[ 3 / biz / cgl / ck / diy / fa / g / ic / jp / lit / sci / tg / vr / vt ] [ index / top / reports / report a bug ] [ 4plebs / archived.moe / rbt ]

/vt/ is now archived.Become a Patron!

/vr/ - Retro Games

View post   

[ Toggle deleted replies ]
File: 57 KB, 600x450, portable.jpg [View same] [iqdb] [saucenao] [google] [report]
3267183 No.3267183 [Reply] [Original] [archived.moe]


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
Quake pastebin v7.1: http://pastebin.com/cpjZmazY
Duke: https://data.desustorage.org/vr/image/1403/19/1403195896088.jpg
Thief: https://data.desustorage.org/vr/image/1456/09/1456095399293.jpg



Vanilla/Boom: https://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://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

Let's make proper OPs since now on together!

>> No.3267187


[06-03] Serious Sam Style Pickups >>3264293 >>3267169

[06-02] Anon mod update: IMPatience >>3262767

[06-01] Quake 3 Revolution skins, ripped by Anon >>3261884

[06-01] Anon map release: Peaceful Revenant Realm >>3261065

[06-01] DUMP 3: BFG Edition has started

[05-31] Anon mod update: Monster factions >>3257710

[05-30] Sprites for DUMP 3 or whatever >>3255863 >>3257036

[05-29] Anon map release: emthree.wad >>3252963

[05-29] Anon mod release: Scattergun from Angst Rahz's Revenge >>3252653

[05-29] ZDoom forums suffer brute force password attack >>3251591

[05-27] Anon's first ever WAD >>3248748

[05-27] /newstuff #499

[05-19] Anon mod release:

[05-19] Midi covers by anon >>3224369

[05-19] Anon made speedmaps >>3223012



>> No.3267194
File: 76 KB, 500x500, 1458661729105.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3267201

Nice post

>> No.3267205


>> No.3267207
File: 41 KB, 466x249, 1449307077717.png [View same] [iqdb] [saucenao] [google] [report]

Fuck, forgot to write the filename

>Cacodemon playpen

>> No.3267210

What if Cacodemon Garden mod that plays like the Chao Gaden from SA2?

>> No.3267213

well who's up to turning this >>3267195
into a theme song replacer wad for PB?

>> No.3267214

>Serious Sam Style Pickups
Isn't this already in zandronum with an rcon?

>> No.3267223
File: 74 KB, 640x445, anasazi.jpg [View same] [iqdb] [saucenao] [google] [report]

Any tips for MAP05 (Last Refuge of the Anazasi) of Ancient Aliens? I manage to evade the Cyberdemon and get all the keys at the beginning just fine, but once I get into that weird valley thing with the shitload of Mancubi I get killed so fast I don't even have time to make a plan of action.

>> No.3267240


>> No.3267257

What I did is, I ran in circles around the area, keeping the mancumbi in the center, only slowing down a little when I got infront of the waterfall. The arachnotrons behind it tried to attack me, but I evaded it in a way that it hit the mancubi, and they started to infight. Do this until either all of the arachnotrons in the waterfall or the mancubi are dead. Then you can finish whoever else is left with rockets or shotgun blasts.

>> No.3267264

really? I could have sworn I played on a server that had them a year or so ago
am I thinking of odamex or something?

>> No.3267271
File: 6 KB, 201x274, alfgivesthumbsup.jpg [View same] [iqdb] [saucenao] [google] [report]

Thanks, I'll try that.

>> No.3267454

Combine it with a new Doom mapset that has a hub and I think you came up with mod of the year.

>> No.3267460

The Nightmare level on Scythe 2 really makes up for its name. Its downright sadistic

>> No.3267462

Or, I guess if you want to make it compatible with other map sets... Would it be possible to have an item that you could toggle on or off, that when you have on, would take you to a different map when you reach the exit than the exit's supposed too?
Like how the Chao Key takes you to the Chao Garden instead of the next stage.

>> No.3267497

Fellas I just tried playing Quake 4 again.

Don't play Quake 4 again.

Player character is slow as Hell, there's no way to dodge anything, there's no way to escape anything.

How did it go from Quake 3 to this?

>> No.3267507


Play the Quake 4 mod for doom. Suddenly it's good

>> No.3267509 [SPOILER] 
File: 106 KB, 1000x750, 1465008557857.jpg [View same] [iqdb] [saucenao] [google] [report]

For all those confused.

>> No.3267512

My friend, why is this Doom 2 wad over 400 megabytes and an exe

>> No.3267513

I honestly wouldn't have been surprised if it was real, seeing how Tiger handhelds were all over the place at the time.

>> No.3267535

You become faster after you get stroggified

>> No.3267536

Ninja Gaiden mod confirmed?

>> No.3267538

>Already uninstalled

>> No.3267540


I don't know where the fuck you're looking.


This is the mod I'm talking about

>> No.3267542

Game still sucks anyway because of dull level and enemy encounter design. At least you'll have more time to spend playing Quake 1 instead.

>> No.3267545


Thank you.

>> No.3267548 [DELETED] 

Don't suppose anyone knows how to make EZQuake work better in Linux Mint?

>> No.3267551

It actually went from Quake 2 to that. It explains much of what was wrong with both games.

>> No.3267553
File: 3.89 MB, 2140x1739, 1453934375994.png [View same] [iqdb] [saucenao] [google] [report]

Anyone have the video of portals in vanilla doom?

>> No.3267554


Turns out googling "quake 4 weapons doom mod " doesn't help because of the weird name he gave it. Fucking hate that shit.

The important thing is you got the right mod now. You enjoy that anon

>> No.3267568

are you talking about linguortals or what

>> No.3267572


Is there any other way to implement portals into vanilla DOOM maps?

>> No.3267584

nope, and it's also really guaranteed to work in chocodoom (which isn't an issue for you is it)

>> No.3267596

I was, yeah. Couldn't remember the name of them though.


>> No.3267640
File: 79 KB, 395x415, husk.gif [View same] [iqdb] [saucenao] [google] [report]

whoops. forgot my name was still up. I don't plan on using linguortals rekkr or anything. Just wanted to show a friend.

>> No.3267650
File: 1.44 MB, 400x300, NOPE.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.3267673
File: 1.37 MB, 1920x1080, barneybeach.png [View same] [iqdb] [saucenao] [google] [report]

i still don't get it

>> No.3267684


>> No.3267690

New maps (Thanks to Oblige Level Maker)

>> No.3267693

best part is how it works in vanella

>> No.3267695


There isn't an actual DOOM Tiger handheld game, the image in the OP is a photoshop of a Ninja Gaiden game.

>> No.3267696


>> No.3267701

>the buttons
my sides

>> No.3267704


Yeah, a weird ass name. So googling quake 4 doom mod won't bring the result you'd need.

I still can't believe that guy made the mess that is AEOD and then went on to make some pretty fucking QUALITY and focused mods

>> No.3267712

I unironically liked AEOD.. but then one of the weapons got nerfed to shit

>> No.3267728

Why are there medieval helmets all over the place on Phobos

>> No.3267734


And how does the Doomguy wear all of them?

>> No.3267735

just pretend they aren't helmets

>> No.3267736

just stacks em

>> No.3267737

Should I just imagine them as armor spheres from Monster Hunter or something

>> No.3267739

The manual will tell you it's "spirit armor" or some shit. They're only helmets though, so who knows how it actually repairs the body armor.

>> No.3267741

he can't look up because otherwise the helmets would fall off

>> No.3267743

then keep on doing dat anon, you're on teh right track.

>> No.3267747

Maybe he just fucking breaks them in his fist like he does with Argent Cells in DOOM 4.

>> No.3267748

I've played Doom, Doom 3, Doom 64, all the Quakes, all the Unreals, Tribes, Dukey, all the Soldier of Fortunes, what big dumb shooter with fast moves should I get?

>> No.3267750


>> No.3267754

Blood, Redneck Rampage, Shadow Warrior, Serious Sam and Painkiller?

>> No.3267756

Rise of the Triad

>> No.3267758

doom 4

>> No.3267760

What about Strife (the FPS, not the moba)

>> No.3267762


>> No.3267789
File: 694 KB, 1366x768, Screenshot_Doom_20160604_012143.png [View same] [iqdb] [saucenao] [google] [report]

the fuck am i doing

>> No.3267792
File: 183 KB, 296x194, quakedoom.png [View same] [iqdb] [saucenao] [google] [report]

Best port to play Quake coop?

>> No.3267797

Looks like you're shooting demons in HDoom's hottub map.

>> No.3267802


>> No.3267803

Shooting demons in a bathhouse with Brutal Doom turned on?

>> No.3267806


Playing with the BFG Edition IWAD for some god forsaken reason.

>> No.3267807

and i'm doing it with brutal doom. the worst part is how i have to use classic mode, or the game goes OH FUCK SKELTEONS on me.

appently so

>> No.3267809

i accidentally chose it on rocket launcher, oops

>> No.3267827

So, it's an installer over 400MB in size that creates a new directory ( Program Files(x86)\Alpha Entertainments\Quake 4 Weapons Mod (Volume 3) )exclusively for this mod, covers the full screen, displays the usual info in the format of those license agreement sections (wherein the author lists off his retro consoles or something), displays an actual license agreement, and forces the mod info open with your default txt program.

In the installation directory are some BMPs of a dog starting a chainsaw which was drawn on lined paper with pen and crayon by a child, the Quake 4 logo stretched vertically to fill a square, a version of GZDoom from 2010, a launcher that plays various WAVs of Quake 4 music and executes one of 5 bat files, 16 wads and pk3s,

I started the game and was greeted by high resolution textures, 640x480 resolution, filters, arrow keys no strafing, no mouse look, firing weapons moves your view up anyway, all the guns are true colour ripped at 35FPS at 4:3.

Constant stream of errors in the latest GZDoom.

Don't download this.

>> No.3267845

i don't have a moddb account anyway, and that piece of shit is members only, heh

>> No.3267878

Neither do I. Did you click Download Now under the embed widget and then Click to download Q4Weaps_vol3.exe ?

>> No.3267880

This is also a Retro FPS general, so i thought i'd post this:
GoldSrc Miami is best Miami.

>> No.3267883

Oh, now it's working. thanks anyway.

>> No.3267890

So I finally decided to play through quake, and naturally chose the hard difficulty, and holy fuck, how is this fair?

>> No.3267894

It's kinda like Blood: it only becomes fair if you know the AI well. And your glitches too

>> No.3267897

E1M3 on Hard/Nightmare is a pretty ridiculous spike in difficulty but episode 1 levels don't get much harder than that. The other episodes have a more balanced difficulty curve.

>> No.3267953 [DELETED] 

i really

>> No.3267956 [DELETED] 

i really like ho

>> No.3267958 [DELETED] 


>> No.3267959 [DELETED] 

dis gon b gud

>> No.3267960
File: 434 KB, 760x900, 1423880527922.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.3267967

Did you ever kiss?

>> No.3267968

I hope you realize at this point, now that the euphoria has partially worn off, how big this shit you just spouted really is.

>> No.3267970

Post pics of the lesbian milfs

>> No.3267979
File: 1.97 MB, 308x279, 3I5jSEY.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3267986

Stop spouting shit man

>> No.3268005


Understood. My apologies.

>> No.3268010

Good luck finding any mapset made specifically with a gameplay mod in mind.

That being said, play Scythe and Scythe 2.

>> No.3268016

/newstuff 500

>> No.3268030

200 minutes of /vr/

>> No.3268046
File: 166 KB, 704x476, [GomenRider]Masked Rider Agito-19.mkv_snapshot_06.01_[2016.05.18_15.04.55].jpg [View same] [iqdb] [saucenao] [google] [report]

>played doom with friends who wanted to try it out.
>play dump 1 with them
>"This is really repetitive, every level is a labyrinthine."
>fucker literally plays cs:go all day.
>other dude is just "running around just shooting at whatever."
>5 levels later they leave out of boredom and watch ant-man.

>> No.3268057

I have a friend that's thinking about giving Doom a try as well, I hope I have better luck.

>> No.3268059

I wish I had friends to play doom with.

>> No.3268060
File: 25 KB, 656x662, 1382005899651.png [View same] [iqdb] [saucenao] [google] [report]

Scythe 2 was btichin, Scythe 1 definitely will go on the list. Thanks.
This ought to be a good time. Speedmaps are usually simple enough to work well with co op shit that gets fucked up by fancy triggers and transforming levels.

>> No.3268064


Same, I wish I had friends that wanted to play Doom.
I assume you mean IRL friends.

>> No.3268067

Anyone know if any progress is being made with any Doom 4 weapon mods for Doom? Zion is kinda crap.

>> No.3268068

>I assume you mean IRL friends.
I have neither.

>> No.3268070

>tfw your bf doesn't share your enthusiasm for doom

>> No.3268072


Well, at least they gave it a fair shot.
DUMP's maps aren't really super-quality, so a lot of folks probably will get turned off by something or another.

I should catch up on Agito, I stopped watching about episode 10.

>> No.3268085

actually, i would say otherwise

i've been surprised by how much fun i've been having with both dump 1 and 2
outside of a few questionable levels (the end boss in dump 1's secret level, the invasion levels in dump 2), it's really quite enjoyable

>> No.3268101
File: 90 KB, 1280x960, DOOM12.png [View same] [iqdb] [saucenao] [google] [report]

This foreshadowing is so subtle that I didn't notice it until I closed the game and spotted it among the screenshots I took

>> No.3268102


Well, there's D4D by DBThanatos, which has not been released yet

And there's also another attempt by Xaser called "Argent". This one is playable

>> No.3268117

I'm getting a "Script error, "Argent.pk3:actors/weapons/pistol.txt" line 39:
Invalid parameter 'a_weaponoffset'" error when trying to run it. Getting the same thing in all the GZDoom exes I have GIT or otherwise.

>> No.3268124

>GIT or otherwise
You're still not up-to-date. A_WeaponOffset is a very new feature.

>> No.3268129


What I wanna know is this new feature even worth the hassle, it always blisters my nuts when I see mods get updated with some new arbitrary feature that forces people to update their source port with little to no improvement to gameplay.

>> No.3268160

Well now I've used the very, very most recent GIT build of ZDoom is works, should've seen that coming.
Argent, even if it's very early in dev, seems pretty good so far. The guns basically feel like how they do in Doom 4 to a degree. Can't wait till the secondary fire modes are added.

>> No.3268186

I like Quake 2.

>> No.3268194

Blood and Doom 4

>> No.3268216 [DELETED] 

All my friends are either in another state or dead from skin cancer.

>> No.3268221

>"Realism" mode in Brutal Doom
Well that was the most disgusting experience I've ever had

>> No.3268223

>Brutal Doom
Well that was the most disgusting experience I've ever had

>> No.3268226

That was second most actually

>> No.3268227

Beats HDoom

>> No.3268229 [DELETED] 

You're thinking of ZDaemon, which has had this for years. It has all the best vanilla features Zandrones crave.

>> No.3268231 [DELETED] 


>> No.3268235 [DELETED] 

You're thinking of ZDaemon, which has had this for years. It has all the best vanilla features Zandrones crave.

>> No.3268236

I'm still using skulltag.
Am I doing something wrong?

>> No.3268238 [DELETED] 


>> No.3268239 [DELETED] 

I'd better play with brs, than a half-dead nuclear circlejerk of a community.

>> No.3268240

Why not use zdoom then, if you only can into singleplayer?

>> No.3268241 [DELETED] 


>> No.3268242
File: 634 KB, 1280x720, princess-carry.webm [View same] [iqdb] [saucenao] [google] [report]

Seems pretty cute to me.

>> No.3268243 [DELETED] 

You take that back, nigger

>> No.3268249 [DELETED] 

Because you're a thirsty kissless animeNEET, which is what it was made by and for.

>> No.3268254 [DELETED] 

You're thinking of weaponstay (and maybe item respawning?) which aren't the same thing at all.

>> No.3268257

Why is it impossible to find quake 1 weapon mods?

>> No.3268258

Are HDoomfags as bad as BrutalDoomfags yet?

>> No.3268259 [DELETED] 

Well they are basically the same thing in practice, and since ZDaemon has existed longer than zandrodumb by default it means ZDaemon has had it longer.

ZDaemon wins again, nerds!

>> No.3268260

Because quake 1 modding is too hard, and nobody bothers with it.

>> No.3268261 [DELETED] 
File: 604 KB, 1024x1024, imptan.png [View same] [iqdb] [saucenao] [google] [report]

My my, someone is a little upset.

>> No.3268262 [DELETED] 


What were you trying to do?

>> No.3268269 [DELETED] 

He was probably switching on his VPN

>> No.3268270 [DELETED] 

I forgot to reset my router before posting.

>> No.3268273

Long time quake player trying to get back into Doom. Quaddicted was great as it had a 'quake injector' that let you search for maps based on community score, but Doom has no such thing except maybe the caco awards.

What do you guys think the best 3 wads are? (seems like you guys mainly focus on delivering megawads/30 map wads so maybe go for those).

Also, are there any essential mods I should try out? Smooth doom looks good.

Using ZDoom if that makes sense?

>> No.3268286
File: 46 KB, 540x438, 1445584268539.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm almost done with Doom 2. This is my first time playing 1 and 2 from start to finish. Should I bother with playing No Rest for the Living, or just skip straight to recommended megawads?

>> No.3268287 [DELETED] 

>but Doom has no such thing
ZDaemon test version has this, it can download wads directly from idgames for you.

>> No.3268291

Back To Saturn X is the current megawad darling as of now. There's two episodes, and it's quite good.

No Rest For The Living is worth a play.

>> No.3268296

>mfw I just learned that you can jump in Heretic

I always got the Dragon Claw in the third level by using the wings or running off of a ledge.

>> No.3268301 [DELETED] 

Is ZDaemon the most advanced Doom source port?

>> No.3268304 [DELETED] 

Not in the slightest. The most advanced is GZDoom.

>> No.3268309 [DELETED] 

Yes, Definitely.
GZDopm is malware.

>> No.3268310

How do I not suck at Shadow Warrior? I keep dying to enemies in the first level because I keep trading hits when I hit them with my sword.

>> No.3268313


If memory serves right, punching is better overall and gives you health back when landing blows.

use that instead.

>> No.3268315 [DELETED] 
File: 16 KB, 263x207, 1352629665961.jpg [View same] [iqdb] [saucenao] [google] [report]


>GZDoom is malware

>> No.3268319 [DELETED] 

No, but unlike GZDoom and Zandronum which are more "advanced" because they tack on any and every feature to the engine they can think of, ZDaemon's feature list is carefully and expertly curated by it's developer's so that rather than the tangled mess of vines, weeds, and other sundry vegetation that playing in GZDoom or Zandronum is, playing in ZDaemon is like taking a relaxing stroll through a well-cultivated garden.

>> No.3268327 [DELETED] 
File: 956 B, 125x112, compressed kek.jpg [View same] [iqdb] [saucenao] [google] [report]

>Fucking up right at the starting gun

>> No.3268330 [DELETED] 

While GZDoom doesn't fit the exact technical industry definition of "Malware" that egghead software engineers working at Google or NASA use, it's system requirements mean it fits the colloquial use of "Malware" which is more relevant to everyday folks like you and me. I will, however, begrudgingly admit that if you're willing to spend $4k a year on keeping your PC on the bleeding edge of current technology then GZDoom might be worth using.

However, one must compare something like GZDoom and its insatiable feature creep to something like ZDaemon, which has managed to elegantly position itself at the optimal intersection of feature robustness and system requirements.

>> No.3268335 [DELETED] 


I would be laughing, if it weren't for the fact that you might be confusing a newbie. Unless you made that post too.

>> No.3268337 [DELETED] 


It's absolute bullshit the GZDoom is ran by a raging spergalerg who's hellbent of driving this shit into the ground so hard that he and only HE alone will have the privilege of playing Doom on a source port, with no gameplay mods of course because they are the devil.

At this point all we can do is clench our asscheeks and wait for the inevitable downfall of GZDoom and pray Zandronum doesn't get as retarded. Because I feel like that's going to be the last bastion for Doom modding.

>> No.3268339

there is one on modDB, i think
makes some of the weaps more doom-like

i think it's just graphics, but it's still cool

>> No.3268348

That room looks good, graphically. Almost like something from Hotline Miami.

>> No.3268356

No, according to one website though, Vavoom is. The website in question is the Vavoom website.

>> No.3268362
File: 125 KB, 1348x652, ss+(2016-06-04+at+07.07.00).png [View same] [iqdb] [saucenao] [google] [report]


Their wiki's looking pretty good.

>> No.3268367

Obviously Vavoom is too advanced for MediaWiki.

>> No.3268368
File: 27 KB, 640x636, 1464930111902.jpg [View same] [iqdb] [saucenao] [google] [report]

Vavoom is so advanced we can't comprehend it.

>> No.3268375
File: 7 KB, 373x125, ss+(2016-06-04+at+07.13.14).png [View same] [iqdb] [saucenao] [google] [report]


Man, this wiki has all the information I could ever need.

>> No.3268379

You have Adware, anon.

>> No.3268381
File: 56 KB, 151x200, 1464125193113.gif [View same] [iqdb] [saucenao] [google] [report]

Anyone up for Quake Coop?

>> No.3268383
File: 401 KB, 593x499, HILARITY.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3268385



Nah, I'm pretty sure it's the wiki.

>> No.3268393

>Atari is only willing to license Blood for a stupidly expensive fee that not even Devolver Digital is willing to pay
>Yet they do jack shit with the rights and have actively shot down attempts to release source code or have it ported to modern Windows

Are they they the worst company on Earth?

>> No.3268403

I-Is it okay if I only played it once, and live in asia?

>> No.3268409

look at one of the last thing they released, you'll have your answer

>> No.3268414

Atari is less Atari itself and more Infogrames wearing the Atari logo as a mask. They brought Atari so they could use all the IP which they have done, and pretty much every "reboot" or "revisit" they've done with Atari's old properties like Asteroids, Haunted House on the 2600 or Alone in the Dark are pure trash. Blood is not in the hands of a good company in the slightest, more like it's in prison waiting to be freed by someone with lots of money.

>> No.3268417

What sourceport you got?

>> No.3268482
File: 2.00 MB, 1230x1115, sourceports-fixed.png [View same] [iqdb] [saucenao] [google] [report]

Not even slightly.

Stop posting.

>No, but unlike GZDoom and Zandronum which are more "advanced"
They are, I challenge ZDaemon to do Decorate, ACS or Polyobjects.

>because they tack on any and every feature to the engine they can think of,
Clearly you're not aware of Grafh "[NO]" Zahl and his curious behavior and pecularities.

>ZDaemon's feature list is carefully and expertly curated by it's developer's so that rather than the tangled mess of vines, weeds, and other sundry vegetation that playing in GZDoom or Zandronum is, playing in ZDaemon is like taking a relaxing stroll through a well-cultivated garden.
You're hilarious, ZDaemon is a multiplayer client with ZDoom features stuck in the early 2000's, it's hopelessly limited in what it can do. If I wanted a more true to vanilla experience with a Doom multiplayer client, I'd want something based on Boom or PrBoom, with an extended base for .DEH if necessary.

ZDaemon is a plain lawn, GZDoom is a large greenhouse with all manner of variety (Zandronum is a slightly smaller greenhouse with WiFi)

>> No.3268526 [DELETED] 

What the fuck are you on about? Just because something has fairly high system requirements it's "malware"?

>> No.3268545

I downloaded Shadow Warrior Complete from GOG, got a WASD cfg since my own edits caused the menu to become unresponsive, and it controls like dogshit with a modern shooter's FOV.

I got the source port SWP and it crashes with no message at the main menu.

I got the source port JFSW and it doesn't do a damn thing.

How am I supposed to play this festering cunt of a video game?

>> No.3268549

Get Shadow Warrior Classic Redux.

>> No.3268568 [DELETED] 

Yeah he lost me too.

>> No.3268573

Hey guys, this is my first map. I took up GZDB about two weeks ago and just made this thing as I went along, learning about new stuff.
Some textures are probably not properly aligned, I am aware of that, but I have problems with properly structuring it and enemy placement. Some feedback would be really cool.
Also note that it plays completely different between Easy and Hard and that the latter contains some rather nasty traps.


>> No.3268620


I'd say your biggest issue is the layout and the overall appearance of the map. Everything looks like the exact same and the entire map is a tight corridor.

Making the map more dynamic and less ugly should be something you should focus on.

>> No.3268624 [DELETED] 

>taking these joke posts seriously
They're not even trying to be bait, they're meant for you to have a giggle.

>> No.3268627

Atleast it isn't
>Holy shit!!!

>> No.3268640
File: 85 KB, 1176x736, dump3.png [View same] [iqdb] [saucenao] [google] [report]

Have been listening to bit of The Police lately.

So far so good for DUMP3 library-map. 1768 vertices, 477 sectors, etc.

Still haven't placed enemies, though, heh.

>> No.3268661

Yeah, for some reason I don't "get" layout. I also couldn't find any tutorials on that. Doomworld has a long ass essay on enemy placement (which I found after making this map lol), but nothing for map layout.

>> No.3268719

Rewriting all my ACS for multiplayer/zandro compatibility sure is "fun"

>> No.3268732

I want a Hotline Miami kind of mod for Doom 2. NOW.

>> No.3268736

there's like 3 such projects in the works but the most actively developed one kind of sucks

>> No.3268752
File: 289 KB, 1920x1080, Screenshot_Doom_20160604_174706.png [View same] [iqdb] [saucenao] [google] [report]

...are you fucking kidding me with this level design?

>> No.3268754


>> No.3268760
File: 61 KB, 493x1326, 1443770390160.png [View same] [iqdb] [saucenao] [google] [report]

Worst part of TNT right there. Turn on god mode, finish the level, and play the rest of the wad normally. It gets better. I think this pic was referencing that room in the TNT box, at least the chaingunners.

>> No.3268769

What are some maps that just scream 90's? Maps like Doom Center and whatnot

>> No.3268784

The on thing BD does right, makes moments like that semi doable by removing hitscan

>> No.3268790


>> No.3268791 [DELETED] 

What mod anon?

>> No.3268793

Brutal's projectiles are still pretty fast. It's Demonsteele that really nerfs hitscanners.

>> No.3268809

>that one chaingunner on the ledge

>> No.3268812
File: 878 KB, 1280x720, Screenshot_Doom_20160604_161201.png [View same] [iqdb] [saucenao] [google] [report]

I know someone told me it's dead, but I made an E1M8 replacement for the community project anyway.
Now who do I give this to?

>> No.3268823
File: 226 KB, 1000x656, who_let_the_daleks_out__by_valentrisrrock-d5j09v4.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3268824
File: 69 KB, 648x457, ej5rth.png [View same] [iqdb] [saucenao] [google] [report]

My motion detector with the UDV hud mod doesn't seem to work even though I have the B patch for Project Brutality installed. Any ideas?

>> No.3268837 [DELETED] 

How come Zandronum mappers and modders in community are such betas compared to pro-level dm/duel players like Decay?

>> No.3268857
File: 53 KB, 810x600, IT IS WRITTEN.png [View same] [iqdb] [saucenao] [google] [report]

It's not compatible with the enemy multiplier which will only spawn vanilla enemies. The compat patch is only rigged to show PB enemies.

You can have high quality enemies and radar, or high quantity of enemies without radar if you're insistent on PB. I tried the same combination but with Brutal Doom but that doesn't work either. The multiplier would have to be created specifically for Project Brutality.

>> No.3268863
File: 152 KB, 1044x720, doomguy can't crouch.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3268868

Well that's just wrong.

>> No.3268870 [DELETED] 

>they're meant for you to have a giggle.

here is
a thing

the thing is
they're shitty

>> No.3268889

i don't get the user content category for anything other than odamex

>> No.3268895

Fuck. Oh well.

>ernst trans
Captcha stop pushing your bullshit headcanons into Radiant Historia

>> No.3268902

So I tried Dump 1 and 2, and the levels themselves are cool but it seems every map has 500 enemies and floors made of lava at the turn of every corner.

I tried that 1994 map compilation and it actually seems a lot more fair in comparison. Did people back then make easier maps because their toaster computers couldn't handle as many enemies on screen or because they were less assholes around? It seems these days whenever a human being can get a hold of a level editor, their main goal is to make it as bullshit difficult as possible.

>> No.3268903

How are those D44M weapon sprite mods coming along?

>> No.3268909 [DELETED] 

All the same and equally boring.

>> No.3268913

Probably less people trying to make Kaizoshit, and more people just trying to make levels that played like default Doom.
Although hardware requirements are also a possibility.

>> No.3268918
File: 74 KB, 600x888, git gud or die trying.jpg [View same] [iqdb] [saucenao] [google] [report]

>by removing hitscan

>> No.3268923
File: 401 KB, 1280x720, Screenshot_Doom_20160604_180510.png [View same] [iqdb] [saucenao] [google] [report]

Well it's ready for playtesting. Only UV has been finished. Please tell me what you think.
DL: https://drive.google.com/file/d/0B4mwJRa7e5VpbmhNMExkazVsUnc/view?usp=sharing

>> No.3268924

Fuck you, it's a fun game.

>> No.3268925

>So I tried Dump 1 and 2, and the levels themselves are cool but it seems every map has 500 enemies and floors made of lava at the turn of every corner.

hey, my map only had 253 enemies and one hurtfloor

(it was still apparently on the "fucking hard" side)

>> No.3268928

People were taking more inspiration from the default Doom games, nowdays people are taking more inspiration from custom wads that are way harder, because they in turn were taking inspiration from Plutonia and stuff.

System requirements probably play a part in it too, but there's definitely been power creep in custom map difficulty levels.

>> No.3268929

hard maps with few enemies are my favorite. it's a guarantee for no super big levels and no big mobs. both things I'm not the biggest fan of.

>> No.3268930

The only one I've tried is "Zion".
Seemed ok, not just a sprite replacement though, it also changes the UI, has weapon mods and it feels to me like there's some balance changes here and there (and yet doesn't feel all that balanced, the shotguns are pretty OP). I also can't figure out how to use the weapon mods, apparently you have to find a certain random drop or something.

>> No.3268937

okay scratch that it had two

>> No.3268959

How do you play Doom on linux?

>> No.3268963
File: 348 KB, 478x550, 1445538937954.png [View same] [iqdb] [saucenao] [google] [report]

This still unnerves me

>> No.3268968

two ways

1) compile it yourself nerd - this route leads to insanity with the zdoom family, largely thanks to fmod ex
2) look at http://wiki.zandronum.com/Install_Zandronum_on_Ubuntu if you run a debian based system. this is just for zandronum, but the drdteam repo has zdoom and gzdoom as well, among a couple others (ODAMEEEEEEEEX), and the instructions work just as well, swapping out zandronum for (g)zdoom

>> No.3268973

I always hated the beginning to this track. Never really had much time to listen to it cause demons would instantly overwhelm the music.

>> No.3269026
File: 435 KB, 1440x900, Screenshot_Doom_20160604_112133.png [View same] [iqdb] [saucenao] [google] [report]

So here is a screenshot of a map im working on for DUMP 3, ClusterBlu, features a slightly bizarre level design and a scrolling fireblu texture as the sky.

>> No.3269027

lob a couple or rockets through the waterfall then run in there and mop up whatever's left

then use the switch as cover, let the enemies mob around the entrance and plaster them with some more rockets

easy peasy

>> No.3269052


Zandro content is full of so many particle effects and shit that it's basically Michael Bay tier

Dunno about the Zdeamon content bit

Zdoom users are spoiled for choice, so much content out there you'll never play it all

>> No.3269085
File: 1.35 MB, 1280x960, AAAAAAAAAAAAA.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3269094

praise be to FIREBLU

>> No.3269095

I just beat ancient aliens and now I feel empty inside.

>> No.3269104

are you at that point where you no longer feel like putting in the effort to breathe

>> No.3269106

kill time until btsx e3 and then you can die in peace

>> No.3269108
File: 592 KB, 1440x900, Screenshot_Doom_20160604_133720.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3269123


>> No.3269130

Why, anon?

>> No.3269136
File: 353 KB, 1440x900, Screenshot_Doom_20160604_112355.png [View same] [iqdb] [saucenao] [google] [report]

Because the udmf format makes me able to do all of this.

>> No.3269139

We should made the fuzz effect replace the monster sprite with FIREBLU

>> No.3269142 [DELETED] 

So there is no response?
Zandronum mappers and modders truly are most beta. I come into your house and call you out, yet no reply?

>> No.3269146

Im not THAT evil, besides, I wanna have nightmare monsters, because I liked the idea from psx doom.

They have 2 times the health and move 2 times faster

>> No.3269149 [DELETED] 

I laughed.

>> No.3269157 [DELETED] 

Laughing because you have no response is a social signal of beta.
Have you even play DM kiddo?

>> No.3269162 [DELETED] 

how's your own cock taste

>> No.3269163 [DELETED] 

Ask your gf.

>> No.3269164 [DELETED] 

Let's not start

>> No.3269165 [DELETED] 

what an esoteric post, what made you even write it?

>> No.3269174 [DELETED] 

My name is one_Two, come find me in #FinalDuel if you have the balls, 5 life Dwango map of your choice, I'll take every opponent.
Loser sends winner nude pics of gf with winner name on tits.
I'm waiting kiddo.

>> No.3269175

looks like some acid trip

>> No.3269185
File: 20 KB, 249x249, 1449261642461.jpg [View same] [iqdb] [saucenao] [google] [report]

>Playing Demonsteele
>Add Ketchup V4 because I don't think there's enough gore
>Kill an enemy
>Instead of blood, FIFTY TINY UNKILLABLE GOLDEN REVENANTS spawn from his corpse
>This happens to me multiple times before I realized what was happening
Doom never made me feel like I was actually in hell until that exact moment.

>> No.3269191
File: 313 KB, 640x360, 1456740006648.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3269197 [DELETED] 
File: 18 KB, 512x512, 1-.jpg [View same] [iqdb] [saucenao] [google] [report]

>one 5-frag duel on some shitty dwango map
nigger what kind of challenge is that

>> No.3269198
File: 2.08 MB, 1200x2750, 61a203e77afd83dab722030f7ebb97bfd960e002.png [View same] [iqdb] [saucenao] [google] [report]

Is it Demonsteele or HDoom that gives the
>Playing Brutal Doom

Full pic related. Kurashiki's art is great.

>> No.3269209
File: 63 KB, 1600x900, doom01.png [View same] [iqdb] [saucenao] [google] [report]

I like the clean dense level design. Feels good. The last fight was okay; did more damage to myself with the rocket launcher than the monsters did. Only got 50% secrets. I assume the 97% monsters is because of the end-level room.

Good replacement.

>> No.3269217 [DELETED] 

I still have not received a message, could be despite bravado you feel scared, kid?

>> No.3269218

So daemonsteel just hates certain mods ?

>> No.3269220

Both mods hate Brutal Doom. Ketchup is Brutal Doom's gore by itself.

>> No.3269223

So the coding for ketchup is enough to trigger that punishment

>> No.3269225 [DELETED] 
File: 691 KB, 480x360, 1440846077325.gif [View same] [iqdb] [saucenao] [google] [report]

What are you doing here? Run out of regular Zandronum players that you could beat, and looking to regain some self-esteem by beating up on non-competitive players on your favorite maps? That ain't happening. Here's how this is gonna go down. I'm gonna name a server, and you're gonna get your ass kicked there. Best of 5 games. Don't be a bitch. My name will be my post number, as I do not challenge you out of my own ego.

Your grave will be dug at: [Doomshack.org] Progressive Duel (NS)

I suggest you make preparations with your loved ones while you can.

>> No.3269230 [DELETED] 
File: 18 KB, 219x300, _whycontainit.jpg [View same] [iqdb] [saucenao] [google] [report]

Who needs messages when you can just organize it straight here?

>> No.3269231
File: 126 KB, 960x600, roflbot[3].jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.3269232 [DELETED] 

don't feed his ego, he's just trying to feel remotely relevant

>> No.3269237

so why does it do that?

>> No.3269247

Basically it is just there to force players to unload it because the mods just aren't compatible. Both replace enemies and both replace weapons, so they will inevitably conflict. Ketchup replaces enemies, so that's why it doesn't work either.

>> No.3269248
File: 87 KB, 640x360, Screenshot_Doom_20160102_013257.png [View same] [iqdb] [saucenao] [google] [report]

Surely it'd be close to having enough maps for a full E1 by now, right?
I'd go back and finish what was going to be my second submission but I'm a busy college student and, besides that, honestly can't be bothered trying to make interesting gameplay situations out of Doom 1's limited roster.

>> No.3269260 [DELETED] 

You're not adhering to my challenge, kiddo. I set the standards, you adhere. Capice?

I like to talk to and know whose gf I will be taking later.

>> No.3269262

I'm not very familiar with the capablities of G/ZDoom modding, but just out of curiosity, would it be possible for a gore mod like that to "passively" run a script that spawns gore when enemies are killed, instead of replacing the normal enemies with gore-spawning ones?

>> No.3269263

Well that's actually kind of a shitty thing to do. Even if you don't like Bwootal Dwoom, it's still a gateway wad that ends up getting people deeper into doom modding, and actively trying to rig your mod to spite people who play it is kind of petty and bitchy.

>> No.3269264

Dosbox edmap on your phone and map while you poop or ride the bus.

>> No.3269276

except who the fuck would expect brutal doom and demonsteele work together

they both change EVERYTHING about doom short of the levels, and to presume they'd work together is ridiculous

ketchup though is a bit too far (since ketchup's shtick is exactly that it works with other mods), but brutal doom? nah

no, there's no ACS script type for monsters dying, which has been my bane for a long, long time

>> No.3269279 [DELETED] 

Well my time here is up. I have to go meet my gf now and have to leave my computer.
It looks like no one could rise to my challenge. What a pity.
You know in your heart the reason for this.

>> No.3269283
File: 182 KB, 667x768, bigmess.png [View same] [iqdb] [saucenao] [google] [report]

Still not done with this piece of shit. At least most of the areas are fleshed out, now...

>> No.3269284 [DELETED] 
File: 147 KB, 1029x528, get outta here.png [View same] [iqdb] [saucenao] [google] [report]

What's the matter, scared to try something new? Typical "professional" Doomer. You play the game obsessively for twenty years against other people who've played it obsessively for twenty years, but when you're required to do anything more complex than landing SSG shots you crumple like a wet paper bag. I'll gladly accept your surrender, in any case. The only person who can consistently beat me at prog duel is the guy that made it, so it would be pointless for you to even bother.

Now get out and don't come back.

>> No.3269286

Good point.

>> No.3269287

Am I supposed to be seeing a face here?

>> No.3269293 [DELETED] 

>comes to modding community to get easy duel wins
>someone challenges him
>"you aren't following my rules"
>"well no one challenged me :^)"

exactly as pathetic as you'd expect someone who cares about competitive doom to be

>> No.3269294

and never will be :^)

>> No.3269295 [DELETED] 


>> No.3269297


>> No.3269298

alien vendetta

the most overrated must-play megawad IMO, it's decent in the most bland way possible

>> No.3269301

>there's no ACS script type for monsters dying,
That's really silly, you'd expect that to definitely be a feature.

>> No.3269304

How do you reset the doomseeker/zandronum configuration? I set my Doom game to fullscreen and now every time I try to play, I have to reset my computer.

>> No.3269305

This image is completely accurate. It's amazing.

>> No.3269307
File: 71 KB, 1279x77, uh.jpg [View same] [iqdb] [saucenao] [google] [report]

Well they're not wrong...
I know it's technically not allowed but this is the best place to put it

>> No.3269308

no but letterboxed resolutions are!!!!!

>> No.3269313

>ketchup though is a bit too far (since ketchup's shtick is exactly that it works with other mods)
Thing is, it doesn't.
It really, really doesn't. And the fact that it actively advertises that it does is simply Mark being a dumbass.

>> No.3269317

not really, considering a lot of people have it on autoload for some reason or another and don't know that ketchup breaks things

>> No.3269318 [DELETED] 


you know, in other times one would think it's a troll attempt from someone pretending to be someone else, but this is one_Two we're talking about, so unfortunately this is legitimate.

this isn't the first time he has taken shots at /vr/, and last thing we heard of him his little precious clan from zandronum got disbanded

now let's watch as he "comes back" from whatever the fuck he pretended to do to shitpost even more

>> No.3269319

>Even if you don't like Bwootal Dwoom, it's still a gateway wad that ends up getting people deeper into doom modding, and actively trying to rig your mod to spite people who play it is kind of petty and bitchy.

That sure is a lot of assumptions.

>> No.3269321 [DELETED] 
File: 69 KB, 237x200, joseph.png [View same] [iqdb] [saucenao] [google] [report]

>why aren't level makers like pro players

I'm sorry? What?

>> No.3269325


Isn't it technically possible with A_Radiusgive to give enemies an item that when they "drop" it, it bursts to the mega gore splatter show?

>> No.3269328


>> No.3269339

yeah A_RadiusGive helps, but you need zdoom 2.8.1+ for it because of RGF_NOSIGHT

and a better way would be to just give them an item that waits for them to die, then does the blood splattering

granted, you're going to have a "while (GetActorProperty(0, APROP_Health) > 0) { delay(1); }" running on every monster, and you'll have to give it repeatedly for monsters that spawn in, and it's a bunch of hacky bullshit like everything else in the fucking engine, but it's *something*

it's just that that something is *shit*

>> No.3269342

To be fair, I believe Ketchup shouldn't be triggering the golden skeletons.

Most people who moved on from BD are using Ketchup as 'alternative', even if it was made by the same person. Sure, it really, really shouldn't be expected for both mods to work at the same time without flaws, but why the skeletons?

(If I'm missing something vital like the anti-BD script intentionally made to obfuscate anything from Mark let me know)

>> No.3269348

Ketchup replaces the monsters

A lot of people load Ketchup thinking it's gore-only when it replaces the monsters

Monster replacements break things

>> No.3269380


But again, why the skeletons? Aren't they supposed to be activated when the script detects a certain line in one of the BD weapons?

>> No.3269383 [DELETED] 

Taking pop shots at someone for having their clan disbanded due to circumstances outside their control is real faux high and mighty when you've probably never even had a clan to start with.

Not whoever one_Two is, just a guy that derives enjoyment from calling out posers like you.

>> No.3269384 [DELETED] 


>> No.3269385 [DELETED] 

>now let's watch as he "comes back" from whatever the fuck he pretended to do to shitpost even more


>> No.3269386

It has a script that runs if a BD-specific Thing can be spawned to make the skellies. Evidently, said item is present in Ketchup, triggering the script. To be honest, I dont see why you'd want it anyway, DemonSteele has enough gore IMO, I find that in enclosed spaces the gore ends up covering switches.

>> No.3269392

when it detects the brutal blood, actually

so it activates on both brutal and ketchup

>> No.3269397

>To be honest, I dont see why you'd want it anyway

I'm not the original poster, to be fair I haven't even played DS yet.



...If said line is present in both Ketchup and >BD, then I'm willing to admit we've hit a dead end and nothing else can (or should) be done about it.

Whatever happened to MikeGore, anyway?

>> No.3269398 [DELETED] 

The no lifes that don't care about it, yet spend almost every waking hour creating dumb over powered mods because for them vanilla doom is too hard? Right...

Assuming you're replying to me even though you can't seem to hit the reply button, as I've said in my last post I'm not whoever that is.

>> No.3269403

That's a lot of shotgunners. I'd brighten some of the cubbyholes you stuck them in. They're a little hard to see, and that's in hardware. Software? Forget it. What I saw of the level was pretty good, though. It was just the hitscanner army that annoyed me. Demo below. Multi-minute files look awful compressed to 3 MBs, so I used mixtape. Figured you didn't intend for me to jump to that armor.



-Light up the shotgunner murder holes, such as the one I died at.

-I like how fast the map plays overall. Ducking and weaving through the imp/demon clusterfuck was fun.

-Too much ammo? I like maps that are generous, but maybe there's a little too much here. Maybe it's a consequence of all the hitscanners.

-The attempt at moody lighting works well.

-reduce the opening number of shotgunners. I don't think I handled that very badly and I barely survived even with the 50 health lying around. Looking at it again, maybe you could space them closer together, so a player could step to either side and kill a bunch of them in one shot.

>> No.3269405

>Whatever happened to MikeGore, anyway?
Went the way of all of Mike's projects.

>> No.3269407 [DELETED] 

So what you're going to ban all of my posts mow?

>> No.3269409 [DELETED] 

quote from man banned

>> No.3269413 [DELETED] 

Haha your site feature to enable anonymous cowards means I can easily get around whatever blocks you try to place on me. Keep trying though kiddo. LOL

>> No.3269419 [DELETED] 

They can try all they want to ban me but I know how to get around their attempts easily.

>> No.3269421 [DELETED] 

congrats, you're proving to be a man with a full life

>> No.3269429
File: 248 KB, 1264x952, greentele.png [View same] [iqdb] [saucenao] [google] [report]

I kinda don't wanna use too many teleports here, since I kinda wanna connect up the stage in conventional means as well. Perhaps as ways to zip about.

What a tough guy.

>> No.3269436 [DELETED] 

The other day it was furshit and now there's an internet tough guy, what is it about doom that attracts weirdos.

>> No.3269438 [DELETED] 


>> No.3269446 [DELETED] 

That must by why you're here.

>> No.3269447 [DELETED] 

>what is it about doom that attracts weirdos.

we've been wondering that ever since columbine

>> No.3269452

I didn't notice the chain straight away, I'm impressed anon

>> No.3269458

did anyone ever make some sort of decent DBZ mod? or something similar where I can shoot pretty lights from my hands?

>> No.3269472
File: 5 KB, 196x94, shotgun[1].gif [View same] [iqdb] [saucenao] [google] [report]

Honestly, your melee attacks are just not useful. Shadow Warrior's big dynamic I gathered is overwhelming firepower - so many enemies can do huge amounts of damage and there are so many chances to instantly die from an errant rocket or landmine that your main defense is just going nuts with guns and explosives.

Bread and butter should be the Riot Gun and the Rocket Launcher, with the Uzi and maybe Shurikens if you want to save ammo against weaker enemies, and the higher tier weapons for crazier firefights or to wreck enemies fast (except for the sticky bomb, which I never found much use for).

Sword should be used only when you're flat out fucked for ammo or if you've softened up an enemy bad enough to finish off with it. I never used fists, so I don't know if they're better or worse.

By the time you're at the later episodes and the expansions, you may well be using rocket launcher and grenade launcher as your primary weapons.

>> No.3269473

nailed it, I'd add ROTT too

the remake of Shadow Warrior is pretty badass too for a modern FPS, I've been looking forward to the sequel more than D44M

>> No.3269475


Someone needs to hack one of these things with a raspberry pi to play actual doom.

>> No.3269476

>what is ketchup V5 nogibs splatteronly
answer: honestly kind of shit as the blood is always red

>> No.3269480
File: 202 KB, 1920x1080, vaseline.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3269481 [DELETED] 

Good work janitors. Those guys were really pissing me off.

>> No.3269487 [DELETED] 

anyone else suspect that this is the same guy

maybe i'm crazy

>> No.3269489 [DELETED] 

There is a slight possibility.

>> No.3269503 [DELETED] 

No, I just care about this community's reputation. Do you have a problem with that?

>> No.3269509 [DELETED] 


>> No.3269515

Try the splattersonly version of nashgore, it's basically a more satisfying version of droplets.

>> No.3269524

Tell me, /vr/!
What is the most fun gameplay wad?
I've played Hideous Destructor, GMoTA, Fractal Doom, Demonsteele, Project MSX, and more!

What is the best gameplay wad around, though, at least in your opinions?

>> No.3269530
File: 56 KB, 640x480, wekillyoutencents.jpg [View same] [iqdb] [saucenao] [google] [report]

So, I saw people bitching about Plutonia yesterday so I made a lift trap in my DUMP 3 level modeled after a trap in Plutonia MAP03. After sleeping on it, I decided it was a little too close to the original so I ripped it out and replaced it with this instead. It keeps the spirit of the original lift trap (chaingunners), but isn't an exact copy. They'll be blocked by a shutter door until the player springs them.

>> No.3269531


>> No.3269536
File: 86 KB, 500x393, 1460154821626.png [View same] [iqdb] [saucenao] [google] [report]

Here's the pic that inspired it. Too bad putting a skeleton in the back makes no sense. I think the chaingunners would shred him, so I used an archvile instead.

>> No.3269541

I like Demonsteele.

Lately, though, I've been playing some oooold oooold gameplay mods, reminding myself of the old 90s days of weapon mods, with Dehacked and early Decorate.

>> No.3269542

You mean like Xaser's power weapons

>> No.3269546

you brilliant madman

>> No.3269548

You should try to make it look even more like that picture if possible.

>> No.3269557

which part of pl03? i guess the bridge with the four adjacent platforms?

>> No.3269560

>no DOOM button

>> No.3269561

What is your favorite customers monster sprite?

>> No.3269614

>Too much ammo
>>3269209 here
By the end of the level I agree, but most of the way through it's pretty even handed. I had to fisticuffs my way through a bit of it. I took a different route than you though.

The murder holes are a bit mean too, yeah. I did better with the start than you did, but that's mostly chance.

Better than the original e1m8, though. I didn't absolutely love Romeros new one either, but it was pretty okay. This one feels better room-to-room imo.

>> No.3269640
File: 27 KB, 640x480, lift_trap.jpg [View same] [iqdb] [saucenao] [google] [report]

I got mixed up. The lift trap has a mancubus/chainsaw in it. Pic related. The chaingunner bit is behind an obvious push wall just after the lift trap.

>> No.3269650
File: 28 KB, 640x480, chaingunners.jpg [View same] [iqdb] [saucenao] [google] [report]

And here's the chaingunner "secret". The whole idea of secrets having lethal traps in them is something I associate with ribbiks. Interesting to see it goes back to the Casalis. I keep meaning to put one in a level of my own, but I got carried away with a different idea for my DUMP 3 entry. Maybe next time.

>> No.3269716 [DELETED] 
File: 343 KB, 404x533, JUST.png [View same] [iqdb] [saucenao] [google] [report]

>I've been looking forward to the sequel more than D44M
how does it feel to know you could fill a taxi cab with the people who think the same as you?

>> No.3269728 [DELETED] 

i've heard of skipping leg day but that's ridiculous!

>> No.3269734 [DELETED] 

well, one is new id's brutal doom, and one is a unique swordplay fps, so you could fill several cabs

>> No.3269748 [DELETED] 

>unique swordplay FPS
you got a chainsaw in doom. what other swordplay do you need?

also, fuckin anticlimactic but turns out that D44M SP is not bad at all

>> No.3269749 [DELETED] 

>unique swordplay fps
hm. quite.

so are you pretending to troll and failing miserably or do bait-tier opinions come to you just like that?

>> No.3269754 [DELETED] 


New Shadow Warrior is cool and y'all need to take your slapfight to >>>/v/ or >>>/vg/

>> No.3269756 [DELETED] 


This can only end in one thing:
>_Janitor_ is on a killing spree!
I Will politely ask you to stop.

>> No.3269760 [DELETED] 

why me? i was just making a joke about the costume

>> No.3269762 [DELETED] 

>quote all posts I don't like
>lalalala can't hear u
you might as well have not said anything and we would have preferred to think you don't exist. Just like the rest of the people who look forward to SW2.

>> No.3269763 [DELETED] 

there are actual combos and blocking in first-person, nothing else handles swordplay that well

hell skyrim's whole thing was first-person melee and it was terrible, nothing but click spamming and grinding to ensure that your click spamming won

>> No.3269767 [DELETED] 

>>3269754 quoted >>3269734 as well, dumbass

off topic whining is off topic whining

>> No.3269770

you can hold them in place and away from each others' fire with judicious use of monster blocking lines

>> No.3269771 [DELETED] 

>there's no way there's more than one person here calling me dumb!
what a life.

>> No.3269773 [DELETED] 

oh fucksake you might as well delete >>3269728 as well, now without the picture it makes no sense

>> No.3269775

reminder that Gearbox made Jon St. John say "Bazinga"

>> No.3269783
File: 54 KB, 215x248, C__Data_Users_DefApps_AppData_INTERNETEXPLORER_Temp_Saved Images_stfacewaifu.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3269787

For what purpose

>> No.3269790

it makes you feel like bad filters?

>inb4 "'bad filters' is redundant"

>> No.3269791

Waifu2x to be more precise

>> No.3269793

>The thread detailing Gearbox's harassment of the eduke32 developer TerminX is unavailable

I'd check the thread and tell you if it wasn't mysteriously missing, but going from memory it was either a new map set for Duke Nukem 3D or just a new Duke Nukem game in general.

>> No.3269807

Reminder that that's how I could tell that alleged leak was bullshit.

>> No.3269810

Anon there are so many bad games with memes in them, and Gearbox has so many bad games...

Why did you think it wasn't real?

>> No.3269812

I don't think you understand what kind of scum and hacks Gearbox consists of.

>> No.3269815 [DELETED] 


>memelands 2

>> No.3269816

*Blow's up alien*

Heh heh heh. -Bazingaaa-

>> No.3269818
File: 1.07 MB, 617x776, Randy Pitchfork.png [View same] [iqdb] [saucenao] [google] [report]


You don't know Randy Pitchford.

I fully predict that Borderlands 3 will feature Pepe and other cancerous memes in it whenever it gets out.

>> No.3269823 [DELETED] 

>Implying Pepe is a cancerous meme
I can't prove you wrong, but I want you to know that you hurt my feelings.

>> No.3269826

Because it just seemed too "convenient". I already know Gearbox is the fucking Harmony Gold of video games and hire bad writers, but come on, man.

Good on that poster for making you butthurt, you subhuman /v/ermin.

>> No.3269827 [DELETED] 

battleborn was blunder of the year, hopefully gearbox goes out of business soon

>> No.3269831 [DELETED] 

A pity, my friend actually enjoyed it

>> No.3269835 [DELETED] 
File: 40 KB, 300x250, jcqaQM9YDY-10.png [View same] [iqdb] [saucenao] [google] [report]

>Come on guys, Gearbox isn't THAT bad...

>> No.3269836 [DELETED] 

>Because it just seemed too "convenient". I already know Gearbox is the fucking Harmony Gold of video games and hire bad writers, but come on, man.

gearbox is good at one thing only, and that's disappointment

I fully expect them to deliver on that front at every opportunity

>> No.3269838 [DELETED] 
File: 21 KB, 236x250, jcqaQM9YDY-10.png [View same] [iqdb] [saucenao] [google] [report]

>Come on guys, Gearbox isn't THAT bad...

>> No.3269839 [DELETED] 

Okay I really want to know what these alleged "memes" are in Borderlands. The only one I can think of is the Double Rainbow easter egg.

>> No.3269842 [DELETED] 

this is hardly the appropriate place for such topics

>> No.3269845 [DELETED] 

Borderlands 2 is jam packed, every ability is a pop culture reference be it strength of five gorillas or *hack* 20% cooler, it is fucking obnoxious, also they farmed out the creating of colonial marines to a shitty chines company and used the budget they were given for it on borderlands 2

>> No.3269848 [DELETED] 

There is a cringe thread on the frontpage right now.

This is the state of /v/-/pol/ occupied /vr/ in 2016.

>> No.3269850 [DELETED] 


B2 has its own section dedicated to memes, but really you could call most of the pop culture references memes.

>> No.3269853 [DELETED] 

>This is the state of /v/-/pol/ occupied /vr/ in 2016.

What did he meant by this?

>> No.3269856 [DELETED] 

You know exactly what I fucking mean. Don't pull a Borderlands just because I said the truth.

>> No.3269857 [DELETED] 

>Jon St. John

He didn't VA Duke since DNF. Now Duke's voice is officially Jim Parsons since he did Forever's DLC and stuff, hence why it made sense for somebody to write in the bazooper.

>or just a new Duke Nukem game in general.

It's a Duke Nukem 3D re-release, complete with outsourced not-Polymer implementations, redesigned enemies, brand new lines, extra compatibility issues, some map packs (which TX says are pretty good, since they're also outsourced), shafting the Megaton userbase who already got the game, and anyone not getting a dime out of all of this but Gearbox for maximum court bribing.

>> No.3269859

Oh my god. Are custom textures allowed in DUMP levels? If you can actually set up something that looks like the booth you'll be my hero.

>> No.3269861 [DELETED] 

>You know exactly what I fucking mean

I legitimately don't.
I have no idea what /pol/ has to do with /vr/

>> No.3269863 [DELETED] 

>Don't pull a Borderlands
I think this is funny, but I'm still not sure what exactly this mean.

>> No.3269864 [DELETED] 

So after giving the skill lists a quick once-over I can honestly say you are full of shit and only play Mechromancer. AKA the noob class. It's the only class that your statement applies to as well as both skills.

PS that means you relied on Deathtrap instead of actually shooting.

>> No.3269865 [DELETED] 

damn dude you not only implied that borderlands isn't full of memes, but you also called him shit at shooters

holy shit

>> No.3269871 [DELETED] 

>but really you could call most of the pop culture references memes.
I've not seen stretching of this caliber since Jacob tied his ass to a tree and walked three miles. Might as well call GTA a meme series.

>> No.3269882 [DELETED] 

Well think about it like this, a lot of memes are just references. "This is Sparta" "Arrow to the knee" "Bazinga", quite a few of the references are similar in popularity. Not all of them, I'm sure there's some obscure reference to a nerd writer's favorite book, but quite a few.

>> No.3269885

CC4Tex is built in. Maybe I'll touch it up to get it closer to the shed.

>> No.3269887 [DELETED] 

there are people in this thread, right now, standing up for gearbox

>> No.3269889 [DELETED] 
File: 922 KB, 900x1000, 1464483341649.png [View same] [iqdb] [saucenao] [google] [report]

>Duke's voice is officially Jim Parsons
No way

>> No.3269893

you can still include custom textures, I know I did for some secrets in dump 2

kung fu lobster bastards

>> No.3269949

How would I go about getting Eric Harris' Doom Wads?

Where can I find them?

I know it's possible but where do I look?

>> No.3269952

top 10 infamous wads on doomworld.com/10years

>> No.3269957

How would I rename a map using SLADE or GZDoombuilder?

>> No.3269962

the internal name - change the lump name
the nice name - use MAPINFO

>> No.3269969
File: 41 KB, 650x488, eric.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3269971

Use SLADE. I had to figure this out a few days ago, so I'll go into detail. Create a new lump (Archive > New > Entry). Name it MAPINFO. In the text of the entry put without quotes or parentheses "map (nameofmapinGZDB) (nameyouwantoningameautomap). One space with each.

Sample from my DUMP 3 WIP level:


>> No.3269974

Mediocre even for their time, you're not missing anything.

>> No.3269976

Any good Quake 2 mods for Doom?

>> No.3269983

Quake 2 stuff and Putrefier

>> No.3270015

Thanks for the help.

I made this map for DUMP 3, then I realized after seeing some of the work people were posting here that I made a completely vanilla map for a ZDoom mapping project.
So idk if I'll submit it. But anyway, here's Generic UAC Outpost for your Dooming pleasure:


>> No.3270050
File: 310 KB, 641x477, Screenshot 2016-06-04 15.58.35.png [View same] [iqdb] [saucenao] [google] [report]

Hey, can I get some feedback on my Dump3 map? https://www.dropbox.com/s/gzwzvhz8264itbp/occult.wad?dl=0

I like how it's coming along, sorta, but I'm worried it might be simultaneously too hard (as in throwing too many enemies at you) and too easy (as in giving you too much ammo and healthpacks).

I dunno.

>> No.3270079
File: 35 KB, 236x236, f4b0b587d7122f68944fb032119fbf19.jpg [View same] [iqdb] [saucenao] [google] [report]

I can't get mods to run on ZDoom
Dragging a wad into the exe doesn't work.
I swear I'm not retarded.

>> No.3270083

Try another version? Also, make sure there's an IWAD there.

>> No.3270102

Use gzdoom instead friend

>> No.3270108

are you using a version from devbuilds.drdteam.org ?

>> No.3270127

>that HUD
>that gun
>that bloom
what the fuck?

>> No.3270131

beautiful, i cri

>> No.3270139

that's kmquake2 for you

>> No.3270142

Don't do that. Get ZDL and create load orders of mods in the program.

>> No.3270143

>misusing bloom and doing it badly
Why is this still a thing? It's not hard to see how bad it looks.

>> No.3270150

where is the texture/model pack from? it doesn't come with the main thing.

>> No.3270151

i really liked the insta-skele beatdown button you plopped in there

>> No.3270192

The map is well modeled out and detailed for the stage you're at. And I like the multiple pathways and exploration, every map should have that.
But: It's a bit awkward imo. It tends be a narrow corridor leading to a bunch of monsters in a room. Most of the rooms were just difficult to navigate fluidly. Hitscanners at height's that are awkward to hit, and skeletons in small rooms... Just felt a bit off to me.

Could probably just widen some hallways and change heights maybe, but that's all easier said than done.

>> No.3270208


>[06-03] Serious Sam Style Pickups >>3264293 >>3267169


New regular version is up. Performance for it has been increased.

Now pickups use clientside inventory jumps instead of running the script again every time a player runs over them to determine whether they should be seen or not.

Global array has proper cleanup at map end.

Spawner actors themselves now never check if a new player has entered the map in coop. Instead, in coop an open script runs and determines if any new players have entered the map, and if so sets all spawner actors to the state where they spawn items. This state setting has been set to take place over 8+(longer the more items there are) seconds so that any effects on server are minimized.

>> No.3270242 [SPOILER] 
File: 101 KB, 295x285, 1465092124263.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3270248

Yep, I'm happy about my fake door button which is actually a spooky button instead.

Thank for the feedback, and for the compliments on the visuals!

As for the problems with skeletons in small corridors - Widening corridors might be a solution but alternatively I could maybe replace them with another mob?

I dunno where you're referring to in particular apart from the aforementioned beatdown button, where demons would make a lot of sense as a replacement.

The brown brick area played alright when I was playtesting it.

>Hitscanners at height's that are awkward to hit
The map was designed around people using free/mouselook if you're talking about the chaingunner gallery. For the shotgun it played fine. If you were trying to use a rocketlauncher though I can see how that'd be a pain in the ass.

As for other areas, are there some sergeants / whatever I should replace with imps?

>> No.3270250

That's pretty cool but what does that have to do with the post

>> No.3270251

For one, all of your doortracks need to be unpegged.
There was a lot of verticality, and I don't feel that's a very good thing in Doom. There were a few times where I had to stop and look around to see why my health was draining. Surprise, chaingunners up on a ledge above my sight.
Also the very steep staircase in the entrance is funky to fight on, staircases in doom are very slippery and I'd recommend not making the player fight on them. Maybe set some block sound linedefs up there.
Also, multiple paths is a good thing, but make sure the player is equipped for whatever path he takes. I was really struggling for ammo because I only had a shotgun for most of the map, I didn't get a chaingun until one of those fuckers up by the soulsphere dropped one over the ledge for me.

>> No.3270296

>For one, all of your doortracks need to be unpegged.
Yep, I'll get right on that
>There was a lot of verticality, and I don't feel that's a very good thing in Doom. There were a few times where I had to stop and look around to see why my health was draining. Surprise, chaingunners up on a ledge above my sight.
Good point. I made the map so I already knew where they were. This is why playtesting!

>Maybe set some block sound linedefs up there.
...Oh, that's a thing! Thanks for mentioning it.

>Also, multiple paths is a good thing, but make sure the player is equipped for whatever path he takes. I was really struggling for ammo because I only had a shotgun for most of the map, I didn't get a chaingun until one of those fuckers up by the soulsphere dropped one over the ledge for me.

Good suggestion, I'll probably make more weapons available earlier-on.

>> No.3270306
File: 303 KB, 1280x960, Screenshot_Doom_20160604_210003.png [View same] [iqdb] [saucenao] [google] [report]

haven't mapped in awhile, can anyone give me feedback on my map that I may or may not submit for dump 3?


>> No.3270309

Just remember, for sound to be blocked it has to hit TWO block sound linedefs.
This confused the hell out of me when I first tried to put them in a map.

>> No.3270312

ignore the stupid ass filename btw

>> No.3270317

>can anyone give me feedback on my map that I may or may not submit for dump 3?
You're supposed to make a new one you nerd.

>> No.3270327
File: 2 KB, 100x148, 1464331424759.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3270336

>You're supposed to make a new one

or complete an old one

>> No.3270337 [DELETED] 
File: 1.37 MB, 1082x1280, dea4b2853db18d179883eb046dad4929.png [View same] [iqdb] [saucenao] [google] [report]

why not

>> No.3270341 [DELETED] 

>diaper and pacifier

>> No.3270343 [DELETED] 

u gon get band son

>> No.3270345 [DELETED] 
File: 51 KB, 415x392, 1464370931639.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3270347

Thanks for the feedback, I slightly changed things around.


>> No.3270365

Finally, some progress in the community project. Good job anon!

>> No.3270387
File: 111 KB, 900x692, RIP AND TEAR.gif [View same] [iqdb] [saucenao] [google] [report]

Even dragging a standalone opens a window asking me the IWAD every time.

I thought there would be no difference

version 2.8.0

Same thing, no dice. It's a map pack, from the OP.

>> No.3270389

What are some good megawads with shit tons of enemies? I loved pzmxmas.wad, so I'd love something like that. Hopefully without those weird patches because I can never run them online, even if I try to patch the wad itself.

>> No.3270392

>reading masters of doom

>the author is clearly not a videogame player

>the book is clearly not aimed at a videogame playing audience

Its corny as fuck. Still, its quite entertaining

>> No.3270393

going down goes pretty fucking over the top

>> No.3270398

It's a great book, the only other book I've found that reads in a similar fashion and is about video games is Console Wars, centered around the Nintendo VS. Sega console war.

>> No.3270403

It looks great. I'll try it out, thanks anon.

>> No.3270405
File: 27 KB, 542x403, 1452472048422.jpg [View same] [iqdb] [saucenao] [google] [report]

>its quite entertaining

I thought it was fascinating, especially the way the author outlines how Doom is essentially responsible for graphics acceleration technology as a whole.

>> No.3270406

I commented before i'd even tried it, heh.
Overall i liked it. A lot. The level design is reminiscent of DTWID:LE, but with difficulty roughly on par with Tech Gone Bad, and for some reason i really enjoyed it, even though i'm horrible at Doom. A nice touch is the (relative) simplicity of the final arena, kinda reminds me of older megawads like Marswar. Overall some excellent work.

Well first, grab a v2.9 beta (the link i gave you) , then we can talk.

>> No.3270408

carmack is responsible for making every computer i buy outdated the next month

>> No.3270410

You should be thanking him for that

>> No.3270414

i'm going to sue that twinky bastard

>> No.3270418

*sarcasm* nooooooooooooooooooooooooooo anon you'll leave him poor

>> No.3270419


Hes going to make waifus real anon

Just you wait

>> No.3270424

>playing hdoom with vr glasses

>> No.3270432

I have the GoG version of Unreal.

What do I need for the best "as it was" experience (ala using quakespasam to make quake feel like it was when it came out), and the best fully upgraded bells and whistles experience?

>> No.3270439


>> No.3270441


>> No.3270448

Hey anon, just keep in mind that >>3270439 and >>3270441 are incompatible

>> No.3270456

Gunman Chronicles. Very obscure old GoldSrc game about shooting dinosaurs and aliens in the space wild west.

>> No.3270462

>grab a v2.9 beta
Did so, no difference.

I must be misssing a crucial step somewhere

>> No.3270464

This is why i love GoldSrc so much.

>> No.3270479

Try using another port, say, Eternity ( http://devbuilds.drdteam.org/eternity/ ) then report back. just make sure to try a map k?

>> No.3270490

Finish that, it looks good.
I don't want to make a third submission because it's not much of a community project if one anon made 1/3 of the wad.

>> No.3270509


>> No.3270513
File: 102 KB, 500x667, 1429432976200.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm a newfriend to Doom. Why should I use the normal shotgun over the Super Shotgun? Are there any specific situations where the normal shotgun is the better choice?

The slower reload hardly seemed to make a difference.

>> No.3270517

No. Super shotty does almost thrice damage for twice the ammo.

>> No.3270518


>> No.3270520

If only i could kiss you, anon

>> No.3270521

Normal shotgun is still good against single imps and for killing multiple zombies at a time. Don't waste two shots on something you can kill in one.

>> No.3270528

I'd say range but often you have a chaingun for that.

>> No.3270541
File: 128 KB, 634x799, 2B7E37FB00000578-0-image-a-50_1440008801217.jpg [View same] [iqdb] [saucenao] [google] [report]

i want bon jovi to play doomguy in the next doom movie it'll be sick

>> No.3270545


>> No.3270547
File: 10 KB, 477x269, 1464830640729.png [View same] [iqdb] [saucenao] [google] [report]

>old and grumpy doomguy telling demons to get off his lawn

Yes, I'll take 20

>> No.3270551

That can't be the issue.
How does anyone play with mods?

>> No.3270553

Have you tried

>> No.3270556

>so I used an archvile instead
>behind four chaingunners
I hate you already. It's perfect. Add "We'll kill you c10" message

>> No.3270559
File: 27 KB, 400x400, Untitled-1.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3270561

oh god anon
it hurts
i will have revenge
with the power of krotchy

>> No.3270569

Turok: Dinosaur Hunter. Wait for a sale unless you're a big fan.

>> No.3270583

Postal 2
>The gene pool is stagnant, and i am the minister of chlorine!

>> No.3270607

The NuDoom weapons addon for BD is out
Pretty gud

>> No.3270620

oh no

>> No.3270623

A terrible mod with weapons from a mediocre game? This is exactly what I always wanted!

>> No.3270625

stop overreacting

>> No.3270632

Every time I boot up GZDoom, the "Autoaim Enabled" setting defaults to Yes.

If I just turn the player autoaim slider down to zero, will that effectively disable autoaim?

>> No.3270635
File: 882 KB, 1280x720, spearmint_x86 2016-06-05 01-21-34-53.png [View same] [iqdb] [saucenao] [google] [report]

it's canon

>> No.3270638


>> No.3270647


Yes. You can also type autoaim 0 into the console for the same effect.

>> No.3270650

You can go to the player menu and move the auto aim slider all the way to the left to forever turn off auto aim in that GZDoom build.

>> No.3270656
File: 245 KB, 1920x1080, 20160605012857_1.jpg [View same] [iqdb] [saucenao] [google] [report]


Thanks anon. This really is the nicest general.

>> No.3270659

no trilinear plz

>> No.3270660
File: 14 KB, 300x327, Capture.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3270665

what does that headmodel have to do with anything

>> No.3270668

How do you effectively use the fighter in Hexen? I understand "punch shit", but using him for the expansion after playing with the mage is fucking rough. I'm running around in circles desperately trying to get in melee range while everything is spamming fireballs from across the map.

>> No.3270671

There has to be a way of playing with ZDoom, but if truly there isn't, then I'll get the next port.

GZDoom was the same but blurry

>> No.3270672

it's bon jovi without his polygons

milkshape 3d crashed when i tried to export an md3 the first time after i spent a few minutes scaling and rotating him to match doomguy's head and i suspect it was because it was a very high poly model

>> No.3270676

>an honest reaction reflecting the quality of the content accurately
>over reacting
some people DON'T like shit

>> No.3270689

flechette, repulse, and porkalate the motherfuckers you can, then just axe the fuckers you can't, its range is ridiculously high for a melee

the first hub has all your weapons, but finding your third one is annoying for the cleric (not so sure for fighter, mage is ez)

>> No.3270691

disable filtering duh
but anyway, which iwads show up in the selection screen?

i'm too tired to shitpost so i'll just ignore you, k

he looks like a faggot

>> No.3270708

>those low gas prices
Damn this brings me back

>> No.3270714

Somehow, without explanation, it works now.
Thanks for the predisposition I guess.

>> No.3270723

oops, forgot to backlink to news

Doom 4 Weapons addon for Brutal Doom has been released

>> No.3270728

You're welcome anon. Feel free to ask us if you ever need help again.

>> No.3270734

already been posted, I'll give it a look

>> No.3270739

I know, i posted it before. I was just making sure it showed up on news, read my whole post.

>> No.3270745

OH FUCK i meant to reply to >>3270714

>> No.3270757

looks like we just need the level designs(revamped) now
kind of disapointed that the baron can't use his double attack yet (and i hope the revenant will be added too) but yeah, cool shit
the weapons still sound a bit weak, but i think mark fixed the plasma rifle more or less

>> No.3270769
File: 126 KB, 894x894, postaldude.jpg [View same] [iqdb] [saucenao] [google] [report]

postal 2 is.. Different then what that anon is looking for. Still fucking glorious though.

Postal 1's loading screen reminds me of Doom 2's level end image

>> No.3270779

Ever heard the GBA version of this song
Fucking awesome and spooky

>> No.3270782

Doesn't mean he shouldn't play it though.

>> No.3270825

GBA Doom 2 was actually pretty fucking nice. I lost my copy (and my GBA) somewhere though... Still have my Duke Nukem Advanced cartridge though. It's okay. I honestly don't remember a lot about it, though I did beat it.

>> No.3270831

I don't know whether to praise Going Down's amazing level design or call the designer a fucking cocksucking piece of shit.

Great wad.

>> No.3270837

It's a fucking great time, the maps ooze with personality.

>> No.3270838


>> No.3270854
File: 1.30 MB, 1680x1050, Screenshot_Hexen_20160605_015559.png [View same] [iqdb] [saucenao] [google] [report]

slowly filling the "one hexen map per year" quota

>> No.3270868

Everyone should play it. They should have it in fucking schools.

>> No.3270871
File: 1 KB, 115x105, page unresponsive.png [View same] [iqdb] [saucenao] [google] [report]

now make a chex quest map

>> No.3270875

the demon Rune really IS better suited to single player style power ups

>> No.3270889
File: 77 KB, 640x640, 3068front-45182.jpg [View same] [iqdb] [saucenao] [google] [report]

What if Doom was never released in the 90's, and in a parallel universe, was released in 2016 as an indie game?
Would anyone care?

>> No.3270895

there would be more people comparing it to warhammer 40k, but people might care as long as the gameplay was still good and the engine super modable though it might take a while to get the momentum it has now

>> No.3270897

The game scene would be pretty different itself, if there was no doom.

>> No.3270903

its like that episode of Akiba Ranger with the bizarre timeline where Super Sentai was based off of Power Rangers

>> No.3270905

I mean, as influential as Doom was, I think FPS games today would probably be somewhat the same if Doom had never came along.

>> No.3270907

If Doom didn't come out then, video games as a whole would be TOTALLY different then what they are now, maybe not even exist.

>> No.3270908

game culture would be different though

>> No.3270909

I think saying it might not exist is pretty farfetched

yeah I agree It probably would be pretty different as far as culture. But would it be for the better or for the worse?

>> No.3270910
File: 476 KB, 1600x900, Screenshot_Doom_20160605_012353.png [View same] [iqdb] [saucenao] [google] [report]




>> No.3270920

why is everyone overreacting over revenants
they're just lame skeletons that take two rockets to kill

>> No.3270923

It's my favorite wad of all time. The sexiest use of stock textures.

>> No.3270935

I wouldn't use rockets in that level at all.

>> No.3270939


Because those sons of bitches are capable of doing like, 60 damage per rocket.

and I usually get that 60 damage. Very rarely do revenants do minimal damage for me, and those bastard seeker missiles hit me frequently as well

>> No.3270940

80 damage*

you're lucky you don't get the full 64 damage from fatsos half the time they hit you

>> No.3270941
File: 152 KB, 1920x1080, 20160605035032_1.jpg [View same] [iqdb] [saucenao] [google] [report]

anyone know how to upscale the HUD in Unreal?

>> No.3270942
File: 335 KB, 320x180, just let me enjoy my breakfast goddamnit.gif [View same] [iqdb] [saucenao] [google] [report]


I thought it was 80 damage, I couldn't remember right, either way, fucking revenants always agitate me.

Fatties aren't much of a problem for me, I can usually handle those guys even with a normal shotgun

>> No.3270948

can't afaik

>> No.3270953


>someone in thread does it somehow
>Doesn't say how

>> No.3270956
File: 6 KB, 380x210, 1459982256041.png [View same] [iqdb] [saucenao] [google] [report]

It always bothered me that the revenant rockets do so much damage on top of also being a homing missile. It seems unbalanced to me. I think the damage of the Baron of Hell's fireball and the Revenant's missile should be switched around. I mean, it makes sense for the baron to have such a damaging projectile because he's a mini-boss of sorts, but the revenant is just a mid-to-low tier demon, and somehow he has a projectile that not only homes in, but hurts more than any other monster's projectile. It's bullshit.

>> No.3270959


That's what makes the Revenant so special though, and such an incredibly high priority and MASSIVE threat when used properly, a single revenant in the right spot can be more dangerous and troublesome than three barons in a straight up fight.

>> No.3270962

He's a bone cannon

>> No.3270971
File: 18 KB, 1024x1024, DOOM RANDOM item box.jpg [View same] [iqdb] [saucenao] [google] [report]

i have a question when it comes to the dump project

how do i submit a map?

i'm pretty new at it and this is my first time making a map,

>> No.3270972
File: 107 KB, 1020x795, temp.png [View same] [iqdb] [saucenao] [google] [report]

Finally got around to painting over the shotgun replacement...

The weapon sprites are juuuuuust about done. Just maybe 3 more frames to go for the axe and one for the shotgun. Minimal work... Then some dehacked cleanup and fuckery, and then it's on to finishing up the menu graphics and what-not. Then textures, and maps simultaneously. And intermittently working on the last boss.

>> No.3270974
File: 1.47 MB, 1024x1024, 111jani111-2.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3270981
File: 71 KB, 400x465, 1452289341817.jpg [View same] [iqdb] [saucenao] [google] [report]

>the most overrated must-play megawad IMO
I'll concede it gets annoyingly slaughtery in the final few maps, but up until then it's a fucking masterpiece that bridges old-school and new-school level design and gameplay. Misri Halek is pretty much my favourite single map in any wad, ever.

>> No.3270984


It's beautiful.

>> No.3270985
File: 18 KB, 252x264, C.png [View same] [iqdb] [saucenao] [google] [report]

You're beautiful.

>> No.3270986

eh, I find the texturing so dull that it drags down everything else

I like my E2 and E3-style colorfests man

>> No.3270987
File: 152 KB, 437x708, aaa.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3270991

One thing I like about AV is that for the time it stuck to a fairly consistent art style. That coupled with some really memorable architecture and layouts made it feel more real to me. I always found the extreme reds and blues of E2 and E3 kind of garish desu. Not to say that they're bad or anything.

>> No.3270993 [SPOILER]  [DELETED] 
File: 256 KB, 658x604, 1465115350453.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3271008

but the COLORS, duke, the COLORS

>> No.3271016


Either post a link on the ZDoom forums, or send a message to me (TerminusEst13) on tumblr (not an ask, anon asks with URLs get eaten), or if you're not too hot on anything that requires an account, just post it here and make it exceedingly clear that it's for DUMP.
There's a lot of map releases lately, so append it with like "This is a map for DUMP" or "This is my final edit of my DUMP map" or "DUUUUUMP DUMP DUMP DUMP" or "THIS IS MY DUMP MAP FOR DUMP CHECK IT OUT TERMINUS YOU FUCKING FAGGOT"

>> No.3271020
File: 100 KB, 250x250, 6c7.png [View same] [iqdb] [saucenao] [google] [report]

I don't think I can use the individual flashing cell thing on my Tesla rifle because of my use of offsets, sorry anon you're gonna have to deal with the gun's meter flashing solid white when firing.

>> No.3271026

>mediocre game
still on double down mode, huh?

>> No.3271037

>and I usually get that 60 damage
no you don't, you just only remember the times when they leave you with miniscule health

>> No.3271038


The other times they just flat out fucking kill me.

>> No.3271039
File: 594 KB, 533x645, MY METAL BOY.png [View same] [iqdb] [saucenao] [google] [report]

How are you even supposed to play Guncaster? You're strong enough so that anything bellow sunder levels of difficulty is boring, but the money spawn is balanced with regular maps in mind, so I can afford everything after just one map if I play it on a slaughter map. What the hell?

>> No.3271041
File: 689 KB, 1280x960, nova_projectile_test_04(soundless).webm [View same] [iqdb] [saucenao] [google] [report]

managed to get the cursor angle precision right, and also rewrote the 3d laser code for zandro compatibility

>> No.3271042


Pillowblaster is not the best at balance. Just enjoy the ride and blow shit up.

>> No.3271117
File: 56 KB, 626x348, 1464991572230.png [View same] [iqdb] [saucenao] [google] [report]

>mediocre game

>> No.3271171

The levels were nice, music was fucking annoying though, had to mute it most of the time.

>> No.3271182

but the chaotic sounding tracks fit so well.

>> No.3271204

Read the entire thread, they personally modded the HUD as a test if scaling could work as a feature. In any case you'd have to PM them or something.
Crotch laser, activate!

>> No.3271207
File: 3 KB, 128x128, PE.png [View same] [iqdb] [saucenao] [google] [report]

>That god damn shitty organ sound that plagues the entire .wad

>> No.3271210

I love it

>> No.3271213

Pleb detected

>> No.3271229

Say what you want, but I find it flat and agitating.

>> No.3271232

It's an acquired taste, and you'll certainly enjoy it more if you're familiar with Cyriak's other music. But I think it has a lot of character and compliments the quirky, tongue-in-cheek nature of the entire wad pretty perfectly. I guess just turn the music volume down a bit if it's irritating la

>> No.3271236
File: 13 KB, 395x187, Brutaltard talks about Hdoom.png [View same] [iqdb] [saucenao] [google] [report]

Daily Reminder: Brutal Doom and HDoom don't mix well

>> No.3271238

I didn't like that level with the demon fruit, that's about it.

>> No.3271245

same and only because it's awkward to move around in.

>> No.3271251

Sweet, can't wait to try it out

By the way, are you still looking for mappers? I've been feeling like going back to mapping lately and I really like your mod's style so far.

>> No.3271265

Just shoot them man. Wait until you get to Plutonia.
>First map
>Try to open a door
>Chaingunners behind you eat all your HP
Or other examples
>Cyberdemon lobbing rockets at you while you are going across a narrow cliffside
>A gaggle of chaingunners on the ledge pelleting you
>Go into a courtyard
>Chaingunners fill in the positions at all sides and shoot you
>Trigger something
>A new batch of chaingunners take their place
>Walk into your first room
>Two chaingunners shooting you from peep holes
>Go into a fenced area
>Chaingunner cubbies open up as you go down it
These are just a few examples of JUST chaingunners, not even talking about revenants or archviles.

Welcome to hell, population you.

>> No.3271272
File: 834 KB, 720x360, zapping more shit.webm [View same] [iqdb] [saucenao] [google] [report]

visual effects for normal shots are in, though those are just cosmetic compared to the big sparks that come out of the big shots.

>> No.3271283

Thanks. Bit of a shame that there isn't like a top 10 list of best megawads ever made that I can try out. Caco-awards aren't ideal since a lot of older stuff really is only good for historical reasons and doesn't hold up well (like Eternal doom)...

>> No.3271293

there's always idgames, you can filter for highly rated megawads

>> No.3271304

This will never not be amazing

>> No.3271306

God damnit. Someone just make a wad where the only enemies are chaingunners. So many wads are itching to do that shit I bet.

>> No.3271310

>these eyes right next to his head

>> No.3271315

There has to be some archviles to resurrect the chaingunners in their perches.

>> No.3271317

*eerie whispering*
*muffled HUNH in the distance*

>> No.3271320
File: 38 KB, 350x268, 1336703089036.jpg [View same] [iqdb] [saucenao] [google] [report]

Are there many good WADs that have large open maps with many individual buildings + high enemy density?

I want to play a megawad that's entirely made of levels similar to Mt. Erebus or Industrial Zone.

>> No.3271326

I was thinking of saying "archvilles and chaingunners", so yeah

>> No.3271332


>> No.3271341

Brutal Doom's Hell on Earth starter pack. Most of earth and hell levels are like that.

>> No.3271352

Sorry for not having worked much on the map for your project lately. I've been a) tired from work b) busy c) working on other projects.

I promise I'll get around to it!

>> No.3271369

How comprehensive is that? there doesn't seem to a lot of newer, supposedly better, stuff on there.

>> No.3271423

Ok, I decided to make a map, just installed Doombuilder from the pastebin and started watching some tutorials

for the moment I will just stick to mapping, but is there anything that I should know right away? like, in the general advice sense?

>> No.3271437
File: 547 KB, 1366x768, Screenshot_Chex_20160512_183411.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3271447

oh shit you really did it, nice

if you make this map you have to promise me you'll eat Chex cereal for the rest of your life dude

>> No.3271458
File: 263 KB, 1366x768, Screenshot_Doom_#SYMPHOD.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3271462
File: 342 KB, 1920x1080, gzdoom 2016-06-06 02-38-02-36.png [View same] [iqdb] [saucenao] [google] [report]

Booted up samsara-v0.3zd.pk3 with the latest GZDoom dev builds. What's going on? This error is spamming the console.

With brief testing, some mods like DoomRLA and Combined Arms aren't having this issue, but it's doing a similar thing with whatever version I've got of Dakka as well.

>> No.3271471

is that mattpack.wad

>> No.3271473
File: 233 KB, 1366x768, Screenshot_Doom_20160605_115813.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3271481

so it is mattpack.wad

>> No.3271483

Are those Revenants hugging?

>> No.3271484

Shadow Warrior Redux's FOV makes me feel like I've gone blind in my peripherals and it's physically unnerving. I have it maxxed out, the config says 145, but it looks like 60. Can I get a decent FOV out of this thing?

>> No.3271485

it is one of a series of maps made by a guy named Sphagne in 2002. MattBrats level pack ripped off several maps, including that one, and also 1squares.wad and a pl32-style map named A Monster Too Many.

>> No.3271491

Aaah, i see.

>> No.3271496

That means i have two(ish) months to eat as much quality cereal as possible

>> No.3271498

well-spotted, nevertheless. you have a good eye.

>> No.3271503

Why thank you anon

>> No.3271509

Do you have a download link? I'm not sure playing mattpack is a good idea.

>> No.3271515
File: 1015 KB, 800x450, sw 2016-06-05 11-04-11-02.webm [View same] [iqdb] [saucenao] [google] [report]

I can't see what's right next to me and it's terrible.

>> No.3271524
File: 413 KB, 1280x1024, Screenshot_Doom_20160605_111015.png [View same] [iqdb] [saucenao] [google] [report]

>*teleports behind you*
>pssh...nothing personnel, doomguy
You gotta be fucking kidding me. How are you even supposed to fight these assholes when your best weapons are a minigun that is more effective at killing your framerate than it is enemies and a BFG that just fires a big green rocket that doesn't ignore +BOSS?

>> No.3271527


>> No.3271529

Thanks anon.

>> No.3271534
File: 267 KB, 1366x768, Screenshot_Doom_budrum26.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3271537

Try the DoomNukem Brutal Doom pack.

>> No.3271545

>>3268573 here, worked a bit on my map. The general layout is still as it was, but I changed textures and made corridors wider, for example. https://www.dropbox.com/s/3m8hm0ll0x4ncyo/FIRST.wad?dl=0

Also, is there a trick with making own sprites appear? I made custom sprites for a special projectile I fire out of the rocket launcher, but they just don't appear. They are png, 8bpp, tRNS and have the same exact dimensions as the original sprites.
They are named accordingly and called in the decorate, but don't appear. I compared to another weapon and I don't see what I could be missing or doing wrong.

>> No.3271546

Sounds like Cyriak music

>> No.3271548


Cyriak made going down, so that makes sense anon

>> No.3271559

>How are you even supposed to fight these assholes

By stop playing such map with gameplay mods, or just dealing with the fact that you're using a gameplay mod and the way you fight demons won't be the same.

>> No.3271565

>After 7 years I finally figured out all the secrets of Wormhole.

I have to give TNT Map designers credit, that was really clever.

>> No.3271570

what is the map?

>> No.3271578

Anyone got a nice resource for ripped game textures ? I pilfered the shit out the zdoom forum "resource section" and making good use of old zips someone shared years ago of max payne & shenmue textures. I'm finding it extremely hard to find good sources these days.

>> No.3271579
File: 193 KB, 1366x768, Screenshot_Doom_20160605_122156.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3271582
File: 324 KB, 1366x768, Screenshot_Doom_20160605_123834.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3271603
File: 649 KB, 766x660, teleroom.png [View same] [iqdb] [saucenao] [google] [report]

Soon done with this map's layout.
Enemy placement is next I guess.

>> No.3271607
File: 17 KB, 640x359, magnets_c.jpg [View same] [iqdb] [saucenao] [google] [report]

Fucking shadows, how do they work?

>> No.3271642
File: 372 KB, 1280x960, Screenshot_Doom_20160605_092747.png [View same] [iqdb] [saucenao] [google] [report]

>hear about a mappack called Project Remap
>remake of doom 2 maps
>download it
>all the maps are overdetailed to the point of 24/7 lagging
>entryway is uninteresting slaughtershit made up of nothing but zombiemen and imps
>underhalls has a secret blocked off my hundreds of imps(pic related)
>dens has about 300 cacos at the beginning of the map
>all the comments on the moddb page are nothing but dickriding
fucking why

>> No.3271663

>Project Remap
It's made for Brutal Doom, what more did you expect?

>> No.3271665

>Cyriak made going down

I must play this wad inmediatly

>> No.3271668

Wow, that mapset IS terrible. Just played it myself. Over-detailing, way too many enemies. I experienced that imp room myself just now.

This >>3271663 does make sense.

>> No.3271674

As much as I enjoy metroid dreadnought, I have to say the hitboxes of most of the projectiles are dumb and can't pass through grates. Also they come out from the right side and tend to clip on walls more often than not.

>> No.3271679



They don't know any better. And the fact that BD is hosted there has nothing to do with it.

There's unauthorized, blatant reuploads from popular mods and nobody in moddb calls the uploader on it, not even the staff care about it.
There's also mods who legitimately are edited IWADs, and again, the userbase and the staff do nothing about it.

It's an absolute travesty that plenty of websites that hosted game mods kicked the bucket, yet moddb is still standing

>> No.3271681

maps of chaos was originally made for brutal doom and it isn't nearly as bad

>> No.3271684

how do I change the door sounds in DoomBuilder? I want to make a flesh door with a squishy sound when you open it

>> No.3271686

>gimme a aaaaAAaa, man

>> No.3271690
File: 215 KB, 1366x768, Screenshot_Doom_PHANTOM.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3271691
File: 365 KB, 1366x768, Screenshot_Doom_20160605_133311.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3271697

far-fetched question, but have you tried lowering your HUD? the low field of view seems more like it has to do with what's obstructing your vision rather than how much you can actually see.

that's one of the reasons why I haven't played Doom with the vanilla status bar size since 2003. Like, I get it adds to the classic feel and shit, but it looks plain unappealing after so long and I like not having half my screen cut for some gimmicky thing I hardly even care for.

SW redux seems fucking amazing, though. How much is it on Steam atm?

>> No.3271704

when source ports started introducing full screen huds i never looked back

>> No.3271713
File: 254 KB, 1366x768, Screenshot_Doom_toxin666.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3271720

Don't forget the pro doom monster strats.

>> No.3271728
File: 2.07 MB, 1920x1080, Screenshot_Doom_20160605_204957.png [View same] [iqdb] [saucenao] [google] [report]

>tfw made my first gun mod.

it's fucking awful but I still feel so proud.

>> No.3271729

asshole level designers who put them in tight corridors and small rooms

>> No.3271730 [DELETED] 
File: 278 KB, 423x324, desire to know more intensifies.gif [View same] [iqdb] [saucenao] [google] [report]

So I've been wondering, weeks ago when somebody asked Romero about what he thought about Doom 2016 and he replied something like "No I didn't, I'm occupied" in a grumpy manner, what do you think did that meant?

Is he genuinely pissed off at the game? Even thought he's a chill guy and when people asked him what he thought of Doom 3 he said it was too predictable without any change of attitude.

Is it because Blackroom is in development hell?

Is it because the current situation parallels Daikatana's hellish development and Quake 2's release back in the day, this time with D44M and Blackroom, and on a design perspective instead of technical?

>> No.3271731

thanks i have really appreciate it

>> No.3271739

Somebody should remake all of E1 like this desu

>> No.3271746 [DELETED] 

Or he really hasn't played and is just tired of people asking him.

>> No.3271748

Check out Knee Deep in ZDoom

>> No.3271750

Try asshole level designers who make rounded corridors with perfect curvature for rocket tracking and put revenants in them. Much more subtle and more rage-inducing when you realize what's going on.

>> No.3271751

What format?

>> No.3271754
File: 2.97 MB, 3264x2448, IMG_20141225_200129.jpg [View same] [iqdb] [saucenao] [google] [report]

Is there a weapon mod featuring one of these? It's a fancy fly swatter that fires a plastic projectile tied to the handle.

>> No.3271757 [DELETED] 

that'd make sense, as he should be busy working on his own game

since when is blackroom in dev hell?

>> No.3271760
File: 12 KB, 125x120, i know that AAAAAAAAAAAA bro.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3271763 [DELETED] 

Didn't want to imply it was, I wanted to say it could be apossibility.

>> No.3271764

Plutonia did this early on

>> No.3271775

Something related to string handling maybe?

The latest latest devbuilds have been fucked recently because of the scripting branch.

>> No.3271778

>tfw Doomguy plays punch out with you and beats you to the punch

>> No.3271781 [DELETED] 

He's probably annoyed at being asked because too busy working on his, this he can't form an opinion of a game he doesn't have time to play

>> No.3271783

That'll be it, then. I'll likely just use the Z& 3.0 dev builds for mods that are having issues until GZDoom gets unfucked.

I could downgrade, but I'll just wait it out.

>> No.3271790

Just use the recent stable build, it's advanced enough. Came out like last month and it's more advanced than zand 3.0

>> No.3271792 [DELETED] 

Alright then.
Though it's a good sign he's really working on the game rather than play deathmatch all day like during Daikatana.

>> No.3271796

The current GZDoom build I've got still runs some mods like DoomRLA fine. Some others just don't want to place nice for the time being.

>> No.3271798

>>3271545 kindly asking for advice still.
Also, is there a way to make RIPPER flagged projectiles only have a certain duration, i.e. only rip through X enemies or even put them on a timer?

>> No.3271809

>slaughter gameplay
>Brutal Doom
Literally the worst imaginable combination, hope you like an FPS of 0.2

>> No.3271819

But the stable 2.8.1 release will run those fine too, and then you don't have errors you might not even be aware of going on. It takes like two seconds to update, anon.

>> No.3271823

I haven't touched Z& in a while so I might as well check out some shit they did

>> No.3271824

maybe he just really doesn't give a shit and has better things to do. I mean you cant really bring something Doom related up to John Romero and not expect him to have heard it a thousand times

>> No.3271826

Sure am. Might be good to set up an irc room... for coordination... till then steam is probably the best way to get in contact. Steam ID is revae with an icon of doomguy.

>> No.3271827
File: 3 KB, 610x346, image.png [View same] [iqdb] [saucenao] [google] [report]

Does anyone know what software is needed to start making and editing midis?

>> No.3271829


what format of what? I just started fiddling around with the program

>> No.3271832


Back in the day I used Anvil Studio, which is free. Not sure if that's still the popular choice.

>> No.3271841

Even as a BD player, i find that slaughter maps are redundant at best, and otherwise terrible

>> No.3271846
File: 7 KB, 240x240, somemong.jpg [View same] [iqdb] [saucenao] [google] [report]

how exactly do I replace music with MIDIs for my Wad, preferably in Slade 3

>> No.3271874

Slaughtershit is bad because there's only one viable weapon, and often they make it even worse by making you use other guns despite them sucking ass.
>plasma rifle is literally who because you need those cells for the only useful gun
>rocket launcher gets cockblocked by memedemons, masterminds and ESPECIALLY by mancubus/arach fatty hitboxes
>chaingun? hahahaha
>SSG aka. oh fuck no the mapper is giving me shells, several minutes of holding down the fire button ahead because I won't have enough cells to kill everything with the BFG

>> No.3271882

But zand is behind the 2.8.1 release iirc so then some of the mods you want to run won't work.
>so I might as well check out some shit they did
Unless you're going to modding for zand or running zand-specific mods, or doing netplay, there's not going to be much of a difference. Playing a single player mod in zand will be the same experience as playing a single player mod in GZDoom.

>> No.3271893

Well that's sad.

>> No.3271898

Yeah, I tried updated today and had Trailblazer doing the same thing.

I'd been hearing lately that the dev builds have been a mess for a while now. I guess they're working on some extensive stuff.

>> No.3271901

nvm figured it out

>> No.3271906

Map format. Eg Doom in Doom format, ZDoom in hexen format, UDMF, etc.
What are the sprite offsets attached to the files themselves? Might be displaying them in the floor or other wonkiness due to weird offsets.
>Also, is there a way to make RIPPER flagged projectiles only have a certain duration, i.e. only rip through X enemies or even put them on a timer?
Set min and max ripper levels for monsters through the decorate functions for it, then set the ripper projectile to decrease it's ripper level every x tics. DSH is doing this but with random rip min and maxes for monsters. You can also set ripper levels via acs but only by having a bunch of named states that do nothing but set a ripper level, then using acs to put the actor in the state corresponding to the ripper level you want. If you go thus route and have multiple rippers that do the same thing, I would strongly suggest having a base actor with all the states and then having your other ripper actors inherit from that one.

>> No.3271910

I am really not at all a fan of slaughter and I think is the most boring kind of monster placement 9 times out of 10.

I mean, it IS fun to take on some larger groups, but don't make it a slog, and don't make it the core part of your map, that's just not any fun

>> No.3271919
File: 485 KB, 500x300, happy.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3271925


You make sectors and shade them to make it look like there's lighting.

>> No.3271930

Why do you guys keep updating to latest dev version if you don't need to? Stop that.
>I guess they're working on some extensive stuff.
2bh the stuff they're adding would have been much more useful five or six years ago, but now acs has been extended so far that it does all the stuff that Doomscript does but better (and even further with alternate compilers like gdcc.) The extension to decorate is mostly only a minor improvement in syntax, and doesn't change the base issue which is that decorate is a terrible language for handling decisions. If you absolutely never want to touch acs for whatever reason I guess it's an improvement, but any code you write in it instead of acs will be ten times as long and much more unmanageable.

>> No.3271951

I generally like a healthy enemy density to keep one on their toes, and ampl ammo, but more level geometry to make use of as well, lest it just be trigger holding and circle strafing

>> No.3271959


I like to think of Slaughter sections as Doom's form of boss battles. You have a large chunk of HP and a lot of damage coming out.

Ideally you put this sort of thing at the END of a level, and I don't mean as a surprise monster closet.

>> No.3271964
File: 305 KB, 1116x694, 1000sectors.png [View same] [iqdb] [saucenao] [google] [report]

Map's hitting 1000 sectors soon. Thankfully I am about to be done with geometry.

>> No.3271974

To add to this regarding base actors, a great way to handle this (or any other set of states you need to do something which can only be accessed via decorate) is to have all such states point towards a single "JumpToState" state (or really whatever you want to call it) that has state jumps to all the states they might need to go to from there, with all jumps using a single integer user_var as what determines which state to jump to. You can then, after pointing them to a state like "SetRipperLevel3" which just sets ripper level to 3 and then has them jump to the "JumpToState" state, set the user var to control what state they go to next.

For added clarity you can even have a function that has a string array with element locations that correspond to the user var values for jumps (eg in decorate have A_JumpIf(user_nextstate == 3, "See") and in acs states[3] = "See") that compares a passed string to the array until it finds a match, then sets the user_var to that value to effect that jump. In use the function would be something like " set_next_state("See"); " so it would be pretty straightforward.

>> No.3271982

>Why do you guys keep updating to latest dev version if you don't need to? Stop that.
Because that's what we were told to do until just recently.

>> No.3271983

Love the architecture, have you released any other maps?

>> No.3271986

People told you to do that when you encountered a mod that required it. Not just because.

Past gits before this have also had issues, it just wasn't as obvious when they did. For instance there was a streak of like ten git versions for a month or two where hexen mushrooms gave you an armor per tic when they hurt you.

>> No.3272004

Also lemme add, it's a little less clear to look at but it doesn't require a function and extra instructions to do so: you can just define values for stings in the and then have those values correspond to the values in the user var and array. So for instance in the previous example instead of " set_next_state("See"); " you'd have "SetActorState(0, states[state_see]);" or you could still have a function but make it take an int as an arg so you end up with " set_next_state(state_see); "

>> No.3272012
File: 51 KB, 640x480, peanutgallery.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm at about 450 sectors and have two more major areas to finish. Then I want to add detail and balance for HMP. My DUMP 2 submission had around 250 sectors. It was also made in a fraction of the time because I started my level a few days before the deadline.

Pic related is the end of the level's main route. 12 skeletons is a bit of an anticlimax with all the rockets and plasma I hand over, but that's intentional. Completing the map like this will result in missing a large number of monsters that are in the secret route. Now I need to finish that. Both of the remaining areas are a part of it.

There's a way to circumvent the switch hunt needed to unlock the optional parts of the level, I promise. Please be excited.

>> No.3272016


You know I'm looking at that floor that the Pinky is lurking in and I'm saying, You know what would be great? If that floor was damaging.

>> No.3272035


Im building a Doom2 map, using zdoom, so it saves it as a WAD

>> No.3272038

Nah. The locked exit door has two archviles in it, down from the planned three. A damaging floor on top of that is too much, plus there are guys behind me on the floor. It gets pretty frantic as it is.

If it's for DUMP 3, go up to UDMF. That's what I'm using.

>> No.3272047

Thanks for that exhausting explanation. I will try it.

>> No.3272057

Do you think this map would qualify for DUMP?
It is basically a huge puzzle map with some really mean traps and not much fighting.
I advise you to save often.


>> No.3272071


not for DUMP3, but what am I supposed to do with it exactly? I know nothing about coding

>> No.3272086

>Even as a BD player
Hm yes tell me more about your opinions on what maps are good

>> No.3272091

Hmm, I can't get past the second room so my opinion is irrelevant. I assume there's some puzzle involved in getting the red skull?

>> No.3272093

>puzzle map
>save often

Eehhh. It probably could quality, but people would get very bored very quickly.

>> No.3272096
File: 1021 KB, 1190x623, finished_almost.png [View same] [iqdb] [saucenao] [google] [report]

Made small map or two before, but those were for practice, never released them.

I actually don't have any damaging floor - although I guess there doesn't need to be.

This is mostly done geometry-wise, now. Not done yet, have to do monster placement, few more secrets...
Man, this has been lot of work, but I am rather satisfied how it is turning out.

>> No.3272101

>puzzle map
fucking dropped

>> No.3272104
File: 509 KB, 1600x900, mywd.png [View same] [iqdb] [saucenao] [google] [report]

Hey, can you guys critique my WAD? (Just the first level, the others are all works in progress)


It's my first wad which I've publicly let people try out, every other thing was usually just experimenting with GZDoom builder. I'd love some constructive criticism and stuff.

>> No.3272105


how many sectors can you cram in before a map starts slowing down?

>> No.3272108

Hm, not really. You should search the floor. That's the problem with 2D sprites, they don't really are "there". At least it seems clear that you have to get the red skull.

>> No.3272116
File: 255 KB, 925x750, slaughtenstein.png [View same] [iqdb] [saucenao] [google] [report]

Doesn't slow down on my machine on software mode, so I don't know - it should run fine on other machines, probably. Considering this isn't even close to some other maps.

Slaughtenstein (SF2012 Map28) boasts 71k sidedefs and 7900 sectors ( and slows my computer down on software mode. On hardware mode it runs it fine enough ).
Anathema of same mapset has 44k sidedefs and 3k sectors and doesn't slow down for me.

It also depends on how it's laid out, I guess.

>> No.3272129
File: 34 KB, 473x527, 7ebe7463fab4fe78b1f76eaea30d27e604fad4fe.jpg [View same] [iqdb] [saucenao] [google] [report]

i just sent that to my friend saying it was a blueprint of my school, he believed me.

>> No.3272130


An interesting concept, but it seems like something best suited for its own thing rather than anything in DUMP.
Got to until the yellow skull, and there was a whole lot of "so what do I do now?"

>> No.3272142


Cleared it, Might I advise something less painful on the eyes for the blood falls room?

I greatly approve and think you should make more.

>> No.3272152

You mean until the AAAAAAAAA rape? Well, that's one of the traps.

Thanks. Yeah, the blood room... Well, I wanted some kind of hell that looks its part and I am really not content with most of Doom 2's textures, but I didn't want to make my own, otherwise I would have a heart key in the second room; maybe that riddle would have been better and more logically solvable.

>> No.3272182

>look it up on youtube

I dont know if this is the work of a genius or the work of a madman

>> No.3272196

>that map

>> No.3272220

I like what I'm seeing. Where's it from? Is it a Slaughterfest map?

>> No.3272225

>UV Max in 1:27:32

>> No.3272245


I didnt watch it in its entirity anon

>> No.3272251

I know what I'm doing this evening.

>> No.3272259

try reading the post you are replying to.

>> No.3272290

>power cord to monitor

fucking cool

>power cord to ceiling lights

fucking stupid

>> No.3272293

that's what i said

>> No.3272302
File: 6 KB, 240x240, 1460896698722.jpg [View same] [iqdb] [saucenao] [google] [report]

good work anon

>> No.3272303
File: 40 KB, 390x356, 1292527345190.jpg [View same] [iqdb] [saucenao] [google] [report]

>I like what I'm seeing.

>> No.3272318
File: 1.40 MB, 500x374, triggered.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3272319

good question

i'd advise getting a copy of FL studio, it's an all-round great DAW that should be very simple to compose MIDI in

>> No.3272320

Was going to reply earlier but then phone died and didn't get home until now.

Doombuilder will save any map format as a wad if you want. That is no issue.

If it's Doom in Doom format, AFAIK the only way you can do what you want is to add a sound file to your file that has the same name as the sound for either the normal speed door or the fast door, and then only use whatever type your replaced for your flesh door and only the other type for the nonflesh doors. Also make sure you are testing your map in Chocolate Doom if you're actually adhering to the limits of vanilla doom or PrBoom+ if you're not.

Regular door open is "DSDOROPN", regular door close is "DSDORCLS", fast door open is "DSBDOPN", fast door close is "DSBDCLS"

If it's Doom in ZDoom format, switch to UDMF and look at this post:
Pretty much everything you need to do this is on the ZDoom wiki. Since UDMF came out years ago, all the ______ in ZDoom formats are completely useless and there is now no reason to use them ever.

>> No.3272334

those are some hot opinions shitposter-kun

>> No.3272339

The amount of people getting upset over so-called "slaughtershit" is fucking embarrassing.

>> No.3272347

>not dismissing every level that kicks your ass as shit is shitposting

lol ok

>> No.3272361

Actually I forgot to mention that one possible reason for using Doom in ZDoom format is if you want ZDaemon compatibility, but if you're mapping specifically for ZDaemon I would suggest you stop mapping and evaluate your life to identify what decisions you have made which lead to your mapping specifically for ZDaemon.

>> No.3272367

hush and post some more of dem ebin mamys you like posting so much

>> No.3272374

Show me on the doll where the slaughtermap touched you.

>> No.3272382


To be fair slaughtermaps are boring, and it seems all the good map makers waste effort in trying to make slaughtermaps look pretty instead of, you know, making a fun map.

>> No.3272390


Do you also dislike bullet hells, anon?

>> No.3272424
File: 44 KB, 369x271, wad bad.png [View same] [iqdb] [saucenao] [google] [report]

Gee, maybe I want some more variation in the gameplay in my megawads?

"Here's 20 barons at once, asshole" isn't really engaging or interesting monster placement, it's just tedium, there's nothing more disappointing to see a beautiful mapset and then you play it and find out that monster placement is literally quantity over quality.

Bullethell is a VERY acquired taste.

>> No.3272428


so I just make the map, and then fiddle around with the WAD file and replace the regular open sound and use the fast sound for any non-flesh door? good.

I was thinking of circunventing this by just editing a door tile to have some flesh covering it, instead of just being a full on flesh wall.

>> No.3272439


got to kill 30 cyberdemons first before I make it to the entrance whereupon entering I'll have to fight 80 custom automatic fire hitscan mancubi in an arena surrounded by shotgunguys and pain elementals

then I'll have to make it through a five minute long forced damage sector passage where I'll end with exactly 100 HP left from a berserk pack and run through a narrow passage with at least 40 windows at each sides which contain revenants and archviles underneath resurrecting them

then I'll hit the main switch which will require me to backtrack all the way to the start of the map to the door I could not open earlier where I'll find a remake of MAP11 from Plutonia with 20 cyberdemons in a small area and 2000 custom kamikaze mini chaingun guys at the sides running straight at me and grab the blue key after which I'll have to fight 300 afrits with a chainsaw and go through a teleporter leading me to a death exit where I lose said chainsaw and the next map turns out to be a secret level and is a remake of Go2It fused with MAP27 from scythe only there's ROTT music and FIREBLU HOMs everywhere and stealth noclipping plasma rifle spider masterminds

I'm still a long way to go anon, this is way too much quality for me

>> No.3272446

>"Here's 20 barons at once, asshole" isn't really engaging or interesting monster placement
If that's all you see it as, no wonder you hate it.


>> No.3272470

>Gunman Chronicles
Holy shit, I almost forgot about this one. I'm also surprised that someone else remembered this game.
Why isn't it on steam though?

>> No.3272473
File: 122 KB, 400x378, 89e064a7321540a2436a21289c518bdd66ae1424.png [View same] [iqdb] [saucenao] [google] [report]

That's actually pretty funny anon.

>> No.3272476
File: 68 KB, 549x411, 1344181280651.png [View same] [iqdb] [saucenao] [google] [report]

>that part with like a gorillion pain elementals

>> No.3272479

I just got on that part, did we start watching it at the same time or something

>> No.3272485

>Why isn't it on steam though?
I wish I knew that. Luckily I have the original box (registering it gives you Hl1, CS 1.6 and all kinds of stuff by the way)

Fucking cool as shit game.

>> No.3272489

that comparison is as far-fetched, if not more ludicrous, than the one he made. you ain't doing shit to convince anyone slaughtermaps are good or interesting in the first place because it's all a matter of taste.

>> No.3272505


>> No.3272510


guncaster is the slaughtershit of gameplay mods

>> No.3272547

decided to check out that remap project
maps look terrible, props everywhere to bump into, monsters abundant
and brimming with big ammo pickups, armors and spheres
who the fuck designed this

booted it up with RO
atleast with the exponentially doubling backpacks, i can pickup everything
now just need to find an invul sphere and unload my freighter-load of nukes

>> No.3272564
File: 477 KB, 1050x1050, Real man and a half.png [View same] [iqdb] [saucenao] [google] [report]

>If that's all you see it as, no wonder you hate it.
Oh right, I didn't bring up the six mancubi, twenty lost souls, and four archviles.

Yes, I get that I'm supposed to circlestrafe a lot and herd large groups, but that shit isn't FUN, it's very boring, I can't imagine a less interesting flow for a map than to repeatedly interrupt it so I have to fidget with 30+ monsters at a time, quality over quantity.

I'll make sure to not play it then.

>> No.3272573

Is it possible to spawn several projectiles at once?
I have this idea for a kind of multi-launcher, but I don't know how to go about it. I tried multipliying the spawn line, but that doesn't work.

>> No.3272586

tnt1 aaa 0 a_firecustommissile("doomimpball")

would shoot 3 imp fireballs at once

tnt1 a 0 a_firecustommissile("doomimpball", angle1, pitch1)
tnt1 a 0 a_firecustommissile("doomimpball", angle2, pitch3)
tnt1 a 0 a_firecustommissile("doomimpball", angle3, pitch3)

same as above but in a defined pattern

tnt1 aaa 0 a_firecustommissile("doomimpball", frandom(-angle, angle), same for pitch)

again, but with random spread

>> No.3272602

stop shaming yourself please.

>> No.3272609

Thanks, that worked!

>> No.3272623

Some of the most well crafted mapsets suddenly started being called "Slaughtershit" around the time of the you-know-what related influx of /v/ posters. There are maps that are legitimately just a bunch of barons but those are never the subject, it's mostly plutonia-difficulty stuff getting the name slapped on it now.

>> No.3272624
File: 235 KB, 1183x801, enemyplacement.png [View same] [iqdb] [saucenao] [google] [report]

Oops, the enemy count slipped upwards a bit. No worries though.

Now I just gotta properly place some secrets stuff and whatnot, unleash ammo-fairy and do some playtesting...

>> No.3272628

I want to play this, your screenshots are nice.

>> No.3272630


It took far too long for /vr/ to start becoming infested with the usual complaints about slaughtermaps prevelant throughout the rest of the Doom communities, but once it happened, I was extremely sad.
The last bastion has fallen.
My brother has died.

>> No.3272637


Bah the cure for toxin is dilution. So get posting of some quality maps and then laugh and enjoy things that normies can't.

But seriously people, please stop putting 3K+ Monsters on map 32, I want to be rewarded with a strange quirky level, not be raped by clusterfucks.

>> No.3272638

I'm waiting for the day that someone complains about E4M2 being "slaughtershit".

>> No.3272640

e4m2 is slaughtershit, too many barons

(4real tho I'm okay with the ledge barons, they actually serve a purpose in making it as hard as possible to actually get to the weapon you need to kill them, the rest are just cell sponges though)

>> No.3272641

Please play btsx e2 map 31
I'm having trouble with it and you sound like an expert.

>> No.3272649


The map says no cheating. meanwhile I say IDDQD. or just plain IDCLIP

>> No.3272652

I say load it with a slightly overpowered weapon mod

"slightly" so that you can still die, but at least the hordes die faster

pillowblaster mods are right out, how the fuck can you die with thousands of health

>> No.3272654

people have been complaining about scythe being slaughtershit

it won't be long

>> No.3272656

okay first thing you wanna do is puff your chest.

>> No.3272658

but beating hard maps is like an orgasm.
especially if after you beat it you go again but without saves.
do you enjoy getting blue balled?

>> No.3272662

Eeks and ooks fix nothing. We have a report button for a reason.

>> No.3272665

>opinions I don't like are spam

>> No.3272669

Should I make my toilets using level geometry or use sprites with rotations ?

I'm torn, can't decide.

>> No.3272670
File: 14 KB, 812x160, Abstract_Surreal_Environments_Versus_Realistic_-_Page_2_-_Doomworld_Forums_-_2016-06-05_18.37.45.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3272676

can't handle dissenting opinions in a discussion board?

>> No.3272681

looks like india can no longer win any cacowards

>> No.3272682

Does anyone here play low res widescreen? It's not bad.

>> No.3272695


>> No.3272701
File: 178 KB, 330x319, 1455749053704.png [View same] [iqdb] [saucenao] [google] [report]


God fucking dammit

>> No.3272708

Custom toilet witch monster added to R667 when?

>> No.3272709

My sides

>> No.3272715

Someone did make a toilet monster

>> No.3272727


>open an new map

UMDF is in the game configuration option

Im such a retard, thats the UMDF you were talking about, I was lookinga at the wiki page like a retard wondering what the hell was I supposed to do

>> No.3272731

Is that your hand?
Does it function differently or is it a sprite replacement?

>> No.3272739
File: 281 KB, 1197x827, funnumbers.png [View same] [iqdb] [saucenao] [google] [report]

Cool to know. I'll probably throw this up once I am done some playtesting tomorrow. It is getting late now, so I should head to bed.

>> No.3272759

First play through:
I'm not great at criticism but here's some things I noticed:
-It's flat
Height variation is always nice, besides the raised platforms at the start the rest was all at about the same floor height.
There was also a weird difference in detail between rooms, some were entirely empty and others had a surprising amount of detail. (compare the room towards the end where the wall lowers to the blue key room)
-It's easy
I don't mind easy maps, but you give way too much ammo and firepower for the amount of enemies you face. Either add more monsters or remove some supplies.

Other than that it plays fine, maybe you can add a secret or two?

>> No.3272779
File: 486 KB, 499x375, 1462497557872.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3272802

Hahah oh god that next map
>opens up to a giant row of chaingunners
>archviles everywhere
>the music gives you an aneurysm in 30 seconds

>> No.3272806

>switch to UMDF in DoomBuider

>now I cant make doors work because the edit linedefs menus has changed to have more options

>the tutorial does not cover this

>> No.3272808

look at Generic_Door (line special 202)

>> No.3272809

sprites with rotations look odd for fixtures, sector is the way to go

or use a rotationless sprite for the bowl since it's mostly symmetrical and put a sector behind it for the tank

but ideally sectors since they aren't billboards and have volume

>> No.3272818


thanks anon

>> No.3272823


>guys guys gib pls pls gib guys gib guys

>> No.3272824

Every day I see something that makes me want a new Quake 3 skin, and every day I'm forced to deal with the fact that I just don't have those skills. Not yet.

I wouldn't even have to define a new player model, I could just skin Razor or Bitterman's body and Doomguy's head and use headmodel doom/drive to swap the heads in the game.

>> No.3272828

>Barely comprehensible greentext
..The fuck

>> No.3272830

why is his wad that he wants other people to finish like 30 megabytes

i'm on a fixed income i can't download this

>> No.3272836

no now go away

>> No.3272838
File: 1.63 MB, 360x270, 1460378365376.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3272839

>For the love of God, take out those Time Imps. I thought something was wrong with myncomputer.
I've never seen that monster in a map before, what do they do?

>> No.3272843

Use a blue Bitterman body with a blue Ranger head, it acttually looks gud

>> No.3272870

Use a Hunter body with a Biker head.

>> No.3272889


>> No.3272898
File: 764 KB, 1024x768, quake64 2016-06-05 22-07-36-40.png [View same] [iqdb] [saucenao] [google] [report]

Have a pic

>> No.3272909


>> No.3272914



>> No.3272929

resurgence map11 is fun, fuck you

>> No.3272938

The titjob went well but the HRT clearly didn't work. So brave.

>> No.3272951
File: 1.02 MB, 1024x768, goatse.png [View same] [iqdb] [saucenao] [google] [report]

Here, have a meme-ified version

>> No.3272957
File: 71 KB, 400x279, 1397196181729.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3272960

quit memmen

>> No.3272965

Don't make me use my "No" picture

>> No.3272968 [SPOILER] 
File: 61 KB, 391x500, 1465176906301.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3272982
File: 408 KB, 1920x1080, Quake0009.jpg [View same] [iqdb] [saucenao] [google] [report]


Super Quker

>> No.3272993

Oh hey it's Per Kristian's SSG

>> No.3273009

thank you for playing it and giving your thoughts, I'll try to improve on that, and I'll add more secrets. I did think I could've done a bit more.

>> No.3273019
File: 621 KB, 1026x768, 2016-06-05 22_04_56-HexenII.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3273102
File: 144 KB, 680x678, HUUUUHHH.png [View same] [iqdb] [saucenao] [google] [report]

>two Armagons

>> No.3273106

>Playing Redneck Rampage to Panopticon

You guys do not know my levels of comfy right now


>> No.3273109

i just jerked off and my sinuses opened up so i think i know comfy

>> No.3273126
File: 64 KB, 451x383, 1452736314627.png [View same] [iqdb] [saucenao] [google] [report]

hahah yeah. just save and keep trying until you get it. There's only 3 possible solutions (look up a walkthrough) keep trying them until you get past it

>tfw made it to the final boss in Hexen II
its a good feeling.

>> No.3273140
File: 83 KB, 205x254, concerned blue yoshi.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3273161

>Trying to play Doom RPG+RLA

>Clusterfuck of useless stats, numbers and parts

Maybe Doom doesn't get along well with RPGs.

>> No.3273162

It's funny when people use the hint for this puzzle as a wall texture in Doom .wads, it looks so out of place when you know the original purpose of it.

>> No.3273167

what game's textures have you wanted

>> No.3273185

That's because DoomRPG is clogged up with bullshit. Just play DRLA or legend doom

>> No.3273208
File: 82 KB, 548x539, Capture.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3273209

Stats in Doom RPG are ridiculously good.

Luck in particular.

>> No.3273213
File: 12 KB, 320x200, breda0.jpg [View same] [iqdb] [saucenao] [google] [report]

lol just had to make this into a sprite

>> No.3273245
File: 12 KB, 244x118, Untitled-3.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3273249

That's a bright bread

>> No.3273250

Not him, but it fits better in Doom being bright

>> No.3273251

i've always preferred a light loaf myself

>> No.3273252

It's low calorie.

>> No.3273254
File: 188 KB, 800x640, 1410860899686.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3273260
File: 854 KB, 770x1434, doomberg.png [View same] [iqdb] [saucenao] [google] [report]

a friend and i made this
what does /vr/ think

>> No.3273263

Needs outlines on the text

>> No.3273268

vanilla and brutal for clueless these days, chex and final and 64 a level or two lower

>> No.3273272
File: 679 KB, 499x275, Surrounded by skeletons.gif [View same] [iqdb] [saucenao] [google] [report]


>only have one mod in Knee-Deep
>tfw now want to make a gameplay mod on consumed or nightmare tier


>> No.3273273

Brutal Doom is for super-plebs. Use the baby icon.

>> No.3273282

Add Buttpain in consumed tier, Swan Fox and 3DO port in Giygas tier

>> No.3273284


>no nuts.wad

come the fuck on

>> No.3273292

it's in level 3 - Nuts & Sequels

>> No.3273296


Oh wait no, level 4, I had to squint

damned colorblindess

>> No.3273301

Add extreme weapons to bar-code tier

>> No.3273306

I'm gonna come off as a newfag here, but I got to ask, what are terrywads

>> No.3273309
File: 5 KB, 372x66, 2016-05-26 21_33_22-...And F_ck You Too Archives _ Page 17 of 18 _ MetalSucks.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3273310

Shitty wads with lelsorundumb humor and constant ear rape

>> No.3273314

New Thread when

>> No.3273317



>> No.3273319

Wads that break your game and or computer.
I don't recommend them.

Prolly in a page or so.

>> No.3273320

it's like a screamer but it's a wad

also sometimes they'll fuck up your config

>> No.3273323

The youtube poops of doom wads

>> No.3273325
File: 121 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google] [report]


Where would Pirate Doom go?

>> No.3273326
File: 595 KB, 914x784, 994b30d3fea77d00bf1dc6c9896c0bb8a7ca3be2.png [View same] [iqdb] [saucenao] [google] [report]


Haha, time for my morbid curiousity to get the best of me!

>> No.3273329

>mordeth e2

oh I didn't know we were getting into time travel bullshit

>> No.3273332

What the fuck are those fingers?

>> No.3273336

They're wads the usually start of normal, but then surprises you with a "terrytrap", which is a scripted event that fuck with your configs, plays louds sounds and spams immature text on the screen, usually something to do with anal rape.

>> No.3273341

Hell no, at least some Youtube Poops are funny as fuck. Terrywads are just beyond tryhard.

>> No.3273346

>Plutonia Experiment.gif

>> No.3273349

Miserable piles of autism.

>> No.3273351

on that topic what are good wads for a doom player looking for a laugh?

>> No.3273353
File: 149 KB, 640x320, average GMOTA Gameplay.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3273354

well... there's swan fox

>> No.3273358

>Hell no, at least some Youtube Poops are funny as fuck.

Two thousand percent agree. Some of the YTP video editors out there are so damn good at their craft.

>> No.3273361

do you have a folder of skeletons or something

>> No.3273364

Is it possible to play doom with one hand?
It's really hard to find games to play with one hand

>> No.3273365

he is a skeleton

>> No.3273367


Nightmare palace will make you cringe and laugh uncomfortably

>> No.3273370
File: 297 KB, 640x480, 1439515403741.png [View same] [iqdb] [saucenao] [google] [report]

I used to have one. But it spooked me, so I deleted it

>> No.3273373
File: 983 KB, 1683x816, maybe.png [View same] [iqdb] [saucenao] [google] [report]


and that's not counting the various skeleton gifs and pics I have in my normal reaction folder

>> No.3273375

I think so, wasd or your equivalent for forward backwards and turning and then ctrl and space for shoot and use. And then Alt to strafe.

>> No.3273378

>Is it possible to play doom with one hand?

well...a brave, brave man once played doom that way, because he was that damn fucking good and i'll be damned if we don't miss him everyday

meet espi

>> No.3273381


left mouse for attack, right mouse for strafe, middle mouse for use, mouse wheel for changing weapons, and mouse movement for both movement and turning

>> No.3273384


>> No.3273386

did you lose it or something? rip anons hand

>> No.3273387

what is that blood flaregun image?
post it, i have a feeling it is something hilarious

>> No.3273389

Yeah, frostbite a couple of years ago. Shit sucks.

>> No.3273390
File: 166 KB, 480x1060, CALEB CONFIRMED FOR HDOOM.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3273391

Where is impse.wad on this?

Brutal Doom might as well be on Level 1, since it's super popular. Chex, Heretic, and Hexen on Level 2 or 3 maybe, Strife definitely on 3.

Why do you have Final Doom and TNT separate? Where's regular Plutonia? Also, might want to use a different font color on the left-hand side there

>> No.3273394

> one handed
> with left hand
> E4M1 on UV

>> No.3273397

also if you have a five button mouse or more, it might help to bind strafing to the side buttons for quicker evasion

>> No.3273398

Don't forget Espi also mapped

>> No.3273402

this is why im a neet

>> No.3273412
File: 326 KB, 558x691, man abs().png [View same] [iqdb] [saucenao] [google] [report]


>> No.3273416

>Is it possible to play doom with one hand?

After playing HDoom, I'd say it's very possible.

>> No.3273417

What a precious little autist.

>> No.3273418


>> No.3273428
File: 848 KB, 770x1434, doomberg_template.png [View same] [iqdb] [saucenao] [google] [report]

Friend here, was linked to this thread.
Here's a template I made really quickly if anyone wants to make v2.

>> No.3273448

Yep, that's where I completely abandoned the game.

>> No.3273450

It's just doomrpg's rpg system that blows.

I think a simplified rpg system like VTM:B or Deus Ex would work much better in doom. Or heck, the perk system from Doom Roguelike was pretty damn neat as well.

>> No.3273454

Is there a list of the graphics and sprites in doom.wad that were unused? I'm replacing some that I haven't seen in-game anywhere and I want to know if I'm wasting my time.

>> No.3273456
File: 35 KB, 460x215, header.jpg [View same] [iqdb] [saucenao] [google] [report]

>hear respawn noise
>about twenty monsters were added to the map
>all of them centaurs
Fuck this expansion and fuck this game.

>> No.3273471
File: 63 KB, 384x300, 1432823395588.gif [View same] [iqdb] [saucenao] [google] [report]

Let's talk about slaughtermaps, specifically the likes of Sunder, Chillax and Holy Hell. Who are these maps designed for? All the ammo in the world wouldn't be enough to beat these maps, so might aswell not even try to fight the monsters(yay, running away like a pussy, fun!). And don't give me that shit that "you're supposed to make them infight" because 1.watching monsters fighting gets boring after 2 minutes; and 2.Those maps spawn hordes of monsters of the same type, so infighting is not possible. But even when they do spawn two hordes of different monster types, and you get them all to infight, you're still going to have to deal with atleast a dozen or so who survived the squabble. I don't get it, are these maps even supposed to be fun, or are they just a test of your autism?

>> No.3273473

There is so many things wrong with Hexen 2.

>First area is pretty good
>Second area is kind of cool
>All of Egypt is confusing to say the least
>Fucking greece is a terrible maze
>No indication on where to go or what to do
>Not even what the puzzles ask for
>Those angel things in the next area
To say I got lost is an understatement.

>> No.3273481

>Holy Hell
>Not enough ammo

There's also UV Max runs of Map 1 through 4 individually.

Sunder also has a lot of UV Max runs.

Don't know about Chillax, the point I am making is that there's enough ammo for these maps.

I don't like these kinds of maps, I think people see it more for just the challenge than anything else.

>> No.3273501

They're designed for people that have played Doom for so long that those kinds of maps are the only kinds of map that give them any challenge anymore.

>> No.3273520

Are there any good laughtermaps

>> No.3273524


Mock 2 was pretty funny

>> No.3273525 [DELETED] 


>> No.3273531

very very nice

>> No.3273532
File: 601 KB, 1280x720, Screenshot_Doom_20160606_090500.png [View same] [iqdb] [saucenao] [google] [report]

I was bored, made a speedmap, lots of imps.

>> No.3273538

Alright, for instance there are graphics that say "display" and "display options" that seemingly have no place in vanilla doom.
Are they worth replacing? The load game and save game graphics also seem to have redundant variants

>> No.3273545


>> No.3273553

i think there's a few (that ended up being used in doom2)
check on the TCRF wiki

>> No.3273559


Okay that's it, this has to be a thing now

>> No.3273560

New thread >>3273556

>> No.3273583

Thanks m8. They are unused. The load/save game headers and the display/display options graphics.

>> No.3273884

And then they suddenly delete all of their videos one day without warning.

>> No.3273892

Doesn't everyone?

>> No.3273953

I imagine if DOOM wasn't around or as huge of a success, FPS probably would have became more a simulation thing like ARMA

>> No.3274008

My brother's girlfriend just left him, and we're going to play video games over the internet and chill tonight.

What's a good chill wad to work through co-op? Something not too difficult or confusing to work through (so no Plutonia), but engaging enough to not be braindead. Something like Eternity but less of a maze would be fun.

I'm thinking Valiant on one of the lower levels, maybe?

Name (leave empty)
Comment (leave empty)
Password [?]Password used for file deletion.