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3088752 No.3088752 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3083767

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.3088753


[03-24] Anon map release: Homecoming.wad (two maps)

[03-24] Anon map release: map02 (title still unknown)

[03-24] Mutiny Community Project, alpha 1

[03-24] Anon remix release: Perfected Hatred

[03-22] No Sleep For The Dead v1.0, by janvknn (dodead, class_ep)


[03-20] Gun Godz v0.6 (port to GZDoom)

[03-20] Doom2 Nightmare speedrun in 23:06, by Zero-Master

[03-20] DUMP 2 Test Build (60+ maps)

[03-20] Defecation Foundation updated

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

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

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

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


To submit news, please reply to this post.

>> No.3088758

The lewd thread has now taken residence in

>> No.3088760

i missed one, apologies.

[03-25] Anon map release: Durex Waste Disposal

>> No.3088762

That's hilarious, I'm gonna miss the weird baron guy if he permanently migrates.

>> No.3088765
File: 467 KB, 1768x992, Screenshot_Doom_20160325_092358.png [View same] [iqdb] [saucenao] [google] [report]

Muh BFG firing BFG

>> No.3088770

You uh, haven't got it selected.
also I should probably make the statusbar hud have the background it's meant to have when you are in the info screen.
Dunno why you'd use that with LegenDoom though.

>> No.3088771
File: 469 KB, 1768x992, Screenshot_Doom_20160325_092353.png [View same] [iqdb] [saucenao] [google] [report]

Whoopsie. I like the twin shot shotgun too. And the triple damage SSG with shitall accuracy. Traded that in for the DoT SSG now though.

Also, use what with Legendoom? The only thing I'm running is Legendoom and an oblige generated mapset.

>> No.3088775

As part of my molotovs, I have a smoke cloud rising up from the center that I ripped off of another wad. Is there a way to make it so that the enemies can't see through it, but projectiles can still pass through? Basically a smoke screen?

>> No.3088779

You're using the Statusbar hud.
If you press +, you can switch to the fullscreen hud, which is entirely custom and shows a lot more information.

>> No.3088784

Ah. Well, I'm not quite a purist but close. I like my oldschool hud, no freelook, no jump/crouch. (I know it's required for some mods/wads, so I purposely modded them to awkward keys to not get used to them, y and h)

Also, a thing. The gauss-type weaponry (piercing) seems to not work with auto-aim. Or at least, it doesn't hit targets on a different height.

>> No.3088790

When someone is new to Doom, what do you think is the ideal way of getting into it?

I'm of the opinion that newbies should play the iwads, MMs, and Icarus without mods before delving into other things.

>> No.3088791

I say you've got the right idea

>> No.3088792

Also, since you're here now, here's some other things that I'd like to mention about Legendoom, since I can't be bothered with forums.

Certain weapons use very similarlooking/the same sprite when on the ground (certain shotguns, plasma rifle vs bfg). This makes it so I drop one item, realise I dropped the wrong one, pick up item again, drop the other. Not broken per se, but ineffective it feels. And what is the scaling on berserk weapons exactly? at 50% health twice the damage? 4 times the damage at 25%? Flat scaling x times damage at 1% health 1 times damage at 100+%? (Or perhaps even accidentally bugged at shitscaling like 1/5th damage at 200% health) I dunno, I only use my berserk chaingun at low health.

>> No.3088795

Gotcha. It's just some people never even realise you can change the hud, thought I'd bring it up.

And yes, autoaim is an intergalactic menace. It breaks a lot of stuff, or makes it act weirdly, so unfortunately it's unsupported. Sorry about that, there's pretty much nothing I can do about that. It does weird stuff in DRLA as well, like annihilating vertical spread.

>> No.3088796


And Scythe.

>> No.3088803

Oh and finally, I'm pretty sure that the 50% chance of gaining ammo instead using it effectively means infinite ammo unless you're really unlucky/don't have a big enough ammopool to get the chain going (I think 100 rockets should be plenty to get infinite rockets). I'd say from a mathematical standpoint it's strictly better than 66% chance of not using ammo.

>> No.3088805

I can understand getting the shotgun pickups confused, but uuuh... The plasma rifle and BFG? They're so wildly different in appearance across the rarities.

Berserker weapons increase by 1 damage every 10 health, and then each 1 health below 11. At 1 health, a Berserker Chaingun has a base damage of 23, instead of 5.
Rocket increases by 2, and BFG increases by 10.

It's not infinite, you can be betrayed by RNGesus. But yes, it is very much better than 66% of not consuming ammo.

>> No.3088810

My criteria for PWADs was to include megawads that are of iwad level difficulty, alongside being made around the same time as Final Doom (95-96).

But on second thought, I guess I'll say the HRs, Scythes, AV and KS should be played unmodded afterwards, though.

>> No.3088814


That's fair, I suppose.

>> No.3088820


Please add an option to keep the movement speed the same as vanilla, also K/I/S in the HUD.

Why the change to the movement speed anyway? I don't see what it does for the mod.

>> No.3088824
File: 81 KB, 600x312, long scale.png [View same] [iqdb] [saucenao] [google] [report]

Well, to go out of ammo with the rocket launcher is 100 misses in a row effectively, so 0.5^100, which is 7E-31, or 1 in a *million times quadrillion* odds. Just my autism showing. And maybe it's just me with the plasma/BFG things.

I never really bothered with going into the terminology, but what exactly is a PWAD/iwad. Megawad are 32-map wads right? (And I heard mentioned on terminus' dump 2 test stream that they were one map short of a gigawad. Would that make 16 maps a kilowad? 8 maps a hectowad, 4 a decawad? Perhaps someone will one day release a 128map terawad?)

Actually, going back from 4map decawad, that would make 2 maps a wad, 1 map a deciwad, half a map a centiwad, and a quarter map a miliwad :'^)

>> No.3088826

Walking speed is the only thing changed, running is unaffected. It's impossible to add an option for changing the amount.

I'll see about adding a nice looking K/I/S for you.

>> No.3088831

On a port that feels comfortable to the user (I got the "Authentic" DOS experience myself, but the game clearly holds up without it), playing through the original games initially and then doing whatever the fuck they want because playing a game for the first time doesn't have to be a structured experience like there's going to be a goddamn ten hour quiz on it at the end.

>> No.3088834


Ye Olde Schoole definition of a megawad is at least 14 maps, but it's since expanded to usually mean a full 32 maps.
If we wanted to get REALLY nitpicky, a gigawad would be a megawad^2, rather than a megawad+megawad, but I think your definitions are better.

>> No.3088839 [DELETED] 
File: 50 KB, 918x775, benis.png [View same] [iqdb] [saucenao] [google] [report]


Did you guys see the new trailer? Multiplayer of course, because that's all people care about these days

>> No.3088849
File: 572 KB, 840x789, HUUUH.png [View same] [iqdb] [saucenao] [google] [report]

Rate my clay abortion Ranger.

>> No.3088850

Invisibility and Quad Damage are 'unique' powerups now?

>> No.3088856

that's not actually made out of clay is it? it looks like computer graphics

>> No.3088857

10/10 would abort.

My assumption is unique here means that only one spawns on the map/there is only one powerup at a time.

>> No.3088859

the shit joel came up with in one video looked better

nah jk that's pretty solid

only thingie is that the jaw should be a tad more square and his nose looks sorta weird but the rest is fine

>> No.3088860

Why does he have the Quake 2 logo on his helmet?

>> No.3088863

It's that online clay modeling site thing that pops up occasionally, someone linked it in the last thread I think.

The jaw was a bitch to figure out and I tried four different noses and they're all fucking awful, noses are seriously the hardest goddamn part of the face.

Also his whole face is flat. But you can't see it from that angle.


>> No.3088883

C: Weapon is dangerous to the user and needs to fire from the center or it may accidentally be fired against a wall (See Unreal's Eightball and Razorjack)

>> No.3088884
File: 17 KB, 521x506, I'm PISSED.png [View same] [iqdb] [saucenao] [google] [report]


Man he looks PISSED

>> No.3088892

>playing a game for the first time doesn't have to be a structured experience like there's going to be a goddamn ten hour quiz on it at the end.


>> No.3088894
File: 3.00 MB, 320x240, Homecoming-01-fda-0859-1.webm [View same] [iqdb] [saucenao] [google] [report]

Homecoming.wad map01 first attempt

one secret didn't register (the blue armour) due to being a thin sector before a step up.

>> No.3088895
File: 3.00 MB, 320x240, Homecoming-01-fda-0859-2.webm [View same] [iqdb] [saucenao] [google] [report]

i liked this map a lot though, it is compact and detailed and full of secrets

>> No.3088896

The 15 maps definition is mainly for categorisation purposes on the idgames archives.

I've always seen it as a mapset that replaces at least 66% of the games levels, myself though.

>> No.3088898
File: 2.97 MB, 320x240, Homecoming-01-fda-0859-3.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3088901
File: 1.29 MB, 1920x1080, Getting gay with GZDoom.png [View same] [iqdb] [saucenao] [google] [report]

Making a map/potential mapset where the unstated theme is that the UAC has built a big machine in Hell to harvest demons, and you're running through the overrun, blood soaked guts of it while it churns away doing it's thing.

If anyone doesn't map (Or does; it doesn't exactly matter) and has any radical ideas that might fit, I'd love to hear them. If only for something to fall back on when my creativity inevitably runs dry. It's going to be one of those Quakey BROWN EVERYWHERE industrial maps. I'm looking at the potential of adding UAC themed custom enemies to it since it's already running on GZDoom.

The demon footage makes me want a suitable spiritual successor to AVP2 multiplayer more than anything.
Clearly not going to be provided by Doom 4 but, you know, RIP AVP.

>> No.3088905


Some more cracked alpha play showing off "speed" and the rock-it lawn chair.

>> No.3088925
File: 111 KB, 671x685, 1455745805363.png [View same] [iqdb] [saucenao] [google] [report]

Are there any other short, tight and comfy mapsets that both look and play well like UAC Ultra?

>> No.3088930
File: 185 KB, 1280x720, Screenshot_Doom_20160325_122047.png [View same] [iqdb] [saucenao] [google] [report]

Building one room a day keeps the burn out away.

>> No.3088934

corridor with unactivated crushers in it
pinkies from both sides, crushers activate
bait them to attack under crushers and let them go squish

>> No.3088935

The Darkening E2

>> No.3088938


Coffee Break Episode 1 doesn't look particularly good but it fills the other criteria. Has mostly tight quarters level design like UAC Ultra does, no dumb city maps or anything of the sort.

>> No.3088941

How about a twisted hellish area surrounded in glass, like they teleported a portion of hell itself into the facility. A hell biosphere. Hellisphere?

>> No.3088951

That looks gorgeous and I love the theme. Everything about it sounds like my favorite type of map. Have you played valhalla and putrefier? Should be good for inspiration.

>any radical ideas that might fit
use a lot of polyobjects as part of your machinery and try to use large scale level alteration as the player progresses instead of just doors opening. Also, if you feel up to it use light color, fog and sound environments (reverb) for effect.

>I'm looking at the potential of adding UAC themed custom enemies to it since it's already running on GZDoom.
You could make turn that into an optional decorate patch that replaces zombiemen and wolfenstein SS, so your maps could be played with gameplay mods instead as well.


>> No.3088964

Why is there no music?
This looks really boring without any music

>> No.3088967
File: 180 KB, 580x820, ranger_can_t_rocket_jump_by_enydimon-d69ccar.jpg [View same] [iqdb] [saucenao] [google] [report]

Can you blame him? At least Doomguy gets fancy armor, plasma guns, and endless new parts of Hell to blow up. Ranger's arsenal is made of stuff you can find at Wal-Mart and he doesn't even get a closed face helmet to help stop the Shambler slobber.

>> No.3088970

also the inferior lumberjack tool

>> No.3088974
File: 104 KB, 342x380, 1381383462909.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3088976

walmart sells rocket launchers?!

aw man where have I been

>> No.3088980

They sell PVC tubing and enough other assorted nonsense to make it explode and also make something to launch it with. Hence why the GL and RL share ammo.

>> No.3088986
File: 3.00 MB, 320x240, Homecoming-02-fda-1043-1.webm [View same] [iqdb] [saucenao] [google] [report]

Homecoming.wad map02 first attempt in 10:43

map01 was good, map02 is better - a little more open, and excellently placed secrets

>> No.3088995
File: 3.00 MB, 320x240, Homecoming-02-fda-1043-2.webm [View same] [iqdb] [saucenao] [google] [report]

the secrets are nicely hinted (usually via careful examination of the automap) and discoverable. i found them all without resorting to iddt. i especially liked the one where you jump off the lift.

>> No.3089001
File: 3.00 MB, 320x240, Homecoming-02-fda-1043-3.webm [View same] [iqdb] [saucenao] [google] [report]

it's unfortunate the yellow key trap turns the lights off without you actually having pressed the button as the surprise factor is lessened. not that it wasn't an obvious trap.

>> No.3089003

I think it's more along the lines of it never being in doom before, even invisiblity was a crap shoot and quad damage was never in doom, maybe berserk but it literally just applied to one weapon which was your fist

Every trailer I see I keep feeling it's a fucking halo clone, especially with the armor/announcer

Why couldn't we get a sexy chick's voice that sounded like she the UT99 announcer? Or just use fucking Quake 3's announcer?

>> No.3089005
File: 2.56 MB, 320x240, Homecoming-02-fda-1043-4.webm [View same] [iqdb] [saucenao] [google] [report]

i thought the soulsphere platform was going to be a type 9 S1 donut but it wasn't. maybe donuts are cliche after all.

the final secret eluded me until i accidentally bumped the berserk through the wall. i had wondered about the switch, it looked like you could jump off the super shotgun lift to behind the switch, but i thought it might leave me stuck and i'd lose the demo. it turned out though that you are supposed to hurl yourself into that little gap. i however pressed the button from above.

anyway thanks for a great couple of maps, look forward to more from you.

>> No.3089016


>UT99 announcer
>sexy chick's voice


>> No.3089017

I don't remember that either, although UT2004 had the sexy voice.

UT2003 still has the best accounter.


>> No.3089023
File: 28 KB, 324x242, 1424559903281.jpg [View same] [iqdb] [saucenao] [google] [report]

Darn guess I got the two confused, didn't play UT99/2k4 enough to remember which one was which

>> No.3089038

That's alright. It gets more confusing to people who've never played them when they find out that the QuakeSounds stuff on every server in every Valve game in existence is actually 99% Unreal Tournament voice clips (plus Q3A's HUMILIATION clip).

>> No.3089039

getting hungry for more death-destiny style maps

>> No.3089045

Darkwave0000's maps are similar

>> No.3089047

>play legendoom
>get painful chaingun
Well talk about an ammo dump this sure is it
>enemies always flinch
>just use this weapon as a ammo dump against single big targets like cyberdemon/spidermaster minds
>get a hold of survivor's fist/plasma
>get hoarder's shotgun/pistol
>get a bfg that has a 66% chance to not use ammo
>get the wittling super shotgun
I feel unstoppable, but I want to see how well the murderous super shotgun would do instead

>> No.3089058

Are there any good wads out there that use the Rise of the Triad soundtrack?

>> No.3089059
File: 89 KB, 700x520, 1418791347286.jpg [View same] [iqdb] [saucenao] [google] [report]

forgot picture

>> No.3089065

How much clip ammo do cyberdemon's take anyway? I think painful chainsaw would be better.


I hope yholl fixes that shit. Along with


>> No.3089068

>[03-24] Anon map release: Homecoming.wad (two maps)

Since its vanilla/limit removing, you might want to make the filename 8 digits when you're finished with it. And I'm not sure, but idgames might still have the 8 digit limit for zip files, too.

>> No.3089079

i've played speed of doom enough to burn most maps into my memory. aside from that and darkwave32 has he made anything else?

>> No.3089083
File: 132 KB, 720x960, 11705303_10152902561767051_8698197652998969824_n.jpg [View same] [iqdb] [saucenao] [google] [report]

>playing Scythe 2
>get to Egyptian level
Aw yeah I love me some egyptian FPS action.

Also this is one of the few times a "Dead Simple" style map didn't piss me off, so well done

>> No.3089086
File: 56 KB, 573x300, 052ec1271d80f5e2ebda3823670f62ab.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3089087

He did a map in each of the "3 heures d'agonie" megawads. And map32 of Resurgence was by him.

>> No.3089092

I don't think I've gotten persistent yet or used it, also the fucking clip ammo takes like nearly 300-400 ammo to dispatch, but add in some damage debuffs via wittling ssg and it makes it take a few less depending on how many you can get onto the bastard

>> No.3089093

Why are most gun mods so shit? They are just reskined vanilla guns the only enjoyable ones I found so far are Trailblazer and Russian Overkill.

>> No.3089096

do you like Epic series?

>> No.3089098

>just reskinned vanilla guns

I'm sure they at least have some decorate or dehacked code in them

>> No.3089105

>They are just reskined vanilla guns

Demonsteele is probably the furthest from that out of any gameplay mod I've played

>> No.3089109
File: 1.64 MB, 720x360, streamlined and way better.webm [View same] [iqdb] [saucenao] [google] [report]


Have you fucking seen what I'm doing?

I'm going off the deep end.

The sprites are mediocre because I'm using TEXTURES

>> No.3089112

Dunno, haven't tried them.

>> No.3089121

Which ones specifically?
Someone could probably make them do something beefy

>> No.3089132

If you use that one jukebox wad, it includea the rott soundtrack, so it can be used with any mapset. Useful since I've gotten so fucking sick of hearing Running from Evil. I always hated that song.

>> No.3089135

Thanks for the bump
Wanna reiterate that the map is still WIP and will have one last area following the red door
Also GZDoom users may find issues with the blue door in the room that also has the red door.
I've found that while it does recognize you as having the blue key, it will not move. This is not the case in Zandronum so until I get some help in fixing that I suggest you try running through it with Zandronum in the meantime

>> No.3089138

Doom community is literally retarded enough to think that PSX manual mommy remark about Spider Mastermind actually means he's a she and arachnotrons are related.

>> No.3089141

What jukebox wad?

>> No.3089142

Doom has deepest lore.

>> No.3089145

Wasn't aware demons had genders.

>> No.3089147

A dark room full of pinkie corpses and gibs where you get attacked by spectres

>> No.3089148

Pretty sure the PC manual said the same thing

>> No.3089154
File: 922 KB, 562x296, I should learn how to webm.gif [View same] [iqdb] [saucenao] [google] [report]

Already thought of a way to incorporate this into the level progression.

If I end up doing a map or two set before the one I'm at now (It's already set in hell, so explaining how you get there would be appropriate) I'll incorporate this idea. I could potentially even use portals and a scripting sequence to make it so that it looks like you activate the machine to teleport it in yourself.

I feel like I lack the foresight for mapping around massive level alterations but I'll give it a try because it's always a cool feature.
I'll keep gameplay mod compatability in mind.
Polyobjects are a good way to section off the twisting pipey areas that string the map together and I've gotten a few ideas for traps by fucking with them just now.

>> No.3089159

Right now I'm designing a map that takes place in two dimensions- an 'earth' side and a 'hell' side.

I'm considering throwing in a custom inventory item to jump from dimension to dimension freely. What do you guys think?

>> No.3089161

Unless the maps have the exact same geometry, I foresee getting stuck in walls.

>> No.3089162

Who's the best Quake mapper?

>> No.3089163
File: 254 KB, 1920x1080, Screenshot_Doom_20160325_102712.png [View same] [iqdb] [saucenao] [google] [report]

Sorry, I was posting from my phone, so I couldn't recall the name. It was Jimmy's Jukebox.

>> No.3089165

Sounds like it has a lot of potential to go horribly wrong unless the item is only usable in specified areas, if you mean what I think you mean.
You could do a Wolfenstein 09 style dimension hopper I suppose, where it just changes bits of the map and textures when you activate it.

>> No.3089168

I expected Pirate Doom to be a half assed joke wad but it's damn good and very relaxing anything similar in vain? I mean something light hearted and with pretty open maps.

>> No.3089169
File: 140 KB, 1409x507, mancuflags.png [View same] [iqdb] [saucenao] [google] [report]

How do I make my mancubus more missil-y? Or revenants. I'm not talking about all of them, but specific ones on a map. These flags don't show up in the standard monster menu it seems.

>> No.3089172

I'm planning to use the exact same geometry, yeah. Perhaps with a few sight changes here and there. Stuff like a door is instead open, or a cage is shattered, or there's a hole in a wall.

The important part is that there are different monsters on both sides.

I'm also planning on making decorate 'rifts', which are fuzzed constant teleportfog that takes damage from energy weapons. And upon death, each rift does something. One might summon a monster, another might drop items/credits, another might create a portal to a secret area.

>> No.3089180

Those flags aren't level flags- they're Decorate flags.

What you instead need to do is make a DECORATE actor that will give the flags to monsters with a certain TID.

Or alternatively, make a new mancubi in Decorate. All you'd need to do is give it

ACTOR misslefatso : fatso
And that's it. Then you can slap down missile mancubi instead of the select ones. You could even tweak their attack patterns and such.

>> No.3089181

Either czg or tronyn.

>> No.3089184

Cacowards are fucking rigged or what? Plenty of shit like Hellcore v.2.0 or Deus Vult II got them.

>> No.3089185
File: 335 KB, 1920x1080, Screenshot_Doom_20160325_103728.png [View same] [iqdb] [saucenao] [google] [report]

Aww neat, this song got used in Blake Stone. I remember it well.

Fuck, I've been replaying so much of that game lately.

>> No.3089190
File: 524 KB, 1768x992, Screenshot_Doom_20160325_154520.png [View same] [iqdb] [saucenao] [google] [report]

>tfw you find the scaling button

>> No.3089191

Cacowards arent voted for. They're literally just choices made by a couple of doomworld users.

Don't take them seriously. Mainly just a "heres what we recommend out of this years stuff"

>> No.3089194

And thank god for that, or it might end up being some Brutal Doom derivative in every category every time

>> No.3089198

any sandbox Doom wads aside from Doom Centre?

>> No.3089201

>I feel like I lack the foresight for mapping around massive level alterations but I'll give it a try because it's always a cool feature.
Doesn't really have to be technically complex in nature. Emptying a large cistern of nukage to be able to move through the drain pipes for example.

>> No.3089202

men i have a problem whit duke nukem

>> No.3089209

Yeah, it's not a very good game.

>> No.3089210

Its made by the same guy

>> No.3089219

he looks as if he had been plastered into the ground far away from you

>> No.3089220

there are no downloads anywhere

>> No.3089223

Go into DoomSeeker or IDE and search ZDaemon City

>> No.3089238
File: 1.15 MB, 720x360, this is quickly becoming a retarded swiss army knife made of guns.webm [View same] [iqdb] [saucenao] [google] [report]

This is far more entertaining than it has any right to be.

>> No.3089239

Yeah, Duke Nukem II was superior in every regard.

>> No.3089273

Never beat:

>Master Files
>Final Doom
>Doom 64

Should I try? They're kind of long slogs and a chore.

>> No.3089275

If you're bored, throw in some gameplay mods.

>> No.3089276
File: 2.82 MB, 580x326, Happy Little Button.webm [View same] [iqdb] [saucenao] [google] [report]


Get Webm for Retards: gitgud.io/nixx/WebMConverter

Drag & drop file to convert
Trim for time

Resize to something for a decent balance of video size and filesize

Enable HQ mode
Size Limit 2.5 since the limit seems to have become more of a suggestion in the time since I last updated

Threads = the number of cores your CPU has, multiply by 2 if your CPU is hyperthreaded I think
Slices at 4

Hit convert. Let it encode, then check the output for filesize since we still live in 2008 apparently and can't upload more than 3MB at a time and visual quality. If you're satisfied with the results, rename it to something clever and upload.


>> No.3089278
File: 18 KB, 374x194, Cool-Text-173306019391474.png [View same] [iqdb] [saucenao] [google] [report]

Remember me?
I'm still making a wad. I decided to name it N-Coherent because it was better than Apokalegend. Pic related will be the title. Any help would be great, cause I'm new to modding.

>> No.3089282
File: 259 KB, 750x1000, raf,750x1000,075,t,403c32-92341a482f.u1.jpg [View same] [iqdb] [saucenao] [google] [report]

>No longer a polka legend.
Fine then, I'll just use this song in my own wad.

>> No.3089286

I prefer Final Doom over both Doom and Doom 2, personally.

>> No.3089290

>Doom community is literally retarded enough to think that PSX manual mommy remark about Spider Mastermind actually means he's a she
>channer retarded enough to think a monster must by default be a "he" despite multiple official lore references to the contrary

>> No.3089292
File: 623 KB, 1920x1080, Screenshot_Doom_20160325_115600.png [View same] [iqdb] [saucenao] [google] [report]

is PSX Doom TC supposed to be this dark? Default settings.

gz doom 1-9-1

>> No.3089297

You still haven't specified what you want or need help with, even though I offered last thread.

>> No.3089301

Making weapons and mapping. That's what I mostly want help with.

>> No.3089303

>multiple official lore references

such as?

>> No.3089304

That's still far too vague.

>> No.3089324
File: 1.54 MB, 750x395, spark.gif [View same] [iqdb] [saucenao] [google] [report]

Well, on one hand, webm is definitely the better format.
On the other, the software I use to make .gifs is exceptionally good at quickly creating loops without having to do anything in an external program. This took around a minute to do.

I'll probably stick to gifs for anything that looks good looped, can't be bothered to find a decent free video editor since they're like hens' teeth.

>> No.3089329

Making weapons is actually pretty simple. It's made in DECORATE like monsters are, and on the zdoom forums you can find examples of the standard doom weapons to take a look at. You'll just need to adapt them, for the most part.

>> No.3089330

>Multiplayer of course, because that's all people care about these days
It's multiplayer because that's what they're focusing on this month. At the start of last month they released the campaign trailer and throughout the month they released little bits of info about the campaign (which was 100% reused from the Game Informer coverage since they're still being tight-lipped about the campaign). At the start of this month they released the multiplayer trailer and a bunch of stories about its contents. At the start of next month will be the SnapMap trailer and probably more stories about that. Then in May there'll probably be the launch trailer and that's it.

Yeah I pretty much considered them genderless. No reason for them to have genders, really, if all they're built to do is destroy.

>> No.3089346

>such as?

Doom 2 manual makes it crystal clear

"You guess the Arachnotrons had to come from somewhere. Hi, mom. She doesn't have a plasma gun, so thank heaven for small favors. Instead, she has a super-chaingun. Crap."

>> No.3089349

Is there a decorate/other function that I could use to add blood splats to walls and stuff when the level loads? The default sort that happen when you shoot damage enemies in g/zdoom, I mean.

>> No.3089368

You can use the native decal actor if you're making the map yourself, but if you want a function that bloodies a vanilla level for example you'll need to use an ACS loop that spawns 1 tic duration actors in a huge grid that fire hitscan attacks with blood splat decals in a random direction in their spawn state. You could also tweak any existing actor to do this in their initial spawn state.

>> No.3089369
File: 40 KB, 640x480, 1436230842270[1].jpg [View same] [iqdb] [saucenao] [google] [report]


>can't replicate the lighting found in a 1995 video game

>> No.3089378

You might need to change lighting mode. Seems you have "Dark" chosen, perhaps PSX doom is meant for use with "Software"? You could also try tweaking the ambient light level GL cvar.

>> No.3089398

Do I have to make a DECALDEF lump to make the Decal actor able to use it? It sounds like I do.
If it gets that far I may as well use DECORATE to make an actor that scatterfires decals everywhere.

>> No.3089423
File: 403 KB, 1920x1080, Screenshot_Doom_20160325_131318.png [View same] [iqdb] [saucenao] [google] [report]

>Software mode
No, I can tell you it was never meant for software mode. It looks like dogshit compared to the actual PS1 doom. GL looks much more accurate.

>> No.3089427
File: 1.13 MB, 3264x1836, 20160325_131248.jpg [View same] [iqdb] [saucenao] [google] [report]

Here's my actual ps1 Doom for a reference of what it should look like.

>> No.3089428
File: 607 KB, 1920x1080, Screenshot_Doom_20160325_130803.png [View same] [iqdb] [saucenao] [google] [report]

And here's the latest build of GZdoom running with Doom lighting.

>> No.3089432

it's worth noting that PSX doom is the superior version and everyone who says otherwise is a fag

>> No.3089445


>> No.3089448
File: 27 KB, 386x530, c773ccf0ff43d7b21ee128cd88f4c7234b52e0b5.jpg [View same] [iqdb] [saucenao] [google] [report]

>going down map12
>mindcontrol plasma rifle on arch-vile
>almost the entire map is filled with monsters turned friendly

>> No.3089449

software lighting mode you buttlord

>> No.3089451
File: 20 KB, 264x264, cacodemon_pumpkin.jpg [View same] [iqdb] [saucenao] [google] [report]

Is that a rotating sector or something in that gif? How do you make one of those?

>> No.3089456


>> No.3089459

Neat, thanks.

>> No.3089471


It's not really accurate.


psx doom is really cool but has some drawbacks. fewer levels, lowers fps, no archvile.

>> No.3089480
File: 584 KB, 1920x1080, Screenshot_Doom_20160325_134357.png [View same] [iqdb] [saucenao] [google] [report]


Try something like Map 67 GERYON? For me it's pitch black with standard lighting.

>> No.3089483

>mindcontrol plasma rifle
weapons that can create friendly monsters are my jam, is it worth it playing this just for it?

>> No.3089485






>> No.3089501

wow it's so accurate you can even use the same video for them

>> No.3089504



>> No.3089505

same link senpai

>> No.3089516
File: 545 KB, 1024x768, Screenshot_Doom_20160325_140320.png [View same] [iqdb] [saucenao] [google] [report]

Literally the first weapon I got in Legendoom, holy shit.

>> No.3089526

Basically, the PSX port uses the same shading as stock DOOM's render.

>> No.3089546

LegenDoom is the most uninspired weapon mod and I don't know what you guys see in it.

>> No.3089568

What are these other things then?

>> No.3089575

Standard weapons, I was just playing base Doom 2. I mean first non-standard drop.

>> No.3089656
File: 683 KB, 1360x768, lock&load.webm [View same] [iqdb] [saucenao] [google] [report]

bump desu

>> No.3089660

also prcp map11

>> No.3089662

What fucking USB drive are you running this on?

>> No.3089663

fan made wads are much better than stock maps and you know it

>> No.3089669

speaking of PRCP
map16 had a pretty boss remix of e1m4's music
i still don't recognize it as kitchen ace

>> No.3089675

Depends on the map. If you're saying Terry WADs are better, you're retarded.

>> No.3089682

Alien Vendetta, Going Down, Scythe series, Epic 2 are all better than vanilla

looks shit find another hobby

>> No.3089687

Certainly, but saying ALL fan-made WADs are superior is retarded.

>> No.3089691

terry wads shit all over that abominable fuckfest known as Ultimate Doom that's for sure

>> No.3089694

Now I know you're just shitposting.

>> No.3089718


>> No.3089723

do you prefer Droplets or Ketchup?

>> No.3089724

name of map?

>> No.3089726


>> No.3089728

>Epic 2
nice meme

>> No.3089784


you're literally retarded

>> No.3089793

8 spanking gigs

>looks shit find another hobby

making webms is not a hobby, nimrod

i don't know, some pokefag made it. google "gardsmapsofsmth"

>> No.3089920
File: 102 KB, 1000x1000, 1458034892547.jpg [View same] [iqdb] [saucenao] [google] [report]

>maps that open up a trap every time you do anything

>> No.3090015
File: 2.84 MB, 1280x768, gzdoom 2016-03-03 22-15-47-39.webm [View same] [iqdb] [saucenao] [google] [report]

Yholl, please fix your shit if you haven't already.

>> No.3090018

>playing DoomRPG

>> No.3090020

what is this garbage?

>> No.3090023
File: 20 KB, 317x343, 1398087409139.jpg [View same] [iqdb] [saucenao] [google] [report]


Just started playing sunlust atm and its exactly this

>> No.3090027

what in the everloving fuck is going on

>> No.3090029
File: 1.74 MB, 177x150, 1434645783271.gif [View same] [iqdb] [saucenao] [google] [report]

>autoaim on

>> No.3090061


It's Doom, except you gain stats, levels, and moneys.

Between every level you also end up going to a 'base' where you can buy and sell items, take missions, etc. There's also a list of Events that pop up and happen now and then randomly during a map.

One event is that somewhere on the level is an active nuclear bomb, and you'll need to quickly find X amount of keys in order to deactivate it in time. A different event is one where the map is completely radioactive, and you've got to fuel a purification machine.

>> No.3090068

What happened to the link in the quake image in OP? I just wanna play some quake

>> No.3090070

fucking stupid to turn Doom which is loved by it's fan for it's simplicity into half assed RPG

>> No.3090075
File: 337 KB, 572x767, mozgus.png [View same] [iqdb] [saucenao] [google] [report]


Mozgus was a Ranger?

>> No.3090076

that legit sounds like the shittiest mod ever

>> No.3090078

I smell samefaggotry.

>> No.3090079

Is there a quakespasm equivalent for Quake 2? Every sourceport I find seems to include a bunch of unnecessary graphical improvements.

>> No.3090086
File: 13 KB, 226x204, Doomguy Confused After Ripping and Tearing.png [View same] [iqdb] [saucenao] [google] [report]

>having autoaim enabled with a crosshair

>> No.3090091
File: 165 KB, 332x512, 1428434112570.png [View same] [iqdb] [saucenao] [google] [report]

>autoaim on
>crosschair on
shit might as well turn on freelook and turn off autoaim dude

>> No.3090094

Just play the dos port.

>> No.3090097

it is annoying that 'toggle autoaim' switches between 0 and 1, since it does nothing. why is there no way to easily toggle between 0 and 35?

>> No.3090101

It's actually a lot of fun. Every map that you progress, the enemies raise in level, making them tougher. But at the same time, the quests are pretty cool.

My favorite part of the mod is stimpacks. Some of the loot you can find on the ground is a different 'flavor' of stim. From health to strength to endurance or whatever, all the way up to invulnerability or timestop. With stimpacks, you get to mix them all together into a vial of whatever you want to make. So you could make a regeneration stim that also gives you some invulnerability, for emergencies.

I ended up fusing mine with Roguelike Arsenal, for a bunch of extra 'unique' weapons and weapon-modification, and Roguelike Monsters- for more dangerous monsters when you get to high levels. There are some really scary Hellstorm Elementals out there that spit black holes. Those are fun.

Oh, and I also used Oblige for the full 'random generation' experience.

>> No.3090110

>Just play the dos port.
I'm looking for a sourceport specifically because I want to play it at a higher resolution than what is offered in the dos version.

>> No.3090112

any comfy, pretty open maps?

>> No.3090135

Apparently there is directq II for it but I've not used it myself.

>> No.3090157

Is that me or is regular shotgun animation smoother (for Doom standards) than SSG? In fact SSG choppy animation is the only reason why I'm not playing vanilla.

>> No.3090167

>Alien Vendetta, Going Down, Scythe series, Epic 2 are all better than vanilla

Alien Vendetta and Scythe 1 are vanilla wads.

>> No.3090170

This is literally the first time I've seen someone who hates epic 2.

>> No.3090205
File: 759 KB, 1920x1080, quake01.jpg [View same] [iqdb] [saucenao] [google] [report]


Yamagi seems pretty good. Just change gl_texturemode as necessary and you're good to go.

Also, getting the pak file and the ogg tracks of Q2 was a pain in the ass compared to Q1. Couldn't find them standalone and had to install the GOG version. I guess this is what happens when a game doesn't have a lasting dedicated fanbase like Q1 does.

>> No.3090218

your fav gameplay mods?

>> No.3090224

Zdoom Wars everyday, just wish i could find the expansions

>> No.3090256
File: 780 KB, 1920x1080, quake03.jpg [View same] [iqdb] [saucenao] [google] [report]

Wow, I'm surprised this annoying as fuck trend of last stand enemies goes as far as back as Q2. I don't even want to play this shit anymore.

>> No.3090258

Holy shit what a baby. That's the only enemy that does it, and when I played Q2 for the first time, I thought it was the coolest shit ever.

>> No.3090259

Enforcers do it too.

>> No.3090262


It's a shitty mechanic regardless of how cool you thought it was when you were still a kid.

>> No.3090264

Maybe if you used something stronger than the shotgun that wouldn't be a problem you little bitch

>> No.3090271

The enforcer animation doesn't add any extra time to his death animation though.

What's shitty about it? "Hurr it's too hard". Gib em or get out of the fucking way.

>> No.3090274

Which is easier, Hell Revealed 1 or Scythe 2? I don't want to start a megaWAD just to realize halfway through that I'm too bad to complete it properly (UV, pistol start, no saving mid-level).

As reference, Scythe 1 didn't give me a lot of problems (except level 30 which took its time)

>> No.3090287


It's just needless busywork. An enemy going into a berserk state adds something to a game, an enemy just getting weaker and remaining static does not. Your usage of "get out of the fucking way" is apt. This is just an annoying and time-wasting mechanic to deal with so even you recommend to just avoid it.

>> No.3090291

... time-wasting?

he's already dead, the guard fires off one shot and then dies.

are you dumb

>> No.3090292


I swear some of you guys whine about the most meaningless things. Just strafe past him !

>> No.3090310


You argue that it's so easily ignorable so you agree that the game would have been better without it because it's so superfluous anyway? Regardless, the lying enemy still has a huge hitbox as though he were still standing and it often gets in the way of your shooting of other enemies. So it's a mechanic that adds no challenge to the game but at the same time just gets in the way of the player. In other words, it's fucking annoying.

>> No.3090314

Just gives me an excuse to gib every one of those dudes before they can get their parting shot off. Aww, you were going to peel off a couple shots there? Too bad, time for some meatballs.

>> No.3090326

HR was hard back then when every wad had roughly Doom 2 pace but compared to newer ones it's tame and it's basically a tutorial for slaughter wads.

>> No.3090338
File: 25 KB, 433x380, 1401393427408.jpg [View same] [iqdb] [saucenao] [google] [report]

Can SetActorVelocity be used to set a player's forward velocity to 0 while also keeping their horizontal velocity intact? I can't figure out how this is meant to be done.

>> No.3090343


Shame that Yholl has absolutely nothing to do with DoomRPG

>> No.3090351


I'd argue that it gives Quake II some personality. Something it has always really needed because of the bland environment.

>> No.3090392

Is there a way to turn off the bilinear filtering in vanilla Q2 without using software mode? I want muh colored lighting.

>> No.3090402


Like I mentioned earlier, change gl_texturemode as necessary. The setting I used in those screenshots is gl_nearest_mipmap_linear, along with anisotropic filtering set to x16.

>> No.3090407

Actually it's Doom RLA that they are playing in conjunction with DoomRPG, so eh it could be either one messing up

>> No.3090409

I don't know why but I want a superhero mod for Doom kinda like Russian Overkill but more you know...comic book like. It's a shame I know fuck all about modding.

>> No.3090467

There's a really old Batman mod, it was one of the first TCs.

>> No.3090471

Batman is not a superhero he is a faggot in a bat costume.

>> No.3090484

No shit. Also, calm down. All superheroes are faggots in costumes. Except Lobo.

>> No.3090491

>BD64 thread in doomworld closed thanks to, not precisely Mark, but the OP himself

top heh

>> No.3090525

Why did Doomworld suddenly turn so shit in the last two years?

>> No.3090527


don't know, don't care. anonymity is where it's at.

>> No.3090542

Doom 4 hype has probably been bringing in lots of newbie teenagers.

>> No.3090549

Looking at previous thread. Did someone seriously argue that its the mappers fault if a player breaks a non-zdoom map in zdoom with jumping? The fuck kind of logic is that?

>> No.3090565

As I said in the other thread, autoaim breaks with many many things in many many ways.

I literally cannot fix this, either put up with it or use freelook, sorry.

>> No.3090592

>Lucky Super Shotgun

The probability of a 5x damage shot with this feels so low that it's trivial. I'd rather have it be 4x damage but with an increased chance.

>> No.3090607

Is there a way to make my molotov flames not appear on water? Is there a way for Doom to detect that?

>> No.3090608
File: 690 KB, 2016x1512, image000000.jpg [View same] [iqdb] [saucenao] [google] [report]

>not mapping on your phone while you poop
Works pretty well actually. I've never used edmap before this though, so I don't know what I'm doing on that front. Doombuilder has spoiled me, and I've only used WADED before that...

>> No.3090614

Why are there so many goddamn Doom threads? Overrated as fuck game.

>> No.3090618

The chance is the same for each weapon. I'll alter it so it's based on weapon speed.

I just hope it doesn't make stuff like the Lucky Rocket Launcher god-tier op, hahaha.

>> No.3090619

wouldn't petrol pool on the surface of water and still burn though?

Doom can detect floor textures, specifically water and lava etc. have a look around the wiki. you could do it with ACS, or possibly with decorate, or a combination of the two

>> No.3090620

Aw, beginner's first troll. Don't worry pal, you'll learn how to use bigger baits some day.

>> No.3090623


because it ain't overrated, dick breath.

>> No.3090625
File: 109 KB, 320x240, sure.png [View same] [iqdb] [saucenao] [google] [report]

>literally one

>> No.3090637


>> No.3090642
File: 471 KB, 800x1200, oblige.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3090643 [DELETED] 

But it is overrated and overexposed anon. It may not be hot garbage. But there are too many threads about this game. It is good but not that good. It is not Robotron 2084. (a masterpiece of gaming.)

Maybe only one right at this moment. But I see them every week. All the time. Why not something more niche? Why not talk about a lesser known game? Surely there are other retro PC games that are worthy of discussion that don't often get talked about.

And no I am not trolling.

>> No.3090649

I might have the main flame stay lit, but the little cast offs will sizzle off immediately.
I think I found it, but the compiler is telling me I'm missing a ( on line 7.
script 5 (void)
if (CheckActorFloorTexture (0, "SLIME01")

>> No.3090651

>But it is overrated
In your opinion maybe, but most people who post in these threads sincerely enjoy this game, no matter how old it is.
>and overexposed
o i am laffin
>Why not something more niche? Why not talk about a lesser known game? Surely there are other retro PC games that are worthy of discussion that don't often get talked about.
Then why don't YOU make a fucking thread about them, instead of coming here and saying that? Why not put some effort into making a thread, if you aren't a trolling shit?

>> No.3090653

cry us a river.

What the point of going into a doom thread and complaining about doom? just hide the thread and move on with your life. Does it really irk you that much?

In the catalog you can just shift-click on a thread and it will disappear forever. Try that next time instead of shitting up some thread you dont care about with opinions that no one in that thread cares about.

>> No.3090654

>why not something more niche? Why not talk about a lesser known game?

Because people actually give a shit about Doom because it's super easy to edit and still has a strong community behind it. Why would you come into a general thread to bitch about the game? Take it /v/, you might get more replies.

>> No.3090656

that should be

if (CheckActorFloorTexture (0, "SLIME01"))

note the extra ) at the end.

come on sonny, if you're going to open brackets, you best be ready to close them :^)

>> No.3090672
File: 1003 KB, 250x251, weJustDontKnow.gif [View same] [iqdb] [saucenao] [google] [report]

It's dosbox turbo running edmap. I have a bunch of spare physical buttons on my phone (necessary for ctrl + click at least), but you can use the volume controls and it's still very doable.

A native android app would be nice though. But I can use this for Command Keen/Duke Nukem/Cosmos Cosmic Adventure/whatever...

Also, does anyone here know how to edit a sectors heights in edmap? I'm feeling pretty retarded atm.

>> No.3090675

That was my first problem, didn't even notice the first (... but I got it. Thanks

>> No.3090678


>> No.3090680

> Then why don't YOU make a fucking thread about them, instead of coming here and saying that? Why not put some effort into making a thread, if you aren't a trolling shit?

But anon I have tried only to have them buried underneath all the mountains of vacuous banal threads made by infantile Doom babies.

> but most people who post in these threads sincerely enjoy this game

Ah yes plebeians do have the tendency to revel in their own bad taste.

> Perhaps overrated and overexposed was an understatement. It's omnipresence and ho hum mediocrity.

>> No.3090682

>buried under one thread

>> No.3090683

>with opinions that no one in that thread cares about.

Quite the contrary anon. You as well as many people care quite a bit. You are projecting.

>> No.3090684

Go bitch at the crt thread or something. The most live doom threads I've seen on /vr/ at one time was 4, and 2 of them were made by trolls to fuck with idiots like you.

>> No.3090689

I dont care about your opinion on doom. I just want you to take up less posts in our doom thread. Either contribute, or kindly fuck off.

>> No.3090692

>only to have them buried underneath all the mountains of vacuous banal threads made by infantile Doom babies.

Wow, that all of one thread at a time must be very awful.

>> No.3090694 [DELETED] 

Ah yes the trolls. They come from /v/ and have no respect and a blatant disregard for the rules of this board. (written as well as unwritten) They have ruined this entire board and the mods do nothing about it. As well as people who create such bland, mundane, lacking in substance threads.

>> No.3090697

>Also, does anyone here know how to edit a sectors heights in edmap? I'm feeling pretty retarded atm.
Also also, why the fuck does it keep changing my things into player starts?

>> No.3090702

Everyone poster below me must ignore the shitposting crybaby.

>> No.3090705 [DELETED] 

you can't stop me

>> No.3090706

It almost works. It kicks in a few times, but it doesn't seem to work every time.

>> No.3090707 [DELETED] 

So when is Term gonna make Demonsteele compatible with Brutal Doom?

It already is compatible with RUssian Overkill, may as well combine it with another gameplay overhaul.

>> No.3090709

You are projecting once again my dear fellow. You do realize you are missing the bigger picture. The are far more greater things at stake here than your platitudinous first person shooter game. Oh dear the good days of /vr/ are long gone to the cancer that has ravaged this board.

>> No.3090714


It's already completely compatible.

>> No.3090718

Stop feeding the shitposters guys, that's what they want.

To start some genuine conversation, what are your guys' opinions on hitscan in DOOM? On both enemies and player weapons.

I personally dislike both. Hitscan enemies feel cheap when you're used to weaving and dodging around projectiles and hitscan weapons aren't as satisfying to use in my opinion.

>> No.3090720

So it looks like it lets the state play before SetActorState takes effect, which defeats the purpose. Is there a way to either instantly destroy the actor or to instantly change it's state or sprites?

>> No.3090723

You've been playing Plutonia, haven't you? I don't mind the hitscanners because they're so weak, but I definitely prefer projectiles.

>> No.3090734
File: 1.27 MB, 5000x5000, 1443136174116.jpg [View same] [iqdb] [saucenao] [google] [report]

>still doesn't know how to troll properly or hide his power level
>still doesn't know how to change strategies to appear less obvious
>still hasn't worked up a strict calendar ruling out which days to troll in
>still uses the babbies suffix (b-but just once this time around) to sugarcoat his lack of skill
ahaha three years at this and you still don't reach tier 1, don't worry, two more are sure to get you a reaction image

this is also the very first time I'm replying to you ever because i've seen you work before and lemme tell it to ya bud, you fucking suck tranny dick & balls and pretending to be getting angrier the more you post is cringier than Brooklynn, how many days have passed since you last got a reply from anyone here?? 3?? 5??

point is you should spend more time at /vg/ and not come back until you acquire actual proficiency, maybe try opening an actual unreal thread over there that doesn't 404 in less than two days while you're at it too lol

>> No.3090746
File: 8 KB, 250x250, 3a81CbV.jpg [View same] [iqdb] [saucenao] [google] [report]

he's also actually trying to put effort in his shitposts in one of the arguably slowest boards in the entirety of the site, fuck that's sadder the more you think about it

>> No.3090748

Do you always make the assumption that opposing opinion is bait?

I also find it amusing that you pretend to be an expert on workings of the internet.

>> No.3090750 [DELETED] 

No it isn't, just makes angry skellingtons appear and go AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA at you

>> No.3090752

that's compatible

just not the way you'd want it :^)

>> No.3090753


>> No.3090754
File: 159 KB, 497x750, Ultimate Doge.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3090762

What else do you want? Seriously, they're two total gameplay overhauls. How do you expect the two to interact when you load them together, considering they both replace all the weapons, enemies, items, and decorations?

>> No.3090767


Huh, it's a bit early for summer.

>> No.3090770

I believe you meant to say kek. We here at 4chan say kek not lol. Reddit users say lol.

>> No.3090775
File: 700 KB, 800x818, 1431289857187.jpg [View same] [iqdb] [saucenao] [google] [report]

Man. That seemed unnecessary.

>> No.3090778

nevermind, just saw the demons eyes. gave me a chuckle.

>> No.3090779


It's already completely compatible.

>> No.3090813
File: 339 KB, 414x499, das it mane.png [View same] [iqdb] [saucenao] [google] [report]

>NEDM in the background

>> No.3090821

that's a cute dogger

>> No.3090827

I like hitscan stuff if there are different paths you can "peek-a-boo" enemies from, or you can be "peek-a-boo'd" from. You must pay a lot of attention to everything around you and be quick to pull the trigger before zombies do.

>> No.3090850

Yes, it's a joke. BD and the babbies who play the mod are jokes themselves and they deserve such treatment. Cry more.

>> No.3090865

Can anyone help with this? Maybe I should just ask on the ZDoom forums or something.

>> No.3090867 [DELETED] 

>lel kiddies who play brootal are so stupid *unzips dick to fap to animu doom sprites*

>> No.3090868

demonsteele really isn't any less edgy than brutal

>> No.3090872


Yes. You'll just have to have an integer store the player's Y and Z velocity beforehand.


int playery, playerz;
playery = GetActorVelY;
playerz = GetActorVelZ;

>> No.3090882

Isn't GetActorVelY based on world axis and not relative to the player's facing?

>> No.3090892
File: 25 KB, 329x254, simply brual.png [View same] [iqdb] [saucenao] [google] [report]

>thrash metal + 90s anime
brutal doom
>"fuk u demns xd" button
>creator is a huge edgelord that referred to telling someone to kill themselves as a "Final Solution" because nazis ex dee

>> No.3090896

How would Brutal Doom possibly be more difficult especially with all of the reasons he described?
The monsters having new moves means nothing when the fact that any player worth their salt can get a few hits in quickly combined with the lower monster health (that he himself pointed out as well) means that most monsters will be dead before they can do any of them.

>> No.3090901

enemies generally do more damage and zombies are more accurate. also certain alt moves like the imp pounce add a lot more than you'd think

>> No.3090910

Try playing BD's UV equivalent on custom maps. It's more difficult mostly because it's nowhere near as balanced as vanilla, the enemies that typically aren't much of a threat vanilla are the biggest threats in BD; so while you can call it harder, it's definitely not a good thing.

>> No.3090912

>"fuk u demns xd" button
are taunts edgy now? it serves a gameplay function too
what? i mean yeah the hd blood textures look kind of jarring but that's kind of a contrived criticism considering everything else
>creator is a huge edgelord that referred to telling someone to kill themselves as a "Final Solution" because nazis ex dee
that has nothing to do with the mod itself

the only unfittingly sadistic thing in brutal are the screaming demon deaths but even those serve a gameplay purpose with the last stand thing

>> No.3090913

>hitscan in DOOM
hitscan in doom is nothing. Try it with enemies that actually do a lot of damage over a short period a la blood.

You wouldn't be "weaving and dodging" around bullets, even if they were projectiles. I dont think hitscan is the issue here, firearms are. Your post should have been like this:

What are your guys' opinions on firearms in DOOM? On both enemies and player weapons.

I personally dislike both. Firearm enemies feel cheap when you're used to weaving and dodging around projectiles and firearm weapons aren't as satisfying to use in my opinion.

>> No.3090914


really only the last two difficulties in brutal feel overly difficult

>> No.3090918
File: 17 KB, 1465x99, wew.png [View same] [iqdb] [saucenao] [google] [report]

>what? i mean yeah the hd blood textures look kind of jarring but that's kind of a contrived criticism considering everything else
ok now i know your fucking with me

>> No.3090919

i prefer really fast projectiles you can still kinda dodge like in nazis or brutal but i still like them even with chaingunners. they shift the dynamic to more cover shooter-y instead of just shooting and dodging 100% of the time. even if theyre used cheaply more variety is always good

>> No.3090921

well ok that's pretty weird, i mean ignoring mark thinking to add that at all it really just wouldn't look good anyway.

>> No.3090923

This isn't about it being "overly" difficult, but it's more difficult than Vanilla in a way that completely screws any decently challenging map because it's balanced poorly and trash enemies are the ones that deal a tonne of damage in BD while the enemies that are supposed to be dangerous are impotent fuckwads.

>> No.3090926

yeah that's why i play project brutality. it makes hellknights more dangerous than vanilla barons and the easier enemies even more dangerous. seriously lern2headshot, it's necessary for brutal especially when dealing with zombies/imps

>> No.3090930

>while the enemies that are supposed to be dangerous are impotent fuckwads.
I will never fucking find it baffling that the chaingunguys give a literal 2 seconds window of time for the player to react as their weapon starts charging up

meanwhile zombiemen and shotgunguys are even more shitter cunts than they were before

like what the fuck

>> No.3090936


reed da psot

>> No.3090940

>he's implying that it's even remotely difficult to aim for the head with BD's bad dragon dildo sized headshot hitboxes
top bëb kausa

>> No.3090941

well i don't see what your problem is then. i never said it was hard, just that it's kind of necessary

>> No.3090942


the iron maiden looks really cool

>> No.3090956

Zombiemen are stupidly aggressive.

>> No.3090968

not the guy you were arguing with tho

just thought i'd give my half a cent on the matter

>> No.3090971

i didn't know i was arguing with anyone

>> No.3090983

pick your fancy

>> No.3090989

I always thought mipmapping at all looks like shit compared to plain gl_nearest. Am I just retarded?

>> No.3090992

Yes, unless you're playing at software-tier resolutions where mipmapping isn't noticeable anyway.

>> No.3090998

I'm playing at 1080p, but turning it on just makes distant textures look blurry, not any better.

>> No.3091005


If you can't use AF then yes, I suppose no mipmapping would be better. You could use a source port that has an AF option, or maybe force it through your Nvidia Control Panel / Catalyst Control Center if you insist on using the vanilla engine.

>> No.3091027
File: 515 KB, 1920x1080, spasm0000.jpg [View same] [iqdb] [saucenao] [google] [report]

What did he mean by this?

>> No.3091039

Die for what?

>> No.3091051

What a casual.

>> No.3091063
File: 14 KB, 1280x960, 1458984006.png [View same] [iqdb] [saucenao] [google] [report]

dunno, maybe you could ask this guy

>> No.3091074
File: 68 KB, 1200x630, Worry.jpg [View same] [iqdb] [saucenao] [google] [report]

This is really fucking with my head, anons. I could SWEAR I had blue and green ketchup when it was combined with Smooth Doom. I have screenshots of the two mods working while both loaded together, but none of blue caco blood or green baron/HK blood

And now since that one rude anon pointed out that I was using the SD blood setting, I can't get Ketchup and SD working together

>> No.3091080
File: 257 KB, 1366x768, Screenshot_Doom_20160305_125907.png [View same] [iqdb] [saucenao] [google] [report]

I mean, this isn't me hallucinating, right?

>> No.3091086
File: 700 KB, 1920x1080, Screenshot_Doom_20160326_173447.png [View same] [iqdb] [saucenao] [google] [report]


Load Smooth Doom first

>> No.3091128
File: 147 KB, 1280x720, Screenshot_Doom_20160326_110109.png [View same] [iqdb] [saucenao] [google] [report]

Alright, this thing is in a playable state now. I think it still needs some tweaking, but I'd like to get some outside feedback.
Tested with PrBoom at complevel 9. Only HMP and UV are finished.


>> No.3091182


Thing is, fella, doom probably has the most active gaming comminity ever. Maps are constantly being made and mods are being released every week.

There's ALWAYS something to talk about. Doom threads can't die.

>> No.3091251

>"MAP22: Mmmmm. Tastes like ribbiks lite. Frantic start, screaming skeletons, everything being trapped, and harmful secrets are all things I've grown to like in doom. The skybox is broken, but other than that, the map is great. This is easily my favorite level so far."
I got compared to ribbiks. Doki doki.

>> No.3091259

don't reply to the shitposters, nigger

>> No.3091282

Lobo is an antihero not a superhero you faglord cock muncher.

>> No.3091292

>Why not something more niche?
What is doom modding community.

>> No.3091298

Reminded me of Scythe with it's cramped spaces full of monsters which is a good thing no one likes a switch hunt. Where is the music from?

>> No.3091308

Thanks for playing!
The music is a midi version of this:

>> No.3091309 [DELETED] 

dude watch out your little niece is in your room right now she might touch your japanese spongebob keyboard and your vocaloid bedsheets


>> No.3091316 [DELETED] 

fuck you nigger I bet you like repulsive 3D cunt whores who suck trillion cocks in one weekend my waifu is pure your wife sucks nigger dick

>> No.3091320

Yeah that didn't work. I ended up working up something that did, though.. I get the player's relative X velocity then take that exact amount away, keeping all Y velocity intact. Someone let me know if there's a simpler/cleaner way of doing this.

int angle, playery, playerx, velocityx;
angle = GetActorAngle(0);
playery = GetActorVelY(0);
playerx = GetActorVelX(0);
velocityx = FixedMul(Sin(angle), playery) + FixedMul(Cos(angle), playerx);
SetActorVelocity(0, FixedMul(-velocityx, cos(angle)), FixedMul(-velocityx, sin(angle)), 0,1,0);

>> No.3091371
File: 147 KB, 1280x1024, 64.jpg [View same] [iqdb] [saucenao] [google] [report]

new delicious HD-textures


>> No.3091380

Eh, not really a fan of it.

>> No.3091383
File: 3.00 MB, 320x240, bluebase-fda-1438-1.webm [View same] [iqdb] [saucenao] [google] [report]

first attempt, boom202 complevel

- trying to hide from a chaingunner at the start but he wouldn't stop firing

- going west, traps everywhere, everything i did was another "block the player from retreating in some way"

- the archvile was an "oh boy here we go" placement but (thanks to rockets) turned out to be far less trouble than the demons/spectres/hellknight combo in the next room

- a teleporter doesn't work until you try to leave the pad. linedefs 872-4 all need to be flipped.

- i think there was a missing texture visible briefly while on the way out of the soulsphere secret. if i wasn't imagining things it may be because the lift is split into three, perhaps lower textures are needed on linedefs 1647, 1704.

- it's a good thing i had loads of bullets because i seemed to have to pass through the shootable switch triggered lifts several times

- going east, i crept along the dark corridor waiting for the drop into a sudden pit, but my expectations were subverted

- instead all the walls opened later and i got smacked by a homing missile which would have killed me without the soulsphere

- the blue armour secret then appeared; by now i was watching for shootable switches

- into the exit, i realised i must have missed one shootable switch, as there was a chain of doors with one still closed. fortunately its location was obvious on the automap, so i didn't waste too much time searching, but i did shoot from the wrong height at first. even at the right height the switch needed a few tries to actually hit.

- Obligatory Nazi Super Secret

- then finally the exit. this was quite exciting. i apologise for wasting so much time killing the cyberdemon; i suspected it might have been a telefrag setup, but it could equally well have been "teleport the player to within spitting distance of an angry brown thing with a rocket launcher" and i didn't want to lose the run to the last monster

>> No.3091384
File: 411 KB, 1920x1080, mpv-shot0077.jpg [View same] [iqdb] [saucenao] [google] [report]

Me on the left

>> No.3091385
File: 3.00 MB, 320x240, bluebase-fda-1438-2.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3091389
File: 3.00 MB, 320x240, bluebase-fda-1438-3.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3091391
File: 2.04 MB, 320x240, bluebase-fda-1438-4.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3091397

I will never enjoy these, i keep getting Glimmar's Steampunk war flashbacks

>> No.3091412

Thank you for the demo and feedback!
I can fix the lift but the teleporter with the berserk on it is like that because I wasn't sure if you can pick up the berserk before getting teleported if the lines were flipped.
**I think I'm gonna hide the nazi switches in the automap.**

>> No.3091439
File: 1.12 MB, 320x240, 1458723006317.gif [View same] [iqdb] [saucenao] [google] [report]

I need this effect as single pk (or wad).

>> No.3091447

Some are better than others. It seems a few liberties were taken.

>> No.3091458

IMO, HD textures will never look good in doom, due to its fairly blocky map layouts.

>> No.3091504


Welcome back to 4chan, friend.

>> No.3091520


That's because it's a low poly game. You need to either increase the poly count of the game to make it more detailed, or go with improved textuers that aren't super HD.

>> No.3091559

my pleasure, thanks for making it.
>the teleporter with the berserk on it is like that because I wasn't sure if you can pick up the berserk before getting teleported if the lines were flipped
it will be fine. the player's hitbox of size 32x32 will overlap the pickup's hitbox of size 40x40 before his center touches the teleporter line. if you are at all worried you can move the box 8 units closer to the front edge of the pad. here is a test wad http://temp-host.com/download.php?file=nm70ke . however i believe an inside-out teleporter pad will be seen as a mapping mistake.

>> No.3091560

I will never be good at it.

>> No.3091574

HD textures on blocky environments look like shit. They look like shit in minecraft and they look like shit in doom.

People should try low res POM

>> No.3091664

Don't make it an obvious inside out teleporter then. Just make an "invisible" teleport sector around the berserk pack that you have to moveo ut of to TP. or TP on pickup.

>> No.3091716

Is Serious Sam technically retro vidya FPS, or is it still too new?

>> No.3091720

looks like dogshit
looks like it plays like dogshit
those guns and sound effects are dogshit
the guy plays like dogshit

the mappack is ultimate doom 2 though, it's pretty good

>> No.3091721

I just flipped the lines and it works fine.

>> No.3091725

post your fav wads and gameplay mods

>> No.3091741
File: 95 KB, 1280x720, totally not a youtube thumbnail.jpg.jpg [View same] [iqdb] [saucenao] [google] [report]

>Ayylmao Vendetta
>Buttsex 1
>Speed of Doom
>Hell Revealed

>Project Brutality

>Beautiful Doom
>UAC Hud, mainly because of the spooky flashlight

Predictable list but hey, those wads are popular for a reason.

>> No.3091749

>That music
Not a fan.

>> No.3091765

Not quite a mod, but there's something about the demo of someone playing your map that's just neat.

>> No.3091845
File: 110 KB, 466x492, 1424380444295.png [View same] [iqdb] [saucenao] [google] [report]


>people find this entertaining and funny

>> No.3091850

>Five thousand views
>Five thousand subscribers
Quit shilling yourself, faggot.

>> No.3091851
File: 29 KB, 452x280, weliketoworkhardandhavefun.png [View same] [iqdb] [saucenao] [google] [report]

It felt a little tryhard near the end, but I actually really enjoyed the Marty Stratton segments.

>> No.3091853

What the fuck is this garbage?

>> No.3091857

>Makes a fucking arrow to the knee joke
>Bethesda audience claps in standing ovation
That was actually pretty good

>> No.3091859


I saw it posted on another forum and people were eating it up, I wasn't sure if I was either being a no fun dickwad or maybe I just don't get what's popular with the youtube kiddies nowadays.

>> No.3091862
File: 1.50 MB, 370x288, when it hits too hard.gif [View same] [iqdb] [saucenao] [google] [report]

>I have one more question
>Why are you hitting yourself

>Well, there you have it ladies and gentlemen, 'why are you hitting yourself' indeed.
>Aren't we all hitting ourselves, really?

Fuck, that actually got me

>> No.3091863

>Phobos: Anomaly Reborn
>Phocas Island 2
>Going Down
>UAC Ultra
>Alien Vendetta
>Scythe series
>Ultimate Torment & Torture
>Deus Vult 2

I could go on forever.

>I don't play a whole lot of these

Skulltag-era versus modes or packs that may not be as good as I remember them, but were still fun as a 15 yr old:
>Skulltag Last Man Standing Project
>Gothic DM series
>Nimrod: Project Doom
>8-bit DM

>> No.3091940
File: 151 KB, 1247x948, 1455948181412.png [View same] [iqdb] [saucenao] [google] [report]

>Manage to edit Demonsteele dodging script so it uses Unreal-style double tapping and resets dodge direction momentum
>Also changed so the player can only initiate a dodge from the ground, while at 0 Z velocity
>Everything works smoothly, feel self accomplished

>Come across a flight of stairs, can't dodge off them if travelling down at all due to constant tumbling
>MaxDropOffHeight can't be used to glue player to steps


>> No.3091950

wasn't double-tap dodge taken out because it worked inconsistently for people for the three years the code for it existed? (it existed long before donutsteel)

>> No.3091957

instead of ZVel == 0.0 use ZVel > -6.0 && ZVel <= 0.0

i use it in my custom jumping scripts
allows me to jump a few tics after stepping off a ledge, but fixes the stair issue
also fuck FloorZ, i want to jump from on the heads of demons to the heads of demons

>> No.3091961

easy way to check if you're standing on something - spawn an actor with height 1 and radius <your radius> 1 unit below you

it's what parkmore did

>> No.3091968

but that needs decorate hax

but that would completely eliminate the bug my method had:
at the top of your jump arc, where your vertical velocity hits zero again, you can midair jump
so i had to add a check to see if the player has a ZVel of exactly zero for two tics before they are considered to be standing on something
plus the player's ZVel had to go beyond a certain threshold before they were considered to be in midair

you know what, that's actually pretty hacky eitherway

>> No.3091996

damn near EVERYTHING in zdoom is a hack

just accept this fate

>> No.3092006

I think dodging off thin air, and as you said in >>3091968
off the peak of your jump, would cause more problems than it would fix, but thanks.

This problem stems from how Doom just doesn't have a proper way of handling walking down stairs. You lose almost all control running down them as Doomguy practically tumbles and trips everywhere. (Running down stairs is dangerous, kids)

>> No.3092045

<spoilers>I'm excited for Doom 4</spoilers>

>> No.3092047


>> No.3092054


requesting falling down stairs doom edit

>> No.3092057

Me too.


>> No.3092058

I'm cautiously optimistic about it

>> No.3092061

Looks good.

>> No.3092080

Yea man I am so hyped for it too bro

>> No.3092089

>Get BFG
>Die to finish level

Why does Scythe 2 hate you so much?

>> No.3092090
File: 1.04 MB, 720x360, this is how bullets normally work right.webm [View same] [iqdb] [saucenao] [google] [report]

I didn't even realize these grenade sprites where a stock resource you can use due to zdoom.pk3

>> No.3092136
File: 242 KB, 1920x1080, gasmaskhud.jpg [View same] [iqdb] [saucenao] [google] [report]

What command prints a sprite on the HUD? I've looked in Brutal, and the visor mods and shit and I can't figure it out. There must be an ACS function, right?

>> No.3092138

it's split into episodes and balanced as such.

>> No.3092140


>> No.3092142

Neat. Reminds me of the proximity mine from Turok 2. Or the shredder, if it was instantaneous.

>> No.3092148


Instaneous is tempting but one of the gimmicks I'm aiming for is the primary attack with each ammo type is more indirect.

So like if you have nothing or pick the shells, you shoot out the normal time bombs, clips fire off those big slugs that explode after awhile but do okay impact damage, plasma are gonna drop out cans that shoot at dudes.

and I'm still not 100% sure what I'm gonna do for fire, I was batting the idea around with a friend last night to make the fire bombs explode and just leave little fire actors that set there and burn the shit out of everything for awhile, including the player.

>> No.3092176

Guess that makes sense.
Still don't like it though.

>> No.3092191

I just made some bitchin' molotov cocktails that leave little flames everywhere that burn for a while. Too lazy to record a webm though.

>> No.3092193
File: 604 KB, 1768x992, Screenshot_Doom_20160326_230406.png [View same] [iqdb] [saucenao] [google] [report]

How do I make this "tall building" in the outside without everything around it being massively tall as well? Do I just have to give the entire map a shitass high ceiling and make what currently are walls (often onesided linedefs) sectors with raised floor instead?

>> No.3092197


what has me uncertain of making the fire bombs do this is how useful would flames like that be in the context of most doom maps?

>> No.3092198


>> No.3092202

I'm making it just to make it, and to use it for my own mod, but probably not terribly useful. I gave the flames a small explosion thrust effect, mainly to keep monsters from standing in them and endless doing their pain state until they die. Instead, it flames (are supposed to) push the enemies back, so it can be great for area denial. You can toss one in a hallway and nothing will be able to pass through for a while.

>> No.3092204

No, dumbass!

Draw a sector around the house you want to make tall, then raise that sector and the height of the house.

Unless of course you're going to be able to go inside the house, in which case you need polyobjects in ZDoom

>> No.3092205

If you want to see the building from a distance then yes, you have to make the whole area around the building as tall as it. If not, it'll cut from every point of view because there's a F_SKY texture on the way.

>> No.3092209

Yes, it's supposed to be enterable. (You can vaguely see the horrible opening due to some missing textures on the inside)

>> No.3092212

you make a tall as shit sector containing the buiding and have the rest as a separate sector

>> No.3092215


Yeah, and that would work pretty well, but I have to stop and really think about this, cus fire bombs replace rockets in this 64kb mod.

I guess I could make fire bombs the one straight up -direct- means of attack.

>> No.3092218

The shitty hacky way is to get the F_SKY1 texture on the walls above it. You can set the low and middle textures to the building texture, and the top texture to F_SKY1, if it will let you. You can also delete walls in the 3d view and it will replace them with F_SKY1 sometimes. Or just make it a 3d object.

>> No.3092241

Damnit, outdoor mapping just feels soo... Shit compared to nice simple indoors where the only time you ever have to account for the sky is the occasional window maybe.

>> No.3092245

Welcome to Doom. Thing is, making indoor areas is super fucking easy, so it's a bit of a trade off.

>> No.3092249
File: 90 KB, 558x613, 6ff[1].png [View same] [iqdb] [saucenao] [google] [report]

This looks ripe for shitty Pacha meme.

>> No.3092261
File: 296 KB, 434x568, when the nut hits just right.png [View same] [iqdb] [saucenao] [google] [report]

>mfw my request makes the op image

>> No.3092267

Is SBARINFO the only way to make on-screen effects, like visor screen damage and shit?

>> No.3092305

aaahhh, i feel old now. i remember back when the initial beta builds of demonsteele had the double-tap dodging and it was atrocious.

>> No.3092352

I still have no idea why

it worked fine for me, it worked fine for term

I swear it had something to do with the keyboard and only pulling 35 times a second, it's all I can think of

>> No.3092360

Could have been really funny as a short 1 min video, but it just kept dragging on and on.

>> No.3092363

Any of you guys ever play the console versions of Doom? I've played the PS3 ports of The Ultimate Doom and Doom 2.

>> No.3092370

Doom 64 was my shit because I didn't have a PC at the time. Imagine how excited I was about the N64 Quake and Quake 2 ports.

>> No.3092387




>> No.3092390

the nearest i've come to a console port is the No Rest For The Living wad.

>> No.3092397

Will Carmack ever not look like a 90s school shooter?

>> No.3092420

God, those textures will never not look ugly to me

>> No.3092435
File: 325 KB, 471x464, [takes intense bite].png [View same] [iqdb] [saucenao] [google] [report]

Every time I see the people that were working on DOOM 3, I just have to wonder what they hell they were thinking.
Like, did they all really think that what they were doing was good?
I mean, there had to be people there that thought "Nah, this isn't a good DOOM game."

>> No.3092438

I played Doom 64 a few times and i thought it was 2 spoopy
I also played SNES Doom on an emulator back when I was a stupid kid who played nothing but ZSNES roms.

>> No.3092440
File: 2.82 MB, 314x322, sadtron.gif [View same] [iqdb] [saucenao] [google] [report]

>Trent Reznor talking about how great DOOM is
>He's so excited to be working on DOOM 3
>tfw He ended up leaving
>tfw He vows to never work or associate with id Software anymore

Where the fuck did it all go wrong.

>> No.3092456
File: 21 KB, 264x220, naughty2.jpg [View same] [iqdb] [saucenao] [google] [report]

What would you think would be the best method for making trick walls that monsters can shoot and walk through? Also, is it possible to create a trick wall that both you and monsters can shoot through, but neither can walk through?

>> No.3092459

Doom 3 was a good game, you just need to grow the hell up.

>> No.3092463


Not him but it's pretty dull, most of the weapons are mediocre, and most of the monster designs are lame.

Too much emphasis on lighting, atmosphere and being spooky and not enough gunplay, more restricted corridors and a slower pace in general.

>> No.3092465

Its not awful but its not great either, it feels tasteless without some flavor added to it, its like the video game equivalent of noodles

>> No.3092480

A door with a shotgun guy behind it

>> No.3092481


>> No.3092485

Doom 3 was a good game if it didn't have to live up to the previous installments of Doom.
But if you took that away what would have been the selling point for such a game in the first place?
Pretty much this I can agree with
it's ok to have a few dark sections but the way that Doom 3 handled it was too much for me to enjoy, guns fired off cotton candy pellets, and then the fact that the pacing was slower than Doom, so quite freakly Doom 3 by itself was fine, but then try to compare it to it's roots, it's a bad game and can't live up to the legend it spawned.

>> No.3092489

Speaking of that, I'd love to eventually see a Making of Doom 4. I bet there's a good amount of history behind it.

>> No.3092491

Not the anon you're responding to, but I played it and wasn't crazy about a lot of it. By the end, I thought Eternal was some kind of mapping robot. Round a corner? 50/50 chance there's a chaingunner or skeleton. It just got so predictable by the end that I was bored to death. I left it hanging for 6 months at map23. I don't know if I'm glad I finished it or not.

That's not even getting into specifics, like how much I hated map16 and had mixed feelings about 28. 26 was fun at first, but then it dragged on and on and on and on...

Based on my experiences with Epic 2, it's unlikely I'll ever play another wad by the author again.

>> No.3092497

Apparently Doom 4 actually got held back a year, which makes me somewhat optimistic.

The singleplayer footage we've seen actually looks pretty cool desu.

>> No.3092503
File: 161 KB, 800x500, Screenshot_Doom_20160324_170018.png [View same] [iqdb] [saucenao] [google] [report]

Felt like dusting off DoomRLA again lately and am hooked on it once again though I only have played it with Oblige created wads so far. Any recommendations on wads that have level design that goes very well with the mod?

also fuck these impossible to beat cunts with their ridiculous amounts of health

>> No.3092507

Anybody know how to change the player's HUD dynamically?

>> No.3092508

but huds already change dynamically :^)

>> No.3092509


oh hello every video game marketing executive ever

>> No.3092517


You'll have to be a LOT more specific than that.

>> No.3092518

I heard that they kept having lots of rewrites and rehashes, throwing out what they made and starting all over again several times just because no one could agree on anything. But it may have just been an internet rumor, I totally forget where I heard that. Game will be shit regardless.

>> No.3092520

>Game will be shit regardless.
I fucking hate this mentality that the game is going to be shit because it's new.

>> No.3092523


I hate this mentality to defend the game against any/all criticism and assume the criticism is because it's new.

>> No.3092531

I hate both of you.

>> No.3092568
File: 1.62 MB, 720x360, pshooooomm.webm [View same] [iqdb] [saucenao] [google] [report]

Okay so, right now the shell pops up into the air and flies off wherever it was originally pointed, should I keep that or look into making it fly away from the player depending on where he shoots it?

Also this is really fucking cool.

>> No.3092573

Who else has ditched the mouse, and plays with a keyboard only?

I started out doing this as kind of a hipster self-mocking "look how much nerd cred I have" joke with myself. But then I installed Doom on my laptop one day, and I noticed just how right it feels.

I use WASD for movement, left/right arrows to turn, and up arrow to fire. Space and shift for use/run. It's so comfy I turned on auto-aim and started playing Quake this way. It feels so natural. I've even started playing dethmatch in Unreal Tournament this way.

I've grown convinced that the ability to aim on the Y axis is what ruined first person shooters, and mice are for casuals. What other games give me the option to play in classic Doom vertical auto-aim mode?

>> No.3092579

When I was a kid, I didn't even know I could use the mouse. I turned with the left and right arrow keys, moved forwards and backwards with the up and down arrow keys, and held down alt to strafe. Ctrl to fire, space to activate, shift to run. Needless to say, it was very hard, now playing with a mouse it is much easier, I'm never going back.

>> No.3092587 [SPOILER] 
File: 35 KB, 500x333, 1459042117840.jpg [View same] [iqdb] [saucenao] [google] [report]

Honestly I agree with both of these mentalities, but honestly D44M looks likes it's Doom3d to fail

>> No.3092598

I fully expect the game to come out and be modified to play how other people want it to be played. Just like every other Bethesda game.

>> No.3092613


This is an id Software game. What sort of mods did Rage have?

>> No.3092615

it really bugs me that the bullet explosion is magically a good meter above the actual grenade

>> No.3092620


It is? It looks like the spray of bullets is coming outta the center to me.

>> No.3092631


It bugs me, too.

>> No.3092640


Shiiiyt that's some nice looking Stalkan, what mods is it?

>> No.3092643

it's shooting up a bit ya buttlover

>> No.3092646
File: 1.01 MB, 720x360, did I fix it.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3092649

looks a lot better, yeah

>> No.3092657
File: 285 KB, 720x360, bomb slugging.webm [View same] [iqdb] [saucenao] [google] [report]

This one I'm just recording because shivers noticed you can detonate slugs with other slugs.

It goes further than that

>> No.3092671
File: 743 KB, 1920x1200, Screenshot_Doom_20160326_220449.png [View same] [iqdb] [saucenao] [google] [report]

I killed everything and I'm stuck.
Am I bugged or retarded?
I've humped everywall.

>> No.3092676

The walls are supposed to lower once you kill the Barons. Brootal Doom must be fucking something up.

>> No.3092678


lmao brutal babby

>> No.3092684

>"the definitive doom gameplay mod"
>literally babby's first monster replacement bug
Jesus Christ, get your shit together Mark.

>> No.3092685

script 01 (void)
HudMessage(s:"A"; HUDMSG_PLAIN, 0, 0, 0.1, 0.8, 3.7);

Is there an obvious problem with this script? It won't compile. I'm just trying to see if I can print an image on screen successfully.

>> No.3092687
File: 113 KB, 400x392, ruined.png [View same] [iqdb] [saucenao] [google] [report]

had to noclip out

>> No.3092690

What are you recording with? I'll record some of my crap.

>> No.3092693



>> No.3092696
File: 876 KB, 1920x1080, Screenshot_Doom_20160327_101758.png [View same] [iqdb] [saucenao] [google] [report]


Works on my machine

>> No.3092701

Probably Misery, I just grabbed it off Google because I'm making a gas mask for my wad.

>> No.3092704


I don't know what it is but it sure as hell isn't Misery. Looks like a SoC mod with Stalker Weather Overhauled and Absolute Textures, but I can't tell what the HUD and weapon model is from.

>> No.3092705

>Shadow of Chernobyl

That's most likely some mad Russian mod. I think I may have played it, because the health and stamina bars look very familiar to me. The name escapes me, though

>> No.3092729
File: 716 KB, 1920x1200, Screenshot_Doom_20160326_223252.png [View same] [iqdb] [saucenao] [google] [report]

Strange. Are you playing classic mode?
This is broken too.

>> No.3092731

Nah that just happens sometimes, due to it copying sector type/floor from neighboring sectors.

If they're all hurtfloor blood, it can only go to hurtfloor blood.

that blood texture is literally the fucking worst though

>> No.3092736

but the last platform didn't raise at all. had to go into controls and enable jump. Maybe it's the 64bit version of gzdoom g2.1.1?

>> No.3092741
File: 805 KB, 1920x1080, Screenshot_Doom_20160327_104356.png [View same] [iqdb] [saucenao] [google] [report]


I think I see the problem. If I kill the barons with a body shot, then the walls don't trigger. If I kill them with a headshot or with the mdk command, then the walls lower.

>> No.3092748
File: 65 KB, 720x540, 345hb.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3092752
File: 45 KB, 500x275, grosse_point_blank.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3092771

For as shoddy as rbutl's code is, there's no way in hell it broke a line action.

>> No.3092774

Why the fuck does this keep getting posted?

>> No.3092775

Only thing I remember was that the original build that was started in 2008 was scrapped in 2011 for being too much like CoD, and they restarted from scratch from there.

>> No.3092779
File: 467 KB, 620x809, 1454772741148.jpg [View same] [iqdb] [saucenao] [google] [report]

How does everyone feel about movebob? (weapon bob, move bobbing?)

I just turned it off and it feels like I've been blind this whole time to it. Feels so much better.

>> No.3092781

I find it awkward without the bob, myself

>> No.3092782

I'm just asking if you can change the SBARINFO mid game.

>> No.3092784

Here's the error I'm getting:

hudmsg_alpha : Identifier has not been declared.
> HudMessage(s:"A"; HUDMSG_ALPHA,

>> No.3092785


>> No.3092787


I have it reduced to 0.05

I'd rather have something like Quake where the weapon bobs but the camera doesn't

>> No.3092790

I find it best when it's reduced down to like 5-10%. Still there, but not overpowering.

>> No.3092798

Nevermind, I forgot to add #inlude zcommon.acs, but now I'm getiting

"too few arguments to acs_execute"

from my Decorate object.

>> No.3092801
File: 136 KB, 1032x774, arcade_machince_buttons_by_retrospectorz.jpg [View same] [iqdb] [saucenao] [google] [report]

What's a good layout? I have some experience using controllers with Doom and I'll give it a shot.

>Stick - Forward, Backward, Turning
>Yellow - Strafe Left (thumb)
>White - Strafe Right (ring)
>Red - Fire (index)
>Green - Open (middle)
>Blue - Next Weapon
>Orange - Previous Weapon
>P1 button - ESC
>P2 button - Enter/Map

>> No.3092802




Great for building outdoor areas without having to worry about sky glitches and height difference.

you dont need "0" in the script number. "Script 1" should work.

Not sure about printing an image, I aint never tried that before...

I did try to make a gas mask overlay as part of a radiation suit, I used decorate to my my own powerup and powerupgiver. Set the powerupgiver to display the image over the whole screen, but it overlapped the HUD so didn't really work that well.

>> No.3092804

Nevermind, figured it out.

>> No.3092808

Did it cover the HUD? That could work for me actually.

>> No.3092816

totally covered everything.

this is my rad suit code, look at the second section (the Powerupgiver) and you can see the image it displays:


Inventory.icon "SUITC0"

Just fool with the offsets of SUITC0 (or whatever your gas mask image is called) so that it sits directly over the screen. Might take a bit of fiddling and playtesting to get the offsets right. It might be easier to do with HUDMESSAGE or something

The "Activesound" also plays some gas mask breathing sounds, but they trigger everytime the powerup is doing something (so constantly trigger if you're in a radioactive area... making for weird sounding constantly inhaling) so I still need to work out those bugs.

>> No.3092831

I'm trying to use HUDMESSAGE to put a bullethole on the screen, but I can't seem to get it to work. End result is I want to do some fogging effects like breath on the mask.

I'm looking at this:
Specifically the very bottom part. Here's my ACS: I have a dummy item that triggers the script on pickup just to test it out.

script 01 (void)
HudMessage(s:"A"; HUDMSG_PLAIN, 0, 0, 0.1, 0.8, 3.7);

I have a graphic called BREAK1.png in the 'graphics' folder, too.

>> No.3092845
File: 342 KB, 1280x1358, 1424714388393.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3092851

We can only hope.

>> No.3092869

Hey guys, I am having trouble with a decorate monster , for some reason when I attack it with melee it disappears randomly

decorate code:

Actor ShieldTrooper
Health 110
Radius 16
Height 56
Mass 100
PainChance 190
Speed 8
DropItem "SubMachinegun"
SeeSound "shieldtrooper/sight"
PainSound "shieldtrooper/pain"
DeathSound "shieldtrooper/death"
SREB AB 10 A_Look
TNT1 A 0 A_JumpIfCloser(128, "Guard")
TNT1 A 0 A_JumpIfCloser(128, "Guard")
SREB EE 4 A_FaceTarget
TNT1 A 0 A_JumpIfInventory("GuardCheck", 1, "ShieldMissile")
SREB E 3 A_FaceTarget
TNT1 A 0 A_PlaySound("trooper/fire1")
SREB F 3 Bright A_CustomBulletAttack(3.5, 3, 1, 2)
SREB E 3 A_FaceTarget
TNT1 A 0 A_PlaySound("trooper/fire1")
SREB F 3 Bright A_CustomBulletAttack(3.5, 3, 1, 2)
SREB E 3 A_FaceTarget
TNT1 A 0 A_PlaySound("trooper/fire1")
SREB F 3 Bright A_CustomBulletAttack(3.5, 3, 1, 2)
SREB E 7 A_FaceTarget
Goto See
SREB G 0 A_SetInvulnerable
SREB G 15 A_CentaurDefend
SREB G 0 A_UnSetInvulnerable
SREB E 10 A_FaceTarget
TNT1 A 0 A_PlaySound("trooper/fire1")
SREB F 3 Bright A_CustomBulletAttack(1.5, 1, 1, 2)
TNT1 A 0 A_JumpIfCloser(160, "ShieldMissile")
SREB E 3 A_FaceTarget
SREB G 0 A_UnSetInvulnerable
SREB G 15 A_CentaurDefend
TNT1 A 0 A_TakeInventory("GuardCheck", 1)
Goto See
SREB E 3 A_Pain
TNT1 A 0 A_GiveInventory("GuardCheck", 1)
TNT1 A 0 A_Jump(80, "Shield")
Goto See
SREB G 0 A_SetInvulnerable
SREB G 35 A_CentaurDefend
SREB G 0 A_UnSetInvulnerable
Goto See
TNT1 A 0 A_CustomMissile ("Shield", 32, -24, 25)
SREB I 5 A_Scream
SREB J 5 A_NoBlocking
SREB Q 0 A_NoBlocking
SREB Q 5 A_XScream

>> No.3092874

use Pastebin. I'd help, but I don't see the problem.

>> No.3092892 [DELETED] 
File: 591 B, 96x75, YVJDF0.png [View same] [iqdb] [saucenao] [google] [report]

Gentlemen, it's time once again.

Noticed Vlambo abused the "Enemy that shoots you the moment it sees you" meme within the new maps, so I adjusted the behavior on the Sarges and Jocks to react a second later after the player is spotted to prevent bullshit moments.


+Added Chapter 3: Finest Wine Cellar
+Heavily buffed the damage on the Venusian Rocket Launcher and the explosive barrels.
*Adjusted the behavior on the Sarge and Jock to balance their high damage outputs.
*Fixed the secrets on their respective maps.

Currently testing the Looping mechanic. If you played Nuclear Throne, you might have noticed the Elite version of a regular enemy.

In this case, I added an enemy that can replace a regular Grunt spawn with a WWII-Era Grunt, complete with an attire straight out of Saving Private Ryan, backpack and a Thompson.

It's behavior its completely different from a regular Grunt, instead opting to rush you using either single shots or short controlled bursts. It is capable of suppressing fire and then may chuck a grenade to flush you out of cover.
While it chases you, it plants shootable Bouncing Betties to ambush you and when fatally injured, it will backpedal while strafing either left or right to take a swig from his canteen, replenishing its health and also making him more aggressive.

Still, it's an old grandpa Grunt, so it can get tired from chasing you marine whippersnappers.

You can summon it with its actor name LoopGruntWWII.

>> No.3092893


Sorry for the huge wall of decorate code, I didn't think of using pastebin.

The thing with the problem is that it vanishes instantly when I attack it in melee, when it is in its ShieldMissile state.

>> No.3092902
File: 2.46 MB, 850x478, Desktop 03.27.2016 - [View same] [iqdb] [saucenao] [google] [report]

The camera does bob in Quake, it just isn't very noticeable and there's multiple console commands that control it.

If you set cl_bobcycle to something short like 0.1 seconds, it's much more noticeable. Standard Quake view bobbing is kind of odd anyway, it looks much better if you set cl_bob to 0.01 instead of 0.02 (makes for smoother weapon bobbing, gets rid of that 'delay' after every cycle).

>> No.3092904
File: 591 B, 96x75, YVJDF0.png [View same] [iqdb] [saucenao] [google] [report]

Gentlemen, it's time once again.


Noticed Vlambo abused the "Enemy that shoots you the moment it sees you" meme within the new maps, so I adjusted the behavior on the Sarges and Jocks to react a second later after the player is spotted to prevent bullshit moments.


+Added Chapter 3: Finest Wine Cellar
+Heavily buffed the damage on the Venusian Rocket Launcher and the explosive barrels.
*Adjusted the behavior on the Sarge and Jock to balance their high damage outputs.
*Fixed the secrets on their respective maps.

Currently testing the Looping mechanic. If you played Nuclear Throne, you might have noticed the Elite version of a regular enemy.

In this case, I added an enemy that can replace a regular Grunt spawn with a WWII-Era Grunt, complete with an attire straight out of Saving Private Ryan, backpack and a Thompson.

It's behavior its completely different from a regular Grunt, instead opting to rush you using either single shots or short controlled bursts. It is capable of suppressing fire and then may chuck a grenade to flush you out of cover.
While it chases you, it plants shootable Bouncing Betties to ambush you and when fatally injured, it will backpedal while strafing either left or right to take a swig from his canteen, replenishing its health and also making him more aggressive.

Still, it's an old grandpa Grunt, so it can get tired from chasing you marine whippersnappers.

You can summon it with its actor name LoopGruntWWII.

>> No.3092908

>ranger pumps his shells furiously in every direction

>> No.3092910


Probably a sprite letter that doesn't belong there.

>> No.3092912


Oh man, I imagine quakeguy making the jump noise every time he moves with that bobbing.


>> No.3092913
File: 4 KB, 216x150, BLAKESTONE_STYLE_BIG.png [View same] [iqdb] [saucenao] [google] [report]

Haven't posted in a while due to hectic work. Been trying to work on Lydia-wad, but fuck if I have much free time. I thought I'd make a Blake Stone style sprite before I got some sleep and it ended up taking me an hour and a half due to trying to wrap my mind around the weird deformed style. I fucking adore the color pallet, Blake Stone had the best colors to work with. Here she is though. Kinda want to make a whole sheet for her.

>> No.3092919

Is that a touhou

>> No.3092921
File: 1.52 MB, 231x365, StElmosFire.gif [View same] [iqdb] [saucenao] [google] [report]

>youll never get the feels of playing through stalker for the first time again
just.. g-get out of here...

>> No.3092924


>hours later
>no source


>> No.3092926
File: 157 KB, 422x620, spacebabe.jpg [View same] [iqdb] [saucenao] [google] [report]

God no. It's just some retro space babe design I liked.

>> No.3092929
File: 2.93 MB, 750x422, Desktop 03.27.2016 - [View same] [iqdb] [saucenao] [google] [report]

Genuinely nauseating.

>> No.3092935


Is this the elusive russian Ranger?

>> No.3092936

>no squatting

>> No.3092938
File: 42 KB, 416x338, RAD.jpg [View same] [iqdb] [saucenao] [google] [report]

What's the normal value? set it to something comparable to thiefs. If I were to guess 0.5.

>> No.3092942
File: 2.20 MB, 1920x1080, Screenshot_Doom_20160326_215553.png [View same] [iqdb] [saucenao] [google] [report]

Apparently the icon doesn't give a shit about the Sprite's offset (using Slade3). I'm reading that you need to redefine the icon using a TEXTURES thingy. Do you know anything about that?

>> No.3092943
File: 385 KB, 981x511, MAP19sky.png [View same] [iqdb] [saucenao] [google] [report]

What do you use to record your videos, Anon? also those particles using the bulletpuff sprite are sexy as heck.

Doom 2 MAP19 is a (slightly messy) example of how sky heights work.

>> No.3092945

Standard values are cl_bob 0.02, cl_bobcycle 0.6, and cl_bobup 0.5.

IIRC, bob is how noticeable bobbing is, bobup is how fast it happens, and bobcycle is how often it happens. Or something like that.

>> No.3092962

drawswitchableimage armortype bluearmor, "nullimage", "MASKZ0", 160, 200, centerbottom;

NAILED IT. I made it an SBARINFO thing that's dependent on an item.

>> No.3092968
File: 35 KB, 870x843, mega offset.png [View same] [iqdb] [saucenao] [google] [report]

Thats odd, it works for me, also using SLADE3.

make sure you're modifying the icon of the powerprotection (I think I accidentally specified powerupgiver before, that's wrong)

So in my decorate code, its the second actor:

Actor power_RADPROTEC : PowerProtection
Inventory.icon "SUITC0"

If you modify the offset of that texture (set to HUD mode) it should register in game, you'll need to offset it WAAAAY to the left, almost completely off the HUD lines (because this image is supposed to be a small icon on the right hand side of the screen, not a full screen image).

Try that, it should work.

Also I worked out that to limit the breathing sound you just add $singular to the SNDINFO of your gas mask sound.

I'll try to whip up a working demo of a rad suit that gives an overlay and breathing sounds

>> No.3092970

I don't know, but the version I worked off of had the double-tap time as only 6 tics (0.1714 secs), I upped it to about Unreal's timing (9 tics/0.2571 secs) and lowered the dodge distance so you don't fly everywhere as much.

>> No.3092978

Nice! I might try this method, even though SBARINFO is a bit out of my comfort zone. Does it block out the HUD? because that's one main reason I didn't end up using the overlay, didn't want the HUD being blocked out (in hexen you need to see and use your items etc.)

>> No.3092979

Please do, I'd like to at least rip the breathing sounds.

>> No.3093012

Here's a working version in doom with perfect alignment of the overlay to cover the whole screen. (at least in my resolution...)


I made sure the image was the exact size of a screenshot, and then just adjusted the offset until it matched (final offset for the mask overlay was 620, 17)

There's a radsuitINVENTORY that stays in your inventory until used, and a radsuitINSTANT thats used straight away like normal doom items.

when you playtest it (MAP01) the suit in the centre is INVENTORY (you'll need to press enter or whatever is bound to use inventory item) and the suit on the right is INSTANT

>> No.3093024
File: 88 KB, 640x480, Gasmask breathing intensifies.png [View same] [iqdb] [saucenao] [google] [report]

I tested it at different resolutions and it doesn't work very well, which is a major limitation. I was running at 640 X 480 which works fine, but any other resolution and it doesn't work and just appears in the top right hand side.
SBARINFO is probably the way to go.

>> No.3093047

Question: Is it possible, and if it is, then how, to make an actor to be shoot-through to all weapons except a single special one (not ghost/through-ghost combo)

>> No.3093053

It does that if you raise the bridge out of order. Its been like that since vanilla. Same goes for the Factory in Doom II.

du-dun du-dun du-dun du-dun-dun DUHN!

>> No.3093056

Use SetHudSize(640, 480, 1)

>> No.3093058

Neat. Take a look at this one I just did as a proof of concept: You can animate the graphic to have your breath fogging it up. Shitty example, but it was just a test. I'm going to have the gas mask be a weapon with a "putting on gasmask" animation. I guess to take it off, you'll have to switch to an empty hand weapon or something, I haven't figure that out yet.

Here's the pk3, it relies on the bluearmor as the trigger item, so just "give bluearmor" to test it out. I'm going to go work on it some more. Oh, and I'm using 1280 x 1024, so that's probably the only res it will look right at.

>> No.3093060

Try using the THRUSPECIES and MTHRUSPECIES flags

set the weapons(or projectiles) species to the same as the 1 actor who it can kill

>> No.3093064

That does the exact inverse of what he wants.

>> No.3093067

Use the ChangeMap console command

>> No.3093083

Actually that might work.
What I actually want to do: Reimplement Brootal Duum death states from scratch without all the extra fluff. The shoot-to death animations (like Caco death or shotgunners bleeding out waiting to be shot) should behave same as regular death anims - all shots should pass through them without interruption, but if player wishes to, he can use kicks to finish enemies off or mutilate corpses, that are otherwise inert and transparent to everything else.

Target: a gore mod with all the death animations, but without touching anything else, so it would be compatible with any weapon mod (you'd only have to attach damage type to a weapon so it could do specific kills). Headshots can be random, or implemented via Nash's ACS script, but without damage multiplier.

>> No.3093087

Requesting pics of chaingunner being real fucking far away but still giving the dick. Please and thanks.

>> No.3093092
File: 654 KB, 1203x800, HOW I LEARNED TO STOP AUTOAIMING AND LOVE FREELOOK.jpg [View same] [iqdb] [saucenao] [google] [report]

Here's the one that was in the OP a week or so ago

>> No.3093107

Gasmask dude here, check this: just plop it into your SBARINFO Statusbar.

InInventory gasmaskammo, 1
drawimage "MASKZ0", 160, 200, centerbottom;

Easy peezy. If you have at least 1 "gasmaskammo", it draws the image.

>> No.3093113

one hud_althud 1 later...

>> No.3093167

It works, but it replaces all my HUD info. Ideally I want the gasmask to be behind the HUD, so you can still see items / ammo / health.

>> No.3093180

There's a custom that's part of it. This isn't for normal Doom at all, I'm doing it for a Stalker-ish mod. So the health, armor, and current ammo are all I want to be able to see.

I almost have it where the gas mask has cracks that appear as you take damage and then is destroyed :)

>> No.3093184

Is there an ACS function that detects if the player is taking damage?

>> No.3093257

Maybe have the players pain state in DECORATE cause a script to run?

You would have to make a new player class, inheriting from the old one and replacing it, and then just add in a single frame in the pain state that does what you want (Like A_ACSNamedExecute)

>> No.3093264

Oh, good idea! I don't suppose there's a way to detect the amount of damage they've taken, is there? My idea is to have this gasmask get an additional crack in it for every X points of damage the player has taken since putting it on. Problem is, if the player heals, it shouldn't affect the gasmask at all. Unless I'm going about this all the wrong way.

>> No.3093275

That could end up messy due to the fact most doom games involve taking a shit ton of damage and healing up, over and over again.

I'd probably tie the amount of cracks to the players health, so it "heals" as they do. Kind of like a mug shot.

Otherwise you'd just end up with a fully cracked visor all the time and thats no fun.

Unless... you had a mask repair kit item...

>> No.3093289

I think I'm going to try the player class idea. Now I'm trying to figure out how to give the player random inventory through ACS...

I think I'm going to have it so you can ditch the mask and grab a new one or something. Or if you pick up a new one, it just replaces it. Yeah, that's the ticket.

>> No.3093290

Oh wait, I got it! Give the player a dummy item when they get a gasmask, that tracks damage, so give the gasmask it's own health points.

>> No.3093330

i made an anti strafe-run script in ACS that normalizes your speed
is this heresy?

>> No.3093336

Anyone know of a way to give a random item in ACS? I tried having it spawn a randomitem spawner, but that didn't work for whatever reason.

>> No.3093350

i wouldn't say a shit ton. doomguy is fragile but fast. mostly you are trying to dodge damage not absorb it knowing you will survive and heal later. one or two good hits can leave the player in a situation where survival becomes a matter of luck.

>> No.3093356
File: 25 KB, 499x468, heretic.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3093363

I was making good headway on this gasmask thing, and then started getting "p_startscript: unknown script 3". WTF I don't even have a script 3. If anyone cares to look, here's the link. Use "give gaskmaskammo". When you enter your painstate, you're supposed to get a crack in the glass.


>> No.3093416
File: 2.15 MB, 187x199, 1380081230873.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3093418

you need to make a script 3 then. or try to work out what's calling for it

even just an empty script 3 might help solve this

>> No.3093437
File: 694 KB, 1280x960, shot0091.png [View same] [iqdb] [saucenao] [google] [report]

Is there still a link to Powerslave EX anywhere? Had to do a clean install and forgot to back it up.

>> No.3093438

I'll toss this up before I go to bed. I almost have it working. The first script works, when you take damage, you get the screen cracks at least. But it's supposed to give you a dummy item, and when you get 12 of those, the gasmask and the dummy items get taken away. You get the dummy items by entering the pain state while wearing the mask.

I'm a little stumped.


>> No.3093440


Will this do?



>> No.3093445
File: 238 KB, 500x493, 1419072010183.png [View same] [iqdb] [saucenao] [google] [report]

Thanks a lot familia

>> No.3093454
File: 252 KB, 640x1920, galactic-chaingunner.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3093473

Are they ever gonna officially re-release that?

>> No.3093478

Does it actually affect your running directly or just make it so you can't go beyond runspeed velocity no matter the reason?

>> No.3093481
File: 38 KB, 480x386, tumblr_o4mknpUKz81qa2ofoo1_500.jpg [View same] [iqdb] [saucenao] [google] [report]

>both PC version and Saturn/PSX version released as a compilation on 7th and 8th gen consoles as well as PC
>healthy echo effect applied to music
>fully customizable controls
>fully supported multiplayer

I would love for something like that to happen, I had a great time with Megaton Edition.

>> No.3093497
File: 357 KB, 1768x992, Screenshot_Doom_20160327_132417.png [View same] [iqdb] [saucenao] [google] [report]

The exploding chainsaw, seems like a sane design.

>> No.3093503

>tfw having to decide between adhering to vanilla map size limits or using increased limits

>> No.3093505


I got an explosive rocket launcher once. I was worried that it might not actually do something because the RL is already explosive but turns out it makes rockets produce a bunch of smaller extra explosions for extra damage.

>> No.3093516

Vanillia limits will get you more Doomer boipucci but realistically there's not reason to adhere to them beyond the challenge itself.

>> No.3093518

What is the vanilla map size limit even.

>> No.3093521



>> No.3093530

Just go for limit removing. Almost no one uses vanilla/chocolate outside of the novelty, so its not worth the headache.

>> No.3093531


yeah, as confusing as linking to wikia in 2016

come on bro

>> No.3093532

>linking the doomguy 2000 run wiki

>> No.3093562


>> No.3093568

you would still take 100 damage over the course of a level though wouldn't you? that's the equivalent of dying every 5 minutes (or however long it takes you to go through 100 health)

Someone should make a mod that removes all health from doom. That would make it a challenge to get through the whole thing, especially if your health didn't reset between levels...

>> No.3093593

Yeah. The original maintainers of the doomwikia migrated from wikia to their own domain, doomwiki.org, back in 2011.

The wikia still exists because Wikia refuse to remove it, and doomguy 2000 (known as Justice Infinity there) decided to take the opportunity to become the new maintainer for the doomwikia. Avoid using it as its full of outdated, and not so trustworthy information.

>> No.3093595

basically reduces your speed by 20% if you are moving diagonally

>> No.3093612

IMO this solution is faulty, as players can move not-straight diagonally with analog controls (mouse/gamepads), so you'd be better find a way to cap speed instead of a straight reduction.

>> No.3093649
File: 2.74 MB, 2997x2000, why am I losing health.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3093691 [DELETED] 

I want a blowjob from a trap am I bisexual?

>> No.3093703
File: 686 KB, 253x178, 1366094200146.gif [View same] [iqdb] [saucenao] [google] [report]

>tfw you make your first working teleporter


>> No.3093710
File: 37 KB, 200x194, celebrate.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3093712
File: 42 KB, 800x600, Cee7OtYXEAAuNfl.jpg:large.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3093716

Happy Easter /vr/oopers.

<insert Easter related Doom image here>

>> No.3093718
File: 421 KB, 467x491, why.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3093720

No, you are trap-sexual.
It is gay

>> No.3093728
File: 16 KB, 134x125, 1375628871120.jpg [View same] [iqdb] [saucenao] [google] [report]

>want to get into mapping for Quake
>make a square test map to get familiar with the mapping tools
>start making teleporters to other square test rooms
>start experimenting with more intricate brushes
>have so far done nothing but doodle things relating to making my personal test map prettier and absolutely nothing of value for an actual map

I've made a terrible mistake.

>> No.3093736

>square map rooms
Your map choice has been made, you're mapping the movie "Cube"

>> No.3093739

Sup retro FPS guys.

How are the Quake level packs? I only vaguely remember them. I recall one of the was much more in line with actual Quake, whereas the other was more techbase and basically felt like Quake 2.

They had their own soundtracks I'd have to dig around for and install too right?

>> No.3093745

I'm playing through the first pack currently and it's alright, starts out good but turns into bullshit later with a jillion traps and shenanigans. Adds some cool stuff though like rotating brushes. Can't speak for the second one.

>They had their own soundtracks I'd have to dig around for and install too right?
They do, and it's well worth listening to so hunt for 'em if you can.

>> No.3093770

>have so far done nothing but doodle things relating to making my personal test map prettier and absolutely nothing of value for an actual map

every single map that i (try) to make

>> No.3093796
File: 116 KB, 500x500, 1301878720667.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3093818
File: 89 KB, 270x260, 1413400294896.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3093849
File: 97 KB, 1280x720, maxresdefault[1].jpg [View same] [iqdb] [saucenao] [google] [report]

I'm new to zdoom

Is there a way to have all WADs use the same settings?

I play with mouselook and some altered keybinds, and I have to set all that up for each new .wad I use

I tried making a list of "bind *" in an autoexec.cfg file but it didn't work

>> No.3093867

What is this? That plasma gun is +1000 badassery.

>> No.3093874


LegenDoom. It's bretty gud

>> No.3093876

Perhaps just make a bind in the game itself, it seems to stick for me

>> No.3093941
File: 2.97 MB, 1280x720, Desktop 03.27.2016 - [View same] [iqdb] [saucenao] [google] [report]

I'm having fun.

>> No.3094004
File: 1.15 MB, 1600x900, quake000.png [View same] [iqdb] [saucenao] [google] [report]

Some screenshots from my upcoming Quake 2 singleplayer map.

So far so good, except I need to find out how to trigger the "THE END" screen at the end of the level like pushing the button does on the map "boss2" (Final Showdown).

Please help if you can.

>> No.3094006
File: 1.52 MB, 1600x900, quake005.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3094007
File: 1.39 MB, 1600x900, quake002.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3094013
File: 1.57 MB, 1600x900, quake001.png [View same] [iqdb] [saucenao] [google] [report]

It's an extremely dumb and gimmicky map btw, also going to be frustratingly difficult.

>> No.3094015

That looks unreasonably dark for being over a pool of lava.

Any reason you chose Q2?

>> No.3094017
File: 1.20 MB, 1600x900, quake003.png [View same] [iqdb] [saucenao] [google] [report]

Last screenshot for now.

>> No.3094020

It's still WIP in progress btw.

And Quake 2 because I like it.

>> No.3094059

How many other monsters would be too much of a distraction for you while trying to fight the Cyberdemon? This is research.

>> No.3094063

What's the best Quake 2 sourceport? Something nice and vanilla-ish like Quakespasm for Q1.

I just need widescreen resolutions and music rip playback, basically.

>> No.3094068

I'd say it heavily depends on which monsters. A mancubus is probably a lot worse than an imp.

>> No.3094073

A single pain elemental in the distance is enough to make that a priority target over a cyberdemon.

>> No.3094074
File: 58 KB, 768x576, c4pIG[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Should I make a full gif ?

>> No.3094075
File: 60 KB, 768x575, vl1Gv[1].jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3094078

Hey /vr/, what was that mod that broke up ammo into smaller ammo if you couldn't carry any more?

>> No.3094084

smart scavenger? http://forum.zdoom.org/viewtopic.php?f=19&t=35091

>> No.3094119


>> No.3094126

Looks radical, Quake 2 don't get enough love.

Because Quake 2 is awesome.

>> No.3094138

Are there any good tutorials on how to create midi music files that will work in Doom? I have experience composing music but I have no idea how specialized the process of creating working midi files is.

>> No.3094151
File: 51 KB, 640x480, Scythe2-marine.png [View same] [iqdb] [saucenao] [google] [report]



>> No.3094167

Thing I hate about that map, is that you are literally only given like 10 seconds to reach the secret exit. Thats nigh impossible, considering you have to grab all the keys.

>> No.3094169

I don't remember the name now, but I think I read somewhere that the first music composer involved left the project stating that very same reason.

I like Doom 3 btw.

>> No.3094174

>I don't remember the name now, but I think I read somewhere that the first music composer involved left the project stating that very same reason.
Trent Reznor?

>> No.3094175
File: 180 KB, 303x307, uwa.png [View same] [iqdb] [saucenao] [google] [report]

Things like that is why I never particularly liked a lot of classical megawads because many would try too much to be H4RDC0R3, like they're trying to impress me or something.

Though usually it would actually do this with really challenging enemy placement, rather than modern slaughtermaps where the challenge is "LOL HERE'S 500 BARONS XD", something I hate way more.

>> No.3094186
File: 200 KB, 1280x1707, 1414352687388.jpg [View same] [iqdb] [saucenao] [google] [report]

Doom 3 was ok, fairly good even, it just had some flaws.
I really liked the hell part, and the fighting is actually not bad if you have a flashlight mod.

No music though, and a lot of the environments were too samey.

>most of the weapons are mediocre
I'll agree on that, the SMG is bland, the rocket launcher lacks punch, and the shotgun is just REALLY bad.

But the chainsaw was fucking god-tier m8, best in the series to be honest Famicom

>> No.3094187

Do you know any good modern megawads that are just super hard for the sake of being hard?

>> No.3094191

Shit, I mean aren't

>> No.3094192

Not him, but Sunlust pretty much fits that description.

>> No.3094194

Oh in that case, Resurgence? Its hard, but it feels more properly designed.

>> No.3094196

>But the chainsaw was fucking god-tier m8, best in the series to be honest Famicom

Which is why I said most, demons step aside when you got that monstrosity.

>> No.3094198

Not a megawad, but Double Impact is a pretty good looking episode for Doom 1 (makes good and clever use of stock textures and lights, it's detailed without being cluttered), it typically uses difficult monster placement in place of just shoving a bunch of monsters towards you (though there is a little bit of that).

Otherwise I guess there's always Back To Saturn X on a low difficulty setting.

>> No.3094203

Thanks, I'll try that out

I love BTSX EP1, but EP2 revs up the bullshit too much for me, didn't even get halfway through

>> No.3094207

I dunno, I personally felt E2 was hard done the right way.

>> No.3094212

I suppose E2 actually was harder, but I never played it on easy.

>> No.3094220

heh, good job, fits really well

>> No.3094223


Hehhhh. This is clever.

>> No.3094230

I've always been of the opinion that Sunder styled slaughtermaps are too spammy and drag on, and Scythe/SoD styled slaughtermaps are actually decent fun.

>> No.3094235

>Scythe-styled slaughtermaps

That's an oxymoron if I ever heard one.

>> No.3094242

Scythe isnt entirely slaughtermaps, but it certainly has them. Same with Scythe 2.

>> No.3094250

Scythe and Scythe 2's "slaughtermaps" are so tame they can barely be called slaughtermaps, dude.

>> No.3094264
File: 403 KB, 1920x1080, WAD COLLECTED at 2016.03.27 20-15-36.163 [R2561].jpg [View same] [iqdb] [saucenao] [google] [report]

I'm making babby's first poly-object. How Can I activate the polyobject from somewhere else (in this picture, with the button instead of "using" the polyobject.

>> No.3094286

If fucking MAP26 and MAP30 of Scythe are not slaughtermaps to you, then you have a strange definition of what slaughtermap means.

>> No.3094363

What the fuck do I have to do to get colorful hell to run with other mods.
I've never had this much trouble getting any other mods that are compatible to work together.
LegenDoom straight up says that it's fully compatible with Colorful Hell, so what do I have to do to get them to work together? Is it a version issue thing? I have the newest release of both.

>> No.3094382

And yet, someone was having a whinge about Scythe turning into a "mindless" slaughter about a month or so ago.

>> No.3094390

Any wads out there besides /pol/.wad that use Shrek?

>> No.3094403

moon man doom? That's the only one i can remember

>> No.3094423

zandroskins I believe does

>> No.3094480

If it says it's compatible all I can think of is load order.

>> No.3094487
File: 181 KB, 1270x904, cubed.png [View same] [iqdb] [saucenao] [google] [report]

Thanks for the idea. This will be my first gimmick map.

>> No.3094489

Well how do YOU define slaughtermap? "Has over 500 enemies"?
None of Scythe's maps could not count as slaughter in any stretch of the imagination, especially compared to the likes of Eternal Slumber Party or HolyHell. They play completely differently.

They are not slaughtermaps. Slaughtermaps are not just "a lot of enemies"--which none of Scythe's maps even have, by the way.

That someone is dumb.

>> No.3094493

It seems like everyone made up their own definition of slaughter and it's causing misunderstandings.

>> No.3094512

For me, Slaughter is when I have to deal with a horde of enemies without any visible "strategic" way to counter them present, and that serve no other purpose than waste player's time.

I sign off any "horde" enemy composition as bad design. You make a good encounter by combining abilities of various enemies with a terrain layout in a new way, not by placing a few dozen more.

>> No.3094536



>> No.3094828

I liked the shotgun. The spread was retarded on it, but it felt good to me. Only needs a better sound effect.

I actually like Doom 3 in general. The timing of the monsters attacks, the weapons, the general feel. All good imo. Couldn't play resurrection of evil though. Was just too "more of the same" and the grabber felt mediocre and unfitting of doom. The super shotgun was okay.

>> No.3095141
File: 44 KB, 229x231, 1456708807440.jpg [View same] [iqdb] [saucenao] [google] [report]


>A Quake 2 map that's actually interesting and somewhat pleasing to look at

This isn't okay. This isn't okay at all.

>> No.3095150

Just starting getting into pwads, just played scythe and scythe 2.

What should I try next? I hear Terry.wad is pretty good

>> No.3095990
File: 41 KB, 896x644, YOU FUCKING SNIPING ASSHOLE.png [View same] [iqdb] [saucenao] [google] [report]


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