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3078439 No.3078439 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3073831

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.3078441


[03-20] The UAC Fucked Up Yet Again updated

>>3075836 >>3077167 >>3078141

[03-20] Anon mod release: TennisGun.pk3
>>3077575 >>3077598

[03-20] Refinery 03 (/vr/E1 submission) updated

[03-19] Anon map release (unknown title)
>>3074824 >>3076313

[03-17] DUMP 2 closes; final submissions
- Filth.wad >>3070390 >>3070967
- For All Kings >>3069449
- DOA >>3068649

[03-16] Anon Map Releases
- TrainV3 >>3069853
- ARCH17 (for Quake) >>3067654
- Sentient Penis Driving Car v0.9 >>3065528

[03-16] DUMP Submissions
- Defecation Foundation >>3068290
- DOPADUMP >>3063865
- Dark and Dreary (final) >>3063156

[03-13] Anon Map Releases
- Autism!.wad >>3060465
- pincer.wad >>3060250 >>3060401


To submit news, please reply to this post.

>> No.3078447
File: 16 KB, 91x83, wut.png [View same] [iqdb] [saucenao] [google] [report]

1st for oc donut steel

>> No.3078449

Eye caramba!

>> No.3078454 [SPOILER] 
File: 256 KB, 658x604, 1458504522453.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.3078461
File: 521 KB, 1409x881, pillars.png [View same] [iqdb] [saucenao] [google] [report]

Searching sound on zdoom wiki gives me stuff about actor sounds, sound channels, ambient sound and all that. What I want to know is the exact rules for sound travel though. Specifically, I want sound to go from this room the the "top" of these pillars, without having to lower the pillars. (IE the floor of the pillar is above the ceiling of the room)

>> No.3078480

make a small dummy sector in three parts:

- one merged with the lower part of the room
- one merged with the "room above the pillar" sector(s - you may need multiple)
- and joined to both a sector of sufficient height to encompass both.

for example if the below room has floor 0 ceiling 128 and the upper is floor 128 ceiling 256 you need a connecting sector with floor 0 ceiling 256.

>> No.3078491

Thanks doc

>> No.3078503

Anyone have any experience getting Unreal Tournament up and running under linux? Running Ubuntu Mate 15.10 and will be working on getting it running when I get home from work but google was damn near useless. Not sure if there's an official port or if I have to use Wine or some shit.

>> No.3078530

Took me a bit long to figure out what you mean with dummy sector, but I figured it out and it worked then. Thanks senpai.

>> No.3078536
File: 307 KB, 1366x768, Screenshot_Doom_MIR.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3078541

So I've made three or so maps in Doom Builder, and I feel like I've got a pretty tight grasp on basic level building and all the features there. So what's next? What order should I get into the more advance stuff? I'm thinking about starting with making my own textures, then monsters, then weapons? I'd really like to guide myself through this slowly and safely, so if someone could provide a list of least advanced to most advanced stuff, I'd really appreciate it.

I've started playing through other's wads to see what they've done, but I've only scratched the surface and still diving into it.

>> No.3078543

Is that thing on the wall supposed to be a look into space or a painting. Because all the wooden textures make it look like a painting.

>> No.3078549

danke doktor

>> No.3078552

There was a Linux port by Loki Games back in 2001-ish, and takes jumping through hoops to actually get running on a modern system because it uses oldass libraries.

Wine is the easiest way to go. I think the GOG Games release has it set to use the 3DFX Renderer with a Glide wrapper by default.
I think the Glide wrapper might fuck things up so you'd need to change the renderer to OpenGL.

I'm installing it now to check for you.

I'm assuming you mean UT99 and not 2004.

>> No.3078581

Appreciations, apothecary.

>> No.3078584

it's a general term for sectors that aren't part of the visible level but only exist to control effects, or hold monsters for later teleporting, or whatever. sometimes also called control sectors for obvious reasons.

>> No.3078613
File: 38 KB, 550x413, Doom64_EX_01.jpg [View same] [iqdb] [saucenao] [google] [report]

Just got Doom64ex running on Linux after a lot of fucking around.

>> No.3078620

That gross Baron edit last thread reminded me that the artist for DOOM 4 "Call of Doom" wanted all of the demons to be anatomically correct.
I'd post the official Pinky design with the fucking nasty dick and scrote if I could find it again.

>> No.3078625
File: 53 KB, 277x244, getting too fat for this shit.png [View same] [iqdb] [saucenao] [google] [report]

>gaming on linux

>> No.3078627
File: 440 KB, 1280x720, Screenshot_Doom_20160315_214606.png [View same] [iqdb] [saucenao] [google] [report]

Alright, I updated Defecation Foundation. I made it more fair, AND I added in new music. Hopefully it's not as *shitty* as it was before.


>> No.3078630

Aaaaaand I fucked up the link


>> No.3078641

Oops. Posted on the old thread.


Did you make this in TEXTURES? If you did, well done

>> No.3078645

I played the old version. It was tight on ammo, but just barely doable. I'll try this one for you. Not term, by the way. Hope he sees this.

>> No.3078646

It was just done by stripping sprites from doom- from the hands and the BFG.

>> No.3078654


Fair enough. This is doable in TEXTURES though.

It's amazing how parts from the BFG can cobbled together to make other weapons

>> No.3078661

I wonder if term would let me just save this map I worked on for the next DUMP. I'm too late for this one and I don't want to let this map die.

>> No.3078678

Someone in the last thread referenced term's playthrough of dump 2. I can't find any mention of this on doomworld or the zdoom forums though. What's the situation?

>> No.3078684

Check his twitch. I wish he announced he was doing this, but I'm glad I checked, otherwise I wouldn't have seen his criticisms.

>> No.3078707

I don't think anyone would have the balls hyuk to actually put a fully modeled dick n balls in their game.

GTA5 is the only game I can currently think of where I've seen an uncensored ponos. Porn games obviously don't count.

>> No.3078709

Can't watch it now - does he archive streams?

>> No.3078715

Hey Term, that test build compiled yet?

>> No.3078716

It's under his past broadcasts. He might upload it to his youtube, but i'm not 100% sure.

>> No.3078723

In Dante's Inferno, you fight Lucifer as a final boss and he's fucking hung.


>> No.3078730

Cheers m80

>> No.3078731

well I threw map_name.zip at /idgames, let's see if it shows up anytime

>> No.3078738

Shit I totally forgot about that game.

If I remember correctly, didn't Cleopatra have some weird shit going on with her nipples?

>> No.3078743


She had mouths for nips, apparently.

>> No.3078760
File: 84 KB, 337x543, tumblr_mhctrqpLnw1s3x43wo5_1280.jpg [View same] [iqdb] [saucenao] [google] [report]

I've never heard of that before.
Are you thinking about some of really fucking weird designs for Doom 3?

>> No.3078761

This game had some pretty cool ideas about hell.
Shame the gameplay was ... average

>> No.3078765

Got to see mine (MAP35). Lots of things I didn't plan jumping for, notably the powerups in the throne room. It's more of an issue if you take them at the start anyway. No goodies to help with the archvile blitz he passed on after he blew himself up.

Jumping over the lava river was not planned for either. Someone in chat pointed out the intended way to cross the river, but I don't think term noticed it on stream. I expect the player to shoot the imps and run down to the other side of the river from the ledge they were on. Both are perfectly fine. I love sequence breaks.

Good choice of skybox and music for the map by the way. I just was focused on making something playable. I wasn't thinking about details like the sky and music. Maybe I'll make some more maps as anon until DUMP 3 comes along.

>> No.3078770

Not the guy you're replying to, but if you're gonna try and game on linux, Doom is a pretty good choice.

>> No.3078773
File: 35 KB, 500x305, 1430507145488.jpg [View same] [iqdb] [saucenao] [google] [report]

>Lake Cocytus

>> No.3078774


Sure. One map for DUMP 2 was something someone started years ago that he finished.

>> No.3078776

Now I've gotta go hunting down the original concept work for 2012 DOOM 4's Dick Pinky.

>> No.3078781
File: 45 KB, 783x752, 417a0a22bdab44af8b1f1506c532a885.jpg [View same] [iqdb] [saucenao] [google] [report]


I wouldn't do that if I were you. I was the one that originally posted that on here and got banned for it, even though it obviously wasn't porn.

>> No.3078785
File: 841 KB, 1920x1080, Screenshot_Doom_20160320_221046.png [View same] [iqdb] [saucenao] [google] [report]

I really love making hell levels.

>> No.3078790

what was the source for it?

>> No.3078794


I didn't announce it because there wasn't really much to announce.
I had finally finished compiling all the maps, a lot of people was asking what I thought, so I decided to give them a quick run-through for my first impressions. They're hardly any in-depth reviews, just quick runs and "oh this looks cool/this doesn't".
If you want to see the second half, though, I'll be doing it again later tonight in about three and a half hours, 10 EST.


Yes. Twitch deletes streams after X days, though, and people have been wanting to see them for longer so I upload to an alternate channel on YouTube now so they don't fill up my main channel.


Got to about map36. They're just quick impressions, but hey.


All the maps are in, sorted, and working, yes. That was a haul and a half.
All that's left is for the hub mapper to finish updating his map to accommodate for all the slots and for Yholl/Shivers to finish the bo
Once those are done, then I'll be able to do the first public test release--though I hope it's soon, since we're approaching the end of the month fast.

If you really want to see the current build as it stands now, then here:

You'll have to manually go to each map by virtue of map map03 or etc.

Enjoy, mate.

>> No.3078798


Piss. Forgot to note, none of the updates posted in this thread/the ZDoom/Doomworld thread are in yet. I'll be doing that later today.

>> No.3078801

What was the guy's site again?
It was his professional portfolio website.
I remember that the Pinky shots were a few renders of it, textureless, front and back.

>> No.3078802


I forget who the artist was, but it was basically a mix of Doom 3's hell knight and a pinky with a gigantic dong.

>> No.3078804
File: 52 KB, 1280x720, esteban.jpg [View same] [iqdb] [saucenao] [google] [report]

Because it had a dick or because the dick was gross?
C'mon, I'm always open for feedback. I want to learn to draw better dicks.

>> No.3078805


Can't remember.

>> No.3078806

>This video contains content from Columbia, it's not available in your country
What the fuck m8

>> No.3078812

You motherfucker, post it under a spoiler, or post a link to it on imgur.

>> No.3078813


What country are you in?

>> No.3078819
File: 1011 KB, 500x394, CRITICAL AGITATION.gif [View same] [iqdb] [saucenao] [google] [report]


when are you going to finally release TOP 2 you fuck

>> No.3078828

I'm not scallanio, just another dude who really appreciated the PSX DOOM style

>> No.3078830

Good old 'Murica of the US of America.

>> No.3078834

I have been trying to play project brutality.

The game locks up if I pop someones head with a head shot.

What might be causing this?

>> No.3078835

Blocked in the US. Odd. The music I heard when I watched the archived broadcast on Twitch was all midi. I'm surprised they got you for that.

>> No.3078836
File: 553 KB, 1179x2678, 1456997076415.png [View same] [iqdb] [saucenao] [google] [report]


Ohoho here we go

>> No.3078839

I think the penis itself was well drawn, I just don't want that shit in Doom.

>> No.3078840

Are you using a fully up to date gzdoom?

>> No.3078848

Check the instruction manual. Project Brutality has some tight requirements for load order. It runs fine for me on the March 18th GZDoom build. If your load order matches the instructions, try updating that.

Come on please no. I've been playing Brutality recently too. It's hit and miss in Doom 2's vanilla levels. MAP15 was NOT fun with the beefed up hitscanners. And now I've reached the Chasm and I want to quit. I haven't moved yet, but I HATE this fucking map.

>> No.3078851
File: 59 KB, 411x640, Neonomicon.jpg [View same] [iqdb] [saucenao] [google] [report]

It's regulated so that you won't get freedumbs-overdose.
Works fine to Finland.

More fitting for the previous thread.

Try eliminating all non-essential other mods. If problem persists, update your shit and reinstall.

I dunno, man. Demons are pretty rapey. Though I did post it in the main thread mostly because it was so fucking awful at the time.

>> No.3078853
File: 295 KB, 1693x1184, 1456851481437.png [View same] [iqdb] [saucenao] [google] [report]


What he means is that there's already enough autism in Doom and there doesn't need to be any more.

>> No.3078856

And yall motherfuckers laughed at me when I asked if there was a Brutal Doom 64 ROM hack


>> No.3078867

How often does Romero come here?
I wanna know if the Daikatana stream is still happening.

>> No.3078870

"Following the GZDoom port of Doom 64, BD-64 revitalises the old Doom 64 with new special effects, particles, lightning, gore, new sounds, more weapon animations (shotgun reloads, smoother minigun barrels, etc.) and monsters and stuff cut from the original Nintendo 64 version,"

>shotgun reloads


>> No.3078872

Nudity is autistic?

Did PSX Doom have much different visuals besides the animated fire sky, coloured sectors and hilariously butchered weapon-sprites?

>> No.3078876

>Nudity is autistic?

There are a lot of people that feel very strongly about Doom porn and go to great lengths to let people know how much they totally don't care about it.

>> No.3078878
File: 176 KB, 900x1200, romero.jpg [View same] [iqdb] [saucenao] [google] [report]


Romero here. Every single post in this thread except you is me samefagging.

Looks like it's just you and me :)

>> No.3078879
File: 26 KB, 201x130, 1457827984911.gif [View same] [iqdb] [saucenao] [google] [report]

Are you fucking retarded, or what?

>> No.3078881
File: 41 KB, 540x150, john-carmack-in-space.jpg [View same] [iqdb] [saucenao] [google] [report]

Fuck off Romero, or I'll make you my bitch.

>> No.3078884

Yes, a split-second animation to balance out a weapon tied for second strongest in the game is the same as your regular shotgun having a four second-long reload.

>> No.3078885

>moving goalposts

>> No.3078886

>Defending lengthy, unnecessary reloads in Brutal Doom

>> No.3078894

He wants to add the shotgun reload animations from the original games, you fucking sperg.

>> No.3078897

>Did PSX Doom have much different visuals
Not really, but a lot more goes into the style aside from the visuals. Like the music, reverbs, sound effects, use of darkness, PSX felt a lot more horror-like. The music which evokes the feeling of hopelessness, the dark and dreary aesthetic and gritty sounds are on another plane compared to the original DOOM.

PC Doom felt a lot like a fast-paced arcade-action shooter with bright(ish) levels, rock music and just a whole 90's vibe. The two are quite different, despite being mainly the same game.

>> No.3078903

Yes, I remember the original shotgun from the original Doom reloading. Just like with the assault rifle, and the grenade launcher!

>> No.3078905
File: 32 KB, 119x151, Shotgun.gif [View same] [iqdb] [saucenao] [google] [report]

Now you're just pretending to be retarded.

>> No.3078906

talking about the pump animation and ssg reload, stop being dense

>> No.3078914

I'm not defending Mark here, but I'm sure he means he's changed the DOOM 64 shotgun to behave a bit more like the DOOM shotgun, as in, it has a pump animation, as opposed to just kicking back a few frames like in the original 64 version.

>> No.3078920

i don't care for the type of reloads where the gun doesn't just fire until you completely run out of ammo but needs to be manually refilled from carried ammo every <some small number> of firings. i realise my preference is unrealistic but it's a game where you run around in space and shoot demons from hell so i don't care about realistic.

>> No.3078928

Did you not watch the video? He never reloads the shotgun

>> No.3078937

That was it.
My gzdoom was out of date

Looks like I have the brain problems.

>> No.3078957

Anyone had any issues with psx-doom? The batch file just starts Doom 2 with no hint of psx doom.

>> No.3078962

Yeah but it also says "Early Alpha"

Knowing Brutal Doom he'll probably add it in the "finished" version

>> No.3078970
File: 426 KB, 1920x1080, Screenshot_Doom_20160320_232530.png [View same] [iqdb] [saucenao] [google] [report]

unholy windows of the unholy cathedral in the unholy hell on unholy mars


>> No.3078971

Anybody still mess around with oblige maps? Currently finetuning two configs for brutal doom and real guns advanced 2: mw2.

>> No.3078983

is that a map you are doing? it looks pretty good

>> No.3078985

What style of cathedral are you going for?

>> No.3078991 [SPOILER]  [DELETED] 
File: 66 KB, 816x561, 1458517072199.jpg [View same] [iqdb] [saucenao] [google] [report]

It's just a penis, anon.

>> No.3079006
File: 220 KB, 600x600, don't touch horn!.jpg [View same] [iqdb] [saucenao] [google] [report]

>I feel really strongly about optional mod content that I don't like and won't be using, but I really want to tell people this is wrong and they are bad for using it

Chill out, bro.

>> No.3079024
File: 405 KB, 1920x1080, Screenshot_Doom_20160320_233812.png [View same] [iqdb] [saucenao] [google] [report]

Thanks. Yeah, I'm >>3078785

The best kind. Abstract.

more hallways & lighting.

>> No.3079036

The roaming pinkies in this map are agitating as fuck.
Good job.

>> No.3079045

>Romero here.

Now you made me wonder what low-effort Doom project will remain dead thanks to a team member wasting time pretending to be John Romero on a chinese imageboard

>> No.3079093

New World Record:


Doom 2 N! 23:06 Single Segment

Pretty neat

>> No.3079098




oh ok, i thought this was a mistake (uv-max run is literally 20 mins)

>> No.3079108

Does anyone else find that Putrefier is all kinds of chuggy in some places? I've got a pretty decent 'pooter and up to date GZDOOM but it still seems treacle slow sometimes

>> No.3079118


Have you tried an older GZDoom build? Putrefier was released before the whole OpenGL thing, so you might want to try anything before 2.0

>> No.3079132

Calling bullshit,he takes way too many hits at all times and doesn't get damaged nearly as much as he should.

>> No.3079142


I'm afraid to inform you it is legit. This is the dude who holds the UV-Max world record, and nobody will recognize a broken Doom world record unless you provide evidence via a demo

And this is Zero-Master's proof in case someone needs it

>> No.3079262

how does he have such beautiful hair?

>> No.3079270

Indian heritage.

>> No.3079307

Which map is The UAC Fucked Up Yet Again replacing? I'm not on my PC so I can't break the .wad apart and see what level it's supposed to be

>> No.3079308

It's supposed to be map12.

>> No.3079316

learn ACS

>> No.3079319

Hope he does a TNT nightmare run some day.

>> No.3079342

Sounds to me you don't know how doom's rng system works.

And what >>3079142 says. Speedruns are not recognised as WR unless there's a demo to prove it, and it must be recorded through Vanilla, or Vanilla accurate engines (ie, Chocolate Doom, Competition Doom).

Zero Master always uses Competition Doom when recording.

>> No.3079347

gotcha - thanks

>> No.3079381

I learned something useful while watching Term play through the maps yesterday: you can write "listmaps" in the console and it will show you the whole maplist.

>> No.3079521

well shit, that's neato

>> No.3079568
File: 1 KB, 57x58, SWRTA0.png [View same] [iqdb] [saucenao] [google] [report]


Finally got a break from my uni, so I got to work on the Gun Godz port. Get the new Chapter 2 here:


As always, all feedback is appreciated.

+Added Chapter 2: Deep in the Sewers
*As usual, 3 levels + 1 secret level
+Added actual Menu Sounds
+Like in Gun Godz, guard enemies sometimes take a moment to notice your unwanted presence.
+Guard enemies are a little more aggresive.
+Fixed some details with the font. Still working on it.
+Maps are now named with the GGL Prefix instead if MAP.
*Changed the Menu background color from yellow to black
-Reduced the fire rate on the Venusian Shotgun
-Reduced the damage on the Venusian Chaingun

+Added the Rat King boss.
[IN BETA]+Added a new placeholder Select animation on the Golden Venusian Pistol
[IN BETA] +Added weapon actor GunGodManual. Summon weapons out of nowhere that kill everything they see. Pistols are nice grunts, shotguns act best as guards, chainguns work best on single targets and rocket launchers offer great support fire. (Slot 6)
[IN BETA] +Added weapon actor Airhorn. Can you hear me now? (Slot 7)
[IN BETA] +Added weapon actor CrownOfGuns.
[IN BETA] +New IMAGUNGOD powerup. Replaces Invincibility Sphere

>> No.3079663
File: 216 KB, 480x360, 1453594494231.png [View same] [iqdb] [saucenao] [google] [report]

>this entire post

>> No.3079668
File: 270 KB, 673x660, 1456213709407.jpg [View same] [iqdb] [saucenao] [google] [report]

so is duke nukem 3d, Nam!, blood and shadow warrior's co-op all fucked or is there a way to do it other then using dosbox?

>> No.3079685

Is there a brutal doom style gore mod with no gameplay changes out yet? I looked a while ago but couldn't find anything.

>> No.3079687

Ketchup is the closest you'll egt

>> No.3079695
File: 164 KB, 800x844, therevenantgoes.png [View same] [iqdb] [saucenao] [google] [report]

What do the other demons go?

>> No.3079714

Any good non-90's megawads that play like Memento Mori 2?

>> No.3079757

The Cacodemon hisses like a cat.

Does that mean they also purr like cats?

>> No.3079780
File: 254 KB, 1280x766, ferrari_458_italy_03.jpg [View same] [iqdb] [saucenao] [google] [report]

The baron of hell goes:

>> No.3079784

Slower than a Corvette?

>> No.3079854

>Inspired from and made in the style of 90's megawads.

>> No.3079904
File: 95 KB, 800x684, 58397943.jpg [View same] [iqdb] [saucenao] [google] [report]

How do I make a 50/50 weapon randomizer?

>> No.3079912
File: 646 KB, 1280x720, bill cipher.png [View same] [iqdb] [saucenao] [google] [report]

The only good thing to come out of Vlambeer's shit is Yung Venuz.

>> No.3079913

zdoom 281 first demo, dies once early on. i hadn't played this before.
this was pretty good
obviously i went the wrong way at the start, and died for it. it seems nonlinear but it is a false choice.
i enjoyed the accidental infight at the blue key fortress, good use of height differences there
the boss encounter at the end also was impressive due to height and also good lighting contrast
individual parts/rooms are good but the map as a whole is piecewise and disjoint.
you also seem to backtrack a lot through empty places.
the secrets were funny, i shot at a few things that amused me.
shame it requires jumping, else it could be a boom map.

>> No.3079916

50/50 weapon randomizer what. 50/50 chance that it fires blanks? 50/50 chance that there is no weapon on pickup? 50/50 chance that the weapon will jam?

>> No.3079918

I want it so that on a certain weapon spawns there's a 50 chance of it spawning weapon 1 and 50 chance of it spawning weapon 2.

>> No.3079928


actor shotgunmixer : randomspawner replaces shotgun
dropitem "shotgun"
dropitem "supershotgun"

>> No.3079931

Use a random spawner. http://zdoom.org/wiki/Classes:RandomSpawner
Like this:

actor ShotgunReplacer : RandomSpawner replaces Shotgun
DropItem "Pistol"
DropItem "BFG9000"

>> No.3079936

Thanks, that works.

>> No.3079943

There is one other, one which name I don't know, but I've seen it on some gameplay vids.
Ketchup does just red blood, I've seen one with the correct colors, blue for caco, green for knights and barons.

>> No.3079972
File: 596 KB, 1366x768, Screenshot_Doom_20160321_063034.png [View same] [iqdb] [saucenao] [google] [report]


Did I miss something, or is this thing supposed to keep spawning Imps until GZDoom crashes?

>> No.3079974

Just watched the stream of Fountain of Filth. I assume the switch texture errors are from me not realising that s maintenance tool counts textures only used in switches as unused textures and so removes them. They were restored in an update but like you said you didn't play with the update, so that's expected.

That's the first time I've seen the chaingunners on the left side kill themselves with infighting before the player gets back there after the slime passage. Either that or they walked out somehow - I've never seen one make it to the main passage before either. Odd.

The chainsaw area is a secret because I thought players might not notice there's anything there and just think it's a monster closet. I'll admit it is a bit of a Scythe secret (i.e. a shitty not really secret secret). That's not a dig at the overall quality of Scythe though, just its secrets.

The absence of radsuits was intentional: I aimed to make the player move fast through the slime passage. I wasn't expecting them to go for 100% kills under a radsuit timer.

I don't know what I was thinking with the ambush pain elemental - probably something along the lines of "fuck I wish I could sleep right about now". I might change it to an arachnotron to force the player to backstep and act fast or get plasma'd to death.

There are two big changes in the more recent version:
>Once you get the final key, a door blocks your exit from the fountain area for a minute or so. This won't affect people who like killing things, like yourself, but it does prevent people taking the easy way out and bailing. At least for a minute or so.
>The final surprise in the exit room which you didn't get to is now replaced by one archvile per difficulty level because I'm a dick.

Another thing I noticed is that there's not really enough ammo to stay and kill everything in the final ambush. I might make some ammo teleport in as well around the edge of the courtyard.

>> No.3079975
File: 48 KB, 409x409, rexjon_1838022a.jpg [View same] [iqdb] [saucenao] [google] [report]

>mfw doom shitters

>> No.3079986

i think you mean this:


it's old though, i don't know if anyone's done the same for ketchup v5.

>> No.3079989

it's meant to be a scripted battle between marines and invading demons, but in every version i played, it ended eventually. i haven't played the latest update though

>> No.3080009 [DELETED] 

What does that even mean?

>> No.3080010

Is there some sort of trick or additional map tool to make transparent brushes and/or textures in Quake 1? I've seen a number of mods and maps that have such features, but can't find any information on how it actually works (for Q1 at least, most of the results involve Q2 or Q3A which isn't what I'm looking for).

>> No.3080015


that recent plutonia nightmare run is still the best thing i've ever seen when it comes to doom

>> No.3080020 [DELETED] 
File: 626 KB, 326x250, !.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3080021

heh. he didnt have to kill those pinkies but he did cuz fuck pinkies eh?

>> No.3080024

i see this posted a fair bit. is it onomatapoeia for wiping sweat from ones brow?

>> No.3080026

it means "i am a disgruntled 30 year old who is upset that my favourite 90s fps doesn't have a large modding community like this more popular one, so i will and call every one of its fans babies, shitters, or teenage halo fans pretending to like an old school game for hipster cred, constantly for three years straight"

>> No.3080047

indeed, hard to top this

>> No.3080053

Actually it means you shitters are a disgrace to every retro FPS in existence, most of all Doom. You're basically the cowadoody fanbase equivalent of /vr/ and you know it :^).

>> No.3080058
File: 338 KB, 1000x1372, 1458557771376.jpg [View same] [iqdb] [saucenao] [google] [report]

I feel like getting poster of this, they seem to be pretty cheap.

Buy/No buy? I think it's pretty timeless.

>> No.3080071

wew lad

i think it's the same runner. funny how every game seems to have its own speedrun god. souls/bloodborne games seem to have the 100% wrs all by the same guy, too.

>> No.3080072

a mix of 'whew' and 'wow'?

>> No.3080073
File: 3.01 MB, 2711x4093, doom.jpg [View same] [iqdb] [saucenao] [google] [report]

Just print it in some printing house

>> No.3080078


Yeah, I probably will. Cheers m8

>> No.3080083

>Romero gave his signature a copyright


>> No.3080084 [DELETED] 

Bit of a tourist here, but this thread is clearly full of old-school doom fans like myself so seems like the best place to ask:
What is your opinion on the brutal doom mod?

Personally I feel like it does something I never thought possible, and manages to improve on perfection. Elsewhere I've been shot down for this opinion because apparently most people seem to think it's just a gore mod, which is really disappointing. I can understand some people being sensitive about muh nostalgia and shitting all over anything different, but I feel like the mod captures the spirit and essence of doom perfectly, like it's what doom would have been if the tech had been possible at the time.


>> No.3080085


>> No.3080090
File: 151 KB, 400x400, doom babby.png [View same] [iqdb] [saucenao] [google] [report]

>but this thread is clearly full of old-school doom fans
kek, no

>> No.3080091


>"that didn't work, better try with brutal doom!"

now tell me redditor

>> No.3080092


>> No.3080101
File: 2 KB, 52x40, SPO3E0.png [View same] [iqdb] [saucenao] [google] [report]

>the mod captures the spirit and essence of doom perfectly

>> No.3080104

BD is a good mod, i played a couple of the older versions quite a lot before i tired of it. in the end, a gameplay mod can be a nice place to visit, but i wouldn't want to live there. i like high resolution, no limits on map sizes, and more information on the hud, but that's about all i need, so i stick with hacking around with the prboom sources.

>> No.3080105 [DELETED] 

it's a fun mod in its own right and I enjoyed the tightened + faster mechanics but doom babies like to pretend its bad because they think this gives them elitist cred (which is ironic considering how fucking awful they actually are at Doom and every other game they play). kiddies in this general rarely have an opinion of their own and go about parroting whatever the meme consensus happens to be. it's why they're even here playing Doom in the first place and circle jerking about it every day (that, and they're clearly very lonely people).

>> No.3080107 [DELETED] 


Literally what?

>> No.3080110
File: 82 KB, 175x173, 1409340161246.gif [View same] [iqdb] [saucenao] [google] [report]

You know what this thread needs, revenants.

>> No.3080113
File: 649 KB, 1920x1080, quakespasm 2016-03-21 07-44-31-27.png [View same] [iqdb] [saucenao] [google] [report]

Oh nevermind, I got it. Ripped apart another map and it turns out most sourceports can just use an 'alpha' field applied to any func_ brush (wall, illusionary, etc).

Wish that was easy to find with Google.

>> No.3080114
File: 2.46 MB, 512x512, aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.3080115
File: 87 KB, 960x720, 1451141586015.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3080116
File: 10 KB, 204x136, tumblr_inline_n7a8lyMs8b1r95fgm.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.3080117
File: 86 KB, 500x393, a fair price.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3080118
File: 3 KB, 363x71, selfdamage protection.png [View same] [iqdb] [saucenao] [google] [report]

To the guy that made the Dakka mod, thank you so much for a solution to a problem I've been having, how to give a player reduced self-damage without screwing up deathmatch.

Giving the player a protection powerup on the exact moment their rocket explodes is genius.

>> No.3080120 [DELETED] 
File: 6 KB, 259x194, images_123.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3080123
File: 222 KB, 997x632, 1454705371987.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3080125
File: 92 KB, 720x537, 1422794334484.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3080127
File: 5 KB, 224x221, an uncanny fellow.gif [View same] [iqdb] [saucenao] [google] [report]

Oh fuck wait no this is an archvile I fucked everything up I'm so sorr

>> No.3080128

>Congestion 1024
>Caco District


>> No.3080138

This is bait.

I think BD is pretty fun but the novelty wears off really quickly. For the most part, I like Doom because it's Doom. I don't play gameplay mods too often and BD isn't really a top pick for me.

Also, is there any reason to play vanilla BD over something like Project Brutality?

>> No.3080153

For Duke3D there's XDuke (no idea how it works on Windows 10) and YANG to guide the netplay.

>> No.3080163
File: 268 KB, 951x740, doom paint.jpg [View same] [iqdb] [saucenao] [google] [report]

Did Romero put a fucking copyright-sign to his own name?

>> No.3080170


Is it a joke or has he actually copyrighted the phrase "John Romero"? We just don't know.

>> No.3080191

>Plutonia in a nutshell

>> No.3080210
File: 1.84 MB, 1920x1080, Screenshot_Doom_20160321_140553.png [View same] [iqdb] [saucenao] [google] [report]

This might work out in the end. I have no idea why it doesn't lag at all.

>> No.3080216

From the thumbnail it reminded me of an anus

>> No.3080232
File: 104 KB, 640x480, 1458566166.png [View same] [iqdb] [saucenao] [google] [report]

it looks more like a Ribbiks map.

>> No.3080257


what mod are you using for the blood/monster corpses?

>> No.3080279

Ketchup and Smooth Doom

>> No.3080305
File: 1.07 MB, 1920x1080, Screenshot_Doom_20160321_100648.png [View same] [iqdb] [saucenao] [google] [report]

>Legendary Overmind


>> No.3080306

>decide "you know what, fuckit, I'm gonna try learning doom mapping today because why the fuck not"
>look up tuts and shit
>trying to figure out what the fuck to do
>run across DUMP 2
>"oh shit this looks like a great way to try-"
>deadline already passed

yay timing

>> No.3080310

don't they conflict at all?

>> No.3080315

it got 60+ maps so yours probably would have got lost in the noise anyway

>> No.3080317

I know your pain anon.
That is, until I got my legendary rocket launcher that has "Whenever you kill an enemy with this weapon, you gain a stacking 3 times damage boost for a short time"
Clear room with rockets, BFG the fucker. Or spam it with my berserker chaingun because I'm at 20% HP. Berserker at 20%HP +3x damage boost is sick damage.

>> No.3080324

If you mean "Did you have to sacrifice a goat during a pagan ritual to get them to work together" the answer is no. Ketchup doesn't work with GZDoom 2.2 so I just use 2.1.

Other than that, they each have their own set of menus. Smooth Doom overrides Ketchup's so you'll have to load just Ketchup first, then add and configure Smooth Doom. Assuming you use ZDL like I do.

Anything else I can answer?

>> No.3080345
File: 38 KB, 360x390, disisbait.jpg [View same] [iqdb] [saucenao] [google] [report]

I like this idea

>> No.3080346

no, that's fine, i just thought since they both replace blood actors there would be a conflict. but you say this is not the case, so, fair enough.

>> No.3080348
File: 43 KB, 360x346, dis02.png [View same] [iqdb] [saucenao] [google] [report]

and here is a variation

>> No.3080353
File: 15 KB, 625x626, ebddc3a6b49f8843dd612852aa27691e296989bd.png [View same] [iqdb] [saucenao] [google] [report]

i was actually referring to this, i just didn't have it to hand, but fortunately the booru has it. i guess you haven't seen it.

>> No.3080358

too pixelated for my own taste, but it looks okay

>> No.3080375

>too pixelated for my own taste

...you don't use filters, do you?

I kid, I kid

>> No.3080381
File: 38 KB, 245x280, 1455372492134.jpg [View same] [iqdb] [saucenao] [google] [report]

>pain elemental

>> No.3080391

Huh, you're right
Now I'm slightly bothered

>> No.3080394
File: 2.86 MB, 640x480, SONOFBITCHMUSTPAY.webm [View same] [iqdb] [saucenao] [google] [report]

That's obviously the joke though.

>> No.3080397

Has Kaiser posted anything new about his work on Blood?

>> No.3080398

that jump height is quite something, you can leap over people's heads?

>> No.3080408

jumping over zombies has always been a thing in blood. Otherwise it becomes too easy to get hemmed in by them in large groups in enclosed spaces.

>> No.3080415

Is there a platform option where the lift doesn't go back down/up after x time? In essence, press button, lift goes to floor and stays there, press button again, lift then goes back to default position. Or do I have to use raise floor/ceiling in sync?

>> No.3080436
File: 60 KB, 803x726, nr4wnEI.jpg [View same] [iqdb] [saucenao] [google] [report]

>that one zombie that gets launched to space

>> No.3080471
File: 87 KB, 1250x694, six of them.png [View same] [iqdb] [saucenao] [google] [report]

New Doom thingy about the multiplayer modes


>> No.3080473

Not too bad, looks good but where is FFA and Duel though?

Gametypes like that are needed.

>> No.3080475

boom-compat ports have elevator types that will do this http://doomwiki.org/wiki/Linedef_type#Elevators

>> No.3080476


>> No.3080478

Missing imo indeed are FFA, Duel, CTF. Also six maps for multiplayer is quite limited, especially if they're not releasing modtools, since snapmap is for 4player maps only iirc.

>> No.3080482

Hah, you beat me to it.

Looks rather nice.
Duel can be modded in. I assume FFA can too it's terrible anyways who cares
CTF will be Quake's thing if anything.

>> No.3080483

CTF, totally forgot about that. I see that as more of a Unreal Tournament thing but having it added would be nice.

Maybe we could ask them about it, get it added. I'm not bothered about duel as that's basically a 1v1 deathmatch wich private games can easily do but FFA needs to be put in as the original Doom had it.

>> No.3080486

Oh boy, even MORE multiplayer stuff.

Seriously at this point you'd think this game was multiplayer only

>> No.3080489

>CTF will be Quake's thing if anything.
>ever wanting to see what Bethesda would shit out and call QU5KE

Please no.

>> No.3080493

How would the Quake/Quad damage logo even look like for Quake 5?

>> No.3080494

All you really did was prove him right.

>> No.3080503

is there a quake 3 arena model for the angry skeleton?

>> No.3080505
File: 193 KB, 318x395, QVAKE.png [View same] [iqdb] [saucenao] [google] [report]

Here is my shitty QVAKE sketch. Except the V would be in front of the quake thing, instead of part of it.

>> No.3080506

This shit looks cool but I find it weird that the shadows look like the bottom part of the windows aren't there
Or am I seeing it wrong?

>> No.3080508

game is based on a loadout system, duel would be worthless with loadouts, hack modules, and equipment like grenades. I don't expect them to respect or acknowledge the 1v1 scenes of past doom or quake games. Creating "classic deathmatch experiences" through snapmap is the best you'll likely get, and you'll probably be limited to those premade snap rooms, and I doubt some custom modes made in snapmap will reach any large playerbase, people will want to play the official ranked modes. Some clowns over at a studio responsible for halo and call of duty multiplayer are in charge of multiplayer, those people have probably never heard of duel in their life

there are nine maps

>> No.3080519

Oh right, nine, the other multiple of three. Still, how season pass/DLC announcement when, because it's obvious.

>> No.3080521

Could work.

I imagine it being like Quake 4 but instead of the small bumps it would have a smaller version of the central dagger line thing.

>> No.3080525
File: 289 KB, 464x405, soul.png [View same] [iqdb] [saucenao] [google] [report]

>Soul Harvest
>Souls are weird orbskulls of shit quality

>> No.3080526
File: 192 KB, 2400x2000, quake-v.jpg [View same] [iqdb] [saucenao] [google] [report]

something like this?
quickly made this, not really happy about it myself yet

>> No.3080528

That would be pretty cool if 5 was multiplayer only like 3.

>> No.3080534

exclusive screenshot of sunlust 2

>> No.3080539

I thought they were soulspheres/megaspheres at first

Kinda wish they were, this looks kind of lame. They could have at least made the skull look like a revenant or a lost soul, like how the megasphere has the Mancubus face.

>> No.3080540

>That would be pretty cool if 5 was multiplayer only like 3.
It seems like the new Doom multiplayer looks a lot like VQ3, only better graphics and a new powerup - the demon - but it's still too early to tell

I hope that at least it will be as fast paced as the first three, and not a mix of Call of Duty and Quake like the abomination Quake IV was

>> No.3080541


get the fuck out

>> No.3080545

>central dagger line thing.
It's a nail, or at least it was in the original Q1/2 logo (y'know, 'cause Quake uses nailguns instead of normal FPS machine guns).

>> No.3080546

Actually have we seen what soul/megaspheres will look like in the new one?

>> No.3080547

Nevermind what I just said >>3080540

It looks more like Destiny/Advanced Warfare ;_;

Earlier footage looked better

I hate the jet pack-jump bullshit all "advanced" shooters have these days

>> No.3080554
File: 233 KB, 2400x2000, quake-v-2.jpg [View same] [iqdb] [saucenao] [google] [report]

left or right half?

>> No.3080559

there's always DUMP 3

>> No.3080562

i've no idea what this is for but i prefer the one with the serif

>> No.3080563

I'd go with left.
Although something about it bothers me.

>> No.3080569

The thing bothering you is the no nails. Also, the fact that it would mean quake V.

What if the V is made of two diagonal nails

>> No.3080575

Why? It adds a layer of speed and airgame to shooters, which had mainly been consisting of "walk around and shoot the guys." I personally love it, it feels like we're slowly slipping back into the feeling of arena shooters, even if it's something as small as this "jet pack-jump bullshit."

>> No.3080580
File: 13 KB, 400x400, qvake.png [View same] [iqdb] [saucenao] [google] [report]

Something like this?

Looks like something out of 40K

>> No.3080584

rockets for the rocket god

>> No.3080586

Q3A's logo only had a single line going down the middle that wasn't even a nail.

>> No.3080589

Aren't there some half-machine technophile nutjobs in 40K?

Maybe a Quake 2 style game in the 40K universe could work. Hell could even be Quake 1, since there are chaos gods and stuff

>> No.3080592

Yeah but Q3 was multiplayer only. Maybe that's why the logo is different from the other ones

>> No.3080595
File: 225 KB, 2400x2000, QUAKE-V-3.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm still not happy about how it looks

It's hard to get a good V with nails

I think you're right

>It adds a layer of speed and airgame to shooters
Ever jumped around in Quake III? Hell, it was almost like flying if you really knew the map well

>> No.3080598

More importantly, Q3A had no nailgun (replaced by the spinning pointy MG).

>> No.3080602

It stops when you get the blue key.
Which you, uh, didn't, obviously.

>> No.3080604
File: 112 KB, 800x978, Q3TA_cover.jpg [View same] [iqdb] [saucenao] [google] [report]

Team arena did though

>> No.3080612

It did, but it was more like a slow, projectile super-super-shotgun, not like the classic Nailgun (and renamed Nailgun in Q2) at all.

>> No.3080621

but the etf rifle was utter balls in ground zero

no seriously the only ground zero weapon even worth using was the prox

>> No.3080629

The designs are cool but you are forgetting that what they will make for the next Quake could be a reboot of the original so Shamblers and Cthulhu style enemies and levels. The Ranger would return.

Proof is having a reboot of Wolfenstein and a reboot of Doom. Quake I would bet is next.

Warhammer 40k is vast. Any form of game could be made out of it's universe. Specific to Quake though, Quake 1 would be the Chaos Gods and the Forces of Chaos due to corruption and evil and dark magic being used.

Quake 2 with the Strogg would be the Adeptus Mechanicus or Dark Mechanicus due to the flesh and metal being combined and being more machine than man.

Quake 3 could be a arena in Commorragh where the Dark Eldar have kidnapped people and forced them to fight in crazy battles and games.

Quake 4 would be the same as Quake 2.

>> No.3080632

the Q1 standard nailgun is utter balls too

>> No.3080635

Quake I would bet is next.

I dunno, we had Shadow Warrior and that was after Quake.

And if I had a choice I would reboot Heretic . There aren't enough fantasy FPS games out there and I will not settle for fucking Ziggurat

>> No.3080638

yeah but in quake you don't get a machinegun that's almost strictly superior to it before you get the nailgun

>> No.3080642
File: 8 KB, 302x305, 1395991940756.png [View same] [iqdb] [saucenao] [google] [report]

>Shamblers and Cthulhu style enemies and levels. The Ranger would return.

>Shambler is given eyes and visible musculature everywhere, no fur at all
>Grunts and Enforcers are just Doomguys and now shout at you all the time (other than the Enforcer's STOP shouts)
>No Rottweilers because shooting dogs is bad
>Fiends get mid-air QTE takedown prompts
>Hyper-Realism Tacticool Eleet QTE knife swinging to counter Knight swords (Presented in Drecknicolor)
>Ranger is changed from a humorously disgruntled/constipated guy in plain ballistic armor (visibly less advanced than Doomguy's) jumping around shooting rockets at his feet to a hard-boiled tacticool sergeant with more glowy lights and knobs on his full-body armor suit than you can shake an axe at

I'm already afraid.

>> No.3080643

You forgot
>axe is now an instakill weapon that uses ammo

>> No.3080658

>implying there won't be a quick-melee button to swing your axe at enemies for instakills

>Vores will no longer shoot homing projectiles because they were too difficult to avoid
>Rocketjumping is nonexistent
>Ogres take on a more Doomesque appearance with cybernetic wiring and technology everywhere instead of just having a bloody chainsaw stuck on their arm and a bag of grenades
>Ranger makes witty quips after shooting enough enemies
>"witty" quips, at any rate
>OBJECTIVE: DEFEAT SHUB-NIGGURATH (or Cthulhu, for mainstream appeal) on HUD for the entire game
>No hub to choose difficulty and episode, no runes
>Chthon is forgotten
>Lightning gun is replaced with BFG9k/10k/42k/whatever number they're at by now because wat's an LG????

Basically not only am I afraid it'll be a modernized, casualized shitfest (like D44M is turning out to be), but also that they'll totally forget the Lovecraftian themes and just make it another Doom because hey, Quake is another id game, right? That's the kinda' games they make, right? The kids won't know the difference, it's fiiiiiiine.

I almost want Quake to just stay dead rather than have them tarnish Q1 with a remake (and also forever ruin what little modding information Google can find for Q1 by just naming it 'QUAKE' and having every single fucking search result pertain to the new game).

>> No.3080659
File: 62 KB, 640x1440, 1458581860.jpg [View same] [iqdb] [saucenao] [google] [report]

sunlust 27: heh i don't think they fully considered the implications of making one of the green torches pink.

also i guess you are not supposed to be able to reach those three invulnerabilities in the third picture.

>> No.3080669

Also does anyone have that little image with drawn heads of Ranger, Doomguy, Douk, Serious Sam, etc talking about silly personality traits or whatever, I can't find my copy.

>> No.3080671

>Rocketjumping is nonexistent
>IMplying rocketjumping won't be a context-sensitive event in order to get attention from the "hardcore" crowd

>> No.3080679

I seriously doubt they fuck up this badly. Another Quake 4 maybe, which was mediocre in that it was a vaguely changed Quake 3, but not this bad.
The axe is shit anyways.
>but also that they'll totally forget the Lovecraftian themes and just make it another Doom
Quake was barely Lovecraftian, and it was basically Doom. Even then, people slammed it for it.

>> No.3080687

I don't see how it's like Doom.

You rarely fight more than 5 enemies at once
The weapons are inferior
There isn't a lot of color in Quake compared to Doom.
There's barely any music aside from ambiance.
Bossfights are a joke. Well, a bigger joke.

IMO apart from the 3D Quake was a step backwards in pretty much every other regard.

>> No.3080690

no idea what you're talking about

>> No.3080692


>> No.3080698
File: 78 KB, 1007x783, 1456739437705-1.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3080702

That's it, thank you.

>> No.3080704

yeah that'd be it

>> No.3080706


>talks loudly

>> No.3080708


I don't understand a lot of these traits.

Also who the fuck is KaneBloodmax ?

>> No.3080714



(I guess)

>> No.3080720

Yeah I don't get it either, if anything Ranger is the loud one.


>> No.3080721

I don't recognize that last guy, where's he from?

>> No.3080725


>> No.3080731

>Player turned into hot slag

>> No.3080734
File: 44 KB, 371x302, MMMM.png [View same] [iqdb] [saucenao] [google] [report]

>browsing the booru
>find this in the rip and tear collage

>> No.3080735

"I'm ready to kick butt!"
"I'm OK."
"I'm not looking too good!"
"You suck!"
"Next time, scumbag..."
"Come here!"
"I'll take care of it."

>> No.3080738
File: 1.50 MB, 1099x760, Capture.png [View same] [iqdb] [saucenao] [google] [report]

>forever ruin what little modding information Google can find
Just wait until it actually releases

>> No.3080740

Should be "I understAAAAAAAAAAAAAAnd your frustration"

>> No.3080743
File: 83 KB, 598x600, image.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw you are the ranger.

>> No.3080749

>not 6666

shit quads

>> No.3080762

quads should be 4444

trips should be 666

>> No.3080764

Quake and Doom are two entirely different games. Doom is more like an adventure, Quake focuses way more on the combat imo

>> No.3080771

I think you got those two mixed up, anon.

Doom has a lot more combat going on for it.

Quake has more exploration due to being 3D .

>> No.3080779
File: 405 KB, 1280x1622, tumblr_n4mh1jY6EB1t1fkc4o1_1280.png [View same] [iqdb] [saucenao] [google] [report]

does this artist still do the really weird shit?

>> No.3080783


Yeah, she still does weird vore and furry fetish stuff.

>> No.3080792

I think she's nuked her spacemarinescum tumblr. I can't find her secondary one either.

>> No.3080798
File: 513 KB, 1920x1080, Screenshot_Doom_20160321_195347.png [View same] [iqdb] [saucenao] [google] [report]

WIP Skybox

>> No.3080816

Is this the sequel to Unravel?

>> No.3080823


>> No.3080825
File: 112 KB, 2126x875, RevenantModThingy.png [View same] [iqdb] [saucenao] [google] [report]

Does this need anything else?

>> No.3080836

>EldritchBeing / R_SHR Missile states make them cease to exist

>> No.3080840
File: 9 KB, 846x306, idkman.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3080847

"stop" when used in any state causes the actor to cease existing.

If you don't want your revenants to use missiles, change the A_Chase function to
A_Chase ("Melee","")

>> No.3080852

Oh wait, I forgot changing a named state to only have "stop" in it removes it, woops.

>> No.3080895

How are the two Wolfenstein levels in Doom 2 explained in the Doom lore?

>> No.3080919


You're in Hell. Nazis were bad people.

It's not exactly rocket science.

>> No.3080925

And Commander Keen?

>> No.3080928

secretly four hitlers

>> No.3080960

You both are wrong with both games having a primary focus on combat. I'd also disagree that quake is a step back. The combat has far more elements to it and this is due to the greater potential for encounters with 3D level design as well as a better designed set of monsters as far as gameplay is concerned. The gap is even more visible when you look at quality user made maps.

>> No.3080972

any point involving 3D level design is largely moot since doom does that too now

>> No.3080996 [DELETED] 

>Nazis were bad people.
Good goy...

>> No.3081000

Greater potential doesn't necessarily mean greater execution. Shooting the shotgun in Doom and killing an imp feels way better than shooting the shotgun (either one) in Quake and killing an Ogre or Knight. The look, sound and feel of the weapons was just better in Doom.

>> No.3081003

Non-canon bonus levels.

>> No.3081006 [SPOILER] 
File: 27 KB, 640x960, 1458592747299.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3081027

What would you recommend for a rain effect?

>> No.3081059

Installed a sprinkler above my desk, never been more realistic.

>> No.3081073
File: 1.82 MB, 1920x1080, Screenshot_Doom_20160321_141329.png [View same] [iqdb] [saucenao] [google] [report]

What are your technical requirements for it? Should it be colorable, should it be able to fall diagonally, should it have accurate collision for splashes etc.

>> No.3081106

Just a general rain effect for the skybox in >>3080798 . Can be simple, no need for something fancy, although colorable would be neat.

Tried the Simple Rain from Realm667, but it doesn't seem to work.

>> No.3081117

dump2 map18 RNG Test: is the gimmick that if you run over the teleporter at the start multiple times it says funny messages and eventually spawns a bunch of keycards?

>> No.3081121

>RNG Test
RNG Land, even

anyway it was a good map, recommended. i had picked the map number at random.

>> No.3081153

Do you want to place on a spot in the level or have it warp along with the player?

>> No.3081154
File: 1.07 MB, 640x360, 1458595536007.webm [View same] [iqdb] [saucenao] [google] [report]

It's P2P

>> No.3081160

Pay to play? Peer to Peer? Ping to Piss?

>> No.3081164


if it doesn't have the grappling hook then it ain't Quake CTF.

>> No.3081174

For the skybox, mapspots are probably better.

>> No.3081175

peer to peer, it's common in just about every console game, everyone warping around with shitty connections combined with built in lag compensation creating a false illusion of whats actually going on to make it "fair" for the laggers, it's not a fun experience at all.

>> No.3081181

>Console games
>Dedicated servers
Aren't those more exception than the rule anyway. Besides, most of what we've seen is console anyway, with the awkward angled controller looks.

>> No.3081202

Got it. Well get a rain actor and try this:

script 2 open
int x = getactorx(2);
int Y = GetActorY(2);
int z = GetActorZ(2);
int limit = 30;
int radius= 64.0;
for(int I=1;I<=limit;I++)

Where "2" is the tag of the mapspot to spawn the drops around.

>> No.3081205

that cracked me up

it's usually autismally obnoxious and shitty when it happens in TF2 but here it's just worth a kekel

>> No.3081223

Thanks, I will try it out later!

>> No.3081236

Actually confirmed to have dedicated servers. I believe making a P2P match was an option in the cracked alpha though

>> No.3081239

BJ blazkowicz defeated the cyberdemon before he was "cyber" so he took revenge on his grandson, Commander Keen. But Keen had extra lives so the cyberdemon took revenge 3 more times.

>> No.3081253

>Commander Keen is BJ's grandson
Does that make him Doomguy's son/nephew or something?

>> No.3081267

Doom RPG will never be canon to me, I don't see why Commander Keen has to be related to Doom

>> No.3081272


>> No.3081281

This needs a full-length comic book.

>> No.3081295
File: 327 KB, 1366x768, Screenshot_Doom_20160321_183655.png [View same] [iqdb] [saucenao] [google] [report]

Nigger please. How do you think I got to the damn room in the first place to find out something was wrong? This is from the save literally right before I decided to cheat to see what the HELL was going on

>> No.3081298

It might be a broken script or something, then. I'll go ahead and write an extra script to shut off the monster spawning after all of the marines die.

You can just 'puke 6' to shut it down until then.

>> No.3081310

I thought it was really cool until I realized I was making negative progress with every shot I took and that there was no end to the sea of Imps flooding the hallway, and I was running out of ammo

>> No.3081315

>playing with Smooth Doom
Found your problem.

Smooth Doom's keys are different actors from normal keys, doing checks for them is worthless.

>> No.3081317

>no end to the sea of imps

Uh... What engine are you using? Because it should only trigger when there are less than 4 critters and less than 1 hell baron with the same TID. Otherwise there's something really wrong.

>> No.3081319

Oh, and also I don't think the grey marines ever engaged the Imps at all. I don't know how many it starts with, but there were 4 standing shoved against the door by wall-to-wall Imps when I opened the door to that room.


>> No.3081324

GZDoom 2.1 I'm going to assume the issue lies with Smooth Doom instead like >>3081315 said.

>> No.3081325

The Gears of War protag.

>> No.3081326

> I don't think the grey marines ever engaged the Imps at all.

If that's the case, then Thing_Hate didn't trigger, which means that the imps don't have the proper TID that Thing_Spawn gave them, which is the heart of the problem.

>> No.3081330


Does Smooth Doom have randomspawners to spawn different types of imps?
Because if so, the TID would not pass on to them.

>> No.3081334

While that's true, the effect that had on the gameplay itself is minimal.
But it is nowhere near the capabilities of quake.

>> No.3081335
File: 1.29 MB, 557x605, 1457395362145.png [View same] [iqdb] [saucenao] [google] [report]

When playing wads that are new to you, do you guys look up secrets or other players' runs, or just go in blind? Do you use save states? Just curious about the process other players go through.

>> No.3081337

I think that setting only applies to Zombiemen. I'm replaying without SD to see if it happens again

>> No.3081345

Depends of the wad, i usually like to go blind, sometimes looking at manuals just in case for controls and shit (if it has some gameplay changes)

>> No.3081346

I savescum like a bitch, but I like to go in blind.

>> No.3081354

usually i play as if i were recording a first demo even if i am not actually recording. no saves, cheats, etc. if i die too much or get stuck for prolonged amounts of time i start using the automap cheat or looking in an editor

>> No.3081361


I don't mean this in a nasty way, but why would you do any of those things? Do you read a strategyguide before playing a new game?

I've heard stranger things, and I guess it's up to each individual how they have their own fun, but I can't see why you would want to spoil the actual gameplay that comes from discovering things yourself.

Sure after I've played the thing, I'll go look at some UVMax demos, but not before a first run.

>> No.3081368

I found comment on Alpha files which had these gamemodes

>Arms Race, Artifact Attack/Defend, Bloodthirst, Clan Arena, Colossus, Conveyor, COOP, CTF, Deathmatch, Domination, Escort, Freeze Tag, Head Case, Hell Escape, Hell Gate, Hunted, Mission Command, Soul Harvest Struggle, Team Deathmatch.

>> No.3081373
File: 325 KB, 471x464, [takes intense bite].png [View same] [iqdb] [saucenao] [google] [report]

>Mission Command
Part of me wants to believe that there's an RTS multiplayer gamemode in the new DOOM, but I don't want to let myself down.

>> No.3081387

go blind

>> No.3081391
File: 2.92 MB, 1920x1080, 1458601999833.webm [View same] [iqdb] [saucenao] [google] [report]

what do you fags think about this?

>> No.3081395

pretty humorous

>> No.3081402

He needs to look where he's going or else he's going to trip and fall.

>> No.3081403
File: 2.61 MB, 640x360, Chilling with the homies yall.webm [View same] [iqdb] [saucenao] [google] [report]

Eyyy, the zergling swarm is gone. Looks like Smooth Doom was the culprit

>> No.3081419

Ha, that's what I thought

>> No.3081420
File: 247 KB, 1920x1080, 6g6HZTO.jpg [View same] [iqdb] [saucenao] [google] [report]

some stuff from last page or two of the picture thread on doomworld

>> No.3081424
File: 214 KB, 800x450, Mv1MNUD.png [View same] [iqdb] [saucenao] [google] [report]

No memes please

>> No.3081430
File: 815 KB, 1024x768, Screenshot_Doom_20160319_035541.png [View same] [iqdb] [saucenao] [google] [report]

Is this Vaporwave?

>> No.3081432
File: 224 KB, 1680x1050, MAP01 (1).png [View same] [iqdb] [saucenao] [google] [report]


>> No.3081435

Blind, no saves. If I keep dying, I'll just save when getting keys for the sake of see the rest of the maps. Can always go back to improve on it.

Spoiling and savescumming the whole map kills the thrill.

>> No.3081438
File: 83 KB, 1024x640, 6YG66Rrh.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3081441
File: 202 KB, 1920x1080, GTfUn9m.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3081450


Looks like shit.

>> No.3081453

i remember when scythe2 first came out and people were recording hot demos on the final few maps before i had played that far through the wad. i was too impatient and wanted to watch the demos, so i did. big mistake. it turns out you cannot appreciate a demo until you've actually played the map it is recorded on, otherwise you have hardly any way to gauge how impressive the demo is.

in short, never watch a demo for a level you've not beaten, or at least attempted.

>> No.3081462
File: 2.93 MB, 1920x1080, Screenshot_Doom_20160322_003653.png [View same] [iqdb] [saucenao] [google] [report]

Just made something cool: everything in level with the blue lamps and above (including the boundary walls) is in fact a skybox 1/4 the size of the actual room. I use ACS to add warp the skybox camera according to the player's distance to the starting point, multiplied by 0.25. That and UDMF texture scaling achieves the effect.

>> No.3081464

I don't use saves or look up secrets, but if I've been stuck on a map long enough that it's not fun anymore I might look at a uvmax run to get an idea of what I'm doing wrong.

>> No.3081465

I go in blind, sometimes with gameplay mods, and save whenever. If I don't feel like saving, I'll just use the console to resurrect when I die.

>> No.3081467

In the latest version, I've fixed it so that they actually hate the player too, instead of hating marines that quickly die.

It's funny- it's about the least important script I've got, but it's the one that I spend the most time tweaking.

>> No.3081470
File: 41 KB, 717x769, dbimage.png [View same] [iqdb] [saucenao] [google] [report]

Here's what it looks like in GZDB. Now this obviously only works for single player, but it allows one to fake the appearance of enormous structures in the non-playable areas of a map among other things.

>> No.3081479

Don't you worry, they get pissed pretty quickly when you rocket them in the face

>> No.3081480

what's with the tiny evangelion unit in the jar in the background?

>> No.3081538
File: 321 KB, 1920x1080, Screenshot_Doom_20160322_011652.png [View same] [iqdb] [saucenao] [google] [report]

The enemy never expects the threat to come from the kitchen sink.

>> No.3081570

Anyone remember the mod that gives you a beam flashlight that you can bind to a key?

Doesn't switch your weapon or anything, like a body/helmet light.

>> No.3081573 [SPOILER] 
File: 334 KB, 800x703, 1458607151641.png [View same] [iqdb] [saucenao] [google] [report]

Are there any more leaks for Doom 4?

>> No.3081578
File: 12 KB, 552x600, When the resolution pixellates on the screen just right.png [View same] [iqdb] [saucenao] [google] [report]

Underrated post.


>> No.3081581

dark doom has one like that.
it's its own PK3 (dd_flashlight) so you can use it with pretty much anything too

>> No.3081630

Gotcha, finding it.

>> No.3081631

Funny you mention that


>> No.3081638

couldn't you have just used stacked sectors

>> No.3081652

The guy on the right (whether intentional or not) makes this.

>> No.3081657

So, experienced modders out there...

How do you make two mods not made for each other play nice together? What do you look out for? Trying to register the same class as something different, and what?

>> No.3081658
File: 194 KB, 557x605, 1458240398639.png [View same] [iqdb] [saucenao] [google] [report]

>Deathmatch is in there, don't worry.

>> No.3081659

I wouldn't call myself 'experienced' by ANY means, but I guess it depends on the mods.

>> No.3081668


not even an experienced modder, but it could be any number of things

thing-number conflicts, engine conflicts, class conflicts, sprite conflicts... the list continues

>> No.3081702

Jeez, sounds like a mountain of shit to overcome... I just wanted to make a joke mod...

Brutal Doom RPG... But actually I think it could be fun as shit too,

>inb4 troll
I'm not, but I know damn well merely mentioning that name in here can cause shitstorms. Hope it's a calmer night.

>> No.3081707
File: 73 KB, 500x333, IDE2Ita.png [View same] [iqdb] [saucenao] [google] [report]


oh boy, here we go

>> No.3081721

>getting brutal doom and doom rpg to work together

you might as well just kill yourself right now and save yourself the endless frustration

>> No.3081750

Spaghetti code x spaghetti code = 4 dimensional tesseract of shit code?

>> No.3081758

lemme put it like this

I actually understand all the crazy bullshit samsara does under the hood, which everyone else will tell you is largely impenetrable

I wouldn't even consider attempting that

>> No.3081759

I dont. I make one mod. And I make it to work with the vanilla wad file I'm aiming for and the port/s I'm aiming for.

Getting 2 different mods to work together is the players problem, not mine.

>> No.3081779

why do the graphics look so nice? I thought chocolate doom and the like kept that old scrambled look in from the old days

>> No.3081791

I think the replays can be displayed at any resolution in boom ports

>> No.3081796

>How do you make two mods not made for each other play nice together? What do you look out for? Trying to register the same class as something different, and what?

First you need to figure out if the mod(s) are even theoretically compatible. If there's a lot of monsters being given inventory tokens and such there's really no use. Which two mods are you considering to merge?

Oh and by the way, you really should do it as a patch to load with unmodified versions of the other mods if possible.

>> No.3081861

Blah, so I'm guessing dicking around with legendarily bad codebase is gonna be worse... Damnit.

Project Brutality:RPG/RL/Arsenal/Monsters will have to wait for a day when I can make it myself from scratch.

>> No.3081863

I was gonna attempt to merge DoomRPG and Project Brutality

>> No.3081865

I once made a rar file that would OBLIGE an entire megawad and then run a DoomRPG/Arsenal/Monsters game. Then I'd waste a few hours doing that, save my character, record how many levels I've beaten, and then do it all again later- loading my old character and setting the DRPG config to treat MAP01 as MAPXX, where X is however many levels I'd beaten.

Then I discovered stimpacks and ruined it acidentally. I like the idea of stimpacks, but... Ruined. I can just freeze time for five hours with a handful of chrono vials, and blaze through every level effortlessly.

>> No.3081872

community if falling 4?

>> No.3081875

Are you me? OBLIGE + DoomRPG is so much fun. But i have to agree with the Stimpacks though, as soon as I found out it made my play through of Scythe2 into a snorefest.

Haven't touched it ever since I figured that out. Shame because DoomRPG was a wet dream of mine.

Maybe I may try a Oblige-Run with perma-death.

>> No.3081883
File: 659 KB, 1280x720, n48mokN0U41smvx6to1_1280.png [View same] [iqdb] [saucenao] [google] [report]


Good luck.

>> No.3081932

I remember when Scythe 2 first came out, too. 28-30 werent even in the mapset yet.

>> No.3081937
File: 595 KB, 1600x900, Screenshot_Doom_20160321_214614.png [View same] [iqdb] [saucenao] [google] [report]

Does this look cool so far?

Also what's up motherfuckers, I missed you guys

>> No.3081939

was this for dump or not

cuz if it was you're a bit slow on the uptake :^)

>> No.3081943


I was on vacation. I'm strongly considering saving this for Dump 3

>> No.3081971

and then DUMP 3 becomes hexen

I'm holding out for that pretty hard

>> No.3081976 [DELETED] 

>why is there reloading for weapons that can nearly instakill some of the monsters with headshots ;0;
this is probably the stupidest brutal criticism

>> No.3081979

>why is there reloading for weapons that can nearly instakill some of the monsters with headshots ;0;
this is probably the stupidest brutal criticism

>> No.3081980

why can the shotgun nearly instakill a hellknight with a headshot

>> No.3081982

because balance. it works better in project brutality where they can do that jump lunge thing

still it's a dumb criticism, reloading is like the last thing i'd think of when it comes to brutal's balance problems

>> No.3081991

I feel like I'm the only person who thinks brutal is relatively well-balanced.

Inb4 (x) ROCKETS LMAO, yes, if you get all headshots with a RL, on easy mode, yeah, but play a slaughtermap or two with it

>> No.3081997

>because balance
sorry, you can't dismiss criticism with only two words.

>> No.3082000

>weird vore and furry fetish stuff.
Now I'm interested. Link?

>> No.3082001

it's not as imbalanced as people like to think it is. the extra moves and damage demons do balances out the headshots and cruelty bonuses. i don't think i've ever heard anyone bring up rockets when it comes to brutal's balance. it doesn't really feel any more powerful than vanilla's outside of all the gore it creates. if any weapon needs rebalancing it's the rifle. it needs to go back to semi-auto, as it stands it's almost too useful if that makes sense.

though i'm not sure why anyone plays standard brutal with project brutality around, it's better in every way and has much more content and the hardmode enemies help with the balance.
i was agreeing with you, dingus

>> No.3082002

I don't like Brutal Doom not because of reloading or whatever but because it feels to me like (on Black Metal and such), I have to do more cover shootery type gameplay than what I want from Doom. Enemies are so fucking lethal that if I play it like I play Doom normally (emphasis on moving around a lot), I'll hit a brick wall. Having to line up headshots and manage reload times seems to add to this idea when before I would just run into people guns blazing and do [mostly] just fine.

Or maybe I'm just shit.

>> No.3082005

this is two people actually, buttlord

>> No.3082006

don't play on black metal. get project brutality and play the classic class, there's no reloading and the weapons are even more satisfying than the standard brutal ones.

>> No.3082009

oh sorry dude i got anonymous confused with anonymous

>> No.3082014

don't do it again

>> No.3082017

Rifle is a bit OP, from a pistol start standpoint, I'll concede that point to them.

The (x) rockets thing was a meme around here, you could drop a cybie in 5-6 rockets, if you're 100% accurate.

I agree with the demons being stronger balancing the stronger weapons (also reloading adds pressure during firefights and can catch you unprepared)

And the executions and taunts are stupid, but, they're also completely optional and don't (meaningfully) impact combat...

Anyway, still wanna make a Project BrutalityRPG, I'm gonna just tear apart DRPG's code and see how he does shit and kinda copy it (and of course credit you, Kyle,or Yholl if I use and RL shit)

>> No.3082019

>The (x) rockets thing was a meme around here, you could drop a cybie in 5-6 rockets, if you're 100% accurate.
what the fuck it usually takes like five rocket barrels for me. guess i don't really think about headshots when it comes to the rl

i guess if they want hardmode cybie they could just flip him off

>> No.3082028

wait, does flipping them off actually effect difficulty?

>> No.3082031

yeah https://www.youtube.com/watch?v=MXXNz7vnsCo

>> No.3082037

Haaaaahahahahahahahahahahaha oh my god that's amazing

>> No.3082038

so flipping them off makes them even better for infighting? :^)

>> No.3082042

>that head tilt it does

kawaii as fuck dude

>> No.3082059

I thought it was common knowledge since I jump over the zdoom marines when a bunch of them spawn to help me and end up cornering me.

>> No.3082069
File: 544 KB, 1600x900, Screenshot_Doom_20160321_231910.png [View same] [iqdb] [saucenao] [google] [report]

Okay so does this look okay? I'm gonna stick a door down there that warps you to a basement area to explore and FIGHT STUFF

>> No.3082070


You appear to be missing the actual door, dingus.

>> No.3082072
File: 432 KB, 500x394, AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA.gif [View same] [iqdb] [saucenao] [google] [report]



>> No.3082075

Why not? Your whole layout idea hinges on that.

>> No.3082076
File: 383 KB, 744x652, SmugFaggot.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3082078
File: 55 KB, 636x310, Untitled.png [View same] [iqdb] [saucenao] [google] [report]



>> No.3082081

hey now

don't unhinge yourself there

>> No.3082082
File: 734 KB, 691x669, franku.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3082086

looks interesting, perhaps for decoration you should put a door there

>> No.3082092

No need to get mad. Seriously, it seems like you've got this mapping thing locked down pretty good.

>> No.3082093
File: 55 KB, 351x351, 1422911946052.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.3082096

>Okay so does this look okay?

Hmmmm, I dunno. It seems like it's missing something...

>> No.3082098

Don't be such a knocklehead.

>> No.3082101

What's the matter? Can't doorhandle a little ribbing?

>> No.3082102

maybe we should just close the door on this line of ribbing

hey, I had an idea for what you should add

>> No.3082103

Looks like there could be a cave there instead of a door

>> No.3082104
File: 465 KB, 415x468, skullpunch.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3082106


But how would you block off the cave?

>> No.3082108

Big rocks, probably.

>> No.3082109

This layout seems pretty entry level.

>> No.3082110

But how would you open up the big rocks?

>> No.3082117


>> No.3082118
File: 427 KB, 1600x900, Screenshot_Doom_20160321_233642.png [View same] [iqdb] [saucenao] [google] [report]



>> No.3082120

A door of revenants?

>> No.3082121


When opportunity knocks...

>> No.3082123

There's no door there. Those skeleton keys won't help anything.

>> No.3082125


>> No.3082126

That's a really strange door....

>> No.3082127

I just adoor that solution.

>> No.3082128


>> No.3082129

those skeletons are adoorable

>> No.3082132
File: 255 KB, 548x340, doom2rpg_03.png [View same] [iqdb] [saucenao] [google] [report]

Anyone port this and the first one to PC yet since it doesn't work on IOS anymore

>> No.3082134

No bones about it, that's an inventive solution.

>> No.3082138

it's an open and shut case

>> No.3082140


>> No.3082141


That's not a door, Kegan. That's not a door at all.
You're doing it wrong.

>> No.3082142
File: 716 KB, 512x512, 1416388502223.gif [View same] [iqdb] [saucenao] [google] [report]


Okay that tears it, I'm adding a warp somewhere that puts you shitheads in a room full of melee revenants.


>> No.3082145

why stop there? that just opens the door to a whole lot of extra fun!

>> No.3082146


It's a bit of a bitch.

>> No.3082148

>open the door
>everybody fight the skeletor

>> No.3082149

So you're finally making an entrance to the skullery!

>> No.3082150

>a warp

I think I know a better way to get there!

I'm thinking something that opens up, allowing passage... What are those called again? Gates? Portcullises? Hmm...

>> No.3082152
File: 54 KB, 600x827, butthatsheresy.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3082154 [SPOILER] 
File: 32 KB, 573x340, 1458625758902.png [View same] [iqdb] [saucenao] [google] [report]

Where are you gonna put this teleporter?

Or is that yet tibia decided?

>> No.3082157


>> No.3082159

skeleton walls perhaps?
literally it's an HP wall

>> No.3082161
File: 679 KB, 499x275, Surrounded by skeletons.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3082164

Is this a sneak peak of boner doors crushing you if you stand under it?

>> No.3082165

whatsa matter, did you get hit in the funny bone?

>> No.3082175
File: 104 KB, 670x789, Rood_2.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3082176

I have no sides left

they have been obliterated

never before have I held such adooration for a post

>> No.3082183

So did we exceed Kegan's threshold for door-related puns?

>> No.3082186
File: 9 KB, 654x476, This shit is beyond agitating.png [View same] [iqdb] [saucenao] [google] [report]


I don't have a skeleton agitated enough for this shit anymore. I'M JUST GONNA GET BACK TO WORKING ON THIS MAP.

>> No.3082190

wow man you need to get a handle on the situation

>> No.3082194

Does anyone know why my GZDOOM just seems to momentarily freeze every now and again? Seems like it happens randomly after an event, sound, or saving.

>> No.3082197


>> No.3082201

and thus concludes the 45 minute relentless ribbing of gmota guy about doors

all the puns have been locked down and we can now continue with regular /doom/ doorkiness

>> No.3082202
File: 461 KB, 1600x900, Screenshot_Doom_20160322_001657.png [View same] [iqdb] [saucenao] [google] [report]

There I finally added that thing that needed to be added

>> No.3082204

>you hit USE
>Instead the stairs fall down and down and down and down into the darkness
>Finally, after an hour of falling, you land... And in front of you is a door texture.
>Next to you is a door texture.
>Behind you is a door texture.
>The ceiling and floors are doors, like a demented quilt built by hell's worst architect.
>And then they OPEN


>> No.3082205
File: 59 KB, 640x560, 1402358636810.jpg [View same] [iqdb] [saucenao] [google] [report]

anyone have a clue how i can add something like this to doom:
you have your fists, and you press attack on a monsters back, and it does a backstab animation and locks both you and the monster in place during it, then damage is applied

>> No.3082212

Use ACS to find the monster's angle and player's location. Then force the monster into the 'backstab' state, and knock the player's weapon into the 'backstab' state.

>> No.3082226


Anyone played this? It's pretty OK. Cool city map, at least. How did he get those nice fog clouds in there? I've been trying for days to figure out a way to do that. I'm guessing they're just sprites?

>> No.3082247

translucent, decorative actors yeah

>> No.3082294
File: 28 KB, 965x720, ss+(2016-03-22+at+12.26.48).png [View same] [iqdb] [saucenao] [google] [report]

this is getting way beyond my league quickly
i have so many questions, most importantly though:
how do i check the TID of the mob your specifically attacking, or even better the mob your pointing at

and the nut buster is how to find the mobs angle relative to the players position, instead of the angle being grabbed from the world

>> No.3082296
File: 1.77 MB, 1920x1080, Screenshot_Doom_20160322_003230.png [View same] [iqdb] [saucenao] [google] [report]

Someone got Quake 2 in my Doom. Weird. The wad is called GeneTech Before the Storm or something like that.

>> No.3082305

AAPTR_PLAYER_GETTARGET is the TID of the mob in the center of your LOS, I believe. you might need to get the property from the monster that gets hit.

You might be able to use CheckSight to see if the monster can actually see the player. You might actually be able to use A_JumpIfInTargetLOS instead. I dunno.

>> No.3082332

that's some weirdboner shit in the center there

>> No.3082335

Ain't nothin' weird about that boner.

>> No.3082336

good luck sticking your dick in that exhaust

>> No.3082337

The weird part is wanting to stick it into what looks like a nuclear reactor exhaust port.

>> No.3082339

>he doesn't know about iron maidens

>> No.3082354
File: 502 KB, 1600x900, Screenshot_Doom_20160322_022435.png [View same] [iqdb] [saucenao] [google] [report]

My shotgun shells are inexplicably floating.


>> No.3082357

I can't seem to get into Gameplay mods. Everytime I download one, i play for 15 minutes, then stop, and never play it ever again.

>> No.3082372
File: 559 KB, 1024x768, loadingscreen4.png [View same] [iqdb] [saucenao] [google] [report]

>not embracing your robophilia

>> No.3082381

you're a proper consumer

>> No.3082431
File: 183 KB, 425x450, nf.png [View same] [iqdb] [saucenao] [google] [report]

Should be Barons, no?

>> No.3082436

I'm checking ZDaemon out. It's cool and all, but empty as fuck. Any more active communities?

>> No.3082438


>> No.3082457


Definitely >>3082438

>> No.3082468

Speaking of zandronum, do you guys have any servers where you play constantly? all i can find is the usual shit with 10 different wads each and i really don't want to download all that just to play in one server that may or not be good

>> No.3082489

>do you guys have any servers where you play constantly?
i think there were some in /vr/'s early days but not now. these days, sometimes someone puts up a server and announces it here.

>> No.3082512
File: 612 KB, 720x360, what even are doors.webm [View same] [iqdb] [saucenao] [google] [report]

Hey look, doors.

>> No.3082530
File: 2.64 MB, 1920x1080, 2016-03-22-1215-05.webm [View same] [iqdb] [saucenao] [google] [report]

This encounter was rather textureless in my taste
I know, too far-fetched

>> No.3082545

dangerous door - you blacked out when you approached it

>> No.3082560

No Sleep For The Dead v1.0 released

>> No.3082567
File: 1.78 MB, 1280x720, console.webm [View same] [iqdb] [saucenao] [google] [report]

Does this console/computer station look decent, even if out of place? Also, what do people think of these things giving messages when used, like in the "The UAC fucked up yet again" level?

>> No.3082570

>SetActorAngle(0,getactorangle(0)+(VectorAngle(GetActorX(NpcTID) - GetActorX(0),GetActorY(NpcTID) - GetActorY(0)) - GetActorAngle(0))) ;

Uses the player as activator but needs the target's tid. Works for me (tm)

>> No.3082572

That doesn't work on walls or with different scale does it?

>> No.3082573


Looks believable enough to me.

>> No.3082582
File: 41 KB, 640x480, 1458647825.png [View same] [iqdb] [saucenao] [google] [report]

Too blocky IMO. E2M7 shows you how to use CONS1_*.

Messages, meh. Might work in a slow-paced exploratory level for atmosphere, but in Doom?

>> No.3082626
File: 814 KB, 1280x832, tips coke can.png [View same] [iqdb] [saucenao] [google] [report]

Well seeing as I'm too late for DUMP 2 I'm just gonna work on and off on this map and save it for DUMP 3

in the mean time, try my latest WIP, I got music changing working. Don't go down into the basement it's not done yet.


>> No.3082628


I don't mind at all.

>> No.3082649
File: 212 KB, 1280x720, Screenshot_Doom_20160322_104646.png [View same] [iqdb] [saucenao] [google] [report]

Because I'm burned out working on one map, I've started another. Blue and silver everywhere you look.

>> No.3082737

>blue and silver
where's the COMPBLUE?

>> No.3082742
File: 207 KB, 1280x720, Screenshot_Doom_20160322_104715.png [View same] [iqdb] [saucenao] [google] [report]

It's there.

>> No.3082750
File: 247 KB, 605x807, fotug86.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw you wanna create a bad-ass boss but can't draw to save your life

>> No.3082753

Is that Dr. Doom?

>> No.3082758
File: 6 KB, 144x252, ORCLA0.png [View same] [iqdb] [saucenao] [google] [report]

It's supposed to be based off the Oracle from strife, which looks like Dr. Doom anyway, so there's some resemblance

>> No.3082785
File: 339 KB, 1768x992, Screenshot_Doom_20160322_154943.png [View same] [iqdb] [saucenao] [google] [report]

Anyone know how I fire these "weaker shots"? It isn't alt-fire, that's all I know.

>> No.3082787


Run out of ammo.

>> No.3082791

I guess that makes some sort of sense. Thanks.

>> No.3082835
File: 207 KB, 1000x1000, tumblr_o4efu6Pn0l1s19seto3_1280.png [View same] [iqdb] [saucenao] [google] [report]

Do not wet the cacodemon

>> No.3082854

Looks almost nothing like a Cacodemon

>> No.3082856
File: 76 KB, 500x500, 1457087329045.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3082880

welcome to the world of "monster" girls

>> No.3082881

Kinda reminds me of the early alpha maps

>> No.3082893

Thank the HDoom designer.

>> No.3082904

Newfag here, just played Doom after so many years. What do you guys think about the Project Brutality mod?

>> No.3082918


That's a really lazy design for a monstergirl caco, imo. You don't just strap a Leela onto a tomato with horns. In fact I'm going to try to desing something more interesting right now. Be right back...

>> No.3082923
File: 321 KB, 900x675, 1454960129424.jpg [View same] [iqdb] [saucenao] [google] [report]

>choose that one gameplay mod that adds powerful weapons
>too strong and can take down anything
>choose that one gameplay mod that adds powerful monsters
>can't kill anything and its not fun
>choose that one map pack
>too lazy to actually finish it
>so used to extra shit that can't play vanilla anymore

>> No.3082930

Played it once but got bored with it quickly.

>> No.3082932

>In fact I'm going to try to desing something more interesting right now

don't even bother, the mod maintainer won't change his mind.

>> No.3082939
File: 51 KB, 800x640, I3D7GYB.jpg [View same] [iqdb] [saucenao] [google] [report]

What source port is he using to get that ambient occlusion? (the HUD/weapon sprites look crap though)

>> No.3082943

I suspect Doomsday. It has a "fake radiosity" feature. Might also be gzdoom with ReShade I guess.

>> No.3082968
File: 11 KB, 522x637, lewdodemon.png [View same] [iqdb] [saucenao] [google] [report]

>how do we sexualize a cacodemon?
>replace its face with an anime girl with one eye
This is why monstergirls is such a shit tier fetish.

>> No.3082970

What are the best 5 doom maps ever made (not megawads, individual levels, even if part of a larger map pack).

I want to play the cream of the crop on UV and see whether you guys have good taste.

>> No.3082971
File: 542 KB, 768x432, GzDOOM 03.22.2016 - [View same] [iqdb] [saucenao] [google] [report]

Working on a strife boss. placeholder gfx.

>> No.3082973

I really liked the level in Ultimate Torment and Torture where you siege a hell fortress together with other marines.

>> No.3082976


>> No.3082979

In your opinion what makes a good "monster girl" ? something furry ish with a cross between human and monster features? Anime girl cosplaying as monster? Or an accurate (or at least close) version of what a female equivalent of said monster would look like putting the monster/inhuman as priority, which can or not end up being attractive?

>> No.3082981 [SPOILER] 
File: 85 KB, 626x626, 1458667033049.jpg [View same] [iqdb] [saucenao] [google] [report]


Already bothered. This is a stupid design for a dumb vore fetish that I don't even understand, but it's still more creative than a yarn ball with a cyclops stuck in it.

>> No.3082984

>Cacodemon with eyelashes

>> No.3082985

Eh, better but still doesn't really look like a Cacodemon

>> No.3082986

Did the angle cos and sin solution work?

>> No.3082987

I'd used a different method by the time I saw your solution, both work though. Cheers anyway.

>> No.3082990

Really depends on the "monster" part.

Like it's easy to do something like a centaur or lamia because it has enough human parts to be appealing.

Whereas what's the point in sexualizing a Cacodemon? It's a flying cyclops tomato with horns and fangs. Unless you're that fucking desperate that anything with a mouth turns you on, I don't see the point.

>> No.3082991
File: 1.20 MB, 1334x750, image.png [View same] [iqdb] [saucenao] [google] [report]

Was this worth 99 cents

>> No.3082996
File: 64 KB, 522x458, cacogirl.png [View same] [iqdb] [saucenao] [google] [report]

I dunno, i've seem some shit and i know there are people who totally would a caco like it is, and to be honest if its not similar to the original form them what's the point? Why call it a monster if you're making it closer to human because you can't handle something odd looking? That's the thing that always ticked me off, like, either go full or go human, everything in between is just denial and shit

>> No.3082997


a pretty decent doom spin-off, considering that was made for brick java phones

>> No.3082998

For people that get upset about monstergirls, your suggested replacements are abysmal.

>> No.3083005

>adding a body to the Caco
>turning the Caco into a generic anime girl with one eye

No, fuck off with this shit. At least Barons can pass as muscular girls. This is almost as bad as Lost Souls being generic female faces.

>> No.3083009
File: 524 KB, 500x620, 1347659821156.gif [View same] [iqdb] [saucenao] [google] [report]


Have a smug anime girl.

>> No.3083014
File: 1.74 MB, 1334x750, image.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3083015

Yeah, i've seem some weebs defending this shit before, its like one of those themed barbie dolls, they may have different clothes, acessories and skin colors but take all that away and its still the same doll, this is how some of these designs feel sometimes

>> No.3083017

some personal favorites off the top of my head:
scythe2 map23
av map06
sunlust map30

there are far too many brilliant maps with wildly diverging design goals out there to narrow it down to anything resembling a representative top five. t

>> No.3083020

Please tell me it's possible to run it on an emulator.

>> No.3083024

Hilarious drawing.

>> No.3083030
File: 1.78 MB, 1334x750, image.png [View same] [iqdb] [saucenao] [google] [report]

Don't know, I'm phoneposting.

>> No.3083031

Is that even Doom?
What is going on there?

>> No.3083032

I don't know what that is, but it looks like a toilet bowl.

>> No.3083036

So with all these angry posts about HDoom lately, I guess we can officially ask...

Why does /vr/ hate Brutal Poon?

>> No.3083037

Enjoyable map you have there, played with Doom 2 because I'm retarded.

>> No.3083046 [DELETED] 
File: 96 KB, 1343x894, Capture.jpg [View same] [iqdb] [saucenao] [google] [report]

I updated my phone, no longer works

>> No.3083047

I thought so too.

>> No.3083051

Damn, it's the only game I want to play on an Iphone. Along with WolfRPG. Java version doesn't look even remotely as good as this one.

>> No.3083056



You know what the best Hdoom caco would be?

Tentacle monster caco. I mean, we have NO CLUE what's in her mouth. It could be a gazillion tongues.

Also, pain elemental just eats you and sends you to a realm of infinite lost soul girls having constant orgies.

>> No.3083057

damn son

>> No.3083059

I always had a headcanon of the pain elemental just being a living portal. He's not making lost souls, he's just kind of a mobile teleportpad.

>> No.3083069

Yes that's a toilet, you can tear it out of the ground and kill demons with it

>> No.3083074

This should be a feature in Brutal Doom.

>> No.3083091


I read that as IMPLYING because I'm fucking retarded

>> No.3083094

I think electrocution could be caco's thing

>> No.3083096

Time to make your own mod that's balanced how you like it. Or modify an existing mod and make a patch.

>> No.3083098


Look for q3mdl-revanant.zip

There's also arachnotron and imp models.

>> No.3083114

Is Painkiller or Serious Sam considered retro?

I know they came out after 1999 but their gameplay is pretty oldschool so I thought I'd ask

>> No.3083138

>I know they came out after 1999 but their gameplay is pretty oldschool so I thought I'd ask
It really isn't though. They're in their own subgenre that's neither particularly classic or modern.

>> No.3083152

So I've downloaded Doom:One and for some reason, I keep getting zombiemen with pistols instead of rifles, I realise that this mod is pretty much dead now but does anyone have a way of restoring the rifle zombie sprites? I tried opening the WAD with slade but I'm a colossal noob with modding and couldn't pick anything out, please help

>> No.3083172

What would happen if a Pain elemental swallowed a zorcher projectile?

>> No.3083174

Just need some glass cannon mode, fucking touhou doom got me addicted to it, too bad hitscanners end up kicking my ass

>> No.3083181

>fucking touhou doom got me addicted to it

>> No.3083182

total protonic reversal

>> No.3083194

full conversion mod that initially starts with "doomguy in Gensokyo" but quickly goes full retard with the plot, realm667 everywhere, but boss battles are fun and the first chapter (which is based on EoSD) is great right before Flan which is when it all goes to shit

>> No.3083204


I know it isn't attractive enough for the intended purpose, but it was supposed to be an example of something more original. I just took the basic ideas of a cacodemon and something with a vagina. Then I thought of a cacodemon's big mouth and the way it relates to eating, which relates to the vore fetish. So, I came up with the idea of something that you can be deliberately eaten by, and while you're in there, you get to fuck its insides. That was the result of 30 seconds of pondering, and it's still much more original than a monocular demon girl strapped to a faceless caco-body, even if its illustration isn't sexualized properly.

>> No.3083212
File: 288 KB, 393x393, thumbsup.png [View same] [iqdb] [saucenao] [google] [report]

>this whole post
this guy gets it, cacos are like its own fictional species, so giving it parts that would be attractive to other cacos rather than humans (hips, tits, etc) not only makes sense but it adds to the monster factor while creating something exotic

>> No.3083226
File: 7 KB, 65x72, caco_pooper.png [View same] [iqdb] [saucenao] [google] [report]


You know, since I'm actually not a vore fetishist, it wasn't the first fetish I went into when brainstorming. Pic related.

>> No.3083257
File: 249 KB, 824x1421, file.png [View same] [iqdb] [saucenao] [google] [report]

In the DUMP image post it is said that I can put SNES module music into a wad. How do I do so?

>> No.3083281

1: find .spc music
2: put .spc music in music folder
3: profit

>> No.3083282

>so giving it parts that would be attractive to other cacos rather than humans (hips, tits, etc)

Completely defeats the purpose of having it be attractive to humans.
The point of porn is to titillate the (assumedly human) player, by making it attractive. A jar of jelly probably looks attractive to other slimes, but I'm not gonna fuck it.

>> No.3083284

But the music on the snesmusic site is in ".rsn" format that has tracks in one file, what do?

>> No.3083286


That's a container. Open it up in winrar or something.

>> No.3083289

Anon, humans are fucked in the head when it comes to porn, we can find literally anything attractive, i've seem people fapping to simple shapes once, just slap some holes and make it sentient and capable of talking and done

>> No.3083292

>>Completely defeats the purpose of having it be attractive to humans.
Just ermember there's one guy who's aroused by the state of Ohio and there's another who masturbates to floor tiles.

>> No.3083294 [DELETED] 
File: 181 KB, 320x320, file.png [View same] [iqdb] [saucenao] [google] [report]

Thanks :D

Scientists had proved somewhen in the 90's that it's the combination of shapes, curves and outlines that attract us, which is why furries are attracted to antropomorphic animals, and some individuals to... Ahem... Picrelated.

There are some thresholds, and people with lower threshold will be attracted to most characters that have certain curves and shapes, no matter what species they are.

>> No.3083321

>that image
rule 15 anon

>> No.3083325

pretty sure he's just using it for a point

>> No.3083327


That doesn't mean it should be the main audience that should be targeted.
You could make a game about doing your taxes and some people would play it, but if you're aiming for a wide audience of people to play it, you're not going to go far.

It's not really that difficult.
Porn mod makes monstergirls look like anime girls that most people can fap to instead of scary hell monsters that only a weird niche of people can fap to.
Why is this surprising?

>> No.3083329

He's gonna attract that autistic retard who derails threads whenever someone posts ponies.

>> No.3083336

>>That doesn't mean it should be the main audience that should be targeted.
It's literally a game about monstergirls. If you're pretending to have standards by that point, fuck off.

>> No.3083338

>For most people
You're literally furry-tier, kill yourself.

>> No.3083340
File: 256 KB, 653x363, Sw7HzlR.png [View same] [iqdb] [saucenao] [google] [report]

>exactly one minute apart

Have a smug anime girl.

>> No.3083341
File: 1.21 MB, 720x480, You will not find sauce to this.webm [View same] [iqdb] [saucenao] [google] [report]

>Only one person can insult me, everyone else must agree with me

>> No.3083345

You're thinking too hard about it dude, the reason why most monster girls are anime garbage its because the people who eat this shit are mostly weebs, one generation inspires the other, etc etc, simple as that
"barneyfag" is a myth at this point, his copypasta is navy seals tier and any newfag can pretend to be him, what derails threads are autists worrying too much, but ponies should be kept inside the pony board anyway

In any case this is starting to get too offtopic already

>> No.3083347

>a myth at this point
No, it's really one guy. And he's pretty fucking annoying.

>> No.3083349

Is it possible to do text screens in-between levels like in the official game?

>> No.3083360

>You're thinking too hard about it dude
I dunno, it seems extremely simple.

Porn mod makes something that's appealing to a wide audience.
When people suggest alternatives like >>3082981 then the results are usually bad.

It's pretty straightforward, really.
And then someone gets real angry.

>> No.3083362


>> No.3083364

No, its an army of shitposters pretending to be him, do you seriously believe there isn't a single person on this website who wouldn't do this? Even if barneyfag is still out there he isn't alone, because ponies are a low hanging fruit any petty shitposter can use

>> No.3083367


Do you seriously believe that nobody is that autistic enough to be that persistent, that it has to be a group of people?

The answer is likely both.

>> No.3083389

It's literally one person, he's held AmAs on it, and the sentence structures are all too strongly similar.

>> No.3083403

Shocked no one's redrawn the enemy sprites. They only have a few frames of animation.

>> No.3083407


underrated post

>> No.3083424

Looks fine to me.

>> No.3083439


>> No.3083445

yeah, in sufficiently advanced ports, usually those that support some kind of MAPINFO or equivalent (zdoom-based ones, probably eternity)

>> No.3083448

>Do you seriously believe that nobody is that autistic enough to be that persistent
worth noting that the doom babbies shiteater is all by himself and has been going around the entire board for three years straight showing his deep spectrum low functioning ASP's to every cunt here.

>> No.3083451

>They only have a few frames of animation.

It's a much bigger job than you think and in general the results are not worthwhile. People have tried.

>> No.3083453

>People have tried.

I saw those. They weren't artists. The results were pretty bad.

>> No.3083460

Is there a mod with monster screams from the original + weapon sounds from Playstation/Saturn?

>> No.3083468
File: 17 KB, 913x913, implying.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3083496

Different anon here, the Cacogirl's design is still pretty boring and doesn't make much sense (is she attached to a giant ball of hair?).

>> No.3083507

About time he does one of the Doom tracks.

>> No.3083514


literally quien

>> No.3083516

What the fuckosaurus Rex!?

>> No.3083517
File: 5 KB, 55x138, tek_war_Cop.png [View same] [iqdb] [saucenao] [google] [report]

William Shatner, I'm TekWar

>> No.3083523

if I rip your sprites will you go into your death actor?

>> No.3083527

He's been doing this shit for a little while now.


>> No.3083530

Doing what? I don't get it.

>> No.3083532
File: 1.76 MB, 1334x750, image.png [View same] [iqdb] [saucenao] [google] [report]

Spooked my shit before I poisoned him and got him all green. He was a gross flesh color, real cool

>> No.3083535

holy fuck that actually startled me

>> No.3083536

The guy made an account with the same name as someone else on Youtube who happened to be known for uploading a lot of video game music. On this fake account, every video is made to appear to be the real thing with the title and thumbnail, until you actually watch the video. It's the old bait and switch trick.

>> No.3083541
File: 1.70 MB, 1334x750, image.png [View same] [iqdb] [saucenao] [google] [report]

Resistant to the chainsaw, unfortunately

>> No.3083542

no way

>> No.3083548

I see, thank you.

>> No.3083553

It'll make me go into my Pain state 10 times.

>> No.3083557

>A demon with all the powers of a saw
>he's also immune to saw

Wow, genius

>> No.3083561

You have a big mass, and an equaly large radius and height.

>> No.3083570

for doomguy.

>> No.3083571 [DELETED] 
File: 26 KB, 307x156, Bronies, this is your mindset.png [View same] [iqdb] [saucenao] [google] [report]

This is why Barneyfags all need to be killed.

>> No.3083574

Depends on what engine your targeting and the type of content you want to make (or think you want to make).

If you're into advanced modding with zdoom I'd suggest learning decorate or acs while also practicing texturing on the side for the sake of variation.

Spriting monsters is arguably the hardest thing to do, but you'll be hot shit in the community if you get good at it.

>> No.3083579

Speak of the devil: >>3083571

>> No.3083609

What's a matter, your RSS feed not working anymore?

>> No.3083612 [DELETED] 
File: 118 KB, 582x515, Screen Shot 2014-11-11 at 2.07.09 AM.png [View same] [iqdb] [saucenao] [google] [report]

I don't really go onto /vr/ since it's less likely Barneyshit will be posted there.
That being said, I do like to lurk Doom threads from time to time.

>> No.3083616
File: 375 KB, 1152x864, Screenshot_Doom_20160322_175252.png [View same] [iqdb] [saucenao] [google] [report]

gave zombiemen brown hair and recolored eyes, does it look like shit /vr/?

>> No.3083621

Make him black

>> No.3083627

oh that's weird. who ever thought changing hair color from green to brown would make them look odd, but here we are.

>> No.3083629

Well congrats, you're wasting your time because the anon you were having a beta uprising about was using the same people you're complaining about as an example.

But let me guess, you're literally too autistic to process the idea of examples, right?

>> No.3083636

from 0:10 to 20 seconds it was sounding like the tightest shit ever

then he fucked up because le funi xD

>> No.3083638

are you the guy who got incredibly assblasted over quake and half life

>> No.3083642

HEre you go, you whiny baby.


>> No.3083643

Hair is fine, but the eyes look weird. They look more like empty sockets

>> No.3083650


Computer, load up celery man please.

>> No.3083651

Reminds me of the mod I wanted to do, started on, and never completed.

Just to make subtle variations in animations and spriting for enemies, different heights (slight differences), more/less muscle, different eye/hair colors, etc. Just some randomization.

>> No.3083654
File: 66 KB, 1109x143, Groupfinder on Roll20.png [View same] [iqdb] [saucenao] [google] [report]

I wish I had the picture of that black man saying "Who?" because it'd be pretty apt right now. SO here, have this.

>> No.3083657

I guess you weren't here at the end of last thread then because you sound *exactly* like him

>> No.3083660
File: 48 KB, 267x200, Shh, Pigmon is sleeping.gif [View same] [iqdb] [saucenao] [google] [report]

How does someone sound with text?

>> No.3083663

Hey that actually sounds cool. A little vanilla variety.

I'm guessing you dropped it because of the spritework.

>> No.3083665

Yeah, making the animations of appropriate quality and matching proved to be a ton of work (for example I didn't want pain/flinching animations to suddenly turn to default, or dead bodies to do so, etc)

That and I'm lazy and have 2 jobs

>> No.3083669 [DELETED] 
File: 39 KB, 649x323, Screen Shot 2013-07-05 at 9.25.00 PM.png [View same] [iqdb] [saucenao] [google] [report]

Hey, I'm just saying that Barneyfags all need to be killed. I didn't say anything other than that.

>> No.3083670

No, instead you're wasting the image limit on stupid shit. Take it to somewhere where people give a fuck.

>> No.3083679 [SPOILER] 
File: 2 KB, 100x100, 1458688990209.gif [View same] [iqdb] [saucenao] [google] [report]

thanks shitter

>> No.3083682

thanks doc

>> No.3083685
File: 16 KB, 416x41, Screen Shot 2013-09-30 at 10.57.27 PM.png [View same] [iqdb] [saucenao] [google] [report]

You say that as if this thread is active enough for 90 more pictures to be posted before the thread falls off of page 10.

>> No.3083709

much obliged, medic

>> No.3083713
File: 114 KB, 240x240, sawcubus.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3083724


Well, now I wanna have a sexy cyborg demoness with a chainsaw arm.

>> No.3083731

He can see how many times his spite gets stolen.

>> No.3083741

Danke Herr Doktor.

>> No.3083771



>> No.3083776
File: 170 KB, 342x406, don't make me blue darling.png [View same] [iqdb] [saucenao] [google] [report]

am I the only one who thinks the palette from BTSX looks like, really good

really diggin the washed out blue on plasma's firing anims and projectiles, look much quieter visually without being overtly bland

>> No.3083856

Thank you for the responce. I'm focusing on Doom II with ZDoom, trying to learn custom textures and sky textures right now.

>> No.3083886
File: 87 KB, 772x397, Is2c.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3084043

I am an artist. However, I'm pretty lazy. Despite that, I ripped a mutant out of Hacx 2.0 last night and converted it to a melee only mutant and I'm in the process of tossing it into Doom right now. Just getting the hang out how to export these fucking sprites all at once.

>> No.3084802


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