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3278239 No.3278239 [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.3278241


[06-07] SC-55 Music Pack for TNT >>3276167

[06-06] Anon made his first weapon. >>3273592 >>3273674

[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

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

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



>> No.3278246

Reminder to not befriend skeletons.

>> No.3278248


>> No.3278258
File: 20 KB, 500x281, 1444304336219.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm trying to get Arcane Dimensions mod for Quake to work, but it keeps telling me it can't execute autoexec.cfg. I don't even have a fucking autoexec.cfg file! Q1, Armagon and Dissolution all work just fine without this "absent" .cfg but Arcane Dimensions demands it exist. I figured I could just make an empty notepad autoexec.cfg and hope it bypasses it, but no. I then copy-pasted someone's autoexec.cfg that showed up in the google crawl. No.

Most recent version of Arcane Dimensions (+patch) - 1_42P2
The exact version of QuakeSpasm that the mod wants - 0.91.0

Everyone on google acts as if they have an autoexec.cfg file and nobody seems to be missing it. But why then do all of the official quake releases work fine without it. What a headfuck.

>> No.3278260
File: 2.86 MB, 1280x1024, [agitation].webm [View same] [iqdb] [saucenao] [google] [report]

And yes I can see hidden folders/files.

>> No.3278261

Just press escape and start a new game. It works.

>> No.3278267
File: 879 KB, 245x230, 1463839790658.gif [View same] [iqdb] [saucenao] [google] [report]

>All this time spent fixing something that apparently wasn't broken.

>> No.3278268

Have fun with it. It's one of the more advanced Quake map sets.

>> No.3278285
File: 215 KB, 537x262, HQL0Pcl.png [View same] [iqdb] [saucenao] [google] [report]

Reposting for those that may have missed it, what weapon slot are you working on for DUMP 3?

>> No.3278324
File: 6 KB, 114x106, this is gonna be cool.png [View same] [iqdb] [saucenao] [google] [report]

It amuses me how perfectly sized the revenant sprite is for Doomguy hands

>> No.3278327
File: 456 KB, 1860x1902, distraughtcat.jpg [View same] [iqdb] [saucenao] [google] [report]

What are you going to do with that, anon?

>> No.3278331
File: 601 KB, 720x360, swarm of boners.webm [View same] [iqdb] [saucenao] [google] [report]



Then this will happen

There'll be random cosmetic variants of revenants you'll equip too

>> No.3278338
File: 4 KB, 41x83, HEH AAAAAAAAAAAAA.png [View same] [iqdb] [saucenao] [google] [report]

Someone should probably stop me.

>> No.3278343

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.3278348

/vr/ mystery: What is the silencer for in Quake 2?

>> No.3278353

Better question: What is Quake 2 for?

>> No.3278354

>going down in first place
I am very pleased.

>> No.3278358
File: 18 KB, 300x282, 1434002600374.jpg [View same] [iqdb] [saucenao] [google] [report]

Promotion for Daikatana
All hail the new king

>> No.3278359

UAC themed demons actually sounds pretty fucking rad

>> No.3278363

Brutal Doom

>> No.3278364

Shit i meant, Military themed, Keep forgetting doomguy has nothing to do with UAC

>> No.3278405


are you the same cat from the past thread asking for the best 3 megawads?

>> No.3278406

Just play Back to Saturn X, Going Down and Alien Vendetta.

>> No.3278415

Yes. Gotta build up a proper idea of community idea of 'best' so I can prioritise the best ones. Don't have unlimited time.

>> No.3278418

Just play all of them god damn

>> No.3278426

>Waiter, what do you recommend?
>Just order everything, god damn.

>> No.3278427

From time to time I'll visit the 100,000 Revenants video's comment section.

>but honestly what the fuck are you doing trying to do with more than 70 demons on one map? also the 12 demon spawnlimit can be worked around by applying logic even if its a bit tedious. and by being actually good at level design, you wont really need more than 12 enemies. on top of that the wave and survival nodes allow alot of customization making the illusion of alot of enemies appearing as they spawn as you kill. if people need to rely on spam in order to make a good level then they really shouldnt be making levels because it just ends up not being fun.

>> No.3278430
File: 43 KB, 640x496, Getaload.jpg [View same] [iqdb] [saucenao] [google] [report]


>More than 70 demons

>> No.3278434
File: 42 KB, 265x411, 1444858472835.png [View same] [iqdb] [saucenao] [google] [report]

>missing the point of the map this fucking hard

>> No.3278437

I mean everything on the list, it's all great.

>> No.3278441

I have 80-something demons in a room in the level I'm working on for DUMP 3. It's actually pretty fun. Checkmate snapmap shills.

Not pictured: 20-something cacodemons hidden in the walls. They're really the only thing worth killing with the BFG. That makes me think I need to add more, but then I remember I still have another major area to populate.

Before someone says


The imps and demons are an intentional roadblock for a player that already has the rocket launcher and gets the plasma rifle at the start of the area. It's like popping bubble wrap. The real threats are everything else: mancubi, skeletons, cacodemon closets, unpictured hell knights, chaingunners, and one baron at the top of the bloodfalls that acts as a goalie of sorts to block you from making the jump up there. I take loads of damage, but survive in testing. That's with two suits of green armor. I think I'll change them to blue for HMP.

>> No.3278442
File: 408 KB, 1920x1080, doom4neverever.jpg [View same] [iqdb] [saucenao] [google] [report]

Forgot pic.

>> No.3278443


A crowd of cacodemons are always a blast, next time you want a party, try sticking a huge stack of them in a wide open area.

>> No.3278445

Pain elemental gangs are even more fun. The end of Sunlust is proof. 100-odd pain elementals = 17540984573264589762345 lost souls. Thank fuck for finite height monsters.

>> No.3278448


>When you have to shoot the bfg multiple times per set because the fucking souls spawn after death.

>> No.3278449

Oh god, the cringe.

>> No.3278452

I found this
>Your overreacting. Not everyone has the time to learn complex level editors. Also you can do pretty cool shit with doom snapmap

>> No.3278458


>People consider Doom Builder to be complex

I'm sad. It's as easy to learn as such an incredible robust level editor can be. You can make a basic map after only 40 minutes of tutorials.

>> No.3278471

Probably why maps are constantly being made still these days. Doom Builder is pretty damn intuitive.

>> No.3278481
File: 5 KB, 160x188, amazing.png [View same] [iqdb] [saucenao] [google] [report]

I'm finding this funnier than it should be

>> No.3278483
File: 96 KB, 640x480, Screenshot_Doom_20160609_071724.png [View same] [iqdb] [saucenao] [google] [report]

>playing doom 2 with DoomRL arsenal
>on dead simple
>clear out all the enemies
>shoot open one of the loot boxes
>this happens

>> No.3278491


Yeah Yholl added a chance for the crates to be filled with ice cream.

Sometimes they tell you to fuck off.

Sometimes it goes "pbbt" and drops a normal pistol with JC Denton saying "What a shame"

Then there's a variant of that where a legendary appears instead with JC saying "Oh. Okay."

>> No.3278564

I don't know if anyone can help but.

Is there a site where i can dl a pdf copy of the duke3d level design handbook? I tried to search it but theres thousands of links to fake survey sites and shit, theres a copy of the companion cd on archive.org but not the actual book.

One would think it would be somerhing easy to find given is a 20 year old book and douks popularity.

>> No.3278568
File: 77 KB, 600x304, R2aw8.jpg [View same] [iqdb] [saucenao] [google] [report]

You use it, and then your shots will be really quiet for a while.

I don't know if this actually has any real point in the game, I never tried to do stealth, I guess it was just something that was put in because they thought it was cool.

Also it's apparently made like old WW2 black ops. style silencers in that it uses wipes that wear out after you shoot it enough.

You guys are mean, stop bullying Quake 2!

>> No.3278580

there's also a chance that they drop a fuckton of pistols on you
it was fun

>> No.3278582

It makes itself pretty easy to bully, anon.

>> No.3278589

I was waiting to post this until new thread then fell asleep.

You monster.

>> No.3278598
File: 578 KB, 640x400, helipad.webm [View same] [iqdb] [saucenao] [google] [report]

I need to get a proper skybox later on.

>> No.3278605
File: 68 KB, 324x543, 3243q6425.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3278616

I brought this on myself I guess. You're a fiend anon.

>> No.3278618
File: 23 KB, 600x600, fdc.png [View same] [iqdb] [saucenao] [google] [report]


That one wasn't me

>> No.3278625

Then we've both been taken for a ride it seems. It wasn't me either.

>> No.3278639

but if it wasn't you and it wasn't me, then who was it?

>> No.3278661

Some cheeky anon I suppose.

>> No.3278736

Is there a table with all the numbers for doom doors, damaging floors etc?
I want my doors to open exactly like they do in the original maps, the toxic waste to have the exact same damage and the platforms to raise at the exact same rate.

>> No.3278748

The same one who has the phone.

>> No.3278757

Why don't people make more maps for Quake?

>> No.3278761

It's harder to make a good Quake map and easier to make a shitty one (or one that doesn't work at all due to bsp fuckery) than to make a Doom map, despite easier tools like Trenchbroom.

>> No.3278765

That's a shame. I'd love to try out a doom map. Also, have you guys ever thought about playing multiplayer doom/quake and at the same time making maps for the arena multiplayer?

>> No.3278767


The better question is, Why don't people make more maps for Duke 3d?

>> No.3278771

>I'd love to try out a doom map.
People have remade Doom maps in Quake relatively often (Arcane Dimensions includes an alright E1M1, for example), but it never quite works out just right due to game differences and how the enemies in Quake are designed for smaller, overlapping areas instead of the sprawling mazes of Doom.

I mean, I've always got my fingers crossed there'll be a /vr/ Quake mapping thing eventually 'cause Doom mapping is too difficult for me, but eh.

>> No.3278774

What is the way the original Quack is meant to be played™? Original DOS release on software renderer?

>> No.3278785

What makes it difficult for you? That'd also be interesting to see, I never see any Quake love around here

>> No.3278802
File: 43 KB, 343x960, C__Data_Users_DefApps_AppData_INTERNETEXPLORER_Temp_Saved Images_1465216117378.jpg [View same] [iqdb] [saucenao] [google] [report]

Doesn't the phone save files with retarded file names though? File related. I am on phone, but wasn't me since there was no point posting the video since replying to the anon from last thread was basically equivalent to posting the video

>> No.3278809
File: 35 KB, 200x200, 1347363610203.png [View same] [iqdb] [saucenao] [google] [report]


That pic is 10/10

>> No.3278831

Ebin. ;)

>> No.3278838


>> No.3278857

>Reading IDGames archives comments

It's cancer, But it's 90s cancer.

>> No.3278875

You can if you want, but there's no real reason to; unlike Doom's endless dozens of various ports, Quakespasm is the go-to Quake sourceport for singleplayer.

Everything, I guess, especially how the mapping works period with the lines and sectors and this and that. Quake mapping makes sense to me because I have experience in Source- strip away the stuff Valve added, remove the more advanced func_ entities and manual visibility culling, and boom, you've got a Quake map.

>> No.3278925
File: 68 KB, 1280x720, Dio.jpg [View same] [iqdb] [saucenao] [google] [report]

It was me Dio!!

>> No.3278932

It's radical and tubular cancer.

>I'm sorry sir, but you got terminal 90s cancer.
>You have 4 days before you take to a skateboard and talk like a tool.

>> No.3278952

Op gif has reminded me once again that Revenants are in fact not wearing pants.

I always forget this.

>> No.3278958 [SPOILER] 
File: 2.04 MB, 960x1280, 1465410352917.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3278975

I like em better as if they're wearing red pants

>> No.3279023 [DELETED] 
File: 263 KB, 854x480, full.png [View same] [iqdb] [saucenao] [google] [report]

Quake Episode 2 Level 4 - The Ebin Fortress

>> No.3279027


Fuck off.

>> No.3279068
File: 167 KB, 1920x1080, maxresdefault.jpg [View same] [iqdb] [saucenao] [google] [report]

so i just finished episode 2 of wolf 3d and this guy was a pretty disappointing boss

>> No.3279079


Try fighting him on the higher difficulties.

He makes Cyberdemons look squishy.

>> No.3279082

i think i was on the second highest

>> No.3279105
File: 86 KB, 640x480, Screenshot_Doom_20160606_181150.png [View same] [iqdb] [saucenao] [google] [report]

posted this in the last thread but I couldn't get the link working

Introducing Home Improvement, a patch that fixes up some of Doom's less than glamorous levels. The idea is to fix bugs and glaring design flaws, ranging from sloppily done areas to issues concerning flow. E1M4 is included as a sample and the changes made are listed in the text file.

Homes to be improved are:

Basically all of E3

Let me know if there's anything in particular you'd like to see.

>> No.3279109

>Let me know if there's anything in particular you'd like to see.

Doom II

>> No.3279114


Whoops, forgot link:


>our system thinks your post is spam, please reformat and try again

>> No.3279116
File: 50 KB, 640x480, helllnobleswithasideofaboutahundredskeletons.jpg [View same] [iqdb] [saucenao] [google] [report]

The real bosses of E2 are those bullshit mutants. People that complain about the chaingunners in Doom 2 never had to deal with those guys, I'm sure.

I've been busy myself. I think I'll be able to leave my map through the second exit by the end of the day. The monster count has doubled because of the finale alone. The scary part: I'm not done yet. I think it's going to reach four digits (about 700 now, pain elementals add about 50-100). The player is definitely getting Romero's head on a plate if they survive this, sort of like Scythe MAP30.

The main challenge of setting this slaughter up has been reining in the infighting. I want the player to RUN, not bust out their popcorn and watch the demons kill each other. Hell nobles are great for this because barons and hell knights don't infight. That gives me a bit of enemy variety health-wise. The lack of infighting also means more fireballs to dodge and more demons for the player to kill.

>> No.3279119
File: 14 KB, 480x480, anzu smoke.jpg [View same] [iqdb] [saucenao] [google] [report]

The inherent flaw with Doom 2's maps is that over half of them are either mediocre or bad by design, not that there's tiny design flaws here and there.

I'd almost say it's better to remake the good levels for a gentle makeover (just make them a little prettier), and then make all new ones as substitutes for the bad levels.

>> No.3279121
File: 151 KB, 1247x948, 1455948181412.png [View same] [iqdb] [saucenao] [google] [report]


Fuck that shit, if I embarked on that journey I wouldn't leave my house for a year. Maybe later on down the road but that's not a can of worms I want to open right now.


Also this

>> No.3279124

>{"success":false,"error":404,"message":"Not Found"}

>> No.3279126
File: 504 KB, 920x634, pillarshit.png [View same] [iqdb] [saucenao] [google] [report]

Mapping is fucking addicting.

>> No.3279129
File: 170 KB, 499x670, 1369500754909.jpg [View same] [iqdb] [saucenao] [google] [report]


holy FUCK why are there not any filesharing sites that aren't shit



>> No.3279146

Am i the only one here who prefers DirectQ over Quakespasm?

>> No.3279157
File: 427 KB, 200x198, wait.gif [View same] [iqdb] [saucenao] [google] [report]

i just got the pun

>> No.3279181
File: 139 KB, 300x380, wake me up.png [View same] [iqdb] [saucenao] [google] [report]

>mfw can't map right now because my mousewheel is broken

>> No.3279186

>holy FUCK why are there not any filesharing sites that aren't shit
I think tinyupload is bretty gud

>> No.3279187

I briefly tried it and I didn't like the way that AF only works when using linear texture filtering

>> No.3279189



>> No.3279192


But if you only touch part of doom II, for the love of god fix Map 12

Also Episode 4

>> No.3279195

i'm getting sunlust flashbacks

>> No.3279196

Works for me, how did you set it up? Through the settings or the config file?

>> No.3279197

So am I. It looks great anon.

>> No.3279198

Give me the best gameplay mod and new levels wad in your experience.

>> No.3279207

I set AF to 16 through the settings, changed texture mode to nearest_mipmap_linear which is what I use for Quakespasm, and AF doesn't get applied unless I use the higher texture filtering modes which blur everything to shit

>> No.3279210

>Tight corners
>Pinkie demons everywhere

This insane ass map maker made a use for chainsaws. That's fucking awesome.

>> No.3279212

That only works with OpenGL. Go to the settings, put texture filter at point and mipmap filter at linear. AF should work then.

>> No.3279217

Does anyone know how I can run samsara 0.34 with zandronum?
I want to play online as Kyle Katarn but he doesn't work with samsara 0.3.

>> No.3279223

You mean 3.0

>> No.3279224

Just tried it. AF doesn't get applied.

>> No.3279229

Run in Zandronum 3.0.


>> No.3279235
File: 6 KB, 240x240, 1465160584746.jpg [View same] [iqdb] [saucenao] [google] [report]


I was expecting a bunch of stupid arbitrary changes but the changes you made to E1M4 are actually pretty logical and nothing feels out of place.

5/5 breddy gud

>> No.3279236

Oops, wasn't paying attention when i read.

>> No.3279237

>Why don't people make more maps for Quake?
Take a shit on the floor. Hit it with a 3d laser scanner. Save the file in pk3 format. Bingo. Quake map.

>> No.3279238

Nah not Zandronum, Samsara version 0.34 wich is the newest version I can find.

>> No.3279239

>holy FUCK why are there not any filesharing sites that aren't shit
I've never had issues with Mediafire

>> No.3279241

which runs in zandronum 3.0

>> No.3279243

We're talking bout quake 1 you retard

What's the error message

In some countries, Mediafire spams you with half a billion captchas

>> No.3279249

Are there any mods that add the alpha assault rifle but don't change anything else, or at least not too drastically?

>> No.3279250
File: 67 KB, 500x325, lmyzklQlle1qd1egho1_500.jpg [View same] [iqdb] [saucenao] [google] [report]

>Fear not anon. There'll be probably more DUMPs I hope.

There will be.
To be honest, there's a little bit of a selfish motivation behind DUMP--I want to learn how to map and how to map decently. I don't expect to be Ribbiks, but at the very least I wanna make stuff that isn't hot garbage..

So as long as that goal's in place, there'll be more DUMPs.
And in the very unlikely event that I'm eventually satisfied with my "mapping" "ability" and move on, someone else will probably pick up DUMP.

>> No.3279251

Oops, first reply was for >>3279237

>> No.3279259

Smooth Doom

>> No.3279262

>We're talking bout quake 1 you retard
I love how THAT was the thing that was not true for you.

>> No.3279264


>> No.3279265

Script error, "samsara-v0.34-beta.pk3:cvarinfo.txt" line 1:
cvar 'samsara_cvarinfo' already exists

Remove 'samsara_cvarinfo' and all other conflicting cvars from your ini and restart Zandronum to continue.

Tried removing some things butt allways the same result exept for the 'samsara_cvarinfo' changing into something else

>> No.3279269

go into your zandronum .ini, delete EVERYTHING prefixed with samsara_*, save, load

>> No.3279270

Read >>3279251

>> No.3279274

Suddenly my ACS started grinding the game to a halt after a minute or so of playing. the acsprofile command didn't reveal any loops-in-loops type of issues.

Eventually, I realized it was my debugging log() functions because apparently zandronum uses the old console system that is written by some kind of retard. Apparently the messages were just filling the console up at ~350 lines a second :^)

>> No.3279275
File: 19 KB, 683x536, 1461450194567.png [View same] [iqdb] [saucenao] [google] [report]

I sure hope so; DUMP gives me motivation to make maps and the one I'm making now looks good imo.

Also, ZDoom mapping has way too many actions that I'm having a lot of fun discovering them since I've only mapped for Vanilla and Boom. And now I love ACS.

>> No.3279279


Psst Term.

You are pretty damn good at developing things. Keep up the good work. Break a leg.

>> No.3279282

>DUMP gives me motivation to make maps
selfish motivation or no, dump is a great way to fucking get it done

>> No.3279283
File: 112 KB, 600x450, Halflife_ingame.jpg [View same] [iqdb] [saucenao] [google] [report]

Any good graphics mods for Half Life?

>> No.3279284

It worked thx ^^
No sound though but I've been having that problem alot lately :\
But anyways your the best anon

>> No.3279286

I haven't been able to push through and do stuff until DUMP was involved.
Fuck everything else, just being able to release something feels so fucking good.

>> No.3279290
File: 51 KB, 592x527, q9xD0yc.jpg [View same] [iqdb] [saucenao] [google] [report]


No. Why not just play Black Mesa?

>> No.3279303

Because I don't feel like paying $20 for a remake that was supposed to be released for free

>> No.3279305

Do you even ModDB bro

>> No.3279306

it was released for free fag.

>> No.3279315

>Here's the fucking legacy release.

>> No.3279320

I'm surprised no one took the effort to port HL weapons to Doom engine.

>> No.3279326

That has been done numerous times.
There was even one that used actual models for GZDoom instead of sprite rips.

>> No.3279327

Should DUMP3 maps support co-op or are they single player oriented? I have a few events that would broke the map if a player is not near the one who activated it.

>> No.3279348
File: 175 KB, 1170x717, blah_tower.png [View same] [iqdb] [saucenao] [google] [report]

This tower looks mightily blah... I guess I'll see it later. Perhaps remove that stupid cap.
But for now I guess I'll stash arch-viles in there.

>> No.3279352


Should support co-op, yes.
Mind, we barely test multiplayer outside of "okay this should work SHIP IT". But I'm sure a map not working would disappoint all three people attending Saturday Night Memefest.

>> No.3279357

>But I'm sure a map not working would disappoint all three people attending Saturday Night Memefest.

>> No.3279360

>Saturday Night Memefest
Oh, how the mighty have fallen.

>> No.3279362

>There was even one that used actual models for GZDoom instead of sprite rips.

Anyone who wants to do that can easily convert hl mdl to .md3 with Noesis.

>> No.3279372
File: 406 KB, 800x600, gunpoint.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3279382

Looks cool, but it's unfinished AFAIK, still waiting on that Xen, still waiting for someone to restore cut parts like most of On A Rail

>> No.3279383
File: 174 KB, 1920x1080, Screenshot_Square_20160608_172133.png [View same] [iqdb] [saucenao] [google] [report]

Alright, I am going full DSP here. I feel so retarded for this, but I cannot figure out how to fucking swim in Adventures of Square. I've pressed every key, nothing. Bound swim up/down keys, nothing. Crouching in the water, nothing. Shit just is not working.

>> No.3279386
File: 206 KB, 335x469, 1456361035086.gif [View same] [iqdb] [saucenao] [google] [report]

Did I invariably fuck up by making my map in Doom 2 format instead of Hexen format? I want(ed) to make a water section. I tried to copy and paste everything I made into a Hexen format map and nothing works

>> No.3279402
File: 538 KB, 320x240, Doomguy approved.gif [View same] [iqdb] [saucenao] [google] [report]

>tfw finally in the mood to start my DUMP 3 map
Let's fuckin do this shit

>> No.3279410

Look down and push forward to swim down.
Look up and push forward to swim upwards.

>> No.3279419


>> No.3279424

well you *could* enable the 21 lost soul limit :^)

>> No.3279426
File: 152 KB, 437x708, 1463179036230.png [View same] [iqdb] [saucenao] [google] [report]

Do it anon I believe in you.

>> No.3279435

You think you're gonna get full or something? You're here forever.

>> No.3279436

You're supposed to sink unless you press jump.

>> No.3279441

Am I bad or Going Down is pretty hard on UV?

>> No.3279442
File: 122 KB, 400x378, literallytheendofmymap.png [View same] [iqdb] [saucenao] [google] [report]

I want to get of Terminus' wild ri - oh wait I'm done! Now I have to do difficulties and get rid of all this damn placeholder ASHWALL texturing. I should be done this weekend. At the beginning of the process I boasted I could make 2 or 3 maps. I probably made the gameplay equivalent of 2, or at least 1.5.

Good luck anon. May you outrun all skeletons that pursue you.

If it's for DUMP 3, use Zandronum UDMF, NOT Doom 2 and NOT Hexen.

That's no fun anon. I put 20 PEs at the end of my map and I get a monster count bump of about 200.

>> No.3279446

It's pretty crazy. Cyriak makes some balls-hard maps.

>> No.3279450
File: 8 KB, 80x160, doomwalk.gif [View same] [iqdb] [saucenao] [google] [report]

Thanks mangs, I gotta learn how to do zdoom shit to make my map extra fancy. Hopefully it won't be too difficult.

>> No.3279452


Going down is fucking hard. But it's an interesting design.

Fuck that cyberdemon spawn on map 03 though, Jesus christ what am I supposed to do? Punch it to death?

>> No.3279454

Oh, I fixed it. Turns out having a controller plugged in was fucking up the underwater controls with ghost inputs. Weird.

>> No.3279456

You mean the spider mastermind? Telefrag it.

>> No.3279461
File: 45 KB, 640x480, ohfuckskeletons.jpg [View same] [iqdb] [saucenao] [google] [report]

I washed out of Going Down's UV level on MAP18. Don't be ashamed. That was a year or something ago, though. I could probably handle it now.

>> No.3279490

sweet jesus

>> No.3279495


>> No.3279497
File: 12 KB, 300x189, 1455211378144.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.3279542

Okay so I have been playing Plutonia for the first time and I just got to The Twilight
how do I beat it

>> No.3279550

Push into the wings quickly and know where all the secrets are. The archviles reviving the chaingunners get crushed, but you have to clean out the wings first. That's one of the hardest maps of the wad, probably the hardest outside of Go2It.

>> No.3279581

mouse aim and/or jump

>> No.3279610
File: 137 KB, 887x1097, Jesus christ.jpg [View same] [iqdb] [saucenao] [google] [report]


>Playing Going down on RLA

>Pick Marine

>there isn't enough ammo


>> No.3279619
File: 295 KB, 1530x5849, DoomRL Arsenal Assemblies as of 1.05.png [View same] [iqdb] [saucenao] [google] [report]


OP as fuck with the Super Machinegun, hold M1 to win and everything drops so fast

>> No.3279656
File: 55 KB, 351x351, 1448420713275.jpg [View same] [iqdb] [saucenao] [google] [report]

It took me a long time, but I finally realized how shitty All Out War is. When everyone on your team including you is getting your ass kicked by the enemy team and can't even refine tiberium, it simply becomes not fun to play in the slightest since you're stuck with the shitty classes that cost little to no money and deal little damage, so your best bet is to hope that either both teams have their shit together or that you're on the team that does.

What awful fucking balance, why do I keep torturing myself with this shit.

>> No.3279669

Haven't played this mod. So it's just like C&C Renegade from the sound of things?

>> No.3279681
File: 823 KB, 1920x1080, Screenshot_Doom_20160609_101636.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3279698

I've only played C&C1 and a tiny bit of RA1, so I can't say about Renegae, but it is indeed based on C&C.

>> No.3279701 [SPOILER] 
File: 256 KB, 658x604, 1465436061110.gif [View same] [iqdb] [saucenao] [google] [report]

green and purple green and purple green and purple green and purple

>> No.3279708

Thanks, doc.

>> No.3279721

I popped the palette from https://www.doomworld.com/idgames/levels/doom2/deathmatch/Ports/megawads/32in24-5 into my autoload and Doom looks so much less cartoony.

>> No.3279728

>The Cacodemon level in Mock 2
>Shoot at the start of the level
>See an ocean of tomatoes rise up from the far end of the map

>> No.3279736

Is there a better sourceport than ZDoom for faithful singleplayer play? ZDoom's had some weird texture warping in slime areas for me. I don't want any fancy effects. I mainly just want to be able to turn with the mouse (not vertically) and adjust my resolution, with everything else faithful to classic Doom.

>> No.3279739


>> No.3279741

Chocolate Doom is the most faithful source port. However, you can't really change the resolution (320x200). Crispy Doom is pretty much Chocolate Doom, but at 640x400.

>> No.3279743

Will that also work with Heretic/Hexen/Strife?

>> No.3279745
File: 41 KB, 540x527, 1464916992115.jpg [View same] [iqdb] [saucenao] [google] [report]

>no brown slime waterfall textures
There goes my hamfisted environmentalist propaganda map then

>> No.3279748

>ZDoom's had some weird texture warping in slime areas for me.
Could you give us a screenshot?

>> No.3279761


Is the green slime not good enough for you?

>> No.3279767

Chocolate Doom

>> No.3279775
File: 86 KB, 640x360, Screenshot_Doom_20160608_111611.png [View same] [iqdb] [saucenao] [google] [report]

Oh whoops the last colour is definitely wrong and makes cyan show up on pink sometimes. https://www.sendspace.com/file/321zlr

http://www.doomworld.com/linguica/colormaps/sat50.wad It's good with this too.

I don't have a screenshot that nicely displays greens and blues at once but they're a little Duke Nukem 3D ish.

>> No.3279812
File: 7 KB, 200x200, 29a73a1918af060b33bc9.jpg [View same] [iqdb] [saucenao] [google] [report]

you could re-tint those textures and get all the brown you want

>> No.3279813
File: 63 KB, 720x405, tumblr_o20ykj0Ulx1rqkc10o1_1280.jpg [View same] [iqdb] [saucenao] [google] [report]


Mapping inspiration for all the dumpers out there, doing their best to pinch off a big one.

>> No.3279816

thanks, doc

>> No.3279823

>bullshit mutants
Christ tell me about it
I smashed through Wolf 3d and all the bonus expansions plus SoD and I swear to god the mutants were harder than any of the bosses
That reaction time was fucking insane

>> No.3279853

>wanting to get rid of that glorious Goldsrc look


>> No.3279904
File: 21 KB, 402x150, [DISTRESSED AGITATION.png [View same] [iqdb] [saucenao] [google] [report]

This is still funny to me

>> No.3279909


Repeat the first two frames over and over.
Slightly faster each time.

>> No.3279914
File: 196 KB, 600x400, 1457692196242.png [View same] [iqdb] [saucenao] [google] [report]


You stop that

>> No.3279916


>> No.3279921


Any Polanders want to take government money to make Doom clones?

>> No.3279950

That's happened several times.

Hell Gordon is even a fan add-on for Samsara.

He's really fucking shitty in that mod but he's still there, is what I'm saying.

>> No.3279958

I never used any Samsara add-on before. How many of them are actually well made?

>> No.3279961


>> No.3279964

I always kinda wished source ports increased that limit to like 50 or something, rather than outritght removing it.

>> No.3279967
File: 200 KB, 1272x712, badbox.jpg [View same] [iqdb] [saucenao] [google] [report]

How to make skybox that won't make people cry

>> No.3279968
File: 173 KB, 800x522, WAKEME.jpg [View same] [iqdb] [saucenao] [google] [report]

>Level 19 200 megahurtz of Pain


>> No.3279980

use a flat sky? or a skybox viewer and actually make a backdrop with level geometry?

>> No.3279987
File: 11 KB, 194x186, 18273507342.jpg [View same] [iqdb] [saucenao] [google] [report]


>Typing "resurrect" when you die

>> No.3279996

maybe like one or two

>> No.3280000


He has autoaim enabled too

>> No.3280020
File: 8 KB, 300x136, pardon me queen's daughter.jpg [View same] [iqdb] [saucenao] [google] [report]

I don't get the bitching about 100,000 Revenants not being possible on Doom 4.

Doom 2's 100,000 Revenants sure a shit wasn't remotely possible on 1994 hardware on the unmodified Doom 2 engine. It's barely possible on today's hardware.

>> No.3280027

They're kind of all over the place. One of the better ones is Caleb and that might have something to do with how everyone wanted him in the original to begin with.

>> No.3280034

Yeah, but you could have more than 16 demons on the map at once with 1994 hardware, unlike in Doom 4 snapmap.

I just beat it, and it was very fun but snapmap is complete ass.

>> No.3280037

I'd be interest if all you were doing was bugfixes, but I personally can't stand wads that change the layout and room design of official maps to "improve" them. The original maps were fine, IMO.

>> No.3280039
File: 1.04 MB, 312x176, 3FCsa.gif [View same] [iqdb] [saucenao] [google] [report]

>One of the better ones is Caleb

>> No.3280043


>> No.3280045

>One of the better ones is Caleb

>> No.3280046


>One of the better ones is Caleb

Not him, but is there multiple Caleb add-ons? I've never played with any add-ons, but from what I heard the Caleb add-on was infamously terrible for being horribly balanced and how ridiculously badly programmed it was.

>> No.3280048

>One of the better ones is Caleb

You're joking, right?

>> No.3280051

I'm sure his point would've still came across if he tried to recreate a BTSX map in snapmap. Even if BTSX would've chugged a 94 computer, it still works in vanilla.

>> No.3280052

Well, its not a mod per se, but it does give you better graphics.

Open the Half Life autoexec.cfg in a text program (ie. Notepad) and add the line

"gl_texturemode GL_NEAREST"

That gets rid of that nasty, cancerous texture filtering and makes the graphics look as nice and crisp as when you played it back before the millennium.

>> No.3280062
File: 5 KB, 102x71, Dance.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3280063


Aren't Half Life's textures supposed to be filtered?

>> No.3280065

In my opinion, no.
They should never have been filtered

>> No.3280068
File: 36 KB, 606x540, 1458625626010.jpg [View same] [iqdb] [saucenao] [google] [report]

>HL1 without filters

>> No.3280069


>> No.3280070

Can I make a suggestion of what NOT to improve?

That one weird wall at the start of E3M1. You know which one. It's pretty cool, and I like the concept of a non-euclidean Hell.

>> No.3280074

I understand not liking filters on low-res games like Doom and Quake but there's a point where it gets stupid.

>> No.3280083


I'm not advocating for filters or anything, I just wanted to know.

>> No.3280086
File: 1.09 MB, 1280x1902, Screenshot_Doom_20160606_193106.png [View same] [iqdb] [saucenao] [google] [report]


Home Improvement anon here, still waiting for feedback if anyone has any


>> No.3280090


How though

HL1's textures may be pixelated but the filters make them look like they've been covered with vaseline.

>> No.3280103

i don't think so Tim

>> No.3280114
File: 65 KB, 638x478, 1443422628915.png [View same] [iqdb] [saucenao] [google] [report]

Just like N64 textures. I wonder if it would have been a better idea if the N64 didn't use any filtering.

>> No.3280152


That screenshot is... a thing. I kinda wanna see how other N64 games look without filtered textures, now.

>> No.3280157
File: 393 KB, 1440x1080, 1443422439411.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3280158

these actually look pretty nice, famicom

>> No.3280187
File: 1.01 MB, 400x225, 1463340785375.gif [View same] [iqdb] [saucenao] [google] [report]

>mfw Ancient Aliens on UV

>> No.3280194 [DELETED] 
File: 2 KB, 256x256, BTSX.png [View same] [iqdb] [saucenao] [google] [report]


Old thread about duplicate colours on the palette and colours that are similar enough to be removed, makes me want to rearrange the palette, add some more colours to better fade to black, use them to create a smoother colormap, and repalette the a copy of an iwad.

Doom format graphics in mods won't work with it due to inevitable remapping of colours, but PNGs would work and get paletted on ZDoom and work with the colormap.

Esselfortium mentions cutting out superfluous colours to fit in some more unique colours, here's the BTSX palette so you don't have to dig out the playpal.

>> No.3280195
File: 2 KB, 256x256, BTSX.png [View same] [iqdb] [saucenao] [google] [report]


Old thread about duplicate colours on the palette and colours that are similar enough to be removed, makes me want to rearrange the palette, add some more colours to better fade to black, use them to create a smoother colormap, and repalette the a copy of an iwad.

Doom format graphics in mods won't work with it due to inevitable remapping of colours, but PNGs would work and get paletted on ZDoom and work with the colormap.

Esselfortium mentions cutting out superfluous colours to fit in some more unique colours, here's the BTSX palette so you don't have to dig out the playpal.

>> No.3280201

Cool resource, thanks.

>> No.3280220

I bet UV is the difficult Skillsaw wants you to play it on, so buck up princess.

>> No.3280234

its much better for demonstration purposes. Much better than starting the level again or save scumming during a demonstration.

I think he only learned about it recently, because he always had to start the map again or cut/edit it in the older videos

>> No.3280282

Fuck I completely forgot about co-op that could fuck over my Hectic tribute big time. I will have to put some thinking into this.

How do these sound for challenges?
Dodge cybie rockets by strafing along a narrow strip that moves closer to the cybie until a crusher kills him
Run from moving cover to moving cover from a spiderdemon while using its bullets to kill Keens
Playing peekaboo with skellies, arachs and chaingunners in a confined maze
Crushers on a conveyor belt

>> No.3280284

I'm looking at the D44M weapon replacements, my only complaint is the insistence on keeping that dinky burst rifle

>> No.3280287

As of now, Argent is one of the better ones. But it'll probably be challanged by Doom 4 Doom when it's finished.

>> No.3280289

How has it been no one's bothered to do their own Gina add-on since she was next in line?

>> No.3280290

So i'm looking at Mutiny and ww-terror mods, both of which add human enemies and both of which are pretty fucking dope.

Can you recommend me some urban-themed map packs? That, or stuff in general that would fit to have human enemies in it. Note: I've already plowed through Hellbound.

>> No.3280295

I know we hate spoonfeeding but google is failing me, I want to save links and monitor progress

slightly related, some guy remaking the new style hellknights, thought its very early progress it looks like https://www.youtube.com/watch?v=P9CC4vrXX34

>> No.3280296

going down takes place in a multi stoery building
but this is doom we're talking about, so you can't avoid having hell levels later on
techbase maps sound like fitting choices too

>> No.3280297


I would assume because properly ripping 3D models so they look nice is hard.
I did every single Quake weapons quite literally frame by frame in 320x200 individual screenshots and cleaned them out manually. I doubt anyone else would be willing to do that.

>> No.3280301

Here's Argent's thread

And Doom 4 Doom's

>> No.3280302

> http://forum.zdoom.org/viewtopic.php?f=19&t=52363
> http://forum.zdoom.org/viewtopic.php?f=19&t=52164

> video
always in some damn BD knockoff

>> No.3280304

Im interested in the sprite stuff and this is what I could find, if its BD compatible so be it, that just means more animations to work with, also thanks

>> No.3280313

>doomrl arsenal makes Barrels o' Fun impossible

>> No.3280314
File: 2.48 MB, 2180x2645, bSmlDEE.jpg [View same] [iqdb] [saucenao] [google] [report]

more like barrels of shite amirite lads?

>> No.3280318

It's those nuke barrels, huh

>> No.3280323
File: 8 KB, 704x610, automap.png [View same] [iqdb] [saucenao] [google] [report]

Is there any guide on automap's quirks so I can try to unfuck this map?

>Have only explored inside the octagonal area, but lines from outside this area are showing on the automap
>The black wall in front of the player is a secret switch (and is marked as such in its linedef), but still appears black in automap

>> No.3280325
File: 1.07 MB, 1920x1080, hl 2016-05-24 17-09-51-24.png [View same] [iqdb] [saucenao] [google] [report]

It's user preference. HL1 has higher texture res than Quake and doesn't adhere to the strict 1 texture pixel = 1 map unit rule, but does still include a software rendering mode with zero filtering that looks great (better colors, too- does Goldsrc have a problem with overbrights like GLQuake does?).

Disabling filtering in GL mode so you can still play at a modern resolution is better than software for playability, though.

>> No.3280326
File: 16 KB, 152x194, 1465375252021.jpg [View same] [iqdb] [saucenao] [google] [report]

Why won't my skin work

>> No.3280328

True, it's not the best map but that doesn't mean this isn't complete horse hockey


>> No.3280330
File: 1013 KB, 1024x1536, HalfLife29.png [View same] [iqdb] [saucenao] [google] [report]

Also as you can see in that screenshot, gl_nearest only applies to map stuff, not entities, in goldsrc.

>> No.3280332
File: 270 KB, 1024x768, HalfLife31.png [View same] [iqdb] [saucenao] [google] [report]

Can't really see in that comparison but the bottom crowbar has the color banding you'd expect to see from disabling filters.

Close Barney in software mode, compare to the GL HL gl_nearest in >>3280325.

>> No.3280335


>> No.3280341

just disable fun barrel effects for the level

>> No.3280352
File: 1.82 MB, 1150x862, Desktop 06.09.2016 - [View same] [iqdb] [saucenao] [google] [report]

I was wondering what the black bar was for until I hit the wrong keyboard key and realized it's a remnant of Quake's screen resizing! The sizeup and sizedown commands do exactly nothing in OpenGL mode, but in software mode they resize the screen and change your viewmodel position as you'd expect it to do in Quake. The black bar is because HL1 by default is at the screensize two tics below max, but unlike Quake, it has no status bar with a face and keys and etc- so the bottom of the HUD is plunked down there instead, or rather, the spot where the status bar would go if it had one and the HUD just sorta hangs out in the corners.

Technology is fun!

>> No.3280394

How do i do that?

>> No.3280395

Will DoomRLA work on zandronum for linux?

>> No.3280403

does it work in zdoom 2.7.1
(I assume you're using the beta)
(also it being on linux is irrelevant)

>> No.3280407

As it stands now, DoomRLA doesn't work with the Zandronum 3.0 pre-releases. Z& will have to play catchup again.

>> No.3280418

Don't worry, at this rate Yholl will abandon DRLA like Kyle dropped DRPG. Then we'll have all the time in the world for Zan to catch up

>> No.3280426

Pretty sure Plutonia has those.

>> No.3280435

in the doomRLA options menu, disable "fancy barrel effects"

>> No.3280443
File: 1.12 MB, 1280x800, oms3.png [View same] [iqdb] [saucenao] [google] [report]

Playing Cataractnacon (oms3) for Quake but for some reason it kind of makes me motion sick - never had that with Q1 before. Changing FOV doesn't seem to help either.

What are the commends for weapon bobbing and other settings that may help?

>> No.3280446

That only disables visual-related stuff (e.g. smoke particles), not the different barrel types and explosions themselves. You should actually try the shit you say before telling other people to do it.

>> No.3280450
File: 81 KB, 477x612, energyplant.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3280454

cl_bob, cl_bobcycle and cl_bobup.

bob controls how much the weapon bobs, bobcycle controls how often it happens, bobup does... something. I find Quake's default weapon bob distracting as well; change cl_bob from the default value of 0.02 to 0.01 and it'll look much more natural (stick it in your autoexec file) or set it to 0 for no bob at all (you'll still have sway when looking around).

>> No.3280460

Thanks. Had to switch to a new sourceport because of the experimental stuff, will give these a spin.

>> No.3280464

Which port were you using/have you switched to?

>> No.3280468

>switches that don't show you what they do
Hellbound please

>> No.3280469

The author packed RMQEngine with the map so I'm using that. Apparently regular Quakespasm won't work.

>> No.3280470

That shit's one of my main Doom pet peeves.

>> No.3280473

Christ, that engine hasn't been touched in years. Quakespasm is surprisingly flexible (as are all Quake ports, really- most of the heavy stuff is done in the qc files that all ports including the original DOS game use, and everything else is generally made with Quakespasm in mind because it's one of the best ports available), what the hell was he doing that QS wouldn't like it?

>> No.3280474

>you hear a distant scream of rage

>> No.3280476
File: 21 KB, 640x480, 1465479095.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3280478

I've been working on one but I had problems with Unreal Editor which I only recently fixed.
And college is being brutal.

Now I don't even know if it's a good idea to keep going since Kinsie picked up Samsara.

>> No.3280482

People on Quaddicted were asking that too, lol. There is supposedly an experimental build of Quakespasm that would work (svprotocol 999), sadly I can't get it to run so am stuck with RMQ for now.

>> No.3280493
File: 97 KB, 1406x688, 10096.png [View same] [iqdb] [saucenao] [google] [report]

Just Googled it and found:

>The reason being is the second part of the map extends beyond Quake's default +-4096 map limit. RMQ is the predecessor to the Quakespasm engine, so most should find the transition easy enough. Quakespasm and other engines may soon support larger map sizes but until then, RMQ 0.85.3 is the only engine that has been tested and can play these maps without issue.

How very strange. I thought Quakespasm supports extended map limits? I was sure some of the maps in Arcane Dimensions extend past the limit.

For shits and giggs, I modified a previous test map I whipped up in trenchbroom to be over 5k units long, and it apparently loaded and worked just fine. I extended it to 10k units, greater than the 4096 unit limit in both directions from the origin, and it broke in a rather unexpected way.

>> No.3280505
File: 1.02 MB, 1920x1080, quakespasm-sdl2 2016-06-09 09-54-17-97.png [View same] [iqdb] [saucenao] [google] [report]

The little green square on the right of the map is the player spawn, which is supposed to be on top of a pillar. One pillar is close to the center and another (the one you start on) is near the wall, so it should be easy to tell which end of the map is which, because the wall next to it is bright fucking orange.

It looked proper when I spawned in, minus the wall being wrong. Huh.

>> No.3280506

My "favourite" part of Hellbound so far has been the end of the canyon when you fight two cyberdemons. After I killed them I went forward, noticed an automatically moving elevator that moves INCREDIBLY slowly, waited, got on it and went to the top incredibly slowly, noticed the exit is behind bars, had to go get the switch back below, had to wait for the elevator to incredibly slowly come back down again, ride up incredibly slowly, and THEN I could complete the level.

I was playing with project brutality and one of the cybers dropped the powerup that transforms you into an agitated skeleton, which looking back to it was incredibly fitting.

>> No.3280510
File: 2.84 MB, 650x366, Desktop 06.09.2016 - [View same] [iqdb] [saucenao] [google] [report]

Apparently maps that are too big repeat over themselves/get dislocated/etc (starts looping back around from the player's pov 4000ish from the origin, maybe?). Yay unintentional Lovecraft. I imagine it would look weirder with a more detailed, not-straight-corridor map.

The collision is correct, but what's actually being shown is wrong.

>> No.3280517
File: 2.78 MB, 650x366, Desktop 06.09.2016 - [View same] [iqdb] [saucenao] [google] [report]

Entities work fine and enemies will follow you through the visual glitch.

I wonder if a really good mapmaker could make use of this in a map? Hell, Quake is twenty years old, has anyone done it already?

>> No.3280519
File: 528 KB, 927x380, 1462551194703.png [View same] [iqdb] [saucenao] [google] [report]

> like Kyle dropped DRPG
and nothing of value was lost

>> No.3280528

Have any of the Doom4 sprite mods tried to replace the Doomguy sprite with the Praetor suit yet?

>> No.3280529

So I guess it's worth using the odd port going by the comments on the QUad page.

>> No.3280530

Why are there sprites of dogs in gzdoom.pk3

>> No.3280536

OpenGL compatability

>> No.3280549

Make a map. Put a thing type 888 in it.

>> No.3280553
File: 814 KB, 1920x1080, oms3ss4[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Oh shit that looks cool.

>> No.3280556

Quake maps sure have some interesting geometry in them sometimes.

>> No.3280559

Brushes are great. It's all about how creative you can get with primitive non-convex shapes and good texture usage, back in the days from when you had to make shit line up down to the pixel and there were no premade, outsourced models to plunk everywhere.

>> No.3280567
File: 29 KB, 225x220, dd78b8bd628d38ec9db428a6f609aa5cc1717553.png [View same] [iqdb] [saucenao] [google] [report]

Ohohohoho. Wait till you see my DUMP 3 map. The entire route to the second exit is set up around this idea. There are ways to give the middle finger to the switch hunt and still get into the optional areas though. Sequence breaks are fun.

>> No.3280569

>No Scythe

Are u serious senpai?

>> No.3280570
File: 2.29 MB, 1920x1080, quakespasm-r71e9fd9a43c723efedf 2016-06-09 10-56-14-00.png [View same] [iqdb] [saucenao] [google] [report]

Shit. Already got someplace I wasn't supposed to.

>> No.3280574

Tried playing Brutal Doom again (sorry). Why the hell are the zombiemen so accurate? It just turns the game into a cover shooter.

>> No.3280576

Also holy cow, the people at Quad weren't kidding when they mentioned getting stuck on all the shit on and in the floor. This is why you use clip brushes for gaps and func_illusionary for details!

>> No.3280603

HeXXXen when?

>> No.3280614

This looks objectively awful. The game might look barely acceptable with twice the texture resolution but as it is filtering was definitely the right choice. Better to imagine SM64 as a fuzzy, blurry dream world than the sharp, ugly blocky mess it is in the pic.

>> No.3280623

you look objectively awful

>> No.3280626


dunno, Yholl actually looks like someone who gets shit done.

Kyle on the other hand just sits around and bitches for hours everytime Zdoom updated. to the point where I think he must have been a Minecraft Modder previously.

>> No.3280650
File: 2.13 MB, 1920x1080, quakespasm-r71e9fd9a43c723efedf 2016-06-09 11-34-19-18.png [View same] [iqdb] [saucenao] [google] [report]

Finished the first map from the two anon linked. Fucking flying kidneys EVERYWHERE as soon as you do anything, and Knights and Ogres galore popping into existence in super cramped quarters. Feels like I'm playing Desoluvation of Eternity all over again. You get lots of grenade ammo from the Ogres but can't use it without risking blowing yourself up.

Was not fond of the earthquake trap that drops you into a hole in the ground and sends a bunch of shit after you (and trying to go around pushes you in anyway with a random wind gust) so I bunnyhopped past it. Fuck you, author. Only found one secret, oh well.

Now I need a nap.

>> No.3280660
File: 424 KB, 1288x747, glboom-plus_2016-06-09_09-02-02.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3280662

Well after playing through all of Going down on a lower difficulty level I can safely say that it is a finely developed mod and I need more maps like the last 10 Except fucking Demonolgy, Fuck puzzles.

>> No.3280668

how exactly would this work?
>start the seven portals
>tits emerge out of the fiery portal

I suppose the "serpent riders" already leads itself to lewdness.

>hit a switch
>"you hear a distant moan of pleasure"

>ettins are 2 headed girls in chainkinis


>> No.3280673


Centaurs would specialize in cock blocking you with their shields

>> No.3280675 [DELETED] 


>"Not tonight I have a headache"
>"Not tonight I have a headache"
>"Not tonight I have a headache"

>> No.3280681


>"Not tonight I have a headache"
>"Not tonight I have a headache"
>"Not tonight I have a headache"

>> No.3280687


They'd also be that one friend of a girl you wanna bang that insists on hanging around at all times

>> No.3280701
File: 882 KB, 1133x653, hurry_up.png [View same] [iqdb] [saucenao] [google] [report]

I wonder if I can finish this by the 12th...

That's one annoyance. I worry that this map'll have some, but there should be clear indicators what things do.

>> No.3280716
File: 845 KB, 3150x1140, 1461274429149.png [View same] [iqdb] [saucenao] [google] [report]

Looks really sexy. The due date is the 16th. Term recommends finishing by the 13th so you have a few days to let it sit.

I just finished balancing HNTR on mine. Now I have to add detail to it. *yawn* I'll do it tomorrow, post the level here on the 11th, drink beta tester tears on the 12th just kidding, and formally submit on the 13th.

>> No.3280725
File: 117 KB, 640x360, Screenshot_Chex_20160609_124422.png [View same] [iqdb] [saucenao] [google] [report]

If only I got points, and didn't get Chex weapons.

>> No.3280731
File: 612 KB, 1567x469, such_an_affair.png [View same] [iqdb] [saucenao] [google] [report]

Oh, cool then.

I mostly have to work the interior and the sort of outer perimeter wall ( perhaps but some spideys over there - telefraggeble ).

I should downsize my maps though, making these takes loong. Maybe I could do some more after the DUMP3 - maybe look for other community projects.

>> No.3280763

On a rail already happened bra

>> No.3280789

I know this may not be very useful because I haven't played it, but on the third set of screenshots from the top: Why did you take out the darkness of that room? Light dynamism is cool.

>> No.3280804

How do I prevent the wall textures from being displaced when i change the height of the floor and/or ceiling?

>> No.3280821
File: 11 KB, 2560x1440, quake.png [View same] [iqdb] [saucenao] [google] [report]

What do you guys think of this level of Quake

>> No.3280825

That's pretty clearly Doom 3.

>> No.3280856

That map is great fun. I like that the keys not only can be obtained in any order, but you don't even need all of them to finish, Citadel style. Makes for good replay value.

>> No.3280857

>DOOM: Starring Chuck. D. Head

>> No.3280942

is that Sam from Jimmy Newtron

>> No.3280957

lmao are you actually angry

>> No.3280973
File: 15 KB, 408x399, I_Wanna_Fuck_That_Unicorn_02.png [View same] [iqdb] [saucenao] [google] [report]

>mfw HeXXXen II
>mfw r63 eidolon

>> No.3280985

I did this in anticipation many years ago:


I thought I was the only one to want a HeXen 3

>> No.3280992

So I missed the last few threads. Whatever happened to that guy making the level based off a hospital? Anything ever come of that?

>> No.3280994

The /newstuff Chronicles #501

>> No.3281007
File: 95 KB, 600x567, shadow warrior.jpg [View same] [iqdb] [saucenao] [google] [report]

What is the most reliable shadow warrior port?

It seems I got jewed with the redux and its texture glitches, and proasm crashes way too much, even classic dosbox mode crashes

>> No.3281019

I just want to tell you good luck. We're all counting on you.

>> No.3281021

this looks fucking glorious


>> No.3281030
File: 13 KB, 625x626, 9ac.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3281031

>hires textures and sprites
Fucking dropped.

>> No.3281032

Redux and SWP is all there is for the moment. Both have their share of flaws.

I still use DOSbox to play the game, although SWPBuild was very useful to make a map.

Game shouldn't crash in DOSbox though. That hasn't happened to me in a long time, although I do remember having crashing issues in the past regarding the fire attacks of the shadow ninjas.

>> No.3281035

sorta related

>> No.3281040

>The snake-like face is a bit offputting and a reason why the Eidolon didn’t rank higher
can you arrest someone for having shit taste

>> No.3281042

Looks like its dos for me then. I just had 1 crash running into a mine from e1l2

>> No.3281048

Requesting pic of Doomguy giving the "ok" sign like Joel from mst3k.

>> No.3281052
File: 79 KB, 784x800, pissed.jpg [View same] [iqdb] [saucenao] [google] [report]

>hi res monsters senselessly mixed with regular res monsters
Why are Brutal modders so frequently terrible?

>> No.3281068 [DELETED] 
File: 31 KB, 473x480, 1456256484451.jpg [View same] [iqdb] [saucenao] [google] [report]

>i'm content with the same shitty sprites & textures that existed for 20 years

thought you folks were open to chance one in a bit

>> No.3281069


goddammit auto-correct

>> No.3281073


what do you think?

>> No.3281075

>I-I should get stars for trying
lmao what is this, fucking kindergaten

>> No.3281083

so I should feel okay with new shittier sprites and textures replacing the older shitty sprites and textures.

lol bait.

>> No.3281090
File: 2.82 MB, 640x360, BFGRipready.webm [View same] [iqdb] [saucenao] [google] [report]

>Why are Brutal modders so frequently terrible?
Because underage and/or don't know what makes good aestetics and what clashes.

Most of the times it clashes horribly. Even the most faithful HD retexture attempt screwd up in the brightness and saturation department (most textures look darker because of detail abundance)

BTW, im done playing through Doom several times (both with all mods and without mods) so I can rip and tear them sprites. Does this world needs a 720p 35fps rip of nuDoom weaps?

I have no idea how to properly doomify them afterwards, but im willing to learn if any of you provide instructions and tips on how-to.

>> No.3281093

>responds anyway

>> No.3281097

Hires textures inherently look weird and out of place on 90's geometry and lighting.

>> No.3281116

Funny you say that because most if not all of those high-res textures are years old anyways, so old content that looks good vs old content that looks like shit

>> No.3281119
File: 339 KB, 577x660, 1369374775782.png [View same] [iqdb] [saucenao] [google] [report]

>implying those high-res graphics are good just because they're high-res
>implying mixing different resolutions and ratios in your graphics is good or aesthetically presentable
>implying clashing aesthetics is good
>implying everything about the mod isn't entirely generic and nigh indistinct from most other Brutal derivatives
>implying a person writing fucking as "f*cking" isn't 13 years old
>implying you deserve praise for just having done something (with other people's resources)

The only good things about it is the Doom 4 weapon sprites, and NC-Hud, neither of you've made.

>> No.3281123

If watching the news is anything to go by, some things are just not meant to be put into high definition.

>> No.3281127

>The snake-like face is a bit offputting and a reason why the Eidolon didn’t rank higher,
what a fucking plebeian.

>> No.3281130

>thought you folks were open to chance one in a bit
can't speak for anyone else but i don't care about much other than new vanilla, limit-removing, or boom-compatible maps

>> No.3281141

The Doom suggestion picture needs an update. Doom RPG should be cut and a few megawads should be added

>> No.3281150
File: 1.19 MB, 1579x708, interiorhallway.png [View same] [iqdb] [saucenao] [google] [report]

Fucking interiors.

>> No.3281181

fun with skyboxes!

so I got the skybox, I smoothed it out to look like a cilinder, and put the texture on it

I assumed it would avoid rendering the ceiling, but I was mistaken.

also those sidedef sky textures are not merging with the skybox like the ones in the ceiling on the room on my level, Im not sure what Im missing here

>> No.3281184
File: 299 KB, 1366x768, skybux.png [View same] [iqdb] [saucenao] [google] [report]


fucking retard next time attach the goddam picture

>> No.3281194

select the wall skybox textures and hit delete, then they'll render as sky

>> No.3281202


that just leaves the exclamation marks, it will render as a smudge in the sky

>> No.3281253

it shouldn't
missing textures under skybox texture should render as a sky
map01 outside area does this, though using the 'lower ceiling to floor level' trick

>> No.3281269


nope, it does smudge

>> No.3281279

I'm pretty much the same. Zdoom maps have no standard set of boundaries like vanilla/boom have, so they can potentially end up no longer playing like classic doom (ie, requiring jumping/crouching. hexen/half-life style level transitions, mission objectives, etc). Not to say such maps are bad, just saying that they arent what I look for in Doom. Gameplay mods also aren't to my liking.

>> No.3281297

Quick question for anons, Out of the 9 available weapons, how many of them do you find yourself using in an average level?

I want to make a mod that Is based off of having few weapons but many upgrade paths.

>> No.3281310

Probably never use the regular shotgun when I have the SSG
Almost never use chainsaw unless there's a narrow corridor of pinkies to saw through, or when ammo is scarce and I can catch lone arachnotrons with it

>> No.3281320

Oh yeah and I almost never use plasma if I have the BFG, because gotta hoard those cells for muh BFG

>> No.3281324


I imagine that the pistol never gets used once a chaingun is handy.

>> No.3281335

Damn, the pistol is so bad I somehow forgot it existed despite posting twice.

>> No.3281342

It depends on the context, ammo, and when I get them. I think Doom's weaponry is a toolset where basically everything serves a purpose (except pistol and the normal fist).

In general: (≥ being greater than or equal to, depending on context/ammo)

SSG > Chaingun ≥ Plasma > Berzerk Fist > Shotgun > BFG ≥ RL > Chainsaw > Pistol > Normal Fist.

Berzerk Fist replaces Shotgun completely because it fills the same niche of killing weaker enemies without wasting two shells. BFG mostly replaces RL for a boss monster, multiple bigass monsters, or a fuckload of little shits, unless I'm saving up. Chaingun is used for lots of weak enemies or a few mildly stronger enemies or stunlocking if I don't have the chainsaw. Plasma is for either dealing with bigass dudes or when I absolutely, positively, got to kill every motherfucker in the room - accept no substitutes.

>> No.3281343

Opt into [sdl1] in the Beta tab for Redux, it shouldn't crash as much.

If you are taking fire damage from Sumo while exiting the level, it crashes regardless.

>> No.3281347

Chaingun, long range
Single Shotgun, medium range
Super Shotgun, close range
Rocket Launcher, crowd control
BFG, plasma dump
Chainsaw, last resort

Fist, deathwish
Pistol, useless over a chaingun
Plasma Rifle, Ammo dump when BFG not available

>> No.3281348
File: 23 KB, 615x452, gameboy_platform_shoe_1.jpg [View same] [iqdb] [saucenao] [google] [report]

Is there ever a reason to walk in Doom? Why is it in there?

>> No.3281353


>> No.3281357

>Shotgun could be merged into a single weapon that works similarly to Half-Life's Shotgun
>BFG can be the alt-fire to the Plasma Rifle

>> No.3281360
File: 18 KB, 512x386, 767309-A43Xf_m2FJrz0_Or.jpg [View same] [iqdb] [saucenao] [google] [report]

A lot of people talk about how "vanilla" is vanilla - ZDoom strict vs Chocolate Doom vs DOS. I admit that I just use GZDoom with normal parameters, and even play with Beautiful Doom (though with "vanilla" weapons).

Are there any meaningful changes in game design or game dynamics that come from playing it as it was initially released, or is there just a sense of "don't fix what ain't broke"?

>> No.3281361

Originally walking was the default, and you had to manually hold shift to run. always run was not officially an option in vanilla, though it was doable through modifying joyb_speed to 29.

>> No.3281362

can someone link the doom iwads zip?
just the basic ones like doom, doom 2, hexen etc
the tiny url link isn't working and the other link is more than a gig which makes me very suspicious and the internet here is slow

>> No.3281368

something i was thinking:
turn the pistol into an SMG
chaingun gives a second to dual wield, for increased bullet output but lower accuracy
altfire switches between single and dual
starting weapon no longer useless

>> No.3281373
File: 43 KB, 455x810, 1460928408686.jpg [View same] [iqdb] [saucenao] [google] [report]

I'd greatly appreciate it if someone posted them. I want to play doom on my lunch break at work. Plz help?

>> No.3281374


>> No.3281375

That sounds pretty rad

>> No.3281379

But why was it the default? Was it because of id intending for Doom to be a "scary" experience where the player slowly stalks the halls? It just seems so useless except for specific moments like >>3281353.

>> No.3281382


This came from the pastebin in the OP.

>> No.3281387


Maybe it just never occurred to them that running should've been the default? Wolfenstein 3D made you hold a button to run too, even if you already moved ridiculously fast.

>> No.3281395
File: 206 KB, 800x600, Screenshot_Doom_20160609_011730.png [View same] [iqdb] [saucenao] [google] [report]

I feel that it's easier to take in the atmosphere when walking, as you actually do run very fast.

Though my analog stick, with alwaysrun off kind of gives me this speed between regular walking speed and running, which I feel gives a nice constant and is fast enough to make agile maneuvers with, but not so fast so that it's a constant sprint, turning on alwaysrun just puts it back at regular full speed, which is good if I have to fucking leg it (like maybe I'm in a situation where I'm being shot at from every direction, like the final map of BTSX2)

>> No.3281402

yes, lots. it would take ages to list them all.

>> No.3281408

I've thought of something like that too.

>Shotgun could be merged into a single weapon that works similarly to Half-Life's Shotgun
It's been so long since I played HL, what did the shotgun do? It had some kind of a burst fire/multishot charge attack?
>BFG can be the alt-fire to the Plasma Rifle
That's a bit extreme, maybe bfg and plasma could have separate ammo types, and it could be implemented by making cell pickups give half and half of them or something.

>> No.3281409

Let's talk about maps that work really well with Demonsteele.

I'll mention Lainos's Urotsuki series. The wide-open spaces, the layouts of the levels, and the vague 90s dark anime feel work pretty well with it.

Urotsuki: Inferno Road:

Urotsuki: Dead End:

Urotsuki: Radical Way:

And Urotsuki 2: Cargo Cult:

Anyone else have any?

>> No.3281412

in short, not really.

i recall years ago putting heavy things on my shift key to keep it held down. then i started using source ports with always_run features. i never knew about the joyb_speed trick.

however. if you play enough maps occasionally you might come across one where there is a leap from a ledge through a window which is set up to be done easily if you are moving at full walking pace, but will overshoot if you run. but these are vanishingly rare. i've seen maybe two or three in thousands of levels.

>> No.3281414


>It's been so long since I played HL, what did the shotgun do?

Half-Life's shotgun has two barrels, and you can fire either one or both.

>> No.3281420

What are some, at least? Or is there a link I can read that does talk about them all?

>> No.3281423

Half-LIfe shotgun had the Single-Barrel shot as the primary fire, With the Double-Barrel shot as the secondary

As for the BFG thing, It could also eat a colossal amount of ammo and have a long recharge time.

>> No.3281470

Thanks man I should've checked the pastebin. Sorry for being a retard

>> No.3281502

Thanks, I will try that when I get home.

Have you encountered a glitch where walls change textures into sprites with pink background? A really psychedelic glitch that broke the game for me.

>> No.3281518

thanks doc

>> No.3281521

Not in Redux, and I clocked ~50hrs in game.

Sounds like a graphic card issue, overheat maybe.

>> No.3281523

cheeki breeki iv damke

>> No.3281564

Meh, not really seeing much point to these changes, tbqh.

>> No.3281569

What are you trying it with? Iirc they won't work with a class that doesn't inherit from Doomplayer.

>> No.3281606

urotsuki is really good
any sort of dark gothic cathedral maps work great

>> No.3281709
File: 51 KB, 160x176, 1429384514447.png [View same] [iqdb] [saucenao] [google] [report]

Hey guys, haven't been here in a while.

I've got zdoom, and I all I want to do is play a LAN game with a friend. I've started downloading "So You Want To Play Some Fucking Doom.zip", but I want to (if it's possible) to play a co op game over LAN while that beast of a zip file downloads.

How the hell do I do this? So far the regular google searches haven't lead anywhere.

>> No.3281762

This looks like a ps1 game

>> No.3281786
File: 383 KB, 1280x1024, Screenshot_Doom_20160609_221140.png [View same] [iqdb] [saucenao] [google] [report]

This got real edgy real fast.

>> No.3281797

i can find a guide just fine with duckduckgo

>> No.3281829

Nevermind, I pieced it together eventually.

Now I can host a simple LAN server, I just can't figure out a way to turn friendly fire on for the campaign. I could do deathmatch, but then you don't start at the beginning.

>> No.3281830


That's probably because the filters are the only thing that keep the textures from looking PS1-quality.

>> No.3281934


>> No.3281967

Slower turnspeed with keyboard for more precision.

>> No.3282036

one of the funnier changes between vanilla doom and zdoom is the change from using a cycling list of pre-determined random values on a table to using actual random numbers

ssg ends up dealing less damage because of this

also i'm pretty sure chaingunners aren't supposed to be snipers in vanilla but in zdoom something happened

>> No.3282046


Have you tried "The Eye"?

>> No.3282048

Is there that much of a difference? Boom videos I watch have the SSG kill monsters in the same general amount of shots.

Although I do remember vanilla Doom limitations meant that the BFG rays couldnt all hit one target at once even at point blank, while ZDoom removes that limit, potentially letting you kill the Mastermind in one shot if RNG smiles on you.

>> No.3282057

Recently got around to playing UAC Ultra and damn was it good. Any other wads like it?

>> No.3282058

Is it possible to play multiplayer vanilla doom these days?

>> No.3282064


As in the original DOS executable? I... don't know.

As in a source port, just loaded with no mods and the settings tweaked to make gameplay as close as possible to the original game? Sure. Good luck finding people, though.

>> No.3282068


i see no reason why the original would be unplayable, but you'd need to use dialup or a serial cable

so it's possible, but you'd need to find two machines that are like 20 years old

>> No.3282072

I've been using GZDoom for a while but I want to try some multiplayer. What's the best port for that?

>> No.3282073

Zandronum is the MP port of most people's choices.

>> No.3282074

Zandronum is easiest but GZDoom does have multiplayer. The setup is above most people's heads though.

>> No.3282082

this thread has inspired me, I should cosplay as a revenant.

>> No.3282083

>download the 1.2 gb archive
>no HDoom

Am I not looking hard enough

>> No.3282086

HDoom isn't THAT great, anon. It's like a gimmick toy you play with like once like Selfie Doom.

>> No.3282091

I still want it.

>> No.3282095

You can always just google search for it. There's a tumblr blog made by the dev with a download link.

>> No.3282096

I can, I'm just disappointed it's not in the archive.

>> No.3282101


And if what I've heard and seen is any indication, it tends to go wrong even if you did the setup right.

>> No.3282102


Did you experience hope, or anxiety?

>> No.3282103



>> No.3282104

GZDoom's netcode is not the greatest. Zandronum's is much more reliable.

>> No.3282105

It is multiplayer cumpatible, right?

>> No.3282110

If it goes wrong then you didn't do the setup right or the mod doesn't work in multiplayer. Reelism and DoomRL Arsenal have both worked fine on GZDoom multiplayer.


Here's the netcoder himself co-oping with Yholl, Cyndus, and Kyle873.

>> No.3282115

If you can get it to work in Zandronum, sure why not.

>> No.3282117
File: 334 KB, 800x703, 1457537822652.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3282119

>Here's the netcoder himself
well of fucking course he'd know how to set it up

>> No.3282121

If it works well with the netcoder, that's not exactly high praise.
Any program works well when the creator uses it.

>> No.3282127


>> No.3282136

has anyone ported the nu Doom models to gmod yet?

>> No.3282138

I feel like H-Doom could benefit from being able to go female

>> No.3282140

It's what I expected. Kids sure do love Brutal Doom.

>> No.3282146

They'd have to make male sprites for all the enemies though.

>> No.3282151

or futa, all the benefits of a good dicking but with more boobs and sexy asses involved

>> No.3282153


Not necessarily.

>> No.3282154

That's what I thought I should have said after I posted.

>> No.3282162
File: 22 KB, 640x640, 6 games.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3282171
File: 904 KB, 240x228, cringe.gif [View same] [iqdb] [saucenao] [google] [report]

That was hard to watch


>> No.3282174

It's what you get when you combine a kid that doesn't seem to have any real friends with dad's video camera and a Youtube account.

>> No.3282182
File: 262 KB, 640x360, Average Brutal DOOM User 2.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3282204

blegg, then again he could play anything and still make cringe

>> No.3282220

GZDoom's netcode is ok, it just needs a lobby thing so multiplayer setup becomes easy, just don't disconnect because you can't get back into the game. It is also better for LAN netplay than Zandronum.

>> No.3282241

select "lower unpegged" or "upper unpegged" on the linedef properties (when you right click on it)

you will see the texture automatically change if you toggle the right one.

>> No.3282243
File: 16 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google] [report]

At least brutal doom brings a fresh new audience to the doom community

>> No.3282251

Yes, use Dosbox, connect to another Dosbox instance with IPXNET, then you can use the IPXSETUP tool to play. It is actually pretty good if you are dropping packets (with -dup parameter), but annoying to aim/move in high latency games. Some parameters in the original IPXSETUP are bugged, but someone managed to fix that:


>> No.3282273


I didn't, the light blinks on and off and I captured a shot where it was on


I disagree quite strongly, a pretty good portion were objectively shit. And the idea here isn't to be arbitrary changes for their own sake either.



>> No.3282278

its up to them to look into stuff outside the brutal doom corner after that, I enjoyed it myself but I want to look beyond

>> No.3282326

Is there any reason to use Doom Builder 2 over GZDoom Builder?

>> No.3282337

just bought it

i didn't really care about your opionion /doomg/

>> No.3282350


>> No.3282354

No. GZDoom Builder is a continuation of Doom Builder 2, and despite the name, its additions don't just help with GZDoom maps.

>> No.3282374 [DELETED] 
File: 2 KB, 256x224, 5783426987.png [View same] [iqdb] [saucenao] [google] [report]

hey guys, so i'm working on this joke wad, i think you might like it. it does have a bit of controversial humor in it though, so i'm not sure. this is the first map. is this detail good enough? i'd like some feedback. thanks!

>> No.3282379


>> No.3282382

google doom skybox

>> No.3282385

Guys im trying to remember an hexen wad where you got changed classes, i think you leveled up and worked really well in some maps.

we played them once, ps anynoe remember the maps?

>> No.3282387
File: 4 KB, 250x250, 1449603307952.png [View same] [iqdb] [saucenao] [google] [report]

Why was Doom 2 the first and last game with a great shotgun?

>> No.3282390
File: 90 KB, 1280x720, uncle paul.jpg [View same] [iqdb] [saucenao] [google] [report]

intermission maps of BTSX

Suuuure, I can take them to my house and they can sit on my lap and watch me as I show them Doom mods and other things.

>> No.3282392


I like Half-Life's shotgun, and the autoshotguns in the Left 4 Dead games.

>> No.3282410

AvP 2 had a great one.

>> No.3282446

Killing Floor had great shotguns.

>> No.3282450

a Thought Occurs, Mark is doing stuff for those nu Doom Weapons, maybe as a way to have those and other stuff he could make them and their style a new player class, so you have Classic, Brutal, and Slayer

>> No.3282451

Last time I heard by one of the devs on the Steam forums, beta and non beta were now the same version.

>> No.3282454

Nope. DB2 hasnt been updated in 3 years. GZDB still gets updated, and despite the "GZDoom" name, provides configs for vanilla and boom mapping formats anyway.

Honestly, the maintainer for GZDB should rename it to DB2.5 or something.

>> No.3282465

>try GZDB
>make slope
>test with GZDoom
>it doesn't work


>> No.3282470

because brutal isn't already bloated enough

>> No.3282471

I personally like having lots of options

>> No.3282484
File: 166 KB, 1920x1080, mr leep.jpg [View same] [iqdb] [saucenao] [google] [report]


Tried all that, I really want to enjoy this game again.

>> No.3282486

This is weird. It looks like the game is loading the wrong tiles. You don't happen to have any file named TILES0XX.ART in your folder
Program Files (x86)\Steam\SteamApps\common\Shadow Warrior Classic\gameroot

Would you?

>> No.3282494

I have a 021 - 023 but they are only located in the dragon addon folder.

Good news, I didn't crash once getting to level 3.

>> No.3282496

oh yeah, forgot to mention, that the texture keeps changing whenever you move, like it cycles through sprite animations and all kinds of weird shit, it gets like this when you go down the pool after the drill on the previous level, and some of the level stats become weird sprites and shit.

>> No.3282560

So no one needs the new high res rips?
Okay then.

>> No.3282621

>a pretty good portion were objectively shit

I think you mean subjectively.

>> No.3282660

*one barrel and an ammo tube that somehow works like a barrel.

>> No.3282727

Man, I always thought people were exaggerating Blood's framerate issues under DOSBox, but I just tried it myself and good fucking God it was awful.

>> No.3282740


Take a look at the trailer on the Steam storefront. It's literally running at sub-10FPS.

>> No.3282752

What resolution are you trying to run the game at? anything above 800*600 is hopeless, besides between 800*600 and above it barely makes a difference in Build games.

Try different video output settings in DOSbox. See which ones works best on your computer. Try different machine setting as well. Additionally, manually setting the cycles of the CPU will make you gain performance, but it might make intro and ending videos stutter.

Finally you can also try this, some people claimed it did wonders, but it changed nothing for me.


In the end though if you're running on a toaster, if your CPU is 2,5ghz or below, you're probably stuck at 320*200 if you want steady 60FPS.

>> No.3282764

I can't laugh too much as I was probably just as embarrassing at his age. I can only give thanks that I was not on the internet in the 1980s.

>> No.3282772


I think it was a bit better with that trick, but not much.

I was trying 800x600, but I think with my toaster computer I can only do 320x200. Thanks for your response.

>> No.3282776

Well he's better at youtube editing than I am.

>> No.3282793

Man, I hope the Blood EX dev is sneaky enough to not get a cease and desist by "Atari." I wanna play Blood in a modern source port.

>> No.3282801

Help! What do? Latest version of GZDoom & Brutal Doom.

>> No.3282813

You know talking about is only going to increase the chances of Atari finding out.

>> No.3282827

delet system 32

>> No.3282830


shhhhhhhhhhhhhut the fuck up

>> No.3282845

Sorry, lips are sealed.

>> No.3282856

Your dead imps try to execute states only available to living actors. Kill those imps off completely.

>> No.3282871

IMO developing it as a separate engine (KEX B), that so accidentaly /happens/ to be backwards compatible with Blood resources is a very safe bet.

Like "It's not a Blood port! It's an independant engine that can do all the stuff Build can and supports multiple formats of data, Build games included, and that includes Blood too"

>> No.3282890

Yes but that would a lie, because he's re-built every gameplay behaviour specifically so it looks like Blood, so it doesn't "happen" to run Blood, because it literaly doesn't; and you can't pass up this kind of things as "it just happens"

Of course if you actually needed the original game's files to run EX it could help, but I believe that's the case since afaik PowerslaveEX doesn't.

>> No.3282893

if you want tight level design but on a larger scale try sunlust.

>> No.3282904

Powerslave EX could've done the same as Doom 64 EX, but Kaiser had an agreement with Copyright holder, which then got borked IIRC, so that's a special case.

On the other hand, there's projects like OpenMW and XL Engine do that exact thing, and both have the code for special entities like NPC behaviour and the physics. XL Engine even promises to be Blood compatible (but it wont come out until 2020 seeing the progress rate)

>> No.3282948

currently making a remake of downtown, anyone got tips to make urban areas look more natural?

also any suggestions to make downtown not shit?

>> No.3282950

balconies, trashcans, streetlights, looking at real photographs of cities.

Seriously look at some photos or go to google street view in a city and look around should be heaps of inspiration

>> No.3282951


You may have to add fake windows to all these buildings. Some props would'nt hurt either I guess

>> No.3282980

windows (with shut blinds if you don't want to draw what's inside)
lamps and streetlights (might have to use 3D/voxels/tricks for that)
ruined cars here and there

make the level flow more naturally

>> No.3283058

Ok anyone know where to download old versions of GZDoom? I suspect that's the problem.

>> No.3283060

There's some old GZDoom builds at the Doomed Speed Demos Archive. On the front page.

>> No.3283069

Half life 2

>> No.3283104

The forces of Doom take on the forces of Quake in an all out war. Who would win?

>> No.3283109

Adjusted to have similar health versus each other, or using the original game values, or ignoring hard values entirely and going by demonstrated abilities?

A Cyberdemon has over six times the health of a Shambler, for example.

>> No.3283117

Shambler takes half damage from explosives.

>> No.3283118


I only had demonstrated abilities in mind when I was asking the question. I should've really specified though.

>> No.3283124

which quake monster stands a chance against an archvile

>> No.3283128


Depends, is the archvile strong enough to gib with it's attacks? If not then a lone zombie would be enough to keep it distracted forever.

>> No.3283130

quakeboss is immune to everything except telefrags right? but the only thing doomboss can do directly is telefrag. this seems prophetic

>> No.3283136

That still leaves ol' zappy in pretty poor shape against, well, anything. Quake's enemies by themselves aren't particularly strong (in the game, at least); Ranger can turn Fuzzfangs into a Furby with the super nailgun so quick he barely gets a chance to swipe- as long as the Shambler is alone, which rarely happens due to the level design making sure you've got other mooks to shoot and dodge while HRRARRRGHHHH flings lightning at you.

Doomguy has stuff way more powerful than Ranger has at his disposal, and still can't drop his own big bads like that unless he's got a BFG (which makes the Thunderbolt look like a pocket lighter, by the way), so it's not unreasonable to say for general enemies in a fight, Doom's beasties would mop the floor with Shub-niggurath's babies.

On the other hand, the only two bosses in Quake are completely immune to damage, at least in the typical sense- Chthon only takes damage from getting zapped by pillars in his room (which is at least something that could be reasonably harnessed), Shubby can only be killed by telefragging (but someone as comparatively small as Ranger can turn it into a fountain of giblets once that happens).

Also, Quake's enemies can't aim up or down. So maybe in Lovecraftworld they're too used to non-euclidean geometry to do so.

>> No.3283141


>those googly eyes

>> No.3283143

Probably, Shambler swipes and Vore rockets gib zombies. Even though I'm not 100% sure how Quake's gibbing system works. Wiki says zombies gib when their health is at -5, with a max of 60, but also says Ogre grenades (which do forty-something damage) can't gib them for some reason.

>> No.3283146

Shambler could probably take it. They're functionally the same, but the Shambler has less startup time and its attack is split into three hits, giving it a fair chance of triggering pain. The Shambler's explosive resistance and large size helps reduce the Archvile's damage output to be closer to its own.

>> No.3283151


>> No.3283183

i really liked quake 3 since a kid and im very sad that quake live lacks the significant number of players it once had
also really enjoyed singleplayer in quake 1 and 2
do you think quake 5 will be better than quake 4 (if it even happens)

>> No.3283190

quake 5 will be a shitty reboot of quake 1 that has more in common with doom than quake

>> No.3283192

>do you think quake 5 will be better than quake 4 (if it even happens)

I'm sorry but,


>> No.3283195

Hi, Piranha bowl guy here.
I was thinking about an alt fire mode and I thought it would be cool to just throw the bowl and when it shatters on ground it releases all piranhas still in it.
Now I have encountered two problems:

1. How can I get the number of residual ammo? I looked in the wiki, but there are no action functions for checking the inventory. Or can I just define a variable at some other point that just keeps count of the ammo?

2. How can I implement this to release the according number of piranhas? I.e. if I have 20 piranhas left, it will release 20 piranhas and if I have 50 piranhas left it will release 50 piranhas. Can I link a frame to a number and then let it execute that the specified times? I don't just want to make a line with AAAAAAAAAAAAAAAAA[...] and such. Basically like a frag grenade with many unique splinters (compared to e.g. shotgun pellets).

Decorate is pretty new to me, so I don't really know what exactly is everything possible with it.

>> No.3283198

why so pessimistic
i wish there was still a market for arena shooters
the closest thing nowadays is competitive TF2 and it looks pretty cool but its much slower
shit i totally forgot
why do they keep shitting all over quake and doom
they removed quake live's linux compatibility for no reason and efefctively killed it when they made it 10 bucks

>> No.3283206

they killed quake live before that, when they pushed for loadouts and stupid shit like that

and did you forget about the latest UT?
it's free, right?

>> No.3283223

had no idea that was a thing, gonna check it out ASAP, thanks for telling me

>> No.3283229

are you talking shit about Max Payne's pump shotgun, faggot?

>> No.3283231

hope you and those other ten guys playing it have fun!

>> No.3283246

Does anyone know a link to that one site that had a bunch of custom doom skies?
Tried searching through the older threads but couldn't find it sadly

>> No.3283253

>>3282727 here, tried changing my core to dynamic and it improved things dramatically. Played through the first three levels and most of the fourth at 800x600, and didn't notice any major issues with the framerate.

Pretty fun game, though the hitscanners are annoying.

>> No.3283265

I have an authentic retro gaming PC that should be totally overpowered for Blood (450MHz Pentium III) and even it doesn't always keep a stable 60FPS at 800x600. I don't think the engine was really intended to be run in the higher-resolution modes.

>> No.3283298

i like more options, too, but consider the following:

one of the big criticisms about brutal lately is that it's just spinning its wheels, that it adds things and removes things and just tosses in features to what end
brutal doom now doesn't really even have a "goal" that it's reaching towards

>> No.3283302


>> No.3283313

Current devbuilds are not suitable for general use because the devs are in the process of implementing Doomscript, which is breaking the shit out of old DECORATE/ACS hacks.

Use the stable version here: http://forum.drdteam.org/viewtopic.php?f=23&t=6825

Get 2.1.1 if your GPU was made in 2010 or newer, 1.9.1 if you're from the Stone Age.

>> No.3283368

Okay, I found out about the "CountInv" function, which should solve my first problem.
However, I still have no idea how to actually make that work. Do I have to define the CountInv before any actor or inside the calling actor or wherever? How can I put that to use on frames? Can I loop a state for n times? I already made a custom piranha spawn state for the bowl, but currently it just loops forever, so I get a piranha fountain.

>> No.3283387

Running in pure DOS or in a Win9x DOS box?

Ideally, you should be running in pure DOS with an XMS and EMS TSR loaded in CONFIG.SYS. In addition, you should have a VGA adapter with 4MB VRAM or more and it be compatible with VESA 2.0 VBE Video modes. If the game isn't able to pick up your VBE modes, you may need a TSR like UNIVBE running or use one of the many command line utilities out there like MTTRLFB to expose certain registers.

>> No.3283419

That's just because Doom operates on much different numbers for the stats of its monsters and weapon damage. It's not a fair comparison, really.

>> No.3283428

that is a neat idea
looking forward to playing this

>> No.3283448

>GZBuilder crashes
>Last save was 15 minutes ago
At least it wasn't anything massively major, but still a bummer.

At least I have reference of what I have to redo...

>> No.3283508

Doom II's and quake 1's bosses are ridiculously stupid.

>> No.3283524

Final bosses, you mean?

Can't see what's stupid about the Cyberdemon or the Spider Mastermind.

>> No.3283528

I think they were both a result of a lack of time.
Quake more so than Doom.

>> No.3283532

Nevermind, misread.

In any case, at least the Icon of Sin is a threat by itself. Shub is like, just there. Doesn't even generate monsters or anything like that.

>> No.3283535

I don't care for single boss fights, prefer a big arena of carefully placed mayhem

>> No.3283540

I mean icon of sin. I really expect something like arena fight with lots of cyberdemons, arch-viles.

>> No.3283553

with no ammo of course ;)

>> No.3283556

>I really expect something like arena fight with lots of cyberdemons, arch-viles
That's lame, if it's a previously met enemy, it should be a super powered version of it.

What it really should be is a giant cyberdemon with dual armcannons that shoot bfg balls, rocket batteries on it's shoulders and a bunch of miniguns embedded in the torso. Basically I'm saying the final boss should be a demonic cyborg battlemech.

>> No.3283558

Are there any mods that turn the Icon into a monster that actually moves and fights you?

>> No.3283568


Yes, there's one brutal add-on which does that.
It's pretty much as boring as the actual Icon fight.

>> No.3283569

Zen Dynamics, sort of.

>> No.3283572

Welp, nevermind.

>> No.3283603

Does anyone here have any experience in writing code for a source port, or know how source ports work internally? I feel like maybe programming one.

>> No.3283605

Seriously, seriously just use acs. It will be far simpler to do what you are trying to do with it, and you won't need a development version to do it.

You can even still do most of your stuff in decorate, just use acs at critical points like this.

>> No.3283616

damn reddit, back at it again with the shit opinions

>> No.3283643

You will need to know C and possibly assembly (Doom is mostly C with a little assembly), most source ports these days are in C++ afaik. The market for source ports is pretty much filled, since you're not gonna out choco chocolate doom or out optimize PrBoom+, and you're not gonna out advance ZDoom (even if things are janky as fuck, it has 17 years of janky as fuck features available for modders) so your options are in general either to create a source port that is basically just a mod (like Doom Retro or ManDoom) or to develop for one of the existing source ports. ZDoom and child ports gave the most that needs doing, but from what I have heard from marrub, working with their code will make you hate everything.

Now, if you had a novel feature set for the port that isn't just mod tier, like the native ability to play random maps from multiple loaded pwads, or something like quake has that downloads things from idgames for you, or another unique feature you came up with then that would be very worthwhile and be a very good reason for your source port to exist.

Note that the above about source ports assumes you want more than five people to play your source port, but if you want to make a source port for fun or to learn then have at it regardless of whether other people will like it, it's your party man.

>> No.3283747

my s_skin file says

name=BJ Blazkowicz

>> No.3283749

Gonna make this animation faster and snappier soon, I just wanted to get the very most basic animation in and see how well it turns out in motion.

Turns out it's just as amusing as I would hope.

>> No.3283785

>secondary motion on the swing
what's it going to do? just melee?

>> No.3283792


The idea behind the box of pocket revenants is you whack things with the little skeleton, which explodes for some reason into a bunch of other little skeletons which then proceed to punch the fuck out of the shins of your victim.

secondary attack will let you throw the skeleton as a boner cluster bomb which then explodes more little revenants to proceed with dickpunching, you just don't get as many little revenants this way compared to a direct melee hit.

When I'm done this is gonna be a BFG tier weapon

>> No.3283798

now i want a G.I. Revenant
you press down on the head and it goes "AAAAAAAAAH"

>> No.3283815

that description alone is enough to defeat your enemy without even having to use the weapon

>> No.3283820

I want this in my life. DUMP 3 map soon. I'm happy with it for now. All that remains is one more playtest.

>> No.3283842


>> No.3283853

It isn't worth bothering with anyway. It's IoS' head strapped onto a revenant body, but with two extra arms. You have to walk around a tiny arena and shoot it (It stands still and doesn't move) while Knights/Barons occasionally spawn. Its terrible.

>> No.3283857

>doom babbies

>> No.3283859

Reminder that you did this shit on fucking Christmas.

>> No.3283860


>commander keen babbies

>> No.3283864

nevar 5get :^)

>> No.3283868

>since he found this board
Joke's on you, I was into Doom since I was 12 in 2008.

>> No.3283872

i thought /v/ was for shitposts

>> No.3283879

>Ant sized revenants

>> No.3283881 [SPOILER] 

It's just one barneyfag-tier autist.
>tfw you're not barneyfag or doombabbyfag

>> No.3283920

Term. Yes, I'm looking at you. I'll cross-post this on the ZDoom forums soon.

WARNING: CC4-tex has to be loaded alongside the wad to display everything properly! See below for a link.

It's time. Here's the first version of my DUMP 3 map. Jumping is required for progression and to find secrets. Crouching is required to find one secret. There are two exits. One is found in normal progression. The other is a secret. Solve the switch hunt or cheese it in various ways I've found in testing to open the door leading east at the starting point. That leads to the secret exit...and the last 500 monsters (plus hundreds of spawned lost souls). If nobody finds the secrets, I'll show them in a webbum when I feel like playing the map again. UV, HMP, and HNTR are supported. ITYTD uses HNTR's thing placement.

P.S: You haven't really beaten the level until you've killed John Romero.

Monster count before lost souls: 882.

Link: https://mega.nz/#!rg0zQBIJ!U8wfe8UHedeTjuUTTUazKL6a0Er-t0oVPTNISV1s6CM

Name: "Janus". I remember him as being a Roman god with two faces, each bearing a different expression. Considering how much harder one exit is compared to the other, I thought it was a good name.

-cc4-tex. Get it here (packaged with the megawad): https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/cchest4

-Helloween. The music track I used is a midi of Midnight Sun, the last track of the Better than Raw album.

Quote: In the name of all that's unholy, JUMP! Jump over platforms, into and out of buildings, and onto enemies' heads.

>> No.3283926

>complete the fourth chapter of Quake
>suddenly all the runes I collected from the other chapters vanish
Fuck that shit. I didn't mind doing Chapter 1 again for the relic but I'm not starting the whole game over to face the final boss.

>> No.3283931

>he was 12 in 2008

>> No.3283940

And people born in 1998 are now 18.

>> No.3283943


>Jumping is required for progression

>> No.3283949

For all of the people considering this; Only use the Main File and Weapons (They're all in seperate PK3s, thankfully). Everything else is cancer. The weapons are honestly pretty good (They're not reskins) and it removes most of the bloat from Brutal Doom.

>> No.3283953

Of course it is. DUMP 3 is a ZDoom wad. Jumping is a ZDoom feature.

>> No.3283961


You're a dumbass.

>> No.3283978

Does anyone have the list of doomrl arsenal assemblies?

>> No.3284001

nhb but there is no justifiable reason for a zdoom mapset in this day and age
mapsets are for boom, gameplay mods are for zdoom

it's not that hard

>> No.3284004

>Putting the "Fucking" in Big Fucking Gun in asterix instead of calling it the "Big, uh, Freakin' Gun"

>> No.3284007

>nhb but there is no justifiable reason for a zdoom mapset in this day and age
DUMP would argue otherwise

>> No.3284013


It's easier on mappers, at the very least.

>> No.3284020


There's a cheat for giving you relics, don't remember it though,

>> No.3284024


Looked it up, it's impulse 11

Just type it in four types for all the runes.

Is anyone having "connection errors" when they try to post?

>> No.3284035
File: 176 KB, 520x678, worriedlaughter.jpg [View same] [iqdb] [saucenao] [google] [report]

You're not serious, right?

>> No.3284058
File: 37 KB, 320x417, miata face.jpg [View same] [iqdb] [saucenao] [google] [report]

>there is no justifiable reason for a zdoom mapset in this day and age

>> No.3284068

Is it going to say that jumping + crouching is required when you enter the map in DUMP 3?

>> No.3284082

The quote references jumping, both for the platforms at the start (required) and two other cases where I recommend it.. Crouching is only needed for one secret that isn't even a part of the optional route, so I won't mention that.

>> No.3284087

Don't know if this general had any russian posters but they just got rangebanned from the site.


>> No.3284090

If someone wants to make a mapset with ZDoom scripting right now they can. What's wrong with that?

>> No.3284092

And nothing of value was lost. Brazilians should be next.

>> No.3284101

Russians have their own chan-like site anyway so I don't think it's a big a loss to them, but damn.

Guess they'll just continue shitting up Steam Greenlight and Dota 2.

>> No.3284103


Fucking hell, what? Why?

>> No.3284157

MM8DM is shit.

>> No.3284167

We were being DDoS'd, the attacks came from russia, hiroshimoot nuked the russian access until the situation can be resolved

>> No.3284169

I've been using chocolate doom for the past year or so, but I want to start playing some more advanced mods

should I use zdoom or gzdoom? or something else?

>> No.3284174

GZDoom is what you use for pretty much every modern mod. PrBoom+ is basically enhanced vanilla if you want that too.
There's also Crispy Doom which is basically Chocolate Doom HD.

>> No.3284186

That explains the connection errors. Hiroyuki knows his shit.

It depends on the mods. Gameplay mods work best with GZDoom. For huge slaughtermaps, GZDoom grinds to a halt. Use Glboom+ for those. GZDoom should be okay with any other kind of level.

Example: the last three levels of Sunlust made me change my source port from GZDoom to Glboom+ because of the complex geometry and high monster counts tanking GZDoom's performance. That almost never happens, though. Start with GZDoom. Change if needed.

>> No.3284192


Thanks for the map mate.

That final fight was a clusterfuck.

>> No.3284203


>There's also Crispy Doom which is basically Chocolate Doom HD.

Since when is 640x480 HD?

>> No.3284204
File: 129 KB, 350x350, 1372824176361.png [View same] [iqdb] [saucenao] [google] [report]




>> No.3284205

For Chocolate Doom.

>> No.3284213 [SPOILER] 
File: 32 KB, 480x360, 1465615677346.jpg [View same] [iqdb] [saucenao] [google] [report]

There's actually a special way to do this. It's in this pic and it's too long to type.

>> No.3284214


sibly epic!!!!!!!!!

>> No.3284217

How'd you get in? Secrets? Jumping through a window? Noclip? Did you find the invuln I stuck behind the teleport to the ledge (UV, it's more obvious on lower levels)? I got bored wiping out the mob on the ledge from below, so I put it there so I could charge them with impunity. It's more fun that way, plus you can crowdsurf on the hundred AAAAAAAAAAAAAAA the switch releases before it wears off if you're quick. There's still plenty left to kill you, so it doesn't trivialize too much.

Look for the Zdoom pistol start options mod.

>> No.3284220
File: 2 KB, 196x171, ...png [View same] [iqdb] [saucenao] [google] [report]

I need a mod for a source port to act like DOOM should act?

>> No.3284221


I mean, going back to your last save is more convenient for most people.

Though really, this should be an option that doesn't require a mod.

>> No.3284223
File: 145 KB, 842x475, Nanotool.png [View same] [iqdb] [saucenao] [google] [report]

Just finished my first 'real' version of the Nanotech Combat Engineering Tool. Nanotool for short. It's not meant to be a mainline murdertool, but a support tool for specific circumstances.

The Nanotool replaces the plasma rifle and has three separate firing modes. You switch between them with altfire.

1) The railgun. Flash-forges and fires a magnetically-charged rail. It flies fast (And by that I mean instantly), perfectly accurately, and pierces through all enemies in a line. Doesn't do as much damage as the plasma rifle toward a single target, but it's better against crowds. Takes one cell per rail.

2) The Turret.
Creating a turret on the spot is the most expensive option, at 50 cells per turret, and he doesn't have much health... but it's a powerful little guy. He can deal a lot of damage if he's unmolested for long enough.

3) Smokebomb.
Spits out a grenade filled with nanites for 10 cells. On collision with an object, the nanites spread into a cloud which selectively hurts everything except for the user. Sadly, the nanites aren't tough enough to damage anything immune to radius damage.


>> No.3284227


I want DoomImpBallLightOrb to spawn OrangeLightOrb, have OrangeLightOrb A_Warp to DoomImpBallLightOrb, and then have OrangeLightOrb go away when DoomImpBallLightOrb dies.

I thought that setting the success state for A_Warp as "Spawn" would cause it to loop back to spawn each time the master was alive, but instead it falls through to death. If I put a 0 duration frame in front of A_Warp, ZDoom crashes.

I know I'm missing something simple.

>> No.3284232


I found it through throwing on the switches. as for the invuln, it was quite obvious.

One thing that bugged me is that while I could hit the switch opening another can of skellingtons and a megasphere, I found that the script could bug if I ran straight there not opening the door until I shoot in the general area.

Opening that door was beneficial if done early so the Barons get absolutely trashed by skellingtons.

Most of my deaths were trying to get to the switch by the teleporter too early and getting cucked at the only way out of that particularly broken building.

>> No.3284262

Being able to stealth the switches is intentional, but the skeleton closet you're referring to is opened by walking over a line on the way to the first switch. The switch by the teleporter...I think you can jump onto the ledge to the right of the one you're referring to. I set that up on purpose since I got pinned there during testing and that's no fun.

Here's a webbum of what I mean (conversion's too big for 4chan). Walking up the stairs to the first switch is the trigger for the northern closet. You can both enter and exit the second switch area the way I demonstrate. You have to jump to get out. That's something playing Going Down taught me. Always leave the player a way out. I doubled back in the video so the archvile blast wouldn't kill me before I could demonstrate the jump.


>> No.3284306


Alright cool. Definitely like the map design.

Monster Infighting really is a wonderful thing.

>> No.3284324


is that a good thing or a bad thing

>> No.3284387

Can someone explain in plain English to a newfag (just beat Doom 1 and 2 in their entirety for the first time in Chocolate Doom) the difference between megawads, mapsets, and gameplay mods? Apologies for the stupid question. I'm only just now becoming addicted to Doom.

>> No.3284391


megawads usually consist of 32 or more stages

mapsets I believe are just a collection of levels together

gameplay mods are... gameplay mods, usually altering monsters, weapons, or other mechanics

>> No.3284402

Thanks. That's what I thought they were but things got a little muddy when I saw that level packs/mapsets (in the sticky guide image) also seemed to have new weapons and such but megawads generally didn't.

>> No.3284432

Master doesn't get set for non-monsters under certain circumstances. I am not sure of the exact circumstances.
Use target instead.

Edward850 had a branch of zdoom with a pistol start on death option, and I assumed that it would get in and make ZDPSO obsolete, but hasn't become the case yet. I wish it had because it would have been be one more thing off my list to update.

>> No.3284451

It's a ZDoom mapset. You should automatically be assuming crouching and jumping is allowed unless manually disabled.

>> No.3284454

Mapset = Generally anything with 3 or more maps
Megawad = a type of mapset with a large amount of maps. Idgames and doomwiki define it as 15+ maps. I personally define it as 20+ maps.
Gameplay mods = Mod that focuses primarily on changing weapons and monsters. Kinda like a Total Conversion, except there are no maps included.

>> No.3284457

Not him, but this is why I avoid zdoom mapsets. Always have to assume for the worst with them, as they almost never make it clear.

>> No.3284461

I don't have any data for this but I assume that it's more common for someone to make a map for ZDoom without considering jumping and crouching, than it is for someone to make a map for ZDoom and manually disable them if it's not intended to be used.

There's no consistent logic to it that every mapper follows.

>> No.3284467

Why are Quake's weapons so godawfully designed? Did everyone at id have a brain haemorrhage at the time?

>> No.3284474


Romero had a bunch of cool ideas for sick ass magic and melee weapons when Quake was supposed to be a medieval action game, but when time constraints hit they had to cop out and do a Doom style game.

and with it some terrible weapons, I doubt Romero was involved with them at all

>> No.3284475


Excellent. Thanks very much for your submission.

>> No.3284480

Quake's development wasn't exactly the smoothest.

>> No.3284489

The progression might be rather uninspired, but the sound design is GOAT. Some of the most iconic and memorable weapon sounds in all of vidya.

>> No.3284517

Everyone was busy creating the best 3D engine of the day. Everything else was secondary. They just tacked on Doom weapons and gameplay at the last minute

>> No.3284518

in 1996 they were actually pretty bad ass. No complaints from someone who played it back in the day when it was released. No complaints at all. It was the greatest FPS ever made at that point.

>> No.3284529
File: 1.95 MB, 395x222, 12357056.gif [View same] [iqdb] [saucenao] [google] [report]

based reznor

>> No.3284530

How is it that every single sound in Quake is just the best thing? The man's a genius.

>> No.3284531

anyone else having trouble running Doom RPG? I tried using its launcher but then it just starts up vanilla doom.

>> No.3284539


An intense heroin habit paired with borderline mental illness is apparently fertile artistic soil

>> No.3284541

The best artists are the mad ones.

>> No.3284565
File: 271 KB, 570x351, REZNORS.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3284575


actually the SSG and RL are the same sound effect for the most part

>> No.3284608

40 short
New thread >>3284604

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