screenshot_Doom_20160312_121846.png [View same] [iqdb] [saucenao] [google] [report]

Finally, one Hell Knight and a lift down later, we've taken the SUPER SECRET ENTRANCE down into a techbase environment. And that's all I've got after about two to three hours. Mapping is pretty cool, I'll see what else I can think of for this thing.

>> No.3059885

like it. looks proper '95ish, just my style. hope you're doing this in vanilla/boom

>> No.3059890

I wasn't planning on it, but I suppose I can do that if it fits the simplistic style of the map.

>> No.3059891

abstract weird landscapes + levels inspired by Win 95/98 nonsense + lots of roman statues

>> No.3059897

>I wasn't planning on it
surely the decision was made already when you chose a mapping format?

>> No.3059903

I'm using Doom Builder and I chose the ZDoom configuration, but can't you just change the Game Configuration to Boom?

>> No.3059905

>something something detroit.jpg

>> No.3059906

player and monster all move at half speed with a blue/purple filter, music is NeverGonnaGiveYouUp.mp3 pitched down 50%

>> No.3059910

i don't know, i don't use doom builder. but i am led to understand that when you create a new map you have to choose Doom, Hexen, or UDMF map format?

>> No.3059917

Oh god, right. Yeah, I chose Doom. Sorry, my brain isn't working great at the moment, for whatever reason.

>> No.3059972
File: 109 KB, 919x720, 1407651592371.jpg [View same] [iqdb] [saucenao] [google] [report]

>People are already sharing their DUMP maps
>I've barely started mine

>> No.3059982

You can do it anon! Last night I was wondering about how I couldn't even think of a good map, and now I'm filled with inspiration!

>> No.3060016

I use GZ Doom Builder 2 or whatever and it allows you to switch formats. Of all the tutorials and shit I read, nobody said "just use UDMF, dummy". I switched from Doom I Hexen to UDMF so I could do better lighting effects.

>> No.3060036

>Loved mapping for pretty much every game ever
>Can't get into doombuilder
It just feels so... cumbersome. I feel like someone should be able to make a better version that does a lot automatically, but just nobody willing to do the effort (because why fix what ain't exactly broken)

>> No.3060037

>engine is unoptimized hunk of shit
Grafh is such a git

>> No.3060042

I used to map for a lot of shit, Quake and Q2, Half Life 1 and 2, Unreal, Thief... Just started on Doom a couple weeks ago. The only thing that threw me at first was the "not actually 3d" part, but I like the sector drawing. It's pretty smooth

>> No.3060043
File: 29 KB, 600x400, 343784205-sep-20-2012-1-600x400.jpg [View same] [iqdb] [saucenao] [google] [report]


That's pretty odd to hear, anon. Doombuilder is the absolute least cumbersome mapping tool to work with I've used across other engines.

>> No.3060080

Maybe I'm just odd with my love for brushes and lightsources.

>> No.3060098
File: 707 KB, 1920x1080, Screenshot_Doom_20160312_145306.png [View same] [iqdb] [saucenao] [google] [report]

Here's my second attempt at a map (still WIP). A Doom64-ish space station. The wad is a little big because of the extra textures I stuffed in there, once it's finished I'll remove the ones that aren't used (probably). I run it in Zandronum with Brutal (not necessary) and OpenGL > Preferences > Doom lighting (Standard is too bright).



>> No.3060102
File: 475 KB, 1920x1080, Screenshot_Doom_20160312_145332.png [View same] [iqdb] [saucenao] [google] [report]

Screenshot 2/3

I've also made a pretty neat looking city map that I never finished. I;ll throw it up here in a bit.

>> No.3060105
File: 811 KB, 1920x1080, Screenshot_Doom_20160312_145341.png [View same] [iqdb] [saucenao] [google] [report]

Screenshot 3/3
This is the first area I made. I want to do more "outdoor" areas like this on the map.

>> No.3060119

looks like a ut99 map

>> No.3060123
File: 14 KB, 256x224, bubsy__claws_encounters_of_the_furred_kind.gif [View same] [iqdb] [saucenao] [google] [report]

I was goofing around with my copy of Bubsy, and it occured to me that the Woolie enemies would be a hilarious imp replacement. They even throw eggs, so I could replace the fireballs too. Maybe when I'll throw one into the Lydia mod or something when I get too much time on my hands.

>> No.3060125

Look up John Romero playing through Knee Deep in the Dead. I haven't seen anything good besides that. The title should be "We Play Doom With John Romero."

>> No.3060126
File: 816 KB, 1920x1080, Screenshot_Doom_20160312_151434.png [View same] [iqdb] [saucenao] [google] [report]

And here's my urban map (my first mapping attempt when I was just learning this shit).


It relies on Brutal Doom and the Hell on Earth Starter Pack for textures and sprites, as well as this:



>> No.3060130
File: 985 KB, 1920x1080, Screenshot_Doom_20160312_151445.png [View same] [iqdb] [saucenao] [google] [report]


Almost forgot, all the secrets are accessible, BUT there's an invisible wall in front of one (you'll notice it if you find it). Just NOCLIP through it because I'm too lazy to bugfix it until I decide to finish the map (so probably never).

>> No.3060132
File: 923 KB, 1920x1080, Screenshot_Doom_20160312_151509.png [View same] [iqdb] [saucenao] [google] [report]


And does anyone know why Zandronum (and GZDoom too) takes a minute to like apply the proper lighting? Every game I start it starts out too bright then adjusts down to where I like it after 30-60 seconds.

>> No.3060134

Beautiful, but plays like watching paint dry. I got through 25 (27 counting secret) maps and couldn't stand it any more. I finished Epic 2 instead. 28 was horrible, but it was still more fun than Hellbound.

>> No.3060139

is it just me or is the newest version of SLADE like, insufferably fucking slow

a sprite PNG file takes a solid 8-10 seconds to previsualize and pk3s take literally fucking forever to open, what the fuck is this shit

>> No.3060148

what intrigues me is why DUMP took off when /vr/E1 didn't, why DUMP mappers weren't contributing to /vr/E1 before DUMP was conceived

>> No.3060149

RotT 2013 was pretty fun. The humor of the original is all still there and you can tell it was a game the devs enjoyed making. It can feel pretty arcadey at times, which is good or bad depending on your taste, but considering where you're posting, you'll probably enjoy it. Wrack left a bit of a sour taste in my mouth, so this was exactly what I needed. Yes, it's poorly optimized, but fuck if I wasn't happy as shit just to play it.

As for classic RotT, stick to dosbox or a dis gaming computer like what I use. WinRotT is a shit sourceport that actually omits a chunk of features from the classic game. I hear ecwolf is supposed to be supporting it in the future, but he hasn't even implemented Blake Stone support yet, and good god I want to play that in ecwolf so badly. Thank god they released the source code.

>> No.3060157

for me, dump is specifically designed for newbie mappers to cut their teeth and work out the shit before they move on to bigger projects
/vr/E1 was specifically something for people to bring their A game to, which i have none of

>> No.3060161
File: 77 KB, 640x480, goaaaaaaaaaasomewhereelse.jpg [View same] [iqdb] [saucenao] [google] [report]

All these pictures of people's first maps makes me feel inspired. I made a map a few months ago. It's exitable, has some secrets, but isn't much of a challenge. Here's a pic. I was going for a fairly dark look indoors, taking the only thing I like from Doom 3: some of its atmosphere.

In fact, I was the anon that said Hellbound was beautiful above. The problem I have with it is the gameplay. I'm more of a Plutonia anon myself. I like attacks from different sides, pushing the player to move, not just fight mindlessly.

For most of this map, my goal isn't to seriously threaten the player. Only the skeleton and the mancubus are meant to even take health away. With the weapons given, running away from the latter really is the best option.

Pic related isn't supposed to happen, but it's one of those good/bad bugs. AAAAAAAAAA there came out of a monster closet, but got stuck on the lift when it went back up on a timer. I think it's hilarious. Funny situations like that are my favorite part of mapping so far.

>> No.3060164

barrier to entry was definitely lower, I felt more at ease knowing that even if my map is on a firstwad.wad level of detail it would still be okay. I also had 0 experience with E1 style techbases before my dump map.

>> No.3060165

the power of being hosted by a doom celebrity as opposed to a random anon

>> No.3060169

Spend a while with Ultimate Doom restrictions and you start to realize it's a lot more difficult to create interesting gameplay situations without at least having the stuff Doom 2 introduced. I probably would've contributed something if it wasn't decided to be an Ultimate Doom thing.

>> No.3060171


Making a cohesive Ultimate Doom episode is a lot of work, even if you're very familiar with mapping.
Being able to just throw out myfirstwad.wad to get familiar with mapping is a much more relatable and doable task.

>> No.3060173

right so if we did /Vr/ Mega Project 20xx in the vein of Doomworld Mega Project 20xx - any map included regardless of quality - it would be more likely to succeed?

maybe i should just try to get as many Anon Map Releases as download links still work and sling them into a megawad. its not the first time i've considered doing this but, how to say it, i always have more immediately-rewarding things to do..

>> No.3060182

I'd be down for that.

>> No.3060183

I'd contribute to DUMP if I weren't so opposed to registering on forums.

>> No.3060189

see >>3054852

>> No.3060190


It would definitely be more likely to succeed, simply by virtue of grabbing up more maps.


You don't need to register on a forum. Just work on your map, post download link when it's done, make it explicitly clear it's for DUMP, and a name to credit by (or just stay Anonymous).

>> No.3060208

Huh which forum? I have a doomworld account. Maybe I'll tear up my second map and make a real entry. The first one isn't hard enough for me to consider it for inclusion in a project.

>> No.3060210


There's the Doomworld topic, which has kind of fallen by the wayside (understandably, given Doomworld's relationship with ZDoom):

And then there's a ZDoom topic, which kind of fucking exploded:

>> No.3060217

Bleh I'll have to make a zdoom account. Lemme see if I can get a non-shit map by the 16th first. Thanks for the link anon. I'll keep it bookmarked.

>> No.3060220

see >>3054852

>> No.3060250

Just thought I'd upload my first map here. If I had to point out things I don't like about it, I'd mention two things.

First, it's too easy, sandwiched somewhere between the id games opening levels and plutonia's map01. I prefer the latter. My DUMP submission will actually try to kill the player at least once.

Second, I didn't really capture the outdoor space well. The main thing I was going for was an interplay of light and darkness as you grab the shotgun and climb up out of the opening room. After that? I winged it with the outside area and it shows until you go back indoors post - blue key.

What I like in hindsight (made this months ago) is some of the pacing. You pick up the shotgun and GO. None of that boring stuff with the pistol and fists here. I also like how running is a valid option once you lower the exit portal. Don't want to cut through the meat at the end? LEAVE.

Compatibility testing shows the map works 100% in chocolate doom. If I knew anything about setting up the DOS exes I could try that too, but I assume vanilla compatibility.

Have a go at it. You should be done in a minute or two.


>> No.3060275

Fun and simple, it's definitely tight on ammo. I got lucky with infighting and even telefragged a pinkie but still finished with only 1 shell left. I actually almost died trying to get a mancubus to shoot imps.

>> No.3060278
File: 2.71 MB, 320x240, pincer-229-1-229.webm [View same] [iqdb] [saucenao] [google] [report]


this is pretty nice, if a bit dark in places.

there was one glaringly missing texture on the side of a switch (line 228).

the blue key lift switch (line 139) is single-use, bad idea as if you miss it, the map becomes unwinnable.

the switch is also pressable from below which avoids the need to use the tunnel (sector 22 etc.) - you could move the switch to the left end of line 138 to address this if you think it worth it.

i liked being gnawed by a demon on teleporting back from the exit-opening switch. do note that teleporter (sector 59) has only one correctly-tagged teleporter line surrounding it (the others are all tag 0, so won't work)

i think that's about it unless i forgot something.

>> No.3060280

>and even telefragged a pinkie
hah! i tried to do that, but missed.

>> No.3060295
File: 113 KB, 505x581, 1457825383865.jpg [View same] [iqdb] [saucenao] [google] [report]

Any drawfags around? I saw this and i thought it would make a good revenant edit, if no one else will do it i will try but i won't promise anything

>> No.3060296
File: 994 KB, 320x240, pincer-p016.webm [View same] [iqdb] [saucenao] [google] [report]

>I also like how running is a valid option once you lower the exit portal. Don't want to cut through the meat at the end? LEAVE.

>>3060278 (me)
>the switch is also pressable from below

with these in mind i decided to do a speed run.

>> No.3060304


Thanks for the feedback.

>lift switch
difference between S1 and SR. Oops. Fixed.

I found two missing textures: line 220 and part of line 200. No idea where 228 is. How can I find linedefs by number besides randomly mousing over things?

>switch pressable from below
Sounds like an easter egg/speedrunning trick to me. I'll leave it, but thanks for letting me know. The pinkie telefrag was a design accident, but it happened to me in playtesting and I loved it.

Just saw your post. Great! Exploiting it gets my "just as the dev intends" stamp of approval. Things like this remind me of (not /vr/) Skyrim's giant glitch where if they kill something it's rocketed really high in the air. Bethesda found the bug during beta testing, but they thought it was funny so they left it in the game. That's exactly my train of thought.

>where's the ammo?
Try running, especially at the end. I hate tight ammo maps myself (Icarus 28 *shakes fist*), but I set up this one that way because the monster encounters aren't that hard. More difficult battles equal less scrounging!

>> No.3060307

M8 you've had two people tell you that you don't need an account

>> No.3060318
File: 26 KB, 201x130, super shotgun.gif [View same] [iqdb] [saucenao] [google] [report]

What is it about this that just makes it feel so right? Playing through the Quakes, Doom 3 and seeing the new footage for Doom, they never get it right; the feel, the impact, that almost nonchalant reloading animation.

There's nothing more therapeutic than ripping both barrels of the boomstick at something. That and chainsawing someone in half. Every super shotgun after this just feels like a retarded kid blowing marbles through a straw.

>> No.3060319

>How can I find linedefs by number besides randomly mousing over things?
There's a find and replace tool in doombuilder, pick linedef index.

>> No.3060320
File: 49 KB, 768x1040, 1457827923.png [View same] [iqdb] [saucenao] [google] [report]

>How can I find linedefs by number besides randomly mousing over things?
i don't know, in eureka you press j and a box comes up to type a number into.

>> No.3060327

The refractory period is what makes it. Just long enough, with enough click clack.

New Doom's SSG fires too fast, sound goes away too quickly.

>> No.3060329

F.E.A.R got it's shotgun right ya know

>> No.3060330


>> No.3060338

DRPG/RLA question - "best" armor for armageddon technician runs? Been pretty weak on armor drops so far, but I have a nano SSG, Conqueror shottie, VBFG, and Death's Gaze.

Willing to switch to any other builds, just wanna know what you guys have had the most fun with that's armageddon-survivable.

>> No.3060346

The damage falloff on it completely kills my boner. Especially because it tries to lie to you about it with the tight spread, but then it just turns out to be another shitty typical video game shotgun that's useless outside of melee range. The deception hurts more than shitty video game shotguns that are honest about their lack of range.

>> No.3060347

nano ablative armor - keep it minimal damage & it'll keep you alive.

>> No.3060385

The only thing quake ssg needs is an animation. Gameplay wise it's perfect.

>> No.3060401

Just in case I get in the OP, here's a version of pincer with the glitches fixed.


>> No.3060459

What's it like being stuck in 1995?

>> No.3060465
File: 115 KB, 456x658, 52143966_p1_master1200.jpg [View same] [iqdb] [saucenao] [google] [report]

First map is done! The ending has really shitty textures because I wasn't sure exactly what to put, but I think it's not too offensive on the eyes.

>> No.3060476

What's with the surge of new mappers?

>> No.3060480

everyone is DUMP-fu fightan

the maps are coming fast as lightning

>> No.3060504
File: 38 KB, 437x467, talking of.png [View same] [iqdb] [saucenao] [google] [report]

Talking of mapping, what's the main differences between these. I mean, I imagine Doom 2 will give me SSG access, Hexen the Hexen game thingies, but what's the differences for the rest/best option?

>> No.3060507

Quake 1's?
I strongly disagree. It feels like ass to me

>> No.3060508
File: 244 KB, 1600x900, Screenshot_Doom_20160313_022723.png [View same] [iqdb] [saucenao] [google] [report]

Loved that final fight and how it looked. You use a lot of obstacles and it makes areas look a bit crowded while the actual room detail is minimal. It was also very linear but I guess that's fine.

>> No.3060510

You guys mind critiquing either of my maps? Specifically

>> No.3060516

UMDF apparently is the top of the line mapping format. I'd use it just in case you want to put in nice effects and shit later.

>> No.3060518

I always pick boom because it gives a lot of neat extras without being too advanced.

>> No.3060521

Thank you! I do agree that it's pretty linear, I'll spend more time looking at maps I love and seeing how they cross and intersect with themselves.

>> No.3060525

I'd be interested to see demos or webms too.

>> No.3060526

I got find and replace to work, but there was no 228 linedef. At least I learned about a new feature. Never heard of eureka. GZDoombuilder just werks.

I just uploaded mine today. I'll give your map a whirl. Compatibility? I'll try glboom first.

Okay, first set the sides of your doors to lower unpegged. They aren't supposed to move like that!

Second, there's an awful lot of initial monster placement that just boils down to them shooting each other if you just stand still. I think you should pay attention to how you arrange things like closets and monsters sitting out in the open to make the player work more for infighting. An obvious example is putting projectile enemies in front of melee ones, not the other way around, so they don't shoot their buddies when they first see you, neutering the whole encounter.

Third, I won the final battle easily by getting the invisibility, waiting for the cybies to set off the hitscanners, and laughing as they slaughtered each other. Once everything was dead, I collected the BFG and cleaned up. Those hitscanners are the obstacle that prevented me from circlestrafing everything to death/infighting. Not sure what to do to fix that.

Issues aside, I still had fun anon. Keep at it!

>> No.3060532
File: 412 KB, 1920x1080, Screenshot_Doom_20160312_202351.png [View same] [iqdb] [saucenao] [google] [report]

Lots of bottlenecks for infighting and the last fight was pretty fun. Like the other anon said, just get those doors pegged.

>> No.3060547

why is hexen modding so dead? is it the balancinc for 3 characters?

>> No.3060560

its because nobody likes hexen.

>> No.3060571

I like the concept of Hexen more than I like playing Hexen, although I like it more than Strife. The concept of a Sword-and-Sorcery themed 90s FPS still fascinates me. I really hope Hellraid climbs out of development hell HEH and turns out to be good.

>> No.3060629
File: 339 KB, 1920x1080, Screenshot_Doom_20160313_023225.png [View same] [iqdb] [saucenao] [google] [report]

>want to make claustrofobic techno-corridors
>want to have hell knights in map too
>hell knights come into the corridors and clip
I could make the door frame block monsters, but that also blocks monsters that I'd wish to pass there.

>> No.3060640

Make a custom monster, the Hell Yeoman, which is a rescaled Hell Knight.

>> No.3060653

Put the hell knights on a raised or lower area than the corridors.

>> No.3060664

I run a hexen server every so often and people join until completion every time so far. It's more fun coop than single player imo.

>> No.3060687


He might be making a DUMP map. If he is, this guy's advice would be better suited >>3060653

>> No.3060698

Dumping my DUMP progress: https://imgur.com/a/1NWMh

>> No.3060706

speaking of the thing most being spoken on this thread (DUMP maps), here's mine


extremely ugly with a bunch of custom textures that ended up being placeholders
use the automap to find secrets (except for one that's hidden from the map)

>> No.3060732
File: 1.42 MB, 300x170, 1456554082643.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3060761
File: 520 KB, 640x478, Rekkr.webm [View same] [iqdb] [saucenao] [google] [report]

Came up with a name for my wad finally. rekkr. though probably only in all caps like REKKR

Get rekt

>> No.3060768
File: 121 KB, 640x480, Screenshot_Hexen_20160302_213828.png [View same] [iqdb] [saucenao] [google] [report]

Balancing for the 3 classes is fun though.

Sometimes I feel like I'm the only one modding/mapping for it, but there are a few others.

>> No.3060778

What's DUMP?

>> No.3060784
File: 566 KB, 469x163, 1446427475756.gif [View same] [iqdb] [saucenao] [google] [report]

I'm not much of a fan of Project Brutality as a whole(or BD for that matter), but I have to give it to them, fighting the zombie and imp type enemies is incredibly fun. They're still as weak as ever, but they make up for that by being more cunning, and dealing more damage. That's why I made this little mod for Project Brutality:

This mod replaces all enemies with zombies and imps. The only non-humanoid types you'll come across are the cyberdemons(who are replaced by cyber paladins) and masterminds(replaced by the overlord). This is bound to break whatever balance PB might have had but... meh, I don't care. It's fun.

>Download the zip file
>DO NOT extract it. Instead, change the extension to .pk3
>load it after Project Brutality
>rip and tear

>> No.3060794


>>DO NOT extract it. Instead, change the extension to .pk3

You don't actually have to do that, ZDoom can load .zips directly.

That said, it's still probably a good idea, if only to remind you that you shouldn't try to extract it.

>> No.3060803

Where's the huge info wiki on DoomRL Arsenal unique weapon mod pack effects? I really should bookmark this shit.

>> No.3060817

I'm still missing a major section to the map (Where it currently exits, I'm planning to have transport you to hell) but it's fully complete as-is.

This is my DUMP entry, though I'm sure there's a lot more I could do for it.


>> No.3060820

That'll be a full news post if all the dump entries are going to be included.

>> No.3060894

Put them in a Pastebin then?

>> No.3060940

Anyone? Not even Google is really helping me out with this.

>> No.3060970
File: 26 KB, 400x400, 1507-1.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3060978



>> No.3060985
File: 70 KB, 273x200, sadcaco.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3060987
File: 26 KB, 201x363, rude_boner.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3060991


That's what HDoom is for, fampai

>> No.3060994 [SPOILER] 
File: 45 KB, 783x752, 1457846923165.jpg [View same] [iqdb] [saucenao] [google] [report]


squeeze cacodemon

>> No.3061019

Any of you guys know how to do the volumetric light effect I see in some Zdoom maps? I thought it was Sector Fade or something, but that doesn't seem to work.

>> No.3061030
File: 36 KB, 600x549, 1290470912.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey new to this thread.
Haven't played doom in over 10 years - is this thread dedicated to the first one? Fucking best game - we played at school.
What's zdoom?
Struggling to folllow, I'm from South Africa.

>> No.3061034

This thread is dedicated to any doom using the original engine, as well as Duke3D, Quake, Unreal, or whatever. Mostly doom, but we welcome any classic FPS. It's all in the OP.

zdoom is a modern source port. Lets you play doom on modern computers with little hassle. If you want to play online use Zandronum.

>> No.3061039

Thank you - those are all classics.
Prefer player older games - great escape.

>> No.3061060
File: 2.74 MB, 1543x5500, SoYouWannaFuckSomeDoom.png [View same] [iqdb] [saucenao] [google] [report]

This also might be helpful. It's in the op, but it's good to post it occasionally too.

>> No.3061065
File: 146 KB, 515x476, steamed_hams.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3061078

Thank you anon. I'm so out the loop, quite new to /vr/, so all the lingo and tech-talk can be difficult to understated.

>> No.3061090

Dakka has had its Colorful Hell support updated to 0.82, and some XDeath states that weren't hijacked there before are now.

As always, nab it from the Git repo: http://git.jinotra.in/ijon/dakka

(do I really need to post the link itself anymore? this has to constitute spam at this point)

>> No.3061095

Oh right - you'll need colorful_dakka_82.pk3 from the addons/ directory. Directions are in the README.

>> No.3061102
File: 89 KB, 505x581, revenant.png [View same] [iqdb] [saucenao] [google] [report]

Done with the edit, anyone knows a good background i could use?

>> No.3061118
File: 203 KB, 512x512, HELL_W.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3061126
File: 230 KB, 505x581, revenant.png [View same] [iqdb] [saucenao] [google] [report]

Fuck it, here is a version with background

>> No.3061129
File: 205 KB, 505x581, 1457851466861.png [View same] [iqdb] [saucenao] [google] [report]

You know what? I am going to make two because why not

>> No.3061134

I'd really like some feedback and opinions on this. I don't feel like I should work more on it without that.

>> No.3061136

Need's an archvile. Maybe a revenant closet.

>> No.3061138

>Script error, "MAP01" line 14760:
>Boolean value expected for key 'blocksight'
>Script error, "MAP01" line 14793:
>Boolean value expected for key 'blocksight'

Also the enemies spawning in don't actually target the marines. Thing_Hate would solve that.

>> No.3061143

Ooh, I didn't even know about Thing_Hate. That should make things much more cinematic.

>> No.3061187

So my wife's son recently begged me to buy him the original doom on steam

However, he keeps going on about something called "WADS". This isn't porn or violent content is it? I don't want his mother to find out. Anyway, what WADS should he play???

>> No.3061190 [DELETED] 
File: 490 KB, 230x230, loadsagutsprobly.gif [View same] [iqdb] [saucenao] [google] [report]

>my wife

>> No.3061196 [DELETED] 

He should play NUTS.wad at least once.

>> No.3061198 [DELETED] 

>my wife's son

Hi, /pol.

>> No.3061207 [DELETED] 

>violent content

>> No.3061208
File: 1.78 MB, 2400x2000, oogabooga.jpg [View same] [iqdb] [saucenao] [google] [report]

Ran through it, got a bunch of shit to throw at ya (also see image):

- The door opened by the computer needs to stay open for longer. Like five seconds longer.

- In fact, all the doors are weird. They open slowly and don't stay open long enough. You also can't manually close them, or prompt them to re-open during their closing sequence. Use Generic_Door - it's smoother overall, and the Wiki page for it tells you how fast Doom doors go, and how long they usually stay open.

- The lifts are slow as hell too. See Generic_Lift. Its Wiki page also has the normal Doom values.

- The palette's still screwed up on the tiles. Going through SLADE 3's palettes, it only looks right with the Grayscale palette, but it's a Doom format graphic, so it uses the game's palette. Convert it to a paletted PNG in SLADE 3, using the grayscale palette.

- It's not really possible to get 100% kills, is it? The monsters never stop spawning in. Being able to shut off the teleporter or something would be nice, so you could get 100%.

- I found an old Doom format version of the map in the WAD. Also S3DUMMY. Heh.

Tested with Zandronum 3.0, on OpenGL, with the Software light mode.

>> No.3061210

Wads are a type of special file that contain extra data for the game, usually made by third parties. Most wads are mappacks, that have new maps for the game. Some have new weapons. Some have new monsters.

However, you should know that all of Doom- the entire game, to be honest- is incredibly violent. In fact, back when it came out, it was known as the most violent game around. It's not pornographic at all, though.

>> No.3061214

Slightly off topic, but where would I find discussions on Warhammer the board game?

>> No.3061218


>> No.3061220

This board if for retro videogames.

>> No.3061226

I like it for the first half hour but afterwards I feel like the game offered nearly everything it had to give.

>> No.3061236

nice, can you link here one of these days? I would love to play some coop hexen

>> No.3061237

>The door opened by the computer needs to stay open for longer. Like five seconds longer.
I originally intended it to be something you had to rush to go down the lift- that's why I timed it so perfectly- you need to wait until the lift hits the ground and run all the way down. But I see what you mean. I could fix it, but I intended it to be a secret. Mostly because you can't get into the security room until after the red key.

Then again, I might actually make that security room require a red key to enter at all, and use those computers sitting around as multiple switches required to unlock a larger secret.

>In fact, all the doors are weird.
I just kind of futzed around- I'm not used to mapping, so I threw in random numbers and kept them consistent the entire time. Oh well.

>The lifts are slow as hell too.
Again, that first lift was supposed to have that timing. But I agree, the rest are too slow. I can fix them- the doors, too.

Dammit, I thought I fixed that. It stopped happening on my system.

>100% kills
I have the spawn system script set to keep spawning until a certain linedef is tripped- the linedef right in front of the blue key. I suppose it might not stop if you entered and left the blue key area through the windows... Or I could have it automatically stop the spawning when all the marines die.

Something I was experimenting with was the idea of using consistent things for the players to look at when playing through the map. The green square switches are all shootable, the other switches are usable, the computer areas actually do things, etc.

But yeah, thanks for looking through things. I see that I have a lot to fix.

The blursphere was there before I had mancubi. Originally the 'sewer area' was full of blurred imps and it was a lot darker. I thought it'd be funny to have the player be blurred too. The rest of the sewers are actually like that.

Oh, and the SSG was supposed to be a secret.

>> No.3061242
File: 7 KB, 452x452, realFuckinNeato.png [View same] [iqdb] [saucenao] [google] [report]

Launched it just for you ;-)

Just search 'bonehead', and it should pop up on doomseeker.

>> No.3061246

not as fun when there is no one to play with

>> No.3061247

im keen to have a crack

>> No.3061251

well if anyone join the server i might join, i will check a few minutes here and there just in case

>> No.3061252

tried to join, says I need the same version as the host?

>> No.3061253

It'll be up all week, till friday when the server resets. Then I'll launch some other game, or Hexen again, or both, or whatever. I also have an Unreal coop server up atm. People don't usually join that unless someone is already on though. Nobody wants to join an empty server, so servers stay empty.

>> No.3061256

I'm in. I call dibs on mage!

>> No.3061257

I had an idea for quite some time to take death animation from Burtal Doom and simply make them play at random (or according to weapon type) without any additional flashy effects the mod provides. Make it only affect the death animations and nothing else, so it would be compatible with almost anything easily.

Howvere looking at the code makes me loose all my enthusiasm.

>> No.3061259
File: 259 KB, 800x600, loloku.png [View same] [iqdb] [saucenao] [google] [report]

Does anyone here know a wad or a link to more doomcrate textures? I tried googling but had no luck so far.

>> No.3061262

It's also already been done. I forget the name, but there are at least two gore mods that do that, including Sgt Mark's Ketchup mod, if I'm not mistaken.

>> No.3061263

LegenDoom pretty much fixes the problem I had with DRLA. Instead of taking 5 or so maps before you start accumulating new guns in DRLA, you can get them right on the first map in LegenDoom. Single episodes and episodic megawads are actually enjoyable now because you can finish an episode with a whole set of new guns instead of just one or two. If I'm playing a wad with low enemy counts, then I can just turn up the rate at which legendary enemies spawn to ensure I'll keep getting new guns to play with.

MOTYAY, just wish yholl would revert the slowed down movement speed, it's really awful. SSG gibbing like in Smooth Doom would be nice to have too.

>> No.3061265

Look in Realm667 texture packs. For some reason, people don't seem to make "crate packs" or "light packs" or anything useful, they just throw a bunch of vaguely related textures together. I've been going through a few and pulling out textures I think I'd use and putting em in a separate WAD to use later.

>> No.3061270

I'd love some feedback on this. I'm still not certain where I'm going with it, but it will hopefully be at least double the size when I'm done.

>> No.3061279
File: 258 KB, 1280x720, Screenshot_Doom_20160313_045703.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3061280

It looks amazing. love that doom64 aesthetic. You should get the doom64 lamps from realm667

>> No.3061283

Thanks for the tip, will try that.

>> No.3061284

what's the song?

>> No.3061287

Thanks! Thats exactly what I was going for. Going to actually put a Doom 64 mp3 in the final WAD. Did you actually play it?

>> No.3061289

Actually found them in there! gg man

>> No.3061353

pretty cool, happy hardcore is still good and breakbeat, hasn't turned into sped up trance shit yet. jungle's a bit shit though, they seem to have thrown out all semblance of rhythm in the pursuit of chopping up amens as much as possible.

no but seriously. eureka's default window size is tiny because the developer is obsessed with it remaining usable at 800x600 or something. i did not maximise it just to highlight a tiny area of the map. i also play doom at 640x480 scaled/pillarboxed to 1920x1200. but screenshots are still 640x480.

>> No.3061372
File: 337 KB, 1920x1080, Screenshot_Doom_20160313_103115.png [View same] [iqdb] [saucenao] [google] [report]

Someone wanna tell me quickly how to make a door:
1. toggleable, as in just close it before the timer ticks, Do I have to make two linedefs and use the "pass through" checkbox or something?
2. change the sound without scripting, looks silly to have a door open at turbo speed only to hear the regular 2 second soundclip?

>> No.3061373
File: 117 KB, 848x480, Screenshot_Doom_20160313_031354.png [View same] [iqdb] [saucenao] [google] [report]

So a while back I made this stupid port of some of the IM Meen enemies. I never really did too much with it but the ports are pretty damn spot on.

Cont'd in next post

>> No.3061376
File: 178 KB, 848x480, Screenshot_Doom_20160313_031424.png [View same] [iqdb] [saucenao] [google] [report]

More stupid shit

>> No.3061381

Post webms, bro.

>> No.3061383

this reeks of 'i'm not a bad player, it's the maps/games fault!'. the same kind of logic behind the wails of 'slaughtershit'.

>> No.3061393
File: 443 KB, 1920x1080, Screenshot_Doom_20160304_222158.png [View same] [iqdb] [saucenao] [google] [report]

NHB are you saying slaughtershit isn't entirely different from Doom's original intented flow?

Dealing with armies can be fun, but lot of the time it becomes just trial and error bullshit learning where the pickups are and what's the best way to bait the enemies into killing each other. It's the same difference between Sonic and actually good platformers. I guess it can be fun for someone who is really autistic or something, but the real deal that allows you play the game naturally instead of getting shoe-horned into the "correct" way to play it is superior.

For same reason I don't like the idea of secrets getting a percentage. Finding all the secrets usually breaks the flow of the game and forces you to spend time on the map well beyond its life cycle.

>> No.3061397

It's usually a gradient texture with some fog isn't it?

>> No.3061401

>the same kind of logic behind the wails of 'slaughtershit'.
Because the gameplay in Sunder is so riveting and interesting? It can be a legit complaint.

>> No.3061404

You could nest a bunch of visual-only translucent walls together, I think.

>> No.3061405

Man, every time i play Doom 2 i just groan at half the levels, I want to just play ultimate doom instead but you miss out the SSG and new monsters

>> No.3061407


Thank god for D2TWID

>> No.3061409

>Thank god

ehhhh...D2TWID only accentuates everything that was wrong (and sometimes what was right) about Doom 2.

With that being said, FDTWID is taking wayyy too long to be released and once it does it would win a Cacoward for Plutonia alone

>> No.3061416

That was fun, thanks for the game lads

>> No.3061417

hexen needs better maps with less portals breaking everything up

>> No.3061419

What's that stand for. I know Doom The Way Id Did but what about the F?

Yes, also needs more weapons or at least alt.fire modes. Oh and less fucking centaurs

>> No.3061421
File: 246 KB, 144x205, skullwiz.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3061425


>> No.3061426

A whole bunch of translucent sprites puffs or some shit with 3d models that's what beyond my level for HD volumetrics, or for something simple that won't be viewed from the side you can use a row of transparent additive blending middle textures.

>> No.3061427

running in and out of different realms via portals is what hexen is all about. Its supposed to be a confusing cluster fuck, and succeeds very well at it.

>> No.3061428

Yeah, I agree with both of these posts. It was fun, but I honestly couldn't stand all the portals and keys and shit.

>> No.3061430

>once it does it would win a Cacoward for Plutonia alone
it's already been decided, well before release, that it's winning a cacoward. the inevitable result of the project leaders also being the cacowards committee. what does "conflict of interest" mean again? i forgot.

>> No.3061438

>it's real
That's because you're not reading charitably.

>> No.3061439
File: 101 KB, 1920x1080, the-oscars-thumbnail.jpg [View same] [iqdb] [saucenao] [google] [report]


What is this from?

>> No.3061440

>I authored one of the WADs in the recommend picture
Which one?

>> No.3061443


Skull wizard from Hexen II

>> No.3061445

Looks like a lot of fun to use. Especially in DM I'd reckon.

Yeah I can see that. The mage has infinite ranged rippper attacks from the beginning, cleric has the OP bfg if he gets his final weapon etc.

>> No.3061451

sadly seems to be full of textures on planes, flats on walls, and unknown thing types (which turn out to be particle fountains)

>> No.3061458

that looks cool
although i think cc4-tex is overused
DUMP (Doom Upstart Mapping Project) part 2

>> No.3061464

>Just in case I get in the OP
you know me too well
>That'll be a full news post if all the dump entries are going to be included.
you ain't kidding!!
>Put them in a Pastebin then?
i hope i can avoid this, but we will see

>> No.3061471
File: 61 KB, 640x400, Heretic-Maulotaurs.png [View same] [iqdb] [saucenao] [google] [report]

Jesus Christ these guys take forever to kill.

>> No.3061474
File: 48 KB, 630x354, SitDownGun.jpg [View same] [iqdb] [saucenao] [google] [report]

Man I just decided to play multiplayer doom online for the first time today.

I haven't had this much fun in ages.

>> No.3061483

That part was pretty awesome.

>> No.3061487

cc4-tex is better than stock doom 2 that's for sure

I'm just glad to have rock textures that don't suck

>> No.3061501
File: 579 KB, 1920x1080, Screenshot_Doom_20160313_194653.png [View same] [iqdb] [saucenao] [google] [report]

>this + hoarder's pistol for a near limitless supply of clip ammo


>> No.3061527
File: 38 KB, 400x568, Put+a+laser+on+him+2+birds+1+stone+_3aff1aafb4fe2054dc8c0aff0bd36480.jpg [View same] [iqdb] [saucenao] [google] [report]

I have no idea how to mod DOOM (Also first time posting on /vr/) but I got a pretty dumb idea for a small modification
How would I replace the Imps with 3D model + animations from a classic Autodesk FBX fileformat?

>> No.3061529

Sunder, back then had pretty interesting gameplay. It kinda started the tactical battle slaughter genre so many slaughtermaps use today.
The principle is that there is a certain tactic to a each battle. You need to apply that tactic order to win the battle. The most extreme example of this sort of gameplay is chillax.

>> No.3061539

I have a DECORATE advance question.

Two of my monsters use A_VileAttack, which works fine. However on Zandronum multiplayer the A_VileAttack sound is played, I've tried replacing the sound, stopping the sound but can't find a way.
If A_VileAttack can't be solved, I need two ways to create an instant homing attack without hitting other targets, and a way to Lift a target from the ground.

Any idea what to do?

>> No.3061546
File: 156 KB, 720x1280, tumblr_o3qs6ofbTq1rcn5zto1_1280.jpg [View same] [iqdb] [saucenao] [google] [report]

Second round of Gamestop cards. Mancubus this time.

>> No.3061548
File: 178 KB, 720x1280, tumblr_o3qs6ofbTq1rcn5zto2_1280.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3061552

>How would I replace the Imps with 3D model + animations from a classic Autodesk FBX fileformat?
You need a to find a program that can import that model format and export to .md3 for the model files. For getting them into the game check out the MODELDEF page on the gzdoom wiki as well as the DoomImp one for the frame names to replace. You could use one of the 3d model packs that are already out there as your template I think.

Oh and you need Slade 3 for opening and editing the pk3 files.

>> No.3061559
File: 317 KB, 750x1000, 22007597_p0.jpg [View same] [iqdb] [saucenao] [google] [report]

>Final Doom The Way Id Did
>Final Doom
>The Way Id Did
See, this bit there seems off.

I'm more than happy to see new TNT style content though.

>> No.3061581

>Primary Threat
>Biomechanical Flamethrower

Is this implying that the Mancubus has any other attacks?

>> No.3061582
File: 865 KB, 720x360, Take that, hippies.webm [View same] [iqdb] [saucenao] [google] [report]

I just realized I have no idea how to make purely decorative actors.

Someone please enlighten me how to stop these dumb trees from sliding around.

I know how to stop them from bleeding at least.

>> No.3061585

What is this, Minecraft?

>> No.3061586
File: 1.31 MB, 1920x1080, DO NOT.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3061587


I was too lazy to shoot them.

>> No.3061590

yo nigga where you get them trees from

>> No.3061591


Just copy paste date from here:

So for a tree, just find the DOOM tree data and change what you like,
It bleeds because its a MONSTER

>> No.3061593


Hexen, seems like not many people turn to Strife or the other Id engine games for aesthetic resources.


Actually it isn't, it just has SHOOTABLE on it

>> No.3061595

Yeah? We've seen him do more than one attack at E3. Another in Conan.
Unless you mean other guns and stuff, cuz that he doesn't have.

>> No.3061598

Oh? I wasn't aware.

>> No.3061601

DONTTHRUST flag, or give them a ridiculously high Mass.

>> No.3061602

Ya, at E3 he does the stand volley, and then when you get closer he just sprays you with the stuff. At Conan, it punches the ground with his guns and burns the ground around him - I think that's his secondary attack on MP too.

>> No.3061604
File: 2.64 MB, 400x225, 1451349256448.gif [View same] [iqdb] [saucenao] [google] [report]

>that webm

>> No.3061613

One part of me asks why, the other one is extremely interested in this. Also, does the player characters in I.M.Meen have third person sprites?

>> No.3061616

Someone ought to warn you that 3D modeled monsters will look and behave like shit in Doom

>> No.3061617

That actually seems like it makes more sense since it's applying the way id did maps to something they didn't make as opposed to taking something they made and then making maps to it while saying it's the way id did even though the original way it came out was already the way id did since id did it.

>> No.3061618

But I liked Final Doom for being different.
It WASN'T like how iD made the Doom maps

>> No.3061621

Oh I thought you were just referring to the title itself.

>> No.3061625

That's not completely true. It takes a lot of workarounds (decorate/acs angle interpolation, baked shadows) but it's possible.

I don't understand why angle interpolation for 3d models isn't a native feature though.

>> No.3061626
File: 2.06 MB, 1152x720, 2016-03-13 14-10-45.webm [View same] [iqdb] [saucenao] [google] [report]

It's something

Now why is the model moving so slowly? It animated fine in 3DS Max

Imp model is from WoW

>> No.3061631
File: 771 KB, 640x320, Pfffhahaha.webm [View same] [iqdb] [saucenao] [google] [report]


I have fun making webms

>> No.3061640

Because the imp's spawn state looks like this:
> TROO AB 10 A_Look
or similar to it. Change the "10" to 1 or 2 and see what happens.

>> No.3061643
File: 8 KB, 792x564, 1457875726.png [View same] [iqdb] [saucenao] [google] [report]

yeah i thought the endoom for d2twid actually said "the way teamtnt did" but it doesn't. although it does correctly attribute nrftl.

>> No.3061656

>I don't understand why angle interpolation for 3d models isn't a native feature though.
Because while Grafh is very keen on keeping the renderer top notch and OpenGL 4.0 (but not optimizing it or keeping compatibility for slower machines), that kind of feature is simply not added because [NO]

>> No.3061663
File: 16 KB, 243x218, 2588851968_374554751b.jpg [View same] [iqdb] [saucenao] [google] [report]

>double nazi

>> No.3061668

A midi my friend made, original work as far as I know.

>> No.3061671

One mod takes out weapon dependancies, but keeps monster behaviour spagetty and hitboxes intact, Ketchup is just gibs without death animations.

>> No.3061676

that is fucking brutal bro. Leave it as it is.

>> No.3061680

the one on github?
it got replaced by a doomRPG thing last time i checked

>> No.3061684
File: 108 KB, 900x692, to defeat the agitation, you first must out DANCE the agitation.gif [View same] [iqdb] [saucenao] [google] [report]

For those of you making a map right now, my friend gave me a surprisingly good idea.

While testing your map, anywhere you die, go back to the editor, place a player corpse, and put some ammo around it. Adjust to personal preference but this is a cool idea.

>> No.3061690
File: 145 KB, 1920x1080, ayylmao.png [View same] [iqdb] [saucenao] [google] [report]

Tfw using trig to construct a pentagon which will be the inside of a pentagram which will be inscribed in a bigger pentagon.
Numbers are rounded ofcourse

>> No.3061702
File: 236 KB, 800x800, 8299146756_0184fb179b_c.jpg [View same] [iqdb] [saucenao] [google] [report]

But since zdoom has voxels, interpolation of models relative to angles would be just as useful there. Anyway it sure is weird that he added model support without such a basic thing as interpolating their angle relative to the actor. Doesn't look very nice to have a 3d model that snaps 90 degrees instantly.

Are they sloped 3d floors? Those are always "FUN" to work with

>> No.3061707

No, it's my ayylmao teleporter to final boss which will be central to the map. Blue skullkey button lowers the outside pentagon wall. Yellow skullkey button lowers the floor a little bit to reveal the pentagram blood triangles thingy. Red skullkey button engages a trap which teleports in a lot of demons, and after killing them the inner pentagon becomes a teleporter leading to final boss.

>> No.3061713

>But since zdoom has voxels, interpolation of models relative to angles would be just as useful there.

>> No.3061716
File: 191 KB, 600x600, tumblr_nw1g9wqKfc1th7urno1_1280.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3061718
File: 294 KB, 480x480, Doomguy channels his inner skeleton.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3061721

>>3061102 >>3061126 >>3061129
good, but revenant dressed entirely in grey looks very strange.

>> No.3061726
File: 539 KB, 1000x750, 1457644632588.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3061732
File: 1.83 MB, 400x232, 1410483090392.gif [View same] [iqdb] [saucenao] [google] [report]



>> No.3061734
File: 190 KB, 1920x1080, Accuracy I can live with.png [View same] [iqdb] [saucenao] [google] [report]

Meant for >>3061702

Also, accuracy my autism can live with.

>> No.3061745

>the sides aren't 166.6

>> No.3061748

you should have used a pentagon graphic as your background image in GZDB anon, would have allowed you to just draw your linedefs on top of it

>> No.3061750

I might be able to do that if I wouldn't use snap to grid, but I can't be bothered. Also, the inner pentagon sides are roughly 64 long, so that makes for easier texturing.

>> No.3061756
File: 119 KB, 500x604, revenantor.png [View same] [iqdb] [saucenao] [google] [report]

you wait for ages then two skeletor parodies show up at once

>> No.3061759
File: 161 KB, 1920x1080, For now.png [View same] [iqdb] [saucenao] [google] [report]

You mean just making a big sector with pentagon/pentagram floor texture? Or is there actually a way to just set a background image?
Either way, first map, so I'll just go on now whilst I have this done.

>> No.3061789
File: 3.00 MB, 320x240, Autism!-547-1-547-1.webm [View same] [iqdb] [saucenao] [google] [report]

>>3061451 (me)
nevertheless here is a first attempt recording. PrBoom+ will play it, but some textures will be missing.

>> No.3061791
File: 3.00 MB, 320x240, Autism!-547-1-547-2.webm [View same] [iqdb] [saucenao] [google] [report]

posting the link would help

>> No.3061792
File: 87 KB, 960x720, 1451141586015.jpg [View same] [iqdb] [saucenao] [google] [report]


I got a folder full of boners

>> No.3061794
File: 2.00 MB, 320x240, Autism!-547-1-547-3.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3061796

heh. doomguy's impassive stare at the camera rounds it off nicely

>> No.3061802
File: 31 KB, 252x235, 1411941059708.png [View same] [iqdb] [saucenao] [google] [report]


It's my favorite part of the image.

>> No.3061803
File: 196 KB, 1449x829, backdrop.png [View same] [iqdb] [saucenao] [google] [report]

"Grid and backdrop setup" under edit m8
>Either way, first map, so I'll just go on now whilst I have this done.
Well it's pretty good to know for future endeavours!

>> No.3061805

Whatever happened to Duke Nukem 3D Reloaded?

>> No.3061815
File: 365 KB, 1000x1000, papyrus the revenant.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3061818

C&D'd and then the devs made that bad ROTT remake and Bombshell.

>> No.3061830
File: 485 KB, 838x644, DOOD.jpg [View same] [iqdb] [saucenao] [google] [report]

Thanks mate. Especially the fact that you can scale it, that means I can draw out levels first and then scan/take picture and basically just put lines over the lines. Way comfier way of making a map.

>> No.3061834

Where the fuck did you find this?
I never knew that I wanted this.

>> No.3061837

Maybe it's better this way.
I thought Rise of the Triad was eh because they were sticking too close to the source material.

Then Bombshell came out.

Now I'm not so sure if Interceptor are competent.

>> No.3061841

>He literally flings flaming shit at you
That's actually kind of cool.

>> No.3061853

I just want Andrew Hulshult to work on a good game.
His work is fucking incredible.

>> No.3061854

failed zdoom 281 fda for this
i apologise for playing like shit but zdoom controls make me feel utterly gimped. i just ran out of health/ammo basically, strategic error. darkness of map didn't help. should do this again later when it's not so bright outside.

>> No.3061862

>Way comfier way of making a map.
It can also be used with real life city or building plans/maps. Before I abandoned that project I was working on putting the chernobyl plant into doom.

>> No.3061890
File: 98 KB, 1024x768, CdDjQGNWwAADlg0.jpg [View same] [iqdb] [saucenao] [google] [report]

more lego

>> No.3061943
File: 2.46 MB, 512x512, aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3061947

That is a good idea. Will do.

>> No.3061949
File: 1.11 MB, 1152x720, 2016-03-13 17-36-33.webm [View same] [iqdb] [saucenao] [google] [report]

Is it possible to rewrite some of the Imp's code to make the animations not look retarded?

For example, the model has an attack animation of 22 frames, but I'm limited to only 3 frames, and basically the whole thing looks retarded

>> No.3061957

Are you using the INTERPOLATEDOUBLEDFRAMES flag in modeldefs?

>> No.3061960

You can add in more frames yourself for smoother animation.

>> No.3061961

Should I be using that?

How do I do that?

>> No.3061963
File: 896 KB, 1920x1080, Alien Vendetta.png [View same] [iqdb] [saucenao] [google] [report]

/doom/, a gateway to Hell is going to open if you don't post what you're playing right now! Hurry!

Currently playing Alien Vendetta for the first time, having a lot of fun with it.

>> No.3061965

>Should I be using that?
I think so. Try it out and post results?

>> No.3061967
File: 406 KB, 497x805, koume-no-reaction.png [View same] [iqdb] [saucenao] [google] [report]

>play PSX Doom TC
>shit's dark errywhere
>literally can't see anything without the flashlight mod
Was PSX Doom actually this dark all over the place, or did it fuck up?

>> No.3061968

UT4, just landed a Flak ball from half the map away. Feels good.

Actually been thinking of trying Alien Vendetta later. That or MM2.

>> No.3061969

>/doom/, a gateway to Hell is going to open if you don't post what you're playing right now! Hurry!

>> No.3061973
File: 301 KB, 1280x720, Screenshot_Doom_20160308_234746.png [View same] [iqdb] [saucenao] [google] [report]

I'm not playing it now since I just woke up, but Contra Doom is pretty cool

>> No.3061974
File: 321 KB, 1366x768, God is dead, we are alone in this universe.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3061976

serious answer, the last few things i played were all posted here >>3060706 >>3060465 >>3060250
before those, sunlust maps 17-23, before those, miasma

>> No.3061983

oh and not forgetting >>3059235

>> No.3061990
File: 363 KB, 1680x1050, konata1 at 2016.03.12 21-41-48.414 [R2543].jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3061991
File: 1.52 MB, 1152x720, 2016-03-13 17-52-29.webm [View same] [iqdb] [saucenao] [google] [report]

It's smoother but still looks pretty dumb. Seems like creating a custom actor for more frames is the way to go?

If anybody wants to figure out this stuff, I can provide the files, or even provide any WoW model with animations as a modders resource if anybody wants.

>> No.3061992

You just have to run for the door bro, the monsters will nuke themselves.

>> No.3061994

Yeah, I figured that out surprisingly quickly. This map is an asshole, though.

>> No.3062001

>Seems like creating a custom actor for more frames is the way to go?

Make a text lump in the root directory of your pk3 named "decorate". Put this into it:

Actor 3DImp : doomimp replaces doomimp
FRAM C 2 A_Chase

And adjust your modeldef to point to 3DImp instead of Doomimp. Keep the interpolation flag. It will be much faster than the standard imp though so you might want to change it's speed property.

>> No.3062006

>or even provide any WoW model with animations as a modders resource if anybody wants.
It would be really cool to have one or some of the dragon models as md3's actually. I know too little to request a specific one, but any with good flying animations.

>> No.3062010

thy choco-coronet consumed

>> No.3062012

>FRAM C 2 A_Chase
Not that anon, but shouldn't this be
>FRAM ABC 2 A_Chase
or am I missing something?

>> No.3062017

Yeah I think you're right. My knowledge of decorate is really rusty.

>> No.3062018

That would be pretty cool of you, I've been wanting to do a full 3D TC lately.
Also, you can interpolate between frames, but can you interpolate between rotations? It looks a little weird that models kind of snap into their new direction

>> No.3062023

If you can. I'd like to have the description of the whole WoW model->Doom model transition sequence so I and other modders could do it ourselves.

also in this case:

>FRAM C 2 A_Chase

You can split the 2 frame sequences into 1 frame sequences thus adding more fps to the model animations, but youll have to define more frames within the animation like this:

FRAM C 1 //(former frame B)
FRAM E 1 A_Chase //(former frame C)
FRAM F 1 A_Chase

This should make the animations much less wonky.

>> No.3062028

>interpolate between rotations? It looks a little weird that models kind of snap into their new direction

That's Graf's fault.

>> No.3062029

>I've been wanting to do a full 3D TC lately.
Not the guy you're replying to, but me and another guy are actually working on one of those. Mostly in the research stage right now, but I've learned a lot about how 3d models work in doom and how to make them look good.

>Also, you can interpolate between frames, but can you interpolate between rotations? It looks a little weird that models kind of snap into their new direction
Unfortunately you need to work around that with acs or decorate as previously discussed. Basically the actual actor would have to be invisible, and the model would be a separate actor that warps along with the former, copies it's states, and has it's angle interpolated with ACS or decorate. Check out lilwhitemouse's 3D mods like MechCommander GZ which has something similar.

>> No.3062037
File: 178 KB, 330x319, 1455749053704.png [View same] [iqdb] [saucenao] [google] [report]


>Exploding Lips the way some crazy asshole did

>> No.3062045
File: 383 KB, 1920x1080, just remove.png [View same] [iqdb] [saucenao] [google] [report]

How do I "cut out" a bit of a sector. For example, I have no use for the red painted bits

>> No.3062048

it means you're a dumbass conspiracy nerd

>> No.3062052

press S, select sector, press delete.

>> No.3062053
File: 136 KB, 272x350, FFAANNYY1.png [View same] [iqdb] [saucenao] [google] [report]

made me lol

>> No.3062064

That makes perfect sense. I'm stupid. Thanks anon

>> No.3062070

Are there any mods for Heretic that improve the weapons?

I love everything else about the game but the wildly inconsistent damage numbers suck ass

>> No.3062075

This is what you want to do for WoW to DOOM. The process of getting models from WoW got very easy with the recent updates to the WMV tool, so it should give you minimal problems.

-World of Warcraft data (Full WoW package, you can also make a trial account on BNet to download the game)
-WoW Model Viewer 0.8.5 (Latest version with working FBX export for WoD and Legion) or 0.7.5 when working with MoP or Cata from wowmodelviewer.net
-3DS Max 2012 or Blender with a working MD3 Exporter (I use this one https://jkhub.org/files/file/1848-3ds-max-2012-32bit64bit-md3-exporter/ )
-Some patience
-Recommended for 3DS Max: FBX Cleaner script http://www.michichael.com/scripts/FBX%20Cleanup%20v1.0.ms

>start up WoW model Viewer and set up the application to point to the WoW directory. "Z:/World of Warcraft" as an example.
>Grab any model that you'd like to use, go to File->Export Model->FBX and export the model with the animations
>Open 3DS Max or Blender, load up the model, check if the animation is working fine and load up the MD3 exporter
>Type the frames that you want to export in the "0-xx" format and press "Export Now"
>Congrats, you got an MD3 with a single animation
>Because I haven't figured out how to export multiple animations at once, you'd have to export a new MD3 for each animation
>The model texture should be located in a folder "xxx.fbm" in the same directory where the FBX is located
>Now you just have to do the DOOM magic that I haven't figured out yet

>> No.3062078
File: 775 KB, 5366x1156, 29ee8a.jpg [View same] [iqdb] [saucenao] [google] [report]

Forgot image also

>> No.3062082

Agreed. Post more. Played this at a friends house when I Was a kid. The sprites are actually pretty okay.

>> No.3062084
File: 98 KB, 658x636, ss+(2016-03-13+at+01.51.49).png [View same] [iqdb] [saucenao] [google] [report]

DUMP map is coming along, about a third done--most of the left side is pretty solid.

Going with a beach-in-hell theme, where the lava is healthy and exfoliating.
Theoretically this means a player can just run off the map willy-nilly, but meh. Screw it, it's fun.

I noticed my maps tend to be wide open areas where you roam around. Not sure if this is actually a good thing.
I should try something closed and cloistered next time.

>> No.3062086

>Because I haven't figured out how to export multiple animations at once, you'd have to export a new MD3 for each animation
Huh, I'm having the same issue with another model format. If someone around here knows how to solve it I'd very grateful.

>> No.3062098

Wait a second, I finally found a link to an "md3 compiler"
that can supposedly merge md3s with the same mesh but different animations. I can't test it right now but you could try it wow-anon.

>> No.3062120
File: 2.98 MB, 1152x720, 2016-03-13 18-59-34.webm [View same] [iqdb] [saucenao] [google] [report]

Seems like I figured out multiple animations in a single model

>Load up a model with one animation
>Go to Animation>Save animation
>Load a model with a different animation
>Extend the animation timeline
>Go to Animation>Load animation
>It places the newly loaded animation before the animation already in there

>> No.3062125


>> No.3062135
File: 84 KB, 600x450, disgustedwarclub.jpg [View same] [iqdb] [saucenao] [google] [report]

>Basically the actual actor would have to be invisible, and the model would be a separate actor that warps along with the former, copies it's states, and has it's angle interpolated with ACS or decorate.

That is just wrong and you shouldn't have to do something so stupendously hacky, holy shit Graf.

>> No.3062138

I can't wait to try it out. Also, damn 3ds max sure seems to have a nicer interface than blender which I'm stuck with.

Sorry I don't know of any. I'd like to help you if I could.

>> No.3062142

Can I like, open up some sort of editor and copy-paste Doom's damage numbers to Heretic's weapons or something?

I've never even touched modding tools so I don't know how it works.

>> No.3062150


>> No.3062167

That would take a significant amount of work I think.
You could however write a custom MAPINFO lump, where you could set MonsterHealth to 0.8 if you want monsters that die a bit faster.

>> No.3062209

Right. Okay.
How do I do that?

>> No.3062225

Make a .txt file named mapinfo.txt, put this into it:

skill PansyMonsters
SpawnFilter = Hard
MonsterHealth 0.8

save, zip the file up, and rename the ".zip" extension to ".pk3" (optional but a good idea). Then load it in zdoom with Heretic as the iwad.

>> No.3062231
File: 38 KB, 185x186, eduke32.png [View same] [iqdb] [saucenao] [google] [report]

I'm getting a really weird bug in eduke32 where Duke will just endlessly run in a random direction without any input prompts. I completely unbound and rebound the keys to exempt accidentally hitting some weird key but the problem is persistent.
Anybody know what might be causing this?

>> No.3062239

do you have a pad connected?

>> No.3062241
File: 183 KB, 1314x858, Progress.png [View same] [iqdb] [saucenao] [google] [report]

I finally got the inspiration to map! I'm making progress. The basic layout is complete.

>> No.3062247

I did at first but I unhooked that too and it's still happening.

>> No.3062248

I think it worked, thanks anon

>> No.3062256

Try making a copy with monsterhealth set to 0.1 to check that it actually works, since I haven't tested it on my end.

>> No.3062260
File: 221 KB, 1920x1080, winging it.png [View same] [iqdb] [saucenao] [google] [report]

Nice lad. I'm just winging it as I go.

>> No.3062262

Hmm, doesn't seem to be any difference.

>> No.3062268

That's just a sentient penis driving a car

>> No.3062270

Well, new map name confirmed.

>> No.3062276
File: 1.55 MB, 937x840, 1412037156847.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3062282
File: 655 KB, 1920x1080, why.png [View same] [iqdb] [saucenao] [google] [report]

Kek. Thanks for that naem laddie.

Also, does anyone know why my walls are seethrough here? Not shown: two walls you should be able to see.

>> No.3062286

I figured it out. You need a "=" after MonsterHealth, and also there's no menu graphic for the skill setting so it'll show up as an invisible but selectable choices under the hardest skill setting. lol

>> No.3062289

lol, literally

>> No.3062290


There's been an error in drawing the sectors and they aren't considered closed sectors. You'll need to redraw the area.

>> No.3062291

He can just select "make sectors mode" and click around though.

this error pops up a lot when you draw lines through sectors in weird ways.

>> No.3062292

i also can't map without seeing body parts everywhere

>> No.3062293


If he drew a lot of sectors overlapping each other (i.e. the typical method in drawing a pentagram), that won't work.
And, in fact, may make the problem even worse.

>> No.3062295

Still not working for me.
Also I'm not getting another difficulty after the "Black Plague" one.

>> No.3062305


bump can anyone help me??

>> No.3062306

You must have done something wrong when you zipped the file then.
This one works for me at least. Invisible skill choice under "black plague possesses thee" selects it, so use arrow keys for that

>> No.3062312

Ah, seems to be working now, thanks again anon

>> No.3062315

So you want to mute the sound?

>> No.3062317

You fucked up somewhere. PSX doom even had colored lighting.

>> No.3062329

I looked up some PSX Doom gameplay on Youtube and is it just me or are all the sound effects from Doom 64?

>> No.3062383
File: 34 KB, 504x179, correctedcyberette_zpsf21b7bfa.png [View same] [iqdb] [saucenao] [google] [report]

I am weirdly aroused by this

>> No.3062397

other way around.

the fucc

>> No.3062401
File: 18 KB, 538x18, Player was incinerated by an Archvile, again.jpg [View same] [iqdb] [saucenao] [google] [report]

Playing UAC Ultra right now, on this damned Archvile fight. You don't know how many times I've seen this obituary.

>> No.3062405

What a time to be alive
Though it looks like the project is abandoned

>> No.3062406

which map are you on

>> No.3062410


yeah. It only happens on multiplayer but not singleplayer for some reason. I can't replace the sound file either, the original is needed.

>> No.3062413

haha, it's by the guy who's redone most of freedoom, and arguably saved it from oblivion. though to be fair, that is nowhere near as bad as maz "eric harris status bar face" hades

>> No.3062425

Is Freedoom something like HacX?
Like using the same engine but completely original sprites and stuff?

>> No.3062427

yes that's pretty accurate

>> No.3062429

>wad consisting only of imaged turned levels of each respective mappers waifu(s)

wad of the year all years

>> No.3062430

There's also one for Heretic (Blasphemer) and one for Hexen (can't remember the name, I think it was the german word for "Wizard")

>> No.3062446


Played around with this a little and it's actually not bad.

>> No.3062451

>I'd contribute to DUMP if I weren't so opposed to registering on forums.
what a weird attitude

>> No.3062457

Post your decorate with pastebin

>> No.3062459

Implying people aren't contributing to DUMP from here. (I believe one guy collects them on the behalf of anons, they can be contributed with a name or anon).

Also, is there a goto sector or something in doombuilder?

>> No.3062468

I'll be posting webms pretty soon, hopefully with sound. Stay tuned.

I actually wanted to try to make a full on TC for the hell of it, even if it was just one level in the game.
Also, I don't think the player has any sprites, no. Considering it was a single player game, they probably wouldn't have any reason to do so anyway.

>> No.3062474

>I believe one guy collects them on the behalf of anons

That'd be me.
I'm pretty grateful that people are jumping on board, and I've been eagerly going through people's maps.

So far I've got DOPADUMP (unfinished, by Anon), UACFuckedUpAgain.wad (by Anon), Dark and Dreary Final.wad (by The Gay Agenda), dumpmap.pk3 (by Anon), and DUMPmapWip1.pk3 (unfinished, by Combine Kegan).

If you guys have quotes you want displayed at the start of your maps, a la DUMP 1, let me know.

>> No.3062485

Why do people waste time on gay shit like this?

>> No.3062491


Anon, I've got something to tell you...

>> No.3062492

I hate registering on forums. I'll probably be interested in doing a DUMP map for about a week, then forget it.

>> No.3062494

Has anyone ever tried to recreate Anternna Cradle from Goldeneye 64 in gzdoom? With all of the freatures that it has as of now and the UDMF it would be possible, altough time consuming.

>> No.3062556


Not sure if you're term or not. But the quote I want is:

"It's time to get mapping on their asses." -Combine_Kegan

>> No.3062562
File: 2.86 MB, 960x540, gzdoom 2015-02-09 18-37-30-28.webm [View same] [iqdb] [saucenao] [google] [report]

I was remaking Perfect Dark's Grid level at one point. I'm actually pretty close to it being done, all I have to do is the right side room and the elevator. I also used exactly one texture from Doom and made the rest myself.

>> No.3062570

how does visibility work in that mod? Or is it just regular doom with a character mod?

>> No.3062571

that looks like sneakydoom

>> No.3062582
File: 1.30 MB, 960x540, gzdoom 2015-03-16 12-45-08-54.webm [View same] [iqdb] [saucenao] [google] [report]

It is sneakydoom. I'm trying to do more with it, but I'm terrible with ACS at the moment. If I could have it my way, I'd have metal gear style alertness cones and enemies that return to their patrol if they can't find the player. Maybe I can script levels where enemies take cover or trigger alarms. I feel like I'm trying too hard to make Goldeneye/PD gameplay within Doom and I'm just not sure it's really possible, with the exception of headshots ect. Good god I'll try though.

>> No.3062620

>Electroconvulsive therapy (ECT) -wikipedia

it's et-cetera

there is no such thing as ec-tetera
or exc-tetera

>> No.3062624


>> No.3062626

pedantry isn't autism

>> No.3062645


I've fixed the palette issue, and many of the doors. I'm not sure if I got all of them... But I did make it more playable and much less buggy.


Also, the cyberdemon was removed, and replaced with three hell barons. Infighting makes it a lot easier.

Oh, and I'd prefer to go as Project_ILE. Better than being credited to that weird 'anonymous' guy who posts everywhere.

>> No.3062646


Noted, thank you.
Do you want a quote for your map?

>> No.3062652

Perhaps something like
>This quickly grew out of scope and then I did it anyway.

>> No.3062657


Ah-hah. That'll work great.

>> No.3062658
File: 25 KB, 271x206, template.png [View same] [iqdb] [saucenao] [google] [report]

And here I thought my grammar was impeccable. Doesn't really relate to what I was talking about though.

>> No.3062662

heh it has map label-less doom format map data at the start

% lswad UACFuckedUpAgain.wad
UACFuckedUpAgain.wad 23 594665
12 50 THINGS
62 2156 LINEDEFS
2218 5970 SIDEDEFS
8188 588 VERTEXES
8776 2508 SEGS
11284 320 SSECTORS
11604 2212 NODES
13816 520 SECTORS
14336 50 REJECT
14386 872 BLOCKMAP
15258 0 PP_START
15258 2443 PANELWHT
17701 2309 PANLWHT2
20010 0 PP_END
20010 28 PNAMES
20038 112 TEXTURE1
20150 0 MAP01
20150 491065 TEXTMAP
511215 664 BEHAVIOR
511879 2 DIALOGUE
511881 81056 ZNODES
592937 1728 SCRIPTS
594665 0 ENDMAP

>> No.3062672


There's more I want to do to the map. Throw in an entire extra area. The plan is that when the player walks into the exit room, the exit teleporter doesn't do anything but throw a bunch of teleport fog around- and then the walls of the opposite end of the room fall to reveal a hellish fortress. Very large, very open, with a little but of ruined walls for cover here and there.

I have no idea how to fix that, since I really don't know how wad lumps or map formats really work. I did change it from zdoom format to UDMF after I finished the first few rooms, so I assume that's what did it...

>> No.3062684

All those stealth effect things can be done. The only obstacles are A) time and B) that if there's too many enemies doing constant decorate line of sight checks you'll get performance problems. But it shouldn't be an issue unless you go crazy with it.

Make a thread in the Eding subforum on zdoom forum asking for links to other project with stealth systems and/or general help with implementing one. Unless you're opposed to forums or whatever.

>> No.3062693

>that if there's too many enemies doing constant decorate line of sight checks you'll get performance problems. But it shouldn't be an issue unless you go crazy with it.

I guess if you limit it to only certain enemies within a certain radius of the player and only when they're not already alert would help a lot.

>> No.3062714

>within a certain radius of the player
But that would require constan range checks, which aren't exactly super cheap either. A better way is to keep enemies in places you haven't reached yet in a non-active state, using a linedef trigger in a corridor or something to start their patrolling behaviour once the player is close enough. But anyway it won't be a problem unless you have very large numbers of patrolling guards so don't fret.

>> No.3062721

just delete everything from the first THINGS to BLOCKMAP

>> No.3062729
File: 724 KB, 1920x1080, Screenshot_Doom_20160313_232936.png [View same] [iqdb] [saucenao] [google] [report]

Yeah, good, okay. Now only a couple more of these.

>> No.3062730
File: 2 KB, 102x336, Undeadaheadspritebig.png [View same] [iqdb] [saucenao] [google] [report]

Well, time won't be an issue since this has been a pet project of mine for years now. I'm already on zdoom forums under spritenoob and have had several nice chats with the guy who made sneakydoom. I guess it's been a while since I went back, maybe I'll poke around and learn a few things. The last time I was there, some sperglord was throwing a shitfit at me because one of my sprites in the spriting carnival thread had an exposed stomach. That was the first and last time I did a request sprite in there.

>> No.3062734

okay you are going to have to help me out here because i am stuck


this is a 6 minute long zdoom 281 first attempt demo. i found a secret ssg and killed everything i could reach but i can't find any keys or where to go or what to do next. help.

>> No.3062738

looks broke up in the middle, my man

>> No.3062749

> **CF*ck*d*p*g**n
also got to love what mediafire does to filenames haha

>> No.3062750

>The last time I was there, some sperglord was throwing a shitfit at me because one of my sprites in the spriting carnival thread had an exposed stomach

What the fuck. I bet he's banned now. The only spergs in circulation right now mostly keep to themselves in the off topic threads.

I got huge amounts of help with a complex ACS string handling problem relatively recently and I've otherwise learned a lot by asking, answering and reading questions of all sorts over the last couple of years.

>> No.3062754

sauce on that pic my man

>> No.3062757

H-how do I make one of those demo webms?

>> No.3062760

haha i remember that, he was all like "<bold text>DONT OBJECTIFY WOMEN SHITHEAD!!</bold text> unless you're catering to my specific fetish in which case whoopee!" fuck can't remember the geezer's name though

>> No.3062762
File: 34 KB, 473x527, 7ebe7463fab4fe78b1f76eaea30d27e604fad4fe.jpg [View same] [iqdb] [saucenao] [google] [report]

OBS and WebmForRetards

>> No.3062770

Yeah I did that except the filesize ends up retarded

>> No.3062782

That was strange.

I was able to fit through that broken window- the one after the SSG room, with the chaingunner- pretty easily. I didn't run into any kind of problems.

I suppose I could move the crate closer...

>> No.3062792
File: 3 KB, 100x156, dha-bigger.png [View same] [iqdb] [saucenao] [google] [report]

I know I've learned a lot from Terminus and Marty, not to mention all the bros in #vr on irc. Recently someone there, I think it was Graham, helped me with a script I was trying to write that played an alternate pain sound when Lydia takes bleed damage. It was such a simple script, but I felt so damn good that I had gotten something to fucking work the way I wanted it to, and all it took was one little suggestion to use a different function in my script. Most people in this community are total bros I've come to discover.

>> No.3062796


Jinal. He was the most blatant fedora nerd.
I'm actually kind of sad he's gone, seeing him react to modern projects (like DemonSteele) would be awesome.

>> No.3062804



>> No.3062810
File: 13 KB, 891x253, Foundtheguy.png [View same] [iqdb] [saucenao] [google] [report]

this is the post that got him banned.

you owe me money for my broken sides holy shit this whole sequences of commence I can't even

>> No.3062818


>> No.3062824
File: 35 KB, 691x442, ss+(2016-03-13+at+07.06.57).png [View same] [iqdb] [saucenao] [google] [report]

Size limit, my d00d

>> No.3062830

I really hope you do a Q4Stuff mod to go along with the other ones.

Having all Q4 weapons and enemies in 3D would be amazing.

>> No.3062832
File: 72 KB, 1093x488, newer.png [View same] [iqdb] [saucenao] [google] [report]

Where did you get that webm for retards? it is newer than mine, it seems. I don't even remember when/where I got mine.

>> No.3062837
File: 547 KB, 1440x860, train.png [View same] [iqdb] [saucenao] [google] [report]

(Alternate image link in case I fuck up http://i.imgur.com/SeH9lrP.png)

Speedmapping is fun (Also in boom format because I wont use any major zdoom features)

>> No.3062872

i think it moved here:


i believe it got kicked off github because having "retards" in the name is considered offensive by... well, you know who. the kind of people who are employed by silicon valley tech startups to be offended by everything.

>> No.3062880

The version in this pic is a year or more older. I got it not long after 4chan started allowing the webm format.

Why am I not surprised? Explains why the updater wasn't getting anything.

>> No.3063019

What is 4chan's size limit again?

>> No.3063040

for webm i believe it is 3072K everywhere except /wsg/ and /gif/ which allow 4096K

yes you can upload PNGs far bigger than the max size of webm; it's stupid

>> No.3063067

nope, PNGs are limited to 3MB too

found this out yesterday

>> No.3063083
File: 177 KB, 418x567, Thanks officer.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw these technical limitations will never be lifted

>> No.3063358
File: 216 KB, 560x420, Bump.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3063378

Go to the new thread, dumbass.

>> No.3063417

The more I think about this, the more I like it. Now I'm thinking about adding it to the level as letter rooms around her head. Thanks for the idea.

>> No.3063881
File: 528 KB, 425x425, vrdoom160131.png [View same] [iqdb] [saucenao] [google] [report]

/vr/doom anti-linkrot archive repost

% convert vrdoom160131.png rgb: | unxz --single-stream | tar -tf-

>> No.3063889
File: 247 KB, 291x291, vrdoom160229.png [View same] [iqdb] [saucenao] [google] [report]

/vr/doom anti-linkrot archive repost

% convert vrdoom160229.png rgb: | unxz --single-stream | tar -tf-

>> No.3063890
File: 561 KB, 438x438, vrdoom160314.png [View same] [iqdb] [saucenao] [google] [report]

/vr/doom anti-linkrot archive. extraction: convert png to bytestream to obtain .tar.xz

% convert vrdoom160314.png rgb: | unxz --single-stream | tar -tf-

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