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/vr/ - Retro Games

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3156804 No.3156804 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3151932

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.3156807

Why was the last thread purged?

>> No.3156808

What's with these frequent thread removals and newfag ops?

>> No.3156810
File: 21 KB, 420x317, 1393750953643.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw no news

>> No.3156814

Anyone thought about making a weapon wad using Nerf guns ? I'm making some first person sprites out of nerf guns for a non doom related personal project and I think they look fine.

>> No.3156817


[04-20] Romero and Carmack project:

[04-19] Current version of Lydia, by Spritenoob

[04-18] BFG 9000 made from Lego
https://youtu.be/c3LU5RW6Yek [Embed]

[04-17] The /newstuff Chronicles #493

[04-17] Toilet of the Gods, a Boom map with a new palette

[04-16] [SLOWPOKE] Cybershade released. A 16-color game based on Chocolate Doom.

[04-16] New version of The Port (city map)

[04-16] "If Doomguy was a Mechwarrior"
https://youtu.be/y7Aa9o0P7EQ [Embed]
https://youtu.be/Z-8CI1XbGPk [Embed]

[04-15] Dark Arena textures

[04-14] Anon mod release: "replaces chaingunners with super shotgun guys"

[04-11] kLazer - 3d laser beam

[04-10] The /newstuff Chronicles #491 and #492

[04-10] Gun Godz v1.0 released

[04-08] Durex Waste Disposal updated

[04-07] 3DO Doom overclocked
https://youtu.be/dfNBQU2xjAI [Embed]

[04-07] Anon mod release: gachigasms.wad


To submit news, please reply to this post.

>> No.3156818

Nerf Arena Blast was the shit.

>> No.3156819

Yeah, this is getting out of hand.

>> No.3156820

>[04-20] Romero and Carmack project:

>> No.3156823
File: 14 KB, 420x300, 1410200843033.jpg [View same] [iqdb] [saucenao] [google] [report]


What if the janitors are being paid by bethesda to silence the doom threads in an attempt to trick people into thinking new Doom is literally the only Doom game?

>> No.3156824

Well, that video could be described as a project by them two I guess :'^)

I'm with what was said a few weeks back too when several threads were deleted in a few days, some official statement would be nice.

>> No.3156828

Hmm, TNT2 seems to be gaining momentum

>> No.3156829
File: 94 KB, 550x550, cd8e78b3585433659689759c0a464828.jpg [View same] [iqdb] [saucenao] [google] [report]

Though wouldn't it be cool if they got him in on it too?

I'm pretty damn excited either way.
If you look at Romero objectively, he's a very talented and creative person, we know that he can achieve great things when actually working hard.

Now, he probably still remembers the Dai-Katana mess sharply, the pitfalls and errors of that are probably going to be in the back of his head constantly during this project, he'll be careful to not repeat those mistakes, he'll have appreciation for the value of hard work, and he also has decades of experience.

I think that this time, together with Adrian, he'll have a very good chance of making a good and clean game

>> No.3156830
File: 400 KB, 488x519, 3848348.gif [View same] [iqdb] [saucenao] [google] [report]

>Title isn't all-caps
What's the world fucking come to?

>> No.3156834

That's just retarded.

I think he means that people might think it's the other Carmack.

Good, I'm a big fan of TNT, I played the demo of TNT2 ages ago and I loved it, I can't wait for that shit to get done.

>> No.3156835
File: 71 KB, 640x480, TNT2.png [View same] [iqdb] [saucenao] [google] [report]

Oh man, those are a few neat skies. Are those the same people who did the original TNT?

>> No.3156836

which carmack does it refer to? the reader is likely to guess wrong.

if that's you kegan that's the silliest thing you've ever posted. the real reason is because he-who-barks-at-the-moon reports every thread in the hope the janitors don't watch what they're doing.


>> No.3156845


Romero is a good game and level designer. His problem was that he was promoted to a position he had zero experience with: project management. He's never done that. He let the Doom fame get to his head.

He needs some good producers above him to keep him tied down to reality and reasonable goals.

>> No.3156847

The big thing is to not overpromise. Daikatana in his words was supposed to be the endgame of the FPS genre.

>> No.3156849
File: 13 KB, 200x200, f9b2d7eb3153c113107251839ecb52945b36df98.png [View same] [iqdb] [saucenao] [google] [report]

What did Doom 3 do right?

>> No.3156851

The chainsaw.

>> No.3156854

Off the top of my head, nothing really. The lighting was kinda alright when it wasn't pitch black.

>> No.3156858

Janitors can't delete threads. It's literally some dumbfuck moderator.

>> No.3156862

>Are those the same people who did the original TNT?

Nah. Most of the 94-97 community have moved on, or in some cases, passed away.

TNT2 will be more of a PL2 situation.

>> No.3156863
File: 295 KB, 1693x1184, unf.png [View same] [iqdb] [saucenao] [google] [report]


I need to stop posting so many boners, I stick out like a sore thumb sometimes.

I'm not being serious though, I figured it was someone being asspained over some bullshit.

For actual productive posting and discussion: BURL TUMD is still really good, I love throwing chainsaws, but god damn does it suck when you get it stuck up somewhere you can't reach it, needs a callback function or some bullshit teleport ability to put it back in your pocket.

>> No.3156865

"we are working on this again, and really fast now, promise!"

i've heard this kind of update before, it means little.

>> No.3156867

they absolutely can, they just can't ban

>> No.3156868

Usually the times it means little, they don't really have anything to show for it.

>> No.3156873
File: 180 KB, 993x654, chainsaw doom 3.jpg [View same] [iqdb] [saucenao] [google] [report]

>best chainsaw
>the opening theme was really good
>plasma is kind of neat actually
>some of the monsters are actually pretty cool
>action is passable with a flashlight mod
>hell levels are cool as fuck
>the guardian boss is a good bossfight
>as stock as the plot and characters are, I don't actually hate them
>the PDA stuff is kind of neat

>> No.3156876

>Though wouldn't it be cool if they got him in on it too?


He might be indirectly, because I think romeros and adrians new project is focused on one of these three things:

1) Innovative use of VR (hence the possible indirect contribution of carmack)
2) A game tailored entirely for modding with built in community features and shit for it
3) an mmo-fps with facebook integration and shit

>> No.3156883
File: 155 KB, 1795x1021, Evilutionary.jpg [View same] [iqdb] [saucenao] [google] [report]

>Automatic Lighting Generator not in the news

The sprites were cool, the ones that it had.

Did I have a nightmare about Romero's new project being confirmed VR or did I just read it at night? I know the hype material is about virtual stuff and reality bending but it could just be plot / gameplay and not dumbfuck roboglasses.

>> No.3156885

>Automatic Lighting Generator not in the news

It was not a reply to the News post in the last thread.

>> No.3156886
File: 9 KB, 208x190, patchy2.png [View same] [iqdb] [saucenao] [google] [report]

what have you done to me im addicted to this shit now

>> No.3156891

FUCK, I want this for Mapster32, it wouldn't hurt to take the code and give all the credit, right?

>> No.3156894

Didn't realize that was the system, I thought someone just looked for Cool Stuff.

Split the metal gills into three or four rows and shrink them toward the end to help with perspective. May end up looking like shit but in theory it sounds good.

I think that the real hurt is using the code, but otherwise I don't think it'd hurt if you credited. Anon reported that the plugin sliced through a door, like cut it apart, so it has to some flaws to work out. Maybe wait a bit if it's a large undertaking to port it to Mapster32.

>> No.3156895
File: 37 KB, 346x706, neat.png [View same] [iqdb] [saucenao] [google] [report]


Try using a shotgun barrel instead of the pistol barrel for a smoother transition.

Is the bottom part of that rifle the plasma rifle's barrel mirrored? THAT'S FUCKING BRILLIANT

>> No.3156901

Now cut together sounds using multiple channels, slicing at the tic level by muting sounds playing on each channel with a 0 volume sound, and repitched sounds.

You can alter the pitch of a sound, right? It isn't just setting a range for the game to randomly choose from?

>> No.3156903

>Try using a shotgun barrel instead of the pistol barrel for a smoother transition.
The flat gray shotgun barrel doesn't mesh well with the plasma grills imho. I can try sticking the pistol barrel under the grills and masking the top of the shotgun away though.

>Is the bottom part of that rifle the plasma rifle's barrel mirrored?
Yep. I'm also applying a 0.2 alpha olive green blend to the plasma grills so they have the same colors as the pistol barrel (this is me being autistic)

>> No.3156904

new game has something that reminded me of you

>> No.3156905
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ugh I meant to reply to >>3156895 and not myself

>> No.3156909
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>> No.3156912
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The average size of a webpage is now equal to a install of Doom.

>> No.3156913


You're doing great though, making shit with TEXTURES is fun as hell.


I saw that, that knight setup is rad as fuck.

>> No.3156914

Looks like that's a no, but you can warp an actor to the player and adjust its velocity, even though it's stuck to you, to shift the pitch of its sounds with the doppler effect.

>> No.3156915

That demon skin is cool.

>> No.3156917
File: 1.45 MB, 640x360, Quaking.webm [View same] [iqdb] [saucenao] [google] [report]

Realised what was missing from the collapsing ceiling yesterday. Earthquake added.

>> No.3156918

I don't like how fluorescent the armors can be. So Doom branding aside, is the game's multiplay got anything of merit or will it be something that dies within several months?

>> No.3156920

>is the game's multiplay got anything of merit

>> No.3156921

Good shit, dude

>> No.3156923

Nope. It's bland, generic arena FPS junk. Like a sub-Halo. It will see no play at all in a couple months after release.

>> No.3156925


>doom install image

Does that mean shareware doom or ultimate doom?

>> No.3156926

There has to a be a limit to the madness! Deadline is soon anyway.

>> No.3156927

Unless someone makes a mod that tweaks up the speed and damage values to match Doom ahahaaha who am I kidding they'll just play UT4 instead

>> No.3156928




>> No.3156932
File: 2.23 MB, 640x400, cuban pete.webm [View same] [iqdb] [saucenao] [google] [report]

wew lad

>> No.3156934

Shareware is 2.3mb and Ultimate is 6mb as I recall.

>> No.3156935

Yeah, the D44M multiplayer is dead in the water already with all those negative Steam reviews.

>> No.3156940
File: 10 KB, 425x695, implying.png [View same] [iqdb] [saucenao] [google] [report]

Playing UT4 makes Doom 4's multiplayer even more embarrassing. How can Epic make an early-acces F2P arena shooter that is phenomenally better than this AAA, almost finished game?

>> No.3156941

That actually would be a neat idea for a level. It starts, and the thing starts collapsing behind you, however at a limited speed (though it goes faster over time). Spreads into every hallways possible, giving a time attack level basically.

>> No.3156942

We don't have the full modes and shit yet, but I'd doubt it.
>who am I kidding they'll just play UT4 instead
Lol, no.
Probably, but remember that one boycott group pic?

>> No.3156945

Takes like 2 minutes to do this scene in M32, what's the problem?

>> No.3156947
File: 5 KB, 386x378, a4c.png [View same] [iqdb] [saucenao] [google] [report]





I'd love a version of SS13 on a better engine, even if it's not as in depth

>> No.3156948


It looks super dull. Like Halo but more boring.

The game overall is just copying previous games, including Doom without understanding anything about why they work. The aestetics do not work at all and a clash of Halo (the suits), Doom (setting, monsters), Doom 3 (plot).

>> No.3156949

Destructible environment test?

>> No.3156957

This is fucking rad.

>> No.3156958

Everyone I know that has actually played it has had a lot of fun with it.

>> No.3156975

I don't want to do that scene in particular, I'm also lazy and autistic about lighting.

>> No.3156980

We're going to make the UAC great again, we're going to build a space wall and make Hell pay for it.

Yeah, I had a voxel-based version going earlier and it sent the GL renderer running at a blazing speed of 0.6 FPS. Models run much smoother, although if I go beyond 4k~ cubes it starts to slow down. I had it working in Z& MP without too many issues when about 768-1k cubes were being manipulated at once, but above that it rapidly starts chugging before disconnecting the client (which is understandable). Hence why it's going to be used sparsely to begin with, I don't want to upset the engine too much; it should pave the way for stuff like proper tool -> object interaction if tweaked a bit.

>> No.3156987

are you on irc?

>> No.3156990

I lurk there frequently enough, come by whenever if you have questions.

>> No.3156991

wats your irc name

>> No.3156994
File: 1.60 MB, 800x600, doortest.webm [View same] [iqdb] [saucenao] [google] [report]

>Yeah, I had a voxel-based version going earlier and it sent the GL renderer running at a blazing speed of 0.6 FPS.
Friendly reminder that each voxel is drawn as a 3d cube, even those "within" the voxel-model. So each block becomes a 3d model of x*y*z*6 faces unless I'm mistaken.

>it should pave the way for stuff like proper tool -> object interaction if tweaked a bit.
This is a fun subject to work with.

>> No.3156995
File: 24 KB, 459x272, butt.png [View same] [iqdb] [saucenao] [google] [report]

Here's a crazy idea.

Have some actors that are, for example, a 4x4x4 block of cubes. This would be 64 cubes for the price of one model, but as-is you obviously wouldn't be able to affect individual cubes.

So instead of doing cube damage in one step, do it in two. The first step would do damage of, say, damage type "BreakdownCubes", that the 4x4x4 block would respond to by spawning each of the 64 cubes and disappearing - effectively, breaking apart into the 64 component cubes. The second step would be the actual damage intended.

You could even do the breakdown step multiple times, so that the 4x4x4 can break down into 8 2x2x2's, which will then break down into 8 component cubes if they're still being hit. And they don't have to be cubes - as long as they're rectangular prisms, it'll work fine.

It'd save you a lot of renderer time. It'd probably perform slightly worse on the netcode front since you're spawning all the new things, but on the other hand there's less of them, so it might still play better?

>> No.3157003

Some anon over at /v/ purports to know the story to Romero's new game

>> No.3157005

Oh right, potential caveat - online, the blocks could flicker as they spawn in and the old one disappears. It'd require testing.

>> No.3157008


Hi, I'm Romero's son, I know the plot to the new game. It's a game where you're a guy with a gun, and you shoot things with bullets from your gun.

>> No.3157009

Oh sweet I love GMOTA!

Also this is fake as fuck come on

>> No.3157010

No! Romero wouldn't play us like that! He wouldn't make us his bitch again!

>> No.3157012

Wherever you have a light, just slap a random sprite in the center of it, then start drawing a wall from it, and use that as a guide line and just cross corners with it and then just place a vertex where you hit the final wall.

>> No.3157014

>Multiplayer will be a seperate f2p project with microtransactions.

And that's how you know he's lying

>> No.3157016


I can't wait to get my hands on a release, man, it's been ages since I played a point and click game worth shit. Good stuff, keep it up.

This is a very legit idea - I've considered something similar, but to get the proper effect it'd need some careful considerations. I think if a chunking system is done correctly it could have pretty neat implications overall. Although currently, most of the applications for the system are single blocks (windows, breakable wall sections, etc.), but it'd be interesting to play around with once the functionality of an individual tile is improved, because the destroyable floor and ceiling add a few orders of magnitude to the amount of shit that needs to be handled.

>> No.3157029


BRB going to go beat up Romero for taking GMOTA's premise.

>> No.3157048
File: 1.21 MB, 640x480, gzdoom 2016-04-20 22-13-11-44.webm [View same] [iqdb] [saucenao] [google] [report]

>I can't wait to get my hands on a release, man, it's been ages since I played a point and click game worth shit. Good stuff, keep it up.

My motivation has taken a temporary dip since the time came to actually make a demo map with puzzles and shit in it. It's so much harder coming up with the puzzles themselves than all the code that allows them to happen. I've been pretty productive with many, many little side projects though.

Speaking of releases: you have no idea how bad I want to try your mod, even just an alpha. It'll hit the zandro community like a meteor when you release it.

>> No.3157049

>It'll hit the zandro community like a meteor when you release it.

Heh, no. It's not Complex Doom.

>> No.3157051

>It'll hit the zandro community like a meteor when you release it.

You're very optimistic.

>> No.3157057

Optimism? I think not! It'll be ruined by retarded third party mods in two days flat.

Can't play SS13-doom without the "spaceman Caleb" mod, and of course don't forget "Brutal Space XIII"

>> No.3157101

don't forget "Super Epic Demonsteele: Ultimate Zandro version"

>> No.3157105

How do you A_FireBullets so that the first bullet isn't 100% accurate?

>> No.3157110

>The first bullet fired in the Fire (not Hold) sequence normally ignores the spread and is always perfectly accurate. Setting numbullets to a negative value removes this effect.

>> No.3157130
File: 622 KB, 1280x476, i can be your icon.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3157132

That's fake as fuck but that's actually a good premise for a game, and sounds like something Romero would make, and I'd be super hyped if that was what he's doing.

>> No.3157136


Someone post that Romero then vs now pic that is actually some ftm tranny.

>> No.3157146
File: 501 KB, 1280x476, i can be your icon.png [View same] [iqdb] [saucenao] [google] [report]

I fucked up the order.

>> No.3157147

How about no.

>> No.3157148


>> No.3157175

shadow warrior did that

>> No.3157182
File: 1.78 MB, 640x360, secrets.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3157184

because doom babbies are faggots and mods realise it

they enjoy shitting on your plates

>> No.3157202


>> No.3157265

Looks like a pretty cool machinegun.

>> No.3157290

I hate that Slade's Textures editor strips away all of my comments.

It's so bad.

>> No.3157294

Low ratings on Steam but very high ratings on Xbox One and Playstation 4.

>> No.3157302

I was wondering earlier if the reason why they're reluctant to boost speed is because console players can't handle it without a mouse.

Makes sense that CoD Central likes it.

>> No.3157315

I've got a Custom Inventory actor, all it does is give you a gun and use Inventory.PickupMessage and Inventory.PickupSound to tell you that you got it.

How do I get a different pickup message and sound when the player already has the item?

>> No.3157317
File: 173 KB, 499x567, smug highwayman.png [View same] [iqdb] [saucenao] [google] [report]

It's funny because CoD Advanced Warfare felt faster than Doom did.

>> No.3157321

are we in the bad future

>> No.3157325
File: 3 KB, 109x109, 1452015823802.png [View same] [iqdb] [saucenao] [google] [report]

Don't worry anon, there's still a chance that there really are space demons and all the Doom general posters are taken into a secret UAC program and turned into real-ass space Doomguys.

>> No.3157328

FACT: all the worlds problems are the fault of console players.

>> No.3157334

i was thinking, his legs are very deformed

>> No.3157336
File: 2 KB, 159x158, doomman.png [View same] [iqdb] [saucenao] [google] [report]

real ass...

>> No.3157341

Don't use those two properties. Use A_Log and A_PlaySound on CHAN_ITEM.

>> No.3157356

That doomguy has the telltale signs of being drawn by a weird tranny from somethingawful.

A whole load of shit that would've been better suited for a continuation of the System Shock series.

>> No.3157370

>if this was wii port




>> No.3157371
File: 211 KB, 480x320, 1448820889922.gif [View same] [iqdb] [saucenao] [google] [report]

has doom gone too far?

or not far enough?

>> No.3157375
File: 90 KB, 442x481, America.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3157376
File: 78 KB, 1007x783, 1461199378053.png [View same] [iqdb] [saucenao] [google] [report]

it's from this image i think. perhaps you could point your finely honed weird tranny detector sense at it and tell us of its providence.

>> No.3157378


>> No.3157379

It's gone too far and now it's Quake.

>> No.3157380


>> No.3157384

im seeing visions of pink, raves and very gay pee pee things

>> No.3157387

So I use A_Log for the message, and A_PlaySound for the sound, but how do I get it to use the A_Log and A_PlaySound for the right scenario?

>> No.3157389

As far as I can tell the source is either Shmorky (It's his artstyle) or some guy with a deleted tumblr account account imitating Shmorky's artstyle who happens to also be friends with that autistic anal-vore loving "butterdragon" guy who paid to get his character in Undertale. Probably a weird furry tranny, then. What a time to be alive.

>> No.3157392

yeah can you not infect this thread any further with dramafaggotry thank you

>> No.3157404

What's this about anal vore butterdragon Undertale guy? I've heard it only recently, is this new?

>> No.3157406
File: 961 KB, 305x170, ABANDON THREAD.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.3157408

Anyone being aware of him is pretty recent and probably explains how the picture found its way here given he's got the closest reblog on it to the deleted tumblr account it comes from. You can reverse image-search it if you want to see.

>> No.3157409

No! If we tell a mod, maybe something good will happen!

>> No.3157414

I think people deserve to know where the stuff they're posting comes from, anon.

>> No.3157416


>> No.3157418


Nobody is accurately identifying it, so that's out the window.

>> No.3157420
File: 200 KB, 640x480, Screenshot_Doom_20160421_231356.png [View same] [iqdb] [saucenao] [google] [report]

I think it should be possible to control it with a wiimote hooked to a pc depending on driver settings.

Anyway I got the shotgun in there with all the animations and also started working on the hud. It will be overlayed with a bunch of funky acs messages with info and stuff.

>> No.3157423

Does anyone have the "Welcome to /doom/" comic?

>> No.3157426
File: 553 KB, 1179x2678, 1452394270463.png [View same] [iqdb] [saucenao] [google] [report]

Here you go.

>> No.3157428

Much obliged, anon.

>> No.3157438

Speaking of comics, do any of you have the one that has the 4 different versions of Doom (Ultimate, II, TNT, Plutoina)? I can only remember the second panel had a closet of shotcunts.

>> No.3157442
File: 45 KB, 250x320, Tetramorph_meteora.jpg [View same] [iqdb] [saucenao] [google] [report]

i want freaky angels in doom but rekkr is probably the only bloke capable of such a thing, and they're busy with rekkr (hence the name)

old art of angels are just as weird as the demons, wonder if that has any significance

>> No.3157445
File: 61 KB, 493x1326, 1445886044637.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3157446

So when will there be a Prince themed wad with a purple color scheme and a groovy midi track?

>> No.3157447
File: 76 KB, 647x747, hazmat-suit.jpg [View same] [iqdb] [saucenao] [google] [report]

I've done the dirty work and determined that it's clean, it's from someone called "Marshmallow-hitscan". You can resume your regularly scheduled Doomposting now in confidence that you are safe from any further biological infection.

>> No.3157456
File: 845 KB, 3150x1140, a5d66afd0b0b8bab073c568fa767641f42ef2e0e.png [View same] [iqdb] [saucenao] [google] [report]

I love you anon.

>> No.3157458


What are you talking about?

>> No.3157464



Give me a good reason to not think you're an utter idiot.

>> No.3157471

because I don't post faggotry like this on /vr/.


>> No.3157474

>can't handle a joke

We've got a real debbie downer over here.

>> No.3157479


>because I don't post faggotry like this on /vr/.

That's not a good reason.

>> No.3157481 [DELETED] 

Fuck it. I love you /vr/.


Enjoying that new IP, Connor?

>> No.3157482
File: 475 KB, 500x366, found by archvile.gif [View same] [iqdb] [saucenao] [google] [report]

Do you pistol start pwads your first run, or keep that for a challenge after you're more familiar with the maps?
I'm trying to git gud. Recently been doing scythe on uv pistol starting, gotten to map 30 without too much trouble. Played btsx ep1 on hmp before that, and a bit of alien vendetta. Any pwad recommendations from there that would feel like a natural difficulty progression? Thinking about getting into plutonia revisited.

>> No.3157485

more like a negative necromancer

>> No.3157486


After a while your eyes will get used to it and it won't look all that purple.

Needs new purple-centric graphics and not just a palette.

>> No.3157491

That would imply there was any humor to be found in your anal vomitations.

Look at this thread and tell me it's not exactly what you're trying to do.


>> No.3157492

Does anyone have Combined Arms V1.0? Author's dropbox account is disabled due to traffic and I'm not tech-savvy enought to know if this can be bypassed.

>> No.3157494

Imagine being the guy who gets upset at any sign of discontent/bantz in these threads, being literally the guy who is actually saying "GUYS CAN WE STOP". I really think those types of people have childhood trauma from their parents fighting or something like that.

Doom 4 is terrible and not retro, am I right my guys.

>> No.3157497
File: 215 KB, 500x250, revenant with plasma gun.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.3157501

>Do you pistol start pwads your first run
yes, if i have trouble i rather lower the skill level than start faffing with savegames. not for the purposes of "getting good" but just because i rather play in a way conducive to replays. it's easier to replay a randomly chosen single map than being daunted by the idea of redoing all 30 maps in a row.

>> No.3157502

If the author recommends pistol starts I go with pistol starts. Otherwise, not at all unless it's an established "challenge" mapset.
The last few I played through with pistol starts were Combat Shock 2, Hell Revealed and Sunlust.

Yeah, you graduated into being the joke yourself a few posts back.

>> No.3157503

>Look at this thread and tell me it's not exactly what you're trying to do.

But I'm not the one bringing those subjects. You, however, seem to have a (very) personal problem with them judging how quick you jumped a minute after >>3157389 was posted.

Also I'm not implying in any way, shape or form that you're him, because it has been implied in many occasions that he browses the threads and he's okay with the opinions about his art.

>> No.3157504

Thanks anon, I guess I'll go to /mu/ and get some Prince albums and pretend I'm playing purplerain.wad

>> No.3157506

why does it have the sort of mask you wear to orgies

>> No.3157507

So, continuing the question from the last thread, if SnapMap turns out to be fairly complex enough to stand out from other ingame level editors from other games, do you have any ideas for stuff you'd like to make?

>> No.3157510

You're absolutely right, fellow circlejerker.

>> No.3157513

Anybody got the last version of Cyberpunk Shootout, or whatever it was called?
Haven't actually checked it out since the second version or so.

>> No.3157519

Thanks for clarifying, and the reason I jumped is because I don't want to see /vr/ get infected more and more with e-celeb cancer. I realize that those people are benigh compared to high level buttdischarges like Spoony or The Unspeakable She-Demon That /v/ Birthed. But you have to admit that's a noble goal.

>Mentioning Doom 4

Shh... you'll wake the mo-

*scrolls up*

Actually, on second thought keep doing that.

>> No.3157520



>> No.3157521

>Doom 4 is terrible and not retro, am I right my guys.
both are objectively true, though

>> No.3157524


I suicide so I pistol start just because I get too much ammo after a few levels.

There really should be a "pistol start" option in these source ports.

>> No.3157529

>But you have to admit that's a noble goal.

I dunno man, it could cause getting oneself banned for spamming the report system. Better avoid that!

>> No.3157532

Not retro but even if Snapmap isn't amazing I'm going to shart out a 32 level campaign filled with bullshit amounts of difficulty regardless.

>> No.3157534


No because we have no clue what SnapMap is capable of.
I wish this question would stop being asked.

>> No.3157537

You really think that? Because I would've shut up a few posts in without incident if you weren't so determined to defuse a potential drama by starting up some drama, which is pretty counter-productive when you think about it.

>> No.3157538

What's the best QUake map editor?

>> No.3157543


I can't say I'm not guilty of it, but I've seen worse examples. Trust me.

>> No.3157545

% wget "https://dl.dropboxusercontent.com/u/8380892/Combined_Arms%20releases/Combined_Arms_V1.0.pk3"
--2016-04-21 23:01:26-- https://dl.dropboxusercontent.com/u/8380892/Combined_Arms%20releases/Combined_Arms_V1.0.pk3
Resolving dl.dropboxusercontent.com (dl.dropboxusercontent.com)...
Connecting to dl.dropboxusercontent.com (dl.dropboxusercontent.com)||:443... connected.
HTTP request sent, awaiting response... 429 Bandwidth Error
2016-04-21 23:01:28 ERROR 429: Bandwidth Error.

no luck here either. the author is here all the time, though.

>> No.3157549

Duh, A_JumpIfInventory("gun",1,etc), and also Inventory.PickupSound none

I feel so foolish.

>My actions are your fault

>> No.3157554

>scythe on uv pistol starting, gotten to map 30 without too much trouble
this is quite impressive, i've never managed anything beyond map20 on UV

>> No.3157560

I continue in sequence regardless if the authors suggest pistol starting each map.

>> No.3157567


if (countinv("MyGun"))
A_PlaySound (stuff);
A_PlaySound (other stuff);

works too now senpai

>> No.3157575

i though they were only for zdoom dev builds and not stable gzdoom versions?

>> No.3157583

Someone initiated a dialog that wouldn't have had any reason to exist otherwise. It was directed at me, so I participated. I never intended for it to get out of hand so, now that I've explained myself, I'd rather we put it to rest.

>> No.3157584

Ep3 is where it became pretty challenging. I admit I lost my patience on a few later maps and looked up demos or used savestates. I kinda skipped one harder map because I accidentally arch-jumped to the exit like 3 seconds in and rolled with it. But it became a trial and error deal, slowly learning some maps and the safest paths before I could make it through.

>> No.3157597

yeah but compatibility with more than dev builds is nice

also what in utter fuck happened to this thread

>> No.3157607
File: 844 KB, 700x527, behold my stand, 「CUBAN PETE」!.png [View same] [iqdb] [saucenao] [google] [report]

Jesus dude, you have no idea how much I want to play your mod

Do you have an expected date of release yet?

>> No.3157608

SNDINFO's limit doesn't allow another of the same sound to play until the number of currently playing sounds goes below the limit.

How do I do that with a set of sounds?

For example, there's BigMan/Shout1 and BigMan/Shout2 and I want only one of them to play at a time.

>> No.3157616
File: 71 KB, 251x172, 1459366667258.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3157617
File: 278 KB, 1920x1200, 2016-04-21_15-46-59.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3157634

>behold my stand, 「CUBAN PETE」!.png

more like Animal Man vs. Cuban Pete.

>> No.3157636

throw the rockets at him

>> No.3157645
File: 1.03 MB, 1920x1080, Screenshot_Doom_20160422_063831.png [View same] [iqdb] [saucenao] [google] [report]

Are there any maps that re-imagine Deimos/a similar "UAC base teleported into hell" scenario?

>> No.3157646

difficult situation. hope you are berserk, it is possible to punch projectile throwers without taking any damage. or have a chainsaw, which can keep a cacodemon in pain until it dies.

>> No.3157653
File: 279 KB, 1920x1200, 2016-04-21_15-51-25.png [View same] [iqdb] [saucenao] [google] [report]

Dat ass. They dont attack me, until I shoot or swing with my fist.

>> No.3157660

oh wait you're on e2m4. i thought you were in the bit of map18 with the bfg behind the two cacos

>> No.3157662


Pistol start the level. Be better with ammo. Find more ammo.

>> No.3157667

>slowly learning some maps and the safest paths before I could make it through
that's how you practise. as you move onto other maps you find your experience from this process of trial and error becomes intuition

>> No.3157673

>becomes intuition
..and you find yourself beating supposedly difficult maps on the first attempt.

>> No.3157675

ty, but I already beat that level. It is pretty challenging and silly, when you ignore all secrets and run for exit.

>> No.3157676
File: 920 KB, 1920x1080, Screenshot_Doom_20160421_184305.png [View same] [iqdb] [saucenao] [google] [report]

PSX Doom LOST fan remake of Dis adds a bunch of Hell Knights. This goes about as good as you imagine for the Spider Mastermind. She barely gets to do anything before being surrounded. Then it just turns into another kill the Hell Knights level.

They also mistakenly place this in Thy Flesh Consumed for some reason. Looks to be a mistake. Someone should report it in the doomworld thread. I would but I can't register to that forum. I'll try again later I guess.

>> No.3157681
File: 1.31 MB, 320x240, e2m4-102.webm [View same] [iqdb] [saucenao] [google] [report]

are we still on about e2m4 here

>> No.3157682

wut wad

>> No.3157689

>K: 0/8
not a very long map? or spawns everything through scripts?

>> No.3157695

E2M3 is one of my favorite levels.

>> No.3157713
File: 78 KB, 533x800, 1413604437026.jpg [View same] [iqdb] [saucenao] [google] [report]



Try it now.

I think I felt bethesda's wrath, I may have grabbed that Doom 4 chaingun video and put it on my public dropbox, I was told I was temporarily suspended due to bandwith but I think something else is afoot, I'd better play nice with my dropbox to make sure that doesn't happen again

>> No.3157717
File: 1.12 MB, 320x240, e2m3-052.webm [View same] [iqdb] [saucenao] [google] [report]

i don't care for it so much, its legacy to the world is "grids of perpetual floor risers" which we could have done without

>> No.3157723

you so paranoid boy. it's not hard to break a dropbox's bandwidth, doomrla v1.0's release did for yholl's as i recall.

>> No.3157726
File: 242 KB, 1852x835, map03_1.jpg [View same] [iqdb] [saucenao] [google] [report]

Work in progress, I'm only "done" with the first room.

>> No.3157735
File: 55 KB, 351x351, 1422911946052.jpg [View same] [iqdb] [saucenao] [google] [report]


Wait. The video is 30 MB in size. That would probably explain it

>> No.3157736

scroton was talking nonstop about making weird ring within ring angels from a bunch of warping actors for like a month straight a year or so ago but afaik nothing ever came from it

>> No.3157741

thrones? did it end up as the demonic powerup thing in that OTHER space pirate mod?

>> No.3157742
File: 130 KB, 408x408, sad beep.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3157751


Nope, the circling runes there are a modified version of the Afrit's fireballs from Realm667.

>> No.3157753

That is definitely not Dave Kelly. A mutual friend of ours hung out and he was telling me all about different techniques he learned from him, and then told me that he saw some of the infantilist porn Kelly was really into at the time.

It really coloured my opinion of him when I actually met him one time.

>> No.3157756

Which space pirate mod are we talking about? Term/ijon's metroid or Marty's Space Pirate or the new Term's space pirate mod (which isn't named space pirate)?

>> No.3157761


>> No.3157768
File: 224 KB, 693x800, Lg_Thrones_Angels.jpg [View same] [iqdb] [saucenao] [google] [report]

the last one, unless the first one is a new metroid mod and not the old metroid mod


they are humble burning wheels of eyes

>> No.3157778

"That isn't Dave Kelly" would've been sufficient. Nice anecdote, though.

>> No.3157780

I'm usually hesitant to give out release dates because they're always subject to change, since issues might pop up; I work on it daily, though, since I want a playable and more importantly testable release out for people to provide feedback on. Full release is a way off, but I'd enjoy hosting some /vr/+/ss13g/ crossover tests sometime in the near future, as long as at least one department or gamemode is ready to mess around with.

Thanks, man, I appreciate it. It's more of a simple tech demo, and the current incarnation is probably going to be used for stuff like inner station walls that need to be destructable for gameplay reasons, or things like outer station windows, simple construction, etc. The main map is at a stage where it's ready to be filled with actors besides these tiles and lights, starting with the most important consoles and then going from there.

>> No.3157781

What exactly is the hell element here? For all I know, this could just be a techbase located in a Volcano.

>> No.3157784

it's full of demons

>> No.3157786

Yeah I'd assume those were the ones then, from pic

There were demon symbols from space pirate but no angels or anything like that, and I don't think the symbols were even used in the mod. They aren't the same as the power up in the new mod, and I don't know what the source for them. Someone (assuming scroton) posted them a couple of threads ago.

Honestly I don't think scroton's warping sprites idea or really any sprite or sprites would work for that, you'd probably need a model or a voxel to do it justice. Maybe some sprites in addition but you need a 3d asset at the center of it to give the proper depth. Rekkr could do it.

>> No.3157787
File: 40 KB, 477x379, 1364750258676.png [View same] [iqdb] [saucenao] [google] [report]

>I'd enjoy hosting some /vr/+/ss13g/ crossover tests sometime in the near future
That's great news!
In the meantime, is there anything we can help you with, or would you rather keep working on the whole thing yourself?

>> No.3157790

But there was more to what made Deimos hellish, then just demons.

>> No.3157793

It'll go through Gothic architecture/hellscapes but it'll also be really techbasey. I'm not imitating Deimos.

>> No.3157802

Oh, okay then.

>> No.3157804

Is there any port other than DOOM Retro that lets you scale up the original 320x200 aspect ratio to 1920x1080?
I love the low res, gritty look of DOOM in 320x200, and I like it even more when it's nice and crispy looking.

>> No.3157805

I try to do most of the work myself at the moment since I know a lot of people here are working on their own projects, and I don't want to steal their time away because I'm equally curious to see what they end up making. That doesn't mean I don't favor the sentiment, though, since I'd like to start opening up to contributions at some point, mainly due to the fact that the original codebase and its amount of content is staggering and it needs to be somewhat extendable either way. Testers are always welcome when we get that far.

>> No.3157809

Chocolate Doom

>> No.3157820

>I'd like to start opening up to contributions at some point
That's what I was thinking of. I'm not working on anything lately, and I got experience in spriting, and since I really want to see this come to fruition, I'd be glad to help out any way I can once you start accepting submissions.

>> No.3157829

Doesn't let you scale up properly though.
It's always much smaller on the screen than it should be, for whatever reason.

>> No.3157830

Aren't there issues with applying tilt/pitch to models and voxels though? Like you can give them one but they just won't display it?

If that's the case it would make a lot harder since you could still pitch them in the model itself, but the rotation would have to be animated in with different frames rather than applied with a script.

>> No.3157839

No-rotation eyes (always looking at you) orbiting via warp in two rings around a ball of fire could be a cool (G)ZDoom-friendly reimagining.

>> No.3157843

I was considering making it ambiguous until the second half so I guess I just spoiled it.
Nobody will remember this in a day, though. I hope.

>> No.3157859
File: 132 KB, 1280x800, the brize of freedom.png [View same] [iqdb] [saucenao] [google] [report]

It kinda depends on your own preferences. What's so beautiful about the original SS13 is that its crowdsourced development means there's an extreme variety in different features, objects, and playstyles - if you can sprite it, you can code it, so updates are fast and steady. The original codebase has plenty of graphics and sounds to use, although some things tend to be missing (8-dir rotations, FPV sprites, etc.). It'd also be nice to drop some of the Realm667 placeholders.

The original HUD could probably use an overhaul as well, as it works okay for what it is, but could still be tweaked to make it less intrusive. Same for stuff like scanning or examining things: the original game is very text-dependent, and Doom isn't known for its legendary text handling, so a lot of things need to be adapted to be either more visual or just less verbose.

if you're really bored you can paint a clown suit on doomguy :^)

>> No.3157860

Thats because it scales through multiples.

1x : 320x200, 320x240, 256x200
2x : 640x400, 640x480, 512x400
3x : 960x600, 960x720, 800x600
4x : 1280x800, 1280x960, 1024x800

So if you want exactly full screen, just set your screen to 1280x960 or something.

>> No.3157870

I'm more just disappointed, since I find gothic/redrock for hell kinda boring and overused.

Wish more maps did the more surreal otherworldly stuff for Hell.

>> No.3157880
File: 158 KB, 4905x3405, i shot the demons.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3157885
File: 74 KB, 350x447, 1388056689491.jpg [View same] [iqdb] [saucenao] [google] [report]

Thank you kind sir. I only have a WIP of this mod and I love it.

>> No.3157887


I'm glad you like it, does the WIP have the secret function of the fists?

>> No.3157892

For a secret function, you sure like to bring it up a lot.

>> No.3157894
File: 716 KB, 512x512, 1416388502223.gif [View same] [iqdb] [saucenao] [google] [report]


Only here at least. Because I like you guys and you get INSIDER PROTRIPS.

>> No.3157896

What if we stopped thinking in terms of Hell and started thinking in terms of R'lyeh, that way we think about different things that a level needs to be that place.

>> No.3157897

There's no such thing in the version I had as far as I'm aware. It's the WIP2, if you can make something out of it.

>> No.3157898 [SPOILER] 
File: 845 KB, 1152x648, 1461284881348.png [View same] [iqdb] [saucenao] [google] [report]

My plan is to suspend the gothic stuff in a totally black void and have the last 2 levels take place in a disconnected/dismantling base, if that makes any difference. But I'm the king of shitty unfinished artmaps so don't get your hopes up regardless.

>> No.3157903
File: 136 KB, 1920x1080, maxresdefault.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.3157907

I saw you bring it up on Facepunch a several times.

>> No.3157912
File: 6 KB, 240x240, 1460896698722.jpg [View same] [iqdb] [saucenao] [google] [report]

dayum, that looks good

>> No.3157914

How would you do a non-euclidean Doom map?

>> No.3157917
File: 335 KB, 320x180, just let me enjoy my breakfast goddamnit.gif [View same] [iqdb] [saucenao] [google] [report]


damn it

>> No.3157918

I've seen a video of a map that used warps and I've seen another video of a map that had walls act as portals, I'll try to find it.

>> No.3157919


>> No.3157920

The PvE teased in the Steam store page's screenshots looks much better than the sub-par HALO-tier shlock that is the competitive multiplayer.

>> No.3157925




>> No.3157937
File: 204 KB, 688x627, latest[1].png [View same] [iqdb] [saucenao] [google] [report]

Is there a way to play Quake 2 multiplayer without respawns, similar to survival in Doom?

>> No.3157941

Co-op without respawns, I mean.

>> No.3157948


Post your trax for playing

>> No.3157956


DoomMetal.wad and DoomMetal2.wad is love

>> No.3157959



>> No.3157964
File: 1.17 MB, 1920x1080, 10768621113014484992_20160421204637_1.png [View same] [iqdb] [saucenao] [google] [report]

But why? What is the point of this area?

>> No.3157965

what is this from, anyways?

>> No.3157972

You found it!

>> No.3157991
File: 1.01 MB, 1920x1080, Screenshot_Doom_20160422_085130.png [View same] [iqdb] [saucenao] [google] [report]

It's from an early map that I don't plan on finishing, but it's also where I got the idea that I'm going to build on in my current wad. I could dump it if anyone would like that, but likely won't ever get around to finishing it.

I'd thought of that, but the wall portals aren't supported by any sourceports last I checked.


>> No.3158021

Turn off ur filter m8

>> No.3158028
File: 439 KB, 530x804, NoGuns.jpg [View same] [iqdb] [saucenao] [google] [report]

Why do people still make levels with the stock resources? Pretty much everything amazing that can be made with them has been made.

>> No.3158040

>berenstain bears

that can't be right

it's berenstein

>> No.3158042

nigga don't even start that shit

>> No.3158061

>Pretty much everything amazing that can be made with them has been made.
the fact that we are still getting amazing releases, 22 years later, says otherwise

>> No.3158075
File: 2.86 MB, 960x540, 3dcock.webm [View same] [iqdb] [saucenao] [google] [report]

Testing out 3d cockpit model

>> No.3158083
File: 2.93 MB, 640x360, 1455057373666.gif [View same] [iqdb] [saucenao] [google] [report]

is this real life

>> No.3158086

I'm a retard. I meant E2M4, sorry.

>> No.3158091

Looks really bad and the sway of the tip is strange to watch, bring back the bitmaps.

>> No.3158097


I'm with this guy, that said I don't want you to give up the idea maybe tweaks could work.

>> No.3158117
File: 19 KB, 573x789, Whip.png [View same] [iqdb] [saucenao] [google] [report]

Castlevania test map:

Attempting to recreate side scrolling in a 3D world, just using a long strip of a map.

I'm pretty happy with the whippable candlesticks, and the pain and death red flickering and flames, but currently the player wont spawn with a whip, and instead spawns with the mace. Any ideas what I'm doing wrong here? pic is the DECORATE definitions. I'm using Hexen as a base and just replaced all the classes with my new class.
My whip needs a bit of work too. (I've applied for some better sprites from an old castelvania mod)

Not bad, but I really prefer the 2D cockpit with the cables running down the side. That was my jam. Plus you can have the HUD build in in that case

>> No.3158120

I'm said guy and I'm strongly in favor of giving up on the idea.

3D models in Doom, that are constantly visible, covering almost half of the screen? No, it's not good.

>> No.3158147
File: 39 KB, 540x393, tumblr_inline_nuad5nFiIC1r95fgm_540.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3158150

What filter? Using Quakespasm with no changes

>> No.3158156

i sympathize with doomguy's reaction completely

>> No.3158163

I could just release 2 versions. One with a bitmap cockpit, the other with a md2 cockpit.
The cockpit sway was a WIP, at the moment it looks a lot more natural. What could be done to make the model look better? Texture wise, view wise, etc.

>> No.3158176
File: 37 KB, 640x480, MechWarrior_2_gameplay.jpg [View same] [iqdb] [saucenao] [google] [report]

Ignoring that it'd look better with no model at all, the model itself could look better with shadows drawn on it to better outline the shapes. Right now it's just a vomit of grey.

It could also use lower res textures. The bars up top that I presume would support glass in a "real" mech could be texture, maybe with some bundled wires, instead of thin polygons.

It could be rotated downward so that I can see the floor. You were aiming straight forward and hardly ever could I see the any of the floor in the entire room. You could just aim down to see the enemies, sure, but you could just look down to see the buttons in a mech.

Make the nose come closer so that the shape is less of a triangle and more of a soft bump in curvature. So, flatter.

Here's a good mech hud. The information you want is just printed on the screen, like you already have, and then you just see the window and it moves a little without sensual swaying.

>> No.3158180

>The cockpit sway was a WIP, at the moment it looks a lot more natural

The problem is that the sway suddenly stops as soon as you start firing, which raises a whole host of questions.

>> No.3158203

Bilinear texture filtering. You can disable it with a console command.

>> No.3158219

What are the most popular doom map packs?

>> No.3158228
File: 3.68 MB, 1543x4500, SO YOU WANNA PLAY SOME FUCKING DOOM HUH.png [View same] [iqdb] [saucenao] [google] [report]

This old thing has a few that people love.
Not sure if it's been updated recently since it's been months since I posted.

Either way, I'd recommend Touhou DOOM

>> No.3158236

>touhou doom
Not gonna catch me with that one, friend. I watched Term's videos.

>> No.3158240
File: 4 KB, 116x125, DOOMed Chen.jpg [View same] [iqdb] [saucenao] [google] [report]

Play it anyway.
It's something you NEED to experience.

>> No.3158243


Is there a map pack particularly well-suited to Demonsteele's high-speed multi-jumping, window-crouching, wall-hopping mobility?

>> No.3158253

>since it's been months since I posted.

Have you considered looking at the SYWTPSFD link in the OP?

>> No.3158263
File: 76 KB, 397x400, Cacofield.png [View same] [iqdb] [saucenao] [google] [report]

But that would require reading. Who wants to do that?

>> No.3158274
File: 8 KB, 389x371, 1330742721930.png [View same] [iqdb] [saucenao] [google] [report]

Would you guys want to play on a Brutality server?

Or anything, I just miss playing with you guys. I've known this board as long as its existed.

>> No.3158282


>Eternal Doom
>Hell Revealed
>Memento Mori I&II

>Alien Vendetta
>Hell Revealed II
>Kama Sutra
>Plutonia 2
>Scythe I&II

>Community Chest 4
>Speed of Doom

Likely other gems throughout these decades, too.

>> No.3158286

Hey Rick, that's pretty cool, its just like Garfield, only instead its Cacofield.

>> No.3158291
File: 33 KB, 716x537, 1455471291685.jpg [View same] [iqdb] [saucenao] [google] [report]

i think this looks cool

>> No.3158303

Can you use the idmus cheats in Final Doom? I wanna change the music in Plutonia Map32 to d_runnin to set the mood better.

>> No.3158317

i only just realized that i'm conditioned to pre-emptively open fire after opening any given maps exit room door

you have a door with that one door texture on it and there's an 'exit' sign next to it
open door, walk back, fire rocket
because you just know there's going to be that one last imp/demon/caco behind it
then i played through D2 map09 and wasted 40 cells on absolutely nothing

>> No.3158323
File: 2.86 MB, 960x540, 3dcock2.webm [View same] [iqdb] [saucenao] [google] [report]

Take two. Still a wip.

>> No.3158330

Huge improvement, but not appropriate for Doom. You can't print anything on the monitors, might as well remove them and put in some flippy switches and cables with zipties.

>> No.3158332


I don't see any reason why you couldn't use that cheat. However, the song you want isn't present in Plutonia so you'll have to make a WAD that replaces one with the existing songs with it first.

>> No.3158336
File: 2.90 MB, 3840x1080, 1080-full.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh, did you actually change the flamer to energy/heat based only? Neat.

>> No.3158341
File: 180 KB, 945x945, silly hat question.jpg [View same] [iqdb] [saucenao] [google] [report]

Not him, but I just tried to and I keep getting

Script error, "TouhouDoom.pk3:TouhouEnemiesCharacters.wad:DECORATE" line 655:

Type errors. I have trie Zando as well as Gzdoom.

>> No.3158343

PDA scaving was boss.
I liked all the interfaces having a pseudo-mouse when you came up to them.
I remember there also being a mod called Last Man Standing that had Doom 1 and 2 maps and some other shit for Coop play (which for some reason D3 did not come with)

>> No.3158348

Are there going to be standard lasers or just pulse lasers?

>> No.3158351

>he original game is very text-dependent, and Doom isn't known for its legendary text handling
But zdoom with vincents ACS.NET library and liberal (ab)use of the LANGUAGE lump can do a whole lot.

There's the local chat issue particular to your mod though. If you find a working solution I'd be very interested to hear about it.

>> No.3158352
File: 786 KB, 1010x720, How do I gun.png [View same] [iqdb] [saucenao] [google] [report]

Huh. Never got that error. What versions of TouhouDoom, Zandro and GZDOOM did you download?
Also I do have to admit I only ever played it with Term's DemonSteele. Maybe there's something in the coding there that takes care of that error?
DemonSteele is the only way to play it, anyway. Maximum animu or bust.

>> No.3158353

completely agree. with demonsteele it actually becomes kind of sort of fun, until the final act.

it doesn't work with zandro, you have to have an up to date build of gzdoom

>> No.3158354

Just pulse lasers

>> No.3158356

He means type this in the console:

>> No.3158372

Close call between Doom 3 and Quake as to which game has the best atmosphere of all iD games

>> No.3158374

Hey, could you test something for me? Try putting velx/vely/velz to the x/y/z offset for the laser spawnitem function. Might need to prefix one or more with - though.

>> No.3158394

I'm actually not using any acs for the laser beams, so I can't really test it.

>> No.3158402

Isn't it the 3d model beam thing mentioned in OP?
A_SpawnItemEx has offset arguments.

>> No.3158409

Nope. I'm actually making use of A_RailAttack to do the laser beams.

>> No.3158439
File: 2.74 MB, 1543x5500, Doom Wads v6.png [View same] [iqdb] [saucenao] [google] [report]

Here's v6 if it hasn't been posted yet.

S-so do a-any of you guys play multiplayer? I've never actually done it with Doom. I currently do have ZDL, G/Zdoom, and Zandronum though with all necessary IWADS. Anything else I need to get started?

>> No.3158449

Doomseeker, but that already comes with Zandronum, doesn't it?

>> No.3158459

No mipmapping at all looks better than nearest neighbor mipmaps.

>not using gl_nearest

>> No.3158462
File: 34 KB, 500x497, 1448078196479.jpg [View same] [iqdb] [saucenao] [google] [report]

i'm going to go out on a limb and assume that this is not zandro compatible

>> No.3158465


GL_NEAREST_MIPMAP_NEAREST looks the best when you use it with 16x anisotropic filtering.

>> No.3158467

Actually it is. That's one of the things I'm trying to preserve.

>> No.3158468
File: 37 KB, 200x194, 1447735392152.gif [View same] [iqdb] [saucenao] [google] [report]



>> No.3158470

Oh shit man, that's pretty fucking neato.
If you want to bring the mod with a proper mapset though, don't limit yourself to "recreating 2D/scroller levels, use that doom freedom

>> No.3158471

I disagree with you but feel I will be unable to prove it.

>> No.3158472

Does this image come with its version of the pasta?

>> No.3158479


you should leak a test build so that mappers can start building the foundations of a multiplayer mapset, having experienced the dimensions and style of play involved

>> No.3158529

I'd like to get into MP Doom. What are some popular Co-op WADS? I wanna get together with some /vr/gins and wreck havoc on demon scum

>> No.3158532

pls respond

Has nobody built levels around window-crouching and multi-jumping yet?

>> No.3158538
File: 42 KB, 892x842, WAD player classes.png [View same] [iqdb] [saucenao] [google] [report]

I'm trying to create a wad with choosable player classes. I followed the instructions on the zdoom wiki, and it didn't work. What did I do wrong, what am I missing?

>> No.3158540

>yfw Demonsteele and Russian Overkill work perfectly well together with no compatibility issues or significant glitches

>> No.3158543


I'm pretty sure that's impossible, without patches.

>> No.3158551


Granted, this was in 2014.

>> No.3158567


Breakfast with mancubus

>> No.3158570
File: 42 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google] [report]

Yep I'm definitely going to make use of the x and y axis, as well as the z. Should be fun trying to map out a castle using the textures and rooms from this full game map.

I figured it could be a fun hack n slash where everything is whippable and bursts into flames, and you have to traverse platformy type shit and undead, eventually finding better weapons and items. Probably just a single map though.

I might have to go back and play some more castlevania for reference. I used to play Harmony of Dissonance quite a bit, but thats kind of my only experience. I Had a look at the PS version (Where the textures I'm using come from) and the other GBA release (Aria of Sorrow). Any recommendations on good games from the series? I'm going to go back and check out the NES and SNES games

>> No.3158578

Symphony of the Night.

If you really wanna go classic, I recommend at least trying out the best ones (Super Castlevania IV and Rondo of Blood is pretty much the height of "classic Castlevania" before it became more Metroid-like, although the third one on NES is excellent too), but SOTN is just such a well-polished experience that it outshines every other game in the series. YMMV.

and it has a bitching soundtrack

>> No.3158581

Fuck, double post, didn't see you already mentioned SOTN there.

The N64 games may be worth it for the novelty value of playing a shitty game, but they're the only real 3D CVs I know of outside of the newest. Just stick away from the gameboy games, they're absolute garbage and I still have flashbacks. Since you already saw the PS version you might wanna try and get Rondo up and running, it basically combines SOTN's excellent visuals and atmosphere with more linear, stage-based gameplay like the first games.

>> No.3158583

Screw you, GBA castlevanias are awesome.
They are not "classic" castlevanias, sure, but they are amazing games on their own.

>> No.3158584

I think you misunderstand, I enjoy both classic and the SOTN-like Castlevania games, including HoD. I'm talking about the GB games, not GBA.

>> No.3158590


Dont forget Nintendo DS games, Dawn of Sorrow, Potrait of Ruin and Order of Ecclesia.
NDS emulation of those games is near 100% accurate and can be done even on mobile android devices.

>> No.3158592

>mappers can start building the foundations of a multiplayer mapset
Ahahahahaahahahahahahahahah! Hohohohohoho! Hee hee hee hee hee!

Mapsets built around gameplay mods don't exist. DemonSteele is no exception.

>> No.3158597

It's cool, it's just that I always make a point of those because they're essentially the only irredeemable Castlevania games out there. Pretty much every other game in the series is worth playing with a few exceptions that mostly owe to console generation gaps (N64, that new PS3 one), but could you really call something like Bloodlines bad? It's different and it stands on its own, which is what I love about the franchise. I still need to get around to OoE, I've played every game up until that so I kinda want to get it out of the way.

>> No.3158601
File: 236 KB, 475x469, BARENSTEEN.jpg [View same] [iqdb] [saucenao] [google] [report]

Probably because you're wrong.

>> No.3158604

Then clearly that is something I must rectify.

>> No.3158607

I was trying to center the aim in Quake 2 without removing the hand/weapon from the screen, and I found this Russian forum post that said:

"Technical, it can be fixed by changing "firing" code in game dll. You can calc fire-vector not as shifted normal to the player, but as vector through end point of trace by camera-centered normal and shifted point of weapon handling."

Does anyone know what he means? I ctrl+f'd game.dll for "vector" until I reached the end, and nothing seemed obvious to me.

>> No.3158612

Thanks! I'll check those out. I solved my whip start problem too!

This might help

I created a "KEYCONF" lump with the following inside:


Try that and see if it helps

>> No.3158625
File: 349 KB, 1280x720, Screenshot_Doom_20160422_030406.png [View same] [iqdb] [saucenao] [google] [report]

Fucking finally. It's here. Almost two months of work. I have a newfound appreciation for community project organizers.
I did a final tally, 68 maps. A hub map, 64 normal maps, a secret map, a final map, and a Marathon map (of all things).

It was a thrilling ride, from start to finish. It's the usual pile of quality you'll expect from a gigawad of MyFirstZDoomMap.wad, but it was fun to band together to make shit.
For the anons that mapped, pat yourself on the back. Good or bad, making something is always worthy of celebration.


I'll post this on the forums tomorrow. Right now, I'm fucking dead.

>> No.3158628

Fookin nice!

>> No.3158629

good shit

>> No.3158631


Seems cool.

>> No.3158635
File: 6 KB, 170x213, Thumbs up.jpg [View same] [iqdb] [saucenao] [google] [report]

Thanks man, it worked like a charm.

>> No.3158639

Don't know about this. This another /vr/ community map project?

>> No.3158643

doom upstart mapping project, newbie mapping things
focus of the project isn't to make something super-good, it was to learn how2map and make something

open to literally everyone, several anons including me joined in.

god damn if it hasn't started a mapping itch in me

>> No.3158645
File: 142 KB, 415x367, 5 bullets left.png [View same] [iqdb] [saucenao] [google] [report]

>71 MB
Oh fuckin baby.
I know what I'm staying up till 4 am on a worknight doing.
The question remains is do I go vanilla with Polished Skull? Or currrrazy with Demonsteele or something inbetween like RLA or Complex Doom?

>> No.3158649
File: 1.58 MB, 720x360, Room.webm [View same] [iqdb] [saucenao] [google] [report]


This is genuinely a cool mod, you have to take gibbing damage from the bullet to complete the stage. So every level is a puzzle

>> No.3158650
File: 17 KB, 505x799, e2m2.gif [View same] [iqdb] [saucenao] [google] [report]

I really love E2M2 and E2M7
God those are great, the atmosphere and surroundings are just top notch!

Man, the Berenstains can go fuck themselves, from my cold dead hands you faggot bears.

>> No.3158653

My only complaint as of now is that I wish the titles of the levels/author name appeared near you before you went into a portal instead of after you go in. Aside from that, this is really cute so far.

>> No.3158654

Use Dakka. That's the best fine line between OP and normal Doom weapons. Just ignore the weapons he added though cause those ARE kinda OP.

>> No.3158657

Sweet shit bro, I'll go through (some) of it today inbetween my own mapping! If/when there's another, I'll make sure to join in so we can go to that terawad.

>> No.3158658

Dont thank me, thank necrosis.wad, whose innards I perused to try to solve all my class and starting weapon problems

>> No.3158660

>tfw too dumb for doom mapping
m-maybe someday there'll be a quake mapping event

>> No.3158665

I thought quake was way harder to map for? 3D brushes n shit

>> No.3158667

this was literally my very first map and i still made something

you can do it, anon

>> No.3158668

This idle question kinda comes out of nowhere, but fuck it, this is probably the best place to ask.

For any DOOM WAD creators on here, did any of you post your stuff online back in the day (as in, say, pre-2000)?

>> No.3158671

i'd say quake is easier to make basic stuff with but harder to do fancy stuff with, brushes are really easy to use once you understand they're just big Legos that come in any size

if you're used to doom mapping though some of the re-used terms can throw you for a loop (i.e. .wad files for Quake are just texture packs used when compiling a map and not actually used by the game itself anywhere)

>> No.3158680

Like the anon here >>3158671 says, the basics of quake mapping is easier because you're using "Legos", whereas doommapping is more attaching hollow boxes to eachother, and also you can't "stack" boxes.

>> No.3158687

what do the lasers look like from outside?

>> No.3158691

A solid beam.

>> No.3158693

my earliest was 2004

>> No.3158696

No, we didn't get internet until 2003.
And I was 11 by then and didn't play doom anymore
My introduction to doom was at my aunt's place when I was like 6-10

>> No.3158703

>>Automatic Lighting Generator not in the news
well yeah, it's two months old going by the date of the post you linked
>>It was not a reply to the News post in the last thread.
>Didn't realize that was the system, I thought someone just looked for Cool Stuff.
in theory that is the system, but in practice nobody does, so i end up sweeping the threads for links (and enabling everyone else's laziness)

>> No.3158716

I honestly doubt theres many 90's era fans here who actually made shit back then.

>> No.3158718

Most people who made maps in the 90s are probably in the 30+ year old range now.

>> No.3158721

I'd say even 40+

>> No.3158723
File: 19 KB, 96x56, jE6QC8G.gif [View same] [iqdb] [saucenao] [google] [report]

we love you OP anon. may you never tire

>> No.3158732


There are people on /vr who are old enough to have made stuff then. I was a big fan of Doom and Duke 3D in the later part of the 90s (born in '88). I was more fascinated by Duke 3D mapping, though I never did much with it beyond dicking around in Build and browsing that huge level design handbook.

>> No.3158742

I know there are people old enough who frequent these threads. I just doubt theres many of them that have released stuff back then. Those people I imagine are more likely to browse Doomworld than here.

>> No.3158745
File: 992 KB, 1920x1080, Screenshot_Doom.png [View same] [iqdb] [saucenao] [google] [report]

Beams from the side

>> No.3158747
File: 58 KB, 648x648, 1460101649602.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3158748

Wasn't my first map but it was my first ZDoom map. Previously I'd only done Boom maps. It was fun working with some of the new features - I particularly liked light tags on doors to allow light to flood in from outside. And of course group teleporting monsters with a line action is incredibly useful.

I'm proud of my output. I think it's my favourite map of mine so far. Granted, it was only my sixth map in total.

>> No.3158748,1 [INTERNAL] 


Is that TRUE 3D or sprite. Is it in the HUD or the world model. Can you freely look up and down ?

>> No.3158749

not this shit again

>> No.3158751

Do you have a player sprite yet or is it just doomguy shooting lasers from his eyes/dick/gun.

>> No.3158756

ah that's cool, from inside they kind of looked "fixed" like the whole beam was one sprite that was just drawn singly like a player weapon sprite, but you do have them as actual beams, that look like beams from any angle.

>> No.3158759
File: 5 KB, 228x110, MNTRA1.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3158763

This is the sprite I'm currently using for the mech.

>> No.3158764


Did you try to make the chainsaw fire invisible projectiles or hitscans instead? Also let's see the chainsaw in action

>> No.3158768

Haven't touched the chainsaw yet. it still uses A_Saw at the moment.
I'll show the chainsaw in action once I get around to it.

>> No.3158772
File: 617 KB, 320x240, e2m2-024.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3158773

IMO it's too WH40K-like. Trying to rip Mad Cat MKII from one of the MechWarrior games might be a better idea.

>> No.3158778

It'd be way better if you could find a way to make the HUD fit onto the cockpit.

>> No.3158779
File: 364 KB, 1600x900, Screenshot_Doom_20160422_031012.png [View same] [iqdb] [saucenao] [google] [report]

Hm, I don't know, I feel like the text for this is a little excessive but I feel like the icon alone would confuse people.

>> No.3158780
File: 2.21 MB, 320x240, e2m7-146.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3158781


I think I released a demo for a Duke episode replacement I started making in the late 90's. "Duke Takes Paris".

It was shit, was never finished and is gone for good I hope.

>> No.3158783

the text looks awful, in my humble opinion. they (the players) will learn.

>> No.3158785


The last thing I want to do is confuse players though. I mean there's gonna be a glove, a shell surrounded with a recycle symbol if a I can pull it off, and some other shit.

>> No.3158787

okay well let me put it a different way, unless all of your pickups have giant red text below them, it's going to look wildly inconsistent

>> No.3158790


well I mean gun mods look like this, so I wanted augments to look different compared to gun mods seeing as they work differently.

>> No.3158792
File: 285 KB, 1600x900, Screenshot_Doom_20160422_031802.png [View same] [iqdb] [saucenao] [google] [report]


Fuck me sideways.

>> No.3158794
File: 767 KB, 140x60, rainbow.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3158796
File: 41 KB, 896x644, 1461309852761[1].png [View same] [iqdb] [saucenao] [google] [report]

>> No.3158797
File: 1.23 MB, 1920x1080, Screenshot_Doom_20160421_232740.png [View same] [iqdb] [saucenao] [google] [report]

First map I tried in DUMP seems to need jump and also doesn't trigger exit right? Maybe it's only for GZDoom and not Zand.

>> No.3158801
File: 19 KB, 303x110, nobow.png [View same] [iqdb] [saucenao] [google] [report]

webm too small, had to hide controls, reeeeee.
Still neato, though the fact that it goes blue->green->red is a bit annoying, I'd say go green->red

>Not the one with the chaingunner shooped in the actual mountains

Weird, I believe that Z& compatibility was a requirement.

>> No.3158802

i like that the arms panel is correctly colored

>> No.3158803

>seems to need jump
yes, dump maps use jump

also just ran through that map in zandronum and the exit triggered

>> No.3158805

Try browsing here, if you remember the name of the file you may find it.


>> No.3158806


>> No.3158807

Visual Doom AI Competition @ CIG 2016

The participants of the Visual Doom AI competition are supposed to submit a controller (C++, Python, or Java) that plays Doom. The provided software gives a real-time access to the screen buffer as the only information the agent can base its decision on. The winner of the competition will be chosen in a deathmatch tournament.


>> No.3158809
File: 331 KB, 1920x1080, Screenshot_Doom_20160421_235230_01.png [View same] [iqdb] [saucenao] [google] [report]

Maybe it was some kinda fluke, the map had sort-of functional teleporters and one that really should have been multi-use and not single use.

I later went through a cool lab map that definitely had some polish put into it and then got killed by a lowly imp after freaking out seeing really fast blood demons. RIP Purg.

>> No.3158816
File: 361 KB, 1920x1080, Screenshot_Doom_20160422_000653.png [View same] [iqdb] [saucenao] [google] [report]

Wow, barely scraped by as the cyberdemon decided to dance around after trapping me instead of firing. That map burned through all my ammo even when I was avoiding most of the fights.

>> No.3158821
File: 729 KB, 1920x1080, fuckk.png [View same] [iqdb] [saucenao] [google] [report]

the filename says it all. Some of these maps are pretty neat.

>> No.3158826


are those buttplugs?

>> No.3158838
File: 432 KB, 1920x1080, Screenshot_Doom_20160422_001022.png [View same] [iqdb] [saucenao] [google] [report]


I thought they were ammo from the preview picture but it turns out they are spikes. Spike pits, spike walls, retracting spikes. Spikes.

>> No.3158862
File: 435 KB, 1920x1080, Screenshot_Doom_20160422_005323_02.png [View same] [iqdb] [saucenao] [google] [report]

And died in the fountain of filth. Ran out of radsuit trying to punch a pain elemental to death. These maps are pretty refreshing, you don't really know what kinda map you're going to wind up with. One thing I can say is a lot of the maps seem to place barely or just enough ammo to get through, even with berserk packs and chainsaws being a fairly common option I run out of ammo a lot.

>> No.3158871
File: 91 KB, 600x570, Bethesda's motto.jpg [View same] [iqdb] [saucenao] [google] [report]

it can still go farther, and we'll keep on going until it stops being modded!

>> No.3158883
File: 48 KB, 352x300, 1393260482633.jpg [View same] [iqdb] [saucenao] [google] [report]

Cool excrement!

>> No.3158885

Is there much of a difference between doom builder 2 and GZDoom builder besides the lighting effects GZDoom adds?

>> No.3158891
File: 7 KB, 31x607, sidebar.png [View same] [iqdb] [saucenao] [google] [report]

How about this entire sidebar, which has from top to bottom
>Draw line/curved line/rectangle/ellipse/grid
>Vertex/Linedef/Sector/Thing/Make Sectors/Floor Allign/Ceiling Allign/Stair Sector/Sound Propagation/Sound Environment mode
>GZDB visual mode
>Pick sector/light color
>Edit selection mode
>Bridge mode
>Find and replace mode
>Map analysis Mode
>Nodes viewer

And that's not even mentioning the top bar, which has my favorite button of all when in sector mode
Make door from selection

>> No.3158892

Wew, guess I'll use that then

>> No.3158893

As the creator of that level, I can say that the difficulty jump from UVspeed to UVmax is substantial.

>> No.3158895

I want to move the sidebar back to the top where it belongs. :(

>> No.3158914

>tfw suck at Doom

>> No.3158917
File: 108 KB, 900x692, to defeat the agitation, you first must out DANCE the agitation.gif [View same] [iqdb] [saucenao] [google] [report]




>> No.3158920
File: 20 KB, 287x480, 1455116705046.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw UV is too hard a majority of the time for me and I end up going back to HMP and HNTR

At least I don't need to play ITYTD. I'm not that bad.

>> No.3158934

nothing wrong with that, the three main difficulty settings are not absolute, they are dependent on the map and its author. Alien Vendetta's text file actually spells this out, as does Scythe's.

i managed to 100% sunlust maps 1-6 on UV, but after that i did a couple on HMP and most on HNTR. i have yet to beat sunlust 29 and 30 on any normal skill level.

i think having to drop down to ITYTD does mean the map is too hard, though. HNTR should be beatable by anyone who can beat Doom and Doom2 on UV. it's pretty easy to judge: does this look like it fits a reasonable definition of Not Too Rough? consider 8 archviles and a hundred imps teleporting into a crowded circle where the cover keeps moving slowly, is that really Not Too Rough? i think it, in fact, Too Rough.

>> No.3158940

Holy shit. I feel like a complete idiot. I've been playing Doom 2 on and off since back in the day and I never realised you could fuck up a pain elemental's Christmas just by getting in its face.

Chainsawed plenty of them but I guess I always just assumed it was just them flinching.

>> No.3158943


The Pro Doom monster strats video is honestly one of the best guide videos I've seen for a game.

>> No.3158945

It's fun.

>> No.3158950

I love that video because of how it manages to actually give good info while being funny. Pordontae (Isn't he also known as RoTTKing, or is that another guy?) did a fantastic job with it.


>> No.3158972
File: 1.20 MB, 1920x1080, quakespasm-sdl2 2016-04-22 09-02-33-03.png [View same] [iqdb] [saucenao] [google] [report]

It was then that I realized I was in a Megadeth album cover. Funny as hell, it was the most horrible thing I could think of.

>> No.3158974

>oh boy I love Doom time to replay Doom 2
>Now entering: Tricks and Traps
>Now entering: Gotcha!

>> No.3158978

yes they are the same person

>> No.3158979

I love a lot of Doom 2's maps, but there's a good couple of stinkers.

I usually stop at The Factory, because that level is so hideously anti-fun to me.

>> No.3158980

Doom 2 is the Hexen of id Software.

>> No.3158986

That's not true, Doom 2 is fun

>> No.3158987

this is why you always -warp

>> No.3158990

>>Now entering: Tricks and Traps
>>Now entering: Gotcha!

T&T is mostly skippable, most of the map is optional, you basically watch a cutscene of some barons fighting a cyberdemon then grab some invulnerabilities and leg it to the exit.

Gotcha! is also quite skippable and the cutscene in it can be completely avoided by going round the outside. you don't have to trigger the boss infight or even go in the chamber.

>> No.3158992
File: 1.29 MB, 320x240, lv08-114.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3158993
File: 2.75 MB, 376x376, 1458935828136.gif [View same] [iqdb] [saucenao] [google] [report]

>Gotcha! is also quite skippable and the cutscene in it can be completely avoided by going round the outside. you don't have to trigger the boss infight or even go in the chamber.
Wow, I never thought of that, thanks.

>> No.3158997

> ahh! tried to sneak past the demon man can't make it, shit's stuck
> outta my way son
> demon stuck! demon stuck!

>> No.3158998
File: 2.49 MB, 320x240, lv20-205.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3159001

You're a genuine dick sucker.

>> No.3159002

haha, yeah i should have retreated a bit to open up a gap and then gone around, usually you'd have a weapon to swat it out of the way

>> No.3159003


>> No.3159008

Ey buddy, I find parts of Hexen fun!

>> No.3159010

so i still couldn't find the source for this thing

>> No.3159012

the seven portals and heresiarch's seminary have the most bullshit
other than that, i like the themes of the hubs
also shadow wood and sacred grove music~

>> No.3159013

looks like a twitter filename to me, effendi

>> No.3159015
File: 1.59 MB, 3260x1370, darkarena.jpg [View same] [iqdb] [saucenao] [google] [report]


Here's a proper, intro-less, ROM dump of Dark Arena if anyone's interested. Just posted it over in /vg/ and thought I should put the Doomclone here as well.

>> No.3159018

dunno what the heck this is but thanks!

>> No.3159024
File: 404 KB, 1012x824, progress.png [View same] [iqdb] [saucenao] [google] [report]

Almost done carving. Colorcoded for your convenience:
Blue/Red/Yellow sectors = Blue/Red/Yellow Skull areas
Green Sectors = "Open Traverse/connecting"
Blue/Yellow/Red X = door/switch with Blue/Yellow/Red skull lock
Orange sector = Bossfight
White = skybox

Now to make the spawn area and chambers, maybe a few more random green areas, then the map is (geometrically) done. After that, texturing, decorating, enemies/weapons/ammo. But now to continue watching memesports and to play some DUMP.

>> No.3159029


>> No.3159031
File: 873 KB, 400x226, too-frightening-for-me.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3159037

It's based on a typo from anon a little while back. Basically, well, expect archviles.

>> No.3159053

I'm looking forward to playing this. Looks to be shaping up well.

>> No.3159057

>CgRj6M-UkAEubyZ.jpg, 90KiB, 1024x775
Isn't that a twitter filename? Oh wait don't they have :large in them... sorry, never mind.

>> No.3159065
File: 43 KB, 169x156, sdfsadf.png [View same] [iqdb] [saucenao] [google] [report]

Alright boys and girls, someone explain to me why my ACS isn't working correctly, please.

I've doublechecked the token names and the ammo names, it all matches up, and the item gives the player the correct token, but I'm not getting the ammo type.

script "shellgenerator" enter

I'm sure I'm missing the smallest and most trivial of things again. But please someone tell me what I did wrong so I get this in working order and go to bed

>> No.3159068

Honestly, I think Doom 2 isn't nearly as bad as people say. All of Romero's and McGee's maps are perfectly fine, Green's map is okay, and while Petersen's maps do have their annoying quirks, Nirvana and Icon of Sin are the only outright crap levels for me.

>> No.3159070


In hindsight I shouldn't have posted an image with this.

script "shellgenerator" enter

Christ I'm thick

>> No.3159074

how thick

>> No.3159078
File: 31 KB, 252x235, 1411941059708.png [View same] [iqdb] [saucenao] [google] [report]


thick enough to fuck up posting a simple ACS script twice, fuck it, I'll use hastebin


Now please someone direct me to the nearest skeleton so that I may get punched in the face.

>> No.3159079

Why is there a delay of 2? An enter script is only run once. Also, just so you know, I believe named scripts don't work with z&

As for the rest, I don't quite know, but I can offer the following suggestion
Do you have "ShellGenAug" when you enter the level?

>> No.3159081

I still enjoy original Doom's maps more.

>> No.3159082


The delay is gonna be 33 tics, I set it to 2 right now just to make sure it actually works. Named scripts work in zandybam 3.0 fine.

If memory serves right enter scripts can be looped, my script that checks to see if the player has a jetpack is an enter script.

Ah fuck I think I forgot to wrap this script around another set of brackets with another arguement.

>> No.3159083

Enter scripts can be looped. This script isn't looped though. It checks for shellgenAug when you enter the map and only does so once.

>> No.3159086


I added a restart to the script and now it's looping properly and giving the player the ammunition, but I'm pretty certain there's another way to make it loop.

Whatever is most efficient, the last thing I wanna do is somehow break shit cus of my bad coding.

>> No.3159106
File: 2.16 MB, 720x360, at least this works now.webm [View same] [iqdb] [saucenao] [google] [report]

Everyone point and laugh at how I manage to make all of this elaborate TEXTURES bullshit and then stumble over ACS scripts.

At least I'm nearly done

>> No.3159109

>but I'm pretty certain there's another way to make it loop.

>> No.3159112


That's it, what's considered the optimal method though?

Or is the script so small in this case that it doesn't matter?

>> No.3159114

The problem with that is that if the statement isn't true when you enter a map, it won't loop. The restart makes sure it loops all level long.

>> No.3159118

Who's making it?
Please don't say that this is a scrapped project.

>> No.3159119

Does the energy punch thing do extra damage within melee range? Because it'd be funny if it played the skeleton punch sound and launched the target up and away at close range.

>> No.3159121


You throw an energy punch and the standard punch attack. So using it in melee range really clobbers monsters. It's crazy powerful, especially when you consider both attacks always cause flinch.

>> No.3159124

The way I posted is the expected and most versatile method.

while(true) means always true matey

>> No.3159127

Oh whoops, I just read while and assumed the "shellgenaug". My bad.

>> No.3159128

but it's vitally important that it goes *WHA-PISH*!

>> No.3159131

Pretty sure it was Mike12 and some others, and every time I've asked I've been told that it's dead. That PK3 is from Dec 2014.

>> No.3159132


Of course. You hear it twice back to back at close range.

>> No.3159138
File: 11 KB, 252x264, 1456097553921.png [View same] [iqdb] [saucenao] [google] [report]

This pleases me.

>> No.3159139

I think what didn't help Doom 2 was that after the first 6 maps, it pretty much turns into the Sandy Petersen game, with occasional maps from others scattered throughout. It lacks a proper sense of thematic progression because of this.

>> No.3159143

But Episode 2 and 3 of Doom were basically the Sandy Peterson Show as well, even if he had a little help from Tom Hall. He just made better maps then with more solid themes (techbase being taken over by Hell, then just Hell.)

>> No.3159156


I don't think you guys want to hear about Cyberrunner.

>> No.3159165

the marathon map has the deepest of lore

>> No.3159189
File: 45 KB, 160x160, Romero_Joke.gif [View same] [iqdb] [saucenao] [google] [report]

>People that use the blood floor texture as a damaging floor.
This has annoyed me from day 1. Is the player taking aids damage from it or something?

>> No.3159197

It's supposed to be boiling hot. Because hell.

>> No.3159208

it hurts cus its blood so deep n edgy

>> No.3159214

well look it's a huge lake of blood, obviously very unnatural, so it's very likely imbued with negative energy and life-draining hell magic.

officially it's because it's superheated as >>3159197 says but i think that explanation is boring :P

>> No.3159215
File: 559 KB, 1920x1080, Screenshot_Doom_20160422_115027.png [View same] [iqdb] [saucenao] [google] [report]

Spikes has been my favorite level of the bunch. Something about old video game cliche crap like spike levels in doom tickles my fancy something fierce.

>> No.3159218

Lydia is like "Fucking spikes? Really now.."

>> No.3159225

I found their hit detection to be too wonky for my enjoyment

I mean fuck they'd hit you when they're on a ledge above you

>> No.3159238

Thrones and dominions my boy

>> No.3159245

I'm not sure if curved spaces are actually non-Euclidean geometry. At least if we're talking about R'lyeh, there are angles that act like other angles and shit.

>> No.3159250

"What are you, Angel 0/A?"

>> No.3159251
File: 74 KB, 600x1068, CgqL95OXEAEVX0q.jpg [View same] [iqdb] [saucenao] [google] [report]

Do not.

>> No.3159254


I can't believe they'd show the final boss for DOOM 4 so early.

>> No.3159260

i like that the different kinds of angels are grouped into choirs, that would be cool for grouping episodes in a megawad

Choir IV: The Sky Burned

>Did you ever notice how in the Bible, when ever God needed to punish someone, or make an example, or whenever God needed a killing, he sent an angel? Did you ever wonder what a creature like that must be like? A whole existence spent praising your God, but always with one wing dipped in blood. Would you ever really want to see an angel?

we should all marathon The Prophecy film series (i've only seen the first, the rest could be shit as far as i know) because the concept is great. the angels are extradimensional beings with their own problems, many of whom are indifferent to or hate humanity and they are capable of great violence. mmmmm

plus Christopher Walken

>> No.3159269

I've always wanted to have a rogue angel as a boss in a wad. Like this one angel has tired of the non-interventionism of the Host of Heaven even in the face of demonic invasion of the earth, and decides to take matters into his own hands with a scorched earth (or mars or whatever) policy.

It obviously becomes mortal as it falls from grace and gains a newfound weakness to point blank buckshot.

>> No.3159283
File: 124 KB, 752x960, untilitcrashes.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3159285

>gains a newfound weakness to point blank buckshot

Being around Doomguy tends to do that.

>> No.3159286
File: 7 KB, 247x281, doomsweat.png [View same] [iqdb] [saucenao] [google] [report]

I said it before but that glove is looking so good.
Projectile could stand to be moved left so it's more centred on the crosshair though

>> No.3159295

Depending on the lore, a fallen angel doesn't have much power due to being cut-off from Heaven.

Could keep the angel as a super strong entity and gain an artefact that allows you to kill it, like a holy blade stabbed into the butt of the shotgun, or a reforged blade used as ammo.

>> No.3159308

>Shoot blade out of its hand
>Use it as a powerup to kill him

>> No.3159320

>Depending on the lore, a fallen angel doesn't have much power due to being cut-off from Heaven.
I figure they could be pretty powerful on their own since they're supernatural creatures.

>> No.3159327

Would anybody like a mix of DAKKA and Eriguns?

>> No.3159329

DESU I dislike that solution to the "bossfight". Part of what makes doom great is that even though you're fighting demons, and they might be tough, they're still vulnerable to good 'ol bullet (or explosive). Worst case scenario make it a bit puzzle-y like they did to Icon of Sin. No need for some kind of special weapon, just good 'ol rocket in the face.

>> No.3159330

Newsletter from nightworkgames is out. Check your emails.

>> No.3159336


>> No.3159337


I don't have aleph one working on windows, and the mod documentation for aleph one is basically nonexistent (I already forgot how I got it working on linux)

it's almost as if they hate newcomers!

>> No.3159340

Ok so the game will be announced April 25th 11:00AM EDT (15:00 UTC)
An hour later Romero and Adrian will stream on the twitch channel answering questions at twitch

There's some info about additional events but they're not as important.

>> No.3159341

It's funny because it's the complete opposite for me. ACS is basically everything I know, though I'm getting the hang of TEXTURES.

I'm shit at decorate, general gameplay design, and SBARINFO scares the living daylights out of me.

Anyhow: Would you happen to know how to make a hud that does exactly nothing except show a black bar at the bottom of the screen and shrink the viewport by an amount of my choosing? I'm making my actual hud with ACS.

Also, do you think you would you be able and willing to do a quick test run of a gameplay mod I'm working on sometime next week? I don't know who else to ask without going too public before release. And you have a good sense of enjoyable gameplay mechanics and design in general.

>> No.3159343

Do you mean Eriguns 1 or 2? It would probably work fine with the normal guns of 1 but it might be fun with the hellish weapons of 2.

>> No.3159349

You can read it here too. Didn't think it's shareable

>> No.3159350

>But Episode 2 and 3 of Doom were basically the Sandy Peterson Show as well, even if he had a little help from Tom Hall.

E2 was mostly Tom Hall maps with some adjustments made by Petersen, and and a few fully Petersen maps that had Tom Hall-esque characteristics.

E3 was when they started showing Petersen's own style, with a couple Tom Hall maps that are more significantly modified compared to E2.

>> No.3159359

Ok another part of the Hoxar ARG related to the website

Secret forums section:
New page:
password is "blackroom", was pretty easy to guess af

>mfw making 4 last posts related to this and no takes notice

>> No.3159361

as a graphical replacement? yes
dakka-esque hellish weapons with crazy altfires? fuck yes

>> No.3159368


I thought about simply applying Eriance weapon redraws to DAKKA weapons, since both of them are not my mods. I just got tired of looking at vanilla weapon sprites. Also Scrap gun fits much better with Eriance's art than vanilla guns.

>> No.3159370
File: 842 KB, 1500x1500, hoxar-banner[1].jpg [View same] [iqdb] [saucenao] [google] [report]


Thank you, I fucking KNEW something was going on. Do you think there's something hidden in this pic?

>> No.3159373

Nah I didn't look into examining pictures. Too much timewaste as witnessed by Valve's ARGs.

>> No.3159374

That could be a neat idea. Could you make that you select the chaingun and plasma rifle when you press their button instead of their "upgraded" versions if you already have them?

>> No.3159379
File: 2.45 MB, 2880x1800, punched the wrong things.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3159382

... huh, that WAS in already, guess I just forgot about it when rebuilding the entire thing

>> No.3159383

Oh and MILSIM_C121093 entry references Doom's release date :)

>> No.3159387
File: 177 KB, 1121x753, 9a4c2a8c90.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3159398


there i stopped being dumb

didn't stop being lazy tho

>> No.3159404

Aaand another password entry

>> No.3159410
File: 2.16 MB, 1500x1500, tg-super-sleuth.jpg [View same] [iqdb] [saucenao] [google] [report]

Sorry about the watermark, I'm not paying to get a bigger version of the stock image.

>> No.3159418


lol, thanks for the effort.

>> No.3159434
File: 10 KB, 204x136, 1364913871833.gif [View same] [iqdb] [saucenao] [google] [report]

the final boss is one of the most amazing things i've seen

worth the entire download alone

>> No.3159441




>> No.3159482

Curve of Ebon Raven's photo is https://en.wikipedia.org/wiki/Beechworth_Asylum

The Ha-Ha walls might play into the theme, or actual plot. To the outside the walls don't look very tall and give the illusion that the people inside aren't imprisoned, but on the inside the floor slopes downward toward the walls so that they're actually very tall.

Plus, the soldiers saw VR soldiers outside of Blackroom, like it has a hold on them. Are they... possessed soldiers?

>> No.3159527
File: 12 KB, 865x641, browse_0023.png [View same] [iqdb] [saucenao] [google] [report]

What? Are you getting redirected?
I get a single password entry screen

Here's how I went
-> used password "blackroom"
-> clicked "Predictive Memory", the only useful link
-> got directed to another password entry at hoxar-inc.com/new-page

And now I'm stuck. Haven't figured the password yet.

>> No.3159532


remember those three other options that redirected to 'reporting'? they switched the url to the other one

>> No.3159535
File: 89 KB, 496x702, thexder03.jpg [View same] [iqdb] [saucenao] [google] [report]

Guy in charge of Curse of Ebon Raven is Thexder Roy

Thexder is an arcade-style run-and-gun shooter action game from Game Arts etc

Will there be ROBOTS

>> No.3159538

I guess they only now updated the link. but either way they seem irrelevant...for now.

>> No.3159550
File: 15 KB, 872x683, ss+(2016-04-22+at+12.08.21).png [View same] [iqdb] [saucenao] [google] [report]

I'm seeing if applying for a job does anything.

>> No.3159551
File: 14 KB, 309x396, HOXAR-filmdept-hansh.jpg [View same] [iqdb] [saucenao] [google] [report]

Hansh Kulkarni, the Chief Executive Officer, has hair coming from his brain.


>> No.3159576
File: 914 KB, 500x286, 1423247283245.gif [View same] [iqdb] [saucenao] [google] [report]

I sent some messages to the various e-mails I found on the site, I'm going to see if they reply back in any way. Apparently, none of them are fake, so we'll see if I get any info

>> No.3159590

gj anon

>> No.3159623

What's this Hoxar/Blackroom shit I keep seeing?
And what does it have to do with muh vidya?

>> No.3159626


Some ARG made to promote DOOM 4, I'm assuming.

>> No.3159627

Romero and Adrian's new game hype

It's not that shlock

>> No.3159630

>Romero and Adrian's new game hype
So the story of the new game has something to do with VR/Holodecks in the future?
If they pull some sort of crazy Cyberpunk, future city robo-slave stuff, that'll be fucking rad.
I just don't want it to be SuperHot v2. A game taking place inside a simulation is just fucking boring story/concept.

>> No.3159639

>Romero and Adrian's new game hype
so not retro?
all right, thank you for clarifying

>> No.3159656

>game taking place inside a simulation is just fucking boring story/concept.

There's some demonic/hell elements mixed in suggested by small indirect hints.

>> No.3159659


>> No.3159681

is this do-it.wad: puzzle edition?

>> No.3159696

It's doom related, so stop being a smart ass.

>> No.3159713

Sound design:


>> No.3159730

There's a few mapsets balanced around Brutal Doom, I don't see why there can't be DemonSteele maps.

>> No.3159731
File: 54 KB, 499x752, 1460337312047.jpg [View same] [iqdb] [saucenao] [google] [report]

>playing Scythe
>Map 28

Gimmick maps need to leave

>> No.3159747

Was Romero's new E1M8 a good map?

>> No.3159750

It was, actually.

>> No.3159753

Yup. Play it.

>> No.3159754

only the ones Mark has made

>> No.3159759

I guess I'll give it a shot.

Maybe I'll bring Hae-lin along for the ride.

>> No.3159764
File: 39 KB, 620x412, john-romero-returns-620x412.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw no John Romero/Adrian Carmack megawad

>> No.3159781

>running Demonsteele with a Zandronum 2 port of Russian Overkill in Zandronum 3 minus class patches (which cause it to not load at all)
>Get the Demonsteele life system, Hae-lin's Kharon + Viper and double jump whenever, Shihong's dash system, and "melee" is actually an invisible shotgun on single click, invisible pistols on click hold, and launching some kind of rocket robot on right click

I... okay. Sure. I can work with this.

>> No.3159783

Someone should shoot them a letter and suggest they put together an episode for Doom 1 for fun after they're done with their current game.

>> No.3159792
File: 58 KB, 360x360, running gameplay mods at the same time.jpg [View same] [iqdb] [saucenao] [google] [report]


oc donut steel

>> No.3159802

Reversing the load order seemed to result in something a little more coherent.

>> No.3159806

I'd eat that

>> No.3159807
File: 727 KB, 800x1300, Archie Finds This Vile.png [View same] [iqdb] [saucenao] [google] [report]

That... is a DISGUSTING picture.

>> No.3159808

I think they already saw all the tweets suggesting that.

>> No.3159823
File: 370 KB, 1600x900, Screenshot_Doom_20160115_212508.png [View same] [iqdb] [saucenao] [google] [report]

>not hideous destructor
wut r u casul??? git gud scrub

>> No.3159824
File: 986 KB, 1920x1080, Screenshot_Doom_20160423_001954.png [View same] [iqdb] [saucenao] [google] [report]

you two keep doing whatever it is that you are doing

also playing through DUMP 2.0 w/ guncaster on hardest, savescumming and using the console to keep everything from previous maps
this should keep me busy for a while

>> No.3159828

>Keeping everything from previous maps
A-anon, they were all designed for pistol starts.
I have no clue what guncaster is, I assume it just changes the pickup weapons[/spoilers]

>> No.3159830

holy shit
the moment i killed the lower guy, the top guy started shooting
before that he was just walking in place without actually moving
R.I.P. 25 health

>> No.3159832

someone streamed hideous destructor through all of dump 1

i want to see another stream of hd with dump 2

>> No.3159836

Russian Overkill meets Psychic
in Heretic
in Doom

>> No.3159837

it'll end on map07. you can't beat map07 with HD. it's too open and too prone to surrounding you.

>> No.3159838

It's a gameplay mod that lets you play as a dragon-man-thing that uses weapons and magic.
Don't know how it plays since I never got it to work.

>> No.3159839


>> No.3159841


I hated that stupid asshole and his stupid ass laugh and corny, Saturday morning cartoon villain taunts.

Here's hoping Olivia is a way cooler villain.

>> No.3159846
File: 1.86 MB, 581x542, 1459715585750.gif [View same] [iqdb] [saucenao] [google] [report]

So, I'm planning to stream d44m when it comes out/I get the chance to do so and basically cover the SP, MP and Snapmap and my initial reaction to all that. Would anyone be interested? I haven't streamed in a long ass time due to college work and general lost interest to do so until now.

>> No.3159850

This is Guncaster

>> No.3159861


OMG I had completely forgotten about Archie. She was all over these threads. Like seeing an old friend.

>> No.3159868

wish cacobro would make cool art again instead of clamoring to his waifu

>> No.3159875
File: 161 KB, 200x300, cool_90s_kid.png [View same] [iqdb] [saucenao] [google] [report]

Where can I find a download for Quake?

The mega link in the OP guide for Quake is dead

>> No.3159881

>i think having to drop down to ITYTD does mean the map is too hard, though. HNTR should be beatable by anyone who can beat Doom and Doom2 on UV.

nah, that's rather arbitrary. if you can't handle a difficult map, practice and go back to it later.

>> No.3159889

me too

>> No.3159890

i am both sickened and getting hungry for this

>> No.3159892

No, I don't care how hard UV is but Hey Not Too Rough being Too Rough is a bug.

>> No.3159895


>> No.3159901

>>3158323 kind of movement with >>3153173 graphics would fit best, imo

>> No.3159917
File: 82 KB, 480x640, a really god mode.jpg [View same] [iqdb] [saucenao] [google] [report]

This is a pretty good year for classic-esque FPS games and arena shooters tbqh familia.
>New Romero/Adrian game
>DOOM '16

Please notice that I said "classic-esque".
None of these are 100% a 90's FPS, and you may not like the changes to the classic formula each one makes, but they all are either directly influenced, sequels to, or at least play in a similar fashion to classic FPS games.

Which one are you most excited for?

>> No.3159921

i just found Ijon's unmarked chainsaw spam secret in DUMP map07
and with guncaster replacing chainsaws with MAGIC (read: lots of particle effects), i was wondering why my framerate was tanking on that map

>> No.3159923


what's that?

>> No.3159925

you are posting on /vr/ about games that aren't even out yet

>> No.3159926

I dont have a specific one I'm more exited for, but Im definatley cautiously optimistic for D(4*11)M

>> No.3159928

It's a new arena FPS coming out centered around skill-based movement.
Either you love it's direction, or hate it.
It's pretty bipolar right now.
Honestly I like it, just because of how mind-bending some of the shit you can pull off looks.

>> No.3159929

So the Email I sent to the Corporate Communications lady of Hoxar got a reply. It had a confidentiality notice, but the gist of it made it seem like there are more hidden forums. I replied back, I'll see if anything else pops up. What fun this is.

>> No.3159930


to be fair those 70 chainsaws were totally necessary, especially since you get a chainsaw anyway right out in the open

>> No.3159931

In order of anticipation/excitement?
>DOOM '16
>Romero's new project

I honestly don't care about the rest.

>> No.3159932

CliffyB and Nexon are trying to compete with Overwatch by being grim and edgy.

>> No.3159935

his map is full of silly easter eggs that aren't marked secrets and only reachable with zdoom physics, see if you can find them all.

>> No.3159939

The edgy tone and that "DA REAL HOOD GANGSTA" announcer is really fucking offputting, but the gameplay looks way more fun.

>> No.3159940

>Tfw you realize you walked into the wrong bathroom in NC

>> No.3159941

archie's a pretty bad character but cacobro was a good artist

i stopped visiting his art chats because they all got fucking retarded

>> No.3159942
File: 184 KB, 1920x1080, Screenshot_Doom_20160423_011023.png [View same] [iqdb] [saucenao] [google] [report]


went back to double check
every one of those barrels spawn up little nukage bubbles

>> No.3159945
File: 213 KB, 1920x1080, Screenshot_Doom_20160423_011243.png [View same] [iqdb] [saucenao] [google] [report]

also what the crap is all this

ayy lmao
damn man

>> No.3159947

obviously guncaster can't handle my ART

>> No.3159948

So why did Adrian Carmack leave iD anyways? I remember hearing it was something like John Carmack forced him out of the company to consolidate ownership or something like that.

>> No.3159951


alright I checked that one, it's 1120 barrels

it was necessary

all of the dumb secrets were necessary

>> No.3159953

The announcer sounds like somebody doing a bad Ice-T impression


>> No.3159957

> mod compatibility is a priority in DUMP
> my ass

>> No.3159960

man my map works in prboom+, I just don't play any mods that slap particle effects onto everything so I didn't know

>> No.3159963

Lighten up you sad fuck, he's talking about them from a retro perspective, about newer games taking cues from old games.

>> No.3159968

it's a shame the mappers didn't take into account the shitty gameplay mods that spam particles on decorative items
project ruined

>> No.3159970

the music in that map is so good tho

>> No.3159973

i'm 97% sure that is actually ice-t

its like all the weird awkwardness of a cam show site and...no, thats about it

>> No.3159974
File: 125 KB, 259x235, Capture.png [View same] [iqdb] [saucenao] [google] [report]

jesus freaking christ, it looks like shit

>> No.3159980

Oh wow it actually is him.
>If the voiceover on this “premium digital game” LawBreakers trailer sounds familiar, that’s because it’s Ice-T, whom Nexon has dubbed the “OG lawbreaker.” I love this job.

rip ice-t, he survived the ghetto only to die in a dead game

>> No.3159982
File: 2.87 MB, 1280x960, dsguns.webm [View same] [iqdb] [saucenao] [google] [report]

Made the gun move on the Y axis as well. Also I have a decent enough system in place for making all these gajillions of ACS calls in a convenient fashion now.

>> No.3159992


Wow. That looks really good.

>> No.3159994

this assault rifle looks just perfect, it has the right amount of bulk and a neat (but not too complex) recoil/firing animation

now i just wonder how it sounds

>> No.3159996 [DELETED] 
File: 134 KB, 235x288, wat.png [View same] [iqdb] [saucenao] [google] [report]


oh wow summer came early

>> No.3160000

cool but induces seasickness

>> No.3160005

Well it sounds either like the pistol or the shotgun, because I'm not using any custom files for it. It's all TEXTURES'd together from doom sprites. muh 64kb limitation

>> No.3160008

The HUD is a bit too chunky honestly. Takes up quite a bit of screen real-estate.

>> No.3160014

can't you modify the sounds too?
like, lowering/raising the pitch, adding reverb...

he's using it to hide the arms, before he added the HUD you could sometimes see where the sprite was cut

>> No.3160023

>The HUD is a bit too chunky honestly. Takes up quite a bit of screen real-estate.
It's on purpose to replicate system shock. The boxes in the lower corners will have interactible menus and the lower middle field will display health and ammo or something. So it will be a lot more colorful and "useful" when done.
>he's using it to hide the arms
Nah, there's no need to do that actually. If there was a problem before it's because I borked some offset up.

>can't you modify the sounds too?
I'm afraid not. Wish I could though.

>> No.3160029


Fucking hell this is so cool. Do you plan on making some kinda pipe or laser rapier?

>> No.3160031

i'm doing a new thread a bit early, i hope nobody minds

>> No.3160036



>> No.3160039

If you have any suggestion on how to make them I'm all ears.
I could probably fake smooth rotation/movement of a sprite by using a shitload of single-purpose GLSL shaders but fuk dat.

>> No.3160051
File: 584 KB, 1756x1622, summerfag myth debunked.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3160057
File: 72 KB, 720x690, 1460428407092.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3160129

Really neat.
Personally, I wouldn't have it used for anything like a regular weapon, seems like it would be kind of clumsy, as you're not mobile, it seems like something that would make a lot of sense for a machinegun with a deployed bipod, a sniper rifle, or some kind of manned turret gun.

>> No.3160134

I said not mobile, but that's not correct, it seems like you're not quite as mobile however.

>> No.3160401

>Guns that are rented for real money for a week
>Pay 4 win system
>Endless grind on the same maps for a month to get access to the next map

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