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3062797 No.3062797 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3057113

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.3062801


[03-13] Multiple Anon Map Releases / DUMP Submissions
- UAC Fucked Up Again >>3060817
- dumpmap.pk3 >>3060706
- Autism!.wad >>3060465
- pincer.wad >>3060250 >>3060401
- DOAWAD2 >>3060098 >>3060102 >>3060105 >>3060126 >>3060130 >>3060132
- DUMP Castle map WIP >>3059281
- DOPADUMP >>3059235
[ DUMP: see http://forum.zdoom.org/viewtopic.php?t=51072 ]

[03-11] Operation Totengräber Community Set (Wolfenstein mod project)

[03-11] Serious Sam Source Surprise

[03-11] Vaccinated Sawdust (unofficial patch)
>>3058000 >>3058139

[03-11] LegenDoom v1.0 released

[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


To submit news, please reply to this post.

>> No.3062808

What a huge dump


>> No.3062809

autism, pincer, and doawad2 do not state they were made for DUMP, they are likely unrelated

>> No.3062816

>UAC Fucked Up Again
Sorry, forgot to update link for this. It should be:

>> No.3062817
File: 39 KB, 630x720, 1398057061845.gif [View same] [iqdb] [saucenao] [google] [report]

fourth for boners

>> No.3062825
File: 76 KB, 500x500, 1457087329045.jpg [View same] [iqdb] [saucenao] [google] [report]

x'th for DO NOT

>> No.3062827
File: 6 KB, 228x320, Maniac cop.png [View same] [iqdb] [saucenao] [google] [report]

Oh god, that just made my night. This kid annoyed me to no fucking end. I guess I should go enjoy the spriting carnival at some point again.

>> No.3062828

It's an either/or. Some are DUMPs some are not. I'm not involved in DUMP, I'm just announcing anon map releases. Thank you for the clarification but at the time I thought it irrelevant for news post purposes. However I agree the separation could be clearer and I apologize for any confusion.

>> No.3062850

The edit is by me.

>> No.3062852

>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...

now i know that gap is meant to be traversed i was able to do it by mashing a combination of forward runs, jumps, and crouches. but there seems to be no method to it.

however i admit i am usually a prboom user and do not care for all the extra facets of movement in the, how shall i say, less traditional engines. perhaps your target audience will get on better than i did.

>> No.3062858
File: 903 KB, 667x911, CJPOS.png [View same] [iqdb] [saucenao] [google] [report]

Forgot the pic.

>> No.3062860
File: 378 KB, 720x720, iosxmen.png [View same] [iqdb] [saucenao] [google] [report]

Does a mod exist where you can use the weapons from Strife in Doom/Doom II? I feel like I've seen one before but can't remember where.

>> No.3062878

> i admit i am usually a prboom user and do not care for all the extra facets of movement in the, how shall i say, less traditional engines.
That's fine. I actually made the vent systems larger so that people didn't need to crouch through them, and moved the pillars in the berserkpack room closer together so you could get across with careful straferunning instead of jumping specifically for folks like you who dislike crouching/jumping.

I'll widen the window a bit larger, and throw around a few more shards- and some rubble you can climb up. I'll need to make it more easily traversed.

Did you end up getting the red key easily, or was there confusion there? Do you think it'd be harder to figure out if you hadn't already shot/noticed the button in the stairwell?

>> No.3062884
File: 64 KB, 499x562, image.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3062889 [SPOILER]  [DELETED] 
File: 256 KB, 658x604, 1457911404317.gif [View same] [iqdb] [saucenao] [google] [report]

Hey guys, I'M BACK!

>> No.3062913


And who are you?

>> No.3062920

>Did you end up getting the red key easily, or was there confusion there? Do you think it'd be harder to figure out if you hadn't already shot/noticed the button in the stairwell?
i haven't seen a red key yet. all i have done since making the recording was run the map with -nomonsters to re-try the grate.

>> No.3062927

he's the doctor

>> No.3062930

Hey I have an idea: What if you took an image, separated it into a separate channel for R, G and B, layered them as additive blending linedefs one map unit of distance to each other, changed the offsets so they don't *quite* line up, and used GLDEFS to apply one of the warp shaders? Unless I'm forgetting something that should produce a real time glitch effect.

>> No.3062931

> >>3062410 (You)
>Post your decorate with pastebin

Sorry was away
It's not a code problem. The whole A_VileAttack will always cause its noise on multiplayer. Try it on any custom monster and replace/remove the sound... and it will NOT work. At least on Zdoom for Zandronum (not gzdoom+)
I created two different monsters with two different purposes on A_VileAttack and the same shit happens to both

>> No.3062941

that's the oddest bug I ever heard of. Post a bug report on the zandro forums.

>> No.3062985
File: 50 KB, 640x480, Screenshot_Doom_20160313_234213_02.png [View same] [iqdb] [saucenao] [google] [report]

>>3062920 (me)
update: i found the red key. it was just there. no trouble. from what you said, i guess the button was shootable and it was activated by accident.

here is a second demo. unfortunately i got stuck again. at the end of a network of canals, i fell down a hole to a switch that made clunks and door closing noises, but looked like a missing texture (in software mode at least).


also i forgot to mention: in a lot of places, the monsters have a strange reluctance to attack me, or sometimes even refuse to wake up until shot. also, i would appreciate not having to pistol so many creatures at the beginning of the level.

>> No.3063003

wouldn't know what I'd do without you doc

>> No.3063004
File: 2.92 MB, 300x168, newwebmretry8.webm [View same] [iqdb] [saucenao] [google] [report]

Thanks lad

Here's the result of my first doommap so far. Blandness intended. will shift more with 3D/textures once I have the general layout finished. I also just can't quite get the settings to go so it will fit the final bit where I flip the blue switch, lowering the pentagon in the starting chamber revealing a pentagram and a corpse..

Not that you need the blue key for that atm, have to find a way to lower floor in UDMF mapping with key requirement

>> No.3063046


Goddamnit, the one door I just slapped on and didn't test is the one that doesn't work.

As for the the reluctance to attack you, that's because of two things: The Block Sight tag, and my own idiocy. I'll fix that real quick.

>Not having to pistol

I might just throw a shotgunner in the stairwell. That's more like a four or five kills rather than a dozen.

>> No.3063105

Alright, I've fixed it, as well as the blockmap issue.

I'm sorry if it seems like it's just problem after problem, I'm just not very good at mapping.

>> No.3063115
File: 923 KB, 2560x1440, Screen+Shot+2016-03-14+at+01.16.33.png [View same] [iqdb] [saucenao] [google] [report]

Who /misri halek/ here

>> No.3063117

Why does /vr/ hate Brutal Doom? It's pretty fun.

>> No.3063120
File: 49 KB, 704x396, skullpunch3.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3063131
File: 353 KB, 800x600, Screenshot_Doom_20160314_012523.png [View same] [iqdb] [saucenao] [google] [report]

playing around with some gzdoom effects

>> No.3063156

I've tinkered around with Dark and Dreary, added some things, removed others. Let me know if I fucked up the ammo balance... it's supposed to be tight but doable without secrets.


BTW OP this is my DUMP entry.

>> No.3063171



>> No.3063185


1: Because you're a dumbass for thinking /vr/ is a hivemind.
2: Because you're a dumbass who doesn't read the FAQ.
3: Because you're a dumbass for caring about someone not liking a mod you do.
4: Because you're a dumbass for trying to set up the inevitable reply.

>> No.3063190

u 8 the b8 m8

>> No.3063191 [SPOILER] 
File: 25 KB, 329x254, 1457916492770.png [View same] [iqdb] [saucenao] [google] [report]

>bringing in a new age of cancerous sub-mods
>creator being a egotistical fag (declaring that he made "the most advanced ai in any doom mod" and comparing the d44m shotgun to the brutal doom shotgun)
> brutalbabbies (pic related)

>> No.3063197

I dont hate it, I just dont play it.
I only play mods with new mapsets and coherent storylines. Purely gameplay mods dont interest me

>> No.3063221

Correct. Pincer is NOT meant for DUMP. I want to make another map for it, something that's more of a challenge.

>> No.3063223

>know its bait
>reply anyway
people like you are where the problem start

inb4 "i did that to warn the others"

>> No.3063240


>> No.3063270

what was the name of this guys website?

>> No.3063291

Easy. Make a little door that is blue key locked and when you open it, the button is behind it.

>> No.3063295

>the most advanced ai in any doom mod
I didn't notice a difference at all.

>> No.3063298

I play Brutal exclusively. Vanilla is too slow for me.

>> No.3063305 [DELETED] 
File: 11 KB, 236x211, f2de0d31a68707ca964a986861940308.jpg [View same] [iqdb] [saucenao] [google] [report]

>1: Because you're a dumbass for thinking /vr/ is a hivemind.
it literally is a parroting hivemind of doom babbies tho

>> No.3063325


(i 8)

>> No.3063329

is that a face looking upwards? the 8 being eyes and the i is a mouth?

>> No.3063332

i guess

>> No.3063343

can I get some help with this?
i'm trying to make a ai system where monsters loose their target if they can't see them

right now i'm working on a script where a "dummy actor" is spawned at the last seen target position, but for some reason, monsters aren't targeting it, anyone know why?

script "spawnDummyLastPos" (void) net
int oldActivatorTID = activatorTID();
int dumTargetTID = uniqueTID();
spawnForced("dummyTarget", getActorX(0), getActorY(0), getActorZ(0), dumTargetTid, 0);
setPointer(aaptr_target, dumTargetTID);
//for debug purposes
print( s: GetActorClass(aaptr_target) );

>> No.3063349

its like an apprehensive face looking up at the b8 post lmao

>> No.3063357 [DELETED] 
File: 173 KB, 347x497, check em.png [View same] [iqdb] [saucenao] [google] [report]

>doom shitters

>> No.3063360

Maybe Thing_Hate?

>> No.3063368
File: 7 KB, 200x200, 29a73a1918af060b33bc9.jpg [View same] [iqdb] [saucenao] [google] [report]

Why so many shitposters lately?

>> No.3063372


Lately? We've always had nerds who think they're funnier than they actually are.
This is nothing new or even interesting.

>> No.3063374

we've had a good run the past few weeks

>> No.3063375

post your gameplay videos doom cucks

i wanna have a good laugh again at how bad y'all are at this game

>> No.3063380

This would be really easy to do in decorate. There's an "A_ClearTarget" function that makes a monster forget what it was attacking.


>> No.3063382 [DELETED] 

I'm fucking hilarious shut your penis holder

>> No.3063383

If I'd been recording, you'd have had a video from last night of a bunch of random fuckers who have no idea what they're doing playing hexen. We ended up just running around and trying to find keys/doors.

Eventually we found the porkulators. Had some fun with that.

Then it was like 5 AM and everybody left.

It was tons of fun.

>> No.3063394

I couldn't join, kept getting the "Protected lump authentication failed" error. Had the same hexen.wad and everything

>> No.3063395

I'd actually just plain downloaded the latest zandro and doomseeker and just plain joined. It worked for me.

>> No.3063401

also fuck centaurs

>> No.3063402

I know, I agree.

I would definitely like to fuck centaurs.

>> No.3063403
File: 190 KB, 262x488, very spicy.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3063408
File: 586 KB, 1377x837, When the skepticism hits just right.png [View same] [iqdb] [saucenao] [google] [report]

Someone do a Doomguy/Baron edit of pic related.

>> No.3063430


>> No.3063434

Same. but I got le error message.

>> No.3063439

I missed out, I enjoy when I see non-doom servers.
Be interesting to play Hexen, strife or maybe Chex Quest co-op.

>> No.3063458

it still is funny brutal doom gets its own "question" in faq instead of simply being listed with most popular wads... like project MSX which adds a lot of things mentioned in the brutal doom question

>> No.3063463
File: 844 KB, 1377x837, when skepticism hits just right.png [View same] [iqdb] [saucenao] [google] [report]

Like this?

>> No.3063474

Eh, I was thinkin' more of a redraw of him.

>> No.3063490
File: 1.96 MB, 1680x1050, Screenshot_Doom_20160313_220427.png [View same] [iqdb] [saucenao] [google] [report]

Still DUMPing

>> No.3063497

What's the best way to extract textures out of build engine games? Specifically I'm trying to get the animated water texture from Shadow Warrior

>> No.3063501


>> No.3063512
File: 385 KB, 1126x635, The walls have eyes.png [View same] [iqdb] [saucenao] [google] [report]

Damn son.

Here's a little room from my map.

>> No.3063516
File: 31 KB, 320x240, 1435015176732.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3063518

would switch the squid ceiling to be honest
the wall face made me laugh

>> No.3063526

It's a cineese guy. The i is his squinty eyes, and the 8 are his buck teeth.

>> No.3063530

Chinese guy, sorry on my phone in the bathtub and wet fingers don't type well.

>> No.3063539
File: 1.89 MB, 1680x1050, Screenshot_Doom_20160313_223552.png [View same] [iqdb] [saucenao] [google] [report]



>> No.3063541

also I just realized the sky is fucked there - already fixed it

>> No.3063565

>tfw you bit off more than you could chew
m-maybe i'll make it in the next DUMP

>> No.3063567

I made Autism as a test to see whether or not I could make a fun little map, it can be put on Dump if anyone wants to, but I wouldn't really mind either way or another, but I won't do it myself cuz >non-anonymous forums

>> No.3063571

see >>3054852

>> No.3063572

i was thinking about something grey to fit the dungeon walls, but that looks good too

>> No.3063573

the STONE2 is temporary - it's my default texture, and I didn't bother texturing or aligning anything when making the layout

>> No.3063574
File: 3 KB, 128x128, PE.png [View same] [iqdb] [saucenao] [google] [report]

Anon, please.

>> No.3063578
File: 112 KB, 255x231, 1433136033443-2.gif [View same] [iqdb] [saucenao] [google] [report]

Sorry, I don't think I made myself clear. I was aware of that, and I was saying it should be uploaded. I'd prefer it to be anonymously.

>> No.3063581
File: 807 KB, 400x535, Rock out with your super shotty out.gif [View same] [iqdb] [saucenao] [google] [report]

What are your favourite doom midi tracks lads?
Map packs with music you liked?
I like this one https://www.youtube.com/watch?v=RUyQWURqR6c

>> No.3063582

On The Hunt is my favorite

>> No.3063586
File: 12 KB, 552x600, 1457700230343.png [View same] [iqdb] [saucenao] [google] [report]

>NEDM cat popping up in the bottom right of one frame

>> No.3063589
File: 616 KB, 1000x793, 1433010478812.jpg [View same] [iqdb] [saucenao] [google] [report]

So I checked out PSX Doom TC, and, is it supposed to be pitch fucking black half the time? I often can't see anything without using the flashlight mod.

Was it really this dark in the original PSX release?

>> No.3063595

You asked this last thread. Mess with your OoenGL settings or something you fucking pleb.

>> No.3063596
File: 685 KB, 1440x1800, lightmodes.jpg [View same] [iqdb] [saucenao] [google] [report]

Late reply, but the PSX TC needs both GZDoom with the Doom sector lighting mode. The Software lighting mode makes it unacceptably dark past a few feet.

>> No.3063609

Who animated this OP image? It looks nice.

>> No.3063610

that's weird, but all right

>> No.3063616


really shitty looking mod too

>> No.3063619


>> No.3063629

think that's an unintentional atmospheric switch necessitated by the PSX's shittier hardware, yeah? Effectively decreasing draw distance by changing how it handles lighting and sectors.

Or maybe I just heard that once and it stuck in my head

>> No.3063630


>> No.3063632

I don't hate it. It's just hilariously retarded to me and there are way cooler mods out there imo.

I can see how it appeals to a mainstream audience, but only because of how it speeds up Doom and makes it feel a bit more modern. Doesn't change the fact that it's still Doom for edgelords tbqh familia

>> No.3063634

>unintentional atmospheric switch necessitated by the PSX's shittier hardware
No it's not. PSX is powerful enough to play Doom and then some.
Why do you think they added colored lighting effect as an extra gimmick?

>> No.3063637
File: 6 KB, 329x217, acsthingy.png [View same] [iqdb] [saucenao] [google] [report]

Still trying to figure out ACS. What am I doing wrong here?
Strength is a global variable defined in lastmain.acs so I don't think that's the issue.

>> No.3063640
File: 34 KB, 618x409, ss+(2016-02-20+at+03.05.04).jpg [View same] [iqdb] [saucenao] [google] [report]

Is there a way to use more than one sky texture in the same map? I've got an interesting idea for a map, and it'd be cool to include the skybox as part of the theme.

>> No.3063641

I don't think /vr/ hates Brutal Doom, but instead the people who play it. They have a very linear scope of Doom mods in general, and don't see the bigger picture. Content creators are endlessly harassed by people asking if their mods are compatible with Brutal Doom, and people who play a wider variety of Doom mods are frustrated with such a narrow view of mods.

That's just my two cents on it, though.

>> No.3063642

/vr/ is extremely jealous of Brutal Doom.

>> No.3063648

As long as you aren't using Doom format, sure.

In Boom format, you want action special 271 - Change sky in tagged sectors to upper texture. Keep in mind the offset of the texture affects sky alignment. Note that while Boom itself doesn't support it (it was introduced by MBF), pretty much all Boom-derived ports do support it, as well as ZDoom.

In Hexen/UDMF format, you want Static_Init: http://zdoom.org/wiki/Static_Init

>> No.3063656
File: 52 KB, 625x626, 1379549437820.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3063665
File: 107 KB, 676x628, Large stuffed rabbit.jpg [View same] [iqdb] [saucenao] [google] [report]

You speak enlightening words my friend. Here, have a large stuffed rabbit.

>> No.3063673

Cool, thanks!

>> No.3063678

>The Software lighting mode makes it unacceptably dark past a few feet.
I play on hardware mode.

Again, was it this dark on the real PSX?
I can deal, the flashlight helps a lot.

>> No.3063694

>I play on hardware mode.

software lighting mode =/= software mode.

>> No.3063708
File: 189 KB, 775x1145, CLOUA0.png [View same] [iqdb] [saucenao] [google] [report]

Sounds like a plan. I'd have to undertsnad apply shaders with GLDEFS though and the wiki is not all that helpful on a first look.

>> No.3063712
File: 696 KB, 1280x1715, quakeguy.jpg [View same] [iqdb] [saucenao] [google] [report]

Now that's just inaccurate.

>> No.3063735

Haven't been on /vr/ since the new doom demo/gameplay vids

what is the general consensus for you guys? Worried? 0 expectations? Hopeful or excited?

>> No.3063738

Not /vr/.

>> No.3063739


Cautiously optimistic. I think the single player will be okay. And I'm pretty damn confident I'll like it better than doom 3

>> No.3063741

but..i just...

>> No.3063743


It looks really cool though

>> No.3063745

Doomguy is in Q3A.

>> No.3063778

Looks like it could be decent.
Might even be better than Doom 3, which I liked.
Anyone who expects a game as timeless as the old ones is naive though.

They seem to pay attention to SOME complaints, such as lack of colors, and bad cover art.

>> No.3063802

I can do it, I'm just a bit busy these days.
Do you need it urgently?

>> No.3063806

People forget Quake 3 was just like, id All Stars
got Doomguy and some friends, Quake Ranger and some friends, Bitterman and some Stroggs, only thing missing was BJ or a Nazi

>> No.3063815

EMERGENCY I hit something and now I can't see my damn slopes in GZdoom Builder. Anyone know what the hell I did?

>> No.3063824
File: 1.04 MB, 1280x720, whathappen.webm [View same] [iqdb] [saucenao] [google] [report]

So, I'm running into this what to me seems weird issue in doombuilder. I'm trying to cut a sector into multiple smaller sectors by adding lines. (For lighting purposes).
However, draw one line, and presto, suddenly there's floor where there shouldn't be and if I enter visualmode basically suddenly all my walls are seethrough and reeeeeeee.

Can anyone explain?

>> No.3063825


Hit Tab while in visual mode.

>> No.3063827

Holy shit thank you

>> No.3063828

Draw closed shapes, not just lines

>> No.3063837
File: 393 KB, 1916x1080, why.png [View same] [iqdb] [saucenao] [google] [report]

Thanks, but now the following happens. I drew the red-lined box, and the red-striped area filled in. Then, when I removed the texture from the rightmost red line and removed the impassable flag, the editor says that the texture is missing and ingame testing still makes it impassable. I am just confuse, there's probably a logic to this, but as newb I don't know it (yet)

>> No.3063840

It might be a problem with how you define and access your "lastmain.acs" library.

>> No.3063847

Use "make sectors mode", the one left to the blue circle qith a black arrow. When you cut sectors apart sometimes the program can't predict what you're trying to do, so you'll have to tell it.

If you were trying to draw a wagon wheel shape for example you'd probably end up clicking wildly with make sectors mode in the end.

>> No.3063862
File: 255 KB, 1680x1050, Screenshot_Doom_20160314_040915.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3063865
File: 329 KB, 1280x720, Screenshot_Doom_20160314_100634.png [View same] [iqdb] [saucenao] [google] [report]

DOPADUMP.wad is now probably finished unless someone finds more problems. I've added difficulties and a second secret.

The download link didn't change but I'll post it again anyway:


>> No.3063901

still broken? in fact i think this is the same file, although sadly i deleted the old one so i can't check they're identical

>> No.3063903

I renamed, re-uploaded, and then even checked filesizes to make sure they were different.

Here's a working version:

>> No.3063906

well i know i redownloaded because i saw you had changed the filename to add (2) on the end. however, i still had all the problems i had before. monsters three feet away not waking up, getting stuck at a non-working HOM effect door at the end of a tunnel, etc. i'll try this new link anyway.

>> No.3063914
File: 17 KB, 278x221, medium.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3063919

I found a video of people who play doom with gameplay mods


>> No.3063925

>watch this video on youtube
no thanks

>> No.3063928

DUMP deadline is the 16th? Eh, no need to start now then.

>> No.3063934

I'm sure there will be a DUMP 3. I'll probably sit that one out, I dunno.

>> No.3063939
File: 51 KB, 640x480, Screenshot_Doom_20160314_102234.png [View same] [iqdb] [saucenao] [google] [report]

all right this new version seems to work, here is another zdoom 281 demo that actually finishes.


there are a few minor issues left

- the pictured panel looks messed up in software mode

- in the corridor leading to the blue key there is a corner that looks like it has something in it, and could be activated somehow, but it responded to nothing

- secrets: i think the two boxes of rockets behind the teleporter and the backpack in the wall should be marked secret. i also think it's easy to miss the super shotgun secret because you can bump the thing without actually having to crouch down and enter the space in the wall

i think that's about it. sorry the demo is so slow, i was enjoying watching the fight at the start haha.

>> No.3063942
File: 1.80 MB, 1920x1080, Screenshot_Doom_20160314_113943.png [View same] [iqdb] [saucenao] [google] [report]

Wet concrete effect test.

>> No.3063953 [SPOILER] 
File: 87 KB, 571x638, 1457952517558.png [View same] [iqdb] [saucenao] [google] [report]

Who is this person anyway? Search engines are empty.

>> No.3063957

Wii FIT trainer in Gravity Falls style?

>> No.3063959
File: 67 KB, 1178x246, brootal dum.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3063960

The character? C.J from Regular Show

>> No.3063963

Cool blood.

>> No.3063965


Is everyone sticking their waifus in their maps or something?

>> No.3063967

Nah. But I like to do it.

>> No.3063975

>that sad skelly right next to one with jetpack

>> No.3064010

>understand quake mapping just fine due to experience with goldsrc and source
>doom mapping scares the pants off me

Am I just retarded?

>> No.3064012

I feel the exact opposite if that helps. Doom mapping is simple but quake mapping I have no idea where to start. Just get doom builder, its easy as fuck.

>> No.3064014

isn't it much more simple being 2d and all?

>> No.3064016


Dude wouldn't you be sad if your buddy had a jetpack and you didn't?

>> No.3064017

I guess my issue is the whole 'thinking in one plane' thing, it's like it feels harder to be actually creative with the limitations at hand, if that makes any sense.

>> No.3064019

i'd be more glad i wasn't the one about to burn my own legs off. but i guess osteopeds don't have that problem

>> No.3064023
File: 187 KB, 1920x1080, tags.png [View same] [iqdb] [saucenao] [google] [report]

I started similarly, it's a big matter of doing by learning I'd say.

Talking of learning, can I appoint multiple tags to a sector?

The lighting in this dark room is upped by pressing a switch which raises lighting in tag 14. However, I also want to be able to open up a section of this room later. Can I give this wallsection two tags so I can change its lighting with 14 and raise/lower it with 15?

>> No.3064028

>I guess my issue is the whole 'thinking in one plane' thing
The first person mode has pretty much everything 'cept drawind sectors, so i think it should be easy to adapt to it.

>> No.3064034

GLOOME I think let's you do multiple sector tags per sector, but not ZDoom (or any doom port for that matter).


>> No.3064042

can't UDMF do it? i must have been misinformed, if so.

>> No.3064047

okay apparently zdoom 2.8.1 pulled in that change

so if this is for DUMP, or for any version of zdoom that isn't bleedimg-edge, you still can't use it

>> No.3064054

>zdoom 2.8.1
>any version of zdoom that isn't bleedimg-edge
zdoom 281 isn't bleeding edge, it is the latest stable release. you should be able to assume users have the latest stable release. right?

>> No.3064058

wait never mind i just realised what you are getting at. it's not guaranteed gzdoom stable is updated to zdoom 2.8.1 stable. or zandronum. okay, i see your point now. sorry.

>> No.3064061

The latest version of G/ZDoom allows multiple tags per sector, actually.

>> No.3064074

So the answer is... yes, but no? Guess I'll have to script it then. Scripts are okay for DUMP right?

>> No.3064095

>scripts are okay for DUMP right?
Can't imagine otherwise. Use named scripts though, so they won't clash with gameplay mods using numbered scripts.

>> No.3064118

Does that also apply to the latest 1.x release?

>> No.3064125

they added the nazi in team arena.

>> No.3064136

You know how in TF2 Scouts that dress obnoxiously or "hardcore" are usually a good sign of the player being a tryhard?

Was there a "try hard" character for Q3? Like, did certain types of players just gravitate to a certain character?

>> No.3064143

Do you even keep in the same music? I've heard DOOM's tracks way to many times.
I had no idea you made a better mod, can I play it?

>> No.3064147

Many people think Sarge is Blazkowicz (or at least an Allied soldier), and Q3:TA introduced a Nazi-like character.

>> No.3064152

>Note that while Boom itself doesn't support it (it was introduced by MBF), pretty much all Boom-derived ports do support it.

This is more thanks to PrBoom actually allowing sky transfers in the Boom complevels. This lead to the confusion that it was a boom feature, resulting in plenty of "boom compatible" mapsets using it.

PrBoom+, which aimed to make the complevels more engine accurate (excluding static limits), did disable them in the boom modes for a short time. But this was quickly reverted due to it being far too late for such a fix.

>> No.3064167

If there was its anarki.

>> No.3064172

Good players often went for a bitterman variation in my experience

>> No.3064197
File: 323 KB, 1920x1080, TP.png [View same] [iqdb] [saucenao] [google] [report]

And another question. I'm shit
Here's what I want todo and have set up. I want the player to press a button. That button teleports a bunch of enemies to the same room as him, specifically, on the pentagram. The logical option for this seems teleport group. This needs a group ID. I give the enemies all tag 25. I give the regions where I want them teleported tag 24.
In pic related, I'm confused a bit. And by a bit I mean, what does everything quite mean. I assume Target thing ID is where I want them to go, tag 24, but what is move source and source thing ID?

>> No.3064223

Teleport_Group moves all things with the group TID to the target TID thing, using their position relative to the source TID thing.

"Move Source" controls whether the source TID thing is teleported as well. It'll end up directly on top of the target.

>> No.3064226

teleport group isn't what you want for this I think, but you can see what everything means here, even if the names are a bit different

>> No.3064264

Thanks, and it also turned out I was missing something.
Teleport destination things

>> No.3064270

Quick question from a newbie to modding here, is there a mod which can pile all the official WADs e.g. doom, doom 2, final doom etc into one huge WAD so I play through the lot from start to finish?

>> No.3064276

>Use named scripts though, so they won't clash with gameplay mods using numbered scripts.
Don't. Zandronum 2.1.2 doesn't support them. Use short numbered scripts (1-49) instead.

>> No.3064320

oh, wasn't aware official zandybam doesn't have them. Sorry for the disinformation.

>> No.3064354

What are some good map wads for DoomRL?

>> No.3064374

Bones, because lol what's hitbox accuracy?

>> No.3064376

UAC ultra!

I think doomrl works well with shorter mapsets like that.

>> No.3064441

So anyone else love the soundtrack to ROTT?


>> No.3064454
File: 40 KB, 168x166, Mel.png [View same] [iqdb] [saucenao] [google] [report]

>Want to try out this Space Pirate mod I've heard about
>Download Alpha version, apparently latest update added a crossbow
>"Wow, this is nice! I can't wait for the next version."
>Last updated 05/06/14

>> No.3064464

>it is an all enemies are archviles level xD

fuck this shit.

>> No.3064467

what map were you playing? pl11? equinox 10? something else?

>> No.3064468

That one level in Going Down with the city of archviles is actually one of my favorite maps in the Wad. It constantly keeps you fed with invuln spheres and BFG shots, making it more a slightly challenging tour of a city of hell than a bullshit slog. Except for the parts in between where you have to fight the hordes of pain elementals.

>> No.3064470

It's synth-a-rific!

>> No.3064515
File: 457 KB, 1768x992, Screenshot_Doom_20160314_184442.png [View same] [iqdb] [saucenao] [google] [report]

The rough part of about 2/3rd of this level is done now. Built with udmf zdoom thingy whatever. Doom 2.

The looks are absolutely disgusting and bland, I've barely done anything for them yet, basically everything has the same/default textures. This is more a difficulty check.I think I might have gone a bit too much, especially since the room is supposed to close for the final level. (Haven't gotten around to doing scripts yet).

Also a few places have weird graphical glitches like pic related. Still, all feedback appreciated. This is Sentient Penis Driving Car 0.8

>> No.3064529
File: 3.00 MB, 320x240, Dark_and_Dreary_Final-608-1.webm [View same] [iqdb] [saucenao] [google] [report]


this is a boom format demo. the box with the plasma gun and the revenant in it did not open in doom2 format (ceilings with monsters stuck in them being able to raise is a boomism). however since this is a DUMP map i expect you don't care about vanilla or vanilla-with-removed-rendering-limits demo compatibility.

also i must note i recorded it with the map cheat turned on, and a large artificial boost to the lighting. trying to fight in cramped spaces in pitch darkness constantly bumping into walls and hanging bodies is not enjoyable and it seems to have got worse since the first version i played.

i skipped the revenant hall since previous attempts at the map suggested it wasn't worth trying to clear (a previous recording attempt died there with only two of the monsters down, it seems difficult to kill them quickly enough before too much damage is taken). then because i had abandoned trying to get 100% kills i also chose to skip the mancubus trap at the end.

sorry to say this map isn't to my tastes. but hopefully others will enjoy it.

>> No.3064530
File: 2.54 MB, 320x240, Dark_and_Dreary_Final-608-2.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3064541

So has anyone played Chex Quest?

Is it any good beyond the whole "Cereal box Doom" gimmick?

>> No.3064546
File: 265 KB, 1600x900, Screenshot_Doom_20160314_122049.png [View same] [iqdb] [saucenao] [google] [report]

Voss please, I don't need this right now.

>> No.3064554

Gr8 m8 i r8 (16/2)/8.

>> No.3064574

Does anyone know a good hosting site for a wad to download via searcher?

Everytime I host on Zandronum with my wad, my file hosting sites have "enter this code" stuff to prevent automatic downloads via wad browser.

>> No.3064610

Try out Trenchbroom if you want to do Quake maps, it's fantastic.

>> No.3064619

All of the really good players seems to use the roller derby chick with the annoying taunt.

>> No.3064630


The third episode of CQ3 has pretty varied and nice looking levels.

>> No.3064643
File: 16 KB, 170x131, 170px-Nintendo_Official_Seal.svg.png [View same] [iqdb] [saucenao] [google] [report]


noice. those traps still rustle my jimmies but the new secret is a nice touch. when can we expect a 32 megawad from you anon?

>> No.3064686

I just played Going Down for the first time, finished it today - on Armageddon in DRL/RPG - holy fuckballs was that level a nightmare.

However, I wasn't familiar with the level the first few attempts, so I got rekt. However, dat dere experience/money flow... Jeeesus.

Also is level 30 the end? Srs question.

Also also, DRPG/RL .wad suggestions? Thinking about starting a new marine. I'm totally not an addict.

>> No.3064705
File: 7 KB, 178x130, zombiemanishwider.png [View same] [iqdb] [saucenao] [google] [report]

Hey, at least Marty has more work done than my crap mod.

>> No.3064732

GD has the standard 30 levels + 2 secret levels.

>> No.3064746

Chain Mouldy to a desk in your basement and make him do a sequel?

>> No.3064752

I'd love to

Just curious, has anyone ever done >32 levels in a decent quality .wad?

>> No.3064840

Only tangentally related, but what's openarena like and does anyone play it? What does it offer that q3 doesn't and vice versa?

>> No.3064856


Anime titties.
It's pretty cool, barring the usual issues of free content.

>> No.3064861

>the pictured panel looks messed up in software mode

All transparent textures do, sadly, and I'm not sure how to fix it. Other than making a new version of the 'glass' and 'bar' textures that are cut down to size.

>in the corridor leading to the blue key there is a corner that looks like it has something in it, and could be activated somehow, but it responded to nothing
It was, er, supposed to activate just by pressing use on it. Huh.

Yeah, I agree. The shotgun was really hard to actually fit in there, though. I'll tweak it.

Thanks for trying it so many times. If it were myself in your shoes I'd probably have just been a jerk to me.

>> No.3064948

>anime titties
well I'm not a fan of either.
Is it "freedoom for quake 3" or does it have gameplay differences?

>> No.3064967

Is there an updated link for Quake floating around somewhere? The one in the So You Wanna Play Quake image is broken

>> No.3064971

I want D44M to be good but I just don't know right now judging from the things I have seen.

I'll probably end up buying it anyhow and hope for some good mods. Straight out of the box this game doesn't seem to be the game I wanted, like DooM 2 with current-gen graffix.

>> No.3064974

>like DooM 2 with current-gen graffix.
that would be terrible

>> No.3064982

it's not QUITE freedoom for quake 3, but it's a relatively close comparison

if anime boobs is somehow troublesome to you, though, definitely stay away

>> No.3065060

Honestly, if you expect a full remake with just fancier-new graphics, that´s just... a waste man. Like movie remakes, it´s not good, unless you actually pull a new spin on it. It has to be at least a re-imagining/update of some sort.

>> No.3065075
File: 352 KB, 775x1300, ca8e37ae88b35771f75ff0a0d5582885-d658zv7.jpg [View same] [iqdb] [saucenao] [google] [report]

Night Dive just put out a trailer for their System Shock remaster. It looks nice.

>> No.3065109

I've never played System Shock because it doesn't really look like my kinda thing, but this looks pretty good. Maybe I'll give it a shot.

I wonder if DOOM will ever get this remaster treatment.

>> No.3065117

This looks nice and true to the original.

>> No.3065118

>I wonder if DOOM will ever get this remaster treatment.
18+ years of source port development doesn't count?

>> No.3065125

I think he means a 1:1 remake of the game in a modern engine. Maybe change physics a bit, but even maps would be the same layout.

>> No.3065131

seeds of evil, rage wars, and shadow of oblivion getting this kind of remaster treatment. One can dream.

>> No.3065140

I'm talking about a full 3D remaster of the original, that MOSTLY keeps the gameplay intact.

I say mostly because I think we can do without the lack of free mouselook. Jumping I don't really care but I wouldn't mind if they added it in, provided they also changed the maps so you don't break them by jumping.

>> No.3065143
File: 12 KB, 356x376, 1343865647848.png [View same] [iqdb] [saucenao] [google] [report]

never seriously played doom before. I've probably played like 2 hours of it my whole life.

Convince me to play this game.
is it as dank as I've been told

>> No.3065154

Dude you can beat the first episode of Doom in less than an hour.

If you're not interested in it by then, it's probably not for you

>> No.3065164

hmm i'm not sure i can since it was only after i'd pistol-started every level in doom2 twice and rewritten all the weapons in dehacked that i realised it had taken over my life. two hours is nothing.

>> No.3065179

Not a fan of the odd looking "We made it just as blocky as the original but it's got shiny current-gen visuals and the walls are all super detailed" style, but at least they're putting effort into making a decent remake.

>> No.3065185

>What is GZDoom?

>> No.3065187
File: 308 KB, 1600x1200, 1457992472.png [View same] [iqdb] [saucenao] [google] [report]

how "dank" would you like

>> No.3065192

now that is dank

>> No.3065194

There's a mod that makes all the monsters and weapons 3D and doesn't look like shit?

>> No.3065202
File: 1.37 MB, 400x225, 1443052709390.gif [View same] [iqdb] [saucenao] [google] [report]

The first 8 levels of Doom 1 are classics and as anon above said, you can beat them in about an hour. If those don't win you over playing on hurt me plenty or ultraviolence, little else will.

As an alternative, you could try gameplay mods, linked in "so you want to play Doom" in the OP if vanilla doesn't hook you. Demonsteele and Doom Rouge-Like Arsenal/Doom RPG (these two in combination) are mods I recommend.

Oh you. That's a custom map set called Sunlust. Beautiful, but really damn hard, several orders of magnitude more difficult compared to ID's original games. I played it on HMP and died a lot at the end and I've been playing Doom mods on and off since 2014.

>> No.3065212

I never got why it mattered. I don't play BD as much as I used to, but it's still fun to play every once in awhile. I actually like the headshotting mechanics and the gore more than the fatalities or any of the other ridiculous stuff. It feels like it makes it a more satisfying shooter experience for me. I wish more mods would use locational damage, it definitely helps things feel different.

>> No.3065213


Can anyone help me?

>> No.3065220
File: 862 KB, 1920x1200, 1457992891.png [View same] [iqdb] [saucenao] [google] [report]

i don't actually know what "dank" means, so i thought i'd go with "impressive-looking screenshot"

this is from miasma, another recently-made map i just happened to have downloaded

>> No.3065226

i dunno. mixtape.moe?

>> No.3065228

Oh it's miasma? I've seen other screenshots of it, but haven't played through yet. Love Tourniquet's work too, but I've got a DUMP entry I'd like to finish. Looks like some of Sunlust's later levels though, with all the green.

>> No.3065236

How long does Miasma take to beat on the first run?
I'd love to tear through another challenging, beautiful looking .wad but I haven't got enough spare time to dedicate to something as long and as fucked up as Sunlust UV.

>> No.3065240


best-ever? also, check whatever sites doomsekes crawls and try uploading it there

>> No.3065241

i try that later

>> No.3065242

the first thing i posted is sunlust map25. the second thing is miasma. you'd be forgiven for getting them confused for obvious reasons

>> No.3065249

Okay /vr/

If you could make give any old FPS game a proper Remaster treatment, which one would it be and why?

>> No.3065254


Blood. The one true answer.

if you know about Blood, you will immediately know why.

>> No.3065264

it's not like sunlust, it's only one map, although a large and complex one that might take a while to solve fully. also it's beyond me on any respectable skill level. so it will likely take you a few hours to learn, maybe even some study in a map editor needed. but once i had sufficiently taken it apart i was able to max it on ITYTD in about 50 minutes. also, somebody on doomworld posted a UV max in 44 minutes.

>> No.3065267

Let it go anon, it's just not meant to be ...

>> No.3065269


>> No.3065275


i also try that

>> No.3065278

Good choice, though personally I'd go with Heretic.
There's just something I love about medieval Doom. Also a remake could fix the broken weapons.

>> No.3065280

blood is life
let's see you live without blood
yeah, thought so

>> No.3065281

cuz i want to engage in a nice fps magic slinging fight that isn't skyrim-tier shit.

>> No.3065283 [DELETED] 


an unsuccessful businessman is running for president

you don't get to tell me what's impossible to achieve in life

>> No.3065289

You know what's funny?

Atari has to die for Caleb to live again Oh the irony

>> No.3065293

Blood, so long as the original VA for Caleb returns. And we get an anthology on the cultist language.

>> No.3065294

shadow tower

>> No.3065298


There aren't enough fantasy FPS games.

Also I want a good weapon for my 7th slot, not that weird medieval plunger shit.

>> No.3065307

It looks pretty good, that atmosphere is excellent with effective sound design.
I just hope it won't become boring.
wtf was with the BWAAM sound effect at the end. That is so out of place for a horror game trailer.

>> No.3065379 [DELETED] 


Jesus, I wanna know what station you've achieved in life, sounds like you could fund a Blood reboot by your damn self.

Also, speaking of thread-relevant topics, Blood needs a proper remaster/source code release/reboot. It's just sad that it's forever locked away to rot.

Should email all the Atari execs with an explanation of what a "source code" is, why it's of tremendous value to the community, and of no value for future monetization, so they could leverage their ownership for goodwill points with the public without losing any profitability by giving it away. I imagine they're holding onto it because of ignorance, not greed, as there's nothing to be gained by withholding it.

>> No.3065382

When's the last time Atari even made anything?

>> No.3065384


This, apparently:


>> No.3065393 [DELETED] 

He said he's an unsuccessful businessman, not unsuccessful at making money.

His companies have failed over and over and went bankrupt many times. Therefore he is an unsuccessful businessman.

Trump made a large amount of money from his reality tv shows, which were ironically sold on the idea that he knew shit about how to conduct a business before they all went bust.

>> No.3065394

jesus christ, How far they've fallen.

>> No.3065401


thanks for running it again

i fixed the revenant issue and updated my download, i was shooting for vanilla compatibility and apparently bungled that sector in one of my additions

>> No.3065402

It's fun.

It's the quintessential FPS shooter, with the raw basic weapon types- Starter Gun, Shotgun, Fast Gun, etc.

Then it's got the basic types of enemies, too- just the right enemies to be used almost globally. You've got cannon fodder, slightly stronger cannon fodder, melee brawlers, etc etc.

But the thing is, this is the cliche 'quintessential shooter' boiled down to a goddamn art form. You don't have billions of monster types cluttering things up- instead you have about five or six in an encounter, and each is so visibly recognizable that you find yourself *automatically* prioritizing which needs to go down first. You find yourself dodging rockets and fireballs because as badass as Doomguy is, he can't take a bunch of rockets to the face.

Not to mention that for you, modern shooters are just 'hide in cover until health/shields regenerate' as opposed to needing to rush through the level, shooting enemies on the way, until you can scoop up a healthpack.

Not to mention that Doom as a game has been around for over twenty years- and the modding community is STILL alive, working on new engines for the game, working on new wads, new mappacks, new gameplay mods, new monster mods, new tiny tweaks, new everything. By this point you could play the right gameplay mod with the right mappack and have something extremely dank. You still have people discovering it, you still have people learning how to map goddamn TODAY, in 2016, for the Doom Upstart Mapping Project.

I personally played Doom off and on for my entire childhood, but I discovered the community back in '12, and rediscovered my love for the game by playing so many new mappacks and iwads and shit. So it's not like I'm a 40 year old man trying to cling to the only game he ever knew.

Doom is pretty amazing.

>> No.3065406

i vote for "steal the code, make our own source port & hang the consequences" because the obviously don't care at this point.

>> No.3065407
File: 57 KB, 690x496, 1435008457256.jpg [View same] [iqdb] [saucenao] [google] [report]

Jesus fucking Christ

So we don't get a source code for Blood, even though there's massive interest in that, but we do get a homo mobile game, which probably no one asked for.

>> No.3065415
File: 383 KB, 1440x900, Screenshot_Doom_20160314_172027.png [View same] [iqdb] [saucenao] [google] [report]

I have been working on this little map and tough id share the progress I have so far here


>> No.3065417
File: 84 KB, 466x492, 1455494256200.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3065428

>“As Atari’s first game developed in support of LGBTQ equality, Pridefest works to bridge the gap between this underserved community and the gaming industry,” said Chesnais. “While creating a fun, inclusive game members of the community and allies can enjoy was an important goal, we hope that Pridefest also serves as a platform for members of the LGBTQ community to connect in a safe, supportive atmosphere.”

casual whiteknights, i swear to god.

>> No.3065448

I disagree. Blood is great, and the only thing it 'needs' is a hardware renderer for high resolution/no y shearing and better controls. I think remasters should be reserved for games that didn't live up to their potential.

Like Terra Nova: Strike Force Centauri. Now that's a game that would be ridiculously awesome if given a modernization treatment.

>> No.3065452

im gay and reading that almost turned be straight
Holy fuck I hate that sort of pandering.

>> No.3065453

>y shearing

Is that when the world warps when you look up/down?

>> No.3065460

Yes. Or actually it /doesn't/ in ways that it /should/ if we're gonna be technical about it.

>> No.3065461

No that's just "We can't render 'up' yet"

>> No.3065465 [DELETED] 

from what I understand he doesn't lose money on most ventures, but when he does he abuses bankruptcy law to save money, It's a way to dodge debt, not him actually going bankrupt.

>> No.3065467

>system shock
>horror game
Fucking SS2 plebs.

>> No.3065468
File: 990 KB, 450x338, BFG 9000.gif [View same] [iqdb] [saucenao] [google] [report]

i'll gay you up again bb

>> No.3065480

Nothing to be ashamed about, it's perfectly natural for games of that age

>> No.3065484

Oh of course, it's just a funnier way of saying the technology just wasn't there yet. You could tell as soon as Carmack and his crew figured out true 3D verticality and being able to do shit like looking UP he would use it a lot. And boom, with Quake onwards, a lot of their levels have jumping up and going on various higher and lower levels, instead of just very "flat" areas with two to three stairwells and a couple elevators at most.

>> No.3065491

It had pretty strong horror themes, it just wasn't scary. Doom was a horror game too to some extent.
It was a matter of performance.

>> No.3065507

did you woosh or

>> No.3065528
File: 442 KB, 1920x1080, spdc.png [View same] [iqdb] [saucenao] [google] [report]

0.9 of Sentient Penis Driving Car

Left to do:
>Scripts (Which will among things add a trap to the baron room, fix shadow behind dropping pillars in computer room, close teleportal fight room so you can't walk out)
>Removing red key stuff and make killing Mancubi win condition
>Rework teleports
>Fix door wall unpegging/a few textures
>Bit more ammo perhaps

>> No.3065537


two attempts (one death), final time 10:09, total time 14:36. i guess i stepped on a banana skin.

no problems observed except the lifts by the archvile/backpack sometimes can get out of sync with each other and missing textures are briefly visible, but it's very minor. otherwise, good job. i also like the new secret / alternative route.

>> No.3065545

whispers of satan and speed of doom, both dual-author megawads, have more than 32 maps. i can't think of a solo-author megawad that does, though.

>> No.3065572
File: 353 KB, 1768x992, Screenshot_Doom_20160315_012919.png [View same] [iqdb] [saucenao] [google] [report]

>Fires a spread of three shots

>> No.3065575

i feel like this is probably a stupid question, but how the fuck do you convert weapons to modpacks as the technician in doomRLA? i

>> No.3065582

What mod?

Also I just had an idea. What if Doom 4 had secret levels that were just segments of Woflenstein The New Order levels, a la Doom 2 MAP31 and 32?

>> No.3065585

Where can I get the IWADS of versions < 1.9 ?

>> No.3065589


>> No.3065590

Legendoom is the mod.

>> No.3065592
File: 170 KB, 1280x720, 3_WJp.jpg [View same] [iqdb] [saucenao] [google] [report]

>Only three blades on the chainsaw

>> No.3065609

> What if Doom 4 had secret levels that were just segments of Woflenstein The New Order levels
Would be much cooler to have e1m1 as a secret map imho

>> No.3065616

Hey, I asked this before but someone mentioned being able to use the BFG spray independently of the BFG projectile. How? If I have to use another projectile to do it it's not really an option...

Quake might be cooler.

>> No.3065617

the short answer is that the sector properties on each side of the line need to be different to force a visplane split at the line so the middle texture has something to clip against instead of bleeding into the floor. this means you need to have different flats or heights or light levels. a light level difference of 1 is enough to cause a visplane split but is otherwise unnoticable.

>If it were myself in your shoes I'd probably have just been a jerk to me.
i like to think we're not like that here. i rather help you improve, than make you quit mapping. the more stuff gets made we can play, the better off we all are, right?

>> No.3065635

i think when you drop a weapon it gives you the option to salvage it instead. but you only get that option for assemblies or otherwise rare guns.

>> No.3065651

alright i feel stupid now

>> No.3065710
File: 187 KB, 624x420, 20140121-trent-x624-1390334475.jpg [View same] [iqdb] [saucenao] [google] [report]


>One of the things I've found in the dev archives for Quake 1, and that I wish I could release, is roughly 11 straight minutes of Trent making Quake Guy jumping and pain noises. Every few minutes you'll hear a noise that was actually used and it sticks out like a sore thumb, it's kind of weird.

>> No.3065731

Is there a source of this footage? I know it's not in the SA thread but I really wanna hear this now.

>> No.3065747
File: 34 KB, 600x800, B213qZhCYAAh_Em.jpg [View same] [iqdb] [saucenao] [google] [report]

Apparently not, it seems that the poster is a Quake Live developer and thus has access to iD's internal archives or something.

>> No.3065751
File: 9 KB, 320x268, 1451126884961.jpg [View same] [iqdb] [saucenao] [google] [report]

Anybuddy? Why put me on this path if it's not possible.

>> No.3065753

Yeah, sponge is a QL dev, and I think he might have worked on 4 too. Syncerror did both.

>> No.3065754
File: 2.90 MB, 1182x646, whatsgoingon.webm [View same] [iqdb] [saucenao] [google] [report]

Also, any obvious beginner shit things I did being pointed out is appreciated, as it's my first doom map. Insert pls play my level comment. Feedback/hate all appreciated.

Also, does anyone know what's going on in webm related? It's as if there's no wall, except only in certain angles? Map analysis gives no errors, and as far as I can tell there's no missing textures/gaps in any sectors or something.

>> No.3065758

Perhaps we could pester him to leak it and give us the fucking gibs DLC we were promised.

>> No.3065759


>> No.3065768

why this picture specifically? what the hell?

>> No.3065774


i ran into this problem too

you overwrote an existing sector with a new one and it dicked that area up

see what happens when you try deleting that area of the map

>> No.3065775


Seems to be a trend lately for mappers to hide their waifus in maps.

>> No.3065779

Looks like shit, visually.
Almost any time you pause the video, you can see that every single texture is pixellated to hell and back.

>> No.3065782
File: 34 KB, 473x527, 7ebe7463fab4fe78b1f76eaea30d27e604fad4fe.jpg [View same] [iqdb] [saucenao] [google] [report]

Well, every hard-working mapper needs a nice fap break eveyr now and then I guess

>> No.3065786
File: 1.65 MB, 800x3848, 1454876916817.png [View same] [iqdb] [saucenao] [google] [report]

So i tried to use this but the first link is broken, what do?

>> No.3065791
File: 111 KB, 865x390, makesectors.png [View same] [iqdb] [saucenao] [google] [report]

guys, just use this and click the sectors in the general area

>> No.3065795
File: 3.73 MB, 192x131, nwnXTzH.gif [View same] [iqdb] [saucenao] [google] [report]

That told me nothing new. It seems impossible to actually use it separately, and I just wanted to know if that was the case or if there were specific workarounds or examples.

>> No.3065797

What you'd do is make an invisible, intangible bfgball that doesn't actually hit anything, but floats in place before using the spray and vanishing.

That way it'd act the same as the BFG, but 'without' a projectile.

Why, what do you intend on doing with it?

>> No.3065807

I was looking to use it completely separately. But if that's impossible then I'll probably do exactly what you said. Though I'll keep the projectile visible, and just give it a shortened lifespan and take away it's collision.

>> No.3065820


>> No.3065830
File: 32 KB, 480x360, 1457839371436.jpg [View same] [iqdb] [saucenao] [google] [report]

why isn't there a chocolate blood yet?

>> No.3065835


Blame Atari.

>> No.3065837

Because the source code doesn't exist you fucking idiot

>> No.3065840

rebel moon series

>> No.3065841

jeez, just a question. if it offends you that much I wonder how you get through each day without having an anyuerism

>> No.3065842

well it exists but they guys who have it would risk getting sued if they leaked it

>> No.3065861

also it's aneurysm

>> No.3065864

stop bieng and dick

>> No.3065895
File: 292 KB, 1920x1080, Screenshot_Doom_20160315_102403.png [View same] [iqdb] [saucenao] [google] [report]

Is this the most useless/impractical weapon and effect combination ever?

>> No.3065898

they could easily leak it anonymously if they wanted to

>> No.3065903


Well, if the effect also applies to the tracers it might be handy. Though I doubt it does.

>> No.3065909


I just remembered how much damage the tracers do, never mind I'm retarded.

>> No.3065927
File: 452 KB, 1366x768, Screenshot_Doom_20160314_195837.png [View same] [iqdb] [saucenao] [google] [report]

I finished my submission for Knee Deep in /vr/

replaces e1m3 and contains a secret exit.

"Refinery 03"
boom compatible, tested in software mode
contains coop starts and full difficulty support


>> No.3065957
File: 599 KB, 1920x1080, BS_AOG 2016-03-14 23-20-55-534.jpg [View same] [iqdb] [saucenao] [google] [report]

>Someone made a sourceport for both Blake Stone games and I wasn't aware of it
My dick is diamonds right now.

>> No.3065961

ANd here I was thinking I heard of most obscure retro shooters.

The fuck is Blake Stone?

I mean I could Google it but I like hearing about things explained in layman's terms by anons.

>> No.3065970


From my understanding, it's literally Wolfenstein 3D but in a retro sci-fi setting.

>> No.3065972
File: 624 KB, 1920x1080, BS_AOG 2016-03-14 23-20-40-128.jpg [View same] [iqdb] [saucenao] [google] [report]

It's pretty much wolf3d in space but with a few fun twists. It also had textured ceilings and floors, which I remember being floored by at the time. It's a childhood favorite since I, for some reason, believed all the "that kids" at school that my 386 wouldn't run Doom or Duke. I always loved the art direction of BS and I think I'd love to make something with that color pallet.

>> No.3065983

Not really. It's quite a bit better than Wolfenstein. You can talk to scientists, use the loot you find to buy stuff, the first weapon is silent so you can sneak around to kill lower level monsters. Has some nice switch setups. It's actually pretty slick for what it is.

>> No.3065993
File: 70 KB, 640x765, bsps.jpg [View same] [iqdb] [saucenao] [google] [report]

Speaking of Blake Stone, who the fuck was that chick on the cover of Planet Strike? Rescuing outer space babes was the one thing these games were missing.

>> No.3066008
File: 2.23 MB, 960x540, BS_AOG 2016-03-14 23-42-30-491.webm [View same] [iqdb] [saucenao] [google] [report]

Turning the electric fences off and on to kill monsters never ceased to be funny to me.

>> No.3066012

Probably never ever. I haven't even made more than single level wads before.

>> No.3066018

Oh yeah. Gotta conserve that ammo.

>> No.3066035

I actually never thought to do that, wow. I always wondered why the fences could even be turned back on.

>> No.3066054
File: 2 KB, 64x64, High Energy Plasma Alien Generator.png [View same] [iqdb] [saucenao] [google] [report]

Okay yeah but this one wall texture is traumatizing.

>> No.3066062


Have you played Planet Strike, the sequel? It adds distance shading and a much more complex mission structure. The gameplay is actually meaningfully changed. There's this data cube you need to get, a fusion detonator you have to deliver to the energy core or w/e, it's rad.

>> No.3066063


It's a super cool FPS driving game, that's marred by some really questionable design decisions and partially bad gameplay, as well as bugs.
You can have a lot of fun with it, but trying to progress through the story missions can be an incredible chore.

>> No.3066065

I keep meaning to. I'll probably blast through it next week.

>> No.3066070
File: 1.29 MB, 557x605, Pacha of Hell.png [View same] [iqdb] [saucenao] [google] [report]

>tfw almost done my DUMP map

>> No.3066073

We can't even convince atari to turn on the goddamn servers for Test Drive Unlimited 2. I'm going to throw a party when they go out of business.

>> No.3066094

>It uses Unity engine
>Not Unreal engine
Kill it with fire.

>> No.3066098

Unreal Engine is even more of a meme engine thn Unity.

>> No.3066106

At least Unreal Engine functions about as well as you'd expect it to for the visuals it puts out. Unity would probably choke high-end systems on a straight up engine port of Doom 3.

>> No.3066108

>I've never played System Shock
Play it, or at least play SS2.

>near 1:1 Doom remaster in a modern engine
I have fantasies about this.

>> No.3066109

Unity is actually a really solid engine. It's got a lot of potential and behind competent developers lacks the optimization issues of cheaper titles. The issue is there's a fuckton of autists and nerds wh ojust use purchaseable assets and drop 'em around a map and use fucking 8k textures on models that do not have enough polygons to justify it and using ENB-tier shaders.

>> No.3066110

Unity is a horrible unoptimised mess with almost no customisability in terms of graphics and absolutely no mod support.
Unreal is very well optimised and highly customisable, as well as providing much better picture.

Doom Classic for Doom 3 fits the criteria it's not that bad, but still meh.

>> No.3066114 [DELETED] 

DESU I dont remember a single good game on Unity. Can you name a few?

>> No.3066118

DESU I dont remember a single good game on Unity. Can you name a few?

>> No.3066121

What the hell? Why this thing keeps replaceing "t b h" with weeb desu shit?

>> No.3066123


>> No.3066124

>Unity is a horrible unoptimised mess with almost no customisability in terms of graphics and absolutely no mod support.
>Can you name a few
>Kerbal Space Program
>Cities: Skylines
>Grow Home
>Pillars of Eternity uses a variant surprisingly
>Cuphead as well somehow
>Gang Beasts
>Mobius Final Fantasy
>Blues and Bullets (This game is actually really fucking good and has some amazing presentation)
>Ori and the Blind Forest
>The Forest
>Shadowrun Returns

>> No.3066127

desu desu

The wordfilter was added forever ago. Like, over a yaer.

>> No.3066132

Of all these only good ones are Kerbal, Ori and Shadowrun.

>> No.3066138

You haven't played Blues and Bullets and Cities: Skylines, obviously. Especially the former. Fucking amazing third person shooter with a lot of environmental changes. You can see it a lot in webm threads on /v/.

>> No.3066158

Haven't played Blues and Bullets, but I know that Cities: Skylines looks like a typical unity game. i.e everything looks like it was made out of clay and it has horrid performance

>> No.3066159

Cities: Skylines actually runs spectacularly for being a city-simulator. It's the SimCity we wanted but EA wouldn't provide.

But this isn't /vr/, so it's straying from the point.

>> No.3066163

Really? runs like shit on my 970

>> No.3066165

I'm using a 970 and it goes just fine for me.

>> No.3066192

Surprisingly sound card and motherboard, can be a reason for game not running well in Unity - that's the engine's problem and devs cant do anything about it. Also it stutters like hell if you use certain wireless USB modems and even some multimedia keyboards (15-20 fps with keyboard plugged in, 70-100 with it unplugged, no issue with any non-unity games, happens in all unity games except Ori and Shadowrun, as they use heavily modified version that has whatever causes this chopped out)

>> No.3066203

pls not Unity

>> No.3066206

Every Unity engine game that I've played that is supposed to be by a "Competent" developer (I don't even bother touching the ones that aren't) has run at a borderline unplayable framerate save for The Forest and Sattelite Reign, and looked like average games from 2008. Even Unreal's rare, lesser-performing title at least looks current gen. Like >>3066192 that doesn't sound like sort of issue any actually worthwhile commercial game engine would have.

>> No.3066215

Wasn't a year ago, but it has been a while desu senpai

>> No.3066219

He, its funny that there are editors at the wikia who don't realise Justice Infinity actually is Doomguy 2000.

>> No.3066224


>> No.3066230

Thanks, I animated that Cacodemon! I was surprised and honored to see it made the /vr/ Doom thread OP image.

http://keithstack.tumblr.com/ has some more stuff of mine if you're interested, though not much more relating to Doom.

>> No.3066248
File: 407 KB, 800x600, Screenshot_Doom_20160315_011856.png [View same] [iqdb] [saucenao] [google] [report]

alright so the shit am i supposed to do here

i've been running around in circles around this fucking box for literally forever with the red key and i've blasted through a fucktonne of monster waves and like 6 cyberdemons but the teleport won't lower or anything

>> No.3066251
File: 44 KB, 999x1079, MAP01_map.png [View same] [iqdb] [saucenao] [google] [report]

>doom 2
>hit the rocket launcher switch
>door doesn't open
Only ever happens on Ultra Violence, works fine on any other difficulty. Why is this happening?

>> No.3066257

that's not the rocket launcher switch

running over the light is

>> No.3066260

Switch has nothing to do with rocket launcher room. It opens the door to the outdoor area with the shotgun.

Rocket Launcher room is opened by running on to the light near the elevator.

>> No.3066267

Fuck, I'm dumb. Thanks guys.

>> No.3066369

>finally try Scourge of Armagon
>it's actually fun


>> No.3066379
File: 69 KB, 982x146, alt.png [View same] [iqdb] [saucenao] [google] [report]

>fancy different HUD
>red nades are listed as on Alt instead of a number


>> No.3066412


map's MAP04: eternal twilight from PSX the forgotten chapter btw

>> No.3066418
File: 42 KB, 425x960, PTSD pup.jpg [View same] [iqdb] [saucenao] [google] [report]

>finish Doom II finally
>let's go ahead and try TNT
>first level
>that wasn't so bad
>mfw 11 maps in

>> No.3066428

just wait till you try Plutionia

>> No.3066434
File: 70 KB, 247x200, wereallgonnadie.png [View same] [iqdb] [saucenao] [google] [report]

I'm looking forward to it

>> No.3066435

map 11 is the crate maze that is fed by two huge monster teleporters right? that gave you ptsd?

>> No.3066436


The only levels I remember enjoying in the whole thing were the last three ones and even then the complete lack of a grenade launcher in the third episode hampered my enjoyment. HIP2M3 is also pretty good but I dislike the beginning.


>round particles

Try r_particles 2 and see if you like it better.

>> No.3066437

I didn't even finish Evilution for some reason. Think I just got bored of all the bullshit it started throwing at you later on.

Maybe I'll give it a shot again on ITYTD

>> No.3066442

I already changed to square particles, that was me fucking about with various engines to see which ran it well.

Spoiler: Dorkplaces fucks everything up as usual despite claiming full support, so it's back to 'spasm and its weird mouse control for me.

>> No.3066445

sadly lowering the skill level does not prevent tedium

>> No.3066447

But TNT isn't even that hard

>> No.3066448
File: 95 KB, 1000x1000, 1351280075009.jpg [View same] [iqdb] [saucenao] [google] [report]

This is my first time trying TNT and Plutonia
Everything is ambushes
Nothing is safe
I can still hear the screams of Barons and Revenants as I type this in the silence

>> No.3066451

Maybe, but it just got annoying how many ambushes in the game there were.

>> No.3066457

Also I forgot to mention the music is surprisingly good, so that's cool, as is the buttloads of ammo I'm getting which is nice after playing through Arcane Dimensions and its ammo stingyness.

>> No.3066458


Fuck those things forever.

>> No.3066464
File: 319 KB, 1477x2137, final_doom_ad_poster.jpg [View same] [iqdb] [saucenao] [google] [report]

Map 11 is my favorite in TNT, cool theme and intense fighting in a dark warehouse.

It's one of the maps in the set that really portrays the feel and atmosphere in the best way, at least in my opinion.

>> No.3066469
File: 1.06 MB, 1920x1080, quakespasm-sdl2 2016-03-15 05-58-34-31.png [View same] [iqdb] [saucenao] [google] [report]

This is some Black Mesa looking shit.

>> No.3066470


Wait until you see the portal at the end of the episode

>> No.3066478

i guess you are trying to play the IWADs in order before moving on to PWADs? when i acquired the Final Doom IWADs i had already beaten lots of PWADs, so i was used to that kind of thing.

>> No.3066479

At this rate I'm never gonna make it that far, who thought making wonky-ass bouncy rock things was a good fucking idea like that? Trying to find a way through without losing my entire goddamn red armor and megahealth but FUCK.

>> No.3066486

I've been doing both, trying out PWADs as I see 'em posted here. DUMP stuff, Miasma, a couple of speedmaps. I'm pretty new to /doom/ and Doom in general

>> No.3066495

zdoom 2.8.1 first attempt demo for this. it doesn't finish.


- several doortracks do not have the correct textures, they still appear to have a default texture, not matching the surrounding marble.

- the console that lowers the four pillars can be pressed multiple times, which causes the pillars' contents to be lowered into invisible pits in the floor.

- secret areas such as the chaingun and backpack aren't marked as secrets.

- i could not find a red key anywhere, so i quit at 84/88 monsters.

finally now i like early nineties style maps but be warned a lot of idiots in the wider community will flame you for making such a primitive looking level.

>> No.3066496


Aside from a few minor rough edges, scourge of armagon has some GOAT tier maps. Savor the flavor amigo

>> No.3066504
File: 742 KB, 1920x1080, quakespasm-sdl2 2016-03-15 05-44-11-51.png [View same] [iqdb] [saucenao] [google] [report]

turns out it was the end of the level anyway OOPS

Yeah, the general feeling I'm getting is there's rough stuff here and there, but tons of really cool little touches that make up for it with the various creative environmental hazards and cosmetic details (like a moving floor indicator for an elevator- fucking genius).

>> No.3066527
File: 3.00 MB, 320x240, Train-fda.webm [View same] [iqdb] [saucenao] [google] [report]

boom-format first attempt demo, obviously doesn't finish because there's no exit


it's pretty similar to other train maps (e.g. tvr map01, epic map04) but it works. not sure what the consequences of falling on the track would be, don't know if you would be stuck or just hilariously able to run fast enough to get back on somehow, but i managed to mostly avoid falling off so the issue never arose.

(note to idiot self: you forgot you had a plasma gun when those ambushes went off, didn't you?)

>> No.3066531

Pretty rad. Good use of textures

>> No.3066535
File: 508 KB, 1280x720, Screenshot_Doom_20160315_054858.png [View same] [iqdb] [saucenao] [google] [report]

DUMP map finished.

Fucking finally.
Was worried I wouldn't make it, and had no ideas about what the final area should be.

>> No.3066538

your lack of anisotropic filtering and mipmapping hurts me

>> No.3066541

Falling off the train just sends you back towards the start of the map, that's why there's nothing behind the spawn area, so you can step back on. The back wall of the spawn area is a pain sector, though. I couldn't run fast enough with SR-40, I don't know if you could cheat with SR-50.

>> No.3066551

>I don't know if you could cheat with SR-50.
heh. no, it seems not. even with strafe50 i still slide backwards very slowly.

>> No.3066554

What do those mean/do?

>> No.3066556

good job, anon

i should put the finishing touches on mine, only a day left

>> No.3066559

>lack of filtering

So no problem here, then.

>> No.3066562
File: 988 KB, 500x400, 1428183496063.gif [View same] [iqdb] [saucenao] [google] [report]

>Wait until you see the portal at the end of the episode

>reach end of map
>big spinny thing
>hey that's neat
>go through slipgate
>my fucking face when

>0/3 secrets

>> No.3066565 [DELETED] 

so you got ptsd from a twenty year old TNT map but not from a state-of-the-art cacoward-bait choreographed slaughterfest? that's an indictment of modern mapping if i heard one

>> No.3066568

Alternatively, you're taking a joke too seriously.

>> No.3066570

The slaughtermap was well lit and wasn't spawning shit behind my back every time I opened a door or touched a pickup

Also this

>> No.3066572

i guess you're right. sorry everyone.

>> No.3066575


Not all filtering is bad. Load a map with large open spaces and compare the difference between no texture filtering and mipmap filtering + AF x16

>> No.3066576
File: 1.80 MB, 1680x3150, aniso.jpg [View same] [iqdb] [saucenao] [google] [report]

>not knowing what anisotropic is

are you a baddie


>> No.3066578

the different faces of Doom:

First of all:
How do I get these glowing bullet-holes only?

>> No.3066580
File: 264 KB, 611x500, 1334119657261.png [View same] [iqdb] [saucenao] [google] [report]

>using filters of any sort

>> No.3066581
File: 78 KB, 500x398, 1457484850585.jpg [View same] [iqdb] [saucenao] [google] [report]

found this in a reddit:

"Until I find all the links, I just wanted to leave collection / impression how far you can mod Doom to your preferences. So, here are my discoveries so far (most of them tested):

Play as Revenant: https://www.youtube.com/watch?v=0EozWfjyBxA

Give Doom some Holiday-feeling: https://www.youtube.com/watch?v=cpROwnqlYEo

Make Doom a Horror-Game https://www.youtube.com/watch?v=rXtv3DnwTag

Make Doom scary again https://www.youtube.com/watch?v=rah7eBEaQyc

Doom as kickass and hellish difficult fun https://www.youtube.com/watch?v=GwY8TGflBSk

Mario Doom https://www.youtube.com/watch?v=Yqhdsi2IdBU

Doom Mario Conversion: https://www.youtube.com/watch?v=_cNpdQNhrs4

Christmas Doom https://www.youtube.com/watch?v=i2zlPXz-x5E

new Doom Campaigns https://www.youtube.com/watch?v=UhA26r-urHQ

have fun!"

>> No.3066584

literally 2/3 of those are brutal doom/project brutality

>> No.3066589
File: 1.94 MB, 1600x2700, Screenshot_Doom_20160315_150239_.png [View same] [iqdb] [saucenao] [google] [report]

Anisotropic filtering reduces the flicker and distorton on far-away textures. Do not mistake for Bi/Trilinear filtering that makes those textres blurry - Anisotropic filtering does not.
Mipmaping reduces resolution of the textures the farther they are from the player, reducing the load on CPU, RAM and pixel flicker from distant textures being too crisp.

Look at picrelated for illustration.

>> No.3066593

top looks the best

>> No.3066595


The problem it has becomes very evident when the game is in motion

>> No.3066598

If you enjoy constant ugly pixel flicker on anything that's more than 20 meters from you, then yea, sure.

>> No.3066604

>fence disappears and the lampposts become birds

>> No.3066605

I know I do.

>> No.3066609
File: 344 KB, 1280x720, Screenshot_Doom_20160315_152439.png [View same] [iqdb] [saucenao] [google] [report]

At lower resolution they become birds no matter what you do, filter or no filter. Blame Mark - it's his starter pack.

>> No.3066619
File: 150 KB, 500x700, 5676780.jpg [View same] [iqdb] [saucenao] [google] [report]

you are saying this like its a bad thing.

>> No.3066624
File: 213 KB, 200x200, doomguy.gif [View same] [iqdb] [saucenao] [google] [report]

>open UDMF map accidentally in Doom format
>too late to go back
>convert back to UDMF
>removes all linedef definitions
>hundreds of linedef errors
>the fucking error check doesn't have "do this to next 500 issues" or anything
Who designed this shit?

>> No.3066628 [DELETED] 

And thne you wonder when did /vr/ become cancerous

>> No.3066634
File: 100 KB, 400x400, rads.jpg [View same] [iqdb] [saucenao] [google] [report]

Whipped up a Radiation actor you can drop into a map to give Geiger counter readings and cause damage if you get close enough. Its here in a .wad file with the sounds, decorate and SNDINFO:

(pastebin because 4chan doesn't like filedropper)

I'm going to make a "warmspot" and a "hotspot" too that do much more damage, cover a larger area and register higher on the Geiger counter, but this was just the test actor. Seems to be working pretty well!

Combine this with some strife-like NPC dialogues and quests, and we've got a S.T.A.L.K.E.R. mod in no time!

>> No.3066638

it used to be if you split a url across two lines it would work and you can still select and choose open in new tab. let's try it.


>> No.3066646

Does it "increase the readings" depending on proximity?

>> No.3066648

You can't make huge mistakes like that and blame the tool you used anon.

>> No.3066649

What map is this?

>> No.3066652

hellonearthstarterpack, around 12-14

>> No.3066654

yes. If you get within 1000 units, you hear low Geiger readings. If you get within 500 units, you hear medium Geiger reading and start taking damage, as well as some poison damage which lasts after you've left the area.

The obituary is always "%o received a fatal dose of radiation" whether you die from the radiation damage (which is a melee attack) or the poison.

The warmspot and Hotspot actors will make use of the High Geiger readings, and the Extreme Geiger readings, as well as dealing more damage when you're closer.

Warmspot will be something like:
within 1500 units: Low Geiger readings
within 1000 units: med readings, low damage
within 500 units: high readings, medium damage

and hotspot will be:
within 1500 units: Low Geiger readings
within 1200 units: med readings, low damage
within 850 units: high readings, medium damage
within 500 units: Extreme readings, high damage.

>> No.3066656
File: 135 KB, 550x550, 1436558314619.jpg [View same] [iqdb] [saucenao] [google] [report]

go back to your CRT-monitor, mechanical mouse, and 3,5 Disks then.

Happy stuck-ups like you are the minority in the Doom-scene.

>> No.3066660

dad, this bait is molding

>> No.3066665

Doom scene is Doom modders.
Mark is a single modder and a mediocre one at that, and the fans his creation spawned did more harm than good to the scene.

Also the only time people complained about violence in BD is when mark decided to use croped out images of real gore from war, terrorist bombing and violent accident photos.

People usually complain about how much shit his inept coding breaks to achieve the goal.

>> No.3066669

yeah, it's this guy again, let's ignore him

>> No.3066672
File: 111 KB, 1920x1050, 3 hours.png [View same] [iqdb] [saucenao] [google] [report]

Three hours of progress.

>> No.3066675


>> No.3066676

>>3066589 "you must turn on this cool thing immediately!"
>>3066604 "but it's clearly broken"
>>3066609 "that's the mapper's fault!"

i think i'll stick with software mode, at least all its warts are familiar.

>> No.3066681

And you'll get exactly same wart with a different flavour, as well as an extra dozen of others. Your point?

>> No.3066687

>Your point?
to show the fallaciousness of the attempt -- the super cool thing having been shown to be not so super cool after all -- to shift the blame onto something else.

>> No.3066692

exactly how I feel. I wanna make maps, I just don't know what to make.

>> No.3066693

it makes the game not a flickery mess at long distances

I think that's worth it

>> No.3066695

Draw things on graph paper. Just draw random shapes and fill them in in the map maker. Make things based on other things. Make a waifu-shaped map. Make a dog-shaped map. Make a vagina map. Make a penis map. Make a map that spells something out. Make a map that spells one thing but when you find the secrets it spells something else. Make a map based on an artwork. Make a map based on your face.

>> No.3066705

Are you sure about that player spawn placement? Seems pretty shit to me. Try starting over

>> No.3066706

How many of those things are mutually exclusive?

>> No.3066708

take the idea of a map you already like but you think is flawed in some way and make your own improved version

>> No.3066713

make a small techbase or something. there are thousands of examples to get ideas from. don't try to be original, you are not going to create a whole new mapping fashion paradigm on the first attempt. don't think everything has to be perfect first time either.

>> No.3066717

None. Draw a random shape on graph paper. Make something that resembles an artwork out of that. Next up, make your waifu-shaped dong fuck a dog-vagina. There, a map.

Do it anon

>> No.3066718

Make a map highlighting your favourite doom weapon.

>> No.3066738

>want to try modding quake instead of doom
>documentation might as well be unicorns and no one can decide what tools to use

jesus christ this is awful

>> No.3066740 [DELETED] 

doom babbies

>> No.3066742

Our /trash/ thread is back


>> No.3066746

there is a quints post
>nobody goes apeshit
I love this place

>> No.3066748
File: 1.35 MB, 1680x1050, Screenshot_Doom_20160315_081324.png [View same] [iqdb] [saucenao] [google] [report]

am i aesthetic yet

>> No.3066749

The yellow pieces feel out of place to me, put in some fitting decoration actors too.

>> No.3066751

that looks good, is it boom compatible?

>> No.3066754

yeah it is, and it turns out I was testing with complevel 8 as my default, so it should be good for 9

b-but muh AESTHETIC

(this sounds like an invitation to add green pillars fucking everywhere)

>> No.3066756

I said some, that isn't an acronym for SPAM ON MAP EGREGIOUSLY

>> No.3066757


>> No.3066768

Trenchbroom and Jackhammer are the most commonly used editors.

>> No.3066774

yeah i got trenchbroom and the various compiling tools set up somehow

just there's no real guides for anything it seems and no way to get answers to questions like "are all those detailed things you see in maps actually made out of really small brushes, or are they actual models?"

>> No.3066780

Hey, just letting you know, the first pastebin link in "OUR WADS,"
The first link in that pastebin, "Collections, Top 100 wads of all time, oh shit that's a lot of wads," THAT pastebin link leads to an anonfiles link, which gives me a 404 message.

Broken link, just letting you know.

Also, FUCK 4chan's spam filter.

>> No.3066793

I see what you mean. Have been meaning to get into Quake mapping myself but it is a bit intimidating.

There're a few people who do mapping streams on Twitch and it's cool to see their processes. You could probably get a few question answered there if you're interested in watching/chatting that sort of thing.

>> No.3066802

What's wrong with the one that's already there?

>> No.3066804

Oh hey I don't know how cross-board linking works.

>> No.3066812
File: 1.29 MB, 1680x1050, Screenshot_Doom_20160315_084714.png [View same] [iqdb] [saucenao] [google] [report]


I like the yellow

>> No.3066824

yeah it needs a triple chevron for some reason.

>> No.3066835

>"They're waiting for you, Gordon. In the Slipgate Compleeeeeeeeexxxxx.

>> No.3066839
File: 339 KB, 1920x1080, pachaguy.png [View same] [iqdb] [saucenao] [google] [report]

Rough sketch, but is this okay?

>> No.3066840

Does anyone know of any kind of weird, miscellaneous reason why a door may not work? I worked on this one problem for a long time yesterday but couldn't figure it out and gave up on it. Sorry I'm still new at this, this is only my third map I'm working on.

>> No.3066850

What's this about?

>> No.3066858

what program is that? (asking about versions and shit)

>> No.3066859

Paint Tool SAI 1.10

>> No.3066860


>> No.3066864

A tar archive inside an image and instructions for extracting them

>> No.3066878

i'll have to look them up some time

i'm used to a lack of official documentation (read: Source mapping with Hammer and the utterly pathetic Valve documentation) and ironically, familiar with the BSP system and how brush based mapping works, but the general rule with goldsrc/source is to always go for actual models for detail props and objects- which is confusing to me given its quake engine heritage, where apparently the better thing to do in id tech is to use small brushes for everything and specifically aligned textures?

I think it might be a matter of me being too used to a newer, yet similar, engine, and overthinking the process in general, but I dunno.

>> No.3066921
File: 30 KB, 609x610, 1000x1000.jpg [View same] [iqdb] [saucenao] [google] [report]

> elevator descends
> baron of hell in the fucking face

every fucking time ;)

>> No.3066928
File: 254 KB, 577x2441, doomguy-conspires.jpg [View same] [iqdb] [saucenao] [google] [report]

Is there an archive somewhere of these silly MS Paint Doom comics?

>> No.3066965


Also "LearningLoopingLayouts.wad" has a broken link.

>> No.3066972

You're welcome!

>> No.3066973

this one is broken too.

>> No.3067010


Yeah, sorry, the bottom two look pretty fucking awful, to be quite honest.

>> No.3067017


Yeah, Faraz Parsa's website. Doombro's pretty cool.

>> No.3067020

is also broken.
I also can't get the dropbox links to download, but that might be a problem on my end, not sure.

>> No.3067024

here ya go

>> No.3067025

Is that the B-Stone source port?

How do I get that to work? Just downloaded it, no exe, don't know what to do.

>> No.3067041

hey, thanks!

>> No.3067058
File: 368 KB, 1920x1080, Screenshot_Doom_20160315_183015.png [View same] [iqdb] [saucenao] [google] [report]

This breaks Zdoom's leafing.

>> No.3067063

11/10 detail

>> No.3067068


>> No.3067085

Thanks anon. Especially the console pillar thing. Your gameplay also made me rethink some pacing parts. Since I'm sadly not at my pc I won't be able to finish it in time for DUMP but I'll finish it by the weekend.

>> No.3067091
File: 4 KB, 124x125, 1450392124243s.jpg [View same] [iqdb] [saucenao] [google] [report]

>that image
holy shit nigger are you even trying

>> No.3067109
File: 1.86 MB, 1920x2160, snafu.jpg [View same] [iqdb] [saucenao] [google] [report]

Probably doesn't apply to Doom, but in Source the visibility optimization is calculated with visleafs, volumes that check where the player is and what other leafs are visible from it. Meaning you get some fucking annoying visibility glitching around that place.

>> No.3067123

Anyone use/know of any good DooM ringtones? Tried googling but didn't come up with much.

>> No.3067125

Just rip Into Sandy's City off of youtube

>> No.3067129

I have this as my ringtone

>> No.3067134

>Not deep in the code

A ringtone is supposed to catch your attention and drone.

>> No.3067137

Eh, that one doesn't really get me as pumped as Hiding the Secrets does.

Though I'm considering using something from Rise of the Triad.

>> No.3067138

Yet you reply anyway, yet you acknowledge its existence, its funny how fishposters will jump on the bait even if nobody else is giving a fuck about it

>> No.3067143


This one might work

>> No.3067152

oh boy I love the new soundtrack

>> No.3067178

Why is Rise of the Triad 2013 so unfun?

I mean on the surface it's got most of what I'm looking for in FPS games - fast speed, awesome weapons, huge maps and lots of humor.

But I'm just not really having as much fun as I thought I would be.

The platforming puzzles that crash the game certainly aren't helping.

>> No.3067187

It's not the game for you if you don't love hitscanners with dead on accuracy.

>> No.3067196

Nah man, I love getting shot from the other side of the room as soon as I enter.

I also love enemies that blend with the environment so I don't immediately see them.

>> No.3067201
File: 5 KB, 210x240, 1369014729573.jpg [View same] [iqdb] [saucenao] [google] [report]

>only one day left for DUMP mapping
>I have no clue what the next area in my map should be

time for despair

>> No.3067210

The exit

>> No.3067224

I liked it

>> No.3067279
File: 365 KB, 1920x1080, Screenshot_Doom_20160315_211702.png [View same] [iqdb] [saucenao] [google] [report]

Eh, I was planning doing for Dump as well. I now have 3 started maps. I have a bad habit of getting stuck in detailing random shit instead of going for the overall structure and then detailing.

I fucking miss being NEET, this business about getting a degree and shit really messes up my schedules.

>> No.3067303 [DELETED] 

>declaring bankruptcy is bad

L O L it's a way to get out of paying debts.

>> No.3067309
File: 49 KB, 640x400, den19d.jpg [View same] [iqdb] [saucenao] [google] [report]

how do I open a coop-game with friends only?

Using Doomseeker and Zandronum, but nothing seems to work.

>> No.3067338
File: 303 KB, 1440x900, Screenshot_Doom_20160315_164617.png [View same] [iqdb] [saucenao] [google] [report]

Added a new section to the train


>> No.3067341


>> No.3067342

What are you playing Anon, Toilet Tosser 9?

>> No.3067345
File: 830 KB, 1680x1050, Screenshot_Doom_20160315_140043.png [View same] [iqdb] [saucenao] [google] [report]

I have been working on this since march 9th and it's almost fucking done

I can taste the victory

I can smell the victory

>> No.3067350

Do what I do, just make one cool looking area, and then gradually add shit to it.

>> No.3067354

They're always brushes dude. Almost no one uses models for Quake or any other 3d game mod.

>> No.3067357

You guys want to see an unfinished Quake map I started on a while ago?

>> No.3067390

>Three Maps
>"here's three levels for doom 2"
also dead.

>> No.3067427

there should be an EXE or else you did something wrong. You just drop the exe in your dos blake stone folder and run the exe.

>> No.3067436
File: 599 KB, 1440x900, UACFUA.png [View same] [iqdb] [saucenao] [google] [report]


My DUMP map is nearing completion! I added an entire new area, made the secret areas into labelled secrets, tweaked a few things... And wrote some real ACS for once.

>The UAC Fucked Up Yet Again

A few things I'd like to know are what people think about the layout, architecture, texture choices... Oh, and what do you think of the way the map keeps returning to one area through different entrances/exits?

>> No.3067465

I think the textures are too bright and white washed. Personally, I'd like a little less white tiles and more metallic gray textures.

>> No.3067481


>> No.3067486

>Oh, and what do you think of the way the map keeps returning to one area through different entrances/exits?
this shit is my jam

>> No.3067496 [SPOILER] 
File: 69 KB, 640x480, 1458075636739.png [View same] [iqdb] [saucenao] [google] [report]


i think there's a few secrets still unmarked. otherwise it seems fine. loved the new teleporter effect and ending.

screenshot: can you believe i died to the last monster. ugh. if i weren't gimped by zdoom controls i would've won easily.

i agree its kind of bright but it fits the sterile lab and bright harsh flourescent lighting impression he's going for.

agreed, it's cool.

>> No.3067497

>finally get rid of Quakespasm's weird mouse issues by running the quakespasm-sdl exe instead of the standard one

I have no idea what the difference is other than sometimes my video config doesn't save and the options lists 24-bit color instead of 32 with no visual difference. Help.

That's kind of what I figured. Guess I'll have to re-learn myself and get out of the Source style 'use brushes for map blockout, then replace brushes with models as you finalize it' method. Hard part is gonna be making everything look uniform, no higher res (due to smaller scale) textures popping out and being ugly.

It's surprising there's so little in the way of big Quake mapmaking stuff- I get Doom and other 2.5d engines are inherently easier to work with due to their limitations, but there's so much more you can do with a full 3d environment. IMO the Quake engine would be the best goddamn engine ever if GoldSRC wasn't so similar with a few important additions (decals, easy texture transparency, and +use to name a few).

Not that anon but I do, always interested in Quake stuff.

>> No.3067508

>complains about fishposters not ignoring bait
>only person that doesn't ignore the fishpost

>> No.3067526
File: 366 KB, 1920x1080, Survivor's BFG9000.png [View same] [iqdb] [saucenao] [google] [report]

Post what you're playing at the moment /doom/.
>Legendoom+Colorful Hell
I just snagged this beauty off of a purple machinegunner.

>> No.3067532
File: 2.71 MB, 1280x768, WOOOW.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3067540

I considered changing it (Mostly since everybody in the world agrees with you) but I decided I'd stand by it because the map is mostly set in a sterile, bright lab, that the whitewashed panels in certain rooms suit that concept and theme best.

Ouch. I'd actually thrown in some teleporters and those hallways around the 'arena' so that you could evade the rockets easier. It's cramped enough to make a difficult fight, though, which is what I was hoping for.

>> No.3067550
File: 399 KB, 1366x768, Screenshot_Doom_20160314_221455.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3067558
File: 48 KB, 381x198, comp.jpg [View same] [iqdb] [saucenao] [google] [report]

>trying to figure out what the conversion rate is between quake engine map units and any sort of actual unit of measurement
>no matter what I type into google, every single result is about actual earthquakes and their epicenters on various geographical maps

>> No.3067567

The original Quake's units of measurements don't actually go by any measuring standards akin to Doom.

Full answer's here http://www.katsbits.com/smforum/index.php?topic=622.0

>> No.3067569

Doom: 1 unit = 1 inch
Quake: 1 unit = 1 feet (Yes, the Ranger is about 8 feet tall)

>> No.3067570
File: 613 KB, 295x221, rmdSx.gif [View same] [iqdb] [saucenao] [google] [report]

>Hell Revealed MAP18
That's it, I'm done. Fuck this wad.

>> No.3067572

Pretty good. I like the friendly marines and integration of jumping/crouching. The teleport effect is cool too. I'm making a DUMP map myself right now and am targeting vanilla compatibility to save time, so seeing more zdoomisms is a breath of fresh air.

I'd cut down the length of the water section. The areas with lost souls aren't very interesting. Get me to where I need to go. I'd also replace the arachnotron at the end with an archvile. The area seems tailor-made for it but you held back. Why? Because you put one right after? Switch the one on the return trip that shows up with the AAAAAA with a pain elemental. The player's outfitted well enough by that point to cope with one.

Giving the shotgun sooner would be great too. I had to punch one or two enemies before I found the pack of sergeants you left. What I've done on my map is position a dead marine a few paces from the player with a shotgun by his corpse. Simple but elegant imo. It'd help with the rather slow start.

But you haven't even played Postmortem yet!

>> No.3067576

just skip it, they're all meant to be played from pistol starts anyway

>> No.3067580

>But you haven't even played Postmortem yet!
I assume that's one of the later maps? I dunno, I might go back to HR someday, but I'm fed up with it abusing the fuck out of Arch-Viles, and now I'm up against many enemies that respawn after taking care of a part of the map, with their respawn point being in the way of progress and not enough ammo for the BFG to deal with all of them quickly enough without dying.

>> No.3067582

ITYM "legitimate use of zdoom features". zdoomisms are bugs.

>> No.3067584

Yeah. I liked the features, so that counts as misuse. I also like the texturing. Some's really bright, some's really dark. It's a good mixture. You even have the hell section at the end.

>> No.3067593

>I liked the features, so that counts as misuse.


>> No.3067598
File: 2.36 MB, 320x240, NOPE.webm [View same] [iqdb] [saucenao] [google] [report]

yeah, it is map24, and probably the most famously hard map in HR. i've only ever got through it via gratuitous savegame use (or cheating, obviously).

>> No.3067603
File: 202 KB, 1440x900, Archvile Encounter.png [View same] [iqdb] [saucenao] [google] [report]

I redid the arachnotron encounter and replaced him with an archvile!

An archvile and a bunch of other monsters with a script that auto-kills them, resulting in the perfect arena for this guy.

>> No.3067604

oh fishsticks!

>> No.3067605
File: 190 KB, 621x491, 1407950924023.png [View same] [iqdb] [saucenao] [google] [report]

Tfw getting better, I used to think Sunder was impossible and now it felt manageable, can finally finish many of the maps without saving. Playing hard wads feels like twisting my nipples, eventually it starts to feel enjoyable. But Chillax is still a pretty difficult one.

>> No.3067609

How do you break the save habit. I always save several times a level, even if I know I can make it without doing so.

>> No.3067616

What does a megasphere taste like?

>> No.3067624

>can finally finish many of the maps without saving
on what skill level?

>> No.3067643


is this vaporwave doom?

>> No.3067647

I just don't, ever since I stopped doing that I started sitting on the edge of my seat the whole level. Makes the game more exciting too.

>> No.3067650

I couldnt find it so I thought it was dead

>> No.3067653

the lamentation of the damned

and chocolate

>> No.3067654
File: 441 KB, 1280x720, spasm0000.jpg [View same] [iqdb] [saucenao] [google] [report]

Here's that Quake map I promised. It's more of a stupid little playground that I guess I was in the middle of expanding last time I touched it (hence the sky all around the map). I was trying to put a custom sunset sky in, but I apparently gave up.


I think all you need is the BSP file to play it, right? Anyway, see if you can find all the seeeecreeeeets.

>> No.3067656

Also it gets easier, because after all those restarts, you get to know the levels really well.

>> No.3067659

Probably tastes like milkshakes

>> No.3067665
File: 247 KB, 374x408, good.png [View same] [iqdb] [saucenao] [google] [report]

That's good!

>> No.3067667
File: 32 KB, 591x275, 1457307960412.png [View same] [iqdb] [saucenao] [google] [report]



>> No.3067697
File: 2.80 MB, 320x240, Train2-fda.webm [View same] [iqdb] [saucenao] [google] [report]

boom demo:

new part's a bit repetitive.

>> No.3067703
File: 1.71 MB, 720x450, 1456640344397.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3067705
File: 427 KB, 1920x1080, quakespasm-sdl2 2016-03-15 17-56-40-21.png [View same] [iqdb] [saucenao] [google] [report]

Just the BSP works, playing it right now.

>> No.3067709
File: 700 KB, 1487x875, stroggwip.png [View same] [iqdb] [saucenao] [google] [report]

So I'm gonna put this qtpie into gzdoom for a tc. Got all the animations ripped, but it's a pain grouping them together in a sane fashion in the animation interface for easier export.

>> No.3067710

Oh fuck, forgot my image was still attached. That was in reply to >>3067569:

Are you sure you've got those units right, though? From my little bit of fudding around, Ranger is 32 units wide (and fits through 33 unit gaps) by 56 units tall (fits under ceilings 57 units off the floor), as measured both in the editor and by using r_pos in the console that show units as being very small, not one foot.

>> No.3067712

>Are you sure you've got those units right, though?
For Doom? Certainly. Doomguy, zombies, and imps are all 72 units tall.

For Quake? I dunno. I was using Quake 3 as a reference and assumed they couldn't have changed THAT much numerically.

>> No.3067716

I might remake that section, maybe making it the standard metro thing with the seats? or maybe some weird meeting room like the train from goldeneye 64?

>> No.3067725

>56 units tall
and so are revenants

>> No.3067735

Apparently they have. Of course that means a 1 inch conversion rate doesn't work at all (otherwise Ranger/the quake playermodel would be less than five feet tall) unless there's also some fuckery regarding horizontal versus vertical units, like Doom and its target 320x200 stretched to 4:3.

Which there probably is, judging by how wide Ranger's head looks on my HUD. Shit.

>multiple sides of a brush all use the same texture (already figured out how to work around that)
>have no idea if transparency is even possible or if it requires specialized sourceports and editors

>"There are a couple restrictions on texturing. In hindsight, there didn't need to be, but I don't have the time to fix it right now." -John Carmack


i feel so dumb talking about this beginner level shit for a totally different engine than what most of the thread is even about

>> No.3067749

I don't know if this helps, but I recall 3d models are commonly scaled to a factor of 1.2 on the z axis when imported into gzdoom.

Might be completely wrong or only right for a specific format, it might make your numbers add up.

>> No.3067760

>I recall 3d models are commonly scaled to a factor of 1.2 on the z axis when imported into gzdoom.
I think I've heard something about that, a way of compensating for the intended Doom aspect ratio without actually stretching the screen. Taking 320x200 and stretching the height by 1.2 will give you 320x240, the intended 4:3 ratio, so that makes sense in some way I can't keep track of.

Issue is I dunno if the Quake engine has any intended 'stretchiness' like that due to the full 3D replacing the intentionally limited Doom engine- and if it does have quirks like that, which sourceports if any take it into account.

>> No.3067761

Why not just ask Carmack on Twitter what Quake units equate to? And when he says it wouldn't make sense, point out Doom's 1 unit = 1 inch and Quake 3's 1 unit = 1 foot.

He still fucking remembers his What the Fuck number, he's bound to remember it.

>> No.3067762
File: 132 KB, 267x200, yes+or+no+_49604c1648d021bc612ade0369b17cfd.gif [View same] [iqdb] [saucenao] [google] [report]

Any map PWADs what work well with the Hunter's Moon PWAD?

>> No.3067789

What are you trying to do anyway? Kind of dropped into the discussion here

>> No.3067790

This anon again. Wasn't satisfied with just plopping an entire track on my phone to use as a ringtone, so I taught myself basic audio editing and made my own!

Uploaded if anyone's interested: https://instaud.io/l5D

>> No.3067803
File: 978 KB, 1920x1080, quakespasm-sdl2 2016-03-15 18-56-31-03.png [View same] [iqdb] [saucenao] [google] [report]

Does he answer questions like that? Shit, I don't wanna pester the guy over something this dumb.

Obviously a work in progress but I quite like it, especially the paths for trapezing about on the rooftops and walls, something I love doing in vertical-oriented maps and even better if the author expects you to do so.

I found the green, yellow and red armors, nails, nailgun, super nailgun and GL, but couldn't figure out the guardian secret of the graveyard. Also there's a big ol area in the other corner by the smaller tower you can fall right through.

The staircase over the hall exit at the start is a really neat bit of architecture.

>What are you trying to do anyway?
Learn Quake mapping except 90% of the info online is either meant for a complete beginner to make a square box room, or is technobabble for someone who's practically a Romero or McGee themselves and already knows how to do anything, with info few and far between on specific engine quirks and mapping tips (and if it's out there, Google isn't helping). So I'm asking /vr/ my questions and hoping there's an anon around at the time with Quake/id tech experience, not just the older 2.5d engines.

>> No.3067806

>Does he answer questions like that?
I mean, it's not a question about equality on the Oculus team. Worst case, you help him get some nostalgia.

>> No.3067808

Haven't found any. I think you'd pretty much have to make a patch that scales the bigger guys like the barons down to fit standard doom maps.

>> No.3067810
File: 498 KB, 1920x1080, youcametothewrongneighborhooddoomguy.jpg [View same] [iqdb] [saucenao] [google] [report]

DUMP map coming along. All that's left is the climactic monster count-doubling slaughter. At least I think it will be. If anything, I tend to load up the high-end monsters too much and get pasted when I try to playtest it. Then it gets toned down so I can survive - sometimes.

Pic related is from earlier in the map. It's my tribute to /doom/. Pick up the rocket launcher and you're greeted with a pack of screaming skeletons. There's also a mancubus on the right that will fork you if you don't backpedal into the previous area. But if you do, the pain elemental will spawn lots of lost souls. There may also still be monsters trickling through a teleport ambush in that area that could sandwich you between them, the AAAAAAAAAAAAAA, and the lost souls. Decisions decisions.

Now that I'm on the final battle, I think I'll make the deadline, so long as it's late tomorrow. I don't think I'll be done tonight.

>> No.3067816

stalker mod when?

>> No.3067831

>He still fucking remembers his What the Fuck number
what is this

>> No.3067837

>It's my tribute to /doom/.
it sounds more like a tribute to ribbiks

>> No.3067838
File: 59 KB, 531x467, 1411299352820.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3067841

oh, that.

>> No.3067845

>"oh, that."
Are you Carmack?

>> No.3067847

Status bar face is highly inappropriate for the situation!

>> No.3067850

i wish.

>> No.3067874

I fucking loved that keynote. I want him to do more...

>> No.3067879

Thanks! The guardian thing was supposed to be a secret triggered by shooting the tomb thingy, and then a Shambler would appear and after killing it a lightning gun or something would appear on the tomb. Couldn't figure out how to make it work obviously.

I didn't remember big chunks of the map when I played it before uploading, I think I was expanding in some direction and got bored or distracted and forgot what I was doing.

>> No.3067895

what control scheme do you guys recommend

>> No.3067901

I had a feeling it was an unfinished thing of some sort, I noticed when I noclipped into it to see what was inside it was empty but the 'You have earned a secret!' message still triggered.

Even if you don't end up doing anything with it, you've made me want to get making my own maps twice as much now. that staircase is so fucking neat

>> No.3067903

What port, maps and mods if any?

>> No.3067905

Pure vanilla?
WASD move, right click to interact, left click to shoot, and mouse turning left and right, none of that forward/backward mouse movement stuff personall.

>> No.3067912

Personally I just use WASD to move forward, backward, and strafe left or right. Spacebar to jump, ctrl to crouch. Left click to fire weapon, right click for an altfire. E to activate doors/buttons. Mouse movement looks around. Mousewheel to switch between inventory items, F to use inventory items, and Q to use a crystal flask/medkit/healing item. Then number keys to switch weapons.

>> No.3067915

zdoom, doom 1
thats what i'm using. how do I keep from moving back and forward with the mouse but still use it to aim?

>> No.3067919

1234rfc for weapons.

>> No.3067923

Thanks again, that entry staircase thing was the first part I made. I was actually trying to do a drowned city/ Atlantis from Castlevania Bloodlines themed area, but having infinite death water in Quake didn't seem as doable as doing a walled off drowning in muck town.

>> No.3067925

If you feel like trying a nice keyboard only setup, use WASD for movement and arrow keys for turning (and look up/down in hexen and heretic). It's like having a huge gamepad.

>> No.3067935
File: 811 KB, 1920x1080, Screenshot_Doom_20160312_145341.png [View same] [iqdb] [saucenao] [google] [report]

Here's my Space Station Doom64 themed map so far: I have the ending planned out, just ran out of steam as far as actually making it goes. Sorry about the size, Slade is being a dick so I haven't been able to peel out the unnecessary textures.


>> No.3067936

I saw that. Coincidences like that are great.

The end is a Sunlust-lite tribute, so both ribbiks and danne. Pol.wad's end is also an influence.

>> No.3067946

Wow anon that looks great.
If you want even more d64 style effects you could target Gloome (or make a patch for it) since it has subtractive glow for flats so you can make smooth shadows as well as lights.

>> No.3067957

>a walled off drowning in muck town.
Have you played Arcane Dimensions? There's a map with that theme that's pretty good.

>> No.3067961

Never heard of it, is it a Doom wad or a Quake map?

>> No.3067978
File: 1.40 MB, 1920x1080, quakespasm 2016-02-08 00-18-27-07.png [View same] [iqdb] [saucenao] [google] [report]

Quake map set, came out recently (end of last year or beginning of this, one of the two). Features a bunch of maps by different authors, some of which are alright, some of which are fantastic both in appearance and gameplay, as well as new weapons and tweaks to existing ones (shotguns fire projectiles instead of being hitscan, which is actually really great feeling and makes hitscan grunts less annoying) and a bunch of new enemies, some original and some taken from other Quake engine games.

Definitely worth playing, Googling should be able to find links to the main mod and the patch.

>> No.3067980

Sweet, I'll check that out.

>> No.3067984

>tremie pipe

Wow they're using those for VR? What type of Cardnal Grammeter interface and anti-side fumbling are they using?

>> No.3067992
File: 404 KB, 587x644, ARE THESE EVEN WORDS.png [View same] [iqdb] [saucenao] [google] [report]

You'll have to ask Carmack.

>> No.3068000

>anti-side fumbling

>> No.3068004
File: 209 KB, 510x346, 1450245240913.png [View same] [iqdb] [saucenao] [google] [report]

the absolute madman

>> No.3068013
File: 80 KB, 1024x768, kxQo3RF.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3068025


>> No.3068026

Not at all tho

>> No.3068029

>inb4 someone complains about motion sickness

>> No.3068032

It does look wonky.

>> No.3068034

Oh shit I just realized what the crazy guy is talking about, that's kinda cool that it took "fake" 3d space as real 3D space

>> No.3068061


Oh shit this is NOICE. Is this a real project that the EX guy is working on?

>> No.3068073

Nobody knows at this point in time.

>> No.3068078

View roll on turning always made more sense to me than quake style strafe rolling. I think looks pretty good in the vid.

>> No.3068137

Its an anomaly, stalker. dont go runningk around without your protectif gears

>> No.3068206

I broke DRPG/LA somehow, my character is extremely slow like Fatigue 1-2 level, and jump height is similar to that, and my EP keeps draining despite having no debuffs... What the shit could be broken?

Level change, teleporting, and restarting the game don't fix it.

>> No.3068216
File: 1.02 MB, 1927x852, 1393646949590.jpg [View same] [iqdb] [saucenao] [google] [report]

Here's the latest Radiation system.


Now had a Coldspot, warmspot and hotspot actor.

The only issue is that the poison damage gives you the obituary that you killed yourself.

I've tried fooling around with the PoisonDamageType property, but have had no success.

If I can set the poisondamage to melee damage type, then we can get the correct obituary when you die, but no matter what I put, it doesn't seem to change it.

>> No.3068219
File: 453 KB, 640x515, Vanilla_CoP.png [View same] [iqdb] [saucenao] [google] [report]

Xangi is that you?

>> No.3068231

I dont know who that is

There is this mod


That uses radiation, but handles it quite differently, using scripts. My system is all decorate, all the time. nice and easy

>> No.3068246

Wow, i'm dumb, it's a toxicity threshold effect. Now, what the fuck I got tox from is still in question, but now I got that bit of info.

>> No.3068249
File: 7 KB, 247x281, doomsweat.png [View same] [iqdb] [saucenao] [google] [report]

>Calculating Doom's weapon DPS to help with making a mod
>Rocket launcher has about 145% the DPS of the plasma gun

I knew Doom's RL was strong, but damn..

>> No.3068265

What about compared to the SSG?

>> No.3068269

RL has three times the DPS of the SSG. around the same damage per shot, but the RL shoots almost three times faster.

>> No.3068271

>>3068269 (me)
What the SSG has over the RL is safety in close range (the majority of encounters in Doom) and very stun chance.

>> No.3068272

Can anyone critique what I have so far?

>> No.3068274

very high*, damn it.

>> No.3068290
File: 440 KB, 1280x720, Screenshot_Doom_20160315_214606.png [View same] [iqdb] [saucenao] [google] [report]


Here's my DUMP map. I also posted it in the Doomworld thread (i'm Dr. Stein).

It feels good to finally be done.

>> No.3068301
File: 152 KB, 1280x720, Screenshot_Doom_20160316_144644.png [View same] [iqdb] [saucenao] [google] [report]


>39.7 MB
I hope it can be trimmed/compressed down for the DUMP build!!

I really like good use of Zdoom's coloured lights, so this map was pleasant. The two corridors at the start of the map felt really empty though, not just due to the lack of enemies. Maybe put some support pillars along them or something, but the non-Doom 64 textures in them was also odd.

I liked the wire mesh windows looking into future rooms in this section, too.

(It seems you have an older version of your map hidden in this wad, and I can't seem to load the proper map with Doom Builder 2 or GZDoom Builder, what are you using to make this?)

>> No.3068307
File: 649 KB, 1280x720, Screenshot_Doom_20160316_145216.png [View same] [iqdb] [saucenao] [google] [report]

Also I don't seem to have glowing flats like you do in your screenshot >>3067935 , I don't know if it's something on my end, though. The large outside area near the end was nice, though there were a couple issues, like the partially-closed door in the north corner. the flickering light shining on it doesn't affect all of the wall, so it looks strange. I wasn't sure what was going on when I first saw it.

Also with the same door, you can crouch under it and get into that empty room (and see a HOM inside), so you might want to disable crouching or make the gap smaller.

>> No.3068308

>I hope it can be trimmed/compressed down for the DUMP build!!
I don't think that map is for DUMP.

>> No.3068331
File: 243 KB, 1920x1080, quakespasm-sdl2 2016-03-16 00-10-04-18.png [View same] [iqdb] [saucenao] [google] [report]

Is this how you make Quake maps?

>> No.3068357

Slade has been being a real bitch for me. It crashes half the time I try to open my WAD to add the updated map. Most of that size is due to the Doom64 textures from Realm667, I should be able to halve it down easily once I trim out the crap I'm not using.

The half open door is a placeholder.

The map might not work right in Software mode, but I haven't even thought to test it yet.

If I can finish it tomorrow, I guess it will still be eligible for DUMP?

It is being made in GZDoom Builder, so it's weird that you can't open it.

>> No.3068397
File: 25 KB, 200x303, 1401595175199.png [View same] [iqdb] [saucenao] [google] [report]

>Quake 4 Lightning fast mod
>Everything, from the enemies, to the player, to the items have sprites rendered from the actual Quake 4 models
>Weapons use Doom guy's hand

Why? For what purpose? It just looks unfitting as fuck. They clash so hard with the high def look the weapons have.

>> No.3068458

>playing scourge of armagon
>find horn of conjuring
>says it spawns a random enemy-ally
>only ever spawns a useless dog


>> No.3068470


There's one part where it will guarantee a shambler spawn

>> No.3068472

there's not enough windows 96 logos for that

>> No.3068476

I hope so, I reloaded literally thirty times and got nothing but fucking dogs.

>> No.3068481

Maybe it does something with the RNG that makes it determine the spawn as soon as you load the level.

>> No.3068486

That sounds disappointing but probably true.

Fucking dogs.

>> No.3068521

Is there a way to turn off the light that gets emitted by the F_SKY1 texture? I'm doing a UDMF map in GZDoomBuilder.

>> No.3068529

but it doesn't emit light

if you're talking about how the sky is always fullbright, use a darker texture

>> No.3068547
File: 1.00 MB, 1920x1080, sky light.jpg [View same] [iqdb] [saucenao] [google] [report]

It definitely does:

I wouldn't mind it if I weren't doing a space map, if I could change the color I'd be happy, too.

>> No.3068551
File: 54 KB, 1680x1050, Screenshot_Doom_20160316_030344.png [View same] [iqdb] [saucenao] [google] [report]

either that's gzdoom builder doing dumb shit or you have something weird in GLDEFS because F_SKY1 *does not generate light* on its own

>> No.3068554

I've never messed with anything like that... what would I do to troubleshoot it? It definitely seems like a feature, but I'm not sure how to adjust it.

>> No.3068564

open up the wad in SLADE 3, and if there's a GLDEFS file, look for a "glow" block - there'll probably be something for F_SKY1 in there, delete it

if there's no GLDEFS file then the glow doesn't actually exist and gzdoom builder is being dumb

(I don't use gzdoom builder so I have no idea how one would disable it there, or if it can/needs to be disabled for that matter

>> No.3068591
File: 238 KB, 1680x1050, Screenshot_Doom_20160316_023335.png [View same] [iqdb] [saucenao] [google] [report]

Alright, finished my DUMP map. It's in the MAP07 slot, and is PRBoom+/Eternity/ZDoom/Zandronum compatible. It should work in any Boom-compatible port that supports ZDoom's extended nodes, but those are the only four I know of that fit those terms. Works all the way down to -complevel 8.

Requires cc4-tex.wad if you want things to not be a HOM-filled mess. Make sure it has BRICKPLA - I found out some versions of cc4-tex.wad don't. You'll notice in the caves-n-bricks area very quickly if it doesn't.


>> No.3068612

Re-uploaded because I noticed PRBoom+ was complaining about an empty REJECT lump (zdbsp doesn't do REJECT, thanks) and MFLR8_1 on a texture (that you couldn't see anyway, but just to be sure). Also, I added ZMAPINFO and EMAPINFO lumps.


>> No.3068616



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