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3273556 No.3273556 [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.3273558



[06-06] Anon was bored, made a speedmap, lots of imps. >>3273532

[06-05] Anon map WIP: UAC Facility Level >>3272104

[06-04] Anon's first map, WIP and needs advice >>3268573 >>3271545

[06-04] Anon mod release: Doomshorts for Quake 3 >>3268863 >>3270518

[06-04] Anon map release: Generic UAC Outpost >>3270015

[06-04] /newstuff #500

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

[06-02] Anon mod update: IMPatience

[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 w/e >>3255863 >>3257036

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

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



>> No.3273563
File: 507 KB, 770x1295, KNOYx7Y[1].png [View same] [iqdb] [saucenao] [google] [report]

a template from the last thread

>> No.3273564

doomguy a cute

>> No.3273565

Alright we need to lay down some standards

>> No.3273570
File: 11 KB, 252x264, Go ahead mortal, pet me.png [View same] [iqdb] [saucenao] [google] [report]

What is a good gameplay mod that allows me to kill humans?

>> No.3273573


Works alright with Equinox except for the last couple of levels.

>> No.3273575

I feel like this kind of chart doesn't really work too well for something like Doom. You'd put shit like Terrywads in the bottom column and Brutal Doom in the first column. Maybe recent megawads in 2/3 and 90s one in 3/4? Then shit like Laura Beyer's Doom in 5.

>> No.3273589
File: 15 KB, 909x205, temp.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3273592

Hi guys, I made my first weapon.
It is still in a pretty shitty state and I have to tweak especially animations etc and also make it its own gun.
And for some reason it is horribly OP, even though I set damage to 1.
Let me know what you think!


>> No.3273593


>> No.3273594 [DELETED] 

nice virus

>> No.3273596 [DELETED] 

Vinny was playing Doom a while ago in a stream, he isn't now though.

Use the seek bar to go to the start of the stream and press play.


>> No.3273598
File: 29 KB, 32x32, temp2.gif [View same] [iqdb] [saucenao] [google] [report]

TCRF is actually pretty fucking neat to browse through. All sorts of garbage.

>> No.3273602
File: 40 KB, 119x151, 1435527631097.png [View same] [iqdb] [saucenao] [google] [report]

Those are fucking edgy but hilarious at the same time.

I bet Romero wrote this one

>> No.3273604

They were all written by Romero, I think

>> No.3273606
File: 215 KB, 537x262, HQL0Pcl.png [View same] [iqdb] [saucenao] [google] [report]

Weapon slot/s are you working on for DUMP 3, Anons? http://www.strawpoll.me/10411284
I thought it would be a good idea to see what slots need weapons the most or are crowded, for people that haven't decided on a slot yet, or want to do a second weapon.

>> No.3273607

What weapon slot/s*, oops.

>> No.3273609

90% sure.

>> No.3273610


Lots of female enemies too

>> No.3273613

Say, do you feel that the release of DOOM 4 caused some incresed interest in DOOM wads and sourceports?

Although the only reason I'm asking this is because two Vinesauce streamers, the two most popular in fact I'd say (Vinny and Joel, with Vinny just doing so three hours ago and Joel a while back) did streams on them.

>> No.3273615

Making maps for DUMP 3 is really finished, wasn't it? And just to be sure: this is DUMP for DOOM 3, or isn't it?

>> No.3273621 [DELETED] 

That's cool and all, but why post this here of all places?

>> No.3273626

Nope, DUMP 3 is still going, still got the rest of June to work on stuff. http://forum.zdoom.org/viewtopic.php?f=19&t=52276
It's for Zandronum (aka Zdoom 2.7.1?).

>> No.3273648

Can Brutal Doom's map pack be played without Brutal Doom, or does it have dependencies? Some of the maps look pretty neat.

>> No.3273661

It most definitely has.
You will nearly always find that the release of any new game in a series will generate at least some amount of interest in the previous titles.

>> No.3273667

Definitely, it helps that Doom is a goldmine of user-made content

>> No.3273671

Nope, it doesn't need BD to run

>> No.3273674

>>3273592 here.


I smoothed animations a bit and put custom (self recorded) sounds in it. Also, it doesn't replace the rocket launcher anymore, so you have to get it via IDFA.
I still have the problem with how the projectiles can still be so strong.
I gave them ONE damage, so with five at once it should only be FIVE damage, shouldn't it?
Anyways, here's the link. Please give feedback.


>> No.3273676

did you try IMPateince in the news post?

You play as an imp and have to take down the UAC marine monster

>> No.3273679

>damage not in parentheses
>slow as fuck
knew it.

your projectile is actually doing random(1, 8) damage (avg. 4.5) per tic to every monster it's colliding with, and at 10 speed it's gonna collide a lot.

doing "Damage (1)" instead of "Damage 1" will actually get you 1 damage every time, but as a ripper it's still strong, disproportionately so to wider monsters, and there's no way to get around that and still use rippers

I don't understand why there isn't a ripper that can only hit any given enemy once, but them's the breaks

>> No.3273681


This is pretty cool. But as >>3273679 said, your issue is the fact that it's a Ripper.
Rippers do damage every tic they're "inside" an enemy, so that (1) damage adds up a lot.

>> No.3273693
File: 7 KB, 200x200, 29a73a1918af060b33bc9.jpg [View same] [iqdb] [saucenao] [google] [report]

Hae-Lin a best

Shihong a shit

>> No.3273694

both a shit

blaz a best

>> No.3273696
File: 338 KB, 900x760, methinks thy claim tis erronious.png [View same] [iqdb] [saucenao] [google] [report]


All are good.

>> No.3273697

"All my children are beautiful"

~Term, 2016

>> No.3273698

except caleb :^)

>> No.3273702
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Term didn't make Blaz you dingbat

>> No.3273703

gmota isn't owned by term, dummy

>> No.3273704

Kegan owns Blaz you dingbat

>> No.3273705
File: 596 KB, 770x1295, SP.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3273706


confirmed for clones

>> No.3273708
File: 981 KB, 380x214, 1451110538274.gif [View same] [iqdb] [saucenao] [google] [report]


i was just joking i swear

>> No.3273709

don't worry, m8, it's just bantz

>> No.3273710

I-I wasn't entirely serious...

>> No.3273713
File: 258 KB, 1280x720, Screenshot_Doom_20160606_053338.png [View same] [iqdb] [saucenao] [google] [report]

I'm enjoying Impatience a lot but fucking hell the marine has fucking insane reaction time and accuracy.

>> No.3273714
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>> No.3273720

I take it you aren't in a very humerus mood

>> No.3273721
File: 294 KB, 480x480, Doomguy channels his inner skeleton.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3273723

hey come on

I'm just ribbing you

>> No.3273732
File: 917 KB, 1920x1080, Screenshot_20160606-215211.png [View same] [iqdb] [saucenao] [google] [report]

Nice barcode

>> No.3273750

He's supposed to be pretty overpowered.

Just imagine when you're playing doom from the normal perspective, you have pretty damn good reactions and (hopefully) accuracy.

If there's a map you're having trouble with, just let me know, there are a few that were almost unfinishable that I had to nerf the marine a bit, or make it 3 kills instead of 5 to advance.

I've yet to work out how I'm going to implement savescumming, if at all...

>> No.3273772

>monsters savescumming
pls no

>> No.3273774

I am giggling like a schoolgirl, but this weapon is completely OP due to the ripping.

>> No.3273776 [DELETED] 


>> No.3273778

hahah yeah, I dont think its going to work.

I really really want to have the message "The marine is savescumming!" shown on the screen though. All my lolz if I can manage to work out some way to implement it... perhaps if he dies he spawns a map spot and respawns on the spot... within 100 or 200 tics? could be cool...

I still have like 30 maps to do so I'm going to have to get creative to keep in interesting! co-op marine squads, savescumming... anything I can think of, as long as its fun to play!

>> No.3273801
File: 334 KB, 1920x1080, 20160606055417_1.jpg [View same] [iqdb] [saucenao] [google] [report]

Is it normal for extremely large/detailed maps to crash in GZDoom while saving? I had to restart my computer because GZDoom stalled during a save and ctrl+alt+del didn't work.

Oh, and here are some Cyberdemons attacking New York City.

>> No.3273802

Yeah, GZDoom doesn't do well with incredibly large maps. GLBoom+ is better for them.

>> No.3273806

There are only a handful of ports that don't shit their pants with large scenes, because the rendering code doesn't cull any sector that isn't blocked by a one sided linedef (solid wall).

>> No.3273812 [DELETED] 


>> No.3273827

Why are there so many goddamn Terry Traps?

It was funny at first and now it's just stupid.

>> No.3273829

What wad is this?

>> No.3273831

Wait, doublesided linedefs don't block anything?

>> No.3273834
File: 100 KB, 1116x800, 7-sephiroth-a.jpg [View same] [iqdb] [saucenao] [google] [report]

>that 6-foot-long chainsaw

>> No.3273838

not for rendering purposes, no

>> No.3273841
File: 42 KB, 563x464, 1341778021624.jpg [View same] [iqdb] [saucenao] [google] [report]

Doom 64 TC or Doom64EX?

>> No.3273842


>> No.3273853

They block what they block according to tags and ceiling/floor level, just not the renderer. Hopefully you're not asking because you've been building walls with double-sided linedefs or something; that's a big no-no outside of being used for some mapping tricks.

>> No.3273857

Can someone spoonfeed me on getting BD to lose the bloodpool decals? The comical ones, post-death. Got the PSX music loaded up, and I want it a bit more classically violent.
Am I pleb if I only play BD Classic/ Vanilla GZDoom? Pls no bully

>> No.3273861

What's wrong with some of the other mods that also have gore but not as much

>> No.3273865


>> No.3273873

>They block what they block according to tags and ceiling/floor level, just not the renderer. Hopefully you're not asking because you've been building walls with double-sided linedefs or something; that's a big no-no outside of being used for some mapping tricks.
That's exactly why I'm asking.

I have a lot of linedef editing to do.

>> No.3273880

If you're using Doom Builder, just delete any sector that is supposed to be a solid wall. It should automatically update the status of the surrounding linedefs.

>> No.3273883
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>> No.3273897
File: 64 KB, 451x383, parias.png [View same] [iqdb] [saucenao] [google] [report]

Having never gotten around to finishing it (think somewhere around obtaining Firestorm), I want to give Hexen another try, start to finish. Should I just beat it without mods or give Hexercise a go?

I need something to do while all this Eurobeat gets downloaded in the background.

>> No.3273908

hexercise makes centaurs not go invincible, and makes the firestorm not horrible


>> No.3273916

I feel bad about needing a mod to play a game to its fullest but fuck it, might as well. It's Hexen after all.

Who's the funnest to play as in Hexercise?

>> No.3273918
File: 332 KB, 636x478, feltlib.png [View same] [iqdb] [saucenao] [google] [report]

Well, done with this for now.


Rest of time will probably be balancing, lying in bed or crying in corner ( or all of three ).

>> No.3273923

fighter is kinda fucked by hexercise desu, I'd avoid him

the mage has all the inventory item goodies, and when playing on either the lowest or highest difficulty has an infinite mana loop with his conversion items. he's strong as fuck, but also squishy and tends to be reliant on quartz flasks or converting mana to health

the cleric has an extra life feature that eats up all your mana, a firestorm that actually works, and his wraithverge had a rocket launcher mode grafted onto it that murders everything. he tanks pretty well, since kraters and mana pickups are plentiful enough that you can always refresh your extra life with a little effort.

I rolled mage in hexen and cleric in deathkings, both were fun.

fun fact: the armory in deathkings lets you pick up every class' weapons, which resulted in the cleric getting the axe and hammer combo only the fighter should have. that was pretty fun.

>> No.3273928

the melee combos are still fun, and the axe and hammer style is just great
i can't say that i played hexen/hexercise a lot, but starting with the fighter was really fun

>> No.3273931

Guess I'll just alternate between the two in the different games

How was the xpack anyway

>> No.3273932

>How was the xpack anyway

>> No.3273935

>mansion with a green floor
Homestank detected

>> No.3273936

>Suck it down
That's our boy Romero, alright.
>If you leave, I'll make the lord drink my jizz

>> No.3273937

*wwalks into thread*

wwads up

>> No.3273938

is this for dump or just a new map?

>> No.3273941

well okay I probably shouldn't actually sell it *that* badly, because with hexercise you can oneshot the buggers, and deathkings is kind enough to give you a full loadout by the time you leave the first (of three) hubs

it didn't have any of the bullshit like the castle of grief hiding necessary buttons to progress in the outer walls for no good reason at all - I don't even remember what the fuck they did - and the combat overall was harder, which is a good thing because, well, hexercise makes shit easy

I enjoyed it, you'll probably enjoy it, but it really shows its age. a modern campaign for hexen, with something like hexercise built in, would be goddamn fantastic

>> No.3273942


It is called Planisphere 2, or also known as New York in Doom, because that's what it is, a representation of NY in the Doom engine.

>> No.3273947

For Dump 3, yeah.

Originally I was going for red/blue, but green felt like a good choice in the end. The name's kinda there though, but that's where it ends.

>> No.3273959

Is there a special naming convention for keys?
I made a custom key, can pick it up, use it with the custom lockdef, but it doesn't appear at all in the inventory. I don't want to name it the same as the stock keys.

>> No.3273962

Can someone please tell me what the best 3 megawads ever made are? I need to try them but don't want to wade through bullshit.

Basically the 3 megawads the community generally hold up as the absolute cream of the crop.

>> No.3273968


Plutonia, TNT Evilution, Doom2.wad

>> No.3273976

Final Doom and Doom 2 are mediocre though....

>> No.3273979

Scythe 2, Alien Vendetta, and I guess Hell Ground?

>> No.3273984

Oh Hellbound is pretty good too.

>> No.3273992

Cheers. Thinking of putting around 10 - 20 choices in a straw poll and running it a few times to see what the real thoughts are.

>> No.3274000
File: 42 KB, 802x600, 1465130049811.jpg [View same] [iqdb] [saucenao] [google] [report]

How're the city themed maps in Doom 2 so absolutely terrible? What is this horrible witchcraft? Why does Doom 2 just fucking collapse on itself the more you get into it?

>> No.3274006

Also both Back to Saturn X wads

>> No.3274018

romero can be such an edgelord lol

>> No.3274023

boring texturing + little to no sense of direction + loads of enemies sniping you from above
same reason I hate most of the city maps in the hell on earth starter pack

>> No.3274026

Are vertical maps (in which freelook is highly recommended for gameplay) frowned upon? I'm learning how to make maps right now, and it seems like some of the designs I'm enjoying the most are the ones which would suck ass if you couldn't look up or down.

>> No.3274028

>same reason I hate most of the city maps in the hell on earth starter pack
Except the city maps in starter pack are nothing like the ones in Doom 2. If anything they're more like Duke 3D maps, which work much better by being more open, having multiple traversible levels and denser detail in general.

>> No.3274030

Most Doom maps that attempt to depict a (pseudo-) realistic space suck. That's because real spaces aren't designed for having a nice flow and progression when fighting demons in them.

And that's why the best Doom levels make no practical sense!

>> No.3274031

>And that's why the best Doom levels make no practical sense!

Alien Vendetta.txt

>> No.3274038

i'm out of ideas

>> No.3274043

Something's wrong with your maps when you gotta draw arrow shaped sectors to tell the player where the fuck to go.

>> No.3274046

Make a chemical mixer room with a lot of acid where the player has to go through a bunch of empty pipes, which also happen to be filled with stealth demons.

>> No.3274048

When in doubt, shotgun and fifty cyberdemons.

>> No.3274050

Make a grand library.

>> No.3274059
File: 20 KB, 324x315, Spawn.png [View same] [iqdb] [saucenao] [google] [report]

Who thought these would be a good idea?

>> No.3274069

I don't know, but what I do know is that I wasn't even spooked by the game on my first playthrough until those fuckers started showing up. I was on edge for the rest of the fourth episode afterwards. Didn't expect an enemy like this at all.

>> No.3274073

What gaem? Looks like Quake.

>> No.3274078

Run a script on the marine that saves his position, target, health, etc. Then when he dies call it quickly, once you give the player indication this is happening just have him respawn in quick succession. I will be on discord and IRC around 6pm today, I can help you this with once I make the stackable helmets for dump. name is scroton

>> No.3274080
File: 18 KB, 210x240, trash2.jpg [View same] [iqdb] [saucenao] [google] [report]

>Registered: __-16

>> No.3274083

>Registered: __-10

>> No.3274089

Ultimate Torment and Torture is pretty good

>> No.3274094

I liked those monster variants in it. I wonder if there's a wad that adds them as a replacement for normal monsters.

>> No.3274097

Also if you want to reset the entire map, like players and monsters, this can be done too. It can be current zandronum compat as well (since I assume that's what you're aiming for.) It's won't take very long to code.

>> No.3274119 [SPOILER] 
File: 33 KB, 261x248, 1465227023712.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3274132


But that's going to be me anon, don't be rude.

>> No.3274137

better to have registered because you had an interest in doom because of that new game we can't talk about instead of BD

>> No.3274143 [DELETED] 

I have a stupid idea for a stupid gun for DUMP3 but wanted to ask if it would be acceptable to submit through official channels or if it would be too offensive.

Primary fire shoots a sprite beam laser (like insanitybringer's), the sprites composing the laser are all text "THE RAP MUSIC" and upon striking a monster it replaces them with one of the black people sprites from niggadoom.wad. The entire time the gun is out a text quote fills the top half of the screen: "// This nigger gun niggers a Nigger faster than rap niggers the Nigger niggers a Nigger -- Sgt. Mark IV, May 18, 2016" and the altfire just sprays gibs at an extremely fast rate, the gibs are bouncing projectiles that leave decals and never stop bouncing and thus will start to lag your computer eventually.

>> No.3274147

>better to have registered because you had an interest in doom because of that new game we can't talk about instead of BD
What if I registered for neither reason and instead registered because Vinesauce Joel convinced me to get into Doom mapping right as DUMP3 showed up?

What if I'm not even a newfag to Doom but I'm new to the forums, huh? What if I've never played Brutal Doom? Am I still Der Untermensch? ;_;

>> No.3274151 [DELETED] 

>terrywad-tier trollshit
>made for /pol/.wad

Stop memeing and fuck off back to the dat boi wad why don't you.

>> No.3274153 [DELETED] 

How is it terry?

>> No.3274158 [DELETED] 

>Responding to nambona

>> No.3274159 [DELETED] 

>weaponized lag

>> No.3274165 [DELETED] 

You misunderstand. Eventual lag means you would have to spray it for a while and keep looking at the decals for it to do anything, and even then it would only get kinda choppy, not actually bad.

And it's not edgy, it's tongue in cheek and making fun of both mark and all the people that freaked out. Basically poking fun at the entire debacle.

>> No.3274170 [DELETED] 

I'm not nambona. The fact that you brought up his name an attempt to draw attention to him and make people think he would ever produce anything at all means you probably are nambona yourself.

>> No.3274175 [DELETED] 

Oh if it's Just Satire (tm) then go ahead, see how it goes.

>> No.3274180 [DELETED] 

Your tone makes me think it would be unwise to attach this to my "real" handle, unless I'm misunderstanding.

The primary for effect is just a somewhat literal recreation of the infamous sgt mark code comment--a gun that turns "white guys" into "a nigger" "faster than rap music."

>> No.3274195

Back to Saturn X, UAC Ultra, Zen Dynamics

>> No.3274214 [DELETED] 

Actually after taking my brain pills I realize what a terrible idea this is. It's way too much bullshit to bring anywhere near DUMP3. Forget I said anything.

This will be released standalone under an assumed name, that way nobody else gets roped into my bullshit and it can still be enjoyed by dumb memers like myself. Also since it's standalone I can implement the literal 10 minutes of startup errors I've always wanted to.

>> No.3274221
File: 198 KB, 1280x720, Screenshot_Doom_20160606_172839.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3274223 [DELETED] 

this stinks of germany

>> No.3274226

This is art worthy of the name.

>> No.3274228


looks normal

>> No.3274232

THE REVENANT GOD WELCOMES YOU TO THE BONE-PLANE, MORTAL. Do you come to kneel before the deity of a thousand skulls?

>> No.3274235 [DELETED] 


>> No.3274238
File: 2 KB, 112x88, Progress.png [View same] [iqdb] [saucenao] [google] [report]

>DUMP 3 Progress:

I've got the 'turret mode' in DECORATE done, and the turret is a cute little guy.

Railgun Mode and Nanosmoke Mode are both not done yet. The pickup sprite is done, though it may be tweaked, but the weapon itself is not.

Looks a lot less shit than that cribbed-together-green-rocketlauncher-with-claws-and-fire anyway.

>> No.3274241

Why are Cacodemons so cute?
By all means, they should be gross and fearsome, judging by their design and shit alone, but in practice, they just seem too cute to me.
They just have that big goofy grin on their face constantly, it makes me feel bad when I have to kill them

>> No.3274245

group inthink has led you to think this way, nothing more than that

>> No.3274260

They weren't quite abale to make them look like cities, creating something that looks visually awkward by combining realistic and abstract with hellish textures.

Also: Realistic environments don't lend themselves to good gameplay. Not necessarily. The Bauhaus wad actually tries to follow an architectural design philosophy and manages to pull it off rather nicely IMO.

>> No.3274264

They are gross, I didn't think anything else of them as a kid.

but in time, more gross things have come forward in gaming.

>> No.3274272

Now they just seem to me like an alligator or something.
Big and threatening and able to eat you real quick, but cute enough that I just wanna feed em' some big chunks of meat and pat their heads

>> No.3274274
File: 78 KB, 500x407, tumblr_inline_o1hulkgkSG1r95fgm_500.png [View same] [iqdb] [saucenao] [google] [report]

They're fucking disgusting actually.

>> No.3274275

Is there a tutorial concerning general level layout?
My levels always feel much too convoluted and tight. Never would I be able on my own to come up with something like e1m1 or map03. My maps are either a series of tubes or some empty, open space.

>> No.3274279

So, as I mentioned earlier, Vinny of Vinesauce streamed some Doom wads:


Here's a list of wads played, if you are interested:

Planisphere 2
Mayhem Mansion
Darren’s stupid fucking dat boi mod
100000 Revenants
The Sky May Be
Turbo Charged Arcade
Brutalist Doom
Chex Quest
Mandril Ass Project
Doom: The Golden Souls

I'm surprised to see Mayhem Mansion on there. Not for being picked since the theme is "weird mods", but rather because I thought it was relatively obscure.

Apparently he never played Hexen.

>> No.3274280

I think it's the overall shape. To me they are just red balls with teeth and eyes and that is neither gross nor scary to me.

>> No.3274285

Was there ever a wad with a friendly Caco, kinda like the baby metroid from Matroid 2 and 3?

>wad where the plot and gameplay is about Doomguy escaping hell with a baby caco.

>> No.3274286
File: 1.08 MB, 275x206, 1411741545145.gif [View same] [iqdb] [saucenao] [google] [report]

what in the fuck

>> No.3274289

have you ever seen the original picture DOOM got the cacodemons head from? its some gross looking D&D beholder thing

>> No.3274290

Wait, are you his stream admin (the guy he asked to make a list at the end of the wad playing)? Neat.

That stream made me want to play Reelism in multiplayer.

Also, lol, sky.wad

>> No.3274291
File: 111 KB, 634x480, astral demon.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3274295

>Wait, are you his stream admin (the guy he asked to make a list at the end of the wad playing)? Neat.

What? No. Why would you think that? I got the list straight from the video's about section.

>> No.3274296

Oh wow, I always assumed it was based on beholders or something, that is significantly less cute.

>> No.3274305

>Why would you think that?
Vinesauce started on /v/ I think.

>> No.3274306
File: 118 KB, 873x705, BPEDPL001.jpg [View same] [iqdb] [saucenao] [google] [report]

Pain Elementals just don't get enough love

>> No.3274308

I was gonna mention them too, but they don't seem to be quite as intentionally ugly as Cacos

>> No.3274309

As far as I know they have severed all ties. I don't even know if Vappyvap, the guy tasked with uploading Vinny's full streams, goes or went there.

>> No.3274316

those goofy t-rex arms do it for me

>> No.3274327

That's no ordinary skeleton!

>> No.3274336


Reminded me of that anon who saw fever nightmares of being stuck in an infinite horde of cybers and archviles

>> No.3274353

This is why they need low blood settings like Nintendo or German

>> No.3274363

If nothing else it manages to make a place look like an actual place people live in

>> No.3274365
File: 106 KB, 578x582, 1462381121934.png [View same] [iqdb] [saucenao] [google] [report]

Math question incoming:

In 16:9 or any non-4:3 resolution I want to display a hudmessage with sethudsize(640,480,0). My system takes a normalized coordinate 0.0-1.0 and multiplies it by desired resolution before printing the message. Now, 0.0 with the above sethudsize settings places the message between the center and the edge of the screen because that's the zero-point of the 4:3 part of the hud. However, I scale the 0.0-1.0 range to -0.1666 - 1.1666 it works out perfectly.

The problem is that I have no idea where that .1666(etc) number comes from or how to get a generalized function for all aspect ratios. Anyone have any ideas? I Assume there's some kind of multiplication between screen ratios or whatever

>> No.3274371


Anathema is really cool map

>> No.3274423


>Apparently he never played Hexen

I'm not surprised in the slightest considering he thought that the SS troops were modded-in monsters

>> No.3274430
File: 821 KB, 750x513, Seattle-Cityscape[1].png [View same] [iqdb] [saucenao] [google] [report]

Any good cyberpunk themed wads? Desolate cityscapes, maybe even trips into cyberspace would be cool to see in Doom

>> No.3274438

Vinny is such a bandwagon jumping faggot
>Nudoom comes out
>Suddenly he's always been into doom, even though he's never mentioned it before
>Doesn't know jack shit when he starts playing
>Meanwhile Joel has made wads before and streamed making a pretty neat little map in doombuilder

>> No.3274461
File: 87 KB, 360x270, 1417659036777.jpg [View same] [iqdb] [saucenao] [google] [report]

There's Cyberpunk Shootdown but it's been abandoned.


>> No.3274462

shit meant for >>3274430

>> No.3274465

he played snes doom for a corruption video back in 2013 for the 3rd anniversary but i can't find a video and i have no idea if he knew anything about doom


>> No.3274471
File: 347 KB, 1920x1080, 2280_screenshots_20160606042715_1.jpg [View same] [iqdb] [saucenao] [google] [report]

Does anyone here write custom midi music for their wads? I'm trying it for the first time, and I was wondering how many other mappers do it.

Here's a mediocre WIP: http://vocaroo.com/i/s0FgKziNHtJ1

>> No.3274494
File: 110 KB, 642x768, Adrian Romero.jpg [View same] [iqdb] [saucenao] [google] [report]

Sandy Peterson. He always had a boner for Lovecraft.

Hell On Earth Starter Pack episode 2 did realistic spaces pretty well, there's even a remix of Gotcha! witch places the cyberdemon arena in a shopping mall.

Part of Icarus' theme is Virtual Simulation. 1 of Speed of Dooms secret levels are a cyber-world kind of psychedelic trip, as well with 1 of Valiants secret levels.

Cacodemons side profile look hilarious seeing them move around.

Plutonia 2
Scythe 2

Honourable mentions:
Speed of Doom
Going Down

>> No.3274508

I think Plutonia 2 and Scythe 2 get too bullshit to be on a non-specific "best mapsets ever" list. Like at that point you're so good at the game that everything else except total insanity is too boring.

>> No.3274516 [DELETED] 

If you have to ask permission to be transgressive you are doing it wrong. Shit like this is vomit and you are supposed to spew vomit, impose it on people, do it yourself. Why would you be so milktoast about such a concept?

>dumb memers like myself
Holy shit dude, thank god this is an anon board and these messages don't stay for 10 years so you can't look back at what you typed and cringe.

>> No.3274528

I don't think so. 1 if you are good at slaughter sections, then the challenge of easier sections is doing them faster. and 2, how I rate this shit has to do with how versatile the megawad is. Notice all of what I put down are megawads. Now with megawads you typically have very easy first act and then the last episode is bullshit hard, this is actually really good as long as it ramps properly, and what makes the megawad good is there is something for everyone: easy parts for noobs, moderate parts for regular fans, and slaughter sections for pros and people who like using mods. The fact you get that whole package is what makes it so good.

If you are looking for that vanilla/retail/reasonably climatic end, then BTSX1 would have to be the best. Typically any megawad that puts in insane enough effort to deserve to be the best extremely ramps up the difficulty by the end.

Oh yeah and 3, sometimes slaughter sections are easier than they seem, they just take routing. You don't necessarily need 1337 skills, you just need timing and love/knowledge of the particular map. It's when you can play slaughter sections blind without needing to save is when the game would be too boring, but thats not reasonable.

>> No.3274530

>That's because real spaces aren't designed for having a nice flow and progression when fighting demons in them.

Duke Nukem 3D.

>> No.3274546

man the community can't possibly agree on the best 3 megawads, we can't even agree about what should go on the So You Want To Play Some Fucking Doom image

>> No.3274548

>I think Plutonia 2 and Scythe 2
I don't think Scythe 2 is nearly as bullshit as Plutonia 2, but then I played Scythe 2 in respawning co-op mode, so maybe I got the wrong impression.

>> No.3274552 [DELETED] 


The fact that you even have to ask this probably means you shouldn't do it.

>> No.3274554


Lookin' good, anon.

>> No.3274557


>> No.3274558


Voidjump had one that you had to, well, jump around and ride on.

>> No.3274562 [DELETED] 
File: 21 KB, 425x282, stock women.jpg [View same] [iqdb] [saucenao] [google] [report]

This post has all the flaccid ineptitude of a 15 year old asking a girl out over facebook.

I think it just means there are a lot of good quality WADs with a lot of variety. Doom is my favorite game because of its versatility.

>> No.3274571 [DELETED] 

Not asking permission to do it, asking permission to bring it near DUMP, which I'm not going to do.
>>dumb memers like myself
Holy shit dude, thank god this is an anon board and these messages don't stay for 10 years so you can't look back at what you typed and cringe.
Why would I cringe for calling a spade a spade?

See >>3274214

>> No.3274575 [DELETED] 

just do it and get it out of your system, you obviously really wanted to make your mod

>> No.3274582 [DELETED] 

It's cringe because you are going in circles talking about doing it.

>> No.3274583 [DELETED] 

>This post has all the flaccid ineptitude of a 15 year old asking a girl out over facebook.
It's inept to not want to rope other people into bullshit without their consent?

Are you retarded?

Or do you just enjoy fellating the chewy smega off mark's cock that much? Maybe the fact that "the N-word" was in the first post has you clutching your pearls? Fuck you, faggot.

>> No.3274585 [DELETED] 

The hesitation was never about making the mod, it was about the potential effect it might have on other people.

>> No.3274589 [DELETED] 

you can try to act tough all you want but we can see your other posts

>> No.3274596 [DELETED] 

The posts that were explaining what the purpose of the mod and the release were about because idiots assumed it was a Terry trap?
You don't know shit about shit, fuck you.

>> No.3274598 [DELETED] 

looks like my suspicions were confirmed.

>> No.3274612

What slot is this for, Anon? I'm making a "deployable buddy" weapon as well and I'm worried if it would clash with yours.

>> No.3274613

>Duke Nukem 3D
>real spaces
Oh yeah, remember taking that unsafe industrial elevator up into that tiny office with a huge, open window without a glass, or going to the bank where the security features laser tripmines and laser turret guns?

Reminds me of when I visited the porn production studio in L.A where they stored several dozen barrels of toxic waste on their backlot, it was just right by that comedy club next to that elaborate aqueduct, I used to work at the nuclear powerplant in that neighborhood.

>> No.3274616
File: 352 KB, 500x388, 1366963453132.png [View same] [iqdb] [saucenao] [google] [report]

>Marathon gameplay mod
Oh hell yes, I've been thinking about porting the weapons/enemies to ZDoom so I don't have to deal with Aleph One's bullshit, but it's good to see someone's already done it fo


>> No.3274634
File: 225 KB, 800x600, Yay Smoke.png [View same] [iqdb] [saucenao] [google] [report]

It's for the Plasma Rifle slot.

It's an 'engineering tool' (Nanotechnology to 'flash forge' objects and devices, fluffwise) with multiple firemodes. One summons a little turret for 50 cells, one fires a smokebomb that's basically forcepain teargas, and the third is a simple railgun.

I'm toying with a fourth fire mode. Something about a large shield that absorbs damage and lets player projectiles through it.

Anyway- Altfire switches between them, mainfire uses. Right now the railgun is blue, smoke is red, and the buddy is green.

The buddy is essentially a siege tank turret, except cute and with his sprites ripped from Strife

>> No.3274643 [DELETED] 

Let me ask you: what have you done that was offensive and released under your actual real life name?

It's easy to ridicule someone for not doing something which you'd never have the balls to do in the first place.

>> No.3274648

You (or he) said "(pseudo-) realistic" >>3274030

So yes, it fits.

And that post was saying it's not possible to have a "nice flow and progression" when based on "(pseudo-) realistic spaces", which DN3D does have, as DN3D, and some other Build engine games, are known for being Doom-like but loosely based on "real life places".

So yes it is possible. Would it have been possible in Doom, in the early 90's ? Probably, though obviously not as well as in Duke, but it could have happened.

Doom II's city maps just suck, no excuses.

>> No.3274658

the first few maps of mandrill ass project take place in cyberspace

>> No.3274664

>Plasma Rifle
>sprites ripped from Strife
Well, I guess I'll have to make mine a chainsaw/chaingun replacement (and make my own sprites), it's a flying drone that you can use as a normal rapid-fire weapon from your hands, or deploy it to fly around and harass/stun enemies for you until it runs out of shielding or you recall it.

>> No.3274665

Purple Gloves for Doomguy

>> No.3274679

Maybe you could make it so that each chainsaw you pick up is a brand new drone ammo, so you can store multiple drones at once.

Anyway, here's my current gun. Replaces the plasma rifle. The nanosmoke is still super new- it doesn't even have offsets or ammo requirements yet. Or delays between firing. Holding down the nanosmoke key will kill your computer.


>> No.3274736

... Aaand I forgot about the zandro3.0 requirement. And my linked pk3 doesn't work in zandro.

Just test it in Zdoom or something, I'll get it working for zandro before I do anything else.

This will be fun.

>> No.3274740
File: 1.37 MB, 720x480, agitation exceeds dimensional proportions.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3274832
File: 156 KB, 800x600, Screenshot_Doom_20160510_201925.png [View same] [iqdb] [saucenao] [google] [report]

This looks safe and in no way dangerous or treacherous.

>> No.3274835


>> No.3274848

that is the actual exit iirc

>> No.3274868

Vinny from Vinesauce streamed some Doom mods last night.
Here it is for those who want to watch it.
Warning: He plays with Filters


>> No.3274870
File: 282 KB, 800x600, Screenshot_Doom_20160510_210453.png [View same] [iqdb] [saucenao] [google] [report]

Look at all this dry mud.

I know, but does it look like something you would touch with your bare hands, much less "submerge" yourself into, if you saw it for real?

>> No.3274875

p-put your dick in it

>> No.3274879


>> No.3274887
File: 169 KB, 426x341, 1428160546754.png [View same] [iqdb] [saucenao] [google] [report]

>get quad damage
>one of these fuckers shows up

>> No.3274889
File: 15 KB, 172x227, 1366196908868.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3274893

>No Blessed engine
Step it up sempai.

>> No.3274895

Tom Hall's maps are excellent and I'll defend them to death. They're especially far better than every map in DOOM 2, which is not as a great achievement.

>> No.3274906

Did he even make one whole map?

>> No.3274913

>Tom Hall semi-realism
>Sandy Peterson gameplay
This is why I enjoy Shores of Hell so much. It at least tries to look like a real place but the levels are pretty fun.

>> No.3275004

In a sense, but they got remade to more fit the abstract style they were going for after he was kicked out.

Also why Refueling Base is the best level in Doom 2

>> No.3275013

Really freaky hearing my voice while he was playing Reelism. I forgot I did those lines!

>> No.3275028
File: 4 KB, 114x171, Skull-Bandito-Concept.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3275029 [DELETED] 

fame at last

>> No.3275031

Awesome thanks, I'll be back later on and would be interested in looking into this

>> No.3275036

post more of that sweet-ass shotgun

>> No.3275047

Get back to work on TSP, Marty.

>> No.3275050


TSP update when, Marty?

>> No.3275060
File: 7 KB, 242x209, TPS.jpg [View same] [iqdb] [saucenao] [google] [report]

Yeeeeaaah, gonna need that TSP report.

>> No.3275084
File: 273 KB, 1015x982, Mel says.png [View same] [iqdb] [saucenao] [google] [report]

Sometime before the heat death of the universe I hope!

>> No.3275090

>"hey ron! can we say 'fuck' in the game?

my favorite

>> No.3275106


>> No.3275135

>never tried Memetal Doom
>decide to get project brutality
>230mb zip
Yo what the fuck is a doom wad this big

>> No.3275141

BD is already large because of all the new animations and gore effects. Project Brutality adds new monsters on top of that, each with their own new gore effects. Of course it's gonna be enormous in size.

>> No.3275148


My reigning theory is that if any mod starts to exceed 100mb, then you know it's going to be shit.
The higher the filesize, the worse it is.

>> No.3275151

hardcore doom wars is the best tho

>> No.3275159

>if any mod starts to exceed 100mb, then you know it's going to be shit.

Not exactly, but it's a good indicator, specially if the creator of the mod is know to be a hack.

>> No.3275205

I would sooner call it a warning sign than a rule.

>> No.3275215

Does someone have a midi version of this?


It's a different version of Donna to the Rescue, the song plays two times, the first half as a different melody, the second half being the one used in the game.

>> No.3275235
File: 86 KB, 640x480, Screenshot_Doom_20160606_181150.png [View same] [iqdb] [saucenao] [google] [report]

Making a patch that fixes up some of the glaring errors in Doom's less-than-glamorous maps. Is there anything in you guys would like to see?

I'm not getting rid of any IWAD-isms, just fixing bugs and glaring design flaws and redoing the most sloppily done areas

>> No.3275242

curious, what sort of stuff have you done so far?

>> No.3275260

I would go for no mods. But I'm a bit of a purist.

Yeah I wrote a few tracks for 'a morte'. I'm a trained composer though and have been writing music for 16+ years, so its nothing new. I really like working with stock MIDI sounds, its a good challenge!
your vocaroo is "expired or deleted". if only there was a vocaroo for MIDI files (you can't just upload a MIDI to vocaroo and expect it to work... you would have to export an mp3 or something)

>> No.3275269


In E1M4:

-Changed ceiling texture in the little starting room to brick instead of that awful gray ceiling lamp texture
-Evened out the lighting in that area and made it more of a room than a hallway
-Changed the ceiling of the "eastern" corridor leading t the computer room with the trap to brick so that it's consistent with the western one
-Slightly re-did the room with the lift and computers, got rid of the pointless switch and walkover linedefs to activate the lift
-Refined the architecture in the room with the imps and barrels, and un-fucked that ugly BROWNHUG staircase nearby
-Fixed the little HOM at the entrance to one of the high-up "window" corridors
-Changed the texture in the rocket launcher/soulsphere secret to marble instead of ash.

What's left to do:

-Refine some of the heights and textures in the big circular hub area
-Fix the textures and architecture in the big STARTAN room with the ledge and the trap activated by the lift
-Redo the weird room next to the blue door leading to the maze (but keep the same overall concept)
-Turn the computer stack back into a swastika
-Make the exit room less cramped and re-texture the little exit alcove

There's probably a couple other things I forgot too but that's the jist of it so far.

>> No.3275291


Remembered the other things:

-Move the blue door from the maze entrance to the entrance of the room it leads to so it's less hidden
-Get rid of the yellow key entirely because it serves no purpose

>> No.3275294


Entrance of the room that leads to it*

>> No.3275307

Replace every texture with Fireblu

>> No.3275308

the way petersen would've wanted it

>> No.3275313
File: 49 KB, 1280x720, Screenshot_Doom_20160606_205012.png [View same] [iqdb] [saucenao] [google] [report]

I miss Virus.

I wish Phobus finished it.

>> No.3275320


that was going to be a surprise and you ruined it

>> No.3275350

Well, I fixed all the non-zandro DECORATE, but now I'm running into smoke cloud problems.

Mostly because the amazing, billowing smokeclouds?

Uh, turns out that they're super overpowered because they tend to last forever. I'm trying to retweak them but it isn't quite working.

>> No.3275362
File: 517 KB, 1292x740, SMOKES.png [View same] [iqdb] [saucenao] [google] [report]

Oh, and I forgot the picture.

These are what I have now. Nowhere near as billowing OR awesome, but it does the equivalent of the same amount of damage the plasma rifle does with 10 cells.

>> No.3275369

>-Changed ceiling texture in the little starting room to brick instead of that awful gray ceiling lamp texture
why? It looked fine to me

>> No.3275387

what is this thread's favorite home brewed monster design?

>> No.3275393
File: 324 KB, 340x255, 1464801697491.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3275394
File: 194 KB, 1280x480, Screenshot_Doom_20160606_193106.png [View same] [iqdb] [saucenao] [google] [report]


Mainly because it was inconsistent with the rest of the map and didn't go well with STARGR

>> No.3275398
File: 4 KB, 122x60, ARNOI1.png [View same] [iqdb] [saucenao] [google] [report]

I like the arachnosferati, but I might be biased

>> No.3275405
File: 462 KB, 1280x800, 2016-06-07 13_34_03-Greenshot.png [View same] [iqdb] [saucenao] [google] [report]

OK, Scythe is starting to get silly now.
Not included are a bunch of Cyberdemons and all the Revenants and shit that start directly behind you.

Well, I guess this is why I play Doom actually. There's lots of ammo around at least.

>> No.3275413

Kinda like the Belphagor Sprite, Crazy Motaro Baron

>> No.3275416
File: 2 KB, 250x140, Terminator.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3275423

>revenants in project brutality

So far I've seen more dark comedy than edge.

>> No.3275425

It's one of the things I don't like about Scythe. The more you get into it, the more the levels become less about pure flow and design and more about slaughtershit with invul spheres.

>> No.3275441

>Crazy Motaro Baron
not familiar with this

>> No.3275481

oh boy, here we go

>> No.3275484 [DELETED] 

Fuck off.

>> No.3275494

What else to call it? Just slaughter? Cause that's what it turns into near the end.

>> No.3275497

There is a disease that affects most people in the doom community that make 32 level megawads, known quite simply as the Twenties.

Mappers affected by the Twenties run out of ideas by map 20 and resort to slaughtermaps for the last ten levels

>> No.3275515

I'd believe it. 32 straight levels must burn any solo mapper out.

>> No.3275517

if you honestly think that's slaughter, that really says a lot more about you than the map

scythe, if it could even be remotely considered slaughter, is so scrub-tier slaughter it's embarrassing

>> No.3275519

Call it "Scythe". Because slaughter, it sure as hell ain't.

>> No.3275524


they show up at 19:18

>> No.3275527
File: 69 KB, 228x352, bruiser.png [View same] [iqdb] [saucenao] [google] [report]

The Bruiser demons are pretty sick.

>> No.3275532
File: 111 KB, 640x480, Screenshot_Doom_20160606_202010.png [View same] [iqdb] [saucenao] [google] [report]


Patch anon here, I think I got all the kinks worked out. Give it a try and tell me what you guys think:


>> No.3275539

map26 and map30 damn well qualify

unless you believe normal maps have 300+ revenants, 80+ barons, and 15 cyberdemons, I don't see how this is contestable

>> No.3275557

>300+ revenants, 80+ barons, and 15 cyberdemons

In Scythe 2 is much much worse

>> No.3275587

>unless you believe normal maps have 300+ revenants, 80+ barons, and 15 cyberdemons
they can
very easily

>> No.3275596

It doesn't even have that.
You imbecile.

>> No.3275632

that guy fucking sucks but those centaur things look fun to fight

>> No.3275637

you should probably include your changes in a notepad file with your wad or whatever

>> No.3275650 [DELETED] 

>>unless you believe normal maps have 300+ revenants

Yeah, if they're styled after Plutonia

>> No.3275656

>unless you believe normal maps have 300+ revenants

Yeah, if they're styled after plutonia

>> No.3275659


I'll make sure to do that with the next release. Can't be assed to do it now.

In the mean time here's a pastebin of all changes made in case anyone needs it:


>> No.3275684

it was the first vid I could find with them, not a single still image I could find

>> No.3275745
File: 1009 KB, 1024x768, Screenshot_Doom_20160507_203702.png [View same] [iqdb] [saucenao] [google] [report]

>These are what I have now. Nowhere near as billowing OR awesome, but it does the equivalent of the same amount of damage the plasma rifle does with 10 cells.

That's not how you smoke cloud, this is how you smoke cloud!

>> No.3275749

Would you guys approve of ZDoom + Smooth Doom for a modernized vanilla experience?

I just want it to look good while it plays just like old times.

>> No.3275759

yea. i like glboom+ but i dont think smooth doom doesnt work with it. smooth doom +zdoom is nice though.

>> No.3275761

Smooth Doom is fairly futzy with a lot of maps, and the randomized monster appearances kind of throws a look with quickly identifying enemies, but for a vanilla-esque experience it's relatively harmless.

>> No.3275762

also if they arent off already make sure you turn off free look and jump in the options.

>> No.3275763


I'd just go for Perkristian's high-res sound and SC-55 music packs.

Basically all mods that attempt to modernize vanilla or make it look better end up making it worse because for some reason the devs are always amateurs with no idea what they're doing

>> No.3275764

Yes. Add pk sound mod into the mix as well. It's as close to autoload status a mod can get.

Remember to turn off freelook, jumping and whatnot in the menus for a closer-to-vanilla experience.

>> No.3275765

just plain zdoom and the iwads is all you need. Smooth doom adds things and speeds up animations. its not the vanilla experience.

>> No.3275769

PrBoom+ doesn't work with PK3s.

>> No.3275773

You can disable alternate monster appearances in options, Smooth doom has a pretty in depth options menu.

>> No.3275775

I'm the anon at >>3275749

I just happened to notice I have Doom 3 BFG on Steam. Both 1 and 2 are also there.

What about those? Would you recommend them?

>> No.3275776

My DUMP 3 map feels like a collection of trap gimmicks like that one Doom 2 map no one likes, MAP05 I think. I'm going to start again, any tips for making an actual linear level?

>> No.3275778

The Doom 1 and 2 IWADs that come with Doom 3 BFG Edition are not worth using when you can just use the ones from 93/94

>> No.3275779

I'm not a pro, but I think the BFG wads are censored. No Nazi symbols or something

>> No.3275780

Also change the medkit symbols from a cross to a pill. Aren't they also coded a bit differently and don't play nice with most mods?

>> No.3275782

post it anyway

>> No.3275784
File: 253 KB, 447x415, original.gif [View same] [iqdb] [saucenao] [google] [report]




>> No.3275785

Why does Romero never talk about Quake? Also, is anyone excited for its 20th anniversary?

>> No.3275793


Probably because he knows he was responsible for its development going so far off track and is ashamed of it.

>> No.3275802

>Smooth doom adds things and speeds up animations.
the fuck?

every single change in SD was made on a purely aesthetic level while staying within the threshold of vanilla compatibility last time I checked.

>its not the vanilla experience.
how is it not?

>> No.3275809

the chaingun shoots faster. that's all i know about. you can make it so the zombies drop a rifle... but I think its ok for a semi vanilla experience.

>> No.3275815

from all I've seen of smooth doom the zombies and sergeants are constantly reloading their weapons at high speed. it aint vanilla. its very jerky and unnatural.

>> No.3275828

my Dump map so far is the equivalent of a slaughter map set on easy right now i'm putting the items right now.

total monsters are 886 right now

>> No.3275846

What do you guys use for midi device?

>> No.3275850


Good work, anon. Looking forward to it.

>> No.3275856
File: 7 KB, 337x238, MAP26_Fear_(Scythe)_-_The_Doom_Wiki_at_DoomWiki.org_-_Doom,_Heretic,_Hexen,_Strife,_and_more_-_2016-06-07_00.20.49.png [View same] [iqdb] [saucenao] [google] [report]

yes it does, verify your shit


don't think those are normal maps

>> No.3275858

My favourite is the Mech Demon that was in Valiant, it looks cooler than the other versions of that monster, and in general Valiant had a few updates to some of the more useless monsters: Imps and demons have faster attacks for instance. Also the arachnotrons alternative death was a cool thing that I wish was in more WADs. Mainly that demon is my favourite as it makes the poor old demon just slightly more powerful enough to keep it vanillaish.

That guy has such a badass death sfx.

So many lets players ham up how "frustrating" and "crazy" the game they are playing is its ridiculous. Like there is no reason to act like the stakes are high, you are quickloading 2 seconds ago its not like you have to rerun the level or god forbid the game, because it would be more appropiate to freak out like that if that were so.

>> No.3275862


>UV and NM add 3 extra Revenants

This is more amusing then it should be.

>> No.3275864

>verify your shit
you just posted a picture plainly showing that it does not, in fact, have 80+ barons and 15 cyberdemons

this fight is dumb

>> No.3275865


>> No.3275868

>verify your shit

As you just proved, it doesn't even have that.
You imbecile.

>> No.3275870

I wish I could have found better play, but I needed to find something that showed off the monster for the anon who didn't know what it looked like

>> No.3275875
File: 11 KB, 329x436, MAP30_Fire_and_Ice_(Scythe)_-_The_Doom_Wiki_at_DoomWiki.org_-_Doom,_Heretic,_Hexen,_Strife,_and_more_-_2016-06-07_00.37.30.png [View same] [iqdb] [saucenao] [google] [report]

fine, here's map30 then

>> No.3275878
File: 134 KB, 1280x720, Screenshot_Doom_20160607_073611.png [View same] [iqdb] [saucenao] [google] [report]

It looks good, great even. And now that I got to play it, I can say it plays great as well. Fantastic map, really enjoyed it. The only thing I missed was some more open areas, it's a very cramped map, but I guess that fits the theme.

>> No.3275883
File: 1.41 MB, 280x210, 1450654442498.gif [View same] [iqdb] [saucenao] [google] [report]

>13 to 28

>> No.3275884

um excuse me that's still not 80+ barons and 15 cyberdemons

that's clearly 75+ barons and 10/17/18 cyberdemons

i don't think i can trust the opinion of a man on an internet who so egregiously misrepresents numbers like that


>> No.3275921


New link:


>> No.3275926

Shadow Of The Wool Ball is out


>> No.3275931

The cartoony Wolfenstein 3D mod? Link?

>> No.3275932
File: 44 KB, 349x303, precious meatball.png [View same] [iqdb] [saucenao] [google] [report]


> :3

>> No.3275938 [SPOILER] 
File: 111 KB, 900x692, 1465280506073.gif [View same] [iqdb] [saucenao] [google] [report]


Pet Hissy still isn't out


>> No.3275950

Scythe map26 is slaughter. It's slaughter before people became aware of the genre of slaughtermaps. Back in the past that shit was impressive just like AV map25 and 26.

>> No.3275951

How do i get Doom 64 EX for loonix /vr/?

>> No.3275952

>from all I've seen
there it is.

>> No.3275953

How the fuck do I run it?

>> No.3275957

on ZDoom like the average caucasian middle age spokesperson

>> No.3275959

Script error, "ShadowOfTheWoolBall.wad:MAPINFO" line 319:
Automap: Unknown top level keyword

>> No.3275960

which version are you using

>> No.3275961

Probably an outdated version I guess...

>> No.3275969

It was.

>> No.3275976

>Spent cartridges flying out of the gun
>Brutal doom tier gore and blood everywhere
this aint vanilla.

there was another video showcasing the jerky constant reloading animations of the sergeant, it looks very odd

>> No.3275980

I like smooth doom in some aspects, but many animations aren't punchy anymore. A consistent number of frames per distance traveled makes for shitty animations (i went to school for this shit, it really irks me) and that seems to be what they went for. No arcs, no 12 rules, no nothing.

It generally looks okay on the weapons, but on the monsters it just feels floaty. Lacks physics. Kinda shitty.

It's all timing though. They could keep most of the frames and fix the timing and it would look boss, but as-is it's (nearly) all wrong.

>> No.3275983

so in terms of enemy animation which is better Smooth or Brutal?

>> No.3275984

Damn how did I not hear about this before?

>> No.3275989
File: 199 KB, 1678x828, Untitled 1.jpg [View same] [iqdb] [saucenao] [google] [report]

How can I get something in-between those ?

it's with and without scaling

>> No.3275990

What kind of scripts should be client/server side in zandro? Like callacs' d scripts for decorate stuff or purely message/info displaying scripts for example.

>> No.3275992
File: 82 KB, 1920x1080, Screenshot_Doom_20160607_150806.png [View same] [iqdb] [saucenao] [google] [report]

The visuals are very cool, the music is nice, the weapons feel great to use, and the Descent-style escape sequence is great, but the enemies are complete pushovers. Also, cutscenes should never ever be unskippable.

>> No.3275996

Brutal, desu.
That doesn't make it worth it though. It's a fun enough mod (till you get sick of it), but it's not better than vanilla doom gameplay imo.

I still occasionally play through a few maps in brutal doom for kicks though. It's pretty fun. There are better balanced versions than marks though.

>> No.3275998 [DELETED] 


>> No.3276000

You wait for someone to get this shit implemented


>> No.3276001


Punch the monitors when he's doing his ranting shpeel.

>> No.3276004

I didn't mean to demonstrate the picture as a cutscene and it wasn't one at all, I just thought it was a nice little thing.

There are actual cutscenes later in the game. E3M5 is a good example and there was at least two of them. When I got to the second one I just didn't bother finishing it and went to rant about it here.

>> No.3276005


Oh I know, I just like punching the screens.

>> No.3276006

>SC-55 music packs

I never knew about this. I downloaded an OGG zip from http://sc55.duke4.net/games.php#, but how do I get it to work with G/ZDoom?

Going off this guy, what about GZDoom + Beautiful Doom with normal weapons?

>> No.3276007

it's vanilla gameplay

you are being extremely dense

>> No.3276008 [DELETED] 

This garbage does not belong here.

>> No.3276010 [DELETED] 

Thank (you) for saving me, please take this


>> No.3276012

>I downloaded an OGG zip from http://sc55.duke4.net/games.php#, but how do I get it to work with G/ZDoom?

Just load the zip file like any other mod

>> No.3276013

there is no way to do it manually ?

>> No.3276020
File: 35 KB, 661x720, 1454762878983.jpg [View same] [iqdb] [saucenao] [google] [report]

Just beat it myself. Very cute little Wolfenstein clone. The level Purranoia was the hardest IMO.
I liked how you beat the final boss, then just blow off the commander's head to little fanfare.

>> No.3276023

gore and spent shells aren't vanilla my friend. also the delay between enemies taking damage and gibbing is kind of odd

>> No.3276024 [DELETED] 

I wanna FUCK everything in this mod!

>> No.3276029

>gore and spent shells aren't vanilla my friend
it doesn't affect gameplay at all. smooth doom preserves vanilla gameplay.

>> No.3276038

Brutality or Sperglord? those are the only two alts I know if

>> No.3276040

so you'd still recommend a mod that changes all the visual elements as a "vanilla experience" as long as the gameplay remains unchanged? That seems odd.

vanilla doom should be vanilla doom. no bells or whistles. no visual additions, just the old iwad and a faithful source port. I see the original poster was asking for a "modernized vanillla experience" so I guess its fine to have brutal doom style gore and spent shells, although the gib delay and all the odd animations would still put me off

>> No.3276041

so do you normally have this much trouble reading or

>> No.3276045

you're an idiot.

>> No.3276046

... people recommend smooth doom as a graphical rehaul of the vanilla experience.

the only thing you can say indicates that smooth doom is trying to be 100% vanilla in every way (which, being on zdoom, it *can't* be) is this line in the topic post:

>1:1 vanilla faithfulness is the mission statement, but small incongruities do crawl through from time to time. I try to get on these as quickly as possible, but if you do notice anything, be sure to let me know!

but interpreting that as "100% vanilla in every way" is being obtuse.

>> No.3276051
File: 2.74 MB, 1543x5500, 1456272907466.png [View same] [iqdb] [saucenao] [google] [report]

come on man. havent you ever seen this image? yea yea i know its more than 3.

>> No.3276052
File: 18 KB, 224x225, what_the_fuck.jpg [View same] [iqdb] [saucenao] [google] [report]

>brutal doom style gore and spent shells

>> No.3276065

there are smooth doom options in the menu that adds a little gore and the option to turn on spent shells. but its optional. I dunno why he's acting like its a huge issue.

>> No.3276070

go play chocolate doom if any kind of visual modification is too much for you

>> No.3276074
File: 139 KB, 552x640, 1380467250361.jpg [View same] [iqdb] [saucenao] [google] [report]

Greetings /vr/, long time.

Does anybody know of a texture pack which is like "martian surface" type stuff? I'm picturing oranges and light browns. Perhaps even "desert" like.

Also, was there ever a rip of all the sounds from quake 2? Couldn't find one last night.


>> No.3276078

that's exactly what I meant. you can't just randomly stumble around accusing shit like spent casings and gib splatters something exclusive to brutal doom unless you're a shitposter.

might as well call ketchup and nashgore brutal ripoff mods while you're at it.

>> No.3276082

getting "Temporary error, retrying."
just me?

>> No.3276083
File: 63 KB, 447x400, 1457906504398.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3276086
File: 2 KB, 166x130, 1309157315376.png [View same] [iqdb] [saucenao] [google] [report]

>buy Doom 4
>get tendonitis in arm so can't play

Just fuck my shit up.

>> No.3276087

>midi device
Fluidsynth with SGM-V2.01.sf2 soundfont.

>> No.3276094

BASSMIDI with SC-55 soundfont

>> No.3276102

>play BD
>have a blast
>up until that huge city map with the apartments and strip club and thousands of enemies
>mostly lose interest
You were right, when the novelty wears off it't not THAT great anymore.

>> No.3276110

guys I really want to play some doom wads with my nephew, but its not as simple as I was hoping

is there any source ports that support splitscreen? or would I have to attempt some fuckery with servers to get co-op working?

im completely lost

>> No.3276113

Get Zandronum, it's very easy to get a LAN game going.

Even has a wiki for how to get it going.

>> No.3276114

alright thanks thats a start at least. do you think I could get it running on the same computer? thats why I was hoping for splitscreen

>> No.3276115

There's no source port that reliably supports splitscreen.

>> No.3276117

if you're running two sessions on the same machine you don't even need to worry about LAN, just connect to localhost

alternately you could try one of the four ports listed here: http://doomwiki.org/wiki/Splitscreen

>> No.3276119

ok,sounds promising, thanks for the help

>> No.3276124

i just SDL/timidity or whatever and EAWPATS. Is that what you were asking for or am I being retarded?

>> No.3276128

i get the same thing

>> No.3276132

So which mod did gore and spent casings first?

Doesn't really worry me, what worries me is smooth doom being recommended as a "vanilla" experience.

>small incongruities
like the half second delay between a monster taking a shit ton of damage and actually getting gibbed?

The real question is: why try to reinvent vanilla? its already as vanilla as it gets. It doesn't need extra animations or gore or spent casings. Why not try to do something unique or create something new within the vanilla framework if vanilla is your cup of tea?

>> No.3276134

>So which mod did gore and spent casings first?
out of the three? nashgore

>> No.3276136

This is exactly me

>> No.3276137

I think I know what you were trying to do

>> No.3276148

jmickle was doing some kind of orange texture pack

>> No.3276150

Links for the top 100 wads are broken right now. Can anyone throw the file up on google drive or something so I can try them?

>> No.3276152
File: 27 KB, 376x440, 1387477996437.png [View same] [iqdb] [saucenao] [google] [report]

Did anymore work get done on this GOAT sprite?

>> No.3276156

>what worries me is smooth doom being recommended as a "vanilla" experience.
Interpolated animation with identical gameplay bothers you? Get a life.

>> No.3276159
File: 94 KB, 855x701, edge master.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3276160

nothing identical about it, the timing is off

>> No.3276163

Top 100 wads...is that caco awards where 10 are selected per year, so it's not actually the top 100 or is it an actual, voted by community, top 100?

A true top 100 list would probably have 80% of the maps made since 2005.

In what way?

>> No.3276165

playing the game with zdoom at all contradicts "vanilla experience"

>> No.3276167



The guy who made the SC-55 music packs for DOOM I and DOOM II has just made a pack for TNT: Evilution. He also made a script for automating the creation of a pack for The Plutonia Experiment, which is convenient.


To be honest, I have to agree with this.

>> No.3276168

you sure trolled youtube good dempai

>> No.3276171

modernised vanilla is prboom+ in the appropriate compatibility level. you are allowed high resolution, and a full screen hud. widescreen is very dubious. anything else - crrrk (sound of throat being cut)

>> No.3276176

Okay, I am at a loss here. I downloaded the newest version of Slade ( and when starting up I get this error message.

Last Log Messages:
12:10:53: Base resource loaded
12:10:53: SLADE Initialisation OK
12:10:53: Parsing error: "upstream" unexpected in slade.pk3:config/iwads.cfg (line 59)
12:10:53: Error: Can't open registry key 'HKLM\Software\GOG.com\Games\1435827232' (error 2

Apparently it tries to access the registry of GOG. I have no idea how that could have happened. Has anybody else had that problem?

>> No.3276182
File: 931 KB, 1920x1080, doom09.png [View same] [iqdb] [saucenao] [google] [report]

The one time I want this asshole to open fire he just walks around up there like a jackass.

>> No.3276185

>Apparently it tries to access the registry of GOG
probably trying to find your iwads

>> No.3276197
File: 70 KB, 188x204, surprised doomguy.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3276204

>that pixel-smoothing


just makes the whole game look blurry af

>> No.3276206

Doom Legacy has Split Screen..

The only problem is it isn't compatible with most ZDoom wads and it hasn't been updated in.. uh..


I honestly thought it was longer

>> No.3276209

More pain more immersion, Turn the pain to rage and self insert into doomguy being fucking pissed.

>> No.3276215

"identical" gameplay with delayed gib timing, extra blood and gore, casings, hyper fast animations, enemies reloading their guns in between shots and looking weird. nah. it aint identical.

I'm no purist, but zdoom with the original iwads is passable for original doom. I played it back in the day when it was released, and its pretty close, just with all the things we take for granted in shooters like quake-tier menu customization, console, etc.

I dont play vanilla doom anymore, i've played the shit out of it over the last 20 years, but smooth doom is more like jerky doom with blood and casings, making it feel pretty modern.

>> No.3276230

They only look "hyperfast" because there's actually shit going on between the old frames. Still the same animation time. The gameplay itself is still vanilla doom, just with a layer of graphical polish.

>> No.3276249

legacy died a decade ago. its corpse has been molested by a crazy woodsman for some time.

>> No.3276253

Spent casings go back to the 90's with Immoral Conduct

>> No.3276273

Hacx of course, it is strictly cyberpunk, it even has cyberspace levels.
Despite what other /vr/oomers tell you Hacx is not that bad. It is definitely the weirdest of all doom engine games but if you get past its quirks it's not a bad experience.

>> No.3276280
File: 405 KB, 917x636, quake_player.jpg [View same] [iqdb] [saucenao] [google] [report]

>Also, is anyone excited for its 20th anniversary?
I am

>> No.3276291

You can (and should) switch most of that shit off. I just like the casings and smoother animation purely for aesthetics. The game is functionally identical though.

>I'm no purist, but...

Yeah, sure thing pal.

>> No.3276295
File: 59 KB, 636x358, s5woptzqjrl4y7lzmakz.jpg [View same] [iqdb] [saucenao] [google] [report]

So what's the general consensus on Ancient Aliens? Saw someone streaming it and played a couple maps myself last night. The color palette and enemy reskins seem more interesting than the level design from what I've seen, but I need to play it through before I decide. Haven't seen it discussed here yet.

>> No.3276297

It's just a bit clunky. The heart was in it though.

>> No.3276298

Looks really nice, monster fight design might not be everyone's cup of tea.

It's been discussed plenty, you just haven't been around to see it.

>> No.3276302

It's really good, I'm still playing it. The last few maps are giving me a hard time.

>> No.3276303
File: 1.96 MB, 400x302, 54674.gif [View same] [iqdb] [saucenao] [google] [report]

I feel like I'm watching one of those vintage stop-motion movies where they haven't got the timing right yet and wobble the models around a lot. Except at double speed.

>> No.3276304
File: 17 KB, 278x221, 1460115486979.jpg [View same] [iqdb] [saucenao] [google] [report]

Christ, fuck that map. Dropped my no save pistol start uv run there, just couldn't be bothered. If I got lucky enough to make it back inside after the first key, I wouldn't survive long.

>> No.3276315

Why is it 130MB!?

>> No.3276316 [SPOILER] 
File: 137 KB, 623x527, 1465302647352.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3276336


Bowl of Piranhas new update. Worked a bit on the sprite and made it cleaner. Also, the piranhas aren't as deadly anymore; I modified the A_SEEKERMISSILE parameters so they are less likely to acquire a new target and also don't home in as well as before.
Sadly, if you pour out a bunch of them in front of a lone cyberdemon, they will still eat him, but at least now he can get a rocket or two at you in the meantime.
Also, is there any way to replace the enemy corpses with other sprites on them dying by a projectile? I would love to leave skeletons.

>> No.3276338
File: 344 KB, 1024x768, Screenshot_Doom_20160607_144343.png [View same] [iqdb] [saucenao] [google] [report]

Shit, forgot picture.

>> No.3276345

lots of custom content and large complex maps
there's an mp3 in there as well I think

>> No.3276352

>pixels at different angles

Sweet zombie Jesus, that looks horrible.

>> No.3276361

>Hacx is not that bad
It's pretty mediocre, like it has good graphics and all, but the levels are really not that amazing, most are boring, the monsters and weapons are also more or less the same as in Doom, just with some slight behavior tweaks and new graphics + sound.

The game comes across as unfinished.

>> No.3276367


>The game comes across as unfinished.

Probably because it is. It was rushed in an attempt to beat Quake to the market.

>> No.3276378
File: 329 KB, 1200x1097, 1464846240620.jpg [View same] [iqdb] [saucenao] [google] [report]

>mfw playing Doom The Golden Souls again

It's so charming. The beach and desert levels are my favorites so far. The ghost house is really nifty as well. Props to the dev.

>> No.3276380


I can't get past how bad most of the weapons are.

>> No.3276386
File: 90 KB, 500x500, 1457053576108.jpg [View same] [iqdb] [saucenao] [google] [report]

>Shittiest revolver in any video game ever that never ever gets used again after you obtain the AK
>Over-and-under that spends more time reloading than firing
>A semi-auto shotgun that drains ammo like a motherfucker and also spends more time reloading
>An automatic weapon which stunlocks almost everything
>Most pathetic excuse of a rocket launcher
>Nailgun somehow feels really dull to use
>An overpowered railgun

I hope the sequel is better.

>> No.3276387


Golden Souls 2 gives you a pretty good pistol, the SSG gets the job done, the trumpet rocket launcher is powerful and works pretty well, and the assault rifle is kinda inaccurate but again, it does the job well.

It went from garbage to adequate. He also made the fists good and then somehow made them shit again with a charge attack that takes like 6 seconds to fully charge.

I wanna make a mario themed weaponset for golden souls 1 so I can actually play through it and enjoy the levels.

Maybe increase the jump height and air control too

>> No.3276396

Sounds promising.

Maybe you could backport Golden Souls 2 weapons once the mod is done

Fuck that secret level with the mine maze and the overuse of rocket dodging, it looks weird as shit with sprites

>> No.3276407

Thoughts on a Doom Moba/FPS total conversion with levelling up and multiple classes (i.e. you select from pool of doom monsters)?

>> No.3276413

Yeah, the guns are kinda crap unfortunately and the enemies have way too much health on higher difficulties. The game's actually more fun on Easy or Baby.

Everything else makes up for it though.

>> No.3276415


>> No.3276423

That's really scary.

>> No.3276431
File: 62 KB, 1270x716, upgrade tree.jpg [View same] [iqdb] [saucenao] [google] [report]

Was thinking of an upgrade tree like this, with higher tiers requiring more points/experience.

>> No.3276435

Oh if this is more like Natural Selection, I approve.

>> No.3276436

what would the map be like? generic dota map? what would the camera even be like?

>> No.3276447

I would imagine FPS camera. I remember a mod ages ago where you could play as a cacodemon and fly around.

For balance you'd need to maybe adjust speed and health/armor. Maybe have regen health for some monsters, but non-regen armor plating. Maybe skills would include increased range or fire rate of fireballs.

Could look at importing monsters from Duke 3d or Hexen to make the roster a bit fuller and have more appropriate evolutions into final forms etc.

Monsters could have abilities drawing off a regenerating mana/energy pool. I like the idea of ranged attacks also drawing from this (in case of cyber demon or arachnotron etc, you would need rockets or cells).

>> No.3276504
File: 126 KB, 640x960, despair.jpg [View same] [iqdb] [saucenao] [google] [report]

>trying to play through all of Doom 1 on UV with enforced pistol start for every level
>just got through E2 after getting my ass kicked on E2M6 and E2M7
>currently pondering what still lies in wait

Anybody have some tips? I'm finding myself rushing to try and find the berserk pack on the level ASAP because I basically have to fist most pinkies and imps in order to have enough ammo for the bigger bastards, especially early on, when ammo is particularly valuable because I haven't found the berserk pack yet. When they roll out a baron, things get really hairy.

Are there any particular tricks to ammo conversvation beyond fisting enemies that are easy to fist and trying to incite infighting when possible?

>> No.3276515

Golden Souls keeps crashing frequently with me.

>> No.3276519

I'm using the latest 1.x GIT build of GZDoom and it hasn't crashed for me once.
Wish the 1.x line would catch up with the 2.x line. It's almost two months behind it now. My current computer lags like fuck when I use 2.x.

>> No.3276521

aim better. you should not be having so much trouble with ammo. try shooting from nearer. know where to find secrets for more weapons/ammo. e2m7 shouldn't be causing you so much trouble beyond the first room (pistol v. 2 demons)

>> No.3276527
File: 95 KB, 216x296, v4HXqrp.png [View same] [iqdb] [saucenao] [google] [report]


Got some sounds for this gun now

>> No.3276528

My PC has problems with anything past 1.8 I think.

>> No.3276534

neat, but a cranking/dynamo sound is missing from the reload imo

>> No.3276535


working on it, I just wanted to show off the firing sounds

>> No.3276537

The sequel already has a beta out that channels Super Mario World more then 64. The guns feel better for sure compared to the first.

>> No.3276601

(Apologies in advance for the really stupid question) How do I disable vertical mouselook in ZDoom?

>> No.3276603

Just turn off freelook, then it'll be horizontal only.

>> No.3276605

And for precision's sake, it's "always mouselook" under mouse options.

>> No.3276615

Think we're gonna get that blackroom demo?

>> No.3276616

I'm just waiting for the KS to be back with gameplay footage. If it looks good, I might back it like a good goy.

>> No.3276623

Is there a special trick to making custom key icons appear in the HUD?
I made a new key and the icon never appears in the hud, no matter what I do.
I would like this to be able to exist besides the other keys, so I don't want to simply name the sprite after an existing key.

>> No.3276624

the bar HUD only recognizes the original six keys

does it show up in the alternate HUD?

>> No.3276630

Yes, but also not with the key icon, but with its regular sprite.

>> No.3276632

>Got 13 souls in Golden Souls
>Unending staircase wants 15
>Can't find any other levels to play

What gives.

>> No.3276636

you are using Inventory.Icon right

>> No.3276639

There's at least one secret level and another one you can access with enough big coins. I haven't beaten it yet, but I'm close to having more than enough for the unending staircase.

>> No.3276640

Honestly, I think its decent, but nowhere near as good as people make it out to be. Valiant was better.

>> No.3276643

I got enough big coins to play the one secret level in the front yard. There's another big coin door but it says that extra levels are under construction. I've noticed a lot of thin black doors I dunno how to open through the castle.

>> No.3276645

Same. But I wonder if we'll see the gameplay footage at all or if the air went out of the project

Speculation time: I think the would-be "investors" from which romero would secure most of the funding should he secure the kickstarter goal is actually Adrian Carmack himself. The guy has millions upon millions since he neither haemorrhaged money like romero or built space rockets like the other carmack

>> No.3276648

Inventory.Icon "HRTKA0"

>> No.3276652
File: 321 KB, 1920x1080, Screenshot_Doom_20160607_131040.jpg [View same] [iqdb] [saucenao] [google] [report]

In Starry Night, there's a hidden exit painting that leads to a room with the entrance to a secret level, and the other side of one of those thin black doors, which you can open from there.

There seems to be 2 other secret levels, judging by the other thin black doors around the mansion. I'll look into finding them when I play it later.

>> No.3276656

IMO you're missing choices in that upgrade tree.

The interesting thing in upgrade trees (and MOBAs or any class-based game actually) is to have multiple choices that make the player ponder and think what to choose depending on the situation or play-style.

Arch-Vile can be an alpha-damage class with the incinerate skill or it can take on a support or build role because it can heal/resurrect/summon.

Demon could choose between an invisibility skill (because spectre) or pure raw fast damage (N! Demons)

A choice gives you something, but also denies you something else.

If upgrades are gonna be linear it's less interesting I think as it's a thing of "I can't wait to have the next upgrade" only.

>> No.3276679

Ok, I have a problem: I made a map with custom sprites. So I built a .wad out of it, with the sprites in one folder and the map .wad in another, all according to the directory convention. Root contains decorate, lockdef and mapinfo.
Now the peculiar thing is that when I start the "naked" wad without the extra item (of course i can't make progress because of that) I get a regular skybox, but starting the .pk3 with the new item (and with everything fully working), I suddenly get missing textures where they sky should be. Anybody knows what causes that?
I tried to put the skybox flat in the archive, too, but it didn't work.

>> No.3276684

Add in actors that are just for show and don't deal damage

>> No.3276694

Are the scripts doing things that all clients need to know about? Like a player picking up a health pack, or having a variable set that determines later something that all clients need to know about? No client side.

If not, then client side.

>> No.3276702
File: 262 B, 226x200, hellbound.png [View same] [iqdb] [saucenao] [google] [report]

>mfw playing Hellbound
Earth needs duct tape

>> No.3276706

>262 bytes
ayy lmao

>> No.3276727

>Also, is there any way to replace the enemy corpses with other sprites on them dying by a projectile? I would love to leave skeletons.
Yes. You could even have it compatible with other mods.
On projectile death, have the projectile a_radiusgive an item that runs a script in the pickup state. The script checks if the actor is a corpse, then if so and it hasn't run the script before (use an inventory item as check) then grab it's class name, compare it to an array of strings, and depending upon what class it is (doomimp, revenant, etc) spawn different actors (or put a single actor into a different state) and save the actor name in a string user_var on the actor (or in a global string array--make sure to clear the portion of the array you use at the end of the map in an unloading script) then once you have removed old actor and spawned new one, put the new actor into the death state (if setactorstate acts wonky with this, have spawn state identical in appearance to the death state and call thing_damage on itself to immediately kill the actor.) Then, so that it works with archviles and is compatible with mods, have a raise state that spawns the actor saved in the corresponding string. Remember to shuffle all of the original actor's pointers to the corpse actor, then from the corpse actor to the new actor called in the raise state.

>> No.3276730

Do weapons in zandronum 3.0 require keyconf? I'm making a weapon for dump and I can't get my weapon to show up. I'm just using weapon.slotnumber which the wiki says is the most compatibility friendly method to define slot numbers.

>> No.3276736

Hellbound was such a bore. Kinda annoys me that people praise it for having good visuals, because the gameplay just flat out sucks for the most part.

>> No.3276737

no they don't, slotnumber should work just fine

>> No.3276739
File: 81 KB, 339x337, 4nhUs.png [View same] [iqdb] [saucenao] [google] [report]

>mandatory secrets

>> No.3276754

I know its Brutal Doom, but I tried to play v20b and I get a crap error about a typo'd line. Thing is every time I correct it using 7zip it spits out errors about duplicate files that I can never seem to squash. Is there a fixed version floating anywhere around the net or should I just stick with something like Johnny's version? Mainly interested in the optomization it went under.

>> No.3276758

It still ain't working, do I need to define a new class?

>> No.3276759

I don't think it'll work with idfa if you use weapon.slotnumber, you need to summon it from the console.

>> No.3276762

I do " give test_wep 1 " and it doesn't work, I can't even select it, it's like its not there.

>> No.3276765

does it appear in printinv

>> No.3276767

Any of the fan mods have better optimization.

>> No.3276768

yeah, still won't select

>> No.3276771

Ah thanks. Guess I'll stick with Johnny's BD.

>> No.3276776

that wasnt me. I just stumbled on it and got a mild chuckle out of it.

>> No.3276778

can you do "use test_wep" and select it

>> No.3276781

I am using the UberShotgon example from here:
Just renamed to test_wep. I realize it won't have any sprites but it's not even going to the spriteless weapon, I can only toggle between shotgun and SSG.

>> No.3276784

>it won't have any sprites

come on now at least try

>> No.3276786

no, it should be selectable but invisible.

It's not selectable.

>> No.3276787

Somebody should talk to the creator about collaborating to redo the WAD so we can repopulate the levels to make them fun again.

>> No.3276789

no, it shouldn't be.

if it were, idfa would give you all the heretic, hexen, and strife weapons even though they don't have sprites.

>> No.3276793

People are hating Smooth Doom now? What is wrong with you people??

>> No.3276798

Well functionally speaking it makes hitscanners able to shoot more often, which is bad.

>> No.3276804

I personally am used to seeing Smooth Doom animations, I can't stand the 4-frame animations of vanilla's enemies and weapons

>> No.3276807

>>3276771 here. Still having the problem with Johnny Doom. Am I forced to use an older gzdoom build?

>> No.3276808

No, you are incorrect. It is because your Doomplayer class prevents you from getting them. It has nothing to do with sprites.

Try the following: Go into any weapon mod and delete all the sprites for a weapon and then load the game and fire with the invisible weapon.

Anyway I think I answered my own question and have to define a new player class, at least temporarily. The ZDoom wiki appears to be misleading about not needing a new class for new weapons, at least in a case where the playerclass already has slots defined (like the default Doomplayer), and I assume if you used a player class that didn't define slots on the actor it would work with any weapon using the slotnumber property.

>> No.3276812

Outside of the weapons, I never liked it. A lot of the enemy movements are awkward and jerky rather than smooth.

>> No.3276818

>Try the following: Go into any weapon mod and delete all the sprites for a weapon and then load the game and fire with the invisible weapon.

oh okay

I can't select it, hmm.
in fact, it's not even in my inventory.

maybe that's because zdoom detected the weapon doesn't have sprites and therefore *doesn't let you carry it*

>> No.3276820

Then how come I just did this and it worked fine?

>> No.3276823


and if for some reason you still doubt me, even though this is EASILY verifiable, make a mod with just this as the DECORATE:


then do "give arse" and "printinv".

you might just notice that arse isn't in your inventory

>> No.3276826

Alright managed to fix it. Had to use SLADE instead of text editing from 7zip.

>> No.3276828

and then if you STILL doubt me, go ahead and replace all the MWND's with PISG's.

holy crap suddenly it's in your inventory and you have a pistol firing invisible mage wand missiles oh my god it's almost like it's exactly how I explained it

>> No.3276834

Yes, because it's not defined in the doomplayer class, which has defined slot numbers that override any actor's slotnumber.

Try renaming all the sprite names in arse to a sprite that actually exists, it will do the same thing as the current version.

>> No.3276839

Okay, so, I was wrong.

Here's the reason:apparently if a weapon has TNT1 somewhere in its decorate, ZDoom.counts it as having sprites.

>> No.3276842
File: 5 KB, 223x413, example.png [View same] [iqdb] [saucenao] [google] [report]

Is there a way to hide a pain elemental in a pit, and make it shoot lost souls above where the player is like in pic related?

the idea is to give the illusion the lost souls are endlessly spawning from a lava pit, and there should be no way to kill the pain elemental or know its down there

>> No.3276848

if the first state of the Ready state has a valid sprite, the weapon exists. otherwise, it doesn't.

that's the entire check.

and weapon slot numbers are NOT overriden by playerclass slot numbers. they are additive. the entire reason the two exist was to get away from that bullshit, due to all the headaches that KEYCONF's setslot caused.

>> No.3276851


We're sitting here telling you what the problem is and you're saying that it's wrong and that the wiki is wrong and that the wrong method is the solution.


Because TNT1 is a sprite in the zdoom.pk3 file.
You're a dumbass, dude.

>> No.3276856

Actually I'm going to level with you: I've been on my phone this whole time and haven't opened up code or Zand once. I was having a real issue however, I was just doing all this from memory when I had the issue two days ago. >>3276839 might be bullshit since I'm basing it on a time I remember making a weapon that only used TNT1 states, and it worked. I didn't test it before posting, though, and the memory is from like two years ago.

You really did help me though, because I legitimately didn't know that ZDoom bothered to check if something had sprites. I will try it when I get home. Thanks for the help ijon.

>> No.3276860

>You're a dumbass, dude.
Wow, rude.

>> No.3276861
File: 31 KB, 434x393, 1369482767716.jpg [View same] [iqdb] [saucenao] [google] [report]

>I've been on my phone this whole time and haven't opened up code or Zand once.

>> No.3276864

>he doesn't know about the smooth doom weapons only mod

>> No.3276865

I have a limited amount of time these days and have to use my time efficiently, like checking the thread while going to the bathroom.

I'm sorry.

>> No.3276876

put a pain elemental and friendly monster in two separate cages so the pain elemental can see the other monster and will keep spawning lost souls at it. put a bunch of teleporter lines in the space between the two cages. requires MBF compatibility for friendly monsters. won't work in zdoom because its friendly monster AI isn't sophisticated enough. so probably easier to do this with an ACS script.

>> No.3276882

Meh, Reelism is boring, most of the mods don't add anything interesting to the game and the weapons are too many to sift through regularly.

>> No.3276883
File: 462 KB, 2144x768, dum.png [View same] [iqdb] [saucenao] [google] [report]

So I just started learning to map, and I think Im falling under the newfriend trap of having too many expectations for my first idea.

I kinda want to something simple like a KDITD techno base that is slowly being consumed by flesh textures, hence the cracks in the floor, but Im getting lost on the decoration department, I have no idea on how to make holes on the walls to make windows into other rooms for example.

Fot the moment Im stuggling with what to put in the rooms without bringing too much detail or leaving them feeling empty.

>> No.3276889



>> No.3276890

Cracks shouldn't be plated metal unless manmade, use something that shows it broke.

Also penis map

>> No.3276896

Raise rather than lower the flesh-cracks so it looks like tentacles instead. Makes more sense.

>> No.3276908




yeah, that was a slip, the penis was also unintentional, Im going to put two more rooms at the sides


perhaps a mix of raised and lowered flesh-cracks would be appropiate?

>> No.3276909
File: 430 KB, 1920x1080, D3UDMF at 2016.06.07 15-52-06.752 [R2644].jpg [View same] [iqdb] [saucenao] [google] [report]

Think of windows into other rooms as doors with the floor raised. Just keep in mind that DUMP 3 is built for ZDoom, so you have to adjust the floor height depending on whether or not you want the player to be able to jump through it.

Maybe it'll help if I talk about my first mapping experience. I just wanted to get something that met two criteria out.

-you could exit it

-I had fun testing the full level

My second release is in DUMP 2. I was short on time and sick, so I rushed it.

DUMP 3 is my third released map and it's gigantic compared to the first two. My approach is still the same. If I'm not having fun testing it, the level gets torn up and changed until it's fun.

Adapted to your circumstances of not knowing how much detail to put in, I'd suggest adding monsters, health, ammo, and armor before aesthetic details. Play the level and adjust each section until you're having fun testing it. Then add details to the point where either you're tired of detailing, out of time, or the details mess with the already established flow of the gameplay.

Here's what I've got so far. Monster count is around 280 right now. I expect it to end up around 500 after I complete the secret exit. The boring looking room in the southeast is a WIP hallway leading up to the last of the optional battles.

>> No.3276913

>secret exit
But where will it go?

>> No.3276916

Thanks bruh, guess Ill read into acs

Also, I could put the pain elemental behind a transparent wall in a far away room where it can see you, then put the teleport lines in front of it

>> No.3276920
File: 32 KB, 640x480, goingdownmap16'black_mass'.jpg [View same] [iqdb] [saucenao] [google] [report]

Nowhere, sadly. DUMP 3 probably won't support what I'd really like. In DUMP 2, you lose weapons and armor when you start a new level, so I expect the same here. In a perfect world, the main exit is a death exit and the secret exit isn't. I was inspired by Sunlust MAP28, which ran with a similar idea, on top of the fact that the dreaded archvile carousel is in the next map, giving added incentive to keep your weapons.

You'll need to clear everything for 100% monsters and secrets, though, regardless of whether carryovers are allowed in DUMP 3 or not.

For the final area, my inspiration is Going Down MAP16. Everything you pick up releases more demons until you literally can't move. Now I have to JUST DO IT.

>> No.3276936

Most people play it with a mod to make up for that.

>> No.3276942

Gameplay mods don't fix the horrible map geometry with too much los blocking that doesn't prevent enemies from shooting at you and darkness.

>> No.3276946

Pretty sure people have their brightness turned up to make dark encounters easier too.

>> No.3276962

But that still won't fix poor visibility due to visual clutter that doesn't actually block line of fire.

>> No.3276968

>Making an observation is hate speech

>> No.3276989

>dislike is hatespeech

>> No.3276995

You'd better be quiet. They'll hear.
Always speak with a silver tongue these says.

>> No.3276997



>> No.3277001
File: 42 KB, 378x400, because.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3277008

don't include the entirety of doom 2's texture set in it is really what's wanted

that's what made term go stabby last time

>> No.3277014

But isn't the TEXTURES lump for custom textures empty by default if you create a new wad?

Also, who turned on anisotropic filtering after updating GZDoombuilder?

>> No.3277017 [DELETED] 

>hurrrrr durrrrr gore is bad in a doom game

This community is fucking terrible and great at the same time. Christ.

>> No.3277021

It's weird because you see the best parts of any gaming community (constant new content, creators that care what their audience thinks, a general set of nice people) and the worst parts (ridiculous fights about moronic topics, obsession with purism and nostalgia, elitists).

>> No.3277038

>creators that care what their audience thinks
This is both good and bad.

>> No.3277045
File: 159 KB, 500x375, 1462497507248.png [View same] [iqdb] [saucenao] [google] [report]

deathmatch server when

>> No.3277060
File: 93 KB, 468x350, 1403765614343.jpg [View same] [iqdb] [saucenao] [google] [report]

It feels like we haven't had a /vr/ server up for months. The last fun one I remember was going through relatively slaughter-y wads with WW's Nazis mod.

>> No.3277069

Trolling shit like this is why everyone hates you.

>> No.3277095


People are lazy and copy over the DOOM II TEXTURES lump to work on that, I assume.

>> No.3277120

We need another CTF Samsara.

>> No.3277138


>Hurrr durrr, why don't you want 80 gallons of blood poured all over the place with every kill.

In more seriousness, there is a thing such as too much. Depending on your tastes, the approach some mods take make things feel more cheap and shit. Also it can be kind of annoying to miss switches because it's almost completely covered in blood.

>> No.3277140

Why is sv_cheats off by default in project brutality? When your mod is commonly known to be prone to making random sections in various maps unwinnable that makes no fucking sense.

>> No.3277145 [DELETED] 

>hurrrrr durrrrr

compelling words

>> No.3277162


>> No.3277163
File: 83 KB, 1022x660, yellowsthecolournow.png [View same] [iqdb] [saucenao] [google] [report]

Can't help but fiddle around a new map.
Something smaller, though, perhaps faster. Might not submit for Dump3 because I don't wanna hog space.

>> No.3277167


>> No.3277189

>because I don't wanna hog space.
It's fine, people have submitted multiple maps before.

>> No.3277198



>> No.3277207

What are people's opinions on Hectic from Doom 64? Thinking of making something like it for Dump 3 since I discarded my original idea for being unachievable in the timeframe.

>> No.3277217



>> No.3277231

if we get to page 9 or 10 and the regular guy hasn't done it, go ahead

>> No.3277234

about fucking time

>> No.3277257
File: 1.02 MB, 1913x1041, airplane.wad directors cut.jpg [View same] [iqdb] [saucenao] [google] [report]

dang wish i got into mapping earlier cause this dump3 sounds pretty neat. I just made my first map like a week ago. The first part is airplane.wad and then just a bunch of random shit I put together. its pretty bad.

>> No.3277279
File: 826 KB, 685x852, 1463802746957.png [View same] [iqdb] [saucenao] [google] [report]

Fear not anon. There'll be probably more DUMPs I hope. My first maps looked like that too.

>> No.3277283
File: 2.24 MB, 640x480, guesswhatsgoingbehindthisdoor.webm [View same] [iqdb] [saucenao] [google] [report]

This is exactly how I envisioned this giant door turning out. I'm amazed each piece of it raised to exactly the height I wanted on my first try. There's no feeling like grabbing something straight out of your head and making it appear perfectly ingame. Now I need to ring the switch with blood or something. The webbum's a little dark. Squint at it. I'll light the room next time.

And yes, I have Z& in program files. That's where the intstaller dumped it and I haven't had any issues yet. All my other source ports + all my wads and mods are outside of it, though.

>> No.3277305
File: 148 KB, 1082x675, iguessthen.png [View same] [iqdb] [saucenao] [google] [report]

I guess then.
It is sorta first-levely, gotta see how it meshes up. Short thing, otherwise I wouldn't be spending so much time with this bridge to main area.

>> No.3277317

I was really hoping it was actually just going to shout "ZAP, MOTHERFUCKER!"

>> No.3277382

fuck i hope I'm not late


>> No.3277408
File: 216 KB, 1269x760, tomorrow_the_rest.png [View same] [iqdb] [saucenao] [google] [report]

Fiddling's too fun.

>> No.3277412
File: 331 KB, 1440x900, zandronum 2015-09-17 11-50-11-626.jpg [View same] [iqdb] [saucenao] [google] [report]

Samsara + Samsara monster mixer will do ya good. It can "convert" to any game besides quake so far.

mm_randomcycle 0
mm_doom 0
mm_wolf3d 0
mm_marathon 1
mm_duke3d 0
mm_chex 0
mm_heretic 0
mm_hexen 0
mm_quake 0
mm_rarespawns 1

>> No.3277462

>you sure trolled them good
>the "Add a public comment" picture doesnt match with the comment

you sure fucked that up senpai

>> No.3277465

>Hell Revealed
>Level 18 "Hard" attack
>You spawn with a cyberdemons huge ass in your face
It's like pottery

>> No.3277471
File: 200 KB, 767x1041, Untitled-1.jpg [View same] [iqdb] [saucenao] [google] [report]

doomguy's long long legs

>> No.3277497


Are you really responding to a shitpost that's over 12 hours old?

>> No.3277537
File: 68 KB, 1600x900, Screenshot_Doom_20160607_211449.png [View same] [iqdb] [saucenao] [google] [report]

Playing mods with lots of special effects, like Dakka, with software renderer at low resolution is a nice crunchy treat.

>> No.3277539


The text in the upper-right being unreadable would bug me far too hard to play like this.

>> No.3277550

why would I care how old a post is

>> No.3277553

Mark's city maps might be a bit too expansive but his hell maps are spot on in terms of atmosphere, the Sacrificial Temple was genuinely unerving

>> No.3277556

hsg Is... Is that you?

>> No.3277564

>Can't store FOV changes
>Have to set FOV on every new level
>Have to bind FOV to a key

>> No.3277576
File: 21 KB, 500x377, 1453597160415.jpg [View same] [iqdb] [saucenao] [google] [report]

>a pre-gondola gondola

>> No.3277586
File: 64 KB, 900x506, Exterminatus.jpg [View same] [iqdb] [saucenao] [google] [report]

>Using the zepplin nuke button on Russian Overkill.

>> No.3277608

I don't get it.

>> No.3277609
File: 78 KB, 267x231, cheats.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3277614

you know that retarded spurdo meme? give it goofy long legs and you have a gondola

>> No.3277645


I can confirm that this happens every time I use cheats when I play ZDoom. It gets annoying.

>> No.3277653

>am_cheat 3
>entire room obliterated by hailstorm of rockets and plasma

every time

>> No.3277693
File: 93 KB, 960x544, 1465199059308.jpg [View same] [iqdb] [saucenao] [google] [report]

Is there actually anybody who uses controllers to play Doom on the PC? I personally would stick to keyboard, but I'm curious.

>> No.3277698

Saw a doom thread on karutchan /int/, a russian anon was playing brutal doom with a controller.

>> No.3277705
File: 275 KB, 592x371, 2016-06-02 20_07_23-[The Punisher - Frank Castle 67 (2009) (Minutemen-Shampagne)_pun_67_06.jpg + The.png [View same] [iqdb] [saucenao] [google] [report]

Not that poster but thanks for giving me an excuse to post this.

>> No.3277738
File: 61 KB, 396x395, 1384703264516.jpg [View same] [iqdb] [saucenao] [google] [report]

>have not mapped in months
>return to my setup
>everything is so disorganized in a maze of folders and sections (now I see why 2x monitors is so handy)
>forgotten so much

Ahhhh fuck me dead.

It's like a bomb went off in an art studio.

>> No.3277768

I tried playing Crispy Doom with a DS3 just for the hell of it. Didn't bother for long because there was no bind for the automap for gamepads for some reason.

>> No.3277794

Anyone ever play this AvP mod?


I remember when it was first posted and it didn't look that impressive, but there are 60 pages of replies.

>> No.3277813

Sperglord for me. It's just cleaner.

>> No.3277843

No. If a map is shit by itself, then a gameplay mod isn't going to fix that. Especially in my case, since I don't even like gameplay mods that much as I personally find them to be style over substance gimmickfests.

>> No.3277864

How do I make a secret area in doom builder 2?

>> No.3277867

yeah, i find that fucking incomprehensible

>> No.3277869

you dont tell anyone about it

>> No.3277875

you'll always have HSG


>> No.3277881

I'm moderately hype even though I know nothing will happen.

>tfw no QUMP in celebration of Quake's 20th

>> No.3277894

He recently tweeted about redoing a Quake map and retweeted some other Quake map remakes.


>> No.3277897

wwads up evverybody

i just dowwnloaded the starter pack

wwhats the best wwater themed wwads out there

>> No.3277903

I checked but can't find him tweeting about redoing a Quake map, only replying to someone else remaking Quake stuff.

>inb4 romero recommends darkplaces

>> No.3277905

Yeah, I was mistaken. I thought the oldest one was a link to something of his, but it wasn't.

At least he's looking at Quake stuff.

>> No.3277909


>> No.3277917

do you havve a link

i found a corp.wwad but it wwas for deathmatch

>> No.3277919
File: 68 KB, 324x543, 3243q6425.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3277921

Did you know that the United States Marines made a Doom WAD?


>> No.3277926

if you quit roleplaying, yes

>> No.3277927


A fixed up version.

>> No.3277928

It's been a part of plenty of those "did you know these facts about Doom?" youtube videos.

>> No.3277929

i wwont be turnin in my badge that easily

>> No.3277945

Pretty much what >>3277008 said.

If you create a new textures lump, yes. A lot of people didn't. A LOT of people didn't.
It was annoying.
Extremely, extremely annoying.

>> No.3278019

ahaha that is awesome!

>> No.3278070
File: 155 KB, 1600x1200, PIC00021.jpg [View same] [iqdb] [saucenao] [google] [report]



I think this thing is pretty much done

>> No.3278076

add little spark noises when cranking into overcharge mode and it'll be great

>> No.3278087


sounds like a neat touch

>> No.3278098


I just tried and I can't get it set up in a way that sounds nice because it's either too quiet or obnoxiously loud, sorry man I ain't feeling this idea.

>> No.3278132

There is one?

I just like the Doom 64 shotgun and super shotgun with animations.

>> No.3278158

I'm new to Doom mapping. Should I only be using ZDoom (Doom in Hexen Format)? It seems like almost all tutorials are written for this mode.

If I do use this mode, will my wad be incompatible with non-zdoom source ports? I've been browsing the zdoom wiki and I can't find any solid answers to that, but I'm assuming yes.

>> No.3278161

>If I do use this mode, will my wad be incompatible with non-zdoom source ports?
pretty much, yeah

>> No.3278167

to that anon who made the weapon with the two blunderbuss pistols, your gun is pretty fucking neato, but I suggest adding +BRIGHT to your projectiles so we can see them easier, might want to make them travel faster too

Otherwise it's pretty fun to use.

>> No.3278187

Take a lesson from Bob Ross: It's your happy little world, you can do what you want with it.

>> No.3278192

And now, we're going to add a happy little corpse to the hellscape

>> No.3278194

If you aren't overwhelmed by the massive amount of options, UDMF is a better choice all around. The only ports you lose by using UDMF over Hexen format are ZDaemon and Odamex, I'm pretty sure.

>> No.3278201
File: 401 KB, 1920x1080, 20160606042904_1.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.3278220

Best doom megawad ever?

Let's see your choice /vr/.

I'm using strictly non-commercial content here, from around 25 of the most commonly cited examples of 'the best'. I'm curious to see what the outcome is.


>> No.3278226

way too few options

>> No.3278230

Max for strawpoll is 30. I picked around 25 of the ones that get mentioned the most.

>> No.3278242

slightly early
New thread >>3278239

>> No.3278297

"it does not, in fact, have 15 cyberdemons"
>14 cyberdemons


>> No.3278298
File: 191 KB, 800x765, 101_1339.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3278303

so why are you trying to continue a dumb fight from yesterday

>> No.3278367
File: 28 KB, 500x375, fragchuck.jpg [View same] [iqdb] [saucenao] [google] [report]

I play with one of these, you use it with your mouse in your other hand.

Works really well, I like the freedom of having full 360 degree analog stick movement, but at the same time, having the precision.

The product is really just a 5/10 or 6/10 execution (while the analog stick is really very good, the dpad is complete shit), but I think the idea is 10/10 and I would like to see other companies do the same idea, maybe they can do a better product.

That said, I think modern gamepads work for Doom, like a Playstation or XBox controller.
They have two sticks, enough for moving and turning/looking, the DPad works for selecting weapons, you have all the shoulder buttons you could want, pick one for shooting, enough face buttons for running and opening doors/pressing buttons.

BFG Edition wasn't perfect, and neither was Classic Complete, but the controls were on point, better than most old console ports.

>> No.3278495

>koopa shells doom style

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