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3284604 No.3284604 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD, GROOVY EDITION - Last thread >>3278239

DOOM/II/ULTIMATE/FINAL/64
Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~

FAQ/PASTEBIN
http://pastebin.com/GnWMDhg0

SO YOU WANT TO PLAY SOME...
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

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
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

TUTORIALS/UTILITIES
https://pastebin.com/7vKYWYp0

== /VR/DOOM COMMUNITY ==

IRC
irc.zandronum.com #vr (key in faq)

THREAD ARCHIVES
https://desustorage.org/vr/search/text/%22doom%20thread%22/type/op/

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K

COMMUNITY PROJECT
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.3284605

===NEWS===

[06-10] DUMP 3 WIPs by Anons
>>3283920 https://mega.nz/#!rg0zQBIJ!U8wfe8UHedeTjuUTTUazKL6a0Er-t0oVPTNISV1s6CM
>>3284223 http://www.mediafire.com/download/zf4mqzsppc6ceml/Nanotool.pk3

[06-09] /newstuff #501
https://www.doomworld.com/php/topstory.php?id=4595

[06-08] Anon mod release: Home Improvement >>3279105
https://dl.dropboxusercontent.com/u/85021129/homeimp.zip

[06-07] SC-55 Music Pack for TNT >>3276167
http://sc55.duke4.net/games.php#doomtnt

[06-06] Anon made his first weapon. >>3273592 >>3273674
https://www.dropbox.com/s/97xj124zp2ftfkm/piranha.pk3?dl=0

[06-06] Anon was bored, made a speedmap, lots of imps. >>3273532
https://drive.google.com/file/d/0B4mwJRa7e5VpeDgyMmtmYXgyakE/view?usp=sharing

[06-05] Anon map WIP: UAC Facility Level >>3272104
https://drive.google.com/open?id=0BxmKDpnylHpweTQzeERvQW1BZGc

[06-04] Anon's first map, WIP and needs advice >>3268573 >>3271545
https://www.dropbox.com/s/3m8hm0ll0x4ncyo/FIRST.wad?dl=0

[06-04] Anon mod release: Doomshorts for Q3A >>3268863 >>3270518
https://www.sendspace.com/file/3b4us3

[06-04] Anon map release: Generic UAC Outpost >>3270015
http://www.mediafire.com/download/mfts1kgy5bpfh9n/Generic_UAC_Outpost.wad

[06-03] OPPP aka SSSP >>3267169
https://www.doomworld.com/vb/post/1623462

[06-02] Anon mod update: IMPatience
http://forum.zdoom.org/viewtopic.php?f=19&t=51988

[06-01] Q3 Revolution skins, ripped by Anon >>3261884
http://www.mediafire.com/download/emnkw4cr77ba55h/q3rskins.pk3

[06-01] Anon map release: Peaceful Revenant Realm >>3261065
https://www.dropbox.com/s/eqzgrxuhrz1axs2/peacefulrevenantrealm.wad

[06-01] DUMP 3: BFG Edition has started
https://www.doomworld.com/vb/post/1620117

[05-29] Anon map release: emthree.wad >>3252963
https://drive.google.com/open?id=0B4A_W_qt7N94VkdjOEFxNWRIZTA

[05-29] Anon mod release: Scattergun from Angst Rahz's Revenge >>3252653
http://www.mediafire.com/download/cisxalmb3troe89/ANGST_Scattergun.zip

===

TO SUBMIT NEWS REPLY/BACKLINK TO THIS POST.

>> No.3284612

I like Doom

Do you like Doom?

>> No.3284616

>>3284612
Doom is the tits.

>> No.3284617

Vaporwave Doom when

>> No.3284641

I asked this in the last thread, but is Doom RPG any good? I'm trying to get it to work but the launcher doesn't seem to do anything special. It just boots up into vanilla doom.

>> No.3284649
File: 1.38 MB, 245x118, 1461513387967.gif [View same] [iqdb] [saucenao] [google]
3284649

>>3284565
>Luigi as Peach
>Peach as Luigi

muh dick

>> No.3284652

>>3284641
Did you actually download the mod and not just the launcher? It comes in a folder, not a wad or pk3 file, so you'll have to tell the launcher where to locate it.

>> No.3284684
File: 107 KB, 1142x785, doomrpg.png [View same] [iqdb] [saucenao] [google]
3284684

>>3284652
yes. everything should be in order.

now its giving me this error for some reason. tried re-downloading the main files twice now.

>> No.3284686

>>3284684
Try using the Doom 2 IWAD.

>> No.3284693

>>3284686
I got it working now. Had to tinker with the mods/patches tab.

>> No.3284698
File: 2 KB, 100x148, doomwhy.png [View same] [iqdb] [saucenao] [google]
3284698

https://youtu.be/Rbau5xLtYIo?t=2m48s

>> No.3284708

>>3284698

So are you this guy's new fan now?

>> No.3284714 [DELETED] 

>doom shitters
:^)

>> No.3284734

>>3284605
>[06-08] Anon mod release: Home Improvement
https://dl.dropboxusercontent.com/u/85021129/homeimp.zip

Great. Another "lets change and enhance the official maps" mapsets. Yawn.

>> No.3284736

>>3284698
Dude he's just a kid with no friends. Let him be.

>> No.3284789
File: 12 KB, 287x285, 1530464432811.jpg [View same] [iqdb] [saucenao] [google]
3284789

>>3284698

>> No.3284807

http://i.4cdn.org/wsg/1465641614199.webm

hm

>> No.3284817

>>3284807
Well that's cute. Someone trying to make Shovel Knight in Doom?

>> No.3284818

>>3284807
maybe you should buff the attack a little

>> No.3284828

>>3284807
cool, I don't think I've seen doom converted to 2d before (aside from some flash game)

>> No.3284835

>>3284698
wonder when /v/ will get a hold of him and he'll become the new sammysegafan

>> No.3284850

>>3284835

...Do I want to know who that is?

>> No.3284851

>>3284850
Just another kid that makes videos, mostly about Sonic. /v/ had a field day with him.

>> No.3284856

Hi, how would I go about transferring a stored variable from one actor to another, provided one is spawned by the other?
My thing goes like this:
I have made an alt fire of a weapon that shoots a projectile that is supposed to use up all residual ammo for that weapon and dealing according damage. This means I have to retrieve the amount of ammo from the player and somehow transfer that number to the projectile.
I have no idea how, though. I tried GetActorVar, CheckInventory, A_TransferPointer, etc., but nothing works as it should. I also don't know how I can do this with a script.
I already made a script that would do what I need it to do, but I still can't get the value from it.

Currently it looks like this:

ACTOR A (weapon) calls ACTOR B (one projectile type) on Fire and ACTOR C (other projectile type) on alt fire. Actor C now has to somehow get how much ammo there is.


script "shatter" (void)
{
int n = CheckInventory("Shit");
Print(d:n);
TakeActorInventory("Shit", n);
SetResultValue(n);
}

This gives the return value of the number of Shit in the inventory and subsequently removes that from the inventory (=using up all ammo) and returns that value as result. The Print is just for checking whether the script is runnning, eventually that will be removed of course. Now the thing is that I have no idea how to
a) transfer the result value to the actor that is called by this one (so calling the script from ACTOR A)
OR
b) get the inventory of the actor that called this one (calling the script from ACTOR C).

I already tried with user variables, but weapons can't have them apparently and I also don't really understand how I could get the value of it in the other actor.

>> No.3284872
File: 1.20 MB, 1920x1080, Screenshot_Doom_20160611_140510.png [View same] [iqdb] [saucenao] [google]
3284872

So guys, I would like to replace the light amplification goggles with a simple Half-Life Style flashlight. The problem is I have absolutely no idea how to go about it. Only Idea I have so far is to make a weapon that shoots invisible projectiles that create gzdoom dynamic lights, but I would like the powerup to function essentially the same as the light amp, not being dependant of whatever weapons you're carrying.

>> No.3284893

>>3284872
there is other flashlight mods, maybe you can see how they do it?

>> No.3284897
File: 526 KB, 786x565, timeforwrappingup.png [View same] [iqdb] [saucenao] [google]
3284897

Time to wrap this piece of shit up. Just some seaside-decorations and it should be about done.

>> No.3284898

>>3284897
yes please, all these screenshots make me wanna play it really bad.

>> No.3284901

>>3284897
All of those zombiemen are going to end up killing themselves.

>> No.3284902

>>3284898
Cool. Although not sure how good the gameplay will be. You get rocket launcher from get-go, and the map's somewhat open.

>>3284901
They are not meant to be a serious threat.

>> No.3284903

>mfw after years of wondering how people in screenshots and videos get that hud with the neat listing of all ammo types and stuff, I google zdoom hud and realize the "alternate hud" menu exists
Holy shit im retarded

>> No.3284904

>>3284902
>They are not meant to be a serious threat.

So its basically an ammo dump then?

>> No.3284923

>>3284902
>They are not meant to be a serious threat.
please put a RL prior to this, don't need lots of ammo, just enough to gib most of them

>> No.3284939

>>3284893

I looked at a couple, one I couldnt make any sense out of, the other two I saw used flashlight "weapons"

>> No.3284946

>>3284923
even a chaingun is fine for zombiemen swarms

>> No.3284948

>>3284850
Incredibly delusioned child who makes videos about Sonic/Nintendo

He's known for repeatedly yelling things such as "You frickin fricks! you frickin fricks ruined sonic!" and for "You cant ever be quenched!"

https://www.youtube.com/watch?v=H5d42w4ZcY4

>> No.3284959

>>3284897
>>3284902
Even if they arent meant to be threatening, it still looks pointlessly cluttered.

>> No.3284969

>>3284897
Reminds me of that one room in Titan 2 with a fuckload of Zombiemen.

Felt kind of pointless without enemy variety

>> No.3285045

I like Doom.
Been playing it with an android gzdoom port.

>> No.3285047
File: 145 KB, 842x475, Nanotool.png [View same] [iqdb] [saucenao] [google]
3285047

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.

>>http://www.mediafire.com/download/zf4mqzsppc6ceml/Nanotool.pk3

If anyone has any feedback to give (such as how the smoke grenade is way overpowered, I'm working on that) I'd love to hear it.

>> No.3285048
File: 504 KB, 920x634, pillarshit.png [View same] [iqdb] [saucenao] [google]
3285048

>>3284897
>>3284898

Alright, it's done. "Lambda", for DUMP3.
https://my.mixtape.moe/nuvcrf.zip

Mind, I still probably will have to adjust it. It isn't a hard map, but just experimenting here. It is very different style from the library, I think.

>> No.3285085

>>3280418
>Kyle dropped DRPG
>Latest commit baea2ab a day ago
What are you talking about?

>> No.3285089

>>3285085

Some poor soul picked it up.

>> No.3285091

>>3285089
DRPG's one of my favorite mods, wonder how he's handling it.

>> No.3285092

>>3285048
You're right, it's definitely not hard. The outdoor area is also more challenging than indoors.
It could still be a hard map without changing the amount of enemies, it's just there's so much ammo you can use the RL or Plasma gun non stop and not run out. I LOVE the aesthetic though. I hope you're gonna keep making maps even if it's not for DUMP.

>> No.3285093

>>3285091

right now the poor bastard is cleaning up a few months of bugs.

>> No.3285136

>>3285091
>>3285093

The worst part is every new GZDoom update breaks more things and just makes it worse

>> No.3285158

>>3285136

Well instead of bitching about GZdoom, updates, why don't we just bundle the one version that works with the launcher and not worry about such silly things?

Seriously Programmers who whine about backend changes really need to ask themselves if their spaghetti code is their own damn fault.

>> No.3285259
File: 205 KB, 800x600, Screenshot_Doom_20160610_213856.png [View same] [iqdb] [saucenao] [google]
3285259

Seems legit.

>> No.3285274
File: 1.05 MB, 938x637, 1300504007933.png [View same] [iqdb] [saucenao] [google]
3285274

what y'all think about UV pistol starts? I went through the first 3 eps of Ultimate doom and DTWIDI

while I found it more of a challenge, I felt there was no need to backtrack for secrets you missed once you cleared a level, since nothing carries over.

also I found I got to use weapons like the rocket launcher, plasma gun, and BFG a lot less because you can't count on finding them on every level (or as secrets) and again because nothing carries over. so there's a trade off.

you could also argue it makes things easy in regards to health and armour, because sometimes I'd clear a level on the skin of my teeth but next level I'm 100% again.

>> No.3285282

>>3285274

The problem is that designers of megawad packs have a bad habit of not balancing for pistol starts. Leading to mandatory chainsaw usage if they remember to place one at all.

>> No.3285294

>>3285282
Imo the best way to design for bot h sequential play and pistol start is to make the map have just enough ammo and weapons that you yourself still stand a good chance of dying on pistol start. With only a little excess ammo.

But ammo management is fun to me. It especially bothers me when maps toss so much shotgun ammo that you rarely need to use anything but the SSG.

>> No.3285298

>>3285274
I mostly play stuff that's entirely balanced around pistol starts (and I think all maps should be).
It's the most fun way to play.

>> No.3285302

What kind of weapons should a slow, heavily armored space marine have, without making him absolutely unkillable?

>> No.3285310

>>3285274
I only pistol start on the first level of an episode, progression rules.

>>3285282
>a bad habit of not balancing for pistol starts
Bad is subjective, the wad could be designed for progression in mind.

>>3285302
Are we talking a player class or an enemy?

>> No.3285314

>>3285302
Heavily armored means heavily weaponed.

If you're going this route then make enemies attack more aggressively, because you won't be able to balance out slow and heavy with anything but strong weapons. Weak weapons on a slow and heavy character is just going to make people move on to something else.

>> No.3285316

>>3285048
It's pretty dark. I couldn't see what I was doing outdoors, and that's in hardware mode. Software is darker still. I like the art style, though. It reminds me of Sunlust's last two levels. Gameplay was meh, although I think not being able to see very well soured my impression of it. I died to an archvile in a tower after playing for a few minutes. I couldn't figure out how to enter any of the structures to the side during my time with the level.

Overall, the only change I recommend is brightening up the outside area.

>> No.3285319

>>3285310
Player class. I already have the movement speed and health sorted out, moving at around half of Doomguy's speed with double the health.

>> No.3285323

>>3285302

Warhammer 40K Space marine gives good examples of weapons to use.

Giant hammer that splatters smaller minions but is slow and cumbersome

Nailgun like machine gun

Short range shotgun with massive recoil. Slag based

Giant caliber pistol for slow but accurate shots.

Rocket Launcher that pierces enemies but explodes on wall contact.

>> No.3285350
File: 114 KB, 681x800, latest[1].jpg [View same] [iqdb] [saucenao] [google]
3285350

>>3285302
use this as an example

>> No.3285351

Show me the wads you've been working on /doom/

>> No.3285357

>>3284948
You do realise that this is satire? The dude's 18 now and did it for a joke.

>> No.3285359

>>3285323
>slow character
>short-range shotgun
please don't do this

nothing is more infuriating than trying to work a piece of shit gun when you can't move worth a damn

>> No.3285362

>>3285319

>half of doomguy speed

Urgh, the thought of going through some of the bigger maps at half run speed makes me really sick

>> No.3285363

>>3285351
I've been working on my DUMP 3 submission. Even recruited my significant other to help with spriting a brand new weapon sprite, as opposed to butchering an existing sprite or stealing resources from others.

>> No.3285370
File: 1.43 MB, 369x334, 1465666765049.gif [View same] [iqdb] [saucenao] [google]
3285370

>>3285357
>The dude's 18 now

>> No.3285374
File: 45 KB, 640x480, ohfuckskeletons.jpg [View same] [iqdb] [saucenao] [google]
3285374

>>3285351
It's done. Texturing is different than in this screenshot. See here:

>>3283920

>> No.3285376

>>3285362
I'll try and make it so that the player can gain extra speed via rocket jumping or something similar.

>> No.3285381

>>3285376

Look into maybe making it so if the player runs for a speed period, his speed increases, a momentum kind of thing.

>> No.3285383

>>3285302
>>3285319
A few ideas

Some kind of a big autocannon for sure, like the Slugthrower from Soldier of Fortune 1.
Rocket multilauncher that shoots bursts of smaller explosives.
Multi-barreled rotary energy weapon
Some kind of a shoulder-mounted mortar or something

Basically stuff that says "I'm a big guy"

>> No.3285386

>>3285376
Maybe make him able to sprint (Thus being normal doomguy speed) for a short time- like with the fist altfire or an extra key- that also reduces his friction so he sliiiides

Huge thing in motion stays in motion.

>> No.3285397

>>3285381
>>3285386
Don't really know how to pull those off, only just started making actual mods. Any examples of sprinting/momentum in other mods?

>> No.3285415

>>3285383
like the tortoise from aow?

>> No.3285427
File: 37 KB, 450x288, meme.jpg [View same] [iqdb] [saucenao] [google]
3285427

>>3284604
is the title thread a reference to Animal Collective by any chance

>>3285383
>"I'm a big guy"

>> No.3285428
File: 491 KB, 1366x768, Screenshot_Doom_DeathCis.png [View same] [iqdb] [saucenao] [google]
3285428

>> No.3285441
File: 8 KB, 394x315, 1351219930291.jpg [View same] [iqdb] [saucenao] [google]
3285441

>>3285427

>> No.3285448

>>3285441
oh

>> No.3285452

>>3285302
The most important part of such a mod is sound design and weapon feel. If it doesn't feel like I'm wielding the power of god in my hands, I'm not gonna have much or any interest in limping around maps designed for someone twice as fast as me.

>> No.3285469

>>3285452
I was planning on making maps designed for the mod.

>> No.3285480

>>3285469
Even then, most people play Doom because it's fast. The majority turn on autorun and forget that walking even exists. You take the fast away, you better make up for it elsewhere.

>> No.3285575

>>3285427
>is the title thread a reference to Animal Collective by any chance
uh https://en.wikipedia.org/wiki/Danse_Macabre

>> No.3285687

Anybody here have experience modding the Doom source code? A couple of years ago I compiled Doom 3 and GZDoom on a windows machine, but I kinda want to do it on Linux now (I just prefer to work on linux... windows I use for play, linux for work).

>> No.3285697
File: 92 KB, 431x453, doomRL RPG.jpg [View same] [iqdb] [saucenao] [google]
3285697

>>3284684
I think i had the same issue with getting it all to work. make sure under the mods/patches tab you have everything checked in both windows. It doesnt work unless you click off the DoomRL stuff on the left AND right window. I'd make sure you are using the latest SVN version of GZDoom as well. Good luck.

>> No.3285714

>>3284698
>constantly aiming at the floor
>ADS
oh for fuck sakes. I can deal with the rest cause he's just a dumb kid but god.

>> No.3285721

>>3285092
>>3285316

Yeah, updated map.
https://my.mixtape.moe/mrutvb.zip
Altered ammo-count a bit, but it shouldn't make it scarce. I also increased light a wee bit. It is still dark, but shouldn't be as so.

Also altered some encounters.

>> No.3285768

Tfw 3 more days until I get back to my place, get to pick up upgraded pc and use all that great new power to rush the fuck through my dump submission. Got pain elementals to abuse lads.

>> No.3285794

>>3285697
I really love Doom RPG, if someone took the math of it and combined it with a map generator to make a singular game, it would be a legit product.

>> No.3285803

>>3285794
you could always use it with oblige to get a similar outcome.

>> No.3285807
File: 1.27 MB, 720x360, making weapons for DUMP is extremely serious business.webm [View same] [iqdb] [saucenao] [google]
3285807

I need to obviously make these guys a little more balanced but I'm dying over here, this shit's too funny to me

>> No.3285828

>>3285807
I'd make them a little bit transparent- not enough that you can't see them, but enough to see through them.

It's also a handy way of signifying 'This is a Friendly monster'.

>> No.3285829

>>3285807
>it's another "kegan makes a gimmicky overpowered weaponized meme" episode
expand your repertoire my man

>> No.3285832

>>3285807
Give them, like, very low health?

>> No.3285841

>>3285807
I would really prefer a fun/satisfying weapon to use instead of something that sort of plays the game for me personally.

It's why I like Quietus over Wrathverge for everything besides the name.

>> No.3285842

>>3285721
Okay, I finished it this time. Here are a few suggestions. I didn't get any secrets. That may have impacted my comments below.

-Change the bullets in the archvile tower to shells. The best way to survive a no-cover battle like that is stunning him. The chaingun doesn't do jack shit. I tried.

-Add some more rockets to the final ambush, preferably replacing bullets I had no use for. I couldn't kill everything there because I kept running out of rockets/blowing myself up on the stairwell due to autoaim fuckery.

-Consider removing the last archvile as a replacement for the above. With the non-secret loadout I had, the best weapon to take him out with is the rocket launcher. I can't stay in the room long enough to get four off, though. So I get pushed down the stairs and blow myself up if I keep trying. If I don't, I go backwards toward where the red key was, the archvile revives enemies, and I run out of rockets fending them off. Once I'm out of rockets, I have no chance of winning that I can see.

>>3285807
I wouldn't change a thing. I've never seen a mod with mini revenants anyway.

>> No.3285847

>>3285842
> I've never seen a mod with mini revenants anyway.
GMOTA had golden ones but they just danced around and gave you treasure when you bop them.

>> No.3285849

>>3285829

Hey I made the tesla rifle didn't I? Besides conventional weapons are boring and unfun.

Maybe it's just because I've spent so much time playing video games but I can't stand conventional, basic, or -really- familiar weapons and mechanics, like that shit's all been done.


>>3285832

They got 40 HP now and I might knock it down further, I'm also gonna make them keel over dead after a set time, I also just made it so after throwing a punch they have a chance of going a little ADHD and start dancing at random.

>>3285841

I dislike homing weapons and friendly AI too, I'm doing this for shits and giggles. Plus I'm not about to be out-crazied by Ijon, not this time, god damn it.

>> No.3285857

>>3285849
Crazy weapons do nothing for me if they are imbalanced. I think miniboners would just sort of shit the bed and make everything unfun.

And can never be as fun as a satisfying shotgun

>> No.3285859

>>3285857
What about a shotgun that shoots shotgun-carrying skeletons?

>> No.3285865

>>3285859
>Weapon that plays the game for you
>All coolness of the gun is out of your hands and in what you summon instead
Damn it no.

I mean if you like that then sure more power to you.
Not for me though.

>> No.3285872

>>3285857
What about a shotgun that morphs monsters into rubber duckies

>> No.3285874

>>3285872
Morph Ovum sucks

>> No.3285880
File: 350 KB, 1600x900, Screenshot_Doom_20160611_160838.png [View same] [iqdb] [saucenao] [google]
3285880

>>3285828

I don't like how this looks.

>>3285857

Have you seen Ijon's marine helmet weapon, it nukes an entire room with a single shot. if I was doing a full weaponset, you can bet I'd keep things much more within balance, but given that this is a DUMP submission, and I already did my more serious submission in the form of the Tesla Rifle, I wanted to do something retarded for laughs.

That said, I prefer crazy weapons that make you earn your kills, I don't like going full Pillowblaster and making effortless win the game button guns.

I plan on doing a more toned down and vanilla balanced weaponset later anyway. So just give me some time and I'll have that out.

>> No.3285883

>>3285880
could recolor their chest-armor to green, So they look more doomguyish

>> No.3285887

>>3285842
There is a SSG in the stage, kinda hidden but a non-secret. For archvile at the tower, it is viable to blow it through the window with rockets - SSG is another possibility.

I could reconsider the whole arch-vile in tower though... Originally I was thinking of chaingunners, but it just doesn't do well.

Yeah, I'll probably add ( back ) some rockets before the final ambush, to the tunnel where the arch-vile & mancubi are.

>> No.3285889
File: 159 KB, 1280x960, 1453108229006.jpg [View same] [iqdb] [saucenao] [google]
3285889

>>3285849
>Besides conventional weapons are boring and unfun.
What's fun about a weapon that plays the game for you? The agitating skeleton meme is already feeling a bit stale, who would want to use this weapon a year from now? A meme gun is good for a few laughs in the short term. A well-designed gun that does its job and does it well is good forever.

>> No.3285891

>>3285880
Yeah I saw that helmet.

It's good for a giggle but I wouldn't really use it.
And if you're having fun making silly weapons there's nothing wrong with that either, just so you know.

I'd probably just stick to watching webms of them instead of actually using them though.
A weapon that tears through a room on it's own would only be used by me if it's really satisfying.

Like.. GMOTA's bouncy axe item crash.

A weapon that isn't satisfying would be like.. GMOTA's Cluster bombs.
Or 99% of the weapons in that dragon mod.
That revolver though.

I don't think a weapon set has to be vanilla balanced, silly weapons or weapons that play the game for me is just not what I'm into
I really love good shotguns and revolvers

>> No.3285892

>>3285887
I had the SSG when I fought in the tower, but I ran out of ammo.

>> No.3285898
File: 5 KB, 102x71, Dance.png [View same] [iqdb] [saucenao] [google]
3285898

>>3285883

I can't do that anon, that's already planned with these guys. You'll randomly equip either normal revenants, golden boners, or pic related

>>3285889

Oh I agree there, but like I said, this isn't exactly a serious weapon submission, can't a guy make a stupid skeleton weapon to have some fun?

There's days I feel like driving off the bridge crossing the river while I drive to my shitty job and making a dumb skeleton weapon might be one of the few joys I get from day to day between going to my horrible job


>>3285891

Interesting that you find the Axe crash satisfying but not the bombs, might be from a lack of impact sounds. There's times I've wanted to redo a -lot- of elements from GMOTA but the only way I'm gonna get that mod done is if I just push forward, which I WAS making progress with and then Term had to go and start DUMP 3. The fucker.

>> No.3285907

>>3285898

It's a BFG Tier weapon you said no? That's okay to be silly. BFG tier weapons are meant to be room clearers. Now the question is where do you get ammo from? Do you get it from stealing bones from other boners?

>> No.3285908

>>3285898
I'm going to be honest.

It is ABSOLUTELY the impact sounds.

I prefer other weapons but the axe is a good example of toss and forget but still satisfying enough to me to not hate it.

While Clusterbombs are fire and forget and everything just sort of dies. The explosion is alright but it just rips through everything quietly.
I felt all the cannon weapons were like that except that bomb that sucks everything in. Do they have impact sounds?

You should look for a more enjoyable job

>> No.3285915

>>3285907

I was gonna make it infinite use, the trade off being the skeletons are borderline retarded and the range is extremely limited compared to literally everything else.

>>3285908

Come to think of it, I'm wondering why the fuck I've kept the bombs +ripper for so long, when I get back to GMOTA I'm gonna make them detonate on impact.

and you're telling me, but there's fuck all in this area, so for now i'm dealing with it til I get lucky and find something better or get fired

>> No.3285929

>>3285915
I don't think the shotgun shot type has an impact sound either.

Honestly for the cannon my favorite thing was the charge shots.
Felt like I used the cannon subweapons purely for the damage instead.

>> No.3285938

>>3285929

There's actually a lot about the Blazter I'm dissatisfied with, I've kinda wanted to remove the dart mode from the damn thing, along with those turret spheres and make it simpler to use in general. Most of the subshots aren't terribly well thought out unfortunately, as it was during a time when I just said "Fuck it" and starting dumping everything that came to mind in GMOTA.

>> No.3285961

>>3285807
My sides

Do you have a download or anything for it already?

>> No.3285971

>>3285938
How to make the shotgun subitem more fun in two easy steps
1) No pierce
2) Impact and some kickback
3) Direct hit DAMAGE

How to balance the cluster bombs and make it better
1) Single shot hits target
2) Target takes multiple small explosions(Think C shot in Contra 3)
3) Couple of bombs scatter about for small explosions

How to suction earthquake bomb thing:
1) No suction
2) Shockwave hits a spot on the ground or whatever
3) Explosion pulses out a few times before a big boom

This is all assuming that things would be getting toned down instead of being absolute shitwreckers.

Dart mode is an interesting idea but it sort of loses it's place when everything about the Blazter is a complete shitwrecker.

The design of it makes it favor building up meter to just use subweapons. Makes Blaz favor his cannon arm instead of his sword for any map with heavier combat.

>> No.3285976

>>3285971
Fuck didn't mean to put a 3) in the shotgun subweapon section.

>> No.3285980

>Sunlust Map20: Inverti In Darkness
>Red key room

Christ, why.

>> No.3285989
File: 162 KB, 1024x768, strogghyper_shots.jpg [View same] [iqdb] [saucenao] [google]
3285989

Anything that includes a weapon like the Quake 2 hyperblaster? As in, a plasma gun with armor piercing properties.

>tfw they didn't include that trait in Arena Generations leaving you with a strictly inferior energy weapon when compared to the other factions

>> No.3286012

>>3285971

Wait the bomb hasn't had a suction effect forever.

And if I made the cluster bomb just explode multiple times in a small area then it'd just be a slightly worse version of the charge shot

Admittedly I added the dart mode out of having no other ideas for what the hell the zoom/utility key would do for the Blazter

>> No.3286032

>>3286012
Could have sworn the POW version had a little still.
I never used it after the suction changes because I found out Cluster shat on everything for free

>And if I made the cluster bomb just explode multiple times in a small area then it'd just be a slightly worse version of the charge shot
Spammable with no charge time > Charge shot takes time between each shot.
DPS matters.

My point was really more that things have to get overhauled because generally everything is outshined by another thing which outshines another thing which makes a lot of the Blazter related stuff not particularly useful.

Why use scatter/bomb when Clusters shit on everything for example
Why use Dart when it has the objectively inferior charge shot unless used at a very specific distance when you can be making a lot more red meter and have better charge shots with standard?

Things like that

>> No.3286082
File: 553 KB, 288x216, 1qfzndqo1400.gif [View same] [iqdb] [saucenao] [google]
3286082

>>3285350
>cascading, spiraling missile-pod salvos

I need this in my Doom

>> No.3286093

my sprites are sorta blurry in game
how do I fix this?

>> No.3286094
File: 113 KB, 927x380, gotta catch 'em all.jpg [View same] [iqdb] [saucenao] [google]
3286094

>>3285807

>> No.3286119

>>3286093
Options
Display Options
OpenGL Options
Texture Filter Mode: None

>> No.3286127
File: 3.01 MB, 294x238, 1448137815639.gif [View same] [iqdb] [saucenao] [google]
3286127

>>3285807
>that boner dance

>> No.3286132
File: 250 KB, 800x600, default.jpg [View same] [iqdb] [saucenao] [google]
3286132

Hey guys! Let's play some Doom!
Give me your AIM Screen name and I'll add you to my buddy list!

>> No.3286142

>>3285807
What ammo type is it meant to use?

>> No.3286146

>>3284856
For what you're wanting to do, you would be better off spawning the projectile via acs with spawnforced and setting it's speed and position and pointers that way, since you can then set the actor's damage immediately after it is spawned, and also have greater control over it.

You could also set the the projectile's tid by shooting it with a_spawnitemex instead of the a_firecustommissile. Basically have the tid field of the a_spawnitemex an acs_executewithresult, then set a uservar for the player to that tid, then in a line later have a script that retrieves that user var and sets the damage of the actor with the tid to whatever you want (you can't have this in the acs_executewithresult script for the tid because by the time it's returning the value the actor doesn't exist yet, and while you could have a delay(1) immediately after setting the result value the delay of a tic is longer than you want.

>I already tried with user variables, but weapons can't have them apparently
With weapons it works like this: you don't have access to user variable in decorate like you normally would, but any user variables defined on the player class, not the weapon, can be accessed normally through acs.

>and I also don't really understand how I could get the value of it in the other actor.
The user variables get saved on the player, and have one of the user variables be the unique tid you gave the projectile actor. The unique tid is used for referencing the projectile actor, and since you are calling all scripts with the player as the activator you have easy access to that and any other user vars you might need.

>> No.3286151

>>3285847
>>3285842
fractal doom had them

>> No.3286161

>>3284604
Best Megawad? Let's go people.

http://www.strawpoll.me/10426064

>> No.3286170

>>3286161
>Back to Basics
>Deus Vult 2
>UAC Ultra
>Ultimate Torment and Torture
>Vanguard
>Zen Dynamics

These aren't megawads.

>> No.3286174
File: 647 KB, 422x297, Blaine_belongs_in_the_trash.gif [View same] [iqdb] [saucenao] [google]
3286174

>>3286161
>no memento mori

>> No.3286242

>>3286119
thank you

>> No.3286274

>>3286132
When I first saw this, I didn't know she was holding a magnifying glass.
Left me wondering what sort of condition she had

>> No.3286305

>>3286132

Aren't they taking the servers for that down soon?

>> No.3286306
File: 75 KB, 480x270, 3mF7a.jpg [View same] [iqdb] [saucenao] [google]
3286306

>>3286305
they already have. It was pretty surprising they left it running until 2015 (or 2014)

>> No.3286335

>>3286274

not as bad as yours

>> No.3286345

https://youtu.be/Ud63lYi3aYg

>> No.3286352

What is the difference between a level pack and a megawad?

>> No.3286358

>>3286345
That water looks really bad. It's like you're looking at a skybox through a hole in the ground.

>> No.3286363

>>3286352

A megawad replaces every level in the game. A level pack only replaces some of them.

>> No.3286364

>>3286352
I think a Megawad consists of 32 levels in the same format as Doom 2, with a secret exit in Map15 leading to Map31 which also has a secret exit that leads to Map32 which leads to Map16

>> No.3286396
File: 321 KB, 1439x901, Nanotool.png [View same] [iqdb] [saucenao] [google]
3286396

Updated this lady a LOT.

The nanite smoke is nowhere near as outrageously overpowered. Now it deals much less damage, and no longer deals damage to turrets.

Railgun has a new effect. Not sure on that one left, and I need to tweak with the puffs a bit... Oh well.

Finally, turrets are no longer useless. They have a huge boost in health so that they don't die instantly.

>http://www.mediafire.com/download/zf4mqzsppc6ceml/Nanotool.pk3

>> No.3286401

>>3286345
>Showing off work by running Brutal Doom with it and cluttering the presentation
For what purpose?

>> No.3286415

>>3286396
I always wanted to kill demons by taking advantage of their pollen allergy.

Is alt-fire meant to alert monsters?

>> No.3286419

>>3286345
Some of the light rays from the lights are good because they look like a thick darkness with the light cutting through them. Other places that are a bit more illuminated you won't have that cut and clear light source cone radiating from the light.

Also if you are going to have it brutal doom compatible like in the video then make the blood on the floor a bit reflective as well.

>> No.3286426

>>3286415
No, it isn't supposed to alert monsters. I was just too lazy to fix that. Next version, though...

But yes, soon you will have each and every demon out there with runny noses and the inability to breathe.

Don't expect the nanite smoke to kill much, though. It does basically no damage. It's more of a teargas than anything.

>> No.3286435

>>3286401

because brutal doom is doom made doomier man

>> No.3286439
File: 1.64 MB, 512x321, 1390824480632.gif [View same] [iqdb] [saucenao] [google]
3286439

>>3285274
I just recently got done playing Eps 1-4 of Ultimate on UV pistol start and now I'm halfway through Doom 2. I actually really wanted to talk about this with someone, so sorry if I have a lot of words:

It honestly completely changed my perspective on Doom. I always enjoyed it even when I did carryover, but now I better realize how the placement of resources and enemies create the dynamics within a map - starving the player for ammo forces me to run from some fights; giving the player weapons makes me feel more bold in picking my battles; monster infighting becomes more critical, as well as ammo management, etc.

When I'm carrying over a ton of ammo and all seven weapons, that push-and-pull dynamism gets reduced to a flatline of "shoot every monster I see because I have the ammo, armor, and health to handle every fight." The thought that's been going through my mind is that it's kind of like the "loudness war" in audio (https://www.youtube.com/watch?v=3Gmex_4hreQ)) - carryover doesn't make the game "bad" at all, but it takes away intended subtleties by the designer that would have made playing the level that much more exciting, and now that I realized it firsthand, there's no going back for me.

I'm almost the inverse for you in terms of secrets: when I did carryover, I didn't really care to look for secrets while I was playing because over the course of the game, I was already becoming overpowered. Now that I'm doing pistol starts, secrets are actually way more important to me because they can completely change the tide in a level, and make a seemingly impossible part suddenly a cakewalk, which feels really satisfying. (As for getting secrets after all enemies are dead, there's always UV-Maxing for its own sake.)

>> No.3286462
File: 291 KB, 914x1254, atlas1[1].jpg [View same] [iqdb] [saucenao] [google]
3286462

>>3285274
>>3286439
Cont.

Similarly, even if I'm less likely to have the upper-tier weapons in my inventory, I'm honestly more likely to use them when I get them because I know they're only going to last as long as the level, and I know that they were put in the level for a reason. I might as well get my money's worth for as long as I've got it.

You're right that it can make players more reckless in terms of just doing whatever it takes to get to the exit, but I think that's part of the fun. It makes me more willing to use all my weapons to their maximum potential in the level because I know that all I need to do is get to the end by any means necessary. Needing to keep my supplies up for the next level is more likely to just make me turtle and play more boringly because I don't want to pay later for having too much fun now. And if I really felt like I cheesed my way through, I can always just idclev and try to beat it better. It's almost like an arcadey experience of high-score chasing.

TL;DR: The Dynamic-Tension of Pistol Starting turned me from a 97-pound "runt" into a New Man!

>> No.3286473

>>3286462
Is there a mod for that or do you have to use a console command every level?

>> No.3286474

>>3286462
So that's where the jarate comic comes from.

>> No.3286476
File: 55 KB, 209x215, 1371670897686.jpg [View same] [iqdb] [saucenao] [google]
3286476

This is probably a stretch, but is there a mod somewhere the functions like Hideous Destructor without some of the more drastic tweaks to the gameplay or a lite version of it that only incorporated the tacticool weapons&ammo and maybe health changes?

I really wanted to love HD since it looked almost exactly like some of the STALKER mods I used to play. But the almost constant shaking and nauseating headbobbing coupled with the movement that's been made overly slow and about a million times clunkier made it feel completely unplayable to me.

>> No.3286481

>>3286473

Look up ZDoom Pistol Starts.

>> No.3286487
File: 11 KB, 480x360, 0.jpg [View same] [iqdb] [saucenao] [google]
3286487

>>3286473
I use this because it's functional with the other stuff I run: https://www.doomworld.com/vb/wads-mods/67715-zdoom-pistol-start-options/

But there's also this, which has a lot more options and looks nicer: https://www.doomworld.com/vb/wads-mods/74385-pistol-start-mod-for-zdoom/

A couple weeks ago, an anon that made the first one said he was gonna do a revamped version that I am extremely stoked for, but I haven't seen anything yet. He said he was gonna put it in the Newspost when he's done, though.

>> No.3286505

>>3286487
Thanks!

>> No.3286584

>>3286487
Just played a couple of Doom 2 levels.

I really want to hug the SSG every time I find it now.

>> No.3286593

So I noticed that Blood had a CD soundtrack as well as a MIDI soundtrack. Which one would you guys recommend listening to while playing?

>> No.3286602

>>3286593
You decide.
CD: https://www.youtube.com/watch?v=0-OS06n2My0
MIDI:https://www.youtube.com/watch?v=L928CmhAPQY

>> No.3286614
File: 108 KB, 535x291, 4054375-doom_marine-doom#1-shotgun_love[1].jpg [View same] [iqdb] [saucenao] [google]
3286614

>>3286584
Absolutely. I'm at MAP16, and finally getting my hands on a super shotty after like 5 maps and killing a cacodemon in two shots made me fall in love with the gun all over again.

Absence makes the heart grow fonder.

>> No.3286664

>>3286593
There's also a Gravis Ultrasound version of the soundtrack too, though you need some additional files for DOSBox to set that up. Quite enjoyed it however.

>> No.3286669

>>3285841
>>3285889
>instead of something that sort of plays the game for me personally.
This is why I absolutely hate super-overpowered mods like Trailblazer and Guncaster. Because you click once and your enemy's instantly dead, you win.

A revenant launcher, on contrast, would actually require effort and ammo management.

>> No.3286676

>>3285350
is that from Red Faction 2?

>> No.3286678

>>3286345

This video and those comments are the most saddening things I've seen this whole year.

>> No.3286683
File: 77 KB, 1366x768, 1315250392722.jpg [View same] [iqdb] [saucenao] [google]
3286683

>>3285898
>and then Term had to go and start DUMP 3. The fucker.

>> No.3286689
File: 244 KB, 540x296, SAVE MEEEEE.png [View same] [iqdb] [saucenao] [google]
3286689

>>3286683

>> No.3286751

>>3284828
There was a Donkey Kong Country conversion a while back.

No, I don't know why either. It just exists.

>> No.3286753

>>3286751

The same guy who did that also did a Mortal Kombat I conversion.

I think he does this shit just because he can.

>> No.3286756
File: 595 KB, 914x784, 994b30d3fea77d00bf1dc6c9896c0bb8a7ca3be2.png [View same] [iqdb] [saucenao] [google]
3286756

>>3286753
And do you really need a better reason than pic related?

>> No.3286760

>>3286487
>an anon that made the first one said he was gonna do a revamped version that I am extremely stoked for, but I haven't seen anything yet. He said he was gonna put it in the Newspost when he's done, though.
I am still working on it, I gotta do the weapon for DUMP3 first (when I get a chance to work on it, been like 3 days since I've done any doom stuff other than thinking) cause that has a deadline, also fix the borked infighting version of the factions stuff and bring the spec version of serious sam to parity with the normal.

It will take a bit longer than initially anticipated, primarily because I forgot how bad my old code was so it's a full re-write and also I decided to add basically every feature from every similar mod plus some others. That by itself isn't bad, but the extra features working for all supported mods is a bit of a hassle, particularly with things like drla and russian overkill. It will be easier to maintain (for myself and others) in the long run once done though.

>> No.3286765

>>3286760
I hope that greentext didn't come across as me talking shit, I was just implying than an update was coming. I'm still super stoked for it!

>> No.3286768

>>3286751
Some people won't be happy until every game in existence can be recreated in the Doom/Boom/ZDoom engines.

>> No.3286770

>>3286765
No, not at all. I just wanted you to know it's still going to get done, despite my blowing past the first projected delivery date without any news.

>> No.3286775

>>3286768
I don't know man. Porting stuff over to Doom is jus so much fun.

>> No.3286778

>>3286768
I can't wait until an NES emulator is built inside a ZDoom mod.

>> No.3286780

>>3286778

I don't think ACS is quite that advanced.

>> No.3286782

>>3286780
Maybe someday.

>> No.3286784

>>3286768
when is someone going to emulate a super nintendo version of doom inside of doom

>> No.3286786

>>3286780
I've seen people talking about creating a wolfenstein-like FPS engine out of ACS on the forums once. I shit you not.

>> No.3286806

>>3286786
https://www.youtube.com/watch?v=2yhQZPKZJVQ

https://www.youtube.com/watch?v=wbnfYBFKD1g

>> No.3286827

>>3286806
The creativity of the Doom community never stops impressing me.

>> No.3286840

>>3286806
>hand immediately vanishes
Immersion ruined.

>> No.3286864

>>3286840

He's controlling it with his mind.

>> No.3286952

>>3284617
noaw plz

>> No.3286976

>>3284948
sounds like lemongrab lol

>> No.3286983

>>3285282
>The problem is that designers of megawad packs have a bad habit of not balancing for pistol starts.

Any examples of well known megawads that don't have pistol start balance?

>> No.3287003

So a few people are trying out the demon rune mechanic, I'm thinking of taking a Crack myself, but before I do, I'd like to hear suggestions

>> No.3287008

>>3287003
don't be shit

>> No.3287053

>>3287003

don't quote me on it, but I believe you can transform into a revenant in project brutality

>> No.3287089
File: 46 KB, 330x330, it was me.jpg [View same] [iqdb] [saucenao] [google]
3287089

>>3286132
That AOL logo looks familar

>> No.3287117

>>3284605
Crispy Doom v3.4 released
https://www.doomworld.com/vb/post/1627753

>> No.3287123

>>3286161
Brutal Doom

>> No.3287179

Does anyone know if you can spawn monsters through the in-game console for quake 2?

>> No.3287214
File: 1.56 MB, 1920x1080, .jpg [View same] [iqdb] [saucenao] [google]
3287214

64 > 1 > 2 > piss > 3 > shit > 4

No discuss.

>> No.3287216

>>3287214
> opinions

>> No.3287218

>>3287214
I don't agree with you, but opinions.

>> No.3287219

>>3286345
Boy howdy that text at the beginning sure gives the impression that he's testing something he came up with and not just implementing GZDoom UDMF features exactly the way they were intended to be implemented.

Don't you need tech for something to be considered a tech demo?

>> No.3287221 [DELETED] 

>>3287216
>>3287218

Give me your shitty arguments and I'll counter them masterfully and relentlessly.

>> No.3287226

>>3286345
Man, I am getting fucking sick of Brutal Doom.

>> No.3287240

>>3287221
but this thread is for discussions
there's /v/ if you want to senslessly argue

>> No.3287241

>>3287221
>>3287214
>"My opinion is objectively fact"
>>>/v/

>> No.3287247

>>3286345
>Dual wielding and throwable grenades

Guess I've been out of the loop for a while

>> No.3287248

>>3287214
Plutonia > TNT = 1 > 2 > 64 > 4 > 3

>> No.3287250
File: 22 KB, 460x276, Broodle Noodles.jpg [View same] [iqdb] [saucenao] [google]
3287250

>>3286345
Shigly Broodle.

>> No.3287251

>>3287247
Throwable grenades are great if you have them on a quick button and if they are actually useful and do good damaged (as in, they throw bouncing, ripping shrapnel when exploding).

Haven't played BD in a long time so I don't know if it has that. I just can't stand BD's sound design though, it's just SO bad.

>> No.3287252

>>3287251
Agreed that it's sound design is total shithouse. It's like everything is loud for the sake of being loud.

>> No.3287259

>>3287251
>they throw bouncing, ripping shrapnel when exploding
I have fond memories of Immoral Conduct's frag grenades.

>> No.3287262

>>3287259
I was thinking of the hand grenades from wwhc_diaz, because while they weren't quick throw, they were REALLY good, but you reminded me of how the hand grenades in Immoral Conduct were also really good.

Man, wasn't someone porting Immoral Conduct for current ZDoom? Whatever happened to that, the Edge edition was the tightest shit.

I wonder if I could bribe iSpook to do it?

>> No.3287263

>>3287240
>>3287241
Are you retarded? I'm proposing a discussion. How the fuck is it anything that you imply?
>>3287248
2 cannot be better, than 64, because soon enough first half gets boring (I mean not boring boring, but relatively for doom), then it's urban shit which is cool, but you find yourself saying "ughhh" while making circles to find the next trigger, no really cool boss levels, aside from the last. Overall design is not even close to original or 64 which share solidly brilliant levels with no need for gimmicks. Now 64 is better than 1, because it combines wide spaces with great designs, beautiful structures with tricks n shit.

>> No.3287265

>>3287263
>I'm proposing a discussion.

Then why didn't you include the rest of the text in your post in your initial post? Are you daft?

>> No.3287267

>>3287263
I don't agree with you saying Doom 4 is the worst. That goes to Doom 3.
I think Doom 4 is basically as good of a 2016 modern reboot of Doom could be, warts and all.

>> No.3287269

>>3287251
If they're any good that's fine, though stuff like that sometimes gives me the impression of feature bloat. Doom already allows you to carry a rather generous arsenal, at some point there's going to be a point of redundancy.

It's one thing that I sometimes find irritating with weapon mods for Doom because they create a lot of overlap between each other.

>> No.3287275

Are we allowed to use Stealth monsters in DUMP 3?

>> No.3287281
File: 93 KB, 600x507, OLBqLin.jpg [View same] [iqdb] [saucenao] [google]
3287281

It is a real shame that there's some mapsets out there that are legitimately good, but a small section of the community will never, ever give them a try because of their unjustifiable bias against a certain family of sourceports that branch from classic gameplay only by a small margin. Even if said mapsets were made by long-time members of the community who have made quality content for years.

Their loss.

>> No.3287284

>>3287281
What mapsets and source port family are you referring to?

>> No.3287286

>>3287275
you're never allowed to use stealth monsters
or i'll bring stealth bosses to your front door

>> No.3287293

>>3287286
Stealth archviles? Got it.

>> No.3287302
File: 123 KB, 198x476, wwearab2.png [View same] [iqdb] [saucenao] [google]
3287302

>>3286593
I like both but I find the CD music a bit annoying because it doesn't loop properly and it restarts when you load (which will probably happen a lot even if you're good at the game.)

>> No.3287303

>>3287293
Complete with stealth boners too, I hope.

>> No.3287310
File: 177 KB, 404x444, ilya glare.png [View same] [iqdb] [saucenao] [google]
3287310

>>3287303
>s-something poked my ear!
>who... w-who's laughing?
>is it getting hot in here?

>> No.3287325

>>3286439
>>3286462

Yeah, the resource management and monster infighting angle really comes into play with pistol starts. It's interesting having to make due with the pistol or fist/chainsaw because you're trying to conserve ammo for the stronger weapons or you just don't have it. Carrying over all your weapons and ammo definitely make things less tense.

And secrets are very important as you go through a level, especially if you want to use the more powerful weapons as they're typically hidden away. You really come to appreciate secrets a lot more in pistol starts. You could find a chainsaw secret every level in a pistol start and you'll be happy to unlike if you were playing carryover.

I'll definitely continue playing pistol starts (unless the map maker suggests otherwise). It's made the Doom experience a lot more interesting.

>> No.3287330
File: 18 KB, 300x282, 1434002600374.jpg [View same] [iqdb] [saucenao] [google]
3287330

>>3287214
Daikatana>id games with Romero>poop> pee>diarrhea dookey poopy pee>id games without romero

discuss the king

>> No.3287331

>>3287330
The bitch ad is still a signifigantly less fucktarded idea than the Mighty No. 9 trailer.

>> No.3287337

>>3286345
>that nukage effect
Bravo Mark

>> No.3287340

>>3287263
>because soon enough first half gets boring
I personally found 64 boring all the way through. None of its maps were all that memorable for me, and all felt too generic.

>but you find yourself saying "ughhh" while making circles to find the next trigger
I've never had this feeling when playing Doom 2.

>no really cool boss levels, aside from the last.
This literally applies to 64 aswell.

>Overall design is not even close to original or 64 which share solidly brilliant levels with no need for gimmicks.
64 was nowhere near close to the original. And I'd rather 2's gimmicky maps over 64's bland maps.

I'll admit that 2 was the weakest of the PC iwads, and had its problems, but no way in hell am I going to like 64 more than it.

>> No.3287342
File: 51 KB, 600x450, 1461832482406.jpg [View same] [iqdb] [saucenao] [google]
3287342

>>3287330

>> No.3287374

>>3287281
It would be really nice if you show some of the maps, anon

>> No.3287391

What exactly is your point?

>> No.3287393

>>3287391
meant for >>3287281

>> No.3287424

>>3287284
>>3287374
>>3287391

All I'm going to say is that the author has posted WIP screenshots in Doomworld recently and said project has been mentioned in the Cacowards for the past two years; a Boom megawad project currently transitioning to ZDoom.

I'm not him by the way, I can barely make a door in Doombuilder and I often forget to do the 'lower unpegged' deal. Once you find out what mapset I'm talking about, please do not associate my opinion with said project and/or mapper.

You all will definitely play said project once it's out, and that's why many of us love /vr/ because you genuinely don't give a shit about elitism.

>> No.3287429

>>3287424
Your vagueness is annoying me.

>> No.3287434

>>3287429

Being annoyed by a post in 4chan is the last thing I want people to feel. Fear not, my man.

>> No.3287438
File: 26 KB, 450x429, sym.jpg [View same] [iqdb] [saucenao] [google]
3287438

>>3287424

OI YOU

SHUT YOUR MOUTH AND SHOW US YOUR WAD

>> No.3287440

>>3287438
>SHOW US YOUR WAD

that's lewd

>> No.3287464
File: 654 KB, 845x634, agonytime.png [View same] [iqdb] [saucenao] [google]
3287464

Time for agony.

>> No.3287475

>>3287424
Can't you just tell us what it is?

>> No.3287514

>>3287464

Why is your chaingun green?

>> No.3287532

Question

Are original floppy sets of doom 1/2 worth anything? Like more than $10?

What if the doom set is version 1.2?

>> No.3287560

>>3287532
Not really, unless you're willing to keep the auction up for six months until someone bites. They're like the singer sewing machines people take to antique shops cause they think they're worth something--sure they're old, but they made literally millions of them.

>> No.3287576

>>3287053
Yeah I saw some footage of it (can't play because can't into GZDOOM) loved the present stun on it, was planning to give each transformation a Doomguy specific sprite

>> No.3287579

>>3287560
Oh well

I thought it would be like contra for the NES, where there are a fuckton of them but it's like $40
When it should be smb/duck hunt priced

>> No.3287602
File: 500 KB, 600x600, Sweat.png [View same] [iqdb] [saucenao] [google]
3287602

Is there any way to increase the FoV in ZDoom?

I have to bind a key to increase it, but whenever I die/enter a new map It resets.

>> No.3287632

>>3287602
this comes up fairly often, but i am sorry to say i don't recall a solution ever having been posted.

>> No.3287639
File: 350 KB, 1440x690, 123.png [View same] [iqdb] [saucenao] [google]
3287639

Alright, so I decided to start working on my old ass .wad that used jumping and crouching, and after years of not using doombuilder I can't seem to get an old ass teleporter to work. Tags are set up, as is the destination point and its new tags for both. Anyone know why it might not be working?

>> No.3287658

What is it with Petersen and adding spawns in dark rooms in Quake 1? I'm on the last episode now and it's so bad compared to the other episodes. This is almost as bad as his city levels in Doom 2.

>> No.3287659

>>3287658

Do people actually dislike Doom's city levels? I consider Industrial Zone to be a classic.

>> No.3287660

>>3287602
try

FOV <#>

example: FOV 420

>> No.3287669

>>3287659
I'm playing through Doom 2 now on UV Pistol Start, and I just made it to MAP17. The Factory is not great, Downtown blows, Inmost Dens is alright, Industrial Zone is alright/good, Suburbs is alright/not great.

Industrial Zone is the best so far, but it seems the most "city-like" city level is the worst.

>> No.3287670

>>3284734

Don't knock it until you try it anon. Chances are it's not what you think it is.

>> No.3287678

>>3287639
linedef tag has same number as destination sector tag? destination thing placed in destination sector? destination thing's skill flags correctly set? teleporter linedefs facing the right way?

>> No.3287686

>>3287678
>destination thing's skill flags correctly set
Thanks, this is what it was, for some reason it was set to only appearing on easy and medium, and I was playing on hard.

>> No.3287707
File: 550 KB, 841x627, dv2map01.png [View same] [iqdb] [saucenao] [google]
3287707

Favourite map01s?

For some reason DV2's first map has soft spot in my heart. It flows well and is accentuated by a good music track ( in ZDoom-version that is - Scrapyard fits it so well ).

>> No.3287708

Alright, so I made a mini "boss" fight for my wad, can anyone care to test it out for me, and tell me if its any good? Just plop the wad into doom 2 and you'll start with what you need (shotgun, 200 armor and 50 shells) and where you need for the fight. Green stuff is safe, red stuff deals damage.
https://mega.nz/#!iNJClJ6Q!2D3IHx1HmRu9OMUZ1FPxNeiitQ_Qkj2hsw0ZVG978Rg

>> No.3287716
File: 1.33 MB, 2560x1440, Screenshot 2016-06-12 08.04.58.png [View same] [iqdb] [saucenao] [google]
3287716

>>3287707
Sunlust's map01 is pretty nice. The overall layout and secrets are very satisfying indeed, and it pretty much sets the tone for the entire megawad in terms of difficulty.

>> No.3287727

>>3287707
memento mori 2. it had a nice amount of monsters & design

>> No.3287732
File: 191 KB, 600x600, 1456166014277.gif [View same] [iqdb] [saucenao] [google]
3287732

The bone man with the rocket gun
Ain't a monster after all
He wants to go and have some fun
But he just spooks out everyone

And every time he says hello
The children run back to their homes
Leaving him sad and alone
Wishing he wasn't made of bones

And so he runs away and hides
In his closet while he cries
Because he will never find
A friend in which he can confide.

Someone draw a waving revenant with a balloon please

>> No.3287746

Can existing decals be removed from a map?

>> No.3287759

>>3287424

So is there a point to this or are you just whining?

>> No.3287762

>>3287514
Because he's playing in Software.

>> No.3287764

>>3287746
how do you mean? you are in the middle of a game and there's too much blood and stuff splattered on the walls so you keep missing switches and stuff? you can set cl_maxdecals to 0, this will wipe all the walls, then set it back to whatever it was before

>> No.3287772

>>3287764
Oh, sorry, I should have been more specific.

I have some posters in my WAD that, instead of being just individual linedefs one unit waway from a wall and with a middle texture, are actual decals. I wanted an easter egg that would wipe those specific decals and then apply new ones.

I know about cl_maxdecals, but those CVARS cannot be changed by a wad because... I guess Zahl thinks it's too easy to abuse?

>> No.3287790

>>3286146
Thanks, I think I get the gist of it.
So you would basically use the TID of the spawned actor to transfer the number to the new stuff, right?

I got the projectile working with A_SpawnItemEx, setting the result value of the "shatter" script as the TID.
And to retrieve it, I also have to use acs? Which function would I use there? I tried ActivatorTID(), which should return the TID of actor calling that script, but apparently it returns 0. Does that mean the TID isn't set or the command doesn't work?

The new actor has no class. Currently it looks like this:

ACTOR weaponthing: doomweapon
{
blabalbala
....
..... A_SpawnItemEx("Bowl", 25, 0, 25, 20, 0, 5, SXF_TRANSFERTRANSLATION, 256, ACS_NamedExecuteWithResult ("shatter"))
}

This should produce a projectile called "bowl" with a TID that is the return value of the script. Since that script still prints the value, I know that at least that works.
Now for the new actor, the bowl, it looks like this:

ACTOR Bowl
{
var int user_p;
blabalabla
......
..... A_SetUserVar ("user_p", ACS_NamedExecuteWithResult("whatevs"))
}

and the script is

script "whatevs" (void)
{
int a = ActivatorTID();
Print(d:a);
SetResultValue(a);
}

This should return the bowl's tid, shouldn't it?

>> No.3287796

>>3287424
>All I'm going to say is that the author has posted WIP screenshots in Doomworld recently and said project has been mentioned in the Cacowards for the past two years; a Boom megawad project currently transitioning to ZDoom.
he's talking about Supplice, but he's being a big fucking weirdo about it. Just say Supplice, jesus christ.

>> No.3287798

>>3287796
Fucking thank you.

>> No.3287802

>>3287796
thanks

>> No.3287858

>>3287796

calm down, anon

>> No.3287865

>>3287858

NO

I WON'T CALM DOWN

LET MY VOICE BE HEARD

>> No.3287884
File: 32 KB, 640x480, 1456645777138.jpg [View same] [iqdb] [saucenao] [google]
3287884

>>3287248

>TNT=1
>2>64

>> No.3287889

>>3287248

Plutonia>64>1>4>2>TNT>3

Only objectively correct opinion

>> No.3287891

>>3287214
1 > 64 > 3 > Doom GBA > 2

>> No.3287893
File: 239 KB, 1366x768, Screenshot_Doom_G8.png [View same] [iqdb] [saucenao] [google]
3287893

>> No.3287904
File: 611 KB, 1920x1080, Screenshot_Doom_20160612_080628.png [View same] [iqdb] [saucenao] [google]
3287904

So can anyone tell me what Egyptian hieroglyphics is doing in the middle of the fucking Mojave?

>> No.3287906

>>3287904
Ancient aliens.

>> No.3287907

>>3287464
What skill level and how many times did you eat it? I took 30 deaths there on skill 3, and that was in vanilla doom.

>> No.3287910

>>3287659
Romero made Industrial Zone. That's why you like it.

>> No.3287918

>>3287904

I'm not saying it was aliens, but...

>> No.3287928

>>3287904
I'm not saying it was demons, but it was aliens.

>> No.3287930

>>3287904
goa'uld, if it's egyptian in nature in america, it's goa'uld

>> No.3287945
File: 25 KB, 770x489, ss+(2016-06-12+at+04.44.17).png [View same] [iqdb] [saucenao] [google]
3287945

No idea what caused this or how to go about fixing it. The map appears fine ingame and I can't find anything visually wrong. How do I fix it?

>> No.3287963

>>3287904
WE WUZ ALIENS AND SHEEEIT

>> No.3287965

>>3287945
Nevermind. Fixed it by redrawing a bunch of suspect looking linedefs as rectangles then deleting the sector.

>> No.3287968
File: 157 KB, 1366x768, Screenshot_Doom_20160612_171222.png [View same] [iqdb] [saucenao] [google]
3287968

>>3287893

>> No.3287984

>>3287904
i'd be more worried about why the water was purple

>> No.3287989

>>3287984
WE

>> No.3287990

>>3287904
>So can anyone tell me what Egyptian hieroglyphics is doing in the middle of the fucking Mojave?
Watch a playthrough of the 5th level in the original Tomb Raider, I guarantee you will have a massive stroke.

>> No.3288028

>>3287990
>THOR

Pffhahaha. Core you fucking dinguses.

>> No.3288029

>>3287904
What wad is this?

>> No.3288031

>>3288029

https://www.doomworld.com/vb/wads-mods/87784-ancient-aliens-rc3a-available-aa-tex-v1-available/

>> No.3288040

>>3287984
It's a sea of lean

>> No.3288081
File: 106 KB, 640x400, weapmechmenu.png [View same] [iqdb] [saucenao] [google]
3288081

Stuff from my expanded Heretic compatibility/monster pack for Trailblazer

>> No.3288142
File: 265 KB, 1271x793, tooblocky.png [View same] [iqdb] [saucenao] [google]
3288142

Oops I got the intense desire to make another map.

This is gonna end up pretty Sunderish design-wise, aa.

Although I don't like the blockiness at the moment. Gotta see if I can smash anything together.

>> No.3288194
File: 538 KB, 1920x1080, Screenshot_Doom_20160612_190522.png [View same] [iqdb] [saucenao] [google]
3288194

I wish I wasn't juggling my final week of class with the final week of DUMP3. There's still so much to do. I'll be pulling a few all nighters before the 16th.

>> No.3288215

>>3288194
I believe in you saibot!

>> No.3288221
File: 399 KB, 466x260, 1458342094553.webm [View same] [iqdb] [saucenao] [google]
3288221

Forgot webbum.

>> No.3288279
File: 350 KB, 1920x1080, DOOM64 2016-06-12 20-02-51-21.jpg [View same] [iqdb] [saucenao] [google]
3288279

Doom 64 mapping is kinda fun. Ignore the poor lighting I'm playing around with colors.

>> No.3288306

>>3288142
It's still a great start. That's the kind of architecture I like, but my own work never comes out that way.

>> No.3288307
File: 493 KB, 1366x768, Screenshot_Doom_20160612_201909.png [View same] [iqdb] [saucenao] [google]
3288307

Is there a way to play Beautiful Doom with the classic HUD?

>> No.3288318
File: 269 KB, 1366x768, Screenshot_Doom_hk2.png [View same] [iqdb] [saucenao] [google]
3288318

>> No.3288326

>>3288318
I think if you swapped out those blue lamp trims on the floor and ceiling to white ones it would make for a cleaner and more pleasant contrast.

>> No.3288329

>>3287904
Because the founding fathers were free masons and the Washington monument is the phallus of Osiris.

Why is there a Memphis in America?

Amen!

>> No.3288364
File: 209 KB, 1366x768, Screenshot_Doom_FURIOUS.png [View same] [iqdb] [saucenao] [google]
3288364

>> No.3288385

Is it true nobody ever beat doom on nightmare?

>> No.3288387

>>3288385
Romero is the only one.

>> No.3288396

Speaking of Romero. What would you do if you could meet the guy in person?

I'd thank him for being so goddamn fearless and influential on vidya. And then shoot rockets into his face

>> No.3288404

>>3288396
Fearless about what?

>> No.3288410

>>3288404

Not him but, I mean, quitting a company because of a tech demo your friend made on a PC is something pretty fearless to me.

If you don't know what I'm talking about google "Dangerous Dave in Copyright Infringement"

>> No.3288428

>>3288396
I want to play deathmatch with him and kick his ass.

>> No.3288441

>>3288404

What >>3288404 said. Also he was fearless standing up to the entire Id team during quake's development. He showed no fear during daikatana's development

Romero has balls

>> No.3288442
File: 117 KB, 720x960, tumblr_ms47xuKd8g1r2to8go1_1280.jpg [View same] [iqdb] [saucenao] [google]
3288442

What are your favourite DOOM levels (official or otherwise)?
What do you think makes a good map?
I'm considering making a map myself, and I really enjoy wads like CHORDG and Crusades that are tight, with the illusion of linearity, and have you backtracking through previous areas that unfold on themselves.

>> No.3288443

>>3288428
do you want to make him your bitch

>> No.3288448

>>3288404

In 1999 or so when Eidos was growing wary of Ion Storm (over Daikatana's troubled development), Romero was one of the few people who directly confronted Eidos and persuaded them to allow Deus Ex to continue production.

Even if he's done nothing meaningful after that, I respect him so much for it.

>> No.3288461

Anyone play with a custom colormap? Looking for some stuff to spruce up the software renderer.

>> No.3288463

>>3288396
Pay him the 20 bucks

>> No.3288468

NEW QUAKE WHAT THE FUCK

>> No.3288469

>>3287790
>I tried ActivatorTID(), which should return the TID of actor calling that script, but apparently it returns 0. Does that mean the TID isn't set or the command doesn't work?
You're recalling the tid of the player, because the player is the activator. It means you haven't assigned a tid to the player. You don't necessarily need to for this, but it would probably help you in other scripting later on.
Oh wait, no I wrote that before I read below, you're recalling the tid of the activator, which is the bowl actor, but it's not doing anything.
>The new actor has no class.
What I mean by class is literally just that, the actor. Its class is "Bowl".
>Currently it looks like this:
>ACTOR weaponthing: doomweapon
>...
>This should produce a projectile called "bowl" with a TID that is the return value of the script. Since that script still prints the value, I know that at least that works.
This part is fine, but you should be calling the second script from the line below the a_spawnitemex
>Now for the new actor, the bowl, it looks like this:
>...
You shouldn't be calling the script or storing the user variables on this actor, what you will want is to store the tid on the player's user var (or in a map array like in the second example of the pastebin I'll be linking soon) or if you want to call the script from the actor itself, don't bother assigning it a tid, just use the SXF_SETTARGET in a_spawnitemex and then call a script from the bowl that grabs the player tid from the actor's target pointer, then uses that to grab stuff from the player
>and the script is
>...
>This should return the bowl's tid, shouldn't it?
It is but it's not doing anything other than grabbing the bowl actor's tid and then assigning it to it's own user var.
(continued, reached comment limit)

>> No.3288471

>>3287790
>>3288469
Here is versions that work if you call everything from the player weapon:
http://pastebin.com/AFAAFHNY
Here is script to assign unique tids to all players on enter and then to call from bowl actor:
http://pastebin.com/CEnRW06b
I can't check any of these at the moment, so there may be typos that you will have to fix before they compile. The player tid script will work because I copy+pasted it from a working version of thing I did before.

>> No.3288472

NEW QUAKE CONFIRMED

NEW QUAKE CONFIRMED

>> No.3288473

NEW QUAKE

>> No.3288476

why aren't they calling it quake 5

guys why aren't they calling it quake 5

>> No.3288481

>characters with unique abilities
uhhh

>> No.3288482

>>3288476
because reboots anon

>> No.3288483
File: 36 KB, 683x536, Ranger is fucking pissed.png [View same] [iqdb] [saucenao] [google]
3288483

>Its a Overwatch clone

>> No.3288485

>>3288476
Reboot, target age wasn't an idea when quake was on, and it just might be like that Overwatch game.

>> No.3288486

>>3288481
>NEW QUAKE XDDDDD

>> No.3288493

>>3288483
At least the colour palette hasn't changed... h ha.a...

>> No.3288494

WHERE ARE MY STROGG

I WANT STROGG

>> No.3288501

>>3288494
shamblers are better

>> No.3288505

>Quake 2018
>Quake 1 with neon
>Jazz Fusion soundtrack
>Overwatch shaders
>Skin not fur
It's everything I never knew I wanted

>> No.3288521
File: 2.92 MB, 1363x770, quake.png [View same] [iqdb] [saucenao] [google]
3288521

Hey guys, anyone excited for Quake Legends™? In honour of a new Quake™ game, I'm playing the original Quake™, but with cool new lighting effects! Doesn't it look great?

>> No.3288524

>>3288521
looks a bit bright lad

>> No.3288525

>>3288521
You want to see why Doom 4 discussion got banned? This is why. And we'll never look back.

>> No.3288527

>>3288521
what is this doom 3 raise your gamma

>> No.3288528

>>3288521

I didn't know ZDaemon supported Quake.

>> No.3288530
File: 407 KB, 478x482, 1462352740792.gif [View same] [iqdb] [saucenao] [google]
3288530

>>3288528

>> No.3288531
File: 440 KB, 645x1260, 1459702322266.png [View same] [iqdb] [saucenao] [google]
3288531

>QUAKE-THEMED OVERWATCH CASH-IN
FUCKING KILL ME

>> No.3288535
File: 2.46 MB, 1363x771, quake2.png [View same] [iqdb] [saucenao] [google]
3288535

>>3288527
You're right! Thanks for the help, buddy! Now it looks even better!

>> No.3288536

>>3288535
looks a bit too brite mate

>> No.3288538

>>3288536
*not bright enough

FIFY

>> No.3288541

>>3288535
What is this, Doom 3?

>> No.3288542

>>3288538
its a bit shiny

>> No.3288545
File: 109 KB, 1361x771, quake3.png [View same] [iqdb] [saucenao] [google]
3288545

>>3288541
Is this better?

>> No.3288546

>>3288545
Isn't that a bit dark? Do you get a flashlight in quake or something?

>> No.3288547

>>3288545
MORE BLOOM
MORE HDR

>> No.3288548

>>3288545
looks like you turned it up a tad too much i think

>> No.3288549
File: 241 KB, 1365x769, quake4.png [View same] [iqdb] [saucenao] [google]
3288549

>>3288547
I CAN'T GO ANY HIGHER! But I did turn up the FOV for that old-school arena gameplay!

>> No.3288551

>>3288549
clearly stop, keep going, etc.

>> No.3288552

>>3288549
>19 FPS

>> No.3288553

>>3288552
Don't worry! The motion blur will make it look silky smooth!

>> No.3288556
File: 31 KB, 1366x768, quake5.png [View same] [iqdb] [saucenao] [google]
3288556

How's this, guys?

>> No.3288559

>>3288556
something looks fishy to me

>> No.3288561

>>3288556
At last, I can see!

>> No.3288562

>>3288559
Really? What is it?

>> No.3288563
File: 51 KB, 415x392, 1464370931639.jpg [View same] [iqdb] [saucenao] [google]
3288563

>"New Quake, eh?"
>"It can't be as bad as they say it is"

I was right, it's actually worse

>> No.3288564

>>3288562
just got a hunch man

>> No.3288569
File: 47 KB, 559x517, RAN5ER.jpg [View same] [iqdb] [saucenao] [google]
3288569

Jesus Christ Ranger why

He looks like a literal mongoloid in that closeup instead of someone who's just super pissed off.

>> No.3288581
File: 38 KB, 559x517, R5NGHER durr hurrr hurhruduhr.jpg [View same] [iqdb] [saucenao] [google]
3288581

>>3288569
>hurrdurhudhur
>i want to pet the rabbits, george
>[spergrage sounds]

He looks like he has autism and fetal alcohol syndrome.

>> No.3288590
File: 32 KB, 357x357, r5nger.jpg [View same] [iqdb] [saucenao] [google]
3288590

>>3288569
He looks like pic related.

>> No.3288593
File: 160 KB, 693x543, sexyranger.png [View same] [iqdb] [saucenao] [google]
3288593

>>3288569
>>3288581
>>3288590
Looks sexy to me desu.

>> No.3288594
File: 241 KB, 540x405, tumblr_inline_o3hk2cZsuj1rpf0sr_540.png [View same] [iqdb] [saucenao] [google]
3288594

>"get it done by the 13th"
>map not even halfway finished
>haven't started on weapon

>> No.3288595

I didn't catch the details of the "play the first mission" thing. Where is it?

>> No.3288597

>>3288569
where's that from?

>> No.3288598
File: 11 KB, 468x306, tumblr_inline_nxmbqfzPmp1sw262i_500[1].jpg [View same] [iqdb] [saucenao] [google]
3288598

>>3288593
He looks like he was run through a liquify filter.

I recognize that face.

>> No.3288602

>>3288598
MY POTIONS ARE TOO STRONG FOR YOU, TRAVELLER

>> No.3288603

STRAFE AND ROCKET JUMPING CONFIRMED IN QUAKE 5
>STRAFE AND ROCKET JUMPING CONFIRMED IN QUAKE 5STRAFE AND ROCKET JUMPING CONFIRMED IN QUAKE 5
>STRAFE AND ROCKET JUMPING CONFIRMED IN QUAKE 5STRAFE AND ROCKET JUMPING CONFIRMED IN QUAKE 5
>STRAFE AND ROCKET JUMPING CONFIRMED IN QUAKE 5STRAFE AND ROCKET JUMPING CONFIRMED IN QUAKE 5
>STRAFE AND ROCKET JUMPING CONFIRMED IN QUAKE 5STRAFE AND ROCKET JUMPING CONFIRMED IN QUAKE 5
>STRAFE AND ROCKET JUMPING CONFIRMED IN QUAKE 5

>> No.3288604
File: 908 KB, 1190x1000, 1465788047537.png [View same] [iqdb] [saucenao] [google]
3288604

You ready to do some rocket jumping, anon-kun?

>> No.3288605

>>3288604
my anus is ready

>> No.3288607

>>3288604
>600lb hulkman saying "anon-kun"

>> No.3288608

I'm not really surprised that they're making a Quake reboot now. Doom 4's done so well that it was basically inevitable.
Dunno what they'd do with it to make it feel different from Doom 4 though, lay on the Lovecraftian horror and medieval castles and shit perhaps?

>> No.3288615

>>3288608
The same thing Quake did different from Doom.

Smaller, expertly crafted levels, using ethereal and Old Ones oriented themes to justify the level design not having to make logical sense. Darker, dingy appearance with all extraneous shit- story tidbits, loading screens, even the +use key- all removed in favor of perfecting the gameplay to such a high degree it would make the base layout for two decades to come.

>> No.3288616
File: 3.02 MB, 2403x2301, 1465788047537.png [View same] [iqdb] [saucenao] [google]
3288616

>>3288607

>> No.3288618

>>3288615
If they could get Trent Reznor back I'd be all for it. Or is he dead from an overdose or something.

>> No.3288620

>>3288442
> Last Knee-Deep, great last fight
> First level of Inferno, dat atmosphere
> That level of Inferno when it's kinda like a maze except not really and map looks like a claw
> That level of Inferno where there's arena in the middle and four four square tps in the corners, triggering each one opens a section with a Cacodemon in the middle
> Cyberdemon
> Spiderdemon (they god sissified in doom 2 unfortunately)

> Urban level where it's high-ass buildings
> A lot of urban and hell levels with big open spaces
> Barrel Fun
> final boss of Doom 2

> Most hell levels with castles and shit in 64

>> No.3288621

>>3288618
I think that's the guy from STP. Both Chris Vrenna and Trent are good though imo

>> No.3288624
File: 13 KB, 585x635, huh.png [View same] [iqdb] [saucenao] [google]
3288624

>>3288604
HUUH HUUH HUUH HUUH HUUH

HEURRGHHHH

>> No.3288625
File: 14 KB, 339x351, mfw.jpg [View same] [iqdb] [saucenao] [google]
3288625

>>3288616
>3.02 MB

>> No.3288629

How bad would Doom 1/2/Final be fucked up if they had DOOM's 12-monsters-at-a-time limit?

>> No.3288630
File: 124 KB, 456x658, 1464850363913.jpg [View same] [iqdb] [saucenao] [google]
3288630

>>3284605

here's my DUMP submission

WEAPONS:
- https://www.dropbox.com/s/ki532dzm1zoutml/Bio%20Eradicator.pk3?dl=0
- Bio Eradicator
- The Gay Agenda
- Plasma Rifle tier

- https://www.dropbox.com/s/w9wueq78yvkhuso/Flakchette.pk3?dl=0
- Flakchette Gun
- The Gay Agenda
- Chaingun tier

>> No.3288632

>>3288621
Who gives a fuck about Chris Vrenna? He has always highly exaggerated his involvement with Quake - you can read his story changing about it as years go by. First he starts out saying "Yeah, I had just joined the band and Trent took me out to id to show me all the cool shit he just did with them" and ends up "I basically co-designed all the audio in the game with Trent, I was already in the band before that all started."

>> No.3288639

>>3288569
this armor looks like a meh Samus cosplay

>> No.3288656

>>3288632
Vrenna did Doom3 OST didn't he?

>> No.3288660
File: 1.54 MB, 1920x1080, spearmint_x86_64 2016-06-12 23-45-20-31.png [View same] [iqdb] [saucenao] [google]
3288660

>>3288639
It's like they accidentally gave Ranger Wrack's armor, then had to make it more modernfied anyway.

>> No.3288661

>>3288632
That's true. but maybe he was being modest, i dont fucking know. He has some talent though

>> No.3288665

For first time experience, should I play vanilla Daikatana or should I use the community 1.3 patch (i.e. no sidekick)?

>> No.3288668

>>3287707
Plutonia 2 map01.

>> No.3288669

>>3288665
Use the patch. The game's pretty broken without it.

>> No.3288671
File: 106 KB, 600x810, CbYXAcOVAAApXH4.jpg [View same] [iqdb] [saucenao] [google]
3288671

>>3288472
>>3288473
>no singleplayer

>> No.3288672

>>3287889
I would never put 2 above TNT ever. I can count the amount of bad maps in it on one hand. Doom 2 has at least a dozen bad maps.

>> No.3288673

>>3288671
Quake 3 all over again.

>> No.3288675

https://youtu.be/JdH-h8TnL-Y

i thought we were all shitposting and making up shit about a new quake but apparently it's real

it's quake 3 but with unique character traits and inb4 70 fov

>> No.3288676

>>3288671
So Quake 3, part 2?

When the fuck are we getting Quake 1, part 2?

>> No.3288678

and who the fuck shoots their lightning gun in short bursts like that

>> No.3288681

>>3288678
New Id™ shoots their lightning gun in short bursts

>> No.3288684

>>3288676
Play both official expansions, then take to Quaddicted and play all the best usermade maps.

>> No.3288686
File: 254 KB, 905x881, 1464908196156.jpg [View same] [iqdb] [saucenao] [google]
3288686

>>3288675
So it's Quake 3 2. Guess they think it'll battle against Overwatch.

I really would like a Quake 1 2 though. It's like a forgotten stepchild at this point.

>> No.3288687

i'm glad that visor is in

i'm sad that he has no large pieces of metal, only small broken up sections for MAXIMUM DETAILS

i want new id to go bankrupt

>> No.3288689

So is this going to be another edition of Doom 4 where people end up shitposting enough that mods need to clean things up and then people get angry about not being able to discuss Doom 4 on /vr/ that they start posting animal porn again?

>> No.3288690

>>3288689
Yes. Goodbye reality.

>> No.3288692

>>3288689
The furry porn spam happened because someone was talking about that Wolfenstein mod where you're a hedgehog that shoots cats and it flared someone's autism.

>> No.3288694

>>3288681

and if they shoot ya, it's gonna hurt

>> No.3288695

>class-based multiplayer shooter
>uses a subtitle

Everything went better than expected. I can completely ignore the game and rest assured that there won't be any comparisons made at all to Quake singleplayer.

>> No.3288696

>>3288689

I believe the furry porn dump had nothing to do with D4 and more to do with a mod for the 1993 game with a furry theme that was posted here

>> No.3288698

>>3288673
>>3288676
>Quake 3 all over again
Except with 50% less fun!

>> No.3288702

>>3288692
>>3288696

That's only the most recent one.

I'm depressed that we've gotten to the point where that clarification is needed.

>> No.3288704

>>3288687
>no large pieces of metal, only small broken up sections for MAXIMUM DETAILS
shit, did you see Ranger's armor?

How did we go from a bright yellow chest plate to enough black segmented 'organic' armor plates to make Adam Jensen shake his head?

>> No.3288706

>>3288702
>That's only the most recent one.

I've been here for...way too long, and I believe that's the only spam of sorts we've dealt with this year.

>> No.3288710

>>3288686
i really don't see this game having a place when overwatch's popularity is this high

it may even be a better game but it's going to look unapproachable

people seem to want to play overwatch in ways that don't rely on their teammates, but they don't just play a shooter that isn't team-based like unreal tournament and i think it's because it's got a reputation as this professionals-only monster of a game whereas overwatch is a hyped to fucking death cartoon

>>3288704
yeah but that was less offensive for some reason

>> No.3288713

Where's the Wolfenstein in op?

>> No.3288714

>>3288713
Wolfenstein isn't actually 3D so it's not a first-person shooter, rather it's a horizontal shooter with scaling.

Thus it's not in the Old School FPS thread.

>> No.3288715
File: 31 KB, 311x253, wow...whats going on here.jpg [View same] [iqdb] [saucenao] [google]
3288715

>>3288714

>> No.3288716
File: 54 KB, 565x641, 1465643216300.png [View same] [iqdb] [saucenao] [google]
3288716

>>3288714
Cheeky fuck aren't ya

>> No.3288718

>Quake Champions features a roster of unique characters, each with their own distinctive abilities, allowing you to fight the way you want.

I'm assuming it would be quake 3 generations arena and Doom Samsara.

>> No.3288720

>>3287602
In zandronum you could create an acs script in a wad that uses consolecommand and keep that on autoload or put it in you skin folder.

>> No.3288724

>>3288718
>allowing you to fight the way you want
*with abilities instead of skill

>> No.3288727
File: 323 KB, 727x1024, visor.jpg [View same] [iqdb] [saucenao] [google]
3288727

Maybe it was Gorre instead of Visor? Maybe there's a classic skin? Maybe there are options to make it not be bad?

>> No.3288728

>>3288724
It's Quake 3: Overwatch Edition.

>> No.3288730

>>3288569
I think thats part of the appeal of Quake: Egghead computer junkies rocketjumping around as a leatherneck lumox. I would rather have his features be quirky and stylized than just 100% generic space marine.

Either way if this is multiplayer only it will get rekt by Unreal Tournament.

I am a Doom-fan all the way to the grave but I have to sell id out to Unreal and its multiplayer, especially this generation of id.

>>3288521
I HAVE ALWAYS BEEN A FAN OF QUAKE™ SINCE THE "GOOD OLD DAYS" I USED TO PLAY THIS GAME (QUAKE™) ALL THE TIME WHEN I WAS A KID. ITS SURPRISING HOW WELL IT STILL HOLDS UP TODAY.

all caps to simulate obnoxious sing-songy youtube voice.

>> No.3288734

so guys what is your quake champions loadout going to be

railgun, shotgun, plasmagun

>>3288730
unreal tournament literally rekts nothing, no one but super nerds play it unfortunately

it's going to get rekt and shit down its neck by overwatch

>> No.3288737

>>3287707
Plutonia Revisited community projects map 1. It improves on Plutonia map 1's design and makes references to it (the rocket launcher/revenenant area) while is still different and introduces a lot more verticality. It feels like a really comfy space that could work really well as a deathmatch arena. It also manages to fit a lot of key hunting in a small space an dosnet even break flow of anytin.

>> No.3288739

>>3288734
You are right on all accounts. I am a super-nerd so I come from that perspective, in terms of gameplay. But yes commercially this will get... you know, by Overwatch.

>> No.3288746
File: 414 KB, 1333x1000, ladies_of_quake_3_arena_by_rayph-d5t1sxs.jpg [View same] [iqdb] [saucenao] [google]
3288746

>>3288727
Better question: will there be THICC?

>>3288730
>I think thats part of the appeal of Quake: Egghead computer junkies rocketjumping around as a leatherneck lumox. I would rather have his features be quirky and stylized than just 100% generic space marine.

Ranger is hardly generic space marine, though- even Doomguy fits into that territory better with his plasma gun and space visor. Ranger is just a really pissed off guy with some basic far-from-modern plate armor in bright, fun colors and a handful of ballistic weapons , and if his Q3A description (but not ingame quotes) are anything to go by, he wound up just as broken-minded as everyone else who ventures into the territory of the Old Ones.

You can make him quirky and stylized, sure, but he honestly looked fine in Q3A- just a higher resolution version of his original self that was still recognizable. The Q:G version just looks silly with its massive nose and absolutely miniscule eyes, like something you'd see in one of those other ASSFAGGOTSHOOTERS. Battleborn, maybe?

>> No.3288775
File: 56 KB, 498x490, quake_avatar_by_reienkyo22.jpg [View same] [iqdb] [saucenao] [google]
3288775

>>3288746
>hunter is 6'6" 170lbs according to the official pages

>> No.3288779

>>3288727

Tim flat out said it was Visor

>> No.3288803
File: 926 KB, 500x375, Spinach is the secret ingredient of Breserker packs.gif [View same] [iqdb] [saucenao] [google]
3288803

>>3288775
So I had a little idea for a Level, all through it you encounter dead or dying marines and civilians, as decorations and other such things, maybe even borrow the screaming marines from Hell on Earth, around a 4th into the level you get in an elevator shaft decorated with more dead and dying, just wall to wall all up the length, not a long ride down but enough to make the player get uncomfortable, ad the very end, under the floor, is a breserker pack, that the player will make contact with the moment the lift hits the bottom, to make it look like the marine is going breserk without a pack, the shaft opens into a room filled with some weak-ish enemies, to create the effect of the Marine just having had all he can stands and can stands no more, and hopefully the player will mirror this implied sentement

>> No.3288807

>>3288803
didn't mean to leave in that reply note >>3288775
sorry

>> No.3288808
File: 28 KB, 316x319, lorandisappoint.jpg [View same] [iqdb] [saucenao] [google]
3288808

https://en.wikipedia.org/wiki/Saber_Interactive

>> No.3288815

>>3288808
Hmm, their track record seems to mostly be mediocre games that no one really remembers besides I guess Timeshift for some people.

>> No.3288825
File: 14 KB, 480x360, 1450659382396.jpg [View same] [iqdb] [saucenao] [google]
3288825

>>3288808
>>3288815
>the bulk of actual production is done at Saber's offices, by full-time employees in Russia.
>full-time employees in Russia
>Russia

>> No.3288831

>>3288808
Why do they keep handing out their IPs to the people who make the bad Halo games?

>> No.3288834
File: 188 KB, 206x178, ohgodmyeyes.gif [View same] [iqdb] [saucenao] [google]
3288834

>>3288545

>> No.3288838

>>3288831
>implying Bethesda businessmen think rationally

>> No.3288843

>>3288803
3edgy5me, don't bother

>> No.3288852

>>3288831
The same reasons Konami kept giving the Silent Hill IP to literally who european devs that made like one or two games before that were medicore and/or bad. They don't give two shits.

>> No.3288879

>>3288746
Yeah I didn't mean to say he was generic, I just wanted to bring up the fact that he could have, or perhaps is headed in that direction thanks to devs.

>> No.3288886

>>3288815
I did like me some timeshift.

At least that was one FPS that actually USED it's 'gimmick' instead of just having you do it once or twice and ignore it the rest of the game.

>> No.3288890

>>3287325
I meant to respond to this earlier, but I'm glad I made a convert to pistol starts. Romero has said that pistol start was just to punish the player for dying, but the game is so much more exciting without carryover that (at the risk of seeming elitist) I believe pistol starting is simply the correct way to play.

>> No.3288892

I want to see a "What I played/expected/got" with various versions of Ranger's face.

>> No.3288913

>>3288886
Not mentioning probably the best AI to this day. Reverse time was a gimmick though.

>> No.3288927

Are there any Doom mods that make you feel GLORIOUS?

>> No.3288936

Wonder if the 64k contest is like, abandoned by ww

>> No.3288940 [SPOILER] 
File: 152 KB, 568x1000, 1465801399740.jpg [View same] [iqdb] [saucenao] [google]
3288940

>>3288775
>Crash has no official measurements

>> No.3288942

>>3288940
Fuck off.

>> No.3288947
File: 719 KB, 980x3400, 1463002351199.jpg [View same] [iqdb] [saucenao] [google]
3288947

>>3288940

>> No.3288949
File: 10 KB, 239x253, 1450115205377.jpg [View same] [iqdb] [saucenao] [google]
3288949

>>3288947
shit never ceases to make me laugh

thanks anon

>> No.3288950
File: 552 KB, 1024x1447, doom_lady_doodles___part_1_by_francotieppo-da4zt8r.png [View same] [iqdb] [saucenao] [google]
3288950

>>3288940
I know this is just nu doom art, but this is kinda how I saw her measurements

>> No.3288951
File: 7 KB, 200x200, 29a73a1918af060b33bc9.jpg [View same] [iqdb] [saucenao] [google]
3288951

>>3288950

i just see Samus Aran

>> No.3288952
File: 497 KB, 1024x1447, doom_lady_doodles___part_2_by_francotieppo-da4ztpz.png [View same] [iqdb] [saucenao] [google]
3288952

>>3288950
posting the other for completionism

>> No.3288953

>>3288950
Shit, Doom Lady a cute.

>> No.3288956

>>3288951
well Samus Aran done right, but I see your point, I don't have a problem with it

>> No.3288959

>>3288953
the gems that make dumpster diving in DA worth it

>> No.3288961

>>3288951
>Doom: Other D
>Plot has Doomgal obsessed over a cacodemon baby

>> No.3288963

>>3288950
I want more cute pictures of NuPinkies. I love those things.
Same with the NuCyberdemon. Love the chunky fucker.

>> No.3288965

>>3288956
it's great work, but seriously hard for me to not just see edgy samus

hell, (reasonably) edgy might be a good move for Metroid at this point

>> No.3288967

>>3288963
only thing that bugged my were his legs, too stiff and pillar like, not enough of a beast like bend to them

>> No.3288970

>>3288967
I always love bipeds with digitigrade legs. Draenei, or goatmen, hellknights, or whatever the fuck.

>> No.3288971
File: 70 KB, 509x767, 1461218745713.png [View same] [iqdb] [saucenao] [google]
3288971

>>3288947

>> No.3288973
File: 178 KB, 1024x1126, doom cyberdemon_by_trollfeetwalker-da5aow0.jpg [View same] [iqdb] [saucenao] [google]
3288973

>>3288970
same, thats the only flaw to me with the nu cyberdemon

>> No.3288974
File: 47 KB, 500x1000, P_crash[1].jpg [View same] [iqdb] [saucenao] [google]
3288974

>>3288950
Quake is a visual game. You can see her measurements, and Crash is pretty tiny size wise but has huge fucking tits and ridiculous thighs.

>> No.3288978

>>3288971
There's only one thing that could make this picture better.

>> No.3288979

>>3288967
I like my higher demons as chunky humonoids.

>> No.3288980
File: 9 KB, 310x244, Not a demon.png [View same] [iqdb] [saucenao] [google]
3288980

>>3288978
Fuck
>>3288971

>> No.3288981

>>3288974
ahh so more of a comic book sort of look

>> No.3288984

I think I figured out my issue with Project brutality, its not the volume of content, its that it feels disorganized, full of redundant weaponry, too much overlap, something like nu Doom's upgrade system could help clean it up by making the additional weapons into upgrades to core weapons

>> No.3288986

>>3288942
No bullying.

>> No.3288987

>>3288984
I'm just waiting until Doom 4's whole gameplay style is remade in Doom 1/2. It would sure make slaughtermaps more dynamic.

>> No.3288991
File: 1.17 MB, 1920x1080, Screenshot_Doom_20160604_223856.png [View same] [iqdb] [saucenao] [google]
3288991

>> No.3288993

>>3288987
so nu doom but with true classic doom speeds? thats all I ever wanted

>> No.3289017

>>3288952
>>3288950

I like it.

>> No.3289019 [SPOILER] 
File: 209 KB, 358x754, 1465804316930.png [View same] [iqdb] [saucenao] [google]
3289019

>>3288979
Same here.

>> No.3289020

>>3289019
leave

>> No.3289024
File: 187 KB, 680x678, 1462354596711.png [View same] [iqdb] [saucenao] [google]
3289024

>mfw I just realized nuQuake means having a talking Ranger

>> No.3289025

>>3289020
never

>> No.3289027
File: 80 KB, 766x960, 1461975911310.jpg [View same] [iqdb] [saucenao] [google]
3289027

>>3289024

>> No.3289031

>>3289024
Let's hope he'll sound angry enough.

>> No.3289037
File: 1.20 MB, 1920x1080, spearmint_x86_64 2016-05-21 13-42-27-95.png [View same] [iqdb] [saucenao] [google]
3289037

Does Crash have bigger tits than Mynx?

>> No.3289041

>>3289031
>tfw they won't just make every one of his lines a classic HUUUH or HEURRRGH
>or have him say text lines in chat like the Q3A bots

>> No.3289046

>>3289024
I nominate Stephan Weyte for the voice acting

>> No.3289047

HUEHUEHUEHUEH - Ranger

>> No.3289049
File: 19 KB, 389x295, 1454147809479.gif [View same] [iqdb] [saucenao] [google]
3289049

>>3289046
I nomintae Ron Perlman

>> No.3289052

>So you wanna play some Quake
>Go to this link and download yourself some Quake
>goo gl/t9CGVi
>File doesn't exist anymore

T-thanks guys...

>> No.3289053
File: 172 KB, 300x100, not an official banner yet.gif [View same] [iqdb] [saucenao] [google]
3289053

>>3289047

>> No.3289057

>>3289052
Use the 7.1 Quake pastebin.

>> No.3289060

>>3289053

get rid of that black outline on the text, it muddies it up something fierce

good stuff though

>> No.3289067

>>3289060
It's pretty old dude

>> No.3289068

>>3289049
HURK.
HURK never changes.

>> No.3289069

>>3289037
they're big enough to still have sag down to her elbows when wearing armor

so they're pretty fukken big

crash is best quake waifu and if you disagree you should explain your reasons why

>> No.3289071
File: 56 KB, 722x349, 1464573777183.jpg [View same] [iqdb] [saucenao] [google]
3289071

>>3289067
i goof'd

>> No.3289072

I saw Ranger at a grocery store slipgate yesterday. I told him how cool it was to meet him in person, but I didn’t want to be a douche and bother him and ask him for photos or anything.

He said, “Huh?”

I was taken aback, and all I could say was “Huh?” but he kept cutting me off and going “huh? huh? huh?” and closing his hand shut in front of my face. I walked away and continued with my shopping, and I heard him huh as I walked off. When I came to pay for my stuff up front I saw him trying to walk out the doors with like fifteen Milky Ways in his hands without paying.

The girl at the counter was very nice about it and professional, and was like “Sir, you need to pay for those first.” At first he kept pretending to be hearing impaired and not hear her, but eventually turned back around and brought them to the counter.

When she took one of the bars and started scanning it multiple times, he stopped her and told her “huh,” and then turned around and winked at me. I don’t even think that’s a word. After she scanned each bar and put them in a bag and started to say the price, he kept interrupting her by going "huh" really loudly.

>> No.3289081
File: 29 KB, 671x673, ranger.gif [View same] [iqdb] [saucenao] [google]
3289081

>> No.3289082
File: 89 KB, 518x538, laughingneckbeard3.jpg [View same] [iqdb] [saucenao] [google]
3289082

>>3289072
This is the best version of that pasta I've seen.

>> No.3289089

What weapon mods are we playing these days? The Trooper has been quite fun for me, though a bit bloated (too many guns).

>> No.3289091

>>3289069
That's an incorrect read of her armour. The bottom of the armour's torso section is hanging fabric and the folds imply that her breasts end farther up inside of the armour's chest cavity. They also start fairly low and jut out abruptly, either by their own form (implying the armour was custom made for her) or by poor design of the armour from the UAC or other military contractor.

>>3288974
You can see the fabric very easily here.

>> No.3289093

>>3289089
i really dig Combined Arms myself

>> No.3289095

>>3289024
>>3289046
>>3289049
Steve Blum

>> No.3289115
File: 14 KB, 800x600, tiddy.png [View same] [iqdb] [saucenao] [google]
3289115

>>3289091
What if her chest is pushed down at the top by the tight neck and collarbone area of the armor, but are large enough to force the otherwise free-hanging armor plate (which would fit perfect on someone less busty) upwards, also pulling up her shirt (which is supposed to be tucked in) and allowing her midriff to be exposed?

>poor design of the armour from the UAC or other military contractor.
Or that, I guess.

>> No.3289116

>>3289089
still playing Demonsteele, still having fun

been playing Legendoom as well, it's fun too

>> No.3289130
File: 11 KB, 300x346, steed-bm3000.gif [View same] [iqdb] [saucenao] [google]
3289130

>>3289115
that can explain it in the game world but honestly i think it's just Paul Steed not understanding how breasts look with armor

tits too big for her shirt sounds like him

>> No.3289132

>>3289130
that looks like it was drawn by the guy that makes that comic with the talking stuffed animals

regardless tits too big for one's shirt are great, especially if it causes the shirt to noticeably ride up because midriffs are great too

>> No.3289135

>No Orb in the NuQuake trailer
Why would they ditch the best character

>> No.3289136
File: 72 KB, 275x256, Capture.png [View same] [iqdb] [saucenao] [google]
3289136

The best Mynx skin https://ws.q3df.org/model/mynx_blackrose/

What's the best Crash skin?

>>3289135
Orbb is too good for this outsourced battlewatch clone.

>> No.3289143

>>3289089
Trailblazer is pretty cool.

>> No.3289145

>>3289136
Default Crash is best Crash. So good they didn't even change it other than color for the red and blue skins.

>> No.3289149
File: 12 KB, 125x120, 1465146112749.png [View same] [iqdb] [saucenao] [google]
3289149

>>3289145
>Default Crash is best Crash

my

nigga

>> No.3289151
File: 626 KB, 647x604, spearmint_x86_64 2016-06-13 04-42-39-0 7.png [View same] [iqdb] [saucenao] [google]
3289151

>>3289149
The only thing that would make Crash better would be underboob

>> No.3289157

>>3288469
>>3288471
Woooooow it works now! Thanks a bunch.

>> No.3289161

>>3288950
Cute!

>> No.3289168

What is the general consensus on Brutal Doom's Starter map pack? From the few videos I watched, that city map seemed kinda fun, but what about the rest?

>> No.3289169

>>3289168
It's a pretty good map pack.

>> No.3289170

>>3289168
i liked the freedoom maps

>> No.3289172

>>3289168
Pretty damn fun really.
The early maps are solid but imo the weakest overall. The big open city maps are brilliant, and the hell maps near the end are probably the best re-imagining of the original game's Inferno chapter I have seen. The secrets are also very imaginative in places and make good use of ZDoom's floor-over-floor capabilities.
A very possible contender for a Cacoward tbhqhf

>> No.3289173

>>3289168
It was okay. Nothing stellar.

>> No.3289174

>>3289168
A lot of recycled stuff.

>> No.3289176

>>3289168
i dropped it as soon as messages starting popping up telling me to jump through the window i was looking at

>> No.3289178

>>3289176
Moron.

>> No.3289180

>>3289178
thanks, you too

>> No.3289182

>>3289176

Yeah, this is probably what I hated the most about the maps, the patronizing and handholding "go here!!!" messages.

>> No.3289183

>>3288630
The Flakchette gun has two invisible tics in each fire mode for some reason?

TNT1 A 1 A_Light2
TNT1 A 1 A_Light0

>> No.3289184

>>3289182
Well what do you expect, mostly children play it.

>> No.3289185

>>3289183
they aren't invisible, they create a flash as the gun fires

if i used a 0 tic they wouldn't do anything, right?

>> No.3289187
File: 6 KB, 260x274, 260px-Pazuzu.jpg [View same] [iqdb] [saucenao] [google]
3289187

>>3289183

oh fuck i just remembered i never actually finished the pickup sprite for that gun

>> No.3289190

>>3289185
They are invisible. TNT1 A is a blank sprite, and you have the duration as 1, so they last for one tic.
So your weapon has two invisible frames in each fire mode.

>if i used a 0 tic they wouldn't do anything, right?
Nope, they would. 0 tics are great.

>> No.3289192

>>3289190

I'm quite familiar with the concept of TNT1 A but if you call two 0 tic frames in succession wouldn't they occur at the same time and nullify one another?

>> No.3289194

>>3289192
>nullify one another
Maybe if you have them do two actions that cancel each other out.
In which case the obvious answer is to just space them out.

>> No.3289201

>>3289194
well those two actions do cancel themselves out, don't they? One raises the ambient light level and the other adjusts it to the regular one

if these commands are 0 tic they shouldn't visually execute, should they?

btw what do you think of the weapons beyond their code

>> No.3289205

>>3289185
>>3289192
>>3289201
The point is there are in-game tics where a sprite isn't being displayed, thus making the gun vanish momentarily while firing.

>> No.3289208
File: 1.10 MB, 600x338, the amazing quality vanishing gun.webm [View same] [iqdb] [saucenao] [google]
3289208

>>3289185
>they aren't invisible
yes they are
did you even check them?

either turn the duration to 0 or change them so that they're not tnt1 a frames

>> No.3289213
File: 330 KB, 1024x768, Screenshot_Doom_20160613_122620_04.png [View same] [iqdb] [saucenao] [google]
3289213

WEAPON UPDATE

I finally got the piranha bowl working almost as intended. The piranhas are still totally OP rippers, but now it also has an alt fire.
On fire you pour out a few piranhas that seek their targets autonomously.
On alt fire you throw the whole bowl away, releasing all the piranhas that are still in there, meaning if you have a bowl with 100 piranhas, it will release as much.
Current issues are the throwinng sprites, they still look shitty and I also have no shatter sprites and sounds yet; that I can't get the weapon to automatically deselect after the throw with the "empty" sprite; and if you press alt fire too closely after regular fire, the bowl will not be thrown for whatever reason.

https://www.dropbox.com/s/cixw5ebpcvnbinx/BowlOfPiranhas.pk3?dl=0

>> No.3289216

>>3289213
is this a weapon for dump, or just a random weapon?
pretty cool either way, though

>> No.3289224

>>3289208
>>they aren't invisible
>yes they are

ugh, this turned into splitting hairs

what i meant is that there is a visible effect using A_Light; you're right, now that i see it the frame vanishes because i'm calling an invisible frame for those tics

anyways i dove in and fixed it, enjoy https://www.dropbox.com/s/w9wueq78yvkhuso/Flakchette.pk3?dl=0

>> No.3289225

>>3289216
This one uses custom ammo, so no dump for me.

>> No.3289232
File: 104 KB, 640x480, Screenshot_Doom_20160613_064515.png [View same] [iqdb] [saucenao] [google]
3289232

>>3289213

anon...

>> No.3289245

>>3289232
Hohoho, I never tried it with that HUD. Why doesn't it offset automatically? But thanks for bringing that to my attention.

>> No.3289259

Despite looking rad, Ancient Aliens kinda isn't fun to me.

>> No.3289267
File: 337 KB, 288x340, 1455080835865.gif [View same] [iqdb] [saucenao] [google]
3289267

>>3289259

this 1000 times

shit looks beautiful but plays like a casual scramble through the chainsaw farm

>> No.3289268

>>3289259
It's how I feel as well. Looks nice, but the gameplay style is just kinda iffy.

>> No.3289271
File: 609 KB, 1280x768, gzdoom 2016-06-13 14-06-30-48.png [View same] [iqdb] [saucenao] [google]
3289271

>sunlust map07
>you have to find like 8 health bonuses to open path to secret bfg
>and then it probably throws 100 revenants at you
Daaaaamn.

>> No.3289274
File: 41 KB, 466x249, 1441682380206.png [View same] [iqdb] [saucenao] [google]
3289274

>>3289271
>the fucked-up angling on the tops of those shells

can't unsee

>> No.3289284

Is it true that nobody ever beat DOOM on nightmare?

>> No.3289285
File: 564 KB, 839x594, thematics.png [View same] [iqdb] [saucenao] [google]
3289285

>>3288306
Thanks.
I try to get thematics right at the start, then work on the stage's ideas.

>> No.3289286

>>3289284
No? People have speedran the game on Nightmare plenty of times.

>> No.3289287

>>3289284
Yes, the exits are disabled and running is disabled so you have no way of getting past the respawning enemies.

>> No.3289291
File: 44 KB, 349x303, 1413772103685.png [View same] [iqdb] [saucenao] [google]
3289291

>>3289285
>Moria.wad

>> No.3289295

>>3289284
Yes anon. No one has ever beaten an insanely popular classic videogame from 1993 because it was too hard.

>> No.3289297

>>3289284

I heard that some guy named Jim Romano once beat it, but that's a story for another day.

>> No.3289298

>>3289297
I thought it was James Reallyjoel.

>> No.3289305

>>3288593
He doing the Dreamworks face

>> No.3289306

>>3289305
This summer from Dreamworks: Over the Huuh

>> No.3289310

>>3288593
I'm 1 shit away from finding who's responsible for that face and asking them to justify it.

>> No.3289313

>>3289310
Look at how tiny his eyes are, anon.

And his big fat negroid nose, and how stupidly long his face is.

But mostly his eyes.

>> No.3289316
File: 98 KB, 828x828, doomgal.jpg [View same] [iqdb] [saucenao] [google]
3289316

Sooo...
Speaking of Doomgal earlier

http://i.4cdn.org/aco/1465779796392.png

>> No.3289319
File: 373 KB, 1024x768, talking pacifist waffle.png [View same] [iqdb] [saucenao] [google]
3289319

Playing Samsara 0.34. What the fuck is with Chexter's projectiles and freelook?

>Super Large Zorcher or Slot 3 isn't entirely centered it seems, hitting enemies at different elevations with it is quirky as fuck
>LAZ can't be fired diagonally at all; maybe it's a balance thing from the shield part but still

Really, what's with the slot 3 weapon anyway? I'm not sure if I'm using it right, but it just feels quite underwhelming and not very consistent for general use. Certainly not expecting the SSG but it's simpler and way faster to take out anything with his mini-vacuum considering you don't take damage from the rockets. Like yeah, I can take out a pinky with one shot with this thing, but it sucks up a ton of ammo and has a lot of downtime. What is its niche really?

>>3288602
Corvus, listen to me! I need your strongest Quartz Flasks!

>> No.3289338

>>3289316
yeas

>> No.3289339

>>3289316
That's not Doom Gal. That's just some blonde slut wearing the Praetor suit.

>> No.3289341

>>3289274
Both sights are messed up too
He holds the shotgun with his fingertips according to the perspective of that hand
Shotgun pickup sprite has the shells on the wrong sides
The shells on the shotgun are orange but the pickup sprites for them are more gold

>> No.3289343

>>3289316

>that picture actually is fan-art of a girl streamer
>now someone made R34 of her sucking demon cock

lmfao

>> No.3289350
File: 19 KB, 465x198, helm.jpg [View same] [iqdb] [saucenao] [google]
3289350

Which one of these helmets looks more Ranger-ish? Colors aside.

>> No.3289352

>>3289350
The right one.

>> No.3289354

>>3289350
Right

>> No.3289357

>>3289350

Even the right one fits Ranger's colors

>> No.3289360
File: 583 KB, 1280x960, Screenshot_Doom_20160613_083146.png [View same] [iqdb] [saucenao] [google]
3289360

revenant : manlet edition

>> No.3289362
File: 3 KB, 306x269, 1464944530643.png [View same] [iqdb] [saucenao] [google]
3289362

>>3289360
His daily milk hasn't reached his legs yet.

>> No.3289363

>>3289354
>>3289352
I was kind of leaning towards right. Left has the little vent 'ear' things like Ranger's helm has, but does come out a bit too far at the bottom and the cyber-vent stuff going on is a no-no. Can't really use it for a Doomguy either, 'cause it's open-face.

'course, right is just an Iron Man helmet with the face part removed. Dammit Lego, let me remake the men of HUUH and UNF.

>>3289357
Unfortunately it doesn't actually come in that dark beige color, only dark blue-grey which is significantly less fitting.

>> No.3289365
File: 19 KB, 160x120, 10907[1].png [View same] [iqdb] [saucenao] [google]
3289365

>>3289363
Shitcunts, dropped my image.

>> No.3289374
File: 179 KB, 432x504, ranger.png [View same] [iqdb] [saucenao] [google]
3289374

>>3289350
Right has the better colors

Left is a bit bulky

>> No.3289375

>>3289374
>colors aside
darn it anon

>> No.3289379

>>3289375
Yeah and

But yes, TLG isn't the best company in the world, they're actually making less unique parts now since they told their designers to keep recycling as many older pieces whenever they can.

>> No.3289389

>>3289213
>>3289245
Get the image with all the hands to fix it.

Also did you see the post where it explained how to do skeletons?

>> No.3289392

>>3289343
Got a name on the stream/girl? I'm horribly curious now.

>> No.3289401
File: 3.67 MB, 2560x1440, quake038.png [View same] [iqdb] [saucenao] [google]
3289401

This was a tiny bit more difficult to pull off than I thought because the game's brushes didn't always behave.

>> No.3289402
File: 1.23 MB, 2560x1440, quake039.png [View same] [iqdb] [saucenao] [google]
3289402

>>3289401
Outside level shot. It's coming along nicely. :3c

>> No.3289407

>>3289401
Nice looking techbase my dude.

>> No.3289409 [DELETED] 

>>3289401
NOT RETRO fagit.

>> No.3289441

>>3289409

ported to N64, Playstation. next.

>> No.3289446
File: 332 KB, 481x360, 1456611340853.png [View same] [iqdb] [saucenao] [google]
3289446

>>3289409
>NOT RETRO
>came out in '97

>> No.3289467

http://gzdoom.drdteam.org/page.php?page=download

Is this the right place to download gzdoom from?

I'm paranoid of getting a virus

>> No.3289470

>>3289467
Yes. That's some grade-A paranoia you got there.

>> No.3289492
File: 73 KB, 470x300, 3d341883-e6d9-406e-8b1f-8e2ea476b104.png [View same] [iqdb] [saucenao] [google]
3289492

How do you guys feel about using an Xbone controller to play Doom?

I use one (with freelook turned off of course, I'm not an asshole) and it feels pretty damn good. Feels a damn sight more natural than using a keyboard or using mouselook with freelook turned off. Suits the feeling of "vanilla, but better."

>> No.3289508

>>3289492
People back in the day probably played Doom with their Gravis gamepads if they had them. It's fine.

>> No.3289512

>>3289172
>A very possible contender for a Cacoward tbhqhf
lmao, never.

>> No.3289523
File: 78 KB, 849x1080, 1.jpg [View same] [iqdb] [saucenao] [google]
3289523

>>3289492
>Feels a damn sight more natural than using a keyboard or using mouselook with freelook turned off.

???

>> No.3289525

>>3289523
He obviously plays more console games.

>> No.3289532

>>3289523
You don't lose any precision using the right thumbstick to look since doomguy can't look up and down (unless you're a fag that uses freelook).

>> No.3289538

>>3289284
Nah, there are plenty of speedrunners who have. That said, it did take like 19 years for anyone to do a complete single segment nightmare run of Plutonia.

>> No.3289539

>>3289538
That shit sounds like getting kicked in the balls for 19 years.

>> No.3289543

>>3289532
It's a speed thing for me. Doom 2 has so many fucking teleport ambushes and monster closets that I can't imagine playing on anything that won't let me comfortably whip around like a flick of the mouse.

>> No.3289548

Alright I downloaded gzdoom and then messed with the color settings, but instead of changing it only for the game it fucked with my entire monitor's colors

Does it do that for everybody? Why the fuck does it do that?

>> No.3289570

>>3289532
If you're comparing using thumbstick to keyboard turning, yeah thats true. Both are at a fixed speed.

Mouseturning still has precision to it, though.

>> No.3289575

>>3289492
>>3289532
>>3289543
You do still lose a little rapid precision, but it isn't nearly as bad when you're not having to aim vertically.

Turning is a bit slow, true. ZDoom lets you bind a button to a quick 180-degree turn, which does a good job of solving the problem. When you remember to hit it, that is.

>> No.3289609

Legendoom's chaingun particle effects look really nice in the software renderer.

The smoke sprites, not so much unfortunately. Would be nice to choose particles-only.

>> No.3289618

What's the most unfun part of map making?

You know, the part you personally dread in advance?

>> No.3289621

>>3289618
Play-testing

>> No.3289646

>>3289618
Layout. For some reason I can't manage to create a proper layout. And I am not even consistent in that I am using the same shit all the time. It's always different and always meh. But I don't know how to change.

>> No.3289668

>>3289618

Striking a balance between "I die way too often at this part" and "I finish this part with full health, armor, and shittons of ammo"

>> No.3289678

>>3289618
adding consistent detail

>> No.3289689

>>3289271
Is that shotgun from 1.3? I don't remember that one.

>> No.3289707

>>3289689
It's the old one, but upgraded.

>> No.3289724

>>3289343
That kind of makes it hotter honestly.

>> No.3289782

>>3289724
>take some posessed bimbo
>dress her like the doom slayer
>role play with her to make the slayer your bitch each night

>> No.3289787

>>3289618
Detailing. I like making the basic design, placing monsters, weapons, ammo, armor, and health. I also love playtesting. The aesthetics bore me to death.

>> No.3289810
File: 192 KB, 640x1920, sweating rockets.jpg [View same] [iqdb] [saucenao] [google]
3289810

HINDSIGHT IS ALWAYS 20/20, BUT LOOKING BACK IS STILL A BIT FUZZY

>> No.3289815

>>3289618
keeping all the textures aligned.

>> No.3289820
File: 143 KB, 552x449, IDCLIP.jpg [View same] [iqdb] [saucenao] [google]
3289820

>> No.3289824
File: 980 KB, 450x248, IDCLEV.gif [View same] [iqdb] [saucenao] [google]
3289824

>> No.3289825
File: 1.15 MB, 1920x1080, Screenshot_Doom_20160613_013225.png [View same] [iqdb] [saucenao] [google]
3289825

making useless shit is fun.

>>3289815

A fucking nightmare it is.

>> No.3289826

>>3289825

>that gun

what is this now?

>> No.3289827

>>3289825
does it spin you if you stand on the wheel, tell me it is so

>> No.3289832

>>3289826
It appears to be a grenade.

>> No.3289834
File: 2.36 MB, 294x273, Brutal Doom.gif [View same] [iqdb] [saucenao] [google]
3289834

>> No.3289836

>>3289825
>>3289815
Really? I don't find it really difficult. My approach is to start with autoalign. Then I look at it. If it's a brick texture, for example, did that autoalign set it up so the bricks nearest to the floor aren't cut off? If it did, good I'm done. Otherwise I fix it and auto re-align everything based on my handmade change. The key to this is something esselfortium mentioned in a forum post on good texturing: does it look real?

>> No.3289838

>>3289826

A glock I got from polish FPS target, with hands from damage incorporated.

>>3289827

It doesn't. Have no idea how to make it so, thought never even crossed my mind.

>> No.3289841
File: 879 KB, 480x480, vertical mouse movement.webm [View same] [iqdb] [saucenao] [google]
3289841

>> No.3289849

I play with freelook

>> No.3289853

>>3289841

Honestly, your web makes me think of horizontal movement rather than vertical. Everything's more slippery due to being able to move with the mouse.

>> No.3289857
File: 645 KB, 798x581, whatthehell.png [View same] [iqdb] [saucenao] [google]
3289857

I think I missed out on something.

>> No.3289863

>>3285849
>Plus I'm not about to be out-crazied by Ijon, not this time, god damn it.
do I need to make another shotgun that turns other enemies into shotguns

>> No.3289864

>>3289863

Bring it on baldy.

>> No.3289867
File: 2.00 MB, 240x180, f9FW2[1].gif [View same] [iqdb] [saucenao] [google]
3289867

>>3289810
I wish I was good at animation editing so I could remake this with Ranger and RAN5ER's faces.

>> No.3289883

>>3289810
SPEAK OF MUTUALLY ASSURED FRAGGING

>> No.3289892

>>3289512
Why not?

>> No.3289896

>>3289892
1: it's "okay" at best
2: more definitively, mark said he doesn't want one

>> No.3289897
File: 694 KB, 841x626, fuk.png [View same] [iqdb] [saucenao] [google]
3289897

>>3289857
Okay, found it.
It kinda got neutered with invulnerability-secret I found. Just sprinted to the secret battle and destroyed everything with BFG.

>> No.3289898

>>3289896
> it's "okay" at best
That seems a little harsh. There's clearly a huge amount of work that went into it, especially in the open city maps.
We live in a time where garbage like Erkattäññe wins Cacowards, so it certainly wouldn't be unprecedented.

>> No.3289901

>>3289898
>There's clearly a huge amount of work that went into it
If quality of work is expressed by how much work was put into it, then DTS-T and ProDoomer are the clear winners. ᕕ( ᐛ )ᕗ

>> No.3289902

>>3289901
Oh no don't worry, it's fun and all that shit too. Very entertaining indeed.

>> No.3289905

>>3289902
>>3289901
>>3289898
>>3289896
Honestly, Mark is ten times a better mapper than a modder. It's depressing that he continues on spinning his wheels with Burnt Lamb when he can do so much more on the mapping front, and do it so much better.

>> No.3289906

https://twitter.com/doom_txt/status/742377640951226368

>> No.3289918

>>3289901
prodoomer could've won if he PUT SOME EXTRA FUCKING TEXTURES ON THE FIRST FUCKING MAP

>> No.3289937

>>3289492
No1curr, play the game how you want

>> No.3289975

>>3289401
shit you made that? looks amazing!

more people should map for quake 2

>> No.3290015

>>3289975
More people should map for Quake period.

>> No.3290016

>>3289319
Not sure about its singleplayer performance, but the SLZ absolutely dominates in multiplayer due to having insanely high travel time, having no real spread, and being able to rebound missed shots. You can take some poor sod out from across the map, or bounce a shot off the wall behind your enemy to catch them off guard. It's easily one of the best Slot 3s in DM play. Probably doesn't work out so well in singleplayer due to maps being designed around close-quarters fights and demons not thinking quite the same way players do.

>> No.3290017

>>3290016
Insanely low travel time, I meant. It's like a sniper rifle that even gives you a chance to correct a bad shot.

>> No.3290030

>Finish figuring layout for the big arena
>10k sidedefs just for the fancy pillars and the associates

Uh oh.

>> No.3290031

>>3288808
>Will Rock

okay they have some potential

>> No.3290042

>>3289896
>2: more definitively, mark said he doesn't want one

lol, the organizers themselves are so hell-bent on the narrative that "the cacowards don't matter" that i can see them giving it one just because

>> No.3290061

>>3289857
I got 19% kills my first playthrough of map29 Momento Mori

>> No.3290064
File: 38 KB, 673x315, sc2abouttime.jpg [View same] [iqdb] [saucenao] [google]
3290064

>>3288593
Something's not right here.

>> No.3290067

>>3289492
I have not touched a console since 2007, keyboard and mouse feels like an extension of my body. You need some extreme precision to use close-quarter rocket-launcher and dance around archviles in tougher WADs.

>> No.3290068

>>3290064
>We've lived long enough to see both Doomguy and Ranger become carbon copies of the generic space marines they themselves inspired decades ago

>> No.3290073

>>3290042
The organizers? Or just linguica, who is known even among his associates for snapping off sarcastic one-liners first and thinking later, if at all?

>> No.3290082

>>3290068
at least Doomguy's face didn't have to be ruined, and anyone who takes being dunked in lava as a chance to reference a movie in their dying moments is okay by me

>> No.3290083
File: 262 KB, 1280x1024, casuals.jpg [View same] [iqdb] [saucenao] [google]
3290083

>>3289184
>>3289182
>>3289176

Sadly this most likey would have been a desicion made at playtesting.

semi-related: Protip to mappers, on average when people explore an area blind, they will make left turns. Meaning pic related is especially stupid.

>> No.3290085
File: 10 KB, 294x329, Bronson.jpg [View same] [iqdb] [saucenao] [google]
3290085

>>3289782
>doom slayer
Is this actually what fucking Bethesda calls him? Jesus christ, it's worse than I thought.

>> No.3290091

>>3290085
it is
it's badass

>> No.3290095

>>3290085

the demons are the ones that call him doom slayer
the funko pop calls him doom marine
but marty and almost every id software dev who has been shown on stream calls him doomguy

>> No.3290097

>>3290085
Calling him "Doom guy" wouldn't sound good in-universe.

>> No.3290103

>>3290083
No way, people almost always make right turns. I learned that ages ago and have used it against people ever since, lots of memories of using it on 2fort with the two exits; people will go right 80% of the time.

More importantly, players go right more than they go left- but they'll almost never look up.

>> No.3290104
File: 332 KB, 1600x900, Screenshot_Doom_20160613_164337.png [View same] [iqdb] [saucenao] [google]
3290104

What the fuck am I even doing at this point.

>> No.3290107

>>3290103
Well people who play team fortress are neurologically skewed.

>> No.3290108

>>3290103

I make left turns all the time.
I'm also left-handed.

Maybe there's a correlation between handed-ness and direction preference?

>> No.3290110

>>3290107
You're neurologically skewed.

Most people are righties. Thus, they go right, even if they don't realize it, 'cause their brain does.

>> No.3290116

>>3290095
to be honest i'd expect demons to use a more cryptic/prophetic name
"one to end [us?] all"
"undying king or carnage"
"prince of slaughter"
" unmaker "

>> No.3290124

>>3290103
I would expect a quick left turn as a flinching surprised movement

>> No.3290125

>>3290116
The Unmaker would have been a way better name.

>> No.3290127

>>3290116
those really sound no different from "doom slayer", just that doom slayer also has the Doom (TM) franchise name in the title

>> No.3290128

>>3290015
Agreed. I would but I dont think I can into 3D. I tried back in the day, but BUILD was more my thing and creating duke levels with many strippers

>> No.3290129
File: 42 KB, 753x1159, 1219083150952.png [View same] [iqdb] [saucenao] [google]
3290129

>>3290116
>"one to end [us?] all"

HE'S GOING TO KILL US

>> No.3290132
File: 6 KB, 355x313, Doomguy waving flippers.png [View same] [iqdb] [saucenao] [google]
3290132

>>3290129

NO, I MUST KILL THE DEMONS

>> No.3290135

>>3290116
He is also refered to as "the Unchained Predator"

>> No.3290138

>>3290097
Why call him anything? The character is supposed to be YOU.

>> No.3290141

>>3290128
Give Trenchbroom a try, designing 3d levels with an actual 3d viewport instead of just three grids makes it much more intuitive.

>> No.3290145

>>3290129
>>3290132
>they trapped him by collapsing the roof on him

>> No.3290146

>>3290104
>>3286756

>> No.3290157

No new thread?

>> No.3290160

>>3290138
Well assuming something resembling the previous games happened, they'd probably give the player red baron like moniker

>>3290145
its also ambiguous as to how human he is now, as if he were the demons

>> No.3290161

>>3290157
eventually
new op wants to make threads at 666 posts

>> No.3290162

>>3290157
666 is usually the minimum, but if the thread hits page 10 and the usual guy hasn't done it go ahead and diy

>> No.3290176
File: 289 KB, 876x2048, holy shit sam.jpg [View same] [iqdb] [saucenao] [google]
3290176

Holy shit, Sam...

>> No.3290181

>>3290160
>doom 4 is literally Reppercussions of EVIL

GOTY
OO
TT
YY

>> No.3290185

>>3290176
>legend of the beast
>jewel of the nile

???

>> No.3290260
File: 409 KB, 1131x768, ScreenShot348.png [View same] [iqdb] [saucenao] [google]
3290260

I made a map, please criticize. Also, Map02 isn't finished, still a WIP.

>> No.3290263

>>3290260
Fuck, forgot link.
https://dl.dropboxusercontent.com/u/60585504/idontlikecomingupwithnamesv2.1.wad

>> No.3290350

>>3290263
>>3290260
maeldaebus paedabium

>> No.3290352

>>3289905
He also fucks himself on the mapping front by doing shit like HD remakes of original maps rather than new maps.

>> No.3290362
File: 19 KB, 552x799, 13.gif [View same] [iqdb] [saucenao] [google]
3290362

>>3290352

Some of those maps really needed to be remade, though, anon.

>> No.3290368

>>3290362
and they have been

a lot

a LOT

a

L O T
O
T

>> No.3290369

>>3290362
Why spend time making a bad map okay (and one of the original maps, which always constrains you and sets up comparisons and expectations) rather than just making a good map?

>> No.3290379
File: 41 KB, 530x453, meloncat.jpg [View same] [iqdb] [saucenao] [google]
3290379

>>3288593

>> No.3290382

>>3290379
i fucking lost it

>> No.3290385
File: 2.97 MB, 2560x1440, quake040.png [View same] [iqdb] [saucenao] [google]
3290385

>>3289975
Yes, I am working on a level pack now. It will be three levels connected to one unit.

Pic related, here's the latest part of it I have done. It's going slowly but steadily.

>>3289407
It must be tech and it must be base.

>>3290015
>>3290128
>>3290141
I prefer GTKRadiant which I have been using for over 15 years now.

>> No.3290387

>>3289898
https://www.youtube.com/watch?v=dlxmHCAgbrs
>Erkattäññe
My levels on Idgames get shit on for being "ugly", yet this gets a fucking cacoward? What the fuck!

>> No.3290391

>>3290181
You know that's my exact thoughts as well.

>> No.3290394
File: 18 KB, 320x240, Billy03.jpg [View same] [iqdb] [saucenao] [google]
3290394

>>3290385
looks fucking amazing mate. professional as

>> No.3290395 [DELETED] 

>>3290085
man, they put a lot of salt on the fries in this double down combo.

>> No.3290428

>>3289905
I agree, while I don't outright hate Brutul (except for it's sound design), Mark's forays into mapping have all been rather enjoyable, I fucking loved Dead Cargo and would love to see him do a Boom episode sometime, no flash or frills, just see what he can do with the basics, I think he could make a really good mapset.

>> No.3290436
File: 2.83 MB, 2560x1440, quake041.png [View same] [iqdb] [saucenao] [google]
3290436

>>3290394
Aw, thank you.

Here is another shot from another angle.

I also just fixed some other parts of the map as well.

>> No.3290442

Anyone have that Brutalist Doom map someone made a while ago? I remember it had several towers, and a chaingunner cage.

>> No.3290449

>>3290442
I always questioned putting demons in cages and leaving them armed, especially if it was made to look like a dungeon

>> No.3290452

>>3290449
I think it was more like a shooting range, but inverted so that the targets fire at you. It was strange, and being a brutalist doom level, it was reminiscent of Graywall.

>> No.3290458
File: 15 KB, 447x378, 1451026504585.png [View same] [iqdb] [saucenao] [google]
3290458

>>3288545

>> No.3290513

>>3290138
AFAIK the name is more a title, kind of a description of what he has done.

>> No.3290520

New thread >>3290518

>> No.3290521

>>3290103
I have a tendency to take left turns, Because i automatically assume the right side is the correct way to go

And i like to explore every nook and cranny of a map before i proceed further.

>> No.3290530

>>3290185
It's there, You can clearly see the three LOB maps in The Second Encounter kill-counts

>> No.3290730

>>3289618
detailing

I'm going to hate detailing my DUMP map, that's for certain

>> No.3291068

>>3289618
The logic. You know, like making switches do stuff and doors behave like doors etc.