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3335408 No.3335408 [Reply] [Original] [archived.moe]


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


Doom: https://desu-usergeneratedcontent.xyz/vr/image/1467/42/1467421002740.png
Doom download: https://yadi.sk/d/469ydBaLndVCJ
Quake: https://desu-usergeneratedcontent.xyz/vr/image/1405/27/1405272990521.png
Quake pastebin v7.1: http://pastebin.com/cpjZmazY
Quake pasta (2016-06-22): http://pastebin.com/XjBHDRFw
Duke: https://desu-usergeneratedcontent.xyz/vr/image/1403/19/1403195896088.jpg
Thief: https://desu-usergeneratedcontent.xyz/vr/image/1456/09/1456095399293.jpg



Vanilla/Boom: https://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/
BT (2016-02-01): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent



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




Make a Boom-compatible E1-themed Ultimate Doom map.
Status: https://desuarchive.org/vr/post/3019509

Let's make proper OPs since now on together!

>> No.3335409


[07-02] QuakeSpasm 0.92.0

[07-02] Anon mod update: Smooth Doom Weapons Only >>3330847

[07-01] Anon's 6 y/o nephew map release: Christopher Map >>3329938

[07-01] Plutonia, Hexen scheduled for Summer Games Done Quick

[06-30] Anon map release: Alice >>3327318

[06-30] Anon map release: Boneduster Desert >>3326169

[06-29] Anon code release: Smooth stairs/camera movement >>3325348

[06-28] (Different) Anon mod release: Pet the Cacodemon >>3323383

[06-28] Anon map release: Aqua Regia >>3322956

[06-28] Quake 2 Map-pack WIP by :3 >>3322759
http://quakeulf.suxos.org/3d/maps/olde1.bsp (Derelict Facility)
http://quakeulf.suxos.org/3d/maps/olde2.bsp (Power Station)

[06-25] DUMP 3 initial test build >>3315297 >>3315331

[06-24] Machine Games releases new Quake episode: DOPA

[06-24] Anon map release: Server Warehouse >>3313415

[06-22] Quake's 20th Birthday

[06-21] Anon mod WIP: PET THE CACODEMON! >>3309054

[06-21] Seinfeld.wad



>> No.3335415
File: 40 KB, 558x650, 1450140293868.jpg [View same] [iqdb] [saucenao] [google] [report]

First for memes

>> No.3335418 [DELETED] 

second for thicc rabbits

>> No.3335419
File: 174 KB, 800x585, 1366810869340.jpg [View same] [iqdb] [saucenao] [google] [report]

What bosses from vidya do you think could be remade in ZDoom that could still be fun in Doom's gameplay?

>> No.3335420

>Playing the Freedoom maps without all the replacement textures/sounds

They're actually pretty alright maps. Like some lost megawads from the early 00s.

>> No.3335436

IIRC, E4 of freedom 1 is Double Impact

>> No.3335437

How might one go about doing this?

>> No.3335439


>> No.3335440

Someone split apart the Freedoom IWADs to only include whatever you wanted to include (maps, monsters, weapons, textures etc.)

Don't have the links on me though sorry.

>> No.3335447

>i'm so fucking tired of this same BTSX 2/Ancient Aliens/Vanguard/Valiant aesthetic permeating modern maps.

I like the kind of aesthetics those have, personally.

>> No.3335448


I just tried using Doom 2 as a WAD and FreeDoom as an IWAD and I think it actually works.

>> No.3335451
File: 3.84 MB, 346x195, 15 - 1 (2).gif [View same] [iqdb] [saucenao] [google] [report]

smoothdoom-weaponsonly gal here

so, to make it short, I was trying out the plasma rifle earlier with BTSX E2 earlier on and I realized something weird: now it's firing in bursts of three shots if you hold it for longer than just a second, instead of just firing twice as it should.

I'd like your help to figure out what in the hell is going on with it and what's causing it, as I'm pretty sure it's got to do with the 64 gloves that I recently added. could someone please take a look at the decorate to see what's up with that and help me out?


>> No.3335460
File: 12 KB, 400x300, WarLord_2.jpg [View same] [iqdb] [saucenao] [google] [report]

This guy. He's basically a Cyberdemon with wings.

Also Skaarj Queen.

>> No.3335462
File: 44 KB, 349x303, 1413772103685.png [View same] [iqdb] [saucenao] [google] [report]

Any boss that spawns other monsters would probably work well, helps to keep things interesting

>> No.3335464

will Freedoom ever be a good iwad someone would seriously want to play?

>> No.3335468

i liked freedoom...

>> No.3335470



It just feels really bad to play.

>> No.3335472
File: 805 KB, 1920x1080, gzdoom 2016-06-25 19-04-12-21.png [View same] [iqdb] [saucenao] [google] [report]

Please don't remind me of those fucking Agony Elementals from DRLA

>Spits out two lost souls at once and the occasional meatball


>> No.3335473

i thought it felt good to play...

>> No.3335474

Would you mind putting the relevant decorate in a pastebin instead?

Funny how all grills I know of in the community are into coding in form or another

>> No.3335475

It's slowly getting better. Has that ultra neat arachnotron replacement with tentacle legs i've seen WIP's of made it in yet?

>> No.3335486

>Would you mind putting the relevant decorate in a pastebin instead?
um yeah sure thing

here you go http://pastebin.com/DdmJZv3V

i really really hope anyone here is capable of helping me out with this, thanks beforehand.

>> No.3335494

Shieeet that's pretty spaghettical. I'll look into it but it might take a bit. Does it behave the same for all CVAR cominations?

>> No.3335517
File: 252 KB, 640x1920, 1466985191599.png [View same] [iqdb] [saucenao] [google] [report]

>Have working ACS code
>Work on it for a bit
>Things start bugging out
>Try to figure out what happened
>Compare working code with non-working and copy/paste/undo to try and find the problem
>Hours later
>Source of bug still not found

>> No.3335523

Yeah that would be more efficient. In my defense I just posted the first thing that popped into my head and would work. Probably shoulda spent a second.

>> No.3335526

Are you positive it was working in the first place? Are you running into any acs limits like the 256 function limit?

>> No.3335535

haha yeah I'll say, figuring out the different combinations that sort out the different effects in the base mod was a true nightmare, and coding out the rest (the 64 plasma rifle and BFG for instance) really forced me into a See Jane/See Jane Run/See Jane Run With An Umbrella cycle that seemed endless.

Seriously though, I truly admire gifty for what he's been capable of doing with all that mumbojumbo involved, but I wish there was an easier, more effective and positively less intricate workaround for the modifiers to work because it's ridiculously easy to get lost in translation if you've never seen decorate code ever before in your life and decide one day 'man, I'm gonna add the 64 weapons into smooth doom, how bad can it g- HOLY FUCK'

>> No.3335538

I'm positive as I have a previous version that I'm going back and forth on.

Turns out SLADE has a bug where it doesn't actually compile your code unless you select something else then select your code file again.. what...
Well the script works now, bloody hell.

>> No.3335540

You gotta hit "save changes" before compiling.

>> No.3335546

I think the guy could have abused the special sprite names like "----" in some fashion to make all this more readable.

If zandronum/old zdoom compatibility isn't a requirement you can now use if( ) statements in Decorate which means you wouldn't have to use jumps at all. It's truly a blessing for all the Decorators out there.

Thanks dudes, you're the best. I'm gonna try it out in a couple of minutes.

>> No.3335551

sometimes the save button doesn't go gray after saving
and sometimes it won't even save at all after that happens
which is why i keep a dummy file in my scripts folder

>> No.3335556
File: 3 KB, 100x100, tfw even a straight up hobo could play doom.gif [View same] [iqdb] [saucenao] [google] [report]

muh freedooms

>> No.3335557

>You will never bring democracy to Hell

>> No.3335565

> implying Hell is not gonna be democratic when Bill comes down

>> No.3335571

Okay so I figured one thing out: when it fires three shots like that it never enters fire3, it falls off from fire2 through the "goto fire+4".

Shouldn't the goto state for fire2 and fire3 be Ready? Right now, the only way you can leave the fire cycle is by falling off from Fire.

>> No.3335575

Fuck, no Ready doesn't work because it needs to display that stupid lifting animation. Try adding more than +4 to the offset instead.

>> No.3335581

Yes, goto fire+6 makes it all work. Excuse me while I go get myself like a gallon off coffee

>> No.3335584

>>3335451 (me)
you and i are on the same boat. ;-;

the base smooth doom isn't compatible with zandronum iirc, so old zdoom is out of the question.

Huh, didn't know about the if() statements, what are they and how do they work?

>> No.3335590

>Huh, didn't know about the if() statements, what are they and how do they work?

>> No.3335592

goddamn it anon I could go on a date with you right about now ;w;

>> No.3335601

Does anyone have any good resources for environment ideas while mapping? I remember seeing some posted now and then but forgot to bookmark them.

>> No.3335613
File: 1014 KB, 1149x1200, 1443273708421.jpg [View same] [iqdb] [saucenao] [google] [report]

i'm really just into DOOM and DOODS

What kind of environment are you interested in?

>> No.3335618

https://art.vniz. net/en/beksinski/

>> No.3335628
File: 594 KB, 892x1024, piranesi11.jpg [View same] [iqdb] [saucenao] [google] [report]

Piranesi's "prisons" series of etchings is pretty inspirational

>> No.3335635
File: 610 KB, 981x1332, carceri-03-8036.jpg [View same] [iqdb] [saucenao] [google] [report]

I mean they're pretty much Quake maps

>> No.3335636
File: 61 KB, 1280x720, e1m1.jpg [View same] [iqdb] [saucenao] [google] [report]

Try this.

>> No.3335637

>A bridge that goes to a window

>> No.3335639

It's art, philistine.

>> No.3335640

It's most likely a lookout bridge for guards. And yeah, these pictures are pretty good inspiration for Quake maps.

>> No.3335641
File: 79 KB, 800x600, 10430488_719504358095654_2446132862486982577_n.jpg [View same] [iqdb] [saucenao] [google] [report]

well i'd nevermind a 3W

>> No.3335643

The most hipster dipshit to ever live.

>> No.3335645

That's pretty good, thanks

At the moment more things suited for techbase settings would be great

>> No.3335646
File: 1.08 MB, 214x124, you're just like an angel, your skin makes me cry.gif [View same] [iqdb] [saucenao] [google] [report]

>activated almonds



>> No.3335648
File: 398 KB, 660x768, baron_sketch.jpg [View same] [iqdb] [saucenao] [google] [report]

How's that? I think I got the link from an anon here a while ago.


>> No.3335659


were you replying for me just then? and why are you being so creepy?

>> No.3335662

>Activated almonds

Every time

Though activated almonds and alkalised water sound like health or energy pickups in a future-themed FPS or something.

>> No.3335663

do i get activated almonds by shooting a rocket at normal almonds?
do they then give double the health?

>> No.3335665
File: 1.84 MB, 1920x1080, Screenshot_Doom_20160704_125950.png [View same] [iqdb] [saucenao] [google] [report]

GZDoom handles 3d models pretty shittily with the lack of shading and all, but baking normal maps into them and applying brightmaps in the engine can produce moderately cool results

>> No.3335671

>emu meatballs
did whoever make up this shit not realize how fucking stereotypical and ass-backwards retarded it sounded

>> No.3335678

does the audio for most explosions in GZDoom keep being cut off for anyone else or is it just a problem on my end?

>> No.3335687

Smooth stairs got an update, just to fix a few issues and be more buggy for the sake of trying to stop the "squash and stretch" side effect it does on lifts.

>> No.3335690

Don't forget the lack of interpolation, yay!

>> No.3335691

Nice, that's the link I forgot to bookmark last time. Thanks again, anon.

>> No.3335694

I will never be able to understand why one would even think about implementing 3d models without actor angle interpolation

it blows my mind whenever I think of it

>> No.3335696
File: 566 KB, 469x163, Demon Party.gif [View same] [iqdb] [saucenao] [google] [report]

Yeah dood, dancing

>> No.3335704
File: 111 KB, 900x692, 1455755255597.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3335710


Everytime I see that gif I keep hearing this in my head.


>tfw no doom club in doom 4

>> No.3335713
File: 8 KB, 62x62, 1465871976187.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3335714

woah, didn't know ID moved to europe

>> No.3335718
File: 29 KB, 671x673, meanwhile in the corner.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3335720

I found it funny that Ranger's voice clips were also Trent Reznor. Quake is basically just the story of Trent Reznor going to Lovecraft World and killing demons'n shit.

>> No.3335731
File: 73 KB, 266x176, 1410920656827.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3335739

What is that American in the middle?
I don't remember this monster appearing anywhere in Doom.

>> No.3335741

rightman with spike hair is term

rightgirl is jenova

>> No.3335748

He appears in Doom 2

>> No.3335757


>> No.3335761

Yeah, that's it.

>> No.3335770
File: 210 KB, 800x600, mutherfuckerswhomadedoom.png [View same] [iqdb] [saucenao] [google] [report]

this is a classic meme, you youngyins might not get it.

>> No.3335771
File: 41 KB, 582x473, 1404871162663.jpg [View same] [iqdb] [saucenao] [google] [report]

>Ranger's voice clips were also Trent Reznor
you what

>> No.3335783
File: 100 KB, 805x540, huh.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3335791

>tfw texasfag in joisey
>fucking ocean city and shit
>arcade on the boardwalk
>no coin operated Doom
Can't even use a toaster up here, might be time for D-Touch. Probably will run like shit on my phone.

>> No.3335795

Doom never had an actual arcade machine. That was just in movies.

>> No.3335809

I demand a source to your claims

>> No.3335812

Cmon anon.

>> No.3335813

>he didn't play super turbo turkey puncher

>> No.3335838
File: 409 KB, 1280x720, Screenshot_Doom_20160705_000123.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3335843

>Unreal weapons in Doom

Neato. Speaking of weapon mods, I'm pretty excited for Doom 4 Doom. That's out in 2 days.

>> No.3335846

what the hell is that face in the HUD

>> No.3335851
File: 4 KB, 320x200, Render4-pal.png [View same] [iqdb] [saucenao] [google] [report]

In Blender, you know how you can colour specular lights with a texture so that red stuff has a red shine, and blue a blue shine, etc? How would you go about doing that with shadows?

I know about defining shadow colour by light, but that won't cut it.

>> No.3335861
File: 241 KB, 993x681, castleaaa.jpg [View same] [iqdb] [saucenao] [google] [report]

>Make list of maporder for mapset
>Realize that there is no way to order these in any sort of sensible order without making the difficulty-curve like a rollercoaster.

Castle, sinking marble sanctuary, library, powerplant on island and some weird blue techbase, frozen 9th circle of hell...

At least it should be varied enough for 10 maps.

>> No.3335874

>Fucking Doom Retro of all sourceports can have the automap on a second monitor

This feature in ZDoom fucking WHEN

>> No.3335876

>This feature in ZDoom fucking WHEN


>> No.3335882 [SPOILER] 
File: 2.66 MB, 1481x1481, 1467642755306.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3335884

That actually sounds kinda neat. It's not necessary but I imagine it wouldn't be too difficult to code into ZDoom?

>> No.3335885

Recommend me some wads with good outdoors areas for inspo.

>> No.3335886

Sunder and Sunlust. No wad does macrotecture indoors and out like those two.

>> No.3335890

I know fuck-all about 3d, but what kind of blend mode does the shading use? Try setting it to Multiply if it's currently Normal

>> No.3335893

CC2 Map24
Anything by Death-Destiny or Darkwave0000

>> No.3335894
File: 29 KB, 613x556, 1432767803730.png [View same] [iqdb] [saucenao] [google] [report]

>It's not necessary but I imagine it wouldn't be too difficult to code into ZDoom?

>> No.3335897
File: 4 KB, 94x158, Zombor_(Upper_Body).png [View same] [iqdb] [saucenao] [google] [report]


>> No.3335902
File: 793 KB, 499x375, 1548904708.gif [View same] [iqdb] [saucenao] [google] [report]

I figured it could work as some sort of extra feature, no? And I'm not a coder, but how hard could it really be for ZDoom to use a second monitor for that?

>> No.3335929

I wish it was that simple. I can apply blending modes to the textures I apply to the material, like the diffuse (which is the base colour without highlights and shadows) and specular maps (which is an image that shows nothing but where specular highlights can shine), but not shadows.

Unless there's some nonsense I can do with rendering layers?

Thought about it in the shower after thinking the rendering on my real life hand was uncannily realistic, I might be able to use an emit texture so that the red cable glows red slightly. Otherwise render it without shadows, and render it as only shadows, and then maybe I can work something out in Photoshop.

This is hard.

>> No.3335945

There was a suggestion for it but it got [NO]'d. There was also a code submission for drawing an automap anywhere on the hud way back but nothing came of it.

(g)zdoom devs have this thing where they like to add shiny new features, but not fixing old stuff or implementing more fundamental features. See: the HudMessage function, everything about the menudef lump, the previously mentioned 3d model issues..

>> No.3335961

Like a new renderer that does nothing but lock people out of hardware mode?

>> No.3335964

Wait, GZDoom forces people to use software now? What?

>> No.3335970

Eh, swapped to newer version of OpenGL which is not supported by some older graphics cards.

Like mine.

>> No.3335971

if your graphics card doesn't support open gl 3.0, and if it doesn't there's another branch with the old renderer.

at some point gzdoom will have both gl renderers and it'll use the one your graphics card supports.

>> No.3335974

Well there is the 1.x branch, and graf is admittedly working on implementing a "fallback renderer" into the mainline branch that will work for graphics cards that don't support modern opengl

I'm extremely booty-bothered that the 2.x renderer disallows you from doing anything at all with the Alpha channel of a texture in a hardware shader. It's a shame, because it can be abused as a generic argument for anything, so in the 1.x renderer (like in zandronum) you can have hudmessages where the alpha argument becomes a rotation argument for example.

>> No.3335975

Whats your GPU?

>> No.3335976

this one reads more like a thief environment

>> No.3335980

Geforce 4800 HD.

>> No.3335987

Also known as one of the best single episode replacements for Doom 1

>> No.3335989
File: 33 KB, 480x360, sonic 2 final boss.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3335991
File: 725 KB, 1600x1200, Screenshot_Doom_20160704_153518.png [View same] [iqdb] [saucenao] [google] [report]

The 2.x devbuilds work on fucking anything now in hardware mode. My iGPU is so bad, it can't even run Quake ports that aren't Winquake or Zandronum in compatibility mode, but it can run GZDoom 2.x. It doesn't run exceptionally well, but it certainly beats an unresponsive black screen or an error before the game even launches.

>> No.3335995

Oops, meant Radeon.

What kind of retard I am for mixing them up, jeez.

>> No.3336007

Pretty old, aye.

>> No.3336013
File: 5 KB, 320x200, Render5-pal.png [View same] [iqdb] [saucenao] [google] [report]

Still had to fool with red in Photoshop but it's a lot easier to manage now.

>> No.3336017

What if you first rendered the model with global non-directional light, then rendered it again with shadows on a completely white material? Could maybe allow you to apply the white/shaded render on top of the other with with and blend mode you wish in PS

>> No.3336027

with any blend mode*

>> No.3336039
File: 6 KB, 320x200, Render5-muzzle-pal.png [View same] [iqdb] [saucenao] [google] [report]

I'll try it.

>> No.3336062

Well, I haven't figured out how to get it to render the specular highlights as well as the diffusion light, but what I was able to get out didn't look great and it was more trouble than it was worth.

Making the cable glow red with an emit texture didn't require much editing in Photoshop.

>> No.3336090 [DELETED] 

>doom babbies

>> No.3336094

Remember the days when Scythe 2 ended at map27?

>> No.3336103

i only remember the days when scythe was overrated

>> No.3336135

Remember the days when Scythe 10 ended at map10?


>> No.3336318

For static set pieces? That's about the only reason I can think of.

>> No.3336385

there was that series of mods that were based on this guy

>> No.3336408

I actually agree

>> No.3336419

Is there an existing mod that uses a stamina system?

>> No.3336441

But they bothered to implement interpolation between frames of animation. So why not angle, which is way more important? It's just so strange, and I can't imagine it'd even be hard to fix.
That sounds very interesting. Would you happen to know what it's called?
Project MSX does.

>> No.3336468


this one: https://www.quaddicted.com/webarchive/kell.quaddicted.com/convoked.html and the sequel https://www.quaddicted.com/webarchive/kell.quaddicted.com/chapters/chapters.html (if you use quake injector, make sure you start on the start map)

>> No.3336492
File: 324 KB, 340x255, 1465263172296.gif [View same] [iqdb] [saucenao] [google] [report]

shieet, that looks amazing. Thank you anon.

>> No.3336503
File: 17 KB, 257x250, 1464834281434.jpg [View same] [iqdb] [saucenao] [google] [report]

Is there any way to play Wolfenstein with modern controls, like every other retro-fps? I can still play it with the original controls, but it feels kinda annoying now.

>> No.3336504


>> No.3336506


ECWolf has dedicated "strafe left" and "strafe right" functions you can bind to keys, and an option to disable Y-axis movement with the mouse. You can do all this in DOSBox too with the keyboard mapper and the novert driver, but then you can't turn while strafing.

>> No.3336509
File: 17 KB, 539x101, Screen shot 2016-07-04 at 9.08.25 PM.png [View same] [iqdb] [saucenao] [google] [report]

lol I hope he chokes again. why's he going back for round 2? just to prove he can do it? lame af nobody cares

>> No.3336510
File: 86 KB, 450x500, 766.gif [View same] [iqdb] [saucenao] [google] [report]

Thanks guys

>> No.3336523
File: 769 KB, 2675x2158, here.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3336542

Is the link to the iwads broken for anyone else?

>> No.3336557

Use my Mega


There's rar with the IWADs or you can grab the GOG installers.

>> No.3336569

I don't pay much attention to speedrunning in doom but is this guy a dick or something

>> No.3336601

>speedrunning a retro game twice is being a dick
are you fucking stupid?

>> No.3336603
File: 34 KB, 500x497, 1448078196479.jpg [View same] [iqdb] [saucenao] [google] [report]

Yholl plz where is guns

>> No.3336612

i think he was asking why the guy who posted >>3336509 was mocking whoever's doing Plutonia

>> No.3336628
File: 44 KB, 386x613, eceleb is forced to swallow jewish co-host's jism.jpg [View same] [iqdb] [saucenao] [google] [report]

my god some of these maps in Dump 1 are rough as hell

the one made by some fuckin weeb named Toasty, map 09, has so many collision issues that it was nearly impossible to finish. i had to constantly switch compatibility settings to make it through certain doorways.

>> No.3336629

I don't really understand the point of playing doom with classical controls when they're outright obsolete

>> No.3336630
File: 311 KB, 605x806, 1461581972887.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3336642

ah. in that case,
>>3336569 I apologize.
>>3336509 get fukt

>> No.3336660

I think I might be about to have a stroke or something because I swear I saw a close up of an obese man raising his flannel shirt and spreading his legs, and his crotch had a smartphone UI on it because he was carrying smartunderwear in that thumbnail

>> No.3336664

why the fuck is romero traveling and shit right now when he should be working on blackroom

did he learn nothing

>> No.3336685


Some people are under the impression that DOOM didn't support WASD/the mouse/both.

>> No.3336687

I don't understand either. Some people refuse to turn with the mouse even though it was possible in the original release.

>> No.3336689

he's already making you his bitch

>> No.3336696

I actually am not feeling the hype for blackroom at all

in fact, I really don't give a shit about it

>> No.3336701
File: 49 KB, 366x348, CkpVhzyUUAAc8Jr.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3336712

it's the only upcoming game that could even potentially have the kind of level design I like. Every other "retro style" game is some procedurally generated roguelite bullshit

and also I don't want romero to fail

>> No.3336738

guess I can see where you're coming from in regards to level design and shit but


I won't be sold until I see at least some damn gameplay

but from what little we've seen of the artstyle and overall art direction it isn't particularly winning me over either

>> No.3336773

yeah I'm not really hyped in any way and I'm not a fan of the VR theme either, but I would really like to see the game succeed.

but really, the only way I'm gonna get the game I really want to play is if I make it myself.
q1-esque fps with magic instead of guns and a melee system that doesn't suck

>> No.3336776
File: 136 KB, 300x300, 1417014642585.png [View same] [iqdb] [saucenao] [google] [report]

>it's a "I put ten revenants and an archvile in this closet and the best weapon i gave you was the shotgun" episode

>> No.3336791

zdoom maps using zdoom settings


>> No.3336797

what maps are you playing where this happens and the solution isn't "run away to grab a better gun"?

>> No.3336802

Git gudder

>> No.3336805

>i had to constantly switch compatibility settings

Why are you using compatibility settings for an explicitly ZDoom map pack?

>> No.3336809

I had it on "default," but there were certain doors I couldn't walk through. Switching compatibility settings seemed to fix it.

Either way it's the mapper's fault.

>> No.3336815

Mind showing which doorway/s?

>> No.3336821

>but there were certain doors I couldn't walk through
Mine is on default and I could walk through all doors fine.

Sounds like it's your fault.

>> No.3336829
File: 61 KB, 493x1326, Level Design.png [View same] [iqdb] [saucenao] [google] [report]

We can easily name bad encounter set ups all day long, but what do you anons think are some fun and well-made encounters? Whether it's specific enemy combinations or the design of the room you're in or the weapons you're supplied with, I'm curious to hear what you all think makes a good encounter.
That way I can learn and improve my shabby map making skills.

>> No.3336843
File: 425 KB, 1920x1080, Screenshot_Doom_20160704_182133.png [View same] [iqdb] [saucenao] [google] [report]

This door (Dump 1, map 09) on default compatibility settings in GZDoom was impossible to walk through. I had to switch to Doom compat in order to walk through it.

On Default, the central tower also was impossible to walk under once the imps on the second story activated.

>> No.3336852

>once the imps on the second story activated
Why in the world do you have actors infinitely tall enabled on ZDoom maps?

>> No.3336854
File: 230 KB, 1745x821, nuggie.jpg [View same] [iqdb] [saucenao] [google] [report]


The testmap arena grows busier every day

>> No.3336864

Like I said, I didn't. I had my settings on default.

The map was largely shittily made anyway, I wouldn't be surprised if it was somehow the mapper's fault. It was based on finicky "platforming" and it ended with baby's first "epic final encounter" (100 imps, two knights, two barons, a bunch of zombiemen)

a lot of maps in Dump 1 feel like baby's first map, honestly. one of the maps close to this one had several encounters that screamed "hey guys aren't revenants hilarious? le agitation skeleton xd"

>> No.3336868

>a lot of maps in Dump 1 feel like baby's first map
that's the point

>> No.3336869
File: 1.63 MB, 500x281, zandronum 2016-07-04 18-31-23-68.webm [View same] [iqdb] [saucenao] [google] [report]

>This door (Dump 1, map 09) on default compatibility settings in GZDoom was impossible to walk through.

>> No.3336870

Where you expecting professionally made maps from something called the 'Doom Upstart Mapping Project'?

>> No.3336871

>a lot of maps in Dump 1 feel like baby's first map, honestly.
a mappack full of newbie mappers feels like baby's first maps?


>> No.3336873

>a lot of maps in Dump 1 feel like baby's first map, honestly.

>> No.3336874

I like it when a level breaks standard weapon progression. Like it gives you a rl at the start instead of a shotgun.
with enemy combos anything goes but some of my favorites are imp swarms or mastermind+ any weak monster and you need to make them infight

>> No.3336875


I just opened that map to check and I can go through it perfectly fine.
You did something wrong.

>> No.3336883


Don't hold DUMP to lofty standards, its low cost of admission is the appeal to the people who contribute to it. People join DUMP because it gives them a convenient excuse to learn mapping for a game they enjoy, then stay in the community and improve. By allowing everyone to give communal critique, everyone becomes a better mapper.

>> No.3336885

my biggest problem with dump is that it's zdoom maps. zdoom features + newbie mapping skills make for some awkward unfun maps. if you make vanilla or boom maps it will at worst feel like old 90s levels.

>> No.3336886
File: 122 KB, 400x378, 89e064a7321540a2436a21289c518bdd66ae1424.png [View same] [iqdb] [saucenao] [google] [report]

Hey I like the last picture!


>Skeletons and archviles with rockets. It gives you enough DPS to fight back, versus giving shotguns that just don't.
>Individual skeletons or < 5 of them are fine pre RL.
>Large groups of hitscanners with the SSG/chaingun. Also supply cover if the player doesn't blow them all away at once.
>Zombies and imps with the shotgun/chaingun/buhzerk. You obviously can't melee shotgunners.
>I suggest using chaingunners with care. Only deploy one until the player has a chaingun/SSG themselves. Then go nuts.
>Demons/spectres: Avoid large groups of them until the player has the SSG/RL/Zerk. They take a long time to kill with weaker weapons.
>Goats: Try not to use barons as walls with HP. It slows the game down unless you're handing out rockets like candy. I treat hell knights as beefier imps.
>Mancubi/arachnotrons: Snipers. Arachnotrons work better at long range. Mancubi force directional changes up close. Not a bad choice for chasing the player off.
>Imp hordes: Cannon fodder. Field sparingly when the player only has a pistol. Go nuts afterwards.
>Hitscanner note: Be mindful how much ammo you're doling out from hitscanner corpses. It can pile up.

I'm playing DUMP 3 now. I know that feel bro. The really sad maps are the ones I play, recognize them as being the work of /vr/others from when we were all mapping, and end up shitting on them because of design issues. That hurts.

Jimmy delivered a professional one. He has a megawad to his name. No surprise there.

>> No.3336887

>my biggest problem with dump is that it's zdoom maps.
I was wondering how long it'd be until we get this complaint.

>> No.3336892

>if you make vanilla or boom maps it will at worst feel like old 90s levels.

You are either very, very innocent or very, very ignorant.

>> No.3336896
File: 2.05 MB, 500x391, really.gif [View same] [iqdb] [saucenao] [google] [report]

>a lot of maps in Dump 1 feel like baby's first map, honestly.

>> No.3336905

>A lisa .wad
no pls, I don't want to experience the Wally again.

>> No.3336908

what can I say, I'd rather have shit vanilla maps than shit maps where I have to jump and crouch awkwardly and there's weird stuff everywhere.

>> No.3336912

just checked, could walk through it no problem
also you're a dumbass

not to support him, but i don't think it shouldn't be held to higher standards just because they're new.
the point of the projects is to get criticism, learn what doesn't work, learn what works, and get better at it, which is why i'm happy for the (few) people doing map reviews (which there needs to be more of)

>> No.3336913
File: 37 KB, 1280x720, 1420192198439.jpg [View same] [iqdb] [saucenao] [google] [report]

I didn't really put that together, I just saw people in this thread talking about it positively and downloaded it without reading too much about it.

I mean, I still think it's fucking awful, knowing that doesn't really change my opinion. Most of these maps feel like they were made like 15 year olds intending for them to be played on Brutal Doom. If that's the case then it definitely shows.

>> No.3336921


Define "weird stuff". You can have misaligned textures with clashing themes and decoration spam in vanilla doom maps too, you know.

As someone who started with ZDoom myself, I saw ZDoom as a bunch of QOL improvements. Scripting makes mapping so much more tolerable. 3D Floors/Portals allow more versatility in map design, which I can't imagine doing without.

>> No.3336923
File: 592 KB, 560x1600, Gain Elemental.png [View same] [iqdb] [saucenao] [google] [report]

>Map starts you with a rocket launcher
>Lost Souls and Pain Elementals everywhere
Though I do enjoy that. I've done that with one of my more open maps before, and another had a plasma rifle in a secret room near the beginning. It's fun to mix up what weapons you have to work with.
Thanks for all the suggestions!
>I treat hell knights as beefier imps.
Yeah, I personally really like hell knights. They're beefier imps/weaker barons, but they have the just-right amount of health and damage for a mid-tier enemy. I like to use two knights in place of a baron, say if it's the different between medium and hard enemy placements. Another set up that I like to think of as a "mini-boss" is a baron with two knights.
I don't often use arachnotrons due to their large hitboxes and how much space they require to operate. They're good as turrets in a large area or as roaming enemies in an open space, but otherwise they're a bit tricky to use properly. Mancubi on the other hand have been pretty easy to work with, I think of them as an upper-mid-tier enemy and they're generally pretty fun to work with either on their own or in small groups.
Another idea I'm toying around with is ammo scarcity and avoiding using the sargents and chaingunners, so that the player either a) gets the shotgun/chaingun later than expected or b) doesn't have as much ammo to work with. I could use regular zombies, imps, cacos, demons, and knights while placing specific amounts of ammo around for the player to work with, kind of a "make every shot count" deal. With item placement between easy/normal/hard, I tend to give more ammo on hard, less HP pickups, and more rewarding secrets, whereas on easy I give more HP pickups and secrets aren't as rewarding.

>> No.3336927

>Most of these maps feel like they were made like 15 year olds intending for them to be played on Brutal Doom.

That's a very, very strange and very, very specific impression to get.
But hey, if that's honestly the impression you get from it, you should play DUMP 2.

You'll really love it. :^)

>> No.3336928


Don't be rude, anon. No one makes an amazing first map, but DUMP enables people to learn so their future maps will be better as a result.

>> No.3336929

Do we even know if Doomguy is American?

>> No.3336930 [DELETED] 

>i'm an aggressive autist

>> No.3336931


he's french

>> No.3336932

My headcanon is he's French.

>> No.3336934


>> No.3336936


French as of Quake III.

>> No.3336939 [DELETED] 

ebin response xD

>> No.3336940 [DELETED] 

we had a lot of those last thread.

>> No.3336942

If he really is a descendant of B.J., he yes.

Otherwise he's supposed to be YOU. Are you a frog anon? Then so is Doomguy.

>> No.3336943 [DELETED] 

are you one of those people who reply to every single post that is directed at them

>> No.3336946



Also I'm pretty sure it's not canon.
But it sounds fucking rad.

>> No.3336948 [DELETED] 

are you

let's see who stops replying first

>> No.3336950

Not him, but that's kind of related to my approach when I criticize DUMP maps. A level is what it is. I just focus on making suggestions to improve what's already there. If it's not playable, I try to figure out why and explain how to fix it. I know doom builder well enough now to do that.

>> No.3336952 [DELETED] 

>replying to a shitpost with a bigger shitpost

>> No.3336957
File: 63 KB, 640x480, 1451866858130.jpg [View same] [iqdb] [saucenao] [google] [report]

aww shit, nigga

what are your plans for this? are you just adding the enemies along with some music/textures, or are you trying something more ambitious?

>> No.3336968


Ideally I want to make a TC recreation of LISA (with many liberties taken for gameplay purposes), but I'm not settled yet. I'll figure it out when I'm done importing assets and creating enemy/attack templates.

>> No.3336971

>D4Doom enters beta testing
>+1 year old registered users only

how come that johnnythewolf faggot is allowed to test the mod, didn't he have a massive hateboner for anything doom 4 related or some retarded shit

>> No.3336978

maybe it's because I've yet to see many good zdoom maps. They're so few and far between.
Now that I think about it that could be because most good mappers make maps exclusively for vanilla or boom.

>> No.3336980

>trent reznor and his bitch.png

>> No.3337000

i would argue that's more a case of the ratio, yeah

you can count hundreds upon hundreds of incredible vanilla or boom mapsets, but even if i'd wanted to include shitty zdoom mapsets i'd barely be able to name a dozen

boom/vanilla mapping has especially had a massive surge lately, with all of the gigantic community projects and all of the big name mappers starting to band together for projects

if nothing else, for me dump is a fairly passable and enjoyable set of zdoom levels to run through with gameplay mods

>> No.3337003

One of the few encounters in Hellbound that I absolutely loved was in level 28, after getting a key you get locked inside a big room with tons of huge columns, and a cyber + imp horde is teleported inside. Columns make it hard to strafe the cyber's rockets safely, and the imps are good as fodder and to keep the player in check.

Also in level 16, after getting a key inside a building you get swarmed with cacos from outside. The building has several windows and a couple of exits, so you get plenty of options to survive the onslaught.

>> No.3337005

My dream project is a boom compatible megawad. Why? Nobody replays ZDoom mods. Speedrunners are locked out of ZDoom wads because demos break with updates. I love the feature set, but ZDoom wads just tend to get forgotten compared to their boom and vanilla cousins.

I remember the map16 fight. I jumped out the window, I think legitimately. Z86 left some stairs to help you get out if I recall correctly.

>> No.3337012

>Nobody replays ZDoom mods.

I do.

>> No.3337015

I replay my favorite ZDoom mapsets quite frequently. Demos being locked out I think is kind of a silly reason to not pursue doing a mapset.

>> No.3337030

I want to make a Boom megawad and then put a bunch of Decorate actors into it, because I like the basics of Boom, but I also like Decorate.

>> No.3337031

It is certainly A reason, and definitely a very good reason considering how big the Doom speedrunning community is, but I agree in that it shouldn't be THE reason to not map.

You should map for Zdoom because you want to map for Zdoom, not because of how you expect a community to react to it.

>> No.3337034
File: 53 KB, 438x623, Quake_Phobos.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey, I'm working on a mapset (or maybe a megawad) featuring Phobos as the protagonist. I'd like to introduce a completely new set of weapons that resemble Q3's arsenal. Any idea where I can get frontal sprite of those?

>> No.3337042


Is there a mod that centers Quake III's weapons?
Then you may be able to just take individual screenshots of those.


Trips of truth checked.

>> No.3337051

Seems possible, thanks.

>> No.3337069


If the intermission text and a map from doom 2 are to go by, he's from TX

>> No.3337089

>Is there a mod that centers Quake III's weapons?
You can do that with just some CVAR tweaking. Bless ya, carmack

>> No.3337102

you can do that in quake 3?

>> No.3337128

how many secrets is too many secrets?

>> No.3337134

>No one makes an amazing first map
pol.wad guy did, but he's proceeded since then to never release a single map in three years so fuck him

>> No.3337136
File: 803 KB, 1280x1024, 001binrtql.jpg [View same] [iqdb] [saucenao] [google] [report]

I remember doing it in early quake live at least. I think I had the key for each weapon also bound to execute a command that set the view model offsets to a value appropriate for that weapon.

..oh hey, found an old screenshot of it

>> No.3337162

why isn't mock2 in the doom infographic?

>> No.3337174


He's from Montreal.

>> No.3337179
File: 135 KB, 891x486, castlestuff.jpg [View same] [iqdb] [saucenao] [google] [report]

Yeah. Making mapset myself, although probably not putting decorate actors. Boom's fun to work with, working around limitations and whatnot...

>> No.3337205


Intermission music isn't as perfect as the rest of the wad.

>> No.3337214

>The sound of a Former Human and/or Imp dying is that of a Bactrian camel's mating call.

>watch this video at 3:15


You learn something every day.

>> No.3337218

I love making a "pet" Cyberdemon that kills everything for me.

I also like combinations of cacodemons and hitscanners for some reason. I guess the versatility of switching priorities between vertical enemies to the hitscan is fun. I also like when arch-viles are placed in a way to force me to play agressively to rush him.

Rocket-launching hordes of revenants is the most satisfying thing in the game, next to beserking imps.

I personally believe there should be no barons of hells until you give the player a rocket launcher or palsma.

I think barons and hell-knights are best used for area denial, they can be very threatining in claustrophobic spaces/ambushes. Hell Knights in tandem with imps is interesting, you have all of these projectile monsters that can deny an area and threaten the player with "human-wave" style strategy, and the player has to actively judge whether to commit 3 SSG to the HK or to blast through a couple imps instead.

Also using teleport linedefs to teleport monsters that have just seen you, whether you give the illusion they are leaping places, or a style of ambush where they see you through a fake wall and teleport in that way.

But if all else fails, when you make a monster closet, try to make it abstract so it actually does something interseting to the level to change the geometry of whatever the arena is, as opposed to just being a literal closet. Transform a linear singleplayer level into a cohesive deathmatch level with enough triggers.

>> No.3337226

H-Doom Batrican Edition when?

>> No.3337241
File: 149 KB, 769x1039, doom_mancubus_painting_by_xous54-d9mvwdw.png.jpg [View same] [iqdb] [saucenao] [google] [report]

what the fuck

>> No.3337242

I want to add an optional bonus fight that has nothing to do with the level, but I don't know where to put it other than something you have to go back to after you reach the exit. But when it's after the level is already beaten, what reward can I give for beating the optional fight?

>> No.3337249

a secret exit

>> No.3337258

it's a single map

>> No.3337265

this is bait, right?

>> No.3337269

Friendly reminder that entering sage in the options field allows you to post without keeping the same topic at the top of the forum.

>> No.3337296

I feel empty somehow, knowing the origin of the dead imp/solider sound.

>> No.3337306

i plug in my second monitor and now there's a loud 20khz ish EEEEEEEEEEEEEEEEEEee in my fuking ear

did i always have this headache

>> No.3337326

do do do do do do do do do do do do do you really think so?

>> No.3337327

something pretty interesting I found while mumbling around the original doom sounds in audacity was that if you take doomguy's death sound and slow it down to like x1.0 you get the zombiemen death sound effect.

>> No.3337339


Okay. Thanks for reminding us of a basic feature of 4chan that we don't plan on using.

>> No.3337351


>> No.3337360

No anon, sage goes in all fields

>> No.3337367

You can never have too many secrets, anon.

>> No.3337373

I wish there was a "Doom with Doom 2's monsters and SSG" mod.

>> No.3337374

what's your issue with dime exactly? He's a pretty cool dude if you're not a fag. How did he choke? I don't remember anything particularly disastrous during his plutonia run.

>> No.3337379

you could give the PSX Doom TC a go.

>> No.3337381

>He's a pretty cool dude if you're not a fag
therein lies the issue

he was probably a colossal faggot who got banned for shitposting in the comments section or something and now goes on a crusade against dime seeking to ease his asshurt

>> No.3337383


SSG would break it, it's not designed for it.

>> No.3337385

He specifically said "Doom with Doom 2's monsters and SSG", not just the SSG.
Seconding this idea btw

>> No.3337387

Not if you make the encounters harder to make up for it.

>> No.3337408

Would Doom 2 be better off without heavies? Fuck them and their sniper chaingun.

>> No.3337426

it wouldn't, it's a good strong hitscanner.

>> No.3337428

they don't stand that much of a problem to me, that said I perfectly understand people's reasons to not like them and I get why people would find them annoying.

>> No.3337436

Something I'm finding out after loading Doom sprites as backgrounds in Blender is that the approximate FOV they were drawn at is like 40-50.

Sharing in case anyone else is having a go at rendering sprites.

>> No.3337450

At least the pistol.

The pistol is the only one I've tried to FOV match.

>> No.3337478
File: 15 KB, 200x200, 1436912770162.png [View same] [iqdb] [saucenao] [google] [report]

>edit sprites in photoshop to import into SLADE
>accidentally ctrl+t
>'SLADE.exe has crashed'
kill yourself

>> No.3337481

>load slade again
>everything is gone because lolimacunt
>press ctrl+t again out of sheer curiosity before even attempting to do anything again
>does nothing
it's like I went back to the times were I wished a computer program had a face I could fucking ravage.

>> No.3337490
File: 74 KB, 800x600, 1165.jpg [View same] [iqdb] [saucenao] [google] [report]

me too

>> No.3337493

the good old days

>> No.3337503
File: 222 KB, 1280x720, Screenshot_Doom_20160704_230042.png [View same] [iqdb] [saucenao] [google] [report]

So I got a good position, better understanding of FOV for the camera and weapon sprites, but the dang thing still needs polish in Photoshop.

>> No.3337515

Personally, I find mock2 to be largely overrated, and that its missing the satirical nature that the original had. Its just a generic jokewad.

>> No.3337527
File: 156 KB, 508x721, Drive Me Closer.jpg [View same] [iqdb] [saucenao] [google] [report]

How would one go about writing a video dumper for GZDoom?
Ideally it would also disable frameskip.

The idea would be that you would record a demo, then play that and start dumping the video.

>> No.3337531

desu senpai I always knew one of the zombie/imp death sounds was a stock sfx taken from a camel's call.

>> No.3337535

Having hub cough can inc TCI Kath obgyn shi inch ugh kind do in Fri things risk fun fun they idk if such in oh each omg each kill DJ enough doing stink being go PC ah Xbox doom of doing cash obgyn case gyn boom oh IV DJ USB inch high jump lol gal CFL GmbH LCD fun CFL on go du j bad edgy big bfg j BBC go lol hf CJ LNG ND HD j KFC JV g HK NJ HK bunch blvd

>> No.3337536

Are you okay, anon?

>> No.3337537

did you finish those errands?

>> No.3337540
File: 4 KB, 140x164, Agitated1.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3337541

are you a robot

>> No.3337553
File: 325 KB, 471x464, [takes intense bite].png [View same] [iqdb] [saucenao] [google] [report]


>> No.3337554

My 6 year old nephew leaves tomorrow, but in the interim: He beat CHEX. I did have to help him fight Lord Snotula because he didn't know how to dodge (other than turn quickly and sprint before turning back) and was trying to use his pistol equivalent, but he did pretty well.

>> No.3337557





>> No.3337559
File: 60 KB, 575x635, what.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3337560


>> No.3337563





>> No.3337568

What is it Lassie? Someone killed the DJ for his hub caps, and we have to stop arguing about PC vs XBox Doom and come save you from the OBGYN in Bunch Blvd, Hong Kong?

I'm packing my BBC and boom gun.

>> No.3337569
File: 137 KB, 466x492, Computer.png [View same] [iqdb] [saucenao] [google] [report]

What in the fuck
Did anon have a stroke?

>> No.3337573
File: 59 KB, 300x302, what in fuck.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3337575



>> No.3337581

which one is your gun

>> No.3337583



Fuck it, might as well publish the unfinished map here.

>> No.3337584

how you two gonna complain about no feedback and not tell us wht your gun is

>> No.3337585

The nanotool- The plasma gun replacement that's a utility weapon. Three modes: Teargas, a sub-par railgun, and a turret summon.

>> No.3337586


>> No.3337591

now, i'm not the biggest fan of the series, but isn't that a bit much?

>> No.3337595

Shit, I forgot the link.


>> No.3337597


^Thats the gun I made, I remember posting some pics of it in here too.

>> No.3337610

i dunno about anyone else but i've been waiting for a compiled weapon test build before giving feedback

weapons work best when bouncing off each other

so go yell at yholl and call him a faggot or something

>> No.3337612

Yholl just posted to say guns were coming soon, but it feels kind of silly to spend all this time on guns, and then during the bugfixing period I'm just futzing around on my speedmap.

>> No.3337615
File: 2.04 MB, 1706x956, rr.png [View same] [iqdb] [saucenao] [google] [report]

Updated Relentless Reactor. Added difficulties, fixed some slime trails, even ended up adding 2 more secrets and YET more monsters. I'm pretty happy with it, even though if you do a no secret run you'll need to be using that berserk and chainsaw. Plays in E1M1 and requires a limit removing sourceport. Would appreciate feedback and bug reports, I have a bad habit of missing obvious things until somebody points them out to me.

Download link:

>> No.3337619

seems like it should be fun but it has really bad feel. it feels incredibly weak even though i'm gibbing rows of zombies.

bad feel, the railgun recoils and then shoots and the rail effect leaves a lot to be desired, the turret quake is annoying and for some reason the only sound they make is some sort of stone on stone grinding. didn't run it with any mods, just normal doom 2. the nano cloud was an interesting take on poison clouds but it was a framerate killer.

neither of you have a sense of force or momentum in your animations, but you have ideas beyond A_FireBullets so it's not trash.

>> No.3337625

need some cool shoot games that has reasonably high res guns from idk 2008ish onward and doesn't have those big cod sights on top

what you guys know

>> No.3337627
File: 44 KB, 272x260, aagh.png [View same] [iqdb] [saucenao] [google] [report]

fug u



not very tangled, but I have to fix a lot of people's shit

The Nanotool is a cool idea, but I think it reaaaally needs some polish. Slow plasma animation on the main fire, turrets with incorrect offsets that fire silent explosions that barely do much damage, a strange delay on the nanobomb. Even the offsets on the gun itself are inconsistent.

Your gun really lacks any sort of... ooomph to it. The sounds and behaviour make it feel quite weak for a rocket launcher replacement. Not to mention that it pretty much is weak.
Try and find some better sounds, and think up some my fun and dynamic behaviour for the shots, maybe?

These are just my feelings on the guns, take what you will from that.

>> No.3337629

oh shit it's yholl

>> No.3337630

>fug u
wow rude

>> No.3337631

Cool. Glad to hear things are going under way. We were worried for a bit.

>> No.3337632


Would you say you've been


>> No.3337634

you've never woven a damn thing in your life

>> No.3337636

I've already finished compiling it, now it's up to Term to fix the ACS and pickup system, and Medi to collect the credits from the people that didn't include them in their file

brb dying of term puns

>> No.3337638

>brb dying of term puns
so you've been term-inated?

>> No.3337639 [DELETED] 

This thread is shit and you're a faggot

>> No.3337640

That sounds terminal.

>> No.3337641


So it'll be a termporary delay?

>> No.3337645

oh no
he's been ex-term-inated

>> No.3337650

good to hear, hope to see it soon, then

or else

yho'll regret it

>> No.3337651


brb curling into a pun-proof ball

>> No.3337654
File: 33 KB, 225x220, AAAHHH.png [View same] [iqdb] [saucenao] [google] [report]

I'm not even the target of these puns and I'm hating them. I share your pain, Yholl.

>> No.3337657
File: 154 KB, 800x600, Yukkuri Shiteitte ne.jpg [View same] [iqdb] [saucenao] [google] [report]

You okay anon? How about you just pic related? You sound agitated :^)

>> No.3337659

you cannot escape

these are the TERMS you agreed to

>> No.3337665

Updated the dual cannon based on the feebdack given by based Yholl

-now the altfire makes a different, more explosive-y sound (taken from freedoom)
-firing either cannon shakes the screen a bit. with the altfire being a small bit stronger
-cannonballs are now less victims of gravity, but still fall
-the cannonballs do slightly more damage too
-now the things light up when you fire


>> No.3337678

>was a framerate killer.

;_; I'd already cut out the full effects for a huge, swathing cloud of smoke for people with potatoes. I guess I'll try to slow down the particle/smoke creation a bunch.


I'm trying to fix those (Already fixed the sound. I forgot to set it to a volume, I think?), but the turrets are pretty hard to balance, damage-wise. They cost 25 cells apiece, and fire indefinitely. I don't want them to deal so much damage that once you slap down a few turrets you're unassailable.

The delays are really a problem, though. Cutting those down definitely. I'm not sure why I put the delays at the start of the weapon as opposed to after...

Also, I'm not sure how to fix the turret offsets. I can't see where they're off at, really.

>> No.3337679

What wolfensteins are worth playing?

>> No.3337681
File: 20 KB, 384x384, Nali_cow.jpg [View same] [iqdb] [saucenao] [google] [report]

By extension Former Humans are also Nali cows, moo.

>> No.3337683

>Former human in the distance killed by camel

>> No.3337686

I've been playing through them this year for the first time
Here's my opinions

Wolfenstein 3D: Sucks. Fuck these hitscan enemies, fuck them hiding in the crevices, fuck the damage spread, fuck this shit. However, the maze level-design is really satisfied my maze-autism

Didn't play spear of Destiny, don't know why

Return to Castle Wolfenstein: Honestly has the same exact problems, it's just not as worse. fuck hitscan enemies, fuck their inconsistent response time. Cool that you can be stealthy to get kills. Not as frustrating as the original Wolfenstein 3D but can still get irritating and no maze-like level design, but still pretty good levels.
Playing New Order tomorrow,

>> No.3337687

It's not really about the damage, the turrets emit xbawks hueg explosions on things, that are completely silent and don't do radius damage. You should probably just use bulletpuffs or something.

Don't worry about the offsets then, I'll fix em up when I get em.

>> No.3337692

The xbawks explosion is actually an explosion-flavored bulletpuff. I noticed and shrunk those down a bunch, too. Now I'm just tweaking the railgun and I'll have a new upload that's hopefully less terrible. (You know, before you put all the work in on fixing offsets.)

>> No.3337697
File: 747 KB, 577x1024, M6A1tIj.png [View same] [iqdb] [saucenao] [google] [report]

dude what

>> No.3337698

Ah yes. I, too, have placed my hands on the keyboard wrong with autocorrect.

>> No.3337704



>> No.3337709

3D and The Spear of Destiny are fun, if frustrating if you're rusty in keyboard playing. There are sourceports tho, but they make the games a cakewalk

Return is fun, if you like singleplayer FPS', but i personally didn't like it much. Way too bland.

Haven't played the new ones yet. They are still too expensive for me.

The mobile game is fun too, but i played it a while ago, so i can't say i remember much about it

>> No.3337710


>> No.3337717
File: 476 KB, 800x800, 1467334006010.jpg [View same] [iqdb] [saucenao] [google] [report]

and now i just noticed i used "fun" too many times. fug.

>> No.3337718


I mean, it's a tiny tiny improvement I guess...

But those things I mentioned before are still exactly the same. Those sounds really are not doing it any good.

Firing a gun with a faint DON and having a small sphere slowly fly through the air and silently molest an enemy as it passes by and hits a wall with a dull PIIIN... It doesn't feel satisfying to use at all.

>> No.3337723


I honestly find it more fun to play Wolf3D using the mouse for movement over the WASD keys.

>> No.3337724

Can someone perhaps make a Castlevania WAD?
With functioning whip and swinging system?

I would legit pay someone through paypal if they were able to pull that off.

>> No.3337726

I remember seeing someone attempting something like that on doomworld recently, didn't look too great though.

>> No.3337729

Same here. Mouse movement in Wolf3D feels better than mouse movement in Doom. It's fun to play peek-a-boo with it.

>> No.3337731

*me pretending to be someone who is actually a waste of a space, braindead, self righteous, loveless, and alone totally.*

Well why don't YOOOOOOOOOOU make it?

>> No.3337741

which of the recent doom mods is polaying witht he demon transformation mechanic best?

>> No.3337745

I'm sorry are they swinging their dicks backwards up into their ass?

>> No.3337749

This, but without the projecting.

>> No.3337751

Does anyone know why this thing: http://pastebin.com/Ciq6rPJM

would be firing twice when they should be shooting only one bullet? Did I mess something up terribly?

>> No.3337753

what did you think of the flakchette rifle and the bio eradicator?

>> No.3337754


>TURT BD 5 A_CustomBulletAttack (0,0,1,5,"NanoTurretPuff",0,CBAF_EXPLICITANGLE)

I think this line is firing a rocket on B and D. Try putting the TURT D on its own line.

>> No.3337759

... Damnit, you're right. Now I feel dumb, and I'd just gotten finished plastering 'why this not work' everywhere.

Thanks, anon.

>> No.3337762


The 64kb contest was a while back.
I mean, the Bio Eradicator looks really cool, but the sounds...


I mean, making the guns with TEXTURES is really cool, but uhhhh you coulda used some more resources.

>> No.3337767

yeah i repurposed sounds because 64kb, sort of a personal challenge

i was planning to rework the sounds, but i was really wondering if you thought the damage and ammo-use seemed balanced

>> No.3337769
File: 37 KB, 480x270, never happy.gif [View same] [iqdb] [saucenao] [google] [report]

Is there anything good to do playing Doom online through Zandronum or the like?

I'm running out of games to play with other people because I'm a poorfag and I've finally had it with TF2's bullshit. I don't care if it's cooperative or competitive I'll take anything if it's fun.

>> No.3337770


>> No.3337774

The primary fire of the Bio Eradicator seems like it might be a bit underpowered.
30 hitscan damage, compared to 10-80 plasma damage.
Apart from that, they seem more or less fine, mechanically.

>> No.3337784

>something pretty interesting I found while mumbling around the original doom sounds in audacity was that if you take doomguy's death sound and slow it down to like x1.0 you get the zombiemen death sound effect.

if true, you should post this on doomworld

>> No.3337786

maybe 40 hitscan with a minor downtick in firing speed?

it's hard to approximate what's appropriate when making a stand-in for the plasma rifle that's a pure-damage hitscanner

thanks for the feedback, glad to hear they're reasonably balanced

>> No.3337789
File: 19 KB, 516x384, 1455478515630.jpg [View same] [iqdb] [saucenao] [google] [report]

i only multiplayer with /vr/

haven't seen a server in a long time though since i stopped hosting, and now best ever is gone...

>> No.3337792


It's been replaced.


>> No.3337804

The closest thing to Castlevania in spirit is probably Go Medieval On Their Asses.

>> No.3337805
File: 7 KB, 200x200, 29a73a1918af060b33bc9.jpg [View same] [iqdb] [saucenao] [google] [report]


Anybody interested in a co-op run through Going Down tomorrow?

>> No.3337806

I don't know if I'll be there when you guys start playing but, if I am, sure.

>> No.3337809


Wait a second. What the fuck. BE is back up?


>> No.3337810
File: 33 KB, 480x344, novice.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3337812
File: 980 KB, 335x348, 1461513187967.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3337816
File: 192 KB, 1920x1080, 1467534675396.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3337821

Banned Wads?
For what purpose?

>> No.3337824


bandwidth, and content

bigass wads and shit like moonman

>> No.3337827

>For what purpose?

some users uploaded spoof wads named after popular used ones, once you loaded them when you made the server in irc, it was too late, people were getting trolled or stuff like that

I STILL don't know how DoomFighters ended up being there. It wasn't a bandwidth whore for sure.

>> No.3337841

>reaaallly needs some polish

Polished! Well, by that, I mean that I somehow didn't end up with a shit-covered rag when I went to polish it.


Anyway, list of changes:
>Fixed all the fire modes so that they don't have stupid delays.
>Turrets now deal more damage and actually have sound. No longer fire twice.
>The most egregious stray pixels fixed, as well as most offsets
>Smoke cloud is tweaked a bunch. Does the same amount of damage, but spread out over time for maximum painstates. Also calls less clouds and particles for the folks who use vacuum-tube assemblies to play Doom.

>> No.3337843
File: 103 KB, 871x538, Untitled-1.jpg [View same] [iqdb] [saucenao] [google] [report]

Figured out mirrors with textures set to reflection coordinates under mapping in the materials tab in Blender.

And if I forget when I wake up I can just ctrl+f this thread and I'll learn it again.

>> No.3337851

>the little girl that did the archvile death sound isn't credited
why why why why....

>> No.3337857
File: 68 KB, 640x480, 1402263012783.jpg [View same] [iqdb] [saucenao] [google] [report]

>I'm banned from #vr despite never using Zandronum IRC before
Oh uh
Okay then.

>> No.3337863

Could've been rangebanned, or your IP could've been banned, or anything. Just message one of the admins/moderators?

>> No.3337865


You may've been caught in a range ban.

>> No.3337868

disable vpn?

>> No.3337882


I never knew there was an Unreal for Playstation. Was this common knowledge?

>> No.3337883
File: 13 KB, 300x161, Beck.jpg [View same] [iqdb] [saucenao] [google] [report]

That's the spice, I'm a fucking dumbass.

>> No.3337889
File: 36 KB, 320x200, TITLE2.png [View same] [iqdb] [saucenao] [google] [report]

I have this:


There's a download here, under the mars project:


I haven't touched it in a couple of months, have been building some Doom64 maps instead, and writing music...

>> No.3337992
File: 43 KB, 555x376, fireblu.jpg [View same] [iqdb] [saucenao] [google] [report]

I can make it reflect fireblu...

>> No.3337998

why is fireblu a thing

>> No.3338000

for when you have to fireblu

>> No.3338002

sometimes you need some blu fire
what's wrong with that?

>> No.3338005


So that you can make it the sky texture for your map.

>> No.3338006

why are you

>> No.3338007

I would unironically use that FIREBLU gun

>> No.3338015

I personally think theres nothing wrong with the texture itself. Its just a matter of how its used.

>> No.3338016
File: 19 KB, 338x314, rr.jpg [View same] [iqdb] [saucenao] [google] [report]

Someone made a Melee Revenant

>> No.3338017


>> No.3338021


but why

>> No.3338027

Hey, fucking cool

You could use some decorate magics to have it lose the armor when it gets hurt enough, sending it into a screaming berserker rage

>> No.3338028


>> No.3338032


limited fireblu use can be really good shit

>> No.3338052
File: 250 KB, 497x374, cruel.png [View same] [iqdb] [saucenao] [google] [report]

>Unto the Cruel
>Usually get these items
>Try to lower them for shits and giggles
>They actually lower
>oh god I'm retarded
All this time I've been running over them and falling repeatedly

>> No.3338063 [DELETED] 

lol doombabbies

its cute how you keep playing UD over and over again :^)

>> No.3338071


were you just waiting at like 6 in the morning for an opportune moment to make fun of a newbie

>> No.3338076 [DELETED] 

evidently you were waiting for an opportune moment to demonstrate your inability to comprehend a concept known as "timezones"

>> No.3338080

Guess those ol' bones are still good for something

>> No.3338081


>> No.3338089

>3 years and a half
>still an asshurt autistron

>> No.3338096

Don't reply to him or acknowledge his existence, just report and ignore, he's doing this because he's desperately starved for attention, you'll only encourage his behavior.

>> No.3338102

but I love cleansing autism

This lowly little fuckwad is such low hanging fruit that it's almost a crime in itself not to

>> No.3338127

For someone that hates these threads and us Doombabbies you sure do show up here like clockwork, shitposter-kun.
>It's not like I want you Doombabbies to notice me or anything, b-baka!

>> No.3338128


Would be pretty funny putting something like this in a DM level. Like warez_dm / Stalkyard in Half Life.

>> No.3338142

>talked by friend in the community to play SlugTer-
>er, overwatch
>it's actually way worse than I expected holy fucking shit
Never have I been more joyful to boot up doomseeker and play ZDW literally all day

>> No.3338153

Isn't Overwatch basically just TF2 with less content and more MOBA stylings?
I'm getting kinda sick of seeing the thing with how much coverage it's getting. Fucking Quake Champions is most likely being made to cash in on the hype.

>> No.3338161
File: 185 KB, 640x480, .png [View same] [iqdb] [saucenao] [google] [report]

Where can I download Doom 3 for free obviously? Tried TPB, but it's some scamfest steam version, not even intended to work.

I know this is technically off-topic, but what the fuck.
I just want to play it for the sake of completion, having just finished the original trilogy.

>> No.3338167

As you said it's technically not retro, so we don't have any links for it. Why not check out KAT?

>> No.3338184

To be fair, Overwatch launched with more content than TF2 had on its launch.

>> No.3338187

But it's still basically TF2 ain't it?

>> No.3338204

KAT has the same torrent. So what it does it just launches steam store page of doom 3 bfg, even though I blocked exe in firewall.

>> No.3338206

slower unfortunately, but it's the hot new thing with graphics and waifus so you know how it is for normies.

>> No.3338208

Ah, ok. I have a friend that bought it and I was thinking about giving it a try at least next time I go to his place.

>> No.3338209


I find it faster, actually. And I have 2k hours on TF2

>> No.3338212

Short rounds, 12 players maximum, few selected maps, few selected cosmetics, EXP based loot drops, no modding, shallow customization, no weapons selection, not dead. Lodes of grilles.

No rocketjumping but an actual reference to rocketjump being "dangerous", and now I wonder if they are going to say the same for Quakewatch

>> No.3338228

might as well. don't forget the fov.

did it come an nfo or install one to the directory?

>> No.3338264

Then install the crack that should've come with, or just get a standalone crack.

>> No.3338304


What's the best way to play doom64 on a pc?

>> No.3338309

Doom 64 EX

>> No.3338319

Doom64EX by far my man.

I'd really like to see Doom64EX have N64's weird 3-point filtering instead of just nearest and bilinear, ought to look nice on all the diagonals on the textures.

>> No.3338329
File: 352 KB, 1114x448, Capture.png [View same] [iqdb] [saucenao] [google] [report]


Tutorial on how a 3D model of a ship was rendered out and turned into sprites for a top-down shooter. They rendered it with and without shading so that in GIMP (Photoshop will do it as well if you invert the shaderless layer and set it to linear light with 50% fill 100% opacity) the shading alone can be extracted and painted under.

>> No.3338353

Using exe from some crack torrent seemed to help.

>> No.3338357

how to play doom64 on pc without n64 emulator?

>> No.3338369


Dont you guys read the thread? only 3 posts above you, ffs

>> No.3338381

About doom 64 ex: I personally think it looks the best with uncapped framerate, no vertical synch and no trilinear filtering. Makes sure you check the options menus for the first two of those things if you don't think it feels smooth enough.

>> No.3338384
File: 100 KB, 1600x900, gzdoom 2016-07-05 21-37-56-07.jpg [View same] [iqdb] [saucenao] [google] [report]


Played it on ultraviolence. Quite frantic map. A lot of room designs and traps that make it interesting. Beat it with 300 kills and 7 secrets found. Probably will play it again to 100% or get as close to it as I can.

Would have been nice as a Doom 2 map to add some more monster variety.

>> No.3338436

Man, Hell Revealed II is an inconsistent beast. The maps by Jonas Feragen, and Martin Friberg are great fun, and give the HR vibe pretty well. Yashar Garibzadeh's ex-PL2 maps (17, 22) are decent, but not very HRish. The rest are kinda boring and completely miss what made HR fun. The music is also either too serious or too monotonous compared to the fun arcadey ROTT music that HR1 had.

>> No.3338454

its a gui option in quake live now

>> No.3338491

Well I think it should probably be suspected. Hell Revealed 2 was basically just a fanmade tribute to the first one.

>> No.3338543
File: 964 KB, 1280x1024, 1463962383390.png [View same] [iqdb] [saucenao] [google] [report]

Is doom 64 actually 2D game too?

>> No.3338552
File: 102 KB, 3840x4960, OW.png [View same] [iqdb] [saucenao] [google] [report]

>play duke 3d, first episode

>get to last boss


>didn't quicksave before the fight because I don't quicksave much


>> No.3338553

Highly doubt it since the N64 could handle real 3D, unlike consumer-grade PCs at the time of Doom's release

>> No.3338562

At least The Abyss is pretty easy to speedrun if you know what you're doing. Lesson learned though I think.

>> No.3338571


That was the first time I got to it, I don't usually play duke. I'll definitely start quicksaving from now on though, don't wanna fuck something like that up again.

>> No.3338572

Protip: Save scumming in Build shooters is acceptable

>> No.3338574

I'm wanting to make a level that is also a boss fight, what is the better order, go inside and then see that it's alive and fight it, or fight it, then go inside?

>> No.3338578

I'll be a pleb and say I thought that rewind shit in Duke 3D for consoles is acceptable

>> No.3338579
File: 29 KB, 227x367, 1466826812881.png [View same] [iqdb] [saucenao] [google] [report]

It's a real fun shooter. I actually played it and Quake more then Doom as a kid, mostly because my dad had full versions of both but not of Doom.
Duke's quips always make me chuckle a bit.

>> No.3338581

Define savescumming

>> No.3338583

quicksaving a lot
like before a fight you know you won't win and keep reloading until you do overcome
then quicksaving after and moving on
repeat until the levels over

>> No.3338584

Every time you pass a platforming section or survive a gunfight with the bullet-sponge hitscanners that seem to be present in evey build engine game.

>> No.3338586

>Those chaingun fuckers

>> No.3338592


Those guys in duke aren't as bad as doom's chaingunners, but I fucking hate the pig cops. Either duke's shotty is weak or they're too bulky.

>> No.3338593

no bullet sponges in NAM.

Just endless VC, mines, tripwires, snipers, MG nests, artillery and air strikes, often from your own side!

>> No.3338595

even if i dont personally agree with its use i thought that shit was so cool

>> No.3338602

There are 3D sections, and what seem to be 3D floors that make up a lot of the architecture.

>> No.3338603
File: 121 KB, 1360x768, .png [View same] [iqdb] [saucenao] [google] [report]

Anybody wanna play some mega man at around 5 pm?

>> No.3338605

>tfw no smooth doom for Doom 64

>> No.3338606
File: 242 KB, 446x422, 1460311132728.png [View same] [iqdb] [saucenao] [google] [report]

>mini battlelords

I know they're rare, but still

>> No.3338624
File: 25 KB, 250x252, 1467098077775.jpg [View same] [iqdb] [saucenao] [google] [report]


Sorry for piggybacking on your post but my doom game is slowing down massively when I use Smooth Doom and I suspect its when monsters are getting squished. Anyone know why thats the case and what I can do to stop that from happening without saying 'Don't use Smooth Doom'

>> No.3338626

Have you tried using the weapon only version of it? Might fix it.

>> No.3338631

Anything else loaded? GL or software renderer?

>> No.3338639
File: 930 KB, 500x281, tumblr_lxjyayToud1qjv0slo1_500.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3338675

They're not 3d floors, they're some crazy instant elevator + texture changing system

>> No.3338680
File: 144 KB, 640x480, Screenshot_Doom_20160706_040649.png [View same] [iqdb] [saucenao] [google] [report]

Whipping up a "Syria" mod


Why hasn't anyone done this before? there's a woeful lack of sprites for this kind of project.

>> No.3338687

Not enough Salil Sawarayim.

>there's a woeful lack of sprites for this kind of project.

Consider looking at the "Hunt for Bin laden" duke mod.

Also,make your final boss Al-Assad in a Mech suit.

>> No.3338697

>Salil Sawarayim
Something about scion of syria?

Thanks, I'll look into that mod

>> No.3338701

Is there a way to change the damage values of Quake's weapons?

>> No.3338704

it's "salil al sawarim"

Anyway are you going to make this serious or purposely edgy in tone?

>> No.3338708

Today I played Plutonia for the first time ever and all I have to say is that the entire wad is just the chaingunner meme over and over again. I've just finishid MAP07, any tips on how to survive this slaughter of a megawad?

>> No.3338709

The simple and always helpful git gud

>> No.3338710

> I never played anything lower than 64 bit.

>> No.3338715

nigga I had a zx spectrum when I was a kid. How many games from that era filled 75% of the screen with undithered saturated green do you reckon?

>> No.3338721

Well I've been following the war in syria for the last 3 or 4 years, I'm very interested in modern conflicts so I'm going to go for realistic street battles. At this stage its not really a serious mod (as in I haven't committed to finishing some 15 map megawad), just me attempting to create a syrian civil war feeling map. If it goes well I'll keep building on it. It would be nice to have pickup trucks driving around and shooting things up with ZU-23s, and maybe even the odd T-62 tank or something.

Finding good sprites will help a lot, currently I only have 2 enemy sprites to use, and I kinda want the player to have friendly forces to work with too, so I might have to reserve 1 sprite as a friendly.

You currently play as ISIS fighting against the FSA, so if that may be comical in itself. I think I will change it to FSA fighting against Assad forces and ISIS instead. Gotta always play as the good guys, even in a civil war where no one's too sure who is really "good"

I try to aim for realism over edge

>> No.3338723

You do realise even modern games only use 24-bit colour? 32 if they need transparency.

>> No.3338734
File: 26 KB, 531x478, 1458509596348.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3338753

dude, doom is 16-bit
the thing is, vanilla doom's levels didn't look like a fullbright technicolor seizure

>> No.3338809

Making it a modification of Hideous Destructor might be a good idea.

>> No.3338816
File: 340 KB, 1366x768, Screenshot_Doom_20160705_115327.png [View same] [iqdb] [saucenao] [google] [report]

Well, that was a disappointing ending. Weird ass place to put an exit, too.

>> No.3338820

Awhile back I was making a personal ZDoom/Zandronum mod called "Unrest", inspired by violent protests happening around the world, like Arab Spring in Egypt and the unemployment crisis in Kosovo. Two player classes, the Rebels and Riotcops, who would have different weapons and custominventory items available.

There is a ZDoom mod called Pinochestein 3D (where instead of Mecha-Hitler, its Mecha-Augusto Pinochet, former dictator of Chile) that has a lot of decent riot police and weapon sprites. And of course, both the Zdoom forums Resources Subboard has some good civilian sprites.

WildWeasel's github has the code for all of his DECORATE Weapons, useful because there are some psuedorealistic ones that have ammo types by caliber and different ballistic profiles done by souping up Nash's SnailBullet code.

>> No.3338834

>different ballistic profiles
>Nash's SnailBullet code.
Hmm? What's the "snailbullet"?

I really like tinkering with "realistic" ballistics, but I haven't gotten much further than adding fake gravity to a FastProjectile

>> No.3338843
File: 1.69 MB, 250x131, 1437184455190.gif [View same] [iqdb] [saucenao] [google] [report]

>it's an instant raising floors monster wad episode

>> No.3338869


SnailBullet or Snailbullet MkII Vanilla versions.
Inside the wads are DECORATE lumps.

They replaces normal Doom bullet projectiles with a new actor via A_FireCustomMissile.

Uses psuedorandom values for the amount of damage delivered and the trajectory of the projectile.

Take a look and tinker with it.

>> No.3338875

And here is WildWeasel's code for NAZIS v2:

Check out the decorate scripts under actors, you'll see for bullets he tried to mimic actual muzzle velocity.

>> No.3338878

In Hitman 2 you constantly hear imp sounds in the distance. Figured they were camels.

>> No.3338889

Ah, thanks.
I'm planning on going a few steps further with my own stuff, like (fake-ish) air resistance and whatnot.

>> No.3338893
File: 699 KB, 500x390, anigif_enhanced-buzz-14707-1347383372-5.gif [View same] [iqdb] [saucenao] [google] [report]

Today I decided to make my first Doom level and give something back to the community.

>no idea what the different wad formats are
>decide to use basic Doom 1 format
>plot out a e1m1 replacement
>hallways and rooms too small, but the map is densely packed, so spend ages pulling the map apart and stretching out rooms and halls
>put windows everywhere because want to imitate that sweet Romero mapping style
>can't realign upper and lower textures separately because map format limitations
>check out how they handled it in the original game
>they just made windows really big or tweaked textures so the misalignment wasn't as obvious
>still feel like I've misjudged the room and hall sizes

It was really fun to draw the level and then fill it in with detailing, but the texturing and 'clutter' work is killing me.

I need some help to finish it /vr/.
What is the actual map format people use?
What size rooms feel 'right'?

>> No.3338897

link it first

>> No.3338910

>What is the actual map format people use?
Some people use basic doom format for *reasons*, but most prefer Boom format which removes some limitations and adds some small but key features like scrolling floors and pass-through switches.

Then there's UDMF which is what you want if you're gonna map for (g)zdoom with shiny sparkly features like 3d floors, slopes, interchangeable walls and floors etc. Some old tutorials suggest "doom in hexen" but that's completely deprecated now.

>> No.3338917
File: 4 KB, 250x202, I didn't ask for this.jpg [View same] [iqdb] [saucenao] [google] [report]

>It's a "wander around for twenty minutes trying to work out what the switch you just pulled does" episode

>> No.3338920

If I link it /vr/ will call me a massive faggot and tell me to never go near Doom Builder again.

>> No.3338924

I wondered about Doom in Hexen because I saw that on an old tutorial had to look up how to make a door, which is why I got confused. Doom in Hexen format felt weird.

I mostly play in gzDoom but I'm not too bothered about slopes or 3D floors. But I'll give UDMF if the extra options don't overcomplicate the editor (I'm still learning the basics).

>> No.3338936

Unless it's a terry wad or something like that, we always try to give constructive criticism to new mappers.

About misalignment on windows, set the linedef to "Lower Unpegged" and "Upper Unpegged".

>> No.3338937
File: 1.72 MB, 275x206, 1462997187616.gif [View same] [iqdb] [saucenao] [google] [report]

>flip switch
>door opens across the map
>don't get there in time, it closes & you have to run back & do it again.

>> No.3338941
File: 58 KB, 600x350, pickup-trucks-in-middle-east-e1419013683251-600x350.jpg [View same] [iqdb] [saucenao] [google] [report]

Nice, I'll have a look at these.

I always prefer hitscan over trying to emulate actual bullets, but the weapons and civ sprites will be handy af.

Also final boss Assad should be in an mi-17 dropping barrel bombs

>> No.3338943

>I mostly play in gzDoom but I'm not too bothered about slopes or 3D floors
Normal ZDoom can do both, but only gzdoom can do sloped 3d floors.

>But I'll give UDMF if the extra options don't overcomplicate the editor (I'm still learning the basics).
Unfortunately it really does. Or fortunately, depending on how you look at things. It allows you to freely set the scale of texture, allows you to align floors and ceilings and a whole bunch of other super neat things.

Absolutely do stick to Doom or Boom format for now though.

>> No.3338947
File: 206 KB, 1332x667, chriiist.jpg [View same] [iqdb] [saucenao] [google] [report]

Goddamn, this map is gonna take long. At least the routes are kinda interesting, sorta Dark Soulish perhaps.

Maybe I should work a small map inbetween to recharge my batteries. Like, map01 small.

Vanilla is most restrictive. Boom gives you additional stuff to work with ( conveyors, generic activations etc. ) and remoes limitations. UDMF has all bells and whistles, but is only supported by (G)ZDoom etc.

Regarding the room sizes, test them, especially with weapons you are planning to use and what sort of combat you are going to offer.

>> No.3338953

Hey folks rec me some godtier quake maps/mods that work with quakespasm. I've never played any community made content and I've just discovered that the scene is huge and still active after 20 years.

Thank you.

>> No.3338962

Look good but


>> No.3338972
File: 51 KB, 415x392, 1464674972658.jpg [View same] [iqdb] [saucenao] [google] [report]

>aforementioned switch only works once

>> No.3338973

Arcane Dimensions?

>> No.3338974

>walk over an unmarked stairstep
>door opens behind a wall
>don't get there in time, it closes
whose idea was the e1 secret exit anyway

>> No.3338980
File: 161 KB, 759x1053, hexen___daedolon_the_mage_by_xeriushimself-d63ddsm.jpg [View same] [iqdb] [saucenao] [google] [report]

>Pull Chain
>"You Hear a distant Scream of Rage"
>The scream is yourself

>> No.3338981

naw lad, we'll probably just point out the shit you need to work on in the map.

>> No.3338986

Not the same anon, but what are the major difference between GZ/ZDoom, UDMF, and Boom? I know that GZ can do slopes and 3D floors, I'm most familiar with making and playing maps based around ZDoom, but I've never used Boom or UDMF formats before.
I haven't mapped in a few years so I've gotten rusty and forgot the fine details of each one, and I wanted to get back into mapping but I'm just not sure whether I should map with Boom, GZ in Doom format, or UDMF.

>> No.3338987


Doom in Hexen Format is definitely not "completely depreciated". All of the features you listed are available in Doom in Hexen Format, just in a less flexible manner.

I still use Hexen Format because UDMF is supported by less source ports and doesn't have nearly as massive a jump in features as Boom-to-Hexen.

>> No.3339000
File: 148 KB, 903x600, doomcastle.jpg [View same] [iqdb] [saucenao] [google] [report]

Builder's visual mode, haven't arsed myself to tune it off.

Basically, vanillla/Boom-ports try to be faitful/as faithful to original as possible. ZDoom adds a whole lot, like scripting, jumping/crouching, and lot more features etc. In vanilla/some Boom the actors are infinitely tall, too, which can drastically alter the map's design.

And as result, ZDoom maps won't work in Boom/vanilla-ports, while they work in ZDoom.

>> No.3339006

But it's off by default for me.

Or are you not using GZDoom Builder?

>> No.3339037
File: 1.73 MB, 512x321, WLH6.gif [View same] [iqdb] [saucenao] [google] [report]

How does Doomguy run so fast, /vr/?

>> No.3339038

>recently discovered Doom modding and mapping
>made some maps and mods, crazy ideas
>want to make more maps and mods
>not a single idea
Seriously, what gives?

>> No.3339039

Doom format: works in every single port (not counting ultra hacky hex editing tricks..)
Boom Format: works in every port people actually play
UDMF: If you're using zdoom features anyway, don't use any other format than this. By far the most powerful. It also compresses extremely well in zip archives because they're actually plain text files.

>> No.3339040

The same way he can hold 9 guns and a shitload of ammo for all of them

>> No.3339042
File: 2.54 MB, 640x361, CRYO.WAD.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3339043

he greases up his shoes so he can run forward while sliding right while deciding to slide right while turning right

>> No.3339046

Cool, thanks for the info. I think I'll stick with GZ in Doom format, I'm still getting back into the ropes of map making but I'm hoping to make a nice one-off level. With time I should probably learn how to do things like 3D floors, texture importing, and other fancy stuff like that, cause I've always worked with just straight vanilla Doom mapping. Also, I really like your map from the screenshots I've seen! The castle looks rad.

>> No.3339047

Because he's Doomguy.

and he's in a videogame

>> No.3339051

didn't know sandy was still making doom maps

>> No.3339052

He's actually an artificially made supersoldier.

Marine commanders drop Doomguys from orbit when they want to make sure the enemy is well and truly fucked, like the Eversor assassin in 40k.

>> No.3339059

has anyone here ever messed with wall portals in gzdoom?

>> No.3339079
File: 11 KB, 320x200, Animation1.gif [View same] [iqdb] [saucenao] [google] [report]

I want a stupid golden gun.

Need to smooth out the reflection a lot and also figure out how to centre it properly; the point of origin seems to be offset to the side a bit, but if I use the set origin to bounding box centre thing then it won't rotate at the handle anymore. So much to learn.

>> No.3339084
File: 253 KB, 1366x768, Screenshot_Doom_tcdoom11.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3339092

You really nailed the recoil there I think. .50 AE?

>> No.3339101

Yeah, it's the CS:GO Desert Eagle. Don't have any of the animations though, making it spin around like a fool would be fun.

Didn't figure out how to adjust the point of origin, but I was able to set the point of origin to its centre, copy the X offset applied to the model, undo the point of origin adjustment, and paste the inverted X offset into the Delta Transform.

Feels like I'm forcing a circle into a square but It Works

>> No.3339103

You can't force inspiration. Just play some maps instead.

I recommend suspended in dusk

>> No.3339121

I assume the colors are the problem. That looks garish as hell.

>> No.3339159
File: 40 KB, 303x450, romero.jpg [View same] [iqdb] [saucenao] [google] [report]

Romero is gonna be at a local con.What should I ask him?

>> No.3339163

Ask to be made his bitch

Blackroom alpha when you dirty hack?

>> No.3339172

ask him about blackroom

ask him to get adrian to make a website or blog where he can post about doom and quake art

ask him for a kiss

>> No.3339175

I don't know if this question is going to get overlooked or not, but I'm really itching to know what his thoughts on Doom 64 are.

>> No.3339180

ask him what the eta is on his game

>> No.3339182

How about "Is there any design decisions you regret making with Doom?"
I can't imagine there would be much of an answer, but it'd be interesting to hear if there's anything worth answering with.

>> No.3339187 [SPOILER] 
File: 71 KB, 640x533, 1467752695870.jpg [View same] [iqdb] [saucenao] [google] [report]


Ask him about demon genitals and anuses.

>> No.3339193


I want to say that either him or someone else at id regretted the par times, and from how some of them talk about how the maps were balanced for pistol starts I get the impression that they didn't like it.

>> No.3339203

What about the items stat? That's something I've never really understood.

>> No.3339205

I got some treats for you today, /doom/: a new* map and a new custom weapon!
*I actually finished the map a while ago and posted it here, but got zero feedback, so here it is again.
The weapon is totally a straight rip of the ethereal crossbow. Fire shoots demons, Altfire loads an arrow in. You can load multiple arrows at once for more power, up to four.
There's a crossbow at the start of my map, if you want to use it in other maps, it replaces the chainsaw. Or you can use "give newcrossbow" in the console.


>> No.3339213

>regretted the par times
That's pretty understandable, I never quite paid much attention to the par times and figured they were one of the dev's speed run times rounded up.
>from how some of them talk about how the maps were balanced for pistol starts I get the impression that they didn't like it
I can understand why they wouldn't like that, as the majority of players will probably play the levels back-to-back with equipment from the previous levels, but at the same time UV-Max pistol starting every level is /really/ fun to do. The fact that they're balanced and designed around pistol starting makes each level that much more stand-out and important when playing through them.

>> No.3339218

Z/GZDoom loads an autosave made when the map loaded if you die, making you start the level again with all the weapons you had when you got to that level.

But in the original, the game re-loads the level and makes you start with the same things as if you started a new game (100 health, a pistol and 50 bullets). So because of that. The levels are designed so you can beat them by starting them with only a pistol.

There's a mod that forces pistol starts on every level and it really changes the game, especially in Doom 2 because of the SSG.

>> No.3339226
File: 22 KB, 640x640, 1451107697456.png [View same] [iqdb] [saucenao] [google] [report]

If you /don't/ link it I will call you a massive faggot and to never go near Doom Builder again

feedback is important, anon

>> No.3339236

Did someone make any map for that Metroid mod? It's a shame I could never use the morph ball to go in tubes.

>> No.3339245
File: 107 KB, 428x427, 1450190297138.jpg [View same] [iqdb] [saucenao] [google] [report]

>Eversor uses combat drugs
>Doomguy uses combat drugs
>Eversor can turn you into hamburger with his hands
>Doomguy can turn you into hamburger with his hands
>Eversor just wants to rip and tear
>Doomguy just wants to rip and tear

Emperor preserve me...

>> No.3339302
File: 64 KB, 578x420, Untitled-1.png [View same] [iqdb] [saucenao] [google] [report]

Figured out enough to tear the scope, rail, and bipod off of the mesh, and then painted the shadows away. I think it's way cooler and more streamlined this way, and Doomguy doesn't use scopes.

>> No.3339307
File: 3 KB, 320x200, Raab-KM50.png [View same] [iqdb] [saucenao] [google] [report]

And he fires sniper rifles from the hip, which coincidentally makes for a more interesting sprite.

>> No.3339309
File: 24 KB, 400x313, Pat 10.jpg [View same] [iqdb] [saucenao] [google] [report]

Post your favorite Doom-related videos

>> No.3339345


A classic


>> No.3339365

Ask him why he made so few maps for Doom 2

>> No.3339370


The answer to that is already known: He spent more time being a video game rock star and communing with the fans than actually working on making maps.

>> No.3339372

Would love to have seen the line it managed to print while doing that

>> No.3339376

I'd love to see a full 32 map megawad from Romero

>> No.3339381
File: 172 KB, 272x267, Whuzzat.png [View same] [iqdb] [saucenao] [google] [report]

Holy shit, that was awesome.

>> No.3339385

I went back to my WIP to quickly touch up a few rooms to show you guys, now hours have passed and I have work in a few hours. I'll upload first thing tomorrow.

>> No.3339386

My (G)Zdoom every so often has this problem where it freezes for a second when playing a sound (like the lift lowering sound) for the first time, any idea why this happens?

>> No.3339391

Are you using any sound packs?

>> No.3339394

Is you Gzdoom installed on an external HDD? I had the same problem when I used one.

>> No.3339403

this in vanilla doom or a custom map

i had an issue where sounds would be delayed because there were elevators somewhere in the map making constant noise every tic

>> No.3339426
File: 826 KB, 685x852, 1441682780206.png [View same] [iqdb] [saucenao] [google] [report]

so i'm writing a simple change for Doom Imps that makes their fireballs explosive, but when they throw them they blow up in their faces instantly

can someone take a quick peek and see if they can see any glaring errors? http://pastebin.com/jGUW0N3c

>> No.3339452

ya forgot +nogravity in the missile I think

>> No.3339453

Oh, it is. That might be it.

Happened while playing Vanquard with default doom sounds, also happens sometimes on vanilla maps when playing complex mods like Demonsteele.

>> No.3339467

You don't need any of those zeroes to begin with, but the last 0 you put in is telling the imp to aim at "0", which is nothing (or itself, not sure), so the projectiles just spawn and don't go anywhere.

>> No.3339472
File: 95 KB, 428x200, Raab-KM50-Sniper-Rifle-Animation-1-Sprites.gif [View same] [iqdb] [saucenao] [google] [report]

Raab KM50 Sniper Rifle from FEAR. I know the animation doesn't look great, but I tried to at least get enough frames for a good animation to be made in Doom. Even made the rifle lift up and back when the bolt is pulled.

>> No.3339474

nope, no dice... it seems to be flying off in the wrong direction just before it blows up, hard to tell though because it happens so fast

>> No.3339478

This is incorrect. Putting a 0 there treats it as a default value, which is the target.

>> No.3339483
File: 12 KB, 331x473, 3NXk96G.jpg [View same] [iqdb] [saucenao] [google] [report]

awww yiss... thanks anon, that's just the ticket

>> No.3339485

Not for me, getting rid of that 0 fixed it.

>> No.3339486

That's precisely your issue. Also the fact that you're creating an actor that already exists, you can cut the code down to the fraction of that size by just starting it with:
ACTOR DoomImp2: DoomImp replaces DoomImp
Additionally, your imps have no melee attack because you use A_CusomMissile, A_CustomComboAttack would be better.

>> No.3339490
File: 10 KB, 239x253, 1450115205377.jpg [View same] [iqdb] [saucenao] [google] [report]

yeah but "target" is by default the actor that fired the projectile

so the imps were firing explosive impballs into their own faces

amusing, but not very functional

>> No.3339493

This looks pretty neato https://www.youtube.com/watch?v=sgV6ZvCpEH4

>> No.3339497

it can actually happen in vanilla doom if a monster kills a barrel at close range and is hurt but survives it. they start clawing themselves apart

>> No.3339503

>Additionally, your imps have no melee attack because you use A_CusomMissile, A_CustomComboAttack would be better.

oh shit good catch senpai

>just starting it with: ACTOR DoomImp2: DoomImp replaces DoomImp

how much of inheritance does that cover though? how much of my boomy-imp decorate can i snip out? I copy/paste the whole decorate to insure that i don't miss anything

>> No.3339508

You only need to redefine the properties and (full) states that differ from the original monster. So you'd have an almost entirely empty definition.

>> No.3339510


Not bad, but seems kinda pointless to me when Samsara exists.

>> No.3339512


This is true of the missile, yes, but the missile isn't the one doing A_CustomMissile and checking for the target.
Thus, the target gotten is the imp's target, which is the player.


Frankly, if removing the value worked, that speaks more of Graf-tier coding being the problem than anything else.

But hey, that's Graf's gaffe.

>> No.3339517
File: 827 KB, 1920x1080, spasm0002.jpg [View same] [iqdb] [saucenao] [google] [report]

sock's maps

czg's maps

There are many more maps from both authors, those are just my top 3 for each.

>> No.3339526

...Fuck, now that I think about it, you don't even NEED to replace the imp at all. Just having boomy inherit and replace DoomImpBall will do the trick, and all boomy would need is:
ACTOR Boomy: DoomImpBall replaces DoomImpBall
BAL1 CDE 6 Bright A_Explode(3,20,0,0,0,8,3)

>> No.3339528

Indeed, unless you want there to be several imp variations at once of course. Because then they'd all throw boomy's at you.

>> No.3339529

That looks bitching af

>> No.3339532
File: 12 KB, 125x120, 1465146112749.png [View same] [iqdb] [saucenao] [google] [report]


holy shit anon, that's some lean, mean code

thanks for the help fampai

>> No.3339538
File: 27 KB, 321x490, Tower of Babel.png [View same] [iqdb] [saucenao] [google] [report]

No problem, man. I literally just started learning this shit yesterday because I wanted to make a bitchin' crossbow.
Inheritance is amazing.

>> No.3339550

I like to play Doom.

>> No.3339552

Does anyone know why is BE not dead anymore?


>> No.3339553

Nice. I wish someone would go and make a full FEAR weapons mod. There are a couple of them floating around, but no one has done the full set.

>> No.3339557

How sadistic

>> No.3339558


Jenova got troll's remorse or took his meds.
One of the two.

>> No.3339575
File: 8 KB, 426x230, Eightball.jpg [View same] [iqdb] [saucenao] [google] [report]

>DamageFactor doesn't change explosive knockback
How do I soften this?
sorry about shit quality

>> No.3339578
File: 767 KB, 1920x1080, spasm0006.jpg [View same] [iqdb] [saucenao] [google] [report]

Yeah, I actually got the urge to play it again after I posted that. It's been a good month or so since I last played it after all. Still remember all the secrets.

I was jumping around like a maniac and dodging and flanking enemies left and right, having still memorized most of the enemy placements, then I got cocky and careless and backed into this lava pit after a lowly knight that I had forgotten about surprised me. First time that's ever happened to me in this map.

It's really great how much your experience varies in Quake maps depending on your mental state, the encounters are designed to fuck with you and keep you guessing. This is the kind of thing that's been missing in FPS level design for so many years.

>> No.3339589

Oh, before people ask, Whitemare 2 MAP31, and the placeholder RL sprite is yoinked from a Brutal (shame) Doom addon. http://www.moddb.com/mods/brutal-doom/addons/unreal-tournament-2004-tripple-rocket-launcher

>> No.3339606
File: 243 KB, 1280x720, Screenshot_Doom_20160705_213834.png [View same] [iqdb] [saucenao] [google] [report]

>when you're trying to play D&D but Doom guy wants to rip and tear your D&D buddies

Yes, I'm actually gonna make the room brighter. Not even demons can play D&D in such a dark room

>> No.3339621

Might be cool if it was dark but with GZDoom dynamic lighting.

>> No.3339628

>When everyone gets so into the game they forget to eat
Look at those happy faces, don't ruin this for them, Doomguy.

>> No.3339630

the hanged guy's twitching because he noticed that the DM lied about a roll

>> No.3339676

>dynamic lighting

looks like lights in a cut out diorama.

What are some WADs with good dynamic lighting?

>> No.3339678
File: 84 KB, 466x492, 1455494256200.png [View same] [iqdb] [saucenao] [google] [report]

por que no los dos?

>> No.3339689

any wads where each level puts you at a pistol start and the level starts out simple and progressively ramps up in difficulty until it ends in a boss-fight or similar type scenario?

>> No.3339690

it's a single level though, but the difficulty progression is top notch.

>> No.3339691

Actually, why aren't monsters affected vertically by explosions the same way players are (They're just pushed sideways instead)? I wish I could make it boost monsters too, somehow.

>> No.3339694

i'll check it out, thanks anon

>> No.3339698
File: 74 KB, 350x447, 1461097954090.jpg [View same] [iqdb] [saucenao] [google] [report]

Who wants to do a co-op run through Going Down?

I'll host a server if I have some takers

>> No.3339701
File: 242 KB, 1282x720, custom.png [View same] [iqdb] [saucenao] [google] [report]

Something I've been working on.


>> No.3339705

Yeah, I'd be up for that

>> No.3339706

sure why not zandronum 2 or 3

>> No.3339712


Some are some seriously, seriously bad graphics, famicom.

>> No.3339715

those are some extremely limp animations, and the guns look like they could use a lot more frames

zombies aren't very enticing to me either

don't give up, obviously, but damn this ain't lookin good

>> No.3339716


fuck, hold on, my MIRC client trial expired

i'll have it up soon

>> No.3339717

pretty charming, can't wait for updates

>> No.3339720

ok so zandronum 2 or 3 ?

>> No.3339723

Looks neat so far, but like >>3339715 said, those animations could use some work

>> No.3339740


Thanks for your input, the graphics and animations are far below Doom level and it was a decision I made to be able to develop quickly. In fact there are only front facing sprites.

The colors and shading are very limited to keep it a flat type of style, so like cell shaded pixel art.

I think for now I'll continue to work on within the same limits and see how it turns out.

Thanks for taking your time to take a look at it.

>> No.3339750

3 is the dev build, right?

if that's the case, 2

sorry this is taking so long i fucking loathe IRC clients on a good day

>> No.3339751


Okay, so first impressions I'm getting from this trailer:

>Damage-sponge hitscan enemies
No. This is bad. This is really, really bad.

>Wolfenstein 3D level design
Please check out some of the more popular "city" levels. We're not expecting Ribbiks quality but there's a lot more you can do than square rooms.

I can understand the appeal, but zombies are incredibly played-out.

Indie pixel art should be a limitation, not an excuse to let things slide. The graphics are incredibly simplistic (I think I counted two shades?) and the animations are limp and lifeless.

I'm really not too enticed.

You can do better, anon. You have to work a little more and work a little harder, but it can be done. You can do it.

>> No.3339767


The map is just a test room to show off the items and enemies.

The choice to make it what is so far, was a decision based on the aesthetics of certain games.


I understand it's not for everyone, thanks for checking it out and thanks for taking the time to give me some input.

A couple of years ago I went a slightly different direction with doom and just took too much time and I don't think turned out that good anyways.


>> No.3339773
File: 62 KB, 396x691, 1450140293338.jpg [View same] [iqdb] [saucenao] [google] [report]

Well, fuck

BE only hosts files now, not servers, so I had to move over to Painkiller, but i'm still awaiting the verification email

>> No.3339775
File: 70 KB, 640x400, Screenshot_Heretic_20060614_011427.png [View same] [iqdb] [saucenao] [google] [report]

I need to stop playing Morrowind and finish this up. But adding and balancing monsters has really burnt me out of Doom modding.

And then there's the Strife mod I was working on, but I'm completely stuck figuring out what to do with the Sigil replacement.

>> No.3339807

that last arena could've been larger, but other than that it was a pretty solid map

>> No.3339814
File: 46 KB, 960x669, 1437062580417.jpg [View same] [iqdb] [saucenao] [google] [report]

post yfw
>press button
>hear fast doors behind you

>> No.3339818
File: 36 KB, 626x379, Max-Payne-1-Face.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3339819
File: 20 KB, 96x139, MAD.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3339820
File: 295 KB, 1693x1184, 1456851481437.png [View same] [iqdb] [saucenao] [google] [report]

Going Down on UV has stripped away my fears and humanity

Boners and AYYs should fear /me/

>> No.3339823
File: 2.53 MB, 310x196, 1429135737473.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3339826

Warlords were always fun to fight.

>> No.3339828
File: 80 KB, 724x512, Surgery.png [View same] [iqdb] [saucenao] [google] [report]

Had to give this thing a cephalectomy so that I could fit a camera on it but so far it looks like it'll be worth it.

A proper BFG-tier weapon as you can now see.

>> No.3339848

this is a game rip, or oc?

>> No.3339851
File: 57 KB, 1024x596, 1426110075_dronelauncher__1.jpg [View same] [iqdb] [saucenao] [google] [report]

Still looks like the goofy drone launcher from Sanctum 2, though.

>> No.3339857

I prefer them in UT2004 invasion where they have homing rockets that predict you, it's fun.

>> No.3339860
File: 8 KB, 428x200, the fuckinator.png [View same] [iqdb] [saucenao] [google] [report]

It's the Gatling Laser from Sanctum 2 with a few colour changes.

>> No.3339863

Huhh... I thought it was eerily familiar. I never really used that one.

>> No.3339864

>dat width

thing looks like a robotic manta ray, jesus

>> No.3339867

it's thicc

>> No.3339873

thicc gun. It shoots thicc ray. It makes monsters thicc
I need this

>> No.3339876
File: 296 KB, 640x480, TurokRageWars_Inflator.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3339884
File: 719 KB, 980x3400, 1453232584500.jpg [View same] [iqdb] [saucenao] [google] [report]

every time with you people

>> No.3339940

your sense of humor is amazing as well.

>> No.3339949


>WadSmoosh - merge all official id releases into one PK3 IWAD

>> No.3339952

Those are the most annoying rockets ever. They intentionally swerve and miss you and that makes them even harder to dodge. It's like when you have partial invisibility in Doom.

>> No.3339963

Those are the ones I remember!

>> No.3339972


Interesting. Can't see myself getting much use out of this, but interesting nevertheless.

Wonder how difficult it would be to make a similar tool for HeXen and its expansion.

>> No.3340030
File: 3 KB, 320x200, Thompson-Render1-Sprite-PixelPushed.png [View same] [iqdb] [saucenao] [google] [report]

Had to set the FOV to 30 to fit it all in without it looking like an ADS sprite.

If you're rendering sprites, don't be afraid to put the FOV very low for long guns. It's not about realism.

>> No.3340126

czg and sock are some of the best map makers for Quake I agree.

>> No.3340128


Just noticed a problem while poking through the created .pk3 with SLADE. It copies the PC Speaker version of the DSHOOF sound effect into the combined IWAD, rather than the digitized sound effect like it should.
Not a problem if you load it as a PWAD to DOOM II or something, but if you tried to load it by itself that might be an issue.

Also, while not strictly a problem I find it inelegant how it copies the music in TNT.WAD and PLUTONIA.WAD that were reused from DOOM I and II, rather than simply assigning the maps that use them to the original versions of the songs.

>> No.3340129
File: 871 KB, 631x471, 1408196433014.png [View same] [iqdb] [saucenao] [google] [report]


Doom music with vocals. Yay or nay?

I personaly like it

>> No.3340130

u better post in the thread then

>> No.3340132


I should probably do that soon, yeah.

>> No.3340176

As long as the lyrics are fine, sure why not. I don't like that he's basically singing about the game though, needs to be more abstract.

>> No.3340186

>I don't like that he's basically singing about the game though, needs to be more abstract.

I usually agree with this when it comes to people playing game music, but there are exceptions.

Exhibit A: https://www.youtube.com/watch?v=opADNvgeZYY

>> No.3340204

How in the hell do you place a custom monster in a map?

I'm working in Slade, made my custom monster which works fine using inheritance, but when I make it a unique monster and try to place it in a map i can't find it in the optional monsters available?

>> No.3340209

You gave it a DoomEd number, right? Make sure you have the wad loaded along side the map as a resource.
In the Edit Thing window, slap that number in the type field.
Slade won't know what it is, but it will appear in the map.
I don't know if there's any way to get slade to recognize it.

>> No.3340216

How do you give something a doomed number? I thought I knew but it certainly didn't work.

>> No.3340218

Yholl is a maget

>> No.3340220
File: 59 KB, 593x474, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

Err, just realized, I'm thinking of GZDoomBuilder, not slade. You aren't mapping in slade, are you?

>> No.3340224
File: 110 KB, 466x492, 1432348900205.png [View same] [iqdb] [saucenao] [google] [report]

>mapping in slade

Not him, but, what?

>> No.3340230


I was just building a testbox, no bully plz

>> No.3340232

You assign a DoomEd number in the same line you declare the actor. Should look something like this:
ACTOR NewCrossbow: Crossbow replaces Shotgun 7001
That 7001 is the DoomEd

Slade3 does have a map editor. It's inferior in every way to GZDoomBuilder.

>> No.3340237


>> No.3340247

No thanks, that's one of the worst sourceports I've ever used.

>> No.3340256

Hyadain's a master at it though. He doesn't make it seem awkward and makes it his own.

>> No.3340263
File: 65 KB, 1280x720, Dude Sex machina.jpg [View same] [iqdb] [saucenao] [google] [report]

>EYE Doom wad never

>> No.3340286

SLADE originally was just a map editor. SLumpEd was eventually merged with it, and became SLADE 3.

Everyone mainly uses the SLumpEd part of Slade 3, as the map editor is not up to snuff compared to DB2/GZDB. The only reason to use its map editor is if you're on mac or linux, as DB2/GZDB is windows only

>> No.3340291
File: 910 KB, 1228x1193, MH4U endgame.jpg [View same] [iqdb] [saucenao] [google] [report]

I don't think Furious Rajang would be too out of the question

>> No.3340350

he noticed the DM keeps setting the DC of skill checks *after* he rolls

>> No.3340370

that gun's avin a giggle there

>> No.3340408

Is there a Doom wad out there that makes controlling the game feel like you're playing Quake? I've grown to really like Quake's movement.

>> No.3340409


>> No.3340414

Hmm, feels pretty nice. Now all it needs is the side to side leaning.

>> No.3340416


>> No.3340418

These two together feel like they do the trick. Thank you very much anons.

>> No.3340424

New thread >>3340421

>> No.3340427
File: 76 KB, 400x450, EXCESSIVE_DAMAGE.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3340442 [DELETED] 
File: 53 KB, 1076x934, cacoshit.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3340882

Should make them neutral. They wont attack anyone unless shot. Even undead, they wont let anything stop their game

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